mirror of
https://github.com/kaosat-dev/Blender_bevy_components_workflow.git
synced 2024-11-22 11:50:53 +00:00
feat(blenvy): restructuring/ extracting a lot of the auto_export settings to be in the "common" ui/logic
* moved out all folder logic & code * moved out all of the scene selector logic & code * related tweaks
This commit is contained in:
parent
3aed4ab925
commit
f561112704
@ -15,7 +15,6 @@ import bpy
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from bpy.app.handlers import persistent
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from bpy.props import (StringProperty)
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# components management
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from .bevy_components.components.operators import CopyComponentOperator, Fix_Component_Operator, OT_rename_component, RemoveComponentFromAllObjectsOperator, RemoveComponentOperator, GenerateComponent_From_custom_property_Operator, PasteComponentOperator, AddComponentOperator, RenameHelper, Toggle_ComponentVisibility
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@ -33,24 +32,12 @@ from .bevy_components.components.ui import (BEVY_COMPONENTS_PT_ComponentsPanel)
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from .gltf_auto_export import gltf_post_export_callback
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from .gltf_auto_export.auto_export.operators import AutoExportGLTF
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from .gltf_auto_export.auto_export.tracker import AutoExportTracker
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from .gltf_auto_export.auto_export.internals import (SceneLink,
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SceneLinks,
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CollectionToExport,
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BlueprintsToExport,
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CUSTOM_PG_sceneName
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)
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from .gltf_auto_export.ui.main import (GLTF_PT_auto_export_change_detection, GLTF_PT_auto_export_main,
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GLTF_PT_auto_export_root,
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GLTF_PT_auto_export_general,
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GLTF_PT_auto_export_scenes,
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GLTF_PT_auto_export_blueprints,
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SCENE_UL_GLTF_auto_export,
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GLTF_PT_auto_export_SidePanel
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)
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from .gltf_auto_export.ui.operators import (OT_OpenFolderbrowser, SCENES_LIST_OT_actions)
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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 Asset, AssetsRegistry
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@ -62,9 +49,12 @@ from .blueprints.blueprints_registry import BlueprintsRegistry
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from .blueprints.operators import OT_select_blueprint
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# blenvy core
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from .core.ui import BLENVY_PT_SidePanel
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from .core.blenvy_manager import BlenvyManager
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from .core.operators import OT_switch_bevy_tooling
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from .core.scene_helpers import (SceneSelector)
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from .core.ui.ui import (BLENVY_PT_SidePanel)
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from .core.ui.scenes_list import SCENES_LIST_OT_actions, SCENE_UL_Blenvy
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from .core.ui.folder_browser import OT_OpenFolderbrowser
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# this needs to be here, as it is how Blender's gltf exporter callbacks are defined, at the add-on root level
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@ -73,6 +63,12 @@ def glTF2_post_export_callback(data):
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classes = [
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# common/core
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SceneSelector,
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SCENE_UL_Blenvy,
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SCENES_LIST_OT_actions,
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OT_OpenFolderbrowser,
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# blenvy
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BLENVY_PT_SidePanel,
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@ -121,23 +117,13 @@ classes = [
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GENERIC_MAP_OT_actions,
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# gltf auto export
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SceneLink,
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SceneLinks,
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CUSTOM_PG_sceneName,
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SCENE_UL_GLTF_auto_export,
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SCENES_LIST_OT_actions,
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OT_OpenFolderbrowser,
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AutoExportGLTF,
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CollectionToExport,
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BlueprintsToExport,
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GLTF_PT_auto_export_main,
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GLTF_PT_auto_export_root,
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GLTF_PT_auto_export_general,
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GLTF_PT_auto_export_change_detection,
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GLTF_PT_auto_export_scenes,
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GLTF_PT_auto_export_blueprints,
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GLTF_PT_auto_export_SidePanel,
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AutoExportTracker,
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@ -1,7 +1,7 @@
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import bpy
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from bpy_types import (PropertyGroup)
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from bpy.props import (EnumProperty, PointerProperty, StringProperty)
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from bpy.props import (EnumProperty, PointerProperty, StringProperty, CollectionProperty, IntProperty)
