generated from stilobique/BlenderTemplate
Rename the main folder
This commit is contained in:
@@ -0,0 +1,150 @@
|
||||
import bpy
|
||||
|
||||
from ..properties.models import FangeProject
|
||||
from pathlib import Path
|
||||
|
||||
|
||||
class ExportForFange(bpy.types.Operator):
|
||||
"""Export a building for fange"""
|
||||
bl_idname = 'graou.building_export'
|
||||
bl_label = 'Easily export a building asset'
|
||||
|
||||
def __init__(self):
|
||||
self.coll_layout = bpy.data.collections.get('Placeholder')
|
||||
self.path = FangeProject()
|
||||
self.asset = self.get_asset_name()
|
||||
self.category = self.get_asset_type()
|
||||
|
||||
self.instance_type_dict = {}
|
||||
|
||||
@classmethod
|
||||
def poll(cls, context):
|
||||
col = bpy.data.collections.get('Placeholder')
|
||||
|
||||
if col is not None and bpy.data.is_saved:
|
||||
return True
|
||||
|
||||
def execute(self, context):
|
||||
bpy.ops.object.select_all(action='DESELECT')
|
||||
print(f'[Pipeline] Start to export the building props.')
|
||||
|
||||
# Make a check if the file are saved on the disk
|
||||
if not bpy.data.is_saved:
|
||||
self.report({'ERROR'}, 'Your blend file is not saved.')
|
||||
return {'CANCELLED'}
|
||||
|
||||
if not self.category:
|
||||
self.report({'ERROR'}, 'Can\'t find the asset category.')
|
||||
return {'CANCELLED'}
|
||||
|
||||
if len(self.coll_layout.collection_children):
|
||||
for coll in self.coll_layout.children:
|
||||
print(f'[Pipeline] Update "{coll.name}" mesh')
|
||||
child = bpy.data.collections.get(coll.name)
|
||||
|
||||
for ob in child.all_objects:
|
||||
print(f'\tLook "{ob.name}", his type are "{type(ob.data)}"')
|
||||
# TODO Support another type object, not only SM/SK
|
||||
if ob.type == 'MESH' or 'EMPTY':
|
||||
print(f'[Pipeline] Check ob {ob.name} and is type {type(ob)}')
|
||||
ob.select_set(True)
|
||||
|
||||
if ob.type == 'EMPTY':
|
||||
if ob.instance_type != 'NONE':
|
||||
self.instance_type_dict[ob.name] = ob.instance_type
|
||||
ob.instance_type = 'NONE'
|
||||
|
||||
abs_export = self.category.joinpath(self.asset, "Meshes")
|
||||
if not abs_export.exists():
|
||||
abs_export.mkdir(parents=True)
|
||||
|
||||
if coll.name != 'Socket':
|
||||
asset_name = f"SM_{coll.name}.fbx"
|
||||
else:
|
||||
asset_name = f"{coll.name}.fbx"
|
||||
|
||||
# TODO Use the preset system
|
||||
bpy.ops.export_scene.fbx(filepath=abs_export.joinpath(asset_name).as_posix(),
|
||||
use_selection=True,
|
||||
use_visible=False,
|
||||
use_active_collection=False,
|
||||
global_scale=1.0,
|
||||
apply_unit_scale=True,
|
||||
apply_scale_options='FBX_SCALE_NONE',
|
||||
use_space_transform=True,
|
||||
bake_space_transform=True,
|
||||
object_types={'MESH', 'EMPTY'},
|
||||
use_mesh_modifiers=True,
|
||||
use_mesh_modifiers_render=True,
|
||||
mesh_smooth_type='OFF',
|
||||
colors_type='SRGB',
|
||||
prioritize_active_color=False,
|
||||
use_subsurf=False,
|
||||
use_mesh_edges=False,
|
||||
use_tspace=False,
|
||||
use_triangles=False,
|
||||
use_custom_props=False,
|
||||
add_leaf_bones=True,
|
||||
primary_bone_axis='Y',
|
||||
secondary_bone_axis='X',
|
||||
use_armature_deform_only=False,
|
||||
armature_nodetype='NULL',
|
||||
bake_anim=False,
|
||||
bake_anim_use_all_bones=True,
|
||||
bake_anim_use_nla_strips=True,
|
||||
bake_anim_use_all_actions=True,
|
||||
bake_anim_force_startend_keying=True,
|
||||
bake_anim_step=1.0,
|
||||
bake_anim_simplify_factor=1.0,
|
||||
path_mode='AUTO',
|
||||
embed_textures=False,
|
||||
batch_mode='OFF',
|
||||
use_batch_own_dir=True,
|
||||
axis_forward='X',
|
||||
axis_up='Y'
|
||||
)
|
||||
|
||||
print(f'[Pipeline] Export here "{abs_export}"')
|
||||
bpy.ops.object.select_all(action='DESELECT')
|
||||
|
||||
self.set_instance_type()
|
||||
|
||||
# for coll in coll_layout.children:
|
||||
# print(f'[Pipeline] Check {coll}. Item type {type(coll)}')
|
||||
|
||||
self.report({'INFO'}, 'Placeholder exported')
|
||||
return {'FINISHED'}
|
||||
|
||||
def get_asset_type(self) -> Path:
|
||||
"""Look the file path, to understand if the asset are a Character, Buildings or Props"""
|
||||
abs_blend_path = Path(bpy.data.filepath)
|
||||
print(f'[Pipeline] Get blend file path "{abs_blend_path}"')
|
||||
print(f'[Pipeline] Convert to List "{abs_blend_path.parts}"')
|
||||
|
||||
if 'Buildings' in abs_blend_path.parts:
|
||||
print(f'[Pipeline] Export here "{self.path.buildings}"')
|
||||
return self.path.buildings
