SWBF-msh-Blender-IO/addons/io_scene_swbf_msh/__init__.py

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bl_info = {
'name': 'SWBF .msh export',
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'author': 'SleepKiller',
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"version": (0, 2, 1),
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'blender': (2, 80, 0),
'location': 'File > Import-Export',
'description': 'Export as SWBF .msh file',
'warning': '',
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'wiki_url': "https://github.com/SleepKiller/SWBF-msh-Blender-Export/blob/master/docs/reference_manual.md",
'tracker_url': "https://github.com/SleepKiller/SWBF-msh-Blender-Export/issues",
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'support': 'COMMUNITY',
'category': 'Import-Export'
}
# Taken from glTF-Blender-IO, because I do not understand Python that well
# (this is the first thing of substance I've created in it) and just wanted
# script reloading to work.
#
# https://github.com/KhronosGroup/glTF-Blender-IO
#
# Copyright 2018-2019 The glTF-Blender-IO authors.
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# http://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
def reload_package(module_dict_main):
import importlib
from pathlib import Path
def reload_package_recursive(current_dir, module_dict):
for path in current_dir.iterdir():
if "__init__" in str(path) or path.stem not in module_dict:
continue
if path.is_file() and path.suffix == ".py":
importlib.reload(module_dict[path.stem])
elif path.is_dir():
reload_package_recursive(path, module_dict[path.stem].__dict__)
reload_package_recursive(Path(__file__).parent, module_dict_main)
if "bpy" in locals():
reload_package(locals())
# End of stuff taken from glTF
import bpy
from bpy_extras.io_utils import ExportHelper, ImportHelper
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from bpy.props import BoolProperty, EnumProperty
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from bpy.types import Operator
from .msh_scene import create_scene
from .msh_scene_save import save_scene
from .msh_scene_read import read_scene
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from .msh_material_properties import *
from .msh_to_blend import *
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class ExportMSH(Operator, ExportHelper):
""" Export the current scene as a SWBF .msh file. """
bl_idname = "swbf_msh.export"
bl_label = "Export SWBF .msh File"
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filename_ext = ".msh"
filter_glob: StringProperty(
default="*.msh",
options={'HIDDEN'},
maxlen=255, # Max internal buffer length, longer would be clamped.
)
generate_triangle_strips: BoolProperty(
name="Generate Triangle Strips",
description="Triangle strip generation can be slow for meshes with thousands of faces "
"and is off by default to enable fast mesh iteration.\n\n"
"In order to improve runtime performance and reduce munged model size you are "
"**strongly** advised to turn it on for your 'final' export!",
default=False
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)
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export_target: EnumProperty(name="Export Target",
description="What to export.",
items=(
('SCENE', "Scene", "Export the current active scene."),
('SELECTED', "Selected", "Export the currently selected objects and their parents."),
('SELECTED_WITH_CHILDREN', "Selected with Children", "Export the currently selected objects with their children and parents.")
),
default='SCENE')
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apply_modifiers: BoolProperty(
name="Apply Modifiers",
description="Whether to apply Modifiers during export or not.",
default=True
)
export_with_animation: BoolProperty(
name="Export With Animation",
description="Includes animation data extracted from the action currently set on armature.",
default=False
)
export_as_skeleton: BoolProperty(
name="Export Objects As Skeleton",
description="Check if you intend to export skeleton data for consumption by ZenAsset.",
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default=False
)
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def execute(self, context):
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with open(self.filepath, 'wb') as output_file:
save_scene(
output_file=output_file,
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scene=create_scene(
generate_triangle_strips=self.generate_triangle_strips,
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apply_modifiers=self.apply_modifiers,
export_target=self.export_target,
skel_only=self.export_as_skeleton,
export_anim=self.export_with_animation
),
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)
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return {'FINISHED'}
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# Only needed if you want to add into a dynamic menu
def menu_func_export(self, context):
self.layout.operator(ExportMSH.bl_idname, text="SWBF msh (.msh)")
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class ImportMSH(Operator, ImportHelper):
""" Import an SWBF .msh file. """
bl_idname = "swbf_msh.import"
bl_label = "Import SWBF .msh File"
filename_ext = ".msh"
filter_glob: StringProperty(
default="*.msh",
options={'HIDDEN'},
maxlen=255, # Max internal buffer length, longer would be clamped.
)
animation_only: BoolProperty(
name="Import Animation Only",
description="Import animation and append as a new action to currently selected armature.",
default=False
)
def execute(self, context):
with open(self.filepath, 'rb') as input_file:
scene = read_scene(input_file, self.animation_only)
if not self.animation_only:
extract_scene(self.filepath, scene)
else:
extract_and_apply_anim(self.filepath, scene)
return {'FINISHED'}
def menu_func_import(self, context):
self.layout.operator(ImportMSH.bl_idname, text="SWBF msh (.msh)")
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def register():
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bpy.utils.register_class(MaterialProperties)
bpy.utils.register_class(MaterialPropertiesPanel)
bpy.utils.register_class(ExportMSH)
bpy.utils.register_class(ImportMSH)
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bpy.types.TOPBAR_MT_file_export.append(menu_func_export)
bpy.types.TOPBAR_MT_file_import.append(menu_func_import)
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bpy.types.Material.swbf_msh = bpy.props.PointerProperty(type=MaterialProperties)
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def unregister():
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bpy.utils.unregister_class(MaterialProperties)
bpy.utils.unregister_class(MaterialPropertiesPanel)
bpy.utils.unregister_class(ExportMSH)
bpy.utils.unregister_class(ImportMSH)
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bpy.types.TOPBAR_MT_file_export.remove(menu_func_export)
bpy.types.TOPBAR_MT_file_import.remove(menu_func_import)
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if __name__ == "__main__":
register()