Add blender export script
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blender/exportsimple.py
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310
blender/exportsimple.py
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import bpy
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import os
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import re
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print("=== EXPORT STARTED ===")
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blend_dir = os.path.dirname(bpy.data.filepath)
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out_path = os.path.join(blend_dir, "pgout")
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os.makedirs(out_path, exist_ok=True)
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roomnames = []
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armatures = {}
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def export_mesh(obj, output_path, export_luv = False, export_bones = False):
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if obj.type != 'MESH':
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raise TypeError("Selected object is not a mesh")
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mesh = obj.data
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mesh.calc_loop_triangles()
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# Prepare UV layers
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uv_layer = mesh.uv_layers.active.data
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lightmap_uv_data = None
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if export_luv:
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lightmap_layer = mesh.uv_layers.get("LightmapUV")
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lightmap_uv_data = lightmap_layer.data if lightmap_layer else None
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# Vertex deduplication map and list
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vertex_map = {} # (position, normal, uv, lightmap_uv) -> vertex_index
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unique_vertices = [] # list of strings (v ...)
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# faces = [] # list of (v1, v2, v3) indices
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material_faces = {} # material_index -> list of face indices
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for tri in mesh.loop_triangles:
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face_indices = []
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material_index = tri.material_index
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# Get the material from the object's material slots
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if material_index < len(obj.material_slots):
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material = obj.material_slots[material_index].material
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material_name = material.name if material else "Unknown"
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else:
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material_name = "Unknown"
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if material_name not in material_faces:
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material_faces[material_name] = []
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faces = material_faces[material_name]
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for loop_index in tri.loops:
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loop = mesh.loops[loop_index]
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vertex = mesh.vertices[loop.vertex_index]
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pos = tuple(round(c, 6) for c in vertex.co)
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normal = tuple(round(n, 6) for n in loop.normal)
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uv = tuple(round(c, 6) for c in uv_layer[loop_index].uv)
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if lightmap_uv_data:
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luv = tuple(round(c, 6) for c in lightmap_uv_data[loop_index].uv)
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else:
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luv = (0.0, 0.0)
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key = (pos, normal, uv, luv)
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if key in vertex_map:
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index = vertex_map[key]
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else:
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index = len(unique_vertices)
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vertex_map[key] = index
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# Create vertex line
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vertex_line_comps = [
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" ".join(f"{c:.3f}" for c in pos),
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" ".join(f"{n:.3f}" for n in normal),
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" ".join(f"{c:.3f}" for c in uv)
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]
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if export_luv:
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vertex_line_comps.append(" ".join(f"{c:.3f}" for c in luv))
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vertex_line = "v " + " ".join(vertex_line_comps)
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unique_vertices.append(vertex_line)
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face_indices.append(index)
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if len(face_indices) == 3:
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faces.append(face_indices)
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# Write to file
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with open(output_path, 'w') as f:
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if export_luv:
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f.write("luv\n")
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f.write(f"# x y z nx ny nz u v{' lu lv' if export_luv else ''}\n")
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for v in unique_vertices:
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f.write(v + "\n")
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for material_name, faces in material_faces.items():
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f.write(f"m {material_name}\n")
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for face in faces:
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f.write("f {} {} {}\n".format(*face))
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print(f"Exported {obj.name} to: {output_path}")
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# Output file path
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# output_path = os.path.join(os.path.expanduser("~"), "Desktop", "exported_model.txt")
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# obj = bpy.context.active_object
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def rad_to_deg(radians):
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return radians * (180.0 / 3.141592653589793)
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def rotation_str(rotation):
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return f"{rad_to_deg(rotation.x):.0f} {rad_to_deg(rotation.y):.0f} {rad_to_deg(rotation.z):.0f}"
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def rotation_str2(rotation):
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return f"{rad_to_deg(rotation.x):.2f} {rad_to_deg(rotation.y):.2f} {rad_to_deg(rotation.z):.2f}"
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def position_str(position):
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return f"{position.x:.3f} {position.y:.3f} {position.z:.3f}"
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def scale_str(scale):
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return f"{scale.x:.3f}"
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def matrix_decompose_str(matrix):
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translation, rotation, scale = matrix.decompose()
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return f"{position_str(translation)} {rotation_str2(rotation.to_euler())} {scale_str(scale)}"
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def get_path(name, ext):
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return os.path.join(out_path, f"{name}.{ext}")
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def get_armature_keep_bones(armature: bpy.types.Armature):
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keep_bones = set()
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for bone in armature.data.bones:
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bone_name = bone.name
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is_tag = re.match(r"Tag.(\w+)", bone_name)
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if bone.use_deform or is_tag:
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keep_bones.add(bone)
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while bone.parent:
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bone = bone.parent
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keep_bones.add(bone)
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return keep_bones
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def export_armature(armature: bpy.types.Armature, output_path: str):
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keep_bones = get_armature_keep_bones(armature)
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# Export armature data (bones, etc.)
