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https://github.com/kaosat-dev/Blender_bevy_components_workflow.git
synced 2024-12-23 08:04:10 +00:00
feat(Blenvy): ui tweaks
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@ -108,4 +108,6 @@ General issues:
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- [ ] handle scene renames between saves (breaks diffing)
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- [ ] change scene selector to work on actual scenes aka to deal with renamed scenes
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- [x] fix asset file selection
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- [x] change "assets" tab to "levels"/worlds tab & modify UI accordingly
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- [x] change "assets" tab to "levels"/worlds tab & modify UI accordingly
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- [ ] add option to 'split out' meshes from blueprints ?
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- [ ] ie considering meshletts etc , it would make sense to keep blueprints seperate from purely mesh gltfs
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@ -15,7 +15,8 @@ def prepare_and_export():
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# determine changed objects
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per_scene_changes = get_changes_per_scene(settings=blenvy)
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# determine changed parameters
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setting_changes = False # get_setting_changes()
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setting_changes = get_setting_changes()
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print("setting_changes", setting_changes)
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# do the actual export
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blenvy.auto_export.dry_run = 'NO_EXPORT'#'DISABLED'#
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auto_export(per_scene_changes, setting_changes, blenvy)
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@ -37,6 +37,7 @@ def get_setting_changes():
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previous_gltf_settings = load_settings(".blenvy_gltf_settings_previous")
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current_gltf_settings = load_settings(".blenvy_gltf_settings")
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print("previous_gltf_settings", previous_gltf_settings, "current_gltf_settings", current_gltf_settings)
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gltf_settings_changed = not are_settings_identical(previous_gltf_settings, current_gltf_settings)
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# write the new settings to the old settings
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@ -83,7 +83,7 @@ class AutoExportTracker(PropertyGroup):
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print("last operators", ops)
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for op in ops:
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print("operator", op)"""
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active_operator = getattr(bpy.context.active_operator, 'active_operator' , None)
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active_operator = getattr(bpy.context, 'active_operator' , None)
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if active_operator is not None:
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#print("Operator", active_operator.bl_label, active_operator.bl_idname)
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if active_operator.bl_idname == "EXPORT_SCENE_OT_gltf" and active_operator.gltf_export_id == "gltf_auto_export":
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@ -4,6 +4,7 @@ from .assets_scan import get_main_scene_assets_tree
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from .asset_helpers import get_user_assets, does_asset_exist
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def draw_assets(layout, name, title, asset_registry, target_type, target_name, editable=True, user_assets= [], generated_assets = []):
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nesting_indent = 0.05
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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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@ -20,7 +21,6 @@ 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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@ -38,9 +38,6 @@ def draw_assets(layout, name, title, asset_registry, target_type, target_name, e
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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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@ -61,16 +58,17 @@ def draw_assets(layout, name, title, asset_registry, target_type, target_name, e
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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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panel.separator()
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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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split = row.split(factor=nesting_indent)
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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.label(icon="ASSET_MANAGER")
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row.prop(asset, "name", 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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@ -80,11 +78,11 @@ def draw_assets(layout, name, title, asset_registry, target_type, target_name, e
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remove_asset.target_name = target_name
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remove_asset.asset_path = asset.path
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for asset in generated_assets:
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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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split = row.split(factor=nesting_indent)
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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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@ -97,7 +95,7 @@ def draw_assets(layout, name, title, asset_registry, target_type, target_name, e
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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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remove_asset.asset_path = asset.path"""'''
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return panel
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@ -5,6 +5,27 @@ 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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def draw_blueprints(layout, name, title, generated_assets):
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nesting_indent = 0.05
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number_of_generated_assets = len(generated_assets)
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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_generated_assets})", icon="XRAY")
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if panel:
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for asset in generated_assets:
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row = panel.row()
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split = row.split(factor=nesting_indent)
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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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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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@ -137,8 +137,6 @@ class BlenvyManager(PropertyGroup):
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bpy.types.WindowManager.blenvy = PointerProperty(type=BlenvyManager)
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# unsure
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# you can add components to both objects & collections
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#bpy.types.Object.components_meta = PointerProperty(type=ComponentsMeta)
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bpy.types.Collection.always_export = BoolProperty(default=False, description="always export this blueprint, regardless of changed status") # FIXME: not sure about this one
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bpy.types.Scene.always_export = BoolProperty(default=False, description="always export this blueprint, regardless of changed status") # FIXME: not sure about this one
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@ -2,6 +2,7 @@ from types import SimpleNamespace
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import bpy
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from ..assets.asset_helpers import get_generated_assets, get_user_assets
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from ..assets.ui import draw_assets
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from ..blueprints.ui import draw_blueprints
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class Blenvy_levels(bpy.types.Panel):
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bl_space_type = 'VIEW_3D'
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@ -18,7 +19,7 @@ class Blenvy_levels(bpy.types.Panel):
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layout.use_property_split = True
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layout.use_property_decorate = False # No animation.
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blenvy = context.window_manager.blenvy
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layout.operator(operator="bevyassets.test")
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layout.operator(operator="bevyassets.test", text="Generate")
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asset_registry = context.window_manager.assets_registry
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blueprints_registry = context.window_manager.blueprints_registry
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@ -54,7 +55,7 @@ class Blenvy_levels(bpy.types.Panel):
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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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scene_blueprints_panel = draw_blueprints(layout=col, name=f"{scene.name}_blueprints", title=f"Blueprints", generated_assets=generated_assets, )
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settings = {"blueprints_path": "blueprints", "export_gltf_extension": ".glb"}
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settings = SimpleNamespace(**settings)
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