Ver código fonte

Merge branch 'master' of https://github.com/okamstudio/godot

Juan Linietsky 10 anos atrás
pai
commit
d30f4e52f6

+ 1 - 0
.gitignore

@@ -12,6 +12,7 @@ drivers/gles2/shaders/*.h
 modules/register_module_types.cpp
 core/version.h
 core/method_bind.inc
+core/method_bind_ext.inc
 core/script_encryption_key.cpp
 core/global_defaults.cpp
 tools/editor/register_exporters.cpp

+ 1 - 1
core/bind/core_bind.cpp

@@ -642,7 +642,7 @@ void _OS::_bind_methods() {
 
 	ObjectTypeDB::bind_method(_MD("has_touchscreen_ui_hint"),&_OS::has_touchscreen_ui_hint);
 
-
+	ObjectTypeDB::bind_method(_MD("set_window_title","title"),&_OS::set_window_title);
 
 	ObjectTypeDB::bind_method(_MD("set_low_processor_usage_mode","enable"),&_OS::set_low_processor_usage_mode);
 	ObjectTypeDB::bind_method(_MD("is_in_low_processor_usage_mode"),&_OS::is_in_low_processor_usage_mode);

+ 1 - 1
core/color.cpp

@@ -225,7 +225,7 @@ Color Color::inverted() const {
 Color Color::contrasted() const {
 
 	Color c=*this;
-	c.contrasted();
+	c.contrast();
 	return c;
 }
 

+ 1 - 1
core/int_types.h

@@ -48,7 +48,7 @@ typedef signed short    int16_t;
 typedef unsigned int    uint32_t;
 typedef signed int      int32_t;
 typedef long long	int64_t;
-typedef unsigned long long int64_t;
+typedef unsigned long long uint64_t;
 #else
 #include <stdint.h>
 #endif

+ 2 - 2
drivers/png/resource_saver_png.cpp

@@ -64,10 +64,10 @@ Error ResourceSaverPNG::save(const String &p_path,const RES& p_resource,uint32_t
 			text+=bool(texture->get_flags()&Texture::FLAG_FILTER)?"filter=true\n":"filter=false\n";
 		}
 		if (global_mipmaps!=bool(texture->get_flags()&Texture::FLAG_MIPMAPS)) {
-			text+=bool(texture->get_flags()&Texture::FLAG_FILTER)?"gen_mipmaps=true\n":"gen_mipmaps=false\n";
+			text+=bool(texture->get_flags()&Texture::FLAG_MIPMAPS)?"gen_mipmaps=true\n":"gen_mipmaps=false\n";
 		}
 		if (global_repeat!=bool(texture->get_flags()&Texture::FLAG_REPEAT)) {
-			text+=bool(texture->get_flags()&Texture::FLAG_FILTER)?"repeat=true\n":"repeat=false\n";
+			text+=bool(texture->get_flags()&Texture::FLAG_REPEAT)?"repeat=true\n":"repeat=false\n";
 		}
 		if (bool(texture->get_flags()&Texture::FLAG_ANISOTROPIC_FILTER)) {
 			text+="anisotropic=true\n";

+ 1 - 1
drivers/theoraplayer/SCsub

@@ -70,7 +70,7 @@ if env["platform"] == "iphone":
 		env_theora.Append(CPPFLAGS=["-D_IOS", "-D__ARM_NEON__", "-fstrict-aliasing", "-fmessage-length=210", "-fdiagnostics-show-note-include-stack", "-fmacro-backtrace-limit=0", "-fcolor-diagnostics", "-Wno-trigraphs", "-fpascal-strings", "-fvisibility=hidden", "-fvisibility-inlines-hidden"])
 
 env_theora.Append(CPPFLAGS=["-D_LIB", "-D__THEORA"]) # removed -D_YUV_C
-env_theora.Append(CPPFLAGS=["-D_YUV_LIBYUV", "-DLIBYUV_NEON"])
+env_theora.Append(CPPFLAGS=["-D_YUV_LIBYUV"])
 #env_theora.Append(CPPFLAGS=["-D_YUV_C"])
 
 if env["platform"] == "iphone":

+ 1 - 1
platform/osx/detect.py

@@ -78,7 +78,7 @@ def configure(env):
 	env.Append(LIBS=['pthread'])
 	#env.Append(CPPFLAGS=['-F/Developer/SDKs/MacOSX10.4u.sdk/System/Library/Frameworks', '-isysroot', '/Developer/SDKs/MacOSX10.4u.sdk', '-mmacosx-version-min=10.4'])
 	#env.Append(LINKFLAGS=['-mmacosx-version-min=10.4', '-isysroot', '/Developer/SDKs/MacOSX10.4u.sdk', '-Wl,-syslibroot,/Developer/SDKs/MacOSX10.4u.sdk'])
-	env.Append(LINKFLAGS=['-framework', 'Cocoa', '-framework', 'OpenGL', '-framework', 'AGL', '-framework', 'AudioUnit','-lz'])
+	env.Append(LINKFLAGS=['-framework', 'Cocoa', '-framework', 'Carbon', '-framework', 'OpenGL', '-framework', 'AGL', '-framework', 'AudioUnit','-lz'])
 
 	if (env["CXX"]=="clang++"):
 		env.Append(CPPFLAGS=['-DTYPED_METHOD_BIND'])

