diff options
Diffstat (limited to 'tools/export/blender25/godot_export_manager.py')
-rw-r--r-- | tools/export/blender25/godot_export_manager.py | 576 |
1 files changed, 0 insertions, 576 deletions
diff --git a/tools/export/blender25/godot_export_manager.py b/tools/export/blender25/godot_export_manager.py deleted file mode 100644 index c91f55b51c..0000000000 --- a/tools/export/blender25/godot_export_manager.py +++ /dev/null @@ -1,576 +0,0 @@ -# ##### 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() |