improving test import; applying zeroedit import logic but for blender
This commit is contained in:
parent
7e88fcc785
commit
8119a2ac0b
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@ -53,7 +53,7 @@ def save(context,
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):
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msh_handler.export_file(filepath)
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return {'FINISHED'}
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return {'FINISHED'}
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#
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# _write(context, filepath,
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# EXPORT_TRI=use_triangles,
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@ -29,6 +29,376 @@ from .msh2 import msh2
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msh_handler = msh2.MSH2(None)
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from .msh2 import msh2_unpack
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from .msh2 import msh2_crc
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class MshImportError(Exception):
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def __init__(self, msg):
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self.msg = msg
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def __str__(self):
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return str(self.msg)
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# class MaterialBuilder(object):
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#
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# def __init__(self, imp, msh):
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# self.msh = msh
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# self.imp = imp
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# # self.xsi = self.imp.xsi
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# # self.pb = self.imp.pb
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#
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# def build(self):
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# logging.info('Building {0} materials.'.format(len(self.msh.materials)))
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# coll = self.msh.materials
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# if len(coll) < 1:
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# logging.debug('No materials in collection.')
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# return ()
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# matlib = self.xsi.ActiveProject.ActiveScene.ActiveMaterialLibrary
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# materials = {}
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# for mat in coll:
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# logging.info('Building Material {0}.'.format(mat.name))
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# simat = matlib.CreateMaterial('Phong', mat.name)
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# # Colors.
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# shader = simat.Shaders(0)
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# col = shader.Parameters('diffuse').Value
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# col.Red = mat.diff_color.red
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# col.Green = mat.diff_color.green
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# col.Blue = mat.diff_color.blue
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# col.Alpha = mat.diff_color.alpha
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#
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# col = shader.Parameters('ambient').Value
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# col.Red = mat.ambt_color.red
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# col.Green = mat.ambt_color.green
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# col.Blue = mat.ambt_color.blue
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# col.Alpha = mat.ambt_color.alpha
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#
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# col = shader.Parameters('specular').Value
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# col.Red = mat.spec_color.red
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# col.Green = mat.spec_color.green
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# col.Blue = mat.spec_color.blue
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# col.Alpha = mat.spec_color.alpha
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#
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# shader.Parameters('shiny').Value = mat.gloss
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#
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# # Image.
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# if mat.tex0:
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# if self.imp.config.get('btexpath'):
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# imgfolder = self.imp.config.get('texpath')
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# else:
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# imgfolder = os.path.dirname(self.imp.config.get('path'))
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# imgshader = self.xsi.CreateShaderFromPreset('$XSI_DSPRESETS\\Shaders\\Texture\\Image.Preset', simat)
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# imgpath = os.path.join(imgfolder, mat.tex0)
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# img_clip = self.xsi.SICreateImageClip2(imgpath)
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# self.xsi.SIConnectShaderToCnxPoint(img_clip, imgshader.tex, False)
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# self.xsi.SIConnectShaderToCnxPoint(imgshader, simat.Shaders(0).Parameters('diffuse'), False)
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# # ZEFlags.
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# simat2 = self.get_si_mat(mat)
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# if simat2:
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# self.add_flag_prop(simat2, mat)
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# materials[mat.name] = simat
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# logging.info('Finished building {0}.'.format(mat.name))
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# logging.info('Finished building materials.')
