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- """
- This file provides the conversion for a single blend object into one or
- more godot nodes. All the converters should take as input arguments:
- - The ESCN file (so you can use add_internal_resource() method etc.)
- - The exporter config (so you can see what options the user selected)
- - The blender node to export
- - The parent Godot scene node of the node being processed
- All converters that convert nodes should return the node itself. All
- converters that convert resources should return the resource ID. Additional,
- converters for resources should have internal protection against importing
- twice
- One-function exporters are stored in simple_nodes. Others (such as meshes)
- are stored in individual files.
- """
- from .simple_nodes import * # pylint: disable=wildcard-import
- from .mesh import export_mesh_node
- from .physics import export_physics_properties
- from .armature import export_armature_node, export_bone_attachment
- from .animation import export_animation_data
- BLENDER_TYPE_TO_EXPORTER = {
- "MESH": export_mesh_node,
- "ARMATURE": export_armature_node,
- "CAMERA": export_camera_node,
- "LIGHT": export_light_node,
- "EMPTY": export_empty_node
- }
- BONE_ATTACHMENT_EXPORTER = export_bone_attachment
- ANIMATION_DATA_EXPORTER = export_animation_data
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