2024-03-26 19:53:25 -07:00
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bl_info = {
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"name": "Export Event Horizon Model (.ehm)",
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"author": "Arron Nelson (AKA Karutoh)",
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"version": (1, 0, 0),
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"blender": (3, 1, 0),
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"location": "File > Export > EHM",
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"description": "The script exports Blender geometry to a Event Horizon Model file format.",
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"category": "Import-Export"
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}
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import sys
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import struct
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import mathutils
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import bmesh
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import bpy
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from bpy_extras.io_utils import ExportHelper, axis_conversion
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from bpy.props import StringProperty, BoolProperty, EnumProperty
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from bpy.types import Operator, Mesh
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"""
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PropertyChange.type == 0 //X-Axis Position
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PropertyChange.type == 1 //Y-Axis Position
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PropertyChange.type == 2 //Z-Axis Position
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PropertyChange.type == 3 //X-Axis Scale
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PropertyChange.type == 4 //Y-Axis Scale
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PropertyChange.type == 5 //Z-Axis Scale
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PropertyChange.type == 6 //X-Axis Rotation (Quat)
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PropertyChange.type == 7 //Y-Axis Rotation (Quat)
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PropertyChange.type == 8 //Z-Axis Rotation (Quat)
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PropertyChange.type == 9 //W-Axis Rotation (Quat)
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"""
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class KeyFrame:
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def __init__(self, num, timeStamp):
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self.num = num
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self.timeStamp = timeStamp
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self.pos = mathutils.Vector((0.0, 0.0, 0.0))
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self.rot = mathutils.Quaternion()
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self.scale = mathutils.Vector((0.0, 0.0, 0.0))
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class BoneAnimation:
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def __init__(self, id):
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self.id = id
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self.keyFrames = []
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def GetKeyFrame(self, num):
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for frame in self.keyFrames:
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if frame.num == num:
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return frame
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return None
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def AddKeyFrame(self, keyFrame):
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if self.GetKeyFrame(keyFrame.num) != None:
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return None
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self.keyFrames.append(keyFrame)
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return self.keyFrames[len(self.keyFrames) - 1]
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def Triangulate(mesh):
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#mesh.update_from_editmode()
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#mesh.data.calc_normals_split()
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edit = bmesh.new()
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edit.from_mesh(mesh.data)
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bmesh.ops.triangulate(edit, faces = edit.faces, quad_method='BEAUTY', ngon_method='BEAUTY')
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edit.to_mesh(mesh.data)
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edit.free()
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def FindBIndexByGIndex(mesh, gi, skeletons):
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for s in skeletons:
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for bi, b in enumerate(s.data.bones):
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if mesh.vertex_groups.find(b.name) == gi:
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return bi
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return 0xFF
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def ExportSkeletons(bytes, skeletons):
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if len(skeletons) >= 1:
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#Bone Count
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bytes.extend(struct.pack("<B", len(skeletons[0].data.bones)))
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for b in skeletons[0].data.bones:
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bytes.extend(str.encode(b.name))
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2024-06-26 16:51:31 -07:00
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bytes.append(0)
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2024-03-26 19:53:25 -07:00
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flipMatrix = axis_conversion(from_forward='Y', from_up='Z', to_forward='Z', to_up='Y').to_4x4()
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if b.parent is None:
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bytes.extend(struct.pack("<B", 0xFF))
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WriteMat4(bytes, flipMatrix @ b.matrix_local);
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else:
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bytes.extend(struct.pack("<B", skeletons[0].data.bones.find(b.parent.name)))
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WriteMat4(bytes, flipMatrix @ (b.parent.matrix_local.inverted() @ b.matrix_local));
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WriteMat4(bytes, (flipMatrix @ b.matrix_local).inverted());
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else:
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#Bone Count
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bytes.extend(struct.pack("<B", 0))
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def ExportAnimations(bytes, skeletons, animations):
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if len(skeletons) >= 1:
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fps = bpy.context.scene.render.fps / bpy.context.scene.render.fps_base
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#Animation Count
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bytes.extend(struct.pack("<Q", len(animations)))
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for a in animations:
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bpy.context.view_layer.objects.active = skeletons[0]
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bpy.context.object.animation_data_create()
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bpy.context.object.animation_data.action = a
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#Animation Name
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bytes.extend(str.encode(a.name))
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bytes.append(0)
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2024-03-26 19:53:25 -07:00
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duration = 0.0
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boneAnims = []
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for i, b in enumerate(skeletons[0].data.bones):
