/* Create uv map attributes. */ static void attr_create_uv_map(Scene *scene, Mesh *mesh, BL::Mesh b_mesh, const vector<int>& nverts) { if(b_mesh.tessface_uv_textures.length() != 0) { BL::Mesh::tessface_uv_textures_iterator l; for(b_mesh.tessface_uv_textures.begin(l); l != b_mesh.tessface_uv_textures.end(); ++l) { bool active_render = l->active_render(); AttributeStandard std = (active_render)? ATTR_STD_UV: ATTR_STD_NONE; ustring name = ustring(l->name().c_str()); /* UV map */ if(mesh->need_attribute(scene, name) || mesh->need_attribute(scene, std)) { Attribute *attr; if(active_render) attr = mesh->attributes.add(std, name); else attr = mesh->attributes.add(name, TypeDesc::TypePoint, ATTR_ELEMENT_CORNER); BL::MeshTextureFaceLayer::data_iterator t; float3 *fdata = attr->data_float3(); size_t i = 0; for(l->data.begin(t); t != l->data.end(); ++t, ++i) { fdata[0] = get_float3(t->uv1()); fdata[1] = get_float3(t->uv2()); fdata[2] = get_float3(t->uv3()); fdata += 3; if(nverts[i] == 4) { fdata[0] = get_float3(t->uv1()); fdata[1] = get_float3(t->uv3()); fdata[2] = get_float3(t->uv4()); fdata += 3; } } } /* UV tangent */ std = (active_render)? ATTR_STD_UV_TANGENT: ATTR_STD_NONE; name = ustring((string(l->name().c_str()) + ".tangent").c_str()); if(mesh->need_attribute(scene, name) || (active_render && mesh->need_attribute(scene, std))) { std = (active_render)? ATTR_STD_UV_TANGENT_SIGN: ATTR_STD_NONE; name = ustring((string(l->name().c_str()) + ".tangent_sign").c_str()); bool need_sign = (mesh->need_attribute(scene, name) || mesh->need_attribute(scene, std)); mikk_compute_tangents(b_mesh, &(*l), mesh, nverts, need_sign, active_render); } } } else if(mesh->need_attribute(scene, ATTR_STD_UV_TANGENT)) { bool need_sign = mesh->need_attribute(scene, ATTR_STD_UV_TANGENT_SIGN); mikk_compute_tangents(b_mesh, NULL, mesh, nverts, need_sign, true); } }
void BlenderSync::sync_curves(Mesh *mesh, BL::Mesh& b_mesh, BL::Object& b_ob, bool motion, int motion_step) { if(!motion) { /* Clear stored curve data */ mesh->curve_keys.clear(); mesh->curve_radius.clear(); mesh->curve_first_key.clear(); mesh->curve_shader.clear(); mesh->curve_attributes.clear(); } /* obtain general settings */ const bool use_curves = scene->curve_system_manager->use_curves; if(!(use_curves && b_ob.mode() != b_ob.mode_PARTICLE_EDIT)) { if(!motion) mesh->compute_bounds(); return; } const int primitive = scene->curve_system_manager->primitive; const int triangle_method = scene->curve_system_manager->triangle_method; const int resolution = scene->curve_system_manager->resolution; const size_t vert_num = mesh->verts.size(); const size_t tri_num = mesh->num_triangles(); int used_res = 1; /* extract particle hair data - should be combined with connecting to mesh later*/ ParticleCurveData CData; if(!preview) set_resolution(&b_ob, &b_scene, true); ObtainCacheParticleData(mesh, &b_mesh, &b_ob, &CData, !preview); /* add hair geometry to mesh */ if(primitive == CURVE_TRIANGLES) { if(triangle_method == CURVE_CAMERA_TRIANGLES) { /* obtain camera parameters */ float3 RotCam; Camera *camera = scene->camera; Transform &ctfm = camera->matrix; if(camera->type == CAMERA_ORTHOGRAPHIC) { RotCam = -make_float3(ctfm.x.z, ctfm.y.z, ctfm.z.z); } else { Transform tfm = get_transform(b_ob.matrix_world()); Transform itfm = transform_quick_inverse(tfm); RotCam = transform_point(&itfm, make_float3(ctfm.x.w, ctfm.y.w, ctfm.z.w)); } bool is_ortho = camera->type == CAMERA_ORTHOGRAPHIC; ExportCurveTrianglePlanes(mesh, &CData, RotCam, is_ortho); } else { ExportCurveTriangleGeometry(mesh, &CData, resolution); used_res = resolution; } } else { if(motion) ExportCurveSegmentsMotion(mesh, &CData, motion_step); else ExportCurveSegments(scene, mesh, &CData); } /* generated coordinates from first key. we should ideally get this from * blender to handle deforming objects */ if(!motion) { if(mesh->need_attribute(scene, ATTR_STD_GENERATED)) { float3 loc, size; mesh_texture_space(b_mesh, loc, size); if(primitive == CURVE_TRIANGLES) { Attribute *attr_generated = mesh->attributes.add(ATTR_STD_GENERATED); float3 *generated = attr_generated->data_float3(); for(size_t i = vert_num; i < mesh->verts.size(); i++) generated[i] = mesh->verts[i]*size - loc; } else { Attribute *attr_generated = mesh->curve_attributes.add(ATTR_STD_GENERATED); float3 *generated = attr_generated->data_float3(); for(size_t i = 0; i < mesh->num_curves(); i++) { float3 co = mesh->curve_keys[mesh->get_curve(i).first_key]; generated[i] = co*size - loc; } } } } /* create vertex color attributes */ if(!motion) { BL::Mesh::tessface_vertex_colors_iterator l; int vcol_num = 0; for(b_mesh.tessface_vertex_colors.begin(l); l != b_mesh.tessface_vertex_colors.end(); ++l, vcol_num++) { if(!mesh->need_attribute(scene, ustring(l->name().c_str()))) continue; ObtainCacheParticleVcol(mesh, &b_mesh, &b_ob, &CData, !preview, vcol_num); if(primitive == CURVE_TRIANGLES) { Attribute *attr_vcol = mesh->attributes.add( ustring(l->name().c_str()), TypeDesc::TypeColor, ATTR_ELEMENT_CORNER_BYTE); uchar4 *cdata = attr_vcol->data_uchar4(); ExportCurveTriangleVcol(&CData, tri_num * 3, used_res, cdata); } else { Attribute *attr_vcol = mesh->curve_attributes.add( ustring(l->name().c_str()), TypeDesc::TypeColor, ATTR_ELEMENT_CURVE); float3 *fdata = attr_vcol->data_float3(); if(fdata) { size_t i = 0; for(size_t curve = 0; curve < CData.curve_vcol.size(); curve++) if(!(CData.curve_keynum[curve] <= 1 || CData.curve_length[curve] == 0.0f)) fdata[i++] = color_srgb_to_scene_linear_v3(CData.curve_vcol[curve]); } } } } /* create UV attributes */ if(!motion) { BL::Mesh::tessface_uv_textures_iterator l; int uv_num = 0; for(b_mesh.tessface_uv_textures.begin(l); l != b_mesh.tessface_uv_textures.end(); ++l, uv_num++) { bool active_render = l->active_render(); AttributeStandard std = (active_render)? ATTR_STD_UV: ATTR_STD_NONE; ustring name = ustring(l->name().c_str()); /* UV map */ if(mesh->need_attribute(scene, name) || mesh->need_attribute(scene, std)) { Attribute *attr_uv; ObtainCacheParticleUV(mesh, &b_mesh, &b_ob, &CData, !preview, uv_num); if(primitive == CURVE_TRIANGLES) { if(active_render) attr_uv = mesh->attributes.add(std, name); else attr_uv = mesh->attributes.add(name, TypeDesc::TypePoint, ATTR_ELEMENT_CORNER); float3 *uv = attr_uv->data_float3(); ExportCurveTriangleUV(&CData, tri_num * 3, used_res, uv); } else { if(active_render) attr_uv = mesh->curve_attributes.add(std, name); else attr_uv = mesh->curve_attributes.add(name, TypeDesc::TypePoint, ATTR_ELEMENT_CURVE); float3 *uv = attr_uv->data_float3(); if(uv) { size_t i = 0; for(size_t curve = 0; curve < CData.curve_uv.size(); curve++) if(!