self._mvert = mv._mvert
self.normal = mv.normal
self.uvs = mv.uvs[:]
+ self.tan = mv.tan
+ self.bino = mv.bino
else:
self._mvert = mv
self.uvs = []
+ self.tan = None
+ self.bino = None
self.flag = False
self.faces = []
- self.tan = None
- self.bino = None
def __getattr__(self, attr):
return getattr(self._mvert, attr)
self.vertices = mf.vertices[:]
self.uvs = []
self.flag = False
- self.material = None
def __getattr__(self, attr):
return getattr(self._mface, attr)
self.flag = False
+class UvLayer:
+ def __init__(self, l):
+ self._layer = l
+ self.name = None
+
+ def __getattr__(self, attr):
+ return getattr(self._layer, attr)
+
+class FakeUvLayer:
+ def __init__(self, n):
+ self.name = n
+
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():
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(u) for u in self.uv_layers]
+ for i in range(len(self.uv_layers)):
+ self.uv_layers[i].name = self.uv_textures[i].name
+ self.uv_layers = [u for u in self.uv_layers if not u.name.endswith(".hidden")]
+ self.uv_layers.sort(key=uvtex_unit_number)
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():
e.check_smooth(1)
def generate_material_uv(self):
+ self.uv_layers.append(FakeUvLayer("material_tex"))
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 = []
i = f.vertices.index(v)
v.uvs = [u[i] for u in f.uvs]
- def compute_tbn(self, uvtex):
- if not self.uv_textures:
+ def compute_tbn(self, index):
+ if not self.uv_layers:
return
- uvtex_names = [u.name for u in self.uv_textures]
- if uvtex in uvtex_names:
- uvtex_index = uvtex_names.index(uvtex)
- else:
- uvtex_index = 0
-
for v in self.vertices:
v.tan = mathutils.Vector()
v.bino = mathutils.Vector()
for f in v.faces:
fv = f.pivot_vertices(v)
- uv0 = fv[0].uvs[uvtex_index]
- uv1 = fv[1].uvs[uvtex_index]
- uv2 = fv[-1].uvs[uvtex_index]
+ uv0 = fv[0].uvs[index]
+ uv1 = fv[1].uvs[index]
+ uv2 = fv[-1].uvs[index]
du1 = uv1[0]-uv0[0]
du2 = uv2[0]-uv0[0]
dv1 = uv1[1]-uv0[1]