armory/blender/arm/material/make_skin.py

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import arm.utils
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if arm.is_reload(__name__):
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arm.utils = arm.reload_module(arm.utils)
else:
arm.enable_reload(__name__)
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def skin_pos(vert):
vert.add_include('compiled.inc')
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rpdat = arm.utils.get_rp()
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vert.add_include('std/skinning.glsl')
vert.add_uniform('vec4 skinBones[skinMaxBones * 2]', link='_skinBones', included=True)
vert.add_uniform('float posUnpack', link='_posUnpack')
vert.write_attrib('vec4 skinA;')
vert.write_attrib('vec4 skinB;')
vert.write_attrib('getSkinningDualQuat(ivec4(bone * 32767), weight, skinA, skinB);')
vert.write_attrib('spos.xyz *= posUnpack;')
vert.write_attrib('spos.xyz += 2.0 * cross(skinA.xyz, cross(skinA.xyz, spos.xyz) + skinA.w * spos.xyz); // Rotate')
vert.write_attrib('spos.xyz += 2.0 * (skinA.w * skinB.xyz - skinB.w * skinA.xyz + cross(skinA.xyz, skinB.xyz)); // Translate')
vert.write_attrib('spos.xyz /= posUnpack;')
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def skin_nor(vert, is_morph, prep):
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rpdat = arm.utils.get_rp()
if(is_morph):
vert.write_attrib(prep + 'wnormal = normalize(N * morphNor + 2.0 * cross(skinA.xyz, cross(skinA.xyz, morphNor) + skinA.w * morphNor)));')
else:
vert.write_attrib(prep + 'wnormal = normalize(N * (vec3(nor.xy, pos.w) + 2.0 * cross(skinA.xyz, cross(skinA.xyz, vec3(nor.xy, pos.w)) + skinA.w * vec3(nor.xy, pos.w))));')