added uv import
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@ -484,29 +484,9 @@ def import_node(node, parent):
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for i in m['indices']:
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for i in m['indices']:
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faces_indices.append(i)
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faces_indices.append(i)
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"""
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mesh.vertexUV = 1
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for m in range(len(mesh.verts)):
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mesh.verts[m].uvco = Vector(uvcoord[m])
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mesh.update()
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mesh.faceUV = 1
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for fc in mesh.faces: fc.uv = [v.uvco for v in fc.verts];fc.smooth = 1
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mesh.update()
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"""
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mesh = bpy.data.meshes.new(objName)
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mesh = bpy.data.meshes.new(objName)
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mesh.from_pydata(verts, [], faces_indices)
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mesh.from_pydata(verts, [], faces_indices)
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uv_tex = mesh.uv_textures.new(name=objName)
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uv_lay = mesh.uv_layers[-1]
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blen_data = uv_lay.data
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print('len', len(blen_data), 'vs', len(verts))
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#
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# blen_uvs = me.uv_layers[0]
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# for face_uvidx, lidx in zip(face_vert_tex_indices, blen_poly.loop_indices):
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# blen_uvs.data[lidx].uv = verts_tex[0 if (face_uvidx is ...) else face_uvidx]
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# blen_uvs = mesh.uv_layers[0]
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ob = bpy.data.objects.new(objName, mesh)
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ob = bpy.data.objects.new(objName, mesh)
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#mesh.calc_normals() # does not work
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#mesh.calc_normals() # does not work
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@ -523,6 +503,11 @@ def import_node(node, parent):
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ob.scale = flip(scale)
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ob.scale = flip(scale)
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ob.location = flip(pos)
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ob.location = flip(pos)
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# import uv coordinates
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ob.data.uv_textures.new()
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vert_uvs = [(0,0) if len(uv)==0 else (uv[0],1-uv[1]) for v,n,rgba,uv in node['vertices']]
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ob.data.uv_layers[-1].data.foreach_set("uv", [uv for pair in [vert_uvs[l.vertex_index] for l in ob.data.loops] for uv in pair])
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ctx.scene.objects.link(ob)
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ctx.scene.objects.link(ob)
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return ob
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return ob
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