Collada: (Export) Added export of surface textures, and control over exported uv layers
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@@ -29,22 +29,150 @@
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#include "COLLADABUURI.h"
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#include "COLLADASWImage.h"
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#include "ImageExporter.h"
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#include "MaterialExporter.h"
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extern "C" {
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#include "DNA_texture_types.h"
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#include "DNA_image_types.h"
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#include "DNA_meshdata_types.h"
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#include "BKE_customdata.h"
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#include "BKE_global.h"
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#include "BKE_image.h"
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#include "BKE_main.h"
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#include "BKE_mesh.h"
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#include "BKE_utildefines.h"
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#include "BLI_fileops.h"
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#include "BLI_path_util.h"
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#include "BLI_string.h"
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#include "IMB_imbuf_types.h"
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}
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#include "ImageExporter.h"
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#include "MaterialExporter.h"
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ImagesExporter::ImagesExporter(COLLADASW::StreamWriter *sw, const ExportSettings *export_settings) : COLLADASW::LibraryImages(sw), export_settings(export_settings)
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{
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}
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void ImagesExporter::export_UV_Image(Image *image, bool use_copies)
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{
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std::string name(id_name(image));
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std::string translated_name(translate_id(name));
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bool not_yet_exported = find(mImages.begin(), mImages.end(), translated_name) == mImages.end();
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if (not_yet_exported) {
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ImBuf *imbuf = BKE_image_get_ibuf(image, NULL);
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bool is_dirty = imbuf->userflags & IB_BITMAPDIRTY;
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ImageFormatData imageFormat;
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BKE_imbuf_to_image_format(&imageFormat, imbuf);
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short image_source = image->source;
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bool is_generated = image_source == IMA_SRC_GENERATED;
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char export_path[FILE_MAX];
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char source_path[FILE_MAX];
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char export_dir[FILE_MAX];
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char export_file[FILE_MAX];
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// Destination folder for exported assets
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BLI_split_dir_part(this->export_settings->filepath, export_dir, sizeof(export_dir));
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if (is_generated || is_dirty || use_copies) {
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// make absolute destination path
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BLI_strncpy(export_file, name.c_str(), sizeof(export_file));
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BKE_add_image_extension(export_file, imageFormat.imtype);
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BLI_join_dirfile(export_path, sizeof(export_path), export_dir, export_file);
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// make dest directory if it doesn't exist
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BLI_make_existing_file(export_path);
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}
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if (is_generated || is_dirty) {
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// This image in its current state only exists in Blender memory.
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// So we have to export it. The export will keep the image state intact,
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// so the exported file will not be associated with the image.
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if (BKE_imbuf_write_as(imbuf, export_path, &imageFormat, true) != 0) {
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fprintf(stderr, "Collada export: Cannot export image to:\n%s\n", export_path);
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}
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BLI_strncpy(export_path, export_file, sizeof(export_path));
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}
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else {
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// make absolute source path
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BLI_strncpy(source_path, image->name, sizeof(source_path));
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BLI_path_abs(source_path, G.main->name);
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BLI_cleanup_path(NULL, source_path);
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if (use_copies) {
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// This image is already located on the file system.
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// But we want to create copies here.
