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__init__.py
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__init__.py
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""" Part of the YABEE
"""
import bpy
from bpy_extras.io_utils import ExportHelper
from bpy.props import *
from .yabee_libs import egg_writer
bl_info = {
"name": "Panda3D EGG format",
"author": "Andrey (Ninth) Arbuzov",
"blender": (2, 80, 0),
"api": 41226,
"location": "File > Import-Export",
"description": ("Export to Panda3D EGG: meshes, uvs, materials, textures, "
"armatures, animation and curves"),
"warning": "May contain bugs. Make backup of your file before use.",
"wiki_url": "http://www.panda3d.org/forums/viewtopic.php?t=11441",
"tracker_url": "yabee.googlecode.com",
"category": "Import-Export"}
# --------------- Properties --------------------
class EGGBakeProperty(bpy.types.PropertyGroup):
""" Texture baker settings """
res_x: IntProperty(name="Res. X", default=512)
res_y: IntProperty(name="Res. Y", default=512)
export: BoolProperty(default=False)
def draw(self, row, name):
row.prop(self, "res_x")
row.prop(self, "res_y")
row.prop(self, "export")
row.label(text=name)
class EGGAnimationProperty(bpy.types.PropertyGroup):
""" One animation record """
name: StringProperty(name="Name", default="Unknown")
from_frame: IntProperty(name="From", default=1)
to_frame: IntProperty(name="To", default=2)
fps: IntProperty(name="FPS", default=24)
def __get_idx(self):
return list(bpy.context.scene.yabee_settings.opt_anim_list.anim_collection).index(self)
index = property(__get_idx)
class EGGAnimList(bpy.types.PropertyGroup):
""" Animations list settings """
active_index: IntProperty()
anim_collection: CollectionProperty(type=EGGAnimationProperty)
def get_anim_dict(self):
d = {}
for anim in self.anim_collection:
d[anim.name] = (anim.from_frame, anim.to_frame, anim.fps)
return d
class YABEEProperty(bpy.types.PropertyGroup):
""" Main YABEE class for store settings """
opt_tex_proc: StringProperty(
name="Tex. processing",
description="Export all textures as MODULATE or bake texture layers",
default='BAKE',
)
opt_bake_diffuse: PointerProperty(type=EGGBakeProperty)
opt_bake_normal: PointerProperty(type=EGGBakeProperty)
opt_bake_gloss: PointerProperty(type=EGGBakeProperty)
opt_bake_glow: PointerProperty(type=EGGBakeProperty)
opt_bake_AO: PointerProperty(type=EGGBakeProperty)
opt_bake_shadow: PointerProperty(type=EGGBakeProperty)
opt_tbs_proc: EnumProperty(
name="TBS generation",
description="Export all textures as MODULATE or bake texture layers",
items=(('PANDA', "Panda", "Use egg-trans to calculate TBS (Need installed Panda3D)."),
('BLENDER', "Blender", "Use Blender to calculate TBS"),
('NO', "No", "Do not generate TBS.")),
default='NO',
)
opt_export_uv_as_texture: BoolProperty(
name="UV as texture",
description="export uv image as texture",
default=False,
)
opt_copy_tex_files: BoolProperty(
name="Copy texture files",
description="Copy texture files together with EGG",
default=True,
)
opt_anims_from_actions: BoolProperty(
name="All actions as animations",
description="Export an animation for every Action",
default=False,
)
opt_separate_anim_files: BoolProperty(
name="Separate animation files",
description="Write an animation data into the separate files",
default=True,
)
opt_anim_only: BoolProperty(
name="Animation only",
description="Write only animation data",
default=False,
)
opt_tex_path: StringProperty(
name="Tex. path",
description="Path for the copied textures. Relative to the main EGG file dir",
default='./tex',
)
opt_merge_actor: BoolProperty(
name="Merge actor",
description="Merge meshes, armatured by single Armature",
default=False,
)
opt_apply_modifiers: BoolProperty(
name="Apply modifiers",
description="Apply modifiers on exported objects (except Armature)",
default=True,
)
opt_pview: BoolProperty(
name="Pview",
description="Run pview after exporting",
default=False,
)
opt_use_loop_normals: BoolProperty(
name="Use custom vertex normals",
description="Use loop normals created by applying 'Normal Edit' Modifier as vertex normals.",
default=False,
)
opt_export_pbs: BoolProperty(
name="Export PBS",
description="Export Physically Based Properties, requires the BAM Exporter",
default=False
)
opt_force_export_vertex_colors: BoolProperty(
name="Force export vertex colors",
description="when False, writes only vertex color if polygon material is using it ",
default=False,
)
