def __init__(self, arg=None, template=None): self.name = '' self.arg = arg self.template = template self.io_size = 0 self.io_start = 0 # index into bone list self.child = 0 # index into bone list self.parent = 0 # 0 self.zero = 0 self.matrix = Matrix33() self.vector = Vector4() # 1 self.one = 0
def __init__(self, arg=None, template=None): self.name = '' self.arg = arg self.template = template self.io_size = 0 self.io_start = 0 self.matrix = Matrix33() self.vector = Vector4() # 1 self.unknown_2 = 0 # ? self.unknown_3_a = 0 # ? self.unknown_3_b = 0 # 0 self.unknown_3_c = 0
def __init__(self, context, arg=None, template=None): self.name = '' self._context = context self.arg = arg self.template = template self.io_size = 0 self.io_start = 0 # 16 for anubis: 4 hulls * 16 * 12 (size of vert) self.vertex_count = 0 self.rotation = Matrix33(self.context, None, None) # center of the box self.offset = Vector3(self.context, None, None) # probably padding self.zeros = numpy.zeros((5), dtype='uint') # probably padding self.zeros = numpy.zeros((2), dtype='uint') self.set_defaults()
def set_defaults(self): self.rotation = Matrix33(self.context, None, None) self.center = Vector3(self.context, None, None) self.extent = Vector3(self.context, None, None) if self.context.version == 32: self.zeros = numpy.zeros((3), dtype='uint')
def __init__(self, arg=None, template=None): self.name = '' self.arg = arg self.template = template self.io_size = 0 self.io_start = 0 self.rotation = Matrix33() # offset of mesh self.offset = Vector3() # not floats, maybe 6 ushorts, shared among (all?) redwoods self.unk_1 = numpy.zeros((3, 2), dtype='ushort') # vertices (3 float) self.vertex_count = 0 # tris?, counts the 25s at the end self.tri_count = 0 # the smallest coordinates across all axes self.bounds_min = Vector3() # the biggest coordinates across all axes self.bounds_max = Vector3() # seemingly fixed self.ones_or_zeros = numpy.zeros((7), dtype='uint64') # seemingly fixed self.ff_or_zero = numpy.zeros((10), dtype='int') # verbatim self.bounds_min_repeat = Vector3() # verbatim self.bounds_max_repeat = Vector3() # seems to repeat tri_count self.tri_flags_count = 0 # counts MeshCollisionBit self.count_bits = 0 # ? self.stuff = numpy.zeros((9), dtype='ushort') # ? self.collision_bits = Array() # always 25 self.zeros = numpy.zeros((4), dtype='uint') # array of vertices self.vertices = numpy.zeros((self.vertex_count, 3), dtype='float') # triangle indices into vertex list self.triangles = numpy.zeros((self.tri_count, 3), dtype='ushort') # ? self.const = 0 # always 25 self.triangle_flags = numpy.zeros((self.tri_flags_count), dtype='uint') # might be padding! self.zero_end = 0
def set_defaults(self): self.rot = Matrix33(self.context, None, None) self.loc = Vector3(self.context, None, None)