X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=blender%2Fio_mesh_mspgl%2Fmesh.py;h=8b3ad37052a62eba8d03237a5386a43cf8775e22;hb=7af1f6d70e6ef191991ac909aa134b88d7bdb826;hp=99fb2ee4dafe4f63fbf476440b229654db137de3;hpb=b621123e1b2118087223267598d887e8484aba40;p=libs%2Fgl.git diff --git a/blender/io_mesh_mspgl/mesh.py b/blender/io_mesh_mspgl/mesh.py index 99fb2ee4..8b3ad370 100644 --- a/blender/io_mesh_mspgl/mesh.py +++ b/blender/io_mesh_mspgl/mesh.py @@ -99,23 +99,29 @@ class Line: class UvLayer: - def __init__(self, l): + def __init__(self, l, t): self._layer = l - self.name = None + 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 - -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 + self.unit = None + self.hidden = False class Mesh: def __init__(self, m): @@ -126,11 +132,8 @@ class Mesh: self.materials = self.materials[:] - 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) + 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] @@ -194,8 +197,22 @@ class Mesh: 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.uvs.append([((f.material_index+0.5)/len(self.materials), 0.5)]*len(f.vertices))