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https://github.com/AxioDL/metaforce.git
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Complete collision flags
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@@ -2,6 +2,7 @@
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#include "AROTBuilder.hpp"
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#include "DataSpec/DNAMP1/DeafBabe.hpp"
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#include "DataSpec/DNAMP2/DeafBabe.hpp"
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#include <inttypes.h>
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namespace DataSpec
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{
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@@ -41,10 +42,10 @@ void DeafBabeSendToBlender(hecl::BlenderConnection::PyOutStream& os, const DEAFB
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" for i in range(3):\n"
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" face.verts[i].co = tri_verts[i].co\n"
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" col_bm.verts.ensure_lookup_table()\n"
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"face.material_index = select_material(0x%08X)\n"
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"face.material_index = select_material(0x%016" PRIX64 ")\n"
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"face.smooth = False\n"
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"\n",
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atUint32(triMat.material));
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atUint64(triMat.material));
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}
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db.insertNoClimb(os);
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@@ -58,6 +59,11 @@ void DeafBabeSendToBlender(hecl::BlenderConnection::PyOutStream& os, const DEAFB
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" col_mesh.materials.append(mat)\n"
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"\n"
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"bpy.context.scene.objects.link(col_mesh_obj)\n"
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"bpy.context.scene.objects.active = col_mesh_obj\n"
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"bpy.ops.object.mode_set(mode='EDIT')\n"
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"bpy.ops.mesh.tris_convert_to_quads(materials=True)\n"
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"bpy.ops.object.mode_set(mode='OBJECT')\n"
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"bpy.context.scene.objects.active = None\n"
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"col_mesh_obj.layers[1] = True\n"
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"col_mesh_obj.layers[0] = False\n"
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"col_mesh_obj.draw_type = 'SOLID'\n"
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@@ -79,11 +85,51 @@ void DeafBabeBuildFromBlender(DEAFBABE& db, const hecl::BlenderConnection::DataS
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}
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db.materials.reserve(colMesh.materials.size());
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for (const auto& mat : colMesh.materials)
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for (const hecl::BlenderConnection::DataStream::ColMesh::Material& mat : colMesh.materials)
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{
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db.materials.emplace_back();
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db.materials.back().setFireThrough(mat.fireThrough);
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db.materials.back().setType(typename DEAFBABE::Material::Type(mat.type));
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db.materials.back().setUnknown(mat.unknown);
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db.materials.back().setSurfaceStone(mat.surfaceStone);
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db.materials.back().setSurfaceMetal(mat.surfaceMetal);
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db.materials.back().setSurfaceGrass(mat.surfaceGrass);
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db.materials.back().setSurfaceIce(mat.surfaceIce);
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db.materials.back().setPillar(mat.pillar);
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db.materials.back().setSurfaceMetalGrating(mat.surfaceMetalGrating);
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db.materials.back().setSurfacePhazon(mat.surfacePhazon);
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db.materials.back().setSurfaceDirt(mat.surfaceDirt);
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db.materials.back().setSurfaceLava(mat.surfaceLava);
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db.materials.back().setSurfaceSPMetal(mat.surfaceSPMetal);
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db.materials.back().setSurfaceStoneRock(mat.surfaceStoneRock);
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db.materials.back().setSurfaceSnow(mat.surfaceSnow);
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db.materials.back().setSurfaceMudSlow(mat.surfaceMudSlow);
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db.materials.back().setSurfaceFabric(mat.surfaceFabric);
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db.materials.back().setHalfPipe(mat.halfPipe);
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db.materials.back().setSurfaceMud(mat.surfaceMud);
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db.materials.back().setSurfaceGlass(mat.surfaceGlass);
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db.materials.back().setUnused3(mat.unused3);
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db.materials.back().setUnused4(mat.unused4);
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db.materials.back().setSurfaceShield(mat.surfaceShield);
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db.materials.back().setSurfaceSand(mat.surfaceSand);
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db.materials.back().setSurfaceMothOrSeedOrganics(mat.surfaceMothOrSeedOrganics);
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db.materials.back().setSurfaceWeb(mat.surfaceWeb);
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db.materials.back().setProjectilePassthrough(mat.projPassthrough);
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db.materials.back().setSolid(mat.solid);
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db.materials.back().setU20(mat.u20);
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db.materials.back().setCameraPassthrough(mat.camPassthrough);
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db.materials.back().setSurfaceWood(mat.surfaceWood);
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db.materials.back().setSurfaceOrganic(mat.surfaceOrganic);
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db.materials.back().setU24(mat.u24);
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db.materials.back().setSurfaceRubber(mat.surfaceRubber);
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db.materials.back().setSeeThrough(mat.seeThrough);
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db.materials.back().setScanPassthrough(mat.scanPassthrough);
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db.materials.back().setAiPassthrough(mat.aiPassthrough);
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db.materials.back().setCeiling(mat.ceiling);
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db.materials.back().setWall(mat.wall);
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db.materials.back().setFloor(mat.floor);
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db.materials.back().setAiBlock(mat.aiBlock);
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db.materials.back().setJumpNotAllowed(mat.jumpNotAllowed);
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db.materials.back().setSpiderBall(mat.spiderBall);
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db.materials.back().setScrewAttackWallJump(mat.screwAttackWallJump);
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}
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db.materialCount = colMesh.materials.size();
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