diff --git a/addons/io_scene_swbf_msh/msh_model_gather.py b/addons/io_scene_swbf_msh/msh_model_gather.py index a6fa6ad..e4298ec 100644 --- a/addons/io_scene_swbf_msh/msh_model_gather.py +++ b/addons/io_scene_swbf_msh/msh_model_gather.py @@ -116,8 +116,8 @@ def create_mesh_geometry(mesh: bpy.types.Mesh, has_weights: bool) -> List[Geomet """ Creates a list of GeometrySegment objects from a Blender mesh. Does NOT create triangle strips in the GeometrySegment however. """ - if mesh.has_custom_normals: - mesh.calc_normals_split() + # We have to do this for all meshes to account for sharp edges + mesh.calc_normals_split() mesh.validate_material_indices() mesh.calc_loop_triangles() @@ -140,7 +140,7 @@ def create_mesh_geometry(mesh: bpy.types.Mesh, has_weights: bool) -> List[Geomet for segment, material in zip(segments, mesh.materials): segment.material_name = material.name - def add_vertex(material_index: int, vertex_index: int, loop_index: int, use_smooth_normal: bool, face_normal: Vector) -> int: + def add_vertex(material_index: int, vertex_index: int, loop_index: int) -> int: nonlocal segments, vertex_remap vertex_cache_miss_index = -1 @@ -148,15 +148,8 @@ def create_mesh_geometry(mesh: bpy.types.Mesh, has_weights: bool) -> List[Geomet cache = vertex_cache[material_index] remap = vertex_remap[material_index] - vertex_normal: Vector - - if use_smooth_normal or mesh.use_auto_smooth: - if mesh.has_custom_normals: - vertex_normal = Vector( mesh.loops[loop_index].normal ) - else: - vertex_normal = Vector( mesh.vertices[vertex_index].normal ) - else: - vertex_normal = Vector(face_normal) + # always use loop normals since we always calculate a custom split set + vertex_normal = Vector( mesh.loops[loop_index].normal ) def get_cache_vertex(): yield mesh.vertices[vertex_index].co.x @@ -213,9 +206,9 @@ def create_mesh_geometry(mesh: bpy.types.Mesh, has_weights: bool) -> List[Geomet for tri in mesh.loop_triangles: polygons[tri.material_index].add(tri.polygon_index) segments[tri.material_index].triangles.append([ - add_vertex(tri.material_index, tri.vertices[0], tri.loops[0], tri.use_smooth, tri.normal), - add_vertex(tri.material_index, tri.vertices[1], tri.loops[1], tri.use_smooth, tri.normal), - add_vertex(tri.material_index, tri.vertices[2], tri.loops[2], tri.use_smooth, tri.normal)]) + add_vertex(tri.material_index, tri.vertices[0], tri.loops[0]), + add_vertex(tri.material_index, tri.vertices[1], tri.loops[1]), + add_vertex(tri.material_index, tri.vertices[2], tri.loops[2])]) for segment, remap, polys in zip(segments, vertex_remap, polygons): for poly_index in polys: