mirror of
https://github.com/kaosat-dev/Blender_bevy_components_workflow.git
synced 2024-12-23 08:04:10 +00:00
refactor(auto_export): cleanups
This commit is contained in:
parent
2dae2c41b4
commit
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@ -35,61 +35,16 @@ from .ui.main import (GLTF_PT_auto_export_main,
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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_collections_list,
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GLTF_PT_auto_export_gltf,
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SCENE_UL_GLTF_auto_export,
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HelloWorldOperator,
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#GLTF_PT_export_data,
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#GLTF_PT_export_data_scene
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GLTF_PT_auto_export_SidePanel
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)
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from .ui.operators import (SCENES_LIST_OT_actions)
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######################################################
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""" there are two places where we load settings for auto_export from:
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- in ui/main AutoExportGLTF -> invoke
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- in auto_export.py -> auto_export
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This is a workaround needed because of the way the settings are stored , perhaps there is a better way to deal with it ? ie by calling the AutoExportGLTF operator from the auto_export function ?
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"""
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from io_scene_gltf2 import (ExportGLTF2, GLTF_PT_export_main, GLTF_PT_export_include)
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class Auto_Export_SidePanel(bpy.types.Panel):
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bl_idname = "Auto_Export_SidePanel"
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bl_label = ""
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bl_space_type = 'VIEW_3D'
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bl_region_type = 'UI'
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bl_category = "Auto Export"
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bl_context = "objectmode"
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def draw_header(self, context):
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layout = self.layout
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layout.label(text="Gltf auto export ")
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def draw(self, context):
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layout = self.layout
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layout.label(text="MAKE SURE TO KEEP 'REMEMBER EXPORT SETTINGS' !!")
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op = layout.operator("EXPORT_SCENE_OT_gltf", text='Gltf Settings')#'glTF 2.0 (.glb/.gltf)')
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#op.export_format = 'GLTF_SEPARATE'
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op.use_selection=True
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op.will_save_settings=True
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op.use_visible=True # Export visible and hidden objects. See Object/Batch Export to skip.
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op.use_renderable=True
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op.use_active_collection = True
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op.use_active_collection_with_nested=True
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op.use_active_scene = True
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op.filepath="____dummy____"
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op.gltf_export_id = "gltf_auto_export" # we specify that we are in a special case
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op = layout.operator("EXPORT_SCENES_OT_auto_gltf", text="Auto Export Settings")
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#op.will_save_settings=True
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#print("GLTF_PT_export_main", GLTF_PT_export_main.bl_parent_id)
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# glTF extensions are named following a convention with known prefixes.
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# See: https://github.com/KhronosGroup/glTF/tree/main/extensions#about-gltf-extensions
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# also: https://github.com/KhronosGroup/glTF/blob/main/extensions/Prefixes.md
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@ -135,8 +90,7 @@ class glTF2ExportUserExtension:
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def gather_gltf_hook(self, active_scene_idx, scenes, animations, export_settings):
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if self.properties.enabled:
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print("extension enabled")
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#print("gather_gltf_hook", self, active_scene_idx, scenes, animations, export_settings)
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#print("gather_gltf_hook", self, active_scene_idx, scenes, animations, export_settings)"""
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#see here for original gltf exporter infos https://github.com/KhronosGroup/glTF-Blender-IO/blob/main/addons/io_scene_gltf2/__init__.py
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@ -150,8 +104,6 @@ classes = [
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AutoExportGLTF,
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#AutoExportGltfAddonPreferences,
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HelloWorldOperator,
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CollectionToExport,
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CollectionsToExport,
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@ -161,10 +113,10 @@ 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_collections_list,
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GLTF_PT_auto_export_SidePanel,
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AutoExportTracker,
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Auto_Export_SidePanel,
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]
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def glTF2_pre_export_callback(data):
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@ -174,7 +126,6 @@ def glTF2_pre_export_callback(data):
