diff options
Diffstat (limited to 'tools/export/blender25/godot_export_manager.py')
| -rw-r--r-- | tools/export/blender25/godot_export_manager.py | 472 |
1 files changed, 0 insertions, 472 deletions
diff --git a/tools/export/blender25/godot_export_manager.py b/tools/export/blender25/godot_export_manager.py deleted file mode 100644 index a249611c7..000000000 --- a/tools/export/blender25/godot_export_manager.py +++ /dev/null @@ -1,472 +0,0 @@ -# ##### 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 ##### - -# Script copyright (c) Andreas Esau - -bl_info = { - "name": "Godot Export Manager", - "author": "Andreas Esau", - "version": (1, 0), - "blender": (2, 7, 0), - "location": "Scene Properties > Godot Export Manager", - "description": "Godot Export Manager uses the Better Collada Exporter to manage Export Groups and automatically export the objects groups to Collada Files.", - "warning": "", - "wiki_url": ("http://www.godotengine.org"), - "tracker_url": "", - "category": "Import-Export"} - -import bpy -from bpy.props import StringProperty, BoolProperty, EnumProperty, FloatProperty, FloatVectorProperty, IntProperty, CollectionProperty, PointerProperty -import os -from bpy.app.handlers import persistent -from mathutils import Vector, Matrix - -class godot_export_manager(bpy.types.Panel): - bl_label = "Godot Export Manager" - bl_space_type = 'PROPERTIES' - bl_region_type = 'WINDOW' - bl_context = "scene" - - bpy.types.Scene.godot_export_on_save = BoolProperty(default=False) - - ### draw function for all ui elements - def draw(self, context): - layout = self.layout - split = self.layout.split() - scene = bpy.data.scenes[0] - ob = context.object - scene = context.scene - - row = layout.row() - col = row.column() - col.prop(scene,"godot_export_on_save",text="Export Groups on save") - - row = layout.row() - col = row.column(align=True) - op = col.operator("scene.godot_add_objects_to_group",text="Add selected objects to Group",icon="COPYDOWN") - - op = col.operator("scene.godot_delete_objects_from_group",text="Delete selected objects from Group",icon="PASTEDOWN") - - - - row = layout.row() - col = row.column() - col.label(text="Export Groups:") - - - row = layout.row() - col = row.column() - - col.template_list("UI_List_Godot","dummy",scene, "godot_export_groups", scene, "godot_export_groups_index",rows=1,maxrows=10,type='DEFAULT') - - col = row.column(align=True) - col.operator("scene.godot_add_export_group",text="",icon="ZOOMIN") - col.operator("scene.godot_delete_export_group",text="",icon="ZOOMOUT") - col.operator("scene.godot_export_all_groups",text="",icon="EXPORT") - - if len(scene.godot_export_groups) > 0: - row = layout.row() - col = row.column() - group = scene.godot_export_groups[scene.godot_export_groups_index] - col.prop(group,"name",text="Group Name") - col.prop(group,"export_name",text="Export Name") - col.prop(group,"export_path",text="Export Filepath") - - row = layout.row() - col = row.column() - row = layout.row() - col = row.column() - col.label(text="Export Settings:") - - col = col.row(align=True) - col.prop(group,"apply_loc",toggle=True,icon="MAN_TRANS") - col.prop(group,"apply_rot",toggle=True,icon="MAN_ROT") - col.prop(group,"apply_scale",toggle=True,icon="MAN_SCALE") - - row = layout.row() - col = row.column() - - col.prop(group,"use_include_particle_duplicates") - col.prop(group,"use_mesh_modifiers") - col.prop(group,"use_tangent_arrays") - col.prop(group,"use_triangles") - col.prop(group,"use_copy_images") - col.prop(group,"use_active_layers") - col.prop(group,"use_anim") - col.prop(group,"use_anim_action_all") - col.prop(group,"use_anim_skip_noexp") - col.prop(group,"use_anim_optimize") - col.prop(group,"anim_optimize_precision") - col.prop(group,"use_metadata") - -### Custom template_list look -class UI_List_Godot(bpy.types.UIList): - def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index): - ob = data - slot = item - col = layout.row(align=True) - - col.label(text=item.name,icon="GROUP") - col.prop(item,"active",text="") - - op = col.operator("scene.godot_select_group_objects",text="",emboss=False,icon="RESTRICT_SELECT_OFF") - op.idx = index - op = col.operator("scene.godot_export_group",text="",emboss=False,icon="EXPORT") - op.idx = index - -class add_objects_to_group(bpy.types.Operator): - bl_idname = "scene.godot_add_objects_to_group" - bl_label = "Add Objects to Group" - bl_description = "Adds the selected Objects to the active group