+ 2 - 0
platform/osx/os_osx.h

@@ -156,6 +156,8 @@ public:
 
 	virtual String get_executable_path() const;
 
+	virtual LatinKeyboardVariant get_latin_keyboard_variant() const;
+
 	virtual void move_window_to_foreground();
 
 	void run();

+ 94 - 0
platform/osx/os_osx.mm

@@ -27,6 +27,8 @@
 /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
 /*************************************************************************/
 #import <Cocoa/Cocoa.h>
+
+#include <Carbon/Carbon.h>
 #include <IOKit/IOKitLib.h>
 #include <IOKit/IOCFPlugIn.h>
 #include <IOKit/hid/IOHIDLib.h>
@@ -835,11 +837,24 @@ void OS_OSX::initialize_core() {
 
 }
 
+static bool keyboard_layout_dirty = true;
+static void keyboardLayoutChanged(CFNotificationCenterRef center, void *observer, CFStringRef name, const void *object, CFDictionaryRef userInfo) {
+	keyboard_layout_dirty = true;
+}
+
 void OS_OSX::initialize(const VideoMode& p_desired,int p_video_driver,int p_audio_driver) {
 
 	/*** OSX INITIALIZATION ***/
 	/*** OSX INITIALIZATION ***/
 	/*** OSX INITIALIZATION ***/
+
+	keyboard_layout_dirty = true;
+
+	// Register to be notified on keyboard layout changes
+	CFNotificationCenterAddObserver(CFNotificationCenterGetDistributedCenter(),
+									NULL, keyboardLayoutChanged,
+									kTISNotifySelectedKeyboardInputSourceChanged, NULL,
+									CFNotificationSuspensionBehaviorDeliverImmediately);
     
 	window_delegate = [[GodotWindowDelegate alloc] init];
 
@@ -1007,6 +1022,8 @@ void OS_OSX::initialize(const VideoMode& p_desired,int p_video_driver,int p_audi
 }
 void OS_OSX::finalize() {
 
+	CFNotificationCenterRemoveObserver(CFNotificationCenterGetDistributedCenter(), NULL, kTISNotifySelectedKeyboardInputSourceChanged, NULL);
+
 }
 
 void OS_OSX::set_main_loop( MainLoop * p_main_loop ) {
@@ -1241,6 +1258,83 @@ String OS_OSX::get_executable_path() const {
 
 }
 
+// Returns string representation of keys, if they are printable.
+//
+static NSString *createStringForKeys(const CGKeyCode *keyCode, int length) {
+
+	TISInputSourceRef currentKeyboard = TISCopyCurrentKeyboardInputSource();
+	if (!currentKeyboard)
+		return nil;
+
+	CFDataRef layoutData = (CFDataRef)TISGetInputSourceProperty(currentKeyboard, kTISPropertyUnicodeKeyLayoutData);
+	if (!layoutData)
+		return nil;
+
+	const UCKeyboardLayout *keyboardLayout = (const UCKeyboardLayout *)CFDataGetBytePtr(layoutData);
+
+	OSStatus err;
+	CFMutableStringRef output = CFStringCreateMutable(NULL, 0);
+
+	for (int i=0; i<length; ++i) {
+
+		UInt32 keysDown = 0;
+		UniChar chars[4];
+		UniCharCount realLength;
+
+		err = UCKeyTranslate(keyboardLayout,
+					   keyCode[i],
+					   kUCKeyActionDisplay,
+					   0,
+					   LMGetKbdType(),
+					   kUCKeyTranslateNoDeadKeysBit,
+					   &keysDown,
+					   sizeof(chars) / sizeof(chars[0]),
+					   &realLength,
+					   chars);
+
+		if (err != noErr) {
+			CFRelease(output);
+			return nil;
+		}
+
+		CFStringAppendCharacters(output, chars, 1);
+	}
+
+	//CFStringUppercase(output, NULL);
+
+	return (NSString *)output;
+}
+OS::LatinKeyboardVariant OS_OSX::get_latin_keyboard_variant() const {
+
+	static LatinKeyboardVariant layout = LATIN_KEYBOARD_QWERTY;
+
+	if (keyboard_layout_dirty) {
+
+		layout = LATIN_KEYBOARD_QWERTY;
+
+		CGKeyCode keys[] = {kVK_ANSI_Q, kVK_ANSI_W, kVK_ANSI_E, kVK_ANSI_R, kVK_ANSI_T, kVK_ANSI_Y};
+		NSString *test = createStringForKeys(keys, 6);
+
+		if ([test isEqualToString:@"qwertz"]) {
+			layout = LATIN_KEYBOARD_QWERTZ;
+		} else if ([test isEqualToString:@"azerty"]) {
+			layout = LATIN_KEYBOARD_AZERTY;
+		} else if ([test isEqualToString:@"qzerty"]) {
+			layout = LATIN_KEYBOARD_QZERTY;
+		} else if ([test isEqualToString:@"',.pyf"]) {
+			layout = LATIN_KEYBOARD_DVORAK;
+		} else if ([test isEqualToString:@"xvlcwk"]) {
+			layout = LATIN_KEYBOARD_NEO;
+		}
+
+		[test release];
+
+		keyboard_layout_dirty = false;
+		return layout;
+	}
+
+	return layout;
+}
 
 void OS_OSX::process_events() {
 

+ 2 - 4
tools/SCsub

@@ -13,11 +13,9 @@ if (env["tools"]!="no"):
 	SConscript('freetype/SCsub');
 	SConscript('doc/SCsub')
 	SConscript('pck/SCsub')
-	
 
