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Fixed a bug where secondary UV layers would not be exported correctly…
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… if not all objects shared the same number of UV layers
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cmbasnett committed Dec 23, 2024
1 parent 324481d commit 3471409
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Showing 2 changed files with 181 additions and 168 deletions.
340 changes: 176 additions & 164 deletions io_scene_ase/builder.py
Original file line number Diff line number Diff line change
Expand Up @@ -62,52 +62,37 @@ def get_coordinate_system_transform(forward_axis: str = 'X', up_axis: str = 'Z')

def build_ase(context: Context, options: ASEBuildOptions, dfs_objects: Iterable[DfsObject]) -> ASE:
ase = ASE()

main_geometry_object = None
ase.materials = options.materials

dfs_objects = list(dfs_objects)
dfs_objects_processed = 0

context.window_manager.progress_begin(0, len(dfs_objects))

ase.materials = options.materials

max_uv_layers = 0
for dfs_object in dfs_objects:
mesh_data = cast(Mesh, dfs_object.obj.data)
max_uv_layers = max(max_uv_layers, len(mesh_data.uv_layers))
class GeometryObjectInfo:
def __init__(self, name: str):
self.name = name
self.dfs_objects = []

coordinate_system_transform = get_coordinate_system_transform(options.forward_axis, options.up_axis)
main_geometry_object_info = GeometryObjectInfo('io_scene_ase')
geometry_object_infos: List[GeometryObjectInfo] = [
main_geometry_object_info,
]

for object_index, dfs_object in enumerate(dfs_objects):
obj = dfs_object.obj
matrix_world = dfs_object.matrix_world

# Save the active color name for vertex color export.
active_color_name = obj.data.color_attributes.active_color_name

match options.object_eval_state:
case 'ORIGINAL':
mesh_object = obj
mesh_data = mesh_object.data
case 'EVALUATED':
# Evaluate the mesh after modifiers are applied
depsgraph = context.evaluated_depsgraph_get()
bm = bmesh.new()
bm.from_object(obj, depsgraph)
mesh_data = bpy.data.meshes.new('')
bm.to_mesh(mesh_data)
del bm
mesh_object = bpy.data.objects.new('', mesh_data)
mesh_object.matrix_world = matrix_world

if not is_collision_name(obj.name) and main_geometry_object is not None:
geometry_object = main_geometry_object
if is_collision_name(dfs_object.obj.name):
geometry_object_info = GeometryObjectInfo(dfs_object.obj.name)
geometry_object_info.dfs_objects.append(dfs_object)
geometry_object_infos.append(geometry_object_info)
else:
geometry_object = ASEGeometryObject()
geometry_object.name = obj.name
if not geometry_object.is_collision:
main_geometry_object = geometry_object
ase.geometry_objects.append(geometry_object)
main_geometry_object_info.dfs_objects.append(dfs_object)

# Sort the DFS objects into collision and non-collision objects.
coordinate_system_transform = get_coordinate_system_transform(options.forward_axis, options.up_axis)

for geometry_object_info in geometry_object_infos:
geometry_object = ASEGeometryObject()
geometry_object.name = geometry_object_info.name

if geometry_object.is_collision:
# Test that collision meshes are manifold and convex.
Expand All @@ -121,139 +106,166 @@ def build_ase(context: Context, options: ASEBuildOptions, dfs_objects: Iterable[
del bm
raise ASEBuildError(f'Collision mesh \'{obj.name}\' is not convex')

vertex_transform = Matrix.Rotation(math.pi, 4, 'Z') @ Matrix.Scale(options.scale, 4) @ matrix_world

for vertex_index, vertex in enumerate(mesh_data.vertices):
vertex = vertex_transform @ vertex.co
vertex = coordinate_system_transform @ vertex
geometry_object.vertices.append(vertex)

material_indices = []
if not geometry_object.is_collision:
for mesh_material_index, material in enumerate(obj.data.materials):
if material is None:
raise ASEBuildError(f'Material slot {mesh_material_index + 1} for mesh \'{obj.name}\' cannot be empty')
material_indices.append(ase.materials.index(material))

if len(material_indices) == 0:
# If no materials are assigned to the mesh, just have a single empty material.
material_indices.append(0)

mesh_data.calc_loop_triangles()

