@@ -229,119 +229,6 @@ def ootConvertArmatureToSkeletonWithMesh(
229229 )
230230
231231
232- def ootConvertArmatureToXML (
233- originalArmatureObj : bpy .types .Object ,
234- convertTransformMatrix : mathutils .Matrix ,
235- DLFormat : DLFormat ,
236- savePNG : bool ,
237- drawLayer : str ,
238- settings : OOTSkeletonExportSettings ,
239- logging_func ,
240- ):
241- logging_func ({"INFO" }, "ootConvertArmatureToXML 0" )
242-
243- if settings .mode != "Generic" and not settings .isCustom :
244- importInfo = ootSkeletonImportDict [settings .mode ]
245- skeletonName = importInfo .skeletonName
246- folderName = importInfo .folderName
247- overlayName = importInfo .actorOverlayName
248- flipbookUses2DArray = importInfo .flipbookArrayIndex2D is not None
249- flipbookArrayIndex2D = importInfo .flipbookArrayIndex2D
250- isLink = importInfo .isLink
251- else :
252- skeletonName = toAlnum (originalArmatureObj .name )
253- folderName = settings .customAssetIncludeDir
254- overlayName = settings .actorOverlayName if not settings .isCustom else None
255- flipbookUses2DArray = settings .flipbookUses2DArray
256- flipbookArrayIndex2D = settings .flipbookArrayIndex2D if flipbookUses2DArray else None
257- isLink = False
258-
259- logging_func (
260- {"INFO" }, "ootConvertArmatureToXML 1 skeletonName = " + (skeletonName if skeletonName is not None else "<None>" )
261- )
262-
263- exportPath = bpy .path .abspath (settings .customPath )
264- isCustomExport = settings .isCustom
265- removeVanillaData = settings .removeVanillaData
266- optimize = settings .optimize
267- fModel = OOTModel (skeletonName , DLFormat , drawLayer )
268- logging_func ({"INFO" }, "ootConvertArmatureToXML 1.5" )
269- skeleton , fModel = ootConvertArmatureToSkeletonWithMesh (
270- originalArmatureObj , convertTransformMatrix , fModel , skeletonName , not savePNG , drawLayer , optimize
271- )
272-
273- logging_func ({"INFO" }, "ootConvertArmatureToXML 2" )
274-
275- if originalArmatureObj .ootSkeleton .LOD is not None :
276- lodSkeleton , fModel = ootConvertArmatureToSkeletonWithMesh (
277- originalArmatureObj .ootSkeleton .LOD ,
278- convertTransformMatrix ,
279- fModel ,
280- skeletonName + "_lod" ,
281- not savePNG ,
282- drawLayer ,
283- optimize ,
284- )
285- else :
286- lodSkeleton = None
287-
288- logging_func ({"INFO" }, "ootConvertArmatureToXML 3" )
289-
290- if lodSkeleton is not None :
291- skeleton .hasLOD = True
292- limbList = skeleton .createLimbList ()
293- lodLimbList = lodSkeleton .createLimbList ()
294-
295- if len (limbList ) != len (lodLimbList ):
296- raise PluginError (
297- originalArmatureObj .name
298- + " cannot use "
299- + originalArmatureObj .ootSkeleton .LOD .name
300- + "as LOD because they do not have the same bone structure."
301- )
302-
303- for i in range (len (limbList )):
304- limbList [i ].lodDL = lodLimbList [i ].DL
305- limbList [i ].isFlex |= lodLimbList [i ].isFlex
306-
307- # data = CData()
308- # data.source += '#include "ultra64.h"\n#include "global.h"\n'
309- # if not isCustomExport:
310- # data.source += '#include "' + folderName + '.h"\n\n'
311- # else:
312- # data.source += "\n"
313-
314- data = ""
315-
316- logging_func ({"INFO" }, "ootConvertArmatureToXML 4" )
317-
318- path = ootGetPath (exportPath , isCustomExport , "assets/objects/" , folderName , False , True )
319- logging_func ({"INFO" }, "ootConvertArmatureToXML 4.1" )
320- exportData = fModel .to_xml (path , settings .customAssetIncludeDir , logging_func )
321- logging_func ({"INFO" }, "ootConvertArmatureToXML 4.2" )
322- skeletonXML = skeleton .toXML (path , settings .customAssetIncludeDir )
323- logging_func ({"INFO" }, "ootConvertArmatureToXML 4.3" )
324-
325- data += exportData
326- data += skeletonXML
327-
328- # if isCustomExport:
329- # textureArrayData = writeTextureArraysNew(fModel, flipbookArrayIndex2D)
330- # data.append(textureArrayData)
331-
332- logging_func ({"INFO" }, "ootConvertArmatureToXML 5" )
333-
334- writeXMLData (data , os .path .join (path , skeletonName ))
335-
336- logging_func ({"INFO" }, "ootConvertArmatureToXML 6" )
337-
338- # if not isCustomExport:
339- # writeTextureArraysExisting(bpy.context.scene.ootDecompPath, overlayName, isLink, flipbookArrayIndex2D, fModel)
340- # addIncludeFiles(folderName, path, skeletonName)
341- # if removeVanillaData:
342- # ootRemoveSkeleton(path, folderName, skeletonName)
343-
344-
345232def ootConvertArmatureToC (
346233 originalArmatureObj : bpy .types .Object ,
347234 convertTransformMatrix : mathutils .Matrix ,
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