911 lines
30 KiB
Python
911 lines
30 KiB
Python
bl_info = {
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"name": "gltf_auto_export",
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"author": "kaosigh",
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"version": (0, 1),
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"blender": (3, 4, 0),
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"location": "File > Import-Export",
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"description": "glTF/glb auto-export",
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"warning": "",
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"wiki_url": "",
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"tracker_url": "",
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"category": "Import-Export"
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}
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import os
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import bpy
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from bpy.types import Operator, AddonPreferences
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from bpy.app.handlers import persistent
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from bpy_extras.io_utils import ExportHelper
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from bpy.props import (BoolProperty,
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IntProperty,
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StringProperty,
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EnumProperty,
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CollectionProperty
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)
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#see here for original gltf exporter infos https://github.com/KhronosGroup/glTF-Blender-IO/blob/main/addons/io_scene_gltf2/__init__.py
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@persistent
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def deps_update_handler(scene, depsgraph):
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#print("depsgraph_update_post", scene.name)
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"""
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print("-------------")
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changed_objects = []
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for obj in depsgraph.updates:
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if isinstance(obj.id, bpy.types.Object):
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print("object changed, amazing", obj.id, obj.id.name)
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changed_objects.append(obj)
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"""
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changed = scene.name or ""
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# bpy.context.scene.changedObjects = changed_objects
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bpy.context.scene.changedScene = changed
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@persistent
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def save_handler(dummy):
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print("-------------")
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print("saved", bpy.data.filepath)
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auto_export()
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def get_changedScene(self):
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return self["changedScene"]
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def set_changedScene(self, value):
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self["changedScene"] = value
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#def get_changedObjects(self):
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# return self["changedObjects"]
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#def set_changedObjects(self, value):
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# self["changedObjects"] = value
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#https://docs.blender.org/api/current/bpy.ops.export_scene.html#bpy.ops.export_scene.gltf
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def export_gltf (path, export_settings):
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settings = {**export_settings, "filepath": path}
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bpy.ops.export_scene.gltf(**settings)
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#####################################################
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#### Helpers ####
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def get_collection_hierarchy(root_col, levels=1):
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"""Read hierarchy of the collections in the scene"""
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level_lookup = {}
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def recurse(root_col, parent, depth):
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if depth > levels:
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return
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if isinstance(parent, bpy.types.Collection):
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level_lookup.setdefault(parent, []).append(root_col)
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for child in root_col.children:
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recurse(child, root_col, depth + 1)
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recurse(root_col, root_col.children, 0)
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return level_lookup
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# the active collection is a View Layer concept, so you actually have to find the active LayerCollection
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# which must be done recursively
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def find_layer_collection_recursive(find, col):
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for c in col.children:
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if c.collection == find:
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return c
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return None
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#Recursivly transverse layer_collection for a particular name
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def recurLayerCollection(layerColl, collName):
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found = None
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if (layerColl.name == collName):
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return layerColl
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for layer in layerColl.children:
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found = recurLayerCollection(layer, collName)
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if found:
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return found
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# Makes an empty, at location, stores it in existing collection, from https://blender.stackexchange.com/questions/51290/how-to-add-empty-object-not-using-bpy-ops
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def make_empty(name, location, coll_name): #string, vector, string of existing coll
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empty_obj = bpy.data.objects.new( "empty", None, )
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empty_obj.name = name
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empty_obj.empty_display_size = 1
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bpy.data.collections[coll_name].objects.link(empty_obj)
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empty_obj.location = location
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return empty_obj
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def make_empty2(name, location, collection):
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object_data = None #bpy.data.meshes.new("NewMesh") #None
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empty_obj = bpy.data.objects.new( name, object_data )
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empty_obj.name = name
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empty_obj.location = location
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empty_obj.empty_display_size = 2
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empty_obj.empty_display_type = 'PLAIN_AXES'
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collection.objects.link( empty_obj )
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return empty_obj
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def make_empty3(name, location, collection):
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original_active_object = bpy.context.active_object
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bpy.ops.object.empty_add(type='PLAIN_AXES', location=location)
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empty_obj = bpy.context.active_object
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empty_obj.name = name
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collection.objects.link( empty_obj )
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bpy.context.view_layer.objects.active = original_active_object
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return empty_obj
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# generate a copy of a scene that replaces collection instances with empties
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# FIXME: will not preserve original names
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# alternative: copy original names before creating a new scene, & reset them
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# or create empties, hide original ones, and do the same renaming trick
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def generate_hollow_scene(scene):
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root_collection = scene.collection
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temp_scene = bpy.data.scenes.new(name="temp_scene")
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copy_root_collection = temp_scene.collection
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scene_objects = [o for o in root_collection.objects]
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found = find_layer_collection_recursive(copy_root_collection, bpy.context.view_layer.layer_collection)
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if found:
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print("FOUND COLLECTION")
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# once it's found, set the active layer collection to the one we found
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bpy.context.view_layer.active_layer_collection = found
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#original_names = {}
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original_names = []
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for object in scene_objects:
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if object.instance_type == 'COLLECTION':
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collection_name = object.instance_collection.name
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#original_names[object.name] = object.name# + "____bak"
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#print("custom properties", object, object.keys(), object.items())
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#for k, e in object.items():
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# print("custom properties ", k, e)
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print("object location", object.location)
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original_name = object.name
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original_names.append(original_name)
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object.name = original_name + "____bak"
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empty_obj = make_empty3(original_name, object.location, copy_root_collection)
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"""we inject the collection/blueprint name, as a component called 'BlueprintName', but we only do this in the empty, not the original object"""
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empty_obj['BlueprintName'] = '"'+collection_name+'"'
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empty_obj['SpawnHere'] = ''
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for k, v in object.items():
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empty_obj[k] = v
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else:
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copy_root_collection.objects.link(object)
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# bpy.data.scenes.remove(temp_scene)
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# objs = bpy.data.objects
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#objs.remove(objs["Cube"], do_unlink=True)
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return (temp_scene, original_names)
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# clear & remove "hollow scene"
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def clear_hollow_scene(temp_scene, original_scene, original_names):
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# reset original names
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root_collection = original_scene.collection
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scene_objects = [o for o in root_collection.objects]
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for object in scene_objects:
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if object.instance_type == 'COLLECTION':
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print("object name to reset", object.name)
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if object.name.endswith("____bak"):
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print("reseting")
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object.name = object.name.replace("____bak", "")
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# remove empties (only needed when we go via ops ????)
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root_collection = temp_scene.collection
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scene_objects = [o for o in root_collection.objects]
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for object in scene_objects:
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if object.type == 'EMPTY':
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bpy.data.objects.remove(object, do_unlink=True)
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bpy.data.scenes.remove(temp_scene)
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# returns the list of the collections in use for a given scene
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def get_used_collections(scene):
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root_collection = scene.collection
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scene_objects = [o for o in root_collection.objects]
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collection_names = set()
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used_collections = []
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for object in scene_objects:
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print("object ", object)
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if object.instance_type == 'COLLECTION':
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print("THIS OBJECT IS A COLLECTION")
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# print("instance_type" ,object.instance_type)
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collection_name = object.instance_collection.name
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print("instance collection", object.instance_collection.name)
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#object.instance_collection.users_scene
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# del object['blueprint']
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# object['BlueprintName'] = '"'+collection_name+'"'
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if not collection_name in collection_names:
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collection_names.add(collection_name)
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used_collections.append(object.instance_collection)
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print("scene objects", scene_objects)
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return (collection_names, used_collections)
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def generate_gltf_export_preferences(addon_prefs):
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# default values
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gltf_export_preferences = dict(
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export_format= 'GLB', #'GLB', 'GLTF_SEPARATE', 'GLTF_EMBEDDED'
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check_existing=False,
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use_selection=False,
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use_visible=True, # Export visible and hidden objects. See Object/Batch Export to skip.
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use_renderable=False,
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use_active_collection= False,
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use_active_collection_with_nested=False,
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use_active_scene = False,
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export_texcoords=True,
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export_normals=True,
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# here add draco settings
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export_draco_mesh_compression_enable = False,
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export_tangents=False,
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#export_materials
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export_colors=True,
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export_attributes=True,
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#use_mesh_edges
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#use_mesh_vertices
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export_cameras=True,
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export_extras=True, # For custom exported properties.
