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3 Commits

Author SHA1 Message Date
kaosat.dev
f561112704 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
2024-05-16 15:27:30 +02:00
kaosat.dev
3aed4ab925 refactor(blenvy): some minor materials reorg 2024-05-16 14:19:45 +02:00
kaosat.dev
006e3c16f7 feat(blenvy): split up user added assets from generated assets
* added Asset propertygroup & User Assets collections to collections & scenes to store them explicitely
 * overhauled UI to make use of this : also means names & paths are editable after the fact
 * overhauled testing asset hierarchy scan accordingly
 * added expertimental export of bevy_asset_loader compatible asset.ron files per level
 * related tweaks & additions
2024-05-16 14:09:40 +02:00
28 changed files with 470 additions and 572 deletions

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@ -46,6 +46,9 @@ Blueprints:
- export path
- [ ] blueprint selection for nested blueprints is broken
- [ ] scan & inject on load
- [ ] scan & inject on save
General issues:
- there is no safeguard for naming collisions for naming across blender files

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@ -15,7 +15,6 @@ import bpy
from bpy.app.handlers import persistent
from bpy.props import (StringProperty)
# components management
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
@ -33,27 +32,15 @@ from .bevy_components.components.ui import (BEVY_COMPONENTS_PT_ComponentsPanel)
from .gltf_auto_export import gltf_post_export_callback
from .gltf_auto_export.auto_export.operators import AutoExportGLTF
from .gltf_auto_export.auto_export.tracker import AutoExportTracker
from .gltf_auto_export.auto_export.internals import (SceneLink,
SceneLinks,
CollectionToExport,
BlueprintsToExport,
CUSTOM_PG_sceneName
)
from .gltf_auto_export.ui.main import (GLTF_PT_auto_export_change_detection, GLTF_PT_auto_export_main,
GLTF_PT_auto_export_root,
GLTF_PT_auto_export_general,
GLTF_PT_auto_export_scenes,
GLTF_PT_auto_export_blueprints,
SCENE_UL_GLTF_auto_export,
GLTF_PT_auto_export_SidePanel
)
from .gltf_auto_export.ui.operators import (OT_OpenFolderbrowser, SCENES_LIST_OT_actions)
# asset management
from .assets.ui import Blenvy_assets
from .assets.assets_registry import AssetsRegistry
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
# blueprints management
@ -62,9 +49,12 @@ from .blueprints.blueprints_registry import BlueprintsRegistry
from .blueprints.operators import OT_select_blueprint
# blenvy core
from .core.ui import BLENVY_PT_SidePanel
from .core.blenvy_manager import BlenvyManager
from .core.operators import OT_switch_bevy_tooling
from .core.scene_helpers import (SceneSelector)
from .core.ui.ui import (BLENVY_PT_SidePanel)
from .core.ui.scenes_list import SCENES_LIST_OT_actions, SCENE_UL_Blenvy
from .core.ui.folder_browser import OT_OpenFolderbrowser
# this needs to be here, as it is how Blender's gltf exporter callbacks are defined, at the add-on root level
@ -73,6 +63,12 @@ def glTF2_post_export_callback(data):
classes = [
# common/core
SceneSelector,
SCENE_UL_Blenvy,
SCENES_LIST_OT_actions,
OT_OpenFolderbrowser,
# blenvy
BLENVY_PT_SidePanel,
@ -121,23 +117,13 @@ classes = [
GENERIC_MAP_OT_actions,
# gltf auto export
SceneLink,
SceneLinks,
CUSTOM_PG_sceneName,
SCENE_UL_GLTF_auto_export,
SCENES_LIST_OT_actions,
OT_OpenFolderbrowser,
AutoExportGLTF,
CollectionToExport,
BlueprintsToExport,
GLTF_PT_auto_export_main,
GLTF_PT_auto_export_root,
GLTF_PT_auto_export_general,
GLTF_PT_auto_export_change_detection,
GLTF_PT_auto_export_scenes,
GLTF_PT_auto_export_blueprints,
GLTF_PT_auto_export_SidePanel,
AutoExportTracker,
@ -146,6 +132,7 @@ classes = [
BlenvyManager,
OT_switch_bevy_tooling,
Asset,
AssetsRegistry,
OT_add_bevy_asset,
OT_remove_bevy_asset,

