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# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8-80 compliant>
bl_info = {
"name": "Autodesk 3DS format",
"author": "Bob Holcomb, Campbell Barton",
"version": (1, 0, 0),
"blender": (2, 74, 0),
"location": "File > Import-Export",
"description": "Import-Export 3DS, meshes, uvs, materials, textures, "
"cameras & lamps",
"warning": "",
"wiki_url": "http://wiki.blender.org/index.php/Extensions:2.6/Py/"
"Scripts/Import-Export/Autodesk_3DS",
"support": 'OFFICIAL',
"category": "Import-Export"}
if "bpy" in locals():
import importlib
if "import_3ds" in locals():
importlib.reload(import_3ds)
if "export_3ds" in locals():
importlib.reload(export_3ds)
import bpy
from bpy.props import (
BoolProperty,
EnumProperty,
FloatProperty,
StringProperty,
)
from bpy_extras.io_utils import (
ImportHelper,
ExportHelper,
orientation_helper,
axis_conversion,
)
@orientation_helper(axis_forward='Y', axis_up='Z')
class Import3DS(bpy.types.Operator, ImportHelper):
"""Import from 3DS file format (.3ds)"""
bl_idname = "import_scene.autodesk_3ds"
bl_label = 'Import 3DS'
bl_options = {'UNDO'}
filename_ext = ".3ds"
filter_glob: StringProperty(default="*.3ds", options={'HIDDEN'})
constrain_size: FloatProperty(
name="Size Constraint",
description="Scale the model by 10 until it reaches the "
"size constraint (0 to disable)",
min=0.0, max=1000.0,
soft_min=0.0, soft_max=1000.0,
default=10.0,
)
use_image_search: BoolProperty(
name="Image Search",
description="Search subdirectories for any associated images "
"(Warning, may be slow)",
default=True,
)
use_apply_transform: BoolProperty(
name="Apply Transform",
description="Workaround for object transformations "
"importing incorrectly",
default=True,
)
def execute(self, context):
from . import import_3ds
keywords = self.as_keywords(ignore=("axis_forward",
"axis_up",
"filter_glob",
))
global_matrix = axis_conversion(from_forward=self.axis_forward,
from_up=self.axis_up,
).to_4x4()
keywords["global_matrix"] = global_matrix
return import_3ds.load(self, context, **keywords)
@orientation_helper(axis_forward='Y', axis_up='Z')
class Export3DS(bpy.types.Operator, ExportHelper):
"""Export to 3DS file format (.3ds)"""
bl_idname = "export_scene.autodesk_3ds"
bl_label = 'Export 3DS'
filename_ext = ".3ds"
filter_glob: StringProperty(
default="*.3ds",
options={'HIDDEN'},
)
use_selection: BoolProperty(
name="Selection Only",
description="Export selected objects only",
default=False,
)
def execute(self, context):
from . import export_3ds
keywords = self.as_keywords(ignore=("axis_forward",
"axis_up",
"filter_glob",
"check_existing",
))
global_matrix = axis_conversion(to_forward=self.axis_forward,
to_up=self.axis_up,
).to_4x4()
keywords["global_matrix"] = global_matrix
return export_3ds.save(self, context, **keywords)
# Add to a menu
def menu_func_export(self, context):
self.layout.operator(Export3DS.bl_idname, text="3D Studio (.3ds)")
def menu_func_import(self, context):
self.layout.operator(Import3DS.bl_idname, text="3D Studio (.3ds)")
def register():
bpy.utils.register_module(__name__)
bpy.types.TOPBAR_MT_file_import.append(menu_func_import)
bpy.types.TOPBAR_MT_file_export.append(menu_func_export)
def unregister():
bpy.utils.unregister_module(__name__)
bpy.types.TOPBAR_MT_file_import.remove(menu_func_import)
bpy.types.TOPBAR_MT_file_export.remove(menu_func_export)
# NOTES:
# why add 1 extra vertex? and remove it when done? -
# "Answer - eekadoodle - would need to re-order UV's without this since face
# order isnt always what we give blender, BMesh will solve :D"
#
# disabled scaling to size, this requires exposing bb (easy) and understanding
# how it works (needs some time)
if __name__ == "__main__":
register()
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