├── .gitattributes
├── .gitignore
├── LICENSE
├── README.md
├── __init__.py
└── addon
├── __init__.py
├── icons
├── __init__.py
├── hlmv.png
├── mdl.png
├── missing.png
├── qc.png
├── smd.png
└── vmf.png
├── ops
├── __init__.py
├── backup.py
├── compile_qc.py
├── export_auto.py
├── export_meshes.py
├── export_vmf.py
├── generate_qc.py
├── list_operator.py
├── open_folder.py
├── pose_bone_transforms.py
├── rig_simulation.py
├── triangulate.py
├── view_model.py
└── weighted_normal.py
├── props
├── __init__.py
├── addon_prefs.py
├── attachment_props.py
├── event_props.py
├── game_props.py
├── global_props.py
├── map_props.py
├── material_folder_props.py
├── model_props.py
├── particle_props.py
├── sequence_props.py
├── skin_props.py
└── surface_props.py
├── types
├── __init__.py
├── map_export
│ ├── __init__.py
│ ├── brush.py
│ ├── displacement.py
│ └── vmf.py
├── model_export
│ ├── __init__.py
│ ├── fbx.py
│ ├── model.py
│ └── smd.py
└── pyvmf
│ ├── __init__.py
│ ├── importer.py
│ ├── pyvmf.py
│ └── tools.py
├── ui
├── __init__.py
├── lists.py
└── panels.py
└── utils
├── __init__.py
├── backup.py
├── common.py
└── game.py
/.gitattributes:
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1 | # Auto detect text files and perform LF normalization
2 | * text=auto
3 |
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/.gitignore:
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1 | # Byte-compiled / optimized / DLL files
2 | __pycache__/
3 | *.py[cod]
4 | *$py.class
5 |
6 | # C extensions
7 | *.so
8 |
9 | # Distribution / packaging
10 | .Python
11 | build/
12 | develop-eggs/
13 | dist/
14 | downloads/
15 | eggs/
16 | .eggs/
17 | lib/
18 | lib64/
19 | parts/
20 | sdist/
21 | var/
22 | wheels/
23 | pip-wheel-metadata/
24 | share/python-wheels/
25 | *.egg-info/
26 | .installed.cfg
27 | *.egg
28 | MANIFEST
29 |
30 | # PyInstaller
31 | # Usually these files are written by a python script from a template
32 | # before PyInstaller builds the exe, so as to inject date/other infos into it.
33 | *.manifest
34 | *.spec
35 |
36 | # Installer logs
37 | pip-log.txt
38 | pip-delete-this-directory.txt
39 |
40 | # Unit test / coverage reports
41 | htmlcov/
42 | .tox/
43 | .nox/
44 | .coverage
45 | .coverage.*
46 | .cache
47 | nosetests.xml
48 | coverage.xml
49 | *.cover
50 | *.py,cover
51 | .hypothesis/
52 | .pytest_cache/
53 |
54 | # Translations
55 | *.mo
56 | *.pot
57 |
58 | # Django stuff:
59 | *.log
60 | local_settings.py
61 | db.sqlite3
62 | db.sqlite3-journal
63 |
64 | # Flask stuff:
65 | instance/
66 | .webassets-cache
67 |
68 | # Scrapy stuff:
69 | .scrapy
70 |
71 | # Sphinx documentation
72 | docs/_build/
73 |
74 | # PyBuilder
75 | target/
76 |
77 | # Jupyter Notebook
78 | .ipynb_checkpoints
79 |
80 | # IPython
81 | profile_default/
82 | ipython_config.py
83 |
84 | # pyenv
85 | .python-version
86 |
87 | # pipenv
88 | # According to pypa/pipenv#598, it is recommended to include Pipfile.lock in version control.
89 | # However, in case of collaboration, if having platform-specific dependencies or dependencies
90 | # having no cross-platform support, pipenv may install dependencies that don't work, or not
91 | # install all needed dependencies.
92 | #Pipfile.lock
93 |
94 | # celery beat schedule file
95 | celerybeat-schedule
96 |
97 | # SageMath parsed files
98 | *.sage.py
99 |
100 | # Environments
101 | .env
102 | .venv
103 | env/
104 | venv/
105 | ENV/
106 | env.bak/
107 | venv.bak/
108 |
109 | # Spyder project settings
110 | .spyderproject
111 | .spyproject
112 |
113 | # Rope project settings
114 | .ropeproject
115 |
116 | # mkdocs documentation
117 | /site
118 |
119 | # mypy
120 | .mypy_cache/
121 | .dmypy.json
122 | dmypy.json
123 |
124 | # Pyre type checker
125 | .pyre/
126 |
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620 |
621 | END OF TERMS AND CONDITIONS
622 |
623 | How to Apply These Terms to Your New Programs
624 |
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630 | to attach them to the start of each source file to most effectively
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633 |
634 |
635 | Copyright (C)
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637 | This program is free software: you can redistribute it and/or modify
638 | it under the terms of the GNU General Public License as published by
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641 |
642 | This program is distributed in the hope that it will be useful,
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645 | GNU General Public License for more details.
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647 | You should have received a copy of the GNU General Public License
648 | along with this program. If not, see .
649 |
650 | Also add information on how to contact you by electronic and paper mail.
651 |
652 | If the program does terminal interaction, make it output a short
653 | notice like this when it starts in an interactive mode:
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655 | Copyright (C)
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657 | This is free software, and you are welcome to redistribute it
658 | under certain conditions; type `show c' for details.
659 |
660 | The hypothetical commands `show w' and `show c' should show the appropriate
661 | parts of the General Public License. Of course, your program's commands
662 | might be different; for a GUI interface, you would use an "about box".
663 |
664 | You should also get your employer (if you work as a programmer) or school,
665 | if any, to sign a "copyright disclaimer" for the program, if necessary.
666 | For more information on this, and how to apply and follow the GNU GPL, see
667 | .
668 |
669 | The GNU General Public License does not permit incorporating your program
670 | into proprietary programs. If your program is a subroutine library, you
671 | may consider it more useful to permit linking proprietary applications with
672 | the library. If this is what you want to do, use the GNU Lesser General
673 | Public License instead of this License. But first, please read
674 | .
675 |
--------------------------------------------------------------------------------
/README.md:
--------------------------------------------------------------------------------
1 | # SourceOps
2 | SourceOps is a Blender addon for exporting models to Source 1. \
3 | *Requires Blender 2.83 or newer.*
4 |
5 | ## Table of Contents
6 | 1. [Features](#features)
7 | 2. [Installation](#installation)
8 | 3. [Usage](#usage)
9 | 4. [Links](#links)
10 | 4. [Credits](#credits)
11 | 5. [Support Me](#support-me)
12 |
13 | ## Features
14 | - Export objects as SMD or FBX
15 | - Export actions as SMD
16 | - Generate a QC based on UI settings
17 | - Buttons to compile and view models
18 | - Experimental export for brushes and displacements to VMF
19 | - Automatically rig rigid body simulations
20 | - Add Triangulate / Weighted Normal modifiers
21 | - Copy pose bone location / rotation to clipboard
22 | - Works on Linux with Wine
23 |
24 | ## Installation
25 | 1. Get Blender 2.83 or newer from [blender.org](https://www.blender.org/download) or [Steam](https://store.steampowered.com/app/365670/Blender).
26 | 2. Download the [latest SourceOps release](https://github.com/bonjorno7/SourceOps/releases), **don't** unzip.
27 | 3. Open Blender and do these steps:
28 | 1. Go to `Edit > Preferences`.
29 | 2. Go to the `Add-ons` tab.
30 | 3. Click `Install...` in the top-right of the window.
31 | 4. Browse to the SourceOps zip file and select it, then click `Install Add-on`.
32 | 5. SourceOps should be the only add-on shown if installed correctly.
33 | 6. Check the box on the left and wait a moment for activation to complete.
34 | 7. If you're on Linux, set the path for [Wine](https://www.winehq.org) in the SourceOps preferences.
35 |
36 | ## Usage
37 | - [Old SourceOps tutorial on YouTube](https://www.youtube.com/watch?v=kRCIWQZywMs)
38 |
39 | ## Links
40 | - [SourceOps on Valve Developer Wiki](https://developer.valvesoftware.com/wiki/SourceOps)
41 | - [SourceOps / SourceIO on Discord](https://discord.gg/N35zhHm)
42 |
43 | ## Credits
44 | - [bonjorno7](https://github.com/bonjorno7/SourceOps)
45 | - [CabbageMcGravel](https://github.com/CabbageMcGravel)
46 | - [GorangeNinja](https://github.com/GorangeNinja)
47 | - [JonasAlmaas](https://github.com/JonasAlmaas)
48 | - [KrystianoXPL](https://github.com/KrystianoXPL)
49 | - [Peak-CDE](https://github.com/Peak-CDE)
50 | - [REDxEYE](https://github.com/REDxEYE)
51 | - [SethTooQuick](https://github.com/SethTooQuick)
52 | - [VortexParadox](https://github.com/VortexParadox)
53 | - [xchellx](https://github.com/xchellx)
54 | - [Horiuchi](https://github.com/horiuchii)
55 |
56 | ## Support Me
57 | - Buy my other addons on [Gumroad](https://bonjorno7.gumroad.com) or [Blender Market](https://blendermarket.com/creators/bonjorno7).
58 | - Donate to me on [PayPal](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=43R2CKWLJZ78S).
59 |
--------------------------------------------------------------------------------
/__init__.py:
--------------------------------------------------------------------------------
1 | bl_info = {
2 | 'name': 'SourceOps',
3 | 'author': 'bonjorno7, Almaas, Cabbage McGravel, CryptAlchemy, Gorange, Krystian, RED_EYE, SethTooQuick, Yonder',
4 | 'description': 'A more convenient alternative to Blender Source Tools',
5 | 'blender': (2, 83, 0),
6 | 'version': (0, 7, 5),
7 | 'location': '3D View > Sidebar',
8 | 'category': 'Import-Export',
9 | }
10 |
11 |
12 | from . import addon
13 |
14 |
15 | def register():
16 | addon.register()
17 |
18 |
19 | def unregister():
20 | addon.unregister()
21 |
--------------------------------------------------------------------------------
/addon/__init__.py:
--------------------------------------------------------------------------------
1 | from . import utils
2 | from . import props
3 | from . import icons
4 | from . import ops
5 | from . import ui
6 |
7 |
8 | def register():
9 | props.register()
10 | icons.register()
11 | ops.register()
12 | ui.register()
13 |
14 |
15 | def unregister():
16 | ui.unregister()
17 | ops.unregister()
18 | props.unregister()
19 | icons.unregister()
20 |
--------------------------------------------------------------------------------
/addon/icons/__init__.py:
--------------------------------------------------------------------------------
1 | import bpy
2 | import bpy.utils.previews
3 | import os
4 |
5 |
6 | pcoll = None
7 |
8 |
9 | def id(identifier):
10 | global pcoll
11 |
12 | try:
13 | return pcoll[identifier.lower()].icon_id
14 |
15 | except:
16 | return pcoll['missing'].icon_id
17 |
18 |
19 | def register():
20 | global pcoll
21 | pcoll = bpy.utils.previews.new()
22 | directory = os.path.dirname(__file__)
23 |
24 | for filename in os.listdir(directory):
25 | if filename.lower().endswith('.png'):
26 | name = filename.lower()[0:-4]
27 | path = os.path.join(directory, filename)
28 | pcoll.load(name, path, 'IMAGE')
29 |
30 |
31 | def unregister():
32 | global pcoll
33 | bpy.utils.previews.remove(pcoll)
34 |
--------------------------------------------------------------------------------
/addon/icons/hlmv.png:
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https://raw.githubusercontent.com/bonjorno7/SourceOps/b5e57e4f15d6ee2810693684bfebca83bbbe7b2b/addon/icons/hlmv.png
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/addon/icons/mdl.png:
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https://raw.githubusercontent.com/bonjorno7/SourceOps/b5e57e4f15d6ee2810693684bfebca83bbbe7b2b/addon/icons/mdl.png
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/addon/icons/missing.png:
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https://raw.githubusercontent.com/bonjorno7/SourceOps/b5e57e4f15d6ee2810693684bfebca83bbbe7b2b/addon/icons/missing.png
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/addon/icons/qc.png:
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https://raw.githubusercontent.com/bonjorno7/SourceOps/b5e57e4f15d6ee2810693684bfebca83bbbe7b2b/addon/icons/qc.png
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/addon/icons/smd.png:
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https://raw.githubusercontent.com/bonjorno7/SourceOps/b5e57e4f15d6ee2810693684bfebca83bbbe7b2b/addon/icons/smd.png
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/addon/icons/vmf.png:
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https://raw.githubusercontent.com/bonjorno7/SourceOps/b5e57e4f15d6ee2810693684bfebca83bbbe7b2b/addon/icons/vmf.png
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/addon/ops/__init__.py:
--------------------------------------------------------------------------------
1 | import bpy
2 | from . import open_folder
3 | from . import export_meshes
4 | from . import generate_qc
5 | from . import compile_qc
6 | from . import view_model
7 | from . import export_auto
8 | from . import list_operator
9 | from . import export_vmf
10 | from . import rig_simulation
11 | from . import pose_bone_transforms
12 | from . import weighted_normal
13 | from . import triangulate
14 | from . import backup
15 |
16 | classes = (
17 | open_folder.SOURCEOPS_OT_OpenFolder,
18 | export_meshes.SOURCEOPS_OT_ExportMeshes,
19 | generate_qc.SOURCEOPS_OT_GenerateQC,
20 | compile_qc.SOURCEOPS_OT_CompileQC,
21 | view_model.SOURCEOPS_OT_ViewModel,
22 | export_auto.SOURCEOPS_OT_ExportAuto,
23 | list_operator.SOURCEOPS_OT_ListOperator,
24 | export_vmf.SOURCEOPS_OT_ExportVMF,
25 | rig_simulation.SOURCEOPS_OT_RigSimulation,
26 | pose_bone_transforms.SOURCEOPS_OT_PoseBoneTransforms,
27 | weighted_normal.SOURCEOPS_OT_weighted_normal,
28 | triangulate.SOURCEOPS_OT_triangulate,
29 | backup.SOURCEOPS_OT_BackupPreferences,
30 | backup.SOURCEOPS_OT_RestorePreferences,
31 | )
32 |
33 |
34 | def register():
35 | for cls in classes:
36 | bpy.utils.register_class(cls)
37 |
38 | bpy.types.VIEW3D_MT_pose_context_menu.append(pose_bone_transforms.menu_func)
39 |
40 | def unregister():
41 | bpy.types.VIEW3D_MT_pose_context_menu.remove(pose_bone_transforms.menu_func)
42 |
43 | for cls in reversed(classes):
44 | bpy.utils.unregister_class(cls)
45 |
--------------------------------------------------------------------------------
/addon/ops/backup.py:
--------------------------------------------------------------------------------
1 | import bpy
2 | import bpy_extras
3 | from .. import utils
4 |
5 |
6 | class SOURCEOPS_OT_BackupPreferences(bpy.types.Operator, bpy_extras.io_utils.ExportHelper):
7 | bl_idname = 'sourceops.backup_preferences'
8 | bl_label = 'Backup Preferences'
9 | bl_options = {'REGISTER', 'INTERNAL'}
10 | bl_description = '.\n'.join((
11 | 'Save addon preferences to a file',
12 | 'Made possible by PowerBackup'))
13 |
14 | filter_glob: bpy.props.StringProperty(default='*.json', options={'HIDDEN'})
15 | filename_ext: bpy.props.StringProperty(default='.json', options={'HIDDEN'})
16 |
17 | def invoke(self, context, event):
18 | self.filepath = utils.backup.filepath()
19 | return super().invoke(context, event)
20 |
21 | def execute(self, context):
22 | result = utils.backup.backup(self.filepath)
23 | self.report(result[0], result[1])
24 | return result[2]
25 |
26 |
27 | class SOURCEOPS_OT_RestorePreferences(bpy.types.Operator, bpy_extras.io_utils.ImportHelper):
28 | bl_idname = 'sourceops.restore_preferences'
29 | bl_label = 'Restore Preferences'
30 | bl_options = {'REGISTER', 'UNDO', 'INTERNAL'}
31 | bl_description = '.\n'.join((
32 | 'Load addon preferences from a file',
33 | 'Made possible by PowerBackup'))
34 |
35 | filter_glob: bpy.props.StringProperty(default='*.json', options={'HIDDEN'})
36 | filename_ext: bpy.props.StringProperty(default='.json', options={'HIDDEN'})
37 |
38 | def invoke(self, context, event):
39 | self.filepath = utils.backup.filepath()
40 | return super().invoke(context, event)
41 |
42 | def execute(self, context):
43 | result = utils.backup.restore(self.filepath)
44 | self.report(result[0], result[1])
45 | return result[2]
46 |
--------------------------------------------------------------------------------
/addon/ops/compile_qc.py:
--------------------------------------------------------------------------------
1 | import bpy
2 | from .. import utils
3 | from .. types . model_export . model import Model
4 |
5 |
6 | class SOURCEOPS_OT_CompileQC(bpy.types.Operator):
7 | bl_idname = 'sourceops.compile_qc'
8 | bl_options = {'REGISTER'}
9 | bl_label = 'Compile QC'
10 | bl_description = 'Compile this model\'s QC file'
11 |
12 | @classmethod
13 | def poll(cls, context):
14 | prefs = utils.common.get_prefs(context)
15 | game = utils.common.get_game(prefs)
16 | sourceops = utils.common.get_globals(context)
17 | model = utils.common.get_model(sourceops)
18 | return prefs and game and sourceops and model
19 |
20 | def invoke(self, context, event):
21 | prefs = utils.common.get_prefs(context)
22 | game = utils.common.get_game(prefs)
23 | sourceops = utils.common.get_globals(context)
24 | model = utils.common.get_model(sourceops)
25 |
26 | if not utils.game.verify(game):
27 | self.report({'ERROR'}, 'Game is invalid')
28 | return {'CANCELLED'}
29 |
30 | source_model = Model(game, model)
31 | error = source_model.compile_qc()
32 |
33 | if error:
34 | self.report({'ERROR'}, error)
35 | return {'CANCELLED'}
36 |
37 | self.report({'INFO'}, 'Compiled QC')
38 | return {'FINISHED'}
39 |
--------------------------------------------------------------------------------
/addon/ops/export_auto.py:
--------------------------------------------------------------------------------
1 | import bpy
2 | import time
3 | from threading import Lock, Thread
4 | from .. import utils
5 | from .. types . model_export . model import Model
6 |
7 |
8 | class SOURCEOPS_OT_ExportAuto(bpy.types.Operator):
9 | bl_idname = 'sourceops.export_auto'
10 | bl_options = {'REGISTER'}
11 | bl_label = 'Export Auto'
12 | bl_description = 'Export meshes, generate QC, compile QC, view model.\nShift click to export all models.\nCtrl click to customize export steps'
13 |
14 | ctrl: bpy.props.BoolProperty(name='Ctrl', description='Whether Ctrl was held during invoke', options={'HIDDEN', 'SKIP_SAVE'})
15 | shift: bpy.props.BoolProperty(name='Shift', description='Whether Shift was held during invoke', options={'HIDDEN', 'SKIP_SAVE'})
16 |
17 | all_models: bpy.props.BoolProperty(name='All Models', description='Export all models in the scene', default=False)
18 | export_meshes: bpy.props.BoolProperty(name='Export Meshes', description='Export the meshes and animations as SMD/FBX', default=True)
19 | generate_qc: bpy.props.BoolProperty(name='Generate QC', description='Generate the QC based on your settings', default=True)
20 | compile_qc: bpy.props.BoolProperty(name='Compile QC', description='Compile the QC to an MDL', default=True)
21 | view_model: bpy.props.BoolProperty(name='View Model', description='Open the selected model in HLMV', default=False)
22 |
23 | def draw(self, context):
24 | layout = self.layout
25 | col = layout.column()
26 | col.prop(self, 'all_models')
27 |
28 | col.prop(self, 'export_meshes')
29 | col.prop(self, 'generate_qc')
30 | col.prop(self, 'compile_qc')
31 |
32 | row = col.row()
33 | row.enabled = not self.all_models
34 | row.prop(self, 'view_model')
35 |
36 | @classmethod
37 | def poll(cls, context):
38 | prefs = utils.common.get_prefs(context)
39 | game = utils.common.get_game(prefs)
40 | sourceops = utils.common.get_globals(context)
41 | model = utils.common.get_model(sourceops)
42 | return prefs and game and sourceops and model
43 |
44 | def invoke(self, context, event):
45 | prefs = utils.common.get_prefs(context)
46 | game = utils.common.get_game(prefs)
47 |
48 | if not utils.game.verify(game):
49 | self.report({'ERROR'}, 'Game is invalid')
50 | return {'CANCELLED'}
51 |
52 | self.ctrl = event.ctrl
53 | self.shift = event.shift
54 |
55 | if self.ctrl:
56 | return context.window_manager.invoke_props_dialog(self)
57 | else:
58 | return self.execute(context)
59 |
60 | def execute(self, context):
61 | prefs = utils.common.get_prefs(context)