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from .scene_helpers import SceneSelector
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class BlenvyManager(PropertyGroup):
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@ -46,14 +46,38 @@ class BlenvyManager(PropertyGroup):
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description='path to export the materials libraries to (relative to the assets folder)',
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default='materials',
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) # type: ignore
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main_scenes: CollectionProperty(name="main scenes", type=SceneSelector) # type: ignore
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main_scenes_index: IntProperty(name = "Index for main scenes list", default = 0) # type: ignore
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library_scenes: CollectionProperty(name="library scenes", type=SceneSelector) # type: ignore
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library_scenes_index: IntProperty(name = "Index for library scenes list", default = 0) # type: ignore
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def is_scene_ok(self, scene):
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try:
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operator = bpy.context.space_data.active_operator
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return scene.name not in operator.main_scenes and scene.name not in operator.library_scenes
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except:
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return True
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@classmethod
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def register(cls):
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bpy.types.WindowManager.main_scene = bpy.props.PointerProperty(type=bpy.types.Scene, name="main scene", description="main_scene_picker", poll=cls.is_scene_ok)
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bpy.types.WindowManager.library_scene = bpy.props.PointerProperty(type=bpy.types.Scene, name="library scene", description="library_scene_picker", poll=cls.is_scene_ok)
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bpy.types.WindowManager.main_scenes_list_index = IntProperty(name = "Index for main scenes list", default = 0)
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bpy.types.WindowManager.library_scenes_list_index = IntProperty(name = "Index for library scenes list", default = 0)
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bpy.types.WindowManager.blenvy = PointerProperty(type=BlenvyManager)
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@classmethod
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def unregister(cls):
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del bpy.types.WindowManager.blenvy
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del bpy.types.WindowManager.main_scene
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del bpy.types.WindowManager.library_scene
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del bpy.types.WindowManager.main_scenes_list_index
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del bpy.types.WindowManager.library_scenes_list_index
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def add_asset(self, name, type, path, internal): # internal means it cannot be edited by the user, aka auto generated
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@ -1,3 +1,12 @@
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import bpy
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from .object_makers import make_empty
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class SceneSelector(bpy.types.PropertyGroup):
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name: bpy.props.StringProperty() # type: ignore
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display: bpy.props.BoolProperty() # type: ignore
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def add_scene_property(scene, scene_component_name, property_data, limit_to=None):
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root_collection = scene.collection
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scene_property = None
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0
tools/blenvy/core/ui/__init__.py
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0
tools/blenvy/core/ui/__init__.py
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77
tools/blenvy/core/ui/folder_browser.py
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77
tools/blenvy/core/ui/folder_browser.py
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@ -0,0 +1,77 @@
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import bpy
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import os
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from bpy_extras.io_utils import ImportHelper
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from bpy.types import Operator
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class OT_OpenFolderbrowser(Operator, ImportHelper):
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"""Browse for registry json file"""
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bl_idname = "generic.open_folderbrowser"
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bl_label = "Select folder"
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# Define this to tell 'fileselect_add' that we want a directoy
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directory: bpy.props.StringProperty(
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name="Outdir Path",
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description="selected folder"
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# subtype='DIR_PATH' is not needed to specify the selection mode.
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# But this will be anyway a directory path.
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) # type: ignore
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# Filters folders
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filter_folder: bpy.props.BoolProperty(
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default=True,
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options={"HIDDEN"}
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) # type: ignore
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target_property: bpy.props.StringProperty(
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name="target_property",
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options={'HIDDEN'}
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) # type: ignore
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def execute(self, context):
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"""Do something with the selected file(s)."""
