forked from bartvdbraak/blender
Workaround to fix #20645. Iteration over multidim arrays and slicing of them is broken.
Before fixing this I'd like to clean BPY a bit.
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459f55ed95
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7bea39af62
@ -1751,9 +1751,10 @@ def write(filename, batch_objects = None, \
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ii = 0 # Count how many UVs we write
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ii = 0 # Count how many UVs we write
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for uf in uvlayer.data:
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for uf in uvlayer.data:
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# for f in me.faces:
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# for f in me.faces:
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for uv in uf.uv:
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# workaround, since uf.uv iteration is wrong atm
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# for uv in f.uv:
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for uv in [uf.uv1, uf.uv2, uf.uv3, uf.uv4][:len(uf.uv)]:
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# for uv in f.uv:
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if i==-1:
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if i==-1:
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file.write('%.6f,%.6f' % tuple(uv))
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file.write('%.6f,%.6f' % tuple(uv))
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i=0
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i=0
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@ -563,7 +563,8 @@ def write(filename, objects, scene,
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tface = uv_layer.data[f_index]
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tface = uv_layer.data[f_index]
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uvs = tface.uv
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# workaround, since tface.uv iteration is wrong atm
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uvs = [tface.uv1, tface.uv2, tface.uv3, tface.uv4][:len(tface.uv)]
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# uvs = [tface.uv1, tface.uv2, tface.uv3]
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# uvs = [tface.uv1, tface.uv2, tface.uv3]
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# # add another UV if it's a quad
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# # add another UV if it's a quad
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@ -616,7 +616,8 @@ class x3d_class:
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for face in mesh.active_uv_texture.data:
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for face in mesh.active_uv_texture.data:
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# for face in mesh.faces:
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# for face in mesh.faces:
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uvs = face.uv
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# workaround, since tface.uv iteration is wrong atm
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uvs = [face.uv1, face.uv2, face.uv3, face.uv4][:len(face.uv)]
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# uvs = [face.uv1, face.uv2, face.uv3, face.uv4] if face.verts[3] else [face.uv1, face.uv2, face.uv3]
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# uvs = [face.uv1, face.uv2, face.uv3, face.uv4] if face.verts[3] else [face.uv1, face.uv2, face.uv3]
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for uv in uvs:
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for uv in uvs:
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@ -625,6 +626,7 @@ class x3d_class:
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texCoordList.append(uv)
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texCoordList.append(uv)
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j=j+1
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j=j+1
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texIndexList.append(-1)
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texIndexList.append(-1)
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if self.writingtexture == 0:
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if self.writingtexture == 0:
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self.file.write("\n\t\t\ttexCoordIndex=\"")
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self.file.write("\n\t\t\ttexCoordIndex=\"")
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texIndxStr=""
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texIndxStr=""
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@ -1,5 +1,5 @@
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/**
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/**
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*
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* $Id$
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*
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*
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* ***** BEGIN GPL LICENSE BLOCK *****
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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*
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