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4f29dbb1
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three.js
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体验新版 GitCode,发现更多精彩内容 >>
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4f29dbb1
编写于
7月 19, 2017
作者:
M
manthrax
浏览文件
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浏览文件
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电子邮件补丁
差异文件
Fix export for multiple materials per mesh.
上级
1b2b7790
变更
2
隐藏空白更改
内联
并排
Showing
2 changed file
with
31 addition
and
18 deletion
+31
-18
utils/exporters/blender/addons/io_three/exporter/api/object.py
.../exporters/blender/addons/io_three/exporter/api/object.py
+17
-12
utils/exporters/blender/addons/io_three/exporter/object.py
utils/exporters/blender/addons/io_three/exporter/object.py
+14
-6
未找到文件。
utils/exporters/blender/addons/io_three/exporter/api/object.py
浏览文件 @
4f29dbb1
...
...
@@ -98,11 +98,12 @@ def cast_shadow(obj):
ret
=
None
return
ret
elif
obj
.
type
==
MESH
:
mat
=
material
(
obj
)
if
mat
:
return
data
.
materials
[
mat
].
use_cast_shadows
else
:
return
False
mats
=
material
(
obj
)
if
mats
:
for
m
in
mats
:
if
data
.
materials
[
m
].
use_cast_shadows
:
return
True
return
False
@
_object
...
...
@@ -127,8 +128,10 @@ def material(obj):
"""
logger
.
debug
(
'object.material(%s)'
,
obj
)
try
:
return
obj
.
material_slots
[
0
].
name
matName
=
obj
.
material_slots
[
0
].
name
# manthrax: Make this throw an error on an empty material array, resulting in non-material
return
[
o
.
name
for
o
in
obj
.
material_slots
]
except
IndexError
:
pass
...
...
@@ -361,13 +364,15 @@ def receive_shadow(obj):
"""
if
obj
.
type
==
MESH
:
mat
=
material
(
obj
)
if
mat
:
return
data
.
materials
[
mat
].
use_shadows
else
:
return
False
mats
=
material
(
obj
)
if
mats
:
for
m
in
mats
:
if
data
.
materials
[
m
].
use_shadows
:
return
True
return
False
AXIS_CONVERSION
=
axis_conversion
(
to_forward
=
'Z'
,
to_up
=
'Y'
).
to_4x4
()
# manthrax: TODO: Would like to evaluate wether this axis conversion stuff is still neccesary AXIS_CONVERSION = mathutils.Matrix()
AXIS_CONVERSION
=
axis_conversion
(
to_forward
=
'Z'
,
to_up
=
'Y'
).
to_4x4
()
@
_object
def
matrix
(
obj
,
options
):
...
...
utils/exporters/blender/addons/io_three/exporter/object.py
浏览文件 @
4f29dbb1
...
...
@@ -90,13 +90,21 @@ class Object(base_classes.BaseNode):
if
self
.
options
.
get
(
constants
.
MATERIALS
):
logger
.
info
(
"Parsing materials for %s"
,
self
.
node
)
material_name
=
api
.
object
.
material
(
self
.
node
)
if
material_name
:
logger
.
info
(
"Material found %s"
,
material_name
)
material_inst
=
self
.
scene
.
material
(
material_name
)
self
[
constants
.
MATERIAL
]
=
material_inst
[
constants
.
UUID
]
material_names
=
api
.
object
.
material
(
self
.
node
)
#manthrax: changes for multimaterial start here
if
material_names
:
logger
.
info
(
"Got material names for this object:"
,
material_names
);
materialArray
=
[
self
.
scene
.
material
(
objname
)[
constants
.
UUID
]
for
objname
in
material_names
]
if
len
(
materialArray
)
==
0
:
# If no materials.. dont export a material entry
materialArray
=
None
elif
len
(
materialArray
)
==
1
:
# If only one material, export material UUID singly, not as array
materialArray
=
materialArray
[
0
]
# else export array of material uuids
self
[
constants
.
MATERIAL
]
=
materialArray
logger
.
info
(
"materials:"
,
self
[
constants
.
MATERIAL
]);
else
:
logger
.
info
(
"%s has no materials"
,
self
.
node
)
logger
.
info
(
"%s has no materials"
,
self
.
node
)
#manthrax: end multimaterial
# TODO (abelnation): handle Area lights
casts_shadow
=
(
constants
.
MESH
,
...
...
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