below." - - undo = BoolProperty(default=True) - - def execute(self,context): - scene = context.scene - - objects_str = "" - if len(scene.godot_export_groups) > 0: - for i,object in enumerate(context.selected_objects): - if object.name not in scene.godot_export_groups[scene.godot_export_groups_index].nodes: - node = scene.godot_export_groups[scene.godot_export_groups_index].nodes.add() - node.name = object.name - if i == 0: - objects_str += object.name - else: - objects_str += ", "+object.name - - - self.report({'INFO'}, objects_str + " added to group." ) - if self.undo: - bpy.ops.ed.undo_push(message="Objects added to group") - else: - self.report({'WARNING'}, "Create a group first." ) - return{'FINISHED'} - -class del_objects_from_group(bpy.types.Operator): - bl_idname = "scene.godot_delete_objects_from_group" - bl_label = "Delete Objects from Group" - bl_description = "Delets the selected Objects from the active group below." - - def execute(self,context): - scene = context.scene - - if len(scene.godot_export_groups) > 0: - - selected_objects = [] - for object in context.selected_objects: - selected_objects.append(object.name) - - objects_str = "" - j = 0 - for i,node in enumerate(scene.godot_export_groups[scene.godot_export_groups_index].nodes): - if node.name in selected_objects: - scene.godot_export_groups[scene.godot_export_groups_index].nodes.remove(i) - - - if j == 0: - objects_str += object.name - else: - objects_str += ", "+object.name - j+=1 - - - self.report({'INFO'}, objects_str + " deleted from group." ) - bpy.ops.ed.undo_push(message="Objects deleted from group") - else: - self.report({'WARNING'}, "There is no group to delete from." ) - return{'FINISHED'} - -class select_group_objects(bpy.types.Operator): - bl_idname = "scene.godot_select_group_objects" - bl_label = "Select Group Objects" - bl_description = "Will select all group Objects in the scene." - - idx = IntProperty() - - def execute(self,context): - scene = context.scene - for object in context.scene.objects: - object.select = False - for node in scene.godot_export_groups[self.idx].nodes: - if node.name in bpy.data.objects: - bpy.data.objects[node.name].select = True - context.scene.objects.active = bpy.data.objects[node.name] - return{'FINISHED'} - -class export_groups_autosave(bpy.types.Operator): - bl_idname = "scene.godot_export_groups_autosave" - bl_label = "Export All Groups" - bl_description = "Exports all groups to Collada." - - def execute(self,context): - scene = context.scene - if scene.godot_export_on_save: - for i in range(len(scene.godot_export_groups)): - if scene.godot_export_groups[i].active: - bpy.ops.scene.godot_export_group(idx=i) - self.report({'INFO'}, "All Groups exported." ) - bpy.ops.ed.undo_push(message="Export all Groups") - return{'FINISHED'} - -class export_all_groups(bpy.types.Operator): - bl_idname = "scene.godot_export_all_groups" - bl_label = "Export All Groups" - bl_description = "Exports all groups to Collada." - - def execute(self,context): - scene = context.scene - - for i in range(0,len(scene.godot_export_groups)): - bpy.ops.scene.godot_export_group(idx=i,export_all=True) - - self.report({'INFO'}, "All Groups exported." ) - return{'FINISHED'} - - -class export_group(bpy.types.Operator): - bl_idname = "scene.godot_export_group" - bl_label = "Export Group" - bl_description = "Exports the active group to destination folder as Collada file." - - idx = IntProperty(default=0) - export_all = BoolProperty(default=False) - - - def copy_object_recursive(self,ob,parent,single_user = True): - new_ob = bpy.data.objects[ob.name].copy() - if single_user or ob.type=="ARMATURE": - new_mesh_data = new_ob.data.copy() - new_ob.data = new_mesh_data - bpy.context.scene.objects.link(new_ob) - - if ob != parent: - new_ob.parent = parent - else: - new_ob.parent = None - - for child in ob.children: - self.copy_object_recursive(child,new_ob,single_user) - new_ob.select = True - return new_ob - - def delete_object(self,ob): - if ob != None: - for child in ob.children: - self.delete_object(child) - bpy.context.scene.objects.unlink(ob) - bpy.data.objects.remove(ob) - - def convert_group_to_node(self,group): - if group.dupli_group != None: - for object in group.dupli_group.objects: - if object.parent == None: - object = self.copy_object_recursive(object,object,True) - matrix = Matrix(object.matrix_local) - object.matrix_local = Matrix() - object.matrix_local *= group.matrix_local - object.matrix_local *= matrix - - self.delete_object(group) - - def execute(self,context): - - scene = context.scene - group = context.scene.godot_export_groups - - if not group[self.idx].active and self.export_all: - return{'FINISHED'} - - for i,object in enumerate(group[self.idx].nodes): - if object.name in bpy.data.objects: - pass - else: - group[self.idx].nodes.remove(i) - bpy.ops.ed.undo_push(message="Clear not existent Group Nodes.") - - path = group[self.idx].export_path - if (path.find("//")==0 or path.find("\\\\")==0): - #if relative, convert to absolute - path = bpy.path.abspath(path) - path = path.replace("\\","/") - - ### if path exists and group export name is set the group will be exported - if os.path.exists(path) and group[self.idx].export_name != "": - - context.scene.layers = [True,True,True,True,True,True,True,True,True,True,True,True,True,True,True,True,True,True,True,True] - - - if group[self.idx].export_name.endswith(".dae"): - path = os.path.join(path,group[self.idx].export_name) - else: - path = os.path.join(path,group[self.idx].export_name+".dae") - - hide_select = [] - for object in context.scene.objects: - hide_select.append(object.hide_select) - object.hide_select = False - object.select = False - context.scene.objects.active = None - - ### make particle duplicates, parent and select them - nodes_to_be_added = [] - if group[self.idx].use_include_particle_duplicates: - for i,object in enumerate(group[self.idx].nodes): - if bpy.data.objects[object.name].type != "EMPTY": - context.scene.objects.active = bpy.data.objects[object.name] - bpy.data.objects[object.name].select = True - bpy.ops.object.duplicates_make_real() - for object in context.selected_objects: - nodes_to_be_added.append(object) - bpy.ops.object.parent_set(type="OBJECT", keep_transform=False) - - for object in context.selected_objects: - object.select = False - bpy.data.objects[object.name].select = False - context.scene.objects.active = None - for object in nodes_to_be_added: - object.select = True - - ### select all other nodes from the group - for i,object in enumerate(group[self.idx].nodes): - if bpy.data.objects[object.name].type == "EMPTY": - self.convert_group_to_node(bpy.data.objects[object.name]) - else: - bpy.data.objects[object.name].select = True - - bpy.ops.object.transform_apply(location=group[self.idx].apply_loc, rotation=group[self.idx].apply_rot, scale=group[self.idx].apply_scale) - bpy.ops.export_scene.dae(check_existing=True, filepath=path, filter_glob="*.dae", object_types=group[self.idx].object_types, use_export_selected=group[self.idx].use_export_selected, use_mesh_modifiers=group[self.idx].use_mesh_modifiers, use_tangent_arrays=group[self.idx].use_tangent_arrays, use_triangles=group[self.idx].use_triangles, use_copy_images=group[self.idx].use_copy_images, use_active_layers=group[self.idx].use_active_layers, use_anim=group[self.idx].use_anim, use_anim_action_all=group[self.idx].use_anim_action_all, use_anim_skip_noexp=group[self.idx].use_anim_skip_noexp, use_anim_optimize=group[self.idx].use_anim_optimize, anim_optimize_precision=group[self.idx].anim_optimize_precision, use_metadata=group[self.idx].use_metadata) - - self.report({'INFO'}, '"'+group[self.idx].name+'"' + " Group exported." ) - msg = "Export Group "+group[self.idx].name - - bpy.ops.ed.undo_push(message="") - bpy.ops.ed.undo() - bpy.ops.ed.undo_push(message=msg) - - else: - self.report({'INFO'}, "Define Export Name and Export Path." ) - return{'FINISHED'} - -class add_export_group(bpy.types.Operator): - bl_idname = "scene.godot_add_export_group" - bl_label = "Adds a new export Group" - bl_description = "Creates a new Export Group with the selected Objects assigned to it." - - def execute(self,context): - scene = context.scene - - item = scene.godot_export_groups.add() - item.name = "New Group" - for object in context.selected_objects: - node = item.nodes.add() - node.name = object.name - scene.godot_export_groups_index = len(scene.godot_export_groups)-1 - bpy.ops.ed.undo_push(message="Create New Export Group") - return{'FINISHED'} - -class del_export_group(bpy.types.Operator): - bl_idname = "scene.godot_delete_export_group" - bl_label = "Delets the selected export Group" - bl_description = "Delets the active Export Group." - - def invoke(self, context, event): - wm = context.window_manager - return wm.invoke_confirm(self,event) - - def execute(self,context): - scene = context.scene - - scene.godot_export_groups.remove(scene.godot_export_groups_index) - if