mesh files use game space (right-handed, y up): obj/gltf import and export no longer mirror models, per-mesh handedness keeps meshes of old projects as they were, python tools follow (--export-space for the old files)
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@@ -69,7 +69,7 @@ for ln in open(os.path.join(objdir, 'level.obj')):
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if ln.startswith('v '):
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p = ln.split()
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x, y, z = float(p[1]), float(p[2]), float(p[3])
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V.append((x, z, y)) # game (x, y, -z) -> Blender (x, -game_z, y) = (x, z_obj, y_obj)
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V.append((x, -z, y)) # OBJ = game space (right-handed, y up) -> Blender z up
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C.append((float(p[4]), float(p[5]), float(p[6])) if len(p) >= 7 else (1, 1, 1))
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elif ln.startswith('vt '):
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p = ln.split(); VT.append((float(p[1]), float(p[2])))
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@@ -81,7 +81,7 @@ for ln in open(os.path.join(objdir, 'level.obj')):
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q = t.split('/')
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vi.append(int(q[0]) - 1)
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ti.append(int(q[1]) - 1 if len(q) > 1 and q[1] else -1)
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faces.append((vi[::-1], ti[::-1], mat)) # mirroring -> reverse winding
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faces.append((vi, ti, mat))
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matnames = sorted(set(f[2] for f in faces))
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mesh = bpy.data.meshes.new('level')
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