2018-05-11 02:43:57 +09:00
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bl_info = {
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2018-05-11 04:24:47 +09:00
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"name": "Export COL for Super Mario Sunshine",
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2018-05-11 02:43:57 +09:00
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"author": "Blank",
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"version": (1, 0, 0),
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"blender": (2, 71, 0),
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"location": "File > Export > Collision (.col)",
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2018-05-11 04:24:47 +09:00
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"description": "This script allows you do export col files directly from blender. Based on Blank's obj2col",
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2018-05-11 02:43:57 +09:00
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"warning": "Might break, doing this mostly for my own convinience",
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"category": "Import-Export"
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}
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import bpy
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2018-05-11 04:24:47 +09:00
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import bmesh
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from btypes.big_endian import *
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2018-05-11 02:43:57 +09:00
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import os
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from bpy_extras.io_utils import ExportHelper
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from bpy.props import (BoolProperty,
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FloatProperty,
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StringProperty,
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EnumProperty,
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)
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class Header(Struct):
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vertex_count = uint32
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vertex_offset = uint32
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group_count = uint32
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group_offset = uint32
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class Vertex(Struct):
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x = float32
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y = float32
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z = float32
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def __init__(self,x,y,z):
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self.x = x
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self.y = y
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self.z = z
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class Group(Struct):
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unknown0 = uint8 # 0,1,2,4,6,7,8,64,128,129,132,135,160,192, bitfield?
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unknown1 = uint8 # 0-12
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triangle_count = uint16
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__padding__ = Padding(1,b'\x00')
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has_unknown4 = bool8
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__padding__ = Padding(2)
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vertex_index_offset = uint32
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unknown2_offset = uint32 # 0-18,20,21,23,24,27-31
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unknown3_offset = uint32 # 0-27
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unknown4_offset = uint32 # 0,1,2,3,4,8,255,6000,7500,7800,8000,8400,9000,10000,10300,12000,14000,17000,19000,20000,21000,22000,27500,30300
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class Triangle:
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def __init__(self):
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self.vertex_indices = None
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self.unknown0 = 128
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self.unknown1 = 0
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self.unknown2 = 0
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self.unknown3 = 0
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self.unknown4 = None
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@property
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def has_unknown4(self):
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return self.unknown4 is not None
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def pack(stream,vertices,triangles): #pack triangles into col file
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groups = []
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for triangle in triangles:
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for group in groups: #for each triangle add to appropriate group
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if triangle.unknown0 != group.unknown0: continue #break out of loop to next cycle
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if triangle.unknown1 != group.unknown1: continue
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if triangle.has_unknown4 != group.has_unknown4: continue
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group.triangles.append(triangle)
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break
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else: #if no group has been found
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group = Group() #create a new group
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group.unknown0 = triangle.unknown0
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group.unknown1 = triangle.unknown1
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group.has_unknown4 = triangle.has_unknown4
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group.triangles = [triangle]
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groups.append(group) #add to list of groups
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header = Header()
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header.vertex_count = len(vertices)
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header.vertex_offset = Header.sizeof() + Group.sizeof()*len(groups)
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header.group_count = len(groups)
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header.group_offset = Header.sizeof()
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Header.pack(stream,header)
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stream.write(b'\x00'*Group.sizeof()*len(groups))
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for vertex in vertices:
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Vertex.pack(stream,vertex)
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for group in groups:
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group.triangle_count = len(group.triangles)
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group.vertex_index_offset = stream.tell()
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for triangle in group.triangles:
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uint16.pack(stream,triangle.vertex_indices[0])
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uint16.pack(stream,triangle.vertex_indices[1])
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uint16.pack(stream,triangle.vertex_indices[2])
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for group in groups:
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group.unknown2_offset = stream.tell()
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for triangle in group.triangles:
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uint8.pack(stream,triangle.unknown2)
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for group in groups:
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group.unknown3_offset = stream.tell()
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for triangle in group.triangles:
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uint8.pack(stream,triangle.unknown3)
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for group in groups:
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if not group.has_unknown4:
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group.unknown4_offset = 0
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else:
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group.unknown4_offset = stream.tell()
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for triangle in group.triangles:
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uint16.pack(stream,triangle.unknown4)
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stream.seek(header.group_offset)
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for group in groups:
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Group.pack(stream,group)
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def unpack(stream):
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header = Header.unpack(stream)
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stream.seek(header.group_offset)
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groups = [Group.unpack(stream) for _ in range(header.group_count)]
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stream.seek(header.vertex_offset)
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vertices = [Vertex.unpack(stream) for _ in range(header.vertex_count)]
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for group in groups:
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group.triangles = [Triangle() for _ in range(group.triangle_count)]
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for triangle in group.triangles:
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triangle.unknown0 = group.unknown0
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triangle.unknown1 = group.unknown1
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for group in groups:
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stream.seek(group.vertex_index_offset)
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for triangle in group.triangles:
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triangle.vertex_indices = [uint16.unpack(stream) for _ in range(3)]
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for group in groups:
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stream.seek(group.unknown2_offset)
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for triangle in group.triangles:
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triangle.unknown2 = uint8.unpack(stream)
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for group in groups:
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stream.seek(group.unknown3_offset)
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for triangle in group.triangles:
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triangle.unknown3 = uint8.unpack(stream)
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for group in groups:
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if not group.has_unknown4: continue
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stream.seek(group.unknown4_offset)
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for triangle in group.triangles:
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triangle.unknown4 = uint16.unpack(stream)
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triangles = sum((group.triangles for group in groups),[])
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return vertices,triangles
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class ExportCOL(bpy.types.Operator, ExportHelper):
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"""Save a COL file"""
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bl_idname = "export_mesh.col"
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bl_label = "Export COL"
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filter_glob = StringProperty(
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default="*.col",
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options={'HIDDEN'},
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)
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check_extension = True
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filename_ext = ".col"
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#To do: add material presets
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def execute(self, context): # execute() is called by blender when running the operator.
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VertexList = []
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Triangles = []
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2018-05-11 04:24:47 +09:00
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bm = bmesh.new()
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for Obj in bpy.context.scene.objects: #join all objects
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MyMesh = Obj.to_mesh(context.scene, True, 'PREVIEW')#make a copy of the object we can modify freely
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bm.from_mesh(MyMesh)
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bmesh.ops.triangulate(bm, faces=bm.faces[:], quad_method=0, ngon_method=0) #triangulate bmesh
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#triangulate_mesh(Mesh)
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Mesh = bpy.data.meshes.new( "newMesh" )
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bm.to_mesh(Mesh)
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2018-05-11 02:43:57 +09:00
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for Vert in Mesh.vertices:
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VertexList.append(Vertex(Vert.co.x,Vert.co.y,Vert.co.z)) #add in verts
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for Face in Mesh.polygons:
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MyTriangle = Triangle()
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MyTriangle.vertex_indices = [Face.vertices[0],Face.vertices[1],Face.vertices[2]] #add three vertex indicies
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Triangles.append(MyTriangle) #add triangles
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ColStream = open(self.filepath,'wb')
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pack(ColStream,VertexList,Triangles)
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2018-05-11 04:24:47 +09:00
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bpy.data.meshes.remove(Mesh) #delete mesh
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2018-05-11 02:43:57 +09:00
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return {'FINISHED'} # this lets blender know the operator finished successfully.
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2018-05-11 04:24:47 +09:00
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# def triangulate_mesh(mesh):
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# Get a BMesh representation
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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[:], quad_method=0, ngon_method=0)
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# Finish up, write the bmesh back to the mesh
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# bm.to_mesh(mesh)
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# bm.free()
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# del bm
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2018-05-11 02:43:57 +09:00
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def register():
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bpy.utils.register_class(ExportCOL)
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bpy.types.INFO_MT_file_export.append(menu_func)
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def menu_func(self, context):
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self.layout.operator(ExportCOL.bl_idname, text="Collision (.col)")
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def unregister():
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bpy.utils.unregister_class(ExportCOL)
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bpy.types.INFO_MT_file_export.remove(menu_func)
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# This allows you to run the script directly from blenders text editor
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# to test the addon without having to install it.
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if __name__ == "__main__":
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register()
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