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def cleanup_file():
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gltf_filepath = "/home/ckaos/projects/bevy/Blender_bevy_components_worklflow/testing/bevy_example/assets/____dummy____.glb"
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if os.path.exists(gltf_filepath):
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print("removing dummy file", gltf_filepath)
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os.remove(gltf_filepath)
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return None
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else:
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@ -183,7 +134,6 @@ def cleanup_file():
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def glTF2_post_export_callback(data):
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#print("post_export", data)
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gltf_settings_backup = bpy.context.window_manager.gltf_settings_backup
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print("gltf_settings_backup", gltf_settings_backup)
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gltf_filepath = data["gltf_filepath"]
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gltf_export_id = data['gltf_export_id']
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if gltf_export_id == "gltf_auto_export":
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@ -204,10 +154,8 @@ def glTF2_post_export_callback(data):
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export_settings.write(json.dumps(dict(settings)))
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# now reset the original gltf_settings
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if gltf_settings_backup != "":
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print("resetting original gltf settings")
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scene["glTF2ExportSettings"] = json.loads(gltf_settings_backup)
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else:
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print("no pre_existing settings")
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if "glTF2ExportSettings" in scene:
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del scene["glTF2ExportSettings"]
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bpy.context.window_manager.gltf_settings_backup = ""
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@ -241,8 +189,8 @@ def register():
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bpy.types.TOPBAR_MT_file_export.append(menu_func_import)
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bpy.types.WindowManager.gltf_settings_backup = StringProperty(default="")
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bpy.utils.register_class(AutoExportExtensionProperties)
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bpy.types.Scene.AutoExportExtensionProperties = bpy.props.PointerProperty(type=AutoExportExtensionProperties)
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"""bpy.utils.register_class(AutoExportExtensionProperties)
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bpy.types.Scene.AutoExportExtensionProperties = bpy.props.PointerProperty(type=AutoExportExtensionProperties)"""
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def unregister():
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for cls in classes:
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@ -252,7 +200,7 @@ def unregister():
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bpy.app.handlers.depsgraph_update_post.remove(post_update)
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bpy.app.handlers.save_post.remove(post_save)
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bpy.utils.unregister_class(AutoExportExtensionProperties)
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"""bpy.utils.unregister_class(AutoExportExtensionProperties)"""
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if "gltf_auto_export" == "__main__":
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register()
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@ -1,172 +0,0 @@
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import bpy
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from bpy.props import (BoolProperty,
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IntProperty,
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StringProperty,
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EnumProperty,
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CollectionProperty
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)
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bl_info = {
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"name": "auto_export",
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"category": "Generic",
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"version": (1, 0, 0),
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"blender": (2, 80, 0),
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'location': 'File > Export > glTF 2.0',
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'description': 'Example addon to add a custom extension to an exported glTF file.',
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'tracker_url': "https://github.com/KhronosGroup/glTF-Blender-IO/issues/", # Replace with your issue tracker
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'isDraft': False,
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'developer': "(Your name here)", # Replace this
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'url': 'https://your_url_here', # Replace this
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}
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# glTF extensions are named following a convention with known prefixes.
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# See: https://github.com/KhronosGroup/glTF/tree/main/extensions#about-gltf-extensions
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# also: https://github.com/KhronosGroup/glTF/blob/main/extensions/Prefixes.md
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glTF_extension_name = "EXT_auto_export"
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# Support for an extension is "required" if a typical glTF viewer cannot be expected
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# to load a given model without understanding the contents of the extension.
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# For example, a compression scheme or new image format (with no fallback included)
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# would be "required", but physics metadata or app-specific settings could be optional.
