feat(blenvy): more work done on asset management
* helpers * ui tweaks * scanning of the whole asset tree added * cleaner injection of data at the collection/ scene level (wip)
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@ -34,6 +34,9 @@ Assets:
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- [ ] UI:
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- [x] we need to display all direct assets (stored in the scene)
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- [ ] indirect assets:
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- QUESTION : do we want to include them in the list of assets per level ?
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- this would enable pre-loading ALL the assets, but is not ideal in most other cases
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- so add an option ?
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- [ ] the assets of local blueprints
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@ -42,3 +45,11 @@ Blueprints:
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- list of assets
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- export path
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- [ ] blueprint selection for nested blueprints is broken
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General issues:
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- there is no safeguard for naming collisions for naming across blender files
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- this can cause an issue for assets list "parent"
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- "parents" can only be blueprints
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- they normally need/have unique export paths (otherwise, user error, perhaps show it ?)
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- perhaps a simple hashing of the parent's path would be enought
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@ -54,7 +54,7 @@ from .gltf_auto_export.ui.operators import (OT_OpenFolderbrowser, SCENES_LIST_OT
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# asset management
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from .assets.ui import Blenvy_assets
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from .assets.assets_registry import AssetsRegistry
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from .assets.operators import OT_Add_asset_filebrowser, OT_add_bevy_asset, OT_remove_bevy_asset
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from .assets.operators import OT_Add_asset_filebrowser, OT_add_bevy_asset, OT_remove_bevy_asset, OT_test_bevy_assets
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# blueprints management
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from .blueprints.ui import GLTF_PT_auto_export_blueprints_list
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@ -149,6 +149,7 @@ classes = [
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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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OT_test_bevy_assets,
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OT_Add_asset_filebrowser,
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Blenvy_assets,
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@ -3,3 +3,8 @@ import json
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def get_assets(scene_or_collection):
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assets = json.loads(scene_or_collection.get('assets')) if 'assets' in scene_or_collection else []
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return assets
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def does_asset_exist(assets, asset_path):
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in_list = [asset for asset in assets if (asset["path"] == asset_path)]
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in_list = len(in_list) > 0
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return in_list
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@ -7,50 +7,6 @@ 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_path = getattr(addon_prefs, "export_root_path")
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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_path)
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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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@ -95,3 +51,4 @@ class AssetsRegistry(PropertyGroup):
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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 +1,101 @@
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import os
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import json
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import bpy
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from .asset_helpers import does_asset_exist, get_assets
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def scan_assets(scene, blueprints_data, addon_prefs):
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export_root_path = getattr(addon_prefs, "export_root_path")
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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_path)
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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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def get_blueprint_assets_tree(blueprint, blueprints_data, parent, addon_prefs):
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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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assets_list = []
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for blueprint_name in blueprint.nested_blueprints:
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child_blueprint = blueprints_data.blueprints_per_name.get(blueprint_name, None)
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if child_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(export_blueprints_path, f"{child_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 = child_blueprint.collection['export_path'] if 'export_path' in child_blueprint.collection else None
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if blueprint_exported_path is not None:
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assets_list.append({"name": child_blueprint.name, "path": blueprint_exported_path, "type": "MODEL", "internal": True, "parent": blueprint.name})
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# and add sub stuff
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sub_assets_lists = get_blueprint_assets_tree(child_blueprint, blueprints_data, parent=child_blueprint.name, addon_prefs=addon_prefs)
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assets_list += sub_assets_lists
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direct_assets = get_assets(blueprint.collection)
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for asset in direct_assets:
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asset["parent"] = parent
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assets_list += direct_assets
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return assets_list
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def get_main_scene_assets_tree(main_scene, blueprints_data, addon_prefs):
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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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blueprint_instance_names_for_scene = blueprints_data.blueprint_instances_per_main_scene.get(main_scene.name, None)
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assets_list = get_assets(main_scene) # FIXME: problem, we already have the blueprint assets stored there
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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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blueprint_exported_path = None
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if blueprint.local:
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blueprint_exported_path = os.path.join(export_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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if blueprint_exported_path is not None and not does_asset_exist(assets_list, blueprint_exported_path):
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assets_list.append({"name": blueprint.name, "path": blueprint_exported_path, "type": "MODEL", "internal": True, "parent": None})
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assets_list += get_blueprint_assets_tree(blueprint, blueprints_data, parent=blueprint.name, addon_prefs=addon_prefs)
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print("TOTAL ASSETS", assets_list)
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return assets_list
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@ -4,6 +4,8 @@ import bpy
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from bpy_types import (Operator)
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from bpy.props import (BoolProperty, StringProperty, EnumProperty)
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from .assets_scan import get_main_scene_assets_tree
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from ..core.path_helpers import absolute_path_from_blend_file
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from ..settings import load_settings
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@ -160,3 +162,26 @@ class OT_Add_asset_filebrowser(Operator, ImportHelper):
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print("SELECTED ASSET PATH", asset_path)
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return {'FINISHED'}
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from types import SimpleNamespace
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class OT_test_bevy_assets(Operator):
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"""Test assets"""
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bl_idname = "bevyassets.test"