+	lib = env.Library("tool",env.tool_sources)
 
-lib = env.Library("tool",env.tool_sources)
-
-env.Prepend(LIBS=[lib])
+	env.Prepend(LIBS=[lib])
 
 

+ 23 - 5
tools/editor/editor_node.cpp

@@ -978,6 +978,15 @@ void EditorNode::_dialog_action(String p_file) {
 			}
 
 		} break;
+
+		case FILE_SAVE_AND_RUN: {
+			if (file->get_mode()==FileDialog::MODE_SAVE_FILE) {
+
+				_save_scene(p_file);
+				_run(false);
+			}
+		} break;
+
 		case FILE_EXPORT_MESH_LIBRARY: {
 
 			Ref<MeshLibrary> ml;
@@ -1391,13 +1400,10 @@ void EditorNode::_run(bool p_current,const String& p_custom) {
 		}
 
 		if (scene->get_filename()=="") {
-
-
 			current_option=-1;
 			//accept->get_cancel()->hide();
-			accept->get_ok()->set_text("I see..");
-			accept->set_text("Scene has never been saved. Save before running!");
-			accept->popup_centered(Size2(300,70));;
+			/**/
+			_menu_option_confirm(FILE_SAVE_BEFORE_RUN, false);
 			return;
 
 		}
@@ -1664,6 +1670,18 @@ void EditorNode::_menu_option_confirm(int p_option,bool p_confirmed) {
 			
 		} break;
 
+		case FILE_SAVE_BEFORE_RUN: {
+			if (!p_confirmed) {
+				accept->get_ok()->set_text("Yes");
+				accept->set_text("This scene has never been saved. Save before running?");
+				accept->popup_centered(Size2(300, 70));
+				break;
+			}
+
+			_menu_option(FILE_SAVE_AS_SCENE);
+			_menu_option_confirm(FILE_SAVE_AND_RUN, true);
+		} break;
+
 		case FILE_DUMP_STRINGS: {
 
 			Node *scene = edited_scene;

+ 2 - 0
tools/editor/editor_node.h

@@ -108,6 +108,8 @@ class EditorNode : public Node {
 		FILE_OPEN_SCENE,
 		FILE_SAVE_SCENE,
 		FILE_SAVE_AS_SCENE,
+		FILE_SAVE_BEFORE_RUN,
+		FILE_SAVE_AND_RUN,
 		FILE_IMPORT_SUBSCENE,
 		FILE_EXPORT_PROJECT,
 		FILE_EXPORT_MESH_LIBRARY,

+ 2 - 2
tools/editor/project_manager.cpp

@@ -65,7 +65,7 @@ class NewProjectDialog : public ConfirmationDialog {
 		error->set_text("");
 		get_ok()->set_disabled(true);
 		DirAccess *d = DirAccess::create(DirAccess::ACCESS_FILESYSTEM);
-		if (d->change_dir(project_path->get_text())!=OK) {
+		if (project_path->get_text() != "" && d->change_dir(project_path->get_text())!=OK) {
 			error->set_text("Invalid Path for Project, Path Must Exist!");
 			memdelete(d);
 			return false;
@@ -82,7 +82,7 @@ class NewProjectDialog : public ConfirmationDialog {
 
 		} else {
 
-			if (!d->file_exists("engine.cfg")) {
+			if (project_path->get_text() != "" && !d->file_exists("engine.cfg")) {
 
 				error->set_text("Invalid Project Path (engine.cfg must exist).");
 				memdelete(d);

+ 0 - 2
tools/editor/script_editor_debugger.cpp

@@ -478,8 +478,6 @@ void ScriptEditorDebugger::_notification(int p_what) {
 			if (!connection->is_connected()) {
 				stop();
 				editor->notify_child_process_exited(); //somehow, exited
-				msgdialog->set_text("Process being debugged exited.");
-				msgdialog->popup_centered(Size2(250,100));
 				break;
 			};
 