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operator = context.window_manager.blenvy
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new_path = self.directory
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target_path_name = self.target_property
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# path to the current blend file
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blend_file_path = bpy.data.filepath
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# Get the folder
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blend_file_folder_path = os.path.dirname(blend_file_path)
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print("blend_file_folder_path", blend_file_folder_path)
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print("new_path", self.directory, self.target_property, operator)
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asset_path_names = ['export_assets_path', 'export_blueprints_path', 'export_levels_path', 'export_materials_path']
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export_root_path = operator.export_root_path
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export_assets_path = operator.export_assets_path
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#export_root_path_absolute = os.path.join(blend_file_folder_path, export_root_path)
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export_assets_path_full = os.path.join(blend_file_folder_path, export_root_path, export_assets_path)
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print("export_assets_path_full", export_assets_path_full)
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#new_root_path = os.path.join(blend_file_folder_path, new_path)
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if target_path_name == 'export_root_path':
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new_root_path_relative = os.path.relpath(new_path, blend_file_folder_path)
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print("changing root new_path to", self.directory, blend_file_folder_path, new_root_path_relative)
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# we need to change all other relative paths before setting the new absolute path
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for path_name in asset_path_names:
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# get current relative path
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relative_path = getattr(operator, path_name, None)
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if relative_path is not None:
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# and now get absolute path of asset_path
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absolute_path = os.path.join(export_assets_path_full, relative_path)
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print("absolute path for", path_name, absolute_path)
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relative_path = os.path.relpath(absolute_path, new_path)
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setattr(operator, path_name, relative_path)
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# store the root path as relative to the current blend file
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setattr(operator, target_path_name, new_path)
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elif target_path_name == 'export_assets_path':
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pass
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else:
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relative_path = os.path.relpath(new_path, export_assets_path_full)
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setattr(operator, target_path_name, relative_path)
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#filename, extension = os.path.splitext(self.filepath)
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return {'FINISHED'}
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114
tools/blenvy/core/ui/scenes_list.py
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114
tools/blenvy/core/ui/scenes_list.py
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@ -0,0 +1,114 @@
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import bpy
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from bpy.types import Operator
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class SCENE_UL_Blenvy(bpy.types.UIList):
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# The draw_item function is called for each item of the collection that is visible in the list.
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# data is the RNA object containing the collection,
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# item is the current drawn item of the collection,
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# icon is the "computed" icon for the item (as an integer, because some objects like materials or textures
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# have custom icons ID, which are not available as enum items).
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# active_data is the RNA object containing the active property for the collection (i.e. integer pointing to the
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# active item of the collection).
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# active_propname is the name of the active property (use 'getattr(active_data, active_propname)').
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# index is index of the current item in the collection.
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# flt_flag is the result of the filtering process for this item.
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# Note: as index and flt_flag are optional arguments, you do not have to use/declare them here if you don't
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# need them.
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def draw_item(self, context, layout, data, item, icon, active_data, active_propname):
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print("DRAW STUFF", self)
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ob = data
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# draw_item must handle the three layout types... Usually 'DEFAULT' and 'COMPACT' can share the same code.