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extension_is_required = False
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from io_scene_gltf2 import (GLTF_PT_export_main, GLTF_PT_export_include)
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class ExampleExtensionProperties(bpy.types.PropertyGroup):
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enabled: bpy.props.BoolProperty(
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name=bl_info["name"],
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description='Include this extension in the exported glTF file.',
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default=True
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)
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auto_export_main_scene_name: StringProperty(
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name='Main scene',
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description='The name of the main scene/level/world to auto export',
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default='Scene'
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)
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auto_export_output_folder: StringProperty(
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name='Export folder (relative)',
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description='The root folder for all exports(relative to current file) Defaults to current folder',
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default=''
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)
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auto_export_library_scene_name: StringProperty(
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name='Library scene',
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description='The name of the library scene to auto export',
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default='Library'
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)
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# scene components
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auto_export_scene_settings: BoolProperty(
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name='Export scene settings',
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description='Export scene settings ie AmbientLighting, Bloom, AO etc',
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default=False
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)
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# blueprint settings
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auto_export_blueprints: BoolProperty(
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name='Export Blueprints',
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description='Replaces collection instances with an Empty with a BlueprintName custom property',
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default=True
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)
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auto_export_blueprints_path: StringProperty(
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name='Blueprints path',
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description='path to export the blueprints to (relative to the Export folder)',
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default='library'
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)
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auto_export_materials_library: BoolProperty(
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name='Export materials library',
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description='remove materials from blueprints and use the material library instead',
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default=False
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)
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auto_export_materials_path: StringProperty(
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name='Materials path',
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description='path to export the materials libraries to (relative to the root folder)',
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default='materials'
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)
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def register():
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bpy.utils.register_class(ExampleExtensionProperties)
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bpy.types.Scene.ExampleExtensionProperties = bpy.props.PointerProperty(type=ExampleExtensionProperties)
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def register_panel():
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# Register the panel on demand, we need to be sure to only register it once
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# This is necessary because the panel is a child of the extensions panel,
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# which may not be registered when we try to register this extension
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try:
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bpy.utils.register_class(GLTF_PT_UserExtensionPanel)
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except Exception:
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pass
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# If the glTF exporter is disabled, we need to unregister the extension panel
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# Just return a function to the exporter so it can unregister the panel
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return unregister_panel
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def unregister_panel():
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# Since panel is registered on demand, it is possible it is not registered
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try:
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bpy.utils.unregister_class(GLTF_PT_UserExtensionPanel)
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except Exception:
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pass
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def unregister():
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unregister_panel()
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bpy.utils.unregister_class(ExampleExtensionProperties)
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del bpy.types.Scene.ExampleExtensionProperties
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class GLTF_PT_UserExtensionPanel(bpy.types.Panel):
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bl_space_type = 'FILE_BROWSER'
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bl_region_type = 'TOOL_PROPS'
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bl_label = "Enabled"
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bl_parent_id = "GLTF_PT_export_user_extensions"
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bl_options = {'DEFAULT_CLOSED'}
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@classmethod
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def poll(cls, context):
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sfile = context.space_data
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operator = sfile.active_operator
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return operator.bl_idname == "EXPORT_SCENE_OT_gltf"
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def draw_header(self, context):
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props = bpy.context.scene.ExampleExtensionProperties
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self.layout.prop(props, 'enabled')
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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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props = bpy.context.scene.ExampleExtensionProperties
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layout.active = props.enabled
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props = bpy.context.scene.ExampleExtensionProperties
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for bla in props.__annotations__:
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layout.prop(props, bla)
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class glTF2ExportUserExtension:
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def __init__(self):
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# We need to wait until we create the gltf2UserExtension to import the gltf2 modules
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# Otherwise, it may fail because the gltf2 may not be loaded yet
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from io_scene_gltf2.io.com.gltf2_io_extensions import Extension
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self.Extension = Extension
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self.properties = bpy.context.scene.ExampleExtensionProperties
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def gather_node_hook(self, gltf2_object, blender_object, export_settings):
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if self.properties.enabled:
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if gltf2_object.extensions is None:
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gltf2_object.extensions = {}
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print("bla bla")
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gltf2_object.extensions[glTF_extension_name] = self.Extension(
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name=glTF_extension_name,
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extension={"auto_export_blueprints": self.properties.auto_export_blueprints},
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required=extension_is_required
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)
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def glTF2_pre_export_callback(data):
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print("pre_export", data)
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def glTF2_post_export_callback(data):
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print("post_export", data)
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@ -69,7 +69,7 @@ class AutoExportTracker(PropertyGroup):
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active_operator.will_save_settings = True
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# we set the last operator here so we can clear the specific settings (yeah for overly complex logic)
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cls.last_operator = active_operator
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print("active_operator", active_operator.has_active_exporter_extensions, active_operator.__annotations__.keys(), active_operator.filepath, active_operator.gltf_export_id)
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#print("active_operator", active_operator.has_active_exporter_extensions, active_operator.__annotations__.keys(), active_operator.filepath, active_operator.gltf_export_id)
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if active_operator.bl_idname == "EXPORT_SCENES_OT_auto_gltf":
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# we force saving params
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active_operator.will_save_settings = True
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@ -361,3 +361,7 @@ def invoke_override(self, context, event):
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wm = context.window_manager
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wm.fileselect_add(self)
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return {'RUNNING_MODAL'}
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from io_scene_gltf2 import (ExportGLTF2, GLTF_PT_export_main, GLTF_PT_export_include)
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@ -65,7 +65,8 @@ def test_export_complex(setup_data):
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# "export_format":'GLTF_SEPARATE'
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}
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gltf_settings = {
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"export_animations": True
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"export_animations": True,
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"export_optimize_animation_size": False
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}
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# store settings for the auto_export part
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@ -76,7 +77,7 @@ def test_export_complex(setup_data):
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# and store settings for the gltf part
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stored_gltf_settings = bpy.data.texts[".gltf_auto_export_gltf_settings"] if ".gltf_auto_export_gltf_settings" in bpy.data.texts else bpy.data.texts.new(".gltf_auto_export_gltf_settings")
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stored_gltf_settings.clear()
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stored_gltf_settings.write(str(gltf_settings))
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stored_gltf_settings.write(json.dumps(gltf_settings))
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# move the main cube
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bpy.data.objects["Cube"].location = [1, 0, 0]
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@ -17,6 +17,39 @@ from ..helpers.helpers_collections import (get_exportable_collections)
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######################################################
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## ui logic & co
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# side panel that opens auto_export specific gltf settings & the auto export settings themselves
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class GLTF_PT_auto_export_SidePanel(bpy.types.Panel):
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bl_idname = "GLTF_PT_auto_export_SidePanel"
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bl_label = ""
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bl_space_type = 'VIEW_3D'
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bl_region_type = 'UI'
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bl_category = "Auto Export"
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bl_context = "objectmode"
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def draw_header(self, context):
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layout = self.layout
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layout.label(text="Gltf auto export ")
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def draw(self, context):
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layout = self.layout
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layout.label(text="MAKE SURE TO KEEP 'REMEMBER EXPORT SETTINGS' TOGGLED !!")
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op = layout.operator("EXPORT_SCENE_OT_gltf", text='Gltf Settings')#'glTF 2.0 (.glb/.gltf)')
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#op.export_format = 'GLTF_SEPARATE'
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op.use_selection=True
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op.will_save_settings=True
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op.use_visible=True # Export visible and hidden objects. See Object/Batch Export to skip.
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op.use_renderable=True
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op.use_active_collection = True
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op.use_active_collection_with_nested=True
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op.use_active_scene = True
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op.filepath="____dummy____"
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op.gltf_export_id = "gltf_auto_export" # we specify that we are in a special case
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op = layout.operator("EXPORT_SCENES_OT_auto_gltf", text="Auto Export Settings")
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#print("GLTF_PT_export_main", GLTF_PT_export_main.bl_parent_id)
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# main ui in the file => export
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class GLTF_PT_auto_export_main(bpy.types.Panel):
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bl_space_type = 'FILE_BROWSER'
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bl_region_type = 'TOOL_PROPS'
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@ -247,37 +280,6 @@ class GLTF_PT_auto_export_collections_list(bpy.types.Panel):
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row = layout.row()
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row.label(text=collection.name)
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class HelloWorldOperator(bpy.types.Operator):
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bl_idname = "export_scenes.wrapper"
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bl_label = "Minimal Operator"
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def execute(self, context):
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print("Hello World")
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return {'FINISHED'}
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def invoke(self, context: Context, event: Event):
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wm = context.window_manager
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wm.fileselect_add(self)
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return {'RUNNING_MODAL'}
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def draw(self, context: Context):
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layout = self.layout
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op = layout.operator("EXPORT_SCENE_OT_gltf", text='Gltf settings')#'glTF 2.0 (.glb/.gltf)')
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op.use_selection=True
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op.will_save_settings=True
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op.use_visible=True # Export visible and hidden objects. See Object/Batch Export to skip.