(CData.curve_keynum[curve] <= 1 || CData.curve_length[curve] == 0.0f)) uv[i++] = CData.curve_uv[curve]; } } } } } if(!preview) set_resolution(&b_ob, &b_scene, false); mesh->compute_bounds(); }
static void create_mesh(Scene *scene, Mesh *mesh, BL::Mesh b_mesh, const vector<uint>& used_shaders) { /* count vertices and faces */ int numverts = b_mesh.vertices.length(); int numfaces = b_mesh.tessfaces.length(); int numtris = 0; bool use_loop_normals = b_mesh.use_auto_smooth(); BL::Mesh::vertices_iterator v; BL::Mesh::tessfaces_iterator f; for(b_mesh.tessfaces.begin(f); f != b_mesh.tessfaces.end(); ++f) { int4 vi = get_int4(f->vertices_raw()); numtris += (vi[3] == 0)? 1: 2; } /* reserve memory */ mesh->reserve(numverts, numtris, 0, 0); /* create vertex coordinates and normals */ int i = 0; for(b_mesh.vertices.begin(v); v != b_mesh.vertices.end(); ++v, ++i) mesh->verts[i] = get_float3(v->co()); Attribute *attr_N = mesh->attributes.add(ATTR_STD_VERTEX_NORMAL); float3 *N = attr_N->data_float3(); for(b_mesh.vertices.begin(v); v != b_mesh.vertices.end(); ++v, ++N) *N = get_float3(v->normal()); N = attr_N->data_float3(); /* create generated coordinates from undeformed coordinates */ if(mesh->need_attribute(scene, ATTR_STD_GENERATED)) { Attribute *attr = mesh->attributes.add(ATTR_STD_GENERATED); float3 loc, size; mesh_texture_space(b_mesh, loc, size); float3 *generated = attr->data_float3(); size_t i = 0; for(b_mesh.vertices.begin(v); v != b_mesh.vertices.end(); ++v) generated[i++] = get_float3(v->undeformed_co())*size - loc; } /* create faces */ vector<int> nverts(numfaces); int fi = 0, ti = 0; for(b_mesh.tessfaces.begin(f); f != b_mesh.tessfaces.end(); ++f, ++fi) { int4 vi = get_int4(f->vertices_raw()); int n = (vi[3] == 0)? 3: 4; int mi = clamp(f->material_index(), 0, used_shaders.size()-1); int shader = used_shaders[mi]; bool smooth = f->use_smooth(); /* split vertices if normal is different * * note all vertex attributes must have been set here so we can split * and copy attributes in split_vertex without remapping later */ if(use_loop_normals) { BL::Array<float, 12> loop_normals = f->split_normals(); for(int i = 0; i < n; i++) { float3 loop_N = make_float3(loop_normals[i * 3], loop_normals[i * 3 + 1], loop_normals[i * 3 + 2]); if(N[vi[i]] != loop_N) { int new_vi = mesh->split_vertex(vi[i]); /* set new normal and vertex index */ N = attr_N->data_float3(); N[new_vi] = loop_N; vi[i] = new_vi; } } } /* create triangles */ if(n == 4) { if(is_zero(cross(mesh->verts[vi[1]] - mesh->verts[vi[0]], mesh->verts[vi[2]] - mesh->verts[vi[0]])) || is_zero(cross(mesh->verts[vi[2]] - mesh->verts[vi[0]], mesh->verts[vi[3]] - mesh->verts[vi[0]]))) { mesh->set_triangle(ti++, vi[0], vi[1], vi[3], shader, smooth); mesh->set_triangle(ti++, vi[2], vi[3], vi[1], shader, smooth); } else { mesh->set_triangle(ti++, vi[0], vi[1], vi[2], shader, smooth); mesh->set_triangle(ti++, vi[0], vi[2], vi[3], shader, smooth); } } else mesh->set_triangle(ti++, vi[0], vi[1], vi[2], shader, smooth); nverts[fi] = n; } /* create vertex color attributes */ { BL::Mesh::tessface_vertex_colors_iterator l; for(b_mesh.tessface_vertex_colors.begin(l); l != b_mesh.tessface_vertex_colors.end(); ++l) { if(!mesh->need_attribute(scene, ustring(l->name().c_str()))) continue; Attribute *attr = mesh->attributes.add( ustring(l->name().c_str()), TypeDesc::TypeColor, ATTR_ELEMENT_CORNER); BL::MeshColorLayer::data_iterator c; float3 *fdata = attr->data_float3(); size_t i = 0; for(l->data.begin(c); c != l->data.end(); ++c, ++i) { fdata[0] = color_srgb_to_scene_linear(get_float3(c->color1())); fdata[1] = color_srgb_to_scene_linear(get_float3(c->color2())); fdata[2] = color_srgb_to_scene_linear(get_float3(c->color3())); if(nverts[i] == 4) { fdata[3] = fdata[0]; fdata[4] = fdata[2]; fdata[5] = color_srgb_to_scene_linear(get_float3(c->color4())); fdata += 6; } else fdata += 3; } } } /* create uv map attributes */ { BL::Mesh::tessface_uv_textures_iterator l; for(b_mesh.tessface_uv_textures.begin(l); l != b_mesh.tessface_uv_textures.end(); ++l) { bool active_render = l->active_render(); AttributeStandard std = (active_render)? ATTR_STD_UV: ATTR_STD_NONE; ustring name = ustring(l->name().c_str()); /* UV map */ if(mesh->need_attribute(scene, name) || mesh->need_attribute(scene, std)) { Attribute *attr; if(active_render) attr = mesh->attributes.add(std, name); else attr = mesh->attributes.add(name, TypeDesc::TypePoint, ATTR_ELEMENT_CORNER); BL::MeshTextureFaceLayer::data_iterator t; float3 *fdata = attr->data_float3(); size_t i = 0; for(l->data.begin(t); t != l->data.end(); ++t, ++i) { fdata[0] = get_float3(t->uv1()); fdata[1] = get_float3(t->uv2()); fdata[2] = get_float3(t->uv3()); fdata += 3; if(nverts[i] == 4) { fdata[0] = get_float3(t->uv1()); fdata[1] = get_float3(t->uv3()); fdata[2] = get_float3(t->uv4()); fdata += 3; } } } /* UV tangent */ std = (active_render)? ATTR_STD_UV_TANGENT: ATTR_STD_NONE; name = ustring((string(l->name().c_str()) + ".tangent").c_str()); if(mesh->need_attribute(scene, name) || (active_render && mesh->need_attribute(scene, std))) { std = (active_render)? ATTR_STD_UV_TANGENT_SIGN: ATTR_STD_NONE; name = ustring((string(l->name().c_str()) + ".tangent_sign").c_str()); bool need_sign = (mesh->need_attribute(scene, name) || mesh->need_attribute(scene, std)); mikk_compute_tangents(b_mesh, *l, mesh, nverts, need_sign, active_render); } } } /* for volume objects, create a matrix to transform from object space to * mesh texture space. this does not work with deformations but that can * probably only be done well with a volume grid mapping of coordinates */ if(mesh->need_attribute(scene, ATTR_STD_GENERATED_TRANSFORM)) { Attribute *attr = mesh->attributes.add(ATTR_STD_GENERATED_TRANSFORM); Transform *tfm = attr->data_transform(); float3 loc, size; mesh_texture_space(b_mesh, loc, size); *tfm = transform_translate(-loc)*transform_scale(size); } }
