Minor formatting fix and comments
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@@ -35,6 +35,7 @@ class ASEBuilder(object):
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ase.geometry_objects.append(geometry_object)
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ase.geometry_objects.append(geometry_object)
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if geometry_object.is_collision:
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if geometry_object.is_collision:
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# Test that collision meshes are manifold and convex.
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bm = bmesh.new()
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bm = bmesh.new()
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bm.from_mesh(obj.data)
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bm.from_mesh(obj.data)
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for edge in bm.edges:
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for edge in bm.edges:
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@@ -85,8 +86,8 @@ class ASEBuilder(object):
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face.smoothing = (poly_groups[loop_triangle.polygon_index] - 1) % 32
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face.smoothing = (poly_groups[loop_triangle.polygon_index] - 1) % 32
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geometry_object.faces.append(face)
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geometry_object.faces.append(face)
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# Normals
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if not geometry_object.is_collision:
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if not geometry_object.is_collision:
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# Normals
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for face_index, loop_triangle in enumerate(mesh_data.loop_triangles):
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for face_index, loop_triangle in enumerate(mesh_data.loop_triangles):
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face_normal = ASEFaceNormal()
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face_normal = ASEFaceNormal()
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face_normal.normal = loop_triangle.normal
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face_normal.normal = loop_triangle.normal
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@@ -98,7 +99,6 @@ class ASEBuilder(object):
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face_normal.vertex_normals.append(vertex_normal)
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face_normal.vertex_normals.append(vertex_normal)
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geometry_object.face_normals.append(face_normal)
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geometry_object.face_normals.append(face_normal)
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if not geometry_object.is_collision:
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# Texture Coordinates
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# Texture Coordinates
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for i, uv_layer_data in enumerate([x.data for x in mesh_data.uv_layers]):
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for i, uv_layer_data in enumerate([x.data for x in mesh_data.uv_layers]):
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if i >= len(geometry_object.uv_layers):
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if i >= len(geometry_object.uv_layers):
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@@ -108,8 +108,7 @@ class ASEBuilder(object):
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u, v = uv_layer_data[loop_index].uv
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u, v = uv_layer_data[loop_index].uv
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uv_layer.texture_vertices.append((u, v, 0.0))
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uv_layer.texture_vertices.append((u, v, 0.0))
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# Texture Faces
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# Texture Faces
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if not geometry_object.is_collision:
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for loop_triangle in mesh_data.loop_triangles:
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for loop_triangle in mesh_data.loop_triangles:
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geometry_object.texture_vertex_faces.append((
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geometry_object.texture_vertex_faces.append((
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geometry_object.texture_vertex_offset + loop_triangle.loops[0],
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geometry_object.texture_vertex_offset + loop_triangle.loops[0],
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@@ -117,11 +116,11 @@ class ASEBuilder(object):
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geometry_object.texture_vertex_offset + loop_triangle.loops[2]
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geometry_object.texture_vertex_offset + loop_triangle.loops[2]
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))
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))
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# Vertex Colors
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# Vertex Colors
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if len(mesh_data.vertex_colors) > 0:
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if len(mesh_data.vertex_colors) > 0:
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vertex_colors = mesh_data.vertex_colors.active.data
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vertex_colors = mesh_data.vertex_colors.active.data
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for color in map(lambda x: x.color, vertex_colors):
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for color in map(lambda x: x.color, vertex_colors):
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geometry_object.vertex_colors.append(tuple(color[0:3]))
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geometry_object.vertex_colors.append(tuple(color[0:3]))
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# Update data offsets for next iteration
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# Update data offsets for next iteration
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geometry_object.texture_vertex_offset = len(mesh_data.loops)
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geometry_object.texture_vertex_offset = len(mesh_data.loops)
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