self.compound = False
self.object = False
self.material_tex = False
+ self.textures = "REF"
self.smoothing = "MSPGL"
def stripify(self, mesh, progress = None):
if self.smoothing!="BLENDER":
mesh.compute_normals()
- if self.material_tex:
+ 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":
- texunits = [0]
+ if mesh.uv_layers[0].unit==0:
+ texunits = [0]
else:
- texunits = list(range(len(mesh.uv_layers)))
+ 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]
- tbn_unit = 0
if self.tbn_vecs:
- uvtex_names = [u.name for u in mesh.uv_layers]
- if self.tbn_uvtex in uvtex_names:
- tbn_unit = uvtex_names.index(uvtex)
- del texunits[tbn_unit]
- texunits.insert(0, tbn_unit)
-
- for i in texunits:
+ # 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 i==tbn_unit:
+ if self.tbn_vecs and u.name==self.tbn_uvtex:
mesh.compute_uv()
mesh.compute_tbn(i)
fmt = "NORMAL3"
if texunits:
- fmt += "_TEXCOORD2"
- for i in texunits[1:]:
- fmt += "_TEXCOORD2%d"%i
+ for i, u in texunits:
+ if u.unit==0:
+ fmt += "_TEXCOORD2"
+ else:
+ fmt += "_TEXCOORD2%d"%u.unit
if self.tbn_vecs:
fmt += "_ATTRIB33_ATTRIB34"
fmt += "_VERTEX3"
out_file.begin("vertices", fmt)
normal = None
- uvs = [None]*len(mesh.uv_layers)
+ uvs = [None]*len(texunits)
tan = None
bino = None
for v in mesh.vertices:
if v.normal!=normal:
out_file.write("normal3", *v.normal)
normal = v.normal
- for i in texunits:
+ for i, u in texunits:
if v.uvs[i]!=uvs[i]:
- if i==0:
+ if u.unit==0:
out_file.write("texcoord2", *v.uvs[i])
else:
- out_file.write("multitexcoord2", i, *v.uvs[i])
+ out_file.write("multitexcoord2", u.unit, *v.uvs[i])
uvs[i] = v.uvs[i]
if v.tan!=tan:
out_file.write("attrib3", 3, *v.tan)
out_file.end()
out_file.begin("technique")
out_file.begin("pass", '""')
- if self.material_tex:
- out_file.begin("material")
- out_file.write("diffuse", 1.0, 1.0, 1.0, 1.0)
- out_file.end()
- out_file.begin("texunit", 0)
- out_file.begin("texture2d")
- out_file.write("min_filter", "NEAREST")
- out_file.write("mag_filter", "NEAREST")
- out_file.write("storage", "RGB", len(mesh.materials), 1)
- texdata = '"'
- for m in mesh.materials:
- color = [int(c*255) for c in m.diffuse_color]
- texdata += "\\x%02X\\x%02X\\x%02X"%tuple(color)
- texdata += '"'
- out_file.write("raw_data", texdata)
- out_file.end()
- out_file.end()
- elif mesh.materials:
- mat = mesh.materials[0]
- out_file.begin("material")
- diff = mat.diffuse_color
- out_file.write("diffuse", diff.r, diff.g, diff.b, 1.0)
- amb = diff*mat.ambient
- out_file.write("ambient", amb.r, amb.g, amb.b, 1.0)
- spec = mat.specular_color*mat.specular_intensity
- out_file.write("specular", spec.r, spec.g, spec.b, 1.0)
- out_file.write("shininess", mat.specular_hardness);
- out_file.end()
+ if mesh.materials:
+ if self.material_tex:
+ out_file.begin("material")
+ out_file.write("diffuse", 1.0, 1.0, 1.0, 1.0)
+ out_file.end()
+ index = 0
+ for u in mesh.uv_layers:
+ if u.name=="material_tex":
+ index = u.unit
+ out_file.begin("texunit", index)
+ out_file.begin("texture2d")
+ out_file.write("min_filter", "NEAREST")
+ out_file.write("mag_filter", "NEAREST")
+ out_file.write("storage", "RGB", len(mesh.materials), 1)
+ texdata = '"'
+ for m in mesh.materials:
+ color = [int(c*255) for c in m.diffuse_color]
+ texdata += "\\x%02X\\x%02X\\x%02X"%tuple(color)
+ texdata += '"'
+ out_file.write("raw_data", texdata)
+ out_file.end()
+ out_file.end()
+ else:
+ mat = mesh.materials[0]
+ out_file.begin("material")
+ diff = mat.diffuse_color
+ out_file.write("diffuse", diff.r, diff.g, diff.b, 1.0)
+ amb = diff*mat.ambient
+ out_file.write("ambient", amb.r, amb.g, amb.b, 1.0)
+ spec = mat.specular_color*mat.specular_intensity
+ out_file.write("specular", spec.r, spec.g, spec.b, 1.0)
+ out_file.write("shininess", mat.specular_hardness);
+ out_file.end()
+
+ if self.textures!="NONE":
+ for slot in mesh.materials[0].texture_slots:
+ if not slot:
+ continue
+
+ tex = slot.texture
+ if tex.type!="IMAGE":
+ continue
+
+ if slot.uv_layer:
+ for u in mesh.uv_layers:
+ if u.name==slot.uv_layer:
+ index = u.unit
+ else:
+ index = mesh.uv_layers[0].unit
+
+ out_file.begin("texunit", index)
+ if self.textures=="INLINE":
+ out_file.begin("texture2d")
+ out_file.write("min_filter", "LINEAR")
+ out_file.write("storage", "RGBA", tex.image.size[0], tex.image.size[1])
+ texdata = '"'
+ for p in tex.image.pixels:
+ texdata += "\\x%02X"%int(p*255)
+ texdata += '"'
+ out_file.write("raw_data", texdata)
+ out_file.end()
+ else:
+ out_file.write("texture", '"%s"'%tex.image.name)
+ out_file.end()
+
out_file.end()
out_file.end()