Update export operator to use the blend name

This commit is contained in:
2024-05-09 14:27:00 +02:00
parent 4852d57ef6
commit e959960e42
+44 -3
View File
@@ -1,6 +1,7 @@
import bpy
from ..models import FangeProject
from pathlib import Path
class ExportForFange(bpy.types.Operator):
@@ -11,18 +12,29 @@ class ExportForFange(bpy.types.Operator):
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()
@classmethod
def poll(cls, context):
col = bpy.data.collections.get('Placeholder')
if col is not None:
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')
@@ -35,11 +47,12 @@ class ExportForFange(bpy.types.Operator):
if isinstance(ob.data, bpy.types.Mesh):
ob.select_set(True)
# TODO The plugin export only the garden building
abs_export = self.path.buildings.joinpath("Garden", "Meshes")
abs_export = self.category.joinpath(self.asset, "Meshes")
if not abs_export.exists():
abs_export.mkdir()
print(f'[Pipeline] Export fbx here "{abs_export.joinpath(f"SM_{coll.name}.fbx").as_posix()}"')
# TODO Use a preset system
bpy.ops.export_scene.fbx(filepath=abs_export.joinpath(f"SM_{coll.name}.fbx").as_posix(),
use_selection=True,
@@ -86,5 +99,33 @@ class ExportForFange(bpy.types.Operator):
# 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