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@ -1,10 +1,30 @@
import json
def get_assets(scene_or_collection):
assets = json.loads(scene_or_collection.get('assets')) if 'assets' in scene_or_collection else []
return assets
def get_user_assets(scene_or_collection):
user_assets = getattr(scene_or_collection, 'user_assets', [])
return user_assets
def does_asset_exist(assets, asset_path):
in_list = [asset for asset in assets if (asset["path"] == asset_path)]
def get_generated_assets(scene_or_collection):
generated_assets = []
return generated_assets
def get_user_assets_as_list(scene_or_collection):
raw = get_user_assets(scene_or_collection)
result = []
for asset in raw:
result.append({"name": asset.name, "path": asset.path, "type": "MODEL", "internal": False, "parent": None})
return result
def upsert_asset(scene_or_collection, asset):
new_asset = scene_or_collection.user_assets.add()
new_asset.name = asset["name"]
new_asset.path = asset["path"]
def remove_asset(scene_or_collection, asset):
scene_or_collection.user_assets.remove(scene_or_collection.user_assets.find(asset["path"]))
def does_asset_exist(scene_or_collection, ref_asset):
user_assets = getattr(scene_or_collection, 'user_assets', [])
in_list = [asset for asset in user_assets if (asset.path == ref_asset["path"])]
in_list = len(in_list) > 0
return in_list

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@ -1,11 +1,12 @@
import bpy
import json
import os
import uuid
from pathlib import Path
from bpy_types import (PropertyGroup)
from bpy.props import (StringProperty, BoolProperty, FloatProperty, FloatVectorProperty, IntProperty, IntVectorProperty, EnumProperty, PointerProperty, CollectionProperty)
# Asset property group
class Asset(PropertyGroup):
name: StringProperty(name="asset name") # type: ignore
path: StringProperty(name="asset path") # type: ignore
# this is where we store the information for all available assets
#
@ -34,14 +35,19 @@ class AssetsRegistry(PropertyGroup):
subtype='FILE_PATH'
) # type: ignore
@classmethod
def register(cls):
bpy.types.Scene.user_assets = CollectionProperty(name="user assets", type=Asset)
bpy.types.Collection.user_assets = CollectionProperty(name="user assets", type=Asset)
bpy.types.WindowManager.assets_registry = PointerProperty(type=AssetsRegistry)
@classmethod
def unregister(cls):
del bpy.types.WindowManager.assets_registry
del bpy.types.Scene.user_assets
del bpy.types.Collection.user_assets
def add_asset(self, name, type, path, internal): # internal means it cannot be edited by the user, aka auto generated
in_list = [asset for asset in self.assets_list if (asset["path"] == path)]

