904770fb91
- fixed a bug where it could happen that objects did not get exported - fixed some script errors - added the feature to export particle dupliobjects. Now you can add objects with the particle system and get them directly exported.
474 lines
22 KiB
Python
474 lines
22 KiB
Python
# ##### BEGIN GPL LICENSE BLOCK #####
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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# Script copyright (c) Andreas Esau
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bl_info = {
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"name": "Godot Export Manager",
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"author": "Andreas Esau",
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"version": (1, 0),
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"blender": (2, 7, 0),
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"location": "Scene Properties > Godot Export Manager",
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"description": "Godot Export Manager uses the Better Collada Exporter to manage Export Groups and automatically export the objects groups to Collada Files.",
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"warning": "",
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"wiki_url": ("http://www.godotengine.org"),
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"tracker_url": "",
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"category": "Import-Export"}
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import bpy
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from bpy.props import StringProperty, BoolProperty, EnumProperty, FloatProperty, FloatVectorProperty, IntProperty, CollectionProperty, PointerProperty
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import os
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from bpy.app.handlers import persistent
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from mathutils import Vector, Matrix
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class godot_export_manager(bpy.types.Panel):
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bl_label = "Godot Export Manager"
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "scene"
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bpy.types.Scene.godot_export_on_save = BoolProperty(default=False)
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### draw function for all ui elements
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def draw(self, context):
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layout = self.layout
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split = self.layout.split()
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scene = bpy.data.scenes[0]
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ob = context.object
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scene = context.scene
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row = layout.row()
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col = row.column()
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col.prop(scene,"godot_export_on_save",text="Export Groups on save")
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row = layout.row()
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col = row.column(align=True)
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op = col.operator("scene.godot_add_objects_to_group",text="Add selected objects to Group",icon="COPYDOWN")
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op = col.operator("scene.godot_delete_objects_from_group",text="Delete selected objects from Group",icon="PASTEDOWN")
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row = layout.row()
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col = row.column()
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col.label(text="Export Groups:")
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row = layout.row()
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col = row.column()
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col.template_list("UI_List_Godot","dummy",scene, "godot_export_groups", scene, "godot_export_groups_index",rows=1,maxrows=10,type='DEFAULT')
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col = row.column(align=True)
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col.operator("scene.godot_add_export_group",text="",icon="ZOOMIN")
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col.operator("scene.godot_delete_export_group",text="",icon="ZOOMOUT")
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col.operator("scene.godot_export_all_groups",text="",icon="EXPORT")
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if len(scene.godot_export_groups) > 0:
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row = layout.row()
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col = row.column()
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group = scene.godot_export_groups[scene.godot_export_groups_index]
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col.prop(group,"name",text="Group Name")
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col.prop(group,"export_name",text="Export Name")
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col.prop(group,"export_path",text="Export Filepath")
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row = layout.row()
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col = row.column()
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row = layout.row()
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col = row.column()
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col.label(text="Export Settings:")
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col = col.row(align=True)
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col.prop(group,"apply_loc",toggle=True,icon="MAN_TRANS")
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col.prop(group,"apply_rot",toggle=True,icon="MAN_ROT")
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col.prop(group,"apply_scale",toggle=True,icon="MAN_SCALE")
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row = layout.row()
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col = row.column()
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col.prop(group,"use_include_particle_duplicates")
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col.prop(group,"use_mesh_modifiers")
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col.prop(group,"use_tangent_arrays")
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col.prop(group,"use_triangles")
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col.prop(group,"use_copy_images")
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col.prop(group,"use_active_layers")
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col.prop(group,"use_exclude_ctrl_bones")
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col.prop(group,"use_anim")
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col.prop(group,"use_anim_action_all")
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col.prop(group,"use_anim_skip_noexp")
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col.prop(group,"use_anim_optimize")
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col.prop(group,"anim_optimize_precision")
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col.prop(group,"use_metadata")
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### Custom template_list look
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class UI_List_Godot(bpy.types.UIList):
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def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
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ob = data
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slot = item
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col = layout.row(align=True)
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col.label(text=item.name,icon="GROUP")
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col.prop(item,"active",text="")
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op = col.operator("scene.godot_select_group_objects",text="",emboss=False,icon="RESTRICT_SELECT_OFF")
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op.idx = index
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op = col.operator("scene.godot_export_group",text="",emboss=False,icon="EXPORT")
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op.idx = index
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class add_objects_to_group(bpy.types.Operator):
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bl_idname = "scene.godot_add_objects_to_group"
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bl_label = "Add Objects to Group"
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bl_description = "Adds the selected Objects to the active group below."
