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@ -300,7 +300,7 @@ class MeshConverter: |
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# If we're bump mapping, we need to normalize our magic UVW channels |
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# If we're bump mapping, we need to normalize our magic UVW channels |
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if has_bumpmap is not None: |
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if has_bumpmap is not None: |
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geospan.format += 2 |
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geospan.format += 2 # We dded 2 special bumpmapping UV layers |
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for v, vtx in enumerate(data.vertices): |
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for v, vtx in enumerate(data.vertices): |
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uvMap = vtx.uvs |
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uvMap = vtx.uvs |
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uvMap[geospan.format - 2].normalize() |
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uvMap[geospan.format - 2].normalize() |
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@ -326,25 +326,15 @@ class MeshConverter: |
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delta = uv0[notUV] - uv1[notUV] |
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delta = uv0[notUV] - uv1[notUV] |
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if fabs(delta) < kRealSmall: |
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if fabs(delta) < kRealSmall: |
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if uv0[iUV] - uv1[iUV] < 0: |
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return v1 - v0 if uv0[iUV] - uv1[iUV] < 0 else v0 - v1 |
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return v1 - v0 |
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else: |
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return v0 - v1 |
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delta = uv2[notUV] - uv1[notUV] |
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delta = uv2[notUV] - uv1[notUV] |
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if fabs(delta) < kRealSmall: |
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if fabs(delta) < kRealSmall: |
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if uv2[iUV] - uv1[iUV] < 0: |
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return v1 - v2 if uv2[iUV] - uv1[iUV] < 0 else v2 - v1 |
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return v1 - v2 |
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else: |
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return v2 - v1 |
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delta = uv2[notUV] - uv0[notUV] |
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delta = uv2[notUV] - uv0[notUV] |
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if fabs(delta) < kRealSmall: |
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if fabs(delta) < kRealSmall: |
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if uv2[iUV] - uv0[iUV] < 0: |
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return v0 - v2 if uv2[iUV] - uv0[iUV] < 0 else v2 - v0 |
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return v0 - v2 |
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else: |
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return v2 - v0 |
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# On to the real fun... |
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# On to the real fun... |
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delta = uv0[notUV] - uv1[notUV] |
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delta = uv0[notUV] - uv1[notUV] |
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@ -359,12 +349,7 @@ class MeshConverter: |
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v2Mv1 *= delta |
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v2Mv1 *= delta |
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v2uv = (uv2[iUV] - uv1[iUV]) * delta |
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v2uv = (uv2[iUV] - uv1[iUV]) * delta |
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if v0uv > v2uv: |
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return v0Mv1 - v2Mv1 if v0uv > v2uv else v2Mv1 - v0Mv1 |
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return v0Mv1 - v2Mv1 |
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else: |
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return v2Mv1 - v0Mv1 |
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def export_object(self, bo): |
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def export_object(self, bo): |
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# If this object has modifiers, then it's a unique mesh, and we don't need to try caching it |
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# If this object has modifiers, then it's a unique mesh, and we don't need to try caching it |
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