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export_lights=True,
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export_yup=True,
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export_skins=True,
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export_morph=False,
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export_apply=False,
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export_animations=False
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)
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for key in addon_prefs.__annotations__.keys():
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if str(key) not in AutoExportGltfPreferenceNames:
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print("overriding setting", key, "value", getattr(addon_prefs,key))
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gltf_export_preferences[key] = getattr(addon_prefs,key)
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return gltf_export_preferences
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######################################################
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#### Export logic #####
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def export_used_collections(scene, folder_path, addon_prefs, gltf_export_preferences):
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(collection_names, used_collections) = get_used_collections(scene)
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library_scene = getattr(addon_prefs, "export_library_scene_name")
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print("used collection names", collection_names, used_collections)
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# set active scene to be the library scene (hack for now)
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bpy.context.window.scene = bpy.data.scenes[library_scene]
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# save current active collection
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active_collection = bpy.context.view_layer.active_layer_collection
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for collection_name in list(collection_names):
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print("exporting collection", collection_name)
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layer_collection = bpy.context.view_layer.layer_collection
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layerColl = recurLayerCollection(layer_collection, collection_name)
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# set active collection to the collection
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bpy.context.view_layer.active_layer_collection = layerColl
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gltf_output_path = os.path.join(folder_path, collection_name)
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export_settings = { **gltf_export_preferences, 'use_active_scene': True, 'use_active_collection': True} #'use_visible': False,
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export_gltf(gltf_output_path, export_settings)
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# reset active collection to the one we save before
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bpy.context.view_layer.active_layer_collection = active_collection
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def export_main(scene, folder_path, addon_prefs):
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output_name = getattr(addon_prefs,"export_main_output_name")
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gltf_export_preferences = generate_gltf_export_preferences(addon_prefs)
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print("exporting to", folder_path, output_name)
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export_blueprints = getattr(addon_prefs,"export_blueprints")
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export_blueprints_path = os.path.join(folder_path, getattr(addon_prefs,"export_blueprints_path")) if getattr(addon_prefs,"export_blueprints_path") != '' else folder_path
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# backup current active scene
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old_current_scene = bpy.context.scene
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# backup current selections
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old_selections = bpy.context.selected_objects
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if export_blueprints :
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print("-----EXPORTING BLUEPRINTS----")
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print("LIBRARY EXPORT", export_blueprints_path )
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try:
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export_used_collections(scene, export_blueprints_path, addon_prefs, gltf_export_preferences)
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except Exception as error:
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print("failed to export collections to gltf: ", error)
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(hollow_scene, object_names) = generate_hollow_scene(scene)
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#except Exception:
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# print("failed to create hollow scene")
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# set active scene to be the given scene
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bpy.context.window.scene = hollow_scene
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gltf_output_path = os.path.join(folder_path, output_name)
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export_settings = { **gltf_export_preferences,
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'use_active_scene': True,
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'use_active_collection':True,
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'use_active_collection_with_nested':True,
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'use_visible': False,
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'use_renderable': False,
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'export_apply':True
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}
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export_gltf(gltf_output_path, export_settings)
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if export_blueprints :
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clear_hollow_scene(hollow_scene, scene, object_names)
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# reset current scene from backup
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bpy.context.window.scene = old_current_scene
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# reset selections
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for obj in old_selections:
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obj.select_set(True)
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"""Main function"""
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def auto_export():
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file_path = bpy.data.filepath
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# Get the folder
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folder_path = os.path.dirname(file_path)
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# get the preferences for our addon
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addon_prefs = bpy.context.preferences.addons[__name__].preferences
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print("last changed", bpy.context.scene.changedScene)
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# optimised variation
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last_changed = bpy.context.scene.changedScene
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export_main_scene_name = getattr(addon_prefs,"export_main_scene_name")
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export_on_library_changes = getattr(addon_prefs,"export_on_library_changes")
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export_library_scene_name = getattr(addon_prefs,"export_library_scene_name")
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# export the main game world
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game_scene = bpy.data.scenes[export_main_scene_name]
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# most recent change was in the main scene (game world/ level)
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if last_changed == export_main_scene_name:
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print("game world changed, exporting game gltf only")
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export_main(game_scene, folder_path, addon_prefs)
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# if the library has changed, so will likely the game world that uses the library assets
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if last_changed == export_library_scene_name and export_library_scene_name != "" and export_on_library_changes:
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print("library changed")
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export_main(game_scene, folder_path, addon_prefs)
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######################################################
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## ui logic & co
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AutoExportGltfPreferenceNames = [
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'auto_export',
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'export_main_scene_name',
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'export_main_output_name',
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'export_on_library_changes',
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'export_library_scene_name',
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'export_blueprints',
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'export_blueprints_path'
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]
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class AutoExportGltfAddonPreferences(AddonPreferences):
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# this must match the add-on name, use '__package__'
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# when defining this in a submodule of a python package.
