265 lines
9.9 KiB
Python
265 lines
9.9 KiB
Python
bl_info = {
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'name': 'SWBF .msh Import-Export',
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'author': 'Will Snyder, PrismaticFlower',
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"version": (1, 3, 0),
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'blender': (2, 80, 0),
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'location': 'File > Import-Export',
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'description': 'Export as SWBF .msh file',
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'warning': '',
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'wiki_url': "https://github.com/SleepKiller/SWBF-msh-Blender-Export/blob/master/docs/reference_manual.md",
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'tracker_url': "https://github.com/SleepKiller/SWBF-msh-Blender-Export/issues",
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'support': 'COMMUNITY',
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'category': 'Import-Export'
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}
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# Taken from glTF-Blender-IO, because I do not understand Python that well
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# (this is the first thing of substance I've created in it) and just wanted
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# script reloading to work.
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#
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# https://github.com/KhronosGroup/glTF-Blender-IO
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#
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# Copyright 2018-2019 The glTF-Blender-IO authors.
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#
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# Licensed under the Apache License, Version 2.0 (the "License");
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# you may not use this file except in compliance with the License.
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# You may obtain a copy of the License at
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#
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# http://www.apache.org/licenses/LICENSE-2.0
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#
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# Unless required by applicable law or agreed to in writing, software
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# distributed under the License is distributed on an "AS IS" BASIS,
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# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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# See the License for the specific language governing permissions and
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# limitations under the License.
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def reload_package(module_dict_main):
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import importlib
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from pathlib import Path
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def reload_package_recursive(current_dir, module_dict):
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for path in current_dir.iterdir():
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if "__init__" in str(path) or path.stem not in module_dict:
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continue
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if path.is_file() and path.suffix == ".py":
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importlib.reload(module_dict[path.stem])
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elif path.is_dir():
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reload_package_recursive(path, module_dict[path.stem].__dict__)
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reload_package_recursive(Path(__file__).parent, module_dict_main)
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if "bpy" in locals():
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reload_package(locals())
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# End of stuff taken from glTF
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import bpy
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from bpy_extras.io_utils import ExportHelper, ImportHelper
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from bpy.props import BoolProperty, EnumProperty, CollectionProperty
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from bpy.types import Operator, Menu
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from .msh_scene_utilities import create_scene, set_scene_animation
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from .msh_scene_save import save_scene
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from .msh_scene_read import read_scene
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from .msh_material_properties import *
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from .msh_skeleton_properties import *
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from .msh_collision_prim_properties import *
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from .msh_material_operators import *
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from .msh_scene_to_blend import *
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from .msh_anim_to_blend import *
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from .zaa_to_blend import *
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class ExportMSH(Operator, ExportHelper):
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""" Export the current scene as a SWBF .msh file. """
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bl_idname = "swbf_msh.export"
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bl_label = "Export SWBF .msh File"
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filename_ext = ".msh"
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filter_glob: StringProperty(
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default="*.msh",
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options={'HIDDEN'},
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maxlen=255, # Max internal buffer length, longer would be clamped.
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)
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generate_triangle_strips: BoolProperty(
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name="Generate Triangle Strips",
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description="Triangle strip generation can be slow for meshes with thousands of faces "
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"and is off by default to enable fast mesh iteration.\n\n"
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"In order to improve runtime performance and reduce munged model size you are "
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"**strongly** advised to turn it on for your 'final' export!",
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default=False
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)
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export_target: EnumProperty(name="Export Target",
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description="What to export.",
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items=(
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('SCENE', "Scene", "Export the current active scene."),
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('SELECTED', "Selected", "Export the currently selected objects and their parents."),
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('SELECTED_WITH_CHILDREN', "Selected with Children", "Export the currently selected objects with their children and parents.")
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),
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default='SCENE')
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apply_modifiers: BoolProperty(
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name="Apply Modifiers",
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description="Whether to apply Modifiers during export or not.",
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default=True
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)
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animation_export: EnumProperty(name="Export Animation(s)",
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description="If/how animation data should be exported.",
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items=(
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('NONE', "None", "Do not include animation data in the export."),
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('ACTIVE', "Active", "Export animation extracted from the scene's Armature's active Action."),
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('BATCH', "Batch", "Export a separate animation file for each Action in the scene.")
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),
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default='NONE')
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def execute(self, context):
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if 'SELECTED' in self.export_target and len(bpy.context.selected_objects) == 0:
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raise Exception("{} was chosen, but you have not selected any objects. "
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" Don't forget to unhide all the objects you wish to select!".format(self.export_target))
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scene, armature_obj = create_scene(
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generate_triangle_strips=self.generate_triangle_strips,
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apply_modifiers=self.apply_modifiers,
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export_target=self.export_target,
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skel_only=self.animation_export != 'NONE') # Exclude geometry data (except root stuff) if we're doing anims
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if self.animation_export != 'NONE' and not armature_obj:
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raise Exception("Could not find an armature object from which to export animations!")
