feat(blenvy): split up user added assets from generated assets

* added Asset propertygroup & User Assets collections to collections & scenes to store them explicitely
 * overhauled UI to make use of this : also means names & paths are editable after the fact
 * overhauled testing asset hierarchy scan accordingly
 * added expertimental export of bevy_asset_loader compatible asset.ron files per level
 * related tweaks & additions
This commit is contained in:
kaosat.dev 2024-05-16 14:09:40 +02:00
parent d99a7ccd45
commit 006e3c16f7
10 changed files with 137 additions and 79 deletions

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@ -46,6 +46,9 @@ Blueprints:
- export path
- [ ] blueprint selection for nested blueprints is broken
- [ ] scan & inject on load
- [ ] scan & inject on save
General issues:
- there is no safeguard for naming collisions for naming across blender files

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@ -53,7 +53,7 @@ from .gltf_auto_export.ui.operators import (OT_OpenFolderbrowser, SCENES_LIST_OT
# asset management
from .assets.ui import Blenvy_assets
from .assets.assets_registry import AssetsRegistry
from .assets.assets_registry import Asset, AssetsRegistry
from .assets.operators import OT_Add_asset_filebrowser, OT_add_bevy_asset, OT_remove_bevy_asset, OT_test_bevy_assets
# blueprints management
@ -146,6 +146,7 @@ classes = [
BlenvyManager,
OT_switch_bevy_tooling,
Asset,
AssetsRegistry,
OT_add_bevy_asset,
OT_remove_bevy_asset,

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@ -1,10 +1,30 @@
import json
def get_assets(scene_or_collection):
assets = json.loads(scene_or_collection.get('assets')) if 'assets' in scene_or_collection else []
return assets
def get_user_assets(scene_or_collection):
user_assets = getattr(scene_or_collection, 'user_assets', [])
return user_assets
def does_asset_exist(assets, asset_path):
in_list = [asset for asset in assets if (asset["path"] == asset_path)]
def get_generated_assets(scene_or_collection):
generated_assets = []
return generated_assets
def get_user_assets_as_list(scene_or_collection):
raw = get_user_assets(scene_or_collection)
result = []
for asset in raw:
result.append({"name": asset.name, "path": asset.path, "type": "MODEL", "internal": False, "parent": None})
return result
def upsert_asset(scene_or_collection, asset):
new_asset = scene_or_collection.user_assets.add()
new_asset.name = asset["name"]
new_asset.path = asset["path"]
def remove_asset(scene_or_collection, asset):
scene_or_collection.user_assets.remove(scene_or_collection.user_assets.find(asset["path"]))
def does_asset_exist(scene_or_collection, ref_asset):
user_assets = getattr(scene_or_collection, 'user_assets', [])
in_list = [asset for asset in user_assets if (asset.path == ref_asset["path"])]
in_list = len(in_list) > 0
return in_list

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@ -1,11 +1,12 @@
import bpy
import json
import os
import uuid
from pathlib import Path
from bpy_types import (PropertyGroup)
from bpy.props import (StringProperty, BoolProperty, FloatProperty, FloatVectorProperty, IntProperty, IntVectorProperty, EnumProperty, PointerProperty, CollectionProperty)
# Asset property group
class Asset(PropertyGroup):
name: StringProperty(name="asset name") # type: ignore
path: StringProperty(name="asset path") # type: ignore
# this is where we store the information for all available assets
#
@ -34,14 +35,19 @@ class AssetsRegistry(PropertyGroup):
subtype='FILE_PATH'
) # type: ignore
@classmethod
def register(cls):
bpy.types.Scene.user_assets = CollectionProperty(name="user assets", type=Asset)
bpy.types.Collection.user_assets = CollectionProperty(name="user assets", type=Asset)
bpy.types.WindowManager.assets_registry = PointerProperty(type=AssetsRegistry)
@classmethod
def unregister(cls):
del bpy.types.WindowManager.assets_registry
del bpy.types.Scene.user_assets
del bpy.types.Collection.user_assets
def add_asset(self, name, type, path, internal): # internal means it cannot be edited by the user, aka auto generated
in_list = [asset for asset in self.assets_list if (asset["path"] == path)]

