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7af28d8e70
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20d5f6231c
@ -8,14 +8,7 @@ dongpath = r'C:\Users\gents\AppData\LocalLow\Unity\Web Player\Cache\Fusionfall'
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env = UnityEnvironment(base_path=dongpath)
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outpath = r'C:\Users\gents\3D Objects\FFTerrainMeshes'
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def uvs_from_vert(uv_layer, v):
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uvs = []
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for l in v.link_loops:
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uv_data = l[uv_layer]
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uvs.append(uv_data.uv)
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return uvs
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def rip_terrain_mesh(f, outpath, clear=False):
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def rip_terrain_mesh(f, outpath):
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dong = Asset.from_file(f, environment=env)
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for k, v in dong.objects.items():
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@ -32,6 +25,12 @@ def rip_terrain_mesh(f, outpath, clear=False):
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context = bpy.context
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grid = context.edit_object
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# apply triangulate modifier
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mod = grid.modifiers.new("Triangulate", 'TRIANGULATE')
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mod.quad_method = 'FIXED' # triangle orientation
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bpy.ops.object.mode_set(mode='OBJECT')
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bpy.ops.object.modifier_apply(modifier="Triangulate")
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bpy.ops.object.mode_set(mode='EDIT')
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bm = bmesh.from_edit_mesh(context.edit_object.data)
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bm.verts.ensure_lookup_table()
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@ -49,8 +48,6 @@ def rip_terrain_mesh(f, outpath, clear=False):
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indices = []
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shift_amt = abs(bm.verts[0].co.x - bm.verts[1].co.x)
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uv_layer = bm.loops.layers.uv.active
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uv_shift_amt = 1 / 256
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# gather m_Shifts positions
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for shift in terrainData['m_Heightmap']['m_Shifts']:
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shift_index = shift['y'] + shift['x'] * 129
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@ -59,30 +56,12 @@ def rip_terrain_mesh(f, outpath, clear=False):
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flags = shift['flags'] # bits: +X -X +Y -Y
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if flags & 0b1000: # +X
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v.co.x += shift_amt
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for uv in uvs_from_vert(uv_layer, v):
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uv.x += uv_shift_amt
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if flags & 0b0100: # -X
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v.co.x -= shift_amt
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for uv in uvs_from_vert(uv_layer, v):
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uv.x -= uv_shift_amt
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if flags & 0b0010: # +Y
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v.co.y += shift_amt
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for uv in uvs_from_vert(uv_layer, v):
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uv.y += uv_shift_amt
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if flags & 0b0001: # -Y
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v.co.y -= shift_amt
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for uv in uvs_from_vert(uv_layer, v):
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uv.y -= uv_shift_amt
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# apply triangulate modifier
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mod = grid.modifiers.new("Triangulate", 'TRIANGULATE')
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mod.quad_method = 'FIXED' # triangle orientation
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bpy.ops.object.mode_set(mode='OBJECT')
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bpy.ops.object.modifier_apply(modifier="Triangulate")
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bpy.ops.object.mode_set(mode="EDIT")
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bm = bmesh.from_edit_mesh(context.edit_object.data)
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bm.verts.ensure_lookup_table()
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# flip diagonally
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for v in bm.verts:
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@ -94,47 +73,27 @@ def rip_terrain_mesh(f, outpath, clear=False):
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for f in bm.faces:
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f.normal_flip()
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# select vertex chunks and separate
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verts = {}
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for x in range(129):
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for y in range(129):
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idx = y + x * 129
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v = bm.verts[idx]
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verts[idx] = v
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v.select = False
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for f in v.link_faces:
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f.select = False
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chunk_size = 8
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for x in range(128 // chunk_size):
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for y in range(128 // chunk_size):
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for i in range(x * chunk_size, x * chunk_size + chunk_size + 1):
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for j in range(y * chunk_size, y * chunk_size + chunk_size + 1):
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idx = j + i * 129
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v = verts[idx]
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v.select = True
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bm.select_mode = {'VERT', 'EDGE', 'FACE'}
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bm.select_flush_mode()
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bpy.context.tool_settings.mesh_select_mode = (False, False, True)
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bpy.ops.mesh.duplicate()
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bpy.ops.mesh.separate(type='SELECTED')
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bpy.ops.mesh.select_all(action='DESELECT')
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# delete main
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bpy.ops.object.mode_set(mode="OBJECT")
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bpy.ops.object.select_all(action='DESELECT')
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grid.select_set(True)
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bpy.ops.object.delete()
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# export
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bpy.ops.object.mode_set(mode="OBJECT")
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bpy.ops.object.select_all(action='SELECT')
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name = terrainData['m_Name']
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outfile = f"{name}.obj"
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bpy.ops.export_scene.obj(filepath=os.path.join(outpath, outfile))
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# select modified vertices
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#bpy.ops.object.mode_set(mode="EDIT")
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#bm = bmesh.from_edit_mesh(context.edit_object.data)
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#bm.verts.ensure_lookup_table()
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#for v in bm.verts:
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# v.select = False
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#for shift_index in indices:
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# v = bm.verts[shift_index]
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# v.select = True
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if(clear):
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bpy.ops.object.mode_set(mode="OBJECT")
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bpy.ops.object.select_all(action='SELECT')
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bpy.ops.object.delete()
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# clear the scene
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bpy.ops.object.mode_set(mode="OBJECT")
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bpy.ops.object.select_all(action='SELECT')
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bpy.ops.object.delete()
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dongs = os.listdir(dongpath)
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for dongname in dongs:
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