def export(dirpath, name_suffix, root_object, game_object_list): """The main export function. :param dirpath: The main Filepath where most of the Files will be exported :type dirpath: str :param name_suffix: files name suffix (exchange format is using .ef) :type name_suffix: str :param root_object: This is the "SCS Root Object" and parent object of all objects in "game_object_list" and carries many settings for the whole "SCS Game Object" :type root_object: bpy.types.Object :param game_object_list: This is a simple list of all objects belonging to the "SCS Game Object", which can be further reduced of invalid objects :type game_object_list: list :return: Return state statuses (Usually 'FINISHED') :rtype: dict """ import time t = time.time() context = bpy.context context.window.cursor_modal_set('WAIT') lprint("I Export started for: %r on: %s", (root_object.name, time.strftime("%b %d, %Y at %H:%M:%S"))) # TRANSITIONAL STRUCTURES terrain_points = TerrainPntsTrans() parts = PartsTrans(root_object.scs_object_part_inventory) materials = MaterialsTrans() bones = BonesTrans() # GROUP OBJECTS BY TYPE (mesh_objects, prefab_locators, model_locators, collision_locators, armature_object) = _get_objects_by_type(game_object_list, parts) # INITIAL CHECKS skeleton_filepath = root_object.name + ".pis" + name_suffix # NOTE: if no skeleton is exported name of it should be there anyway if armature_object and root_object.scs_props.scs_root_animated == "anim": skeleton_filepath = _path_utils.get_skeleton_relative_filepath( armature_object, dirpath, root_object.name) + name_suffix if len(mesh_objects) == 0: context.window.cursor_modal_restore() lprint( "E Rejecting animated Game Object with SCS Root Object name %r.\n\t " "Animated Game Object has to have at least one mesh object!", (root_object.name, )) return False if len(mesh_objects) == 0 and len(model_locators) == 0: context.window.cursor_modal_restore() lprint( "E Rejecting empty Game Object with SCS Root Object name: %r\n\t " + "Game Object has to have at least one mesh object or model locator!", (root_object.name, )) return False # EXPORT scs_globals = _get_scs_globals() export_success = True # EXPORT PIM if scs_globals.export_pim_file: in_args = (dirpath, name_suffix, root_object, armature_object, skeleton_filepath, mesh_objects, model_locators) trans_structs_args = (parts, materials, bones, terrain_points) if scs_globals.export_output_type == "5": export_success = _pim_exporter.execute(*(in_args + trans_structs_args)) elif scs_globals.export_output_type == "EF": export_success = _pim_ef_exporter.execute(*(in_args + trans_structs_args)) else: export_success = False # EXPORT PIC if scs_globals.export_pic_file and export_success: if collision_locators: in_args = (collision_locators, dirpath + os.sep + root_object.name, name_suffix, root_object.name) trans_structs_args = (parts, ) export_success = _pic.export(*(in_args + trans_structs_args)) else: lprint("I No collider locator objects to export.") # EXPORT PIP if scs_globals.export_pip_file and prefab_locators and export_success: in_args = (dirpath, root_object.name, name_suffix, prefab_locators, root_object.matrix_world) trans_structs_args = (parts, terrain_points) export_success = _pip_exporter.execute(*(in_args + trans_structs_args)) # EXPORT PIT if scs_globals.export_pit_file and export_success: in_args = (root_object, dirpath + os.sep + root_object.name, name_suffix) trans_structs_args = (parts, materials) if scs_globals.export_output_type == "5": export_success = _pit.export(*(in_args + trans_structs_args)) elif scs_globals.export_output_type == "EF": export_success = _pit_ef.export(*(in_args + trans_structs_args)) else: export_success = False # PIS, PIA if root_object.scs_props.scs_root_animated == 'anim': # EXPORT PIS if scs_globals.export_pis_file and bones.are_present( ) and export_success: export_success = _pis.export( os.path.join(dirpath, skeleton_filepath), root_object, armature_object, bones.get_as_list()) # EXPORT PIA if scs_globals.export_pia_file and