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			wip/shadow
		
	
	| Author | SHA1 | Date | |
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					a6118a7def | ||
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					be09e10db5 | ||
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					ceb8cd79c3 | ||
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| a62f56d461 | |||
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					ab253f0acc | ||
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					582ed1ace5 | ||
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					63f9e43e17 | 
							
								
								
									
										2
									
								
								.gitignore
									
									
									
									
										vendored
									
									
								
							
							
						
						
									
										2
									
								
								.gitignore
									
									
									
									
										vendored
									
									
								
							@@ -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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@@ -1,8 +1,8 @@
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bl_info = {
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					bl_info = {
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    'name': 'SWBF .msh Import-Export',
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					    'name': 'SWBF .msh Import-Export',
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    'author': 'Will Snyder, PrismaticFlower',
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					    'author': 'Will Snyder, PrismaticFlower',
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    "version": (1, 3, 3),
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					    "version": (1, 3, 0),
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    'blender': (4, 3, 2),
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					    'blender': (2, 80, 0),
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    'location': 'File > Import-Export',
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					    'location': 'File > Import-Export',
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    'description': 'Export as SWBF .msh file',
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					    'description': 'Export as SWBF .msh file',
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    'warning': '',
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					    'warning': '',
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@@ -67,7 +67,7 @@ def extract_anim(armature: bpy.types.Armature, root_name: str) -> Animation:
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    for frame in range(num_frames):
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					    for frame in range(num_frames):
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        frame_time = int(framerange.x + frame * increment)
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					        frame_time = framerange.x + frame * increment
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        bpy.context.scene.frame_set(frame_time)
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					        bpy.context.scene.frame_set(frame_time)
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        for keyable_bone in keyable_bones:
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					        for keyable_bone in keyable_bones:
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@@ -107,4 +107,4 @@ def extract_and_apply_anim(filename : str, scene : Scene):
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        arma.animation_data.action = action
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					        arma.animation_data.action = action
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        track = arma.animation_data.nla_tracks.new()
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					        track = arma.animation_data.nla_tracks.new()
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        track.strips.new(action.name, int(action.frame_range[0]), action)
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					        track.strips.new(action.name, action.frame_range[0], action)
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@@ -180,10 +180,8 @@ to provide an exact emulation"""
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            texture_input_nodes.append(texImage)
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					            texture_input_nodes.append(texImage)
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            specular_key = "Specular" if bpy.app.version < (4, 0, 0) else "Specular IOR Level"
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            bsdf.inputs["Roughness"].default_value = 1.0
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					            bsdf.inputs["Roughness"].default_value = 1.0
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            bsdf.inputs[specular_key].default_value = 0.0
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					            bsdf.inputs["Specular"].default_value = 0.0
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            material.use_backface_culling = not bool(mat_props.doublesided)
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					            material.use_backface_culling = not bool(mat_props.doublesided)
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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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@@ -128,6 +232,7 @@ def model_to_mesh_object(model: Model, scene : Scene, materials_map : Dict[str,
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        blender_mesh.loops.foreach_set("vertex_index", flat_indices)
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					        blender_mesh.loops.foreach_set("vertex_index", flat_indices)
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        # Normals
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					        # Normals
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					        blender_mesh.create_normals_split()
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        blender_mesh.loops.foreach_set("normal", [component for i in flat_indices for component in vertex_normals[i]])
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					        blender_mesh.loops.foreach_set("normal", [component for i in flat_indices for component in vertex_normals[i]])
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        # UVs
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					        # UVs
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@@ -141,25 +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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@@ -174,6 +278,7 @@ def model_to_mesh_object(model: Model, scene : Scene, materials_map : Dict[str,
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        reset_normals = [0.0] * (len(blender_mesh.loops) * 3)
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					        reset_normals = [0.0] * (len(blender_mesh.loops) * 3)
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        blender_mesh.loops.foreach_get("normal", reset_normals)
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					        blender_mesh.loops.foreach_get("normal", reset_normals)
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        blender_mesh.normals_split_custom_set(tuple(zip(*(iter(reset_normals),) * 3)))
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					        blender_mesh.normals_split_custom_set(tuple(zip(*(iter(reset_normals),) * 3)))
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					        blender_mesh.use_auto_smooth = True
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    blender_mesh_object = bpy.data.objects.new(model.name, blender_mesh)
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					    blender_mesh_object = bpy.data.objects.new(model.name, blender_mesh)
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@@ -196,3 +301,17 @@ 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)
 | 
					    triangles: List[List[int]] = field(default_factory=list)
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    triangle_strips: List[List[int]] = None
 | 
					    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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@@ -215,11 +215,10 @@ def create_mesh_geometry(mesh: bpy.types.Mesh, valid_vgroup_indices: Set[int]) -
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                yield mesh.uv_layers.active.data[loop_index].uv.y
 | 
					                yield mesh.uv_layers.active.data[loop_index].uv.y
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            if segment.colors is not None:
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					            if segment.colors is not None:
 | 
				
			||||||
                active_color = mesh.color_attributes.active_color
 | 
					                data_type = mesh.color_attributes.active_color.data_type
 | 
				
			||||||
                data_index = loop_index if active_color.domain == "CORNER" else vertex_index
 | 
					                if data_type == "FLOAT_COLOR" or data_type == "BYTE_COLOR":
 | 
				
			||||||
 | 
					                    for v in mesh.color_attributes.active_color.data[vertex_index].color:
 | 
				
			||||||
                for v in mesh.color_attributes.active_color.data[data_index].color:
 | 
					                        yield v
 | 
				
			||||||
                    yield v
 | 
					 | 
				
			||||||
 | 
					
 | 
				
			||||||
            if segment.weights is not None:
 | 
					            if segment.weights is not None:
 | 
				
			||||||
                for v in mesh.vertices[vertex_index].groups:
 | 
					                for v in mesh.vertices[vertex_index].groups:
 | 
				
			||||||
@@ -248,10 +247,9 @@ def create_mesh_geometry(mesh: bpy.types.Mesh, valid_vgroup_indices: Set[int]) -
 | 
				
			|||||||
            segment.texcoords.append(mesh.uv_layers.active.data[loop_index].uv.copy())
 | 
					            segment.texcoords.append(mesh.uv_layers.active.data[loop_index].uv.copy())
 | 
				
			||||||
 | 
					
 | 
				
			||||||
        if segment.colors is not None:
 | 
					        if segment.colors is not None:
 | 
				
			||||||
            active_color = mesh.color_attributes.active_color
 | 
					            data_type = mesh.color_attributes.active_color.data_type
 | 
				
			||||||
            data_index = loop_index if active_color.domain == "CORNER" else vertex_index
 | 
					            if data_type == "FLOAT_COLOR" or data_type == "BYTE_COLOR":
 | 
				
			||||||
 | 
					                segment.colors.append(list(mesh.color_attributes.active_color.data[vertex_index].color))
 | 
				
			||||||
            segment.colors.append(list(active_color.data[data_index].color))
 | 
					 | 
				
			||||||
 | 
					
 | 
				
			||||||
        if segment.weights is not None:
 | 
					        if segment.weights is not None:
 | 
				
			||||||
            groups = mesh.vertices[vertex_index].groups
 | 
					            groups = mesh.vertices[vertex_index].groups
 | 
				
			||||||
 
 | 
				
			|||||||
@@ -388,6 +388,28 @@ def _read_segm(segm: Reader, materials_list: List[Material]) -> GeometrySegment:
 | 
				
			|||||||
            #if segm.read_u16 != 0: 
 | 
					            #if segm.read_u16 != 0: 
 | 
				
			||||||
            #    segm.skip_bytes(-2)
 | 
					            #    segm.skip_bytes(-2)
 | 
				
			||||||
       
 | 
					       
 | 
				
			||||||
 | 
					        elif next_header == "SHDW":
 | 
				
			||||||
 | 
					            
 | 
				
			||||||
 | 
					            shadow_geometry = ShadowGeometry()
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					            with segm.read_child() as shdw:
 | 
				
			||||||
 | 
					                #print("Found shadow chunk")
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					                num_positions = shdw.read_u32()
 | 
				
			||||||
 | 
					                #print(f"  Num verts in shadow mesh: {num_positions}")
 | 
				
			||||||
 | 
					                shadow_geometry.positions = [shdw.read_vec() for _ in range(num_positions)]
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					                num_edges = shdw.read_u32()
 | 
				
			||||||
 | 
					                #print(f" Num edges in shadow mesh: {num_edges}")
 | 
				
			||||||
 | 
					                edges = []
 | 
				
			||||||
 | 
					                for i in range(num_edges):
 | 
				
			||||||
 | 
					                    edges.append(tuple(shdw.read_u16(4)))
 | 
				
			||||||
 | 
					                    #print("    " + str(edges[-1]))
 | 
				
			||||||
 | 
					                shadow_geometry.edges = edges
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					            geometry_seg.shadow_geometry = shadow_geometry    
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					                
 | 
				
			||||||
        elif next_header == "WGHT":
 | 
					        elif next_header == "WGHT":
 | 
				
			||||||
            with segm.read_child() as wght:
 | 
					            with segm.read_child() as wght:
 | 
				
			||||||
                
 | 
					                
 | 
				
			||||||
 
 | 
				
			|||||||
@@ -44,10 +44,9 @@ def extract_models(scene: Scene, materials_map : Dict[str, bpy.types.Material])
 | 
				
			|||||||
            new_obj = bpy.data.objects.new(model.name, None)
 | 
					            new_obj = bpy.data.objects.new(model.name, None)
 | 
				
			||||||
            new_obj.empty_display_size = 1
 | 
					            new_obj.empty_display_size = 1
 | 
				
			||||||
            new_obj.empty_display_type = 'PLAIN_AXES' 
 | 
					            new_obj.empty_display_type = 'PLAIN_AXES' 
 | 
				
			||||||
 | 
					            new_obj.name = model.name
 | 
				
			||||||
 | 
					
 | 
				
			||||||
        model_map[model.name] = new_obj
 | 
					        model_map[model.name] = new_obj
 | 
				
			||||||
        new_obj.name = model.name
 | 
					 | 
				
			||||||
 | 
					
 | 
				
			||||||
        if model.parent:
 | 
					        if model.parent:
 | 
				
			||||||
            new_obj.parent = model_map[model.parent]
 | 
					            new_obj.parent = model_map[model.parent]
 | 
				
			||||||
 
 | 
				
			|||||||
		Reference in New Issue
	
	Block a user