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authorCampbell Barton <ideasman42@gmail.com>2010-08-18 07:42:53 +0400
committerCampbell Barton <ideasman42@gmail.com>2010-08-18 07:42:53 +0400
commit5027ccba53daff62acb356afc55fa8f1f7718ab0 (patch)
tree09b01c6e71c82431293ce8e81970018614bbed23 /io_export_unreal_psk_psa.py
parentd08ba14bd217376d868d44ab281c789ae92aece5 (diff)
updates for changes in blenders api
Diffstat (limited to 'io_export_unreal_psk_psa.py')
-rw-r--r--io_export_unreal_psk_psa.py36
1 files changed, 18 insertions, 18 deletions
diff --git a/io_export_unreal_psk_psa.py b/io_export_unreal_psk_psa.py
index 3bc73a82..8b616084 100644
--- a/io_export_unreal_psk_psa.py
+++ b/io_export_unreal_psk_psa.py
@@ -592,13 +592,13 @@ def make_namedbonebinary(name, parent_index, child_count, orientation_quat, posi
#The face has to be triangle not a line
def is_1d_face(blender_face,mesh):
#ID Vertex of id point
- v0 = blender_face.verts[0]
- v1 = blender_face.verts[1]
- v2 = blender_face.verts[2]
+ v0 = blender_face.vertices[0]
+ v1 = blender_face.vertices[1]
+ v2 = blender_face.vertices[2]
- return (mesh.verts[v0].co == mesh.verts[v1].co or \
- mesh.verts[v1].co == mesh.verts[v2].co or \
- mesh.verts[v2].co == mesh.verts[v0].co)
+ return (mesh.vertices[v0].co == mesh.vertices[v1].co or \
+ mesh.vertices[v1].co == mesh.vertices[v2].co or \
+ mesh.vertices[v2].co == mesh.vertices[v0].co)
return False
##################################################
@@ -615,7 +615,7 @@ def triangulateNMesh(object):
bpy.ops.object.mode_set(mode='OBJECT')
print("Checking mesh if needs to convert quad to Tri...")
for face in object.data.faces:
- if (len(face.verts) > 3):
+ if (len(face.vertices) > 3):
bneedtri = True
break
@@ -703,12 +703,12 @@ def parse_meshes(blender_meshes, psk_file):
#print ' -- Dumping UVs -- '
#print current_face.uv_textures
- if len(current_face.verts) != 3:
- raise RuntimeError("Non-triangular face (%i)" % len(current_face.verts))
+ if len(current_face.vertices) != 3:
+ raise RuntimeError("Non-triangular face (%i)" % len(current_face.vertices))
#No Triangulate Yet
- # if len(current_face.verts) != 3:
- # raise RuntimeError("Non-triangular face (%i)" % len(current_face.verts))
+ # if len(current_face.vertices) != 3:
+ # raise RuntimeError("Non-triangular face (%i)" % len(current_face.vertices))
# #TODO: add two fake faces made of triangles?
#RG - apparently blender sometimes has problems when you do quad to triangle
@@ -745,8 +745,8 @@ def parse_meshes(blender_meshes, psk_file):
#print("DATA face uv: ",len(faceUV.uv), " >> ",(faceUV.uv[0][0]))
for i in range(3):
- vert_index = current_face.verts[i]
- vert = current_mesh.verts[vert_index]
+ vert_index = current_face.vertices[i]
+ vert = current_mesh.vertices[vert_index]
uv = []
#assumes 3 UVs Per face (for now).
if (has_UV):
@@ -844,10 +844,10 @@ def parse_meshes(blender_meshes, psk_file):
elif (dot < 0):
(tri.WedgeIndex0, tri.WedgeIndex1, tri.WedgeIndex2) = wedge_list
else:
- dindex0 = current_face.verts[0];
- dindex1 = current_face.verts[1];
- dindex2 = current_face.verts[2];
- raise RuntimeError("normal vector coplanar with face! points:", current_mesh.verts[dindex0].co, current_mesh.verts[dindex1].co, current_mesh.verts[dindex2].co)
+ dindex0 = current_face.vertices[0];
+ dindex1 = current_face.vertices[1];
+ dindex2 = current_face.vertices[2];
+ raise RuntimeError("normal vector coplanar with face! points:", current_mesh.vertices[dindex0].co, current_mesh.vertices[dindex1].co, current_mesh.vertices[dindex2].co)
tri.MatIndex = object_material_index
#print(tri)
@@ -880,7 +880,7 @@ def parse_meshes(blender_meshes, psk_file):
for bonegroup in bonedata:
#print("bone gourp build:",bonegroup.bone)
vert_list = []
- for current_vert in current_mesh.verts:
+ for current_vert in current_mesh.vertices:
#print("INDEX V:",current_vert.index)
vert_index = current_vert.index
for vgroup in current_vert.groups:#vertex groupd id