440 lines
20 KiB
Python
440 lines
20 KiB
Python
# ##### BEGIN GPL LICENSE BLOCK #####
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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# Script copyright (c) Andreas Esau
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bl_info = {
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"name": "Godot Export Manager",
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"author": "Andreas Esau",
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"version": (1, 0),
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"blender": (2, 7, 0),
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"location": "Scene Properties > Godot Export Manager",
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"description": "Godot Export Manager uses the Better Collada Exporter to manage Export Groups and automatically export the objects groups to Collada Files.",
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"warning": "",
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"wiki_url": ("http://www.godotengine.org"),
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"tracker_url": "",
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"category": "Import-Export"}
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import bpy
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from bpy.props import StringProperty, BoolProperty, EnumProperty, FloatProperty, FloatVectorProperty, IntProperty, CollectionProperty, PointerProperty
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import os
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from bpy.app.handlers import persistent
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from mathutils import Vector, Matrix
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class godot_export_manager(bpy.types.Panel):
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bl_label = "Godot Export Manager"
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "scene"
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bpy.types.Scene.godot_export_on_save = BoolProperty(default=False)
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### draw function for all ui elements
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def draw(self, context):
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layout = self.layout
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split = self.layout.split()
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scene = bpy.data.scenes[0]
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ob = context.object
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scene = context.scene
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row = layout.row()
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col = row.column()
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col.prop(scene,"godot_export_on_save",text="Export Groups on save")
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row = layout.row()
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col = row.column(align=True)
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op = col.operator("scene.godot_add_objects_to_group",text="Add selected objects to Group",icon="COPYDOWN")
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op = col.operator("scene.godot_delete_objects_from_group",text="Delete selected objects from Group",icon="PASTEDOWN")
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row = layout.row()
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col = row.column()
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col.label(text="Export Groups:")
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row = layout.row()
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col = row.column()
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col.template_list("UI_List_Godot","dummy",scene, "godot_export_groups", scene, "godot_export_groups_index",rows=1,maxrows=10,type='DEFAULT')
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col = row.column(align=True)
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col.operator("scene.godot_add_export_group",text="",icon="ZOOMIN")
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col.operator("scene.godot_delete_export_group",text="",icon="ZOOMOUT")
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col.operator("scene.godot_export_all_groups",text="",icon="EXPORT")
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if len(scene.godot_export_groups) > 0:
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row = layout.row()
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col = row.column()
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group = scene.godot_export_groups[scene.godot_export_groups_index]
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col.prop(group,"name",text="Group Name")
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col.prop(group,"export_name",text="Export Name")
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col.prop(group,"export_path",text="Export Filepath")
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row = layout.row()
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col = row.column()
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row = layout.row()
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col = row.column()
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col.label(text="Export Settings:")
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col = col.row(align=True)
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col.prop(group,"apply_loc",toggle=True,icon="MAN_TRANS")
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col.prop(group,"apply_rot",toggle=True,icon="MAN_ROT")
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col.prop(group,"apply_scale",toggle=True,icon="MAN_SCALE")
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row = layout.row()
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col = row.column()
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col.prop(group,"use_mesh_modifiers")
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col.prop(group,"use_tangent_arrays")
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col.prop(group,"use_triangles")
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col.prop(group,"use_copy_images")
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col.prop(group,"use_active_layers")
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col.prop(group,"use_exclude_ctrl_bones")
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col.prop(group,"use_anim")
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col.prop(group,"use_anim_action_all")
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col.prop(group,"use_anim_skip_noexp")
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col.prop(group,"use_anim_optimize")
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col.prop(group,"anim_optimize_precision")
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col.prop(group,"use_metadata")
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### Custom template_list look
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class UI_List_Godot(bpy.types.UIList):
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def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
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ob = data
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slot = item
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col = layout.row(align=True)
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col.label(text=item.name,icon="GROUP")
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col.prop(item,"active",text="")
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op = col.operator("scene.godot_select_group_objects",text="",emboss=False,icon="RESTRICT_SELECT_OFF")
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op.idx = index
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op = col.operator("scene.godot_export_group",text="",emboss=False,icon="EXPORT")
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op.idx = index
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class add_objects_to_group(bpy.types.Operator):
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bl_idname = "scene.godot_add_objects_to_group"
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bl_label = "Add Objects to Group"
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bl_description = "Adds the selected Objects to the active group below."