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# return materials
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#
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# def get_si_mat(self, mat):
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# name = mat.name
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# mats = self.imp.material_name_dict()
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# try:
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# mat = mats[name]
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# return mat
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# except KeyError:
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# logging.exception('Couldnt find material {0}.'.format(name))
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# return None
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#
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# def add_flag_prop(self, simat, mat):
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# pset = simat.AddProperty('CustomProperty', False, 'ZeroEngine Flags')
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# pset.AddParameter3('tex1', const.siString, mat.tex1)
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# pset.AddParameter3('tex2', const.siString, mat.tex2)
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# pset.AddParameter3('tex3', const.siString, mat.tex3)
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#
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# if mat.flags[4][1]:
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# transp = 2
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# elif mat.flags[5][1]:
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# transp = 1
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# else:
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# transp = 0
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# pset.AddParameter3('emissive', const.siBool, mat.flags[7][1], '', '', 0)
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# pset.AddParameter3('glow', const.siBool, mat.flags[6][1], '', '', 0)
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# pset.AddParameter3('transparency', const.siInt4, transp, 0, 2, 0)
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# pset.AddParameter3('hardedged', const.siBool, mat.flags[3][1], '', '', 0)
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# pset.AddParameter3('perpixel', const.siBool, mat.flags[2][1], '', '', 0)
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# pset.AddParameter3('additive', const.siBool, mat.flags[1][1], '', '', 0)
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# pset.AddParameter3('specular', const.siBool, mat.flags[0][1], '', '', 0)
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# pset.AddParameter3('rendertype', const.siInt4, mat.render_type, 0, 31, 0)
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# pset.AddParameter3('data0', const.siInt4, mat.data0, 0, 255, 0)
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# pset.AddParameter3('data1', const.siInt4, mat.data1, 0, 255, 0)
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#
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# lay = pset.PPGLayout
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#
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# lay.AddGroup('ZeroEngine Material Flags', 1)
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# lay.AddGroup('Additional Textures', 1)
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# lay.AddItem('tex1', 'Texture 1')
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# lay.AddItem('tex2', 'Texture 2')
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# lay.AddItem('tex3', 'Texture 3')
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# lay.EndGroup()
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# lay.AddGroup('Flags', 1)
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# lay.AddItem('emissive', 'Emissive')
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# lay.AddItem('glow', 'Glow')
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# lay.AddItem('transparency', 'Transparency')
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# lay.AddItem('hardedged', 'Hardedged Transparency')
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# lay.AddItem('perpixel', 'Per-Pixel Lighting')
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# lay.AddItem('additive', 'Additive Transparency')
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# lay.AddItem('specular', 'Specular')
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# lay.AddItem('rendertype', 'RenderType')
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# lay.AddItem('data0', 'Data0')
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# lay.AddItem('data1', 'Data1')
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# lay.EndGroup()
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# lay.EndGroup()
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class ChainItemBuilder:
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prim_types = {0: 'Sphere',
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1: 'Sphere',
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2: 'Cylinder',
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4: 'Cube'}
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cloth_prim_types = {0: 'Sphere',
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1: 'Cylinder',
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2: 'Cube'}
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def __init__(self, model, chainbuilder):
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self.model = model
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# Will be set in build() after the model is built.
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self.si_model = None
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self.chainbuilder = chainbuilder
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self.geo = None
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def build(self):
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'''Builds an object depending on the model type.'''