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if self.layout_type in {'DEFAULT', 'COMPACT'}:
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# You should always start your row layout by a label (icon + text), or a non-embossed text field,
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# this will also make the row easily selectable in the list! The later also enables ctrl-click rename.
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# We use icon_value of label, as our given icon is an integer value, not an enum ID.
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# Note "data" names should never be translated!
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#if ma:
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# layout.prop(ma, "name", text="", emboss=False, icon_value=icon)
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#else:
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# layout.label(text="", translate=False, icon_value=icon)
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layout.label(text=item.name, icon_value=icon)
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#layout.prop(item, "name", text="", emboss=False, icon_value=icon)
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# 'GRID' layout type should be as compact as possible (typically a single icon!).
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elif self.layout_type == 'GRID':
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layout.alignment = 'CENTER'
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layout.label(text="", icon_value=icon)
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class SCENES_LIST_OT_actions(Operator):
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"""Move items up and down, add and remove"""
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bl_idname = "scene_list.list_action"
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bl_label = "List Actions"
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bl_description = "Move items up and down, add and remove"
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bl_options = {'REGISTER'}
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action: bpy.props.EnumProperty(
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items=(
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('UP', "Up", ""),
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('DOWN', "Down", ""),
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('REMOVE', "Remove", ""),
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('ADD', "Add", ""))) # type: ignore
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scene_type: bpy.props.StringProperty()# type: ignore #TODO: replace with enum
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def invoke(self, context, event):
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source = context.window_manager.blenvy
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target_name = "library_scenes"
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target_index = "library_scenes_index"
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if self.scene_type == "level":
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target_name = "main_scenes"
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target_index = "main_scenes_index"
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target = getattr(source, target_name)
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idx = getattr(source, target_index)
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current_index = getattr(source, target_index)
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try:
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item = target[idx]
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except IndexError:
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pass
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else:
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if self.action == 'DOWN' and idx < len(target) - 1:
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target.move(idx, idx + 1)
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setattr(source, target_index, current_index +1 )
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info = 'Item "%s" moved to position %d' % (item.name, current_index + 1)
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self.report({'INFO'}, info)
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elif self.action == 'UP' and idx >= 1:
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target.move(idx, idx - 1)
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setattr(source, target_index, current_index -1 )
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info = 'Item "%s" moved to position %d' % (item.name, current_index + 1)
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self.report({'INFO'}, info)
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elif self.action == 'REMOVE':
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info = 'Item "%s" removed from list' % (target[idx].name)
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setattr(source, target_index, current_index -1 )
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target.remove(idx)
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self.report({'INFO'}, info)
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if self.action == 'ADD':
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new_scene_name = None
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if self.scene_type == "level":
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if context.window_manager.main_scene:
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new_scene_name = context.window_manager.main_scene.name
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else:
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if context.window_manager.library_scene:
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new_scene_name = context.window_manager.library_scene.name
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if new_scene_name:
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item = target.add()
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item.name = new_scene_name#f"Rule {idx +1}"