opt_anim_list: PointerProperty(type=EGGAnimList)
first_run: BoolProperty(default=True)
def draw(self, layout):
row = layout.row()
row.operator("export.yabee_reset_defaults", icon="FILE_REFRESH", text="Reset to defaults")
row.operator("export.yabee_help", icon="URL", text="Help")
layout.row().label(text='Animation:')
layout.row().prop(self, 'opt_anims_from_actions')
if not self.opt_anims_from_actions:
row = layout.row()
row.template_list("UI_UL_list", "anim_collection",
self.opt_anim_list,
"anim_collection",
self.opt_anim_list,
"active_index",
rows=2)
col = row.column(align=True)
col.operator("export.egg_anim_add", icon='ZOOM_IN', text="")
col.operator("export.egg_anim_remove", icon='ZOOM_OUT', text="")
sett = self.opt_anim_list
if len(sett.anim_collection):
p = sett.anim_collection[sett.active_index]
layout.row().prop(p, 'name')
row = layout.row(align=True)
row.prop(p, 'from_frame')
row.prop(p, 'to_frame')
row.prop(p, 'fps')
layout.separator()
layout.row().label(text='Options:')
layout.row().prop(self, 'opt_anim_only')
layout.row().prop(self, 'opt_separate_anim_files')
if not self.opt_anim_only:
layout.row().prop(self, 'opt_tbs_proc')
# Hide Texture Baking dialog until Texture Baking will be reimplemented
"""box = layout.box()
box.row().prop(self, 'opt_tex_proc')
if self.opt_tex_proc == 'BAKE':
self.opt_bake_diffuse.draw(box.row(align=True), "Diffuse")
self.opt_bake_normal.draw(box.row(align=True), "Normal")
self.opt_bake_gloss.draw(box.row(align=True), "Gloss")
self.opt_bake_glow.draw(box.row(align=True), "Glow")
if self.opt_tex_proc != 'RAW':
self.opt_bake_AO.draw(box.row(align=True), "AO")
self.opt_bake_shadow.draw(box.row(align=True), "Shadow")"""
if self.opt_copy_tex_files or self.opt_tex_proc == 'BAKE':
box = layout.box()
box.row().prop(self, 'opt_tex_path')
layout.row().prop(self, 'opt_copy_tex_files')
layout.row().prop(self, 'opt_merge_actor')
layout.row().prop(self, 'opt_apply_modifiers')
layout.row().prop(self, 'opt_pview')
layout.row().prop(self, 'opt_use_loop_normals')
layout.row().prop(self, 'opt_export_pbs')
layout.row().prop(self, 'opt_force_export_vertex_colors')
def get_bake_dict(self):
d = {}
opts = ((self.opt_bake_diffuse, 'diffuse'),
(self.opt_bake_normal, 'normal'),
(self.opt_bake_gloss, 'gloss'),
(self.opt_bake_glow, 'glow'),
(self.opt_bake_AO, 'AO'),
(self.opt_bake_shadow, 'shadow')
)
for opt, name in opts:
if self.opt_tex_proc == 'SIMPLE':
if name in ('AO', 'shadow'):
d[name] = (opt.res_x, opt.res_y, opt.export)
else:
d[name] = (opt.res_x, opt.res_y, False)
else:
d[name] = (opt.res_x, opt.res_y, opt.export)
return d
def check_warns(self, context):
warns = []
if len(context.selected_objects) == 0:
warns.append('Nothing to export. Please, select "Mesh" and \n' + \
'"Armature" or "Curve" objects.')
for name, param in self.opt_anim_list.get_anim_dict().items():
if param[0] == param[1]:
warns.append(('Animation "%s" has same "from" and "to" frames\n' + \
'Keep in mind that "To frame" value is exclusive.\n' + \
'It means that in this case your animation contains\n' + \
'zero of frames. YABEE will automatically add one frame\n' + \
'to the "to" value of "%s" animation.') % (name, name))
return warns
def reset_defaults(self):
self.opt_tex_proc = 'BAKE'
self.opt_tbs_proc = 'NO'
self.opt_bake_diffuse.export = True
self.opt_bake_diffuse.res_x, self.opt_bake_diffuse.res_y = 512, 512
self.opt_bake_normal.export = False
self.opt_bake_normal.res_x, self.opt_bake_normal.res_y = 512, 512
self.opt_bake_gloss.export = False
self.opt_bake_gloss.res_x, self.opt_bake_gloss.res_y = 512, 512
self.opt_bake_glow.export = False
self.opt_bake_glow.res_x, self.opt_bake_glow.res_y = 512, 512
self.opt_bake_AO.export = False
self.opt_bake_AO.res_x, self.opt_bake_AO.res_y = 512, 512
self.opt_bake_shadow.export = False
self.opt_bake_shadow.res_x, self.opt_bake_shadow.res_y = 512, 512
self.opt_export_uv_as_texture = False
self.opt_copy_tex_files = True
self.opt_separate_anim_files = True
self.opt_anim_only = False
self.opt_tex_path = './tex'
self.opt_merge_actor = True
self.opt_apply_modifiers = True
self.opt_pview = False
self.opt_use_loop_normals = False
self.opt_export_pbs = False
self.opt_force_export_vertex_colors = False
while self.opt_anim_list.anim_collection[:]:
bpy.ops.export.egg_anim_remove('INVOKE_DEFAULT')
self.first_run = False
# ------------------ Operators ----------------------------------
class YABEEHelp(bpy.types.Operator):
bl_idname = "export.yabee_help"
bl_label = "YABEE Help."
