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  • # ##### BEGIN GPL LICENSE BLOCK #####
    #
    #  This program is free software; you can redistribute it and/or
    #  modify it under the terms of the GNU General Public License
    #  as published by the Free Software Foundation; either version 2
    #  of the License, or (at your option) any later version.
    #
    #  This program is distributed in the hope that it will be useful,
    #  but WITHOUT ANY WARRANTY; without even the implied warranty of
    #  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
    #  GNU General Public License for more details.
    #
    #  You should have received a copy of the GNU General Public License
    #  along with this program; if not, write to the Free Software Foundation,
    #  Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
    #
    # ##### END GPL LICENSE BLOCK #####
    
    # <pep8 compliant>
    
    ###############################################################################
    #234567890123456789012345678901234567890123456789012345678901234567890123456789
    #--------1---------2---------3---------4---------5---------6---------7---------
    
    
    # ##### BEGIN COPYRIGHT BLOCK #####
    #
    
    # initial script copyright (c)2011-2013 Alexander Nussbaumer
    
    #
    # ##### END COPYRIGHT BLOCK #####
    
    
    #import python stuff
    from random import (
            randrange,
            )
    
    
    # import io_scene_ms3d stuff
    from io_scene_ms3d.ms3d_strings import (
            ms3d_str,
            )
    from io_scene_ms3d.ms3d_spec import (
            Ms3dSpec,
            )
    from io_scene_ms3d.ms3d_utils import (
            enable_edit_mode,
            get_edge_split_modifier_add_if,
            )
    
    
    #import blender stuff
    from bmesh import (
            from_edit_mesh,
            )
    from bpy.utils import (
            register_class,
            unregister_class,
            )
    from bpy_extras.io_utils import (
            ExportHelper,
            ImportHelper,
            )
    from bpy.props import (
            BoolProperty,
            CollectionProperty,
            EnumProperty,
            FloatProperty,
            FloatVectorProperty,
            IntProperty,
            StringProperty,
            PointerProperty,
            )
    from bpy.types import (
            Operator,
            PropertyGroup,
            Panel,
            Armature,
            Bone,
            Mesh,
            Material,
            Action,
            Group,
            UIList,
            )
    from bpy.app import (
            debug,
            )
    
    
    class Ms3dUi:
    
        VERBOSE_MODE_NONE = 'NONE'
        VERBOSE_MODE_NORMAL = 'NORMAL'
        VERBOSE_MODE_MAXIMAL = 'MAXIMAL'
    
        VERBOSE_NONE = {}
        VERBOSE_NORMAL = {True, VERBOSE_MODE_NORMAL, VERBOSE_MODE_MAXIMAL, }
        VERBOSE_MAXIMAL = {True, VERBOSE_MODE_MAXIMAL, }
    
        DEFAULT_VERBOSE = VERBOSE_MODE_NONE
    
    
    
        ###########################################################################
        FLAG_TEXTURE_COMBINE_ALPHA = 'COMBINE_ALPHA'
        FLAG_TEXTURE_HAS_ALPHA = 'HAS_ALPHA'
        FLAG_TEXTURE_SPHERE_MAP = 'SPHERE_MAP'
    
        @staticmethod
        def texture_mode_from_ms3d(ms3d_value):
            ui_value = set()
            if (ms3d_value & Ms3dSpec.FLAG_TEXTURE_COMBINE_ALPHA) \
                    == Ms3dSpec.FLAG_TEXTURE_COMBINE_ALPHA:
                ui_value.add(Ms3dUi.FLAG_TEXTURE_COMBINE_ALPHA)
            if (ms3d_value & Ms3dSpec.FLAG_TEXTURE_HAS_ALPHA) \
                    == Ms3dSpec.FLAG_TEXTURE_HAS_ALPHA:
                ui_value.add(Ms3dUi.FLAG_TEXTURE_HAS_ALPHA)
            if (ms3d_value & Ms3dSpec.FLAG_TEXTURE_SPHERE_MAP) \
                    == Ms3dSpec.FLAG_TEXTURE_SPHERE_MAP:
                ui_value.add(Ms3dUi.FLAG_TEXTURE_SPHERE_MAP)
            return ui_value
    
        @staticmethod
        def texture_mode_to_ms3d(ui_value):
            ms3d_value = Ms3dSpec.FLAG_TEXTURE_NONE
    
            if Ms3dUi.FLAG_TEXTURE_COMBINE_ALPHA in ui_value:
                ms3d_value |= Ms3dSpec.FLAG_TEXTURE_COMBINE_ALPHA
            if Ms3dUi.FLAG_TEXTURE_HAS_ALPHA in ui_value:
                ms3d_value |= Ms3dSpec.FLAG_TEXTURE_HAS_ALPHA
            if Ms3dUi.FLAG_TEXTURE_SPHERE_MAP in ui_value:
                ms3d_value |= Ms3dSpec.FLAG_TEXTURE_SPHERE_MAP
            return ms3d_value
    
    
        MODE_TRANSPARENCY_SIMPLE = 'SIMPLE'
        MODE_TRANSPARENCY_DEPTH_BUFFERED_WITH_ALPHA_REF \
                = 'DEPTH_BUFFERED_WITH_ALPHA_REF'
        MODE_TRANSPARENCY_DEPTH_SORTED_TRIANGLES = 'DEPTH_SORTED_TRIANGLES'
    
