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3b908772cb
...
14f3419124
95
blender.py
95
blender.py
@ -1,9 +1,6 @@
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import bpy
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from os import path
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from collections import defaultdict
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import bmesh
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triangulate_meshes = True
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def sprint(*text):
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screen = bpy.data.screens['Scripting']
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@ -23,19 +20,19 @@ def render_vec2(v):
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return f"{{{v.x:.6f}, {v.y:.6f}}}"
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def render_mesh_vertices(f, name, vertices):
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f.write(f"static const vec3 {name}_position[] = {{\n")
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f.write(f"const vec3 {name}_position[] = {{\n")
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for vertex in vertices:
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f.write(f" {render_vec3(vertex.co)},\n")
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f.write("};\n\n")
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def render_vertex_normals(f, name, vertices):
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f.write(f"static const vec3 {name}_normal[] = {{\n")
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f.write(f"const vec3 {name}_normal[] = {{\n")
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for vertex in vertices:
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f.write(f" {render_vec3(vertex.normal)},\n")
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f.write("};\n\n")
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def render_polygon_normals(f, name, polygon_normals):
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f.write(f"static const vec3 {name}_polygon_normal[] = {{\n")
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f.write(f"const vec3 {name}_polygon_normal[] = {{\n")
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for normal in polygon_normals:
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f.write(f" {render_vec3(normal.vector)},\n")
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f.write("};\n\n")
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@ -44,28 +41,19 @@ def sort_by_material(polygons):
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return sorted(polygons, key=lambda p: p.material_index)
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def render_polygons(f, name, polygons):
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f.write(f"static const struct polygon {name}_polygons[] = {{\n")
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f.write(f"const polygon {name}_polygons[] = {{\n")
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uv_ix = 0
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for i, polygon in enumerate(polygons):
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if triangulate_meshes:
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assert len(polygon.vertices) == 3
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if len(polygon.vertices) not in {3, 4}:
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f.write(f" {{-1, -1, -1, -1, -1, -1}}, // {{{s}}}\n")
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continue
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if triangulate_meshes:
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indices = [*polygon.vertices, polygon.material_index]
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elif len(polygon.vertices) == 4:
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indices = [*polygon.vertices, polygon.material_index, uv_ix]
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else:
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if len(polygon.vertices) == 3:
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indices = [*polygon.vertices, -1, polygon.material_index, uv_ix]
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uv_ix += len(polygon.vertices)
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s = ", ".join(map(str, indices))
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if len(polygon.vertices) in {3, 4}:
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f.write(f" {{{s}}},\n")
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else:
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f.write(f" {{-1, -1, -1, -1, -1, -1}}, // {{{s}}}\n")
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f.write("};\n\n")
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def render_polygon_edge_pairs(f, name, polygons):
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@ -74,7 +62,7 @@ def render_polygon_edge_pairs(f, name, polygons):
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for edge in polygon.edge_keys:
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by_edge[frozenset(edge)].append(i)
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f.write(f"static const struct edge_polygon {name}_edge_polygons[] = {{\n")
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f.write(f"const edge_polygon {name}_edge_polygons[] = {{\n")
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if all(len(p) == 2 for p in by_edge.values()):
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for edge, polygons in by_edge.items():
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edges = sorted(list(edge))
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@ -86,7 +74,7 @@ def render_polygon_edge_pairs(f, name, polygons):
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f.write("};\n\n")
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def render_uv_map(f, name, name2, uvm):
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f.write(f"static const vec2 {name}_{name2}_uvmap[] = {{\n")
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f.write(f"const vec2 {name}_{name2}_uvmap[] = {{\n")
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for uv in uvm:
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s = render_vec2(uv.vector)
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f.write(f" {s},\n")
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@ -109,12 +97,12 @@ def render_rotation_quaternion(f, r):
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f.write(f" .rotation = {r}, // quaternion (XYZW)\n")
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def render_mesh(f, name, mesh):
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f.write(f"static const vec2 * {name}_uv_layers[] = {{\n")
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f.write(f"const vec2 * {name}_uv_layers[] = {{\n")
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for layer_name in mesh.uv_layers.keys():
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f.write(f" {name}_{translate_name(layer_name)}_uvmap,\n");
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f.write( "};\n\n")
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f.write(f"static const struct mesh {name} = {{\n")
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f.write(f"const mesh {name} = {{\n")
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f.write(f" .position = {name}_position,\n")
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f.write(f" .position_length = (sizeof ({name}_position)) / (sizeof ({name}_position[0])),\n")
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f.write(f" .normal = {name}_normal,\n")
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@ -154,19 +142,7 @@ def mesh_meshes(collections):
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if mesh.name in mesh_names:
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continue
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mesh_names.add(mesh.name)
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if not triangulate_meshes:
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yield mesh.name, mesh
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else:
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# triangulate
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tri_mesh = mesh.copy()
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bm = bmesh.new()
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bm.from_mesh(mesh)
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bmesh.ops.triangulate(bm, faces=bm.faces[:])
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bm.to_mesh(tri_mesh)
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bm.free()
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yield mesh.name, tri_mesh
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bpy.data.meshes.remove(tri_mesh)
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yield mesh
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def get_texture(material):
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assert material.use_nodes, material.name
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@ -175,20 +151,18 @@ def get_texture(material):
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return node.image
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_offset = 0
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texture_ids = {}
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prefix = "textures_"
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texture_offsets = {}
