feat(tools): a ton of experiments for assets & blueprints ... wip
This commit is contained in:
parent
310ee194a9
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@ -226,4 +226,4 @@ Restructuring of storage of components
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- [x] fix weird issue with missing "0" property when adding new entry in empty hashmap => happens only if the values for the "setter" have never been set
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- [ ] handle missing types in registry for keys & values
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- Add correct upgrade handling from individual component to bevy_components
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- [ ] Add correct upgrade handling from individual component to bevy_components
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@ -150,8 +150,8 @@ class BEVY_COMPONENTS_PT_AdvancedToolsPanel(bpy.types.Panel):
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if not object.name in objects_with_invalid_components:
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objects_with_invalid_components.append(object.name)
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if not long_name in invalid_component_names:
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invalid_component_names.append(custom_property)
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"""if not long_name in invalid_component_names:
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invalid_component_names.append(custom_property)""" # FIXME
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layout.separator()
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layout.separator()
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original_name = bpy.context.window_manager.bevy_component_rename_helper.original_name
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@ -55,4 +55,19 @@
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- [ ] remove bulk of tracker related code
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- [ ] clean up
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- [x] split up change detection in settings to its own panel
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- [x] split up change detection in settings to its own panel
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Change storage of 'blueprint' assets : (from BlueprintsList)
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- store at the SCENE level: a list/map of assets
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- asset name + asset path
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- the asset PATH is determined by the export output folder parameters
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- make asset storage generic enough to allow adding additional asset types
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- get inspired by bevy_asset_loader ?
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Assets:
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- [ ] store assets
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- [ ] per main scene for level/world assets
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- [ ] per blueprint for blueprint in lib scene
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@ -11,12 +11,11 @@ bl_info = {
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"category": "Import-Export"
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}
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import os
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from pathlib import Path
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import json
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import bpy
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from bpy.types import Context
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from bpy.props import (StringProperty, BoolProperty, IntProperty, PointerProperty)
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import rna_prop_ui
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# from .extension import ExampleExtensionProperties, GLTF_PT_UserExtensionPanel, unregister_panel
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@ -36,12 +35,20 @@ from .ui.main import (GLTF_PT_auto_export_change_detection, GLTF_PT_auto_export_
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GLTF_PT_auto_export_general,
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GLTF_PT_auto_export_scenes,
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GLTF_PT_auto_export_blueprints,
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GLTF_PT_auto_export_blueprints_list,
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SCENE_UL_GLTF_auto_export,
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GLTF_PT_auto_export_SidePanel
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)
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from .ui.operators import (OT_OpenFolderbrowser, SCENES_LIST_OT_actions)
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from .assets.ui import GLTF_PT_auto_export_assets
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from .assets.assets_registry import AssetsRegistry
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from .assets.operators import OT_add_bevy_asset, OT_remove_bevy_asset
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from .blueprints.ui import GLTF_PT_auto_export_blueprints_list
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from .blueprints.blueprints_registry import BlueprintsRegistry
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from .blueprints.operators import OT_select_blueprint
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from .helpers.generate_complete_preferences_dict import generate_complete_preferences_dict_gltf
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@ -104,10 +111,8 @@ classes = [
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SCENE_UL_GLTF_auto_export,
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SCENES_LIST_OT_actions,
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OT_OpenFolderbrowser,
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AutoExportGLTF,
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#AutoExportGltfAddonPreferences,
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CollectionToExport,
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BlueprintsToExport,
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@ -119,8 +124,17 @@ classes = [
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GLTF_PT_auto_export_scenes,
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GLTF_PT_auto_export_blueprints,
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GLTF_PT_auto_export_SidePanel,
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GLTF_PT_auto_export_blueprints_list,
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AutoExportTracker,
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AssetsRegistry,
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OT_add_bevy_asset,
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OT_remove_bevy_asset,
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GLTF_PT_auto_export_assets,
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BlueprintsRegistry,
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OT_select_blueprint,
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GLTF_PT_auto_export_blueprints_list,
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]
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def glTF2_pre_export_callback(data):
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@ -0,0 +1,96 @@
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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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@ -0,0 +1,50 @@
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import os
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import bpy
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from bpy_types import (Operator)
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from bpy.props import (StringProperty, EnumProperty)
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class OT_add_bevy_asset(Operator):
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"""Add asset"""
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bl_idname = "bevyassets.add"
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bl_label = "Add bevy asset"
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bl_options = {"UNDO"}
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asset_name: 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: bpy.types.WindowManager.asset_type_selector = EnumProperty(
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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: 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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def execute(self, context):
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context.window_manager.assets_registry.add_asset(self.asset_name, self.asset_type, self.asset_path, False)
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return {'FINISHED'}
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class OT_remove_bevy_asset(Operator):
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"""Remove asset"""
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bl_idname = "bevyassets.remove"
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bl_label = "remove bevy asset"
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bl_options = {"UNDO"}
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asset_path: 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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def execute(self, context):
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context.window_manager.assets_registry.remove_asset(self.asset_path)
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return {'FINISHED'}
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@ -0,0 +1,43 @@
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import bpy
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class GLTF_PT_auto_export_assets(bpy.types.Panel):
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bl_space_type = 'VIEW_3D'
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bl_region_type = 'UI'
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bl_label = "Assets"
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bl_parent_id = "GLTF_PT_auto_export_SidePanel"
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bl_options = {'DEFAULT_CLOSED'}
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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layout.use_property_decorate = False # No animation.
