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wip/shadow
Author | SHA1 | Date |
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LeovanGit | a6118a7def | |
PrismaticFlower | be09e10db5 | |
PrismaticFlower | ceb8cd79c3 | |
LeovanGit | 13a6511f23 | |
itdominator | a62f56d461 | |
itdominator | 8a7d9b0958 | |
itdominator | 62206e8dbc | |
William Herald Snyder | cc4a1b0e04 | |
William Herald Snyder | ab253f0acc | |
William Herald Snyder | 582ed1ace5 | |
William Herald Snyder | 63f9e43e17 |
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@ -1,6 +1,8 @@
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.DS_Store
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.DS_Store
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*.msh
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*.msh
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*.swp
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# Created by https://www.gitignore.io/api/python,visualstudiocode
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# Created by https://www.gitignore.io/api/python,visualstudiocode
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# Edit at https://www.gitignore.io/?templates=python,visualstudiocode
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# Edit at https://www.gitignore.io/?templates=python,visualstudiocode
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@ -32,7 +32,111 @@ def validate_segment_geometry(segment : GeometrySegment):
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return True
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return True
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def model_to_mesh_object(model: Model, scene : Scene, materials_map : Dict[str, bpy.types.Material]) -> bpy.types.Object:
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def get_shadow_geometry(model: Model):
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for segment in model.geometry:
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if segment.shadow_geometry is not None:
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return segment.shadow_geometry
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return None
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# SHDW mesh info is of a different form from
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# normal segment geometry
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def model_to_shadow_mesh(model: Model, shadow_geometry : ShadowGeometry):
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blender_mesh = bpy.data.meshes.new(model.name)
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# As is the case with normal geometry processing,
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# these will contain flattened lists
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vertex_positions = [convert_vector_space(position) for position in shadow_geometry.positions]
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# Vertices
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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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def faces_from_half_edges(half_edges : List[Tuple[int,int,int,int]]) -> List[List[int]]:
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faces = []
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visited_edges = [False] * len(half_edges)
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for i in range(len(half_edges)):
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if visited_edges[i]:
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continue
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curr_edge = half_edges[i]
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curr_index = curr_edge[0]
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starting_index = curr_index
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face_length = 0
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face_temp = [0] * 5
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while True:
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if face_length + 1> len(face_temp):
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face_temp.append(curr_index)
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else:
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face_temp[face_length] = curr_index
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face_length += 1
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curr_edge = half_edges[curr_edge[1]]
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curr_index = curr_edge[0]
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if (curr_index == starting_index):
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break
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#print(f"Added a face of length: {face_length}")
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faces.append(face_temp[0:face_length])
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return faces
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polygons = faces_from_half_edges(shadow_geometry.edges)
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# LOOPS
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flat_indices = [index for polygon in polygons for index in polygon]
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blender_mesh.loops.add(len(flat_indices))
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# Position indices
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blender_mesh.loops.foreach_set("vertex_index", flat_indices)
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# POLYGONS/FACES
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blender_mesh.polygons.add(len(polygons))
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# Indices of starting loop for each polygon
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polygon_loop_start_indices = [0] * len(polygons)
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current_polygon_start_index = 0
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# Number of loops in this polygon. Polygon i will use
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# loops from polygon_loop_start_indices[i] to
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# polygon_loop_start_indices[i] + polygon_loop_totals[i]
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polygon_loop_totals = [0] * len(polygons)
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for i,polygon in enumerate(polygons):
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polygon_loop_start_indices[i] = current_polygon_start_index
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current_polygon_length = len(polygon)
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current_polygon_start_index += current_polygon_length
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polygon_loop_totals[i] = current_polygon_length
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blender_mesh.polygons.foreach_set("loop_start", polygon_loop_start_indices)
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blender_mesh.polygons.foreach_set("loop_total", polygon_loop_totals)
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blender_mesh.validate(clean_customdata=False)
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blender_mesh.update()
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#sv_name = model.name if model.name.startswith("sv_") else "sv_" + model.name
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blender_mesh_object = bpy.data.objects.new(model.name, blender_mesh)
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return blender_mesh_object
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def model_to_mesh(model: Model, scene: Scene, materials_map : Dict[str, bpy.types.Material]) -> bpy.types.Object:
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blender_mesh = bpy.data.meshes.new(model.name)
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blender_mesh = bpy.data.meshes.new(model.name)
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@ -142,25 +246,24 @@ def model_to_mesh_object(model: Model, scene : Scene, materials_map : Dict[str,
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# POLYGONS/FACES
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# POLYGONS/FACES
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blender_mesh.polygons.add(len(polygons))
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blender_mesh.polygons.add(len(polygons))
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# Indices of starting loop for each polygon
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# Indices of starting loop for each polygon
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polygon_loop_start_indices = []
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polygon_loop_start_indices = [0] * len(polygons)
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current_polygon_start_index = 0
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current_polygon_start_index = 0
