Comma fix

This commit is contained in:
Nobody Really 2016-07-09 12:10:36 +02:00
parent 7de55b86c1
commit 52fdc65a5d
3 changed files with 563 additions and 563 deletions

View file

@ -55,13 +55,13 @@ class godot_export_manager(bpy.types.Panel):
row = layout.row()
col = row.column()
col.prop(scene,"godot_export_on_save",text="Export Groups on save")
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_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")
op = col.operator("scene.godot_delete_objects_from_group", text="Delete selected objects from Group", icon="PASTEDOWN")
row = layout.row()
col = row.column()
@ -70,20 +70,20 @@ class godot_export_manager(bpy.types.Panel):
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.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")
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")
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()
@ -92,25 +92,25 @@ class godot_export_manager(bpy.types.Panel):
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")
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")
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
@ -120,12 +120,12 @@ class UI_List_Godot(bpy.types.UIList):
slot = item
col = layout.row(align=True)
col.label(text=item.name,icon="GROUP")
col.prop(item,"active",text="")
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 = 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 = col.operator("scene.godot_export_group", text="", emboss=False, icon="EXPORT")
op.idx = index
class add_objects_to_group(bpy.types.Operator):
@ -135,12 +135,12 @@ class add_objects_to_group(bpy.types.Operator):
undo = BoolProperty(default=True)
def execute(self,context):
def execute(self, context):
scene = context.scene
objects_str = ""
if len(scene.godot_export_groups) > 0:
for i,object in enumerate(context.selected_objects):
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
@ -161,7 +161,7 @@ class del_objects_from_group(bpy.types.Operator):
bl_label = "Delete Objects from Group"
bl_description = "Delets the selected Objects from the active group below."
def execute(self,context):
def execute(self, context):
scene = context.scene
if len(scene.godot_export_groups) > 0:
@ -172,7 +172,7 @@ class del_objects_from_group(bpy.types.Operator):
objects_str = ""
j = 0
for i,node in enumerate(scene.godot_export_groups[scene.godot_export_groups_index].nodes):
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)
@ -195,7 +195,7 @@ class select_group_objects(bpy.types.Operator):
idx = IntProperty()
def execute(self,context):
def execute(self, context):
scene = context.scene
for object in context.scene.objects:
object.select = False
@ -211,7 +211,7 @@ class export_groups_autosave(bpy.types.Operator):
bl_label = "Export All Groups"
bl_description = "Exports all groups to Collada."
def execute(self,context):
def execute(self, context):
scene = context.scene
if scene.godot_export_on_save:
for i in range(len(scene.godot_export_groups)):
@ -227,11 +227,11 @@ class export_all_groups(bpy.types.Operator):
bl_label = "Export All Groups"
bl_description = "Exports all groups to Collada."
def execute(self,context):
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)
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'}
@ -245,7 +245,7 @@ class export_group(bpy.types.Operator):
idx = IntProperty(default=0)
export_all = BoolProperty(default=False)
def copy_object_recursive(self,ob,parent,single_user = True):
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()
@ -258,22 +258,22 @@ class export_group(bpy.types.Operator):
new_ob.parent = None
for child in ob.children:
self.copy_object_recursive(child,new_ob,single_user)
self.copy_object_recursive(child, new_ob, single_user)
new_ob.select = True
return new_ob
def delete_object(self,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):
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)
object = self.copy_object_recursive(object, object, True)
matrix = Matrix(object.matrix_local)
object.matrix_local = Matrix()
object.matrix_local *= group.matrix_local
@ -281,7 +281,7 @@ class export_group(bpy.types.Operator):
self.delete_object(group)
def execute(self,context):
def execute(self, context):
scene = context.scene
group = context.scene.godot_export_groups
@ -289,7 +289,7 @@ class export_group(bpy.types.Operator):
if not group[self.idx].active and self.export_all:
return{'FINISHED'}
for i,object in enumerate(group[self.idx].nodes):
for i, object in enumerate(group[self.idx].nodes):
if object.name in bpy.data.objects:
pass
else:
@ -300,17 +300,17 @@ class export_group(bpy.types.Operator):
if (path.find("//")==0 or path.find("\\\\")==0):
#if relative, convert to absolute
path = bpy.path.abspath(path)
path = path.replace("\\","/")
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]
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)
path = os.path.join(path, group[self.idx].export_name)
else:
path = os.path.join(path,group[self.idx].export_name+".dae")
path = os.path.join(path, group[self.idx].export_name+".dae")
hide_select = []
for object in context.scene.objects:
@ -322,7 +322,7 @@ class export_group(bpy.types.Operator):
### 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):
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
@ -339,7 +339,7 @@ class export_group(bpy.types.Operator):
object.select = True
### select all other nodes from the group
for i,object in enumerate(group[self.idx].nodes):
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:
@ -365,7 +365,7 @@ class add_export_group(bpy.types.Operator):
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):
def execute(self, context):
scene = context.scene
item = scene.godot_export_groups.add()
@ -385,9 +385,9 @@ class del_export_group(bpy.types.Operator):
def invoke(self, context, event):
wm = context.window_manager
return wm.invoke_confirm(self,event)
return wm.invoke_confirm(self, event)
def execute(self,context):
def execute(self, context):
scene = context.scene
scene.godot_export_groups.remove(scene.godot_export_groups_index)
@ -406,30 +406,30 @@ class godot_export_groups(bpy.types.PropertyGroup):
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")
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'})
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)
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_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)
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)
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_metadata = BoolProperty(name="Use Metadata", default=True, options={'HIDDEN'})
use_include_particle_duplicates = BoolProperty(name="Include Particle Duplicates", default=True)
def register():
@ -447,7 +447,7 @@ def register():
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)
bpy.types.Scene.godot_export_groups_index = IntProperty(default=0, min=0)
def unregister():

View file

@ -69,7 +69,7 @@ class ExportDAE(bpy.types.Operator, ExportHelper):
('MESH', "Mesh", ""),
('CURVE', "Curve", ""),
),
default={'EMPTY', 'CAMERA', 'LAMP', 'ARMATURE', 'MESH','CURVE'},
default={'EMPTY', 'CAMERA', 'LAMP', 'ARMATURE', 'MESH', 'CURVE'},
)
use_export_selected = BoolProperty(

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