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export_obj_so.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 #####
# <pep8-80 compliant>
bl_info = {
"name": "Export OBJ SO",
"author": "Campbell Barton, Bastien Montagne",
"version": (3, 8, 1),
"blender": (2, 81, 6),
"location": "File > Export",
"description": "Export OBJ for use in Zelda64 modding with SharpOcarina",
"support": "COMMUNITY",
"category": "Import-Export",
}
import os
import bpy
from mathutils import Matrix, Vector, Color
from bpy_extras import io_utils, node_shader_utils
from bpy_extras.wm_utils.progress_report import (
ProgressReport,
ProgressReportSubstep,
)
from bpy.props import (
BoolProperty,
FloatProperty,
StringProperty,
)
from bpy_extras.io_utils import (
ExportHelper,
orientation_helper,
path_reference_mode,
axis_conversion,
)
def name_compat(name):
if name is None:
return "None"
else:
return name.replace(" ", "_")
def mesh_triangulate(me):
import bmesh
bm = bmesh.new()
bm.from_mesh(me)
bmesh.ops.triangulate(bm, faces=bm.faces)
bm.to_mesh(me)
bm.free()
def write_mtl(scene, filepath, path_mode, copy_set, mtl_dict):
source_dir = os.path.dirname(bpy.data.filepath)
dest_dir = os.path.dirname(filepath)
with open(filepath, "w", encoding="utf8", newline="\n") as f:
fw = f.write
fw("# Blender MTL File: %r\n" % (os.path.basename(bpy.data.filepath) or "None"))
fw("# Material Count: %i\n" % len(mtl_dict))
mtl_dict_values = list(mtl_dict.values())
mtl_dict_values.sort(key=lambda m: m[0])
# Write material/image combinations we have used.
# Using mtl_dict.values() directly gives un-predictable order.
for mtl_mat_name, mat in mtl_dict_values:
# Get the Blender data for the material and the image.
# Having an image named None will make a bug, dont do it :)
fw("\nnewmtl %s\n" % mtl_mat_name) # Define a new material: matname_imgname
image = None
# Attempt to find an image with PrincipledBSDFWrapper
mat_wrap = node_shader_utils.PrincipledBSDFWrapper(mat) if mat else None
if mat_wrap:
tex_wrap = getattr(mat_wrap, "base_color_texture", None)
if tex_wrap is not None:
image = tex_wrap.image
# Attempt to find an image by exploring all nodes leading to output nodes
# If several images are found,
# use the image whose lower-case name comes first in lexical order
if image is None and mat and mat.use_nodes:
# nodes to explore next (start from output nodes)
next_explore_nodes = [
node
for node in mat.node_tree.nodes
if node.bl_idname == "ShaderNodeOutputMaterial"
]
# nodes that were already explored
explored_nodes = []
# images from all explored image nodes
images = []
while next_explore_nodes:
explore_node = next_explore_nodes.pop()
if explore_node in explored_nodes:
continue
if explore_node.bl_idname == "ShaderNodeTexImage":
if explore_node.image is not None:
images.append(explore_node.image)
# add nodes linking to the inputs of the node being explored,
# to the list of nodes to explore next
for explore_node_input in explore_node.inputs.values():
# Note: accessing node links like this is O(all links amount)
for explore_node_input_link in explore_node_input.links:
next_explore_nodes.append(explore_node_input_link.from_node)
explored_nodes.append(explore_node)
if images:
images.sort(key=lambda img: img.name.lower())
image = images[0]
if image is not None:
filepath = io_utils.path_reference(
image.filepath,
source_dir,
dest_dir,
path_mode,
"",
copy_set,
image.library,
)
fw("map_Kd %s\n" % repr(filepath)[1:-1])
def write_file(
filepath,
objects,
depsgraph,
scene,
EXPORT_NORMALS=False,
EXPORT_VERTEX_COLORS=False,
EXPORT_UV=True,
EXPORT_MTL=True,
EXPORT_APPLY_MODIFIERS=True,
EXPORT_GROUP_BY_OB=True,
EXPORT_GROUP_BY_MAT=False,
EXPORT_GROUP_NAME_USE_COLLECTION=True,
EXPORT_KEEP_VERT_ORDER=False,
EXPORT_POLYGROUPS=False,
EXPORT_GLOBAL_MATRIX=None,
EXPORT_PATH_MODE="AUTO",
progress=ProgressReport(),
):
"""
Basic write function. The context and options must be already set
This can be accessed externaly
eg.
write( 'c:\\test\\foobar.obj', Blender.Object.GetSelected() ) # Using default options.