def execute(self, context):
bpy.ops.wm.url_open("INVOKE_DEFAULT", url="http://www.panda3d.org/forums/viewtopic.php?t=11441")
return {"FINISHED"}
class WarnDialog(bpy.types.Operator):
""" Warning messages operator """
bl_idname = "export.yabee_warnings"
bl_label = "YABEE Warnings."
def draw(self, context):
warns = context.scene.yabee_settings.check_warns(context)
for warn in warns:
for n, line in enumerate(warn.splitlines()):
if n == 0:
self.layout.row().label(text=line, icon="ERROR")
else:
self.layout.row().label(text=' ' + line, icon="NONE")
def execute(self, context):
# print("Dialog Runs")
return {'FINISHED'}
def invoke(self, context, event):
wm = context.window_manager
return wm.invoke_props_dialog(self)
class ResetDefault(bpy.types.Operator):
''' Reset YABEE settings to default operator '''
bl_idname = "export.yabee_reset_defaults"
bl_label = "YABEE reset default settings"
def execute(self, context):
context.scene.yabee_settings.reset_defaults()
return {'FINISHED'}
class AddAnim(bpy.types.Operator):
""" Add animation record operator """
bl_idname = "export.egg_anim_add"
bl_label = "Add EGG animation"
def execute(self, context):
prop = context.scene.yabee_settings.opt_anim_list.anim_collection.add()
prop.name = 'Anim' + str(prop.index)
return {'FINISHED'}
class RemoveAnim(bpy.types.Operator):
''' Remove active animation record operator '''
bl_idname = "export.egg_anim_remove"
bl_label = "Remove EGG animation"
def execute(self, context):
sett = context.scene.yabee_settings.opt_anim_list
sett.anim_collection.remove(sett.active_index)
if len(sett.anim_collection):
if sett.active_index not in [p.index for p in sett.anim_collection]:
sett.active_index = sett.anim_collection[-1].index
return {'FINISHED'}
class ExportPanda3DEGG(bpy.types.Operator, ExportHelper):
""" Export selected to the Panda3D EGG format """
bl_idname = "export.panda3d_egg"
bl_label = "Export to Panda3D EGG"
# ExportHelper mixin class uses this
filename_ext = ".egg"
filter_glob: StringProperty(
default="*.egg",
options={'HIDDEN'},
)
filepath: bpy.props.StringProperty(subtype="FILE_PATH")
def execute(self, context):
import importlib
importlib.reload(egg_writer)
sett = context.scene.yabee_settings
errors = egg_writer.write_out(self.filepath,
sett.opt_anim_list.get_anim_dict(),
sett.opt_anims_from_actions,
sett.opt_export_uv_as_texture,
sett.opt_separate_anim_files,
sett.opt_anim_only,
sett.opt_copy_tex_files,
sett.opt_tex_path,
sett.opt_tbs_proc,
sett.opt_tex_proc,
sett.get_bake_dict(),
sett.opt_merge_actor,
sett.opt_apply_modifiers,
sett.opt_pview,
sett.opt_use_loop_normals,
sett.opt_export_pbs,
sett.opt_force_export_vertex_colors)
if not errors:
return {'FINISHED'}
else:
rep_msg = ''
if 'ERR_UNEXPECTED' in errors:
rep_msg += 'Unexpected error during export! See console for traceback.\n'
if 'ERR_MK_HIERARCHY' in errors:
rep_msg += 'Error while creating hierarchy. Check parent objects and armatures.'
if 'ERR_MK_OBJ' in errors:
rep_msg += 'Unexpected error while creating object. See console for traceback.'
self.report({'ERROR'}, rep_msg)
return {'CANCELLED'}
def invoke(self, context, evt):
if context.scene.yabee_settings.first_run:
context.scene.yabee_settings.reset_defaults()
return ExportHelper.invoke(self, context, evt)
def draw(self, context):
warns = context.scene.yabee_settings.check_warns(context)
if warns:
self.layout.row().operator('export.yabee_warnings', icon='ERROR', text='Warning!')