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// To avoid overwroting images with same file name but
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// differenet source locations
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if (BLI_copy(source_path, export_path) != 0) {
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fprintf(stderr, "Collada export: Cannot copy image:\n source:%s\ndest :%s\n", source_path, export_path);
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}
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BLI_strncpy(export_path, export_file, sizeof(export_path));
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}
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else {
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// Do not make any vopies, but use the source path directly as reference
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// to the original image
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BLI_strncpy(export_path, source_path, sizeof(export_path));
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}
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}
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COLLADASW::Image img(COLLADABU::URI(COLLADABU::URI::nativePathToUri(export_path)), translated_name, translated_name); /* set name also to mNameNC. This helps other viewers import files exported from Blender better */
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img.add(mSW);
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fprintf(stdout, "Collada export: Added image: %s\n",export_file);
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mImages.push_back(translated_name);
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}
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}
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void ImagesExporter::export_UV_Images()
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{
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std::set<Image *> uv_textures;
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LinkNode *node;
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bool use_copies = this->export_settings->use_texture_copies;
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for (node=this->export_settings->export_set; node; node=node->next) {
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Object *ob = (Object *)node->link;
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if (ob->type == OB_MESH && ob->totcol) {
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Mesh *me = (Mesh *) ob->data;
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BKE_mesh_tessface_ensure(me);
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for (int i = 0; i < me->pdata.totlayer; i++) {
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if (me->pdata.layers[i].type == CD_MTEXPOLY) {
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MTexPoly *txface = (MTexPoly *)me->pdata.layers[i].data;
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MFace *mface = me->mface;
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for (int j = 0; j < me->totpoly; j++, mface++, txface++) {
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Image *ima = txface->tpage;
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if (ima == NULL)
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continue;
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bool not_in_list = uv_textures.find(ima)==uv_textures.end();
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if (not_in_list) {
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uv_textures.insert(ima);
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export_UV_Image(ima, use_copies);
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}
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}
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}
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}
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}
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}
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}
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bool ImagesExporter::hasImages(Scene *sce)
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{
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LinkNode *node;
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@@ -64,60 +192,49 @@ bool ImagesExporter::hasImages(Scene *sce)
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}
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}
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if (ob->type == OB_MESH) {
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Mesh *me = (Mesh *) ob->data;
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BKE_mesh_tessface_ensure(me);
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bool has_uvs = (bool)CustomData_has_layer(&me->fdata, CD_MTFACE);
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if (has_uvs) {
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int num_layers = CustomData_number_of_layers(&me->fdata, CD_MTFACE);
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for (int a = 0; a < num_layers; a++) {
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MTFace *tface = (MTFace *)CustomData_get_layer_n(&me->fdata, CD_MTFACE, a);
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Image *img = tface->tpage;
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if(img) return true;
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}
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}
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}
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}
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return false;
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}
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void ImagesExporter::exportImages(Scene *sce)
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{
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if (hasImages(sce)) {
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openLibrary();
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MaterialFunctor mf;
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mf.forEachMaterialInExportSet<ImagesExporter>(sce, *this, this->export_settings->export_set);
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openLibrary();
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closeLibrary();
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MaterialFunctor mf;
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mf.forEachMaterialInExportSet<ImagesExporter>(sce, *this, this->export_settings->export_set);
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if (this->export_settings->include_uv_textures) {
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export_UV_Images();
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}
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closeLibrary();
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}
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void ImagesExporter::operator()(Material *ma, Object *ob)
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{
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int a;
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bool use_texture_copies = this->export_settings->use_texture_copies;
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for (a = 0; a < MAX_MTEX; a++) {
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MTex *mtex = ma->mtex[a];
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if (mtex && mtex->tex && mtex->tex->ima) {
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Image *image = mtex->tex->ima;
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std::string name(id_name(image));
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name = translate_id(name);
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char rel[FILE_MAX];
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char abs[FILE_MAX];
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char src[FILE_MAX];
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char dir[FILE_MAX];
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BLI_split_dir_part(this->export_settings->filepath, dir, sizeof(dir));
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BKE_rebase_path(abs, sizeof(abs), rel, sizeof(rel), G.main->name, image->name, dir);
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if (abs[0] != '\0') {
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// make absolute source path
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BLI_strncpy(src, image->name, sizeof(src));
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BLI_path_abs(src, G.main->name);
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// make dest directory if it doesn't exist
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BLI_make_existing_file(abs);
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if (BLI_copy(src, abs) != 0) {
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fprintf(stderr, "Cannot copy image to file's directory.\n");
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}
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}
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if (find(mImages.begin(), mImages.end(), name) == mImages.end()) {
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COLLADASW::Image img(COLLADABU::URI(COLLADABU::URI::nativePathToUri(rel)), name, name); /* set name also to mNameNC. This helps other viewers import files exported from Blender better */
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img.add(mSW);
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mImages.push_back(name);
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}
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export_UV_Image(image, use_texture_copies);
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}
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}
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}
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