"""
if EXPORT_GLOBAL_MATRIX is None:
EXPORT_GLOBAL_MATRIX = Matrix()
def veckey3d(v):
return round(v.x, 4), round(v.y, 4), round(v.z, 4)
def veckey2d(v):
return round(v[0], 4), round(v[1], 4)
def findVertexGroupName(face, vWeightMap):
"""
Searches the vertexDict to see what groups is assigned to a given face.
We use a frequency system in order to sort out the name because a given vertex can
belong to two or more groups at the same time. To find the right name for the face
we list all the possible vertex group names with their frequency and then sort by
frequency in descend order. The top element is the one shared by the highest number
of vertices is the face's group
"""
weightDict = {}
for vert_index in face.vertices:
vWeights = vWeightMap[vert_index]
for vGroupName, weight in vWeights:
weightDict[vGroupName] = weightDict.get(vGroupName, 0.0) + weight
if weightDict:
return max(
(weight, vGroupName) for vGroupName, weight in weightDict.items()
)[1]
else:
return "(null)"
with ProgressReportSubstep(
progress, 2, "OBJ Export path: %r" % filepath, "OBJ Export Finished"
) as subprogress1:
with open(filepath, "w", encoding="utf8", newline="\n") as f:
fw = f.write
# Write Header
fw(
"# Blender v%s OBJ File: %r\n"
% (bpy.app.version_string, os.path.basename(bpy.data.filepath))
)
fw("# www.blender.org\n")
# Tell the obj file what material file to use.
if EXPORT_MTL:
mtlfilepath = os.path.splitext(filepath)[0] + ".mtl"
# filepath can contain non utf8 chars, use repr
fw("mtllib %s\n" % repr(os.path.basename(mtlfilepath))[1:-1])
# Initialize totals, these are updated each object
totverts = totuvco = totno = totvc = 1
face_vert_index = 1
# A Dict of Materials
# (material.name, image.name):matname_imagename # matname_imagename has gaps removed.
mtl_dict = {}
# Used to reduce the usage of matname_texname materials, which can become annoying in case of
# repeated exports/imports, yet keeping unique mat names per keys!
# mtl_name: (material.name, image.name)
mtl_rev_dict = {}
copy_set = set()
# Get all meshes
subprogress1.enter_substeps(len(objects))
for i, ob_main in enumerate(objects):
# ignore dupli children
if ob_main.parent and ob_main.parent.instance_type in {
"VERTS",
"FACES",
}:
subprogress1.step("Ignoring %s, dupli child..." % ob_main.name)
continue
if EXPORT_GROUP_NAME_USE_COLLECTION:
next_explore_collections = [scene.collection]
explored_collections = []
parent_collections = []
while next_explore_collections:
explore_collection = next_explore_collections.pop()
if explore_collection in explored_collections:
continue
if (
explore_collection != scene.collection
and ob_main in explore_collection.all_objects.values()
):
parent_collections.append(explore_collection)
next_explore_collections.extend(
reversed(explore_collection.children.values())
)
explored_collections.append(explore_collection)
obj_group_name_collection_prefix = ""
prev_collection = None
for collection in parent_collections:
if prev_collection is not None:
obj_group_name_collection_prefix += "#"
if collection in prev_collection.children.values():
obj_group_name_collection_prefix += "."
else:
obj_group_name_collection_prefix += "_"
obj_group_name_collection_prefix += name_compat(collection.name)
prev_collection = collection
obs = [(ob_main, ob_main.matrix_world)]
if ob_main.is_instancer:
obs += [
(dup.instance_object.original, dup.matrix_world.copy())
for dup in depsgraph.object_instances
if dup.parent and dup.parent.original == ob_main
]
# ~ print(ob_main.name, 'has', len(obs) - 1, 'dupli children')
subprogress1.enter_substeps(len(obs))
for ob, ob_mat in obs:
with ProgressReportSubstep(subprogress1, 7) as subprogress2:
uv_unique_count = no_unique_count = vc_unique_count = 0
ob_for_convert = (
ob.evaluated_get(depsgraph)
if EXPORT_APPLY_MODIFIERS
else ob.original
)
try:
me = ob_for_convert.to_mesh()
except RuntimeError:
me = None
if me is None:
continue
# _must_ do this before applying transformation, else tessellation may differ
# _must_ do this first since it re-allocs arrays
mesh_triangulate(me)
me.transform(EXPORT_GLOBAL_MATRIX @ ob_mat)
