[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [19926] trunk/blender: patch from michael williamson, export multiple UV layers to lightwave

Campbell Barton ideasman42 at gmail.com
Sat Apr 25 19:52:06 CEST 2009


Revision: 19926
          http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=19926
Author:   campbellbarton
Date:     2009-04-25 19:52:04 +0200 (Sat, 25 Apr 2009)

Log Message:
-----------
patch from michael williamson, export multiple UV layers to lightwave
[#18575] remove unused local variables

Modified Paths:
--------------
    trunk/blender/release/scripts/lightwave_export.py
    trunk/blender/source/blender/nodes/intern/TEX_nodes/TEX_distance.c

Modified: trunk/blender/release/scripts/lightwave_export.py
===================================================================
--- trunk/blender/release/scripts/lightwave_export.py	2009-04-25 17:41:17 UTC (rev 19925)
+++ trunk/blender/release/scripts/lightwave_export.py	2009-04-25 17:52:04 UTC (rev 19926)
@@ -351,23 +351,28 @@
 # === Generate Per-Face UV Coords (VMAD Chunk) ===
 # ================================================
 def generate_vmad_uv(mesh):
-	data = cStringIO.StringIO()
-	data.write("TXUV")                                       # type
-	data.write(struct.pack(">H", 2))                         # dimension
-	data.write(generate_nstring("Blender's UV Coordinates")) # name
+	layers = mesh.getUVLayerNames()
+	org_uv = mesh.activeUVLayer
+	for l in layers:
+		mesh.activeUVLayer = l
+		data = cStringIO.StringIO()
+		data.write("TXUV")                                       # type
+		data.write(struct.pack(">H", 2))                         # dimension
+		data.write(generate_nstring(l)) # name
+		for i, f in enumerate(mesh.faces):
+			if not i%100:
+				Blender.Window.DrawProgressBar(float(i)/len(mesh.faces), "Writing UV Coordinates")
+			
+			uv = f.uv
+			f_v = f.v
+			for j in xrange(len(f)-1, -1, -1):             # Reverse order
+				U,V = uv[j]
+				v = f_v[j].index
+				data.write(struct.pack(">H", v)) # vertex index
+				data.write(struct.pack(">H", i)) # face index
+				data.write(struct.pack(">ff", U, V))
 	
-	for i, f in enumerate(mesh.faces):
-		if not i%100:
-			Blender.Window.DrawProgressBar(float(i)/len(mesh.faces), "Writing UV Coordinates")
-		
-		uv = f.uv
-		f_v = f.v
-		for j in xrange(len(f)-1, -1, -1): 			# Reverse order
-			U,V = uv[j]
-			v = f_v[j].index
-			data.write(struct.pack(">H", v)) # vertex index
-			data.write(struct.pack(">H", i)) # face index
-			data.write(struct.pack(">ff", U, V))
+	mesh.activeUVLayer = org_uv
 	return data.getvalue()
 
 # ======================================

Modified: trunk/blender/source/blender/nodes/intern/TEX_nodes/TEX_distance.c
===================================================================
--- trunk/blender/source/blender/nodes/intern/TEX_nodes/TEX_distance.c	2009-04-25 17:41:17 UTC (rev 19925)
+++ trunk/blender/source/blender/nodes/intern/TEX_nodes/TEX_distance.c	2009-04-25 17:52:04 UTC (rev 19926)
@@ -44,7 +44,6 @@
 static void valuefn(float *out, float *coord, bNode *node, bNodeStack **in, short thread)
 {
 	float coord1[3], coord2[3];
-	float x, y, z;
 
 	tex_input_vec(coord1, in[0], coord, thread);
 	tex_input_vec(coord2, in[1], coord, thread);





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