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blender
blender-addons
Commits
5c40d733
Commit
5c40d733
authored
12 years ago
by
Brendon Murphy
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fix for bmesh
parent
1a1a569f
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Changes
1
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1 changed file
io_import_scene_lwo.py
+9
-7
9 additions, 7 deletions
io_import_scene_lwo.py
with
9 additions
and
7 deletions
io_import_scene_lwo.py
+
9
−
7
View file @
5c40d733
...
@@ -1019,7 +1019,7 @@ def build_objects(object_layers, object_surfs, object_tags, object_name, add_sub
...
@@ -1019,7 +1019,7 @@ def build_objects(object_layers, object_surfs, object_tags, object_name, add_sub
for
layer_data
in
object_layers
:
for
layer_data
in
object_layers
:
me
=
bpy
.
data
.
meshes
.
new
(
layer_data
.
name
)
me
=
bpy
.
data
.
meshes
.
new
(
layer_data
.
name
)
me
.
vertices
.
add
(
len
(
layer_data
.
pnts
))
me
.
vertices
.
add
(
len
(
layer_data
.
pnts
))
me
.
faces
.
add
(
len
(
layer_data
.
pols
))
me
.
tess
faces
.
add
(
len
(
layer_data
.
pols
))
# for vi in range(len(layer_data.pnts)):
# for vi in range(len(layer_data.pnts)):
# me.vertices[vi].co= layer_data.pnts[vi]
# me.vertices[vi].co= layer_data.pnts[vi]
...
@@ -1038,7 +1038,7 @@ def build_objects(object_layers, object_surfs, object_tags, object_name, add_sub
...
@@ -1038,7 +1038,7 @@ def build_objects(object_layers, object_surfs, object_tags, object_name, add_sub
vlen
=
len
(
fpol
)
vlen
=
len
(
fpol
)
if
vlen
==
3
or
vlen
==
4
:
if
vlen
==
3
or
vlen
==
4
:
for
i
in
range
(
vlen
):
for
i
in
range
(
vlen
):
me
.
faces
[
fi
].
vertices_raw
[
i
]
=
fpol
[
i
]
me
.
tess
faces
[
fi
].
vertices_raw
[
i
]
=
fpol
[
i
]
elif
vlen
==
2
:
elif
vlen
==
2
:
edges
.
append
(
fi
)
edges
.
append
(
fi
)
elif
vlen
!=
1
:
elif
vlen
!=
1
:
...
@@ -1058,8 +1058,8 @@ def build_objects(object_layers, object_surfs, object_tags, object_name, add_sub
...
@@ -1058,8 +1058,8 @@ def build_objects(object_layers, object_surfs, object_tags, object_name, add_sub
me
.
materials
.
append
(
object_surfs
[
object_tags
[
surf_key
]].
bl_mat
)
me
.
materials
.
append
(
object_surfs
[
object_tags
[
surf_key
]].
bl_mat
)
for
fi
in
layer_data
.
surf_tags
[
surf_key
]:
for
fi
in
layer_data
.
surf_tags
[
surf_key
]:
me
.
faces
[
fi
].
material_index
=
mat_slot
me
.
tess
faces
[
fi
].
material_index
=
mat_slot
me
.
faces
[
fi
].
use_smooth
=
object_surfs
[
object_tags
[
surf_key
]].
smooth
me
.
tess
faces
[
fi
].
use_smooth
=
object_surfs
[
object_tags
[
surf_key
]].
smooth
mat_slot
+=
1
mat_slot
+=
1
...
@@ -1109,7 +1109,9 @@ def build_objects(object_layers, object_surfs, object_tags, object_name, add_sub
...
@@ -1109,7 +1109,9 @@ def build_objects(object_layers, object_surfs, object_tags, object_name, add_sub
print
(
"
Adding %d UV Textures
"
%
len
(
layer_data
.
uvmaps
))
print
(
"
Adding %d UV Textures
"
%
len
(
layer_data
.
uvmaps
))
for
uvmap_key
in
layer_data
.
uvmaps
:
for
uvmap_key
in
layer_data
.
uvmaps
:
map_pack
=
create_mappack
(
layer_data
,
uvmap_key
,
"
UV
"
)
map_pack
=
create_mappack
(
layer_data
,
uvmap_key
,
"
UV
"
)
uvm
=
me
.
uv_textures
.
new
(
uvmap_key
)
uvm
=
me
.
uv_textures
.
new
(
name
=
uvmap_key
)
uvloop
=
me
.
uv_loop_layers
[
-
1
]
uvm
=
uvloop
.
data
if
not
uvm
:
if
not
uvm
:
break
break
for
fi
in
map_pack
:
for
fi
in
map_pack
:
...
@@ -1128,7 +1130,7 @@ def build_objects(object_layers, object_surfs, object_tags, object_name, add_sub
...
@@ -1128,7 +1130,7 @@ def build_objects(object_layers, object_surfs, object_tags, object_name, add_sub
# Now add the NGons.
# Now add the NGons.
if
len
(
ngons
)
>
0
:
if
len
(
ngons
)
>
0
:
for
ng_key
in
ngons
:
for
ng_key
in
ngons
:
face_offset
=
len
(
me
.
faces
)
face_offset
=
len
(
me
.
tess
faces
)
ng
=
ngons
[
ng_key
]
ng
=
ngons
[
ng_key
]
v_locs
=
[]
v_locs
=
[]
for
vi
in
range
(
len
(
ng
)):
for
vi
in
range
(
len
(
ng
)):
...
@@ -1136,7 +1138,7 @@ def build_objects(object_layers, object_surfs, object_tags, object_name, add_sub
...
@@ -1136,7 +1138,7 @@ def build_objects(object_layers, object_surfs, object_tags, object_name, add_sub
tris
=
tessellate_polygon
([
v_locs
])
tris
=
tessellate_polygon
([
v_locs
])
me
.
faces
.
add
(
len
(
tris
))
me
.
faces
.
add
(
len
(
tris
))
for
tri
in
tris
:
for
tri
in
tris
:
face
=
me
.
faces
[
face_offset
]
face
=
me
.
tess
faces
[
face_offset
]
face
.
vertices_raw
[
0
]
=
ng
[
tri
[
0
]]
face
.
vertices_raw
[
0
]
=
ng
[
tri
[
0
]]
face
.
vertices_raw
[
1
]
=
ng
[
tri
[
1
]]
face
.
vertices_raw
[
1
]
=
ng
[
tri
[
1
]]
face
.
vertices_raw
[
2
]
=
ng
[
tri
[
2
]]
face
.
vertices_raw
[
2
]
=
ng
[
tri
[
2
]]
...
...
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