]> git.tdb.fi Git - libs/gl.git/blobdiff - blender/io_mesh_mspgl/mesh.py
Improve texture unit handling
[libs/gl.git] / blender / io_mesh_mspgl / mesh.py
index 99fb2ee4dafe4f63fbf476440b229654db137de3..8b3ad37052a62eba8d03237a5386a43cf8775e22 100644 (file)
@@ -99,23 +99,29 @@ class Line:
 
 
 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):
@@ -126,11 +132,8 @@ class Mesh:
 
                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]
@@ -194,8 +197,22 @@ class Mesh:
                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))