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#if "auto_export_tracker" in context.window_manager:
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asset_registry = context.window_manager.assets_registry
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row = layout.row()
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row.prop(asset_registry, "asset_name_selector", text="")
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row.prop(asset_registry, "asset_type_selector", text="")
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row.prop(asset_registry, "asset_path_selector", text="")
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add_assets = row.operator(operator="bevyassets.add", text="Add asset")
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add_assets.asset_name = asset_registry.asset_name_selector
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add_assets.asset_type = asset_registry.asset_type_selector
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add_assets.asset_path = asset_registry.asset_path_selector
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layout.separator()
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row = layout.row()
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row.label(text="Name")
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row.label(text="Type")
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row.label(text="Path")
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row.label(text="Remove")
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for asset in asset_registry.assets_list:
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row = layout.row()
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row.label(text=asset["name"])
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row.label(text=asset["type"])
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row.label(text=asset["path"])
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if not asset["internal"]:
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remove_asset = row.operator(operator="bevyassets.remove", text="remove")
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remove_asset.asset_path = asset["path"]
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else:
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row.label(text="")
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@ -74,4 +74,4 @@ def export_gltf (path, export_settings):
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settings = {**export_settings, "filepath": path}
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# print("export settings",settings)
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os.makedirs(os.path.dirname(path), exist_ok=True)
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bpy.ops.export_scene.gltf(**settings)
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#bpy.ops.export_scene.gltf(**settings)
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@ -9,11 +9,6 @@ from ..modules.bevy_dynamic import is_object_dynamic, is_object_static
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from ..helpers.helpers_scenes import clear_hollow_scene, copy_hollowed_collection_into
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from ..helpers.helpers_blueprints import inject_blueprints_list_into_main_scene, remove_blueprints_list_from_main_scene
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# export all main scenes
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def export_main_scenes(scenes, blend_file_path, addon_prefs):
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for scene in scenes:
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export_main_scene(scene, blend_file_path, addon_prefs)
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def export_main_scene(scene, blend_file_path, addon_prefs, blueprints_data):
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gltf_export_preferences = generate_gltf_export_preferences(addon_prefs)
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export_root_folder = getattr(addon_prefs, "export_root_folder")
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@ -35,8 +30,8 @@ def export_main_scene(scene, blend_file_path, addon_prefs, blueprints_data):
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if export_blueprints :
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gltf_output_path = os.path.join(export_levels_path, scene.name)
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inject_blueprints_list_into_main_scene(scene, blueprints_data)
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inject_blueprints_list_into_main_scene(scene, blueprints_data, addon_prefs)
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return
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if export_separate_dynamic_and_static_objects:
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#print("SPLIT STATIC AND DYNAMIC")
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# first export static objects
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@ -0,0 +1,49 @@
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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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# this is where we store the information for all available Blueprints
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#
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class BlueprintsRegistry(PropertyGroup):
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blueprints_data = {}
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blueprints_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.blueprints_registry = PointerProperty(type=BlueprintsRegistry)
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@classmethod
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def unregister(cls):
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del bpy.types.WindowManager.blueprints_registry
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def add_blueprint(self, blueprint):
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self.blueprints_list.append(blueprint)
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@ -0,0 +1,33 @@
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import os
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import bpy
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from bpy_types import (Operator)
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from bpy.props import (StringProperty)
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class OT_select_blueprint(Operator):
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"""Select blueprint """
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bl_idname = "blueprint.select"
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bl_label = "Select blueprint"
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bl_options = {"UNDO"}
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blueprint_collection_name: StringProperty(
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name="blueprint collection name",
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description="blueprints to select's collection name ",
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) # type: ignore
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blueprint_scene_name: StringProperty(
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name="blueprint scene name",
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description="blueprints to select's collection name ",
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) # type: ignore
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def execute(self, context):
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if self.blueprint_collection_name:
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collection = bpy.data.collections[self.blueprint_collection_name]
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scene = bpy.data.scenes[self.blueprint_scene_name]
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if scene:
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bpy.ops.object.select_all(action='DESELECT')
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bpy.context.window.scene = scene
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bpy.context.view_layer.objects.active = None
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bpy.context.view_layer.active_layer_collection = bpy.context.view_layer.layer_collection.children[self.blueprint_collection_name]
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# bpy.context.view_layer.active_layer_collection = collection
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return {'FINISHED'}
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@ -0,0 +1,28 @@
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import bpy
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class GLTF_PT_auto_export_blueprints_list(bpy.types.Panel):
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bl_space_type = 'VIEW_3D'
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bl_region_type = 'UI'
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bl_label = "Blueprints"
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bl_parent_id = "GLTF_PT_auto_export_SidePanel"
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bl_options = {'DEFAULT_CLOSED'}
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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layout.use_property_decorate = False # No animation.