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bl_idname = __name__
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auto_export: BoolProperty(
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name='Auto export',
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description='Automatically export to gltf on save',
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default=True
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)
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export_main_scene_name: StringProperty(
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name='Main scene',
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description='The name of the main scene/level/world to auto export',
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default='Scene'
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)
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export_main_output_name: StringProperty(
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name='Glb output name',
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description='The glb output name for the main scene to auto export',
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default='world'
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)
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export_on_library_changes: BoolProperty(
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name='Export on library changes',
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description='Export main scene on library changes',
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default=False
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)
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export_library_scene_name: StringProperty(
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name='Library scene',
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description='The name of the library scene to auto export',
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default='Library'
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)
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# blueprint settings
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export_blueprints: BoolProperty(
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name='Export Blueprints',
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description='Replaces collection instances with an Empty with a BlueprintName custom property',
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default=False
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)
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export_blueprints_path: StringProperty(
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name='Blueprints path',
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description='path to export the blueprints to (relative to this Blend file)',
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default=''
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)
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#####
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export_format: EnumProperty(
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name='Format',
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items=(('GLB', 'glTF Binary (.glb)',
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'Exports a single file, with all data packed in binary form. '
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'Most efficient and portable, but more difficult to edit later'),
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('GLTF_EMBEDDED', 'glTF Embedded (.gltf)',
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'Exports a single file, with all data packed in JSON. '
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'Less efficient than binary, but easier to edit later'),
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('GLTF_SEPARATE', 'glTF Separate (.gltf + .bin + textures)',
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'Exports multiple files, with separate JSON, binary and texture data. '
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'Easiest to edit later')),
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description=(
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'Output format and embedding options. Binary is most efficient, '
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'but JSON (embedded or separate) may be easier to edit later'
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),
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default='GLB'
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)
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export_copyright: StringProperty(
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name='Copyright',
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description='Legal rights and conditions for the model',
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default=''
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)
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export_image_format: EnumProperty(
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name='Images',
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items=(('AUTO', 'Automatic',
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'Save PNGs as PNGs and JPEGs as JPEGs. '
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'If neither one, use PNG'),
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('JPEG', 'JPEG Format (.jpg)',