62 | game = utils.common.get_game(prefs)
63 | sourceops = utils.common.get_globals(context)
64 |
65 | start = time.time()
66 |
67 | self._lock = Lock()
68 | self._results = []
69 |
70 | if (not self.ctrl and self.shift) or (self.ctrl and self.all_models):
71 | source_models = [Model(game, model) for model in sourceops.model_items]
72 |
73 | for source_model in source_models:
74 | error = self.export(source_model)
75 | if error:
76 | self.report({'ERROR'}, error)
77 | return {'CANCELLED'}
78 |
79 | threads = [Thread(target=self.compile, args=[m], daemon=True) for m in source_models]
80 |
81 | for thread in threads:
82 | thread.start()
83 |
84 | for thread in threads:
85 | thread.join()
86 |
87 | for error in self._results:
88 | self.report({'ERROR'}, error)
89 |
90 | if self._results:
91 | return {'CANCELLED'}
92 |
93 | self.report({'INFO'}, f'Exported all models in the scene in {round(time.time() - start, 1)} seconds')
94 | return {'FINISHED'}
95 |
96 | else:
97 | model = utils.common.get_model(sourceops)
98 | source_model = Model(game, model)
99 |
100 | error = self.export(source_model)
101 | if error:
102 | self.report({'ERROR'}, error)
103 | return {'CANCELLED'}
104 |
105 | error = self.compile(source_model)
106 | if error:
107 | self.report({'ERROR'}, error)
108 | return {'CANCELLED'}
109 |
110 | forced_static = not model.armature and not model.static
111 | static_message = ' (forced static due to lack of armature)' if forced_static else ''
112 |
113 | self.report({'INFO'}, f'Exported {model.name} in {round(time.time() - start, 1)} seconds{static_message}')
114 | return {'FINISHED'}
115 |
116 | def export(self, source_model: Model):
117 | if not self.ctrl or self.export_meshes:
118 | error = source_model.export_meshes()
119 | if error:
120 | return error
121 |
122 | if not self.ctrl or self.generate_qc:
123 | error = source_model.generate_qc()
124 | if error:
125 | return error
126 |
127 | def compile(self, source_model: Model):
128 | if not self.ctrl or self.compile_qc:
129 | error = source_model.compile_qc()
130 | if error:
131 | with self._lock:
132 | self._results.append(error)
133 | return
134 |
135 | if self.ctrl and (not self.all_models and self.view_model):
136 | error = source_model.view_model()
137 | if error:
138 | with self._lock:
139 | self._results.append(error)
140 | return
141 |
--------------------------------------------------------------------------------
/addon/ops/export_meshes.py:
--------------------------------------------------------------------------------
1 | import bpy
2 | from .. import utils
3 | from .. types . model_export . model import Model
4 |
5 |
6 | class SOURCEOPS_OT_ExportMeshes(bpy.types.Operator):
7 | bl_idname = 'sourceops.export_meshes'
8 | bl_options = {'REGISTER'}
9 | bl_label = 'Export Meshes'
10 | bl_description = 'Export this model\'s meshes'
11 |
12 | @classmethod
13 | def poll(cls, context):
14 | prefs = utils.common.get_prefs(context)
15 | game = utils.common.get_game(prefs)
16 | sourceops = utils.common.get_globals(context)
17 | model = utils.common.get_model(sourceops)
18 | return prefs and game and sourceops and model
19 |
20 | def invoke(self, context, event):
21 | prefs = utils.common.get_prefs(context)
22 | game = utils.common.get_game(prefs)
23 | sourceops = utils.common.get_globals(context)
24 | model = utils.common.get_model(sourceops)
25 |
26 | if not utils.game.verify(game):
27 | self.report({'ERROR'}, 'Game is invalid')
28 | return {'CANCELLED'}
29 |
30 | source_model = Model(game, model)
31 | error = source_model.export_meshes()
32 |
33 | if error:
34 | self.report({'ERROR'}, error)
35 | return {'CANCELLED'}
36 |
37 | self.report({'INFO'}, 'Exported meshes')
38 | return {'FINISHED'}
39 |
--------------------------------------------------------------------------------
/addon/ops/export_vmf.py:
--------------------------------------------------------------------------------
1 | import bpy
2 | from pathlib import Path
3 | from .. import utils
4 | from .. types . map_export . vmf import VMF, Settings
5 |
6 |
7 | class SOURCEOPS_OT_ExportVMF(bpy.types.Operator):
8 | bl_idname = 'sourceops.export_vmf'
9 | bl_options = {'REGISTER'}
10 | bl_label = 'Export VMF'
11 | bl_description = 'Turn meshes into brushes or displacements and export them to a VMF file'
12 |
13 | @classmethod
14 | def poll(cls, context):
15 | prefs = utils.common.get_prefs(context)
16 | game = utils.common.get_game(prefs)
17 | sourceops = utils.common.get_globals(context)
18 | props = utils.common.get_map(sourceops)
19 | return prefs and game and sourceops and props
20 |
21 | def invoke(self, context, event):
22 | prefs = utils.common.get_prefs(context)
23 | game = utils.common.get_game(prefs)
24 | sourceops = utils.common.get_globals(context)
25 | props = utils.common.get_map(sourceops)
26 |
27 | if not game.mapsrc:
28 | self.report({'INFO'}, 'Please enter a mapsrc folder')
29 | return {'CANCELLED'}
30 |
31 | if not props.name:
32 | self.report({'INFO'}, 'Please enter a map name')
33 | return {'CANCELLED'}
34 |
35 | if not (props.brush_collection or props.disp_collection):
36 | self.report({'INFO'}, 'Please choose a collection')
37 | return {'CANCELLED'}
38 |
39 | mapsrc = bpy.path.abspath(game.mapsrc)
40 | path = str(Path(mapsrc) / props.name)
41 |
42 | if props.brush_collection:
43 | brush_objects = [o for o in props.brush_collection.all_objects if o.type == 'MESH']
44 | else:
45 | brush_objects = []
46 |
47 | if props.disp_collection:
48 | disp_objects = [o for o in props.disp_collection.all_objects if o.type == 'MESH']
49 | else:
50 | disp_objects = []
51 |
52 | geometry_scale = props.geometry_scale
53 | texture_scale = props.texture_scale
54 | lightmap_scale = props.lightmap_scale
55 | allow_skewed_textures = props.allow_skewed_textures
56 | align_to_grid = props.align_to_grid
57 |
58 | settings = Settings(
59 | brush_objects,
60 | disp_objects,
61 | geometry_scale,
62 | texture_scale,
63 | lightmap_scale,
64 | allow_skewed_textures,
65 | align_to_grid,
66 | )
67 | vmf = VMF(settings)
68 | vmf.export(path)
69 |
70 | self.report({'INFO'}, 'Exported VMF')
71 | return {'FINISHED'}
72 |
--------------------------------------------------------------------------------
/addon/ops/generate_qc.py:
--------------------------------------------------------------------------------
1 | import bpy
2 | from .. import utils
3 | from .. types . model_export . model import Model
4 |
5 |
6 | class SOURCEOPS_OT_GenerateQC(bpy.types.Operator):
7 | bl_idname = 'sourceops.generate_qc'
8 | bl_options = {'REGISTER'}
9 | bl_label = 'Generate QC'
10 | bl_description = 'Generate this model\'s QC file'
11 |
12 | @classmethod
13 | def poll(cls, context):
14 | prefs = utils.common.get_prefs(context)
15 | game = utils.common.get_game(prefs)
16 | sourceops = utils.common.get_globals(context)
17 | model = utils.common.get_model(sourceops)
18 | return prefs and game and sourceops and model
19 |
20 | def invoke(self, context, event):
21 | prefs = utils.common.get_prefs(context)
22 | game = utils.common.get_game(prefs)
23 | sourceops = utils.common.get_globals(context)
24 | model = utils.common.get_model(sourceops)
25 |
26 | if not utils.game.verify(game):
27 | self.report({'ERROR'}, 'Game is invalid')
28 | return {'CANCELLED'}
29 |
30 | source_model = Model(game, model)
31 | error = source_model.generate_qc()
32 |
33 | if error:
34 | self.report({'ERROR'}, error)
35 | return {'CANCELLED'}
36 |
37 | forced_static = not model.armature and not model.static
38 | static_message = ' (forced static due to lack of armature)' if forced_static else ''
39 |
40 | self.report({'INFO'}, f'Generated QC for {model.name}{static_message}')
41 | return {'FINISHED'}
42 |
--------------------------------------------------------------------------------
/addon/ops/list_operator.py:
--------------------------------------------------------------------------------
1 | import bpy
2 | from .. utils import common
3 |
4 |
5 | class SOURCEOPS_OT_ListOperator(bpy.types.Operator):
6 | bl_idname = 'sourceops.list_operator'
7 | bl_options = {'REGISTER', 'UNDO', 'INTERNAL'}
8 | bl_label = 'List Operator'
9 |
10 | @classmethod
11 | def description(cls, context, properties):
12 | action = properties.mode.split('_')
13 | item = properties.item.replace('_', ' ')
14 |
15 | text = f'{action[0]} {item[:-1]}'
16 | if len(action) > 1:
17 | text = f'{text} {action[1]}'
18 |
19 | return text.capitalize()
20 |
21 | mode: bpy.props.EnumProperty(
22 | name='Mode',
23 | description='What to do to the item',
24 | items=[
25 | ('ADD', 'Add', 'Add an item'),
26 | ('REMOVE', 'Remove', 'Remove an item'),
27 | ('COPY', 'Copy', 'Copy an item'),
28 | ('MOVE_UP', 'Move Up', 'Move an item up'),
29 | ('MOVE_DOWN', 'Move Down', 'Move an item down'),
30 | ],
31 | )
32 |
33 | item: bpy.props.EnumProperty(
34 | name='Type',
35 | description='Which list to deal with',
36 | items=[
37 | ('GAMES', 'Games', 'Operate on games'),
38 | ('MODELS', 'Models', 'Operate on models'),
39 | ('MATERIAL_FOLDERS', 'Material Folders', 'Operate on material folders'),
40 | ('SKINS', 'Skins', 'Operate on skins'),
41 | ('SEQUENCES', 'Sequences', 'Operate on sequences'),
42 | ('EVENTS', 'Events', 'Operate on events'),
43 | ('ATTACHMENTS', 'Attachments', 'Operate on attachments'),
44 | ('PARTICLES', 'Particles', 'Operate on particles'),
45 | ('MAPS', 'Maps', 'Operate on maps'),
46 | ],
47 | )
48 |
49 | def add(self, parent, items, index):
50 | items.add()
51 | index = len(items) - 1
52 | return index
53 |
54 | def remove(self, parent, items, index):
55 | items.remove(index)
56 | index = min(
57 | max(0, index - 1),
58 | max(0, len(items) - 1),
59 | )
60 | return index
61 |
62 | def copy(self, parent, items, index):
63 | items.add()
64 | old, new = items[index], items[-1]
65 | for key, value in old.items():
66 | new[key] = value
67 | index = len(items) - 1
68 | return index
69 |
70 | def move(self, parent, items, index, direction):
71 | neighbor = max(0, index + direction)
72 | items.move(neighbor, index)
73 | length = max(0, len(items) - 1)
74 | index = max(0, min(neighbor, length))
75 | return index
76 |
77 | def move_up(self, parent, items, index):
78 | return self.move(parent, items, index, -1)
79 |
80 | def move_down(self, parent, items, index):
81 | return self.move(parent, items, index, 1)
82 |
83 | def invoke(self, context, event):
84 | prefs = common.get_prefs(context)
85 | game = common.get_game(prefs)
86 | sourceops = common.get_globals(context)
87 | model = common.get_model(sourceops)
88 | sequence = common.get_sequence(model)
89 |
90 | mode_dict = {
91 | 'ADD': self.add,
92 | 'REMOVE': self.remove,
93 | 'COPY': self.copy,
94 | 'MOVE_UP': self.move_up,
95 | 'MOVE_DOWN': self.move_down,
96 | }
97 |
98 | item_dict = {
99 | 'GAMES': (prefs, 'game_items', 'game_index'),
100 | 'MODELS': (sourceops, 'model_items', 'model_index'),
101 | 'MATERIAL_FOLDERS': (model, 'material_folder_items', 'material_folder_index'),
102 | 'SKINS': (model, 'skin_items', 'skin_index'),
103 | 'SEQUENCES': (model, 'sequence_items', 'sequence_index'),
104 | 'EVENTS': (sequence, 'event_items', 'event_index'),
105 | 'ATTACHMENTS': (model, 'attachment_items', 'attachment_index'),
106 | 'PARTICLES': (model, 'particle_items', 'particle_index'),
107 | 'MAPS': (sourceops, 'map_items', 'map_index'),
108 | }
109 |
110 | function = mode_dict[self.mode]
111 | parent, items_name, index_name = item_dict[self.item]
112 |
113 | if self.mode == 'ADD' and not parent:
114 | return {'CANCELLED'}
115 |
116 | if self.mode != 'ADD' and (not parent or not getattr(parent, items_name)):
117 | return {'CANCELLED'}
118 |
119 | items = getattr(parent, items_name)
120 | index = getattr(parent, index_name)
121 |
122 | index = function(parent, items, index)
123 | setattr(parent, index_name, index)
124 |
125 | return {'FINISHED'}
126 |
--------------------------------------------------------------------------------
/addon/ops/open_folder.py:
--------------------------------------------------------------------------------
1 | import bpy
2 | from .. import utils
3 | from .. types . model_export . model import Model
4 |
5 |
6 | class SOURCEOPS_OT_OpenFolder(bpy.types.Operator):
7 | bl_idname = 'sourceops.open_folder'
8 | bl_options = {'REGISTER'}
9 | bl_label = 'Open Folder'
10 | bl_description = 'Open this model\'s folder in your OS\'s file browser'
11 |
12 | @classmethod
13 | def poll(cls, context):
14 | prefs = utils.common.get_prefs(context)
15 | game = utils.common.get_game(prefs)
16 | sourceops = utils.common.get_globals(context)
17 | model = utils.common.get_model(sourceops)
18 | return prefs and game and sourceops and model
19 |
20 | def invoke(self, context, event):
21 | prefs = utils.common.get_prefs(context)
22 | game = utils.common.get_game(prefs)
23 | sourceops = utils.common.get_globals(context)
24 | model = utils.common.get_model(sourceops)
25 |
26 | if not utils.game.verify(game):
27 | self.report({'ERROR'}, 'Game is invalid')
28 | return {'CANCELLED'}
29 |
30 | source_model = Model(game, model)
31 | error = source_model.open_folder()
32 |
33 | if error:
34 | self.report({'ERROR'}, error)
35 | return {'CANCELLED'}
36 |
37 | self.report({'INFO'}, 'Opened folder')
38 | return {'FINISHED'}
39 |
--------------------------------------------------------------------------------
/addon/ops/pose_bone_transforms.py:
--------------------------------------------------------------------------------
1 | import bpy
2 | import math
3 |
4 |
5 | class SOURCEOPS_OT_PoseBoneTransforms(bpy.types.Operator):
6 | bl_idname = 'sourceops.pose_bone_transforms'
7 | bl_label = 'Pose Bone Transforms'
8 | bl_description = 'Copy parent space transforms of the active pose bone to clipboard'
9 | bl_options = {'REGISTER', 'INTERNAL'}
10 |
11 | type: bpy.props.EnumProperty(
12 | name='Transform Type',
13 | items=[
14 | ('TRANSLATION', 'Translation', ''),
15 | ('ROTATION', 'Rotation', ''),
16 | ],
17 | )
18 |
19 | @classmethod
20 | def poll(cls, context: bpy.types.Context) -> bool:
21 | return context.mode == 'POSE'
22 |
23 | def execute(self, context: bpy.types.Context) -> set:
24 | bone = context.active_pose_bone
25 |
26 | if bone is None:
27 | self.report({'INFO'}, 'No active bone')
28 | return {'CANCELLED'}
29 |
30 | if bone.parent:
31 | parent = bone.parent.matrix.inverted_safe()
32 | matrix = parent @ bone.matrix
33 | else:
34 | matrix = bone.matrix
35 |
36 | if self.type == 'ROTATION':
37 | vector = matrix.to_euler()
38 | vector = [math.degrees(n) for n in vector]
39 | else:
40 | vector = matrix.to_translation().xyz
41 |
42 | string = ' '.join(str(round(n, 6)) for n in vector)
43 | context.window_manager.clipboard = string
44 |
45 | self.report({'INFO'}, f'{self.type.capitalize()}: {string}')
46 | return {'FINISHED'}
47 |
48 |
49 | def menu_func(self, context: bpy.types.Context):
50 | layout = self.layout
51 | layout.separator()
52 |
53 | layout.operator('sourceops.pose_bone_transforms', text='Copy Translation for Source').type = 'TRANSLATION'
54 | layout.operator('sourceops.pose_bone_transforms', text='Copy Rotation for Source').type = 'ROTATION'
55 |
--------------------------------------------------------------------------------
/addon/ops/rig_simulation.py:
--------------------------------------------------------------------------------
1 | import bpy
2 | import mathutils
3 | from .. import utils
4 |
5 |
6 | class SOURCEOPS_OT_RigSimulation(bpy.types.Operator):
7 | '''Duplicate rigid body objects from a collection and rig the copies, then make the bones follow the rigid bodies'''
8 | bl_options = {'REGISTER', 'UNDO'}
9 | bl_idname = 'sourceops.rig_simulation'
10 | bl_label = 'Rig Simulation'
11 |
12 | @classmethod
13 | def poll(cls, context):
14 |
15 | # Make sure input and output collections are set
16 | sourceops = utils.common.get_globals(context)
17 | input_collection = sourceops.simulation_input
18 | output_collection = sourceops.simulation_output
19 | return input_collection and output_collection
20 |
21 | def execute(self, context):
22 |
23 | # Switch to object mode
24 | bpy.ops.object.mode_set(mode='OBJECT')
25 |
26 | # Get input and output collections
27 | sourceops = utils.common.get_globals(context)
28 | input_collection = sourceops.simulation_input
29 | output_collection = sourceops.simulation_output
30 |
31 | # Iterate through output objects
32 | for output_obj in output_collection.all_objects:
33 | if output_obj.type not in {'MESH', 'ARMATURE'}:
34 | continue
35 |
36 | # Store object type and data
37 | obj_type = output_obj.type
38 | obj_data = output_obj.data
39 |
40 | # Remove object
41 | bpy.data.objects.remove(output_obj)
42 |
43 | # Remove data
44 | if obj_type == 'MESH':
45 | bpy.data.meshes.remove(obj_data)
46 | elif obj_type == 'ARMATURE':
47 | bpy.data.armatures.remove(obj_data)
48 |
49 | # Create armature
50 | name = f'{output_collection.name} Armature'
51 | arm_data = bpy.data.armatures.new(name=name)
52 | arm_obj = bpy.data.objects.new(name=name, object_data=arm_data)
53 | output_collection.objects.link(arm_obj)
54 | arm_obj.show_in_front = True
55 |
56 | # Iterate through input objects
57 | for input_obj in input_collection.all_objects:
58 | if input_obj.type != 'MESH':
59 | continue
60 |
61 | # Duplicate to output collection
62 | output_obj = input_obj.copy()
63 | output_obj.data = input_obj.data.copy()
64 | output_obj.name = f'Rigged {input_obj.name}'
65 | output_obj.data.name = output_obj.name
66 | output_obj.animation_data_clear()
67 | output_collection.objects.link(output_obj)
68 |
69 | # Reset transforms
70 | output_obj.location = (0, 0, 0)
71 | output_obj.rotation_euler = (0, 0, 0)
72 | output_obj.scale = (1, 1, 1)
73 |
74 | # Remove rigid body properties
75 | if output_obj.rigid_body:
76 | context.view_layer.objects.active = output_obj
77 | bpy.ops.rigidbody.object_remove()
78 |
79 | # Add vertex group
80 | output_obj.vertex_groups.clear()
81 | group = output_obj.vertex_groups.new(name=output_obj.name)
82 | indices = list(range(len(output_obj.data.vertices)))
83 | group.add(index=indices, weight=1.0, type='REPLACE')
84 |
85 | # Add armature modifier
86 | mod = output_obj.modifiers.new('Armature', 'ARMATURE')
87 | mod.use_vertex_groups = True
88 | mod.object = arm_obj
89 |
90 | # Switch to armature edit mode
91 | context.view_layer.objects.active = arm_obj
92 | bpy.ops.object.mode_set(mode='EDIT')
93 |
94 | # Iterate through output objects
95 | for output_obj in output_collection.all_objects:
96 | if output_obj.type != 'MESH':
97 | continue
98 |
99 | # Add bone
100 | bone = arm_data.edit_bones.new(output_obj.name)
101 | bone.tail.z = output_obj.dimensions[2]
102 |
103 | # Switch to armature pose mode
104 | context.view_layer.objects.active = arm_obj
105 | bpy.ops.object.mode_set(mode='POSE')
106 |
107 | # Iterate through bones
108 | for bone in arm_obj.pose.bones:
109 |
110 | # Add bone constraint
111 | constraint = bone.constraints.new('CHILD_OF')
112 | name = bone.name.replace('Rigged ', '', 1)
113 | constraint.target = bpy.data.objects[name]
114 | constraint.inverse_matrix = mathutils.Matrix.Identity(4)
115 |
116 | # Switch to object mode
117 | bpy.ops.object.mode_set(mode='OBJECT')
118 |
119 | # Report to user and finish
120 | self.report({'INFO'}, f'Rigged Simulation')
121 | return {'FINISHED'}
122 |
--------------------------------------------------------------------------------
/addon/ops/triangulate.py:
--------------------------------------------------------------------------------
1 | import bpy
2 |
3 |
4 | class SOURCEOPS_OT_triangulate(bpy.types.Operator):
5 | bl_idname = 'sourceops.triangulate'
6 | bl_label = 'Add Triangulate Modifier'
7 | bl_description = 'Add a triangulate modifier to the selected objects and remove existing triangulate modifiers'
8 | bl_options = {'REGISTER', 'UNDO'}
9 |
10 | quad_method: bpy.props.EnumProperty(
11 | name='Quad Method',
12 | description='Method for splitting the quads into triangles',
13 | items=[
14 | ('BEAUTY', 'Beauty', 'Split the quads in nice triangles, slower method'),
15 | ('FIXED', 'Fixed', 'Split the quads on the first and third vertices'),