bones.are_present( ) and export_success: anim_dirpath = _path_utils.get_animations_relative_filepath( root_object, dirpath) if anim_dirpath is not None: anim_dirpath = os.path.join(dirpath, anim_dirpath) # make sure to get relative path from PIA to PIS (animations may use custom export path) skeleton_filepath = _path_utils.get_skeleton_relative_filepath( armature_object, anim_dirpath, root_object.name) + name_suffix exported_anims_names = { } # store exported animations paths, so we can report duplicates and overwrites for scs_anim in root_object.scs_object_animation_inventory: if scs_anim.export: # check if export is disabled on animation itself # TODO: use bones transitional variable for safety checks export_success = _pia.export(root_object, armature_object, scs_anim, anim_dirpath, name_suffix, skeleton_filepath) if export_success: if scs_anim.name not in exported_anims_names: exported_anims_names[scs_anim.name] = 1 else: exported_anims_names[scs_anim.name] += 1 for anim_name, export_count in exported_anims_names.items(): if export_count > 1: lprint( "W Detected %s animation instances on SCS Root Object: %r with same name: %r.\n\t " "Only last one stayed exported as it overwrote previous ones!", (export_count, root_object.name, anim_name)) else: lprint( "E Custom animations export path is not relative to SCS Project Base Path.\n\t " + "Animations won't be exported!") elif armature_object and len( root_object.scs_object_animation_inventory) > 0: lprint( "W Armature and SCS Animations detected but not exported! If you are exporting animated model,\n\t " + "make sure to switch SCS Root Object %r to 'Animated Model'!", (root_object.name, )) # FINAL FEEDBACK context.window.cursor_modal_restore() if export_success: lprint("I Export completed for: %r in %.3f seconds.\n", (root_object.name, time.time() - t)) return True
def export(dirpath, root_object, game_object_list): """The main export function. :param dirpath: The main Filepath where most of the Files will be exported :type dirpath: str :param root_object: This is the "SCS Root Object" and parent object of all objects in "game_object_list" and carries many settings for the whole "SCS Game Object" :type root_object: bpy.types.Object :param game_object_list: This is a simple list of all objects belonging to the "SCS Game Object", which can be further reduced of invalid objects :type game_object_list: list :return: Return state statuses (Usually 'FINISHED') :rtype: dict """ import time t = time.time() context = bpy.context context.window.cursor_modal_set('WAIT') # GROUP OBJECTS BY TYPE (mesh_objects, prefab_locators, model_locators, collision_locators, armature_object) = _get_objects_by_type(game_object_list) skeleton_filepath = root_object.name + ".pis" # NOTE: if no skeleton is exported name of it should be there anyway if armature_object and root_object.scs_props.scs_root_animated: skeleton_filepath = _path_utils.get_skeleton_relative_filepath( armature_object, dirpath, root_object.name) if len(mesh_objects) == 0: context.window.cursor_modal_restore() lprint( "E Animated SCS Game Object has to have at least one mesh object! SCS Game Object %r won't be exported!", (root_object.name, )) return False # EXPORT scs_globals = _get_scs_globals() export_success = True used_parts = OrderedDict( ) # dictionary of parts which are actually used in this game object used_materials = [] used_bones = OrderedDict( ) # dictionary of bones which are actually used in this game object # EXPORT PIM if scs_globals.export_pim_file: in_args = (dirpath, root_object, armature_object, skeleton_filepath, mesh_objects, model_locators) out_args = (used_parts, used_materials, used_bones) export_success = _pim_exporter.execute(*(in_args + out_args)) # EXPORT PIC if scs_globals.export_pic_file and export_success: if collision_locators: in_args = (collision_locators, dirpath + os.sep + root_object.name, root_object.name) out_args = (used_parts, ) export_success = _pic.export(*(in_args + out_args)) else: lprint("I No collider locator objects