summaryrefslogtreecommitdiff
path: root/tools/export/blender25/godot_export_manager.py
diff options
context:
space:
mode:
Diffstat (limited to 'tools/export/blender25/godot_export_manager.py')
-rw-r--r--tools/export/blender25/godot_export_manager.py576
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()