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bbe7e87d
T
three.js
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前往新版Gitcode,体验更适合开发者的 AI 搜索 >>
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bbe7e87d
编写于
3月 03, 2011
作者:
A
alteredq
浏览文件
操作
浏览文件
下载
电子邮件补丁
差异文件
Changed OBJ converter to use just texture file names instead of full absolute file paths.
上级
664646e8
变更
1
隐藏空白更改
内联
并排
Showing
1 changed file
with
9 addition
and
5 deletion
+9
-5
utils/exporters/convert_obj_threejs_slim.py
utils/exporters/convert_obj_threejs_slim.py
+9
-5
未找到文件。
utils/exporters/convert_obj_threejs_slim.py
浏览文件 @
bbe7e87d
...
...
@@ -330,6 +330,10 @@ def normalize(v):
# #####################################################
# MTL parser
# #####################################################
def
texture_relative_path
(
fullpath
):
texture_file
=
os
.
path
.
basename
(
fullpath
)
return
texture_file
def
parse_mtl
(
fname
):
"""Parse MTL file.
"""
...
...
@@ -383,27 +387,27 @@ def parse_mtl(fname):
# Diffuse texture
# map_Kd texture_diffuse.jpg
if
chunks
[
0
]
==
"map_Kd"
and
len
(
chunks
)
==
2
:
materials
[
identifier
][
"mapDiffuse"
]
=
chunks
[
1
]
materials
[
identifier
][
"mapDiffuse"
]
=
texture_relative_path
(
chunks
[
1
])
# Ambient texture
# map_Ka texture_ambient.jpg
if
chunks
[
0
]
==
"map_Ka"
and
len
(
chunks
)
==
2
:
materials
[
identifier
][
"mapAmbient"
]
=
chunks
[
1
]
materials
[
identifier
][
"mapAmbient"
]
=
texture_relative_path
(
chunks
[
1
])
# Specular texture
# map_Ks texture_specular.jpg
if
chunks
[
0
]
==
"map_Ks"
and
len
(
chunks
)
==
2
:
materials
[
identifier
][
"mapSpecular"
]
=
chunks
[
1
]
materials
[
identifier
][
"mapSpecular"
]
=
texture_relative_path
(
chunks
[
1
])
# Alpha texture
# map_d texture_alpha.png
if
chunks
[
0
]
==
"map_d"
and
len
(
chunks
)
==
2
:
materials
[
identifier
][
"mapAlpha"
]
=
chunks
[
1
]
materials
[
identifier
][
"mapAlpha"
]
=
texture_relative_path
(
chunks
[
1
])
# Bump texture
# map_bump texture_bump.jpg or bump texture_bump.jpg
if
(
chunks
[
0
]
==
"map_bump"
or
chunks
[
0
]
==
"bump"
)
and
len
(
chunks
)
==
2
:
materials
[
identifier
][
"mapBump"
]
=
chunks
[
1
]
materials
[
identifier
][
"mapBump"
]
=
texture_relative_path
(
chunks
[
1
])
# Illumination
# illum 2
...
...
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