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@ -13,10 +13,12 @@
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# You should have received a copy of the GNU General Public License |
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# along with Korman. If not, see <http://www.gnu.org/licenses/>. |
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import bpy |
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import mathutils |
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from PyHSPlasma import * |
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import weakref |
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from ..helpers import TemporaryObject |
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from . import utils |
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class PhysicsConverter: |
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@ -24,35 +26,44 @@ class PhysicsConverter:
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self._exporter = weakref.ref(exporter) |
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def _convert_mesh_data(self, bo, physical, indices=True): |
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mesh = bo.data |
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mesh.update(calc_tessface=indices) |
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# Yes, we have to have transform data here, even if we have a CoordInterface |
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mesh = bo.to_mesh(bpy.context.scene, True, "RENDER") |
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mat = bo.matrix_world |
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physical.rot = utils.quaternion(mat.to_quaternion()) |
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physical.pos = utils.vector3(mat.to_translation()) |
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# Physicals can't have scale... |
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scale = mat.to_scale() |
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if scale[0] == 1.0 and scale[1] == 1.0 and scale[2] == 1.0: |
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# Whew, don't need to do any math! |
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vertices = [hsVector3(i.co.x, i.co.y, i.co.z) for i in mesh.vertices] |
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else: |
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# Dagnabbit... |
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vertices = [hsVector3(i.co.x * scale.x, i.co.y * scale.y, i.co.z * scale.z) for i in mesh.vertices] |
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if indices: |
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indices = [] |
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for face in mesh.tessfaces: |
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v = face.vertices |
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if len(v) == 3: |
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indices += v |
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elif len(v) == 4: |
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indices += (v[0], v[1], v[2],) |
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indices += (v[0], v[2], v[3],) |
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return (vertices, indices) |
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else: |
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return vertices |
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with TemporaryObject(mesh, bpy.data.meshes.remove) as mesh: |
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# We can only use the plPhysical xforms if there is a CI... |
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if self._mgr.has_coordiface(bo): |
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mesh.update(calc_tessface=indices) |
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physical.pos = utils.vector3(mat.to_translation()) |
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quat = mat.to_quaternion() |
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quat.normalize() |
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physical.rot = utils.quaternion(quat) |
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# Physicals can't have scale... |
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scale = mat.to_scale() |
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if scale[0] == 1.0 and scale[1] == 1.0 and scale[2] == 1.0: |
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# Whew, don't need to do any math! |
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vertices = [hsVector3(i.co.x, i.co.y, i.co.z) for i in mesh.vertices] |
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else: |
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# Dagnabbit... |
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vertices = [hsVector3(i.co.x * scale.x, i.co.y * scale.y, i.co.z * scale.z) for i in mesh.vertices] |
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else: |
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# apply the transform to the physical itself |
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mesh.transform(mat) |
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mesh.update(calc_tessface=indices) |
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vertices = [hsVector3(i.co.x, i.co.y, i.co.z) for i in mesh.vertices] |
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if indices: |
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indices = [] |
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for face in mesh.tessfaces: |
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v = face.vertices |
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if len(v) == 3: |
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indices += v |
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elif len(v) == 4: |
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indices += (v[0], v[1], v[2],) |
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indices += (v[0], v[2], v[3],) |
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return (vertices, indices) |
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else: |
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return vertices |
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def generate_physical(self, bo, so, name=None): |
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"""Generates a physical object for the given object pair""" |
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