diff options
author | Rémi Verschelde <remi@verschelde.fr> | 2016-04-02 20:26:12 +0200 |
---|---|---|
committer | Rémi Verschelde <remi@verschelde.fr> | 2016-04-02 20:26:12 +0200 |
commit | 0a5472e697dee57956c2583a50bc5cf5faada5d8 (patch) | |
tree | 62e9d9616c9529cee5c6c85e18415bc8745966fe /tools/export | |
parent | 48f057ea816f4ae4b917cb110e399fcbfb4234a0 (diff) |
Remove trailing spaces
Diffstat (limited to 'tools/export')
-rw-r--r-- | tools/export/blender25/godot_export_manager.py | 200 | ||||
-rw-r--r-- | tools/export/blender25/io_scene_dae/__init__.py | 2 | ||||
-rw-r--r-- | tools/export/blender25/io_scene_dae/export_dae.py | 40 |
3 files changed, 121 insertions, 121 deletions
diff --git a/tools/export/blender25/godot_export_manager.py b/tools/export/blender25/godot_export_manager.py index 582d76f94f..a249611c71 100644 --- a/tools/export/blender25/godot_export_manager.py +++ b/tools/export/blender25/godot_export_manager.py @@ -41,9 +41,9 @@ class godot_export_manager(bpy.types.Panel): 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 @@ -51,56 +51,56 @@ class godot_export_manager(bpy.types.Panel): 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: + + 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") @@ -120,25 +120,25 @@ class UI_List_Godot(bpy.types.UIList): 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): @@ -148,57 +148,57 @@ class add_objects_to_group(bpy.types.Operator): if i == 0: objects_str += object.name else: - objects_str += ", "+object.name - - + 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." ) + 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 + objects_str += ", "+object.name j+=1 - - - self.report({'INFO'}, objects_str + " deleted from group." ) + + + 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." ) + 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: @@ -208,12 +208,12 @@ class select_group_objects(bpy.types.Operator): 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: @@ -221,57 +221,57 @@ class export_groups_autosave(bpy.types.Operator): 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") + 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'} - - + 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: + new_ob.parent = None + + for child in ob.children: self.copy_object_recursive(child,new_ob,single_user) - new_ob.select = True + 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) - + bpy.data.objects.remove(ob) + def convert_group_to_node(self,group): if group.dupli_group != None: for object in group.dupli_group.objects: @@ -281,48 +281,48 @@ class export_group(bpy.types.Operator): object.matrix_local = Matrix() object.matrix_local *= group.matrix_local object.matrix_local *= matrix - - self.delete_object(group) - + + 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 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: + else: path = os.path.join(path,group[self.idx].export_name+".dae") - - hide_select = [] + + 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: @@ -341,79 +341,79 @@ class export_group(bpy.types.Operator): 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: + 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." ) + 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." ) + 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 + 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 + 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'} + 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) @@ -431,7 +431,7 @@ class godot_export_groups(bpy.types.PropertyGroup): use_metadata = BoolProperty(name="Use Metadata",default=True,options={'HIDDEN'}) use_include_particle_duplicates = BoolProperty(name="Include Particle Duplicates",default=True) -def register(): +def register(): bpy.utils.register_class(godot_export_manager) bpy.utils.register_class(godot_node_list) bpy.utils.register_class(godot_export_groups) @@ -465,7 +465,7 @@ def unregister(): @persistent def auto_export(dummy): bpy.ops.scene.godot_export_groups_autosave() - + bpy.app.handlers.save_post.append(auto_export) if __name__ == "__main__": diff --git a/tools/export/blender25/io_scene_dae/__init__.py b/tools/export/blender25/io_scene_dae/__init__.py index 182ec21e63..a1a0eabbbe 100644 --- a/tools/export/blender25/io_scene_dae/__init__.py +++ b/tools/export/blender25/io_scene_dae/__init__.py @@ -59,7 +59,7 @@ class ExportDAE(bpy.types.Operator, ExportHelper): # List of operator properties, the attributes will be assigned # to the class instance from the operator settings before calling. - + object_types = EnumProperty( name="Object Types", options={'ENUM_FLAG'}, diff --git a/tools/export/blender25/io_scene_dae/export_dae.py b/tools/export/blender25/io_scene_dae/export_dae.py index 370dc359b5..cdd845e384 100644 --- a/tools/export/blender25/io_scene_dae/export_dae.py +++ b/tools/export/blender25/io_scene_dae/export_dae.py @@ -171,38 +171,38 @@ 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) - + 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 + 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: + 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 @@ -211,15 +211,15 @@ class DaeExporter: #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") print("FOR: "+imgpath) - + # if (not os.path.isfile(imgpath)): # print("NOT FILE?") # if imgpath.endswith((".bmp",".rgb",".png",".jpeg",".jpg",".jp2",".tga",".cin",".dpx",".exr",".hdr",".tif")): @@ -956,7 +956,7 @@ class DaeExporter: self.writel(S_NODES,il,'<instance_controller url="#'+meshdata["morph_id"]+'">') close_controller=True elif (armature==None): - self.writel(S_NODES,il,'<instance_geometry url="#'+meshdata["id"]+'">') + self.writel(S_NODES,il,'<instance_geometry url="#'+meshdata["id"]+'">') if (len(meshdata["material_assign"])>0): @@ -1520,7 +1520,7 @@ class DaeExporter: 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>') @@ -1561,11 +1561,11 @@ class DaeExporter: if (not y in allowed_skeletons): allowed_skeletons.append(y) y.animation_data.action=x; - + 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)) @@ -1600,9 +1600,9 @@ class DaeExporter: else: self.export_animation(self.scene.frame_start,self.scene.frame_end) - - - + + + self.writel(S_ANIM,0,'</library_animations>') def export(self): @@ -1684,7 +1684,7 @@ class DaeExporter: self.valid_nodes=[] self.armature_for_morph={} self.used_bones=[] - self.wrongvtx_report=False + self.wrongvtx_report=False |