        @staticmethod
        def transparency_mode_from_ms3d(ms3d_value):
            if(ms3d_value == Ms3dSpec.MODE_TRANSPARENCY_SIMPLE):
                return Ms3dUi.MODE_TRANSPARENCY_SIMPLE
            elif(ms3d_value == \
                    Ms3dSpec.MODE_TRANSPARENCY_DEPTH_BUFFERED_WITH_ALPHA_REF):
                return Ms3dUi.MODE_TRANSPARENCY_DEPTH_BUFFERED_WITH_ALPHA_REF
            elif(ms3d_value == Ms3dSpec.MODE_TRANSPARENCY_DEPTH_SORTED_TRIANGLES):
                return Ms3dUi.MODE_TRANSPARENCY_DEPTH_SORTED_TRIANGLES
    
    
        @staticmethod
        def transparency_mode_to_ms3d(ui_value):
            if(ui_value == Ms3dUi.MODE_TRANSPARENCY_SIMPLE):
                return Ms3dSpec.MODE_TRANSPARENCY_SIMPLE
            elif(ui_value == Ms3dUi.MODE_TRANSPARENCY_DEPTH_BUFFERED_WITH_ALPHA_REF):
                return Ms3dSpec.MODE_TRANSPARENCY_DEPTH_BUFFERED_WITH_ALPHA_REF
            elif(ui_value == Ms3dUi.MODE_TRANSPARENCY_DEPTH_SORTED_TRIANGLES):
                return Ms3dSpec.MODE_TRANSPARENCY_DEPTH_SORTED_TRIANGLES
    
    
    
        FLAG_NONE = 'NONE'
        FLAG_SELECTED = 'SELECTED'
        FLAG_HIDDEN = 'HIDDEN'
        FLAG_SELECTED2 = 'SELECTED2'
        FLAG_DIRTY = 'DIRTY'
        FLAG_ISKEY = 'ISKEY'
        FLAG_NEWLYCREATED = 'NEWLYCREATED'
        FLAG_MARKED = 'MARKED'
    
        @staticmethod
        def flags_from_ms3d(ms3d_value):
            ui_value = set()
            if (ms3d_value & Ms3dSpec.FLAG_SELECTED) == Ms3dSpec.FLAG_SELECTED:
                ui_value.add(Ms3dUi.FLAG_SELECTED)
            if (ms3d_value & Ms3dSpec.FLAG_HIDDEN) == Ms3dSpec.FLAG_HIDDEN:
                ui_value.add(Ms3dUi.FLAG_HIDDEN)
            if (ms3d_value & Ms3dSpec.FLAG_SELECTED2) == Ms3dSpec.FLAG_SELECTED2:
                ui_value.add(Ms3dUi.FLAG_SELECTED2)
            if (ms3d_value & Ms3dSpec.FLAG_DIRTY) == Ms3dSpec.FLAG_DIRTY:
                ui_value.add(Ms3dUi.FLAG_DIRTY)
            if (ms3d_value & Ms3dSpec.FLAG_ISKEY) == Ms3dSpec.FLAG_ISKEY:
                ui_value.add(Ms3dUi.FLAG_ISKEY)
            if (ms3d_value & Ms3dSpec.FLAG_NEWLYCREATED) == \
                    Ms3dSpec.FLAG_NEWLYCREATED:
                ui_value.add(Ms3dUi.FLAG_NEWLYCREATED)
            if (ms3d_value & Ms3dSpec.FLAG_MARKED) == Ms3dSpec.FLAG_MARKED:
                ui_value.add(Ms3dUi.FLAG_MARKED)
            return ui_value
    
        @staticmethod
        def flags_to_ms3d(ui_value):
            ms3d_value = Ms3dSpec.FLAG_NONE
            if Ms3dUi.FLAG_SELECTED in ui_value:
                ms3d_value |= Ms3dSpec.FLAG_SELECTED
            if Ms3dUi.FLAG_HIDDEN in ui_value:
                ms3d_value |= Ms3dSpec.FLAG_HIDDEN
            if Ms3dUi.FLAG_SELECTED2 in ui_value:
                ms3d_value |= Ms3dSpec.FLAG_SELECTED2
            if Ms3dUi.FLAG_DIRTY in ui_value:
                ms3d_value |= Ms3dSpec.FLAG_DIRTY
            if Ms3dUi.FLAG_ISKEY in ui_value:
                ms3d_value |= Ms3dSpec.FLAG_ISKEY
            if Ms3dUi.FLAG_NEWLYCREATED in ui_value:
                ms3d_value |= Ms3dSpec.FLAG_NEWLYCREATED
            if Ms3dUi.FLAG_MARKED in ui_value:
                ms3d_value |= Ms3dSpec.FLAG_MARKED
            return ms3d_value
    
        ###########################################################################
        ICON_OPTIONS = 'LAMP'
        ICON_OBJECT = 'WORLD'
        ICON_PROCESSING = 'OBJECT_DATAMODE'
        ICON_MODIFIER = 'MODIFIER'
        ICON_ANIMATION = 'RENDER_ANIMATION'
        ICON_ROTATION_MODE = 'BONE_DATA'
        ICON_ERROR = 'ERROR'
    
        ###########################################################################
        PROP_DEFAULT_VERBOSE = DEFAULT_VERBOSE
    
        ###########################################################################
        PROP_DEFAULT_USE_JOINT_SIZE = False
        PROP_DEFAULT_JOINT_SIZE = 0.01
        PROP_JOINT_SIZE_MIN = 0.01
        PROP_JOINT_SIZE_MAX = 10.0
        PROP_JOINT_SIZE_STEP = 0.1
        PROP_JOINT_SIZE_PRECISION = 2
    
