]> git.tdb.fi Git - libs/gl.git/blobdiff - blender/io_mesh_mspgl/export_mspgl.py
Don't try to export a material texture if the mesh has no materials
[libs/gl.git] / blender / io_mesh_mspgl / export_mspgl.py
index e2082cb8d04770b1b4c510eaca90c4797114afcc..1046630ba088d1bc8ec191448249c6e7881e9fd6 100644 (file)
@@ -1,5 +1,3 @@
-# $Id: mesh_export.py 137 2010-12-05 19:22:35Z tdb $
-
 import bpy
 
 class VertexCache:
@@ -231,7 +229,7 @@ class Exporter:
                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)
@@ -246,23 +244,32 @@ class Exporter:
                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
@@ -286,7 +293,7 @@ class Exporter:
                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:
@@ -338,31 +345,35 @@ class Exporter:
                        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()