unitary portal padding
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@ -1464,6 +1464,58 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper):
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visibleTarget.append( bpy.data.objects[ actorPtr ] )
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# If visiblePortal length is under 2, this means there's only one portal
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# Empty strings to be populated depending on portal position (left/right of screen)
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before = ''
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after = ''
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if len( visiblePortal ) < 2 :
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# Find wich side of screen the portal is on. left side : portal == bw, right side : portal == fw
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screenCenterX = int( scene.render.resolution_x / 2 )
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screenY = int( scene.render.resolution_y )
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# Get vertices screen coordinates
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s = objVertWtoS(scene, camera, visiblePortal[0])
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# Check line
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side = checkLine(
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screenCenterX, 0, screenCenterX, screenY,
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s[1].x,
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s[1].y,
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s[3].x,
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s[3].y
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)
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# If front == right of screen : fw
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if side == "front":
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# ~ print(str(visiblePortal[0]) + ' : fw')
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before = "\t{\n\t\t{ 0, 0, 0, 0 },\n\t\t{ 0, 0, 0, 0 },\n\t\t{ 0, 0, 0, 0 },\n\t\t{ 0, 0, 0, 0 }\n\t},\n"
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# If back == left of screen : bw
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else :
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# ~ print(str(visiblePortal[0]) + " : bw")
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after = "\t{\n\t\t{ 0, 0, 0, 0 },\n\t\t{ 0, 0, 0, 0 },\n\t\t{ 0, 0, 0, 0 },\n\t\t{ 0, 0, 0, 0 }\n\t},\n"
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prefix = CleanName(camera.name)
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# Include Tim data
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@ -1490,17 +1542,13 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper):
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"\t// Write quad NW, NE, SE, SW\n")
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# If visiblePoratl length is under 2, this means there's only one portal, hence a fw portal
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if len( visiblePortal ) < 2 :
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f.write("\t{\n\t\t{ 0, 0, 0, 0 },\n\t\t{ 0, 0, 0, 0 },\n\t\t{ 0, 0, 0, 0 },\n\t\t{ 0, 0, 0, 0 }\n\t},\n")
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f.write( before )
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for portal in visiblePortal:
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w = objVertLtoW(portal)
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f.write("// " + str(portal) + "\n" )
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# ~ f.write("\t// " + str(portal) + "\n" )
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# Write portal'vertices world coordinates NW, NE, SE, SW
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@ -1516,6 +1564,8 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper):
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"\t},\n" )
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f.write( after )
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# UNUSED : Screen coords
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# ~ s = objVertWtoS( scene, camera, portal )
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@ -1734,7 +1784,6 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper):
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# ~ print(0)
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PlanesRigidBodies[p] = { 'rigidbodies' : [ CleanName(moveable) ] }
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# Find surrounding planes
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for op in LvlPlanes:
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