        ###########################################################################
        PROP_DEFAULT_USE_ANIMATION = True
        PROP_DEFAULT_NORMALIZE_WEIGHTS = True
        PROP_DEFAULT_SHRINK_TO_KEYS = False
        PROP_DEFAULT_BAKE_EACH_FRAME = True
        PROP_DEFAULT_JOINT_TO_BONES = False
        PROP_DEFAULT_USE_BLENDER_NAMES = True
        PROP_DEFAULT_USE_BLENDER_MATERIALS = False
        PROP_DEFAULT_EXTENDED_NORMAL_HANDLING = False
        PROP_DEFAULT_APPLY_TRANSFORM = True
        PROP_DEFAULT_APPLY_MODIFIERS = True
    
        ###########################################################################
        PROP_ITEM_APPLY_MODIFIERS_MODE_VIEW = 'PREVIEW'
        PROP_ITEM_APPLY_MODIFIERS_MODE_RENDER = 'RENDER'
        PROP_DEFAULT_APPLY_MODIFIERS_MODE = PROP_ITEM_APPLY_MODIFIERS_MODE_VIEW
    
        ###########################################################################
        PROP_ITEM_ROTATION_MODE_EULER = 'EULER'
        PROP_ITEM_ROTATION_MODE_QUATERNION = 'QUATERNION'
        PROP_DEFAULT_ANIMATION_ROTATION = PROP_ITEM_ROTATION_MODE_EULER
    
        ###########################################################################
        OPT_SMOOTHING_GROUP_APPLY = 'io_scene_ms3d.apply_smoothing_group'
        OPT_GROUP_APPLY = 'io_scene_ms3d.apply_group'
        OPT_MATERIAL_APPLY = 'io_scene_ms3d.apply_material'
    
    
    ###############################################################################
    class Ms3dImportOperator(Operator, ImportHelper):
        """ Load a MilkShape3D MS3D File """
        bl_idname = 'import_scene.ms3d'
        bl_label = ms3d_str['BL_LABEL_IMPORTER']
        bl_description = ms3d_str['BL_DESCRIPTION_IMPORTER']
        bl_options = {'PRESET', }
        bl_space_type = 'PROPERTIES'
        bl_region_type = 'WINDOW'
    
        filepath = StringProperty(
                subtype='FILE_PATH',
                options={'HIDDEN', }
                )
    
    
                name=ms3d_str['PROP_NAME_VERBOSE'],
                description=ms3d_str['PROP_DESC_VERBOSE'],
    
                items=( (Ms3dUi.VERBOSE_MODE_NONE,
                                ms3d_str['ENUM_VERBOSE_NONE_1'],
                                ms3d_str['ENUM_VERBOSE_NONE_2'],
                                ),
                        (Ms3dUi.VERBOSE_MODE_NORMAL,
                                ms3d_str['ENUM_VERBOSE_NORMAL_1'],
                                ms3d_str['ENUM_VERBOSE_NORMAL_2'],
                                ),
                        (Ms3dUi.VERBOSE_MODE_MAXIMAL,
                                ms3d_str['ENUM_VERBOSE_MAXIMALIMAL_1'],
                                ms3d_str['ENUM_VERBOSE_MAXIMALIMAL_2'],
                                ),
                        ),
    
                default=Ms3dUi.PROP_DEFAULT_VERBOSE,
                )
    
        use_animation = BoolProperty(
                name=ms3d_str['PROP_NAME_USE_ANIMATION'],
                description=ms3d_str['PROP_DESC_USE_ANIMATION'],
                default=Ms3dUi.PROP_DEFAULT_USE_ANIMATION,
                )
    
        rotation_mode = EnumProperty(
                name=ms3d_str['PROP_NAME_ROTATION_MODE'],
                description=ms3d_str['PROP_DESC_ROTATION_MODE'],
                items=( (Ms3dUi.PROP_ITEM_ROTATION_MODE_EULER,
                                ms3d_str['PROP_ITEM_ROTATION_MODE_EULER_1'],
                                ms3d_str['PROP_ITEM_ROTATION_MODE_EULER_2']),
                        (Ms3dUi.PROP_ITEM_ROTATION_MODE_QUATERNION,
                                ms3d_str['PROP_ITEM_ROTATION_MODE_QUATERNION_1'],
                                ms3d_str['PROP_ITEM_ROTATION_MODE_QUATERNION_2']),
                        ),
                default=Ms3dUi.PROP_DEFAULT_ANIMATION_ROTATION,
                )
    
        use_joint_size = BoolProperty(
                name=ms3d_str['PROP_NAME_USE_JOINT_SIZE'],
                description=ms3d_str['PROP_DESC_USE_JOINT_SIZE'],
                default=Ms3dUi.PROP_DEFAULT_USE_JOINT_SIZE,
                )
    
        joint_size = FloatProperty(
                name=ms3d_str['PROP_NAME_IMPORT_JOINT_SIZE'],
                description=ms3d_str['PROP_DESC_IMPORT_JOINT_SIZE'],
                min=Ms3dUi.PROP_JOINT_SIZE_MIN, max=Ms3dUi.PROP_JOINT_SIZE_MAX,
                precision=Ms3dUi.PROP_JOINT_SIZE_PRECISION, \
                        step=Ms3dUi.PROP_JOINT_SIZE_STEP,
                default=Ms3dUi.PROP_DEFAULT_JOINT_SIZE,
                subtype='FACTOR',
                #options={'HIDDEN', },
                )
    
        use_joint_to_bones = BoolProperty(
                name=ms3d_str['PROP_NAME_JOINT_TO_BONES'],
                description=ms3d_str['PROP_DESC_JOINT_TO_BONES'],
                default=Ms3dUi.PROP_DEFAULT_JOINT_TO_BONES,
                )
    
        use_extended_normal_handling = BoolProperty(
                name=ms3d_str['PROP_NAME_EXTENDED_NORMAL_HANDLING'],
                description=ms3d_str['PROP_DESC_EXTENDED_NORMAL_HANDLING'],
                default=Ms3dUi.PROP_DEFAULT_EXTENDED_NORMAL_HANDLING,
                )
    
        filename_ext = StringProperty(
                default=ms3d_str['FILE_EXT'],
                options={'HIDDEN', }
                )
    
        filter_glob = StringProperty(
                default=ms3d_str['FILE_FILTER'],
                options={'HIDDEN', }
                )
    
