-# $Id: mesh_export.py 137 2010-12-05 19:22:35Z tdb $
-
import bpy
class VertexCache:
mesh = None
bmeshes = []
for o in objs:
- bmesh = o.create_mesh(context.scene, True, "PREVIEW")
+ bmesh = o.to_mesh(context.scene, True, "PREVIEW")
bmeshes.append(bmesh)
if not mesh:
mesh = Mesh(bmesh)
if self.smoothing!="BLENDER":
mesh.compute_normals()
- if self.material_tex:
+ if self.material_tex and mesh.materials:
mesh.generate_material_uv()
texunits = []
- if mesh.uv_textures and self.export_uv!="NONE":
+ if mesh.uv_layers and self.export_uv!="NONE":
if self.export_uv=="UNIT0":
texunits = [0]
else:
- texunits = list(range(len(mesh.uv_textures)))
+ texunits = list(range(len(mesh.uv_layers)))
+
+ 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:
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
fmt += "_VERTEX3"
out_file.begin("vertices", fmt)
normal = None
- uvs = [None]*len(mesh.uv_textures)
+ uvs = [None]*len(mesh.uv_layers)
tan = None
bino = None
for v in mesh.vertices:
out_file.end()
out_file.begin("technique")
out_file.begin("pass", '""')
- if self.material_tex:
- out_file.begin("material")
- out_file.write("diffuse", 1.0, 1.0, 1.0, 1.0)
- out_file.end()
- out_file.begin("texunit", 0)
- out_file.begin("texture2d")
- out_file.write("min_filter", "NEAREST")
- out_file.write("mag_filter", "NEAREST")
- out_file.write("storage", "RGB", len(mesh.materials), 1)
- texdata = '"'
- for m in mesh.materials:
- color = [int(c*255) for c in m.diffuse_color]
- texdata += "\\x%02X\\x%02X\\x%02X"%tuple(color)
- texdata += '"'
- out_file.write("raw_data", texdata)
- out_file.end()
- out_file.end()
- elif mesh.materials:
- m = mesh.materials[0]
- out_file.begin("material")
- out_file.write("diffuse", m.R, m.G, m.B, 1.0)
- out_file.write("ambient", m.R*m.amb, m.G*m.amb, m.B*m.amb, 1.0)
- out_file.write("specular", m.specR*m.spec, m.specG*m.spec, m.specB*m.spec, 1.0)
- out_file.write("shininess", m.hard);
- out_file.end()
+ if mesh.materials:
+ if self.material_tex:
+ out_file.begin("material")
+ out_file.write("diffuse", 1.0, 1.0, 1.0, 1.0)
+ out_file.end()
+ out_file.begin("texunit", 0)
+ out_file.begin("texture2d")
+ out_file.write("min_filter", "NEAREST")
+ out_file.write("mag_filter", "NEAREST")
+ out_file.write("storage", "RGB", len(mesh.materials), 1)
+ texdata = '"'
+ for m in mesh.materials:
+ color = [int(c*255) for c in m.diffuse_color]
+ texdata += "\\x%02X\\x%02X\\x%02X"%tuple(color)
+ texdata += '"'
+ out_file.write("raw_data", texdata)
+ out_file.end()
+ out_file.end()
+ else:
+ mat = mesh.materials[0]
+ out_file.begin("material")
+ diff = mat.diffuse_color
+ out_file.write("diffuse", diff.r, diff.g, diff.b, 1.0)
+ amb = diff*mat.ambient
+ out_file.write("ambient", amb.r, amb.g, amb.b, 1.0)
+ spec = mat.specular_color*mat.specular_intensity
+ out_file.write("specular", spec.r, spec.g, spec.b, 1.0)
+ out_file.write("shininess", mat.specular_hardness);
+ out_file.end()
out_file.end()
out_file.end()