# Merge materials and form a lookup from source material indices to the
# merged material list
- material_atlas = []
+ material_lookup = []
for m in other.materials:
if m in self.materials:
- material_atlas.append(self.materials.index(m))
+ material_lookup.append(self.materials.index(m))
else:
- material_atlas.append(len(self.materials))
+ material_lookup.append(len(self.materials))
self.materials.append(m)
# Append data and adjust indices where necessary. Since the data is
f.index += offset
f.loop_indices = range(f.loop_indices.start+offset, f.loop_indices.stop+offset)
if other.materials:
- f.material_index = material_atlas[f.material_index]
+ f.material_index = material_lookup[f.material_index]
offset = len(self.edges)
self.edges += other.edges
for g in v.groups:
g.group = group_index_map[g.group]
- def apply_material_atlas(self, material_atlas):
- for m in self.materials:
- if m.name not in material_atlas.material_names:
- raise Exception("Material atlas {} is not compatible with Mesh {}".format(material_atlas.name, self.name))
-
- if self.use_uv=='NONE':
- return
-
- layer = UvLayer("material_atlas")
- if self.use_uv=='UNIT0':
- self.uv_layers = [layer]
- layer.unit = 0
- else:
- self.uv_layers.append(layer)
- used_units = [u.unit for u in self.uv_layers]
- layer.unit = next(i for i in itertools.count() if i not in used_units)
- self.uv_layers.sort(key=lambda u: u.unit)
-
- layer.uvs = [(0.0, 0.0)]*len(self.loops)
- for f in self.faces:
- uv = material_atlas.get_material_uv(self.materials[f.material_index])
- for i in f.loop_indices:
- layer.uvs[i] = uv
-
def prepare_uv(self, task):
# Form a list of UV layers referenced by materials with the array atlas
# property set
e.key = make_edge_key(e.vertices[0].index, e.vertices[1].index)
-def create_mesh_from_object(ctx, obj, material_atlas):
+def create_mesh_from_object(ctx, obj):
if obj.type!="MESH":
raise Exception("Object {} is not a mesh".format(obj.name))
mesh.name = obj.data.name
- if material_atlas:
- mesh.apply_material_atlas(material_atlas)
-
task = ctx.task("Triangulating", 0.3)
mesh.prepare_triangles(task)
task = ctx.task("Smoothing", 0.5)