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4 Commits
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92fdc3a12b | ||
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432c9ff380 | ||
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ba762d9548 | ||
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b120b74cd4 |
@@ -118,6 +118,11 @@ class ExportMSH(Operator, ExportHelper):
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def execute(self, context):
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def execute(self, context):
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if 'SELECTED' in self.export_target and len(bpy.context.selected_objects) == 0:
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raise Exception("{} was chosen, but you have not selected any objects. "
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" Don't forget to unhide all the objects you wish to select!".format(self.export_target))
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scene, armature_obj = create_scene(
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scene, armature_obj = create_scene(
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generate_triangle_strips=self.generate_triangle_strips,
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generate_triangle_strips=self.generate_triangle_strips,
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apply_modifiers=self.apply_modifiers,
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apply_modifiers=self.apply_modifiers,
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@@ -73,7 +73,7 @@ class Model:
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name: str = "Model"
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name: str = "Model"
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parent: str = ""
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parent: str = ""
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model_type: ModelType = ModelType.NULL
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model_type: ModelType = ModelType.NULL
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hidden: bool = True
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hidden: bool = False
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transform: ModelTransform = field(default_factory=ModelTransform)
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transform: ModelTransform = field(default_factory=ModelTransform)
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@@ -40,6 +40,10 @@ def gather_models(apply_modifiers: bool, export_target: str, skeleton_only: bool
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# Here we just keep track of all names, regardless of origin
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# Here we just keep track of all names, regardless of origin
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exported_object_names: Set[str] = set()
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exported_object_names: Set[str] = set()
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# Me must keep track of hidden objects separately because
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# evaluated_get clears hidden status
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blender_objects_to_hide: Set[str] = set()
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# Armature must be processed before everything else!
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# Armature must be processed before everything else!
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# In this loop we also build a set of names of all objects
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# In this loop we also build a set of names of all objects
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@@ -47,6 +51,10 @@ def gather_models(apply_modifiers: bool, export_target: str, skeleton_only: bool
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# groups that do not reference exported objects in the main
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# groups that do not reference exported objects in the main
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# model building loop below this one.
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# model building loop below this one.
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for uneval_obj in select_objects(export_target):
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for uneval_obj in select_objects(export_target):
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if get_is_model_hidden(uneval_obj):
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blender_objects_to_hide.add(uneval_obj.name)
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if uneval_obj.type == "ARMATURE" and not armature_found:
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if uneval_obj.type == "ARMATURE" and not armature_found:
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# Keep track of the armature, we don't want to process > 1!
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# Keep track of the armature, we don't want to process > 1!
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armature_found = uneval_obj.evaluated_get(depsgraph) if apply_modifiers else uneval_obj
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armature_found = uneval_obj.evaluated_get(depsgraph) if apply_modifiers else uneval_obj
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@@ -80,7 +88,6 @@ def gather_models(apply_modifiers: bool, export_target: str, skeleton_only: bool
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model = Model()
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model = Model()
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model.name = obj.name
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model.name = obj.name
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model.model_type = ModelType.NULL if skeleton_only else get_model_type(obj, armature_found)
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model.model_type = ModelType.NULL if skeleton_only else get_model_type(obj, armature_found)
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model.hidden = get_is_model_hidden(obj)
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transform = obj.matrix_local
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transform = obj.matrix_local
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@@ -133,6 +140,8 @@ def gather_models(apply_modifiers: bool, export_target: str, skeleton_only: bool
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if get_is_collision_primitive(obj):
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if get_is_collision_primitive(obj):
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model.collisionprimitive = get_collision_primitive(obj)
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model.collisionprimitive = get_collision_primitive(obj)
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model.hidden = model.name in blender_objects_to_hide
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models_list.append(model)
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models_list.append(model)
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# We removed all composite bones after looking through the objects,
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# We removed all composite bones after looking through the objects,
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@@ -290,6 +299,9 @@ def get_model_type(obj: bpy.types.Object, armature_found: bpy.types.Object) -> M
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def get_is_model_hidden(obj: bpy.types.Object) -> bool:
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def get_is_model_hidden(obj: bpy.types.Object) -> bool:
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""" Gets if a Blender object should be marked as hidden in the .msh file. """
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""" Gets if a Blender object should be marked as hidden in the .msh file. """
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if obj.hide_get():
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return True
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name = obj.name.lower()
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name = obj.name.lower()
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if name.startswith("c_"):
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if name.startswith("c_"):
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@@ -482,6 +494,7 @@ def expand_armature(armature: bpy.types.Object) -> Dict[str, Model]:
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model.model_type = ModelType.BONE if bone.name in proper_BONES else ModelType.NULL
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model.model_type = ModelType.BONE if bone.name in proper_BONES else ModelType.NULL
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model.name = bone.name
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model.name = bone.name
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model.hidden = True
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model.transform.rotation = convert_rotation_space(local_rotation)
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model.transform.rotation = convert_rotation_space(local_rotation)
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model.transform.translation = convert_vector_space(local_translation)
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model.transform.translation = convert_vector_space(local_translation)
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@@ -203,6 +203,8 @@ def _read_modl(modl: Reader, materials_list: List[Material]) -> Model:
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global model_counter
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global model_counter
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global mndx_remap
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global mndx_remap
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if index not in mndx_remap:
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mndx_remap[index] = model_counter
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mndx_remap[index] = model_counter
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model_counter += 1
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model_counter += 1
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@@ -195,6 +195,5 @@ def extract_scene(filepath: str, scene: Scene):
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for model in scene.models:
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for model in scene.models:
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if model.name in model_map:
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if model.name in model_map:
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obj = model_map[model.name]
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obj = model_map[model.name]
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if get_is_model_hidden(obj) and len(obj.children) == 0:
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obj.hide_set(model.hidden or get_is_model_hidden(obj))
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obj.hide_set(True)
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