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Author | SHA1 | Date | |
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f561112704 | ||
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3aed4ab925 | ||
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006e3c16f7 |
@ -46,6 +46,9 @@ Blueprints:
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- export path
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- [ ] blueprint selection for nested blueprints is broken
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- [ ] scan & inject on load
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- [ ] scan & inject on save
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General issues:
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- there is no safeguard for naming collisions for naming across blender files
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@ -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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@ -33,27 +32,15 @@ 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 AssetsRegistry
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from .assets.assets_registry import Asset, AssetsRegistry
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from .assets.operators import OT_Add_asset_filebrowser, OT_add_bevy_asset, OT_remove_bevy_asset, OT_test_bevy_assets
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# blueprints management
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@ -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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@ -146,6 +132,7 @@ classes = [
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BlenvyManager,
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OT_switch_bevy_tooling,
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Asset,
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AssetsRegistry,
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OT_add_bevy_asset,
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OT_remove_bevy_asset,
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@ -1,10 +1,30 @@
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import json
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def get_assets(scene_or_collection):
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assets = json.loads(scene_or_collection.get('assets')) if 'assets' in scene_or_collection else []
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return assets
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def get_user_assets(scene_or_collection):
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user_assets = getattr(scene_or_collection, 'user_assets', [])
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return user_assets
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def does_asset_exist(assets, asset_path):
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in_list = [asset for asset in assets if (asset["path"] == asset_path)]
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def get_generated_assets(scene_or_collection):
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generated_assets = []
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return generated_assets
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def get_user_assets_as_list(scene_or_collection):
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raw = get_user_assets(scene_or_collection)
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result = []
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for asset in raw:
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result.append({"name": asset.name, "path": asset.path, "type": "MODEL", "internal": False, "parent": None})
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return result
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def upsert_asset(scene_or_collection, asset):
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new_asset = scene_or_collection.user_assets.add()
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new_asset.name = asset["name"]
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new_asset.path = asset["path"]
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def remove_asset(scene_or_collection, asset):
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scene_or_collection.user_assets.remove(scene_or_collection.user_assets.find(asset["path"]))
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def does_asset_exist(scene_or_collection, ref_asset):
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user_assets = getattr(scene_or_collection, 'user_assets', [])
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in_list = [asset for asset in user_assets if (asset.path == ref_asset["path"])]
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in_list = len(in_list) > 0
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return in_list
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@ -1,11 +1,12 @@
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import bpy
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import json
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import os
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import uuid
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from pathlib import Path
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from bpy_types import (PropertyGroup)
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from bpy.props import (StringProperty, BoolProperty, FloatProperty, FloatVectorProperty, IntProperty, IntVectorProperty, EnumProperty, PointerProperty, CollectionProperty)
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# Asset property group
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class Asset(PropertyGroup):
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name: StringProperty(name="asset name") # type: ignore
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path: StringProperty(name="asset path") # type: ignore
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# this is where we store the information for all available assets
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#
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@ -34,14 +35,19 @@ class AssetsRegistry(PropertyGroup):
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subtype='FILE_PATH'
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) # type: ignore
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@classmethod
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def register(cls):
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bpy.types.Scene.user_assets = CollectionProperty(name="user assets", type=Asset)
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bpy.types.Collection.user_assets = CollectionProperty(name="user assets", type=Asset)
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bpy.types.WindowManager.assets_registry = PointerProperty(type=AssetsRegistry)
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@classmethod
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def unregister(cls):
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del bpy.types.WindowManager.assets_registry
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del bpy.types.Scene.user_assets
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del bpy.types.Collection.user_assets
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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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in_list = [asset for asset in self.assets_list if (asset["path"] == path)]
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@ -2,7 +2,7 @@ import os
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import json
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import bpy
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from .asset_helpers import does_asset_exist, get_assets
