- progress = Progress()
- progress.set_task("Preparing", 0.0, 0.0)
-
- mesh = None
- bmeshes = []
- for o in objs:
- bmesh = o.to_mesh(context.scene, True, "PREVIEW")
- bmeshes.append(bmesh)
- if not mesh:
- mesh = Mesh(bmesh)
- else:
- mesh.splice(Mesh(bmesh))
-
- progress.set_task("Smoothing", 0.05, 0.35)
- if self.smoothing=="NONE":
- mesh.flatten_faces()
- mesh.split_smooth(progress)
-
- if self.smoothing!="BLENDER":
- mesh.compute_normals()
-
- if self.export_groups:
- mesh.sort_vertex_groups(self.max_groups)
-
- # Create a mapping from vertex group indices to bone indices
- group_index_map = dict((i, i) for i in range(len(objs[0].vertex_groups)))
- if objs[0].parent and objs[0].parent.type=="ARMATURE":
- armature = objs[0].parent.data
- bone_indices = dict((armature.bones[i].name, i) for i in range(len(armature.bones)))
- for g in objs[0].vertex_groups:
- if g.name in bone_indices:
- group_index_map[g.index] = bone_indices[g.name]
-
- if self.material_tex and mesh.materials:
- mesh.generate_material_uv()
-
- texunits = []
- if mesh.uv_layers and self.export_uv!="NONE":
- # Figure out which UV layers to export
- if self.export_uv=="UNIT0":
- if mesh.uv_layers[0].unit==0:
- texunits = [0]
- else:
- texunits = range(len(mesh.uv_layers))
- texunits = [(i, mesh.uv_layers[i]) for i in texunits]
- texunits = [u for u in texunits if not u[1].hidden]
-
- if self.tbn_vecs:
- # TBN coordinates must be generated before vertices are split by any other layer
- uv_names = [u.name for i, u in texunits]
- if self.tbn_uvtex in uv_names:
- tbn_index = uv_names.index(self.tbn_uvtex)
- unit = texunits[tbn_index]
- del texunits[tbn_index]
- texunits.insert(0, unit)
-
- for i, u in texunits:
- progress.set_task("Splitting UVs", 0.35+0.3*i/len(texunits), 0.35+0.3*(i+1)/len(texunits))
- mesh.split_uv(i, progress)
- if self.tbn_vecs and u.name==self.tbn_uvtex:
- mesh.compute_uv()
- mesh.compute_tbn(i)
-
- mesh.compute_uv()
-
- strips = []
- loose = mesh.faces
- if self.use_strips:
- progress.set_task("Creating strips", 0.65, 0.95)
- strips, loose = self.stripify(mesh, progress)