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for f in a.fcurves:
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if f.data_path == f'pose.bones["{b.name}"].location':
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result = None
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for ba in boneAnims:
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if ba.id == i:
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result = ba
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if result == None:
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boneAnims.append(BoneAnimation(i))
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result = boneAnims[len(boneAnims) - 1]
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for k in f.keyframe_points:
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keyFrame = result.GetKeyFrame(k.co.x)
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if keyFrame == None:
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keyFrame = result.AddKeyFrame(KeyFrame(k.co.x, k.co.x / fps))
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if keyFrame.timeStamp > duration:
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duration = keyFrame.timeStamp
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if f.array_index == 0:
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keyFrame.pos.x = k.co.y
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elif f.array_index == 1:
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keyFrame.pos.z = k.co.y
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elif f.array_index == 2:
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keyFrame.pos.y = k.co.y
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elif f.data_path == f'pose.bones["{b.name}"].scale':
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result = None
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for ba in boneAnims:
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if ba.id == i:
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result = ba
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if result == None:
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boneAnims.append(BoneAnimation(i))
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result = boneAnims[len(boneAnims) - 1]
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for k in f.keyframe_points:
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keyFrame = result.GetKeyFrame(k.co.x)
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if keyFrame == None:
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keyFrame = result.AddKeyFrame(KeyFrame(k.co.x, k.co.x / fps))
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if keyFrame.timeStamp > duration:
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duration = keyFrame.timeStamp
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if f.array_index == 0:
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keyFrame.scale.x = k.co.y
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elif f.array_index == 1:
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keyFrame.scale.z = k.co.y
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elif f.array_index == 2:
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keyFrame.scale.y = k.co.y
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elif f.data_path == f'pose.bones["{b.name}"].rotation_quaternion':
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result = None
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for ba in boneAnims:
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if ba.id == i:
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result = ba
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if result == None:
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boneAnims.append(BoneAnimation(i))
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result = boneAnims[len(boneAnims) - 1]
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for k in f.keyframe_points:
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keyFrame = result.GetKeyFrame(k.co.x)
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if keyFrame == None:
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keyFrame = result.AddKeyFrame(KeyFrame(k.co.x, k.co.x / fps))
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if keyFrame.timeStamp > duration:
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duration = keyFrame.timeStamp
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if f.array_index == 0:
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keyFrame.rot.w = k.co.y
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elif f.array_index == 1:
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keyFrame.rot.x = k.co.y
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elif f.array_index == 2:
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keyFrame.rot.y = k.co.y
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elif f.array_index == 3:
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keyFrame.rot.z = k.co.y
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#Duration
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bytes.extend(struct.pack("<f", duration))
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#Change Count
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bytes.extend(struct.pack("<B", len(boneAnims)))
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for ba in boneAnims:
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#Bone Id
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bytes.extend(struct.pack("<B", ba.id))
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#Key Frame Count
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bytes.extend(struct.pack("<Q", len(ba.keyFrames)))
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for kf in ba.keyFrames:
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#Key Frame Number
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bytes.extend(struct.pack("<f", kf.num))
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#Key Frame Time Stamp
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bytes.extend(struct.pack("<f", kf.timeStamp))
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#Position
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bytes.extend(struct.pack("<f", kf.pos.x))
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bytes.extend(struct.pack("<f", kf.pos.y))
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bytes.extend(struct.pack("<f", kf.pos.z))
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#Rotation
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bytes.extend(struct.pack("<f", kf.rot.w))
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bytes.extend(struct.pack("<f", kf.rot.x))
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bytes.extend(struct.pack("<f", kf.rot.y))
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bytes.extend(struct.pack("<f", kf.rot.z))
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#Scale
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bytes.extend(struct.pack("<f", kf.scale.x))
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bytes.extend(struct.pack("<f", kf.scale.y))
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bytes.extend(struct.pack("<f", kf.scale.z))
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else:
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bytes.extend(struct.pack("<Q", 0))
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def WriteMat4(bytes, mat):
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for x in range(4):
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for y in range(4):
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bytes.extend(struct.pack("<f", mat[y][x]))
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def WriteMeshes(bytes, meshes, skeletons, animations):
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newTrans = axis_conversion(from_forward='Y', from_up='Z', to_forward='Z', to_up='Y').to_4x4()
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#Mesh Count
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bytes.extend(struct.pack("<Q", len(meshes)))
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for mesh in meshes:
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mesh.data.transform(newTrans)
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vertBuff = []
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uvBuff = []
