import os\r
import sys\r
import math\r
-import pymeshio.common\r
-import pymeshio.mqo.reader\r
import warnings\r
+from .. import common\r
\r
\r
"""\r
def __init__(self, name):\r
self.name=name\r
self.shader=3\r
- self.color=pymeshio.common.RGBA(0.5, 0.5, 0.5, 1.0)\r
+ self.color=common.RGBA(0.5, 0.5, 0.5, 1.0)\r
self.diffuse=1.0\r
self.ambient=0.0\r
self.emit=0.0\r
self.specular=0.0\r
self.power=5.0\r
- self.tex=""\r
+ self.tex=b""\r
\r
def getName(self): return self.name\r
def getTexture(self): return self.tex\r
if key==b"shader":\r
self.shader=int(param)\r
elif key==b"col":\r
- self.color=pymeshio.common.RGBA(*[float(e) for e in param.split()])\r
+ self.color=common.RGBA(*[float(e) for e in param.split()])\r
elif key==b"dif":\r
self.diffuse=float(param)\r
elif key==b"amb":\r
def getName(self): return self.name\r
\r
def addVertex(self, x, y, z):\r
- self.vertices.append(pymeshio.common.Vector3(x, y, z))\r
+ self.vertices.append(common.Vector3(x, y, z))\r
\r
def addFace(self, face):\r
if face.index_count==2:\r
raise ValueError("invalid vertex count: %d" % index_count)\r
self.material_index=0\r
self.col=[]\r
- self.uv=[pymeshio.common.Vector2(0, 0)]*4\r
+ self.uv=[common.Vector2(0, 0)]*4\r
self.index_count=index_count\r
offset=0\r
while True:\r
uv_list=[float(e) for e in params]\r
self.uv=[]\r
for i in range(0, len(uv_list), 2):\r
- self.uv.append(pymeshio.common.Vector2(uv_list[i], uv_list[i+1]))\r
+ self.uv.append(common.Vector2(uv_list[i], uv_list[i+1]))\r
elif key==b"COL":\r
for n in params:\r
d=int(n)\r
offset=rightParenthesis+2\r
\r
def getIndex(self, i): return self.indices[i]\r
- def getUV(self, i): return self.uv[i] if i<len(self.uv) else pymeshio.common.Vector2(0, 0)\r
+ def getUV(self, i): return self.uv[i] if i<len(self.uv) else common.Vector2(0, 0)\r
\r
\r
class Model(object):\r