io_scene_3ds: Update for Blender 3.x #104507
@ -803,14 +803,17 @@ def extract_triangles(mesh):
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uv1, uv2, uv3 = f_uv
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uv1, uv2, uv3 = f_uv
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"""Flag 0x1 sets CA edge visible, Flag 0x2 sets BC edge visible, Flag 0x4 sets AB edge visible
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"""Flag 0x1 sets CA edge visible, Flag 0x2 sets BC edge visible, Flag 0x4 sets AB edge visible
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Flag 0x8 indicates a U axis texture wrap and Flag 0x10 indicates a V axis texture wrap
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Flag 0x8 indicates a U axis texture wrap seam and Flag 0x10 indicates a V axis texture wrap seam
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In Blender we use the edge CA, BC, and AB flags for sharp edges flags"""
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In Blender we use the edge CA, BC, and AB flags for sharp edges flags"""
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a_b = mesh.edges[mesh.loops[face.loops[0]].edge_index]
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a_b = mesh.edges[mesh.loops[face.loops[0]].edge_index]
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b_c = mesh.edges[mesh.loops[face.loops[1]].edge_index]
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b_c = mesh.edges[mesh.loops[face.loops[1]].edge_index]
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c_a = mesh.edges[mesh.loops[face.loops[2]].edge_index]
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c_a = mesh.edges[mesh.loops[face.loops[2]].edge_index]
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if v3 == 0:
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if v3 == 0:
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v1, v2, v3 = v3, v1, v2
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a_b, b_c, c_a = c_a, a_b, b_c
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a_b, b_c, c_a = c_a, a_b, b_c
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if do_uv:
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uv1, uv2, uv3 = uv3, uv1, uv2
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faceflag = 0
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faceflag = 0
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if c_a.use_edge_sharp:
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if c_a.use_edge_sharp:
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@ -822,11 +825,7 @@ def extract_triangles(mesh):
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smoothgroup = polygroup[face.polygon_index]
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smoothgroup = polygroup[face.polygon_index]
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if len(f_v)==3:
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if len(f_v)==3:
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if v3 == 0:
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v1, v2, v3 = v3, v1, v2
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if do_uv:
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uv1, uv2, uv3 = uv3, uv1, uv2
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new_tri = tri_wrapper((v1, v2, v3), face.material_index, img)
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new_tri = tri_wrapper((v1, v2, v3), face.material_index, img)
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if (do_uv):
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if (do_uv):
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new_tri.faceuvs = uv_key(uv1), uv_key(uv2), uv_key(uv3)
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new_tri.faceuvs = uv_key(uv1), uv_key(uv2), uv_key(uv3)
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