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undo = BoolProperty(default=True)
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def execute(self,context):
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scene = context.scene
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objects_str = ""
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if len(scene.godot_export_groups) > 0:
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for i,object in enumerate(context.selected_objects):
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if object.name not in scene.godot_export_groups[scene.godot_export_groups_index].nodes:
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node = scene.godot_export_groups[scene.godot_export_groups_index].nodes.add()
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node.name = object.name
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if i == 0:
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objects_str += object.name
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else:
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objects_str += ", "+object.name
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self.report({'INFO'}, objects_str + " added to group." )
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if self.undo:
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bpy.ops.ed.undo_push(message="Objects added to group")
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else:
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self.report({'WARNING'}, "Create a group first." )
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return{'FINISHED'}
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class del_objects_from_group(bpy.types.Operator):
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bl_idname = "scene.godot_delete_objects_from_group"
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bl_label = "Delete Objects from Group"
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bl_description = "Delets the selected Objects from the active group below."
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def execute(self,context):
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scene = context.scene
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if len(scene.godot_export_groups) > 0:
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selected_objects = []
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for object in context.selected_objects:
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selected_objects.append(object.name)
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objects_str = ""
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j = 0
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for i,node in enumerate(scene.godot_export_groups[scene.godot_export_groups_index].nodes):
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if node.name in selected_objects:
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scene.godot_export_groups[scene.godot_export_groups_index].nodes.remove(i)
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if j == 0:
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objects_str += object.name
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else:
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objects_str += ", "+object.name
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j+=1
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self.report({'INFO'}, objects_str + " deleted from group." )
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bpy.ops.ed.undo_push(message="Objects deleted from group")
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else:
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self.report({'WARNING'}, "There is no group to delete from." )
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return{'FINISHED'}
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class select_group_objects(bpy.types.Operator):
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bl_idname = "scene.godot_select_group_objects"
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bl_label = "Select Group Objects"
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bl_description = "Will select all group Objects in the scene."
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idx = IntProperty()
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def execute(self,context):
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scene = context.scene
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for object in context.scene.objects:
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object.select = False
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for node in scene.godot_export_groups[self.idx].nodes:
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if node.name in bpy.data.objects:
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bpy.data.objects[node.name].select = True
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context.scene.objects.active = bpy.data.objects[node.name]
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return{'FINISHED'}
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class export_groups_autosave(bpy.types.Operator):
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bl_idname = "scene.godot_export_groups_autosave"
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bl_label = "Export All Groups"
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bl_description = "Exports all groups to Collada."
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def execute(self,context):
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scene = context.scene
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if scene.godot_export_on_save:
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for i in range(len(scene.godot_export_groups)):
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if scene.godot_export_groups[i].active:
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bpy.ops.scene.godot_export_group(idx=i)
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self.report({'INFO'}, "All Groups exported." )
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bpy.ops.ed.undo_push(message="Export all Groups")
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return{'FINISHED'}
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class export_all_groups(bpy.types.Operator):
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bl_idname = "scene.godot_export_all_groups"
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bl_label = "Export All Groups"
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bl_description = "Exports all groups to Collada."
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def execute(self,context):
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scene = context.scene
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for i in range(0,len(scene.godot_export_groups)):
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bpy.ops.scene.godot_export_group(idx=i,export_all=True)
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self.report({'INFO'}, "All Groups exported." )
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return{'FINISHED'}
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class export_group(bpy.types.Operator):
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bl_idname = "scene.godot_export_group"
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bl_label = "Export Group"
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bl_description = "Exports the active group to destination folder as Collada file."