16 | ('FIXED_ALTERNATE', 'Fixed Alternate', 'Split the quads on the 2nd and 4th vertice'),
17 | ('SHORTEST_DIAGONAL', 'Shortest Diagonal', 'Split the quads based on the distance between the vertices'),
18 | ],
19 | default='BEAUTY',
20 | )
21 |
22 | ngon_method: bpy.props.EnumProperty(
23 | name='N-gon Method',
24 | description='Method for splitting the n-gons into triangles',
25 | items=[
26 | ('BEAUTY', 'Beauty', 'Arrange the triangles evenly (slow)'),
27 | ('CLIP', 'Clip', 'Split the polygons with an ear clipping algorithm'),
28 | ],
29 | default='BEAUTY',
30 | )
31 |
32 | min_vertices: bpy.props.IntProperty(
33 | name='Minimum Vertices',
34 | description='Triangulate only polygons with vertex count greater than or equal to this number',
35 | min=4,
36 | default=4,
37 | )
38 |
39 | keep_custom_normals: bpy.props.BoolProperty(
40 | name='Keep Normals',
41 | description='Try to preserve custom normals.\nWarning: Depending on chosen triangulation method, shading may not be fully preserved, "Fixed" method usually gives the best result here.\nDoes nothing in Blender 4.2 or newer',
42 | default=True,
43 | )
44 |
45 | @classmethod
46 | def poll(cls, context):
47 | return context.selected_objects
48 |
49 | def execute(self, context):
50 | for obj in context.selected_objects:
51 | if obj.type in {'MESH', 'CURVE', 'SURFACE', 'FONT'}:
52 | for mod in obj.modifiers[:]:
53 | if mod.type == 'TRIANGULATE':
54 | obj.modifiers.remove(mod)
55 |
56 | mod = obj.modifiers.new('Triangulate', 'TRIANGULATE')
57 | mod.quad_method = self.quad_method
58 | mod.ngon_method = self.ngon_method
59 | mod.min_vertices = self.min_vertices
60 | if hasattr(mod, 'keep_custom_normals'):
61 | mod.keep_custom_normals = self.keep_custom_normals
62 |
63 | return {'FINISHED'}
64 |
--------------------------------------------------------------------------------
/addon/ops/view_model.py:
--------------------------------------------------------------------------------
1 | import bpy
2 | from .. import utils
3 | from .. types . model_export . model import Model
4 |
5 |
6 | class SOURCEOPS_OT_ViewModel(bpy.types.Operator):
7 | bl_idname = 'sourceops.view_model'
8 | bl_options = {'REGISTER'}
9 | bl_label = 'View Model'
10 | bl_description = 'View this model in HLMV'
11 |
12 | @classmethod
13 | def poll(cls, context):
14 | prefs = utils.common.get_prefs(context)
15 | game = utils.common.get_game(prefs)
16 | sourceops = utils.common.get_globals(context)
17 | model = utils.common.get_model(sourceops)
18 | return prefs and game and sourceops and model
19 |
20 | def invoke(self, context, event):
21 | prefs = utils.common.get_prefs(context)
22 | game = utils.common.get_game(prefs)
23 | sourceops = utils.common.get_globals(context)
24 | model = utils.common.get_model(sourceops)
25 |
26 | if not utils.game.verify(game):
27 | self.report({'ERROR'}, 'Game is invalid')
28 | return {'CANCELLED'}
29 |
30 | source_model = Model(game, model)
31 | error = source_model.view_model()
32 |
33 | if error:
34 | self.report({'ERROR'}, error)
35 | return {'CANCELLED'}
36 |
37 | plusplus = '++' if source_model.hlmv.stem.endswith('plusplus') else ''
38 | self.report({'INFO'}, f'Viewing model in HLMV{plusplus}')
39 | return {'FINISHED'}
40 |
--------------------------------------------------------------------------------
/addon/ops/weighted_normal.py:
--------------------------------------------------------------------------------
1 | import bpy
2 |
3 |
4 | class SOURCEOPS_OT_weighted_normal(bpy.types.Operator):
5 | bl_idname = 'sourceops.weighted_normal'
6 | bl_label = 'Add Weighted Normal Modifier'
7 | bl_description = 'Add a weighted normal modifier to the selected objects and remove existing weighted normal modifiers'
8 | bl_options = {'REGISTER', 'UNDO'}
9 |
10 | mode: bpy.props.EnumProperty(
11 | name='Weighting Mode',
12 | description='Weighted vertex normal mode to use',
13 | items=[
14 | ('FACE_AREA', 'Face Area', 'Generate face area weighted normals'),
15 | ('CORNER_ANGLE', 'Corner Angle', 'Generate corner angle weighted normals'),
16 | ('FACE_AREA_WITH_ANGLE', 'Face Area And Angle', 'Generated normals weighted by both face area and angle'),
17 | ],
18 | default='FACE_AREA',
19 | )
20 |
21 | weight: bpy.props.IntProperty(
22 | name='Weight',
23 | description='Corrective factor applied to faces’ weights, 50 is neutral, lower values increase weight of weak faces, higher values increase weight of strong faces',
24 | min=1,
25 | max=100,
26 | default=50,
27 | )
28 |
29 | thresh: bpy.props.FloatProperty(
30 | name='Threshold',
31 | description='Threshold value for different weights to be considered equal',
32 | min=0,
33 | max=10,
34 | default=0.01,
35 | )
36 |
37 | keep_sharp: bpy.props.BoolProperty(
38 | name='Keep Sharp',
39 | description='Keep sharp edges as computed for default split normals, instead of setting a single weighted normal for each vertex',
40 | default=True,
41 | )
42 |
43 | use_face_influence: bpy.props.BoolProperty(
44 | name='Face Influence',
45 | description='Use influence of face for weighting',
46 | default=False,
47 | )
48 |
49 | @classmethod
50 | def poll(cls, context):
51 | return context.selected_objects
52 |
53 | def execute(self, context):
54 | bpy.ops.object.shade_smooth()
55 |
56 | for obj in context.selected_objects:
57 | if obj.type == 'MESH':
58 | if hasattr(obj.data, 'use_auto_smooth'):
59 | obj.data.use_auto_smooth = True
60 |
61 | for mod in obj.modifiers[:]:
62 | if mod.type == 'WEIGHTED_NORMAL':
63 | obj.modifiers.remove(mod)
64 |
65 | mod = obj.modifiers.new('WeightedNormal', 'WEIGHTED_NORMAL')
66 | mod.mode = self.mode
67 | mod.weight = self.weight
68 | mod.thresh = self.thresh
69 | mod.keep_sharp = self.keep_sharp
70 | mod.use_face_influence = self.use_face_influence
71 |
72 | return {'FINISHED'}
73 |
--------------------------------------------------------------------------------
/addon/props/__init__.py:
--------------------------------------------------------------------------------
1 | import bpy
2 | from . map_props import SOURCEOPS_MapProps
3 | from . attachment_props import SOURCEOPS_AttachmentProps
4 | from . particle_props import SOURCEOPS_ParticleProps
5 | from . event_props import SOURCEOPS_EventProps
6 | from . sequence_props import SOURCEOPS_SequenceProps
7 | from . skin_props import SOURCEOPS_SkinProps
8 | from . material_folder_props import SOURCEOPS_MaterialFolderProps
9 | from . model_props import SOURCEOPS_ModelProps
10 | from . game_props import SOURCEOPS_GameProps
11 | from . global_props import SOURCEOPS_GlobalProps
12 | from . addon_prefs import SOURCEOPS_AddonPrefs
13 |
14 |
15 | def register():
16 | bpy.utils.register_class(SOURCEOPS_MapProps)
17 | bpy.utils.register_class(SOURCEOPS_AttachmentProps)
18 | bpy.utils.register_class(SOURCEOPS_ParticleProps)
19 | bpy.utils.register_class(SOURCEOPS_EventProps)
20 | bpy.utils.register_class(SOURCEOPS_SequenceProps)
21 | bpy.utils.register_class(SOURCEOPS_SkinProps)
22 | bpy.utils.register_class(SOURCEOPS_MaterialFolderProps)
23 | bpy.utils.register_class(SOURCEOPS_ModelProps)
24 | bpy.utils.register_class(SOURCEOPS_GameProps)
25 | bpy.utils.register_class(SOURCEOPS_GlobalProps)
26 | bpy.utils.register_class(SOURCEOPS_AddonPrefs)
27 | bpy.types.Scene.sourceops = bpy.props.PointerProperty(type=SOURCEOPS_GlobalProps)
28 |
29 |
30 | def unregister():
31 | del bpy.types.Scene.sourceops
32 | bpy.utils.unregister_class(SOURCEOPS_AddonPrefs)
33 | bpy.utils.unregister_class(SOURCEOPS_GlobalProps)
34 | bpy.utils.unregister_class(SOURCEOPS_GameProps)
35 | bpy.utils.unregister_class(SOURCEOPS_ModelProps)
36 | bpy.utils.unregister_class(SOURCEOPS_MaterialFolderProps)
37 | bpy.utils.unregister_class(SOURCEOPS_SkinProps)
38 | bpy.utils.unregister_class(SOURCEOPS_SequenceProps)
39 | bpy.utils.unregister_class(SOURCEOPS_EventProps)
40 | bpy.utils.unregister_class(SOURCEOPS_AttachmentProps)
41 | bpy.utils.unregister_class(SOURCEOPS_ParticleProps)
42 | bpy.utils.unregister_class(SOURCEOPS_MapProps)
43 |
--------------------------------------------------------------------------------
/addon/props/addon_prefs.py:
--------------------------------------------------------------------------------
1 | import bpy
2 | import os
3 | from .. import utils
4 | from . game_props import SOURCEOPS_GameProps
5 |
6 |
7 | class SOURCEOPS_AddonPrefs(bpy.types.AddonPreferences):
8 | bl_idname = __name__.partition('.')[0]
9 |
10 | wine: bpy.props.StringProperty(
11 | name='Wine',
12 | description='Path to your wine installation',
13 | subtype='FILE_PATH',
14 | update=utils.common.update_wine,
15 | )
16 |
17 | game_items: bpy.props.CollectionProperty(type=SOURCEOPS_GameProps)
18 | game_index: bpy.props.IntProperty(default=0, name='Ctrl click to rename')
19 |
20 | def draw(self, context):
21 | layout = self.layout
22 | layout.use_property_split = True
23 | layout.use_property_decorate = False
24 |
25 | if os.name == 'posix':
26 | layout.prop(self, 'wine')
27 |
28 | row = layout.row()
29 | row.operator('sourceops.backup_preferences')
30 | row.operator('sourceops.restore_preferences')
31 |
--------------------------------------------------------------------------------
/addon/props/attachment_props.py:
--------------------------------------------------------------------------------
1 | import bpy
2 |
3 |
4 | class SOURCEOPS_AttachmentProps(bpy.types.PropertyGroup):
5 | name: bpy.props.StringProperty(
6 | name='Name',
7 | description='The name of this attachment',
8 | default='Attachment',
9 | )
10 |
11 | bone: bpy.props.StringProperty(
12 | name='Bone',
13 | description='The bone that this attachment should attach to',
14 | default='',
15 | )
16 |
17 | offset: bpy.props.FloatVectorProperty(
18 | name='Offset',
19 | subtype='XYZ',
20 | description='The local X, Y, and Z position of the attachment (relative to the bone position)',
21 | default=(0.0, 0.0, 0.0),
22 | step=10,
23 | precision=3,
24 | )
25 |
26 | rotation: bpy.props.FloatVectorProperty(
27 | name='Rotation',
28 | subtype='XYZ',
29 | description='Rotates the attachment, in degrees, relative to its parent bone / the origin. Formatted as [pitch, yaw, roll]',
30 | default=(0.0, 0.0, 0.0),
31 | step=100,
32 | precision=3,
33 | )
34 |
35 | absolute: bpy.props.BoolProperty(
36 | name='Absolute',
37 | description='Parented to the model\'s origin. The offset is still relative to the given parent bone, however',
38 | default=False,
39 | )
40 |
41 | rigid: bpy.props.BoolProperty(
42 | name='Rigid',
43 | description='Declares that the bone this attachment is parented to will not move, allowing StudioMDL to optimise it out. Used to convert bones created in a modelling package into attachments',
44 | default=False,
45 | )
46 |
--------------------------------------------------------------------------------
/addon/props/event_props.py:
--------------------------------------------------------------------------------
1 | import bpy
2 |
3 |
4 | class SOURCEOPS_EventProps(bpy.types.PropertyGroup):
5 | name: bpy.props.StringProperty(
6 | name='Name',
7 | description='The name this event has in the list, just for display',
8 | default='Example',
9 | )
10 |
11 | event: bpy.props.StringProperty(
12 | name='Event Type',
13 | description='The type of the event',
14 | default='AE_CL_PLAYSOUND',
15 | )
16 |
17 | frame: bpy.props.IntProperty(
18 | name='Start Frame',
19 | description='The frame of the sequence at which the event should start',
20 | default=0,
21 | )
22 |
23 | value: bpy.props.StringProperty(
24 | name='Event Value',
25 | description='The value for the event',
26 | default='Weapon_Shotgun.Single',
27 | )
28 |
--------------------------------------------------------------------------------
/addon/props/game_props.py:
--------------------------------------------------------------------------------
1 | import bpy
2 | from .. import utils
3 |
4 |
5 | class SOURCEOPS_GameProps(bpy.types.PropertyGroup):
6 | name: bpy.props.StringProperty(
7 | name='Name',
8 | description='The name this game has in the list, just for display',
9 | default='Example',
10 | )
11 |
12 | game: bpy.props.StringProperty(
13 | name='Game',
14 | description='Path to your game folder, gameinfo.txt is here',
15 | subtype='DIR_PATH',
16 | update=utils.game.update_game,
17 | )
18 |
19 | bin: bpy.props.StringProperty(
20 | name='Bin',
21 | description='Path to your bin folder, StudioMDL and HLMV are here',
22 | subtype='DIR_PATH',
23 | update=utils.game.update_bin,
24 | )
25 |
26 | modelsrc: bpy.props.StringProperty(
27 | name='ModelSrc',
28 | description='Path to your modelsrc folder, exported QC/SMD/FBX files go here',
29 | subtype='DIR_PATH',
30 | update=utils.game.update_modelsrc,
31 | )
32 |
33 | models: bpy.props.StringProperty(
34 | name='Models',
35 | description='Path to your models folder, compiled MDL files go here',
36 | subtype='DIR_PATH',
37 | update=utils.game.update_models,
38 | )
39 |
40 | mapsrc: bpy.props.StringProperty(
41 | name='Mapsrc',
42 | description='Path to your mapsrc folder, exported VMF files go here',
43 | subtype='DIR_PATH',
44 | update=utils.game.update_mapsrc,
45 | )
46 |
47 | mesh_type: bpy.props.EnumProperty(
48 | name='Mesh Type',
49 | description='File type for mesh export',
50 | items=[
51 | ('SMD', 'SMD', 'Export meshes as SMD'),
52 | ('FBX', 'FBX', 'Export meshes as FBX (only on CS:GO branch)'),
53 | ],
54 | default='SMD',
55 | )
56 |
--------------------------------------------------------------------------------
/addon/props/global_props.py:
--------------------------------------------------------------------------------
1 | import bpy
2 | from . model_props import SOURCEOPS_ModelProps
3 | from . map_props import SOURCEOPS_MapProps
4 |
5 |
6 | class SOURCEOPS_GlobalProps(bpy.types.PropertyGroup):
7 | model_items: bpy.props.CollectionProperty(type=SOURCEOPS_ModelProps)
8 | model_index: bpy.props.IntProperty(default=0, name='Ctrl click to rename')
9 |
10 | map_items: bpy.props.CollectionProperty(type=SOURCEOPS_MapProps)
11 | map_index: bpy.props.IntProperty(default=0, name='Ctrl click to rename')
12 |
13 | simulation_input: bpy.props.PointerProperty(
14 | name='Simulation Input',
15 | description='The collection containing your rigid body objects',
16 | type=bpy.types.Collection,
17 | )
18 |
19 | simulation_output: bpy.props.PointerProperty(
20 | name='Simulation Output',
21 | description='The collection your rigged objects will go',
22 | type=bpy.types.Collection,
23 | )
24 |
25 | panel: bpy.props.EnumProperty(
26 | name='Panel',
27 | description='Which panel to display',
28 | items=[
29 | ('GAMES', 'Games', 'Display the games panel', 'PREFERENCES', 1),
30 | ('MODELS', 'Models', 'Display the models panel', 'MESH_CUBE', 2),
31 | ('MODEL_OPTIONS', 'Model Options', 'Display the model options panel', 'MODIFIER', 3),
32 | ('TEXTURES', 'Textures', 'Display the textures panel', 'TEXTURE', 4),
33 | ('SEQUENCES', 'Sequences', 'Display the sequences panel', 'SEQUENCE', 5),
34 | ('EVENTS', 'Events', 'Display the events panel', 'ACTION', 6),
35 | ('ATTACHMENTS', 'Attachments', 'Display the attachments panel', 'BONE_DATA', 7),
36 | ('PARTICLES', 'Particles', 'Display the particles panel', 'PARTICLES', 8),
37 | ('MAPS', 'Maps', 'Display the maps panel', 'MOD_BUILD', 9),
38 | ('SIMULATION', 'Simulation', 'Display the simulation panel', 'PHYSICS', 10),
39 | ('MISC', 'Misc', 'Display the misc panel', 'MONKEY', 11),
40 | ],
41 | )
42 |
--------------------------------------------------------------------------------
/addon/props/map_props.py:
--------------------------------------------------------------------------------
1 | import bpy
2 |
3 |
4 | class SOURCEOPS_MapProps(bpy.types.PropertyGroup):
5 | name: bpy.props.StringProperty(
6 | name='Name',
7 | description='The name of the VMF to overwrite with your displacements',
8 | default='example',
9 | )
10 |
11 | brush_collection: bpy.props.PointerProperty(
12 | name='Brushes',
13 | description='The collection containing your brush objects',
14 | type=bpy.types.Collection,
15 | )
16 |
17 | disp_collection: bpy.props.PointerProperty(
18 | name='Displacements',
19 | description='The collection containing your displacement objects',
20 | type=bpy.types.Collection,
21 | )
22 |
23 | geometry_scale: bpy.props.IntProperty(
24 | name='Geometry Scale',
25 | description='How much the geometry will be scaled, just to allow more convenient modeling',
26 | default=64,
27 | min=1,
28 | max=16384,
29 | )
30 |
31 | texture_scale: bpy.props.FloatProperty(
32 | name='Texture Scale',
33 | description='Size of one texel in hammer units',
34 | default=1.0,
35 | min=0,
36 | max=64,
37 | step=1,
38 | precision=3,
39 | )
40 |
41 | lightmap_scale: bpy.props.IntProperty(
42 | name='Lightmap Scale',
43 | description='Hammer units per lightmap luxel on the generated brushes',
44 | default=32,
45 | min=1,
46 | max=16384,
47 | )
48 |
49 | allow_skewed_textures: bpy.props.BoolProperty(
50 | name='Allow Skewed Textures',
51 | description='Allow non-perpendicular UV axes. Works in Hammer as long as faces are not skewed themselves',
52 | default=False,
53 | )
54 |
55 | align_to_grid: bpy.props.BoolProperty(
56 | name='Align to Grid',
57 | description='Round brush coordinates to whole numbers. Does not affect displacements or their brushes',
58 | default=True,
59 | )
60 |
--------------------------------------------------------------------------------
/addon/props/material_folder_props.py:
--------------------------------------------------------------------------------
1 | import bpy
2 |
3 |
4 | class SOURCEOPS_MaterialFolderProps(bpy.types.PropertyGroup):
5 | name: bpy.props.StringProperty(
6 | name='Relative Path',
7 | description='$cdmaterials, the folder inside of which to look for materials, relative to your game\'s materials folder',
8 | default='models/example',
9 | )
10 |
--------------------------------------------------------------------------------
/addon/props/model_props.py:
--------------------------------------------------------------------------------
1 | import bpy
2 | from . material_folder_props import SOURCEOPS_MaterialFolderProps
3 | from . skin_props import SOURCEOPS_SkinProps
4 | from . sequence_props import SOURCEOPS_SequenceProps
5 | from . attachment_props import SOURCEOPS_AttachmentProps
6 | from . particle_props import SOURCEOPS_ParticleProps
7 | from . surface_props import SOURCEOPS_SurfaceProps
8 |
9 |
10 | class SOURCEOPS_ModelProps(bpy.types.PropertyGroup):
11 | material_folder_items: bpy.props.CollectionProperty(type=SOURCEOPS_MaterialFolderProps)
12 | material_folder_index: bpy.props.IntProperty(default=0, name='Ctrl click to rename')
13 |
14 | skin_items: bpy.props.CollectionProperty(type=SOURCEOPS_SkinProps)
15 | skin_index: bpy.props.IntProperty(default=0, name='Ctrl click to rename')
16 |
17 | sequence_items: bpy.props.CollectionProperty(type=SOURCEOPS_SequenceProps)
18 | sequence_index: bpy.props.IntProperty(default=0, name='Ctrl click to rename')
19 |
20 | attachment_items: bpy.props.CollectionProperty(type=SOURCEOPS_AttachmentProps)
21 | attachment_index: bpy.props.IntProperty(default=0, name='Ctrl click to rename')
22 |
23 | particle_items: bpy.props.CollectionProperty(type=SOURCEOPS_ParticleProps)
24 | particle_index: bpy.props.IntProperty(default=0, name='Ctrl click to rename')
25 |
26 | name: bpy.props.StringProperty(
27 | name='Name',
28 | description='Your model\'s path, eg example/model',
29 | default='example/model',
30 | )
31 |
32 | rename_material: bpy.props.StringProperty(
33 | name='Rename Material',
34 | description='Rename the first material currently on your model when exporting',
35 | default='',
36 | )
37 |
38 | def poll_armature(self, object):
39 | return object.type == 'ARMATURE'
40 |
41 | armature: bpy.props.PointerProperty(
42 | name='Armature',
43 | description='Armature that controls the object',
44 | type=bpy.types.Object,
45 | poll=poll_armature,
46 | )
47 |
48 | def poll_reference(self, object):
49 | return object not in (self.collision, self.bodygroups, self.stacking)
50 |
51 | reference: bpy.props.PointerProperty(
52 | name='Reference',
53 | description='Visible meshes combined into one body',
