generated from stilobique/BlenderTemplate
129 lines
5.6 KiB
Python
129 lines
5.6 KiB
Python
import bpy
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from ..models import FangeProject
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from pathlib import Path
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class ExportForFange(bpy.types.Operator):
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"""Export a building for fange"""
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bl_idname = 'graou.building_export'
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bl_label = 'Easily export a building asset'
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def __init__(self):
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self.coll_layout = bpy.data.collections.get('Placeholder')
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self.path = FangeProject()
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self.asset = self.get_asset_name()
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self.category = self.get_asset_type()
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@classmethod
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def poll(cls, context):
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col = bpy.data.collections.get('Placeholder')
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if col is not None and bpy.data.is_saved:
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return True
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def execute(self, context):
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bpy.ops.object.select_all(action='DESELECT')
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print(f'[Pipeline] Start to export the building props.')
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# Make a check if the file are saved on the disk
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if not bpy.data.is_saved:
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self.report({'ERROR'}, 'Your blend file is not saved.')
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return {'CANCELLED'}
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if not self.category:
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self.report({'ERROR'}, 'Can\'t find the asset category.')
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return {'CANCELLED'}
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if len(self.coll_layout.collection_children):
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for coll in self.coll_layout.children:
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print(f'[Pipeline] Update "{coll.name}" mesh')
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child = bpy.data.collections.get(coll.name)
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for ob in child.all_objects:
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print(f'\tLook "{ob.name}", his type are "{type(ob.data)}"')
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# TODO Support another type object, not only SM/SK
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if ob.type == 'MESH' or 'EMPTY':
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ob.select_set(True)
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abs_export = self.category.joinpath(self.asset, "Meshes")
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if not abs_export.exists():
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abs_export.mkdir(parents=True)
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# TODO Use a preset system
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bpy.ops.export_scene.fbx(filepath=abs_export.joinpath(f"SM_{coll.name}.fbx").as_posix(),
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use_selection=True,
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use_visible=False,
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use_active_collection=False,
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global_scale=1.0,
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apply_unit_scale=True,
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apply_scale_options='FBX_SCALE_NONE',
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use_space_transform=True,
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bake_space_transform=True,
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object_types={'MESH', 'EMPTY'},
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use_mesh_modifiers=True,
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use_mesh_modifiers_render=True,
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mesh_smooth_type='OFF',
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colors_type='SRGB',
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prioritize_active_color=False,
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use_subsurf=False,
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use_mesh_edges=False,
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use_tspace=False,
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use_triangles=False,
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use_custom_props=False,
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add_leaf_bones=True,
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primary_bone_axis='Y',
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secondary_bone_axis='X',
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use_armature_deform_only=False,
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armature_nodetype='NULL',
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bake_anim=False,
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bake_anim_use_all_bones=True,
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bake_anim_use_nla_strips=True,
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bake_anim_use_all_actions=True,
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bake_anim_force_startend_keying=True,
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bake_anim_step=1.0,
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bake_anim_simplify_factor=1.0,
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path_mode='AUTO',
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embed_textures=False,
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batch_mode='OFF',
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use_batch_own_dir=True,
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axis_forward='X',
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axis_up='Y'
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)
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print(f'[Pipeline] Export here "{abs_export}"')
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bpy.ops.object.select_all(action='DESELECT')
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# for coll in coll_layout.children:
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# print(f'[Pipeline] Check {coll}. Item type {type(coll)}')
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self.report({'INFO'}, 'Placeholder exported')
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return {'FINISHED'}
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def get_asset_type(self) -> Path:
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"""Look the file path, to understand if the asset are a Character, Buildings or Props"""
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abs_blend_path = Path(bpy.data.filepath)
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print(f'[Pipeline] Get blend file path "{abs_blend_path}"')
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print(f'[Pipeline] Convert to List "{abs_blend_path.parts}"')
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if 'Buildings' in abs_blend_path.parts:
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print(f'[Pipeline] Export here "{self.path.buildings}"')
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return self.path.buildings
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elif 'Pros' in abs_blend_path.parts:
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print(f'[Pipeline] Export here "{self.path.props}"')
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return self.path.props
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elif 'Characters' in abs_blend_path.parts:
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print(f'[Pipeline] Export here "{self.path.characters}"')
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return self.path.characters
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else:
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print(f'[Pipeline] Can\'t find asset category')
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return Path()
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@staticmethod
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def get_asset_name():
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abs_blend_path = Path(bpy.data.filepath)
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return abs_blend_path.stem
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