]> git.tdb.fi Git - libs/gl.git/blobdiff - blender/io_mesh_mspgl/mesh.py
Adjust material export and material-based texcoord generation for Blender 2.6
[libs/gl.git] / blender / io_mesh_mspgl / mesh.py
index e3405f9f8e055490b71bf7a4323abcfc1475c752..f8a553530f379841a2bf49884bf71c28597d2fc2 100644 (file)
@@ -41,13 +41,15 @@ class Vertex:
                        self._mvert = mv._mvert
                        self.normal = mv.normal
                        self.uvs = mv.uvs[:]
+                       self.tan = mv.tan
+                       self.bino = mv.bino
                else:
                        self._mvert = mv
                        self.uvs = []
+                       self.tan = None
+                       self.bino = None
                self.flag = False
                self.faces = []
-               self.tan = None
-               self.bino = None
 
        def __getattr__(self, attr):
                return getattr(self._mvert, attr)
@@ -97,6 +99,10 @@ class Line:
                self.flag = False
 
 
+class FakeUvTex:
+       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():
@@ -179,9 +185,9 @@ class Mesh:
                        e.check_smooth(1)
 
        def generate_material_uv(self):
+               self.uv_textures.append(FakeUvTex("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 = []
@@ -295,24 +301,18 @@ class Mesh:
                                i = f.vertices.index(v)
                                v.uvs = [u[i] for u in f.uvs]
 
-       def compute_tbn(self, uvtex):
+       def compute_tbn(self, index):
                if not self.uv_textures:
                        return
 
-               uvtex_names = [u.name for u in self.uv_textures]
-               if uvtex in uvtex_names:
-                       uvtex_index = uvtex_names.index(uvtex)
-               else:
-                       uvtex_index = 0
-
                for v in self.vertices:
                        v.tan = mathutils.Vector()
                        v.bino = mathutils.Vector()
                        for f in v.faces:
                                fv = f.pivot_vertices(v)
-                               uv0 = fv[0].uvs[uvtex_index]
-                               uv1 = fv[1].uvs[uvtex_index]
-                               uv2 = fv[-1].uvs[uvtex_index]
+                               uv0 = fv[0].uvs[index]
+                               uv1 = fv[1].uvs[index]
+                               uv2 = fv[-1].uvs[index]
                                du1 = uv1[0]-uv0[0]
                                du2 = uv2[0]-uv0[0]
                                dv1 = uv1[1]-uv0[1]