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prefix = "model_cars_"
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def get_texture_id(image):
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def get_texture_offset(image):
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global _offset
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global texture_ids
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if image.name in texture_ids:
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value = texture_ids[image.name]
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if image.name in texture_offsets:
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value = texture_offsets[image.name]
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return value
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value = _offset
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texture_ids[image.name] = value
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texture_offsets[image.name] = value
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width, height = image.size
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#_offset += width * height * 2
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_offset += 1
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_offset += width * height * 2
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return value
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def texture_data_name(name):
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@ -197,37 +171,34 @@ def texture_data_name(name):
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return f"{prefix}{name}_data"
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def render_mesh_materials(f, name, materials):
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f.write(f"static const struct mesh_material {name}_materials[] = {{\n")
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print("materials", materials)
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f.write(f"const mesh_material {name}_materials[] = {{\n")
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for material in materials:
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image = get_texture(material)
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print("image", image)
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if image is not None:
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f.write(f" {{ // {material.name} {image.name}\n")
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width, height = image.size
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texture_id = get_texture_id(image)
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offset = get_texture_offset(image)
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f.write(f" .width = {width},\n")
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f.write(f" .height = {height},\n")
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f.write(f" .texture_id = {texture_id},\n")
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f.write(f" .offset = {offset},\n")
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f.write(" },\n")
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else:
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f.write(" {},\n")
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f.write("};\n")
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def render_materials(f):
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f.write("static const struct material materials[] = {\n")
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for image_name, texture_id in sorted(texture_ids.items(), key=lambda i: i[1]):
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f.write("const material materials[] = {\n")
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for image_name, offset in texture_offsets.items():
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name = texture_data_name(image_name)
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f.write(" {\n")
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#f.write(f" .start = (void *)&_binary_{name}_start,\n")
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#f.write(f" .size = (int)&_binary_{name}_size,\n")
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f.write(f" .name = \"{image_name}\",\n")
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f.write(f" .texture_id = {texture_id},\n")
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f.write(f" .start = (void *)&_binary_{name}_start,\n")
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f.write(f" .size = (int)&_binary_{name}_size,\n")
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f.write(f" .offset = {offset},\n")
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f.write(" },\n")
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f.write("};\n\n");
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def export_meshes(f):
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for mesh_name, mesh in mesh_meshes(bpy.data.collections):
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for mesh in mesh_meshes(bpy.data.collections):
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#mesh.vertex_normals
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#mesh.vertex_colors
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#mesh.vertices
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@ -236,7 +207,7 @@ def export_meshes(f):
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#mesh.polygon_normals
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#mesh.name
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mesh_name = "mesh_" + translate_name(mesh_name)
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mesh_name = "mesh_" + translate_name(mesh.name)
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render_mesh_vertices(f, mesh_name, mesh.vertices)
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for layer_name, layer in mesh.uv_layers.items():
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@ -247,7 +218,7 @@ def export_meshes(f):
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render_polygon_edge_pairs(f, mesh_name, mesh.polygons)
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render_mesh_materials(f, mesh_name, mesh.materials)
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render_mesh(f, mesh_name, mesh)
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render_mesh(f, mesh_name, mesh);
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#mesh.polygons[0].vertices
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# [0, 1, 3, 2]
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@ -262,7 +233,7 @@ def mesh_objects_sorted(objects):
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return sorted(mesh_objects(objects), key=key)
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def export_objects(f):
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f.write("static const struct object objects[] = {\n")
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f.write("const object objects[] = {\n")
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for object in mesh_objects_sorted(bpy.data.collections):
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#object.rotation_mode = 'AXIS_ANGLE'
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@ -275,7 +246,7 @@ def export_objects(f):
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f.write(f" {{ // {obj_name}\n")
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obj_mesh_name = "mesh_" + translate_name(object.data.name)
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obj_mesh_name = "mesh_" + translate_name(object.to_mesh().name)
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f.write(" ")
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f.write(f" .mesh = &{obj_mesh_name},\n")
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@ -678,7 +678,7 @@ void main()
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int ta = 0;
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int core = 0;
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ta_parameter_writer writer = ta_parameter_writer(ta_parameter_buf, (sizeof (ta_parameter_buf)));
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ta_parameter_writer writer = ta_parameter_writer(ta_parameter_buf);
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transfer_textures();
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transfer_palette();
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@ -30,8 +30,7 @@
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constexpr float half_degree = 0.01745329f / 2;
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#define MODEL wiffle
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#pragma GCC push_options
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#pragma GCC optimize ("O0")
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vec3 rotate(const vec3& vertex, float theta)
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{
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float x = vertex.x;
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@ -51,7 +50,6 @@ vec3 rotate(const vec3& vertex, float theta)
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return vec3(x, y, z);
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}
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#pragma GCC pop_options
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void transform(const uint32_t face_ix,
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const float theta)
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