if "bpy" in locals():
import imp
- for sub in "armature", "export_armature", "export_mesh", "export_object", "mesh", "outfile", "util":
+ for sub in "animation", "armature", "datafile", "export_animation", "export_armature", "export_camera", "export_material", "export_mesh", "export_object", "export_scene", "export_texture", "material", "mesh", "properties", "util":
if sub in locals():
imp.reload(locals()[sub])
from bpy_extras.io_utils import ExportHelper
class ExportMspGLBase(ExportHelper):
+ show_progress = bpy.props.BoolProperty(name="Show progress", description="Display progress indicator while exporting", default=True)
+
def execute(self, context):
exporter = self.create_exporter()
self.prepare_exporter(exporter)
- exporter.export(context, self.filepath)
+ exporter.export_to_file(context, self.filepath)
return {"FINISHED"}
def create_exporter(self):
class ExportMspGLMeshBase(ExportMspGLBase):
use_strips = bpy.props.BoolProperty(name="Use strips", description="Combine faces into triangle strips", default=True)
use_degen_tris = bpy.props.BoolProperty(name="Use degen tris", description="Concatenate triangle strips with degenerate triangles", default=False)
- max_strip_len = bpy.props.IntProperty(name="Max strip length", description="Maximum length for a triangle strip", default=1024, min=4, max=16384)
- optimize_cache = bpy.props.BoolProperty(name="Optimize cache", description="Optimize element order for vertex cache", default=True)
- cache_size = bpy.props.IntProperty(name="Cache size", description="Simulated vertex cache size used in optimization", default=64, min=8, max=1024)
- export_lines = bpy.props.BoolProperty(name="Export lines", description="Export edges without faces as lines", default=False)
- export_uv = bpy.props.EnumProperty(name="Export UV", description="Export UV coordinates", default="UNIT0",
- items=(("NONE", "None", "No UV coordinates are exported"),
- ("UNIT0", "Unit 0", "UV coordinates for unit 0 are exported"),
- ("ALL", "All", "All UV coordinates are exported")))
- tbn_vecs = bpy.props.BoolProperty(name="TBN vectors", description="Compute tangent and binormal vectors for vertices", default=False)
- tbn_uvtex = bpy.props.StringProperty(name="TBN UV layer", description="UV layer to use as basis for TBN vectors", default="")
- compound = bpy.props.BoolProperty(name="Compound", description="Combine all selected objects into one for exporting", default=False)
- smoothing = bpy.props.EnumProperty(name="Smoothing", description="Smoothing method to use", default="MSPGL",
- items=(("NONE", "None", "No smoothing"),
- ("BLENDER", "Blender", "Use Blender's vertex normals"),
- ("MSPGL", "MspGL", "Compute vertex normals internally")))
- export_groups = bpy.props.BoolProperty(name="Vertex groups", description="Export vertex groups and weights", default=False)
def draw(self, context):
- col = self.layout.column()
- col.prop(self, "export_lines")
- col.prop(self, "compound")
- col.prop(self, "smoothing")
- col.prop(self, "export_groups")
-
- self.layout.separator()
+ self.general_col = self.layout.column()
col = self.layout.column()
col.label("Triangle strips")
col.prop(self, "use_strips")
col.prop(self, "use_degen_tris")
- col.prop(self, "max_strip_len")
-
- self.layout.separator()
-
- col = self.layout.column()
- col.label("Texturing")
- col.prop(self, "export_uv")
- col.prop(self, "tbn_vecs")
- col.prop(self, "tbn_uvtex")
- self.texturing_col = col
-
- self.layout.separator()
-
- col = self.layout.column()
- col.label("Vertex cache")
- col.prop(self, "optimize_cache")
- col.prop(self, "cache_size")
class ExportMspGLMesh(bpy.types.Operator, ExportMspGLMeshBase):
bl_idname = "export_mesh.mspgl_mesh"
filename_ext = ".object"
- textures = bpy.props.EnumProperty(name="Textures", description="Export textures", default="REF",
- items=(("NONE", "None", "Ignore textures"),
- ("REF", "Referenced", "Reference external data"),
- ("INLINE", "Inline", "Embed textures in the object")))
- material_tex = bpy.props.BoolProperty(name="Material texture", description="Generate a texture based on material colors", default=False)
- srgb_colors = bpy.props.BoolProperty(name="sRGB colors", description="Export material colors as sRGB instead of linear", default=True)
+ single_file = bpy.props.BoolProperty(name="Single file", description="Write all data into a single file", default=True)
