Merge pull request #1159 from adolson/ndee-blender-exporter

Better Collada fixes & ndee's Blender Export Manager
This commit is contained in:
Juan Linietsky 2015-01-09 08:34:44 -03:00
commit bfd0d1448e
2 changed files with 488 additions and 22 deletions

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@ -0,0 +1,439 @@
# ##### 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_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_exclude_ctrl_bones")
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."
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." )
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(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_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)
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
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
for i,object in enumerate(group[self.idx].nodes):
if object.name in bpy.data.objects:
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
else: # if object is not in the scene anymore it will be removed from the group
group[self.idx].nodes.remove(i)
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_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)
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_exclude_ctrl_bones = BoolProperty(name="Exclude Control Bones",description="Exclude skeleton bones with names that begin with 'ctrl'.",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'})
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.unlregister_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()

View file

@ -162,37 +162,61 @@ class DaeExporter:
def export_image(self,image):
if (image in self.image_cache):
return self.image_cache[image]
imgpath = image.filepath
if (imgpath.find("//")==0 or imgpath.find("\\\\")==0):
#if relative, convert to absolute
imgpath = bpy.path.abspath(imgpath)
#path is absolute, now do something!
if (self.config["use_copy_images"]):
#copy image
basedir = os.path.dirname(self.path)+"/images"
if (not os.path.isdir(basedir)):
os.makedirs(basedir)
dstfile=basedir+"/"+os.path.basename(imgpath)
if (not os.path.isfile(dstfile)):
shutil.copy(imgpath,dstfile)
imgpath="images/"+os.path.basename(imgpath)
if os.path.isfile(imgpath):
dstfile=basedir+"/"+os.path.basename(imgpath)
if (not os.path.isfile(dstfile)):
shutil.copy(imgpath,dstfile)
imgpath="images/"+os.path.basename(imgpath)
else:
### if file is not found save it as png file in the destination folder
img_tmp_path = image.filepath
if img_tmp_path.endswith((".bmp",".rgb",".png",".jpeg",".jpg",".jp2",".tga",".cin",".dpx",".exr",".hdr",".tif")):
image.filepath = basedir+"/"+os.path.basename(img_tmp_path)
else:
image.filepath = basedir+"/"+image.name+".png"
dstfile=basedir+"/"+os.path.basename(image.filepath)
if (not os.path.isfile(dstfile)):
image.save()
imgpath="images/"+os.path.basename(image.filepath)
image.filepath = img_tmp_path
else:
#export relative, always, no one wants absolute paths.
try:
imgpath = os.path.relpath(imgpath,os.path.dirname(self.path)).replace("\\","/") # export unix compatible always
except:
pass #fails sometimes, not sure why
imgid = self.new_id("image")
if (not os.path.isfile(imgpath)):
if img_tmp_path.endswith((".bmp",".rgb",".png",".jpeg",".jpg",".jp2",".tga",".cin",".dpx",".exr",".hdr",".tif")):
imgpath="images/"+os.path.basename(img_tmp_path)
else:
imgpath="images/"+image.name+".png"
self.writel(S_IMGS,1,'<image id="'+imgid+'" name="'+image.name+'">')
self.writel(S_IMGS,2,'<init_from>'+imgpath+'</init_from>"/>')
self.writel(S_IMGS,1,'</image>')
@ -1176,6 +1200,7 @@ class DaeExporter:
def export_node(self,node,il):
if (not node in self.valid_nodes):
return
prev_node = bpy.context.scene.objects.active
bpy.context.scene.objects.active = node
self.writel(S_NODES,il,'<node id="'+self.validate_id(node.name)+'" name="'+node.name+'" type="NODE">')
@ -1199,6 +1224,7 @@ class DaeExporter:
il-=1
self.writel(S_NODES,il,'</node>')
bpy.context.scene.objects.active = prev_node #make previous node active again
def is_node_valid(self,node):
if (not node.type in self.config["object_types"]):
@ -1441,12 +1467,13 @@ class DaeExporter:
return tcn
def export_animations(self):
tmp_mat = [] # workaround by ndee
for s in self.skeletons: # workaround by ndee
tmp_bone_mat = [] # workaround by ndee
for bone in s.pose.bones: # workaround by ndee
tmp_bone_mat.append(Matrix(bone.matrix_basis)) # workaround by ndee
tmp_mat.append([Matrix(s.matrix_local),tmp_bone_mat]) # workaround by ndee -> stores skeleton and bone transformations
tmp_mat = []
for s in self.skeletons:
tmp_bone_mat = []
for bone in s.pose.bones:
tmp_bone_mat.append(Matrix(bone.matrix_basis))
bone.matrix_basis = Matrix()
tmp_mat.append([Matrix(s.matrix_local),tmp_bone_mat])
self.writel(S_ANIM,0,'<library_animations>')
@ -1481,7 +1508,7 @@ class DaeExporter:
bones.append(dp)
allowed_skeletons=[]
for i,y in enumerate(self.skeletons): # workaround by ndee
for i,y in enumerate(self.skeletons):
if (y.animation_data):
for z in y.pose.bones:
if (z.bone.name in bones):
@ -1489,9 +1516,9 @@ class DaeExporter:
allowed_skeletons.append(y)
y.animation_data.action=x;
y.matrix_local = tmp_mat[i][0] # workaround by ndee -> resets the skeleton transformation.
for j,bone in enumerate(s.pose.bones): # workaround by ndee
bone.matrix_basis = Matrix() # workaround by ndee -> resets the bone transformations. Important if bones in follwing actions miss keyframes
y.matrix_local = tmp_mat[i][0]
for j,bone in enumerate(s.pose.bones):
bone.matrix_basis = Matrix()
print("allowed skeletons "+str(allowed_skeletons))
@ -1511,15 +1538,15 @@ class DaeExporter:
self.writel(S_ANIM_CLIPS,0,'</library_animation_clips>')
for i,s in enumerate(self.skeletons): # workaround by ndee
for i,s in enumerate(self.skeletons):
if (s.animation_data==None):
continue
if s in cached_actions:
s.animation_data.action = bpy.data.actions[cached_actions[s]]
else:
s.animation_data.action = None
for j,bone in enumerate(s.pose.bones): # workaround by ndee
bone.matrix_basis = tmp_mat[i][1][j] # workaround by ndee -> resets the bone transformation to what they were before exporting.
for j,bone in enumerate(s.pose.bones):
bone.matrix_basis = tmp_mat[i][1][j]
else:
self.export_animation(self.scene.frame_start,self.scene.frame_end)