# If negative scaling, we have to invert the normals...
if ob_mat.determinant() < 0.0:
me.flip_normals()
if EXPORT_UV:
faceuv = len(me.uv_layers) > 0
if faceuv:
uv_layer = me.uv_layers.active.data[:]
else:
faceuv = False
me_verts = me.vertices[:]
if EXPORT_VERTEX_COLORS and me.vertex_colors.active is not None:
vertex_colors_data = me.vertex_colors.active.data[:]
else:
vertex_colors_data = None
# Make our own list so it can be sorted to reduce context switching
face_index_pairs = [
(face, index) for index, face in enumerate(me.polygons)
]
if not (
len(face_index_pairs) + len(me.vertices)
): # Make sure there is something to write
# clean up
ob_for_convert.to_mesh_clear()
continue # dont bother with this mesh.
if EXPORT_NORMALS and face_index_pairs:
me.calc_normals_split()
# No need to call me.free_normals_split later, as this mesh is deleted anyway!
loops = me.loops
materials = me.materials[:]
material_names = [m.name if m else None for m in materials]
# avoid bad index errors
if not materials:
materials = [None]
material_names = [name_compat(None)]
# Sort by Material, then images
# so we dont over context switch in the obj file.
if EXPORT_KEEP_VERT_ORDER:
pass
else:
if len(materials) > 1:
face_index_pairs.sort(key=lambda a: a[0].material_index)
else:
# no materials
pass
# Set the default mat to no material and no image.
contextMat = (
0,
0,
) # Can never be this, so we will label a new material the first chance we get.
obj_group_name_base = name_compat(ob.name)
if ob.data.name != ob.name:
obj_group_name_base += "#__" + name_compat(ob.data.name)
if EXPORT_GROUP_NAME_USE_COLLECTION:
obj_group_name_base = (
obj_group_name_collection_prefix
+ "#__"
+ obj_group_name_base
)
if EXPORT_GROUP_BY_OB:
fw("g %s\n" % obj_group_name_base)
subprogress2.step()
# Vert
for v in me_verts:
fw("v %.6f %.6f %.6f\n" % v.co[:])
subprogress2.step()
# UV
if faceuv:
# in case removing some of these dont get defined.
uv = f_index = uv_index = uv_key = uv_val = uv_ls = None
uv_face_mapping = [None] * len(face_index_pairs)
uv_dict = {}
uv_get = uv_dict.get
for f, f_index in face_index_pairs:
uv_ls = uv_face_mapping[f_index] = []
for uv_index, l_index in enumerate(f.loop_indices):
uv = uv_layer[l_index].uv
# include the vertex index in the key so we don't share UV's between vertices,
# allowed by the OBJ spec but can cause issues for other importers, see: T47010.
# this works too, shared UV's for all verts
# ~ uv_key = veckey2d(uv)
uv_key = loops[l_index].vertex_index, veckey2d(uv)
uv_val = uv_get(uv_key)
if uv_val is None:
uv_val = uv_dict[uv_key] = uv_unique_count
fw("vt %.6f %.6f\n" % uv[:])
uv_unique_count += 1
uv_ls.append(uv_val)
del (
uv_dict,
uv,
f_index,
uv_index,
uv_ls,
uv_get,
uv_key,
uv_val,
)
# Only need uv_unique_count and uv_face_mapping
subprogress2.step()
