def append(self, index, x, y, z):
self.indices.append(index)
- self.pos_list.append(Vector3(x, y, z))
+ self.pos_list.append(common.Vector3(x, y, z))
def __str__(self):
return '<Skin name: "%s", type: %d, vertex: %d>' % (
class BoneGroup(object):
- __slots__=['_name', '_english_name']
- def __init__(self, name='group'): self._name=name; self._english_name='center'
+ __slots__=['name', 'english_name']
+ def __init__(self, name=b'group', english_name=b'center'):
+ self.name=name
+ self.english_name=english_name
SHAPE_SPHERE=0
bone_index,
collision_group,
no_collision_group,
- shape_type,
- shape_size,
- shape_position,
- shape_rotation,
mass,
linear_damping,
angular_damping,
restitution,
friction,
- mode
+ mode,
+ shape_type=0,
+ shape_size=common.Vector3(),
+ shape_position=common.Vector3(),
+ shape_rotation=common.Vector3()
):
self.name=name
self.bone_index=bone_index
'vertices', 'indices', 'materials', 'bones',
'ik_list', 'morphs',
'morph_indices', 'bone_group_list', 'bone_display_list',
- 'bone_group_english_list',
'toon_textures',
'rigidbodies', 'joints',
self.bone_group_list=[]
self.bone_display_list=[]
# extend
- self.bone_group_english_list=[]
self.toon_textures=[b'']*10
self.rigidbodies=[]
self.joints=[]
and self.morph_indices==rhs.morph_indices
and self.bone_group_list==rhs.bone_group_list
and self.bone_display_list==rhs.bone_display_list
- and self.bone_group_english_list==rhs.bone_group_english_list
and self.toon_textures==rhs.toon_textures
and self.rigidbodies==rhs.rigidbodies
and self.joints==rhs.joints