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with open(output_path, 'w') as f:
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f.write("# name parent x y z yaw pitch roll scale\n")
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for bone in armature.data.bones:
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if not bone in keep_bones:
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continue
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parent = bone.parent
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parent_name = parent.name if parent else "NONE"
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bind_matrix = bone.matrix_local
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f.write(f"b {bone.name} {parent_name} {matrix_decompose_str(bind_matrix)}\n")
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print(f"Exported Armature: {armature.name} to {output_path}")
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def vectors_similar(v1, v2, threshold):
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return (v1 - v2).length < threshold
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def frames_similar(f1, f2, threshold=0.001):
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_, t1, r1, s1, _ = f1
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_, t2, r2, s2, _ = f2
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if not vectors_similar(t1, t2, threshold):
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return False
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if r1.x - r2.x > threshold or r1.y - r2.y > threshold or r1.z - r2.z > threshold:
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return False
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if not vectors_similar(s1, s2, threshold):
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return False
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return True
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def export_animation(action: bpy.types.Action, armature: bpy.types.Armature, output_path: str):
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original_action = armature.animation_data.action
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original_frame = bpy.context.scene.frame_current
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armature.animation_data.action = action
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keep_bones = get_armature_keep_bones(armature)
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bone_frames = {bone.name: [] for bone in keep_bones}
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start, end = map(int, action.frame_range)
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for frame in range(start, end):
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bpy.context.scene.frame_set(frame)
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bpy.context.view_layer.update()
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for bone in keep_bones:
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pose_bone = armature.pose.bones.get(bone.name)
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if not pose_bone:
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continue
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matrix = (pose_bone.parent.matrix.inverted() @ pose_bone.matrix) if pose_bone.parent else pose_bone.matrix.copy()
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translation, rotation, scale = matrix.decompose()
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rotation_euler = rotation.to_euler()
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current_frame = (frame, translation, rotation_euler, scale, matrix)
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frame_list = bone_frames[bone.name]
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if len(frame_list) > 0:
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last_frame = frame_list[-1]
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if frames_similar(last_frame, current_frame):
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continue
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frame_list.append(current_frame)
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with open(output_path, 'w') as f:
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for bone_name, frames in bone_frames.items():
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f.write(f"ch {bone_name}\n")
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for frame in frames:
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idx, _, _, _, matrix = frame
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f.write(f"f {idx} {matrix_decompose_str(matrix)}\n")
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print(f"Exported Animation: {action.name} to {output_path}")
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bpy.context.scene.frame_set(original_frame)
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armature.animation_data.action = original_action
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print("Exporting rooms...")
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for collection in bpy.context.scene.collection.children:
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match = re.search(r"Room.(\w+)", collection.name)
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if match:
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room_id = match.group(1)
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print(f"Found Room: {room_id}")
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room_name = f"room_{room_id}"
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roomnames.append(room_name)
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info_path = os.path.join(blend_dir, "pgout", f"{room_name}.info")
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os.makedirs(os.path.dirname(info_path), exist_ok=True)
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with open(info_path, 'w') as info_file:
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for obj in collection.objects:
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if obj.type == 'MESH' and obj.name == collection.name:
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export_mesh(obj, get_path(room_name, "mesh"), export_luv=True)
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portal_match = re.search(r"Portal.(\w+).(\w+)", obj.name)
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if portal_match:
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portal_type = portal_match.group(1)
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portal_id = portal_match.group(2)
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#extract position, rotation and scale from the portal object
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position = obj.location
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rotation = obj.rotation_euler
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scale = obj.scale
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info_file.write(f"portal {portal_type} {portal_id} {position_str(position)} {rotation_str(rotation)} {scale_str(scale)}\n")
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print("Exporting meshes...")
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for object in bpy.data.objects:
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match = re.search(r"Mesh.(\w+)", object.name)
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if match:
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mesh_name = match.group(1)
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print(f"Found Non-Room Mesh: {mesh_name}")
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export_mesh(object, get_path(mesh_name, "mesh"))
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parent = object.parent
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if parent and parent.type == 'ARMATURE':
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armatures[parent.name] = parent
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print(f" Is skeletal, Parent Armature: {parent.name}")
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armature_names = [name for name, _ in armatures.items()]
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print("Armatures will be exported: ", armature_names)
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actions = {}
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for action in bpy.data.actions:
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match = re.search(r"Anim.(\w+).(\w+)", action.name)
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if match:
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action_armature = match.group(1)
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action_name = match.group(2)
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if action_armature in armatures:
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actions[action.name] = (action, action_name, armatures[action_armature])
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action_names = [f"{data[1]} ({data[2].name})" for name, data in actions.items()]
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print("Actions will be exported: ", action_names)
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for armature_name, armature in armatures.items():
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export_armature(armature, get_path(armature_name, "sk"))
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for action_name, (action, simple_action_name, armature) in actions.items():
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export_animation(action, armature, get_path(f"{armature.name}_{simple_action_name}", "anim"))
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with open(get_path("rooms", "list"), 'w') as rooms_file:
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for room_name in roomnames:
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rooms_file.write(f"{room_name}\n")
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