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idx = IntProperty(default=0)
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export_all = BoolProperty(default=False)
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def copy_object_recursive(self,ob,parent,single_user = True):
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new_ob = bpy.data.objects[ob.name].copy()
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if single_user or ob.type=="ARMATURE":
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new_mesh_data = new_ob.data.copy()
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new_ob.data = new_mesh_data
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bpy.context.scene.objects.link(new_ob)
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if ob != parent:
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new_ob.parent = parent
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else:
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new_ob.parent = None
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for child in ob.children:
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self.copy_object_recursive(child,new_ob,single_user)
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new_ob.select = True
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return new_ob
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def delete_object(self,ob):
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if ob != None:
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for child in ob.children:
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self.delete_object(child)
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bpy.context.scene.objects.unlink(ob)
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bpy.data.objects.remove(ob)
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def convert_group_to_node(self,group):
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if group.dupli_group != None:
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for object in group.dupli_group.objects:
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if object.parent == None:
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object = self.copy_object_recursive(object,object,True)
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matrix = Matrix(object.matrix_local)
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object.matrix_local = Matrix()
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object.matrix_local *= group.matrix_local
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object.matrix_local *= matrix
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self.delete_object(group)
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def execute(self,context):
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scene = context.scene
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group = context.scene.godot_export_groups
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if not group[self.idx].active and self.export_all:
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return{'FINISHED'}
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for i,object in enumerate(group[self.idx].nodes):
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if object.name in bpy.data.objects:
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pass
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else:
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group[self.idx].nodes.remove(i)
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bpy.ops.ed.undo_push(message="Clear not existent Group Nodes.")
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path = group[self.idx].export_path
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if (path.find("//")==0 or path.find("\\\\")==0):
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#if relative, convert to absolute
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path = bpy.path.abspath(path)
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path = path.replace("\\","/")
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### if path exists and group export name is set the group will be exported
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if os.path.exists(path) and group[self.idx].export_name != "":
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context.scene.layers = [True,True,True,True,True,True,True,True,True,True,True,True,True,True,True,True,True,True,True,True]
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if group[self.idx].export_name.endswith(".dae"):
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path = os.path.join(path,group[self.idx].export_name)
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else:
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path = os.path.join(path,group[self.idx].export_name+".dae")
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hide_select = []
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for object in context.scene.objects:
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hide_select.append(object.hide_select)
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object.hide_select = False
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object.select = False
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context.scene.objects.active = None
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### make particle duplicates, parent and select them
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nodes_to_be_added = []
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if group[self.idx].use_include_particle_duplicates:
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for i,object in enumerate(group[self.idx].nodes):
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if bpy.data.objects[object.name].type != "EMPTY":
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context.scene.objects.active = bpy.data.objects[object.name]
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bpy.data.objects[object.name].select = True
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bpy.ops.object.duplicates_make_real()
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for object in context.selected_objects:
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nodes_to_be_added.append(object)
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bpy.ops.object.parent_set(type="OBJECT", keep_transform=False)
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for object in context.selected_objects:
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object.select = False
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bpy.data.objects[object.name].select = False
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context.scene.objects.active = None
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for object in nodes_to_be_added:
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object.select = True
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### select all other nodes from the group
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for i,object in enumerate(group[self.idx].nodes):
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if bpy.data.objects[object.name].type == "EMPTY":
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self.convert_group_to_node(bpy.data.objects[object.name])
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else:
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bpy.data.objects[object.name].select = True
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bpy.ops.object.transform_apply(location=group[self.idx].apply_loc, rotation=group[self.idx].apply_rot, scale=group[self.idx].apply_scale)
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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_exclude_ctrl_bones=group[self.idx].use_exclude_ctrl_bones, 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)
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self.report({'INFO'}, '"'+group[self.idx].name+'"' + " Group exported." )
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msg = "Export Group "+group[self.idx].name
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bpy.ops.ed.undo_push(message="")
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bpy.ops.ed.undo()
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bpy.ops.ed.undo_push(message=msg)
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else:
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self.report({'INFO'}, "Define Export Name and Export Path." )
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return{'FINISHED'}
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class add_export_group(bpy.types.Operator):
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bl_idname = "scene.godot_add_export_group"
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bl_label = "Adds a new export Group"
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bl_description = "Creates a new Export Group with the selected Objects assigned to it."
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def execute(self,context):
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scene = context.scene
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item = scene.godot_export_groups.add()
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item.name = "New Group"
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for object in context.selected_objects:
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node = item.nodes.add()
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node.name = object.name
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scene.godot_export_groups_index = len(scene.godot_export_groups)-1
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bpy.ops.ed.undo_push(message="Create New Export Group")
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return{'FINISHED'}
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class del_export_group(bpy.types.Operator):
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bl_idname = "scene.godot_delete_export_group"
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bl_label = "Delets the selected export Group"
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bl_description = "Delets the active Export Group."