|
||||
|
||||
elif 'Pros' in abs_blend_path.parts:
|
||||
print(f'[Pipeline] Export here "{self.path.props}"')
|
||||
return self.path.props
|
||||
|
||||
elif 'Characters' in abs_blend_path.parts:
|
||||
print(f'[Pipeline] Export here "{self.path.characters}"')
|
||||
return self.path.characters
|
||||
|
||||
else:
|
||||
print(f'[Pipeline] Can\'t find asset category')
|
||||
return Path()
|
||||
|
||||
@staticmethod
|
||||
def get_asset_name():
|
||||
abs_blend_path = Path(bpy.data.filepath)
|
||||
return abs_blend_path.stem
|
||||
|
||||
def set_instance_type(self):
|
||||
for key, value in self.instance_type_dict.items():
|
||||
ob = bpy.data.objects.get(key)
|
||||
ob.instance_type = value
|
||||
|
||||
self.instance_type_dict.clear()
|
||||
@@ -0,0 +1,14 @@
|
||||
import bpy
|
||||
|
||||
|
||||
class MakeBasicCollision(bpy.types.Operator):
|
||||
"""From selected mesh, make a collision object"""
|
||||
bl_idname = 'graou.make_collision'
|
||||
bl_label = 'Generate a collision from selected mesh'
|
||||
|
||||
@classmethod
|
||||
def poll(cls, context):
|
||||
return bpy.context.object
|
||||
|
||||
def execute(self, context):
|
||||
return {'FINISHED'}
|
||||
@@ -0,0 +1,90 @@
|
||||
import bpy
|
||||
|
||||
from ..properties.models import Outline
|
||||
|
||||
|
||||
class ConfigBlendScene(bpy.types.Operator):
|
||||
"""
|
||||
This operator init a news blend file, or update it.
|
||||
|
||||
Prepare a set of collection (from the models in `properties/models/Outline`.
|
||||
|
||||
Hierarchy design give that:
|
||||
- Placeholder
|
||||
| ${StaticMesh}
|
||||
| Socket (Optional)
|
||||
- Icon
|
||||
- Game Object
|
||||
"""
|
||||
bl_idname = 'graou.build_scene'
|
||||
bl_label = 'Config or update the outline'
|
||||
|
||||
def __init__(self):
|
||||
self._outline = Outline()
|
||||
|
||||
# Main property
|
||||
self._settings = bpy.context.scene.graou_props
|
||||
self._socket = self._settings.socket_collection
|
||||
|
||||
def execute(self, context):
|
||||
for key, value in self._outline.collections.items():
|
||||
collection = bpy.data.collections.get(key)
|
||||
|
||||
# Make the collection if this item not exist
|
||||
if collection is None:
|
||||
collection = bpy.data.collections.new(value.name)
|
||||
context.scene.collection.children.link(collection)
|
||||
|
||||
# Check if the color are correctly setup, if not update-it
|
||||
if collection.color_tag is not value.color:
|
||||
collection.color_tag = value.color
|
||||
|
||||
# Check child collection color
|
||||
if collection.children:
|
||||
for child in collection.children:
|
||||
if isinstance(child, bpy.types.Collection):
|
||||
child.color_tag = value.color
|
||||
|
||||
# Set or update socket collection
|
||||
if self._socket:
|
||||
self.set_socket_collection()
|
||||
else:
|
||||
self.del_socket_collection()
|
||||
|
||||
return {'FINISHED'}
|
||||
|
||||
def set_socket_collection(self):
|
||||
"""Make or update the socket collection"""
|
||||
col_socket = bpy.data.collections.get(self._outline.socket.name)
|
||||
col_placeholder = self._outline.get_placeholder_collection
|
||||
col_game_object = self._outline.get_game_object_collection
|
||||
|
||||
if col_socket is None:
|
||||
col_socket = bpy.data.collections.new(self._outline.socket.name)
|
||||
|
||||
# Attach to Placeholder and Game Icon if they collection exist
|
||||
if col_placeholder.children.get(self._outline.socket.name) is None:
|
||||
col_placeholder.children.link(col_socket)
|
||||
|
||||
if col_game_object.children.get(self._outline.socket.name) is None:
|
||||
col_game_object.children.link(col_socket)
|
||||
|
||||
# Set the COLOR Tag
|
||||
col_socket.color_tag = self._outline.socket.color
|
||||
|
||||
def del_socket_collection(self):
|
||||
"""Remove the socket collection, however, if the collection doesn't exist, terminate the function"""
|
||||
socket = bpy.data.collections.get(self._outline.socket.name)
|
||||
if socket is not None:
|
||||
bpy.data.collections.remove(socket)
|
||||
|
||||
|
||||
class SetCollectionSocket(bpy.types.Operator):
|
||||
"""Configure a/the collection with socket param"""
|
||||
bl_idname = 'graou.collection.socket_setup'
|
||||
bl_label = 'Set param to be socket functional'
|
||||
|
||||
def __init__(self):
|
||||
self.socket = bpy.data.collections.get('Socket')
|
||||
def execute(self, context):
|
||||
return {'FINISHED'}
|
||||
Reference in New Issue
Block a user