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'Save images as JPEGs. (Images that need alpha are saved as PNGs though.) '
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'Be aware of a possible loss in quality'),
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('NONE', 'None',
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'Don\'t export images'),
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),
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description=(
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'Output format for images. PNG is lossless and generally preferred, but JPEG might be preferable for web '
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'applications due to the smaller file size. Alternatively they can be omitted if they are not needed'
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),
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default='AUTO'
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)
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export_texture_dir: StringProperty(
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name='Textures',
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description='Folder to place texture files in. Relative to the .gltf file',
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default='',
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)
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"""
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export_jpeg_quality: IntProperty(
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name='JPEG quality',
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description='Quality of JPEG export',
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default=75,
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min=0,
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max=100
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)
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"""
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export_keep_originals: BoolProperty(
|
|
name='Keep original',
|
|
description=('Keep original textures files if possible. '
|
|
'WARNING: if you use more than one texture, '
|
|
'where pbr standard requires only one, only one texture will be used. '
|
|
'This can lead to unexpected results'
|
|
),
|
|
default=False,
|
|
)
|
|
|
|
export_texcoords: BoolProperty(
|
|
name='UVs',
|
|
description='Export UVs (texture coordinates) with meshes',
|
|
default=True
|
|
)
|
|
|
|
export_normals: BoolProperty(
|
|
name='Normals',
|
|
description='Export vertex normals with meshes',
|
|
default=True
|
|
)
|
|
|
|
export_draco_mesh_compression_enable: BoolProperty(
|
|
name='Draco mesh compression',
|
|
description='Compress mesh using Draco',
|
|
default=False
|
|
)
|
|
|
|
export_draco_mesh_compression_level: IntProperty(
|
|
name='Compression level',
|
|
description='Compression level (0 = most speed, 6 = most compression, higher values currently not supported)',
|
|
default=6,
|
|
min=0,
|
|
max=10
|
|
)
|
|
|
|
export_draco_position_quantization: IntProperty(
|
|
name='Position quantization bits',
|
|
description='Quantization bits for position values (0 = no quantization)',
|
|
default=14,
|
|
min=0,
|
|
max=30
|
|
)
|
|
|
|
export_draco_normal_quantization: IntProperty(
|
|
name='Normal quantization bits',
|
|
description='Quantization bits for normal values (0 = no quantization)',
|
|
default=10,
|
|
min=0,
|
|
max=30
|
|
)
|
|
|
|
export_draco_texcoord_quantization: IntProperty(
|
|
name='Texcoord quantization bits',
|
|
description='Quantization bits for texture coordinate values (0 = no quantization)',
|
|
default=12,
|
|
min=0,
|
|
max=30
|
|
)
|
|
|
|
export_draco_color_quantization: IntProperty(
|
|
name='Color quantization bits',
|
|
description='Quantization bits for color values (0 = no quantization)',
|
|
default=10,
|
|
min=0,
|
|
max=30
|
|
)
|
|
|
|
export_draco_generic_quantization: IntProperty(
|
|
name='Generic quantization bits',
|
|
description='Quantization bits for generic coordinate values like weights or joints (0 = no quantization)',
|
|
default=12,
|
|
min=0,
|
|
max=30
|
|
)
|
|
|
|
export_tangents: BoolProperty(
|
|
name='Tangents',
|
|
description='Export vertex tangents with meshes',
|
|
default=False
|
|
)
|
|
|
|
export_materials: EnumProperty(
|
|
name='Materials',
|
|
items=(('EXPORT', 'Export',
|
|
'Export all materials used by included objects'),
|
|
('PLACEHOLDER', 'Placeholder',
|
|
'Do not export materials, but write multiple primitive groups per mesh, keeping material slot information'),
|
|
('NONE', 'No export',
|
|
'Do not export materials, and combine mesh primitive groups, losing material slot information')),
|
|
description='Export materials',
|
|
default='EXPORT'
|
|
)
|
|
|
|
export_original_specular: BoolProperty(
|
|
name='Export original PBR Specular',
|
|
description=(
|
|
'Export original glTF PBR Specular, instead of Blender Principled Shader Specular'
|
|
),
|
|
default=False,
|
|
)
|
|
|
|
export_colors: BoolProperty(
|
|
name='Vertex Colors',
|
|
description='Export vertex colors with meshes',
|
|
default=True
|
|
)
|
|
|
|
export_attributes: BoolProperty(
|
|
name='Attributes',
|
|
description='Export Attributes (when starting with underscore)',
|
|
default=False
|
|
)
|
|
|
|
use_mesh_edges: BoolProperty(
|
|
name='Loose Edges',
|
|
description=(
|
|
'Export loose edges as lines, using the material from the first material slot'
|
|
),
|
|
default=False,
|
|
)
|
|
|
|
use_mesh_vertices: BoolProperty(
|
|
name='Loose Points',
