Added the ability to re-order materials when exporting multiple objects
This commit is contained in:
@@ -2,11 +2,9 @@ bl_info = {
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'name': 'ASCII Scene Export (ASE)',
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'description': 'Export ASE (ASCII Scene Export) files',
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'author': 'Colin Basnett (Darklight Games)',
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'version': (2, 0, 0),
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'blender': (4, 0, 0),
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'version': (2, 1, 0),
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'blender': (4, 1, 0),
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'location': 'File > Import-Export',
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'warning': 'This add-on is under development.',
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'wiki_url': 'https://github.com/DarklightGames/io_scene_ase/wiki',
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'tracker_url': 'https://github.com/DarklightGames/io_scene_ase/issues',
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'support': 'COMMUNITY',
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'category': 'Import-Export'
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@@ -26,26 +24,27 @@ from . import builder
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from . import writer
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from . import exporter
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classes = (
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exporter.ASE_OT_ExportOperator,
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exporter.ASE_OT_ExportCollections,
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)
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classes = exporter.classes
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def menu_func_export(self, context):
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self.layout.operator(exporter.ASE_OT_ExportOperator.bl_idname, text='ASCII Scene Export (.ase)')
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self.layout.operator(exporter.ASE_OT_ExportCollections.bl_idname, text='ASCII Scene Export Collections (.ase)')
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self.layout.operator(exporter.ASE_OT_export.bl_idname, text='ASCII Scene Export (.ase)')
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self.layout.operator(exporter.ASE_OT_export_collections.bl_idname, text='ASCII Scene Export Collections (.ase)')
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def register():
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for cls in classes:
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bpy.utils.register_class(cls)
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bpy.types.Scene.ase_export = bpy.props.PointerProperty(type=exporter.ASE_PG_export)
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bpy.types.TOPBAR_MT_file_export.append(menu_func_export)
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def unregister():
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bpy.types.TOPBAR_MT_file_export.remove(menu_func_export)
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del bpy.types.Scene.ase_export
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for cls in classes:
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bpy.utils.unregister_class(cls)
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@@ -18,6 +18,7 @@ class ASEBuilderOptions(object):
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def __init__(self):
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self.scale = 1.0
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self.use_raw_mesh_data = False
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self.materials = []
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class ASEBuilder(object):
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@@ -29,6 +30,9 @@ class ASEBuilder(object):
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mesh_objects = [obj for obj in objects if obj.type == 'MESH']
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context.window_manager.progress_begin(0, len(mesh_objects))
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for material in options.materials:
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ase.materials.append(material)
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for object_index, selected_object in enumerate(mesh_objects):
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# Evaluate the mesh after modifiers are applied
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if options.use_raw_mesh_data:
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@@ -78,13 +82,7 @@ class ASEBuilder(object):
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for mesh_material_index, material in enumerate(selected_object.data.materials):
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if material is None:
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raise ASEBuilderError(f'Material slot {mesh_material_index + 1} for mesh \'{selected_object.name}\' cannot be empty')
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try:
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# Reuse existing material entries for duplicates
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material_index = ase.materials.index(material.name)
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except ValueError:
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material_index = len(ase.materials)
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ase.materials.append(material.name)
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material_indices.append(material_index)
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material_indices.append(ase.materials.index(material))
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mesh_data.calc_loop_triangles()
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@@ -1,47 +1,126 @@
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import os.path
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import typing
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from bpy_extras.io_utils import ExportHelper
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from bpy.props import StringProperty, EnumProperty, BoolProperty
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from bpy.types import Operator
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from bpy.props import StringProperty, BoolProperty, CollectionProperty, PointerProperty, IntProperty
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from bpy.types import Operator, Material, PropertyGroup, UIList
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from .builder import *
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from .writer import *
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class ASE_OT_ExportOperator(Operator, ExportHelper):
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bl_idname = 'io_scene_ase.ase_export' # important since its how bpy.ops.import_test.some_data is constructed
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class ASE_PG_material(PropertyGroup):
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material: PointerProperty(type=Material)
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class ASE_PG_export(PropertyGroup):
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material_list: CollectionProperty(name='Materials', type=ASE_PG_material)
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material_list_index: IntProperty(name='Index', default=0)
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def populate_material_list(mesh_objects, material_list):
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material_list.clear()
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materials = []
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for mesh_object in mesh_objects:
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for i, material_slot in enumerate(mesh_object.material_slots):
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material = material_slot.material
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if material is None:
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raise RuntimeError('Material slot cannot be empty (index ' + str(i) + ')')
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if material not in materials:
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materials.append(material)
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for index, material in enumerate(materials):
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m = material_list.add()
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m.material = material
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m.index = index
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class ASE_OT_material_list_move_up(Operator):
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bl_idname = 'ase_export.material_list_item_move_up'
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bl_label = 'Move Up'
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bl_options = {'INTERNAL'}
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bl_description = 'Move the selected material up one slot'
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@classmethod
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def poll(cls, context):
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pg = getattr(context.scene, 'ase_export')
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return pg.material_list_index > 0
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def execute(self, context):
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pg = getattr(context.scene, 'ase_export')
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pg.material_list.move(pg.material_list_index, pg.material_list_index - 1)
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pg.material_list_index -= 1
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return {'FINISHED'}
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class ASE_OT_material_list_move_down(Operator):
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bl_idname = 'ase_export.material_list_item_move_down'
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bl_label = 'Move Down'
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bl_options = {'INTERNAL'}
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bl_description = 'Move the selected material down one slot'
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@classmethod
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def poll(cls, context):
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pg = getattr(context.scene, 'ase_export')
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return pg.material_list_index < len(pg.material_list) - 1
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def execute(self, context):
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pg = getattr(context.scene, 'ase_export')
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pg.material_list.move(pg.material_list_index, pg.material_list_index + 1)
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pg.material_list_index += 1
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return {'FINISHED'}
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class ASE_UL_materials(UIList):
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def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
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row = layout.row()
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row.prop(item.material, 'name', text='', emboss=False, icon_value=layout.icon(item.material))
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class ASE_OT_export(Operator, ExportHelper):
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bl_idname = 'io_scene_ase.ase_export'
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bl_label = 'Export ASE'
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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filename_ext = '.ase'
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filter_glob: StringProperty(
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default="*.ase",
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options={'HIDDEN'},
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maxlen=255, # Max internal buffer length, longer would be hilighted.
