Add vertex colors to blender + fix unpack_color()
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@ -144,6 +144,7 @@ def model_to_mesh(model: Model, scene: Scene, materials_map : Dict[str, bpy.type
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vertex_positions = []
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vertex_uvs = []
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vertex_normals = []
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vertex_colors = []
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# Keeps track of which vertices each group of weights affects
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# i.e. maps offset of vertices -> weights that affect them
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@ -180,6 +181,11 @@ def model_to_mesh(model: Model, scene: Scene, materials_map : Dict[str, bpy.type
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if segment.normals:
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vertex_normals += [tuple(convert_vector_space(n)) for n in segment.normals]
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if segment.colors:
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vertex_colors.extend(segment.colors)
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else:
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[vertex_colors.extend([0.0, 0.0, 0.0, 1.0]) for _ in range(len(segment.positions))]
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if segment.weights:
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vertex_weights_offsets[polygon_index_offset] = segment.weights
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@ -215,7 +221,6 @@ def model_to_mesh(model: Model, scene: Scene, materials_map : Dict[str, bpy.type
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blender_mesh.vertices.add(len(vertex_positions))
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blender_mesh.vertices.foreach_set("co", [component for vertex_position in vertex_positions for component in vertex_position])
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# LOOPS
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flat_indices = [index for polygon in polygons for index in polygon]
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@ -233,6 +238,9 @@ def model_to_mesh(model: Model, scene: Scene, materials_map : Dict[str, bpy.type
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blender_mesh.uv_layers.new(do_init=False)
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blender_mesh.uv_layers[0].data.foreach_set("uv", [component for i in flat_indices for component in vertex_uvs[i]])
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# Colors
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blender_mesh.color_attributes.new("COLOR0", "FLOAT_COLOR", "POINT")
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blender_mesh.color_attributes[0].data.foreach_set("color", vertex_colors)
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# POLYGONS/FACES
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@ -39,12 +39,9 @@ def pack_color(color) -> int:
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return packed
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def unpack_color(color: int) -> List[float]:
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mask = int(0x000000ff)
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r = (color & (mask << 16)) / 255.0
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g = (color & (mask << 8)) / 255.0
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b = (color & mask) / 255.0
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a = (color & (mask << 24)) / 255.0
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r = (color >> 16 & 0xFF) / 255.0
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g = (color >> 8 & 0xFF) / 255.0
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b = (color >> 0 & 0xFF) / 255.0
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a = (color >> 24 & 0xFF) / 255.0
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return [r,g,b,a]
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