# NORMAL, Smooth/Non smoothed.
if EXPORT_NORMALS:
no_key = no_val = None
normals_to_idx = {}
no_get = normals_to_idx.get
loops_to_normals = [0] * len(loops)
for f, f_index in face_index_pairs:
for l_idx in f.loop_indices:
no_key = veckey3d(loops[l_idx].normal)
no_val = no_get(no_key)
if no_val is None:
no_val = normals_to_idx[
no_key
] = no_unique_count
fw("vn %.4f %.4f %.4f\n" % no_key)
no_unique_count += 1
loops_to_normals[l_idx] = no_val
del normals_to_idx, no_get, no_key, no_val
else:
loops_to_normals = []
subprogress2.step()
# vertex colors
if vertex_colors_data is not None:
vc_key = vc_val = None
colors_to_idx = {}
vc_get = colors_to_idx.get
loops_to_colors = [0] * len(loops)
for f, f_index in face_index_pairs:
for l_idx in f.loop_indices:
vc_key = vertex_colors_data[l_idx].color[:]
vc_val = vc_get(vc_key)
if vc_val is None:
vc_val = colors_to_idx[vc_key] = vc_unique_count
fw("vc %.4f %.4f %.4f %.4f\n" % vc_key)
vc_unique_count += 1
loops_to_colors[l_idx] = vc_val
del colors_to_idx, vc_get, vc_key, vc_val
else:
loops_to_colors = []
subprogress2.step()
# XXX
if EXPORT_POLYGROUPS:
# Retrieve the list of vertex groups
vertGroupNames = ob.vertex_groups.keys()
if vertGroupNames:
currentVGroup = ""
# Create a dictionary keyed by face id and listing, for each vertex, the vertex groups it belongs to
vgroupsMap = [[] for _i in range(len(me_verts))]
for v_idx, v_ls in enumerate(vgroupsMap):
v_ls[:] = [
(vertGroupNames[g.group], g.weight)
for g in me_verts[v_idx].groups
]
for f, f_index in face_index_pairs:
f_mat = min(f.material_index, len(materials) - 1)
# MAKE KEY
key = (
material_names[f_mat],
None,
) # No image, use None instead.
# Write the vertex group
if EXPORT_POLYGROUPS:
if vertGroupNames:
# find what vertext group the face belongs to
vgroup_of_face = findVertexGroupName(f, vgroupsMap)
if vgroup_of_face != currentVGroup:
currentVGroup = vgroup_of_face
fw(
"g %s#__%s\n"
% (
obj_group_name_base,
name_compat(vgroup_of_face),
)
)
# CHECK FOR CONTEXT SWITCH
if key == contextMat:
pass # Context already switched, dont do anything
else:
if key[0] is None and key[1] is None:
# Write a null material, since we know the context has changed.
if EXPORT_GROUP_BY_MAT:
# can be mat_image or (null)
fw("g %s\n" % obj_group_name_base)
if EXPORT_MTL:
fw("usemtl (null)\n") # mat, image
else:
mat_data = mtl_dict.get(key)
if not mat_data:
# First add to global dict so we can export to mtl
# Then write mtl
# Make a new names from the mat and image name,
# converting any spaces to underscores with name_compat.
# If none image dont bother adding it to the name
# Try to avoid as much as possible adding texname (or other things)
# to the mtl name (see [#32102])...
mtl_name = "%s" % name_compat(key[0])
if mtl_rev_dict.get(mtl_name, None) not in {
key,
None,
}:
if key[1] is None:
tmp_ext = "_NONE"
else:
tmp_ext = "_%s" % name_compat(key[1])
i = 0
while mtl_rev_dict.get(
mtl_name + tmp_ext, None
) not in {key, None}:
i += 1
tmp_ext = "_%3d" % i
mtl_name += tmp_ext
mat_data = mtl_dict[key] = (
mtl_name,
materials[f_mat],
)
mtl_rev_dict[mtl_name] = key
if EXPORT_GROUP_BY_MAT:
# can be mat_image or (null)
fw(
"g %s#__%s\n"
% (
obj_group_name_base,
mat_data[0],
)
)
if EXPORT_MTL:
fw(
"usemtl %s\n" % mat_data[0]
) # can be mat_image or (null)
contextMat = key
f_v = [
(vi, me_verts[v_idx], l_idx)
for vi, (v_idx, l_idx) in enumerate(
zip(f.vertices, f.loop_indices)
)
]
fw("f")
if faceuv:
if EXPORT_NORMALS:
for vi, v, li in f_v:
fw(
" %d/%d/%d"
% (
totverts + v.index,
totuvco + uv_face_mapping[f_index][vi],
totno + loops_to_normals[li],
)
) # vert, uv, normal
else: # No Normals
for vi, v, li in f_v:
fw(
" %d/%d"
% (
totverts + v.index,
totuvco + uv_face_mapping[f_index][vi],
)
) # vert, uv
face_vert_index += len(f_v)
else: # No UV's
if EXPORT_NORMALS:
for vi, v, li in f_v:
fw(
" %d//%d"
% (
totverts + v.index,
totno + loops_to_normals[li],
)
)
else: # No Normals
for vi, v, li in f_v:
fw(" %d" % (totverts + v.index))
fw("\n")
if vertex_colors_data is not None:
fw("fc")
for vi, v, li in f_v:
fw(" %d" % (totvc + loops_to_colors[li]))
fw("\n")
subprogress2.step()
# Make the indices global rather then per mesh
totverts += len(me_verts)
totuvco += uv_unique_count
totno += no_unique_count
totvc += vc_unique_count
# clean up
ob_for_convert.to_mesh_clear()
subprogress1.leave_substeps(
"Finished writing geometry of '%s'." % ob_main.name
)
subprogress1.leave_substeps()
subprogress1.step("Finished exporting geometry, now exporting materials")
# Now we have all our materials, save them
if EXPORT_MTL:
write_mtl(scene, mtlfilepath, EXPORT_PATH_MODE, copy_set, mtl_dict)
