X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=blender%2Fio_mspgl%2F__init__.py;h=13375e2426795d4995e1505987210dd3c4f75476;hb=814b21ea340f17321658c4ab41e1692bea7d5198;hp=cf15002b096545b2e04b8783ff790407cc075f1e;hpb=6e42e65cb070ef86ea748423a1c6e0a59a937958;p=libs%2Fgl.git diff --git a/blender/io_mspgl/__init__.py b/blender/io_mspgl/__init__.py index cf15002b..13375e24 100644 --- a/blender/io_mspgl/__init__.py +++ b/blender/io_mspgl/__init__.py @@ -1,5 +1,6 @@ bl_info = { "name": "Msp GL datafiles", + "blender": (2, 80, 0), "author": "Mikko Rasa", "location": "File > Export", "description": "Export Msp GL data", @@ -7,18 +8,29 @@ bl_info = { if "bpy" in locals(): import imp - for sub in "armature", "export_armature", "export_mesh", "mesh", "outfile", "util": + for sub in "animation", "armature", "datafile", "export", "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]) +import os import bpy 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 set_extension(self, ext): + 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 + return ext_changed + 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): @@ -28,113 +40,138 @@ class ExportMspGLBase(ExportHelper): for k, v in self.as_keywords().items(): setattr(exporter, k, v) -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) +class ExportMspGLData(bpy.types.Operator): + bl_idname = "export.mspgl_data" + bl_label = "Export Msp GL data" + bl_description = "Export object data in Msp GL format" - def create_exporter(self): - from .export_mesh import MeshExporter - return MeshExporter() + filepath: bpy.props.StringProperty(name="File path", description="File path for exporting the data", subtype='FILE_PATH') + collection: bpy.props.BoolProperty(name="As a collection", description="Export all data as a single collection file", default=False) + shared_resources: bpy.props.BoolProperty(name="Shared resources", description="Use global names for resource files to enable sharing", default=True) + + @classmethod + def poll(cls, context): + return len(context.selected_objects)>0 + + def invoke(self, context, event): + blend_filepath = context.blend_data.filepath + if blend_filepath: + self.filepath = os.path.splitext(blend_filepath)[0]+".mdc" + else: + self.filepath = "data.mdc" + context.window_manager.fileselect_add(self) + return {'RUNNING_MODAL'} + + def execute(self, context): + from .export import DataExporter + exporter = DataExporter() + exporter.collection = self.collection + exporter.shared_resources = self.shared_resources + exporter.export_to_file(context, self.filepath) + return {'FINISHED'} 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") + col.label(text="Files") + col.prop(self, "collection") + col.prop(self, "shared_resources") - self.layout.separator() +class ExportMspGLAnimation(bpy.types.Operator, ExportMspGLBase): + bl_idname = "export.mspgl_animation" + bl_label = "Export Msp GL animation" + bl_description = "Export one or more animations in Msp GL format" - 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") + filename_ext = ".anim" - self.layout.separator() + 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) - 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 + def check(self, context): + ext_changed = self.set_extension(".mdc" if self.export_all and self.collection else ".anim") + super_result = super().check(context) + return ext_changed or super_result - self.layout.separator() + def create_exporter(self): + from .export_animation import AnimationExporter + return AnimationExporter() + def draw(self, context): col = self.layout.column() - col.label("Vertex cache") - col.prop(self, "optimize_cache") - col.prop(self, "cache_size") + 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" + bl_description = "Export the active scene in Msp GL format" -class ExportMspGLMesh(bpy.types.Operator, ExportMspGLMeshBase): - bl_idname = "export_mesh.mspgl_mesh" - bl_label = "Export Msp GL mesh" + filename_ext = ".scene" - filename_ext = ".mesh" + selected_only: bpy.props.BoolProperty(name="Selected objects only", description="Only export the selected objects") + visible_only: bpy.props.BoolProperty(name="Visible only", description="Only export objects in visible collections", 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) -class ExportMspGLObject(bpy.types.Operator, ExportMspGLMeshBase): - bl_idname = "export_mesh.mspgl_object" - bl_label = "Export Msp GL object" + def create_exporter(self): + from .export_scene import SceneExporter + return SceneExporter() - filename_ext = ".object" + def draw(self, context): + col = self.layout.column() + col.prop(self, "selected_only") + col.prop(self, "visible_only") + col.prop(self, "resource_collection") + if self.resource_collection: + col.prop(self, "skip_existing") - 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) +class AddUniform(bpy.types.Operator): + bl_idname = "material.add_uniform" + bl_label = "Add Uniform" + bl_description = "Add a new uniform value to the material" - def prepare_exporter(self, exporter): - super().prepare_exporter(exporter) - exporter.object = True + def execute(self, context): + mat = context.active_object.active_material + mat.uniforms.add() + mat.active_uniform_index = len(mat.uniforms)-1 - def draw(self, context): - super().draw(context) - col = self.texturing_col - col.prop(self, "textures") - col.prop(self, "material_tex") + return {"FINISHED"} -class ExportMspGLArmature(bpy.types.Operator, ExportMspGLBase): - bl_idname = "export.mspgl_armature" - bl_label = "Export Msp GL armature" +class RemoveUniform(bpy.types.Operator): + bl_idname = "material.remove_uniform" + bl_label = "Remove Uniform" + bl_description = "Remove the selected uniform from the material" - filename_ext = ".armature" + def execute(self, context): + mat = context.active_object.active_material + mat.uniforms.remove(mat.active_uniform_index) + mat.active_uniform_index = min(mat.active_uniform_index, len(mat.uniforms)-1) - def create_exporter(self): - from .export_armature import ArmatureExporter - return ArmatureExporter() + return {"FINISHED"} 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(ExportMspGLData.bl_idname, text="Msp GL data") + self.layout.operator(ExportMspGLAnimation.bl_idname, text="Msp GL animation") + self.layout.operator(ExportMspGLScene.bl_idname, text="Msp GL scene") + +classes = [ExportMspGLData, ExportMspGLAnimation, ExportMspGLScene, AddUniform, RemoveUniform] def register(): - bpy.utils.register_module(__name__) + for c in classes: + bpy.utils.register_class(c) + + bpy.types.TOPBAR_MT_file_export.append(menu_func_export) - bpy.types.INFO_MT_file_export.append(menu_func_export) + from .properties import register_properties + register_properties() def unregister(): - bpy.utils.unregister_module(__name__) + for c in classes: + bpy.utils.unregister_class(c) - bpy.types.INFO_MT_file_export.remove(menu_func_export) + bpy.types.TOPBAR_MT_file_export.remove(menu_func_export) -if __name__=="__main__": - register() + from .properties import unregister_properties + unregister_properties()