mirror of
https://git.code.sf.net/p/quake/quakeforge
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9d09d65d9a
While it's not there yet, the eventual goal is to support multiple models in the one blend file, so per-object settings is a requirement.
190 lines
6.1 KiB
Python
190 lines
6.1 KiB
Python
# vim:ts=4:et
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# ##### BEGIN GPL LICENSE BLOCK #####
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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# copied from io_scene_obj
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# <pep8 compliant>
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bl_info = {
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"name": "Quake MDL format",
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"author": "Bill Currie",
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"blender": (2, 80, 0),
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"api": 35622,
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"location": "File > Import-Export",
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"description": "Import-Export Quake MDL (version 6) files. (.mdl)",
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"warning": "still work in progress",
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"wiki_url": "",
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"tracker_url": "",
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# "support": 'OFFICIAL',
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"category": "Import-Export"}
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# To support reload properly, try to access a package var, if it's there,
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# reload everything
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if "bpy" in locals():
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import imp
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if "import_mdl" in locals():
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imp.reload(import_mdl)
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if "export_mdl" in locals():
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imp.reload(export_mdl)
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import bpy
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from bpy.props import BoolProperty, FloatProperty, StringProperty, EnumProperty
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from bpy.props import FloatVectorProperty, PointerProperty
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from bpy_extras.io_utils import ExportHelper, ImportHelper, path_reference_mode, axis_conversion
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SYNCTYPE=(
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('ST_SYNC', "Syncronized", "Automatic animations are all together"),
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('ST_RAND', "Random", "Automatic animations have random offsets"),
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)
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EFFECTS=(
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('EF_NONE', "None", "No effects"),
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('EF_ROCKET', "Rocket", "Leave a rocket trail"),
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('EF_GRENADE', "Grenade", "Leave a grenade trail"),
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('EF_GIB', "Gib", "Leave a trail of blood"),
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('EF_TRACER', "Tracer", "Green split trail"),
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('EF_ZOMGIB', "Zombie Gib", "Leave a smaller blood trail"),
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('EF_TRACER2', "Tracer 2", "Orange split trail + rotate"),
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('EF_TRACER3', "Tracer 3", "Purple split trail"),
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)
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class QFMDLSettings(bpy.types.PropertyGroup):
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eyeposition : FloatVectorProperty(
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name="Eye Position",
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description="View possion relative to object origin")
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synctype : EnumProperty(
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items=SYNCTYPE,
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name="Sync Type",
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description="Add random time offset for automatic animations")
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rotate : BoolProperty(
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name="Rotate",
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description="Rotate automatically (for pickup items)")
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effects : EnumProperty(
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items=EFFECTS,
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name="Effects",
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description="Particle trail effects")
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script : PointerProperty(
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type=bpy.types.Text,
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name="Script",
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description="Script for animating frames and skins")
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xform : BoolProperty(
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name="Auto transform",
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description="Auto-apply location/rotation/scale when exporting",
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default=True)
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md16 : BoolProperty(
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name="16-bit",
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description="16 bit vertex coordinates: QuakeForge only")
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xform = BoolProperty(
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name="Auto transform",
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description="Auto-apply location/rotation/scale when exporting",
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default=True)
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md16 = BoolProperty(
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name="16-bit",
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description="16 bit vertex coordinates: QuakeForge only")
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class ImportMDL6(bpy.types.Operator, ImportHelper):
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'''Load a Quake MDL (v6) File'''
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bl_idname = "import_mesh.quake_mdl_v6"
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bl_label = "Import MDL"
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filename_ext = ".mdl"
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filter_glob : StringProperty(default="*.mdl", options={'HIDDEN'})
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def execute(self, context):
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from . import import_mdl
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keywords = self.as_keywords (ignore=("filter_glob",))
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return import_mdl.import_mdl(self, context, **keywords)
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class ExportMDL6(bpy.types.Operator, ExportHelper):
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'''Save a Quake MDL (v6) File'''
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bl_idname = "export_mesh.quake_mdl_v6"
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bl_label = "Export MDL"
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filename_ext = ".mdl"
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filter_glob : StringProperty(default="*.mdl", options={'HIDDEN'})
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@classmethod
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def poll(cls, context):
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return (context.active_object != None
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and type(context.active_object.data) == bpy.types.Mesh)
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def execute(self, context):
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from . import export_mdl
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keywords = self.as_keywords (ignore=("check_existing", "filter_glob"))
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return export_mdl.export_mdl(self, context, **keywords)
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class OBJECT_PT_MDLPanel(bpy.types.Panel):
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bl_label = "MDL Properties"
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = 'object'
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bl_options = {'DEFAULT_CLOSED'}
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@classmethod
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def poll(cls, context):
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obj = context.active_object
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return obj and obj.type == 'MESH'
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def draw(self, context):
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layout = self.layout
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obj = context.active_object
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layout.prop(obj.qfmdl, "eyeposition")
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layout.prop(obj.qfmdl, "synctype")
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layout.prop(obj.qfmdl, "rotate")
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layout.prop(obj.qfmdl, "effects")
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layout.prop(obj.qfmdl, "script")
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layout.prop(obj.qfmdl, "xform")
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layout.prop(obj.qfmdl, "md16")
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def menu_func_import(self, context):
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self.layout.operator(ImportMDL6.bl_idname, text="Quake MDL (.mdl)")
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def menu_func_export(self, context):
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self.layout.operator(ExportMDL6.bl_idname, text="Quake MDL (.mdl)")
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classes = (
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QFMDLSettings,
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OBJECT_PT_MDLPanel,
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ImportMDL6,
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ExportMDL6
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)
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def register():
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for cls in classes:
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bpy.utils.register_class(cls)
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bpy.types.Object.qfmdl = PointerProperty(type=QFMDLSettings)
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bpy.types.TOPBAR_MT_file_import.append(menu_func_import)
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bpy.types.TOPBAR_MT_file_export.append(menu_func_export)
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def unregister():
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for cls in classes:
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bpy.utils.unregister_class(cls)
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bpy.types.TOPBAR_MT_file_import.remove(menu_func_import)
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bpy.types.TOPBAR_MT_file_export.remove(menu_func_export)
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if __name__ == "__main__":
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register()
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