to export.") # EXPORT PIT if scs_globals.export_pit_file and export_success: in_args = (root_object, used_parts, used_materials, context.scene, dirpath + os.sep + root_object.name) export_success = _pit.export(*in_args) # EXPORT PIP if scs_globals.export_pip_file and prefab_locators and export_success: in_args = (prefab_locators, dirpath + os.sep + root_object.name, root_object.name, root_object.matrix_world) export_success = _pip.export(*in_args) # PIS, PIA if root_object.scs_props.scs_root_animated == 'anim': # EXPORT PIS if scs_globals.export_pis_file and len( used_bones) > 0 and export_success: export_success = _pis.export( os.path.join(dirpath, skeleton_filepath), root_object, armature_object, list(used_bones.keys())) # EXPORT PIA if scs_globals.export_pia_file and len( used_bones) > 0 and export_success: anim_dirpath = _path_utils.get_animations_relative_filepath( root_object, dirpath) if anim_dirpath is not None: anim_dirpath = os.path.join(dirpath, anim_dirpath) # make sure to get relative path from PIA to PIS (animations may use custom export path) skeleton_filepath = _path_utils.get_skeleton_relative_filepath( armature_object, anim_dirpath, root_object.name) for scs_anim in root_object.scs_object_animation_inventory: if scs_anim.export: # check if export is disabled on animation itself # TODO: use used_bones variable for safety checks _pia.export(root_object, armature_object, scs_anim, anim_dirpath, skeleton_filepath) else: lprint( "E Custom animations export path is not relative to SCS Project Base Path.\n\t " + "Animations won't be exported!") # FINAL FEEDBACK context.window.cursor_modal_restore() if export_success: lprint( '\nI Export compleeted in %.3f sec. Files were saved to folder:\n\t %r\n', (time.time() - t, dirpath)) return True
def export(dirpath, root_object, game_object_list): """The main export function. :param dirpath: The main Filepath where most of the Files will be exported :type dirpath: str :param root_object: This is the "SCS Root Object" and parent object of all objects in "game_object_list" and carries many settings for the whole "SCS Game Object" :type root_object: bpy.types.Object :param game_object_list: This is a simple list of all objects belonging to the "SCS Game Object", which can be further reduced of invalid objects :type game_object_list: list :return: Return state statuses (Usually 'FINISHED') :rtype: dict """ import time t = time.time() context = bpy.context context.window.cursor_modal_set("WAIT") # TRANSITIONAL STRUCTURES terrain_points = TerrainPntsTrans() parts = PartsTrans() materials = MaterialsTrans() bones = BonesTrans() # GROUP OBJECTS BY TYPE (mesh_objects, prefab_locators, model_locators, collision_locators, armature_object) = _get_objects_by_type( game_object_list, parts ) # INITIAL CHECKS skeleton_filepath = root_object.name + ".pis" # NOTE: if no skeleton is exported name of it should be there anyway if armature_object and root_object.scs_props.scs_root_animated == "anim": skeleton_filepath = _path_utils.get_skeleton_relative_filepath(armature_object, dirpath, root_object.name) if len(mesh_objects) == 0: context.window.cursor_modal_restore() lprint( "E Animated SCS Game Object has to have at least one mesh object!\n\t " + "SCS Game Object %r won't be exported!", (root_object.name,), ) return False if len(mesh_objects) == 0 and len(model_locators) == 0: context.window.cursor_modal_restore() lprint( "E SCS Game Object has to have at least one mesh object or model locator!