- move more active properties into their collections:
scene.active_keying_set --> scene.keying_sets.active ...same for active_uv_texture. active_vertex_color, active_keyconfig, - move mesh.add_uv_layer() and mesh.add_vertex_color() into their collections also have them return the newly created layer and dont set the layer active. uvtex = mesh.uv_layers.new(name) vcol = mesh.vertex_colors.new(name)
This commit is contained in:
@@ -402,9 +402,9 @@ class x3d_class:
|
||||
if len(mesh.faces) == 0: return
|
||||
mode = []
|
||||
# mode = 0
|
||||
if mesh.active_uv_texture:
|
||||
if mesh.uv_textures.active:
|
||||
# if mesh.faceUV:
|
||||
for face in mesh.active_uv_texture.data:
|
||||
for face in mesh.uv_textures.active.data:
|
||||
# for face in mesh.faces:
|
||||
if face.use_halo and 'HALO' not in mode:
|
||||
mode += ['HALO']
|
||||
@@ -463,7 +463,7 @@ class x3d_class:
|
||||
hasImageTexture=0
|
||||
is_smooth = False
|
||||
|
||||
if len(maters) > 0 or mesh.active_uv_texture:
|
||||
if len(maters) > 0 or mesh.uv_textures.active:
|
||||
# if len(maters) > 0 or mesh.faceUV:
|
||||
self.writeIndented("<Appearance>\n", 1)
|
||||
# right now this script can only handle a single material per mesh.
|
||||
@@ -480,9 +480,9 @@ class x3d_class:
|
||||
|
||||
#-- textures
|
||||
face = None
|
||||
if mesh.active_uv_texture:
|
||||
if mesh.uv_textures.active:
|
||||
# if mesh.faceUV:
|
||||
for face in mesh.active_uv_texture.data:
|
||||
for face in mesh.uv_textures.active.data:
|
||||
# for face in mesh.faces:
|
||||
if face.image:
|
||||
# if (hasImageTexture == 0) and (face.image):
|
||||
@@ -525,7 +525,7 @@ class x3d_class:
|
||||
self.file.write("creaseAngle=\"%s\" " % (round(creaseAngle,self.cp)))
|
||||
|
||||
#--- output textureCoordinates if UV texture used
|
||||
if mesh.active_uv_texture:
|
||||
if mesh.uv_textures.active:
|
||||
# if mesh.faceUV:
|
||||
if self.matonly == 1 and self.share == 1:
|
||||
self.writeFaceColors(mesh)
|
||||
@@ -540,7 +540,7 @@ class x3d_class:
|
||||
self.writeCoordinates(ob, mesh, meshName, EXPORT_TRI)
|
||||
|
||||
#--- output textureCoordinates if UV texture used
|
||||
if mesh.active_uv_texture:
|
||||
if mesh.uv_textures.active:
|
||||
# if mesh.faceUV:
|
||||
if hasImageTexture == 1:
|
||||
self.writeTextureCoordinates(mesh)
|
||||
@@ -614,7 +614,7 @@ class x3d_class:
|
||||
texIndexList=[]
|
||||
j=0
|
||||
|
||||
for face in mesh.active_uv_texture.data:
|
||||
for face in mesh.uv_textures.active.data:
|
||||
# for face in mesh.faces:
|
||||
# workaround, since tface.uv iteration is wrong atm
|
||||
uvs = face.uv
|
||||
@@ -646,10 +646,10 @@ class x3d_class:
|
||||
def writeFaceColors(self, mesh):
|
||||
if self.writingcolor == 0:
|
||||
self.file.write("colorPerVertex=\"false\" ")
|
||||
elif mesh.active_vertex_color:
|
||||
elif mesh.vertex_colors.active:
|
||||
# else:
|
||||
self.writeIndented("<Color color=\"", 1)
|
||||
for face in mesh.active_vertex_color.data:
|
||||
for face in mesh.vertex_colors.active.data:
|
||||
c = face.color1
|
||||
if self.verbose > 2:
|
||||
print("Debug: face.col r=%d g=%d b=%d" % (c[0], c[1], c[2]))
|
||||
@@ -961,9 +961,9 @@ class x3d_class:
|
||||
faceMap={}
|
||||
nFaceIndx=0
|
||||
|
||||
if mesh.active_uv_texture:
|
||||
if mesh.uv_textures.active:
|
||||
# if mesh.faceUV:
|
||||
for face in mesh.active_uv_texture.data:
|
||||
for face in mesh.uv_textures.active.data:
|
||||
# for face in mesh.faces
|
||||
sidename = "two" if face.use_twoside else "one"
|
||||
|
||||
|
||||
Reference in New Issue
Block a user