# Calculate smoothing groups.
poly_groups, groups = mesh_data.calc_smooth_groups(use_bitflags=False)

# Figure out how many scaling axes are negative.
# This is important for calculating the normals of the mesh.
_, _, scale = vertex_transform.decompose()
negative_scaling_axes = sum([1 for x in scale if x < 0])
should_invert_normals = negative_scaling_axes % 2 == 1
if options.should_invert_normals:
should_invert_normals = not should_invert_normals

loop_triangle_index_order = (2, 1, 0) if should_invert_normals else (0, 1, 2)

# Gather the list of unique material indices in the loop triangles.
face_material_indices = {loop_triangle.material_index for loop_triangle in mesh_data.loop_triangles}

# Make sure that each material index is within the bounds of the material indices list.
for material_index in face_material_indices:
if material_index >= len(material_indices):
raise ASEBuildError(f'Material index {material_index} for mesh \'{obj.name}\' is out of bounds.\n'
f'This means that one or more faces are assigned to a material slot that does '
f'not exist.\n'
f'The referenced material indices in the faces are: {sorted(list(face_material_indices))}.\n'
f'Either add enough materials to the object or assign faces to existing material slots.'
)

del face_material_indices

# Faces
for face_index, loop_triangle in enumerate(mesh_data.loop_triangles):
face = ASEFace()
face.a, face.b, face.c = map(lambda j: geometry_object.vertex_offset + mesh_data.loops[loop_triangle.loops[j]].vertex_index, loop_triangle_index_order)
max_uv_layers = 0
for dfs_object in geometry_object_info.dfs_objects:
mesh_data = cast(Mesh, dfs_object.obj.data)
max_uv_layers = max(max_uv_layers, len(mesh_data.uv_layers))

geometry_object.uv_layers = [ASEUVLayer() for _ in range(max_uv_layers)]
print('max_uv_layers', max_uv_layers)

for dfs_object in geometry_object_info.dfs_objects:
obj = dfs_object.obj
matrix_world = dfs_object.matrix_world

# Save the active color name for vertex color export.
active_color_name = obj.data.color_attributes.active_color_name

match options.object_eval_state:
case 'ORIGINAL':
mesh_object = obj
mesh_data = mesh_object.data
case 'EVALUATED':
# Evaluate the mesh after modifiers are applied
depsgraph = context.evaluated_depsgraph_get()
bm = bmesh.new()
bm.from_object(obj, depsgraph)
mesh_data = bpy.data.meshes.new('')
bm.to_mesh(mesh_data)
del bm
mesh_object = bpy.data.objects.new('', mesh_data)
mesh_object.matrix_world = matrix_world

vertex_transform = Matrix.Rotation(math.pi, 4, 'Z') @ Matrix.Scale(options.scale, 4) @ matrix_world

for vertex_index, vertex in enumerate(mesh_data.vertices):
vertex = vertex_transform @ vertex.co
vertex = coordinate_system_transform @ vertex
geometry_object.vertices.append(vertex)

material_indices = []
if not geometry_object.is_collision:
face.material_index = material_indices[loop_triangle.material_index]
# The UT2K4 importer only accepts 32 smoothing groups. Anything past this completely mangles the
# smoothing groups and effectively makes the whole model use sharp-edge rendering.
# The fix is to constrain the smoothing group between 0 and 31 by applying a modulo of 32 to the actual
# smoothing group index.
# This may result in bad calculated normals on export in rare cases. For example, if a face with a
# smoothing group of 3 is adjacent to a face with a smoothing group of 35 (35 % 32 == 3), those faces
# will be treated as part of the same smoothing group.
face.smoothing = (poly_groups[loop_triangle.polygon_index] - 1) % SMOOTHING_GROUP_MAX
geometry_object.faces.append(face)

if not geometry_object.is_collision:
# Normals
for mesh_material_index, material in enumerate(obj.data.materials):
if material is None:
raise ASEBuildError(f'Material slot {mesh_material_index + 1} for mesh \'{obj.name}\' cannot be empty')
material_indices.append(ase.materials.index(material))

if len(material_indices) == 0:
# If no materials are assigned to the mesh, just have a single empty material.
material_indices.append(0)

mesh_data.calc_loop_triangles()

