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export_json.py
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# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
bl_info = {
"name": "Game Engine JSON format",
"author": "Nick Kostelnik",
"blender": (2, 5, 7),
"api": 35622,
"location": "File > Import-Export",
"description": "Import-Export JSON meshes, UV's, vertex colors, materials, textures, cameras and lamps",
"warning": "",
"wiki_url": "",
"tracker_url": "",
"support": 'OFFICIAL',
"category": "Import-Export"}
# To support reload properly, try to access a package var, if it's there, reload everything
if "bpy" in locals():
import imp
if "export_fbx" in locals():
imp.reload(export_fbx)
import bpy
from bpy.props import StringProperty, BoolProperty, FloatProperty, EnumProperty
from bpy_extras.io_utils import ExportHelper, path_reference_mode, axis_conversion
import os
from subprocess import call
class ExportJSON(bpy.types.Operator, ExportHelper):
'''Selection to an ASCII JSON File'''
bl_idname = "export_scene.json"
bl_label = "Export JSON"
bl_options = {'PRESET'}
filename_ext = ".json"
filter_glob = StringProperty(default="*.json", options={'HIDDEN'})
# List of operator properties, the attributes will be assigned
# to the class instance from the operator settings before calling.
use_selection = BoolProperty(name="Selected Objects", description="Export selected objects on visible layers", default=False)
# EXP_OBS_SCENE = BoolProperty(name="Scene Objects", description="Export all objects in this scene", default=True)
global_scale = FloatProperty(name="Scale", description="Scale all data, (Note! some imports dont support scaled armatures)", min=0.01, max=1000.0, soft_min=0.01, soft_max=1000.0, default=1.0)
axis_forward = EnumProperty(
name="Forward",
items=(('X', "X Forward", ""),
('Y', "Y Forward", ""),
('Z', "Z Forward", ""),
('-X', "-X Forward", ""),
('-Y', "-Y Forward", ""),
('-Z', "-Z Forward", ""),
),
default='-Z',
)
axis_up = EnumProperty(
name="Up",
items=(('X', "X Up", ""),
('Y', "Y Up", ""),
('Z', "Z Up", ""),
('-X', "-X Up", ""),
('-Y', "-Y Up", ""),
('-Z', "-Z Up", ""),
),
default='Y',
)
object_types = EnumProperty(
name="Object Types",
options={'ENUM_FLAG'},
items=(('EMPTY', "Empty", ""),
('CAMERA', "Camera", ""),
('LAMP', "Lamp", ""),
('ARMATURE', "Armature", ""),
('MESH', "Mesh", ""),
),
default={'EMPTY', 'CAMERA', 'LAMP', 'ARMATURE', 'MESH'},
)
mesh_apply_modifiers = BoolProperty(name="Apply Modifiers", description="Apply modifiers to mesh objects", default=True)
mesh_smooth_type = EnumProperty(
name="Smoothing",
items=(('OFF', "Off", "Don't write smoothing"),
('FACE', "Face", "Write face smoothing"),
('EDGE', "Edge", "Write edge smoothing"),
),
default='FACE',
)
# EXP_MESH_HQ_NORMALS = BoolProperty(name="HQ Normals", description="Generate high quality normals", default=True)
# armature animation
ANIM_ENABLE = BoolProperty(name="Enable Animation", description="Export keyframe animation", default=True)
ANIM_OPTIMIZE = BoolProperty(name="Optimize Keyframes", description="Remove double keyframes", default=True)
ANIM_OPTIMIZE_PRECISSION = FloatProperty(name="Precision", description="Tolerence for comparing double keyframes (higher for greater accuracy)", min=1, max=16, soft_min=1, soft_max=16, default=6.0)
# ANIM_ACTION_ALL = BoolProperty(name="Current Action", description="Use actions currently applied to the armatures (use scene start/end frame)", default=True)
ANIM_ACTION_ALL = BoolProperty(name="All Actions", description="Use all actions for armatures, if false, use current action", default=False)
batch_mode = EnumProperty(
name="Batch Mode",
items=(('OFF', "Off", "Active scene to file"),
('SCENE', "Scene", "Each scene as a file"),
('GROUP', "Group", "Each group as a file"),
),
)
BATCH_OWN_DIR = BoolProperty(name="Own Dir", description="Create a dir for each exported file", default=True)
use_metadata = BoolProperty(name="Use Metadata", default=True, options={'HIDDEN'})
path_mode = path_reference_mode
@property
def check_extension(self):
return self.batch_mode == 'OFF'
def execute(self, context):
import math
from mathutils import Matrix
if not self.filepath:
raise Exception("filepath not set")
global_matrix = Matrix()
global_matrix[0][0] = global_matrix[1][1] = global_matrix[2][2] = self.global_scale
global_matrix = global_matrix * axis_conversion(to_forward=self.axis_forward, to_up=self.axis_up).to_4x4()
json_path = self.filepath
basename, extension = os.path.splitext(json_path)
self.filepath = "/tmp/" + os.path.basename(basename) + ".fbx"
keywords = self.as_keywords(ignore=("axis_forward", "axis_up", "global_scale", "check_existing", "filter_glob"))
keywords["global_matrix"] = global_matrix
from io_scene_fbx import export_fbx
result = export_fbx.save(self, context, **keywords)
call(["/Users/nk/Library/Developer/Xcode/DerivedData/fbx-czjjbpfysnxlkrhigsjyagfkieeh/Build/Products/Debug/fbx", self.filepath, json_path])
return result
def menu_func(self, context):
self.layout.operator(ExportJSON.bl_idname, text="Game Engine (.json)")
def register():
bpy.utils.register_module(__name__)
bpy.types.INFO_MT_file_export.append(menu_func)
def unregister():
bpy.utils.unregister_module(__name__)
bpy.types.INFO_MT_file_export.remove(menu_func)
if __name__ == "__main__":
register()