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faceBuff = []
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Triangulate(mesh)
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#Mesh Name
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bytes.extend(str.encode(mesh.name))
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bytes.append(0)
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#CloneMesh(mesh)
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for i, loop in enumerate(mesh.data.loops):
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thisVertex = mesh.data.vertices[loop.vertex_index]
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thisUV = mesh.data.uv_layers.active.data[i].uv
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#check if already in the list
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found = 0
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for i in range(len(vertBuff)):
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if(abs(vertBuff[i].co.x - thisVertex.co.x) <= max(1e-09 * max(abs(vertBuff[i].co.x), abs(thisVertex.co.x)), 0.0)):
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if(abs(vertBuff[i].co.y - thisVertex.co.y) <= max(1e-09 * max(abs(vertBuff[i].co.y), abs(thisVertex.co.y)), 0.0)):
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if(abs(vertBuff[i].co.z - thisVertex.co.z) <= max(1e-09 * max(abs(vertBuff[i].co.z), abs(thisVertex.co.z)), 0.0)):
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if(abs(uvBuff[i].x - thisUV.x) <= max(1e-09 * max(abs(uvBuff[i].x), abs(thisUV.x)), 0.0)):
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if(abs(uvBuff[i].y - thisUV.y) <= max(1e-09 * max(abs(uvBuff[i].y), abs(thisUV.y)), 0.0)):
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faceBuff.append(int(i))
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found = 1
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break
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#otherwise stash a new vertex
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if found == 0:
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faceBuff.append(len(vertBuff)) #index
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vertBuff.append(thisVertex) #vertex obj
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uvBuff.append(thisUV) #float, float
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#Vertex Count
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bytes.extend(struct.pack("<Q", len(vertBuff)))
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for i in range(len(vertBuff)):
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#Coordinate
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bytes.extend(struct.pack("<f", vertBuff[i].co.x))
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bytes.extend(struct.pack("<f", vertBuff[i].co.y))
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bytes.extend(struct.pack("<f", vertBuff[i].co.z))
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#Normal
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bytes.extend(struct.pack("<f", vertBuff[i].normal.x))
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bytes.extend(struct.pack("<f", vertBuff[i].normal.y))
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bytes.extend(struct.pack("<f", vertBuff[i].normal.z))
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#UV
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bytes.extend(struct.pack("<f", uvBuff[i].x))
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bytes.extend(struct.pack("<f", 1.0 - uvBuff[i].y))
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#Vertex Bones/Weights
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for gi in range(4):
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if gi < len(vertBuff[i].groups):
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bytes.extend(struct.pack("<B", FindBIndexByGIndex(mesh, vertBuff[i].groups[gi].group, skeletons)))
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else:
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bytes.extend(struct.pack("<B", 0xFF))
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for gi in range(4):
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if gi < len(vertBuff[i].groups):
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bytes.extend(struct.pack("<f", vertBuff[i].groups[gi].weight))
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else:
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bytes.extend(struct.pack("<f", 0.0))
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#Index Count
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bytes.extend(struct.pack("<Q", len(faceBuff)))
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for i in faceBuff:
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bytes.extend(struct.pack("<I", i))
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ExportSkeletons(bytes, skeletons)
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ExportAnimations(bytes, skeletons, animations)
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mesh.data.transform(newTrans.inverted())
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def Write(context, filepath):
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f = open(filepath, "wb")
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bytes = bytearray()
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#Version
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bytes.extend(struct.pack("<I", 1))
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bytes.extend(struct.pack("<I", 0))
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bytes.extend(struct.pack("<I", 0))
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meshes = []
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skeletons = []
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animations = bpy.data.actions
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for obj in bpy.data.objects:
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if obj.type == "MESH":
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meshes.append(obj)
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elif obj.type == "ARMATURE":
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skeletons.append(obj)
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WriteMeshes(bytes, meshes, skeletons, animations)
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f.write(bytes)
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f.close()
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return {'FINISHED'}
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class ExportEHM(Operator, ExportHelper):
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"""Export to the Event Horizon Model format (.ehm)"""
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bl_idname = "export.ehm"
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bl_label = "Export EHM"
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filename_ext = ".ehm"
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filter_glob: StringProperty(
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default="*.ehm",
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options={'HIDDEN'},
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maxlen=255
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)
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def execute(self, context):
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return Write(context, self.filepath)
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def menu_func(self, context):
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self.layout.operator(ExportEHM.bl_idname, text="Event Horizon Model")
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def register():
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bpy.utils.register_class(ExportEHM)
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bpy.types.TOPBAR_MT_file_export.append(menu_func)
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def unregister():
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bpy.utils.unregister_class(ExportEHM)
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bpy.types.TOPBAR_MT_file_export.remove(menu_func)
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if __name__ == "__main__":
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register()
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bpy.ops.export.ehm('INVOKE_DEFAULT')
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