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mesh.py
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mesh.py
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# GPLv3 License
#
# Copyright (C) 2020 Ubisoft
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation, either version 2 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program. If not, see <https://www.gnu.org/licenses/>.
import logging
import struct
import array
from typing import Optional
import bpy
import bmesh
from mathutils import Vector
from mixer.broadcaster import common
from mixer.blender_client import material as material_api
logger = logging.getLogger(__name__)
def decode_layer_float(elmt, layer, data, index):
elmt[layer], index = common.decode_float(data, index)
return index
def extract_layer_float(elmt, layer):
return (elmt[layer],)
extract_layer_float.struct = "1f"
def decode_layer_int(elmt, layer, data, index):
elmt[layer], index = common.decode_int(data, index)
return index
def extract_layer_int(elmt, layer):
return (elmt[layer],)
extract_layer_int.struct = "1i"
def decode_layer_vector(elmt, layer, data, index):
elmt[layer], index = common.decode_vector3(data, index)
return index
def extract_layer_vector3(elmt, layer):
v = elmt[layer]
return (v[0], v[1], v[2])
extract_layer_vector3.struct = "3f"
def decode_layer_color(elmt, layer, data, index):
elmt[layer], index = common.decode_color(data, index)
return index
def extract_layer_color(elmt, layer):
color = elmt[layer]
if len(color) == 3:
return (color[0], color[1], color[2], 1.0)
return (color[0], color[1], color[2], color[3])
extract_layer_color.struct = "4f"
def decode_layer_uv(elmt, layer, data, index):
pin_uv, index = common.decode_bool(data, index)
uv, index = common.decode_vector2(data, index)
elmt[layer].pin_uv = pin_uv
elmt[layer].uv = uv
return index
def extract_layer_uv(elmt, layer):
return (elmt[layer].pin_uv, *elmt[layer].uv)
extract_layer_uv.struct = "1I2f"
def decode_bmesh_layer(data, index, layer_collection, element_seq, decode_layer_value_func):
layer_count, index = common.decode_int(data, index)
while layer_count > len(layer_collection):
if not layer_collection.is_singleton:
layer_collection.new()
else:
layer_collection.verify() # Will create a layer and returns it
break # layer_count should be one but break just in case
for i in range(layer_count):
layer = layer_collection[i]
for elt in element_seq:
index = decode_layer_value_func(elt, layer, data, index)
return index
def encode_bmesh_layer(layer_collection, element_seq, extract_layer_tuple_func):
buffer = []
count = 0
for i in range(len(layer_collection)):
layer = layer_collection[i]
for elt in element_seq:
buffer.extend(extract_layer_tuple_func(elt, layer))
count += 1
binary_buffer = struct.pack("1I", len(layer_collection))
if len(layer_collection) > 0:
binary_buffer += struct.pack(extract_layer_tuple_func.struct * count, *buffer)
return binary_buffer
# We cannot iterate directly over bm.loops, so we use a generator
def loops_iterator(bm):
for face in bm.faces:
for loop in face.loops:
yield loop
def encode_baked_mesh(obj):
"""
Bake an object as a triangle mesh and encode it.