    
        @property
        def use_euler_rotation(self):
            return (Ms3dUi.PROP_ITEM_ROTATION_MODE_EULER \
                    in self.rotation_mode)
    
        @property
        def use_quaternion_rotation(self):
            return (Ms3dUi.PROP_ITEM_ROTATION_MODE_QUATERNION \
                    in self.rotation_mode)
    
    
        # draw the option panel
        def draw(self, blender_context):
            layout = self.layout
    
            box = layout.box()
            box.label(ms3d_str['LABEL_NAME_OPTIONS'], icon=Ms3dUi.ICON_OPTIONS)
            box.prop(self, 'verbose', icon='SPEAKER')
    
            box = layout.box()
            box.label(ms3d_str['LABEL_NAME_PROCESSING'],
                    icon=Ms3dUi.ICON_PROCESSING)
            box.prop(self, 'use_extended_normal_handling')
    
            box = layout.box()
            box.label(ms3d_str['LABEL_NAME_ANIMATION'], icon=Ms3dUi.ICON_ANIMATION)
            box.prop(self, 'use_animation')
            if (self.use_animation):
                box.prop(self, 'rotation_mode', icon=Ms3dUi.ICON_ROTATION_MODE,
                        expand=False)
    
                flow = box.column_flow()
                flow.prop(self, 'use_joint_size')
    
                    flow.prop(self, 'joint_size')
    
                box.prop(self, 'use_joint_to_bones')
                if (self.use_joint_to_bones):
                    box.box().label(ms3d_str['LABEL_NAME_JOINT_TO_BONES'],
                            icon=Ms3dUi.ICON_ERROR)
    
        # entrypoint for MS3D -> blender
        def execute(self, blender_context):
            """ start executing """
            from io_scene_ms3d.ms3d_import import (Ms3dImporter, )
    
            finished = Ms3dImporter(
    
                    report=self.report,
                    verbose=self.verbose,
                    use_extended_normal_handling=self.use_extended_normal_handling,
                    use_animation=self.use_animation,
                    use_quaternion_rotation=self.use_quaternion_rotation,
                    use_joint_size=self.use_joint_size,
                    joint_size=self.joint_size,
                    use_joint_to_bones=self.use_joint_to_bones,
                    ).read(
                            blender_context,
                            self.filepath
                            )
    
            if finished:
                blender_context.scene.update()
                return {"FINISHED"}
            return {"CANCELLED"}
    
        def invoke(self, blender_context, event):
            blender_context.window_manager.fileselect_add(self)
            return {'RUNNING_MODAL', }
    
        @staticmethod
        def menu_func(cls, blender_context):
            cls.layout.operator(
                    Ms3dImportOperator.bl_idname,
                    text=ms3d_str['TEXT_OPERATOR'],
                    )
    
    
    class Ms3dExportOperator(Operator, ExportHelper):
        """Save a MilkShape3D MS3D File"""
        bl_idname = 'export_scene.ms3d'
        bl_label = ms3d_str['BL_LABEL_EXPORTER']
        bl_description = ms3d_str['BL_DESCRIPTION_EXPORTER']
        bl_options = {'PRESET', }
        bl_space_type = 'PROPERTIES'
        bl_region_type = 'WINDOW'
    
        filepath = StringProperty(
                subtype='FILE_PATH',
                options={'HIDDEN', }
                )
    
    
                name=ms3d_str['PROP_NAME_VERBOSE'],
                description=ms3d_str['PROP_DESC_VERBOSE'],
    
                items=( (Ms3dUi.VERBOSE_MODE_NONE,
                                ms3d_str['ENUM_VERBOSE_NONE_1'],
                                ms3d_str['ENUM_VERBOSE_NONE_2'],
                                ),
                        (Ms3dUi.VERBOSE_MODE_NORMAL,
                                ms3d_str['ENUM_VERBOSE_NORMAL_1'],
                                ms3d_str['ENUM_VERBOSE_NORMAL_2'],
                                ),
                        (Ms3dUi.VERBOSE_MODE_MAXIMAL,
                                ms3d_str['ENUM_VERBOSE_MAXIMALIMAL_1'],
                                ms3d_str['ENUM_VERBOSE_MAXIMALIMAL_2'],
                                ),
                        ),
    
                default=Ms3dUi.PROP_DEFAULT_VERBOSE,
                )
    
        use_blender_names = BoolProperty(
                name=ms3d_str['PROP_NAME_USE_BLENDER_NAMES'],
                description=ms3d_str['PROP_DESC_USE_BLENDER_NAMES'],
                default=Ms3dUi.PROP_DEFAULT_USE_BLENDER_NAMES,
                )
    
        use_blender_materials = BoolProperty(
                name=ms3d_str['PROP_NAME_USE_BLENDER_MATERIALS'],
                description=ms3d_str['PROP_DESC_USE_BLENDER_MATERIALS'],
                default=Ms3dUi.PROP_DEFAULT_USE_BLENDER_MATERIALS,
                )
    