\n\t " + "SCS Game Object %r won't be exported!", (root_object.name,), ) return False # EXPORT scs_globals = _get_scs_globals() export_success = True # EXPORT PIM if scs_globals.export_pim_file: in_args = (dirpath, root_object, armature_object, skeleton_filepath, mesh_objects, model_locators) trans_structs_args = (parts, materials, bones, terrain_points) export_success = _pim_exporter.execute(*(in_args + trans_structs_args)) # EXPORT PIC if scs_globals.export_pic_file and export_success: if collision_locators: in_args = (collision_locators, dirpath + os.sep + root_object.name, root_object.name) trans_structs_args = (parts,) export_success = _pic.export(*(in_args + trans_structs_args)) else: lprint("I No collider locator objects to export.") # EXPORT PIP if scs_globals.export_pip_file and prefab_locators and export_success: in_args = (dirpath, root_object.name, prefab_locators, root_object.matrix_world) trans_structs_args = (terrain_points,) export_success = _pip_exporter.execute(*(in_args + trans_structs_args)) # EXPORT PIT if scs_globals.export_pit_file and export_success: in_args = (root_object, dirpath + os.sep + root_object.name) trans_structs_args = (materials, parts) export_success = _pit.export(*(in_args + trans_structs_args)) # PIS, PIA if root_object.scs_props.scs_root_animated == "anim": # EXPORT PIS if scs_globals.export_pis_file and bones.are_present() and export_success: export_success = _pis.export( os.path.join(dirpath, skeleton_filepath), root_object, armature_object, bones.get_as_list() ) # EXPORT PIA if scs_globals.export_pia_file and bones.are_present() and export_success: anim_dirpath = _path_utils.get_animations_relative_filepath(root_object, dirpath) if anim_dirpath is not None: anim_dirpath = os.path.join(dirpath, anim_dirpath) # make sure to get relative path from PIA to PIS (animations may use custom export path) skeleton_filepath = _path_utils.get_skeleton_relative_filepath( armature_object, anim_dirpath, root_object.name ) for scs_anim in root_object.scs_object_animation_inventory: if scs_anim.export: # check if export is disabled on animation itself # TODO: use bones transitional variable for safety checks _pia.export(root_object, armature_object, scs_anim, anim_dirpath, skeleton_filepath) else: lprint( "E Custom animations export path is not relative to SCS Project Base Path.\n\t " + "Animations won't be exported!" ) elif armature_object and len(root_object.scs_object_animation_inventory) > 0: lprint( "W Armature and SCS Animations detected but not exported! If you are exporting animated model,\n\t " + "make sure to switch SCS Root Object %r to 'Animated Model'!", (root_object.name,), ) # FINAL FEEDBACK context.window.cursor_modal_restore() if export_success: lprint("\nI Export completed in %.3f sec. Files were saved to folder:\n\t %r\n", (time.time() - t, dirpath)) return True
def export(dirpath, root_object, game_object_list): """The main export function. :param dirpath: The main Filepath where most of the Files will be exported :type dirpath: str :param root_object: This is the "SCS Root Object" and parent object of all objects in "game_object_list" and carries many settings for the whole "SCS Game Object" :type root_object: bpy.types.Object :param game_object_list: This is a simple list of all objects belonging to the "SCS Game Object", which can be further reduced of invalid objects :type game_object_list: list :return: Return state statuses (Usually 'FINISHED') :rtype: dict """ import time t = time.time() context = bpy.context context.window.cursor_modal_set('WAIT') # TRANSITIONAL STRUCTURES terrain_points = TerrainPntsTrans() parts = PartsTrans() materials = MaterialsTrans() bones = BonesTrans() # GROUP OBJECTS BY TYPE (mesh_objects, prefab_locators, model_locators, collision_locators, armature_object) = _get_objects_by_type(game_object_list, parts) # INITIAL CHECKS skeleton_filepath = root_object.name + ".pis" # NOTE: if no skeleton is exported name of it should be there anyway if armature_object and root_object.scs_props.scs_root_animated == "anim": skeleton_filepath = _path_utils.get_skeleton_relative_filepath( armature_object, dirpath, root_object.name) if len(mesh_objects) == 0: context.window.cursor_modal_restore() lprint( "E Animated SCS Game Object has to have at least one mesh object!\n\t " + "SCS Game Object %r won't be exported!", (root_object.name, )) return False if len(mesh_objects) == 0 and len(model_locators) == 0: context.window.cursor_modal_restore() lprint( "E SCS Game Object has to have at least one mesh object or model locator!