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@ -2,7 +2,7 @@ import os
import json
import bpy
from .asset_helpers import does_asset_exist, get_assets
from .asset_helpers import does_asset_exist, get_user_assets, get_user_assets_as_list
def scan_assets(scene, blueprints_data, addon_prefs):
export_root_path = getattr(addon_prefs, "export_root_path")
@ -48,6 +48,19 @@ def scan_assets(scene, blueprints_data, addon_prefs):
print("blueprint assets", blueprint_assets_list)
def get_userTextures():
# TODO: limit this to the ones actually in use
# fetch images/textures
# see https://blender.stackexchange.com/questions/139859/how-to-get-absolute-file-path-for-linked-texture-image
textures = []
for ob in bpy.data.objects:
if ob.type == "MESH":
for mat_slot in ob.material_slots:
if mat_slot.material:
if mat_slot.material.node_tree:
textures.extend([x.image.filepath for x in mat_slot.material.node_tree.nodes if x.type=='TEX_IMAGE'])
print("textures", textures)
def get_blueprint_assets_tree(blueprint, blueprints_data, parent, addon_prefs):
export_blueprints_path = getattr(addon_prefs, "export_blueprints_path")
export_gltf_extension = getattr(addon_prefs, "export_gltf_extension")
@ -64,15 +77,16 @@ def get_blueprint_assets_tree(blueprint, blueprints_data, parent, addon_prefs):
# get the injected path of the external blueprints
blueprint_exported_path = child_blueprint.collection['export_path'] if 'export_path' in child_blueprint.collection else None
if blueprint_exported_path is not None:
assets_list.append({"name": child_blueprint.name, "path": blueprint_exported_path, "type": "MODEL", "internal": True, "parent": blueprint.name})
assets_list.append({"name": child_blueprint.name, "path": blueprint_exported_path, "type": "MODEL", "generated": True,"internal":blueprint.local, "parent": blueprint.name})
# and add sub stuff
sub_assets_lists = get_blueprint_assets_tree(child_blueprint, blueprints_data, parent=child_blueprint.name, addon_prefs=addon_prefs)
assets_list += sub_assets_lists
direct_assets = get_assets(blueprint.collection)
direct_assets = get_user_assets_as_list(blueprint.collection)
for asset in direct_assets:
asset["parent"] = parent
asset["internal"] = blueprint.local
assets_list += direct_assets
return assets_list
@ -81,7 +95,7 @@ def get_main_scene_assets_tree(main_scene, blueprints_data, addon_prefs):
export_gltf_extension = getattr(addon_prefs, "export_gltf_extension")
blueprint_instance_names_for_scene = blueprints_data.blueprint_instances_per_main_scene.get(main_scene.name, None)
assets_list = get_assets(main_scene) # FIXME: problem, we already have the blueprint assets stored there
assets_list = get_user_assets_as_list(main_scene)
if blueprint_instance_names_for_scene:
for blueprint_name in blueprint_instance_names_for_scene:
blueprint = blueprints_data.blueprints_per_name.get(blueprint_name, None)
@ -93,7 +107,7 @@ def get_main_scene_assets_tree(main_scene, blueprints_data, addon_prefs):
# get the injected path of the external blueprints
blueprint_exported_path = blueprint.collection['export_path'] if 'export_path' in blueprint.collection else None
if blueprint_exported_path is not None and not does_asset_exist(assets_list, blueprint_exported_path):
assets_list.append({"name": blueprint.name, "path": blueprint_exported_path, "type": "MODEL", "internal": True, "parent": None})
assets_list.append({"name": blueprint.name, "path": blueprint_exported_path, "type": "MODEL", "generated": True, "internal":blueprint.local, "parent": None})
assets_list += get_blueprint_assets_tree(blueprint, blueprints_data, parent=blueprint.name, addon_prefs=addon_prefs)