        apply_transform = BoolProperty(
                name=ms3d_str['PROP_NAME_APPLY_TRANSFORM'],
                description=ms3d_str['PROP_DESC_APPLY_TRANSFORM'],
                default=Ms3dUi.PROP_DEFAULT_APPLY_TRANSFORM,
                )
    
        apply_modifiers = BoolProperty(
                name=ms3d_str['PROP_NAME_APPLY_MODIFIERS'],
                description=ms3d_str['PROP_DESC_APPLY_MODIFIERS'],
                default=Ms3dUi.PROP_DEFAULT_APPLY_MODIFIERS,
                )
    
        apply_modifiers_mode =  EnumProperty(
                name=ms3d_str['PROP_NAME_APPLY_MODIFIERS_MODE'],
                description=ms3d_str['PROP_DESC_APPLY_MODIFIERS_MODE'],
                items=( (Ms3dUi.PROP_ITEM_APPLY_MODIFIERS_MODE_VIEW,
                                ms3d_str['PROP_ITEM_APPLY_MODIFIERS_MODE_VIEW_1'],
                                ms3d_str['PROP_ITEM_APPLY_MODIFIERS_MODE_VIEW_2']),
                        (Ms3dUi.PROP_ITEM_APPLY_MODIFIERS_MODE_RENDER,
                                ms3d_str['PROP_ITEM_APPLY_MODIFIERS_MODE_RENDER_1'],
                                ms3d_str['PROP_ITEM_APPLY_MODIFIERS_MODE_RENDER_2']),
                        ),
                default=Ms3dUi.PROP_DEFAULT_APPLY_MODIFIERS_MODE,
                )
    
        use_animation = BoolProperty(
                name=ms3d_str['PROP_NAME_USE_ANIMATION'],
                description=ms3d_str['PROP_DESC_USE_ANIMATION'],
                default=Ms3dUi.PROP_DEFAULT_USE_ANIMATION,
                )
    
        normalize_weights = BoolProperty(
                name=ms3d_str['PROP_NAME_NORMALIZE_WEIGHTS'],
                description=ms3d_str['PROP_DESC_NORMALIZE_WEIGHTS'],
                default=Ms3dUi.PROP_DEFAULT_NORMALIZE_WEIGHTS,
                )
    
        shrink_to_keys = BoolProperty(
                name=ms3d_str['PROP_NAME_SHRINK_TO_KEYS'],
                description=ms3d_str['PROP_DESC_SHRINK_TO_KEYS'],
                default=Ms3dUi.PROP_DEFAULT_SHRINK_TO_KEYS,
                )
    
        bake_each_frame = BoolProperty(
                name=ms3d_str['PROP_NAME_BAKE_EACH_FRAME'],
                description=ms3d_str['PROP_DESC_BAKE_EACH_FRAME'],
                default=Ms3dUi.PROP_DEFAULT_BAKE_EACH_FRAME,
                )
    
        check_existing = BoolProperty(
                default=False,
                options={'HIDDEN', }
                )
    
        filename_ext = StringProperty(
                default=ms3d_str['FILE_EXT'],
                options={'HIDDEN', }
                )
    
        filter_glob = StringProperty(
                default=ms3d_str['FILE_FILTER'],
                options={'HIDDEN', }
                )
    
        ##def object_items(self, blender_context):
        ##    return[(item.name, item.name, "") for item in blender_context.selected_objects if item.type in {'MESH', }]
        ##
        ##object_name = EnumProperty(
        ##        name="Object",
        ##        description="select an object to export",
        ##        items=object_items,
        ##        )
    
    
        ##EXPORT_ACTIVE_ONLY:
        ##limit availability to only active mesh object
        @classmethod
        def poll(cls, blender_context):
            return (blender_context
                    and blender_context.active_object
                    and blender_context.active_object.type in {'MESH', }
                    and blender_context.active_object.data
                    and blender_context.active_object.data.ms3d is not None
                    )
    
        # draw the option panel
        def draw(self, blender_context):
            layout = self.layout
    
            box = layout.box()
    
            flow = box.column_flow()
            flow.label(ms3d_str['LABEL_NAME_OPTIONS'], icon=Ms3dUi.ICON_OPTIONS)
            flow.prop(self, 'verbose', icon='SPEAKER')
    
            flow = box.column_flow()
            flow.label(ms3d_str['LABEL_NAME_PROCESSING'],
    
            row.label(ms3d_str['PROP_NAME_ACTIVE'], icon='ROTACTIVE')
            row.label(blender_context.active_object.name)
    
            ##flow.prop(self, 'object_name')
            flow.prop(self, 'use_blender_names')
            flow.prop(self, 'use_blender_materials')
    
            flow = box.column_flow()
            flow.label(ms3d_str['LABEL_NAME_MODIFIER'],
    
            flow.prop(self, 'apply_transform')
            row = flow.row()
    
            row.prop(self, 'apply_modifiers')
            sub = row.row()
            sub.active = self.apply_modifiers
            sub.prop(self, 'apply_modifiers_mode', text="")
    
            box = layout.box()
    
            flow = box.column_flow()
            flow.label(ms3d_str['LABEL_NAME_ANIMATION'],
    
                flow.prop(self, 'normalize_weights')
                flow.prop(self, 'shrink_to_keys')
                flow.prop(self, 'bake_each_frame')
    
    
        # entrypoint for blender -> MS3D
        def execute(self, blender_context):
            """start executing"""
            from io_scene_ms3d.ms3d_export import (Ms3dExporter, )
    
            finished = Ms3dExporter(
    
                    self.report,
                    verbose=self.verbose,
                    use_blender_names=self.use_blender_names,
                    use_blender_materials=self.use_blender_materials,
                    apply_transform=self.apply_transform,
                    apply_modifiers=self.apply_modifiers,
                    apply_modifiers_mode=self.apply_modifiers_mode,
                    use_animation=self.use_animation,
                    normalize_weights=self.normalize_weights,
                    shrink_to_keys=self.shrink_to_keys,
                    bake_each_frame=self.bake_each_frame,
                    ).write(
                            blender_context,
                            self.filepath
                            )
    
            if finished:
                blender_context.scene.update()
                return {"FINISHED"}
            return {"CANCELLED"}
    
