]> git.tdb.fi Git - libs/gl.git/blobdiff - blender/io_mesh_mspgl/mesh.py
Fix exporting compound objects with no materials
[libs/gl.git] / blender / io_mesh_mspgl / mesh.py
index 165c276fd1533c8b8adb89e85c13adddd4cc158d..99fb2ee4dafe4f63fbf476440b229654db137de3 100644 (file)
@@ -67,7 +67,6 @@ class Face:
                self.vertices = mf.vertices[:]
                self.uvs = []
                self.flag = False
-               self.material = None
 
        def __getattr__(self, attr):
                return getattr(self._mface, attr)
@@ -99,6 +98,18 @@ class Line:
                self.flag = False
 
 
+class UvLayer:
+       def __init__(self, l):
+               self._layer = l
+               self.name = None
+
+       def __getattr__(self, attr):
+               return getattr(self._layer, attr)
+
+class FakeUvLayer:
+       def __init__(self, n):
+               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():
@@ -111,20 +122,22 @@ class Mesh:
                self._mesh = m
 
                self.vertices = [Vertex(v) for v in self.vertices]
-               self.faces = [Face(f) for f in self.faces]
+               self.faces = [Face(f) for f in self.polygons]
 
                self.materials = self.materials[:]
 
-               self.uv_textures = [u for u in self.uv_textures if not u.name.endswith(".hidden")]
-               self.uv_textures.sort(key=uvtex_unit_number)
+               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)
 
                for f in self.faces:
                        f.vertices = [self.vertices[i] for i in f.vertices]
                        for v in f.vertices:
                                v.faces.append(f)
-                       for u in self.uv_textures:
-                               r = u.data[f.index].uv_raw;
-                               f.uvs.append([(r[i], r[i+1]) for i in range(0, 8, 2)])
+                       for u in self.uv_layers:
+                               f.uvs.append([u.data[f.loop_indices[i]].uv for i in range(len(f.vertices))])
 
                self.edges = dict([(e.key, Edge(e)) for e in self.edges])
                for f in self.faces:
@@ -164,7 +177,8 @@ class Mesh:
                offset = len(self.faces)
                for f in other.faces:
                        f.index += offset
-                       f.material = material_map[f.material_index]
+                       if other.materials:
+                               f.material_index = material_map[f.material_index]
                        self.faces.append(f)
 
                for e in other.edges.values():
@@ -181,9 +195,9 @@ class Mesh:
                        e.check_smooth(1)
 
        def generate_material_uv(self):
+               self.uv_layers.append(FakeUvLayer("material_tex"))
                for f in self.faces:
-                       f.uv = ([(f.material_index+0.5)/len(self.materials), 0.5],)*len(f.vertices)
-               self.has_uv = True
+                       f.uvs.append([((f.material_index+0.5)/len(self.materials), 0.5)]*len(f.vertices))
 
        def split_vertices(self, find_group_func, progress, *args):
                groups = []
@@ -298,7 +312,7 @@ class Mesh:
                                v.uvs = [u[i] for u in f.uvs]
 
        def compute_tbn(self, index):
-               if not self.uv_textures:
+               if not self.uv_layers:
                        return
 
                for v in self.vertices: