From: Mikko Rasa Date: Tue, 31 Jul 2012 21:03:03 +0000 (+0300) Subject: Split mesh and object export into separate operators X-Git-Url: http://git.tdb.fi/?a=commitdiff_plain;ds=inline;h=6f05b0f09ac6b802b5899861a2dd6dae28ce3134;p=libs%2Fgl.git Split mesh and object export into separate operators --- diff --git a/blender/io_mesh_mspgl/__init__.py b/blender/io_mesh_mspgl/__init__.py index c6d250fb..37eec088 100644 --- a/blender/io_mesh_mspgl/__init__.py +++ b/blender/io_mesh_mspgl/__init__.py @@ -14,12 +14,7 @@ if "bpy" in locals(): import bpy from bpy_extras.io_utils import ExportHelper -class ExportMspGL(bpy.types.Operator, ExportHelper): - bl_idname = "export_mesh.mspgl" - bl_label = "Export Msp GL data" - - filename_ext = ".mesh" - +class ExportMspGLBase(ExportHelper): 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) @@ -33,8 +28,6 @@ class ExportMspGL(bpy.types.Operator, ExportHelper): 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) - object = bpy.props.BoolProperty(name="Object", description="Export an object instead of a mesh", default=False) - material_tex = bpy.props.BoolProperty(name="Material texture", description="Generate a texture based on material colors", 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"), @@ -43,13 +36,35 @@ class ExportMspGL(bpy.types.Operator, ExportHelper): def execute(self, context): from . import export_mspgl exporter = export_mspgl.Exporter() - for k, v in self.as_keywords().items(): - setattr(exporter, k, v) + self.prepare_exporter(exporter) exporter.export(context, self.filepath) return {"FINISHED"} + def prepare_exporter(self, exporter): + for k, v in self.as_keywords().items(): + setattr(exporter, k, v) + +class ExportMspGLMesh(bpy.types.Operator, ExportMspGLBase): + bl_idname = "export_mesh.mspgl_mesh" + bl_label = "Export Msp GL mesh" + + filename_ext = ".mesh" + +class ExportMspGLObject(bpy.types.Operator, ExportMspGLBase): + bl_idname = "export_mesh.mspgl_object" + bl_label = "Export Msp GL object" + + filename_ext = ".object" + + material_tex = bpy.props.BoolProperty(name="Material texture", description="Generate a texture based on material colors", default=False) + + def prepare_exporter(self, exporter): + super().prepare_exporter(exporter) + exporter.object = True + def menu_func_export(self, context): - self.layout.operator(ExportMspGL.bl_idname, text="Msp GL") + self.layout.operator(ExportMspGLMesh.bl_idname, text="Msp GL mesh") + self.layout.operator(ExportMspGLObject.bl_idname, text="Msp GL object") def register(): bpy.utils.register_module(__name__)