""" Contains Model and dependent types for constructing a scene hierarchy easilly saved to a .msh file. """ from dataclasses import dataclass, field from typing import List, Dict, Tuple from enum import Enum from mathutils import Vector, Quaternion class ModelType(Enum): NULL = 0 SKIN = 1 CLOTH = 2 BONE = 3 STATIC = 4 class CollisionPrimitiveShape(Enum): SPHERE = 0 # ELLIPSOID = 1 CYLINDER = 2 # MESH = 3 BOX = 4 @dataclass class ModelTransform: """ Class representing a `TRAN` section in a .msh file. """ translation: Vector = field(default_factory=Vector) rotation: Quaternion = field(default_factory=Quaternion) @dataclass class GeometrySegment: """ Class representing a 'SEGM' section in a .msh file. """ material_name: str = "" positions: List[Vector] = field(default_factory=list) weights: List[Tuple[int, float]] = field(default_factory=List) normals: List[Vector] = field(default_factory=list) colors: List[List[float]] = None texcoords: List[Vector] = field(default_factory=list) # TODO: Skin support. polygons: List[List[int]] = field(default_factory=list) triangles: List[List[int]] = field(default_factory=list) triangle_strips: List[List[int]] = None @dataclass class CollisionPrimitive: """ Class representing a 'SWCI' section in a .msh file. """ shape: CollisionPrimitiveShape = CollisionPrimitiveShape.SPHERE radius: float = 0.0 height: float = 0.0 length: float = 0.0 @dataclass class Model: """ Class representing a 'MODL' section in a .msh file. """ name: str = "Model" parent: str = "" model_type: ModelType = ModelType.NULL hidden: bool = True transform: ModelTransform = field(default_factory=ModelTransform) geometry: List[GeometrySegment] = None collisionprimitive: CollisionPrimitive = None @dataclass class Animation: """ Class representing 'CYCL' + 'KFR3' sections in a .msh file """ name: str = "open" anim_type: str = "HardSkinned" bone_transforms: Dict[str, List[ModelTransform]] = field(default_factory=dict)