54 | type=bpy.types.Collection,
55 | poll=poll_reference,
56 | )
57 |
58 | def poll_collision(self, object):
59 | return object not in (self.reference, self.bodygroups, self.stacking)
60 |
61 | collision: bpy.props.PointerProperty(
62 | name='Collision',
63 | description='Tangible meshes combined into one body',
64 | type=bpy.types.Collection,
65 | poll=poll_collision,
66 | )
67 |
68 | def poll_bodygroups(self, object):
69 | return object not in (self.reference, self.collision, self.stacking)
70 |
71 | bodygroups: bpy.props.PointerProperty(
72 | name='Bodygroups',
73 | description='Groups of visible meshes, the game can choose one body per group',
74 | type=bpy.types.Collection,
75 | poll=poll_bodygroups,
76 | )
77 |
78 | def poll_stacking(self, object):
79 | return object not in (self.reference, self.collision, self.bodygroups)
80 |
81 | stacking: bpy.props.PointerProperty(
82 | name='Stacking',
83 | description='Visible meshes drawn in the specified order',
84 | type=bpy.types.Collection,
85 | poll=poll_stacking,
86 | )
87 |
88 | surface: bpy.props.EnumProperty(
89 | name='Surface Property',
90 | description='$surfaceprop, this affects decals and how it sounds in game',
91 | items=SOURCEOPS_SurfaceProps,
92 | default='default',
93 | )
94 |
95 | glass: bpy.props.BoolProperty(
96 | name='Has Glass',
97 | description='$mostlyopaque, use this if your model has something transparent like glass',
98 | default=False,
99 | )
100 |
101 | static: bpy.props.BoolProperty(
102 | name='Static Prop',
103 | description='$staticprop, use this for models with no moving parts.\nRemoves animations and bones, does some optimization.\nWarning: can cause issues such as blank for bodygroups not working',
104 | default=False,
105 | )
106 |
107 | static_prop_combine: bpy.props.BoolProperty(
108 | name='Static Prop Combine',
109 | description='Whether to use the steamapps/content path instead of modelsrc, necessary for autocombine, a neat CS:GO feature.\nWarning: does not work with $origin',
110 | default=False,
111 | )
112 |
113 | joints: bpy.props.BoolProperty(
114 | name='Collision Joints',
115 | description='Use $collisionjoints instead of $collisionmodel, recommended for animated models and ragdolls',
116 | default=False,
117 | )
118 |
119 | prepend_armature: bpy.props.BoolProperty(
120 | name='Prepend Armature',
121 | description='Prepend the name of the armature to every bone name in your SMD files. Necessary for multi-armature models',
122 | default=False,
123 | )
124 |
125 | ignore_transforms: bpy.props.BoolProperty(
126 | name='Ignore Transforms',
127 | description='Ignores all transforms of all objects, this includes parenting',
128 | default=False,
129 | )
130 |
131 | origin_source: bpy.props.EnumProperty(
132 | name='Origin Source',
133 | description='Method of specifying $origin.\nEither manually specified in this panel, or via an object',
134 | items=[
135 | ('MANUAL', 'Manual Input', 'Specify the transforms manually in this panel'),
136 | ('OBJECT', 'Object', 'Use an object\'s transforms\nIf it isn\'t set, then no transforms are used'),
137 | ],
138 | )
139 |
140 | origin_object: bpy.props.PointerProperty(
141 | name='Origin Object',
142 | description='The object to use the transforms of as the $origin',
143 | type=bpy.types.Object,
144 | )
145 |
146 | origin_x: bpy.props.FloatProperty(
147 | name='Origin +X',
148 | description='Translation on the X axis for $origin in the QC file',
149 | default=0.0,
150 | )
151 |
152 | origin_y: bpy.props.FloatProperty(
153 | name='Origin +Y',
154 | description='Translation on the Y axis for $origin in the QC file',
155 | default=0.0,
156 | )
157 |
158 | origin_z: bpy.props.FloatProperty(
159 | name='Origin Z',
160 | description='Translation on the Z axis for $origin in the QC file',
161 | default=0.0,
162 | )
163 |
164 | rotation: bpy.props.FloatProperty(
165 | name='Origin Rotation',
166 | description='Rotation around the up axis for $origin in the QC file, this is applied after the location',
167 | default=0.0,
168 | )
169 |
170 | scale: bpy.props.FloatProperty(
171 | name='Model Scale',
172 | description='$scale to put at the top of your QC files, this does not affect $origin or attachments',
173 | default=1.0,
174 | )
175 |
--------------------------------------------------------------------------------
/addon/props/particle_props.py:
--------------------------------------------------------------------------------
1 | import bpy
2 |
3 | SOURCEOPS_ParticleAttachProps = [
4 | ('start_at_origin', 'start_at_origin', ''),
5 | ('start_at_attachment', 'start_at_attachment', ''),
6 | ('follow_origin', 'follow_origin', ''),
7 | ('follow_attachment', 'follow_attachment', ''),
8 | ]
9 |
10 | class SOURCEOPS_ParticleProps(bpy.types.PropertyGroup):
11 | name: bpy.props.StringProperty(
12 | name='Name',
13 | description='The name of a particle system. NOT the name of a .pcf file!',
14 | default='Particle',
15 | )
16 |
17 | attachment_type: bpy.props.EnumProperty(
18 | name='Attachment Type',
19 | description='The method of attaching the particle to the prop',
20 | items=SOURCEOPS_ParticleAttachProps,
21 | default='start_at_origin',
22 | )
23 |
24 | attachment_point: bpy.props.StringProperty(
25 | name='Attachment Point',
26 | description='The attachment point at which the particle system should spawn, if applicable',
27 | default='',
28 | )
29 |
--------------------------------------------------------------------------------
/addon/props/sequence_props.py:
--------------------------------------------------------------------------------
1 | import bpy
2 | from . event_props import SOURCEOPS_EventProps
3 |
4 |
5 | class SOURCEOPS_SequenceProps(bpy.types.PropertyGroup):
6 | event_items: bpy.props.CollectionProperty(type=SOURCEOPS_EventProps)
7 | event_index: bpy.props.IntProperty(default=0, name='Ctrl click to rename')
8 |
9 | name: bpy.props.StringProperty(
10 | name='Name',
11 | description='The name this sequence will have in game',
12 | default='idle',
13 | )
14 |
15 | action: bpy.props.PointerProperty(
16 | name='Action',
17 | description='The action to use for this sequence',
18 | type=bpy.types.Action,
19 | )
20 |
21 | use_framerate: bpy.props.BoolProperty(
22 | name='Custom Framerate',
23 | description='Whether to use the custom framerate instead of the scene framerate',
24 | default=False,
25 | )
26 |
27 | framerate: bpy.props.IntProperty(
28 | name='Framerate',
29 | description='If override is enabled, use this framerate instead of the scene framerate',
30 | default=30,
31 | )
32 |
33 | use_range: bpy.props.BoolProperty(
34 | name='Custom Range',
35 | description='Whether to use custom start and end frames instead of the whole action',
36 | default=False,
37 | )
38 |
39 | start: bpy.props.IntProperty(
40 | name='Start Frame',
41 | description='First frame of the sequence',
42 | default=1,
43 | )
44 |
45 | end: bpy.props.IntProperty(
46 | name='End Frame',
47 | description='Last frame of the sequence',
48 | default=30,
49 | )
50 |
51 | activity: bpy.props.StringProperty(
52 | name='Activity',
53 | description='The the activity that triggers this sequence to play',
54 | default='ACT_VM_IDLE',
55 | )
56 |
57 | weight: bpy.props.IntProperty(
58 | name='Weight',
59 | description='Determines the chance this sequence will play compared to other sequences with this activity',
60 | default=1,
61 | )
62 |
63 | snap: bpy.props.BoolProperty(
64 | name='Snap',
65 | description='Snap to and from this sequence instead of interpolating',
66 | default=False,
67 | )
68 |
69 | loop: bpy.props.BoolProperty(
70 | name='Loop',
71 | description='Whether the sequence will be looped.\nStart frame must be identical to end frame',
72 | default=False,
73 | )
74 |
--------------------------------------------------------------------------------
/addon/props/skin_props.py:
--------------------------------------------------------------------------------
1 | import bpy
2 |
3 |
4 | class SOURCEOPS_SkinProps(bpy.types.PropertyGroup):
5 | name: bpy.props.StringProperty(
6 | name='Materials',
7 | description='Space separated list of VMT names, supports quotes.\nThe first line must be the materials currently on your model',
8 | default='example',
9 | )
10 |
--------------------------------------------------------------------------------
/addon/props/surface_props.py:
--------------------------------------------------------------------------------
1 | SOURCEOPS_SurfaceProps = sorted([
2 | ('default', 'default', ''),
3 | ('default_silent', 'default_silent', ''),
4 | ('floatingstandable', 'floatingstandable', ''),
5 | ('item', 'item', ''),
6 | ('ladder', 'ladder', ''),
7 | ('no_decal', 'no_decal', ''),
8 | ('player', 'player', ''),
9 | ('player_control_clip', 'player_control_clip', ''),
10 | ('brick', 'brick', ''),
11 | ('concrete', 'concrete', ''),
12 | ('concrete_block', 'concrete_block', ''),
13 | ('rock', 'rock', ''),
14 | ('canister', 'canister', ''),
15 | ('chain', 'chain', ''),
16 | ('chainlink', 'chainlink', ''),
17 | ('combine_metal', 'combine_metal', ''),
18 | ('crowbar', 'crowbar', ''),
19 | ('floating_metal_barrel', 'floating_metal_barrel', ''),
20 | ('grenade', 'grenade', ''),
21 | ('gunship', 'gunship', ''),
22 | ('metal', 'metal', ''),
23 | ('metal_barrel', 'metal_barrel', ''),
24 | ('metal_bouncy', 'metal_bouncy', ''),
25 | ('metal_box', 'metal_box', ''),
26 | ('metal_seafloorcar', 'metal_seafloorcar', ''),
27 | ('metalgrate', 'metalgrate', ''),
28 | ('metalpanel', 'metalpanel', ''),
29 | ('metalvent', 'metalvent', ''),
30 | ('metalvehicle', 'metalvehicle', ''),
31 | ('paintcan', 'paintcan', ''),
32 | ('popcan', 'popcan', ''),
33 | ('roller', 'roller', ''),
34 | ('slipperymetal', 'slipperymetal', ''),
35 | ('solidmetal', 'solidmetal', ''),
36 | ('strider', 'strider', ''),
37 | ('weapon', 'weapon', ''),
38 | ('wood', 'wood', ''),
39 | ('wood_box', 'wood_box', ''),
40 | ('wood_furniture', 'wood_furniture', ''),
41 | ('wood_plank', 'wood_plank', ''),
42 | ('wood_panel', 'wood_panel', ''),
43 | ('wood_solid', 'wood_solid', ''),
44 | ('dirt', 'dirt', ''),
45 | ('grass', 'grass', ''),
46 | ('gravel', 'gravel', ''),
47 | ('mud', 'mud', ''),
48 | ('quicksand', 'quicksand', ''),
49 | ('sand', 'sand', ''),
50 | ('slipperyslime', 'slipperyslime', ''),
51 | ('antlionsand', 'antlionsand', ''),
52 | ('slime', 'slime', ''),
53 | ('water', 'water', ''),
54 | ('wade', 'wade', ''),
55 | ('ice', 'ice', ''),
56 | ('snow', 'snow', ''),
57 | ('alienflesh', 'alienflesh', ''),
58 | ('antlion', 'antlion', ''),
59 | ('armorflesh', 'armorflesh', ''),
60 | ('bloodyflesh', 'bloodyflesh', ''),
61 | ('flesh', 'flesh', ''),
62 | ('foliage', 'foliage', ''),
63 | ('watermelon', 'watermelon', ''),
64 | ('zombieflesh', 'zombieflesh', ''),
65 | ('glass', 'glass', ''),
66 | ('glassbottle', 'glassbottle', ''),
67 | ('combine_glass', 'combine_glass', ''),
68 | ('tile', 'tile', ''),
69 | ('paper', 'paper', ''),
70 | ('papercup', 'papercup', ''),
71 | ('cardboard', 'cardboard', ''),
72 | ('plaster', 'plaster', ''),
73 | ('plastic_barrel', 'plastic_barrel', ''),
74 | ('plastic_barrel_buoyant', 'plastic_barrel_buoyant', ''),
75 | ('plastic_box', 'plastic_box', ''),
76 | ('plastic', 'plastic', ''),
77 | ('rubber', 'rubber', ''),
78 | ('rubbertire', 'rubbertire', ''),
79 | ('slidingrubbertire', 'slidingrubbertire', ''),
80 | ('slidingrubbertire_front', 'slidingrubbertire_front', ''),
81 | ('slidingrubbertire_rear', 'slidingrubbertire_rear', ''),
82 | ('jeeptire', 'jeeptire', ''),
83 | ('brackingrubbertire', 'brackingrubbertire', ''),
84 | ('carpet', 'carpet', ''),
85 | ('ceiling_tile', 'ceiling_tile', ''),
86 | ('computer', 'computer', ''),
87 | ('pottery', 'pottery', ''),
88 | ])
89 |
--------------------------------------------------------------------------------
/addon/types/__init__.py:
--------------------------------------------------------------------------------
1 | from . import pyvmf
2 | from . import model_export
3 | from . import map_export
4 |
--------------------------------------------------------------------------------
/addon/types/map_export/__init__.py:
--------------------------------------------------------------------------------
1 | from . import brush
2 | from . import displacement
3 | from . import vmf
4 |
--------------------------------------------------------------------------------
/addon/types/map_export/brush.py:
--------------------------------------------------------------------------------
1 | import bpy
2 | import bmesh
3 | import mathutils
4 | import math
5 | import typing
6 | from .. pyvmf import pyvmf
7 |
8 |
9 | def sort_into_parts(bm: bmesh.types.BMesh):
10 | parts = []
11 |
12 | bm.select_mode = {'FACE'}
13 |
14 | for face in bm.faces:
15 | face.hide_set(False)
16 |
17 | while True:
18 | face = next((f for f in bm.faces if not f.hide), None)
19 |
20 | if not face:
21 | break
22 |
23 | faces = set([face])
24 |
25 | while True:
26 | temp_faces = faces.copy()
27 |
28 | for face in temp_faces:
29 | for edge in face.edges:
30 | faces.update(set(edge.link_faces))
31 |
32 | if len(temp_faces) == len(faces):
33 | break
34 |
35 | for face in faces:
36 | face.hide_set(True)
37 |
38 | parts.append(faces)
39 |
40 | return parts
41 |
42 |
43 | def get_texture_size(obj: bpy.types.Object, face: bmesh.types.BMFace):
44 | if face.material_index in range(len(obj.material_slots)):
45 | face_material = obj.material_slots[face.material_index].material
46 |
47 | if face_material and face_material.use_nodes:
48 | for mat_node in face_material.node_tree.nodes:
49 | if mat_node.type == 'TEX_IMAGE':
50 | return mat_node.image.size[0]
51 |
52 | return -1
53 |
54 |
55 | def calc_uv_axes(settings: typing.Any, obj: bpy.types.Object, bm: bmesh.types.BMesh, face: bmesh.types.BMFace):
56 | points = [loop.vert.co.copy() for loop in face.loops[0:3]]
57 |
58 | u_vals = []
59 | v_vals = []
60 |
61 | if len(bm.loops.layers.uv) > 0:
62 | uv_layer = bm.loops.layers.uv.verify()
63 |
64 | for loop in face.loops[0:3]:
65 | uv = loop[uv_layer].uv
66 | u_vals.append(uv[0])
67 | v_vals.append(1 - uv[1])
68 |
69 | else:
70 | u_vals = [0, 0, 1]
71 | v_vals = [0, 1, 1]
72 |
73 | p1, p2, p3 = points
74 | u1, u2, u3 = u_vals
75 | v1, v2, v3 = v_vals
76 |
77 | uv_side_a = mathutils.Vector((u2 - u1, v2 - v1))
78 | uv_side_b = mathutils.Vector((u3 - u1, v3 - v1))
79 | tangent = (p2 - p1) * uv_side_b.y - (p3 - p1) * uv_side_a.y
80 | side_v = (p3 - p1) * uv_side_a.x - (p2 - p1) * uv_side_b.x
81 | determinant = uv_side_a.x * uv_side_b.y - uv_side_b.x * uv_side_a.y
82 |
83 | epsilon = 0.0001
84 |
85 | if abs(determinant) > epsilon:
86 | tangent = tangent / determinant
87 | side_v = side_v / determinant
88 |
89 | if not settings.allow_skewed_textures:
90 | bitangent = mathutils.Quaternion(face.normal, math.radians(90)) @ tangent
91 | bitangent.normalize()
92 | bitangent = bitangent * side_v.dot(bitangent)
93 | else:
94 | bitangent = side_v
95 |
96 | # Scale
97 | texture_side_length = get_texture_size(obj, face)
98 | if texture_side_length > 0:
99 | u_scale = tangent.magnitude / texture_side_length
100 | v_scale = bitangent.magnitude / texture_side_length
101 | else:
102 | u_scale = 1
103 | v_scale = 1
104 |
105 | # Offset
106 | tangent_space_transform = mathutils.Matrix((
107 | [tangent.x, bitangent.x, face.normal.x],
108 | [tangent.y, bitangent.y, face.normal.y],
109 | [tangent.z, bitangent.z, face.normal.z]
110 | ))
111 | if texture_side_length > 0 and abs(tangent_space_transform.determinant()) > epsilon:
112 | tangent_space_transform.invert()
113 | t1 = tangent_space_transform @ p1
114 | u_offset = (1 - (t1.x - u1) * texture_side_length) % texture_side_length
115 | v_offset = (1 - (t1.y - v1) * texture_side_length) % texture_side_length
116 | else:
117 | u_offset = 0
118 | v_offset = 0
119 |
120 | tangent.normalize()
121 | bitangent.normalize()
122 |
123 | u_axis = f'[{tangent[0]} {tangent[1]} {tangent[2]} {u_offset}] {u_scale * settings.texture_scale}'
124 | v_axis = f'[{bitangent[0]} {bitangent[1]} {bitangent[2]} {v_offset}] {v_scale * settings.texture_scale}'
125 |
126 | return u_axis, v_axis
127 |
128 |
129 | def convert_object(settings: typing.Any, obj: bpy.types.Object):
130 | solids = []
131 |
132 | if obj.type != 'MESH':
133 | print(f'Skipping {obj.name} because it is not a mesh')
134 | return []
135 |
136 | depsgraph = bpy.context.evaluated_depsgraph_get()
137 |
138 | bm = bmesh.new()
139 | bm.from_object(obj, depsgraph)
140 |
141 | matrix = mathutils.Matrix.Scale(settings.geometry_scale, 4) @ obj.matrix_world
142 | bmesh.ops.transform(bm, matrix=matrix, space=mathutils.Matrix.Identity(4), verts=bm.verts)
143 |
144 | parts = sort_into_parts(bm)
145 |
146 | for part in parts:
147 | solid = pyvmf.Solid()
148 |
149 | for face in part:
150 | side = pyvmf.Side()
151 |
152 | face.normal_flip()
153 |
154 | side.plane.clear()
155 |
156 | for vert in face.verts[0:3]:
157 | vertex = pyvmf.Vertex(*vert.co)
158 |
159 | if settings.align_to_grid:
160 | vertex.align_to_grid()
161 |
162 | side.plane.append(vertex)
163 |
164 | u_axis, v_axis = calc_uv_axes(settings, obj, bm, face)
165 | side.uaxis = pyvmf.Convert.string_to_uvaxis(u_axis)
166 | side.vaxis = pyvmf.Convert.string_to_uvaxis(v_axis)
167 |
168 | side.lightmapscale = settings.lightmap_scale
169 |
170 | try:
171 | side.material = obj.data.materials[face.material_index].name.upper()
172 | except:
173 | side.material = 'tools/toolsnodraw'.upper()
174 |
175 | solid.add_sides(side)
176 |
177 | solid.editor = pyvmf.Editor()
178 |
179 | solids.append(solid)
180 |
181 | bm.free()
182 |
183 | return solids
184 |
185 |
186 | def convert_objects(settings: typing.Any, objects: typing.List[bpy.types.Object]):
187 | solids = []
188 |
189 | for obj in objects:
190 | result = convert_object(settings, obj)
191 | solids.extend(result)
192 |
193 | return solids
194 |
--------------------------------------------------------------------------------
/addon/types/map_export/displacement.py:
--------------------------------------------------------------------------------
1 | import bpy
2 | import bmesh
3 | import mathutils
4 | import math
5 | import typing
6 | from .. pyvmf import pyvmf
7 |
8 |
9 | def get_levels_and_width(obj: bpy.types.Object):
10 | '''Get the subdivision levels of an object.'''
11 |
12 | # Declare levels
13 | levels = -1
14 |
15 | # Find appropriate modifier and get levels
16 | for mod in obj.modifiers:
17 |
18 | # Multires is supported
19 | if mod.type == 'MULTIRES':
20 | levels = mod.total_levels
21 | break
22 |
23 | # Subsurf is supported
24 | elif mod.type == 'SUBSURF':
25 | levels = mod.levels
26 | break
27 |
28 | # Calculate width from levels
29 | width = 2 ** levels
30 |
31 | # Return levels and width
32 | return levels, width
33 |
34 |
35 | def get_matrix_and_space(obj: bpy.types.Object, scale: float):
36 | '''Get the proper matrix to transform an object.'''
37 |
38 | # Calculate matrix and space
39 | scale = mathutils.Matrix.Scale(scale, 4)
40 | matrix = scale @ obj.matrix_world
41 | space = mathutils.Matrix.Identity(4)
42 |
43 | # Return matrix and space
44 | return matrix, space
45 |
46 |
47 | def setup_subd_mesh(obj: bpy.types.Object, matrix: mathutils.Matrix, space: mathutils.Matrix):
48 | '''Duplicate the mesh and apply transforms.'''
49 |
50 | # Duplicate mesh
51 | obj.data = obj.data.copy()
52 |
53 | # Create bmesh from mesh
54 | bm = bmesh.new()
55 | bm.from_mesh(obj.data)
56 |
57 | # Transform bmesh
58 | bmesh.ops.transform(bm, matrix=matrix, space=space, verts=bm.verts)
59 |
60 | # Apply changes to mesh and free bmesh
61 | bm.to_mesh(obj.data)
62 | bm.free()
63 |
64 |
65 | def align_to_grid(obj: bpy.types.Object):
66 | '''Align the mesh vertices to grid.'''
67 |
68 | # Create bmesh from mesh
69 | bm = bmesh.new()
70 | bm.from_mesh(obj.data)
71 |
72 | # Align verts to grid
73 | for vert in bm.verts:
74 | vert.co.x = round(vert.co.x)
75 | vert.co.y = round(vert.co.y)
76 | vert.co.z = round(vert.co.z)
77 |
78 | # Apply changes to mesh and free bmesh
79 | bm.to_mesh(obj.data)
80 | bm.free()
81 |
82 |
83 | def setup_face_maps(obj: bpy.types.Object):
84 | '''Make a face map for every face of an object.'''