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op.use_renderable=True
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op.use_active_collection = True
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op.use_active_collection_with_nested=True
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op.use_active_scene = True
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op.filepath="dummy"
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#export_scenes.auto_gltf
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class GLTF_PT_auto_export_gltf(bpy.types.Panel):
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bl_space_type = 'FILE_BROWSER'
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bl_region_type = 'TOOL_PROPS'
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|
@ -1,267 +0,0 @@
|
||||
import bpy
|
||||
from bpy.types import Operator
|
||||
from bpy_extras.io_utils import ExportHelper
|
||||
from bpy.props import (BoolProperty,
|
||||
IntProperty,
|
||||
StringProperty,
|
||||
EnumProperty,
|
||||
CollectionProperty
|
||||
)
|
||||
|
||||
from ..auto_export import auto_export
|
||||
|
||||
from ..auto_export.preferences import (AutoExportGltfAddonPreferences, AutoExportGltfPreferenceNames)
|
||||
from ..helpers.helpers_scenes import (get_scenes)
|
||||
from ..helpers.helpers_collections import (get_exportable_collections)
|
||||
######################################################
|
||||
## ui logic & co
|
||||
|
||||
class GLTF_PT_auto_export_main(bpy.types.Panel):
|
||||
bl_space_type = 'VIEW_3D'
|
||||
bl_region_type = 'UI'
|
||||
bl_label = ""
|
||||
#bl_options = {'HIDE_HEADER'}
|
||||
bl_category = "Gltf auto_export"
|
||||
bl_context = "objectmode"
|
||||
|
||||
""" @classmethod
|
||||
def poll(cls, context):
|
||||
sfile = context.space_data
|
||||
operator = sfile.active_operator
|
||||
|
||||
return operator.bl_idname == "EXPORT_SCENES_OT_auto_gltf"
|
||||
"""
|
||||
|
||||
def draw(self, context):
|
||||
layout = self.layout
|
||||
layout.use_property_split = True
|
||||
layout.use_property_decorate = False # No animation.
|
||||
|
||||
class GLTF_PT_auto_export_root(bpy.types.Panel):
|
||||
bl_space_type = 'VIEW_3D'
|
||||
bl_region_type = 'UI'
|
||||
bl_label = "Auto export"
|
||||
bl_parent_id = "GLTF_PT_auto_export_main"
|
||||
#bl_options = {'DEFAULT_CLOSED'}
|
||||
|
||||
"""@classmethod
|
||||
def poll(cls, context):
|
||||
sfile = context.space_data
|
||||
operator = sfile.active_operator
|
||||
return operator.bl_idname == "EXPORT_SCENES_OT_auto_gltf"
|
||||
"""
|
||||
|
||||
"""def draw_header(self, context):
|
||||
sfile = context.space_data
|
||||
operator = sfile.active_operator
|
||||
self.layout.prop(operator, "auto_export", text="")"""
|
||||
|
||||
def draw(self, context):
|
||||
|
||||
pass
|
||||
layout = self.layout
|
||||
layout.use_property_split = True
|
||||
layout.use_property_decorate = False # No animation.
