godot/tools/export/export_lua.py
2014-02-09 22:10:30 -03:00

210 lines
4.1 KiB
Python

def tw(f,t,st):
for x in range(t):
f.write("\t")
nl = True
if st[-1] == "#":
nl = False
st = st[:-1]
f.write(st)
if nl:
f.write("\n")
def write_property_lua(f, tab, name, value, pref = ""):
tw(f, tab, '%s{ name = "%s",' % (pref, name))
tab = tab + 1
if (type(value)==str):
tw(f, tab, 'value = "%s",' % value)
tw(f, t, 'type = "string",')
elif (type(value)==bool):
if (value):
tw(f, tab, 'value = true,')
else:
tw(f, tab, 'value = false,')
tw(f, t, 'type = "bool",')
elif (type(value)==int):
tw(f, t, 'type = "int",')
tw(f, tab, 'value = %d,' % value)
elif (type(value)==float):
tw(f, t, 'type = "real",')
tw(f, tab, 'value = %f,' % value)
elif (type(value)==dict):
tw(f, t, 'type = "dictionary",')
for x in value:
write_property_lua(f,tab,x,value[x])
elif (isinstance(value,ObjectTree)):
if (not value._resource):
print("ERROR: Not a resource!!")
tw(f, tab-1, "},")
return
tw(f, tab, 'type = "resource",')
tw(f, tab, 'resource_type = "%s",' % value._type)
if (value._res_path!=""):
tw(f, tab, 'path = "%s",' % value._res_path)
else:
tw(f, tab, "value = {")
tab = tab + 1
tw(f, tab, 'type = "%s",' % value._type)
for x in value._properties:
write_property_lua(f,tab,x[0],x[1])
tab = tab - 1
tw(f, tab, "},")
elif (isinstance(value,Color)):
tw(f, tab, 'type = "color",')
tw(f, tab, 'value = { %.20f, %.20f, %.20f, %.20f },' % (value.r, value.g, value.b, value.a))
elif (isinstance(value,Vector3)):
tw(f, tab, 'type = "vector3",')
tw(f, tab, 'value = { %.20f, %.20f, %.20f },' % (value.x, value.y, value.z))
elif (isinstance(value,Quat)):
tw(f, tab, 'type = "quaternion",')
tw(f, tab, 'value = { %.20f, %.20f, %.20f, %.20f },' % (value.x, value.y, value.z, value.w))
elif (isinstance(value,Matrix4x3)): # wtf, blender matrix?
tw(f, tab, 'type = "transform",')
tw(f, tab, 'value = { #')
for i in range(3):
for j in range(3):
f.write("%.20f, " % value.m[j][i])
for i in range(3):
f.write("%.20f, " % value.m[i][3])
f.write("},\n")
elif (type(value)==list):
if (len(value)==0):
tw(f, tab-1, "},")
return
first=value[0]
if (type(first)==int):
tw(f, tab, 'type = "int_array",')
tw(f, tab, 'value = #')
for i in range(len(value)):
f.write("%d, " % value[i])
f.write("},\n")
elif (type(first)==float):
tw(f, tab, 'type = "real_array",')
tw(f, tab, 'value = #')
for i in range(len(value)):
f.write("%.20f, " % value[i])
f.write("},\n")
elif (type(first)==str):
tw(f, tab, 'type = "string_array",')
tw(f, tab, 'value = #')
for i in range(len(value)):
f.write('"%s", ' % value[i])
f.write("},\n")
elif (isinstance(first,Vector3)):
tw(f, tab, 'type = "vector3_array",')
tw(f, tab, 'value = #')
for i in range(len(value)):
f.write("{ %.20f, %.20f, %.20f }, " % (value[i].x, value[i].y, value[i].z))
f.write("},\n")
elif (isinstance(first,Color)):
tw(f, tab, 'type = "color_array",')
tw(f, tab, 'value = #')
for i in range(len(value)):
f.write("{ %.20f, %.20f, %.20f, %.20f }, " % (value[i].r, value[i].g, value[i].b, value[i].a))
f.write("},\n")
elif (type(first)==dict):
tw(f, tab, 'type = "dict_array",')
tw(f, tab, 'value = {')
for i in range(len(value)):
write_property_lua(f,tab+1,str(i+1),value[i])
tw(f, tab, '},')
tw(f, tab-1, "},")
def write_node_lua(f,tab,tree,path):
tw(f, tab, '{ type = "%s",')
if not tree._resource:
tw(f, tab+1, 'meta = {')
write_property_lua(f, tab+3, "name", tree._name)
if path != "":
write_property_lua(f, tab+3, "path", path)
tw(f, tab+1, '},')
tw(f, tab+1, "properties = {,")
for x in tree._properties:
write_property_lua(f,tab+2,x[0],x[1])
tw(f, tab+1, "},")
tw(f, tab, '},')
if (path==""):
path="."
else:
if (path=="."):
path=tree._name
else:
path=path+"/"+tree._name
#path="."
for x in tree._children:
write_node_lua(f,tab,x,path)
def write(tree,fname):
f=open(fname,"wb")
f.write("return = {\n")
f.write('\tmagic = "SCENE",\n')
tab = 1
write_node_lua(f,tab,tree,"")
f.write("}\n\n")