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if 'geo' in self.model.model_type:
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if self.model.collprim:
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pass
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# self.build_prim()
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elif self.model.name.startswith(b'c_'): # and self.get_c_prim_data():
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pass
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# self.build_c_prim()
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else:
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self.build_geo()
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# if self.model.model_type == 'null' or self.model.model_type == 'bone':
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# self.build_null()
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# elif self.model.model_type == 'geoshadow':
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# self.build_shadow()
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# elif 'geo' in self.model.model_type:
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# if self.model.collprim:
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# self.build_prim()
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# elif self.model.name.startswith('c_') and self.get_c_prim_data():
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# self.build_c_prim()
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# else:
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# self.build_geo()
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# elif self.model.model_type == 'cloth':
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# self.build_cloth()
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# else:
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# raise MshImportError('Unsupported model type {0} on {1}.'.format(self.model.model_type,
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# self.model.name))
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return self.si_model
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def build_geo(self):
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# logging.info('Building {0} as polymesh(originally {1}).'.format(self.model.name, self.model.model_type))
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# verts = self.get_vertex_positions()
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vertices = self.get_vertex_positions()
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faces = self.get_faces()
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verts = []
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edges = []
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name = self.model.name.decode("utf-8")
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# print(verts)
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# print(faces)
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# print("")
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mesh2 = bpy.data.meshes.new("{}_obj".format(name))
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# Add the vertices to the mesh
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mesh2.from_pydata(verts, edges, faces)
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# Create an object that uses the mesh data
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myobj = bpy.data.objects.new("{}".format(name), mesh2)
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# Link the object to the scene
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sceen.objects.link(myobj)
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# logging.info('Building {0} as polymesh(originally {1}).'.format(self.model.name, self.model.model_type))
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# vertex_positions = self.get_vertex_positions()
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# faces = self.get_faces()
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# if self.model.parent_name:
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# parent = self.chainbuilder.name_dict[self.model.parent_name]
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# else:
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# parent = self.xsi.ActiveSceneRoot
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# if not parent:
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# logging.error('Cant find parent {0} for {1}.'.format(self.model.parent_name,
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# self.model.name))
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# if len(vertex_positions) == 0:
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# logging.info('Building {0} as null (originally {1}) because no geometry information was found.'.format(self.model.name, self.model.model_type))
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# self.build_null()
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# return
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# try:
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# with zetcore.Timer('Built polygon mesh in %ss %sms.'):
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# self.si_model = parent.AddPolygonMesh(vertex_positions,
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# faces,
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# self.model.name)
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# except com_error:
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# logging.exception('verts: {0}, faces: {1}, name: {2}.'.format(vertex_positions,
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# faces, self.model.name))
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# self.imp.abort_checklog()
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# self.geo = self.si_model.ActivePrimitive.GetGeometry2(0)
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#
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# # if self.model.vis == 1:
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# # self.xsi.ToggleVisibility(self.si_model, None, None)
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#
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# self.process_normals()
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# self.process_uvs()
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# self.process_colors()
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#
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# with zetcore.Timer('Creating segments in %ss %sms.'):
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# if len(self.model.segments) > 1:
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# logging.debug('Model {0} has {1} segments, creating poly clusters.'.format(self.model.name, len(self.model.segments)))
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# self.create_poly_clusters()
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# else:
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# self.xsi.SIAssignMaterial(self.si_model,
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# self.chainbuilder.materials[self.model.segments[0].material.name])
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#
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# self.set_transform()
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# self.set_vis()
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def get_vertex_positions(self):
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v_pos = []
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for segment in self.model.segments:
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for vert in segment.vertices:
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v_pos.append(vert.pos)
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return v_pos
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def get_faces(self):
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faces = []
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offset = 0
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numfaces = 0
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for segment in self.model.segments:
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for face in segment.faces:
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numfaces += 1
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# faces.append(face.sides)
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sii = face.SIindices()
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print(sii)
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if len(sii) == 4:
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sii = (sii[0] + offset, sii[1] + offset,
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sii[2] + offset, sii[3] + offset)
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else:
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sii = (sii[0] + offset, sii[1] + offset, sii[2] + offset)
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print("")
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print(sii)
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faces.append(sii)
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offset += len(segment.vertices)
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return faces
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class ChainBuilder(object):
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def __init__(self, imp, msh, materials=None):
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self.msh = msh
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self.imp = imp
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self.materials = materials
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self.scn = bpy.context.scene
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self.name_dict = {}
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def build(self):
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coll = self.msh.models
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lencoll = len(coll)
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chain = []
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for ind, model in enumerate(coll):
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builder = ChainItemBuilder(model, self)
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item = builder.build()
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self.name_dict[model.name] = item
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chain.append(item)
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return chain
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class Import:
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def __init__(self, config = None):
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self.msh = None
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self.config = config
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def do_import(self, path):
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'''Actual import function.'''
