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Smarter handling of BMesh. Sharp edges are ignored only if auto-smooth

is on, just like Blender does.
pull/270/head
Jrius 3 years ago
parent
commit
8c6e49ea50
  1. 81
      korman/exporter/etlight.py

81
korman/exporter/etlight.py

@ -201,54 +201,47 @@ class LightBaker:
# (If the object has an edge split modifier, well, screw you!)
for bo in blender_objects:
mesh = bo.data
bm = bmesh.new()
bm.from_mesh(mesh)
light_vcol = bm.loops.layers.color.get(self.vcol_layer_name)
# If no vertex color is found, then baking either failed (error raised by oven)
# or is turned off. Either way, bail out.
if light_vcol is None:
bm.free()
del bm
if self.vcol_layer_name not in mesh.vertex_colors:
# No vertex color. Baking either failed or is turned off.
continue
bm.faces.ensure_lookup_table()
with bmesh_from_object(bo) as bm:
bm.faces.ensure_lookup_table()
light_vcol = bm.loops.layers.color.get(self.vcol_layer_name)
for face in bm.faces:
for loop in face.loops:
vert = loop.vert
max_color = loop[light_vcol]
if not face.smooth:
# Face is sharp, so we can't smooth anything.
continue
# Now that we have a loop and its vertex, find all edges the vertex connects to.
for edge in vert.link_edges:
if len(edge.link_faces) != 2:
# Either a border edge, or an abomination.
continue
if not edge.smooth or (mesh.use_auto_smooth and
edge.calc_face_angle() > mesh.auto_smooth_angle):
# Sharp edge. Don't care.
for face in bm.faces:
for loop in face.loops:
vert = loop.vert
max_color = loop[light_vcol]
if not face.smooth:
# Face is sharp, so we can't smooth anything.
continue
if face in edge.link_faces:
# Alright, this edge is connected to our loop AND our face.
# Now for the Fun Stuff(c)... First, actually get ahold of the other
# face (the one we're connected to via this edge).
other_face = next(f for f in edge.link_faces if f != face)
# Now get ahold of the loop sharing our vertex on the OTHER SIDE
# of that damnable edge...
other_loop = next(loop for loop in other_face.loops if loop.vert == vert)
other_color = other_loop[light_vcol]
# Phew ! Good, now just pick whichever color has the highest average value
if sum(max_color) / 3 < sum(other_color) / 3:
max_color = other_color
# Assign our hard-earned color back
loop[light_vcol] = max_color
bm.to_mesh(mesh)
bm.free()
del bm
# Now that we have a loop and its vertex, find all edges the vertex connects to.
for edge in vert.link_edges:
if len(edge.link_faces) != 2:
# Either a border edge, or an abomination.
continue
if mesh.use_auto_smooth and (not edge.smooth
or edge.calc_face_angle() > mesh.auto_smooth_angle):
# Normals are split for edges marked as sharp by the user, and edges
# whose angle is above the theshold. Auto smooth must be on in both cases.
continue
if face in edge.link_faces:
# Alright, this edge is connected to our loop AND our face.
# Now for the Fun Stuff(c)... First, actually get ahold of the other
# face (the one we're connected to via this edge).
other_face = next(f for f in edge.link_faces if f != face)
# Now get ahold of the loop sharing our vertex on the OTHER SIDE
# of that damnable edge...
other_loop = next(loop for loop in other_face.loops if loop.vert == vert)
other_color = other_loop[light_vcol]
# Phew ! Good, now just pick whichever color has the highest average value
if sum(max_color) / 3 < sum(other_color) / 3:
max_color = other_color
# Assign our hard-earned color back
loop[light_vcol] = max_color
bm.to_mesh(mesh)
def _generate_lightgroup(self, bo, user_lg=None):
"""Makes a new light group for the baking process that excludes all Plasma RT lamps"""

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