bl_info = { 'name': 'SWBF .msh export', 'author': 'SleepKiller', "version": (0, 2, 1), 'blender': (2, 80, 0), 'location': 'File > Import-Export', 'description': 'Export as SWBF .msh file', 'warning': '', '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", '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 from bpy.props import BoolProperty, EnumProperty, CollectionProperty 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 from .msh_material_properties import * from .msh_to_blend import * class ExportMSH(Operator, ExportHelper): """ Export the current scene as a SWBF .msh file. """ bl_idname = "swbf_msh.export" bl_label = "Export SWBF .msh File" 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 ) 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') 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.", default=False ) def execute(self, context): with open(self.filepath, 'wb') as output_file: save_scene( output_file=output_file, scene=create_scene( generate_triangle_strips=self.generate_triangle_strips, apply_modifiers=self.apply_modifiers, export_target=self.export_target, skel_only=self.export_as_skeleton, export_anim=self.export_with_animation ), ) return {'FINISHED'} # 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)") class ImportMSH(Operator, ImportHelper): """ Import an SWBF .msh file. """ bl_idname = "swbf_msh.import" bl_label = "Import SWBF .msh File" filename_ext = ".msh" files: CollectionProperty( name="File Path", type=bpy.types.OperatorFileListElement, ) 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): dirname = os.path.dirname(self.filepath) for file in self.files: filepath = os.path.join(dirname, file.name) with open(filepath, 'rb') as input_file: scene = read_scene(input_file, self.animation_only) if not self.animation_only: extract_scene(filepath, scene) else: extract_and_apply_anim(filepath, scene) return {'FINISHED'} def menu_func_import(self, context): self.layout.operator(ImportMSH.bl_idname, text="SWBF msh (.msh)") def register(): bpy.utils.register_class(MaterialProperties) bpy.utils.register_class(MaterialPropertiesPanel) bpy.utils.register_class(ExportMSH) bpy.utils.register_class(ImportMSH) bpy.types.TOPBAR_MT_file_export.append(menu_func_export) bpy.types.TOPBAR_MT_file_import.append(menu_func_import) bpy.types.Material.swbf_msh = bpy.props.PointerProperty(type=MaterialProperties) def unregister(): bpy.utils.unregister_class(MaterialProperties) bpy.utils.unregister_class(MaterialPropertiesPanel) bpy.utils.unregister_class(ExportMSH) bpy.utils.unregister_class(ImportMSH) bpy.types.TOPBAR_MT_file_export.remove(menu_func_export) bpy.types.TOPBAR_MT_file_import.remove(menu_func_import) if __name__ == "__main__": register()