Non-import changes removed
This commit is contained in:
@@ -4,13 +4,13 @@
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import bpy
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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, Set
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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_model import *
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from .msh_model_utilities import *
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from .msh_utilities import *
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SKIPPED_OBJECT_TYPES = {"LATTICE", "CAMERA", "LIGHT", "SPEAKER", "LIGHT_PROBE", "ARMATURE"}
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SKIPPED_OBJECT_TYPES = {"LATTICE", "CAMERA", "LIGHT", "SPEAKER", "LIGHT_PROBE"}
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MESH_OBJECT_TYPES = {"MESH", "CURVE", "SURFACE", "META", "FONT", "GPENCIL"}
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MAX_MSH_VERTEX_COUNT = 32767
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@@ -22,7 +22,6 @@ def gather_models(apply_modifiers: bool, export_target: str) -> List[Model]:
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parents = create_parents_set()
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models_list: List[Model] = []
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skeleton: bpy.types.Armature = None
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for uneval_obj in select_objects(export_target):
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if uneval_obj.type in SKIPPED_OBJECT_TYPES and uneval_obj.name not in parents:
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@@ -45,24 +44,11 @@ def gather_models(apply_modifiers: bool, export_target: str) -> List[Model]:
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model.transform.translation = convert_vector_space(local_translation)
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if obj.parent is not None:
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if obj.parent.type == "ARMATURE":
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skeleton = obj.parent
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parent_bone_name = obj.parent_bone
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if parent_bone_name == "":
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model.parent = obj.parent.parent
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else:
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model.parent = parent_bone_name
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if model.model_type == ModelType.SKIN:
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model.vgroups_to_modelnames_map = {}
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for i, vgroup in enumerate(obj.vertex_groups):
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vgroups_to_modelnames_map[i] = vgroup.name
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model.parent = obj.parent.name
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if obj.type in MESH_OBJECT_TYPES:
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mesh = obj.to_mesh()
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model.geometry = create_mesh_geometry(mesh, model.model_type == ModelType.SKIN)
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mesh = obj.to_mesh()
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model.geometry = create_mesh_geometry(mesh)
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obj.to_mesh_clear()
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_, _, world_scale = obj.matrix_world.decompose()
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@@ -80,30 +66,6 @@ def gather_models(apply_modifiers: bool, export_target: str) -> List[Model]:
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models_list.append(model)
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for bone in skeleton.data.bones:
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model = Model()
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model.name = bone.name
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model.model_type = ModelType.NULL
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model.hidden = False
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local_translation, local_rotation, _ = bone.matrix_local.decompose()
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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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parent_name = bone.parent
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if parent_name is not None:
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model.parent = parent_name
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else:
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if skeleton.parent is not None:
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model.parent = skeleton.parent.name
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else:
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model.parent = None
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models_list.append(model)
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return models_list
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def create_parents_set() -> Set[str]:
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@@ -118,7 +80,7 @@ def create_parents_set() -> Set[str]:
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return parents
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def create_mesh_geometry(mesh: bpy.types.Mesh, is_skinned : bool) -> List[GeometrySegment]:
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def create_mesh_geometry(mesh: bpy.types.Mesh) -> List[GeometrySegment]:
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""" Creates a list of GeometrySegment objects from a Blender mesh.
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Does NOT create triangle strips in the GeometrySegment however. """
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@@ -192,16 +154,6 @@ def create_mesh_geometry(mesh: bpy.types.Mesh, is_skinned : bool) -> List[Geomet
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segment.positions.append(convert_vector_space(mesh.vertices[vertex_index].co))
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segment.normals.append(convert_vector_space(vertex_normal))
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if is_skinned:
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for i,grp_el in mesh.vertices[vertex_index].groups:
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segment.weights.append(tuple(grp_el.group, grp_el.weight))
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print("Adding weight to group {grp_el.group} of value {grp_el.weight}")
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if i > 3: #will have to look into aramture/skin settings for limiting envolopes to 4 weights...
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break
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while i < 3:
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segment.weights.append(tuple(0,0.0))
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i+=1
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if mesh.uv_layers.active is None:
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segment.texcoords.append(Vector((0.0, 0.0)))
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else:
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@@ -212,7 +164,6 @@ def create_mesh_geometry(mesh: bpy.types.Mesh, is_skinned : bool) -> List[Geomet
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return new_index
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for tri in mesh.loop_triangles:
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polygons[tri.material_index].add(tri.polygon_index)
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segments[tri.material_index].triangles.append([
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@@ -230,8 +181,7 @@ def create_mesh_geometry(mesh: bpy.types.Mesh, is_skinned : bool) -> List[Geomet
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def get_model_type(obj: bpy.types.Object) -> ModelType:
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""" Get the ModelType for a Blender object. """
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if obj.parent_type == "ARMATURE":
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return ModelType.SKIN
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# TODO: Skinning support, etc
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if obj.type in MESH_OBJECT_TYPES:
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return ModelType.STATIC
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