Added support for exporting multiple UV layers.
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@@ -89,13 +89,15 @@ class ASEBuilder(object):
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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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uv_layer = mesh_data.uv_layers.active.data
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# Texture Coordinates
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if not geometry_object.is_collision:
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for loop_index, loop in enumerate(mesh_data.loops):
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u, v = uv_layer[loop_index].uv
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geometry_object.texture_vertices.append((u, v, 0.0))
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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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if i >= len(geometry_object.uv_layers):
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geometry_object.uv_layers.append(ASEUVLayer())
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uv_layer = geometry_object.uv_layers[i]
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for loop_index, loop in enumerate(mesh_data.loops):
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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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# Texture Faces
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if not geometry_object.is_collision:
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@@ -107,7 +109,7 @@ class ASEBuilder(object):
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))
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# Update data offsets for next iteration
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geometry_object.texture_vertex_offset = len(geometry_object.texture_vertices)
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geometry_object.texture_vertex_offset = len(mesh_data.loops)
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geometry_object.vertex_offset = len(geometry_object.vertices)
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if len(ase.geometry_objects) == 0:
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