feat(Blenvy): added "levels" tab (likely going to be replacing the "assets" tab)
* added basic logic, ui, level selector operator etc * fixed issues with asset dialog * added experimental "always_export" flags for collections & scenes to enable always exporting on save for select blueprints & levels (no logic yet, just UI) * various tweaks & minor experiments
This commit is contained in:
parent
2b6e17a6b7
commit
f9cb6de4bc
|
@ -74,7 +74,7 @@ Components:
|
|||
General things to solve:
|
||||
- [x] save settings
|
||||
- [x] load settings
|
||||
- [ ] add blueprints data
|
||||
- [x] add blueprints data
|
||||
|
||||
- [x] rename all path stuff using the old naming convention : "blueprints_path_full"
|
||||
- [x] generate the full paths directly when setting them in the UI
|
||||
|
@ -107,3 +107,5 @@ General issues:
|
|||
- [ ] undo after a save removes any saved "serialized scene" data ? DIG into this
|
||||
- [ ] handle scene renames between saves (breaks diffing)
|
||||
- [ ] change scene selector to work on actual scenes aka to deal with renamed scenes
|
||||
- [x] fix asset file selection
|
||||
- [x] change "assets" tab to "levels"/worlds tab & modify UI accordingly
|
|
@ -38,6 +38,10 @@ from .assets.ui import Blenvy_assets
|
|||
from .assets.assets_registry import Asset, AssetsRegistry
|
||||
from .assets.operators import OT_Add_asset_filebrowser, OT_add_bevy_asset, OT_remove_bevy_asset, OT_test_bevy_assets
|
||||
|
||||
# levels management
|
||||
from .levels.ui import Blenvy_levels
|
||||
from .levels.operators import OT_select_level
|
||||
|
||||
# blueprints management
|
||||
from .blueprints.ui import GLTF_PT_auto_export_blueprints_list
|
||||
from .blueprints.blueprints_registry import BlueprintsRegistry
|
||||
|
@ -129,6 +133,9 @@ classes = [
|
|||
OT_Add_asset_filebrowser,
|
||||
Blenvy_assets,
|
||||
|
||||
Blenvy_levels,
|
||||
OT_select_level,
|
||||
|
||||
BlueprintsRegistry,
|
||||
OT_select_blueprint,
|
||||
GLTF_PT_auto_export_blueprints_list,
|
||||
|
|
|
@ -145,9 +145,9 @@ class OT_Add_asset_filebrowser(Operator, ImportHelper):
|
|||
filter_glob: StringProperty(options={'HIDDEN'}, default='*.jpg;*.jpeg;*.png;*.bmp') # type: ignore
|
||||
|
||||
def execute(self, context):
|
||||
current_auto_settings = load_settings(".gltf_auto_export_settings")
|
||||
project_root_path = current_auto_settings.get("project_root_path", "../")
|
||||
assets_path = current_auto_settings.get("assets_path", "assets")
|
||||
blenvy = context.window_manager.blenvy
|
||||
project_root_path = blenvy.project_root_path
|
||||
assets_path = blenvy.assets_path
|
||||
# FIXME: not sure
|
||||
print("project_root_path", project_root_path, "assets_path", assets_path)
|
||||
export_assets_path_absolute = absolute_path_from_blend_file(os.path.join(project_root_path, assets_path))
|
||||
|
|
|
@ -5,7 +5,7 @@ from .asset_helpers import get_user_assets
|
|||
|
||||
|
||||
def draw_assets(layout, name, title, asset_registry, target_type, target_name, editable=True, user_assets= [], generated_assets = []):
|
||||
header, panel = layout.box().panel(f"assets{name}", default_closed=False)
|
||||
header, panel = layout.panel(f"assets{name}", default_closed=False)
|
||||
header.label(text=title)
|
||||
if panel:
|
||||
if editable:
|
||||
|
@ -92,6 +92,8 @@ class Blenvy_assets(bpy.types.Panel):
|
|||
user_assets = get_user_assets(scene)
|
||||
#print("user assets", user_assets, scene)
|
||||
row = panel.row()
|
||||
row.prop(scene, "always_export")
|
||||
|