# copy all collected files.
io_utils.path_reference_copy(copy_set)
def _write(
context,
filepath,
EXPORT_NORMALS, # ok
EXPORT_VERTEX_COLORS,
EXPORT_UV, # ok
EXPORT_MTL,
EXPORT_APPLY_MODIFIERS, # ok
EXPORT_GROUP_BY_OB,
EXPORT_GROUP_BY_MAT,
EXPORT_GROUP_NAME_USE_COLLECTION,
EXPORT_KEEP_VERT_ORDER,
EXPORT_POLYGROUPS,
EXPORT_SEL_ONLY, # ok
EXPORT_GLOBAL_MATRIX,
EXPORT_PATH_MODE, # Not used
):
with ProgressReport(context.window_manager) as progress:
depsgraph = context.evaluated_depsgraph_get()
scene = context.scene
# Exit edit mode before exporting, so current object states are exported properly.
if bpy.ops.object.mode_set.poll():
bpy.ops.object.mode_set(mode="OBJECT")
if EXPORT_SEL_ONLY:
objects = context.selected_objects
else:
objects = scene.objects
# EXPORT THE FILE.
progress.enter_substeps(1)
write_file(
filepath,
objects,
depsgraph,
scene,
EXPORT_NORMALS,
EXPORT_VERTEX_COLORS,
EXPORT_UV,
EXPORT_MTL,
EXPORT_APPLY_MODIFIERS,
EXPORT_GROUP_BY_OB,
EXPORT_GROUP_BY_MAT,
EXPORT_GROUP_NAME_USE_COLLECTION,
EXPORT_KEEP_VERT_ORDER,
EXPORT_POLYGROUPS,
EXPORT_GLOBAL_MATRIX,
EXPORT_PATH_MODE,
progress,
)
progress.leave_substeps()
"""
Currently the exporter lacks these features:
* multiple scene export (only active scene is written)
* particles
"""
def save(
context,
filepath,
*,
use_normals=False,
use_vertex_colors=False,
use_uvs=True,
use_materials=True,
use_mesh_modifiers=True,
group_by_object=True,
group_by_material=False,
group_name_use_collection=True,
keep_vertex_order=False,
use_vertex_groups=False,
use_selection=True,
global_matrix=None,
path_mode="AUTO"
):
_write(
context,
filepath,
EXPORT_NORMALS=use_normals,
EXPORT_VERTEX_COLORS=use_vertex_colors,
EXPORT_UV=use_uvs,
EXPORT_MTL=use_materials,
EXPORT_APPLY_MODIFIERS=use_mesh_modifiers,
EXPORT_GROUP_BY_OB=group_by_object,
EXPORT_GROUP_BY_MAT=group_by_material,
EXPORT_GROUP_NAME_USE_COLLECTION=group_name_use_collection,
EXPORT_KEEP_VERT_ORDER=keep_vertex_order,
EXPORT_POLYGROUPS=use_vertex_groups,
EXPORT_SEL_ONLY=use_selection,
EXPORT_GLOBAL_MATRIX=global_matrix,
EXPORT_PATH_MODE=path_mode,
)
return {"FINISHED"}
@orientation_helper(axis_forward="-Z", axis_up="Y")
class ExportOBJ(bpy.types.Operator, ExportHelper):
"""Save a Wavefront OBJ File"""
bl_idname = "export_obj_so.export"
bl_label = "Export OBJ SO"
bl_options = {"PRESET"}
filename_ext = ".obj"
filter_glob: StringProperty(
default="*.obj;*.mtl",
options={"HIDDEN"},
)
# context group
use_selection: BoolProperty(
name="Selection Only",
description="Export selected objects only",
default=False,
)
# object group
use_mesh_modifiers: BoolProperty(
name="Apply Modifiers",
description="Apply modifiers",
default=True,
)
# extra data group
use_normals: BoolProperty(
name="Write Normals",
description="Export one normal per vertex and per face, to represent flat faces and sharp edges",
default=True,
)
use_vertex_colors: BoolProperty(
name="Write Vertex Colors",
description="Export one color per vertex and per face, including vertex alpha",
default=True,
)
use_uvs: BoolProperty(
name="Include UVs",
description="Write out the active UV coordinates",
default=True,
)
use_materials: BoolProperty(
name="Write Materials",
description="Write out the MTL file",
default=True,
)
use_vertex_groups: BoolProperty(
name="Polygroups",
description="",
default=False,
)