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def execute(self,context):
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scene = context.scene
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objects_str = ""
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if len(scene.godot_export_groups) > 0:
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for i,object in enumerate(context.selected_objects):
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if object.name not in scene.godot_export_groups[scene.godot_export_groups_index].nodes:
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node = scene.godot_export_groups[scene.godot_export_groups_index].nodes.add()
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node.name = object.name
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if i == 0:
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objects_str += object.name
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else:
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objects_str += ", "+object.name
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self.report({'INFO'}, objects_str + " added to group." )
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bpy.ops.ed.undo_push(message="Objects added to group")
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else:
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self.report({'WARNING'}, "Create a group first." )
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return{'FINISHED'}
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class del_objects_from_group(bpy.types.Operator):
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bl_idname = "scene.godot_delete_objects_from_group"
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bl_label = "Delete Objects from Group"
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bl_description = "Delets the selected Objects from the active group below."
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def execute(self,context):
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scene = context.scene
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if len(scene.godot_export_groups) > 0:
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selected_objects = []
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for object in context.selected_objects:
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selected_objects.append(object.name)
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objects_str = ""
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j = 0
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for i,node in enumerate(scene.godot_export_groups[scene.godot_export_groups_index].nodes):
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if node.name in selected_objects:
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scene.godot_export_groups[scene.godot_export_groups_index].nodes.remove(i)
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if j == 0:
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objects_str += object.name
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else:
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objects_str += ", "+object.name
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j+=1
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self.report({'INFO'}, objects_str + " deleted from group." )
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bpy.ops.ed.undo_push(message="Objects deleted from group")
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else:
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self.report({'WARNING'}, "There is no group to delete from." )
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return{'FINISHED'}
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class select_group_objects(bpy.types.Operator):
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bl_idname = "scene.godot_select_group_objects"
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bl_label = "Select Group Objects"
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bl_description = "Will select all group Objects in the scene."
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idx = IntProperty()
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def execute(self,context):
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scene = context.scene
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for object in context.scene.objects:
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object.select = False
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for node in scene.godot_export_groups[self.idx].nodes:
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if node.name in bpy.data.objects:
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bpy.data.objects[node.name].select = True
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context.scene.objects.active = bpy.data.objects[node.name]
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return{'FINISHED'}
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class export_groups_autosave(bpy.types.Operator):
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bl_idname = "scene.godot_export_groups_autosave"
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bl_label = "Export All Groups"
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bl_description = "Exports all groups to Collada."
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def execute(self,context):
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scene = context.scene
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if scene.godot_export_on_save:
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for i in range(len(scene.godot_export_groups)):
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if scene.godot_export_groups[i].active:
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bpy.ops.scene.godot_export_group(idx=i)
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self.report({'INFO'}, "All Groups exported." )
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bpy.ops.ed.undo_push(message="Export all Groups")
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return{'FINISHED'}
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class export_all_groups(bpy.types.Operator):
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bl_idname = "scene.godot_export_all_groups"
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bl_label = "Export All Groups"
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bl_description = "Exports all groups to Collada."
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def execute(self,context):
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scene = context.scene
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for i in range(len(scene.godot_export_groups)):
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if scene.godot_export_groups[i].active:
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bpy.ops.scene.godot_export_group(idx=i)
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self.report({'INFO'}, "All Groups exported." )
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bpy.ops.ed.undo_push(message="Export all Groups")
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return{'FINISHED'}
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class export_group(bpy.types.Operator):
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bl_idname = "scene.godot_export_group"
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bl_label = "Export Group"
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bl_description = "Exports the active group to destination folder as Collada file."