"""
# Bake modifiers
depsgraph = bpy.context.evaluated_depsgraph_get()
obj = obj.evaluated_get(depsgraph)
# Triangulate mesh (before calculating normals)
mesh = obj.data if obj.type == "MESH" else obj.to_mesh()
if mesh is None:
# This happens for empty curves
return bytes()
original_bm = None
if obj.type == "MESH":
# Mesh is restored later only if is has not been generated from a curve or something else
original_bm = bmesh.new()
original_bm.from_mesh(mesh)
bm = bmesh.new()
bm.from_mesh(mesh)
bmesh.ops.triangulate(bm, faces=bm.faces)
bm.to_mesh(mesh)
bm.free()
# Calculate normals, necessary if auto-smooth option enabled
mesh.calc_normals()
mesh.calc_normals_split()
# calc_loop_triangles resets normals so... don't use it
# get active uv layer
uvlayer = mesh.uv_layers.active
vertices = array.array("d", (0.0,)) * len(mesh.vertices) * 3
mesh.vertices.foreach_get("co", vertices)
normals = array.array("d", (0.0,)) * len(mesh.loops) * 3
mesh.loops.foreach_get("normal", normals)
if uvlayer:
uvs = array.array("d", (0.0,)) * len(mesh.loops) * 2
mesh.uv_layers[0].data.foreach_get("uv", uvs)
else:
uvs = []
indices = array.array("i", (0,)) * len(mesh.loops)
mesh.loops.foreach_get("vertex_index", indices)
if len(obj.material_slots) <= 1:
material_indices = []
else:
material_indices = array.array("i", (0,)) * len(mesh.polygons)
mesh.polygons.foreach_get("material_index", material_indices)
if obj.type != "MESH":
obj.to_mesh_clear()
else:
original_bm.to_mesh(mesh)
original_bm.free()
# Vericex count + binary vertices buffer
size = len(vertices) // 3
binary_vertices_buffer = common.int_to_bytes(size, 4) + struct.pack(f"{len(vertices)}f", *vertices)
# Normals count + binary normals buffer
size = len(normals) // 3
binary_normals_buffer = common.int_to_bytes(size, 4) + struct.pack(f"{len(normals)}f", *normals)
# UVs count + binary uvs buffer
size = len(uvs) // 2
binary_uvs_buffer = common.int_to_bytes(size, 4) + struct.pack(f"{len(uvs)}f", *uvs)
# material indices + binary material indices buffer
size = len(material_indices)
binary_material_indices_buffer = common.int_to_bytes(size, 4) + struct.pack(
f"{len(material_indices)}I", *material_indices
)
# triangle indices count + binary triangle indices buffer
size = len(indices) // 3
binary_indices_buffer = common.int_to_bytes(size, 4) + struct.pack(f"{len(indices)}I", *indices)
return (
binary_vertices_buffer
+ binary_normals_buffer
+ binary_uvs_buffer
+ binary_material_indices_buffer
+ binary_indices_buffer
)
def encode_base_mesh_geometry(mesh_data):
# We do not synchronize "select" and "hide" state of mesh elements
# because we consider them user specific.
bm = bmesh.new()
bm.from_mesh(mesh_data)
binary_buffer = bytes()
logger.debug("Writing %d vertices", len(bm.verts))
bm.verts.ensure_lookup_table()
verts_array = []
for vert in bm.verts:
verts_array.extend((*vert.co,))
binary_buffer += struct.pack(f"1I{len(verts_array)}f", len(bm.verts), *verts_array)
# Vertex layers
# Ignored layers for now:
# - skin (BMVertSkin)
# - deform (BMDeformVert)
# - paint_mask (float)
# Other ignored layers:
# - shape: shape keys are handled with Shape Keys at the mesh and object level
# - float, int, string: don't really know their role
binary_buffer += encode_bmesh_layer(bm.verts.layers.bevel_weight, bm.verts, extract_layer_float)
logger.debug("Writing %d edges", len(bm.edges))
bm.edges.ensure_lookup_table()
edges_array = []
for edge in bm.edges:
edges_array.extend((edge.verts[0].index, edge.verts[1].index, edge.smooth, edge.seam))
binary_buffer += struct.pack(f"1I{len(edges_array)}I", len(bm.edges), *edges_array)
# Edge layers
# Ignored layers for now: None
# Other ignored layers:
# - freestyle: of type NotImplementedType, maybe reserved for future dev
# - float, int, string: don't really know their role
binary_buffer += encode_bmesh_layer(bm.edges.layers.bevel_weight, bm.edges, extract_layer_float)
binary_buffer += encode_bmesh_layer(bm.edges.layers.crease, bm.edges, extract_layer_float)
logger.debug("Writing %d faces", len(bm.faces))
bm.faces.ensure_lookup_table()
faces_array = []
for face in bm.faces:
faces_array.extend((face.material_index, face.smooth, len(face.verts)))
faces_array.extend((vert.index for vert in face.verts))
binary_buffer += struct.pack(f"1I{len(faces_array)}I", len(bm.faces), *faces_array)
# Face layers
# Ignored layers for now: None
# Other ignored layers:
# - freestyle: of type NotImplementedType, maybe reserved for future dev
# - float, int, string: don't really know their role
binary_buffer += encode_bmesh_layer(bm.faces.layers.face_map, bm.faces, extract_layer_int)