# Calculate smoothing groups.
poly_groups, groups = mesh_data.calc_smooth_groups(use_bitflags=False)

# Figure out how many scaling axes are negative.
# This is important for calculating the normals of the mesh.
_, _, scale = vertex_transform.decompose()
negative_scaling_axes = sum([1 for x in scale if x < 0])
should_invert_normals = negative_scaling_axes % 2 == 1
if options.should_invert_normals:
should_invert_normals = not should_invert_normals

loop_triangle_index_order = (2, 1, 0) if should_invert_normals else (0, 1, 2)

# Gather the list of unique material indices in the loop triangles.
face_material_indices = {loop_triangle.material_index for loop_triangle in mesh_data.loop_triangles}

# Make sure that each material index is within the bounds of the material indices list.
for material_index in face_material_indices:
if material_index >= len(material_indices):
raise ASEBuildError(f'Material index {material_index} for mesh \'{obj.name}\' is out of bounds.\n'
f'This means that one or more faces are assigned to a material slot that does '
f'not exist.\n'
f'The referenced material indices in the faces are: {sorted(list(face_material_indices))}.\n'
f'Either add enough materials to the object or assign faces to existing material slots.'
)

del face_material_indices

# Faces
for face_index, loop_triangle in enumerate(mesh_data.loop_triangles):
face_normal = ASEFaceNormal()
face_normal.normal = loop_triangle.normal
face_normal.vertex_normals = []
for i in loop_triangle_index_order:
vertex_normal = ASEVertexNormal()
vertex_normal.vertex_index = geometry_object.vertex_offset + mesh_data.loops[loop_triangle.loops[i]].vertex_index
vertex_normal.normal = loop_triangle.split_normals[i]
if should_invert_normals:
vertex_normal.normal = (-Vector(vertex_normal.normal)).to_tuple()
face_normal.vertex_normals.append(vertex_normal)
geometry_object.face_normals.append(face_normal)

# Texture Coordinates
for i, uv_layer_data in enumerate([x.data for x in mesh_data.uv_layers]):
if i >= len(geometry_object.uv_layers):
geometry_object.uv_layers.append(ASEUVLayer())
uv_layer = geometry_object.uv_layers[i]
for loop_index, loop in enumerate(mesh_data.loops):
u, v = uv_layer_data[loop_index].uv
uv_layer.texture_vertices.append((u, v, 0.0))

# Add zeroed texture vertices for any missing UV layers.
for i in range(len(geometry_object.uv_layers), max_uv_layers):
uv_layer = ASEUVLayer()
for _ in mesh_data.loops:
uv_layer.texture_vertices.append((0.0, 0.0, 0.0))
geometry_object.uv_layers.append(uv_layer)

# Texture Faces
for loop_triangle in mesh_data.loop_triangles:
geometry_object.texture_vertex_faces.append(
tuple(map(lambda l: geometry_object.texture_vertex_offset + loop_triangle.loops[l], loop_triangle_index_order))
)

# Vertex Colors
if options.should_export_vertex_colors and options.has_vertex_colors:
match options.vertex_color_mode:
case 'ACTIVE':
color_attribute_name = active_color_name
case 'EXPLICIT':
color_attribute_name = options.vertex_color_attribute
case _:
raise ASEBuildError('Invalid vertex color mode')

color_attribute = mesh_data.color_attributes.get(color_attribute_name, None)

if color_attribute is not None:
# Make sure that the selected color attribute is on the CORNER domain.
if color_attribute.domain != 'CORNER':
raise ASEBuildError(f'Color attribute \'{color_attribute.name}\' for object \'{obj.name}\' must have domain of \'CORNER\' (found \'{color_attribute.domain}\')')

for color in map(lambda x: x.color, color_attribute.data):
geometry_object.vertex_colors.append(tuple(color[0:3]))