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@ -2,7 +2,7 @@ import os
import json
import bpy
from .asset_helpers import does_asset_exist, get_assets
from .asset_helpers import does_asset_exist, get_user_assets, get_user_assets_as_list
def scan_assets(scene, blueprints_data, addon_prefs):
export_root_path = getattr(addon_prefs, "export_root_path")
@ -48,6 +48,19 @@ def scan_assets(scene, blueprints_data, addon_prefs):
print("blueprint assets", blueprint_assets_list)
def get_userTextures():
# TODO: limit this to the ones actually in use
# fetch images/textures
# see https://blender.stackexchange.com/questions/139859/how-to-get-absolute-file-path-for-linked-texture-image
textures = []
for ob in bpy.data.objects:
if ob.type == "MESH":
for mat_slot in ob.material_slots:
if mat_slot.material:
if mat_slot.material.node_tree:
textures.extend([x.image.filepath for x in mat_slot.material.node_tree.nodes if x.type=='TEX_IMAGE'])
print("textures", textures)
def get_blueprint_assets_tree(blueprint, blueprints_data, parent, addon_prefs):
export_blueprints_path = getattr(addon_prefs, "export_blueprints_path")
export_gltf_extension = getattr(addon_prefs, "export_gltf_extension")
@ -64,15 +77,16 @@ def get_blueprint_assets_tree(blueprint, blueprints_data, parent, addon_prefs):
# get the injected path of the external blueprints
blueprint_exported_path = child_blueprint.collection['export_path'] if 'export_path' in child_blueprint.collection else None
if blueprint_exported_path is not None:
assets_list.append({"name": child_blueprint.name, "path": blueprint_exported_path, "type": "MODEL", "internal": True, "parent": blueprint.name})
assets_list.append({"name": child_blueprint.name, "path": blueprint_exported_path, "type": "MODEL", "generated": True,"internal":blueprint.local, "parent": blueprint.name})
# and add sub stuff
sub_assets_lists = get_blueprint_assets_tree(child_blueprint, blueprints_data, parent=child_blueprint.name, addon_prefs=addon_prefs)
assets_list += sub_assets_lists
direct_assets = get_assets(blueprint.collection)
direct_assets = get_user_assets_as_list(blueprint.collection)
for asset in direct_assets:
asset["parent"] = parent
asset["internal"] = blueprint.local
assets_list += direct_assets
return assets_list
@ -81,7 +95,7 @@ def get_main_scene_assets_tree(main_scene, blueprints_data, addon_prefs):
export_gltf_extension = getattr(addon_prefs, "export_gltf_extension")
blueprint_instance_names_for_scene = blueprints_data.blueprint_instances_per_main_scene.get(main_scene.name, None)
assets_list = get_assets(main_scene) # FIXME: problem, we already have the blueprint assets stored there
assets_list = get_user_assets_as_list(main_scene)
if blueprint_instance_names_for_scene:
for blueprint_name in blueprint_instance_names_for_scene:
blueprint = blueprints_data.blueprints_per_name.get(blueprint_name, None)
@ -93,7 +107,7 @@ def get_main_scene_assets_tree(main_scene, blueprints_data, addon_prefs):
# get the injected path of the external blueprints
blueprint_exported_path = blueprint.collection['export_path'] if 'export_path' in blueprint.collection else None
if blueprint_exported_path is not None and not does_asset_exist(assets_list, blueprint_exported_path):
assets_list.append({"name": blueprint.name, "path": blueprint_exported_path, "type": "MODEL", "internal": True, "parent": None})
assets_list.append({"name": blueprint.name, "path": blueprint_exported_path, "type": "MODEL", "generated": True, "internal":blueprint.local, "parent": None})
assets_list += get_blueprint_assets_tree(blueprint, blueprints_data, parent=blueprint.name, addon_prefs=addon_prefs)

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@ -4,6 +4,7 @@ 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
@ -53,24 +54,26 @@ class OT_add_bevy_asset(Operator):
def execute(self, context):
assets = []
blueprint_assets = self.target_type == 'BLUEPRINT'
target = None
if blueprint_assets:
assets = json.loads(bpy.data.collections[self.target_name].get('assets')) if 'assets' in bpy.data.collections[self.target_name] else []
target = bpy.data.collections[self.target_name]
else:
assets = json.loads(bpy.data.scenes[self.target_name].get('assets')) if 'assets' in bpy.data.scenes[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)
in_list = [asset for asset in assets if (asset["path"] == self.asset_path)]
in_list = len(in_list) > 0
if not in_list:
assets.append({"name": self.asset_name, "type": self.asset_type, "path": self.asset_path, "internal": False})
#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:
"""if blueprint_assets:
bpy.data.collections[self.target_name]["assets"] = json.dumps(assets)
else:
bpy.data.scenes[self.target_name]["assets"] = json.dumps(assets)
bpy.data.scenes[self.target_name]["assets"] = json.dumps(assets)"""
return {'FINISHED'}
@ -114,16 +117,11 @@ class OT_remove_bevy_asset(Operator):
assets = []
blueprint_assets = self.target_type == 'BLUEPRINT'
if blueprint_assets:
assets = json.loads(bpy.data.collections[self.target_name].get('assets')) if 'assets' in bpy.data.collections[self.target_name] else []
target = bpy.data.collections[self.target_name]
else:
assets = json.loads(bpy.data.scenes[self.target_name].get('assets')) if 'assets' in bpy.data.scenes[self.target_name] else []
target = bpy.data.scenes[self.target_name]
remove_asset(target, {"path": self.asset_path})
assets = [asset for asset in assets if (asset["path"] != self.asset_path)]
if blueprint_assets:
bpy.data.collections[self.target_name]["assets"] = json.dumps(assets)
else:
bpy.data.scenes[self.target_name]["assets"] = json.dumps(assets)
#context.window_manager.assets_registry.remove_asset(self.asset_path)
return {'FINISHED'}
@ -167,6 +165,33 @@ class OT_Add_asset_filebrowser(Operator, ImportHelper):
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"
@ -183,5 +208,7 @@ class OT_test_bevy_assets(Operator):
for scene in bpy.data.scenes:
if scene.name != "Library":
assets_hierarchy = get_main_scene_assets_tree(scene, blueprints_data, settings)
scene["assets_hierarchy"] = json.dumps(assets_hierarchy)
scene["assets"] = json.dumps(assets_hierarchy)
write_ron_assets_file(scene.name, assets_hierarchy, internal_only=False)
return {'FINISHED'}

