Models with basic materials importing correctly
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@ -60,6 +60,7 @@ from .msh_scene import create_scene
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from .msh_scene_save import save_scene
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from .msh_scene_read import read_scene
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from .msh_material_properties import *
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from .msh_to_blend import *
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class ExportMSH(Operator, ExportHelper):
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""" Export the current scene as a SWBF .msh file. """
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@ -133,7 +134,7 @@ class ImportMSH(Operator, ImportHelper):
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def execute(self, context):
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with open(self.filepath, 'rb') as input_file:
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read_scene(input_file)
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extract_scene(read_scene(input_file))
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return {'FINISHED'}
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def menu_func_import(self, context):
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@ -32,8 +32,9 @@ class MaterialFlags(Flag):
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@dataclass
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class Material:
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""" Data class representing a .msh material.
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Intended to be stored in a dictionary so name is missing. """
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""" Data class representing a .msh material."""
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name: str = ""
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specular_color: Color = Color((1.0, 1.0, 1.0))
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rendertype: Rendertype = Rendertype.NORMAL
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@ -1,4 +1,4 @@
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""" Contains functions for saving a Scene to a .msh file. """
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""" Contains functions for extracting a scene from a .msh file"""
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from itertools import islice
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from typing import Dict
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@ -14,42 +14,52 @@ def read_scene(input_file) -> Scene:
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scene = Scene()
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scene.models = []
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scene.materials = {}
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with Reader(file=input_file, chunk_id="HEDR") as hedr:
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with hedr.read_child("MSH2") as msh2:
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with msh2.read_child("SINF") as sinf:
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pass
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while hedr.could_have_child():
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materials_list: List[str] = []
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next_header = hedr.peak_next_header()
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with msh2.read_child("MATL") as matl:
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materials_list = _read_matl_and_get_materials_list(matl)
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if "MSH2" in next_header:
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while ("MODL" in msh2.peak_next_header()):
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with msh2.read_child("MODL") as modl:
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scene.models.append(_read_modl(modl, materials_list))
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with hedr.read_child("MSH2") as msh2:
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mats_dict = {}
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for i,mat in enumerate(materials_list):
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mats_dict["Material" + str(i)] = mat
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materials_list = []
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scene.materials = mats_dict
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while (msh2.could_have_child()):
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#with hedr.read_child("ANM2") as anm2: #simple for now
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# for anim in scene.anims:
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# _write_anm2(anm2, anim)
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next_header = msh2.peak_next_header()
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#with hedr.read_child("CL1L"):
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# pass
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if "SINF" in next_header:
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with msh2.read_child("SINF") as sinf:
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pass
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elif "MATL" in next_header:
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with msh2.read_child("MATL") as matl:
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materials_list += _read_matl_and_get_materials_list(matl)
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for i,mat in enumerate(materials_list):
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scene.materials[mat.name] = mat
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elif "MODL" in next_header:
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while ("MODL" in msh2.peak_next_header()):
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with msh2.read_child("MODL") as modl:
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scene.models.append(_read_modl(modl, materials_list))
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else:
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with hedr.read_child("NULL") as unknown:
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pass
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else:
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with hedr.read_child("NULL") as unknown:
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pass
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return scene
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def _read_matl_and_get_materials_list(matl: Reader) -> List[str]:
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materials_list: List[str] = []
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def _read_matl_and_get_materials_list(matl: Reader) -> List[Material]:
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materials_list: List[Material] = []
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num_mats = matl.read_u32()
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@ -72,7 +82,6 @@ def _read_matd(matd: Reader) -> Material:
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if "NAME" in next_header:
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with matd.read_child("NAME") as name:
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mat.name = name.read_string()
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print(matd.indent + "Got a new material: " + mat.name)
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elif "DATA" in next_header:
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with matd.read_child("DATA") as data:
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@ -109,7 +118,7 @@ def _read_matd(matd: Reader) -> Material:
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return mat
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def _read_modl(modl: Reader, materials_list: List[str]) -> Model:
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def _read_modl(modl: Reader, materials_list: List[Material]) -> Model:
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model = Model()
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@ -119,7 +128,7 @@ def _read_modl(modl: Reader, materials_list: List[str]) -> Model:
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if "MTYP" in next_header:
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with modl.read_child("MTYP") as mtyp:
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model.model_type = mtyp.read_u32()
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model.model_type = ModelType(mtyp.read_u32())
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elif "MNDX" in next_header:
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with modl.read_child("MNDX") as mndx:
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@ -128,7 +137,6 @@ def _read_modl(modl: Reader, materials_list: List[str]) -> Model:
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elif "NAME" in next_header:
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with modl.read_child("NAME") as name:
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model.name = name.read_string()
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print(modl.indent + "New model: " + model.name)
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elif "PRNT" in next_header:
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with modl.read_child("PRNT") as prnt:
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@ -151,13 +159,7 @@ def _read_modl(modl: Reader, materials_list: List[str]) -> Model:
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if "SEGM" in next_header_modl:
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with geom.read_child("SEGM") as segm:
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model.geometry.append(_read_segm(segm, materials_list))
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'''
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if model.model_type == ModelType.SKIN:
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with modl.read_child("ENVL") as envl:
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envl.write_u32(len(scene.models))
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for i in range(len(scene.models)):
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envl.write_u32(i)
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'''
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elif "SWCI" in next_header:
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prim = CollisionPrimitive()
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with modl.read_child("SWCI") as swci:
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@ -171,6 +173,7 @@ def _read_modl(modl: Reader, materials_list: List[str]) -> Model:
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with modl.read_child("NULL") as unknown:
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pass