# Loops layers
# A loop is an edge attached to a face (so each edge of a manifold can have 2 loops at most).
# Ignored layers for now: None
# Other ignored layers:
# - float, int, string: don't really know their role
binary_buffer += encode_bmesh_layer(bm.loops.layers.uv, loops_iterator(bm), extract_layer_uv)
binary_buffer += encode_bmesh_layer(bm.loops.layers.color, loops_iterator(bm), extract_layer_color)
bm.free()
return binary_buffer
def encode_base_mesh(obj):
# Temporary for curves and other objects that support to_mesh()
# #todo Implement correct base encoding for these objects
mesh_data = obj.data if obj.type == "MESH" else obj.to_mesh()
if mesh_data is None:
# This happens for empty curves
# This is temporary, when curves will be fully implemented we will encode something
return bytes()
binary_buffer = encode_base_mesh_geometry(mesh_data)
# Shape keys
# source https://blender.stackexchange.com/questions/111661/creating-shape-keys-using-python
if mesh_data.shape_keys is None:
binary_buffer += common.encode_int(0) # Indicate 0 key blocks
else:
logger.debug("Writing %d shape keys", len(mesh_data.shape_keys.key_blocks))
binary_buffer += common.encode_int(len(mesh_data.shape_keys.key_blocks))
# Encode names
for key_block in mesh_data.shape_keys.key_blocks:
binary_buffer += common.encode_string(key_block.name)
# Encode vertex group names
for key_block in mesh_data.shape_keys.key_blocks:
binary_buffer += common.encode_string(key_block.vertex_group)
# Encode relative key names
for key_block in mesh_data.shape_keys.key_blocks:
binary_buffer += common.encode_string(key_block.relative_key.name)
# Encode data
shape_keys_buffer = []
fmt_str = ""
for key_block in mesh_data.shape_keys.key_blocks:
shape_keys_buffer.extend(
(key_block.mute, key_block.value, key_block.slider_min, key_block.slider_max, len(key_block.data))
)
fmt_str += f"1I1f1f1f1I{(3 * len(key_block.data))}f"
for i in range(len(key_block.data)):
shape_keys_buffer.extend(key_block.data[i].co)
binary_buffer += struct.pack(f"{fmt_str}", *shape_keys_buffer)
binary_buffer += common.encode_bool(mesh_data.shape_keys.use_relative)
# Vertex Groups
verts_per_group = {}
for vertex_group in obj.vertex_groups:
verts_per_group[vertex_group.index] = []
for vert in mesh_data.vertices:
for vg in vert.groups:
weighted_vertices = verts_per_group.get(vg.group, None)
if weighted_vertices:
weighted_vertices.append((vert.index, vg.weight))
binary_buffer += common.encode_int(len(obj.vertex_groups))
for vertex_group in obj.vertex_groups:
binary_buffer += common.encode_string(vertex_group.name)
binary_buffer += common.encode_bool(vertex_group.lock_weight)
binary_buffer += common.encode_int(len(verts_per_group[vertex_group.index]))
for vg_elmt in verts_per_group[vertex_group.index]:
binary_buffer += common.encode_int(vg_elmt[0])
binary_buffer += common.encode_float(vg_elmt[1])
# Normals
binary_buffer += common.encode_bool(mesh_data.use_auto_smooth)
binary_buffer += common.encode_float(mesh_data.auto_smooth_angle)
binary_buffer += common.encode_bool(mesh_data.has_custom_normals)
if mesh_data.has_custom_normals:
mesh_data.calc_normals_split() # Required otherwise all normals are (0, 0, 0)
normals = []
for loop in mesh_data.loops:
normals.extend((*loop.normal,))
binary_buffer += struct.pack(f"{len(normals)}f", *normals)
# UV Maps
for uv_layer in mesh_data.uv_layers:
binary_buffer += common.encode_string(uv_layer.name)
binary_buffer += common.encode_bool(uv_layer.active_render)
# Vertex Colors
for vertex_colors in mesh_data.vertex_colors:
binary_buffer += common.encode_string(vertex_colors.name)
binary_buffer += common.encode_bool(vertex_colors.active_render)
if obj.type != "MESH":
obj.to_mesh_clear()
return binary_buffer
def encode_mesh(obj, do_encode_base_mesh, do_encode_baked_mesh):
binary_buffer = bytes()
if do_encode_base_mesh:
logger.info("encode_base_mesh %s", obj.name_full)
mesh_buffer = encode_base_mesh(obj)
binary_buffer += common.encode_int(len(mesh_buffer))
binary_buffer += mesh_buffer
else:
binary_buffer += common.encode_int(0)
if do_encode_baked_mesh:
logger.info("encode_baked_mesh %s", obj.name_full)
mesh_buffer = encode_baked_mesh(obj)
binary_buffer += common.encode_int(len(mesh_buffer))
binary_buffer += mesh_buffer
else:
binary_buffer += common.encode_int(0)
# Materials
materials = []
for material in obj.data.materials:
materials.append(material.name_full if material is not None else "")
binary_buffer += common.encode_string_array(materials)
return binary_buffer
def decode_baked_mesh(obj: Optional[bpy.types.Object], data, index):
# Note: Blender should not load a baked mesh but we have this function to debug the encoding part
# and as an example for implementations that load baked meshes
byte_size, index = common.decode_int(data, index)
if byte_size == 0:
return index
positions, index = common.decode_vector3_array(data, index)
normals, index = common.decode_vector3_array(data, index)
uvs, index = common.decode_vector2_array(data, index)
material_indices, index = common.decode_int_array(data, index)
triangles, index = common.decode_int3_array(data, index)
if obj is not None:
bm = bmesh.new()
for i in range(len(positions)):
bm.verts.new(positions[i])