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@ -1,10 +1,10 @@
from types import SimpleNamespace
import bpy
from .assets_scan import get_main_scene_assets_tree
from .asset_helpers import get_assets
from .asset_helpers import get_user_assets
def draw_assets(layout, name, title, asset_registry, assets, target_type, target_name, editable=True):
def draw_assets(layout, name, title, asset_registry, target_type, target_name, editable=True, user_assets= [], generated_assets = []):
header, panel = layout.box().panel(f"assets{name}", default_closed=False)
header.label(text=title)
if panel:
@ -29,20 +29,28 @@ def draw_assets(layout, name, title, asset_registry, assets, target_type, target
add_asset.asset_name = asset_registry.asset_name_selector
add_asset.asset_type = asset_registry.asset_type_selector
add_asset.asset_path = asset_registry.asset_path_selector
panel.separator()
#assets = json.loads(blueprint.collection["assets"]) if "assets" in blueprint.collection else []
for asset in assets:
for asset in user_assets:
row = panel.row()
row.label(text=asset["name"])
row.label(text=asset["type"])
row.label(text=asset["path"])
if not asset["internal"] and editable:
row.prop(asset, "name", text="")
#row.prop(asset, "path", text="")
row.label(text=asset.path)
asset_selector = row.operator(operator="asset.open_filebrowser", text="", icon="FILE_FOLDER")
remove_asset = row.operator(operator="bevyassets.remove", text="", icon="TRASH")
remove_asset.target_type = target_type
remove_asset.target_name = target_name
remove_asset.asset_path = asset.path
"""if not asset["internal"] and editable:
remove_asset = row.operator(operator="bevyassets.remove", text="", icon="TRASH")
remove_asset.target_type = target_type
remove_asset.target_name = target_name
remove_asset.asset_path = asset["path"]
else:
row.label(text="")
row.label(text="")"""
for asset in generated_assets:
pass
return panel
@ -78,15 +86,16 @@ class Blenvy_assets(bpy.types.Panel):
if panel:
for scene in bpy.data.scenes:
if scene.name != "Library": # FIXME: hack for testing
get_main_scene_assets_tree(scene, blueprints_data, settings)
#get_main_scene_assets_tree(scene, blueprints_data, settings)
direct_assets = get_assets(scene)
user_assets = get_user_assets(scene)
row = panel.row()
scene_assets_panel = draw_assets(layout=row, name=scene.name, title=f"{scene.name} Assets", asset_registry=asset_registry, assets=direct_assets, target_type="SCENE", target_name=scene.name)
if scene.name in blueprints_data.blueprint_instances_per_main_scene:
scene_assets_panel = draw_assets(layout=row, name=scene.name, title=f"{scene.name} Assets", asset_registry=asset_registry, user_assets=user_assets, target_type="SCENE", target_name=scene.name)
"""if scene.name in blueprints_data.blueprint_instances_per_main_scene:
for blueprint_name in blueprints_data.blueprint_instances_per_main_scene[scene.name].keys():
blueprint = blueprints_data.blueprints_per_name[blueprint_name]
blueprint_assets = get_assets(blueprint.collection)
blueprint_assets = get_user_assets(blueprint.collection)
if scene_assets_panel:
row = scene_assets_panel.row()
draw_assets(layout=row, name=blueprint.name, title=f"{blueprint.name} Assets", asset_registry=asset_registry, assets=blueprint_assets, target_type="BLUEPRINT", target_name=blueprint.name)
"""