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bl_label = "test bevy assets"
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bl_options = {"UNDO"}
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def execute(self, context):
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blueprints_registry = context.window_manager.blueprints_registry
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blueprints_registry.add_blueprints_data()
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blueprints_data = blueprints_registry.blueprints_data
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settings = {"export_blueprints_path": "blueprints", "export_gltf_extension": ".glb"}
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settings = SimpleNamespace(**settings)
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for scene in bpy.data.scenes:
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if scene.name != "Library":
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assets_hierarchy = get_main_scene_assets_tree(scene, blueprints_data, settings)
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scene["assets_hierarchy"] = json.dumps(assets_hierarchy)
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return {'FINISHED'}
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@ -1,4 +1,6 @@
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from types import SimpleNamespace
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import bpy
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from .assets_scan import get_main_scene_assets_tree
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from .asset_helpers import get_assets
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@ -42,6 +44,8 @@ def draw_assets(layout, name, title, asset_registry, assets, target_type, target
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else:
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row.label(text="")
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return panel
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class Blenvy_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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@ -52,29 +56,37 @@ class Blenvy_assets(bpy.types.Panel):
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def poll(cls, context):
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return context.window_manager.blenvy.mode == 'ASSETS'
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"""def draw_header(self, context):
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layout = self.layout
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name = ""
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if context.collection is not None and context.collection.name == 'Scene Collection':
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name = f"WORLD/LEVEL: {context.scene.name}"
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else:
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name = f"BLUEPRINT: {context.collection.name}"
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layout.label(text=f"Assets For {name}")"""
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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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layout.operator(operator="bevyassets.test")
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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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blueprints_registry.add_blueprints_data()
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blueprints_data = blueprints_registry.blueprints_data
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name = "world"
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header, panel = layout.box().panel(f"assets{name}", default_closed=False)
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header.label(text="World/Level Assets")
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settings = {"export_blueprints_path": "blueprints", "export_gltf_extension": ".glb"}
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settings = SimpleNamespace(**settings)
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if panel:
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for scene in bpy.data.scenes:
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if scene.name != "Library": # FIXME: hack for testing
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get_main_scene_assets_tree(scene, blueprints_data, settings)
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direct_assets = get_assets(scene)
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row = panel.row()
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draw_assets(layout=row, name=scene.name, title=f"{scene.name} Assets", asset_registry=asset_registry, assets=direct_assets, target_type="SCENE", target_name=scene.name)
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scene_assets_panel = draw_assets(layout=row, name=scene.name, title=f"{scene.name} Assets", asset_registry=asset_registry, assets=direct_assets, target_type="SCENE", target_name=scene.name)
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if scene.name in blueprints_data.blueprint_instances_per_main_scene:
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for blueprint_name in blueprints_data.blueprint_instances_per_main_scene[scene.name].keys():
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blueprint = blueprints_data.blueprints_per_name[blueprint_name]
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blueprint_assets = get_assets(blueprint.collection)
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if scene_assets_panel:
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row = scene_assets_panel.row()
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draw_assets(layout=row, name=blueprint.name, title=f"{blueprint.name} Assets", asset_registry=asset_registry, assets=blueprint_assets, target_type="BLUEPRINT", target_name=blueprint.name)
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@ -1,3 +1,4 @@
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from types import SimpleNamespace
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import bpy
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import json
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import os
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@ -6,6 +7,10 @@ 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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from ..settings import load_settings
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from ..gltf_auto_export.helpers.helpers_scenes import get_scenes
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from .blueprints_scan import blueprints_scan
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# this is where we store the information for all available Blueprints
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class BlueprintsRegistry(PropertyGroup):
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blueprints_data = {}
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def add_blueprint(self, blueprint):
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self.blueprints_list.append(blueprint)
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def add_blueprints_data(self):
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print("adding blueprints data")
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addon_prefs = load_settings(".gltf_auto_export_settings")
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print("addon_prefs", addon_prefs)
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addon_prefs["export_marked_assets"] = False
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addon_prefs = SimpleNamespace(**addon_prefs)
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[main_scene_names, level_scenes, library_scene_names, library_scenes] = get_scenes(addon_prefs)
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blueprints_data = blueprints_scan(level_scenes, library_scenes, addon_prefs)
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self.blueprints_data = blueprints_data
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@ -110,7 +110,7 @@ def blueprints_scan(main_scenes, library_scenes, addon_prefs):
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#
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collections.append(collection)
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# add any collection that has an instance in the main scenes, but is not present in any of the scenes (IE NON LOCAL/ EXTERNAL)
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# EXTERNAL COLLECTIONS: add any collection that has an instance in the main scenes, but is not present in any of the scenes (IE NON LOCAL/ EXTERNAL)
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for collection_name in external_collection_instances:
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collection = bpy.data.collections[collection_name]
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blueprint = Blueprint(collection.name)
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@ -80,6 +80,7 @@ def auto_export(changes_per_scene, changed_export_parameters, addon_prefs):
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inject_export_path_into_internal_blueprints(internal_blueprints=blueprints_data.internal_blueprints, export_blueprints_path=export_blueprints_path, gltf_extension=gltf_extension)
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for blueprint in blueprints_data.blueprints:
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bpy.context.window_manager.blueprints_registry.add_blueprint(blueprint)
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bpy.context.window_manager.blueprints_registry.add_blueprints_data()
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if export_scene_settings:
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# inject/ update scene components
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