forked from godotengine/collada-exporter
-
Notifications
You must be signed in to change notification settings - Fork 21
/
godot_export_manager.py
572 lines (461 loc) · 22.5 KB
/
godot_export_manager.py
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
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
# ##### 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, see <http://www.gnu.org/licenses/>.
#
# ##### 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
scene = bpy.data.scenes[0]
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)
col.operator("scene.godot_add_objects_to_group",
text="Add selected objects to Group",
icon="COPYDOWN")
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_move_to_center")
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):
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"}, "{} added to group.".format(objects_str))
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"}, "{} deleted from group.".format(objects_str))
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):
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):
path = bpy.path.abspath(path)
path = path.replace("\\", "/")
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, "{}.dae".format(group[self.idx].export_name))
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
if group[self.idx].use_move_to_center:
bpy.ops.object.location_clear()
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 exported.".format(group[self.idx].name))
msg = "Export Group {}".format(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)
use_move_to_center = BoolProperty(
name="Move Objects to Center", default=False)
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()