+ 439 - 0
tools/export/blender25/godot_export_manager.py

@@ -0,0 +1,439 @@
+# ##### 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 #####
+
+# Script copyright (c) Andreas Esau
+
+bl_info = {
+    "name": "Godot Export Manager",
+    "author": "Andreas Esau",
+    "version": (1, 0),
+    "blender": (2, 7, 0),
+    "location": "Scene Properties > Godot Export Manager",
+    "description": "Godot Export Manager uses the Better Collada Exporter to manage Export Groups and automatically export the objects groups to Collada Files.",
+    "warning": "",
+    "wiki_url": ("http://www.godotengine.org"),
+    "tracker_url": "",
+    "category": "Import-Export"}
+
+import bpy
+from bpy.props import StringProperty, BoolProperty, EnumProperty, FloatProperty, FloatVectorProperty, IntProperty, CollectionProperty, PointerProperty
+import os
+from bpy.app.handlers import persistent
+from mathutils import Vector, Matrix
+
+class godot_export_manager(bpy.types.Panel):
+    bl_label = "Godot Export Manager"
+    bl_space_type = 'PROPERTIES'
+    bl_region_type = 'WINDOW'
+    bl_context = "scene"
+    
+    bpy.types.Scene.godot_export_on_save = BoolProperty(default=False)
+        
+    ### draw function for all ui elements
+    def draw(self, context):
+        layout = self.layout
+        split = self.layout.split()
+        scene = bpy.data.scenes[0]
+        ob = context.object
+        scene = context.scene
+        
+        row = layout.row()
+        col = row.column()
+        col.prop(scene,"godot_export_on_save",text="Export Groups on save")
+        
+        row = layout.row()
+        col = row.column(align=True)
+        op = col.operator("scene.godot_add_objects_to_group",text="Add selected objects to Group",icon="COPYDOWN")
+        
+        op = col.operator("scene.godot_delete_objects_from_group",text="Delete selected objects from Group",icon="PASTEDOWN")
+        
+        
+        
+        row = layout.row()
+        col = row.column()
+        col.label(text="Export Groups:")
+        
+        
+        row = layout.row()
+        col = row.column()
+        
+        col.template_list("UI_List_Godot","dummy",scene, "godot_export_groups", scene, "godot_export_groups_index",rows=1,maxrows=10,type='DEFAULT')
+        
+        col = row.column(align=True)
+        col.operator("scene.godot_add_export_group",text="",icon="ZOOMIN")
+        col.operator("scene.godot_delete_export_group",text="",icon="ZOOMOUT")
+        col.operator("scene.godot_export_all_groups",text="",icon="EXPORT")
+        
+        if len(scene.godot_export_groups) > 0:        
+            row = layout.row()
+            col = row.column()
+            group = scene.godot_export_groups[scene.godot_export_groups_index]
+            col.prop(group,"name",text="Group Name")
+            col.prop(group,"export_name",text="Export Name")
+            col.prop(group,"export_path",text="Export Filepath")
+            
+            row = layout.row()
+            col = row.column()
+            row = layout.row()
+            col = row.column()
+            col.label(text="Export Settings:")
+            
+            col = col.row(align=True)
+            col.prop(group,"apply_loc",toggle=True,icon="MAN_TRANS")
+            col.prop(group,"apply_rot",toggle=True,icon="MAN_ROT")
+            col.prop(group,"apply_scale",toggle=True,icon="MAN_SCALE")
+            
+            row = layout.row()
+            col = row.column()
+            
+            col.prop(group,"use_mesh_modifiers")
+            col.prop(group,"use_tangent_arrays")
+            col.prop(group,"use_triangles")
+            col.prop(group,"use_copy_images")
+            col.prop(group,"use_active_layers")
+            col.prop(group,"use_exclude_ctrl_bones")
+            col.prop(group,"use_anim")
+            col.prop(group,"use_anim_action_all")
+            col.prop(group,"use_anim_skip_noexp")
+            col.prop(group,"use_anim_optimize")
+            col.prop(group,"anim_optimize_precision")
+            col.prop(group,"use_metadata")
+
+### Custom template_list look
+class UI_List_Godot(bpy.types.UIList):
+    def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
+        ob = data
+        slot = item
+        col = layout.row(align=True)
+        
+        col.label(text=item.name,icon="GROUP")
+        col.prop(item,"active",text="")
+        
+        op = col.operator("scene.godot_select_group_objects",text="",emboss=False,icon="RESTRICT_SELECT_OFF")
+        op.idx = index
+        op = col.operator("scene.godot_export_group",text="",emboss=False,icon="EXPORT")
+        op.idx = index
+              
+class add_objects_to_group(bpy.types.Operator):
+    bl_idname = "scene.godot_add_objects_to_group"
+    bl_label = "Add Objects to Group"
+    bl_description = "Adds the selected Objects to the active group below."
+    
+    def execute(self,context):
+        scene = context.scene
+        
+        objects_str = ""
+        if len(scene.godot_export_groups) > 0:
+            for i,object in enumerate(context.selected_objects):
+                if object.name not in scene.godot_export_groups[scene.godot_export_groups_index].nodes:
+                    node = scene.godot_export_groups[scene.godot_export_groups_index].nodes.add()
+                    node.name = object.name
+                    if i == 0:
+                        objects_str += object.name
+                    else:
+                        objects_str += ", "+object.name    
+        
+        
+            self.report({'INFO'}, objects_str + " added to group." )
+            bpy.ops.ed.undo_push(message="Objects added to group")
+        else:
+            self.report({'WARNING'}, "Create a group first." )   
+        return{'FINISHED'}
+
+class del_objects_from_group(bpy.types.Operator):
+    bl_idname = "scene.godot_delete_objects_from_group"
+    bl_label = "Delete Objects from Group"
+    bl_description = "Delets the selected Objects from the active group below."
+    
+    def execute(self,context):
+        scene = context.scene
+        
+        if len(scene.godot_export_groups) > 0:
+                
+            selected_objects = []
+            for object in context.selected_objects:
+                selected_objects.append(object.name)
+            
+            objects_str = ""
+            j = 0
+            for i,node in enumerate(scene.godot_export_groups[scene.godot_export_groups_index].nodes):
+                if node.name in selected_objects:
+                    scene.godot_export_groups[scene.godot_export_groups_index].nodes.remove(i)
+
+                    
+                    if j == 0:
+                            objects_str += object.name
+                    else:
+                        objects_str += ", "+object.name 
+                    j+=1
+                    
+                    
+            self.report({'INFO'}, objects_str + " deleted from group." )                    
+            bpy.ops.ed.undo_push(message="Objects deleted from group")
+        else:
+            self.report({'WARNING'}, "There is no group to delete from." ) 
+        return{'FINISHED'}
+
+class select_group_objects(bpy.types.Operator):
+    bl_idname = "scene.godot_select_group_objects"
+    bl_label = "Select Group Objects"
+    bl_description = "Will select all group Objects in the scene."
+    
+    idx = IntProperty()
+    
+    def execute(self,context):
+        scene = context.scene
+        for object in context.scene.objects:
+            object.select = False
+        for node in scene.godot_export_groups[self.idx].nodes:
+            if node.name in bpy.data.objects:
+                bpy.data.objects[node.name].select = True
+                context.scene.objects.active = bpy.data.objects[node.name]
+        return{'FINISHED'}
+      
+class export_groups_autosave(bpy.types.Operator):
+    bl_idname = "scene.godot_export_groups_autosave"
+    bl_label = "Export All Groups"
+    bl_description = "Exports all groups to Collada."
+    
+    def execute(self,context):
+        scene = context.scene
+        if scene.godot_export_on_save:
+            for i in range(len(scene.godot_export_groups)):
+                if scene.godot_export_groups[i].active:
+                    bpy.ops.scene.godot_export_group(idx=i)
+        self.report({'INFO'}, "All Groups exported." )
+        bpy.ops.ed.undo_push(message="Export all Groups")   
+        return{'FINISHED'}
+    
+class export_all_groups(bpy.types.Operator):
+    bl_idname = "scene.godot_export_all_groups"
+    bl_label = "Export All Groups"
+    bl_description = "Exports all groups to Collada."
+    
+    def execute(self,context):
+        scene = context.scene
+        for i in range(len(scene.godot_export_groups)):
+            if scene.godot_export_groups[i].active:
+                bpy.ops.scene.godot_export_group(idx=i)
+        self.report({'INFO'}, "All Groups exported." )
+        bpy.ops.ed.undo_push(message="Export all Groups")   
+        return{'FINISHED'}    
+        
+        
+class export_group(bpy.types.Operator):
+    bl_idname = "scene.godot_export_group"
+    bl_label = "Export Group"
+    bl_description = "Exports the active group to destination folder as Collada file."
+    
+    idx = IntProperty(default=0)
+    
+    def copy_object_recursive(self,ob,parent,single_user = True):
+        new_ob = bpy.data.objects[ob.name].copy()
+        if single_user or ob.type=="ARMATURE":
+            new_mesh_data = new_ob.data.copy()
+            new_ob.data = new_mesh_data
+        bpy.context.scene.objects.link(new_ob)
+        
+        if ob != parent:
+           new_ob.parent = parent
+        else:
+            new_ob.parent = None   
+             
+        for child in ob.children:        
+            self.copy_object_recursive(child,new_ob,single_user)
+        new_ob.select = True    
+        return new_ob
+    
+    def delete_object(self,ob):
+        if ob != None:
+            for child in ob.children:
+                self.delete_object(child)
+            bpy.context.scene.objects.unlink(ob)
+            bpy.data.objects.remove(ob) 
+    
+    def convert_group_to_node(self,group):
+        if group.dupli_group != None:
+            for object in group.dupli_group.objects:
+                if object.parent == None:
+                    object = self.copy_object_recursive(object,object,True)
+                    matrix = Matrix(object.matrix_local)
+                    object.matrix_local = Matrix()
+                    object.matrix_local *= group.matrix_local
+                    object.matrix_local *= matrix
+        
+            self.delete_object(group)   
+    
+    def execute(self,context):
+        scene = context.scene
+        group = context.scene.godot_export_groups
+        
+        path = group[self.idx].export_path
+        if (path.find("//")==0 or path.find("\\\\")==0):
+            #if relative, convert to absolute
+            path = bpy.path.abspath(path)
+            path = path.replace("\\","/")
+        
+        ### if path exists and group export name is set the group will be exported  
+        if os.path.exists(path) and  group[self.idx].export_name != "":
+            
+            context.scene.layers = [True,True,True,True,True,True,True,True,True,True,True,True,True,True,True,True,True,True,True,True]
+            
+            
+            if group[self.idx].export_name.endswith(".dae"):
+                path = os.path.join(path,group[self.idx].export_name)
+            else:    
+                path = os.path.join(path,group[self.idx].export_name+".dae")
+            
+            hide_select = []    
+            for object in context.scene.objects:
+                hide_select.append(object.hide_select)
+                object.hide_select = False
+                object.select = False
+            context.scene.objects.active = None
+            
+            for i,object in enumerate(group[self.idx].nodes):
+                
+                if object.name in bpy.data.objects:
+                    if bpy.data.objects[object.name].type == "EMPTY":
+                        self.convert_group_to_node(bpy.data.objects[object.name])
+                    else:    
+                        bpy.data.objects[object.name].select = True
+
+                else: # if object is not in the scene anymore it will be removed from the group
+                    group[self.idx].nodes.remove(i)        
+            bpy.ops.object.transform_apply(location=group[self.idx].apply_loc, rotation=group[self.idx].apply_rot, scale=group[self.idx].apply_scale)
+            bpy.ops.export_scene.dae(check_existing=True, filepath=path, filter_glob="*.dae", object_types=group[self.idx].object_types, use_export_selected=group[self.idx].use_export_selected, use_mesh_modifiers=group[self.idx].use_mesh_modifiers, use_tangent_arrays=group[self.idx].use_tangent_arrays, use_triangles=group[self.idx].use_triangles, use_copy_images=group[self.idx].use_copy_images, use_active_layers=group[self.idx].use_active_layers, use_exclude_ctrl_bones=group[self.idx].use_exclude_ctrl_bones, use_anim=group[self.idx].use_anim, use_anim_action_all=group[self.idx].use_anim_action_all, use_anim_skip_noexp=group[self.idx].use_anim_skip_noexp, use_anim_optimize=group[self.idx].use_anim_optimize, anim_optimize_precision=group[self.idx].anim_optimize_precision, use_metadata=group[self.idx].use_metadata)    
