From 64369b836dbb2e90f4fcf071a9ffa3723a90a323 Mon Sep 17 00:00:00 2001 From: Adam Johnson Date: Thu, 8 Jun 2017 23:04:37 -0400 Subject: [PATCH] Update some bumpmap variables to obey The Zen --- korman/exporter/material.py | 8 ++++---- korman/exporter/mesh.py | 20 ++++++++++---------- 2 files changed, 14 insertions(+), 14 deletions(-) diff --git a/korman/exporter/material.py b/korman/exporter/material.py index 5ac85d3..3a792af 100644 --- a/korman/exporter/material.py +++ b/korman/exporter/material.py @@ -109,7 +109,7 @@ class _Texture: class MaterialConverter: def __init__(self, exporter): self._obj2mat = {} - self._bumpMats = {} + self._bump_mats = {} self._exporter = weakref.ref(exporter) self._pending = {} self._alphatest = {} @@ -147,7 +147,7 @@ class MaterialConverter: for idx, slot in slots: # Prepend any BumpMapping magic layers if slot.use_map_normal: - if bo in self._bumpMats: + if bo in self._bump_mats: raise ExportError("Material '{}' has more than one bumpmap layer".format(bm.name)) du, dw, dv = self.export_bumpmap_slot(bo, bm, hsgmat, slot, idx) hsgmat.addLayer(du.key) # Du @@ -163,7 +163,7 @@ class MaterialConverter: restart_pass_next = False hsgmat.addLayer(tex_layer.key) if slot.use_map_normal: - self._bumpMats[bo] = (tex_layer.UVWSrc, tex_layer.transform) + self._bump_mats[bo] = (tex_layer.UVWSrc, tex_layer.transform) # After a bumpmap layer(s), the next layer *must* be in a # new pass, otherwise it gets added in non-intuitive ways restart_pass_next = True @@ -682,7 +682,7 @@ class MaterialConverter: return self._obj2mat.get(bo, []) def get_bump_layer(self, bo): - return self._bumpMats.get(bo, None) + return self._bump_mats.get(bo, None) def get_texture_animation_key(self, bo, bm, tex_name=None, tex_slot=None): """Finds or creates the appropriate key for sending messages to an animated Texture""" diff --git a/korman/exporter/mesh.py b/korman/exporter/mesh.py index dce9a49..8c75398 100644 --- a/korman/exporter/mesh.py +++ b/korman/exporter/mesh.py @@ -193,7 +193,7 @@ class MeshConverter: def _export_geometry(self, bo, mesh, materials, geospans): geodata = [_GeoData(len(mesh.vertices)) for i in materials] - has_bumpmap = self.material.get_bump_layer(bo) + bumpmap = self.material.get_bump_layer(bo) # Locate relevant vertex color layers now... color, alpha = None, None @@ -236,7 +236,7 @@ class MeshConverter: ((src.color3[0] + src.color3[1] + src.color3[2]) / 3), ((src.color4[0] + src.color4[1] + src.color4[2]) / 3)) - if has_bumpmap is not None: + if bumpmap is not None: gradPass = [] gradUVWs = [] @@ -256,8 +256,8 @@ class MeshConverter: tuple((uvw[2] for uvw in tessface_uvws)))) for p, vids in enumerate(gradPass): - dPosDu += self._get_bump_gradient(has_bumpmap[1], gradUVWs[p], mesh, vids, has_bumpmap[0], 0) - dPosDv += self._get_bump_gradient(has_bumpmap[1], gradUVWs[p], mesh, vids, has_bumpmap[0], 1) + dPosDu += self._get_bump_gradient(bumpmap[1], gradUVWs[p], mesh, vids, bumpmap[0], 0) + dPosDv += self._get_bump_gradient(bumpmap[1], gradUVWs[p], mesh, vids, bumpmap[0], 1) dPosDv = -dPosDv # Convert to per-material indices @@ -292,7 +292,7 @@ class MeshConverter: face_verts.append(data.blender2gs[vertex][coluv]) - if has_bumpmap is not None: + if bumpmap is not None: idx = len(uvws) geoVert = data.vertices[data.blender2gs[vertex][coluv]] # We can't edit in place :\ @@ -324,7 +324,7 @@ class MeshConverter: raise explosions.TooManyVerticesError(bo.data.name, geospan.material.name, numVerts) # If we're bump mapping, we need to normalize our magic UVW channels - if has_bumpmap is not None: + if bumpmap is not None: for vtx in data.vertices: uvMap = vtx.uvs uvMap[numUVs - 2].normalize() @@ -346,18 +346,18 @@ class MeshConverter: uv2 = (uvws[2][uvIdx][0], uvws[2][uvIdx][1], 0.0) notUV = int(not iUV) - kRealSmall = 1.e-6 + _REAL_SMALL = 0.000001 delta = uv0[notUV] - uv1[notUV] - if fabs(delta) < kRealSmall: + if fabs(delta) < _REAL_SMALL: return v1 - v0 if uv0[iUV] - uv1[iUV] < 0 else v0 - v1 delta = uv2[notUV] - uv1[notUV] - if fabs(delta) < kRealSmall: + if fabs(delta) < _REAL_SMALL: return v1 - v2 if uv2[iUV] - uv1[iUV] < 0 else v2 - v1 delta = uv2[notUV] - uv0[notUV] - if fabs(delta) < kRealSmall: + if fabs(delta) < _REAL_SMALL: return v0 - v2 if uv2[iUV] - uv0[iUV] < 0 else v2 - v0 # On to the real fun...