self.vertices = mf.vertices[:]
self.uvs = []
self.flag = False
- self.material = None
def __getattr__(self, attr):
return getattr(self._mface, attr)
self.flag = False
-def uvtex_unit_number(uvtex):
- dot = uvtex.name.find('.')
- if dot!=-1 and uvtex.name[dot+1:dot+5]=="unit" and uvtex.name[dot+5:].isdigit():
- return int(uvtex.name[dot+5])
- else:
- return 1000
+class UvLayer:
+ def __init__(self, l, t):
+ self._layer = l
+ self.uvtex = t
+ self.name = self.uvtex.name
+ self.unit = None
+ self.hidden = False
+ dot = self.name.find('.')
+ if dot>=0:
+ ext = self.name[dot:]
+ if ext.startswith(".unit") and ext[5:].isdigit():
+ self.unit = int(ext[5:])
+ elif ext==".hidden":
+ self.hidden = True
+
+ def __getattr__(self, attr):
+ return getattr(self._layer, attr)
+
+class FakeUvLayer:
+ def __init__(self, n):
+ self.uvtex = None
+ self.name = n
+ self.unit = None
+ self.hidden = False
class Mesh:
def __init__(self, m):
self._mesh = m
self.vertices = [Vertex(v) for v in self.vertices]
- self.faces = [Face(f) for f in self.faces]
+ self.faces = [Face(f) for f in self.polygons]
self.materials = self.materials[:]
- self.uv_textures = [u for u in self.uv_textures if not u.name.endswith(".hidden")]
- self.uv_textures.sort(key=uvtex_unit_number)
+ self.uv_layers = [UvLayer(self.uv_layers[i], self.uv_textures[i]) for i in range(len(self.uv_layers))]
+ self.assign_texture_units()
for f in self.faces:
f.vertices = [self.vertices[i] for i in f.vertices]
for v in f.vertices:
v.faces.append(f)
- for u in self.uv_textures:
- r = u.data[f.index].uv_raw;
- f.uvs.append([(r[i], r[i+1]) for i in range(0, 8, 2)])
+ for u in self.uv_layers:
+ f.uvs.append([u.data[f.loop_indices[i]].uv for i in range(len(f.vertices))])
self.edges = dict([(e.key, Edge(e)) for e in self.edges])
for f in self.faces:
offset = len(self.faces)
for f in other.faces:
f.index += offset
- f.material = material_map[f.material_index]
+ if other.materials:
+ f.material_index = material_map[f.material_index]
self.faces.append(f)
for e in other.edges.values():
for e in self.edges.values():
e.check_smooth(1)
+ def assign_texture_units(self):
+ # Assign texture units for any non-hidden UV layers that lack one
+ units = [u.unit for u in self.uv_layers if u.unit is not None]
+ if units:
+ free_unit = max(units)+1
+ else:
+ free_unit = 0
+ for u in self.uv_layers:
+ if u.unit is None:
+ if not u.hidden:
+ u.unit = free_unit
+ free_unit += 1
+
def generate_material_uv(self):
+ self.uv_layers.append(FakeUvLayer("material_tex"))
+ self.assign_texture_units()
for f in self.faces:
- f.uv = ([(f.material_index+0.5)/len(self.materials), 0.5],)*len(f.vertices)
- self.has_uv = True
+ f.uvs.append([((f.material_index+0.5)/len(self.materials), 0.5)]*len(f.vertices))
def split_vertices(self, find_group_func, progress, *args):
groups = []
v.uvs = [u[i] for u in f.uvs]
def compute_tbn(self, index):
- if not self.uv_textures:
+ if not self.uv_layers:
return
for v in self.vertices: