]> git.tdb.fi Git - libs/gl.git/blobdiff - blender/io_mspgl/__init__.py
Rename visible_collections to visible_only
[libs/gl.git] / blender / io_mspgl / __init__.py
index a1869e3ecd74ee7ca2efb5e8c79477483c0c44b4..13375e2426795d4995e1505987210dd3c4f75476 100644 (file)
@@ -8,15 +8,16 @@ bl_info = {
 
 if "bpy" in locals():
        import imp
-       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":
+       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)
+       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)
@@ -39,75 +40,52 @@ 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)
+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 draw(self, context):
-               self.general_col = self.layout.column()
-
-               col = self.layout.column()
-               col.label(text="Triangle strips")
-               col.prop(self, "use_strips")
-               col.prop(self, "use_degen_tris")
-
-class ExportMspGLMesh(bpy.types.Operator, ExportMspGLMeshBase):
-       bl_idname = "export_mesh.mspgl_mesh"
-       bl_label = "Export Msp GL mesh"
-
-       filename_ext = ".mesh"
-
-       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)
 
-class ExportMspGLObject(bpy.types.Operator, ExportMspGLMeshBase):
-       bl_idname = "export_mesh.mspgl_object"
-       bl_label = "Export Msp GL object"
+       @classmethod
+       def poll(cls, context):
+               return len(context.selected_objects)>0
 
-       filename_ext = ".object"
+       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'}
 
-       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)
-
-       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
-               return ObjectExporter()
+       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):
-               super().draw(context)
-
-               self.general_col.prop(self, "export_lods")
-               self.general_col.prop(self, "use_textures")
-
                col = self.layout.column()
                col.label(text="Files")
-               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 = ".arma"
-
-       def create_exporter(self):
-               from .export_armature import ArmatureExporter
-               return ArmatureExporter()
+               col.prop(self, "collection")
+               col.prop(self, "shared_resources")
 
 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"
 
        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)
+       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):
                ext_changed = self.set_extension(".mdc" if self.export_all and self.collection else ".anim")
@@ -128,13 +106,14 @@ class ExportMspGLAnimation(bpy.types.Operator, ExportMspGLBase):
 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"
 
        filename_ext = ".scene"
 
-       selected_only = bpy.props.BoolProperty(name="Selected objects only", description="Only export the selected objects")
-       visible_collections = bpy.props.BoolProperty(name="Visible collections 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)
+       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)
 
        def create_exporter(self):
                from .export_scene import SceneExporter
@@ -143,30 +122,41 @@ class ExportMspGLScene(bpy.types.Operator, ExportMspGLBase):
        def draw(self, context):
                col = self.layout.column()
                col.prop(self, "selected_only")
-               col.prop(self, "visible_collections")
+               col.prop(self, "visible_only")
                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"
+class AddUniform(bpy.types.Operator):
+       bl_idname = "material.add_uniform"
+       bl_label = "Add Uniform"
+       bl_description = "Add a new uniform value to the material"
 
-       filename_ext = ".camera"
+       def execute(self, context):
+               mat = context.active_object.active_material
+               mat.uniforms.add()
+               mat.active_uniform_index = len(mat.uniforms)-1
 
-       def create_exporter(self):
-               from .export_camera import CameraExporter
-               return CameraExporter()
+               return {"FINISHED"}
+
+class RemoveUniform(bpy.types.Operator):
+       bl_idname = "material.remove_uniform"
+       bl_label = "Remove Uniform"
+       bl_description = "Remove the selected uniform from the material"
+
+       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)
+
+               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")
-       self.layout.operator(ExportMspGLCamera.bl_idname, text="Msp GL camera")
 
-classes = [ExportMspGLMesh, ExportMspGLObject, ExportMspGLArmature, ExportMspGLAnimation, ExportMspGLScene, ExportMspGLCamera]
+classes = [ExportMspGLData, ExportMspGLAnimation, ExportMspGLScene, AddUniform, RemoveUniform]
 
 def register():
        for c in classes: