else:
texunits = list(range(len(mesh.uv_textures)))
+ tbn_unit = 0
+ if self.tbn_vecs:
+ uvtex_names = [u.name for u in mesh.uv_textures]
+ 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:
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:
+ mesh.compute_uv()
+ mesh.compute_tbn(i)
mesh.compute_uv()
- if self.tbn_vecs:
- mesh.compute_tbn(self.tbn_uvtex)
strips = []
loose = mesh.faces
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)
i = f.vertices.index(v)
v.uvs = [u[i] for u in f.uvs]
- def compute_tbn(self, uvtex):
+ def compute_tbn(self, index):
if not self.uv_textures:
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]