godot/tools/export/blender25/godot_export_manager.py
2016-07-09 12:25:21 +02:00

577 lines
22 KiB
Python

# ##### 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
import bpy
from bpy.props import (StringProperty, BoolProperty, EnumProperty,
FloatProperty, IntProperty, CollectionProperty)
import os
from bpy.app.handlers import persistent
from mathutils import Matrix
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"}
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)
def draw(self, context):
""" Draw function for all ui elements """
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")
class UI_List_Godot(bpy.types.UIList):
""" Custom template_list look """
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 is not 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 is not None:
for object in group.dupli_group.objects:
if object.parent is 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] * 20
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()