/* Create uv map attributes. */ static void attr_create_uv_map(Scene *scene, Mesh *mesh, BL::Mesh& b_mesh, const vector<int>& nverts, const vector<int>& face_flags, bool subdivision, bool subdivide_uvs) { if(subdivision) { BL::Mesh::uv_layers_iterator l; int i = 0; for(b_mesh.uv_layers.begin(l); l != b_mesh.uv_layers.end(); ++l, ++i) { bool active_render = b_mesh.uv_textures[i].active_render(); AttributeStandard std = (active_render)? ATTR_STD_UV: ATTR_STD_NONE; ustring name = ustring(l->name().c_str()); /* UV map */ if(mesh->need_attribute(scene, name) || mesh->need_attribute(scene, std)) { Attribute *attr; if(active_render) attr = mesh->subd_attributes.add(std, name); else attr = mesh->subd_attributes.add(name, TypeDesc::TypePoint, ATTR_ELEMENT_CORNER); if(subdivide_uvs) { attr->flags |= ATTR_SUBDIVIDED; } BL::Mesh::polygons_iterator p; float3 *fdata = attr->data_float3(); for(b_mesh.polygons.begin(p); p != b_mesh.polygons.end(); ++p) { int n = p->loop_total(); for(int j = 0; j < n; j++) { *(fdata++) = get_float3(l->data[p->loop_start() + j].uv()); } } } } } else if(b_mesh.tessface_uv_textures.length() != 0) { BL::Mesh::tessface_uv_textures_iterator l; for(b_mesh.tessface_uv_textures.begin(l); l != b_mesh.tessface_uv_textures.end(); ++l) { bool active_render = l->active_render(); AttributeStandard std = (active_render)? ATTR_STD_UV: ATTR_STD_NONE; ustring name = ustring(l->name().c_str()); /* UV map */ if(mesh->need_attribute(scene, name) || mesh->need_attribute(scene, std)) { Attribute *attr; if(active_render) attr = mesh->attributes.add(std, name); else attr = mesh->attributes.add(name, TypeDesc::TypePoint, ATTR_ELEMENT_CORNER); BL::MeshTextureFaceLayer::data_iterator t; float3 *fdata = attr->data_float3(); size_t i = 0; for(l->data.begin(t); t != l->data.end(); ++t, ++i) { int tri_a[3], tri_b[3]; face_split_tri_indices(nverts[i], face_flags[i], tri_a, tri_b); float3 uvs[4]; uvs[0] = get_float3(t->uv1()); uvs[1] = get_float3(t->uv2()); uvs[2] = get_float3(t->uv3()); if(nverts[i] == 4) { uvs[3] = get_float3(t->uv4()); } fdata[0] = uvs[tri_a[0]]; fdata[1] = uvs[tri_a[1]]; fdata[2] = uvs[tri_a[2]]; fdata += 3; if(nverts[i] == 4) { fdata[0] = uvs[tri_b[0]]; fdata[1] = uvs[tri_b[1]]; fdata[2] = uvs[tri_b[2]]; fdata += 3; } } } /* UV tangent */ std = (active_render)? ATTR_STD_UV_TANGENT: ATTR_STD_NONE; name = ustring((string(l->name().c_str()) + ".tangent").c_str()); if(mesh->need_attribute(scene, name) || (active_render && mesh->need_attribute(scene, std))) { std = (active_render)? ATTR_STD_UV_TANGENT_SIGN: ATTR_STD_NONE; name = ustring((string(l->name().c_str()) + ".tangent_sign").c_str()); bool need_sign = (mesh->need_attribute(scene, name) || mesh->need_attribute(scene, std)); mikk_compute_tangents(b_mesh, &(*l), mesh, nverts, face_flags, need_sign, active_render); } } } else if(mesh->need_attribute(scene, ATTR_STD_UV_TANGENT)) { bool need_sign = mesh->need_attribute(scene, ATTR_STD_UV_TANGENT_SIGN); mikk_compute_tangents(b_mesh, NULL, mesh, nverts, face_flags, need_sign, true); } }