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@ -4,6 +4,7 @@ import bpy
from bpy_types import (Operator)
from bpy.props import (BoolProperty, StringProperty, EnumProperty)
from .asset_helpers import does_asset_exist, get_user_assets, remove_asset, upsert_asset
from .assets_scan import get_main_scene_assets_tree
from ..core.path_helpers import absolute_path_from_blend_file
@ -53,24 +54,26 @@ class OT_add_bevy_asset(Operator):
def execute(self, context):
assets = []
blueprint_assets = self.target_type == 'BLUEPRINT'
target = None
if blueprint_assets:
assets = json.loads(bpy.data.collections[self.target_name].get('assets')) if 'assets' in bpy.data.collections[self.target_name] else []
target = bpy.data.collections[self.target_name]
else:
assets = json.loads(bpy.data.scenes[self.target_name].get('assets')) if 'assets' in bpy.data.scenes[self.target_name] else []
target = bpy.data.scenes[self.target_name]
assets = get_user_assets(target)
asset = {"name": self.asset_name, "type": self.asset_type, "path": self.asset_path}
if not does_asset_exist(target, asset):
upsert_asset(target, asset)
in_list = [asset for asset in assets if (asset["path"] == self.asset_path)]
in_list = len(in_list) > 0
if not in_list:
assets.append({"name": self.asset_name, "type": self.asset_type, "path": self.asset_path, "internal": False})
#assets.append({"name": self.asset_name, "type": self.asset_type, "path": self.asset_path, "internal": False})
# reset controls
context.window_manager.assets_registry.asset_name_selector = ""
context.window_manager.assets_registry.asset_type_selector = "MODEL"
context.window_manager.assets_registry.asset_path_selector = ""
if blueprint_assets:
"""if blueprint_assets:
bpy.data.collections[self.target_name]["assets"] = json.dumps(assets)
else:
bpy.data.scenes[self.target_name]["assets"] = json.dumps(assets)
bpy.data.scenes[self.target_name]["assets"] = json.dumps(assets)"""
return {'FINISHED'}
@ -114,16 +117,11 @@ class OT_remove_bevy_asset(Operator):
assets = []
blueprint_assets = self.target_type == 'BLUEPRINT'
if blueprint_assets:
assets = json.loads(bpy.data.collections[self.target_name].get('assets')) if 'assets' in bpy.data.collections[self.target_name] else []
target = bpy.data.collections[self.target_name]
else:
assets = json.loads(bpy.data.scenes[self.target_name].get('assets')) if 'assets' in bpy.data.scenes[self.target_name] else []
assets = [asset for asset in assets if (asset["path"] != self.asset_path)]
if blueprint_assets:
bpy.data.collections[self.target_name]["assets"] = json.dumps(assets)
else:
bpy.data.scenes[self.target_name]["assets"] = json.dumps(assets)
#context.window_manager.assets_registry.remove_asset(self.asset_path)
target = bpy.data.scenes[self.target_name]
remove_asset(target, {"path": self.asset_path})
return {'FINISHED'}
@ -167,6 +165,33 @@ class OT_Add_asset_filebrowser(Operator, ImportHelper):
from types import SimpleNamespace
def write_ron_assets_file(level_name, assets_hierarchy, internal_only=False):
# just for testing, this uses the format of bevy_asset_loader's asset files
'''
({
"world":File (path: "models/StartLevel.glb"),
"level1":File (path: "models/Level1.glb"),
"level2":File (path: "models/Level2.glb"),
"models": Folder (
path: "models/library",
),
"materials": Folder (
path: "materials",
),
})
'''
formated_assets = []
for asset in assets_hierarchy:
if asset["internal"] or not internal_only:
bla = f'\n "{asset["name"]}": File ( path: "{asset["path"]}" ),'
formated_assets.append(bla)
with open(f"testing/bevy_example/assets/assets_{level_name}.assets.ron", "w") as assets_file:
assets_file.write("({")
assets_file.writelines(formated_assets)
assets_file.write("\n})")
class OT_test_bevy_assets(Operator):
"""Test assets"""
bl_idname = "bevyassets.test"
@ -183,5 +208,7 @@ class OT_test_bevy_assets(Operator):
for scene in bpy.data.scenes:
if scene.name != "Library":
assets_hierarchy = get_main_scene_assets_tree(scene, blueprints_data, settings)
scene["assets_hierarchy"] = json.dumps(assets_hierarchy)
scene["assets"] = json.dumps(assets_hierarchy)
write_ron_assets_file(scene.name, assets_hierarchy, internal_only=False)
return {'FINISHED'}