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unpacker = msh2_unpack.MSHUnpack(path)
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try:
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self.msh = unpacker.unpack()
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except (msh2_crc.CRCError, msh2_unpack.UnpackError):
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pass
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ignoregeo = False
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ignoreanim = True
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if not ignoregeo:
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# matbuilder = MaterialBuilder(self, self.msh)
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# materials = matbuilder.build()
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materials = {}
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builder = ChainBuilder(self, self.msh, materials)
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else:
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builder = ChainBuilder(self, self.msh)
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try:
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self.chain = builder.build()
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except MshImportError:
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enveloper = Enveloper(self, self.msh, self.chain)
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enveloper.envelope()
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if not self.msh.animation.empty and not ignoreanim:
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anim = AnimationImport(self, self.chain, self.msh.animation.bones)
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anim.import_()
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def load(context,
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filepath,
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*,
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@ -51,6 +421,14 @@ def load(context,
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This function passes the file and sends the data off
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to be split into objects and then converted into mesh objects
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"""
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# ZEROEDIT IMPORTER CONVERSION TO BLENDER
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# importer = Import()
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# importer.do_import(filepath)
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# return {'FINISHED'}
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# TEST IMPORT TO BLENDER
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msh_handler.import_file(filepath)
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msh = msh_handler.get_mesh_obj()
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sceen = bpy.context.scene
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@ -58,39 +436,58 @@ def load(context,
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# Test adding mesh2 to blender
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for model in msh.models:
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name = model.name.decode("utf-8")
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# print(model)
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# print(model.name)
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# print(model.index)
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# print(model.collection)
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# print("")
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# Create a mesh data block
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mesh2 = bpy.data.meshes.new("{}".format(name))
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type = model.model_type
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if 'geo' in type:
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if model.collprim:
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continue
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# self.build_prim()
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elif name.startswith('c_'): # and self.get_c_prim_data():
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continue
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# self.build_c_prim()
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else:
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# print(model)
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# print(model.name)
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# print(model.index)
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# print(model.collection)
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# print("")
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# Create a mesh data block
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mesh2 = bpy.data.meshes.new("{}_obj".format(name))
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verts = []
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edges = []
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faces = []
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segments = model.segments
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for segment in segments:
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if segment.classname == "SegmentGeometry":
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vertices = segment.vertices
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for vert in vertices:
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x = vert.x
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y = vert.y
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z = vert.z
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verts.append((x, y, z))
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verts = []
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edges = []
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faces = []
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offset = 0
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segments = model.segments
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for segment in segments:
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if segment.classname == "SegmentGeometry":
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vertices = segment.vertices
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for vert in vertices:
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x = vert.x
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y = vert.y
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z = vert.z
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verts.append((x, y, z))
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sfaces = segment.faces
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for face in sfaces:
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'''Using CCW order for importing.'''
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faces.append(face.SIindices())
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sfaces = segment.faces
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for face in sfaces:
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'''Using CCW order for importing.'''
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sii = face.SIindices()
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if len(sii) == 4:
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sii = (sii[0] + offset, sii[1] + offset,
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sii[2] + offset, sii[3] + offset)
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else:
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sii = (sii[0] + offset, sii[1] + offset, sii[2] + offset)
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# Add the vertices to the mesh
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mesh2.from_pydata(verts, edges, faces)
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faces.append(sii)
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# Create an object that uses the mesh data
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myobj = bpy.data.objects.new("{}_obj".format(name), mesh2)
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offset += len(segment.vertices)
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# Link the object to the scene
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sceen.objects.link(myobj)
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# Add the vertices to the mesh
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mesh2.from_pydata(verts, edges, faces)
|
||||
|
||||
# Create an object that uses the mesh data
|
||||
myobj = bpy.data.objects.new("{}".format(name), mesh2)
|
||||
|
||||
# Link the object to the scene
|
||||
sceen.objects.link(myobj)
|
||||
|
||||
return {'FINISHED'}
|
||||
|
|
Loading…
Reference in New Issue