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if self.scene_type == "level":
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context.window_manager.main_scene = None
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else:
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context.window_manager.library_scene = None
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#name = f"Rule {idx +1}"
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#target.append({"name": name})
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setattr(source, target_index, len(target) - 1)
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#source[target_index] = len(target) - 1
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info = '"%s" added to list' % (item.name)
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self.report({'INFO'}, info)
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return {"FINISHED"}
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@ -1,7 +1,8 @@
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import bpy
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from ..settings import load_settings
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from ...settings import load_settings
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######################################################
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## ui logic & co
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def draw_folder_browser(layout, label, prop_origin, target_property):
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row = layout.row()
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@ -80,7 +81,6 @@ class BLENVY_PT_SidePanel(bpy.types.Panel):
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layout.label(text="Library scene active: "+ str(library_scene_active))
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layout.label(text=blenvy.mode)"""
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if blenvy.mode == "SETTINGS":
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header, panel = layout.panel("auto_export", default_closed=False)
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header.label(text="Common")
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@ -95,6 +95,55 @@ class BLENVY_PT_SidePanel(bpy.types.Panel):
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draw_folder_browser(layout=row, label="Levels Folder", prop_origin=blenvy, target_property="export_levels_path")
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row = panel.row()
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draw_folder_browser(layout=row, label="Materials Folder", prop_origin=blenvy, target_property="export_materials_path")
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panel.separator()
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# scenes selection
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section = panel
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rows = 2
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row = section.row()
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row.label(text="main scenes")
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row.prop(context.window_manager, "main_scene", text='')
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row = section.row()
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row.template_list("SCENE_UL_Blenvy", "level scenes", blenvy, "main_scenes", blenvy, "main_scenes_index", rows=rows)
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col = row.column(align=True)
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sub_row = col.row()
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add_operator = sub_row.operator("scene_list.list_action", icon='ADD', text="")
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add_operator.action = 'ADD'
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add_operator.scene_type = 'level'
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#add_operator.operator = operator
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sub_row.enabled = context.window_manager.main_scene is not None
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sub_row = col.row()
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remove_operator = sub_row.operator("scene_list.list_action", icon='REMOVE', text="")
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remove_operator.action = 'REMOVE'
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remove_operator.scene_type = 'level'
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col.separator()
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# library scenes
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row = section.row()
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row.label(text="library scenes")
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row.prop(context.window_manager, "library_scene", text='')
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row = section.row()
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row.template_list("SCENE_UL_Blenvy", "library scenes", blenvy, "library_scenes", blenvy, "library_scenes_index", rows=rows)
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col = row.column(align=True)
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sub_row = col.row()
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add_operator = sub_row.operator("scene_list.list_action", icon='ADD', text="")
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add_operator.action = 'ADD'
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add_operator.scene_type = 'library'
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sub_row.enabled = context.window_manager.library_scene is not None
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sub_row = col.row()
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remove_operator = sub_row.operator("scene_list.list_action", icon='REMOVE', text="")
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remove_operator.action = 'REMOVE'
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remove_operator.scene_type = 'library'
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col.separator()