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return model
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def _read_tran(tran: Reader) -> ModelTransform:
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@ -178,14 +181,15 @@ def _read_tran(tran: Reader) -> ModelTransform:
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xform = ModelTransform()
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tran.skip_bytes(4 * 3) #ignore scale
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xform.rotation = Quaternion(tran.read_f32(4))
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xform.position = Vector(tran.read_f32(3))
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rot = tran.read_f32(4)
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xform.rotation = Quaternion((rot[3], rot[0], rot[1], rot[2]))
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xform.translation = Vector(tran.read_f32(3))
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return xform
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def _read_segm(segm: Reader, materials_list: List[str]) -> GeometrySegment:
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def _read_segm(segm: Reader, materials_list: List[Material]) -> GeometrySegment:
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geometry_seg = GeometrySegment()
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@ -195,7 +199,7 @@ def _read_segm(segm: Reader, materials_list: List[str]) -> GeometrySegment:
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if "MATI" in next_header:
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with segm.read_child("MATI") as mati:
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geometry_seg.material_name = materials_list[mati.read_u32()]
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geometry_seg.material_name = materials_list[mati.read_u32()].name
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elif "POSL" in next_header:
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with segm.read_child("POSL") as posl:
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@ -211,15 +215,6 @@ def _read_segm(segm: Reader, materials_list: List[str]) -> GeometrySegment:
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for _ in range(num_positions):
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geometry_seg.normals.append(Vector(nrml.read_f32(3)))
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elif "WGHT" in next_header:
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geometry_seg.weights = []
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with segm.read_child("WGHT") as wght:
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num_boneweights = wght.read_u32()
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for _ in range(num_boneweights):
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geometry_seg.weights.append((wght.read_u32(), wght.read_f32()))
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elif "CLRL" in next_header:
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geometry_seg.colors = []
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@ -255,7 +250,7 @@ def _read_segm(segm: Reader, materials_list: List[str]) -> GeometrySegment:
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with segm.read_child("STRP") as strp:
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pass
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if segm.read_u16 != 0: #trailing 0 bug
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if segm.read_u16 != 0: #trailing 0 bug https://schlechtwetterfront.github.io/ze_filetypes/msh.html#STRP
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segm.skip_bytes(-2)
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else:
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@ -265,44 +260,3 @@ def _read_segm(segm: Reader, materials_list: List[str]) -> GeometrySegment:
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return geometry_seg
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'''
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def _write_anm2(anm2: Writer, anim: Animation):
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with anm2.read_child("CYCL") as cycl:
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cycl.write_u32(1)
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cycl.write_string(anim.name)
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for _ in range(63 - len(anim.name)):
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cycl.write_u8(0)
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cycl.write_f32(10.0) #test framerate
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cycl.write_u32(0) #what does play style refer to?
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cycl.write_u32(0, 20) #first frame indices
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with anm2.read_child("KFR3") as kfr3:
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kfr3.write_u32(len(anim.bone_transforms.keys()))
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for boneName in anim.bone_transforms.keys():
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kfr3.write_u32(crc(boneName))
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kfr3.write_u32(0) #what is keyframe type?
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kfr3.write_u32(21, 21) #basic testing
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for i, xform in enumerate(anim.bone_transforms[boneName]):
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kfr3.write_u32(i)
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kfr3.write_f32(xform.translation.x, xform.translation.y, xform.translation.z)
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for i, xform in enumerate(anim.bone_transforms[boneName]):
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kfr3.write_u32(i)
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kfr3.write_f32(xform.rotation.x, xform.rotation.y, xform.rotation.z, xform.rotation.w)
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'''
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@ -0,0 +1,124 @@
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""" Gathers the Blender objects from the current scene and returns them as a list of
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Model objects. """
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import bpy
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import bmesh
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import math
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from enum import Enum
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from typing import List, Set, Dict, Tuple
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from itertools import zip_longest
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from .msh_scene import Scene
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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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def extract_models(models, materials_map):
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model_map = {}
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for model in sort_by_parent(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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new_mesh = bpy.data.meshes.new(model.name)
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verts = []
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faces = []
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offset = 0
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mat_name = ""
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for i,seg in enumerate(model.geometry):
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if i == 0:
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mat_name = seg.material_name
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verts += [tuple(convert_vector_space(v)) for v in seg.positions]
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faces += [tuple([ind + offset for ind in tri]) for tri in seg.triangles]
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offset += len(seg.positions)
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new_mesh.from_pydata(verts, [], faces)
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new_mesh.update()
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new_mesh.validate()
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edit_mesh = bmesh.new()
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edit_mesh.from_mesh(new_mesh)
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uvlayer = edit_mesh.loops.layers.uv.verify()
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for edit_mesh_face in edit_mesh.faces:
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mesh_face = faces[edit_mesh_face.index]
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for i,loop in enumerate(edit_mesh_face.loops):
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texcoord = seg.texcoords[mesh_face[i]]
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loop[uvlayer].uv = tuple([texcoord.x, texcoord.y])
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edit_mesh.to_mesh(new_mesh)
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edit_mesh.free()
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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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if new_obj.data.materials:
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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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model_map[model.name] = new_obj
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if model.parent:
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new_obj.parent = model_map[model.parent]
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new_obj.location = convert_vector_space(model.transform.translation)
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new_obj.rotation_mode = "QUATERNION"
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new_obj.rotation_quaternion = convert_rotation_space(model.transform.rotation)
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bpy.context.collection.objects.link(new_obj)
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def extract_materials(scene: Scene) -> Dict[str,bpy.types.Material]:
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extracted_materials = {}
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for material_name in scene.materials.keys():
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new_mat = bpy.data.materials.new(name=material_name)
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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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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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return extracted_materials
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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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