+          
+                      
+            self.report({'INFO'}, '"'+group[self.idx].name+'"' + " Group exported." )  
+            msg = "Export Group "+group[self.idx].name
+            bpy.ops.ed.undo_push(message="")
+            bpy.ops.ed.undo()
+            bpy.ops.ed.undo_push(message=msg)
+        else:
+            self.report({'INFO'}, "Define Export Name and Export Path." )  
+        return{'FINISHED'}
+
+class add_export_group(bpy.types.Operator):
+    bl_idname = "scene.godot_add_export_group"
+    bl_label = "Adds a new export Group"
+    bl_description = "Creates a new Export Group with the selected Objects assigned to it."
+    
+    def execute(self,context):
+        scene = context.scene
+        
+        item = scene.godot_export_groups.add()
+        item.name = "New Group"
+        for object in context.selected_objects:
+            node = item.nodes.add()
+            node.name = object.name
+        scene.godot_export_groups_index = len(scene.godot_export_groups)-1    
+        bpy.ops.ed.undo_push(message="Create New Export Group")
+        return{'FINISHED'}
+    
+class del_export_group(bpy.types.Operator):
+    bl_idname = "scene.godot_delete_export_group"
+    bl_label = "Delets the selected export Group"
+    bl_description = "Delets the active Export Group."
+    
+    def invoke(self, context, event):
+        wm = context.window_manager 
+        return wm.invoke_confirm(self,event)
+    
+    def execute(self,context):
+        scene = context.scene
+        
+        scene.godot_export_groups.remove(scene.godot_export_groups_index)
+        if scene.godot_export_groups_index > 0:
+            scene.godot_export_groups_index -= 1
+        bpy.ops.ed.undo_push(message="Delete Export Group")
+        return{'FINISHED'}    
+
+class godot_node_list(bpy.types.PropertyGroup):
+    name = StringProperty()
+    
+class godot_export_groups(bpy.types.PropertyGroup):
+    name = StringProperty(name="Group Name")
+    export_name = StringProperty(name="scene_name")
+    nodes = CollectionProperty(type=godot_node_list)
+    export_path = StringProperty(subtype="DIR_PATH")
+    active = BoolProperty(default=True,description="Export Group")
+    
+    object_types = EnumProperty(name="Object Types",options={'ENUM_FLAG'},items=(('EMPTY', "Empty", ""),('CAMERA', "Camera", ""),('LAMP', "Lamp", ""),('ARMATURE', "Armature", ""),('MESH', "Mesh", ""),('CURVE', "Curve", ""),),default={'EMPTY', 'CAMERA', 'LAMP', 'ARMATURE', 'MESH','CURVE'})
+    
+    apply_scale = BoolProperty(name="Apply Scale",description="Apply Scale before export.",default=False)
+    apply_rot = BoolProperty(name="Apply Rotation",description="Apply Rotation before export.",default=False)
+    apply_loc = BoolProperty(name="Apply Location",description="Apply Location before export.",default=False)
+    
+    use_export_selected = BoolProperty(name="Selected Objects",description="Export only selected objects (and visible in active layers if that applies).",default=True)
+    use_mesh_modifiers = BoolProperty(name="Apply Modifiers",description="Apply modifiers to mesh objects (on a copy!).",default=True)
+    use_tangent_arrays = BoolProperty(name="Tangent Arrays",description="Export Tangent and Binormal arrays (for normalmapping).",default=False)
+    use_triangles = BoolProperty(name="Triangulate",description="Export Triangles instead of Polygons.",default=False)
+
+    use_copy_images = BoolProperty(name="Copy Images",description="Copy Images (create images/ subfolder)",default=False)
+    use_active_layers = BoolProperty(name="Active Layers",description="Export only objects on the active layers.",default=True)
+    use_exclude_ctrl_bones = BoolProperty(name="Exclude Control Bones",description="Exclude skeleton bones with names that begin with 'ctrl'.",default=True)
+    use_anim = BoolProperty(name="Export Animation",description="Export keyframe animation",default=False)
+    use_anim_action_all = BoolProperty(name="All Actions",description=("Export all actions for the first armature found in separate DAE files"),default=False)
+    use_anim_skip_noexp = BoolProperty(name="Skip (-noexp) Actions",description="Skip exporting of actions whose name end in (-noexp). Useful to skip control animations.",default=True)
+    use_anim_optimize = BoolProperty(name="Optimize Keyframes",description="Remove double keyframes",default=True)
+
+    anim_optimize_precision = 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)
+
+    use_metadata = BoolProperty(name="Use Metadata",default=True,options={'HIDDEN'})
+
+def register():        
+    bpy.utils.register_class(godot_export_manager)
+    bpy.utils.register_class(godot_node_list)
+    bpy.utils.register_class(godot_export_groups)
+    bpy.utils.register_class(add_export_group)
+    bpy.utils.register_class(del_export_group)
+    bpy.utils.register_class(export_all_groups)
+    bpy.utils.register_class(export_groups_autosave)
+    bpy.utils.register_class(export_group)
+    bpy.utils.register_class(add_objects_to_group)
+    bpy.utils.register_class(del_objects_from_group)
+    bpy.utils.register_class(select_group_objects)
+    bpy.utils.register_class(UI_List_Godot)
+
+    bpy.types.Scene.godot_export_groups = CollectionProperty(type=godot_export_groups)
+    bpy.types.Scene.godot_export_groups_index = IntProperty(default=0,min=0)
+
+def unregister():
+    bpy.utils.unregister_class(godot_export_manager)
+    bpy.utils.unregister_class(godot_node_list)
+    bpy.utils.unregister_class(godot_export_groups)
+    bpy.utils.unregister_class(export_groups_autosave)
+    bpy.utils.unregister_class(add_export_group)
+    bpy.utils.unregister_class(del_export_group)
+    bpy.utils.unregister_class(export_all_groups)
+    bpy.utils.unregister_class(export_group)
+    bpy.utils.unregister_class(add_objects_to_group)
+    bpy.utils.unregister_class(del_objects_from_group)
+    bpy.utils.unlregister_class(select_group_objects)
+    bpy.utils.unregister_class(UI_List_Godot)
+
+@persistent
+def auto_export(dummy):
+    bpy.ops.scene.godot_export_groups_autosave()
+        
+bpy.app.handlers.save_post.append(auto_export)
+
+if __name__ == "__main__":
+    register()

