resource = Resource(mesh.name+".mesh", "mesh")
statements = resource.statements
- st = Statement("vertices", Token("NORMAL3_BYTE"))
- if mesh.uv_layers and mesh.tangent_vecs:
- st.append(Token("TANGENT3_BYTE"))
+ st = Statement("vertices", Token("VERTEX3_FLOAT"))
+ stride = 12
if mesh.vertices[0].color:
st.append(Token("COLOR4_UBYTE"))
+ stride += 4
if mesh.uv_layers:
for u in mesh.uv_layers:
- size = str(len(u.uvs[0]))
+ size = 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 uv_type=="FLOAT" and stride%4:
+ pad = 4-stride%4
+ st.append(Token("PADDING{}".format(pad)))
+ stride += pad
if u.unit==0:
st.append(Token("TEXCOORD{}_{}".format(size, uv_type)))
else:
st.append(Token("TEXCOORD{}_{}_{}".format(size, u.unit, uv_type)))
+ stride += (2 if uv_type=="USHORT" else 4)*size
if mesh.vertex_groups:
- 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"))
+ st.append(Token("GROUP{}_UBYTE".format(mesh.max_groups_per_vertex)))
+ stride += 3*mesh.max_groups_per_vertex
+ st.append(Token("NORMAL3_BYTE"))
+ stride += 3
+ if mesh.uv_layers and mesh.tangent_vecs:
+ st.append(Token("TANGENT3_BYTE"))
+ stride += 3
+ if stride%4:
+ pad = 4-stride%4
+ st.append(Token("PADDING{}_UBYTE".format(pad)))
+ stride += pad
normal = None
color = None