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importer_ops.py
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importer_ops.py
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# Copyright (C) 2019 h0bB1T
#
# 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 3 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
import bpy, os
from bpy.types import Operator
from mathutils import Vector
from . properties import Properties
from . execute_blender import execute_blender
class ImportBase:
"""
Common functions to import different kinds of data.
"""
def select_children(self, collection):
"""
Recursively set selection to true on all objects of a collection
all all sub-collections.
"""
[ o.select_set(True) for o in collection.objects ]
[ select_children(c) for c in collection.children ]
def append_objects(self, importFile, link=False, at_cursor=False, lock_xy=False):
"""
Append objects from import file to scene.
"""
if importFile.endswith(".fbx"):
bpy.ops.import_scene.fbx(filepath=importFile)
elif importFile.endswith(".blend"):
# Import all objects.
with bpy.data.libraries.load(importFile, link=link) as (data_from, data_to):
data_to.objects = data_from.objects
links = data_to.objects
# Create new collection based on file name.
collName = os.path.splitext(os.path.basename(importFile))[0].title()
coll = bpy.data.collections.new(collName)
# Append all objects to it.
offset = bpy.context.scene.cursor.location if at_cursor else Vector((0, 0, 0))
for l in links:
coll.objects.link(l)
# If object has been linked, make a proxy object
# and continue with this new one.
if link:
l = l.make_local()
# Do this only, if not parented to another object!
if l.parent == None:
l.location += offset
if lock_xy:
l.lock_location[2] = True
l.lock_rotation[0] = True
l.lock_rotation[1] = True
# Append new collection to active collection.
activeCol = bpy.context.collection
activeCol.children.link(coll)
# Select all objects.
self.select_children(coll)
def append_materials(self, blendFile):
"""
Import all materials from blend file and return list of names (with their new names).
"""
if "::" in blendFile:
filename, material = blendFile.split("::")
else:
filename, material = blendFile, ""
with bpy.data.libraries.load(filename, link=False) as (data_from, data_to):
if material == "" and len(data_from.materials) > 0:
data_to.materials = [data_from.materials[0], ]
return data_to.materials[0]
elif len(material) > 0:
for m in data_from.materials:
if m == material:
data_to.materials = [m, ]
return data_to.materials[0]
return None
class AppendObjectOperator(Operator, ImportBase):
bl_idname = "asset_wizard.append_object_op"
bl_label = "Append"
bl_description = "Appends object to scene"
bl_options = {'REGISTER', 'UNDO'}
def execute(self, context):
# Deselect all objects.
[ o.select_set(False) for o in context.scene.objects ]
prop = Properties.get()
self.append_objects(
prop.iobj_previews,
False,
prop.iobj_at_cursor,
prop.iobj_lock_xy
)
return{'FINISHED'}
class LinkObjectOperator(Operator, ImportBase):
bl_idname = "asset_wizard.link_object_op"
bl_label = "Link"
bl_description = "Links object to scene"
bl_options = {'REGISTER', 'UNDO'}
def execute(self, context):
# Deselect all objects.
[ o.select_set(False) for o in context.scene.objects ]
prop = Properties.get()
self.append_objects(
prop.iobj_previews,
True,
prop.iobj_at_cursor,
prop.iobj_lock_xy
)
return{'FINISHED'}
class SetMaterialOperator(Operator, ImportBase):
bl_idname = "asset_wizard.set_material_op"
bl_label = "Set"
bl_description = "Import material and apply to active objects"
bl_options = {'REGISTER', 'UNDO'}
def execute(self, context):
material = self.append_materials(Properties.get().imat_previews)
# If we have at least one material imported, apply the first one to
# all slots of selected objects. If no slot is available, create one.
if material:
m = bpy.data.materials[material]
for o in context.selected_objects:
if len(o.material_slots) < 1:
o.data.materials.append(m)
else:
o.material_slots[o.active_material_index].material = m
return{'FINISHED'}
class AppendMaterialOperator(Operator, ImportBase):
bl_idname = "asset_wizard.append_material_op"
bl_label = "Append"
bl_description = "Adds material to blendfile"
bl_options = {'REGISTER', 'UNDO'}
def execute(self, context):
self.append_materials(Properties.get().imat_previews)
return{'FINISHED'}
class OpenObjectOperator(Operator):
bl_idname = "asset_wizard.open_object_op"
bl_label = "Open"
bl_description = "Open the asset file"
bl_options = {'REGISTER'}
def execute(self, context):
execute_blender([ Properties.get().iobj_previews, ])
return{'FINISHED'}
class OpenMaterialOperator(Operator):
bl_idname = "asset_wizard.open_material_op"
bl_label = "Open"
bl_description = "Open the asset file"
bl_options = {'REGISTER'}
def execute(self, context):
execute_blender([ Properties.get().imat_previews, ])
return{'FINISHED'}