# Update data offsets for next iteration
geometry_object.texture_vertex_offset += len(mesh_data.loops)
geometry_object.vertex_offset = len(geometry_object.vertices)

context.window_manager.progress_update(object_index)
face = ASEFace()
face.a, face.b, face.c = map(lambda j: geometry_object.vertex_offset + mesh_data.loops[loop_triangle.loops[j]].vertex_index, loop_triangle_index_order)
if not geometry_object.is_collision:
face.material_index = material_indices[loop_triangle.material_index]
# The UT2K4 importer only accepts 32 smoothing groups. Anything past this completely mangles the
# smoothing groups and effectively makes the whole model use sharp-edge rendering.
# The fix is to constrain the smoothing group between 0 and 31 by applying a modulo of 32 to the actual
# smoothing group index.
# This may result in bad calculated normals on export in rare cases. For example, if a face with a
# smoothing group of 3 is adjacent to a face with a smoothing group of 35 (35 % 32 == 3), those faces
# will be treated as part of the same smoothing group.
face.smoothing = (poly_groups[loop_triangle.polygon_index] - 1) % SMOOTHING_GROUP_MAX
geometry_object.faces.append(face)

if not geometry_object.is_collision:
# Normals
for face_index, loop_triangle in enumerate(mesh_data.loop_triangles):
face_normal = ASEFaceNormal()
face_normal.normal = loop_triangle.normal
face_normal.vertex_normals = []
for i in loop_triangle_index_order:
vertex_normal = ASEVertexNormal()
vertex_normal.vertex_index = geometry_object.vertex_offset + mesh_data.loops[loop_triangle.loops[i]].vertex_index
vertex_normal.normal = loop_triangle.split_normals[i]
if should_invert_normals:
vertex_normal.normal = (-Vector(vertex_normal.normal)).to_tuple()
face_normal.vertex_normals.append(vertex_normal)
geometry_object.face_normals.append(face_normal)

# Texture Coordinates
for i, uv_layer_data in enumerate([x.data for x in mesh_data.uv_layers]):
uv_layer = geometry_object.uv_layers[i]
for loop_index, loop in enumerate(mesh_data.loops):
u, v = uv_layer_data[loop_index].uv
uv_layer.texture_vertices.append((u, v, 0.0))

# Add zeroed texture vertices for any missing UV layers.
for i in range(len(mesh_data.uv_layers), max_uv_layers):
uv_layer = geometry_object.uv_layers[i]
for _ in mesh_data.loops:
uv_layer.texture_vertices.append((0.0, 0.0, 0.0))

# Texture Faces
for loop_triangle in mesh_data.loop_triangles:
geometry_object.texture_vertex_faces.append(
tuple(map(lambda l: geometry_object.texture_vertex_offset + loop_triangle.loops[l], loop_triangle_index_order))
)

# Vertex Colors
if options.should_export_vertex_colors and options.has_vertex_colors:
match options.vertex_color_mode:
case 'ACTIVE':
color_attribute_name = active_color_name
case 'EXPLICIT':
color_attribute_name = options.vertex_color_attribute
case _:
raise ASEBuildError('Invalid vertex color mode')

color_attribute = mesh_data.color_attributes.get(color_attribute_name, None)

if color_attribute is not None:
# Make sure that the selected color attribute is on the CORNER domain.
if color_attribute.domain != 'CORNER':
raise ASEBuildError(f'Color attribute \'{color_attribute.name}\' for object \'{obj.name}\' must have domain of \'CORNER\' (found \'{color_attribute.domain}\')')

for color in map(lambda x: x.color, color_attribute.data):
geometry_object.vertex_colors.append(tuple(color[0:3]))

# Update data offsets for next iteration
geometry_object.texture_vertex_offset += len(mesh_data.loops)
geometry_object.vertex_offset = len(geometry_object.vertices)

dfs_objects_processed += 1
context.window_manager.progress_update(dfs_objects_processed)

ase.geometry_objects.append(geometry_object)

context.window_manager.progress_end()

if len(ase.geometry_objects) == 0:
raise ASEBuildError('At least one mesh object must be selected')

if main_geometry_object is None:
raise ASEBuildError('At least one non-collision mesh must be exported')

return ase
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