adapt to PyBMap binding
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@ -213,7 +213,7 @@ class BBP_PG_virtools_material(bpy.types.PropertyGroup):
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min = 0.0,
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max = 1.0,
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size = 3,
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default = RawVirtoolsMaterial.cDefaultAmbient.to_tuple_rgb()
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default = RawVirtoolsMaterial.cDefaultAmbient.to_const_rgb()
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)
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diffuse: bpy.props.FloatVectorProperty(
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@ -223,7 +223,7 @@ class BBP_PG_virtools_material(bpy.types.PropertyGroup):
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min = 0.0,
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max = 1.0,
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size = 4,
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default = RawVirtoolsMaterial.cDefaultDiffuse.to_tuple_rgba()
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default = RawVirtoolsMaterial.cDefaultDiffuse.to_const_rgba()
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)
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specular: bpy.props.FloatVectorProperty(
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@ -233,7 +233,7 @@ class BBP_PG_virtools_material(bpy.types.PropertyGroup):
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min = 0.0,
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max = 1.0,
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size = 3,
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default = RawVirtoolsMaterial.cDefaultSpecular.to_tuple_rgb()
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default = RawVirtoolsMaterial.cDefaultSpecular.to_const_rgb()
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)
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emissive: bpy.props.FloatVectorProperty(
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@ -243,7 +243,7 @@ class BBP_PG_virtools_material(bpy.types.PropertyGroup):
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min = 0.0,
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max = 1.0,
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size = 3,
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default = RawVirtoolsMaterial.cDefaultEmissive.to_tuple_rgb()
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default = RawVirtoolsMaterial.cDefaultEmissive.to_const_rgb()
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)
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specular_power: bpy.props.FloatProperty(
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@ -267,7 +267,7 @@ class BBP_PG_virtools_material(bpy.types.PropertyGroup):
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min = 0.0,
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max = 1.0,
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size = 4,
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default = RawVirtoolsMaterial.cDefaultTextureBorderColor.to_tuple_rgba()
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default = RawVirtoolsMaterial.cDefaultTextureBorderColor.to_const_rgba()
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)
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texture_blend_mode: bpy.props.EnumProperty(
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@ -448,14 +448,14 @@ def get_raw_virtools_material(mtl: bpy.types.Material) -> RawVirtoolsMaterial:
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def set_raw_virtools_material(mtl: bpy.types.Material, rawdata: RawVirtoolsMaterial) -> None:
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props: BBP_PG_virtools_material = get_virtools_material(mtl)
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props.diffuse = rawdata.mDiffuse.to_tuple_rgba()
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props.ambient = rawdata.mAmbient.to_tuple_rgb()
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props.specular = rawdata.mSpecular.to_tuple_rgb()
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props.emissive = rawdata.mEmissive.to_tuple_rgb()
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props.diffuse = rawdata.mDiffuse.to_const_rgba()
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props.ambient = rawdata.mAmbient.to_const_rgb()
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props.specular = rawdata.mSpecular.to_const_rgb()
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props.emissive = rawdata.mEmissive.to_const_rgb()
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props.specular_power = rawdata.mSpecularPower
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props.texture = rawdata.mTexture
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props.texture_border_color = rawdata.mTextureBorderColor.to_tuple_rgba()
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props.texture_border_color = rawdata.mTextureBorderColor.to_const_rgba()
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props.texture_blend_mode = str(rawdata.mTextureBlendMode.value)
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props.texture_min_mode = str(rawdata.mTextureMinMode.value)
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@ -493,9 +493,9 @@ def apply_to_blender_material(mtl: bpy.types.Material):
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mtl.node_tree.links.new(bnode.outputs[0], mnode.inputs[0])
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# set basic colors
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mtl.metallic = sum(rawdata.mAmbient.to_tuple_rgb()) / 3
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mtl.diffuse_color = rawdata.mDiffuse.to_tuple_rgba()
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mtl.specular_color = rawdata.mSpecular.to_tuple_rgb()
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mtl.metallic = sum(rawdata.mAmbient.to_const_rgb()) / 3
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mtl.diffuse_color = rawdata.mDiffuse.to_const_rgba()
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mtl.specular_color = rawdata.mSpecular.to_const_rgb()
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mtl.specular_intensity = rawdata.mSpecularPower
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# set some alpha data
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