2019-11-11 10:03:52 +00:00
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""" Contains Model and dependent types for constructing a scene hierarchy easilly
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saved to a .msh file. """
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from dataclasses import dataclass, field
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2020-12-04 08:33:46 +00:00
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from typing import List, Tuple, Dict
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2019-11-11 10:03:52 +00:00
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from enum import Enum
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from mathutils import Vector, Quaternion
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class ModelType(Enum):
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NULL = 0
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SKIN = 1
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CLOTH = 2
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BONE = 3
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STATIC = 4
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2022-01-18 20:16:49 +00:00
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# Maybe there are only for BF1 models (http://www.secretsociety.com/forum/downloads/BF1/BF1%20Mesh%20File%20Format.txt)?
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# According to that link #3 is envelope, not bone, maybe that's for TCW or smthg
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# CHILDSKIN = 5 # I didnt bother with these, never encountered one and they might need adjustments to vertex data
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SHADOWVOLUME = 6 # Pretty common
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2019-11-11 10:03:52 +00:00
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class CollisionPrimitiveShape(Enum):
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SPHERE = 0
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2020-11-01 23:11:26 +00:00
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ELLIPSOID = 1
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2019-11-11 10:03:52 +00:00
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CYLINDER = 2
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2020-11-01 23:11:26 +00:00
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MESH = 3
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2019-11-15 09:40:47 +00:00
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BOX = 4
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2019-11-11 10:03:52 +00:00
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@dataclass
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class ModelTransform:
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""" Class representing a `TRAN` section in a .msh file. """
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2019-11-18 12:33:55 +00:00
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translation: Vector = field(default_factory=Vector)
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rotation: Quaternion = field(default_factory=Quaternion)
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2019-11-11 10:03:52 +00:00
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2020-10-16 00:40:27 +00:00
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@dataclass
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class VertexWeight:
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""" Class representing a vertex weight in a .msh file. """
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weight: float = 1.0
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bone: int = 0
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2019-11-11 10:03:52 +00:00
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@dataclass
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class GeometrySegment:
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""" Class representing a 'SEGM' section in a .msh file. """
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2020-10-16 00:40:27 +00:00
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material_name: str = field(default_factory=str)
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2019-11-11 10:03:52 +00:00
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positions: List[Vector] = field(default_factory=list)
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normals: List[Vector] = field(default_factory=list)
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colors: List[List[float]] = None
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texcoords: List[Vector] = field(default_factory=list)
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2020-10-14 20:06:04 +00:00
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2020-10-16 00:40:27 +00:00
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weights: List[List[VertexWeight]] = None
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2019-11-11 10:03:52 +00:00
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polygons: List[List[int]] = field(default_factory=list)
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triangles: List[List[int]] = field(default_factory=list)
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triangle_strips: List[List[int]] = None
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2020-11-26 04:10:14 +00:00
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2019-11-11 10:03:52 +00:00
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@dataclass
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class CollisionPrimitive:
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""" Class representing a 'SWCI' section in a .msh file. """
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2019-11-15 09:40:47 +00:00
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shape: CollisionPrimitiveShape = CollisionPrimitiveShape.SPHERE
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radius: float = 0.0
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height: float = 0.0
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length: float = 0.0
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2019-11-11 10:03:52 +00:00
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@dataclass
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class Model:
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""" Class representing a 'MODL' section in a .msh file. """
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name: str = "Model"
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parent: str = ""
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model_type: ModelType = ModelType.NULL
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2022-10-09 01:31:08 +00:00
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hidden: bool = False
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2019-11-11 10:03:52 +00:00
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2019-11-17 11:03:53 +00:00
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transform: ModelTransform = field(default_factory=ModelTransform)
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2019-11-11 10:03:52 +00:00
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2020-10-16 00:40:27 +00:00
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bone_map: List[str] = None
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2019-11-11 10:03:52 +00:00
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geometry: List[GeometrySegment] = None
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collisionprimitive: CollisionPrimitive = None
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2020-10-11 16:11:15 +00:00
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2020-11-30 01:27:46 +00:00
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2020-11-29 20:45:32 +00:00
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@dataclass
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class RotationFrame:
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index : int = 0
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rotation : Quaternion = field(default_factory=Quaternion)
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@dataclass
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class TranslationFrame:
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index : int = 0
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translation : Vector = field(default_factory=Vector)
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2020-10-11 16:11:15 +00:00
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@dataclass
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class Animation:
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""" Class representing 'CYCL' + 'KFR3' sections in a .msh file """
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2020-10-20 03:18:08 +00:00
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name: str = "fullanimation"
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2020-12-05 05:53:59 +00:00
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bone_frames: Dict[int, Tuple[List[TranslationFrame], List[RotationFrame]]] = field(default_factory=dict)
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2020-10-20 03:18:08 +00:00
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2020-11-23 15:15:22 +00:00
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framerate: float = 29.97
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2020-10-20 03:18:08 +00:00
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start_index : int = 0
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end_index : int = 0
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