# according to https://blender.stackexchange.com/questions/49357/bmesh-how-can-i-import-custom-vertex-normals
# normals are not working for bmesh...
# vertex.normal = normals[i]
bm.verts.ensure_lookup_table()
uv_layer = None
if len(uvs) > 0:
uv_layer = bm.loops.layers.uv.new()
multi_material = False
if len(material_indices) > 1:
multi_material = True
current_uv_index = 0
for i in range(len(triangles)):
triangle = triangles[i]
i1 = triangle[0]
i2 = triangle[1]
i3 = triangle[2]
try:
face = bm.faces.new((bm.verts[i1], bm.verts[i2], bm.verts[i3]))
if multi_material:
face.material_index = material_indices[i]
else:
face.material_index = 0
if uv_layer:
face.loops[0][uv_layer].uv = uvs[current_uv_index]
face.loops[1][uv_layer].uv = uvs[current_uv_index + 1]
face.loops[2][uv_layer].uv = uvs[current_uv_index + 2]
current_uv_index = current_uv_index + 3
except Exception:
pass
me = obj.data
bm.to_mesh(me)
bm.free()
# hack ! Since bmesh cannot be used to set custom normals
me.normals_split_custom_set(normals)
me.use_auto_smooth = True
return index
def decode_base_mesh(client, obj: bpy.types.Object, mesh: bpy.types.Mesh, data, index):
bm = bmesh.new()
position_count, index = common.decode_int(data, index)
logger.debug("Reading %d vertices", position_count)
for _pos_idx in range(position_count):
co, index = common.decode_vector3(data, index)
bm.verts.new(co)
bm.verts.ensure_lookup_table()
index = decode_bmesh_layer(data, index, bm.verts.layers.bevel_weight, bm.verts, decode_layer_float)
edge_count, index = common.decode_int(data, index)
logger.debug("Reading %d edges", edge_count)
edges_data = struct.unpack(f"{edge_count * 4}I", data[index : index + edge_count * 4 * 4])
index += edge_count * 4 * 4
for edge_idx in range(edge_count):
v1 = edges_data[edge_idx * 4]
v2 = edges_data[edge_idx * 4 + 1]
edge = bm.edges.new((bm.verts[v1], bm.verts[v2]))
edge.smooth = bool(edges_data[edge_idx * 4 + 2])
edge.seam = bool(edges_data[edge_idx * 4 + 3])
index = decode_bmesh_layer(data, index, bm.edges.layers.bevel_weight, bm.edges, decode_layer_float)
index = decode_bmesh_layer(data, index, bm.edges.layers.crease, bm.edges, decode_layer_float)
face_count, index = common.decode_int(data, index)
logger.debug("Reading %d faces", face_count)
for _face_idx in range(face_count):
material_idx, index = common.decode_int(data, index)
smooth, index = common.decode_bool(data, index)
vert_count, index = common.decode_int(data, index)
face_vertices = struct.unpack(f"{vert_count}I", data[index : index + vert_count * 4])
index += vert_count * 4
verts = [bm.verts[i] for i in face_vertices]
face = bm.faces.new(verts)
face.material_index = material_idx
face.smooth = smooth
index = decode_bmesh_layer(data, index, bm.faces.layers.face_map, bm.faces, decode_layer_int)
index = decode_bmesh_layer(data, index, bm.loops.layers.uv, loops_iterator(bm), decode_layer_uv)
index = decode_bmesh_layer(data, index, bm.loops.layers.color, loops_iterator(bm), decode_layer_color)
bm.normal_update()
bm.to_mesh(mesh)
bm.free()
# Load shape keys
shape_keys_count, index = common.decode_int(data, index)
obj.shape_key_clear()
if shape_keys_count > 0:
logger.debug("Loading %d shape keys", shape_keys_count)
shapes_keys_list = []
for _i in range(shape_keys_count):
shape_key_name, index = common.decode_string(data, index)
shapes_keys_list.append(obj.shape_key_add(name=shape_key_name))
for i in range(shape_keys_count):
shapes_keys_list[i].vertex_group, index = common.decode_string(data, index)
