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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
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#
# ##### 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
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###########################################################################
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
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return Ms3dUi.MODE_TRANSPARENCY_SIMPLE
@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
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return Ms3dSpec.MODE_TRANSPARENCY_SIMPLE
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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', }
)
verbose = EnumProperty(
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'],
),
),
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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')
if (self.use_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, )
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"}
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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', }
)
verbose = EnumProperty(
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'],
),
),
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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', }
)
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##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()
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flow = box.column_flow()
flow.label(ms3d_str['LABEL_NAME_OPTIONS'], icon=Ms3dUi.ICON_OPTIONS)
flow.prop(self, 'verbose', icon='SPEAKER')
box = layout.box()
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committed
flow = box.column_flow()
flow.label(ms3d_str['LABEL_NAME_PROCESSING'],
icon=Ms3dUi.ICON_PROCESSING)
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committed
row = flow.row()
row.label(ms3d_str['PROP_NAME_ACTIVE'], icon='ROTACTIVE')
row.label(blender_context.active_object.name)
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committed
##flow.prop(self, 'object_name')
flow.prop(self, 'use_blender_names')
flow.prop(self, 'use_blender_materials')
box = layout.box()
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committed
flow = box.column_flow()
flow.label(ms3d_str['LABEL_NAME_MODIFIER'],
icon=Ms3dUi.ICON_MODIFIER)
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committed
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()
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committed
flow = box.column_flow()
flow.label(ms3d_str['LABEL_NAME_ANIMATION'],
icon=Ms3dUi.ICON_ANIMATION)
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committed
flow.prop(self, 'use_animation')
if (self.use_animation):
Alexander N
committed
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, )
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"}
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#
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', },
)