resource = Resource(mesh.name+".mesh", "mesh")
statements = resource.statements
- st = Statement("vertices", Token("NORMAL3"))
+ st = Statement("vertices", Token("NORMAL3_BYTE"))
+ if mesh.uv_layers and mesh.tangent_vecs:
+ st.append(Token("TANGENT3_BYTE"))
if mesh.vertices[0].color:
st.append(Token("COLOR4_UBYTE"))
if mesh.uv_layers:
for u in mesh.uv_layers:
size = str(len(u.uvs[0]))
+ min_val = min(*u.uvs[0])
+ max_val = max(*u.uvs[1])
+ for c in u.uvs:
+ min_val = min(min_val, *c)
+ max_val = max(max_val, *c)
+ uv_type = "USHORT" if min_val>=0.0 and max_val<=1.0 else "FLOAT"
if u.unit==0:
- st.append(Token("TEXCOORD"+size))
+ st.append(Token("TEXCOORD{}_{}".format(size, uv_type)))
else:
- st.append(Token("TEXCOORD{}_{}".format(size, u.unit)))
- if mesh.tangent_vecs:
- st.append(Token("TANGENT3"))
+ st.append(Token("TEXCOORD{}_{}_{}".format(size, u.unit, uv_type)))
if mesh.vertex_groups:
- st.append(Token("GROUP{}".format(mesh.max_groups_per_vertex)))
- st.append(Token("WEIGHT{}".format(mesh.max_groups_per_vertex)))
- st.append(Token("VERTEX3"))
+ st.append(Token("GROUP{}_UBYTE".format(mesh.max_groups_per_vertex)))
+ st.append(Token("WEIGHT{}_USHORT".format(mesh.max_groups_per_vertex)))
+ st.append(Token("VERTEX3_FLOAT"))
normal = None
color = None