armory/blender/nodes_world.py
2016-02-08 14:58:55 +01:00

62 lines
1.5 KiB
Python
Executable file

import bpy
from bpy.types import NodeTree, Node, NodeSocket
from bpy.props import *
import os
import sys
import json
def register():
pass
#bpy.utils.register_module(__name__)
def unregister():
pass
#bpy.utils.unregister_module(__name__)
# Generating world resources
class Object:
def to_JSON(self):
# return json.dumps(self, default=lambda o: o.__dict__, separators=(',',':'))
return json.dumps(self, default=lambda o: o.__dict__, sort_keys=True, indent=4)
def buildNodeTrees():
s = bpy.data.filepath.split(os.path.sep)
s.pop()
fp = os.path.sep.join(s)
os.chdir(fp)
# Make sure Assets dir exists
if not os.path.exists('Assets/generated/materials'):
os.makedirs('Assets/generated/materials')
# Export world nodes
for world in bpy.data.worlds:
buildNodeTree(world.name, world.node_tree)
def buildNodeTree(world_name, node_group):
output = Object()
res = Object()
output.material_resources = [res]
path = 'Assets/generated/materials/'
material_name = world_name.replace('.', '_') + '_material'
res.id = material_name
res.shader = 'env_map/env_map'
context = Object()
res.contexts = [context]
context.id = 'env_map'
context.bind_constants = []
texture = Object()
context.bind_textures = [texture]
texture.id = 'envmap'
texture.name = ''
for node in node_group.nodes:
if node.bl_idname == 'ShaderNodeTexEnvironment': # Just look for env texture for now
texture.name = node.image.name.rsplit('.', 1)[0] # Remove extension
with open(path + material_name + '.json', 'w') as f:
f.write(output.to_JSON())