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"""if blenvy.mode == "SETTINGS":
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header, panel = layout.panel("auto_export", default_closed=False)
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header.label(text="Auto Export")
|
@ -109,10 +109,10 @@ def auto_export(changes_per_scene, changed_export_parameters, addon_prefs):
|
||||
bpy.context.window_manager.auto_export_tracker.exports_total = exports_total
|
||||
bpy.context.window_manager.auto_export_tracker.exports_count = exports_total
|
||||
|
||||
bpy.context.window_manager.exportedCollections.clear()
|
||||
"""bpy.context.window_manager.exportedCollections.clear()
|
||||
for blueprint in blueprints_to_export:
|
||||
bla = bpy.context.window_manager.exportedCollections.add()
|
||||
bla.name = blueprint.name
|
||||
bla.name = blueprint.name"""
|
||||
print("-------------------------------")
|
||||
#print("collections: all:", collections)
|
||||
#print("collections: not found on disk:", collections_not_on_disk)
|
||||
|
@ -1,22 +0,0 @@
|
||||
import bpy
|
||||
|
||||
class SceneLink(bpy.types.PropertyGroup):
|
||||
name: bpy.props.StringProperty(name="") # type: ignore
|
||||
scene: bpy.props.PointerProperty(type=bpy.types.Scene) # type: ignore
|
||||
|
||||
class SceneLinks(bpy.types.PropertyGroup):
|
||||
name = bpy.props.StringProperty(name="List of scenes to export", default="Unknown")
|
||||
items: bpy.props.CollectionProperty(type = SceneLink) # type: ignore
|
||||
|
||||
class CUSTOM_PG_sceneName(bpy.types.PropertyGroup):
|
||||
name: bpy.props.StringProperty() # type: ignore
|
||||
display: bpy.props.BoolProperty() # type: ignore
|
||||
|
||||
class CollectionToExport(bpy.types.PropertyGroup):
|
||||
name: bpy.props.StringProperty(name="") # type: ignore
|
||||
|
||||
class BlueprintsToExport(bpy.types.PropertyGroup):
|
||||
name = bpy.props.StringProperty(name="List of collections to export", default="Unknown")
|
||||
items: bpy.props.CollectionProperty(type = CollectionToExport) # type: ignore
|
||||
|
||||
|
@ -1,11 +1,6 @@
|
||||
import json
|
||||
import bpy
|
||||
from bpy.types import Operator
|
||||
from bpy_extras.io_utils import ExportHelper
|
||||
from bpy.props import (IntProperty, StringProperty, BoolProperty)
|
||||
|
||||
from ..ui.operators import OT_OpenFolderbrowser, draw_folder_browser
|
||||
|
||||
#from ..ui.main import GLTF_PT_auto_export_general, GLTF_PT_auto_export_main, GLTF_PT_auto_export_root
|
||||
|
||||
from .preferences import (AutoExportGltfAddonPreferences, AutoExportGltfPreferenceNames)
|
||||
@ -54,29 +49,11 @@ class AutoExportGLTF(Operator, AutoExportGltfAddonPreferences):#, ExportHelper):
|
||||
|
||||
@classmethod
|
||||
def register(cls):
|
||||
bpy.types.WindowManager.main_scene = bpy.props.PointerProperty(type=bpy.types.Scene, name="main scene", description="main_scene_picker", poll=cls.is_scene_ok)
|
||||
bpy.types.WindowManager.library_scene = bpy.props.PointerProperty(type=bpy.types.Scene, name="library scene", description="library_scene_picker", poll=cls.is_scene_ok)
|
||||
|
||||
bpy.types.WindowManager.main_scenes_list_index = IntProperty(name = "Index for main scenes list", default = 0)
|
||||
bpy.types.WindowManager.library_scenes_list_index = IntProperty(name = "Index for library scenes list", default = 0)
|
||||
|
||||
cls.main_scenes_index = 0
|
||||
cls.library_scenes_index = 0
|
||||
pass
|
||||
|
||||
@classmethod
|
||||
def unregister(cls):
|
||||
del bpy.types.WindowManager.main_scene
|
||||
del bpy.types.WindowManager.library_scene
|
||||
|
||||
del bpy.types.WindowManager.main_scenes_list_index
|
||||
del bpy.types.WindowManager.library_scenes_list_index
|
||||
|
||||
def is_scene_ok(self, scene):
|
||||
try:
|
||||
operator = bpy.context.space_data.active_operator
|
||||
return scene.name not in operator.main_scenes and scene.name not in operator.library_scenes
|
||||
except:
|
||||
return True
|
||||
pass
|
||||
|
||||
def format_settings(self):
|
||||
# find all props to save
|
||||
@ -362,17 +339,7 @@ class AutoExportGLTF(Operator, AutoExportGltfAddonPreferences):#, ExportHelper):
|
||||
if self.show_general_settings:
|
||||
section = layout.box()
|
||||
section.enabled = controls_enabled
|
||||
|
||||
draw_folder_browser(section, "Export root folder", self.export_root_path, "export_root_path")
|
||||
row = section.row()
|
||||
draw_folder_browser(row, "Assets Folder", self.export_root_path, "export_assets_path")
|
||||
section.prop(operator, "export_scene_settings")
|
||||
|
||||
"""header, panel = layout.panel("my_panel_id", default_closed=False)
|
||||
header.label(text="Hello World")
|
||||
if panel:
|
||||
panel.label(text="Success")"""
|
||||
|
||||
section.prop(operator, "export_scene_settings")
|
||||
toggle_icon = "TRIA_DOWN" if self.show_change_detection_settings else "TRIA_RIGHT"
|
||||
layout.prop(operator, "show_change_detection_settings", text="Change Detection", icon=toggle_icon)
|
||||
if self.show_change_detection_settings:
|
||||
@ -380,56 +347,6 @@ class AutoExportGLTF(Operator, AutoExportGltfAddonPreferences):#, ExportHelper):
|
||||
section.enabled = controls_enabled
|
||||
section.prop(operator, "export_change_detection", text="Use change detection")
|
||||
|
||||
# main/level scenes
|
||||
toggle_icon = "TRIA_DOWN" if self.show_scene_settings else "TRIA_RIGHT"
|
||||
layout.prop(operator, "show_scene_settings", text="Scenes", icon=toggle_icon)
|
||||
if self.show_scene_settings:
|
||||
section = layout.box()
|
||||
section.enabled = controls_enabled
|
||||
rows = 2
|
||||
row = section.row()
|
||||
row.label(text="main scenes")
|
||||
row.prop(context.window_manager, "main_scene", text='')
|
||||
|
||||
row = section.row()
|
||||
row.template_list("SCENE_UL_GLTF_auto_export", "level scenes", operator, "main_scenes", operator, "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.operator = 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()
|
||||
|
||||
# library scenes
|
||||
row = section.row()
|
||||
row.label(text="library scenes")
|
||||
row.prop(context.window_manager, "library_scene", text='')
|
||||
|
||||
row = section.row()
|
||||
row.template_list("SCENE_UL_GLTF_auto_export", "library scenes", operator, "library_scenes", operator, "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()
|
||||
|
||||