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@ -37,19 +37,6 @@ def inject_blueprints_list_into_main_scene(scene, blueprints_data, addon_prefs):
assets_list_data = {}
blueprint_instance_names_for_scene = blueprints_data.blueprint_instances_per_main_scene.get(scene.name, None)
# find all blueprints used in a scene
blueprints_in_scene = []
if blueprint_instance_names_for_scene: # what are the blueprints used in this scene, inject those into the assets list component
children_per_blueprint = {}
for blueprint_name in blueprint_instance_names_for_scene:
blueprint = blueprints_data.blueprints_per_name.get(blueprint_name, None)
if blueprint:
children_per_blueprint[blueprint_name] = blueprint.nested_blueprints
blueprints_in_scene += blueprint.nested_blueprints
assets_list_data["BlueprintsList"] = f"({json.dumps(dict(children_per_blueprint))})"
print(blueprint_instance_names_for_scene)
# add_scene_property(scene, assets_list_name, assets_list_data)
blueprint_assets_list = []
if blueprint_instance_names_for_scene:
for blueprint_name in blueprint_instance_names_for_scene:
@ -67,25 +54,15 @@ def inject_blueprints_list_into_main_scene(scene, blueprints_data, addon_prefs):
blueprint_assets_list.append({"name": blueprint.name, "path": blueprint_exported_path, "type": "MODEL", "internal": True})
# fetch images/textures
# see https://blender.stackexchange.com/questions/139859/how-to-get-absolute-file-path-for-linked-texture-image
textures = []
for ob in bpy.data.objects:
if ob.type == "MESH":
for mat_slot in ob.material_slots:
if mat_slot.material:
if mat_slot.material.node_tree:
textures.extend([x.image.filepath for x in mat_slot.material.node_tree.nodes if x.type=='TEX_IMAGE'])
print("textures", textures)
assets_list_name = f"assets_{scene.name}"
assets_list_data = {"blueprints": json.dumps(blueprint_assets_list), "sounds":[], "images":[]}
scene["assets"] = json.dumps(blueprint_assets_list)
print("blueprint assets", blueprint_assets_list)
add_scene_property(scene, assets_list_name, assets_list_data)
"""add_scene_property(scene, assets_list_name, assets_list_data)
for blueprint in blueprint_assets_list:
bpy.context.window_manager.assets_registry.add_asset(**blueprint)
bpy.context.window_manager.assets_registry.add_asset(**blueprint)"""
def remove_blueprints_list_from_main_scene(scene):
assets_list = None

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@ -1,6 +1,8 @@
import bpy
import json
from ..assets.asset_helpers import get_user_assets
from ..assets.ui import draw_assets
class GLTF_PT_auto_export_blueprints_list(bpy.types.Panel):
@ -33,11 +35,10 @@ class GLTF_PT_auto_export_blueprints_list(bpy.types.Panel):
select_blueprint.blueprint_collection_name = blueprint.collection.name
select_blueprint.blueprint_scene_name = blueprint.scene.name
assets = json.loads(blueprint.collection["assets"]) if "assets" in blueprint.collection else []
draw_assets(layout=layout, name=blueprint.name, title="Assets", asset_registry=asset_registry, assets=assets, target_type="BLUEPRINT", target_name=blueprint.name)
user_assets = get_user_assets(blueprint.collection)
draw_assets(layout=layout, name=blueprint.name, title="Assets", asset_registry=asset_registry, user_assets=user_assets, target_type="BLUEPRINT", target_name=blueprint.name)
else:
assets = json.loads(blueprint.collection["assets"]) if "assets" in blueprint.collection else []
draw_assets(layout=layout, name=blueprint.name, title="Assets", asset_registry=asset_registry, assets=assets, target_type="BLUEPRINT", target_name=blueprint.name, editable=False)
assets = get_user_assets(blueprint.collection)
draw_assets(layout=layout, name=blueprint.name, title="Assets", asset_registry=asset_registry, user_assets=user_assets, target_type="BLUEPRINT", target_name=blueprint.name, editable=False)
row.label(text="External")

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@ -29,7 +29,7 @@ def export_main_scene(scene, blend_file_path, addon_prefs, blueprints_data):
if export_blueprints :
gltf_output_path = os.path.join(export_levels_path_full, scene.name)
inject_blueprints_list_into_main_scene(scene, blueprints_data, addon_prefs)
#inject_blueprints_list_into_main_scene(scene, blueprints_data, addon_prefs)
return
if export_separate_dynamic_and_static_objects:
#print("SPLIT STATIC AND DYNAMIC")