if "bpy" in locals():
import imp
- for sub in "armature", "datafile", "export_armature", "export_material", "export_mesh", "export_object", "export_scene", "export_texture", "material", "mesh", "properties", "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 .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"
+ selected_only = bpy.props.BoolProperty(name="Selected objects only", description="Only export the selected objects")
+ active_layers = bpy.props.BoolProperty(name="Active layers only", description="Only export objects on the active layers", default=True)
resource_collection = bpy.props.BoolProperty(name="Resource collection", description="Put resources to a single collection file", default=True)
+ skip_existing = bpy.props.BoolProperty(name="Skip existing files", description="Skip resources that already exist as files", default=True)
def create_exporter(self):
from .export_scene import SceneExporter
def draw(self, context):
col = self.layout.column()
+ col.prop(self, "selected_only")
+ col.prop(self, "active_layers")
col.prop(self, "resource_collection")
+ if self.resource_collection:
+ col.prop(self, "skip_existing")
+
+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