+ 49 - 22
tools/export/blender25/io_scene_dae/export_dae.py

@@ -162,37 +162,61 @@ class DaeExporter:
 
 
 	def export_image(self,image):
-
 		if (image in self.image_cache):
 			return self.image_cache[image]
-
+			
 		imgpath = image.filepath
 		if (imgpath.find("//")==0 or imgpath.find("\\\\")==0):
 			#if relative, convert to absolute
 			imgpath = bpy.path.abspath(imgpath)
 
 		#path is absolute, now do something!
-
+		
 		if (self.config["use_copy_images"]):
 			#copy image
 			basedir = os.path.dirname(self.path)+"/images"
 			if (not os.path.isdir(basedir)):
 				os.makedirs(basedir)
-			dstfile=basedir+"/"+os.path.basename(imgpath)
-			if (not os.path.isfile(dstfile)):
-				shutil.copy(imgpath,dstfile)
-			imgpath="images/"+os.path.basename(imgpath)
+			
+			if os.path.isfile(imgpath):
+				dstfile=basedir+"/"+os.path.basename(imgpath)
+				
+				if (not os.path.isfile(dstfile)):
+					shutil.copy(imgpath,dstfile)
+					imgpath="images/"+os.path.basename(imgpath)
+			else:
+				### if file is not found save it as png file in the destination folder
+				img_tmp_path = image.filepath	
+				if img_tmp_path.endswith((".bmp",".rgb",".png",".jpeg",".jpg",".jp2",".tga",".cin",".dpx",".exr",".hdr",".tif")):
+					image.filepath = basedir+"/"+os.path.basename(img_tmp_path)
+				else:	
+					image.filepath = basedir+"/"+image.name+".png"
+					
+				dstfile=basedir+"/"+os.path.basename(image.filepath)
+				
+				if (not os.path.isfile(dstfile)):
+					
+					image.save()
+					imgpath="images/"+os.path.basename(image.filepath)
+				image.filepath = img_tmp_path
 
 		else:
 			#export relative, always, no one wants absolute paths.
 			try:
 				imgpath = os.path.relpath(imgpath,os.path.dirname(self.path)).replace("\\","/") # export unix compatible always
+				
 			except:
 				pass #fails sometimes, not sure why
-
-
+		
 
 		imgid = self.new_id("image")
+		
+		if (not os.path.isfile(imgpath)):
+			if img_tmp_path.endswith((".bmp",".rgb",".png",".jpeg",".jpg",".jp2",".tga",".cin",".dpx",".exr",".hdr",".tif")):
+				imgpath="images/"+os.path.basename(img_tmp_path)
+			else:
+				imgpath="images/"+image.name+".png"
+		
 		self.writel(S_IMGS,1,'<image id="'+imgid+'" name="'+image.name+'">')
 		self.writel(S_IMGS,2,'<init_from>'+imgpath+'</init_from>"/>')
 		self.writel(S_IMGS,1,'</image>')
@@ -1176,6 +1200,7 @@ class DaeExporter:
 	def export_node(self,node,il):
 		if (not node in self.valid_nodes):
 			return
+		prev_node = bpy.context.scene.objects.active
 		bpy.context.scene.objects.active = node
 
 		self.writel(S_NODES,il,'<node id="'+self.validate_id(node.name)+'" name="'+node.name+'" type="NODE">')
@@ -1199,6 +1224,7 @@ class DaeExporter:
 
 		il-=1
 		self.writel(S_NODES,il,'</node>')
+		bpy.context.scene.objects.active = prev_node #make previous node active again
 
 	def is_node_valid(self,node):
 		if (not node.type in self.config["object_types"]):
@@ -1441,12 +1467,13 @@ class DaeExporter:
 		return tcn
 
 	def export_animations(self):
-		tmp_mat = []												# workaround by ndee					
-		for s in self.skeletons:									# workaround by ndee
-			tmp_bone_mat = []										# workaround by ndee
-			for bone in s.pose.bones:								# workaround by ndee
-				tmp_bone_mat.append(Matrix(bone.matrix_basis))		# workaround by ndee
-			tmp_mat.append([Matrix(s.matrix_local),tmp_bone_mat])	# workaround by ndee -> stores skeleton and bone transformations
+		tmp_mat = []
+		for s in self.skeletons:
+			tmp_bone_mat = []
+			for bone in s.pose.bones:
+				tmp_bone_mat.append(Matrix(bone.matrix_basis))
+				bone.matrix_basis = Matrix()
+			tmp_mat.append([Matrix(s.matrix_local),tmp_bone_mat])
 			
 		self.writel(S_ANIM,0,'<library_animations>')
 
@@ -1481,7 +1508,7 @@ class DaeExporter:
 								bones.append(dp)
 
 				allowed_skeletons=[]
-				for i,y in enumerate(self.skeletons):				# workaround by ndee
+				for i,y in enumerate(self.skeletons):
 					if (y.animation_data):
 						for z in y.pose.bones:
 							if (z.bone.name in bones):
@@ -1489,9 +1516,9 @@ class DaeExporter:
 									allowed_skeletons.append(y)
 						y.animation_data.action=x;
 						
-						y.matrix_local = tmp_mat[i][0]				# workaround by ndee -> resets the skeleton transformation. 
-						for j,bone in enumerate(s.pose.bones):		# workaround by ndee
-							bone.matrix_basis = Matrix()			# workaround by ndee -> resets the bone transformations. Important if bones in follwing actions miss keyframes
+						y.matrix_local = tmp_mat[i][0]
+						for j,bone in enumerate(s.pose.bones):
+							bone.matrix_basis = Matrix()
 							
 
 				print("allowed skeletons "+str(allowed_skeletons))
@@ -1511,15 +1538,15 @@ class DaeExporter:
 
 			self.writel(S_ANIM_CLIPS,0,'</library_animation_clips>')
 
-			for i,s in enumerate(self.skeletons):					# workaround by ndee
+			for i,s in enumerate(self.skeletons):
 				if (s.animation_data==None):
 					continue
 				if s in cached_actions:
 					s.animation_data.action = bpy.data.actions[cached_actions[s]]
 				else:
 					s.animation_data.action = None
-					for j,bone in enumerate(s.pose.bones):			# workaround by ndee
-						bone.matrix_basis = tmp_mat[i][1][j]		# workaround by ndee  -> resets the bone transformation to what they were before exporting.
+					for j,bone in enumerate(s.pose.bones):
+						bone.matrix_basis = tmp_mat[i][1][j]
 		else:
 			self.export_animation(self.scene.frame_start,self.scene.frame_end)