+ shared_resources = bpy.props.BoolProperty(name="Shared resources", description="Use global names for resource files to enable sharing", default=True)
- separate_mesh = bpy.props.BoolProperty(name="Separate mesh", description="Write mesh data into a separate file", default=False)
+ export_lods = bpy.props.BoolProperty(name="Export LoDs", description="Export all levels of detail", default=True)
+ use_textures = bpy.props.BoolProperty(name="Use textures", description="Use textures in the exported object", default=True)
def create_exporter(self):
from .export_object import ObjectExporter
def draw(self, context):
super().draw(context)
- col = self.texturing_col
- col.prop(self, "textures")
- col.prop(self, "material_tex")
- col.prop(self, "srgb_colors")
-
- self.layout.separator();
+ self.general_col.prop(self, "export_lods")
+ self.general_col.prop(self, "use_textures")
col = self.layout.column()
col.label("Files")
- col.prop(self, "separate_mesh")
+ col.prop(self, "single_file")
+ if not self.single_file:
+ col.prop(self, "shared_resources")
class ExportMspGLArmature(bpy.types.Operator, ExportMspGLBase):
bl_idname = "export.mspgl_armature"
bl_label = "Export Msp GL armature"
- filename_ext = ".armature"
+ filename_ext = ".arma"
def create_exporter(self):
from .export_armature import ArmatureExporter
return ArmatureExporter()
+class ExportMspGLAnimation(bpy.types.Operator, ExportMspGLBase):
+ bl_idname = "export.mspgl_animation"
+ bl_label = "Export Msp GL animation"
+
+ filename_ext = ".anim"
+
+ export_all = bpy.props.BoolProperty(name="Export all animations", description="Export all animations present on the selected objects' NLA tracks")
+ collection = bpy.props.BoolProperty(name="As a collection", description="Export the animations as a single collection file", default=True)
+ looping_threshold = bpy.props.FloatProperty(name="Looping threshold", description="Tolerance for curve beginning and end values for looping", min=0.0, soft_max=1.0, precision=4, default=0.001)
+
+ def check(self, context):
+ result = False
+
+ ext = ".mdc" if self.export_all and self.collection else ".anim"
+ ext_changed = (ext!=self.filename_ext)
+ if ext_changed:
+ if self.filepath.endswith(self.filename_ext):
+ self.filepath = self.filepath[:-len(self.filename_ext)]
+ self.filename_ext = ext
+
+ super_result = super().check(context)
+
+ return ext_changed or super_result
+
+ def create_exporter(self):
+ from .export_animation import AnimationExporter
+ return AnimationExporter()
+
+ def draw(self, context):
+ col = self.layout.column()
+ col.prop(self, "export_all")
+ if self.export_all:
+ col.prop(self, "collection")
+ col.prop(self, "looping_threshold")
+
+class ExportMspGLScene(bpy.types.Operator, ExportMspGLBase):
+ bl_idname = "export_scene.mspgl_scene"
+ bl_label = "Export Msp GL scene"
+
+ filename_ext = ".scene"
+
+ resource_collection = bpy.props.BoolProperty(name="Resource collection", description="Put resources to a single collection file", default=True)
+
+ def create_exporter(self):
+ from .export_scene import SceneExporter
+ return SceneExporter()
+
+ def draw(self, context):
+ col = self.layout.column()
+ col.prop(self, "resource_collection")
+
+class ExportMspGLCamera(bpy.types.Operator, ExportMspGLBase):
+ bl_idname = "export.mspgl_camera"
+ bl_label = "Export Msp GL camera"
+
+ filename_ext = ".camera"
+
+ def create_exporter(self):
+ from .export_camera import CameraExporter
+ return CameraExporter()
+
def menu_func_export(self, context):
self.layout.operator(ExportMspGLMesh.bl_idname, text="Msp GL mesh")
self.layout.operator(ExportMspGLObject.bl_idname, text="Msp GL object")
self.layout.operator(ExportMspGLArmature.bl_idname, text="Msp GL armature")
+ self.layout.operator(ExportMspGLAnimation.bl_idname, text="Msp GL animation")
+ self.layout.operator(ExportMspGLScene.bl_idname, text="Msp GL scene")
+ self.layout.operator(ExportMspGLCamera.bl_idname, text="Msp GL camera")
+
+from .properties import MspGLMeshProperties, MspGLObjectProperties
def register():
bpy.utils.register_module(__name__)
bpy.types.INFO_MT_file_export.append(menu_func_export)
+ from .properties import register_properties
+ register_properties()
+
def unregister():
bpy.utils.unregister_module(__name__)