85 |
86 | # Removing existing face maps
87 | obj.face_maps.clear()
88 |
89 | # Declare face maps
90 | face_maps = []
91 |
92 | # Create face map for every face
93 | for polygon in obj.data.polygons:
94 | face_map = obj.face_maps.new()
95 | face_map.add([polygon.index])
96 | face_maps.append(face_map)
97 |
98 | # Return face maps
99 | return face_maps
100 |
101 |
102 | def setup_subd_mod(obj: bpy.types.Object, levels: int):
103 | '''Add a subdivision surface modifier to an object.'''
104 |
105 | # Remove existing modifiers
106 | obj.modifiers.clear()
107 |
108 | # Create subsurf modifier
109 | mod = obj.modifiers.new('Subdivision', 'SUBSURF')
110 |
111 | # Set type and levels
112 | mod.subdivision_type = 'SIMPLE'
113 | mod.levels = levels
114 |
115 | # Return subsurf modifier
116 | return mod
117 |
118 |
119 | def setup_uv_layer(obj: bpy.types.Object):
120 | '''Add a reset UV layer to an object.'''
121 |
122 | # Remove existing UV layers
123 | for uv_layer in obj.data.uv_layers[:]:
124 | obj.data.uv_layers.remove(uv_layer)
125 |
126 | # Create new UV layer
127 | uv_layer = obj.data.uv_layers.new()
128 |
129 | # Return UV layer
130 | return uv_layer
131 |
132 |
133 | def calc_uv_axes(a: mathutils.Vector, b: mathutils.Vector, c: mathutils.Vector, texture_scale: float):
134 | '''Calculate U and V axes for brush plane'''
135 |
136 | # Subtract points to calculate edge vectors
137 | one = b - a
138 | two = c - a
139 |
140 | # Calculate normal using cross product of edges
141 | normal = one.cross(two).normalized()
142 |
143 | # Use arbitrary edge as tangent
144 | tangent = -1 * two.normalized()
145 |
146 | # Rotate tangent 90 degrees around normal to calculate bitangent
147 | bitangent = mathutils.Quaternion(normal, math.radians(90)) @ tangent
148 |
149 | # Combine data into strings for VMF export
150 | u_axis = f'[{tangent[0]} {tangent[1]} {tangent[2]} 0] {texture_scale}'
151 | v_axis = f'[{bitangent[0]} {bitangent[1]} {bitangent[2]} 0] {texture_scale}'
152 |
153 | # Return U and V axes
154 | return u_axis, v_axis
155 |
156 |
157 | def convert_object(settings: typing.Any, obj: bpy.types.Object):
158 | '''Convert single object to solids for VMF export.'''
159 |
160 | # Make sure object is mesh
161 | if obj.type != 'MESH':
162 | print(f'Skipping {obj.name} because it is not a mesh')
163 | return []
164 |
165 | # Make sure all polygons are quads
166 | if any(len(polygon.vertices) != 4 for polygon in obj.data.polygons):
167 | print(f'Skipping {obj.name} because all faces must be quads')
168 | return []
169 |
170 | # Get levels and width
171 | levels, width = get_levels_and_width(obj)
172 |
173 | # Make sure multires or subsurf mod exists
174 | if levels == -1:
175 | print(f'Skipping {obj.name} because no multires or subsurf modifier was found')
176 | return []
177 |
178 | # Make sure subdivision levels are in range
179 | if not (2 <= levels <= 4):
180 | print(f'Skipping {obj.name} because subdivision levels must be 2, 3, or 4')
181 | return []
182 |
183 | # Calculate matrix and space for transform
184 | matrix, space = get_matrix_and_space(obj, settings.geometry_scale)
185 |
186 | # Setup subd object and mesh
187 | obj_subd = obj.copy()
188 | setup_subd_mesh(obj_subd, matrix, space)
189 |
190 | # Setup new UV layer, face maps, and subsurf modifier
191 | uv_layer = setup_uv_layer(obj_subd)
192 | face_maps = setup_face_maps(obj_subd)
193 | mod_subd = setup_subd_mod(obj_subd, levels)
194 |
195 | # Get evaluated dependency graph
196 | depsgraph = bpy.context.evaluated_depsgraph_get()
197 |
198 | # Create bmesh from subdivided object
199 | bm_subd = bmesh.new()
200 | bm_subd.from_object(obj_subd, depsgraph)
201 |
202 | # Get uv layer and face map layer from subd bmesh
203 | uv_subd = bm_subd.loops.layers.uv.verify()
204 | fm_subd = bm_subd.faces.layers.face_map.verify()
205 |
206 | # Create bmesh from sculpted object and transform it
207 | bm_mres = bmesh.new()
208 | bm_mres.from_object(obj, depsgraph)
209 | bmesh.ops.transform(bm_mres, matrix=matrix, space=space, verts=bm_mres.verts)
210 |
211 | # Create bmesh from base mesh
212 | bm_base = bmesh.new()
213 | bm_base.from_mesh(obj.data)
214 |
215 | # Setup displacements list
216 | displacements = [{
217 | 'levels': levels,
218 | 'corners': [None for i in range(8)],
219 | 'normals': [[None for x in range(width + 1)] for y in range(width + 1)],
220 | 'lengths': [[None for x in range(width + 1)] for y in range(width + 1)],
221 | 'material': 'dev/dev_blendmeasure'.upper(),
222 | } for face_map in face_maps]
223 |
224 | # Populate displacements with data from subd and mres faces
225 | for face_subd, face_mres in zip(bm_subd.faces, bm_mres.faces):
226 |
227 | # Get index for this displacement
228 | z = face_subd[fm_subd]
229 |
230 | # Iterate through loops of each subd and mres face
231 | for loop_subd, loop_mres in zip(face_subd.loops, face_mres.loops):
232 |
233 | # Get row and column for this point
234 | uv = loop_subd[uv_subd].uv
235 | y = round(uv[1] * width)
236 | x = round(uv[0] * width)
237 |
238 | # Get verts for these loops
239 | vert_subd = loop_subd.vert
240 | vert_mres = loop_mres.vert
241 |
242 | # Calculate and write data for this point
243 | vector = vert_mres.co - vert_subd.co
244 | data = displacements[z]['normals'][y][x] = vector.normalized()
245 | data = displacements[z]['lengths'][y][x] = vector.length
246 |
247 | # If this is a corner, store its position
248 | if x == 0 and y == 0:
249 | displacements[z]['corners'][0] = vert_subd.co.copy()
250 | displacements[z]['corners'][4] = vert_subd.co - face_subd.normal * 8
251 | elif x == width and y == 0:
252 | displacements[z]['corners'][1] = vert_subd.co.copy()
253 | displacements[z]['corners'][5] = vert_subd.co - face_subd.normal * 8
254 | elif x == width and y == width:
255 | displacements[z]['corners'][2] = vert_subd.co.copy()
256 | displacements[z]['corners'][6] = vert_subd.co - face_subd.normal * 8
257 | elif x == 0 and y == width:
258 | displacements[z]['corners'][3] = vert_subd.co.copy()
259 | displacements[z]['corners'][7] = vert_subd.co - face_subd.normal * 8
260 |
261 | # Check if mesh has materials
262 | if obj.data.materials:
263 |
264 | # Get displacement materials from base mesh faces
265 | for displacement, face in zip(displacements, bm_base.faces):
266 | material = obj.data.materials[face.material_index]
267 |
268 | # Use material if it exists
269 | if material:
270 | displacement['material'] = material.name.upper()
271 |
272 | # Setup solids list
273 | solids = []
274 |
275 | # Iterate through displacements
276 | for displacement in displacements:
277 |
278 | # Get brush corners
279 | v1, v2, v3, v4, v5, v6, v7, v8 = displacement['corners']
280 |
281 | # Create brush sides
282 | f1 = pyvmf.Side(dic={'plane': f'({v1.x} {v1.y} {v1.z}) ({v3.x} {v3.y} {v3.z}) ({v2.x} {v2.y} {v2.z})'}) # Top
283 | f2 = pyvmf.Side(dic={'plane': f'({v7.x} {v7.y} {v7.z}) ({v5.x} {v5.y} {v5.z}) ({v6.x} {v6.y} {v6.z})'}) # Bottom
284 | f3 = pyvmf.Side(dic={'plane': f'({v4.x} {v4.y} {v4.z}) ({v7.x} {v7.y} {v7.z}) ({v3.x} {v3.y} {v3.z})'}) # Front
285 | f4 = pyvmf.Side(dic={'plane': f'({v6.x} {v6.y} {v6.z}) ({v1.x} {v1.y} {v1.z}) ({v2.x} {v2.y} {v2.z})'}) # Back
286 | f5 = pyvmf.Side(dic={'plane': f'({v3.x} {v3.y} {v3.z}) ({v6.x} {v6.y} {v6.z}) ({v2.x} {v2.y} {v2.z})'}) # Right
287 | f6 = pyvmf.Side(dic={'plane': f'({v1.x} {v1.y} {v1.z}) ({v8.x} {v8.y} {v8.z}) ({v4.x} {v4.y} {v4.z})'}) # Left
288 |
289 | # Set U axis, V axis, lightmap scale, and material for top face
290 | f1.uaxis, f1.vaxis = calc_uv_axes(v1, v3, v2, settings.texture_scale)
291 | f1.lightmapscale = settings.lightmap_scale
292 | f1.material = displacement['material']
293 |
294 | # Prepare dispinfo dictionary
295 | power = displacement['levels']
296 | startposition = f'[{v1.x} {v1.y} {v1.z}]'
297 | dic = {'power': power, 'startposition': startposition}
298 |
299 | # Prepare dispinfo children
300 | normals = pyvmf.Child('normals', {})
301 | distances = pyvmf.Child('distances', {})
302 | children = [normals, distances]
303 |
304 | # Populate dispinfo normals
305 | for index, row in enumerate(displacement['normals']):
306 | normals.dic[f'row{index}'] = ' '.join(f'{x} {y} {z}' for x, y, z in row)
307 |
308 | # Populate dispinfo distances
309 | for index, row in enumerate(displacement['lengths']):
310 | distances.dic[f'row{index}'] = ' '.join(f'{length}' for length in row)
311 |
312 | # Create dispinfo for top face
313 | f1.dispinfo = pyvmf.DispInfo(dic=dic, children=children)
314 |
315 | # Create solid with sides and append it
316 | solid = pyvmf.Solid()
317 | solid.add_sides(f1, f2, f3, f4, f5, f6)
318 | solid.editor = pyvmf.Editor()
319 | solids.append(solid)
320 |
321 | # Free bmeshes
322 | bm_base.free()
323 | bm_mres.free()
324 | bm_subd.free()
325 |
326 | # Remove temporary object and mesh, in that order
327 | mesh_subd = obj_subd.data
328 | bpy.data.objects.remove(obj_subd)
329 | bpy.data.meshes.remove(mesh_subd)
330 |
331 | # Return generated solids
332 | return solids
333 |
334 |
335 | def convert_objects(settings: typing.Any, objects: typing.List[bpy.types.Object]):
336 | '''Convert multiple objects to solids for VMF export.'''
337 |
338 | # Setup solid list
339 | solids = []
340 |
341 | # Iterate through objects
342 | for obj in objects:
343 | result = convert_object(settings, obj)
344 | solids.extend(result)
345 |
346 | # Return generated solids
347 | return solids
348 |
--------------------------------------------------------------------------------
/addon/types/map_export/vmf.py:
--------------------------------------------------------------------------------
1 | import bpy
2 | import bmesh
3 | import mathutils
4 | import pathlib
5 | from .. pyvmf import pyvmf
6 | from . import brush
7 | from . import displacement
8 |
9 |
10 | class Settings:
11 | def __init__(
12 | self,
13 | brush_objects,
14 | disp_objects,
15 | geometry_scale,
16 | texture_scale,
17 | lightmap_scale,
18 | allow_skewed_textures,
19 | align_to_grid,
20 | ):
21 | self.brush_objects = brush_objects
22 | self.disp_objects = disp_objects
23 | self.geometry_scale = geometry_scale
24 | self.texture_scale = texture_scale
25 | self.lightmap_scale = lightmap_scale
26 | self.allow_skewed_textures = allow_skewed_textures
27 | self.align_to_grid = align_to_grid
28 |
29 |
30 | class VMF:
31 | def __init__(self, settings: Settings):
32 | scene_settings = self.configure_scene(settings.brush_objects + settings.disp_objects)
33 |
34 | brush_solids = brush.convert_objects(settings, settings.brush_objects)
35 | displacement_solids = displacement.convert_objects(settings, settings.disp_objects)
36 | self.solids = brush_solids + displacement_solids
37 |
38 | self.restore_scene(scene_settings)
39 |
40 |
41 | def export(self, path):
42 | path = pathlib.Path(path).resolve()
43 | path = path.with_suffix('.vmf')
44 | path.parent.mkdir(parents=True, exist_ok=True)
45 |
46 | vmf = pyvmf.new_vmf()
47 | vmf.add_solids(*self.solids)
48 | vmf.export(str(path))
49 |
50 |
51 | def configure_scene(self, objects):
52 | scene_settings = {o: {} for o in objects}
53 | scene_settings['objects'] = objects
54 |
55 | if bpy.context.active_object:
56 | scene_settings['mode'] = bpy.context.active_object.mode
57 | else:
58 | scene_settings['mode'] = 'OBJECT'
59 |
60 | if scene_settings['mode'] != 'OBJECT':
61 | bpy.ops.object.mode_set(mode='OBJECT')
62 |
63 | for object in objects:
64 | scene_settings[object]['in_scene'] = bpy.context.scene.collection in object.users_collection
65 | if not scene_settings[object]['in_scene']:
66 | bpy.context.scene.collection.objects.link(object)
67 |
68 | scene_settings[object]['hide_viewport'] = True if object.hide_viewport else False
69 | object.hide_viewport = False
70 |
71 | return scene_settings
72 |
73 |
74 | def restore_scene(self, scene_settings):
75 | for object in scene_settings['objects']:
76 | if not scene_settings[object]['in_scene']:
77 | bpy.context.scene.collection.objects.unlink(object)
78 |
79 | object.hide_viewport = scene_settings[object]['hide_viewport']
80 |
81 | if scene_settings['mode'] != 'OBJECT':
82 | bpy.ops.object.mode_set(mode=scene_settings['mode'])
83 |
84 |
85 | def evaluated_get(self, objects):
86 | evaluated_objects = []
87 | evaluated_meshes = []
88 |
89 | for object in objects:
90 | depsgraph = bpy.context.evaluated_depsgraph_get()
91 | evaluated_object = object.evaluated_get(depsgraph)
92 | evaluated_objects.append(evaluated_object)
93 |
94 | evaluated_mesh = evaluated_object.to_mesh(preserve_all_data_layers=True, depsgraph=depsgraph)
95 | evaluated_mesh.transform(object.matrix_world)
96 | evaluated_meshes.append(evaluated_mesh)
97 |
98 | return evaluated_objects, evaluated_meshes
99 |
100 |
101 | def to_mesh_clear(self, evaluated_objects):
102 | for object in evaluated_objects:
103 | object.to_mesh_clear()
104 |
--------------------------------------------------------------------------------
/addon/types/model_export/__init__.py:
--------------------------------------------------------------------------------
1 | from . import model
2 | from . import smd
3 | from . import fbx
4 |
--------------------------------------------------------------------------------
/addon/types/model_export/fbx.py:
--------------------------------------------------------------------------------
1 | import bpy
2 | from bpy.types import Bone, Object, PoseBone, TriangulateModifier
3 | from mathutils import Matrix
4 | from pathlib import Path
5 | from typing import List
6 |
7 |
8 | MESH_TYPES = {'CURVE', 'FONT', 'MESH', 'SURFACE'}
9 | OBJECT_TYPES = MESH_TYPES | {'ARMATURE'}
10 |
11 |
12 | def export_fbx(path: Path, armature: Object, objects: List[Object], prepend_armature: bool, ignore_transforms: bool):
13 | '''Export objects to FBX with settings for Source.'''
14 | frame_current = bpy.context.scene.frame_current
15 | bpy.context.scene.frame_current = bpy.context.scene.frame_start
16 |
17 | collection = bpy.data.collections.new('SourceOps')
18 | bpy.context.scene.collection.children.link(collection)
19 |
20 | active_layer_collection = bpy.context.view_layer.active_layer_collection
21 | bpy.context.view_layer.active_layer_collection = bpy.context.view_layer.layer_collection.children[-1]
22 |
23 | if armature and armature.animation_data and armature.animation_data.action:
24 | action = armature.animation_data.action
25 | armature.animation_data_clear()
26 |
27 | for pose_bone in armature.pose.bones:
28 | pose_bone: PoseBone
29 | bone: Bone = pose_bone.bone
30 | pose_bone.matrix = bone.matrix_local
31 | else:
32 | action = None
33 |
34 | obj_hide_viewport = {}
35 | obj_matrix_local = {}
36 | obj_matrix_parent_inverse = {}
37 | bone_name = {}
38 | obj_triangulate_mod = {}
39 |
40 | if armature:
41 | objects.append(armature)
42 |
43 | for obj in set(objects):
44 | if obj.type in OBJECT_TYPES:
45 | collection.objects.link(obj)
46 | obj_hide_viewport[obj] = obj.hide_viewport
47 | obj.hide_viewport = False
48 |
49 | if ignore_transforms:
50 | obj_matrix_local[obj] = obj.matrix_local.copy()
51 | obj.matrix_local = Matrix.Identity(4)
52 | obj_matrix_parent_inverse[obj] = obj.matrix_parent_inverse.copy()
53 | obj.matrix_parent_inverse = Matrix.Identity(4)
54 |
55 | if obj.type == 'ARMATURE':
56 | if prepend_armature:
57 | for bone in obj.data.bones:
58 | bone_name[bone] = bone.name
59 | bone.name = f'{obj.name}.{bone.name}'
60 |
61 | if obj.type in MESH_TYPES:
62 | mod: TriangulateModifier = obj.modifiers.new('Triangulate', 'TRIANGULATE')
63 | obj_triangulate_mod[obj] = mod
64 | mod.min_vertices = 4
65 | mod.quad_method = 'FIXED'
66 | mod.ngon_method = 'CLIP'
67 | if hasattr(mod, 'keep_custom_normals'):
68 | mod.keep_custom_normals = True
69 |
70 | try:
71 | bpy.ops.export_scene.fbx(
72 | filepath=str(path),
73 | use_active_collection=True,
74 | global_scale=0.01,
75 | add_leaf_bones=False,
76 | bake_anim=False,
77 | )
78 |
79 | except:
80 | raise
81 |
82 | finally:
83 | for obj, triangulate_mod in obj_triangulate_mod.items():
84 | obj.modifiers.remove(triangulate_mod)
85 |
86 | if prepend_armature:
87 | for bone, name in bone_name.items():
88 | bone.name = name
89 |
90 | if ignore_transforms:
91 | for obj, matrix_parent_inverse in obj_matrix_parent_inverse.items():
92 | obj.matrix_parent_inverse = matrix_parent_inverse
93 |
94 | for obj, matrix_local in obj_matrix_local.items():
95 | obj.matrix_local = matrix_local
96 |
97 | for obj, hide_viewport in obj_hide_viewport.items():
98 | obj.hide_viewport = hide_viewport
99 |
100 | if action:
101 | armature.animation_data_create()
102 | armature.animation_data.action = action
103 |
104 | bpy.context.view_layer.active_layer_collection = active_layer_collection
105 | bpy.data.collections.remove(collection)
106 | bpy.context.scene.frame_current = frame_current
107 |
--------------------------------------------------------------------------------
/addon/types/model_export/model.py:
--------------------------------------------------------------------------------
1 | import bpy
2 | import time
3 | import subprocess
4 | import os
5 | from math import degrees
6 | from shutil import move
7 | from pathlib import Path
8 | from traceback import print_exc
9 | from ... utils import common
10 | from . smd import SMD
11 | from . fbx import export_fbx
12 |
13 |
14 | class Model:
15 | def __init__(self, game, model):
16 | self.prefs = common.get_prefs(bpy.context)
17 | self.wine = Path(self.prefs.wine)
18 |
19 | self.game = Path(game.game)
20 | self.bin = Path(game.bin)
21 | if model.static and model.static_prop_combine:
22 | self.modelsrc = self.game.parent.parent.joinpath('content', self.game.name, 'models')
23 | else:
24 | self.modelsrc = Path(game.modelsrc)
25 | self.models = Path(game.models)
26 | self.mapsrc = Path(game.mapsrc)
27 | self.mesh_type = game.mesh_type
28 |
29 | self.name = Path(model.name).with_suffix('').as_posix()
30 | self.stem = common.clean_filename(Path(self.name).stem)
31 | if model.static and model.static_prop_combine:
32 | directory = self.modelsrc.joinpath(self.name).parent
33 | else:
34 | directory = self.modelsrc.joinpath(self.name)
35 | self.directory = common.verify_folder(directory)
36 |
37 | studiomdl = self.bin.joinpath('studiomdl.exe')
38 | quickmdl = self.bin.joinpath('quickmdl.exe')
39 | self.studiomdl = quickmdl if quickmdl.is_file() else studiomdl
40 |
41 | hlvm = self.bin.joinpath('hlmv.exe')
42 | hlvmplusplus = self.bin.joinpath('hlmvplusplus.exe')
43 | self.hlmv = hlvmplusplus if hlvmplusplus.is_file() else hlvm
44 |
45 | self.material_folder_items = model.material_folder_items
46 | self.skin_items = model.skin_items
47 | self.sequence_items = model.sequence_items
48 | self.attachment_items = model.attachment_items
49 | self.particle_items = model.particle_items
50 |
51 | self.armature = model.armature
52 | self.reference = model.reference
53 | self.collision = model.collision
54 | self.bodygroups = model.bodygroups
55 | self.stacking = model.stacking
56 |
57 | self.rename_material = model.rename_material
58 | self.surface = model.surface
59 | self.glass = model.glass
60 | self.static = model.static
61 | self.static_prop_combine = model.static_prop_combine
62 | self.joints = model.joints
63 |
64 | self.prepend_armature = model.prepend_armature
65 | self.ignore_transforms = model.ignore_transforms
66 |
67 | self.origin_source = model.origin_source
68 | self.origin_object = model.origin_object
69 |
70 | self.origin_x = model.origin_x
71 | self.origin_y = model.origin_y
72 | self.origin_z = model.origin_z
73 | self.rotation = model.rotation
74 | self.scale = model.scale
75 |
76 | def export_meshes(self):
77 | self.ensure_modelsrc_folder()
78 | # self.remove_modelsrc_old() # Commented out because it might be annoying.
