summaryrefslogtreecommitdiff
path: root/tools/export/blender25/godot_export_manager.py
blob: a249611c71072c387b8f3f443f8833afe6ac6200 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
# ##### 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_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")

### 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."

    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 != 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

        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,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

            ### 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()