Renamed src folder to io_export_psk_psa
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io_export_psk_psa/psk/__init__.py
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io_export_psk_psa/psk/__init__.py
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158
io_export_psk_psa/psk/builder.py
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io_export_psk_psa/psk/builder.py
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import bpy
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import bmesh
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from .data import *
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class PskBuilder(object):
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def __init__(self):
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# TODO: add options in here
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pass
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def build(self, context) -> Psk:
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object = context.view_layer.objects.active
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if object.type != 'MESH':
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raise RuntimeError('Selected object must be a mesh')
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if len(object.data.materials) == 0:
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raise RuntimeError('Mesh must have at least one material')
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# ensure that there is exactly one armature modifier
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modifiers = [x for x in object.modifiers if x.type == 'ARMATURE']
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if len(modifiers) != 1:
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raise RuntimeError('Mesh must have one armature modifier')
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armature_modifier = modifiers[0]
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armature_object = armature_modifier.object
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if armature_object is None:
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raise RuntimeError('Armature modifier has no linked object')
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# TODO: probably requires at least one bone? not sure
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mesh_data = object.data
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# TODO: if there is an edge-split modifier, we need to apply it (maybe?)
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# TODO: duplicate all the data
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mesh = bpy.data.meshes.new('export')
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# copy the contents of the mesh
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bm = bmesh.new()
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bm.from_mesh(mesh_data)
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bmesh.ops.triangulate(bm, faces=bm.faces)
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bm.to_mesh(mesh)
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bm.free()
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del bm
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psk = Psk()
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# VERTICES
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for vertex in object.data.vertices:
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point = Vector3()
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point.x = vertex.co.x
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point.y = vertex.co.y
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point.z = vertex.co.z
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psk.points.append(point)
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# WEDGES
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uv_layer = object.data.uv_layers.active.data
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if len(object.data.loops) <= 65536:
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wedge_type = Psk.Wedge16
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else:
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wedge_type = Psk.Wedge32
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psk.wedges = [wedge_type() for _ in range(len(object.data.loops))]
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for loop_index, loop in enumerate(object.data.loops):
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wedge = psk.wedges[loop_index]
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wedge.material_index = 0
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wedge.point_index = loop.vertex_index
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wedge.u, wedge.v = uv_layer[loop_index].uv
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wedge.v = 1.0 - wedge.v
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psk.wedges.append(wedge)
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# MATERIALS
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for i, m in enumerate(object.data.materials):
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if m is None:
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raise RuntimeError('Material cannot be empty (index ' + str(i) + ')')
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material = Psk.Material()
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material.name = bytes(m.name, encoding='utf-8')
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material.texture_index = i
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psk.materials.append(material)
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# FACES
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# TODO: this is making the assumption that the mesh is triangulated
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object.data.calc_loop_triangles()
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poly_groups, groups = object.data.calc_smooth_groups(use_bitflags=True)
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for f in object.data.loop_triangles:
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face = Psk.Face()
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face.material_index = f.material_index
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face.wedge_index_1 = f.loops[2]
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face.wedge_index_2 = f.loops[1]
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face.wedge_index_3 = f.loops[0]
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face.smoothing_groups = poly_groups[f.polygon_index]
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psk.faces.append(face)
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# update the material index of the wedges
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for i in range(3):
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psk.wedges[f.loops[i]].material_index = f.material_index
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# https://github.com/bwrsandman/blender-addons/blob/master/io_export_unreal_psk_psa.py
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bones = list(armature_object.data.bones)
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for bone in bones:
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psk_bone = Psk.Bone()
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psk_bone.name = bytes(bone.name, encoding='utf-8')
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psk_bone.flags = 0
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psk_bone.children_count = len(bone.children)
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try:
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psk_bone.parent_index = bones.index(bone.parent)
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except ValueError:
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psk_bone.parent_index = 0
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if bone.parent is not None:
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rotation = bone.matrix.to_quaternion()
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rotation.x = -rotation.x
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rotation.y = -rotation.y
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rotation.z = -rotation.z
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quat_parent = bone.parent.matrix.to_quaternion().inverted()
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parent_head = quat_parent @ bone.parent.head
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parent_tail = quat_parent @ bone.parent.tail
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location = (parent_tail - parent_head) + bone.head
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else:
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location = armature_object.matrix_local @ bone.head
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rot_matrix = bone.matrix @ armature_object.matrix_local.to_3x3()
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rotation = rot_matrix.to_quaternion()
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psk_bone.location.x = location.x
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psk_bone.location.y = location.y
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psk_bone.location.z = location.z
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psk_bone.rotation.x = rotation.x
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psk_bone.rotation.y = rotation.y
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psk_bone.rotation.z = rotation.z
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psk_bone.rotation.w = rotation.w
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psk.bones.append(psk_bone)
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# WEIGHTS
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# TODO: bone ~> vg might not be 1:1, provide a nice error message if this is the case
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armature = armature_object.data
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bone_names = [x.name for x in armature.bones]
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vertex_group_names = [x.name for x in object.vertex_groups]
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bone_indices = [bone_names.index(name) for name in vertex_group_names]
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for vertex_group_index, vertex_group in enumerate(object.vertex_groups):
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bone_index = bone_indices[vertex_group_index]
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for vertex_index in range(len(object.data.vertices)):