toggle_icon = "TRIA_DOWN" if self.show_blueprint_settings else "TRIA_RIGHT"
|
||||
layout.prop(operator, "show_blueprint_settings", text="Blueprints", icon=toggle_icon)
|
||||
if self.show_blueprint_settings:
|
||||
@ -441,15 +358,10 @@ class AutoExportGLTF(Operator, AutoExportGltfAddonPreferences):#, ExportHelper):
|
||||
section.enabled = controls_enabled and self.export_blueprints
|
||||
|
||||
# collections/blueprints
|
||||
draw_folder_browser(section, "Blueprints folder", self.export_root_path, "export_blueprints_path")
|
||||
#section.prop(operator, "export_blueprints_path")
|
||||
section.prop(operator, "collection_instances_combine_mode")
|
||||
section.prop(operator, "export_marked_assets")
|
||||
section.separator()
|
||||
|
||||
draw_folder_browser(section, "Levels folder", self.export_root_path, "export_levels_path")
|
||||
#section.prop(operator, "export_levels_path")
|
||||
|
||||
section.prop(operator, "export_separate_dynamic_and_static_objects")
|
||||
section.separator()
|
||||
|
||||
@ -457,7 +369,6 @@ class AutoExportGLTF(Operator, AutoExportGltfAddonPreferences):#, ExportHelper):
|
||||
section.prop(operator, "export_materials_library")
|
||||
section = section.box()
|
||||
section.enabled = controls_enabled and self.export_materials_library
|
||||
draw_folder_browser(section, 'Materials folder', self.export_root_path, "export_materials_path")
|
||||
#section.prop(operator, "export_materials_path")
|
||||
|
||||
|
||||
|
@ -8,8 +8,6 @@ from bpy.props import (BoolProperty,
|
||||
CollectionProperty
|
||||
)
|
||||
|
||||
from .internals import (CUSTOM_PG_sceneName)
|
||||
|
||||
AutoExportGltfPreferenceNames = [
|
||||
'will_save_settings',
|
||||
'direct_mode',# specific to main auto_export operator
|
||||
@ -201,8 +199,3 @@ class AutoExportGltfAddonPreferences(AddonPreferences):
|
||||
default=True
|
||||
) # type: ignore
|
||||
|
||||
main_scenes: CollectionProperty(name="main scenes", type=CUSTOM_PG_sceneName) # type: ignore
|
||||
main_scenes_index: IntProperty(name = "Index for main scenes list", default = 0) # type: ignore
|
||||
|
||||
library_scenes: CollectionProperty(name="library scenes", type=CUSTOM_PG_sceneName) # type: ignore
|
||||
library_scenes_index: IntProperty(name = "Index for library scenes list", default = 0) # type: ignore
|
||||
|
@ -4,12 +4,7 @@ import bpy
|
||||
from bpy.types import (PropertyGroup)
|
||||
from bpy.props import (PointerProperty, IntProperty, StringProperty)
|
||||
|
||||
from .get_blueprints_to_export import get_blueprints_to_export
|
||||
|
||||
from ..constants import TEMPSCENE_PREFIX
|
||||
from .internals import BlueprintsToExport
|
||||
from ..helpers.helpers_scenes import (get_scenes)
|
||||
from .preferences import AutoExportGltfAddonPreferences
|
||||
|
||||
class AutoExportTracker(PropertyGroup):
|
||||
|
||||
@ -36,8 +31,6 @@ class AutoExportTracker(PropertyGroup):
|
||||
@classmethod
|
||||
def register(cls):
|
||||
bpy.types.WindowManager.auto_export_tracker = PointerProperty(type=AutoExportTracker)
|
||||
# register list of exportable collections
|
||||
bpy.types.WindowManager.exportedCollections = bpy.props.CollectionProperty(type=BlueprintsToExport)
|
||||
|
||||
# setup handlers for updates & saving
|
||||
#bpy.app.handlers.save_post.append(cls.save_handler)
|
||||
@ -53,7 +46,6 @@ class AutoExportTracker(PropertyGroup):
|
||||
bpy.app.handlers.save_post.remove(cls.save_handler)
|
||||
except:pass"""
|
||||
del bpy.types.WindowManager.auto_export_tracker
|
||||
del bpy.types.WindowManager.exportedCollections
|
||||
|
||||
@classmethod
|
||||
def save_handler(cls, scene, depsgraph):
|
||||
|
@ -143,92 +143,6 @@ class GLTF_PT_auto_export_change_detection(bpy.types.Panel):
|
||||
layout.active = operator.auto_export
|
||||
layout.prop(operator, "export_change_detection")
|
||||
|
||||
|
||||
|
||||
class GLTF_PT_auto_export_scenes(bpy.types.Panel):
|
||||
bl_space_type = 'FILE_BROWSER'
|
||||
bl_region_type = 'TOOL_PROPS'
|
||||
bl_label = "Scenes"
|
||||
bl_parent_id = "GLTF_PT_auto_export_root"
|
||||
|
||||
@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.label(text="export scenes")#layout.prop(operator, "export_blueprints", 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 = sfile.active_operator
|
||||
|
||||
# scene selectors
|
||||
row = layout.row()
|
||||
col = row.column(align=True)
|
||||
col.separator()
|
||||
|
||||
layout.active = operator.auto_export
|
||||
source = operator
|
||||
rows = 2
|
||||
|
||||
# main/level scenes
|
||||
row = layout.row()
|
||||
row.label(text="main scenes")
|
||||
row.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
|
||||
row = layout.row()
|
||||
row.label(text="library scenes")
|
||||
row.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 = 'FILE_BROWSER'
|
||||
bl_region_type = 'TOOL_PROPS'
|
||||
@ -268,35 +182,4 @@ class GLTF_PT_auto_export_blueprints(bpy.types.Panel):
|
||||
# materials
|
||||
layout.prop(operator, "export_materials_library")
|
||||
layout.prop(operator, "export_materials_path")
|
||||
|
||||
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)
|
||||
|
@ -1,181 +0,0 @@
|
||||
|
||||
import bpy
|
||||
from bpy.types import Operator
|
||||
|
||||
|
||||
class ASSETS_LIST_OT_actions(Operator):
|
||||
"""Add / remove etc assets"""
|
||||
bl_idname = "asset_list.list_action"
|
||||
bl_label = "Asset Actions"
|
||||
bl_description = "Move items up and down, add and remove"
|
||||
bl_options = {'REGISTER'}
|
||||
|
||||
|
||||
class SCENES_LIST_OT_actions(Operator):
|
||||
"""Move items up and down, add and remove"""
|
||||
bl_idname = "scene_list.list_action"
|
||||
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", ""))) # type: ignore
|
||||
|
||||
|
||||
scene_type: bpy.props.StringProperty()#TODO: replace with enum
|
||||
|
||||
def invoke(self, context, event):
|
||||
source = context.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"}
|
||||
|
||||
|
||||
import os
|
||||
from bpy_extras.io_utils import ImportHelper
|
||||
|
||||
class OT_OpenFolderbrowser(Operator, ImportHelper):
|
||||
"""Browse for registry json file"""
|
||||
bl_idname = "generic.open_folderbrowser"
|
||||
bl_label = "Select folder"
|
||||
|
||||
# Define this to tell 'fileselect_add' that we want a directoy
|
||||
directory: bpy.props.StringProperty(
|
||||
name="Outdir Path",
|
||||
description="selected folder"
