io_scene_3ds: Added cursor location #104797
@ -18,7 +18,7 @@ import bpy
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bl_info = {
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"name": "Autodesk 3DS format",
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"author": "Bob Holcomb, Campbell Barton, Andreas Atteneder, Sebastian Schrand",
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"version": (2, 4, 5),
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"version": (2, 4, 6),
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"blender": (3, 6, 0),
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"location": "File > Import-Export",
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"description": "3DS Import/Export meshes, UVs, materials, textures, "
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@ -188,13 +188,14 @@ class Export3DS(bpy.types.Operator, ExportHelper):
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)
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object_filter: bpy.props.EnumProperty(
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name="Object Filter", options={'ENUM_FLAG'},
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items=(('MESH',"Mesh".rjust(11),"",'MESH_DATA',0x1),
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('LIGHT',"Light".rjust(12),"",'LIGHT_DATA',0x2),
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('CAMERA',"Camera".rjust(11),"",'CAMERA_DATA',0x4),
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('EMPTY',"Empty".rjust(11),"",'EMPTY_DATA',0x8),
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),
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items=(('WORLD', "World".rjust(11), "", 'WORLD_DATA',0x1),
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('MESH', "Mesh".rjust(11), "", 'MESH_DATA', 0x2),
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('LIGHT', "Light".rjust(12), "", 'LIGHT_DATA',0x4),
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('CAMERA', "Camera".rjust(11), "", 'CAMERA_DATA',0x8),
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('EMPTY', "Empty".rjust(11), "", 'EMPTY_DATA',0x10),
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),
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description="Object types to export",
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default={'MESH', 'LIGHT', 'CAMERA', 'EMPTY'},
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default={'WORLD', 'MESH', 'LIGHT', 'CAMERA', 'EMPTY'},
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)
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use_hierarchy: BoolProperty(
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name="Export Hierarchy",
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@ -248,10 +249,8 @@ class MAX3DS_PT_export_include(bpy.types.Panel):
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operator = sfile.active_operator
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layout.prop(operator, "use_selection")
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laysub = layout.column(align=True)
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laysub.enabled = (not operator.use_selection)
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laysub.prop(operator, "object_filter")
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layout.column().prop(operator, "use_hierarchy")
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layout.column().prop(operator, "object_filter")
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layout.prop(operator, "use_hierarchy")
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layout.prop(operator, "write_keyframe")
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@ -30,6 +30,12 @@ KFDATA = 0xB000 # This is the header for all of the keyframe info
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# >----- sub defines of OBJECTINFO
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OBJECTINFO = 0x3D3D # Main mesh object chunk before material and object information
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MESHVERSION = 0x3D3E # This gives the version of the mesh
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BITMAP = 0x1100 # The background image name
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USE_BITMAP = 0x1101 # The background image flag
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SOLIDBACKGND = 0x1200 # The background color (RGB)
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USE_SOLIDBGND = 0x1201 # The background color flag
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VGRADIENT = 0x1300 # The background gradient colors
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USE_VGRADIENT = 0x1301 # The background gradient flag
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AMBIENTLIGHT = 0x2100 # The color of the ambient light
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MATERIAL = 45055 # 0xAFFF // This stored the texture info
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OBJECT = 16384 # 0x4000 // This stores the faces, vertices, etc...
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@ -1549,13 +1555,30 @@ def save(operator, context, filepath="", scale_factor=1.0, apply_unit=False, use
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curtime = scene.frame_current
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kfdata = make_kfdata(revision, start, stop, curtime)
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# Add AMBIENT color
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if world is not None:
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# Add AMBIENT and BACKGROUND color
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if world is not None and 'WORLD' in object_filter:
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ambient_chunk = _3ds_chunk(AMBIENTLIGHT)
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ambient_light = _3ds_chunk(RGB)
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ambient_light.add_variable("ambient", _3ds_float_color(world.color))
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ambient_chunk.add_subchunk(ambient_light)
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object_info.add_subchunk(ambient_chunk)
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if world.use_nodes:
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ntree = world.node_tree.links
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background_color = _3ds_chunk(RGB)
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background_chunk = _3ds_chunk(SOLIDBACKGND)
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background_flag = _3ds_chunk(USE_SOLIDBGND)
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bgcol, bgtex, nworld = 'BACKGROUND', 'TEX_IMAGE', 'OUTPUT_WORLD'
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bg_color = next((lk.from_node.inputs[0].default_value[:3] for lk in ntree if lk.to_node.type == nworld), world.color)
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bg_image = next((lk.from_node.image.name for lk in ntree if lk.from_node.type == bgtex and lk.to_node.type in {bgcol, nworld}), False)
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background_color.add_variable("color", _3ds_float_color(bg_color))
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background_chunk.add_subchunk(background_color)
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if bg_image:
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background_image = _3ds_chunk(BITMAP)
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background_flag = _3ds_chunk(USE_BITMAP)
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background_image.add_variable("image", _3ds_string(sane_name(bg_image)))
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object_info.add_subchunk(background_image)
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object_info.add_subchunk(background_chunk)
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object_info.add_subchunk(background_flag)
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if write_keyframe and world.animation_data:
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kfdata.add_subchunk(make_ambient_node(world))
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@ -1564,7 +1587,7 @@ def save(operator, context, filepath="", scale_factor=1.0, apply_unit=False, use
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mesh_objects = []
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if use_selection:
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objects = [ob for ob in scene.objects if ob.visible_get(view_layer=layer) and ob.select_get(view_layer=layer)]
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objects = [ob for ob in scene.objects if ob.type in object_filter and ob.visible_get(view_layer=layer) and ob.select_get(view_layer=layer)]
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else:
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objects = [ob for ob in scene.objects if ob.type in object_filter and ob.visible_get(view_layer=layer)]
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