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for blueprint in context.window_manager.blueprints_registry.blueprints_list:
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row = layout.row()
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row.label(text=blueprint.name)
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if blueprint.local:
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select_blueprint = row.operator(operator="blueprint.select", text="Select")
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select_blueprint.blueprint_collection_name = blueprint.collection.name
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select_blueprint.blueprint_scene_name = blueprint.scene.name
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else:
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row.label(text="External")
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for collection in bpy.context.window_manager.exportedCollections:
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row = layout.row()
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row.label(text=collection.name)
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@ -158,6 +158,7 @@ def blueprints_scan(main_scenes, library_scenes, addon_prefs):
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blueprint.collection = collection
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blueprint.instances = external_collection_instances[collection.name] if collection.name in external_collection_instances else []
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blueprints[collection.name] = blueprint
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#print("EXTERNAL COLLECTION", collection, dict(collection))
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# add nested collections to internal/external_collection instances
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# FIXME: inneficient, third loop over all_objects
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@ -280,11 +281,95 @@ def blueprints_scan(main_scenes, library_scenes, addon_prefs):
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import json
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from .object_makers import (make_empty)
|
||||
|
||||
def inject_blueprints_list_into_main_scene(scene, blueprints_data):
|
||||
# print("injecting assets/blueprints data into scene")
|
||||
|
||||
def add_scene_property(scene, property_name, property_data):
|
||||
root_collection = scene.collection
|
||||
assets_list = None
|
||||
scene_property = None
|
||||
for object in scene.objects:
|
||||
if object.name == property_name:
|
||||
scene_property = object
|
||||
break
|
||||
|
||||
if scene_property is None:
|
||||
scene_property = make_empty(property_name, [0,0,0], [0,0,0], [0,0,0], root_collection)
|
||||
|
||||
for key in property_data.keys():
|
||||
scene_property[key] = property_data[key]
|
||||
|
||||
|
||||
def inject_blueprints_list_into_main_scene(scene, blueprints_data, addon_prefs):
|
||||
export_root_folder = getattr(addon_prefs, "export_root_folder")
|
||||
export_output_folder = getattr(addon_prefs,"export_output_folder")
|
||||
export_levels_path = getattr(addon_prefs,"export_levels_path")
|
||||
export_blueprints_path = getattr(addon_prefs, "export_blueprints_path")
|
||||
export_gltf_extension = getattr(addon_prefs, "export_gltf_extension")
|
||||
|
||||
# print("injecting assets/blueprints data into scene")
|
||||
assets_list_name = f"assets_list_{scene.name}_components"
|
||||
assets_list_data = {}
|
||||
|
||||
|
||||
# FIXME: temporary hack
|
||||
for blueprint in blueprints_data.blueprints:
|
||||
bpy.context.window_manager.blueprints_registry.add_blueprint(blueprint)
|
||||
|
||||
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)
|
||||
|
||||
|
||||
relative_blueprints_path = os.path.relpath(export_blueprints_path, export_root_folder)
|
||||
|
||||
blueprint_assets_list = []
|
||||
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)
|
||||
if blueprint is not None:
|
||||
print("BLUEPRINT", blueprint)
|
||||
blueprint_exported_path = None
|
||||
if blueprint.local:
|
||||
blueprint_exported_path = os.path.join(relative_blueprints_path, f"{blueprint.name}{export_gltf_extension}")
|
||||
else:
|
||||
# get the injected path of the external blueprints
|
||||
blueprint_exported_path = blueprint.collection['Export_path'] if 'Export_path' in blueprint.collection else None
|
||||
print("foo", dict(blueprint.collection))
|
||||
if blueprint_exported_path is not None:
|
||||
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":[]}
|
||||
|
||||
print("blueprint assets", blueprint_assets_list)
|
||||
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)
|
||||
|
||||
|
||||
'''root_collection = scene.collection
|
||||
|
||||
assets_list = None
|
||||
for object in scene.objects:
|
||||
if object.name == assets_list_name:
|
||||
assets_list = object
|
||||
|
@ -301,7 +386,7 @@ def inject_blueprints_list_into_main_scene(scene, blueprints_data):
|
|||
blueprint = blueprints_data.blueprints_per_name.get(blueprint_name, None)
|
||||
if blueprint:
|
||||
children_per_blueprint[blueprint_name] = blueprint.nested_blueprints
|
||||
assets_list["BlueprintsList"] = f"({json.dumps(dict(children_per_blueprint))})"
|
||||
assets_list["BlueprintsList"] = f"({json.dumps(dict(children_per_blueprint))})"'''
|
||||
|
||||
def remove_blueprints_list_from_main_scene(scene):
|
||||
assets_list = None
|
||||
|
|
|
@ -9,7 +9,7 @@ custom_properties_to_filter_out = ['_combine', 'template', 'components_meta']
|
|||
def is_component_valid(object, component_name):
|
||||
if "components_meta" in object or hasattr(object, "components_meta"):
|
||||
target_components_metadata = object.components_meta.components
|
||||
component_meta = next(filter(lambda component: component["name"] == component_name, target_components_metadata), None)
|
||||
component_meta = next(filter(lambda component: component["long_name"] == component_name, target_components_metadata), None)
|
||||
if component_meta != None:
|
||||
return component_meta.enabled and not component_meta.invalid
|
||||
return True
|
||||
|
@ -105,6 +105,7 @@ def duplicate_object(object, parent, combine_mode, destination_collection, bluep
|
|||
|
||||
"""we inject the collection/blueprint name, as a component called 'BlueprintName', but we only do this in the empty, not the original object"""
|
||||
empty_obj['BlueprintName'] = '("'+collection_name+'")'
|
||||
empty_obj["BlueprintPath"] = ''
|
||||
empty_obj['SpawnHere'] = '()'
|
||||
|
||||
# we also inject a list of all sub blueprints, so that the bevy side can preload them
|
||||
|
|
|
@ -55,22 +55,6 @@ class GLTF_PT_auto_export_changes_list(bpy.types.Panel):
|
|||
row = layout.row()
|
||||
row.label(text=f' {object_name}')
|
||||
|
||||
class GLTF_PT_auto_export_blueprints_list(bpy.types.Panel):
|
||||
bl_space_type = 'VIEW_3D'
|
||||
bl_region_type = 'UI'
|
||||
bl_label = "Blueprints"
|
||||
bl_parent_id = "GLTF_PT_auto_export_SidePanel"
|
||||
bl_options = {'DEFAULT_CLOSED'}
|
||||
|
||||
def draw(self, context):
|
||||
layout = self.layout
|
||||
layout.use_property_split = True
|
||||
layout.use_property_decorate = False # No animation.
|
||||
|
||||
for collection in bpy.context.window_manager.exportedCollections:
|
||||
row = layout.row()
|
||||
row.label(text=collection.name)
|
||||
|
||||
# main ui in the file => export
|
||||
class GLTF_PT_auto_export_main(bpy.types.Panel):
|
||||
bl_space_type = 'FILE_BROWSER'
|
||||
|
|
|
@ -2,6 +2,15 @@
|
|||
import bpy
|
||||
from bpy.types import Operator
|
||||
|
||||
|
||||
class ASSETS_LIST_OT_actions(Operator):
|
||||
"""Add / remove etc assets"""
|
||||
bl_idname = "asset_list.list_action"
|
||||
bl_label = "Asset Actions"
|
||||
bl_description = "Move items up and down, add and remove"
|
||||
bl_options = {'REGISTER'}
|
||||
|
||||
|
||||
class SCENES_LIST_OT_actions(Operator):
|
||||
"""Move items up and down, add and remove"""
|
||||
bl_idname = "scene_list.list_action"
|
||||
|
|
Loading…
Reference in New Issue