feat(Blenvy): more work done on generated assets
* quick superficial hooking up of data * more ui improvements & tweaks * various minor related experiments
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@ -112,4 +112,12 @@ def get_main_scene_assets_tree(main_scene, blueprints_data, settings):
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assets_list += get_blueprint_assets_tree(blueprint, blueprints_data, parent=blueprint.name, settings=settings)
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print("TOTAL ASSETS", assets_list)
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# FIXME: do not do it here !!
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scene = bpy.data.scenes[main_scene.name]
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scene.generated_assets.clear()
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for asset in assets_list:
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if asset.get("generated", False):
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added_asset = scene.generated_assets.add()
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added_asset.name = asset["name"]
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added_asset.path = asset["path"]
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return assets_list
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@ -7,12 +7,10 @@ def draw_assets(layout, name, title, asset_registry, target_type, target_name, e
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number_of_user_assets = len(user_assets)
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number_of_generated_assets = len(generated_assets)
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header, panel = layout.panel(f"assets{name}", default_closed=False)
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header, panel = layout.panel(f"assets{name}", default_closed=True)
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header.label(text=title + f"({number_of_user_assets + number_of_generated_assets})", icon="ASSET_MANAGER")
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if panel:
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if editable:
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row = panel.row()
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blueprint_assets = target_type == 'BLUEPRINT'
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if blueprint_assets:
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target = bpy.data.collections[target_name]
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@ -21,7 +19,34 @@ def draw_assets(layout, name, title, asset_registry, target_type, target_name, e
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add_possible = does_asset_exist(target, {"path": asset_registry.asset_path_selector}) #"name": asset_registry.asset_name_selector,
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if header:
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row = header.row()
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row.alert = add_possible
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row.prop(asset_registry, "asset_name_selector", text="")
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row.label(text=asset_registry.asset_path_selector)
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row.operator(operator="asset.open_filebrowser", text="", icon="FILE_FOLDER")
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add_asset_layout = row.column()
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add_asset_layout.enabled = not add_possible
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add_asset = add_asset_layout.operator(operator="bevyassets.add", text="", icon="ADD")
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add_asset.target_type = target_type
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add_asset.target_name = target_name
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add_asset.asset_name = asset_registry.asset_name_selector
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add_asset.asset_type = asset_registry.asset_type_selector
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add_asset.asset_path = asset_registry.asset_path_selector
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if panel:
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if editable:
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row = panel.row()
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"""row.alert = add_possible
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row.prop(asset_registry, "asset_name_selector", text="")
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row.label(text=asset_registry.asset_path_selector)
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asset_selector = row.operator(operator="asset.open_filebrowser", text="", icon="FILE_FOLDER")
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@ -34,14 +59,19 @@ def draw_assets(layout, name, title, asset_registry, target_type, target_name, e
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add_asset.target_name = target_name
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add_asset.asset_name = asset_registry.asset_name_selector
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add_asset.asset_type = asset_registry.asset_type_selector
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add_asset.asset_path = asset_registry.asset_path_selector
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add_asset.asset_path = asset_registry.asset_path_selector"""
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panel.separator()
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for asset in user_assets:
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row = panel.row()
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split = row.split(factor=0.005)
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col = split.column()
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col.label(text=" ")
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col = split.column()
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row = col.row()
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row.prop(asset, "name", text="")
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#row.prop(asset, "path", text="")
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row.label(text=asset.path)
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asset_selector = row.operator(operator="asset.open_filebrowser", text="", icon="FILE_FOLDER")
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@ -49,15 +79,26 @@ def draw_assets(layout, name, title, asset_registry, target_type, target_name, e
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remove_asset.target_type = target_type
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remove_asset.target_name = target_name
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remove_asset.asset_path = asset.path
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"""if not asset["internal"] and editable:
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remove_asset = row.operator(operator="bevyassets.remove", text="", icon="TRASH")
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for asset in generated_assets:
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row = panel.row()
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#row.label(text=asset.name)
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#row.label(text=asset.path)
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split = row.split(factor=0.005)
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col = split.column()
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col.label(text=" ")
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col = split.column()
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sub_header, sub_panel = col.panel(f"assets_sub{asset.name}", default_closed=False)
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sub_header.label(text=f"{asset.name} ({asset.path})", icon="XRAY")
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if sub_panel:
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sub_panel.label(text=" some stuff")
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"""remove_asset = row.operator(operator="bevyassets.remove", text="", icon="TRASH")
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remove_asset.target_type = target_type
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remove_asset.target_name = target_name
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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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for asset in generated_assets:
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pass
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remove_asset.asset_path = asset.path"""
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return panel
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@ -1,7 +1,7 @@
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import bpy
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import json
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from ..assets.asset_helpers import get_user_assets
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from ..assets.asset_helpers import get_user_assets, get_generated_assets
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from ..assets.ui import draw_assets
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@ -29,7 +29,7 @@ class GLTF_PT_auto_export_blueprints_list(bpy.types.Panel):
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header, panel = layout.box().panel(f"blueprint_assets{blueprint.name}", default_closed=True)
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if header:
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header.label(text=blueprint.name)
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header.label(text=blueprint.name, icon="XRAY")
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header.prop(blueprint.collection, "always_export")
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if blueprint.local:
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@ -47,9 +47,13 @@ class GLTF_PT_auto_export_blueprints_list(bpy.types.Panel):
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if blueprint.local:
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user_assets = get_user_assets(blueprint.collection)
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draw_assets(layout=col, name=blueprint.name, title="Assets", asset_registry=asset_registry, user_assets=user_assets, target_type="BLUEPRINT", target_name=blueprint.name)
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generated_assets = get_generated_assets(blueprint.collection)
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draw_assets(layout=col, name=blueprint.name, title="Assets", asset_registry=asset_registry, user_assets=user_assets, generated_assets=generated_assets, target_type="BLUEPRINT", target_name=blueprint.name)
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else:
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assets = get_user_assets(blueprint.collection)
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draw_assets(layout=col, name=blueprint.name, title="Assets", asset_registry=asset_registry, user_assets=user_assets, target_type="BLUEPRINT", target_name=blueprint.name, editable=False)
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user_assets = get_user_assets(blueprint.collection)
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generated_assets = get_generated_assets(blueprint.collection)
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draw_assets(layout=col, name=blueprint.name, title="Assets", asset_registry=asset_registry, user_assets=user_assets, generated_assets=generated_assets, target_type="BLUEPRINT", target_name=blueprint.name, editable=False)
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panel.label(text="External")
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@ -51,7 +51,6 @@ class Blenvy_levels(bpy.types.Panel):
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split = panel.split(factor=0.005)
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col = split.column()
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col.label(text=" ")
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col = split.column()
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scene_assets_panel = draw_assets(layout=col, name=f"{scene.name}_assets", title=f"Assets", asset_registry=asset_registry, user_assets=user_assets, generated_assets=generated_assets, target_type="SCENE", target_name=scene.name)
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