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@ -1,10 +1,10 @@
from types import SimpleNamespace
import bpy
from .assets_scan import get_main_scene_assets_tree
from .asset_helpers import get_assets
from .asset_helpers import get_user_assets
def draw_assets(layout, name, title, asset_registry, assets, target_type, target_name, editable=True):
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.label(text=title)
if panel:
@ -29,20 +29,28 @@ def draw_assets(layout, name, title, asset_registry, assets, target_type, target
add_asset.asset_name = asset_registry.asset_name_selector
add_asset.asset_type = asset_registry.asset_type_selector
add_asset.asset_path = asset_registry.asset_path_selector
panel.separator()
#assets = json.loads(blueprint.collection["assets"]) if "assets" in blueprint.collection else []
for asset in assets:
for asset in user_assets:
row = panel.row()
row.label(text=asset["name"])
row.label(text=asset["type"])
row.label(text=asset["path"])
if not asset["internal"] and editable:
row.prop(asset, "name", text="")
#row.prop(asset, "path", text="")
row.label(text=asset.path)
asset_selector = row.operator(operator="asset.open_filebrowser", text="", icon="FILE_FOLDER")
remove_asset = row.operator(operator="bevyassets.remove", text="", icon="TRASH")
remove_asset.target_type = target_type
remove_asset.target_name = target_name
remove_asset.asset_path = asset.path
"""if not asset["internal"] and editable:
remove_asset = row.operator(operator="bevyassets.remove", text="", icon="TRASH")
remove_asset.target_type = target_type
remove_asset.target_name = target_name
remove_asset.asset_path = asset["path"]
else:
row.label(text="")
row.label(text="")"""
for asset in generated_assets:
pass
return panel
@ -78,15 +86,16 @@ class Blenvy_assets(bpy.types.Panel):
if panel:
for scene in bpy.data.scenes:
if scene.name != "Library": # FIXME: hack for testing
get_main_scene_assets_tree(scene, blueprints_data, settings)
#get_main_scene_assets_tree(scene, blueprints_data, settings)
direct_assets = get_assets(scene)
user_assets = get_user_assets(scene)
row = panel.row()
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)
if scene.name in blueprints_data.blueprint_instances_per_main_scene:
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():
blueprint = blueprints_data.blueprints_per_name[blueprint_name]
blueprint_assets = get_assets(blueprint.collection)
blueprint_assets = get_user_assets(blueprint.collection)
if scene_assets_panel:
row = scene_assets_panel.row()
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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@ -37,19 +37,6 @@ def inject_blueprints_list_into_main_scene(scene, blueprints_data, addon_prefs):
assets_list_data = {}
blueprint_instance_names_for_scene = blueprints_data.blueprint_instances_per_main_scene.get(scene.name, None)
# find all blueprints used in a scene
blueprints_in_scene = []
if blueprint_instance_names_for_scene: # what are the blueprints used in this scene, inject those into the assets list component
children_per_blueprint = {}
for blueprint_name in blueprint_instance_names_for_scene:
blueprint = blueprints_data.blueprints_per_name.get(blueprint_name, None)
if blueprint:
children_per_blueprint[blueprint_name] = blueprint.nested_blueprints
blueprints_in_scene += blueprint.nested_blueprints
assets_list_data["BlueprintsList"] = f"({json.dumps(dict(children_per_blueprint))})"
print(blueprint_instance_names_for_scene)
# add_scene_property(scene, assets_list_name, assets_list_data)
blueprint_assets_list = []
if blueprint_instance_names_for_scene:
for blueprint_name in blueprint_instance_names_for_scene:
@ -67,25 +54,15 @@ def inject_blueprints_list_into_main_scene(scene, blueprints_data, addon_prefs):
blueprint_assets_list.append({"name": blueprint.name, "path": blueprint_exported_path, "type": "MODEL", "internal": True})
# fetch images/textures
# see https://blender.stackexchange.com/questions/139859/how-to-get-absolute-file-path-for-linked-texture-image
textures = []
for ob in bpy.data.objects:
if ob.type == "MESH":
for mat_slot in ob.material_slots:
if mat_slot.material:
if mat_slot.material.node_tree:
textures.extend([x.image.filepath for x in mat_slot.material.node_tree.nodes if x.type=='TEX_IMAGE'])
print("textures", textures)
assets_list_name = f"assets_{scene.name}"
assets_list_data = {"blueprints": json.dumps(blueprint_assets_list), "sounds":[], "images":[]}
scene["assets"] = json.dumps(blueprint_assets_list)
print("blueprint assets", blueprint_assets_list)
add_scene_property(scene, assets_list_name, assets_list_data)
"""add_scene_property(scene, assets_list_name, assets_list_data)
for blueprint in blueprint_assets_list:
bpy.context.window_manager.assets_registry.add_asset(**blueprint)
bpy.context.window_manager.assets_registry.add_asset(**blueprint)"""
def remove_blueprints_list_from_main_scene(scene):
assets_list = None