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def invoke(self, context, event):
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wm = context.window_manager
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return wm.invoke_confirm(self,event)
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def execute(self,context):
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scene = context.scene
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scene.godot_export_groups.remove(scene.godot_export_groups_index)
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if scene.godot_export_groups_index > 0:
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scene.godot_export_groups_index -= 1
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bpy.ops.ed.undo_push(message="Delete Export Group")
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return{'FINISHED'}
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class godot_node_list(bpy.types.PropertyGroup):
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name = StringProperty()
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class godot_export_groups(bpy.types.PropertyGroup):
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name = StringProperty(name="Group Name")
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export_name = StringProperty(name="scene_name")
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nodes = CollectionProperty(type=godot_node_list)
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export_path = StringProperty(subtype="DIR_PATH")
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active = BoolProperty(default=True,description="Export Group")
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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'})
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apply_scale = BoolProperty(name="Apply Scale",description="Apply Scale before export.",default=False)
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apply_rot = BoolProperty(name="Apply Rotation",description="Apply Rotation before export.",default=False)
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apply_loc = BoolProperty(name="Apply Location",description="Apply Location before export.",default=False)
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use_export_selected = BoolProperty(name="Selected Objects",description="Export only selected objects (and visible in active layers if that applies).",default=True)
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use_mesh_modifiers = BoolProperty(name="Apply Modifiers",description="Apply modifiers to mesh objects (on a copy!).",default=True)
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use_tangent_arrays = BoolProperty(name="Tangent Arrays",description="Export Tangent and Binormal arrays (for normalmapping).",default=False)
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use_triangles = BoolProperty(name="Triangulate",description="Export Triangles instead of Polygons.",default=False)
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use_copy_images = BoolProperty(name="Copy Images",description="Copy Images (create images/ subfolder)",default=False)
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use_active_layers = BoolProperty(name="Active Layers",description="Export only objects on the active layers.",default=True)
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use_exclude_ctrl_bones = BoolProperty(name="Exclude Control Bones",description="Exclude skeleton bones with names that begin with 'ctrl'.",default=True)
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use_anim = BoolProperty(name="Export Animation",description="Export keyframe animation",default=False)
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use_anim_action_all = BoolProperty(name="All Actions",description=("Export all actions for the first armature found in separate DAE files"),default=False)
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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)
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use_anim_optimize = BoolProperty(name="Optimize Keyframes",description="Remove double keyframes",default=True)
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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)
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use_metadata = BoolProperty(name="Use Metadata",default=True,options={'HIDDEN'})
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use_include_particle_duplicates = BoolProperty(name="Include Particle Duplicates",default=True)
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def register():
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bpy.utils.register_class(godot_export_manager)
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bpy.utils.register_class(godot_node_list)
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bpy.utils.register_class(godot_export_groups)
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bpy.utils.register_class(add_export_group)
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bpy.utils.register_class(del_export_group)
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bpy.utils.register_class(export_all_groups)
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bpy.utils.register_class(export_groups_autosave)
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bpy.utils.register_class(export_group)
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bpy.utils.register_class(add_objects_to_group)
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bpy.utils.register_class(del_objects_from_group)
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bpy.utils.register_class(select_group_objects)
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bpy.utils.register_class(UI_List_Godot)
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bpy.types.Scene.godot_export_groups = CollectionProperty(type=godot_export_groups)
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bpy.types.Scene.godot_export_groups_index = IntProperty(default=0,min=0)
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def unregister():
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bpy.utils.unregister_class(godot_export_manager)
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bpy.utils.unregister_class(godot_node_list)
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bpy.utils.unregister_class(godot_export_groups)
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|
bpy.utils.unregister_class(export_groups_autosave)
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|
bpy.utils.unregister_class(add_export_group)
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|
bpy.utils.unregister_class(del_export_group)
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bpy.utils.unregister_class(export_all_groups)
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|
bpy.utils.unregister_class(export_group)
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bpy.utils.unregister_class(add_objects_to_group)
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bpy.utils.unregister_class(del_objects_from_group)
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bpy.utils.unregister_class(select_group_objects)
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|
bpy.utils.unregister_class(UI_List_Godot)
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|
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@persistent
|
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def auto_export(dummy):
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bpy.ops.scene.godot_export_groups_autosave()
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bpy.app.handlers.save_post.append(auto_export)
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if __name__ == "__main__":
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register()
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