\n\t " + "SCS Game Object %r won't be exported!", (root_object.name, )) return False # EXPORT scs_globals = _get_scs_globals() export_success = True # EXPORT PIM if scs_globals.export_pim_file: in_args = (dirpath, root_object, armature_object, skeleton_filepath, mesh_objects, model_locators) trans_structs_args = (parts, materials, bones, terrain_points) export_success = _pim_exporter.execute(*(in_args + trans_structs_args)) # EXPORT PIC if scs_globals.export_pic_file and export_success: if collision_locators: in_args = (collision_locators, dirpath + os.sep + root_object.name, root_object.name) trans_structs_args = (parts, ) export_success = _pic.export(*(in_args + trans_structs_args)) else: lprint("I No collider locator objects to export.") # EXPORT PIP if scs_globals.export_pip_file and prefab_locators and export_success: in_args = (dirpath, root_object.name, prefab_locators, root_object.matrix_world) trans_structs_args = (terrain_points, ) export_success = _pip_exporter.execute(*(in_args + trans_structs_args)) # EXPORT PIT if scs_globals.export_pit_file and export_success: in_args = (root_object, dirpath + os.sep + root_object.name) trans_structs_args = (materials, parts) export_success = _pit.export(*(in_args + trans_structs_args)) # PIS, PIA if root_object.scs_props.scs_root_animated == 'anim': # EXPORT PIS if scs_globals.export_pis_file and bones.are_present( ) and export_success: export_success = _pis.export( os.path.join(dirpath, skeleton_filepath), root_object, armature_object, bones.get_as_list()) # EXPORT PIA if scs_globals.export_pia_file and bones.are_present( ) and export_success: anim_dirpath = _path_utils.get_animations_relative_filepath( root_object, dirpath) if anim_dirpath is not None: anim_dirpath = os.path.join(dirpath, anim_dirpath) # make sure to get relative path from PIA to PIS (animations may use custom export path) skeleton_filepath = _path_utils.get_skeleton_relative_filepath( armature_object, anim_dirpath, root_object.name) for scs_anim in root_object.scs_object_animation_inventory: if scs_anim.export: # check if export is disabled on animation itself # TODO: use bones transitional variable for safety checks _pia.export(root_object, armature_object, scs_anim, anim_dirpath, skeleton_filepath) else: lprint( "E Custom animations export path is not relative to SCS Project Base Path.\n\t " + "Animations won't be exported!") elif armature_object and len( root_object.scs_object_animation_inventory) > 0: lprint( "W Armature and SCS Animations detected but not exported! If you are exporting animated model,\n\t " + "make sure to switch SCS Root Object %r to 'Animated Model'!", (root_object.name, )) # FINAL FEEDBACK context.window.cursor_modal_restore() if export_success: lprint( '\nI Export completed in %.3f sec. Files were saved to folder:\n\t %r\n', (time.time() - t, dirpath)) return True
def export(dirpath, root_object, game_object_list): """The main export function. :param dirpath: The main Filepath where most of the Files will be exported :type dirpath: str :param root_object: This is the "SCS Root Object" and parent object of all objects in "game_object_list" and carries many settings for the whole "SCS Game Object" :type root_object: bpy.types.Object :param game_object_list: This is a simple list of all objects belonging to the "SCS Game Object", which can be further reduced of invalid objects :type game_object_list: list :return: Return state statuses (Usually 'FINISHED') :rtype: dict """ import time t = time.time() context = bpy.context context.window.cursor_modal_set('WAIT') # GROUP OBJECTS BY TYPE (mesh_objects, prefab_locators, model_locators, collision_locators, armature_object) = _get_objects_by_type(game_object_list) # EXPORT scs_globals = _get_scs_globals() export_success = True used_parts = OrderedDict( ) # dictionary of parts which are actually used in this game object used_materials = [] # EXPORT PIM if scs_globals.export_pim_file: export_success = _pim_exporter.execute(dirpath, root_object, mesh_objects, model_locators, used_parts, used_materials) # EXPORT