79 |
80 | if not self.sequence_items:
81 | self.export_anim(self.armature, None, self.directory.joinpath('anims', 'idle.SMD'))
82 |
83 | for sequence in self.sequence_items:
84 | path = self.directory.joinpath('anims', f'{common.clean_filename(sequence.name)}.SMD')
85 | self.export_anim(self.armature, sequence.action, path)
86 |
87 | if self.reference:
88 | objects = self.get_all_objects(self.reference)
89 | path = self.get_body_path(self.reference)
90 | self.export_mesh(self.armature, objects, path)
91 |
92 | if self.collision:
93 | objects = self.get_all_objects(self.collision)
94 | path = self.get_body_path(self.collision)
95 | self.export_mesh(self.armature, objects, path)
96 |
97 | if self.bodygroups:
98 | for bodygroup in self.bodygroups.children:
99 | for collection in bodygroup.children:
100 | objects = self.get_all_objects(collection)
101 | path = self.get_body_path(collection)
102 | self.export_mesh(self.armature, objects, path)
103 |
104 | if self.stacking:
105 | for collection in self.stacking.children:
106 | objects = self.get_all_objects(collection)
107 | path = self.get_body_path(collection)
108 | self.export_mesh(self.armature, objects, path)
109 |
110 | def export_anim(self, armature, action, path):
111 | self.export_smd(armature, [], action, path)
112 |
113 | def export_mesh(self, armature, objects, path):
114 | if self.mesh_type == 'SMD':
115 | self.export_smd(armature, objects, None, path)
116 | elif self.mesh_type == 'FBX':
117 | self.export_fbx(armature, objects, path)
118 |
119 | def export_smd(self, armature, objects, action, path):
120 | try:
121 | smd_file = path.open('w')
122 | except:
123 | self.report(f'Failed to export: {path}', exception=True)
124 | else:
125 | start = time.time()
126 |
127 | smd = SMD(self.prepend_armature, self.ignore_transforms)
128 | smd.from_blender(armature, objects, action)
129 |
130 | smd_file.write(smd.to_string())
131 | smd_file.close()
132 |
133 | print(f'Exported: {path} in {round(time.time() - start, 1)} seconds')
134 |
135 | def export_fbx(self, armature, objects, path):
136 | start = time.time()
137 |
138 | try:
139 | export_fbx(path, armature, objects, self.prepend_armature, self.ignore_transforms)
140 | except:
141 | self.report(f'Failed to export: {path}', exception=True)
142 | else:
143 | print(f'Exported: {path} in {round(time.time() - start, 1)} seconds')
144 |
145 | def get_all_objects(self, collection):
146 | return common.remove_duplicates(collection.all_objects) if collection else []
147 |
148 | def get_body_path(self, collection):
149 | name = common.clean_filename(collection.name)
150 | return self.directory.joinpath(f'{name}.{self.mesh_type}')
151 |
152 | def generate_qc(self):
153 | if not self.reference and not self.stacking:
154 | return self.report(f'Unable to generate QC for: {self.name} (reference and stacking both not set)')
155 |
156 | if not self.armature and not self.static:
157 | self.static = True
158 | print(f'Armature not set for {self.name}, using static')
159 |
160 | self.ensure_modelsrc_folder()
161 | path = self.directory.joinpath(f'{self.stem}.qc')
162 |
163 | try:
164 | qc = path.open('w')
165 | print(f'Generating: {path}')
166 | except:
167 | return self.report(f'Failed to open: {path}', exception=True)
168 |
169 | qc.write(f'$modelname "{self.name}"')
170 | qc.write('\n')
171 |
172 | if not self.material_folder_items:
173 | qc.write('\n')
174 | qc.write('$cdmaterials "/"')
175 | qc.write('\n')
176 |
177 | for material_folder in self.material_folder_items:
178 | qc.write('\n')
179 | qc.write(f'$cdmaterials "{material_folder.name}"')
180 | qc.write('\n')
181 |
182 | qc.write('\n')
183 | qc.write(f'$surfaceprop "{self.surface}"')
184 | qc.write('\n')
185 |
186 | if self.glass:
187 | qc.write('\n')
188 | qc.write('$mostlyopaque')
189 | qc.write('\n')
190 |
191 | if self.static:
192 | qc.write('\n')
193 | qc.write('$staticprop')
194 | qc.write('\n')
195 |
196 | if self.origin_source == 'MANUAL':
197 | origin_x = self.origin_x
198 | origin_y = self.origin_y
199 | origin_z = self.origin_z
200 | rotation = -self.rotation
201 | elif self.origin_source == 'OBJECT' and self.origin_object:
202 | loc, rot, _ = self.origin_object.matrix_world.decompose()
203 | origin_x = loc.x
204 | origin_y = loc.y
205 | origin_z = loc.z
206 | rotation = -degrees(rot.to_euler().z)
207 | else:
208 | origin_x = 0
209 | origin_y = 0
210 | origin_z = 0
211 | rotation = 0
212 |
213 | if self.static and self.mesh_type == 'FBX':
214 | origin_x, origin_y = -origin_y, origin_x
215 | rotation -= 180
216 | else:
217 | rotation -= 90
218 |
219 | # The origin command does not work with static prop combine.
220 | if not (self.static and self.static_prop_combine):
221 | qc.write('\n')
222 | qc.write(f'$origin {origin_x:.6f} {origin_y:.6f} {origin_z:.6f} {rotation:.6f}')
223 | qc.write('\n')
224 |
225 | qc.write('\n')
226 | qc.write(f'$scale {self.scale:.6f}')
227 | qc.write('\n')
228 |
229 | if self.reference:
230 | qc.write('\n')
231 | name = common.clean_filename(self.reference.name)
232 | qc.write(f'$body "{name}" "{name}.{self.mesh_type}"')
233 | qc.write('\n')
234 |
235 | if not self.rename_material == '':
236 | qc.write('\n')
237 | qc.write(f'$renamematerial {self.rename_material}')
238 | qc.write('\n')
239 |
240 | if self.collision:
241 | qc.write('\n')
242 | name = common.clean_filename(self.collision.name)
243 | command = 'collisionjoints' if self.joints else 'collisionmodel'
244 | qc.write(f'${command} "{name}.{self.mesh_type}"' + ' {\n')
245 | command = 'concaveperjoint' if self.joints else 'concave'
246 | qc.write(f' ${command}\n')
247 | qc.write(' $maxconvexpieces 10000\n')
248 | qc.write('}')
249 | qc.write('\n')
250 |
251 | if self.bodygroups:
252 | for bodygroup in self.bodygroups.children:
253 | qc.write('\n')
254 | bodygroup_name = common.clean_filename(bodygroup.name)
255 | qc.write(f'$bodygroup "{bodygroup_name}"' + ' {\n')
256 | for collection in bodygroup.children:
257 | name = common.clean_filename(collection.name)
258 | qc.write(f' studio "{name}.{self.mesh_type}"\n')
259 | qc.write('}')
260 | qc.write('\n')
261 |
262 | if self.stacking:
263 | for collection in self.stacking.children:
264 | qc.write('\n')
265 | name = common.clean_filename(collection.name)
266 | qc.write(f'$model "{name}" "{name}.{self.mesh_type}"')
267 | qc.write('\n')
268 |
269 | if not self.sequence_items:
270 | qc.write('\n')
271 | qc.write(f'$sequence "idle" "anims/idle.SMD"')
272 | qc.write('\n')
273 |
274 | for sequence in self.sequence_items:
275 | qc.write('\n')
276 | qc.write(f'$sequence "{sequence.name}"' + ' {\n')
277 | qc.write(f' "anims/{common.clean_filename(sequence.name)}.SMD"\n')
278 | if sequence.use_framerate:
279 | qc.write(f' fps {sequence.framerate}\n')
280 | else:
281 | qc.write(f' fps {bpy.context.scene.render.fps}\n')
282 | if sequence.use_range:
283 | qc.write(f' frames {sequence.start} {sequence.end}\n')
284 | if sequence.snap:
285 | qc.write(' snap\n')
286 | if sequence.loop:
287 | qc.write(' loop\n')
288 | qc.write(f' activity "{sequence.activity}" {sequence.weight}\n')
289 | for event in sequence.event_items:
290 | qc.write(' { ' + f'event "{event.event}" {event.frame} "{event.value}"' + ' }\n')
291 | qc.write('}')
292 | qc.write('\n')
293 |
294 | for attachment in self.attachment_items:
295 | if self.armature and attachment.bone:
296 | qc.write('\n')
297 | qc.write(f'$attachment "{attachment.name}"')
298 | if self.prepend_armature:
299 | qc.write(f' "{self.armature.name}.{attachment.bone}"')
300 | else:
301 | qc.write(f' "{attachment.bone}"')
302 | qc.write(f' {attachment.offset[0]} {attachment.offset[1]} {attachment.offset[2]}')
303 | if attachment.absolute:
304 | qc.write(' absolute')
305 | if attachment.rigid:
306 | qc.write(' rigid')
307 | qc.write(f' rotate {attachment.rotation[0]} {attachment.rotation[1]} {attachment.rotation[2]}')
308 | qc.write('\n')
309 |
310 | if self.skin_items:
311 | qc.write('\n')
312 | qc.write('$texturegroup "skinfamilies"')
313 | qc.write('\n')
314 | qc.write('{')
315 |
316 | for skin in self.skin_items:
317 | qc.write('\n')
318 | qc.write(f' {{ {skin.name} }}')
319 |
320 | qc.write('\n')
321 | qc.write('}')
322 | qc.write('\n')
323 |
324 | if(len(self.particle_items) > 0):
325 | qc.write('\n')
326 | qc.write('$keyvalues')
327 | qc.write('\n')
328 | qc.write('{')
329 | qc.write('\n')
330 | qc.write(' particles')
331 | qc.write('\n')
332 | qc.write(' {')
333 |
334 | for index, particle in enumerate(self.particle_items):
335 | qc.write('\n')
336 | qc.write(f' "effect{index}"')
337 | qc.write('\n {\n')
338 | qc.write(f' "name" "{particle.name}"')
339 | qc.write('\n')
340 | qc.write(f' "attachment_type" "{particle.attachment_type}"')
341 | qc.write('\n')
342 | if(particle.attachment_point):
343 | qc.write(f' "attachment_point" "{particle.attachment_point}"')
344 | qc.write('\n')
345 | qc.write(' }\n')
346 |
347 | qc.write(' }')
348 | qc.write('\n')
349 | qc.write('}')
350 |
351 | qc.close()
352 |
353 | def compile_qc(self):
354 | qc = self.directory.joinpath(f'{self.stem}.qc')
355 | if qc.is_file():
356 | print(f'Compiling: {qc}')
357 | self.ensure_models_folder()
358 | self.remove_models_old()
359 |
360 | # Use wine to run StudioMDL on Linux.
361 | # Wine tends to complain about the paths we feed StudioMDL.
362 | # So we use relatve paths working from the base directory of the game.
363 | if (os.name == 'posix') and (self.studiomdl.suffix == '.exe'):
364 | cwd = self.game.parent
365 | args = [str(self.wine), str(self.studiomdl.relative_to(cwd)), '-nop4', '-fullcollide',
366 | '-game', str(self.game.relative_to(cwd)), str(qc.relative_to(cwd))]
367 | else:
368 | cwd = None
369 | args = [str(self.studiomdl), '-nop4', '-fullcollide', '-game', str(self.game), str(qc)]
370 |
371 | pipe = subprocess.Popen(args, stdout=subprocess.PIPE, stderr=subprocess.PIPE, cwd=cwd)
372 |
373 | while True:
374 | code = pipe.returncode
375 | if code is None:
376 | log = self.directory.joinpath(f'{self.stem}.log')
377 | log.write_bytes(b'\n\n\n'.join(pipe.communicate()))
378 | else:
379 | break
380 |
381 | if code == 0:
382 | self.move_files()
383 | else:
384 | return self.report(f'Failed to compile: {qc}')
385 | else:
386 | return self.report(f'Unable to find: {qc}')
387 |
388 | def open_folder(self):
389 | try:
390 | print(f'Opening: {self.directory}')
391 | bpy.ops.wm.path_open(filepath=str(self.directory))
392 | except:
393 | return self.report(f'Failed to open: {self.directory}', exception=True)
394 |
395 | def view_model(self):
396 | model = self.models.joinpath(self.name)
397 | mdl = model.with_suffix('.mdl')
398 | dx90 = model.with_suffix('.dx90.vtx')
399 |
400 | # Use wine to run HLMV on Linux.
401 | # Wine tends to complain about the paths we feed HLMV.
402 | # So we use relatve paths working from the base directory of the game.
403 | if (os.name == 'posix') and (self.studiomdl.suffix == '.exe'):
404 | cwd = self.game.parent
405 | args = [str(self.wine), str(self.hlmv.relative_to(cwd)), '-game',
406 | str(self.game.relative_to(cwd)), str(mdl.relative_to(cwd))]
407 | else:
408 | cwd = None
409 | args = [str(self.hlmv), '-game', str(self.game), str(mdl)]
410 |
411 | if dx90.is_file():
412 | print(f'Viewing: {mdl}')
413 | subprocess.Popen(args, stdout=subprocess.PIPE, stderr=subprocess.PIPE, cwd=cwd)
414 | else:
415 | return self.report(f'Failed to view: {mdl}')
416 |
417 | def move_files(self):
418 | path_src = self.game.joinpath('models', self.name)
419 | path_dst = self.models.joinpath(self.name)
420 |
421 | if path_src == path_dst:
422 | return
423 |
424 | print(f'Moving to: {self.models}')
425 | common.verify_folder(path_dst.parent)
426 |
427 | for suffix in ('.dx90.vtx', '.dx80.vtx', '.sw.vtx', '.vvd', '.mdl', '.phy'):
428 | src = path_src.with_suffix(suffix)
429 | dst = path_dst.with_suffix(suffix)
430 |
431 | try:
432 | move(src, dst)
433 | except:
434 | self.report(f'Failed to move {src} to {dst}', exception=True)
435 |
436 | def ensure_modelsrc_folder(self):
437 | self.directory.mkdir(parents=True, exist_ok=True)
438 | self.directory.joinpath('anims').mkdir(parents=True, exist_ok=True)
439 |
440 | def remove_modelsrc_old(self):
441 | for file in self.directory.rglob('*'):
442 | if file.suffix in ('.SMD', '.FBX'):
443 | if file.is_file():
444 | file.unlink()
445 |
446 | def ensure_models_folder(self):
447 | destination = self.models.joinpath(self.name).parent
448 | destination.mkdir(parents=True, exist_ok=True)
449 |
450 | def remove_models_old(self):
451 | model = self.models.joinpath(self.name)
452 | for suffix in ('.dx90.vtx', '.dx80.vtx', '.sw.vtx', '.vvd', '.mdl', '.phy'):
453 | path = model.with_suffix(suffix)
454 | if path.is_file():
455 | path.unlink()
456 |
457 | def report(self, message, exception=False):
458 | print(message)
459 |
460 | if exception:
461 | print_exc()
462 |
463 | return message
464 |
--------------------------------------------------------------------------------
/addon/types/model_export/smd.py:
--------------------------------------------------------------------------------
1 | import bpy
2 | from typing import List
3 |
4 |
5 | class Settings:
6 | def __init__(self, prepend_armature: bool, ignore_transforms: bool):
7 | self.prepend_armature = prepend_armature
8 | self.ignore_transforms = ignore_transforms
9 |
10 |
11 | class Lookup:
12 | def __init__(self, settings: Settings):
13 | self.settings = settings
14 |
15 | if self.settings.prepend_armature:
16 | name = 'Source.Implicit'
17 | else:
18 | name = 'Implicit'
19 |
20 | self.bones = [name]
21 |
22 | def __getitem__(self, key: str) -> int:
23 | if key in self.bones:
24 | return self.bones.index(key)
25 | else:
26 | return -1
27 |
28 | def from_blender(self, armature: bpy.types.Object):
29 | if armature:
30 | for bone in armature.data.bones:
31 | bone: bpy.types.Bone
32 |
33 | if self.settings.prepend_armature:
34 | name = f'{armature.name}.{bone.name}'
35 | else:
36 | name = bone.name
37 |
38 | self.bones.append(name)
39 |
40 |
41 | class Node:
42 | def __init__(self, settings: Settings):
43 | self.settings = settings
44 | self.index = 0
45 |
46 | if self.settings.prepend_armature:
47 | name = 'Source.Implicit'
48 | else:
49 | name = 'Implicit'
50 |
51 | self.name = name
52 | self.parent = -1
53 |
54 | def from_blender(self, lookup: Lookup, armature: bpy.types.Object, bone: bpy.types.Bone):
55 | if self.settings.prepend_armature:
56 | name = f'{armature.name}.{bone.name}'
57 | else:
58 | name = bone.name
59 |
60 | if bone.parent:
61 | if self.settings.prepend_armature:
62 | parent = lookup[f'{armature.name}.{bone.parent.name}']
63 | else:
64 | parent = lookup[bone.parent.name]
65 | else:
66 | parent = -1
67 |
68 | self.index = lookup[name]
69 | self.name = name
70 | self.parent = parent
71 |
72 | def to_string(self) -> str:
73 | return f'{self.index} "{self.name}" {self.parent}\n'
74 |
75 |
76 | class Nodes:
77 | def __init__(self, settings: Settings):
78 | self.settings = settings
79 | self.nodes = [Node(self.settings)]
80 |
81 | def from_blender(self, lookup: Lookup, armature: bpy.types.Object):
82 | if armature:
83 | for bone in armature.data.bones:
84 | bone: bpy.types.Bone
85 |
86 | node = Node(self.settings)
87 | node.from_blender(lookup, armature, bone)
88 | self.nodes.append(node)
89 |
90 | def to_string(self) -> str:
91 | header = f'nodes\n'
92 | nodes = ''.join(bone.to_string() for bone in self.nodes)
93 | footer = f'end\n'
94 | return f'{header}{nodes}{footer}'
95 |
96 |
97 | class RestBone:
98 | def __init__(self, settings: Settings):
99 | self.settings = settings
100 | self.index = 0
101 | self.translation = [0, 0, 0]
102 | self.rotation = [0, 0, 0]
103 |
104 | def from_blender(self, lookup: Lookup, armature: bpy.types.Object, bone: bpy.types.Bone):
105 | if self.settings.prepend_armature:
106 | name = f'{armature.name}.{bone.name}'
107 | else:
108 | name = bone.name
109 |
110 | if bone.parent:
111 | parent = bone.parent.matrix_local.inverted_safe()
112 | matrix = parent @ bone.matrix_local
113 |
114 | elif not self.settings.ignore_transforms:
115 | transforms = armature.matrix_world
116 | matrix = transforms @ bone.matrix_local
117 |
118 | else:
119 | matrix = bone.matrix_local
120 |
121 | self.index = lookup[name]
122 | self.translation = matrix.to_translation()[0:3]
123 | self.rotation = matrix.to_euler()[0:3]
124 |
125 | def to_string(self) -> str:
126 | index = f'{self.index}'
127 | translation = ' '.join(f'{n:.6f}' for n in self.translation)
128 | rotation = ' '.join(f'{n:.6f}' for n in self.rotation)
129 | return f'{index} {translation} {rotation}\n'
130 |
131 |
132 | class RestFrame:
133 | def __init__(self, settings: Settings):
134 | self.settings = settings
135 | self.bones = [RestBone(self.settings)]
136 |
137 | def from_blender(self, lookup: Lookup, armature: bpy.types.Object):
138 | for bone in armature.data.bones:
139 | bone: bpy.types.Bone
140 |
141 | rest_bone = RestBone(self.settings)
142 | rest_bone.from_blender(lookup, armature, bone)
143 | self.bones.append(rest_bone)
144 |
145 | def to_string(self) -> str:
146 | time = f'time 0\n'
147 | bones = ''.join(bone.to_string() for bone in self.bones)
148 | return f'{time}{bones}'
149 |
150 |
151 | class PoseBone:
152 | def __init__(self, settings: Settings):
153 | self.settings = settings
154 | self.index = 0
155 | self.translation = [0, 0, 0]
156 | self.rotation = [0, 0, 0]
157 |
158 | def from_blender(self, lookup: Lookup, armature: bpy.types.Object, bone: bpy.types.PoseBone):
159 | if self.settings.prepend_armature:
160 | name = f'{armature.name}.{bone.name}'
161 | else:
162 | name = bone.name
163 |
164 | if bone.parent:
165 | parent = bone.parent.matrix.inverted_safe()
166 | matrix = parent @ bone.matrix
167 |
168 | elif not self.settings.ignore_transforms:
169 | transforms = armature.matrix_world
170 | matrix = transforms @ bone.matrix
171 |
172 | else:
173 | matrix = bone.matrix
174 |
175 | self.index = lookup[name]
176 | self.translation = matrix.to_translation()[0:3]
177 | self.rotation = matrix.to_euler()[0:3]
178 |
179 | def to_string(self) -> str:
180 | index = f'{self.index}'
181 | translation = ' '.join(f'{n:.6f}' for n in self.translation)
182 | rotation = ' '.join(f'{n:.6f}' for n in self.rotation)
183 | return f'{index} {translation} {rotation}\n'
184 |
185 |
186 | class PoseFrame:
187 | def __init__(self, settings: Settings):
188 | self.settings = settings
189 | self.time = 0
190 | self.bones = [PoseBone(self.settings)]
191 |
192 | def from_blender(self, lookup: Lookup, armature: bpy.types.Object, time: int):
193 | self.time = time
194 |
195 | for bone in armature.pose.bones:
196 | bone: bpy.types.PoseBone
197 |
198 | pose_bone = PoseBone(self.settings)
199 | pose_bone.from_blender(lookup, armature, bone)
200 | self.bones.append(pose_bone)
201 |
202 | def to_string(self) -> str:
203 | time = f'time {self.time}\n'
204 | bones = ''.join(bone.to_string() for bone in self.bones)
205 | return f'{time}{bones}'
206 |
207 |
208 | class Skeleton:
209 | def __init__(self, settings: Settings):
210 | self.settings = settings
211 | self.frames = []
212 |
213 | def from_blender(self, lookup: Lookup, armature: bpy.types.Object, action: bpy.types.Action):
214 | if not armature:
215 | frame = RestFrame(self.settings)
216 | self.frames.append(frame)
217 |
218 | elif not action:
219 | frame = RestFrame(self.settings)
220 | frame.from_blender(lookup, armature)
221 | self.frames.append(frame)
222 |
223 | else:
224 | if not armature.animation_data:
225 | new_animation_data = armature.animation_data_create()
226 | else:
227 | new_animation_data = None
228 |
229 | original_action = armature.animation_data.action
230 | armature.animation_data.action = action