||||
scene_assets_panel = draw_assets(layout=row, name=scene.name, title=f"{scene.name} Assets", asset_registry=asset_registry, user_assets=user_assets, target_type="SCENE", target_name=scene.name)
|
||||
"""if scene.name in blueprints_data.blueprint_instances_per_main_scene:
|
||||
for blueprint_name in blueprints_data.blueprint_instances_per_main_scene[scene.name].keys():
|
||||
|
|
|
@ -30,6 +30,8 @@ class GLTF_PT_auto_export_blueprints_list(bpy.types.Panel):
|
|||
row.label(icon="RIGHTARROW")
|
||||
row.label(text=blueprint.name)
|
||||
|
||||
row.prop(blueprint.collection, "always_export")
|
||||
|
||||
if blueprint.local:
|
||||
|
||||
select_blueprint = row.operator(operator="blueprint.select", text="", icon="RESTRICT_SELECT_OFF")
|
||||
|
|
|
@ -48,6 +48,7 @@ class BlenvyManager(PropertyGroup):
|
|||
items=(
|
||||
('COMPONENTS', "Components", ""),
|
||||
('BLUEPRINTS', "Blueprints", ""),
|
||||
('LEVELS', "Levels", ""),
|
||||
('ASSETS', "Assets", ""),
|
||||
('SETTINGS', "Settings", ""),
|
||||
('TOOLS', "Tools", ""),
|
||||
|
@ -135,10 +136,19 @@ class BlenvyManager(PropertyGroup):
|
|||
def register(cls):
|
||||
bpy.types.WindowManager.blenvy = PointerProperty(type=BlenvyManager)
|
||||
|
||||
# unsure
|
||||
# you can add components to both objects & collections
|
||||
#bpy.types.Object.components_meta = PointerProperty(type=ComponentsMeta)
|
||||
bpy.types.Collection.always_export = BoolProperty(default=False, description="always export this blueprint, regardless of changed status") # FIXME: not sure about this one
|
||||
bpy.types.Scene.always_export = BoolProperty(default=False, description="always export this blueprint, regardless of changed status") # FIXME: not sure about this one
|
||||
|
||||
@classmethod
|
||||
def unregister(cls):
|
||||
del bpy.types.WindowManager.blenvy
|
||||
|
||||
del bpy.types.Collection.always_export
|
||||
del bpy.types.Scene.always_export
|
||||
|
||||
def load_settings(self):
|
||||
print("LOAD SETTINGS")
|
||||
settings = load_settings(self.settings_save_path)
|
||||
|
|
|
@ -10,11 +10,11 @@ class OT_switch_bevy_tooling(Operator):
|
|||
bl_label = "Switch bevy tooling"
|
||||
#bl_options = {}
|
||||
|
||||
|
||||
tool: EnumProperty(
|
||||
items=(
|
||||
('COMPONENTS', "Components", "Switch to components"),
|
||||
('BLUEPRINTS', "Blueprints", ""),
|
||||
('LEVELS', "Levels", ""),
|
||||
('ASSETS', "Assets", ""),
|
||||
('SETTINGS', "Settings", ""),
|
||||
('TOOLS', "Tools", ""),
|
||||
|
|
|
@ -57,6 +57,10 @@ class BLENVY_PT_SidePanel(bpy.types.Panel):
|
|||
tool_switch_components = target.operator(operator="bevy.tooling_switch", text="", icon="PACKAGE")
|
||||
tool_switch_components.tool = "BLUEPRINTS"
|
||||
|
||||
target = row.box() if active_mode == 'LEVELS' else row
|
||||
tool_switch_components = target.operator(operator="bevy.tooling_switch", text="", icon="PACKAGE")
|
||||
tool_switch_components.tool = "LEVELS"
|
||||
|
||||
target = row.box() if active_mode == 'ASSETS' else row
|
||||
tool_switch_components = target.operator(operator="bevy.tooling_switch", text="", icon="ASSET_MANAGER")
|
||||
tool_switch_components.tool = "ASSETS"
|
||||
|
|
|
@ -0,0 +1,26 @@
|
|||
import os
|
||||
import bpy
|
||||
from bpy_types import (Operator)
|
||||
from bpy.props import (StringProperty)
|
||||
|
||||
class OT_select_level(Operator):
|
||||
"""Select level """
|
||||
bl_idname = "level.select"
|
||||
bl_label = "Select level"
|
||||
bl_options = {"UNDO"}
|
||||
|
||||
level_name: StringProperty(