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idx = IntProperty(default=0)
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def copy_object_recursive(self,ob,parent,single_user = True):
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new_ob = bpy.data.objects[ob.name].copy()
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if single_user or ob.type=="ARMATURE":
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new_mesh_data = new_ob.data.copy()
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new_ob.data = new_mesh_data
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bpy.context.scene.objects.link(new_ob)
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if ob != parent:
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new_ob.parent = parent
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else:
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new_ob.parent = None
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for child in ob.children:
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self.copy_object_recursive(child,new_ob,single_user)
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new_ob.select = True
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return new_ob
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def delete_object(self,ob):
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if ob != None:
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for child in ob.children:
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self.delete_object(child)
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bpy.context.scene.objects.unlink(ob)
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bpy.data.objects.remove(ob)
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def convert_group_to_node(self,group):
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if group.dupli_group != None:
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for object in group.dupli_group.objects:
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if object.parent == None:
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object = self.copy_object_recursive(object,object,True)
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matrix = Matrix(object.matrix_local)
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object.matrix_local = Matrix()
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object.matrix_local *= group.matrix_local
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object.matrix_local *= matrix
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self.delete_object(group)
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def execute(self,context):
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scene = context.scene
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group = context.scene.godot_export_groups
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path = group[self.idx].export_path
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if (path.find("//")==0 or path.find("\\\\")==0):
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#if relative, convert to absolute
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path = bpy.path.abspath(path)
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path = path.replace("\\","/")
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### if path exists and group export name is set the group will be exported
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if os.path.exists(path) and group[self.idx].export_name != "":
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context.scene.layers = [True,True,True,True,True,True,True,True,True,True,True,True,True,True,True,True,True,True,True,True]
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if group[self.idx].export_name.endswith(".dae"):
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path = os.path.join(path,group[self.idx].export_name)
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else:
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path = os.path.join(path,group[self.idx].export_name+".dae")
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hide_select = []
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for object in context.scene.objects:
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hide_select.append(object.hide_select)
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object.hide_select = False
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object.select = False
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context.scene.objects.active = None
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for i,object in enumerate(group[self.idx].nodes):
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if object.name in bpy.data.objects:
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if bpy.data.objects[object.name].type == "EMPTY":
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self.convert_group_to_node(bpy.data.objects[object.name])
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else:
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bpy.data.objects[object.name].select = True
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else: # if object is not in the scene anymore it will be removed from the group
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group[self.idx].nodes.remove(i)
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bpy.ops.object.transform_apply(location=group[self.idx].apply_loc, rotation=group[self.idx].apply_rot, scale=group[self.idx].apply_scale)
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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_exclude_ctrl_bones=group[self.idx].use_exclude_ctrl_bones, 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)
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self.report({'INFO'}, '"'+group[self.idx].name+'"' + " Group exported." )
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msg = "Export Group "+group[self.idx].name
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bpy.ops.ed.undo_push(message="")
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bpy.ops.ed.undo()
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bpy.ops.ed.undo_push(message=msg)
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else:
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self.report({'INFO'}, "Define Export Name and Export Path." )
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return{'FINISHED'}
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class add_export_group(bpy.types.Operator):
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bl_idname = "scene.godot_add_export_group"
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bl_label = "Adds a new export Group"
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bl_description = "Creates a new Export Group with the selected Objects assigned to it."
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def execute(self,context):
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scene = context.scene
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item = scene.godot_export_groups.add()
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item.name = "New Group"
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for object in context.selected_objects:
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node = item.nodes.add()
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node.name = object.name
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scene.godot_export_groups_index = len(scene.godot_export_groups)-1
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bpy.ops.ed.undo_push(message="Create New Export Group")
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return{'FINISHED'}
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class del_export_group(bpy.types.Operator):
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bl_idname = "scene.godot_delete_export_group"
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bl_label = "Delets the selected export Group"
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bl_description = "Delets the active Export Group."
