Blender_bevy_components_wor.../tools/blenvy/assets/operators.py

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import os
import json
import bpy
from bpy_types import (Operator)
from bpy.props import (BoolProperty, StringProperty, EnumProperty)
from .asset_helpers import does_asset_exist, get_user_assets, remove_asset, upsert_asset
from .assets_scan import get_main_scene_assets_tree
from ..core.path_helpers import absolute_path_from_blend_file
from ..settings import load_settings
class OT_add_bevy_asset(Operator):
"""Add asset"""
bl_idname = "bevyassets.add"
bl_label = "Add bevy asset"
bl_options = {"UNDO"}
asset_name: StringProperty(
name="asset name",
description="name of asset to add",
) # type: ignore
asset_type: EnumProperty(
items=(
('MODEL', "Model", ""),
('AUDIO', "Audio", ""),
('IMAGE', "Image", ""),
('TEXT', "Text", ""),
)
) # type: ignore
asset_path: StringProperty(
name="asset path",
description="path of asset to add",
subtype='FILE_PATH'
) # type: ignore
# what are we targetting
target_type: EnumProperty(
name="target type",
description="type of the target: scene or blueprint to add an asset to",
items=(
('SCENE', "Scene", ""),
('BLUEPRINT', "Blueprint", ""),
),
) # type: ignore
target_name: StringProperty(
name="target name",
description="name of the target blueprint or scene to add asset to"
) # type: ignore
def execute(self, context):
assets = []
blueprint_assets = self.target_type == 'BLUEPRINT'
target = None
if blueprint_assets:
target = bpy.data.collections[self.target_name]
else:
target = bpy.data.scenes[self.target_name]
assets = get_user_assets(target)
asset = {"name": self.asset_name, "type": self.asset_type, "path": self.asset_path}
if not does_asset_exist(target, asset):
upsert_asset(target, asset)
#assets.append({"name": self.asset_name, "type": self.asset_type, "path": self.asset_path, "internal": False})
# reset controls
context.window_manager.assets_registry.asset_name_selector = ""
context.window_manager.assets_registry.asset_type_selector = "MODEL"
context.window_manager.assets_registry.asset_path_selector = ""
"""if blueprint_assets:
bpy.data.collections[self.target_name]["assets"] = json.dumps(assets)
else:
bpy.data.scenes[self.target_name]["assets"] = json.dumps(assets)"""
return {'FINISHED'}
class OT_remove_bevy_asset(Operator):
"""Remove asset"""
bl_idname = "bevyassets.remove"
bl_label = "remove bevy asset"
bl_options = {"UNDO"}
asset_path: StringProperty(
name="asset path",
description="path of asset to add",
subtype='FILE_PATH'
) # type: ignore
clear_all: BoolProperty (
name="clear all assets",
description="clear all assets",
default=False
) # type: ignore
# what are we targetting
target_type: EnumProperty(
name="target type",
description="type of the target: scene or blueprint to add an asset to",
items=(
('SCENE', "Scene", ""),
('BLUEPRINT', "Blueprint", ""),
),
) # type: ignore
target_name: StringProperty(
name="target name",
description="name of the target blueprint or scene to add asset to"
) # type: ignore
def execute(self, context):
assets = []
blueprint_assets = self.target_type == 'BLUEPRINT'
if blueprint_assets:
target = bpy.data.collections[self.target_name]
else:
target = bpy.data.scenes[self.target_name]
remove_asset(target, {"path": self.asset_path})
return {'FINISHED'}
import os
from bpy_extras.io_utils import ImportHelper
class OT_Add_asset_filebrowser(Operator, ImportHelper):
"""Browse for asset files"""
bl_idname = "asset.open_filebrowser"
bl_label = "Select asset file"
# Define this to tell 'fileselect_add' that we want a directoy
filepath: bpy.props.StringProperty(
name="asset Path",
description="selected file",
subtype='FILE_PATH',
) # type: ignore
# Filters files
filter_glob: StringProperty(options={'HIDDEN'}, default='*.jpg;*.jpeg;*.png;*.bmp') # type: ignore
def execute(self, context):
current_auto_settings = load_settings(".gltf_auto_export_settings")
export_root_path = current_auto_settings.get("export_root_path", "../")
export_assets_path = current_auto_settings.get("export_assets_path", "assets")
# FIXME: not sure
print("export_root_path", export_root_path, "export_assets_path", export_assets_path)
export_assets_path_absolute = absolute_path_from_blend_file(os.path.join(export_root_path, export_assets_path))
asset_path = os.path.relpath(self.filepath, export_assets_path_absolute)
print("asset path", asset_path)
assets_registry = context.window_manager.assets_registry
assets_registry.asset_path_selector = asset_path
print("SELECTED ASSET PATH", asset_path)
return {'FINISHED'}
from types import SimpleNamespace
def write_ron_assets_file(level_name, assets_hierarchy, internal_only=False):
# just for testing, this uses the format of bevy_asset_loader's asset files
'''
({
"world":File (path: "models/StartLevel.glb"),
"level1":File (path: "models/Level1.glb"),
"level2":File (path: "models/Level2.glb"),
"models": Folder (
path: "models/library",
),
"materials": Folder (
path: "materials",
),
})
'''
formated_assets = []
for asset in assets_hierarchy:
if asset["internal"] or not internal_only:
bla = f'\n "{asset["name"]}": File ( path: "{asset["path"]}" ),'
formated_assets.append(bla)
with open(f"testing/bevy_example/assets/assets_{level_name}.assets.ron", "w") as assets_file:
assets_file.write("({")
assets_file.writelines(formated_assets)
assets_file.write("\n})")
class OT_test_bevy_assets(Operator):
"""Test assets"""
bl_idname = "bevyassets.test"
bl_label = "test bevy assets"
bl_options = {"UNDO"}
def execute(self, context):
blueprints_registry = context.window_manager.blueprints_registry
blueprints_registry.add_blueprints_data()
blueprints_data = blueprints_registry.blueprints_data
settings = {"export_blueprints_path": "blueprints", "export_gltf_extension": ".glb"}
settings = SimpleNamespace(**settings)
for scene in bpy.data.scenes:
if scene.name != "Library":
assets_hierarchy = get_main_scene_assets_tree(scene, blueprints_data, settings)
scene["assets"] = json.dumps(assets_hierarchy)
write_ron_assets_file(scene.name, assets_hierarchy, internal_only=False)
return {'FINISHED'}