mirror of
https://github.com/godotengine/godot.git
synced 2024-12-09 10:09:20 +08:00
473 lines
21 KiB
Python
473 lines
21 KiB
Python
# ##### 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()
|