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# Number of loops in this polygon. Polygon i will use
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# Number of loops in this polygon. Polygon i will use
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# loops from polygon_loop_start_indices[i] to
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# loops from polygon_loop_start_indices[i] to
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# polygon_loop_start_indices[i] + polygon_loop_totals[i]
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# polygon_loop_start_indices[i] + polygon_loop_totals[i]
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polygon_loop_totals = []
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polygon_loop_totals = [0] * len(polygons)
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for polygon in polygons:
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for i,polygon in enumerate(polygons):
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polygon_loop_start_indices.append(current_polygon_start_index)
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polygon_loop_start_indices[i] = current_polygon_start_index
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current_polygon_length = len(polygon)
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current_polygon_length = len(polygon)
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current_polygon_start_index += current_polygon_length
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current_polygon_start_index += current_polygon_length
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polygon_loop_totals.append(current_polygon_length)
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polygon_loop_totals[i] = current_polygon_length
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blender_mesh.polygons.foreach_set("loop_start", polygon_loop_start_indices)
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blender_mesh.polygons.foreach_set("loop_start", polygon_loop_start_indices)
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blender_mesh.polygons.foreach_set("loop_total", polygon_loop_totals)
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blender_mesh.polygons.foreach_set("loop_total", polygon_loop_totals)
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@ -199,3 +302,16 @@ def model_to_mesh_object(model: Model, scene : Scene, materials_map : Dict[str,
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return blender_mesh_object
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return blender_mesh_object
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def model_to_mesh_object(model: Model, scene : Scene, materials_map : Dict[str, bpy.types.Material]) -> bpy.types.Object:
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shadow_geometry = get_shadow_geometry(model)
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if shadow_geometry is not None:
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return model_to_shadow_mesh(model, shadow_geometry)
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else:
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return model_to_mesh(model, scene, materials_map)
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@ -39,6 +39,20 @@ class VertexWeight:
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weight: float = 1.0
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weight: float = 1.0
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bone: int = 0
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bone: int = 0
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@dataclass
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class ShadowGeometry:
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""" Class representing 'SHDW' chunks. """
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# Perhaps I could just use the positions list in the segment
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# class, but I don't know if SHDW info can coexist with
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# a normal geometry segment...
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positions: List[Vector] = field(default_factory=list)
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# The second two entries may not be necessary...
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edges: List[Tuple[int,int,int,int]] = field(default_factory=list)
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@dataclass
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@dataclass
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class GeometrySegment:
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class GeometrySegment:
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""" Class representing a 'SEGM' section in a .msh file. """
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""" Class representing a 'SEGM' section in a .msh file. """
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@ -56,6 +70,7 @@ class GeometrySegment:
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triangles: 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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triangle_strips: List[List[int]] = None
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shadow_geometry: ShadowGeometry = None
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@dataclass
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@dataclass
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class CollisionPrimitive:
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class CollisionPrimitive:
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@ -388,6 +388,28 @@ def _read_segm(segm: Reader, materials_list: List[Material]) -> GeometrySegment:
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#if segm.read_u16 != 0:
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#if segm.read_u16 != 0:
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# segm.skip_bytes(-2)
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# segm.skip_bytes(-2)
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elif next_header == "SHDW":
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shadow_geometry = ShadowGeometry()
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with segm.read_child() as shdw:
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#print("Found shadow chunk")
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num_positions = shdw.read_u32()
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#print(f" Num verts in shadow mesh: {num_positions}")
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shadow_geometry.positions = [shdw.read_vec() for _ in range(num_positions)]
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num_edges = shdw.read_u32()
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#print(f" Num edges in shadow mesh: {num_edges}")
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edges = []
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for i in range(num_edges):
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edges.append(tuple(shdw.read_u16(4)))
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#print(" " + str(edges[-1]))
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shadow_geometry.edges = edges
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geometry_seg.shadow_geometry = shadow_geometry
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elif next_header == "WGHT":
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elif next_header == "WGHT":
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with segm.read_child() as wght:
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with segm.read_child() as wght:
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@ -44,10 +44,9 @@ def extract_models(scene: Scene, materials_map : Dict[str, bpy.types.Material])
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new_obj = bpy.data.objects.new(model.name, None)
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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_size = 1
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new_obj.empty_display_type = 'PLAIN_AXES'
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new_obj.empty_display_type = 'PLAIN_AXES'
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new_obj.name = model.name
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model_map[model.name] = new_obj
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model_map[model.name] = new_obj
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new_obj.name = model.name
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if model.parent:
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if model.parent:
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new_obj.parent = model_map[model.parent]
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new_obj.parent = model_map[model.parent]
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