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

259 lines
9.6 KiB
Python

bl_info = {
'name': 'SWBF .msh Import-Export',
'author': 'Will Snyder, SleepKiller',
"version": (1, 0, 0),
'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, Menu
from .msh_scene_utilities import create_scene, set_scene_animation
from .msh_scene_save import save_scene
from .msh_scene_read import read_scene
from .msh_material_properties import *
from .msh_skeleton_properties import *
from .msh_collision_prim_properties import *
from .msh_to_blend import *
from .msh_material_operators import *
from .zaa_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
)
animation_export: EnumProperty(name="Export Animation(s)",
description="If/how animation data should be exported.",
items=(
('NONE', "None", "Do not include animation data in the export."),
('ACTIVE', "Active", "Export animation extracted from the scene's Armature's active Action."),
('BATCH', "Batch", "Export a separate animation file for each Action in the scene.")
),
default='NONE')
def execute(self, context):
scene, armature_obj = create_scene(
generate_triangle_strips=self.generate_triangle_strips,
apply_modifiers=self.apply_modifiers,
export_target=self.export_target,
skel_only=self.animation_export != 'NONE') # Exclude geometry data (except root stuff) if we're doing anims
if self.animation_export != 'NONE' and not armature_obj:
raise Exception("Could not find an armature object from which to export animations!")
def write_scene_to_file(filepath : str, scene_to_write : Scene):
with open(filepath, 'wb') as output_file:
save_scene(output_file=output_file, scene=scene_to_write)
if self.animation_export == 'ACTIVE':
set_scene_animation(scene, armature_obj)
write_scene_to_file(self.filepath, scene)
elif self.animation_export == 'BATCH':
export_dir = self.filepath if os.path.isdir(self.filepath) else os.path.dirname(self.filepath)
for action in bpy.data.actions:
anim_save_path = os.path.join(export_dir, action.name + ".msh")
armature_obj.animation_data.action = action
set_scene_animation(scene, armature_obj)
write_scene_to_file(anim_save_path, scene)
else:
write_scene_to_file(self.filepath, scene)
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(s)"
filename_ext = ".msh"
files: CollectionProperty(
name="File Path",
type=bpy.types.OperatorFileListElement,
)
filter_glob: StringProperty(
default="*.msh;*.zaa;*.zaabin",
options={'HIDDEN'},
maxlen=255, # Max internal buffer length, longer would be clamped.
)
animation_only: BoolProperty(
name="Import Animation(s)",
description="Import on or more animations from the selected files and append each 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)
if filepath.endswith(".zaabin") or filepath.endswith(".zaa"):
extract_and_apply_munged_anim(filepath)
else:
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(CollisionPrimitiveProperties)
bpy.utils.register_class(MaterialProperties)
bpy.utils.register_class(MaterialPropertiesPanel)
bpy.utils.register_class(SkeletonProperties)
bpy.utils.register_class(SkeletonPropertiesPanel)
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.Object.swbf_msh_coll_prim = bpy.props.PointerProperty(type=CollisionPrimitiveProperties)
bpy.types.Material.swbf_msh_mat = bpy.props.PointerProperty(type=MaterialProperties)
bpy.types.Armature.swbf_msh_skel = bpy.props.CollectionProperty(type=SkeletonProperties)
bpy.utils.register_class(FillSWBFMaterialProperties)
bpy.utils.register_class(VIEW3D_MT_SWBF)
bpy.types.VIEW3D_MT_object_context_menu.append(draw_matfill_menu)
bpy.utils.register_class(GenerateMaterialNodesFromSWBFProperties)
def unregister():
bpy.utils.unregister_class(CollisionPrimitiveProperties)
bpy.utils.unregister_class(MaterialProperties)
bpy.utils.unregister_class(MaterialPropertiesPanel)
bpy.utils.unregister_class(SkeletonProperties)
bpy.utils.unregister_class(SkeletonPropertiesPanel)
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)
bpy.utils.unregister_class(FillSWBFMaterialProperties)
bpy.utils.unregister_class(VIEW3D_MT_SWBF)
bpy.types.VIEW3D_MT_object_context_menu.remove(draw_matfill_menu)
bpy.utils.unregister_class(GenerateMaterialNodesFromSWBFProperties)
if __name__ == "__main__":
register()