context.scene.yabee_settings.draw(self.layout)
class Panda3DPanel(bpy.types.Panel):
bl_idname = "OBJECT_PT_panda3d"
bl_label = "Panda3D Info"
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "object"
def draw(self, context):
#self.layout.label(text="Hello World")
layout = self.layout
obj = context.object
row = layout.row()
row.prop(obj, "ObjectType")
row = layout.row()
row.prop(obj, "Collide")
row = layout.row()
row.prop(obj, "collideMask")
row = layout.row()
row.prop(obj, "drawOrder")
row = layout.row()
row.prop(obj, "bin")
row = layout.row()
row.prop(obj, "visibility")
row = layout.row()
row.prop(obj, "decal")
row = layout.row()
row.prop(obj, "decalbase")
row = layout.row()
row.prop(obj, "fromCollideMask")
row = layout.row()
row.prop(obj, "intoCollideMask")
row = layout.row()
row.prop(obj, "billboard")
row = layout.row()
row.prop(obj, "DCS")
row = layout.row()
row.prop(obj, "Model")
def menu_func_export(self, context):
self.layout.operator(ExportPanda3DEGG.bl_idname, text="Panda3D (.egg)")
classes = (
EGGBakeProperty,
EGGAnimationProperty,
EGGAnimList,
YABEEProperty,
YABEEHelp,
WarnDialog,
ResetDefault,
AddAnim,
RemoveAnim,
ExportPanda3DEGG,
Panda3DPanel
)
def register():
for cls in classes:
bpy.utils.register_class(cls)
# Good or bad, but I'll store settings in the scene
bpy.types.Scene.yabee_settings = PointerProperty(type=YABEEProperty)
# Hack again. I use custom property to be able to get basic
# object name in the copy of the scene.
bpy.types.Object.yabee_name = StringProperty(name="YABEE_Name", default="Unknown")
bpy.types.Mesh.yabee_name = StringProperty(name="YABEE_Name", default="Unknown")
bpy.types.Material.yabee_name = StringProperty(name="YABEE_Name", default="Unknown")
# Can't directly add property to MaterialTextureSlot ("this type doesn't support IDProperties"),
# so this stores original names for each embedded texture slot
# in a string like: "Texture\1Texture2\1..." (see NAME_SEPARATOR)
bpy.types.Material.yabee_texture_slots = StringProperty(name="YABEE_Texture_Slots", default="Unknown")
bpy.types.Texture.yabee_name = StringProperty(name="YABEE_Name", default="Unknown")
bpy.types.Armature.yabee_name = StringProperty(name="YABEE_Name", default="Unknown")
bpy.types.Curve.yabee_name = StringProperty(name="YABEE_Name", default="Unknown")
# bpy.types.ShapeKey.yabee_name = StringProperty(name="YABEE_Name", default="Unknown")
bpy.types.Key.yabee_name = StringProperty(name="YABEE_Name", default="Unknown")
bpy.types.Image.yabee_name = StringProperty(name="YABEE_Name", default="Unknown")
bpy.types.Bone.yabee_name = StringProperty(name="YABEE_Name", default="Unknown")
bpy.types.PoseBone.yabee_name = StringProperty(name="YABEE_Name", default="Unknown")
bpy.types.Object.ObjectType = StringProperty(name="ObjectType", default="")
bpy.types.Object.Collide = StringProperty(name="Collide", default="")
bpy.types.Object.collideMask = StringProperty(name="collideMask", default="")
bpy.types.Object.drawOrder = StringProperty(name="drawOrder", default="")
bpy.types.Object.bin = StringProperty(name="bin", default="")
bpy.types.Object.visibility = StringProperty(name="visibility", default="")
bpy.types.Object.decal = StringProperty(name="decal", default="")
bpy.types.Object.decalbase = StringProperty(name="decalbase", default="")
bpy.types.Object.fromCollideMask = StringProperty(name="fromCollideMask", default="")
bpy.types.Object.intoCollideMask = StringProperty(name="intoCollideMask", default="")
bpy.types.Object.billboard = StringProperty(name="billboard", default="")
bpy.types.Object.DCS = StringProperty(name="DCS", default="")
bpy.types.Object.Model = StringProperty(name="Model", default="")
bpy.types.TOPBAR_MT_file_export.append(menu_func_export)
# Add link for export function to use in another addon
__builtins__['p3d_egg_export'] = egg_writer.write_out
def unregister():
bpy.utils.unregister_module(__name__)
bpy.types.INFO_MT_file_export.remove(menu_func_export)
del (__builtins__['p3d_egg_export'])
if __name__ == "__main__":
register()
# test call
# bpy.ops.export.panda3d_egg('INVOKE_DEFAULT')