|
||||
|
||||
sfile = context.space_data
|
||||
operator = layout.operator("export_scenes.auto_gltf")#bpy.ops.export_scenes.auto_gltf #sfile.active_operator
|
||||
layout.prop(context.window_manager.operator_properties_last("export_scenes.auto_gltf"), "export_change_detection")
|
||||
layout.prop(context.window_manager.operator_properties_last("export_scenes.auto_gltf"), "export_output_folder")
|
||||
|
||||
#layout.active = operator.auto_export
|
||||
layout.prop(operator, 'will_save_settings')
|
||||
layout.prop(operator, "export_change_detection")
|
||||
layout.prop(operator, "export_output_folder")
|
||||
layout.prop(operator, "export_scene_settings")
|
||||
layout.prop(operator, "export_legacy_mode")
|
||||
|
||||
# scene selectors
|
||||
row = layout.row()
|
||||
col = row.column(align=True)
|
||||
col.separator()
|
||||
|
||||
source = operator
|
||||
|
||||
rows = 2
|
||||
|
||||
# main/level scenes
|
||||
layout.label(text="main scenes")
|
||||
layout.prop(context.window_manager, "main_scene", text='')
|
||||
|
||||
row = layout.row()
|
||||
row.template_list("SCENE_UL_GLTF_auto_export", "level scenes", source, "main_scenes", source, "main_scenes_index", rows=rows)
|
||||
|
||||
col = row.column(align=True)
|
||||
sub_row = col.row()
|
||||
add_operator = sub_row.operator("scene_list.list_action", icon='ADD', text="")
|
||||
add_operator.action = 'ADD'
|
||||
add_operator.scene_type = 'level'
|
||||
#add_operator.source = operator
|
||||
sub_row.enabled = context.window_manager.main_scene is not None
|
||||
|
||||
sub_row = col.row()
|
||||
remove_operator = sub_row.operator("scene_list.list_action", icon='REMOVE', text="")
|
||||
remove_operator.action = 'REMOVE'
|
||||
remove_operator.scene_type = 'level'
|
||||
col.separator()
|
||||
|
||||
#up_operator = col.operator("scene_list.list_action", icon='TRIA_UP', text="")
|
||||
#up_operator.action = 'UP'
|
||||
#col.operator("scene_list.list_action", icon='TRIA_DOWN', text="").action = 'DOWN'
|
||||
|
||||
# library scenes
|
||||
layout.label(text="library scenes")
|
||||
layout.prop(context.window_manager, "library_scene", text='')
|
||||
|
||||
row = layout.row()
|
||||
row.template_list("SCENE_UL_GLTF_auto_export", "library scenes", source, "library_scenes", source, "library_scenes_index", rows=rows)
|
||||
|
||||
col = row.column(align=True)
|
||||
sub_row = col.row()
|
||||
add_operator = sub_row.operator("scene_list.list_action", icon='ADD', text="")
|
||||
add_operator.action = 'ADD'
|
||||
add_operator.scene_type = 'library'
|
||||
sub_row.enabled = context.window_manager.library_scene is not None
|
||||
|
||||
|
||||
sub_row = col.row()
|
||||
remove_operator = sub_row.operator("scene_list.list_action", icon='REMOVE', text="")
|
||||
remove_operator.action = 'REMOVE'
|
||||
remove_operator.scene_type = 'library'
|
||||
col.separator()
|
||||
|
||||
class GLTF_PT_auto_export_blueprints(bpy.types.Panel):
|
||||
bl_space_type = 'VIEW_3D'
|
||||
bl_region_type = 'UI'
|
||||
bl_label = "Blueprints"
|
||||
bl_parent_id = "GLTF_PT_auto_export_main"
|
||||
|
||||
"""@classmethod
|
||||
def poll(cls, context):
|
||||
sfile = context.space_data
|
||||
operator = sfile.active_operator
|
||||
|
||||
return operator.bl_idname == "EXPORT_SCENES_OT_auto_gltf" #"EXPORT_SCENE_OT_gltf"
|
||||
"""
|
||||
|
||||
|
||||
"""def draw_header(self, context):
|
||||
layout = self.layout
|
||||
sfile = context.space_data
|
||||
operator = sfile.active_operator
|
||||
layout.prop(operator, "export_blueprints", text="")"""
|
||||
|
||||
#self.layout.prop(operator, "auto_export", text="")
|
||||
|
||||
def draw(self, context):
|
||||
layout = self.layout
|
||||
layout.use_property_split = True
|
||||
layout.use_property_decorate = False # No animation.