|
|
description=(
|
|
'Export loose points as glTF points, using the material from the first material slot'
|
|
),
|
|
default=False,
|
|
)
|
|
|
|
export_cameras: BoolProperty(
|
|
name='Cameras',
|
|
description='Export cameras',
|
|
default=True
|
|
)
|
|
|
|
use_selection: BoolProperty(
|
|
name='Selected Objects',
|
|
description='Export selected objects only',
|
|
default=False
|
|
)
|
|
|
|
use_visible: BoolProperty(
|
|
name='Visible Objects',
|
|
description='Export visible objects only',
|
|
default=True
|
|
)
|
|
|
|
use_renderable: BoolProperty(
|
|
name='Renderable Objects',
|
|
description='Export renderable objects only',
|
|
default=False
|
|
)
|
|
|
|
|
|
export_apply: BoolProperty(
|
|
name='Export Apply Modifiers',
|
|
description='Apply modifiers (excluding Armatures) to mesh objects -'
|
|
'WARNING: prevents exporting shape keys',
|
|
default=True
|
|
)
|
|
|
|
export_yup: BoolProperty(
|
|
name='+Y Up',
|
|
description='Export using glTF convention, +Y up',
|
|
default=True
|
|
)
|
|
|
|
use_visible: BoolProperty(
|
|
name='Visible Objects',
|
|
description='Export visible objects only',
|
|
default=False
|
|
)
|
|
|
|
use_renderable: BoolProperty(
|
|
name='Renderable Objects',
|
|
description='Export renderable objects only',
|
|
default=False
|
|
)
|
|
|
|
export_extras: BoolProperty(
|
|
name='Custom Properties',
|
|
description='Export custom properties as glTF extras',
|
|
default=True
|
|
)
|
|
|
|
export_animations: BoolProperty(
|
|
name='Animations',
|
|
description='Exports active actions and NLA tracks as glTF animations',
|
|
default=False
|
|
)
|
|
|
|
class AutoExportGLTF(Operator, ExportHelper):
|
|
"""test"""
|
|
bl_idname = "export_scenes.auto_gltf"
|
|
bl_label = "Apply settings"
|
|
bl_options = {'PRESET', 'UNDO'}
|
|
|
|
# ExportHelper mixin class uses this
|
|
filename_ext = ''
|
|
|
|
filter_glob: StringProperty(
|
|
default='*.glb;*.gltf',
|
|
options={'HIDDEN'}
|
|
)
|
|
"""
|
|
auto_export: BoolProperty(
|
|
name='Auto export',
|
|
description='Automatically export to gltf on save',
|
|
default=True
|
|
)
|
|
export_main_scene_name: StringProperty(
|
|
name='Main scene',
|
|
description='The name of the main scene/level/world to auto export',
|
|
default='Scene'
|
|
)
|
|
export_main_output_name: StringProperty(
|
|
name='Glb output name',
|
|
description='The glb output name for the main scene to auto export',
|
|
default='world'
|
|
)
|
|
export_on_library_changes: BoolProperty(
|
|
name='Export on library changes',
|
|
description='Export main scene on library changes',
|
|
default=False
|
|
)
|
|
export_library_scene_name: StringProperty(
|
|
name='Library scene',
|
|
description='The name of the library scene to auto export',
|
|
default='Library'
|
|
)
|
|
# blueprint settings
|
|
export_blueprints: BoolProperty(
|
|
name='Export Blueprints',
|
|
description='Replaces collection instances with an Empty with a BlueprintName custom property',
|
|
default=False
|
|
)
|
|
export_blueprints_path: StringProperty(
|
|
name='Blueprints path',
|
|
description='path to export the blueprints to (relative to this Blend file)',
|
|
default=''
|
|
)"""
|
|
|
|
def draw(self, context):
|
|
pass
|
|
|
|
def execute(self, context):
|
|
preferences = context.preferences
|
|
return {'FINISHED'}
|
|
|
|
class GLTF_PT_auto_export_main(bpy.types.Panel):
|
|
bl_space_type = 'FILE_BROWSER'
|
|
bl_region_type = 'TOOL_PROPS'
|
|
bl_label = ""
|
|
bl_parent_id = "FILE_PT_operator"
|
|
bl_options = {'HIDE_HEADER'}
|
|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
sfile = context.space_data
|
|
operator = sfile.active_operator
|
|
|
|
return operator.bl_idname == "EXPORT_SCENES_OT_auto_gltf"
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
layout.use_property_split = True
|
|
layout.use_property_decorate = False # No animation.
|
|
|
|
sfile = context.space_data
|
|
|
|
|
|
class GLTF_PT_auto_export_root(bpy.types.Panel):
|
|
bl_space_type = 'FILE_BROWSER'
|
|
bl_region_type = 'TOOL_PROPS'
|
|
bl_label = "Auto export"
|
|
bl_parent_id = "GLTF_PT_auto_export_main"
|
|
#bl_options = {'DEFAULT_CLOSED'}
|
|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
sfile = context.space_data
|
|
operator = sfile.active_operator
|
|
|
|
return operator.bl_idname == "EXPORT_SCENES_OT_auto_gltf"
|
|
|
|
def draw_header(self, context):
|
|
sfile = context.space_data
|
|
operator = sfile.active_operator
|
|
self.layout.prop(operator, "auto_export", text="")
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
layout.use_property_split = True
|
|
layout.use_property_decorate = False # No animation.
|
|
|
|
sfile = context.space_data
|
|
#operator = sfile.active_operator
|
|
operator = bpy.context.preferences.addons[__name__].preferences
|
|
|
|
layout.active = operator.auto_export
|
|
layout.prop(operator, "export_main_scene_name")
|
|
layout.prop(operator, "export_library_scene_name")
|
|
|
|
layout.prop(operator, "export_main_output_name")
|
|
layout.prop(operator, "export_on_library_changes")
|
|
|
|
class GLTF_PT_auto_export_blueprints(bpy.types.Panel):
|
|
bl_space_type = 'FILE_BROWSER'
|
|
bl_region_type = 'TOOL_PROPS'
|
|
bl_label = "Blueprints"
|
|
bl_parent_id = "GLTF_PT_auto_export_root"
|
|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
sfile = context.space_data
|
|
operator = sfile.active_operator
|
|
|
|
return operator.bl_idname == "EXPORT_SCENES_OT_auto_gltf" #"EXPORT_SCENE_OT_gltf"
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
layout.use_property_split = True
|
|
layout.use_property_decorate = False # No animation.