231 |
232 | if not original_action:
233 | pose_backup = {}
234 |
235 | for pose_bone in armature.pose.bones:
236 | pose_bone: bpy.types.PoseBone
237 | pose_backup[pose_bone] = pose_bone.matrix.copy()
238 |
239 | original_frame = bpy.context.scene.frame_current
240 |
241 | start = max(0, int(action.frame_range[0]))
242 | end = max(0, int(action.frame_range[1]))
243 |
244 | for time in range(start, end + 1):
245 | bpy.context.scene.frame_set(time)
246 |
247 | frame = PoseFrame(self.settings)
248 | frame.from_blender(lookup, armature, time)
249 | self.frames.append(frame)
250 |
251 | bpy.context.scene.frame_set(original_frame)
252 |
253 | if not original_action:
254 | for pose_bone, matrix in pose_backup.items():
255 | pose_bone.matrix = matrix
256 |
257 | if new_animation_data:
258 | armature.animation_data_clear()
259 | else:
260 | armature.animation_data.action = original_action
261 |
262 | def to_string(self) -> str:
263 | header = f'skeleton\n'
264 | frames = ''.join(frame.to_string() for frame in self.frames)
265 | footer = f'end\n'
266 | return f'{header}{frames}{footer}'
267 |
268 |
269 | class Vertex:
270 | def __init__(self, settings: Settings):
271 | self.settings = settings
272 | self.coords = [0, 0, 0]
273 | self.normal = [0, 0, 0]
274 | self.uvs = [0, 0]
275 | self.bones = []
276 |
277 | def from_blender(self, lookup: Lookup, armature: bpy.types.Object, object: bpy.types.Object, mesh: bpy.types.Mesh, loop: bpy.types.MeshLoop):
278 | vertex = mesh.vertices[loop.vertex_index]
279 | self.coords = vertex.co[0:3]
280 | self.normal = loop.normal[0:3]
281 |
282 | if mesh.uv_layers:
283 | self.uvs = mesh.uv_layers.active.data[loop.index].uv[0:2]
284 | else:
285 | self.uvs = [0.0, 0.0]
286 |
287 | if armature:
288 | for group in vertex.groups:
289 | group: bpy.types.VertexGroupElement
290 |
291 | bone = object.vertex_groups[group.group]
292 |
293 | if self.settings.prepend_armature:
294 | name = f'{armature.name}.{bone.name}'
295 | else:
296 | name = bone.name
297 |
298 | index = lookup[name]
299 |
300 | if index != -1:
301 | weight = group.weight
302 | self.bones.append([index, weight])
303 |
304 | def to_string(self) -> str:
305 | parent = f'0'
306 | coords = ' '.join(f'{n:.6f}' for n in self.coords)
307 | normal = ' '.join(f'{n:.6f}' for n in self.normal)
308 | uvs = ' '.join(f'{n:.6f}' for n in self.uvs)
309 | count = f'{len(self.bones)}'
310 | bones = ' '.join(f'{i} {w:.6f}' for i, w in self.bones)
311 |
312 | if self.bones:
313 | return f'{parent} {coords} {normal} {uvs} {count} {bones}\n'
314 | else:
315 | return f'{parent} {coords} {normal} {uvs}\n'
316 |
317 |
318 | class Triangle:
319 | def __init__(self, settings: Settings):
320 | self.settings = settings
321 | self.material = ''
322 | self.vertices = []
323 |
324 | def from_blender(self, lookup: Lookup, armature: bpy.types.Object, object: bpy.types.Object, mesh: bpy.types.Mesh, poly: bpy.types.MeshPolygon):
325 | if poly.material_index < len(mesh.materials):
326 | self.material = mesh.materials[poly.material_index]
327 | self.material = getattr(self.material, 'name', 'no_material')
328 |
329 | for loop in [mesh.loops[i] for i in poly.loop_indices]:
330 | vertex = Vertex(self.settings)
331 | vertex.from_blender(lookup, armature, object, mesh, loop)
332 | self.vertices.append(vertex)
333 |
334 | def to_string(self) -> str:
335 | material = f'{self.material}\n'
336 | vertices = ''.join(vertex.to_string() for vertex in self.vertices)
337 | return f'{material}{vertices}'
338 |
339 |
340 | class Triangles:
341 | def __init__(self, settings: Settings):
342 | self.settings = settings
343 | self.triangles = []
344 |
345 | def from_blender(self, lookup: Lookup, armature: bpy.types.Object, object: bpy.types.Object):
346 | if object.type not in {'MESH', 'CURVE', 'SURFACE', 'FONT'}:
347 | return
348 |
349 | collection = bpy.data.collections.new('SourceOps')
350 | bpy.context.scene.collection.children.link(collection)
351 | object = object.copy()
352 | collection.objects.link(object)
353 |
354 | mod: bpy.types.TriangulateModifier = object.modifiers.new('Triangulate', 'TRIANGULATE')
355 | mod.min_vertices = 4
356 | mod.quad_method = 'FIXED'
357 | mod.ngon_method = 'CLIP'
358 | if hasattr(mod, 'keep_custom_normals'):
359 | mod.keep_custom_normals = True
360 |
361 | for mod in getattr(object, 'modifiers', []):
362 | if mod.type == 'ARMATURE':
363 | mod.show_viewport = False
364 |
365 | bpy.context.view_layer.update()
366 | depsgraph: bpy.types.Depsgraph = bpy.context.evaluated_depsgraph_get()
367 | evaluated: bpy.types.Object = object.evaluated_get(depsgraph)
368 | mesh = bpy.data.meshes.new_from_object(evaluated, preserve_all_data_layers=True, depsgraph=depsgraph)
369 |
370 | if not self.settings.ignore_transforms:
371 | mesh.transform(object.matrix_world)
372 |
373 | if hasattr(mesh, 'calc_normals_split'):
374 | mesh.calc_normals_split()
375 |
376 | for poly in mesh.polygons:
377 | triangle = Triangle(self.settings)
378 | triangle.from_blender(lookup, armature, object, mesh, poly)
379 | self.triangles.append(triangle)
380 |
381 | if hasattr(mesh, 'free_normals_split'):
382 | mesh.free_normals_split()
383 |
384 | bpy.data.meshes.remove(mesh)
385 | bpy.data.objects.remove(object)
386 | bpy.data.collections.remove(collection)
387 |
388 | def to_string(self) -> str:
389 | header = f'triangles\n'
390 | triangles = ''.join(triangle.to_string() for triangle in self.triangles)
391 | footer = f'end\n'
392 | return f'{header}{triangles}{footer}'
393 |
394 |
395 | class SMD:
396 | def __init__(self, prepend_armature: bool, ignore_transforms: bool):
397 | self.settings = Settings(prepend_armature, ignore_transforms)
398 | self.lookup = Lookup(self.settings)
399 | self.nodes = Nodes(self.settings)
400 | self.skeleton = Skeleton(self.settings)
401 | self.triangles = Triangles(self.settings)
402 |
403 | def configure_scene(self, objects: List[bpy.types.Object]) -> dict:
404 | scene_settings = {'objects': {o: {} for o in objects}}
405 |
406 | if bpy.context.active_object:
407 | scene_settings['mode'] = bpy.context.active_object.mode
408 | else:
409 | scene_settings['mode'] = 'OBJECT'
410 |
411 | if scene_settings['mode'] != 'OBJECT':
412 | bpy.ops.object.mode_set(mode='OBJECT')
413 |
414 | for object in objects:
415 | scene_settings['objects'][object]['hide_viewport'] = True if object.hide_viewport else False
416 | object.hide_viewport = False
417 |
418 | return scene_settings
419 |
420 | def restore_scene(self, scene_settings: dict):
421 | for object in scene_settings['objects'].keys():
422 | object.hide_viewport = scene_settings['objects'][object]['hide_viewport']
423 |
424 | if scene_settings['mode'] != 'OBJECT':
425 | bpy.ops.object.mode_set(mode=scene_settings['mode'])
426 |
427 | def from_blender(self, armature: bpy.types.Object, objects: List[bpy.types.Object], action: bpy.types.Action):
428 | if armature:
429 | all_objects = set([armature] + objects)
430 | else:
431 | all_objects = set(objects)
432 |
433 | scene_settings = self.configure_scene(all_objects)
434 |
435 | self.lookup.from_blender(armature)
436 | self.nodes.from_blender(self.lookup, armature)
437 | self.skeleton.from_blender(self.lookup, armature, action)
438 |
439 | for object in objects:
440 | self.triangles.from_blender(self.lookup, armature, object)
441 |
442 | self.restore_scene(scene_settings)
443 |
444 | def to_string(self) -> str:
445 | version = f'version 1\n'
446 | nodes = self.nodes.to_string()
447 | skeleton = self.skeleton.to_string()
448 | triangles = self.triangles.to_string()
449 | return f'{version}{nodes}{skeleton}{triangles}'
450 |
--------------------------------------------------------------------------------
/addon/types/pyvmf/__init__.py:
--------------------------------------------------------------------------------
1 | from . import pyvmf
2 |
--------------------------------------------------------------------------------
/addon/types/pyvmf/importer.py:
--------------------------------------------------------------------------------
1 | from . tools import num
2 | import re
3 |
4 |
5 | class TempCategory:
6 | """
7 | Temporarily holds the VMF categories when reading the .VMF file
8 |
9 | :param category: The category name
10 | :type category: :obj:`str`
11 | :param indent: The level of indentation (how far nested inside other classes)
12 | :type indent: :obj:`int`
13 | """
14 |
15 | # This class is used when reading the vmf file and when creating the vmf class later on
16 | def __init__(self, category, indent):
17 | self.category = category # versioninfo, visgroups, world, solid, dispinfo, etc...
18 | self.indent = indent
19 | self.data = [] # Everything inside the curly brackets other than child categories (ex: "skyname" "sky_dust")
20 | self.children = [] # List of all children categories (ex: side, dispinfo, editor, etc...)
21 | self.current_child = None # Used when going into nested children (ex: solid -> side -> dispinfo -> Normals)
22 | self.dic = {} # This is where all the data is stored when it's cleaned, used when creating VMF class
23 |
24 | def __repr__(self):
25 | return self.category
26 |
27 | def add_line(self, line, indent):
28 | """
29 | :param line: The line of data to add to the current category
30 | :type line: :obj:`str`
31 | :param indent: The level of indentation (how far nested inside other classes)
32 | :type indent: :obj:`int`
33 | """
34 | diff = indent - self.indent # Finding out how far into the nested children we need to go
35 | c = self
36 | for i in range(diff-1):
37 | c = c.current_child
38 | c.data.append(line)
39 |
40 | def add_child(self, category, indent):
41 | """
42 | :param category: The category name
43 | :type category: :obj:`str`
44 | :param indent: The level of indentation (how far nested inside other classes)
45 | :type indent: :obj:`int`
46 | """
47 | diff = indent - self.indent # Same concept as self.add_line
48 | c = self
49 | for i in range(diff-1):
50 | c = c.current_child
51 |
52 | new_child = TempCategory(category, indent)
53 | c.children.append(new_child)
54 | c.current_child = new_child
55 |
56 | def clean_up(self):
57 | """
58 | Goes through all the data to remove unecessary characters
59 | """
60 | self.category = self.category.split()[0] # We remove the tabs
61 | for i in self.data:
62 | clean = re.findall(r'\"(.*?)\"', i) # We remove the double quotes and separate (example line: "id" "2688")
63 | self.dic[clean[0]] = num(clean[1]) # The values, IF possible are turned into either ints or floats
64 |
65 | for j in self.children:
66 | j.clean_up() # Nested function calls
67 |
68 |
69 | def file_parser(file):
70 | """
71 | Opens the file, extracts data line by line and turns it all into temporary categories
72 |
73 | :param file: The OS file to open, path needs to be included
74 | :type file: :obj:`str`
75 | :return: All the top level categories
76 | :rtype: :obj:`list` of :class:`TempCategory`
77 | """
78 | with open(file, "r") as vmf:
79 |
80 | indent = 0
81 | previous_line = "versioninfo\n" # We only know it's a category the next line (the curly brackets open)
82 | extracted = []
83 |
84 | for line in vmf.readlines()[1:]:
85 | if "}" in line:
86 | indent -= 1
87 | if indent == 0: # If indent is not 0 we know it's a child category and not a main category
88 | extracted.append(t)
89 | continue
90 |
91 | if "{" in line:
92 | if indent > 0: # If indent is not 0 we know it's a child category and not a main category
93 | # Open curly brackets ALWAYS follow a category, so we know the previous line is the category name
94 | t.add_child(previous_line, indent)
95 | else:
96 | t = TempCategory(previous_line, indent) # This is a main category (not a child category)
97 | indent += 1
98 | continue
99 |
100 | if "\"" in line: t.add_line(line, indent) # ALL lines with data have double quotes in them
101 |
102 | previous_line = line
103 |
104 | for c in extracted:
105 | # clean_up is a recursive function we only need to call it on the main categories
106 | c.clean_up()
107 |
108 | return extracted # This is used when creating a VMT class
109 |
--------------------------------------------------------------------------------
/addon/types/pyvmf/tools.py:
--------------------------------------------------------------------------------
1 | def num(s: str):
2 | """
3 | Tries to turn string into int or float
4 |
5 | :param s: The string to parse
6 | :type s: :obj:`str`
7 | :return: If unable to convert returns the input
8 | :rtype: :obj:`int` or :obj:`float` or :obj:`str`
9 | """
10 | s = str(s)
11 | try:
12 | return int(s)
13 | except ValueError:
14 | try:
15 | return float(s)
16 | except ValueError:
17 | return str(s)
18 |
--------------------------------------------------------------------------------
/addon/ui/__init__.py:
--------------------------------------------------------------------------------
1 | import bpy
2 | from . lists import SOURCEOPS_UL_GameList
3 | from . lists import SOURCEOPS_UL_ModelList
4 | from . lists import SOURCEOPS_UL_MaterialFolderList
5 | from . lists import SOURCEOPS_UL_SkinList
6 | from . lists import SOURCEOPS_UL_SequenceList
7 | from . lists import SOURCEOPS_UL_EventList
8 | from . lists import SOURCEOPS_UL_AttachmentList
9 | from . lists import SOURCEOPS_UL_ParticleList
10 | from . lists import SOURCEOPS_UL_MapList
11 | from . panels import SOURCEOPS_PT_MainPanel
12 |
13 |
14 | def register():
15 | bpy.utils.register_class(SOURCEOPS_UL_GameList)
16 | bpy.utils.register_class(SOURCEOPS_UL_ModelList)
17 | bpy.utils.register_class(SOURCEOPS_UL_MaterialFolderList)
18 | bpy.utils.register_class(SOURCEOPS_UL_SkinList)
19 | bpy.utils.register_class(SOURCEOPS_UL_SequenceList)
20 | bpy.utils.register_class(SOURCEOPS_UL_EventList)
21 | bpy.utils.register_class(SOURCEOPS_UL_AttachmentList)
22 | bpy.utils.register_class(SOURCEOPS_UL_ParticleList)
23 | bpy.utils.register_class(SOURCEOPS_UL_MapList)
24 | bpy.utils.register_class(SOURCEOPS_PT_MainPanel)
25 |
26 |
27 | def unregister():
28 | bpy.utils.unregister_class(SOURCEOPS_PT_MainPanel)
29 | bpy.utils.unregister_class(SOURCEOPS_UL_MapList)
30 | bpy.utils.unregister_class(SOURCEOPS_UL_AttachmentList)
31 | bpy.utils.unregister_class(SOURCEOPS_UL_ParticleList)
32 | bpy.utils.unregister_class(SOURCEOPS_UL_EventList)
33 | bpy.utils.unregister_class(SOURCEOPS_UL_SequenceList)
34 | bpy.utils.unregister_class(SOURCEOPS_UL_SkinList)
35 | bpy.utils.unregister_class(SOURCEOPS_UL_MaterialFolderList)
36 | bpy.utils.unregister_class(SOURCEOPS_UL_ModelList)
37 | bpy.utils.unregister_class(SOURCEOPS_UL_GameList)
38 |
--------------------------------------------------------------------------------
/addon/ui/lists.py:
--------------------------------------------------------------------------------
1 | import bpy
2 |
3 |
4 | class SOURCEOPS_UL_GameList(bpy.types.UIList):
5 | bl_idname = 'SOURCEOPS_UL_GameList'
6 |
7 | def draw_item(self, context, layout, data, item, icon, active_data, active_propname):
8 | layout.prop(item, 'name', text='', emboss=False, translate=False)
9 |
10 |
11 | class SOURCEOPS_UL_ModelList(bpy.types.UIList):
12 | bl_idname = 'SOURCEOPS_UL_ModelList'
13 |
14 | def draw_item(self, context, layout, data, item, icon, active_data, active_propname):
15 | layout.prop(item, 'name', text='', emboss=False, translate=False)
16 |
17 |
18 | class SOURCEOPS_UL_MaterialFolderList(bpy.types.UIList):
19 | bl_idname = 'SOURCEOPS_UL_MaterialFolderList'
20 |
21 | def draw_item(self, context, layout, data, item, icon, active_data, active_propname):
22 | layout.prop(item, 'name', text='', emboss=False, translate=False)
23 |
24 |
25 | class SOURCEOPS_UL_SkinList(bpy.types.UIList):
26 | bl_idname = 'SOURCEOPS_UL_SkinList'
27 |
28 | def draw_item(self, context, layout, data, item, icon, active_data, active_propname):
29 | layout.prop(item, 'name', text='', emboss=False, translate=False)
30 |
31 |
32 | class SOURCEOPS_UL_SequenceList(bpy.types.UIList):
33 | bl_idname = 'SOURCEOPS_UL_SequenceList'
34 |
35 | def draw_item(self, context, layout, data, item, icon, active_data, active_propname):
36 | layout.prop(item, 'name', text='', emboss=False, translate=False)
37 |
38 |
39 | class SOURCEOPS_UL_EventList(bpy.types.UIList):
40 | bl_idname = 'SOURCEOPS_UL_EventList'
41 |
42 | def draw_item(self, context, layout, data, item, icon, active_data, active_propname):
43 | layout.prop(item, 'name', text='', emboss=False, translate=False)
44 |
45 |
46 | class SOURCEOPS_UL_AttachmentList(bpy.types.UIList):
47 | bl_idname = 'SOURCEOPS_UL_AttachmentList'
48 |
49 | def draw_item(self, context, layout, data, item, icon, active_data, active_propname):
50 | layout.prop(item, 'name', text='', emboss=False, translate=False)
51 |
52 |
53 | class SOURCEOPS_UL_ParticleList(bpy.types.UIList):
54 | bl_idname = 'SOURCEOPS_UL_ParticleList'
55 |
56 | def draw_item(self, context, layout, data, item, icon, active_data, active_propname):
57 | layout.prop(item, 'name', text='', emboss=False, translate=False)
58 |
59 |
60 | class SOURCEOPS_UL_MapList(bpy.types.UIList):
61 | bl_idname = 'SOURCEOPS_UL_MapList'
62 |
63 | def draw_item(self, context, layout, data, item, icon, active_data, active_propname):
64 | layout.prop(item, 'name', text='', emboss=False, translate=False)
65 |
--------------------------------------------------------------------------------
/addon/ui/panels.py:
--------------------------------------------------------------------------------
1 | import bpy
2 | from .. utils import common
3 | from .. import icons
4 |
5 |
6 | class SOURCEOPS_PT_MainPanel(bpy.types.Panel):
7 | bl_idname = 'SOURCEOPS_PT_MainPanel'
8 | bl_space_type = 'VIEW_3D'
9 | bl_region_type = 'UI'
10 | bl_category = 'SourceOps'
11 | bl_label = f'SourceOps - {common.get_version()}'
12 |
13 | def draw(self, context):
14 | layout = self.layout
15 |
16 | prefs = common.get_prefs(context)
17 | game = common.get_game(prefs)
18 | sourceops = common.get_globals(context)
19 | model = common.get_model(sourceops)
20 | material_folder = common.get_material_folder(model)
21 | skin = common.get_skin(model)
22 | sequence = common.get_sequence(model)
23 | event = common.get_event(sequence)
24 | attachment = common.get_attachment(model)
25 | particle = common.get_particle(model)
26 | map_props = common.get_map(sourceops)
27 |
28 | if sourceops:
29 | box = layout.box()
30 | row = box.row()
31 | row.scale_x = row.scale_y = 1.5
32 | row.label(text='Panel')
33 | row = row.row(align=True)
34 | row.alignment = 'RIGHT'
35 | row.prop(sourceops, 'panel', expand=True, icon_only=True)
36 |
37 | if prefs and sourceops.panel == 'GAMES':
38 | box = layout.box()
39 | row = box.row()
40 | row.alignment = 'CENTER'
41 | row.label(text='Games')
42 |
43 | row = box.row()
44 | row.template_list('SOURCEOPS_UL_GameList', '', prefs, 'game_items', prefs, 'game_index', rows=5)
45 | col = row.column(align=True)
46 | self.draw_list_buttons(col, 'GAMES')
47 |
48 | if game:
49 | col = common.split_column(box)
50 | col.prop(game, 'name')
51 | col.prop(game, 'game')
52 | col.prop(game, 'bin')
53 | col.prop(game, 'modelsrc')
54 | col.prop(game, 'models')
55 | col.prop(game, 'mapsrc')
56 | col.prop(game, 'mesh_type')
57 |
58 | elif sourceops and sourceops.panel == 'MODELS':
59 | box = layout.box()
60 | row = box.row()
61 | row.alignment = 'CENTER'
62 | row.label(text='Models')
63 |
64 | row = box.row()
65 | row.template_list('SOURCEOPS_UL_ModelList', '', sourceops, 'model_items', sourceops, 'model_index', rows=5)
66 | col = row.column(align=True)
67 | self.draw_list_buttons(col, 'MODELS')
68 |
69 | if model:
70 | col = common.split_column(box)
71 | col.prop(model, 'name')
72 | col.prop(model, 'armature')
73 | col.prop(model, 'reference')
74 | col.prop(model, 'collision')