for i in range(shape_keys_count):
relative_key_name, index = common.decode_string(data, index)
shapes_keys_list[i].relative_key = obj.data.shape_keys.key_blocks[relative_key_name]
for i in range(shape_keys_count):
shape_key = shapes_keys_list[i]
shape_key.mute, index = common.decode_bool(data, index)
shape_key.value, index = common.decode_float(data, index)
shape_key.slider_min, index = common.decode_float(data, index)
shape_key.slider_max, index = common.decode_float(data, index)
shape_key_data_size, index = common.decode_int(data, index)
for i in range(shape_key_data_size):
shape_key.data[i].co = Vector(struct.unpack("3f", data[index : index + 3 * 4]))
index += 3 * 4
obj.data.shape_keys.use_relative, index = common.decode_bool(data, index)
# Vertex Groups
vg_count, index = common.decode_int(data, index)
obj.vertex_groups.clear()
for _i in range(vg_count):
vg_name, index = common.decode_string(data, index)
vertex_group = obj.vertex_groups.new(name=vg_name)
vertex_group.lock_weight, index = common.decode_bool(data, index)
vg_size, index = common.decode_int(data, index)
for _elmt_idx in range(vg_size):
vert_idx, index = common.decode_int(data, index)
weight, index = common.decode_float(data, index)
vertex_group.add([vert_idx], weight, "REPLACE")
# Normals
mesh.use_auto_smooth, index = common.decode_bool(data, index)
mesh.auto_smooth_angle, index = common.decode_float(data, index)
has_custom_normal, index = common.decode_bool(data, index)
if has_custom_normal:
normals = []
for _loop in mesh.loops:
normal, index = common.decode_vector3(data, index)
normals.append(normal)
mesh.normals_split_custom_set(normals)
# UV Maps and Vertex Colors are added automatically based on layers in the bmesh
# We just need to update their name and active_render state:
# UV Maps
for uv_layer in mesh.uv_layers:
uv_layer.name, index = common.decode_string(data, index)
uv_layer.active_render, index = common.decode_bool(data, index)
# Vertex Colors
for vertex_colors in mesh.vertex_colors:
vertex_colors.name, index = common.decode_string(data, index)
vertex_colors.active_render, index = common.decode_bool(data, index)
return index
def decode_mesh(client, obj, data, index):
assert obj.data
# Clear materials before building faces because it erase material idx of faces
obj.data.materials.clear()
byte_size, index = common.decode_int(data, index)
if byte_size == 0:
# No base mesh, lets read the baked mesh
index = decode_baked_mesh(obj, data, index)
else:
index = decode_base_mesh(client, obj, obj.data, data, index)
# Skip the baked mesh (its size is encoded here)
baked_mesh_byte_size, index = common.decode_int(data, index)
index += baked_mesh_byte_size
# Materials
material_names, index = common.decode_string_array(data, index)
for material_name in material_names:
material = material_api.get_or_create_material(material_name) if material_name != "" else None
obj.data.materials.append(material)
return index
def decode_mesh_generic(client, mesh: bpy.types.Mesh, data, index):
tmp_obj = None
try:
tmp_obj = bpy.data.objects.new("_mixer_tmp_", mesh)
byte_size, index = common.decode_int(data, index)
if byte_size == 0:
# No base mesh, lets read the baked mesh
index = decode_baked_mesh(tmp_obj, data, index)
else:
index = decode_base_mesh(client, tmp_obj, mesh, data, index)
# Skip the baked mesh (its size is encoded here)
baked_mesh_byte_size, index = common.decode_int(data, index)
index += baked_mesh_byte_size
finally:
if tmp_obj:
bpy.data.objects.remove(tmp_obj)
return index