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https://github.com/devZoGok/vb01.git
synced 2026-08-26 19:43:30 +00:00
retrieving transform data for mesh objects
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@@ -8,7 +8,7 @@ def exportData(ob):
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file.write('{\n' + ob.type + ": " + ob.name + '\n')
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file.write('pos: ' + str(ob.location.x) + ' ' + str(ob.location.y) + ' ' + str(ob.location.z) + ' \n')
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file.write('rot: ' + str(ob.rotation_quaternion.w) + ' ' + str(ob.rotation_quaternion.x) + ' ' + str(ob.rotation_quaternion.y) + ' ' + str(-ob.rotation_quaternion.z) + ' \n')
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file.write('rot: ' + str(ob.rotation_quaternion.w) + ' ' + str(ob.rotation_quaternion.x) + ' ' + str(ob.rotation_quaternion.y) + ' ' + str(ob.rotation_quaternion.z) + ' \n')
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file.write('scale: ' + str(ob.scale.x) + ' ' + str(ob.scale.y) + ' ' + str(ob.scale.z) + ' \n')
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file.write('parent: ' + ('-' if par is None else par.name) + '\n')
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@@ -46,6 +46,7 @@ float getShadow(int id){
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int type = light[id].type;
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float shadow = 0, closestDepth = 0, currentDepth = 0, bias = .005, val = .7;
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/*
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if(type == 0){
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vec3 projDir = fragPos - light[id].pos;
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closestDepth = texture(light[id].depthMapCube, projDir).r * light[id].far;
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@@ -65,6 +66,7 @@ float getShadow(int id){
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if(projCoords.z > 1)
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shadow = 0;
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}
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*/
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return shadow;
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}
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+8
-1
@@ -530,8 +530,15 @@ namespace vb01{
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readShapeKeys(vertices, vertIds, meshSubData, shapeKeys, numShapes, numVertices);
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meshSubData.clear();
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getLineData(meshData[1].substr(meshData[1].find_first_of(':') + 2), data, 3);
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Vector3 pos = Vector3(atof(data[0].c_str()), atof(data[2].c_str()), -atof(data[1].c_str()));
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getLineData(meshData[2].substr(meshData[2].find_first_of(':') + 2), data, 4);
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Quaternion rot = Quaternion(atof(data[0].c_str()), atof(data[1].c_str()), atof(data[3].c_str()), -atof(data[2].c_str()));
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getLineData(meshData[3].substr(meshData[3].find_first_of(':') + 2), data, 3);
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Vector3 scale = Vector3(atof(data[0].c_str()), atof(data[1].c_str()), atof(data[2].c_str()));
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AnimationController *controller = new AnimationController();
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Node *node = new Node(Vector3::VEC_ZERO, Quaternion::QUAT_W, Vector3::VEC_IJK, name, controller);
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Node *node = new Node(pos, rot, scale, name, controller);
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nodes.push_back(node);
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meshSubData = vector<string>(meshData.begin() + animationStartLine, meshData.begin() + driverStartLine);
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