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try:
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weight = vertex_group.weight(vertex_index)
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except RuntimeError:
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continue
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if weight == 0.0:
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continue
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w = Psk.Weight()
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w.bone_index = bone_index
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w.point_index = vertex_index
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w.weight = weight
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psk.weights.append(w)
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return psk
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72
io_export_psk_psa/psk/data.py
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io_export_psk_psa/psk/data.py
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from typing import List
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from ..data import *
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class Psk(object):
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class Wedge16(Structure):
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_fields_ = [
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('point_index', c_int16),
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('padding1', c_int16),
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('u', c_float),
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('v', c_float),
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('material_index', c_int8),
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('reserved', c_int8),
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('padding2', c_int16)
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]
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class Wedge32(Structure):
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_fields_ = [
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('point_index', c_int32),
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('u', c_float),
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('v', c_float),
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('material_index', c_int32)
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]
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class Face(Structure):
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_fields_ = [
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('wedge_index_1', c_int16),
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('wedge_index_2', c_int16),
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('wedge_index_3', c_int16),
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('material_index', c_int8),
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('aux_material_index', c_int8),
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('smoothing_groups', c_int32)
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]
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class Material(Structure):
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_fields_ = [
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('name', c_char * 64),
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('texture_index', c_int32),
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('poly_flags', c_int32),
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('aux_material', c_int32),
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('aux_flags', c_int32),
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('lod_bias', c_int32),
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('lod_style', c_int32)
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]
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class Bone(Structure):
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_fields_ = [
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('name', c_char * 64),
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('flags', c_int32),
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('children_count', c_int32),
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('parent_index', c_int32),
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('rotation', Quaternion),
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('location', Vector3),
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('length', c_float),
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('size', Vector3)
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]
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class Weight(Structure):
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_fields_ = [
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('weight', c_float),
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('point_index', c_int32),
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('bone_index', c_int32),
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]
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def __init__(self):
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self.points: List[Vector3] = []
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self.wedges: List[Psk.Wedge16] = []
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self.faces: List[Psk.Face] = []
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self.materials: List[Psk.Material] = []
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self.weights: List[Psk.Weight] = []
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self.bones: List[Psk.Bone] = []
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38
io_export_psk_psa/psk/exporter.py
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io_export_psk_psa/psk/exporter.py
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from typing import Type
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from .data import *
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class PskExporter(object):
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def __init__(self, psk: Psk):
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self.psk: Psk = psk
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@staticmethod
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def write_section(fp, name: bytes, data_type: Type[Structure] = None, data: list = None):
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section = Section()
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section.name = name
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if data_type is not None and data is not None:
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section.data_size = sizeof(data_type)
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section.data_count = len(data)
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fp.write(section)
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if data is not None:
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for datum in data:
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fp.write(datum)
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def export(self, path: str):
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# TODO: add logic somewhere to assert lengths of ctype structs
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with open(path, 'wb') as fp:
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self.write_section(fp, b'ACTRHEAD')
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self.write_section(fp, b'PNTS0000', Vector3, self.psk.points)
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# WEDGES
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# TODO: this really should be on the level of the builder, not the exporter
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if len(self.psk.wedges) <= 65536:
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wedge_type = Psk.Wedge16
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else:
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wedge_type = Psk.Wedge32
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self.write_section(fp, b'VTXW0000', wedge_type, self.psk.wedges)
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self.write_section(fp, b'FACE0000', Psk.Face, self.psk.faces)
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self.write_section(fp, b'MATT0000', Psk.Material, self.psk.materials)
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self.write_section(fp, b'REFSKELT', Psk.Bone, self.psk.bones)
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self.write_section(fp, b'RAWWEIGHTS', Psk.Weight, self.psk.weights)
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26
io_export_psk_psa/psk/operator.py
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io_export_psk_psa/psk/operator.py
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from bpy.types import Operator
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from bpy_extras.io_utils import ExportHelper
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from bpy.props import StringProperty, BoolProperty, FloatProperty
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from .builder import PskBuilder
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from .exporter import PskExporter
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class PskExportOperator(Operator, ExportHelper):
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bl_idname = 'export.psk'
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bl_label = 'Export'
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__doc__ = 'PSK Exporter (.psk)'
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filename_ext = '.psk'
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filter_glob: StringProperty(default='*.psk', options={'HIDDEN'})
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filepath: StringProperty(
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name='File Path',
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description='File path used for exporting the PSK file',
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maxlen=1024,
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default='')
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def execute(self, context):
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builder = PskBuilder()
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psk = builder.build(context)
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exporter = PskExporter(psk)
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exporter.export(self.filepath)
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return {'FINISHED'}
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