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)
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units: EnumProperty(
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default='U',
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items=(('M', 'Meters', ''),
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('U', 'Unreal', '')),
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name='Units'
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)
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use_raw_mesh_data: BoolProperty(
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default=False,
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description='No modifiers will be evaluated as part of the exported mesh',
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name='Raw Mesh Data')
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units_scale = {
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'M': 60.352,
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'U': 1.0
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}
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filter_glob: StringProperty(default="*.ase", options={'HIDDEN'}, maxlen=255)
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use_raw_mesh_data: BoolProperty(default=False, name='Raw Mesh Data', description='No modifiers will be evaluated as part of the exported mesh')
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def draw(self, context):
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layout = self.layout
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layout.prop(self, 'units', expand=False)
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layout.prop(self, 'use_raw_mesh_data')
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materials_header, materials_panel = layout.panel('Materials', default_closed=False)
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materials_header.label(text='Materials')
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if materials_panel:
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row = materials_panel.row()
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row.template_list('ASE_UL_materials', '', context.scene.ase_export, 'material_list', context.scene.ase_export, 'material_list_index')
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col = row.column(align=True)
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col.operator(ASE_OT_material_list_move_up.bl_idname, icon='TRIA_UP', text='')
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col.operator(ASE_OT_material_list_move_down.bl_idname, icon='TRIA_DOWN', text='')
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advanced_header, advanced_panel = layout.panel('Advanced', default_closed=True)
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advanced_header.label(text='Advanced')
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if advanced_panel:
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advanced_panel.prop(self, 'use_raw_mesh_data')
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def invoke(self, context: 'Context', event: 'Event' ) -> typing.Union[typing.Set[str], typing.Set[int]]:
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mesh_objects = [x for x in context.selected_objects if x.type == 'MESH']
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pg = getattr(context.scene, 'ase_export')
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populate_material_list(mesh_objects, pg.material_list)
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context.window_manager.fileselect_add(self)
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return {'RUNNING_MODAL'}
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def execute(self, context):
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options = ASEBuilderOptions()
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options.scale = self.units_scale[self.units]
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options.scale = 1.0
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options.use_raw_mesh_data = self.use_raw_mesh_data
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pg = getattr(context.scene, 'ase_export')
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options.materials = [x.material for x in pg.material_list]
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try:
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ase = ASEBuilder().build(context, options, context.selected_objects)
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ASEWriter().write(self.filepath, ase)
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@@ -52,7 +131,7 @@ class ASE_OT_ExportOperator(Operator, ExportHelper):
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return {'CANCELLED'}
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class ASE_OT_ExportCollections(Operator, ExportHelper):
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class ASE_OT_export_collections(Operator, ExportHelper):
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bl_idname = 'io_scene_ase.ase_export_collections' # important since its how bpy.ops.import_test.some_data is constructed
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bl_label = 'Export Collections to ASE'
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bl_space_type = 'PROPERTIES'
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@@ -63,29 +142,18 @@ class ASE_OT_ExportCollections(Operator, ExportHelper):
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options={'HIDDEN'},
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maxlen=255, # Max internal buffer length, longer would be hilighted.
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)
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units: EnumProperty(
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default='U',
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items=(('M', 'Meters', ''),
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('U', 'Unreal', '')),
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name='Units'
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)
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use_raw_mesh_data: BoolProperty(
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default=False,
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description='No modifiers will be evaluated as part of the exported mesh',
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name='Raw Mesh Data')
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units_scale = {
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'M': 60.352,
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'U': 1.0
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}
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def draw(self, context):
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layout = self.layout
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layout.prop(self, 'units', expand=False)
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layout.prop(self, 'use_raw_mesh_data')
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def execute(self, context):
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options = ASEBuilderOptions()
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options.scale = self.units_scale[self.units]
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options.scale = 1.0
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options.use_raw_mesh_data = self.use_raw_mesh_data
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# Iterate over all the visible collections in the scene.
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@@ -111,3 +179,14 @@ class ASE_OT_ExportCollections(Operator, ExportHelper):
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self.report({'INFO'}, f'{len(collections)} collections exported successfully')
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return {'FINISHED'}
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classes = (
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ASE_PG_material,
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ASE_UL_materials,
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ASE_PG_export,
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ASE_OT_export,
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ASE_OT_export_collections,
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ASE_OT_material_list_move_down,
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ASE_OT_material_list_move_up,
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)
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