Should be simple, right? I’ve managed to get the mesh to import just fine using a bmesh, but since I haven’t worked with Blender addons since 2.49, I’m confused by all the changes to the API. Looking through the OBJ, PLY, and 3DS importers hasn’t helped. Tessfaces? Loops? uv_textures, uv_layers, tessface_uv_textures? Bmesh or regular mesh?
What I’ve got so far, as an intermediate format, is a few custom classes (not children of anything): Mesh, Vertex, Edge, Face, and FaceVert. A Vertex is basically just a coordinate. An Edge is a collection of two Vertex objects and a value for use_edge_sharp (or whatever it is for the edge split modifier). A FaceVert is a coordinate, an index in some vertex list, and a UV coordinate. A Face is instantiated from a collection of three Edge objects and stores that collection and a collection of generated FaceVert objects. A Mesh is a collection of Vertex, Edge, and Face objects.
All the faces are triangles. What would be the best way to generate a Blender mesh from that, with UV coordinates?