SWBF-msh-Blender-IO/addons/io_scene_swbf_msh/msh_model.py

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""" Contains Model and dependent types for constructing a scene hierarchy easilly
saved to a .msh file. """
from dataclasses import dataclass, field
from typing import List, Dict, Tuple
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from enum import Enum
from mathutils import Vector, Quaternion
class ModelType(Enum):
NULL = 0
SKIN = 1
CLOTH = 2
BONE = 3
STATIC = 4
class CollisionPrimitiveShape(Enum):
SPHERE = 0
# ELLIPSOID = 1
CYLINDER = 2
# MESH = 3
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BOX = 4
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@dataclass
class ModelTransform:
""" Class representing a `TRAN` section in a .msh file. """
translation: Vector = field(default_factory=Vector)
rotation: Quaternion = field(default_factory=Quaternion)
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@dataclass
class GeometrySegment:
""" Class representing a 'SEGM' section in a .msh file. """
material_name: str = ""
positions: List[Vector] = field(default_factory=list)
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weights: List[Tuple[int, float]] = None
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normals: List[Vector] = field(default_factory=list)
colors: List[List[float]] = None
texcoords: List[Vector] = field(default_factory=list)
# TODO: Skin support.
polygons: List[List[int]] = field(default_factory=list)
triangles: List[List[int]] = field(default_factory=list)
triangle_strips: List[List[int]] = None
@dataclass
class CollisionPrimitive:
""" Class representing a 'SWCI' section in a .msh file. """
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shape: CollisionPrimitiveShape = CollisionPrimitiveShape.SPHERE
radius: float = 0.0
height: float = 0.0
length: float = 0.0
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@dataclass
class Model:
""" Class representing a 'MODL' section in a .msh file. """
name: str = "Model"
parent: str = ""
model_type: ModelType = ModelType.NULL
hidden: bool = True
transform: ModelTransform = field(default_factory=ModelTransform)
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geometry: List[GeometrySegment] = None
collisionprimitive: CollisionPrimitive = None
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@dataclass
class Animation:
""" Class representing 'CYCL' + 'KFR3' sections in a .msh file """
name: str = "open"
anim_type: str = "HardSkinned"
bone_transforms: Dict[str, List[ModelTransform]] = field(default_factory=dict)