mirror of
https://github.com/kaosat-dev/Blender_bevy_components_workflow.git
synced 2024-11-23 04:10:53 +00:00
97 lines
3.9 KiB
Python
97 lines
3.9 KiB
Python
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import bpy
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import json
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import os
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import uuid
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from pathlib import Path
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from bpy_types import (PropertyGroup)
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from bpy.props import (StringProperty, BoolProperty, FloatProperty, FloatVectorProperty, IntProperty, IntVectorProperty, EnumProperty, PointerProperty, CollectionProperty)
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def get_assets(scene, blueprints_data, addon_prefs):
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export_root_folder = getattr(addon_prefs, "export_root_folder")
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export_output_folder = getattr(addon_prefs,"export_output_folder")
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export_levels_path = getattr(addon_prefs,"export_levels_path")
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export_blueprints_path = getattr(addon_prefs, "export_blueprints_path")
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export_gltf_extension = getattr(addon_prefs, "export_gltf_extension")
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relative_blueprints_path = os.path.relpath(export_blueprints_path, export_root_folder)
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blueprint_instance_names_for_scene = blueprints_data.blueprint_instances_per_main_scene.get(scene.name, None)
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blueprint_assets_list = []
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if blueprint_instance_names_for_scene:
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for blueprint_name in blueprint_instance_names_for_scene:
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blueprint = blueprints_data.blueprints_per_name.get(blueprint_name, None)
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if blueprint is not None:
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print("BLUEPRINT", blueprint)
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blueprint_exported_path = None
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if blueprint.local:
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blueprint_exported_path = os.path.join(relative_blueprints_path, f"{blueprint.name}{export_gltf_extension}")
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else:
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# get the injected path of the external blueprints
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blueprint_exported_path = blueprint.collection['Export_path'] if 'Export_path' in blueprint.collection else None
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print("foo", dict(blueprint.collection))
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if blueprint_exported_path is not None:
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blueprint_assets_list.append({"name": blueprint.name, "path": blueprint_exported_path})
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# fetch images/textures
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# see https://blender.stackexchange.com/questions/139859/how-to-get-absolute-file-path-for-linked-texture-image
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textures = []
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for ob in bpy.data.objects:
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if ob.type == "MESH":
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for mat_slot in ob.material_slots:
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if mat_slot.material:
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if mat_slot.material.node_tree:
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textures.extend([x.image.filepath for x in mat_slot.material.node_tree.nodes if x.type=='TEX_IMAGE'])
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print("textures", textures)
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assets_list_name = f"assets_{scene.name}"
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assets_list_data = {"blueprints": json.dumps(blueprint_assets_list), "sounds":[], "images":[]}
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print("blueprint assets", blueprint_assets_list)
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# this is where we store the information for all available assets
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#
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class AssetsRegistry(PropertyGroup):
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assets_list = []
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asset_name_selector: StringProperty(
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name="asset name",
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description="name of asset to add",
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) # type: ignore
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asset_type_selector: EnumProperty(
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name="asset type",
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description="type of asset to add",
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items=(
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('MODEL', "Model", ""),
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('AUDIO', "Audio", ""),
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('IMAGE', "Image", ""),
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)
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) # type: ignore
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asset_path_selector: StringProperty(
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name="asset path",
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description="path of asset to add",
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subtype='FILE_PATH'
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) # type: ignore
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@classmethod
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def register(cls):
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bpy.types.WindowManager.assets_registry = PointerProperty(type=AssetsRegistry)
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@classmethod
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def unregister(cls):
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del bpy.types.WindowManager.assets_registry
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def add_asset(self, name, type, path, internal): # internal means it cannot be edited by the user, aka auto generated
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in_list = [asset for asset in self.assets_list if (asset["path"] == path)]
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in_list = len(in_list) > 0
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if not in_list:
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self.assets_list.append({"name": name, "type": type, "path": path, "internal": internal})
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def remove_asset(self, path):
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self.assets_list[:] = [asset for asset in self.assets_list if (asset["path"] != path)]
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