# Path: blendergltf/exporters/base.py
# class BaseExporter:
#     gltf_key = ''
#     blender_key = ''
# 
#     @classmethod
#     def get_custom_properties(cls, blender_data):
#         custom_props = {
#             key: value.to_list() if hasattr(value, 'to_list') else value
#             for key, value in blender_data.items()
#             if key not in _IGNORED_CUSTOM_PROPS
#         }
# 
#         custom_props = {
#             key: value for key, value in custom_props.items()
#             if _is_serializable(value)
#         }
# 
#         return custom_props
# 
#     @classmethod
#     def check(cls, state, blender_data):
#         return True
# 
#     @classmethod
#     def default(cls, state, blender_data):
#         return {
#             'name': blender_data.name
#         }
# 
#     @classmethod
#     def export(cls, state, blender_data):
#         return {}
# 
# Path: blendergltf/exporters/common.py
# class Reference:
#     __slots__ = (
#         "blender_type",
#         "blender_name",
#         "source",
#         "prop",
#         "value",
#     )
# 
#     def __init__(self, blender_type, blender_name, source, prop):
#         self.blender_type = blender_type
#         self.blender_name = blender_name
#         self.source = source
#         self.prop = prop
#         self.value = None
# 
#     def __str__(self):
#         return json.dumps([self.blender_type, self.blender_name, self.value])
# 
# class SimpleID:
#     def __init__(self, name, data=None):
#         self.name = name
#         self.data = data
# 
# def get_bone_name(bone):
#     return '{}_{}'.format(bone.id_data.name, bone.name)


from distutils.version import StrictVersion as Version
from .base import BaseExporter
from .common import (
    Reference,
    SimpleID,
    get_bone_name,
)
    gltf_key = 'nodes'
    blender_key = 'objects'

    @classmethod
    def export(cls, state, blender_data):
        node = {
            'name': blender_data.name,
        }

        obj_children = [
            child for child in blender_data.children
            if child in state['input']['objects'] and not child.parent_bone
        ]
        if obj_children:
            node['children'] = []
        for i, child in enumerate(obj_children):
            node['children'].append(Reference('objects', child.name, node['children'], i))
            state['references'].append(node['children'][-1])

        extras = cls.get_custom_properties(blender_data)
        extras.update({
            prop.name: prop.value for prop in blender_data.game.properties.values()
        })
        if extras:
            node['extras'] = extras

        decompose = state['decompose_fn']

        if blender_data.parent and blender_data.parent_bone:
            parent_bone = blender_data.parent.data.bones[blender_data.parent_bone]

# Path: blendergltf/exporters/base.py
# class BaseExporter:
#     gltf_key = ''
#     blender_key = ''
# 
#     @classmethod
#     def get_custom_properties(cls, blender_data):
#         custom_props = {
#             key: value.to_list() if hasattr(value, 'to_list') else value
#             for key, value in blender_data.items()
#             if key not in _IGNORED_CUSTOM_PROPS
#         }
# 
#         custom_props = {
#             key: value for key, value in custom_props.items()
#             if _is_serializable(value)
#         }
# 
#         return custom_props
# 
#     @classmethod
#     def check(cls, state, blender_data):
#         return True
# 
#     @classmethod
#     def default(cls, state, blender_data):
#         return {
#             'name': blender_data.name
#         }
# 
#     @classmethod
#     def export(cls, state, blender_data):
#         return {}
# 
# Path: blendergltf/exporters/common.py
# class Reference:
#     __slots__ = (
#         "blender_type",
#         "blender_name",
#         "source",
#         "prop",
#         "value",
#     )
# 
#     def __init__(self, blender_type, blender_name, source, prop):
#         self.blender_type = blender_type
#         self.blender_name = blender_name
#         self.source = source
#         self.prop = prop
#         self.value = None
# 
#     def __str__(self):
#         return json.dumps([self.blender_type, self.blender_name, self.value])
# 
# class SimpleID:
#     def __init__(self, name, data=None):
#         self.name = name
#         self.data = data
# 
# def get_bone_name(bone):
#     return '{}_{}'.format(bone.id_data.name, bone.name)


# Path: blendergltf/exporters/node.py
from distutils.version import StrictVersion as Version
from .base import BaseExporter
from .common import (
    Reference,
    SimpleID,
    get_bone_name,
)

    gltf_key = 'nodes'
    blender_key = 'objects'

    @classmethod
    def export(cls, state, blender_data):
        node = {
            'name': blender_data.name,
        }

        obj_children = [
            child for child in blender_data.children
            if child in state['input']['objects'] and not child.parent_bone
        ]
        if obj_children:
            node['children'] = []
        for i, child in enumerate(obj_children):
            node['children'].append(Reference('objects', child.name, node['children'], i))
            state['references'].append(node['children'][-1])

        extras = cls.get_custom_properties(blender_data)
        extras.update({
            prop.name: prop.value for prop in blender_data.game.properties.values()
        })
        if extras:
            node['extras'] = extras

        decompose = state['decompose_fn']

        if blender_data.parent and blender_data.parent_bone:
            parent_bone = blender_data.parent.data.bones[blender_data.parent_bone]

            bone_name = get_bone_name(parent_bone)