texunits = []
if mesh.uv_layers and self.export_uv!="NONE":
+ # Figure out which UV layers to export
if self.export_uv=="UNIT0":
- texunits = [0]
+ if mesh.uv_layers[0].unit==0:
+ texunits = [0]
else:
- texunits = list(range(len(mesh.uv_layers)))
+ texunits = range(len(mesh.uv_layers))
+ texunits = [(i, mesh.uv_layers[i]) for i in texunits]
+ texunits = [u for u in texunits if not u[1].hidden]
- tbn_unit = 0
if self.tbn_vecs:
- uvtex_names = [u.name for u in mesh.uv_layers]
- 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:
+ # TBN coordinates must be generated before vertices are split by any other layer
+ uv_names = [u.name for i, u in texunits]
+ if self.tbn_uvtex in uv_names:
+ tbn_index = uv_names.index(self.tbn_uvtex)
+ unit = texunits[tbn_index]
+ del texunits[tbn_index]
+ texunits.insert(0, unit)
+
+ for i, u 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:
+ if self.tbn_vecs and u.name==self.tbn_uvtex:
mesh.compute_uv()
mesh.compute_tbn(i)
fmt = "NORMAL3"
if texunits:
- fmt += "_TEXCOORD2"
- for i in texunits[1:]:
- fmt += "_TEXCOORD2%d"%i
+ for i, u in texunits:
+ if u.unit==0:
+ fmt += "_TEXCOORD2"
+ else:
+ fmt += "_TEXCOORD2%d"%u.unit
if self.tbn_vecs:
fmt += "_ATTRIB33_ATTRIB34"
fmt += "_VERTEX3"
out_file.begin("vertices", fmt)
normal = None
- uvs = [None]*len(mesh.uv_layers)
+ uvs = [None]*len(texunits)
tan = None
bino = None
for v in mesh.vertices:
if v.normal!=normal:
out_file.write("normal3", *v.normal)
normal = v.normal
- for i in texunits:
+ for i, u in texunits:
if v.uvs[i]!=uvs[i]:
- if i==0:
+ if u.unit==0:
out_file.write("texcoord2", *v.uvs[i])
else:
- out_file.write("multitexcoord2", i, *v.uvs[i])
+ out_file.write("multitexcoord2", u.unit, *v.uvs[i])
uvs[i] = v.uvs[i]
if v.tan!=tan:
out_file.write("attrib3", 3, *v.tan)
out_file.begin("material")
out_file.write("diffuse", 1.0, 1.0, 1.0, 1.0)
out_file.end()
- out_file.begin("texunit", 0)
+ index = 0
+ for u in mesh.uv_layers:
+ if u.name=="material_tex":
+ index = u.unit
+ out_file.begin("texunit", index)
out_file.begin("texture2d")
out_file.write("min_filter", "NEAREST")
out_file.write("mag_filter", "NEAREST")
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):
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]
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))