msh_reader refined, more chunks implemented
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@@ -12,21 +12,18 @@ from .msh_model import *
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from .msh_model_utilities import *
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from .msh_utilities import *
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from .msh_model_gather import *
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from .crc import *
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def extract_models(models, materials_map):
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def extract_models(scene: Scene, materials_map):
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model_map = {}
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for model in sort_by_parent(models):
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for model in sort_by_parent(scene.models):
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if model.model_type != ModelType.STATIC:
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new_obj = bpy.data.objects.new(model.name, None)
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new_obj.empty_display_size = 1
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new_obj.empty_display_type = 'PLAIN_AXES'
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else:
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if model.model_type == ModelType.STATIC:
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new_mesh = bpy.data.meshes.new(model.name)
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verts = []
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faces = []
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@@ -67,10 +64,10 @@ def extract_models(models, materials_map):
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new_obj = bpy.data.objects.new(new_mesh.name, new_mesh)
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'''
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Assign Materials - will do per segment later...
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'''
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if mat_name:
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material = materials_map[mat_name]
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@@ -78,6 +75,12 @@ def extract_models(models, materials_map):
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new_obj.data.materials[0] = material
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else:
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new_obj.data.materials.append(material)
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else:
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new_obj = bpy.data.objects.new(model.name, None)
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new_obj.empty_display_size = 1
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new_obj.empty_display_type = 'PLAIN_AXES'
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@@ -104,7 +107,7 @@ def extract_materials(scene: Scene) -> Dict[str,bpy.types.Material]:
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new_mat.use_nodes = True
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bsdf = new_mat.node_tree.nodes["Principled BSDF"]
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texImage = new_mat.node_tree.nodes.new('ShaderNodeTexImage')
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texImage.image = bpy.data.images.load("/Users/will/Desktop/grad.png")
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texImage.image = bpy.data.images.load("/Users/will/Desktop/grad.jpg")
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new_mat.node_tree.links.new(bsdf.inputs['Base Color'], texImage.outputs['Color'])
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extracted_materials[material_name] = new_mat
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@@ -114,9 +117,9 @@ def extract_materials(scene: Scene) -> Dict[str,bpy.types.Material]:
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def extract_scene(scene: Scene):
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matmap = extract_materials(scene)
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extract_models(scene.models, matmap)
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return None
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#matmap = extract_materials(scene)
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#extract_models(scene, matmap)
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