    621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000
        #
        def invoke(self, blender_context, event):
            blender_context.window_manager.fileselect_add(self)
            return {"RUNNING_MODAL", }
    
        @staticmethod
        def menu_func(cls, blender_context):
            cls.layout.operator(
                    Ms3dExportOperator.bl_idname,
                    text=ms3d_str['TEXT_OPERATOR']
                    )
    
    
    ###############################################################################
    ##
    ###############################################################################
    
    
    ###############################################################################
    class Ms3dSetSmoothingGroupOperator(Operator):
        bl_idname = Ms3dUi.OPT_SMOOTHING_GROUP_APPLY
        bl_label = ms3d_str['BL_LABEL_SMOOTHING_GROUP_OPERATOR']
        bl_options = {'INTERNAL', }
    
        smoothing_group_index = IntProperty(
                name=ms3d_str['PROP_SMOOTHING_GROUP_INDEX'],
                options={'HIDDEN', 'SKIP_SAVE', },
                )
    
        @classmethod
        def poll(cls, blender_context):
            return (blender_context
                    and blender_context.object
                    and blender_context.object.type in {'MESH', }
                    and blender_context.object.data
                    and blender_context.object.data.ms3d is not None
                    and blender_context.mode == 'EDIT_MESH'
                    and blender_context.tool_settings.mesh_select_mode[2]
                    )
    
        def execute(self, blender_context):
            custom_data = blender_context.object.data.ms3d
            blender_mesh = blender_context.object.data
            bm = from_edit_mesh(blender_mesh)
            layer_smoothing_group = bm.faces.layers.int.get(
                    ms3d_str['OBJECT_LAYER_SMOOTHING_GROUP'])
            if custom_data.apply_mode in {'SELECT', 'DESELECT', }:
                if layer_smoothing_group is not None:
                    is_select = (custom_data.apply_mode == 'SELECT')
                    for bmf in bm.faces:
                        if (bmf[layer_smoothing_group] \
                                == self.smoothing_group_index):
                            bmf.select_set(is_select)
            elif custom_data.apply_mode == 'ASSIGN':
                if layer_smoothing_group is None:
                    layer_smoothing_group = bm.faces.layers.int.new(
                            ms3d_str['OBJECT_LAYER_SMOOTHING_GROUP'])
                    blender_mesh_object = blender_context.object
                    get_edge_split_modifier_add_if(blender_mesh_object)
                blender_face_list = []
                for bmf in bm.faces:
                    if not bmf.smooth:
                        bmf.smooth = True
                    if bmf.select:
                        bmf[layer_smoothing_group] = self.smoothing_group_index
                        blender_face_list.append(bmf)
                edge_dict = {}
                for bmf in blender_face_list:
                    bmf.smooth = True
                    for bme in bmf.edges:
                        if edge_dict.get(bme) is None:
                            edge_dict[bme] = 0
                        else:
                            edge_dict[bme] += 1
                        is_border = (edge_dict[bme] == 0)
                        if is_border:
                            surround_face_smoothing_group_index \
                                    = self.smoothing_group_index
                            for bmf in bme.link_faces:
                                if bmf[layer_smoothing_group] \
                                        != surround_face_smoothing_group_index:
                                    surround_face_smoothing_group_index \
                                            = bmf[layer_smoothing_group]
                                    break;
                            if surround_face_smoothing_group_index \
                                    == self.smoothing_group_index:
                                is_border = False
                        bme.seam = is_border
                        bme.smooth = not is_border
            bm.free()
            enable_edit_mode(False, blender_context)
            enable_edit_mode(True, blender_context)
            return {'FINISHED', }
    
    
    class Ms3dGroupOperator(Operator):
        bl_idname = Ms3dUi.OPT_GROUP_APPLY
        bl_label = ms3d_str['BL_LABEL_GROUP_OPERATOR']
        bl_options = {'INTERNAL', }
    
        mode = EnumProperty(
                items=( ('', "", ""),
                        ('ADD_GROUP',
                                ms3d_str['ENUM_ADD_GROUP_1'],
                                ms3d_str['ENUM_ADD_GROUP_2']),
                        ('REMOVE_GROUP',
                                ms3d_str['ENUM_REMOVE_GROUP_1'],
                                ms3d_str['ENUM_REMOVE_GROUP_2']),
                        ('ASSIGN',
                                ms3d_str['ENUM_ASSIGN_1'],
                                ms3d_str['ENUM_ASSIGN_2_GROUP']),
                        ('REMOVE',
                                ms3d_str['ENUM_REMOVE_1'],
                                ms3d_str['ENUM_REMOVE_2_GROUP']),
                        ('SELECT',
                                ms3d_str['ENUM_SELECT_1'],
                                ms3d_str['ENUM_SELECT_2_GROUP']),
                        ('DESELECT',
                                ms3d_str['ENUM_DESELECT_1'],
                                ms3d_str['ENUM_DESELECT_2_GROUP']),
                        ),
                options={'HIDDEN', 'SKIP_SAVE', },
                )
    
