def transform(self, matrix):
for v in self.vertices:
- v.co = matrix*v.co
+ v.co = matrix@v.co
def splice(self, other):
if len(self.uv_layers)!=len(other.uv_layers):
self.faces += other.faces
for f in self.faces[offset:]:
f.index += offset
- f.loop_start += loop_offset
- f.loop_indices = range(f.loop_start, f.loop_start+f.loop_total)
+ f.loop_indices = range(f.loop_indices.start+offset, f.loop_indices.stop+offset)
if other.materials:
f.material_index = material_map[f.material_index]
def apply_material_map(self, material_map):
for m in self.materials:
- if m not in material_map.materials:
+ if m.name not in material_map.material_names:
raise Exception("Material map is not compatible with Mesh")
if self.use_uv=='NONE':
def prepare_uv(self, progress):
# Form a list of UV layers referenced by materials with the array atlas
# property set
- array_uv_layers = [t.uv_layer for m in self.materials if m.array_atlas for t in m.texture_slots if t and t.texture_coords=='UV']
+ array_uv_layers = [] #[t.uv_layer for m in self.materials if m.array_atlas for t in m.texture_slots if t and t.texture_coords=='UV']
array_uv_layers = [u for u in self.uv_layers if u.name in array_uv_layers]
if array_uv_layers:
if c.type=="MESH" and c.compound:
objs.append((c, m*c.matrix_local))
+ dg = context.evaluated_depsgraph_get()
+
mesh = None
- bmeshes = []
for o, m in objs:
- bmesh = o.to_mesh(context.scene, True, "PREVIEW")
- bmeshes.append(bmesh)
+ eval_obj = o.evaluated_get(dg)
+ bmesh = eval_obj.to_mesh()
# Object.to_mesh does not copy custom properties
bmesh.winding_test = o.data.winding_test
me = Mesh(bmesh)
me.transform(m)
+ for i, s in enumerate(eval_obj.material_slots):
+ if s.link=='OBJECT':
+ me.materials[i] = s.material
+
if mesh:
mesh.splice(me)
else:
# Discard the temporary Blender meshes after making sure there's no
# references to the data
mesh.drop_references()
- for m in bmeshes:
- bpy.data.meshes.remove(m)
progress.pop_task()