PIC if scs_globals.export_pic_file and export_success: if collision_locators: export_success = _pic.export( collision_locators, dirpath + os.sep + root_object.name, root_object.name, used_parts) else: lprint("I No collider locator objects to export.") # EXPORT PIT if scs_globals.export_pit_file and used_materials and export_success: export_success = _pit.export(root_object, used_parts, used_materials, context.scene, dirpath + os.sep + root_object.name) # EXPORT PIP if scs_globals.export_pip_file and prefab_locators and export_success: export_success = _pip.export(prefab_locators, dirpath + os.sep + root_object.name, root_object.name, root_object.matrix_world) """ # PIS, PIA if root_object.scs_props.scs_root_animated == 'anim': # EXPORT PIS if scs_globals.export_pis_file and bone_list and export_success: export_success = _pis.export(bone_list, dirpath, root_object.name) # EXPORT PIA if scs_globals.export_pia_file and bone_list and export_success: if armature.animation_data: export_success = _pia.export(armature, bone_list, dirpath, root_object.name) else: lprint('E No animation data! Skipping PIA export...\n') """ # FINAL FEEDBACK context.window.cursor_modal_restore() if export_success: lprint( '\nI Export compleeted in %.3f sec. Files were saved to folder:\n\t %r\n', (time.time() - t, dirpath)) else: lprint("E Nothing to export! Please set a 'SCS Root Object'...", report_errors=True) return {'FINISHED'}
def export(dirpath, root_object, game_object_list): """The main export function. :param dirpath: The main Filepath where most of the Files will be exported :type dirpath: str :param root_object: This is the "SCS Root Object" and parent object of all objects in "game_object_list" and carries many settings for the whole "SCS Game Object" :type root_object: bpy.types.Object :param game_object_list: This is a simple list of all objects belonging to the "SCS Game Object", which can be further reduced of invalid objects :type game_object_list: list :return: Return state statuses (Usually 'FINISHED') :rtype: dict """ import time t = time.time() context = bpy.context context.window.cursor_modal_set('WAIT') # GROUP OBJECTS BY TYPE ( mesh_objects, prefab_locators, model_locators, collision_locators, armature_object ) = _get_objects_by_type(game_object_list) skeleton_filepath = root_object.name + ".pis" # NOTE: if no skeleton is exported name of it should be there anyway if armature_object and root_object.scs_props.scs_root_animated: skeleton_filepath = _path_utils.get_skeleton_relative_filepath(armature_object, dirpath, root_object.name) if len(mesh_objects) == 0: context.window.cursor_modal_restore() lprint("E Animated SCS Game Object has to have at least one mesh object! SCS Game Object %r won't be exported!", (root_object.name,)) return False # EXPORT scs_globals = _get_scs_globals() export_success = True used_parts = OrderedDict() # dictionary of parts which are actually used in this game object used_materials = [] used_bones = OrderedDict() # dictionary of bones which are actually used in this game object # EXPORT PIM if scs_globals.export_pim_file: in_args = (dirpath, root_object, armature_object, skeleton_filepath, mesh_objects, model_locators) out_args = (used_parts, used_materials, used_bones) export_success = _pim_exporter.execute(*(in_args + out_args)) # EXPORT PIC if scs_globals.export_pic_file and export_success: if collision_locators: in_args = (collision_locators, dirpath + os.sep + root_object.name, root_object.name) out_args = (used_parts,) export_success = _pic.export(*(in_args + out_args)) else: lprint("I No collider locator objects to export.") # EXPORT PIT if scs_globals.export_pit_file and export_success: in_args = (root_object, used_parts, used_materials, context.scene, dirpath + os.sep + root_object.name) export_success = _pit.export(*in_args) # EXPORT PIP if scs_globals.export_pip_file and prefab_locators and export_success: in_args = (prefab_locators, dirpath + os.sep + root_object.name, root_object.name, root_object.matrix_world) export_success = _pip.export(*in_args) # PIS, PIA if root_object.scs_props.scs_root_animated == 'anim': # EXPORT PIS if scs_globals.export_pis_file and len(used_bones) > 0 and export_success: export_success = _pis.export(os.path.join(dirpath, skeleton_filepath), root_object, armature_object, list(used_bones.keys())) # EXPORT PIA if scs_globals.export_pia_file and len(used_bones) > 0 and export_success: anim_dirpath = _path_utils.get_animations_relative_filepath(root_object, dirpath) if anim_dirpath is not None: anim_dirpath = os.path.join(dirpath, anim_dirpath) # make sure to get relative path from PIA to PIS (animations may use custom export path) skeleton_filepath = _path_utils.get_skeleton_relative_filepath(armature_object, anim_dirpath, root_object.name) for scs_anim in root_object.scs_object_animation_inventory: if scs_anim.export: # check if export is disabled on animation itself # TODO: use used_bones variable for safety checks _pia.export(root_object, armature_object, scs_anim, anim_dirpath, skeleton_filepath) else: lprint("E Custom animations export path is not relative to SCS Project Base Path.\n\t " + "Animations won't be exported!") # FINAL FEEDBACK context.window.cursor_modal_restore() if export_success: lprint('\nI Export compleeted in %.3f sec. Files were saved to folder:\n\t %r\n', (time.time() - t, dirpath)) return True
def export(dirpath, root_object, game_object_list): """The main export function. :param dirpath: The main Filepath where most of the Files will be exported :type dirpath: str :param root_object: This is the "SCS Root Object" and parent object of all objects in "game_object_list" and carries many settings for the whole "SCS Game Object" :type root_object: bpy.types.Object :param game_object_list: This is a simple list of all objects belonging to the "SCS Game Object", which can be further reduced of invalid objects :type game_object_list: list :return: Return state statuses (Usually 'FINISHED') :rtype: dict """ import time t = time.time() context = bpy.context context.window.cursor_modal_set('WAIT') # GROUP OBJECTS BY TYPE ( mesh_objects, prefab_locators, model_locators, collision_locators, armature_object ) = _get_objects_by_type(game_object_list) # EXPORT scs_globals = _get_scs_globals() export_success = True used_parts = OrderedDict() # dictionary of parts which are actually used in this game object used_materials = [] # EXPORT PIM if scs_globals.export_pim_file: export_success = _pim_exporter.execute(dirpath, root_object, mesh_objects, model_locators, used_parts, used_materials) # EXPORT PIC if scs_globals.export_pic_file and export_success: if collision_locators: export_success = _pic.export(collision_locators, dirpath + os.sep + root_object.name, root_object.name, used_parts) else: lprint("I No collider locator objects to export.") # EXPORT PIT if scs_globals.export_pit_file and used_materials and export_success: export_success = _pit.export(root_object, used_parts, used_materials, context.scene, dirpath + os.sep + root_object.name) # EXPORT PIP if scs_globals.export_pip_file and prefab_locators and export_success: export_success = _pip.export(prefab_locators, dirpath + os.sep + root_object.name, root_object.name, root_object.matrix_world) """ # PIS, PIA if root_object.scs_props.scs_root_animated == 'anim': # EXPORT PIS if scs_globals.export_pis_file and bone_list and export_success: export_success = _pis.export(bone_list, dirpath, root_object.name) # EXPORT PIA if scs_globals.export_pia_file and bone_list and export_success: if armature.animation_data: export_success = _pia.export(armature, bone_list, dirpath, root_object.name) else: lprint('E No animation data! Skipping PIA export...\n') """ # FINAL FEEDBACK context.window.cursor_modal_restore() if export_success: lprint('\nI Export compleeted in %.3f sec. Files were saved to folder:\n\t %r\n', (time.time() - t, dirpath)) else: lprint("E Nothing to export! Please set a 'SCS Root Object'...", report_errors=True) return {'FINISHED'}