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@ -1,6 +1,8 @@
import bpy
import json
from ..assets.asset_helpers import get_user_assets
from ..assets.ui import draw_assets
class GLTF_PT_auto_export_blueprints_list(bpy.types.Panel):
@ -33,11 +35,10 @@ class GLTF_PT_auto_export_blueprints_list(bpy.types.Panel):
select_blueprint.blueprint_collection_name = blueprint.collection.name
select_blueprint.blueprint_scene_name = blueprint.scene.name
assets = json.loads(blueprint.collection["assets"]) if "assets" in blueprint.collection else []
draw_assets(layout=layout, name=blueprint.name, title="Assets", asset_registry=asset_registry, assets=assets, target_type="BLUEPRINT", target_name=blueprint.name)
user_assets = get_user_assets(blueprint.collection)
draw_assets(layout=layout, name=blueprint.name, title="Assets", asset_registry=asset_registry, user_assets=user_assets, target_type="BLUEPRINT", target_name=blueprint.name)
else:
assets = json.loads(blueprint.collection["assets"]) if "assets" in blueprint.collection else []
draw_assets(layout=layout, name=blueprint.name, title="Assets", asset_registry=asset_registry, assets=assets, target_type="BLUEPRINT", target_name=blueprint.name, editable=False)
assets = get_user_assets(blueprint.collection)
draw_assets(layout=layout, name=blueprint.name, title="Assets", asset_registry=asset_registry, user_assets=user_assets, target_type="BLUEPRINT", target_name=blueprint.name, editable=False)
row.label(text="External")

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@ -1,7 +1,7 @@
import bpy
from bpy_types import (PropertyGroup)
from bpy.props import (EnumProperty, PointerProperty, StringProperty)
from bpy.props import (EnumProperty, PointerProperty, StringProperty, CollectionProperty, IntProperty)
from .scene_helpers import SceneSelector
class BlenvyManager(PropertyGroup):
@ -46,14 +46,38 @@ class BlenvyManager(PropertyGroup):
description='path to export the materials libraries to (relative to the assets folder)',
default='materials',
) # type: ignore
main_scenes: CollectionProperty(name="main scenes", type=SceneSelector) # type: ignore
main_scenes_index: IntProperty(name = "Index for main scenes list", default = 0) # type: ignore
library_scenes: CollectionProperty(name="library scenes", type=SceneSelector) # type: ignore
library_scenes_index: IntProperty(name = "Index for library scenes list", default = 0) # type: ignore
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
@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)
bpy.types.WindowManager.blenvy = PointerProperty(type=BlenvyManager)
@classmethod
def unregister(cls):
del bpy.types.WindowManager.blenvy
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 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 @@
import bpy
from .object_makers import make_empty
class SceneSelector(bpy.types.PropertyGroup):
name: bpy.props.StringProperty() # type: ignore
display: bpy.props.BoolProperty() # type: ignore
def add_scene_property(scene, scene_component_name, property_data, limit_to=None):
root_collection = scene.collection
scene_property = None

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@ -0,0 +1,77 @@
import bpy
import os
from bpy_extras.io_utils import ImportHelper
from bpy.types import Operator
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.window_manager.blenvy
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'}

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@ -0,0 +1,114 @@
import bpy
from bpy.types import Operator
class SCENE_UL_Blenvy(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):
print("DRAW STUFF", self)
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)
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()# type: ignore #TODO: replace with enum
def invoke(self, context, event):
source = context.window_manager.blenvy
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"}

View File

@ -1,7 +1,8 @@
import bpy
from ..settings import load_settings
from ...settings import load_settings
######################################################
## ui logic & co
def draw_folder_browser(layout, label, prop_origin, target_property):
row = layout.row()
@ -80,7 +81,6 @@ class BLENVY_PT_SidePanel(bpy.types.Panel):
layout.label(text="Library scene active: "+ str(library_scene_active))
layout.label(text=blenvy.mode)"""
if blenvy.mode == "SETTINGS":
header, panel = layout.panel("auto_export", default_closed=False)
header.label(text="Common")
@ -95,6 +95,55 @@ class BLENVY_PT_SidePanel(bpy.types.Panel):
draw_folder_browser(layout=row, label="Levels Folder", prop_origin=blenvy, target_property="export_levels_path")
row = panel.row()
draw_folder_browser(layout=row, label="Materials Folder", prop_origin=blenvy, target_property="export_materials_path")
panel.separator()
# scenes selection
section = panel
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_Blenvy", "level scenes", blenvy, "main_scenes", blenvy, "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_Blenvy", "library scenes", blenvy, "library_scenes", blenvy, "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()
"""if blenvy.mode == "SETTINGS":
header, panel = layout.panel("auto_export", default_closed=False)
header.label(text="Auto Export")

