# vim:ts=4:et # ##### 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 ##### # copied from io_scene_obj # bl_info = { "name": "Quake MDL format", "author": "Bill Currie", "blender": (2, 80, 0), "api": 35622, "location": "File > Import-Export", "description": "Import-Export Quake MDL (version 6) files. (.mdl)", "warning": "still work in progress", "wiki_url": "", "tracker_url": "", # "support": 'OFFICIAL', "category": "Import-Export"} # To support reload properly, try to access a package var, if it's there, # reload everything if "bpy" in locals(): import imp if "import_mdl" in locals(): imp.reload(import_mdl) if "export_mdl" in locals(): imp.reload(export_mdl) import bpy from bpy.props import BoolProperty, FloatProperty, StringProperty, EnumProperty from bpy.props import FloatVectorProperty, PointerProperty from bpy_extras.io_utils import ExportHelper, ImportHelper, path_reference_mode, axis_conversion SYNCTYPE=( ('ST_SYNC', "Syncronized", "Automatic animations are all together"), ('ST_RAND', "Random", "Automatic animations have random offsets"), ) EFFECTS=( ('EF_NONE', "None", "No effects"), ('EF_ROCKET', "Rocket", "Leave a rocket trail"), ('EF_GRENADE', "Grenade", "Leave a grenade trail"), ('EF_GIB', "Gib", "Leave a trail of blood"), ('EF_TRACER', "Tracer", "Green split trail"), ('EF_ZOMGIB', "Zombie Gib", "Leave a smaller blood trail"), ('EF_TRACER2', "Tracer 2", "Orange split trail + rotate"), ('EF_TRACER3', "Tracer 3", "Purple split trail"), ) class QFMDLSettings(bpy.types.PropertyGroup): eyeposition : FloatVectorProperty( name="Eye Position", description="View possion relative to object origin") synctype : EnumProperty( items=SYNCTYPE, name="Sync Type", description="Add random time offset for automatic animations") rotate : BoolProperty( name="Rotate", description="Rotate automatically (for pickup items)") effects : EnumProperty( items=EFFECTS, name="Effects", description="Particle trail effects") script : PointerProperty( type=bpy.types.Text, name="Script", description="Script for animating frames and skins") xform : BoolProperty( name="Auto transform", description="Auto-apply location/rotation/scale when exporting", default=True) md16 : BoolProperty( name="16-bit", description="16 bit vertex coordinates: QuakeForge only") xform = BoolProperty( name="Auto transform", description="Auto-apply location/rotation/scale when exporting", default=True) md16 = BoolProperty( name="16-bit", description="16 bit vertex coordinates: QuakeForge only") class ImportMDL6(bpy.types.Operator, ImportHelper): '''Load a Quake MDL (v6) File''' bl_idname = "import_mesh.quake_mdl_v6" bl_label = "Import MDL" filename_ext = ".mdl" filter_glob : StringProperty(default="*.mdl", options={'HIDDEN'}) def execute(self, context): from . import import_mdl keywords = self.as_keywords (ignore=("filter_glob",)) return import_mdl.import_mdl(self, context, **keywords) class ExportMDL6(bpy.types.Operator, ExportHelper): '''Save a Quake MDL (v6) File''' bl_idname = "export_mesh.quake_mdl_v6" bl_label = "Export MDL" filename_ext = ".mdl" filter_glob : StringProperty(default="*.mdl", options={'HIDDEN'}) @classmethod def poll(cls, context): return (context.active_object != None and type(context.active_object.data) == bpy.types.Mesh) def execute(self, context): from . import export_mdl keywords = self.as_keywords (ignore=("check_existing", "filter_glob")) return export_mdl.export_mdl(self, context, **keywords) class OBJECT_PT_MDLPanel(bpy.types.Panel): bl_label = "MDL Properties" bl_space_type = 'PROPERTIES' bl_region_type = 'WINDOW' bl_context = 'object' bl_options = {'DEFAULT_CLOSED'} @classmethod def poll(cls, context): obj = context.active_object return obj and obj.type == 'MESH' def draw(self, context): layout = self.layout obj = context.active_object layout.prop(obj.qfmdl, "eyeposition") layout.prop(obj.qfmdl, "synctype") layout.prop(obj.qfmdl, "rotate") layout.prop(obj.qfmdl, "effects") layout.prop(obj.qfmdl, "script") layout.prop(obj.qfmdl, "xform") layout.prop(obj.qfmdl, "md16") def menu_func_import(self, context): self.layout.operator(ImportMDL6.bl_idname, text="Quake MDL (.mdl)") def menu_func_export(self, context): self.layout.operator(ExportMDL6.bl_idname, text="Quake MDL (.mdl)") classes = ( QFMDLSettings, OBJECT_PT_MDLPanel, ImportMDL6, ExportMDL6 ) def register(): for cls in classes: bpy.utils.register_class(cls) bpy.types.Object.qfmdl = PointerProperty(type=QFMDLSettings) bpy.types.TOPBAR_MT_file_import.append(menu_func_import) bpy.types.TOPBAR_MT_file_export.append(menu_func_export) def unregister(): for cls in classes: bpy.utils.unregister_class(cls) bpy.types.TOPBAR_MT_file_import.remove(menu_func_import) bpy.types.TOPBAR_MT_file_export.remove(menu_func_export) if __name__ == "__main__": register()