|
||||
name="level name",
|
||||
description="level to select",
|
||||
) # type: ignore
|
||||
|
||||
def execute(self, context):
|
||||
if self.level_name:
|
||||
scene = bpy.data.scenes[self.level_name]
|
||||
if scene:
|
||||
# bpy.ops.object.select_all(action='DESELECT')
|
||||
bpy.context.window.scene = scene
|
||||
|
||||
|
||||
return {'FINISHED'}
|
||||
|
|
@ -0,0 +1,77 @@
|
|||
from types import SimpleNamespace
|
||||
import bpy
|
||||
from ..assets.assets_scan import get_main_scene_assets_tree
|
||||
from ..assets.asset_helpers import get_user_assets
|
||||
from ..assets.ui import draw_assets
|
||||
|
||||
class Blenvy_levels(bpy.types.Panel):
|
||||
bl_space_type = 'VIEW_3D'
|
||||
bl_region_type = 'UI'
|
||||
bl_label = ""
|
||||
bl_parent_id = "BLENVY_PT_SidePanel"
|
||||
bl_options = {'DEFAULT_CLOSED','HIDE_HEADER'}
|
||||
@classmethod
|
||||
def poll(cls, context):
|
||||
return context.window_manager.blenvy.mode == 'LEVELS'
|
||||
|
||||
def draw(self, context):
|
||||
layout = self.layout
|
||||
layout.use_property_split = True
|
||||
layout.use_property_decorate = False # No animation.
|
||||
blenvy = context.window_manager.blenvy
|
||||
layout.operator(operator="bevyassets.test")
|
||||
|
||||
asset_registry = context.window_manager.assets_registry
|
||||
blueprints_registry = context.window_manager.blueprints_registry
|
||||
#blueprints_registry.refresh_blueprints()
|
||||
blueprints_data = blueprints_registry.blueprints_data
|
||||
|
||||
for scene_selector in blenvy.main_scenes:
|
||||
scene = bpy.data.scenes[scene_selector.name]
|
||||
header, panel = layout.box().panel(f"assets{scene.name}", default_closed=False)
|
||||
if header:
|
||||
header.label(text=scene.name, icon="HIDE_OFF")
|
||||
header.prop(scene, "always_export")
|
||||
select_level = header.operator(operator="level.select", text="", icon="RESTRICT_SELECT_OFF")
|
||||
select_level.level_name = scene.name
|
||||
|
||||
if panel:
|
||||
user_assets = get_user_assets(scene)
|
||||
row = panel.row()
|
||||
#row.label(text="row")
|
||||
"""col = row.column()
|
||||
col.label(text=" ")
|
||||
|
||||
col = row.column()
|
||||
col.label(text="col in row 2")
|
||||
|
||||
column = panel.column()
|
||||
column.label(text="col")"""
|
||||
|
||||
split = panel.split(factor=0.005)
|
||||
col = split.column()
|
||||
col.label(text=" ")
|
||||
|
||||
col = split.column()
|
||||
#col.label(text="col in row 2")
|
||||
|
||||
scene_assets_panel = draw_assets(layout=col, name=f"{scene.name}_assets", title=f"Assets", asset_registry=asset_registry, user_assets=user_assets, target_type="SCENE", target_name=scene.name)
|
||||
|
||||
|
||||
settings = {"blueprints_path": "blueprints", "export_gltf_extension": ".glb"}
|
||||
settings = SimpleNamespace(**settings)
|
||||
|
||||
"""if panel:
|
||||
for scene_selector in blenvy.main_scenes:
|
||||
scene = bpy.data.scenes[scene_selector.name]
|
||||
#get_main_scene_assets_tree(scene, blueprints_data, settings)
|
||||
user_assets = get_user_assets(scene)
|
||||
#print("user assets", user_assets, scene)
|
||||
row = panel.row()
|
||||
header.prop(scene, "always_export")
|
||||
|
||||
sub_header, sub_panel = row.box().panel(f"assets{name}", default_closed=False)
|
||||
|
||||
|
||||
scene_assets_panel = draw_assets(layout=sub_panel, name=scene.name, title=f"{scene.name} Assets", asset_registry=asset_registry, user_assets=user_assets, target_type="SCENE", target_name=scene.name)
|
||||
"""
|
Loading…
Reference in New Issue