        @classmethod
        def poll(cls, blender_context):
            return (blender_context
                    and blender_context.object
                    and blender_context.object.type in {'MESH', }
                    and blender_context.object.data
                    and blender_context.object.data.ms3d is not None
                    and blender_context.mode == 'EDIT_MESH'
                    #and blender_context.object.data.ms3d.selected_group_index != -1
                    )
    
        def execute(self, blender_context):
            custom_data = blender_context.object.data.ms3d
            blender_mesh = blender_context.object.data
            bm = None
            bm = from_edit_mesh(blender_mesh)
    
            if self.mode == 'ADD_GROUP':
                item = custom_data.create_group()
                layer_group = bm.faces.layers.int.get(
                        ms3d_str['OBJECT_LAYER_GROUP'])
                if layer_group is None:
                    bm.faces.layers.int.new(ms3d_str['OBJECT_LAYER_GROUP'])
    
            elif self.mode == 'REMOVE_GROUP':
                custom_data.remove_group()
    
            elif (custom_data.selected_group_index >= 0) and (
                    custom_data.selected_group_index < len(custom_data.groups)):
                if self.mode in {'SELECT', 'DESELECT', }:
                    layer_group = bm.faces.layers.int.get(
                            ms3d_str['OBJECT_LAYER_GROUP'])
                    if layer_group is not None:
                        is_select = (self.mode == 'SELECT')
                        id = custom_data.groups[
                                custom_data.selected_group_index].id
                        for bmf in bm.faces:
                            if bmf[layer_group] == id:
                                bmf.select_set(is_select)
    
                elif self.mode in {'ASSIGN', 'REMOVE', }:
                    layer_group = bm.faces.layers.int.get(
                            ms3d_str['OBJECT_LAYER_GROUP'])
                    if layer_group is None:
                        layer_group = bm.faces.layers.int.new(
                                ms3d_str['OBJECT_LAYER_GROUP'])
    
                    is_assign = (self.mode == 'ASSIGN')
                    id = custom_data.groups[custom_data.selected_group_index].id
                    for bmf in bm.faces:
                        if bmf.select:
                            if is_assign:
                                bmf[layer_group] = id
                            else:
                                bmf[layer_group] = -1
            if bm is not None:
                bm.free()
            enable_edit_mode(False, blender_context)
            enable_edit_mode(True, blender_context)
            return {'FINISHED', }
    
    
    class Ms3dMaterialOperator(Operator):
        bl_idname = Ms3dUi.OPT_MATERIAL_APPLY
        bl_label = ms3d_str['BL_LABEL_MATERIAL_OPERATOR']
        bl_options = {'INTERNAL', }
    
        mode = EnumProperty(
                items=( ('', "", ""),
                        ('FROM_BLENDER',
                                ms3d_str['ENUM_FROM_BLENDER_1'],
                                ms3d_str['ENUM_FROM_BLENDER_2']),
                        ('TO_BLENDER',
                                ms3d_str['ENUM_TO_BLENDER_1'],
                                ms3d_str['ENUM_TO_BLENDER_2']),
                        ),
                options={'HIDDEN', 'SKIP_SAVE', },
                )
    
        @classmethod
        def poll(cls, blender_context):
            return (blender_context
                    and blender_context.object
                    and blender_context.object.type in {'MESH', }
                    and blender_context.object.data
                    and blender_context.object.data.ms3d is not None
                    and blender_context.material
                    and blender_context.material.ms3d is not None
                    )
    
        def execute(self, blender_context):
            blender_material = blender_context.active_object.active_material
            ms3d_material = blender_material.ms3d
    
            if self.mode == 'FROM_BLENDER':
                Ms3dMaterialHelper.copy_from_blender(self, blender_context,
                        ms3d_material, blender_material)
                pass
    
            elif self.mode == 'TO_BLENDER':
                # not implemented
                pass
    
            return {'FINISHED', }
    
        # entrypoint for option via UI
        def invoke(self, blender_context, event):
            return blender_context.window_manager.invoke_props_dialog(self)
    
    
    ###############################################################################
    class Ms3dGroupProperties(PropertyGroup):
        name = StringProperty(
                name=ms3d_str['PROP_NAME_NAME'],
                description=ms3d_str['PROP_DESC_GROUP_NAME'],
                default="",
                #options={'HIDDEN', },
                )
    
        flags = EnumProperty(
                name=ms3d_str['PROP_NAME_FLAGS'],
                description=ms3d_str['PROP_DESC_FLAGS_GROUP'],
                items=(#(Ms3dUi.FLAG_NONE, ms3d_str['ENUM_FLAG_NONE_1'],
                       #         ms3d_str['ENUM_FLAG_NONE_2'],
                       #         Ms3dSpec.FLAG_NONE),
                        (Ms3dUi.FLAG_SELECTED,
                                ms3d_str['ENUM_FLAG_SELECTED_1'],
                                ms3d_str['ENUM_FLAG_SELECTED_2'],
                                Ms3dSpec.FLAG_SELECTED),
                        (Ms3dUi.FLAG_HIDDEN,
                                ms3d_str['ENUM_FLAG_HIDDEN_1'],
                                ms3d_str['ENUM_FLAG_HIDDEN_2'],
                                Ms3dSpec.FLAG_HIDDEN),
                        (Ms3dUi.FLAG_SELECTED2,
                                ms3d_str['ENUM_FLAG_SELECTED2_1'],
                                ms3d_str['ENUM_FLAG_SELECTED2_2'],
                                Ms3dSpec.FLAG_SELECTED2),
                        (Ms3dUi.FLAG_DIRTY,
                                ms3d_str['ENUM_FLAG_DIRTY_1'],
                                ms3d_str['ENUM_FLAG_DIRTY_2'],
                                Ms3dSpec.FLAG_DIRTY),
                        (Ms3dUi.FLAG_ISKEY,
                                ms3d_str['ENUM_FLAG_ISKEY_1'],
                                ms3d_str['ENUM_FLAG_ISKEY_2'],
                                Ms3dSpec.FLAG_ISKEY),
                        (Ms3dUi.FLAG_NEWLYCREATED,
                                ms3d_str['ENUM_FLAG_NEWLYCREATED_1'],
                                ms3d_str['ENUM_FLAG_NEWLYCREATED_2'],
                                Ms3dSpec.FLAG_NEWLYCREATED),
                        (Ms3dUi.FLAG_MARKED,
                                ms3d_str['ENUM_FLAG_MARKED_1'],
                                ms3d_str['ENUM_FLAG_MARKED_2'],
                                Ms3dSpec.FLAG_MARKED),
                        ),
                default=Ms3dUi.flags_from_ms3d(Ms3dSpec.DEFAULT_FLAGS),
                options={'ENUM_FLAG', 'ANIMATABLE', },
                )
    
