diff options
-rw-r--r-- | .gitignore | 1 | ||||
-rw-r--r-- | core/bind/core_bind.cpp | 2 | ||||
-rw-r--r-- | core/color.cpp | 2 | ||||
-rw-r--r-- | core/int_types.h | 2 | ||||
-rw-r--r-- | drivers/png/resource_saver_png.cpp | 4 | ||||
-rw-r--r-- | drivers/theoraplayer/SCsub | 2 | ||||
-rw-r--r-- | platform/osx/detect.py | 2 | ||||
-rw-r--r-- | platform/osx/os_osx.h | 2 | ||||
-rw-r--r-- | platform/osx/os_osx.mm | 94 | ||||
-rw-r--r-- | tools/SCsub | 6 | ||||
-rw-r--r-- | tools/editor/editor_node.cpp | 28 | ||||
-rw-r--r-- | tools/editor/editor_node.h | 2 | ||||
-rw-r--r-- | tools/editor/project_manager.cpp | 4 | ||||
-rw-r--r-- | tools/editor/script_editor_debugger.cpp | 2 | ||||
-rw-r--r-- | tools/export/blender25/godot_export_manager.py | 439 | ||||
-rw-r--r-- | tools/export/blender25/io_scene_dae/export_dae.py | 71 |
16 files changed, 621 insertions, 42 deletions
diff --git a/.gitignore b/.gitignore index 45bf531311..4aee83c13f 100644 --- a/.gitignore +++ b/.gitignore @@ -12,6 +12,7 @@ drivers/gles2/shaders/*.h modules/register_module_types.cpp core/version.h core/method_bind.inc +core/method_bind_ext.inc core/script_encryption_key.cpp core/global_defaults.cpp tools/editor/register_exporters.cpp diff --git a/core/bind/core_bind.cpp b/core/bind/core_bind.cpp index 54fa4214a4..0c5d21b4f6 100644 --- a/core/bind/core_bind.cpp +++ b/core/bind/core_bind.cpp @@ -642,7 +642,7 @@ void _OS::_bind_methods() { ObjectTypeDB::bind_method(_MD("has_touchscreen_ui_hint"),&_OS::has_touchscreen_ui_hint); - + ObjectTypeDB::bind_method(_MD("set_window_title","title"),&_OS::set_window_title); ObjectTypeDB::bind_method(_MD("set_low_processor_usage_mode","enable"),&_OS::set_low_processor_usage_mode); ObjectTypeDB::bind_method(_MD("is_in_low_processor_usage_mode"),&_OS::is_in_low_processor_usage_mode); diff --git a/core/color.cpp b/core/color.cpp index 1528db6aaa..3116c33a31 100644 --- a/core/color.cpp +++ b/core/color.cpp @@ -225,7 +225,7 @@ Color Color::inverted() const { Color Color::contrasted() const { Color c=*this; - c.contrasted(); + c.contrast(); return c; } diff --git a/core/int_types.h b/core/int_types.h index 15ef68e915..31f05b2d35 100644 --- a/core/int_types.h +++ b/core/int_types.h @@ -48,7 +48,7 @@ typedef signed short int16_t; typedef unsigned int uint32_t; typedef signed int int32_t; typedef long long int64_t; -typedef unsigned long long int64_t; +typedef unsigned long long uint64_t; #else #include <stdint.h> #endif diff --git a/drivers/png/resource_saver_png.cpp b/drivers/png/resource_saver_png.cpp index 1fee50c8b5..462051b21e 100644 --- a/drivers/png/resource_saver_png.cpp +++ b/drivers/png/resource_saver_png.cpp @@ -64,10 +64,10 @@ Error ResourceSaverPNG::save(const String &p_path,const RES& p_resource,uint32_t text+=bool(texture->get_flags()&Texture::FLAG_FILTER)?"filter=true\n":"filter=false\n"; } if (global_mipmaps!=bool(texture->get_flags()&Texture::FLAG_MIPMAPS)) { - text+=bool(texture->get_flags()&Texture::FLAG_FILTER)?"gen_mipmaps=true\n":"gen_mipmaps=false\n"; + text+=bool(texture->get_flags()&Texture::FLAG_MIPMAPS)?"gen_mipmaps=true\n":"gen_mipmaps=false\n"; } if (global_repeat!