|
||||
# subtype='DIR_PATH' is not needed to specify the selection mode.
|
||||
# But this will be anyway a directory path.
|
||||
) # type: ignore
|
||||
|
||||
# Filters folders
|
||||
filter_folder: bpy.props.BoolProperty(
|
||||
default=True,
|
||||
options={"HIDDEN"}
|
||||
) # type: ignore
|
||||
|
||||
target_property: bpy.props.StringProperty(
|
||||
name="target_property",
|
||||
options={'HIDDEN'}
|
||||
) # type: ignore
|
||||
|
||||
def execute(self, context):
|
||||
"""Do something with the selected file(s)."""
|
||||
operator = context.active_operator
|
||||
new_path = self.directory
|
||||
target_path_name = self.target_property
|
||||
|
||||
# path to the current blend file
|
||||
blend_file_path = bpy.data.filepath
|
||||
# Get the folder
|
||||
blend_file_folder_path = os.path.dirname(blend_file_path)
|
||||
print("blend_file_folder_path", blend_file_folder_path)
|
||||
print("new_path", self.directory, self.target_property, operator)
|
||||
|
||||
asset_path_names = ['export_assets_path', 'export_blueprints_path', 'export_levels_path', 'export_materials_path']
|
||||
export_root_path = operator.export_root_path
|
||||
export_assets_path = operator.export_assets_path
|
||||
#export_root_path_absolute = os.path.join(blend_file_folder_path, export_root_path)
|
||||
export_assets_path_full = os.path.join(blend_file_folder_path, export_root_path, export_assets_path)
|
||||
print("export_assets_path_full", export_assets_path_full)
|
||||
|
||||
#new_root_path = os.path.join(blend_file_folder_path, new_path)
|
||||
if target_path_name == 'export_root_path':
|
||||
new_root_path_relative = os.path.relpath(new_path, blend_file_folder_path)
|
||||
print("changing root new_path to", self.directory, blend_file_folder_path, new_root_path_relative)
|
||||
# we need to change all other relative paths before setting the new absolute path
|
||||
for path_name in asset_path_names:
|
||||
# get current relative path
|
||||
relative_path = getattr(operator, path_name, None)
|
||||
if relative_path is not None:
|
||||
# and now get absolute path of asset_path
|
||||
absolute_path = os.path.join(export_assets_path_full, relative_path)
|
||||
print("absolute path for", path_name, absolute_path)
|
||||
relative_path = os.path.relpath(absolute_path, new_path)
|
||||
setattr(operator, path_name, relative_path)
|
||||
|
||||
# store the root path as relative to the current blend file
|
||||
setattr(operator, target_path_name, new_path)
|
||||
elif target_path_name == 'export_assets_path':
|
||||
pass
|
||||
else:
|
||||
relative_path = os.path.relpath(new_path, export_assets_path_full)
|
||||
setattr(operator, target_path_name, relative_path)
|
||||
|
||||
#filename, extension = os.path.splitext(self.filepath)
|
||||
|
||||
|
||||
return {'FINISHED'}
|
||||
|
||||
def draw_folder_browser(layout, label, value, target_property):
|
||||
row = layout.row()
|
||||
row.label(text=label)
|
||||
|
||||
'''box = row.box()
|
||||
box.scale_y = 0.5
|
||||
box.label(text=value)'''
|
||||
|
||||
col = row.column()
|
||||
col.enabled = False
|
||||
col.prop(bpy.context.active_operator, target_property, text="")
|
||||
|
||||
folder_selector = row.operator(OT_OpenFolderbrowser.bl_idname, icon="FILE_FOLDER", text="")
|
||||
folder_selector.target_property = target_property #"export_root_path"
|
Loading…
Reference in New Issue
Block a user