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def invoke(self, context, event):
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wm = context.window_manager
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return wm.invoke_confirm(self,event)
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def execute(self,context):
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scene = context.scene
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scene.godot_export_groups.remove(scene.godot_export_groups_index)
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if scene.godot_export_groups_index > 0:
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scene.godot_export_groups_index -= 1
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bpy.ops.ed.undo_push(message="Delete Export Group")
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return{'FINISHED'}
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class godot_node_list(bpy.types.PropertyGroup):
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name = StringProperty()
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class godot_export_groups(bpy.types.PropertyGroup):
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name = StringProperty(name="Group Name")
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export_name = StringProperty(name="scene_name")
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nodes = CollectionProperty(type=godot_node_list)
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export_path = StringProperty(subtype="DIR_PATH")
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active = BoolProperty(default=True,description="Export Group")
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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'})
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apply_scale = BoolProperty(name="Apply Scale",description="Apply Scale before export.",default=False)
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apply_rot = BoolProperty(name="Apply Rotation",description="Apply Rotation before export.",default=False)
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apply_loc = BoolProperty(name="Apply Location",description="Apply Location before export.",default=False)
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use_export_selected = BoolProperty(name="Selected Objects",description="Export only selected objects (and visible in active layers if that applies).",default=True)
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use_mesh_modifiers = BoolProperty(name="Apply Modifiers",description="Apply modifiers to mesh objects (on a copy!).",default=True)
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use_tangent_arrays = BoolProperty(name="Tangent Arrays",description="Export Tangent and Binormal arrays (for normalmapping).",default=False)
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use_triangles = BoolProperty(name="Triangulate",description="Export Triangles instead of Polygons.",default=False)
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use_copy_images = BoolProperty(name="Copy Images",description="Copy Images (create images/ subfolder)",default=False)
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use_active_layers = BoolProperty(name="Active Layers",description="Export only objects on the active layers.",default=True)
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use_exclude_ctrl_bones = BoolProperty(name="Exclude Control Bones",description="Exclude skeleton bones with names that begin with 'ctrl'.",default=True)
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use_anim = BoolProperty(name="Export Animation",description="Export keyframe animation",default=False)
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use_anim_action_all = BoolProperty(name="All Actions",description=("Export all actions for the first armature found in separate DAE files"),default=False)
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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)
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use_anim_optimize = BoolProperty(name="Optimize Keyframes",description="Remove double keyframes",default=True)
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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)
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use_metadata = BoolProperty(name="Use Metadata",default=True,options={'HIDDEN'})
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def register():
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bpy.utils.register_class(godot_export_manager)
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bpy.utils.register_class(godot_node_list)
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bpy.utils.register_class(godot_export_groups)
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bpy.utils.register_class(add_export_group)
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bpy.utils.register_class(del_export_group)
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bpy.utils.register_class(export_all_groups)
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bpy.utils.register_class(export_groups_autosave)
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bpy.utils.register_class(export_group)
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bpy.utils.register_class(add_objects_to_group)
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bpy.utils.register_class(del_objects_from_group)
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bpy.utils.register_class(select_group_objects)
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bpy.utils.register_class(UI_List_Godot)
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bpy.types.Scene.godot_export_groups = CollectionProperty(type=godot_export_groups)
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bpy.types.Scene.godot_export_groups_index = IntProperty(default=0,min=0)
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def unregister():
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bpy.utils.unregister_class(godot_export_manager)
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bpy.utils.unregister_class(godot_node_list)
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bpy.utils.unregister_class(godot_export_groups)
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bpy.utils.unregister_class(export_groups_autosave)
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bpy.utils.unregister_class(add_export_group)
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bpy.utils.unregister_class(del_export_group)
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bpy.utils.unregister_class(export_all_groups)
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bpy.utils.unregister_class(export_group)
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bpy.utils.unregister_class(add_objects_to_group)
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bpy.utils.unregister_class(del_objects_from_group)
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bpy.utils.unlregister_class(select_group_objects)
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bpy.utils.unregister_class(UI_List_Godot)
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|
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@persistent
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def auto_export(dummy):
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bpy.ops.scene.godot_export_groups_autosave()
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|
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bpy.app.handlers.save_post.append(auto_export)
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|
|
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if __name__ == "__main__":
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|
register()
|