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Commit 2e6512a5 authored by John Phan's avatar John Phan
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Change list export panel. Remove group check export.

parent b65b004f
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......@@ -496,6 +496,8 @@ class VTriangle:
def dump(self):
return pack('HHHBBL', self.WedgeIndex0, self.WedgeIndex1, self.WedgeIndex2, self.MatIndex, self.AuxMatIndex, self.SmoothingGroups)
#print("smooth",self.SmoothingGroups)
#return pack('HHHBBI', self.WedgeIndex0, self.WedgeIndex1, self.WedgeIndex2, self.MatIndex, self.AuxMatIndex, self.SmoothingGroups)
# END UNREAL DATA STRUCTS
#===========================================================================
......@@ -987,7 +989,7 @@ def sortmesh(selectmesh):
return selectmesh[0] #return object mesh
else:
return meshmerge(selectmesh) #return merge object mesh
import binascii
#===========================================================================
# parse_mesh
#===========================================================================
......@@ -1208,19 +1210,15 @@ def parse_mesh( mesh, psk ):
raise Error("Normal coplanar with face! points:", mesh.data.vertices[dindex0].co, mesh.data.vertices[dindex1].co, mesh.data.vertices[dindex2].co)
face.select = True
#print("smooth:",(current_face.use_smooth))
#not sure if this right
#tri.SmoothingGroups
if face.use_smooth == True:
tri.SmoothingGroups = 1
else:
tri.SmoothingGroups = 0
#tri.SmoothingGroups = 1
tri.MatIndex = object_material_index
if bpy.context.scene.udk_option_smoothing_groups:
tri.SmoothingGroups = smoothgroup_id
print("Bool Smooth")
psk.AddFace(tri)
......@@ -1705,10 +1703,10 @@ def find_armature_and_mesh():
verbose("Found mesh: {}".format(mesh.name))
if mesh == None or armature == None:
raise Error("Check Mesh and Armature are list!")
if len(armature.pose.bones) == len(mesh.vertex_groups):
print("Armature and Mesh Vertex Groups matches Ok!")
else:
raise Error("Armature bones:" + str(len(armature.pose.bones)) + " Mesh Vertex Groups:" + str(len(mesh.vertex_groups)) +" doesn't match!")
#if len(armature.pose.bones) == len(mesh.vertex_groups):
#print("Armature and Mesh Vertex Groups matches Ok!")
#else:
#raise Error("Armature bones:" + str(len(armature.pose.bones)) + " Mesh Vertex Groups:" + str(len(mesh.vertex_groups)) +" doesn't match!")
#this will check if object need to be rebuild.
if bpy.context.scene.udk_option_rebuildobjects:
......@@ -2255,7 +2253,7 @@ bpy.types.Scene.udkmesh_list_idx = IntProperty()
class UL_UDKMeshList(bpy.types.UIList):
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
layout.label(item.name)
layout.prop(item, "bselect", text="Select")
#layout.prop(item, "bselect", text="Select")
layout.prop(item, "bexport", text="Export")
class UDKArmListPG(bpy.types.PropertyGroup):
......@@ -2272,8 +2270,6 @@ bpy.types.Scene.udkArm_list_idx = IntProperty()
class UL_UDKArmList(bpy.types.UIList):
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
layout.label(item.name)
layout.prop(item, "bselect", text="Select")
layout.prop(item, "bexport", text="Export")
class Panel_UDKExport( bpy.types.Panel ):
......@@ -2319,10 +2315,10 @@ class Panel_UDKExport( bpy.types.Panel ):
if context.scene.udk_option_selectobjects:
layout.operator("object.selobjectpdate")
layout.label(text="ARMATURE")
layout.label(text="ARMATURE - Index")
layout.template_list("UL_UDKArmList", "udk_armatures", context.scene, "udkArm_list",
context.scene, "udkArm_list_idx", rows=3)
layout.label(text="MESH - Select / Export")
layout.label(text="MESH - Export")
layout.template_list("UL_UDKMeshList", "", context.scene, "udkmesh_list",
context.scene, "udkmesh_list_idx", rows=5)
layout.prop(context.scene, "udk_option_selectanimations")
......
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