75 | col.prop(model, 'bodygroups')
76 | col.prop(model, 'stacking')
77 |
78 | elif model and sourceops.panel == 'MODEL_OPTIONS':
79 | box = layout.box()
80 | row = box.row()
81 | row.alignment = 'CENTER'
82 | row.label(text='Model Options')
83 |
84 | col = common.split_column(box)
85 | col.prop(model, 'surface')
86 | col.prop(model, 'glass')
87 | col.prop(model, 'static')
88 | col.prop(model, 'rename_material')
89 | row = col.row()
90 | row.enabled = model.static
91 | row.prop(model, 'static_prop_combine')
92 | col.prop(model, 'joints')
93 |
94 | box = layout.box()
95 | row = box.row()
96 | row.alignment = 'CENTER'
97 | row.label(text='Transform Options')
98 |
99 | col = common.split_column(box)
100 | col.prop(model, 'prepend_armature')
101 | col.prop(model, 'ignore_transforms')
102 |
103 | sub = col.column()
104 | sub.enabled = not (model.static and model.static_prop_combine)
105 | sub.prop(model, 'origin_source')
106 |
107 | if model.origin_source == 'OBJECT':
108 | sub.prop(model, 'origin_object')
109 |
110 | else:
111 | align = sub.column(align=True)
112 | align.prop(model, 'origin_x', text='Origin X')
113 | align.prop(model, 'origin_y', text='Y')
114 | align.prop(model, 'origin_z', text='Z')
115 |
116 | sub.prop(model, 'rotation')
117 |
118 | col.prop(model, 'scale')
119 |
120 | elif model and sourceops.panel == 'TEXTURES':
121 | box = layout.box()
122 | row = box.row()
123 | row.alignment = 'CENTER'
124 | row.label(text='Material Folders')
125 |
126 | row = box.row()
127 | row.template_list('SOURCEOPS_UL_MaterialFolderList', '', model, 'material_folder_items', model, 'material_folder_index', rows=5)
128 | col = row.column(align=True)
129 | self.draw_list_buttons(col, 'MATERIAL_FOLDERS')
130 |
131 | if material_folder:
132 | col = common.split_column(box)
133 | col.prop(material_folder, 'name')
134 |
135 | box = layout.box()
136 | row = box.row()
137 | row.alignment = 'CENTER'
138 | row.label(text='Skins')
139 |
140 | row = box.row()
141 | row.template_list('SOURCEOPS_UL_SkinList', '', model, 'skin_items', model, 'skin_index', rows=5)
142 | col = row.column(align=True)
143 | self.draw_list_buttons(col, 'SKINS')
144 |
145 | if skin:
146 | col = common.split_column(box)
147 | col.prop(skin, 'name')
148 |
149 | elif model and sourceops.panel == 'SEQUENCES':
150 | box = layout.box()
151 | row = box.row()
152 | row.alignment = 'CENTER'
153 | row.label(text='Sequences')
154 |
155 | row = box.row()
156 | row.template_list('SOURCEOPS_UL_SequenceList', '', model, 'sequence_items', model, 'sequence_index', rows=5)
157 | col = row.column(align=True)
158 | self.draw_list_buttons(col, 'SEQUENCES')
159 |
160 | if sequence:
161 | col = common.split_column(box)
162 | col.prop(sequence, 'name')
163 | col.prop(sequence, 'action')
164 |
165 | col.prop(sequence, 'use_framerate')
166 | sub = col.column()
167 | sub.enabled = sequence.use_framerate
168 | sub.prop(sequence, 'framerate')
169 |
170 | col.prop(sequence, 'use_range')
171 | sub = col.column()
172 | sub.enabled = sequence.use_range
173 | sub.prop(sequence, 'start')
174 | sub.prop(sequence, 'end')
175 |
176 | col.prop(sequence, 'activity')
177 | col.prop(sequence, 'weight')
178 | col.prop(sequence, 'snap')
179 | col.prop(sequence, 'loop')
180 |
181 | elif sequence and sourceops.panel == 'EVENTS':
182 | box = layout.box()
183 | row = box.row()
184 | row.alignment = 'CENTER'
185 | row.label(text='Events')
186 |
187 | row = box.row()
188 | row.template_list('SOURCEOPS_UL_EventList', '', sequence, 'event_items', sequence, 'event_index', rows=5)
189 | col = row.column(align=True)
190 | self.draw_list_buttons(col, 'EVENTS')
191 |
192 | if event:
193 | col = common.split_column(box)
194 | col.prop(event, 'name')
195 | col.prop(event, 'event')
196 | col.prop(event, 'frame')
197 | col.prop(event, 'value')
198 |
199 | elif model and sourceops.panel == 'PARTICLES':
200 | box = layout.box()
201 | row = box.row()
202 | row.alignment = 'CENTER'
203 | row.label(text='Particles')
204 |
205 | row = box.row()
206 | row.template_list('SOURCEOPS_UL_ParticleList', '', model, 'particle_items', model, 'particle_index', rows=5)
207 | col = row.column(align=True)
208 | self.draw_list_buttons(col, 'PARTICLES')
209 |
210 | if particle:
211 | col = common.split_column(box)
212 | col.prop(particle, 'name')
213 | col.prop(particle, 'attachment_type')
214 | col.prop(particle, 'attachment_point')
215 |
216 | elif model and sourceops.panel == 'ATTACHMENTS':
217 | box = layout.box()
218 | row = box.row()
219 | row.alignment = 'CENTER'
220 | row.label(text='Attachments')
221 |
222 | row = box.row()
223 | row.template_list('SOURCEOPS_UL_AttachmentList', '', model, 'attachment_items', model, 'attachment_index', rows=5)
224 | col = row.column(align=True)
225 | self.draw_list_buttons(col, 'ATTACHMENTS')
226 |
227 | if attachment:
228 | col = common.split_column(box)
229 | col.prop(attachment, 'name')
230 |
231 | armature = model.armature
232 | if armature and armature.data:
233 | col.prop_search(attachment, 'bone', armature.data, 'bones')
234 |
235 | col.prop(attachment, 'offset')
236 | col.prop(attachment, 'rotation')
237 | col.prop(attachment, 'absolute')
238 | col.prop(attachment, 'rigid')
239 |
240 | if sourceops.panel in {'GAMES', 'MODELS', 'MODEL_OPTIONS', 'TEXTURES', 'SEQUENCES', 'EVENTS', 'ATTACHMENTS', 'PARTICLES'}:
241 | box = layout.box()
242 | row = box.row()
243 | row.scale_x = row.scale_y = 1.5
244 | row.label(text='Export')
245 | row = row.row(align=True)
246 | row.alignment = 'RIGHT'
247 |
248 | row.operator('sourceops.open_folder', text='', icon='FILEBROWSER')
249 | row.operator('sourceops.export_meshes', text='', icon_value=icons.id('smd'))
250 | row.operator('sourceops.generate_qc', text='', icon_value=icons.id('qc'))
251 | row.operator('sourceops.compile_qc', text='', icon_value=icons.id('mdl'))
252 | row.operator('sourceops.view_model', text='', icon_value=icons.id('hlmv'))
253 | row.operator('sourceops.export_auto', text='', icon='AUTO')
254 |
255 | if sourceops and sourceops.panel == 'MAPS':
256 | box = layout.box()
257 | row = box.row()
258 | row.alignment = 'CENTER'
259 | row.label(text='Maps')
260 |
261 | row = box.row()
262 | row.template_list('SOURCEOPS_UL_MapList', '', sourceops, 'map_items', sourceops, 'map_index', rows=5)
263 | col = row.column(align=True)
264 | self.draw_list_buttons(col, 'MAPS')
265 |
266 | if map_props:
267 | col = common.split_column(box)
268 | col.prop(map_props, 'name')
269 | col.prop(map_props, 'brush_collection')
270 | col.prop(map_props, 'disp_collection')
271 | col.prop(map_props, 'geometry_scale')
272 | col.prop(map_props, 'texture_scale')
273 | col.prop(map_props, 'lightmap_scale')
274 | col.prop(map_props, 'allow_skewed_textures')
275 | col.prop(map_props, 'align_to_grid')
276 |
277 | box = layout.box()
278 | row = box.row()
279 | row.scale_x = row.scale_y = 1.5
280 | row.label(text='Export')
281 | row = row.row(align=True)
282 | row.alignment = 'RIGHT'
283 |
284 | row.operator('sourceops.export_vmf', text='', icon_value=icons.id('vmf'))
285 |
286 | if sourceops and sourceops.panel == 'SIMULATION':
287 | box = layout.box()
288 | row = box.row()
289 | row.alignment = 'CENTER'
290 | row.label(text='Simulation')
291 |
292 | col = common.split_column(box)
293 | col.prop(sourceops, 'simulation_input')
294 | col.prop(sourceops, 'simulation_output')
295 | box.operator('sourceops.rig_simulation', text='Rig Simulation')
296 |
297 | if sourceops and sourceops.panel == 'MISC':
298 | box = layout.box()
299 |
300 | row = box.row()
301 | row.alignment = 'CENTER'
302 | row.label(text='Misc')
303 |
304 | col = box.column()
305 | col.operator('sourceops.weighted_normal')
306 | col.operator('sourceops.triangulate')
307 | col.operator('sourceops.pose_bone_transforms', text='Copy Pose Bone Translation').type = 'TRANSLATION'
308 | col.operator('sourceops.pose_bone_transforms', text='Copy Pose Bone Rotation').type = 'ROTATION'
309 |
310 | def draw_list_buttons(self, layout, item):
311 | op = layout.operator('sourceops.list_operator', text='', icon='ADD')
312 | op.mode, op.item = 'ADD', item
313 | op = layout.operator('sourceops.list_operator', text='', icon='REMOVE')
314 | op.mode, op.item = 'REMOVE', item
315 |
316 | layout.separator()
317 | op = layout.operator('sourceops.list_operator', text='', icon='DUPLICATE')
318 | op.mode, op.item = 'COPY', item
319 | layout.separator()
320 |
321 | op = layout.operator('sourceops.list_operator', text='', icon='TRIA_UP')
322 | op.mode, op.item = 'MOVE_UP', item
323 | op = layout.operator('sourceops.list_operator', text='', icon='TRIA_DOWN')
324 | op.mode, op.item = 'MOVE_DOWN', item
325 |
--------------------------------------------------------------------------------
/addon/utils/__init__.py:
--------------------------------------------------------------------------------
1 | from . import common
2 | from . import game
3 | from . import backup
4 |
--------------------------------------------------------------------------------
/addon/utils/backup.py:
--------------------------------------------------------------------------------
1 | import bpy
2 | import json
3 | import pathlib
4 | from .. import utils
5 |
6 |
7 | def valid_keys(group):
8 | '''Yield valid keys for this property group, meaning everything except rna_type and bl_idname.'''
9 | for key in group.bl_rna.properties.keys():
10 | if key not in {'rna_type', 'bl_idname'}:
11 | yield key
12 |
13 |
14 | def pref_prop(group, name):
15 | '''Call pref_prop_stored but without stored. Used for saving.'''
16 | pref, prop, stored = pref_prop_stored(group, None, name)
17 | return pref, prop
18 |
19 |
20 | def pref_prop_stored(group, storage, name):
21 | '''Get the the value and property of group[name], as well as the value from storage. Report the reason if it failed.'''
22 | pref = getattr(group, name, None)
23 | prop = group.bl_rna.properties.get(name)
24 | stored = storage.get(name) if storage else None
25 |
26 | if pref is None:
27 | print(f'SKIPPING {group}["{name}"] because it is NONE')
28 |
29 | elif prop.is_skip_save:
30 | print(f'SKIPPING {group}["{name}"] because it is SKIP SAVE')
31 |
32 | elif prop.is_readonly and prop.type not in {'POINTER', 'COLLECTION'}:
33 | print(f'SKIPPING {group}["{name}"] because it is READ ONLY')
34 |
35 | elif invalid_enum_item(group, storage, name, pref, prop, stored):
36 | print(f'SKIPPING {group}["{name}"] because it is INVALID ENUM ITEM')
37 |
38 | elif storage and stored is None:
39 | print(f'SKIPPING {group}["{name}"] because it is NOT STORED')
40 |
41 | else:
42 | return pref, prop, stored
43 |
44 | return None, None, None
45 |
46 |
47 | def invalid_enum_item(group, storage, name, pref, prop, stored):
48 | '''Check whether a value is valid for an enum by trying it and catching the exception.'''
49 | if prop.type == 'ENUM' and storage and stored not in {x.identifier for x in prop.enum_items}:
50 | try:
51 | if stored:
52 | setattr(group, name, stored)
53 |
54 | except:
55 | return True
56 |
57 | finally:
58 | if pref:
59 | setattr(group, name, pref)
60 |
61 | return False
62 |
63 |
64 | def save_recursive_group(group):
65 | '''Recursively save a property group.'''
66 | if group is not None:
67 | keys = valid_keys(group)
68 | storage = {k: save_recursive_by_name(group, k) for k in keys}
69 | return {k: v for k, v in storage.items() if v is not None}
70 |
71 |
72 | def save_recursive_by_name(group, name):
73 | '''Save an item from a property group.'''
74 | pref, prop = pref_prop(group, name)
75 |
76 | if pref is None:
77 | return None
78 |
79 | elif prop.type == 'POINTER':
80 | return save_recursive_group(pref)
81 |
82 | elif prop.type == 'COLLECTION':
83 | return [save_recursive_group(x) for x in pref]
84 |
85 | elif getattr(prop, 'is_array', None):
86 | return [x for x in pref]
87 |
88 | elif isinstance(pref, (bool, int, float, str)):
89 | return pref
90 |
91 |
92 | def load_recursive_group(group, storage):
93 | '''Recursively load a property group.'''
94 | for key in valid_keys(group):
95 | load_recursive_by_name(group, storage, key)
96 |
97 |
98 | def load_recursive_by_name(group, storage, name):
99 | '''Load an item from a property group.'''
100 | pref, prop, stored = pref_prop_stored(group, storage, name)
101 |
102 | if pref is None or stored is None:
103 | return
104 |
105 | elif prop.type == 'POINTER':
106 | load_recursive_group(pref, stored)
107 |
108 | elif prop.type == 'COLLECTION':
109 | try:
110 | while len(pref) < len(stored):
111 | pref.add()
112 | while len(pref) > len(stored):
113 | pref.remove(0)
114 | for a, b in zip(pref, stored):
115 | load_recursive_group(a, b)
116 |
117 | except Exception as exception:
118 | print(f'SKIPPING {group}["{name}"] because of EXCEPTION: {exception}')
119 |
120 | elif getattr(prop, 'is_array', None):
121 | try:
122 | indices = range(len(pref))
123 | for index, value in zip(indices, stored):
124 | if pref[index] != value:
125 | pref[index] = value
126 |
127 | except Exception as exception:
128 | print(f'SKIPPING {group}["{name}"] because of EXCEPTION: {exception}')
129 |
130 | elif pref != stored:
131 | try:
132 | setattr(group, name, stored)
133 |
134 | except Exception as exception:
135 | print(f'SKIPPING {group}["{name}"] because of EXCEPTION: {exception}')
136 |
137 |
138 | def backup(path):
139 | '''Backup addon preferences to a file.'''
140 | prefs = utils.common.get_prefs(bpy.context)
141 |
142 | path = bpy.path.abspath(path)
143 | path = pathlib.Path(path).resolve()
144 |
145 | data = save_recursive_group(prefs)
146 | datastr = json.dumps(data, indent=1, sort_keys=False)
147 |
148 | try:
149 | path.write_text(datastr)
150 | except:
151 | return {'ERROR'}, f'Failed to open {path}', {'CANCELLED'}
152 |
153 | return {'INFO'}, f'Saved "{path}"', {'FINISHED'}
154 |
155 |
156 | def restore(path):
157 | '''Restore addon preferences from a file.'''
158 | prefs = utils.common.get_prefs(bpy.context)
159 |
160 | path = bpy.path.abspath(path)
161 | path = pathlib.Path(path).resolve()
162 |
163 | try:
164 | datastr = path.read_text()
165 | except:
166 | return {'ERROR'}, f'Failed to open {path}', {'CANCELLED'}
167 |
168 | data = json.loads(datastr)
169 | load_recursive_group(prefs, data)
170 |
171 | return {'INFO'}, f'Loaded "{path}"', {'FINISHED'}
172 |
173 |
174 | def filepath():
175 | '''Get the default path to the preference backup file.'''
176 | user = bpy.utils.resource_path('USER')
177 | path = pathlib.Path(user).resolve()
178 |
179 | path = path.joinpath('scripts', 'presets', 'sourceops', 'prefs.json')
180 | path.parent.mkdir(parents=True, exist_ok=True)
181 |
182 | return str(path)
183 |
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/addon/utils/common.py:
--------------------------------------------------------------------------------
1 | import bpy
2 | import string
3 | import unicodedata
4 | import platform
5 | import pathlib
6 | import traceback
7 |
8 |
9 | def get_version():
10 | from ... import bl_info
11 | return '.'.join(str(n) for n in bl_info['version'])
12 |
13 |
14 | def get_prefs(context):
15 | addons = context.preferences.addons
16 | module = __name__.partition('.')[0]
17 | return addons[module].preferences
18 |
19 |
20 | def get_game(prefs):
21 | try:
22 | return prefs.game_items[prefs.game_index]
23 | except:
24 | return None
25 |
26 |
27 | def get_globals(context):
28 | try:
29 | return context.scene.sourceops
30 | except:
31 | return None
32 |
33 |
34 | def get_model(sourceops):
35 | try:
36 | return sourceops.model_items[sourceops.model_index]
37 | except:
38 | return None
39 |
40 |
41 | def get_material_folder(model):
42 | try:
43 | return model.material_folder_items[model.material_folder_index]
44 | except:
45 | return None
46 |
47 |
48 | def get_skin(model):
49 | try:
50 | return model.skin_items[model.skin_index]
51 | except:
52 | return None
53 |
54 |
55 | def get_sequence(model):
56 | try:
57 | return model.sequence_items[model.sequence_index]
58 | except:
59 | return None
60 |
61 |
62 | def get_event(sequence):
63 | try:
64 | return sequence.event_items[sequence.event_index]
65 | except:
66 | return None
67 |
68 |
69 | def get_attachment(model):
70 | try:
71 | return model.attachment_items[model.attachment_index]
72 | except:
73 | return None
74 |
75 | def get_particle(model):
76 | try:
77 | return model.particle_items[model.particle_index]
78 | except:
79 | return None
80 |
81 | def get_map(sourceops):
82 | try:
83 | return sourceops.map_items[sourceops.map_index]
84 | except:
85 | return None
86 |
87 |
88 | def split_column(layout):
89 | col = layout.column()
90 | col.use_property_split = True
91 | col.use_property_decorate = False
92 | return col
93 |
94 |
95 | filename_chars_valid = '-_.() %s%s' % (string.ascii_letters, string.digits)
96 | filename_chars_replace = ' '
97 | filename_char_limit = 255
98 |
99 |
100 | def clean_filename(filename, whitelist=filename_chars_valid, replace=filename_chars_replace, char_limit=filename_char_limit):
101 | for r in replace:
102 | filename = filename.replace(r, '_')
103 | cleaned_filename = unicodedata.normalize('NFKD', filename).encode('ASCII', 'ignore').decode()
104 | cleaned_filename = ''.join(c for c in cleaned_filename if c in whitelist)
105 | return cleaned_filename[:char_limit]
106 |
107 |
108 | def verify_folder(path):
109 | if not path.is_dir():
110 | try:
111 | path.mkdir(parents=True, exist_ok=True)
112 | except:
113 | print(f'Failed to create directory: {path}')
114 | traceback.print_exc()
115 | return path
116 |
117 |
118 | def remove_duplicates(list_with_duplicates):
119 | return list(dict.fromkeys(list(list_with_duplicates)))
120 |
121 |
122 | def documents():
123 | if platform.system() == 'Windows':
124 | import ctypes.wintypes
125 | buf = ctypes.create_unicode_buffer(ctypes.wintypes.MAX_PATH)
126 |
127 | ctypes.windll.shell32.SHGetFolderPathW(None, 5, None, 1, buf)
128 | return pathlib.Path(buf.value)
129 |
130 | else:
131 | return pathlib.Path.home()
132 |
133 |
134 | def appdata():
135 | user = bpy.utils.resource_path('USER')
136 | return pathlib.Path(user).resolve()
137 |
138 |
139 | def resolve(path):
140 | if path:
141 | return str(pathlib.Path(bpy.path.abspath(path)).resolve())
142 | else:
143 | return ''
144 |
145 |
146 | def update_wine(self, context):
147 | self['wine'] = resolve(self.wine)
148 |
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/addon/utils/game.py:
--------------------------------------------------------------------------------
1 | from pathlib import Path
2 | from ..utils.common import resolve
3 |
4 |
5 | def update_game(self, context):
6 | self['game'] = resolve(self.game)
7 | game = Path(self.game)
8 |
9 | if game.joinpath('gameinfo.txt').is_file():
10 | bin = game.parent.joinpath('bin')
11 |
12 | if not bin.joinpath('studiomdl.exe').is_file():
13 | for path in bin.iterdir():
14 | if path.is_dir() and path.joinpath('studiomdl.exe').is_file():
15 | bin = path
16 | break
17 |
18 | self['bin'] = str(bin)
19 | self['modelsrc'] = str(game.joinpath('modelsrc'))
20 | self['models'] = str(game.joinpath('models'))
21 | self['mapsrc'] = str(game.joinpath('mapsrc'))
22 |
23 |
24 | def update_bin(self, context):
25 | self['bin'] = resolve(self.bin)
26 |
27 |
28 | def update_modelsrc(self, context):
29 | self['modelsrc'] = resolve(self.modelsrc)
30 |
31 |
32 | def update_models(self, context):
33 | self['models'] = resolve(self.models)
34 |
35 |
36 | def update_mapsrc(self, context):
37 | self['mapsrc'] = resolve(self.mapsrc)
38 |
39 |
40 | def verify(game):
41 | gameinfo = Path(game.game).joinpath('gameinfo.txt')
42 | studiomdl = Path(game.bin).joinpath('studiomdl.exe')
43 | return gameinfo.is_file() and studiomdl.is_file()
44 |
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