# grouping group
group_by_object: BoolProperty(
name="OBJ Groups",
description="Export Blender objects as OBJ groups",
default=True,
)
group_by_material: BoolProperty(
name="Material Groups",
description="Generate an OBJ group for each part of a geometry using a different material",
default=False,
)
group_name_use_collection: BoolProperty(
name="Collection in Group Name",
description="Put the collections the object belongs to in the OBJ group name",
default=True,
)
keep_vertex_order: BoolProperty(
name="Keep Vertex Order",
description="",
default=False,
)
global_scale: FloatProperty(
name="Scale",
min=0.01,
max=1000.0,
default=1.0,
)
path_mode: path_reference_mode
check_extension = True
def execute(self, context):
from mathutils import Matrix
keywords = self.as_keywords(
ignore=(
"axis_forward",
"axis_up",
"global_scale",
"check_existing",
"filter_glob",
),
)
global_matrix = (
Matrix.Scale(self.global_scale, 4)
@ axis_conversion(
to_forward=self.axis_forward,
to_up=self.axis_up,
).to_4x4()
)
keywords["global_matrix"] = global_matrix
return save(context, **keywords)
def draw(self, context):
pass
class EXPORT_OBJ_SO_PT_export_include(bpy.types.Panel):
bl_space_type = "FILE_BROWSER"
bl_region_type = "TOOL_PROPS"
bl_label = "Include"
bl_parent_id = "FILE_PT_operator"
@classmethod
def poll(cls, context):
sfile = context.space_data
operator = sfile.active_operator
return operator.bl_idname == "EXPORT_OBJ_SO_OT_export"
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
col = layout.column(heading="Limit to")
col.prop(operator, "use_selection")
col = layout.column(heading="Objects as", align=True)
col.prop(operator, "group_by_object")
col.prop(operator, "group_by_material")
col.prop(operator, "group_name_use_collection")
class EXPORT_OBJ_SO_PT_export_transform(bpy.types.Panel):
bl_space_type = "FILE_BROWSER"
bl_region_type = "TOOL_PROPS"
bl_label = "Transform"
bl_parent_id = "FILE_PT_operator"
@classmethod
def poll(cls, context):
sfile = context.space_data
operator = sfile.active_operator
return operator.bl_idname == "EXPORT_OBJ_SO_OT_export"
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
layout.prop(operator, "global_scale")
layout.prop(operator, "path_mode")
layout.prop(operator, "axis_forward")
layout.prop(operator, "axis_up")
class EXPORT_OBJ_SO_PT_export_geometry(bpy.types.Panel):
bl_space_type = "FILE_BROWSER"
bl_region_type = "TOOL_PROPS"
bl_label = "Geometry"
bl_parent_id = "FILE_PT_operator"
bl_options = {"DEFAULT_CLOSED"}
@classmethod
def poll(cls, context):
sfile = context.space_data
operator = sfile.active_operator
return operator.bl_idname == "EXPORT_OBJ_SO_OT_export"
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
layout.prop(operator, "use_mesh_modifiers")
layout.prop(operator, "use_normals")
layout.prop(operator, "use_vertex_colors")
layout.prop(operator, "use_uvs")
layout.prop(operator, "use_materials")
layout.prop(operator, "use_vertex_groups")
layout.prop(operator, "keep_vertex_order")
def menu_func_export(self, context):
self.layout.operator(ExportOBJ.bl_idname, text="OBJ SO (.obj)")
classes = (
ExportOBJ,
EXPORT_OBJ_SO_PT_export_include,
EXPORT_OBJ_SO_PT_export_transform,
EXPORT_OBJ_SO_PT_export_geometry,
)
def register():
for cls in classes:
bpy.utils.register_class(cls)
bpy.types.TOPBAR_MT_file_export.append(menu_func_export)