import bpy from ..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() @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': ob.select_set(True) abs_export = self.category.joinpath(self.asset, "Meshes") if not abs_export.exists(): abs_export.mkdir() # TODO Use a preset system bpy.ops.export_scene.fbx(filepath=abs_export.joinpath(f"SM_{coll.name}.fbx").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') # 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