|
||||
|
||||
sfile = context.space_data
|
||||
operator = layout.operator("export_scenes.auto_gltf")#bpy.ops.export_scenes.auto_gltf #sfile.active_operator
|
||||
#sfile.active_operator
|
||||
|
||||
layout.active = operator.export_blueprints
|
||||
|
||||
# collections/blueprints
|
||||
layout.prop(operator, "export_blueprints_path")
|
||||
layout.prop(operator, "collection_instances_combine_mode")
|
||||
layout.prop(operator, "export_marked_assets")
|
||||
layout.prop(operator, "export_separate_dynamic_and_static_objects")
|
||||
layout.separator()
|
||||
# materials
|
||||
layout.prop(operator, "export_materials_library")
|
||||
layout.prop(operator, "export_materials_path")
|
||||
|
||||
|
||||
class GLTF_PT_auto_export_collections_list(bpy.types.Panel):
|
||||
bl_space_type = 'FILE_BROWSER'
|
||||
bl_region_type = 'TOOL_PROPS'
|
||||
bl_label = "Blueprints: Exported Collections"
|
||||
bl_parent_id = "GLTF_PT_auto_export_blueprints"
|
||||
bl_options = {'DEFAULT_CLOSED'}
|
||||
|
||||
@classmethod
|
||||
def poll(cls, context):
|
||||
sfile = context.space_data
|
||||
operator = sfile.active_operator
|
||||
|
||||
return operator.bl_idname == "EXPORT_SCENES_OT_auto_gltf" #"EXPORT_SCENE_OT_gltf"
|
||||
|
||||
def draw(self, context):
|
||||
layout = self.layout
|
||||
layout.use_property_split = True
|
||||
layout.use_property_decorate = False # No animation.
|
||||
|
||||
sfile = context.space_data
|
||||
operator = sfile.active_operator
|
||||
|
||||
for collection in bpy.context.window_manager.exportedCollections:
|
||||
row = layout.row()
|
||||
row.label(text=collection.name)
|
||||
|
||||
class GLTF_PT_auto_export_gltf(bpy.types.Panel):
|
||||
bl_space_type = 'VIEW_3D'
|
||||
bl_region_type = 'UI'
|
||||
bl_label = "Gltf"
|
||||
bl_parent_id = "GLTF_PT_auto_export_main"
|
||||
bl_options = {'DEFAULT_CLOSED'}
|
||||
|
||||
"""@classmethod
|
||||
def poll(cls, context):
|
||||
sfile = context.space_data
|
||||
operator = sfile.active_operator
|
||||
|
||||
return operator.bl_idname == "EXPORT_SCENES_OT_auto_gltf" #"EXPORT_SCENE_OT_gltf"
|
||||
"""
|
||||
|
||||
def draw(self, context):
|
||||
preferences = context.preferences
|
||||
layout = self.layout
|
||||
|
||||
layout.label(text="MAKE SURE TO KEEP 'REMEMBER EXPORT SETTINGS' !!")
|
||||
op = layout.operator("EXPORT_SCENE_OT_gltf", text='Gltf settings')#'glTF 2.0 (.glb/.gltf)')
|
||||
#op.export_format = 'GLTF_SEPARATE'
|
||||
op.use_selection=True
|
||||
op.will_save_settings=True
|
||||
op.use_visible=True # Export visible and hidden objects. See Object/Batch Export to skip.
|
||||
op.use_renderable=True
|
||||
op.use_active_collection = True
|
||||
op.use_active_collection_with_nested=True
|
||||
op.use_active_scene = True
|
||||
op.filepath="dummy"
|
||||
|
||||
class SCENE_UL_GLTF_auto_export(bpy.types.UIList):
|
||||
# The draw_item function is called for each item of the collection that is visible in the list.
|
||||
# data is the RNA object containing the collection,
|
||||
# item is the current drawn item of the collection,
|
||||
# icon is the "computed" icon for the item (as an integer, because some objects like materials or textures
|
||||
# have custom icons ID, which are not available as enum items).
|
||||
# active_data is the RNA object containing the active property for the collection (i.e. integer pointing to the
|
||||
# active item of the collection).
|
||||
# active_propname is the name of the active property (use 'getattr(active_data, active_propname)').
|
||||
# index is index of the current item in the collection.
|
||||
# flt_flag is the result of the filtering process for this item.
|
||||
# Note: as index and flt_flag are optional arguments, you do not have to use/declare them here if you don't
|
||||
# need them.
|
||||
def draw_item(self, context, layout, data, item, icon, active_data, active_propname):
|
||||
ob = data
|
||||
# draw_item must handle the three layout types... Usually 'DEFAULT' and 'COMPACT' can share the same code.
|
||||
if self.layout_type in {'DEFAULT', 'COMPACT'}:
|
||||
# You should always start your row layout by a label (icon + text), or a non-embossed text field,
|
||||
# this will also make the row easily selectable in the list! The later also enables ctrl-click rename.
|
||||
# We use icon_value of label, as our given icon is an integer value, not an enum ID.
|
||||
# Note "data" names should never be translated!
|
||||
#if ma:
|
||||
# layout.prop(ma, "name", text="", emboss=False, icon_value=icon)
|
||||
#else:
|
||||
# layout.label(text="", translate=False, icon_value=icon)
|
||||
layout.label(text=item.name, icon_value=icon)
|
||||
#layout.prop(item, "name", text="", emboss=False, icon_value=icon)
|
||||
# 'GRID' layout type should be as compact as possible (typically a single icon!).
|
||||
elif self.layout_type == 'GRID':
|
||||
layout.alignment = 'CENTER'
|
||||
layout.label(text="", icon_value=icon)
|
||||
|
||||
|
@ -1,83 +0,0 @@
|
||||
|
||||
import bpy
|
||||
from bpy.types import Operator
|
||||
|
||||
class SCENES_LIST_OT_actions(Operator):
|
||||
"""Move items up and down, add and remove"""
|
||||
bl_idname = "scene_list.list_action"
|
||||
bl_label = "List Actions"
|
||||
bl_description = "Move items up and down, add and remove"
|
||||
bl_options = {'REGISTER'}
|
||||
|
||||
action: bpy.props.EnumProperty(
|
||||
items=(
|
||||
('UP', "Up", ""),
|
||||
('DOWN', "Down", ""),
|
||||
('REMOVE', "Remove", ""),
|
||||
('ADD', "Add", "")))
|
||||
|
||||
|
||||
scene_type: bpy.props.StringProperty()#TODO: replace with enum
|
||||
|
||||
def invoke(self, context, event):
|
||||
source = context.space_data.active_operator
|
||||
target_name = "library_scenes"
|
||||
target_index = "library_scenes_index"
|
||||
if self.scene_type == "level":
|
||||
target_name = "main_scenes"
|
||||
target_index = "main_scenes_index"
|
||||
|
||||
target = getattr(source, target_name)
|
||||
idx = getattr(source, target_index)
|
||||
current_index = getattr(source, target_index)
|
||||
|
||||
try:
|
||||
item = target[idx]
|
||||
except IndexError:
|
||||
pass
|
||||
else:
|
||||
if self.action == 'DOWN' and idx < len(target) - 1:
|
||||
target.move(idx, idx + 1)
|
||||
setattr(source, target_index, current_index +1 )
|
||||
info = 'Item "%s" moved to position %d' % (item.name, current_index + 1)
|
||||
self.report({'INFO'}, info)
|
||||
|
||||
elif self.action == 'UP' and idx >= 1:
|
||||
target.move(idx, idx - 1)
|
||||
setattr(source, target_index, current_index -1 )
|
||||
info = 'Item "%s" moved to position %d' % (item.name, current_index + 1)
|
||||
self.report({'INFO'}, info)
|
||||
|
||||
elif self.action == 'REMOVE':
|
||||
info = 'Item "%s" removed from list' % (target[idx].name)
|
||||
setattr(source, target_index, current_index -1 )
|
||||
target.remove(idx)
|
||||
self.report({'INFO'}, info)
|
||||
|
||||
if self.action == 'ADD':
|
||||
new_scene_name = None
|
||||
if self.scene_type == "level":
|
||||
if context.window_manager.main_scene:
|
||||
new_scene_name = context.window_manager.main_scene.name
|
||||
else:
|
||||
if context.window_manager.library_scene:
|
||||
new_scene_name = context.window_manager.library_scene.name
|
||||
if new_scene_name:
|
||||
item = target.add()
|
||||
item.name = new_scene_name#f"Rule {idx +1}"
|
||||
|
||||
if self.scene_type == "level":
|
||||
context.window_manager.main_scene = None
|
||||
else:
|
||||
context.window_manager.library_scene = None
|
||||
|
||||
#name = f"Rule {idx +1}"
|
||||
#target.append({"name": name})
|
||||
setattr(source, target_index, len(target) - 1)
|
||||
#source[target_index] = len(target) - 1
|
||||
info = '"%s" added to list' % (item.name)
|
||||
self.report({'INFO'}, info)
|
||||
|
||||
return {"FINISHED"}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user