add isSprite flag to MESH
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d95947a2a7
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@ -4,7 +4,7 @@ bl_info = {
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"name": "PSX TMesh exporter",
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"author": "Schnappy, TheDukeOfZill",
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"blender": (2,7,9),
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"version": (0,0,2),
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"version": (0,0,3),
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"location": "File > Import-Export",
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"description": "Export psx data format",
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"category": "Import-Export"
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@ -335,6 +335,7 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper):
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"\tVECTOR min; \n" +
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"\tVECTOR max; \n" +
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"\tint restitution; \n" +
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# ~ "\tstruct NODE * curNode; \n" +
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"\t} BODY;\n\n")
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# VANIM
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@ -374,11 +375,12 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper):
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"\tshort * isActor;\n" +
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"\tshort * isLevel;\n" +
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"\tshort * isBG;\n" +
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"\tshort * isSprite;\n" +
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"\tlong * p;\n" +
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"\tlong * OTz;\n" +
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"\tBODY * body;\n" +
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"\tVANIM * anim;\n" +
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"\tvoid * node;\n" +
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"\tstruct NODE * node;\n" +
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"\t} MESH;\n\n")
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# CAMPOS
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@ -747,6 +749,7 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper):
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'isActor':0,
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'isLevel':0,
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'isBG':0,
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'isSprite':0,
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'mass': 1,
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'restitution': 0,
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'lerp': 0
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@ -861,6 +864,7 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper):
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"short model"+cleanName+"_isActor = " + str(int(chkProp['isActor'])) + ";\n" +
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"short model"+cleanName+"_isLevel = " + str(int(chkProp['isLevel'])) + ";\n" +
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"short model"+cleanName+"_isBG = " + str(int(chkProp['isBG'])) + ";\n" +
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"short model"+cleanName+"_isSprite = " + str(int(chkProp['isSprite'])) + ";\n" +
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"long model"+cleanName+"_p = 0;\n" +
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"long model"+cleanName+"_OTz = 0;\n" +
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"BODY model"+cleanName+"_body = {\n" +
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@ -872,7 +876,8 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper):
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# write min and max values of AABBs on each axis
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"\t" + str(round(min(Xvals) * scale)) + "," + str(round(min(Zvals) * scale)) + "," + str(round(min(Yvals) * scale)) + ", 0,\n" +
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"\t" + str(round(max(Xvals) * scale)) + "," + str(round(max(Zvals) * scale)) + "," + str(round(max(Yvals) * scale)) + ", 0,\n" +
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"\t" + str(int(chkProp['restitution'])) + "\n" +
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"\t" + str(int(chkProp['restitution'])) + ",\n" +
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# ~ "\tNULL\n" +
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"\t};\n\n")
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# Write TMESH struct
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@ -984,18 +989,23 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper):
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"\t&model"+cleanName+"_isActor,\n" +
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"\t&model"+cleanName+"_isLevel,\n" +
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"\t&model"+cleanName+"_isBG,\n" +
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"\t&model"+cleanName+"_isSprite,\n" +
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"\t&model"+cleanName+"_p,\n" +
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"\t&model"+cleanName+"_OTz,\n" +
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"\t&model"+cleanName+"_body")
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"\t&model"+cleanName+"_body,\n")
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if m.get("isAnim") is not None and m["isAnim"] != 0:
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f.write(",\n\t&model"+cleanName+"_anim\n")
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f.write("\t&model"+cleanName+"_anim,\n")
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else:
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f.write("\n")
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f.write("\t0,\n")
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f.write("};\n\n")
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f.write(
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"\t0" +
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"\n};\n\n"
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)
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f.write("MESH * meshes[" + str(len(bpy.data.meshes)) + "] = {\n")
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@ -1207,23 +1217,25 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper):
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if isInPlane(LvlPlanes[p], LvlObjects[o]) == 1:
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# If actor is on this plane, use it as starting node
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# Add all objects but the actor
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if o == actorPtr:
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if o != actorPtr:
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# Add this object to the plane's list
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if 'objects' in PlanesObjects[p]:
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PlanesObjects[p]['objects'].append(o)
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else:
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PlanesObjects[p] = { 'objects' : [o] }
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else:
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# If actor is on this plane, use it as starting node
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nodePtr = p
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# ~ break
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# Add this object to the plane's list
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if 'objects' in PlanesObjects[p]:
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PlanesObjects[p]['objects'].append(o)
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else:
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PlanesObjects[p] = { 'objects' : [o] }
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# Add actor in every plane
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