=bool(texture->get_flags()&Texture::FLAG_REPEAT)) { - text+=bool(texture->get_flags()&Texture::FLAG_FILTER)?"repeat=true\n":"repeat=false\n"; + text+=bool(texture->get_flags()&Texture::FLAG_REPEAT)?"repeat=true\n":"repeat=false\n"; } if (bool(texture->get_flags()&Texture::FLAG_ANISOTROPIC_FILTER)) { text+="anisotropic=true\n"; diff --git a/drivers/theoraplayer/SCsub b/drivers/theoraplayer/SCsub index 419f2b65ae..09fb13d8e9 100644 --- a/drivers/theoraplayer/SCsub +++ b/drivers/theoraplayer/SCsub @@ -70,7 +70,7 @@ if env["platform"] == "iphone": env_theora.Append(CPPFLAGS=["-D_IOS", "-D__ARM_NEON__", "-fstrict-aliasing", "-fmessage-length=210", "-fdiagnostics-show-note-include-stack", "-fmacro-backtrace-limit=0", "-fcolor-diagnostics", "-Wno-trigraphs", "-fpascal-strings", "-fvisibility=hidden", "-fvisibility-inlines-hidden"]) env_theora.Append(CPPFLAGS=["-D_LIB", "-D__THEORA"]) # removed -D_YUV_C -env_theora.Append(CPPFLAGS=["-D_YUV_LIBYUV", "-DLIBYUV_NEON"]) +env_theora.Append(CPPFLAGS=["-D_YUV_LIBYUV"]) #env_theora.Append(CPPFLAGS=["-D_YUV_C"]) if env["platform"] == "iphone": diff --git a/platform/osx/detect.py b/platform/osx/detect.py index 1b32838525..141a876657 100644 --- a/platform/osx/detect.py +++ b/platform/osx/detect.py @@ -78,7 +78,7 @@ def configure(env): env.Append(LIBS=['pthread']) #env.Append(CPPFLAGS=['-F/Developer/SDKs/MacOSX10.4u.sdk/System/Library/Frameworks', '-isysroot', '/Developer/SDKs/MacOSX10.4u.sdk', '-mmacosx-version-min=10.4']) #env.Append(LINKFLAGS=['-mmacosx-version-min=10.4', '-isysroot', '/Developer/SDKs/MacOSX10.4u.sdk', '-Wl,-syslibroot,/Developer/SDKs/MacOSX10.4u.sdk']) - env.Append(LINKFLAGS=['-framework', 'Cocoa', '-framework', 'OpenGL', '-framework', 'AGL', '-framework', 'AudioUnit','-lz']) + env.Append(LINKFLAGS=['-framework', 'Cocoa', '-framework', 'Carbon', '-framework', 'OpenGL', '-framework', 'AGL', '-framework', 'AudioUnit','-lz']) if (env["CXX"]=="clang++"): env.Append(CPPFLAGS=['-DTYPED_METHOD_BIND']) diff --git a/platform/osx/os_osx.h b/platform/osx/os_osx.h index 5df85bca2a..24f7115938 100644 --- a/platform/osx/os_osx.h +++ b/platform/osx/os_osx.h @@ -156,6 +156,8 @@ public: virtual String get_executable_path() const; + virtual LatinKeyboardVariant get_latin_keyboard_variant() const; + virtual void move_window_to_foreground(); void run(); diff --git a/platform/osx/os_osx.mm b/platform/osx/os_osx.mm index 1703ae4c49..5bc47a74c1 100644 --- a/platform/osx/os_osx.mm +++ b/platform/osx/os_osx.mm @@ -27,6 +27,8 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #import <Cocoa/Cocoa.h> + +#include <Carbon/Carbon.h> #include <IOKit/IOKitLib.h> #include <IOKit/IOCFPlugIn.h> #include <IOKit/hid/IOHIDLib.h> @@ -835,11 +837,24 @@ void OS_OSX::initialize_core() { } +static bool keyboard_layout_dirty = true; +static void keyboardLayoutChanged(CFNotificationCenterRef center, void *observer, CFStringRef name, const void *object, CFDictionaryRef userInfo) { + keyboard_layout_dirty = true; +} + void OS_OSX::initialize(const VideoMode& p_desired,int p_video_driver,int p_audio_driver) { /*** OSX INITIALIZATION ***/ /*** OSX INITIALIZATION ***/ /*** OSX INITIALIZATION ***/ + + keyboard_layout_dirty = true; + + // Register to be notified on keyboard layout changes + CFNotificationCenterAddObserver(CFNotificationCenterGetDistributedCenter(), + NULL, keyboardLayoutChanged, + kTISNotifySelectedKeyboardInputSourceChanged, NULL, + CFNotificationSuspensionBehaviorDeliverImmediately); window_delegate = [[GodotWindowDelegate alloc] init]; @@ -1007,6 +1022,8 @@ void OS_OSX::initialize(const VideoMode& p_desired,int p_video_driver,int p_audi } void OS_OSX::finalize() { + CFNotificationCenterRemoveObserver(CFNotificationCenterGetDistributedCenter(), NULL, kTISNotifySelectedKeyboardInputSourceChanged, NULL); + } void OS_OSX::set_main_loop( MainLoop * p_main_loop ) { @@ -1241,6 +1258,83 @@ String OS_OSX::get_executable_path() const { } +// Returns string representation of keys, if they are printable. +// +static NSString *createStringForKeys(const CGKeyCode *keyCode, int length) { + + TISInputSourceRef currentKeyboard = TISCopyCurrentKeyboardInputSource(); + if (!currentKeyboard) + return nil; + + CFDataRef layoutData = (CFDataRef)TISGetInputSourceProperty(currentKeyboard, kTISPropertyUnicodeKeyLayoutData); + if (!layoutData) + return nil; + + const UCKeyboardLayout *keyboardLayout = (const UCKeyboardLayout *)CFDataGetBytePtr(layoutData); + + OSStatus err; + CFMutableStringRef output = CFStringCreateMutable(NULL, 0); + + for (int i=0; i<length; ++i) { + + UInt32 keysDown = 0; + UniChar chars[4]; + UniCharCount realLength; + + err = UCKeyTranslate(keyboardLayout, + keyCode[i], + kUCKeyActionDisplay, + 0, + LMGetKbdType(), + kUCKeyTranslateNoDeadKeysBit, + &keysDown, + sizeof(chars) / sizeof(chars[0]), + &realLength, + chars); + + if (err != noErr) { + CFRelease(output); + return nil; + } + + CFStringAppendCharacters(output, chars, 1); + } + + //CFStringUppercase(output, NULL); + + return (NSString *)output; +} +OS::LatinKeyboardVariant OS_OSX::get_latin_keyboard_variant() const { + + static LatinKeyboardVariant layout = LATIN_KEYBOARD_QWERTY; + + if (keyboard_layout_dirty) { + + layout = LATIN_KEYBOARD_QWERTY; + + CGKeyCode keys[] = {kVK_ANSI_Q, kVK_ANSI_W, kVK_ANSI_E, kVK_ANSI_R, kVK_ANSI_T, kVK_ANSI_Y}; + NSString *test = createStringForKeys(keys, 6); + + if ([test isEqualToString:@"qwertz"]) { + layout = LATIN_KEYBOARD_QWERTZ; + } else if ([test isEqualToString:@"azerty"]) { + layout = LATIN_KEYBOARD_AZERTY; + } else if ([test isEqualToString:@"qzerty"]) { + layout = LATIN_KEYBOARD_QZERTY; + } else if ([test isEqualToString:@"',.pyf"]) { + layout = LATIN_KEYBOARD_DVORAK; + } else if ([test isEqualToString:@"xvlcwk"]) { + layout = LATIN_KEYBOARD_NEO; + } + + [test release]; + + keyboard_layout_dirty = false; + return layout; + } + + return layout; +} void OS_OSX::process_events() { diff --git a/tools/SCsub b/tools/SCsub index 4d8b05fe79..ce7df2c35b 100644 --- a/tools/SCsub +++ b/tools/SCsub @@ -13,11 +13,9 @@ if (env["tools"]!="no"): SConscript('freetype/SCsub'); SConscript('doc/SCsub') SConscript('pck/SCsub') - + lib = env.Library("tool",env.tool_sources) -lib = env.Library("tool",env.tool_sources) - -env.Prepend(LIBS=[lib]) + env.Prepend(LIBS=[lib]) diff --git a/tools/editor/editor_node.cpp b/tools/editor/editor_node.cpp index 5843a7cb28..52c75c6d7e 100644 --- a/tools/editor/editor_node.cpp +++ b/tools/editor/editor_node.cpp @@ -978,6 +978,15 @@ void EditorNode::_dialog_action(String p_file) { } } break; + + case FILE_SAVE_AND_RUN: { + if (file->get_mode()==FileDialog::MODE_SAVE_FILE) { + + _save_scene(p_file); + _run(false); + } + } break; + case FILE_EXPORT_MESH_LIBRARY: { Ref<MeshLibrary> ml; @@ -1391,13 +1400,10 @@ void EditorNode::_run(bool p_current,const String& p_custom) { } if (scene->get_filename()=="") { - - current_option=-1; //accept->get_cancel()->hide(); - accept->get_ok()->set_text("I see.."); - accept->set_text("Scene has never been saved. Save before running!"); - accept->popup_centered(Size2(300,70));; + /**/ + _menu_option_confirm(FILE_SAVE_BEFORE_RUN, false); return; } @@ -1664,6 +1670,18 @@ void EditorNode::_menu_option_confirm(int p_option,bool p_confirmed) { } break; + case FILE_SAVE_BEFORE_RUN: { + if (!p_confirmed) { + accept->get_ok()->set_text("Yes"); + accept->set_text("This scene has never been saved. Save before running?"); + accept->popup_centered(Size2(300, 70)); + break; + } + + _menu_option(FILE_SAVE_AS_SCENE); + _menu_option_confirm(FILE_SAVE_AND_RUN, true); + } break; + case FILE_DUMP_STRINGS: { Node *scene = edited_scene; diff --git a/tools/editor/editor_node.h b/tools/editor/editor_node.h index 381993646e..7560c2b149 100644 --- a/tools/editor/editor_node.h +++ b/tools/editor/editor_node.h @@ -108,6 +108,8 @@ class EditorNode : public Node { FILE_OPEN_SCENE, FILE_SAVE_SCENE, FILE_SAVE_AS_SCENE, + FILE_SAVE_BEFORE_RUN, + FILE_SAVE_AND_RUN, FILE_IMPORT_SUBSCENE, FILE_EXPORT_PROJECT, FILE_EXPORT_MESH_LIBRARY, diff --git a/tools/editor/project_manager.cpp b/tools/editor/project_manager.cpp index cf94758ad6..0af4a23547 100644 --- a/tools/editor/project_manager.cpp +++ b/tools/editor/project_manager.cpp @@ -65,7 +65,7 @@ class NewProjectDialog : public ConfirmationDialog { error->set_text(""); get_ok()->set_disabled(true); DirAccess *d = DirAccess::create(DirAccess::ACCESS_FILESYSTEM); - if (d->change_dir(project_path->get_text())!=OK) { + if (project_path->get_text() != "" && d->change_dir(project_path->get_text())!=OK) { error->set_text("Invalid Path for Project, Path Must Exist!"); memdelete(d); return false; @@ -82,7 +82,7 @@ class NewProjectDialog : public ConfirmationDialog { } else { - if (!d->file_exists("engine.cfg")) { + if (project_path->get_text() != "" && !d->file_exists("engine.cfg")) { error->set_text("Invalid Project Path (engine.cfg must exist)."); memdelete(d); diff --git a/tools/editor/script_editor_debugger.cpp b/tools/editor/script_editor_debugger.cpp index 024377ad18..5043c5cdcd 100644 --- a/tools/editor/script_editor_debugger.cpp +++ b/tools/editor/script_editor_debugger.cpp @@ -478,8 +478,6 @@ void ScriptEditorDebugger::_notification(int p_what) { if (!connection->is_connected()) { stop(); editor->notify_child_process_exited(); //somehow, exited - msgdialog->set_text("Process being debugged exited."); - msgdialog->popup_centered(Size2(250,100)); break; }; diff --git a/tools/export/blender25/godot_export_manager.py b/tools/export/blender25/godot_export_manager.py new file mode 100644 index 0000000000..a5df60e47d --- /dev/null +++ b/tools/export/blender25/godot_export_manager.py @@ -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()
diff --git a/tools/export/blender25/io_scene_dae/export_dae.py b/tools/export/blender25/io_scene_dae/export_dae.py index 4e1635429b..8161f05bf8 100644 --- a/tools/export/blender25/io_scene_dae/export_dae.py +++ b/tools/export/blender25/io_scene_dae/export_dae.py @@ -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) |