        comment = StringProperty(
                name=ms3d_str['PROP_NAME_COMMENT'],
                description=ms3d_str['PROP_DESC_COMMENT_GROUP'],
                default="",
                #options={'HIDDEN', },
                )
    
        id = IntProperty(options={'HIDDEN', },)
    
    
    class Ms3dModelProperties(PropertyGroup):
        name = StringProperty(
                name=ms3d_str['PROP_NAME_NAME'],
                description=ms3d_str['PROP_DESC_NAME_MODEL'],
                default="",
                #options={'HIDDEN', },
                )
    
        joint_size = FloatProperty(
                name=ms3d_str['PROP_NAME_JOINT_SIZE'],
                description=ms3d_str['PROP_DESC_JOINT_SIZE'],
                min=Ms3dUi.PROP_JOINT_SIZE_MIN, max=Ms3dUi.PROP_JOINT_SIZE_MAX,
                precision=Ms3dUi.PROP_JOINT_SIZE_PRECISION, \
                        step=Ms3dUi.PROP_JOINT_SIZE_STEP,
                default=Ms3dUi.PROP_DEFAULT_JOINT_SIZE,
                subtype='FACTOR',
                #options={'HIDDEN', },
                )
    
        transparency_mode = EnumProperty(
                name=ms3d_str['PROP_NAME_TRANSPARENCY_MODE'],
                description=ms3d_str['PROP_DESC_TRANSPARENCY_MODE'],
                items=( (Ms3dUi.MODE_TRANSPARENCY_SIMPLE,
                                ms3d_str['PROP_MODE_TRANSPARENCY_SIMPLE_1'],
                                ms3d_str['PROP_MODE_TRANSPARENCY_SIMPLE_2'],
                                Ms3dSpec.MODE_TRANSPARENCY_SIMPLE),
                        (Ms3dUi.MODE_TRANSPARENCY_DEPTH_SORTED_TRIANGLES,
                                ms3d_str['PROP_MODE_TRANSPARENCY_DEPTH_SORTED_TRIANGLES_1'],
                                ms3d_str['PROP_MODE_TRANSPARENCY_DEPTH_SORTED_TRIANGLES_2'],
                                Ms3dSpec.MODE_TRANSPARENCY_DEPTH_SORTED_TRIANGLES),
                        (Ms3dUi.MODE_TRANSPARENCY_DEPTH_BUFFERED_WITH_ALPHA_REF,
                                ms3d_str['PROP_MODE_TRANSPARENCY_DEPTH_BUFFERED_WITH_ALPHA_REF_1'],
                                ms3d_str['PROP_MODE_TRANSPARENCY_DEPTH_BUFFERED_WITH_ALPHA_REF_2'],
                                Ms3dSpec.MODE_TRANSPARENCY_DEPTH_BUFFERED_WITH_ALPHA_REF),
                        ),
                default=Ms3dUi.transparency_mode_from_ms3d(
                        Ms3dSpec.DEFAULT_MODEL_TRANSPARENCY_MODE),
                #options={'HIDDEN', },
                )
    
        alpha_ref = FloatProperty(
                name=ms3d_str['PROP_NAME_ALPHA_REF'],
                description=ms3d_str['PROP_DESC_ALPHA_REF'],
                min=0, max=1, precision=3, step=0.1,
                default=0.5,
                subtype='FACTOR',
                #options={'HIDDEN', },
                )
    
        comment = StringProperty(
                name=ms3d_str['PROP_NAME_COMMENT'],
                description=ms3d_str['PROP_DESC_COMMENT_MODEL'],
                default="",
                #options={'HIDDEN', },
                )
    
        ##########################
        # ms3d group handling
        #
        apply_mode = EnumProperty(
                items=( ('ASSIGN',
                                ms3d_str['ENUM_ASSIGN_1'],
                                ms3d_str['ENUM_ASSIGN_2_SMOOTHING_GROUP']),
                        ('SELECT',
                                ms3d_str['ENUM_SELECT_1'],
                                ms3d_str['ENUM_SELECT_2_SMOOTHING_GROUP']),
                        ('DESELECT',
                                ms3d_str['ENUM_DESELECT_1'],
                                ms3d_str['ENUM_DESELECT_2_SMOOTHING_GROUP']),
                        ),
                default='SELECT',
                options={'HIDDEN', 'SKIP_SAVE', },
                )
    
        selected_group_index = IntProperty(
                default=-1,
                min=-1,
                options={'HIDDEN', 'SKIP_SAVE', },
                )
        #
        # ms3d group handling
        ##########################
    
        groups = CollectionProperty(
                type=Ms3dGroupProperties,
                #options={'HIDDEN', },
                )