|
|
|
|
sfile = context.space_data
|
|
operator = sfile.active_operator
|
|
addon_prefs = bpy.context.preferences.addons[__name__].preferences
|
|
|
|
layout.prop(addon_prefs, "export_blueprints")
|
|
layout.prop(addon_prefs, "export_blueprints_path")
|
|
|
|
class GLTF_PT_auto_export_gltf(bpy.types.Panel):
|
|
bl_space_type = 'FILE_BROWSER'
|
|
bl_region_type = 'TOOL_PROPS'
|
|
bl_label = "Gltf"
|
|
bl_parent_id = "GLTF_PT_auto_export_main"
|
|
bl_options = {'DEFAULT_CLOSED'}
|
|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
sfile = context.space_data
|
|
operator = sfile.active_operator
|
|
|
|
return operator.bl_idname == "EXPORT_SCENES_OT_auto_gltf" #"EXPORT_SCENE_OT_gltf"
|
|
|
|
def draw(self, context):
|
|
preferences = context.preferences
|
|
addon_prefs = preferences.addons[__name__].preferences
|
|
layout = self.layout
|
|
|
|
#preferences = context.preferences
|
|
#print("ADDON PREFERENCES ", list(preferences.addons.keys()))
|
|
#print("standard blender gltf prefs", list(preferences.addons["io_scene_gltf2"].preferences.keys()))
|
|
# we get the addon preferences from the standard gltf exporter & use those :
|
|
addon_prefs_gltf = preferences.addons["io_scene_gltf2"].preferences
|
|
|
|
#addon_prefs = preferences.addons[__name__].preferences
|
|
|
|
# print("KEYS", dir(addon_prefs))
|
|
#print("BLAS", addon_prefs.__annotations__)
|
|
#print(addon_prefs.__dict__)
|
|
for key in addon_prefs.__annotations__.keys():
|
|
if key not in AutoExportGltfPreferenceNames:
|
|
layout.prop(addon_prefs, key)
|
|
#for key in addon_prefs_gltf.__annotations__.keys():
|
|
# layout.prop(addon_prefs_gltf, key)
|
|
|
|
def menu_func_import(self, context):
|
|
self.layout.operator(AutoExportGLTF.bl_idname, text="glTF auto Export (.glb/gltf)")
|
|
|
|
classes = [
|
|
AutoExportGLTF,
|
|
AutoExportGltfAddonPreferences,
|
|
GLTF_PT_auto_export_main,
|
|
GLTF_PT_auto_export_root,
|
|
GLTF_PT_auto_export_blueprints,
|
|
GLTF_PT_auto_export_gltf
|
|
]
|
|
|
|
def register():
|
|
for cls in classes:
|
|
bpy.utils.register_class(cls)
|
|
|
|
# setup handlers for updates & saving
|
|
bpy.app.handlers.depsgraph_update_post.append(deps_update_handler)
|
|
bpy.app.handlers.save_post.append(save_handler)
|
|
bpy.types.Scene.changedScene = bpy.props.StringProperty(get=get_changedScene, set=set_changedScene)
|
|
#bpy.types.Scene.changedObjects = bpy.props.CollectionProperty(get=get_changedObjects, set=set_changedObjects)
|
|
|
|
# add our addon to the toolbar
|
|
bpy.types.TOPBAR_MT_file_export.append(menu_func_import)
|
|
|
|
|
|
|
|
def unregister():
|
|
for cls in classes:
|
|
bpy.utils.unregister_class(cls)
|
|
|
|
bpy.types.TOPBAR_MT_file_export.remove(menu_func_import)
|
|
|
|
# remove handlers & co
|
|
bpy.app.handlers.depsgraph_update_post.remove(deps_update_handler)
|
|
bpy.app.handlers.save_post.remove(save_handler)
|
|
del bpy.types.Scene.changedScene
|
|
#del bpy.types.Scene.changedObjects
|
|
|
|
if __name__ == "__main__":
|
|
register() |