add NODE struct
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@ -57,7 +57,6 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper):
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def execute(self, context):
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def triangulate_object(obj): # Stolen from here : https://blender.stackexchange.com/questions/45698/triangulate-mesh-in-python/45722#45722
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me = obj.data
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# Get a BMesh representation
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@ -74,7 +73,7 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper):
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name = name.replace('.','_')
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name = unicodedata.normalize('NFKD',name).encode('ASCII', 'ignore').decode()
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return name
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# Leave edit mode to avoid errors
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bpy.ops.object.mode_set(mode='OBJECT')
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@ -158,7 +157,7 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper):
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"\tVECTOR max; \n" +
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"\tint restitution; \n" +
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"\t} BODY;\n\n")
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# VERTEX ANIM struct
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f.write("typedef struct { \n" +
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"\tint nframes; // number of frames e.g 20\n" +
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@ -219,6 +218,13 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper):
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"\tVECTOR points[];\n" +
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"\t} CAMPATH;\n\n")
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# NODE struc
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f.Write("typedef struct {\n" +
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"\tMESH * curPlane;\n" +
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"\tMESH * siblings[];" +
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"\tMESH * objects[];" +
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"\t} NODE;\n\n")
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camPathPoints = []
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first_mesh = CleanName(bpy.data.meshes[0].name)
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@ -326,6 +332,7 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper):
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actorPtr = first_mesh
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levelPtr = first_mesh
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propPtr = first_mesh
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nodePtr = first_mesh
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timList = []
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@ -479,6 +486,8 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper):
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if m.get('isProp'):
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propPtr = cleanName
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if m.get('isLevel'):
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nodePtr = cleanName
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# write vertex anim if isAnim != 0 # https://stackoverflow.com/questions/9138637/vertex-animation-exporter-for-blender
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if m.get("isAnim") is not None and m["isAnim"] != 0:
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@ -695,6 +704,8 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper):
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f.write("CAMANGLE * camPtr = &camAngle_" + CleanName(defaultCam) + ";\n\n")
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f.write("NODE * curNode = &node_" + nodePtr + ";\n\n")
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# set default cam back
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if defaultCam != 'NULL':
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bpy.context.scene.camera = bpy.data.objects[defaultCam]
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