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def write_scene_to_file(filepath : str, scene_to_write : Scene):
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with open(filepath, 'wb') as output_file:
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save_scene(output_file=output_file, scene=scene_to_write)
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if self.animation_export == 'ACTIVE':
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set_scene_animation(scene, armature_obj)
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write_scene_to_file(self.filepath, scene)
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elif self.animation_export == 'BATCH':
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export_dir = self.filepath if os.path.isdir(self.filepath) else os.path.dirname(self.filepath)
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for action in bpy.data.actions:
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anim_save_path = os.path.join(export_dir, action.name + ".msh")
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armature_obj.animation_data.action = action
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set_scene_animation(scene, armature_obj)
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write_scene_to_file(anim_save_path, scene)
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else:
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write_scene_to_file(self.filepath, scene)
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return {'FINISHED'}
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# Only needed if you want to add into a dynamic menu
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def menu_func_export(self, context):
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self.layout.operator(ExportMSH.bl_idname, text="SWBF msh (.msh)")
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class ImportMSH(Operator, ImportHelper):
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""" Import SWBF .msh file(s). """
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bl_idname = "swbf_msh.import"
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bl_label = "Import SWBF .msh File(s)"
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filename_ext = ".msh"
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files: CollectionProperty(
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name="File Path(s)",
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type=bpy.types.OperatorFileListElement,
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)
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filter_glob: StringProperty(
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default="*.msh;*.zaa;*.zaabin",
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options={'HIDDEN'},
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maxlen=255, # Max internal buffer length, longer would be clamped.
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)
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animation_only: BoolProperty(
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name="Import Animation(s)",
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description="Import one or more animations from the selected files and append each as a new Action to currently selected Armature.",
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default=False
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)
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def execute(self, context):
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dirname = os.path.dirname(self.filepath)
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for file in self.files:
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filepath = os.path.join(dirname, file.name)
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if filepath.endswith(".zaabin") or filepath.endswith(".zaa"):
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extract_and_apply_munged_anim(filepath)
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else:
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with open(filepath, 'rb') as input_file:
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scene = read_scene(input_file, self.animation_only)
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if not self.animation_only:
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extract_scene(filepath, scene)
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else:
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extract_and_apply_anim(filepath, scene)
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return {'FINISHED'}
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def menu_func_import(self, context):
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self.layout.operator(ImportMSH.bl_idname, text="SWBF msh (.msh)")
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def register():
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bpy.utils.register_class(CollisionPrimitiveProperties)
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bpy.utils.register_class(MaterialProperties)
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bpy.utils.register_class(MaterialPropertiesPanel)
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bpy.utils.register_class(SkeletonProperties)
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bpy.utils.register_class(SkeletonPropertiesPanel)
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bpy.utils.register_class(ExportMSH)
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bpy.utils.register_class(ImportMSH)
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bpy.types.TOPBAR_MT_file_export.append(menu_func_export)
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bpy.types.TOPBAR_MT_file_import.append(menu_func_import)
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bpy.types.Object.swbf_msh_coll_prim = bpy.props.PointerProperty(type=CollisionPrimitiveProperties)
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bpy.types.Material.swbf_msh_mat = bpy.props.PointerProperty(type=MaterialProperties)
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bpy.types.Armature.swbf_msh_skel = bpy.props.CollectionProperty(type=SkeletonProperties)
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bpy.utils.register_class(FillSWBFMaterialProperties)
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bpy.utils.register_class(VIEW3D_MT_SWBF)
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bpy.types.VIEW3D_MT_object_context_menu.append(draw_matfill_menu)
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bpy.utils.register_class(GenerateMaterialNodesFromSWBFProperties)
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def unregister():
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bpy.utils.unregister_class(CollisionPrimitiveProperties)
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bpy.utils.unregister_class(MaterialProperties)
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bpy.utils.unregister_class(MaterialPropertiesPanel)
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bpy.utils.unregister_class(SkeletonProperties)
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bpy.utils.unregister_class(SkeletonPropertiesPanel)
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bpy.utils.unregister_class(ExportMSH)
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bpy.utils.unregister_class(ImportMSH)
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bpy.types.TOPBAR_MT_file_export.remove(menu_func_export)
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bpy.types.TOPBAR_MT_file_import.remove(menu_func_import)
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bpy.utils.unregister_class(FillSWBFMaterialProperties)
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bpy.utils.unregister_class(VIEW3D_MT_SWBF)
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bpy.types.VIEW3D_MT_object_context_menu.remove(draw_matfill_menu)
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bpy.utils.unregister_class(GenerateMaterialNodesFromSWBFProperties)
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if __name__ == "__main__":
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register()
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