scene.godot_export_groups_index > 0: - scene.godot_export_groups_index -= 1 - bpy.ops.ed.undo_push(message="Delete Export Group") - return{'FINISHED'} - -class godot_node_list(bpy.types.PropertyGroup): - name = StringProperty() - -class godot_export_groups(bpy.types.PropertyGroup): - name = StringProperty(name="Group Name") - export_name = StringProperty(name="scene_name") - nodes = CollectionProperty(type=godot_node_list) - export_path = StringProperty(subtype="DIR_PATH") - active = BoolProperty(default=True,description="Export Group") - - object_types = EnumProperty(name="Object Types",options={'ENUM_FLAG'},items=(('EMPTY', "Empty", ""),('CAMERA', "Camera", ""),('LAMP', "Lamp", ""),('ARMATURE', "Armature", ""),('MESH', "Mesh", ""),('CURVE', "Curve", ""),),default={'EMPTY', 'CAMERA', 'LAMP', 'ARMATURE', 'MESH','CURVE'}) - - apply_scale = BoolProperty(name="Apply Scale",description="Apply Scale before export.",default=False) - apply_rot = BoolProperty(name="Apply Rotation",description="Apply Rotation before export.",default=False) - apply_loc = BoolProperty(name="Apply Location",description="Apply Location before export.",default=False) - - use_export_selected = BoolProperty(name="Selected Objects",description="Export only selected objects (and visible in active layers if that applies).",default=True) - use_mesh_modifiers = BoolProperty(name="Apply Modifiers",description="Apply modifiers to mesh objects (on a copy!).",default=True) - use_tangent_arrays = BoolProperty(name="Tangent Arrays",description="Export Tangent and Binormal arrays (for normalmapping).",default=False) - use_triangles = BoolProperty(name="Triangulate",description="Export Triangles instead of Polygons.",default=False) - - use_copy_images = BoolProperty(name="Copy Images",description="Copy Images (create images/ subfolder)",default=False) - use_active_layers = BoolProperty(name="Active Layers",description="Export only objects on the active layers.",default=True) - use_anim = BoolProperty(name="Export Animation",description="Export keyframe animation",default=False) - use_anim_action_all = BoolProperty(name="All Actions",description=("Export all actions for the first armature found in separate DAE files"),default=False) - use_anim_skip_noexp = BoolProperty(name="Skip (-noexp) Actions",description="Skip exporting of actions whose name end in (-noexp). Useful to skip control animations.",default=True) - use_anim_optimize = BoolProperty(name="Optimize Keyframes",description="Remove double keyframes",default=True) - - anim_optimize_precision = FloatProperty(name="Precision",description=("Tolerence for comparing double keyframes (higher for greater accuracy)"),min=1, max=16,soft_min=1, soft_max=16,default=6.0) - - use_metadata = BoolProperty(name="Use Metadata",default=True,options={'HIDDEN'}) - use_include_particle_duplicates = BoolProperty(name="Include Particle Duplicates",default=True) - -def register(): - bpy.utils.register_class(godot_export_manager) - bpy.utils.register_class(godot_node_list) - bpy.utils.register_class(godot_export_groups) - bpy.utils.register_class(add_export_group) - bpy.utils.register_class(del_export_group) - bpy.utils.register_class(export_all_groups) - bpy.utils.register_class(export_groups_autosave) - bpy.utils.register_class(export_group) - bpy.utils.register_class(add_objects_to_group) - bpy.utils.register_class(del_objects_from_group) - bpy.utils.register_class(select_group_objects) - bpy.utils.register_class(UI_List_Godot) - - bpy.types.Scene.godot_export_groups = CollectionProperty(type=godot_export_groups) - bpy.types.Scene.godot_export_groups_index = IntProperty(default=0,min=0) - -def unregister(): - bpy.utils.unregister_class(godot_export_manager) - bpy.utils.unregister_class(godot_node_list) - bpy.utils.unregister_class(godot_export_groups) - bpy.utils.unregister_class(export_groups_autosave) - bpy.utils.unregister_class(add_export_group) - bpy.utils.unregister_class(del_export_group) - bpy.utils.unregister_class(export_all_groups) - bpy.utils.unregister_class(export_group) - bpy.utils.unregister_class(add_objects_to_group) - bpy.utils.unregister_class(del_objects_from_group) - bpy.utils.unregister_class(select_group_objects) - bpy.utils.unregister_class(UI_List_Godot) - -@persistent -def auto_export(dummy): - bpy.ops.scene.godot_export_groups_autosave() - -bpy.app.handlers.save_post.append(auto_export) - -if __name__ == "__main__": - register() |