View File

@ -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)

View File

@ -29,7 +29,7 @@ def export_main_scene(scene, blend_file_path, addon_prefs, blueprints_data):
if export_blueprints :
gltf_output_path = os.path.join(export_levels_path_full, scene.name)
inject_blueprints_list_into_main_scene(scene, blueprints_data, addon_prefs)
#inject_blueprints_list_into_main_scene(scene, blueprints_data, addon_prefs)
return
if export_separate_dynamic_and_static_objects:
#print("SPLIT STATIC AND DYNAMIC")

View File

@ -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

View File

@ -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")

View File

@ -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

View File

@ -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):

View File

@ -1,6 +1,6 @@
import bpy
from ..auto_export.export_gltf import export_gltf
from .helpers_collections import (set_active_collection)
from ...core.helpers_collections import (set_active_collection)
"""
generates a temporary scene, fills it with data, cleans up after itself

View File

@ -2,26 +2,11 @@ import os
import bpy
from pathlib import Path
from ..helpers.generate_and_export import generate_and_export
from ..helpers.helpers_collections import (traverse_tree)
from ..auto_export.export_gltf import (export_gltf, generate_gltf_export_preferences)
from ...core.helpers_collections import (traverse_tree)
from ...core.object_makers import make_cube
# get materials per object, and injects the materialInfo component
def get_materials(object):
material_slots = object.material_slots
used_materials_names = []
#materials_per_object = {}
current_project_name = Path(bpy.context.blend_data.filepath).stem
for m in material_slots:
material = m.material
# print(" slot", m, "material", material)
used_materials_names.append(material.name)
# TODO:, also respect slots & export multiple materials if applicable !
object['MaterialInfo'] = '(name: "'+material.name+'", source: "'+current_project_name + '")'
return used_materials_names
from ...materials.materials_helpers import get_all_materials
from ..helpers.generate_and_export import generate_and_export
from ..auto_export.export_gltf import (generate_gltf_export_preferences)
def clear_material_info(collection_names, library_scenes):
for scene in library_scenes:
@ -32,21 +17,6 @@ def clear_material_info(collection_names, library_scenes):
if 'MaterialInfo' in dict(object): # FIXME: hasattr does not work ????
del object["MaterialInfo"]
def get_all_materials(collection_names, library_scenes):
#print("collecton", layerColl, "otot", layerColl.all_objects) #all_objects
used_material_names = []
for scene in library_scenes:
root_collection = scene.collection
for cur_collection in traverse_tree(root_collection):
if cur_collection.name in collection_names:
for object in cur_collection.all_objects:
used_material_names = used_material_names + get_materials(object)
# we only want unique names
used_material_names = list(set(used_material_names))
return used_material_names
# creates a new object with the applied material, for the material library
def make_material_object(name, location=[0,0,0], rotation=[0,0,0], scale=[1,1,1], material=None, collection=None):
#original_active_object = bpy.context.active_object

View File

@ -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)

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@ -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"

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@ -0,0 +1,35 @@
import os
import bpy
from pathlib import Path
from ..core.helpers_collections import (traverse_tree)
# get materials per object, and injects the materialInfo component
def get_materials(object):
material_slots = object.material_slots
used_materials_names = []
#materials_per_object = {}
current_project_name = Path(bpy.context.blend_data.filepath).stem
for m in material_slots:
material = m.material
# print(" slot", m, "material", material)
used_materials_names.append(material.name)
# TODO:, also respect slots & export multiple materials if applicable !
# TODO: do NOT modify objects like this !! do it in a different function
object['MaterialInfo'] = '(name: "'+material.name+'", source: "'+current_project_name + '")'
return used_materials_names
def get_all_materials(collection_names, library_scenes):
used_material_names = []
for scene in library_scenes:
root_collection = scene.collection
for cur_collection in traverse_tree(root_collection):
if cur_collection.name in collection_names:
for object in cur_collection.all_objects:
used_material_names = used_material_names + get_materials(object)
# we only want unique names
used_material_names = list(set(used_material_names))
return used_material_names