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from .asset_helpers import does_asset_exist, get_user_assets, get_user_assets_as_list
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def scan_assets(scene, blueprints_data, addon_prefs):
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export_root_path = getattr(addon_prefs, "export_root_path")
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@ -48,6 +48,19 @@ def scan_assets(scene, blueprints_data, addon_prefs):
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print("blueprint assets", blueprint_assets_list)
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def get_userTextures():
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# TODO: limit this to the ones actually in use
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# fetch images/textures
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# see https://blender.stackexchange.com/questions/139859/how-to-get-absolute-file-path-for-linked-texture-image
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textures = []
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for ob in bpy.data.objects:
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if ob.type == "MESH":
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for mat_slot in ob.material_slots:
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if mat_slot.material:
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if mat_slot.material.node_tree:
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textures.extend([x.image.filepath for x in mat_slot.material.node_tree.nodes if x.type=='TEX_IMAGE'])
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print("textures", textures)
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def get_blueprint_assets_tree(blueprint, blueprints_data, parent, addon_prefs):
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export_blueprints_path = getattr(addon_prefs, "export_blueprints_path")
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export_gltf_extension = getattr(addon_prefs, "export_gltf_extension")
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@ -64,15 +77,16 @@ def get_blueprint_assets_tree(blueprint, blueprints_data, parent, addon_prefs):
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# get the injected path of the external blueprints
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blueprint_exported_path = child_blueprint.collection['export_path'] if 'export_path' in child_blueprint.collection else None
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if blueprint_exported_path is not None:
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assets_list.append({"name": child_blueprint.name, "path": blueprint_exported_path, "type": "MODEL", "internal": True, "parent": blueprint.name})
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assets_list.append({"name": child_blueprint.name, "path": blueprint_exported_path, "type": "MODEL", "generated": True,"internal":blueprint.local, "parent": blueprint.name})
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# and add sub stuff
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sub_assets_lists = get_blueprint_assets_tree(child_blueprint, blueprints_data, parent=child_blueprint.name, addon_prefs=addon_prefs)
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assets_list += sub_assets_lists
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direct_assets = get_assets(blueprint.collection)
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direct_assets = get_user_assets_as_list(blueprint.collection)
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for asset in direct_assets:
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asset["parent"] = parent
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asset["internal"] = blueprint.local
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assets_list += direct_assets
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return assets_list
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@ -81,7 +95,7 @@ def get_main_scene_assets_tree(main_scene, blueprints_data, addon_prefs):
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export_gltf_extension = getattr(addon_prefs, "export_gltf_extension")
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blueprint_instance_names_for_scene = blueprints_data.blueprint_instances_per_main_scene.get(main_scene.name, None)
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assets_list = get_assets(main_scene) # FIXME: problem, we already have the blueprint assets stored there
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assets_list = get_user_assets_as_list(main_scene)
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if blueprint_instance_names_for_scene:
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for blueprint_name in blueprint_instance_names_for_scene:
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blueprint = blueprints_data.blueprints_per_name.get(blueprint_name, None)
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@ -93,7 +107,7 @@ def get_main_scene_assets_tree(main_scene, blueprints_data, addon_prefs):
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# get the injected path of the external blueprints
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blueprint_exported_path = blueprint.collection['export_path'] if 'export_path' in blueprint.collection else None
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if blueprint_exported_path is not None and not does_asset_exist(assets_list, blueprint_exported_path):
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assets_list.append({"name": blueprint.name, "path": blueprint_exported_path, "type": "MODEL", "internal": True, "parent": None})
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assets_list.append({"name": blueprint.name, "path": blueprint_exported_path, "type": "MODEL", "generated": True, "internal":blueprint.local, "parent": None})
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assets_list += get_blueprint_assets_tree(blueprint, blueprints_data, parent=blueprint.name, addon_prefs=addon_prefs)
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@ -4,6 +4,7 @@ import bpy
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from bpy_types import (Operator)
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from bpy.props import (BoolProperty, StringProperty, EnumProperty)
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from .asset_helpers import does_asset_exist, get_user_assets, remove_asset, upsert_asset
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from .assets_scan import get_main_scene_assets_tree
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from ..core.path_helpers import absolute_path_from_blend_file
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@ -53,24 +54,26 @@ class OT_add_bevy_asset(Operator):
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def execute(self, context):
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assets = []
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blueprint_assets = self.target_type == 'BLUEPRINT'
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target = None
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if blueprint_assets:
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assets = json.loads(bpy.data.collections[self.target_name].get('assets')) if 'assets' in bpy.data.collections[self.target_name] else []
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target = bpy.data.collections[self.target_name]
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else:
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assets = json.loads(bpy.data.scenes[self.target_name].get('assets')) if 'assets' in bpy.data.scenes[self.target_name] else []
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target = bpy.data.scenes[self.target_name]
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assets = get_user_assets(target)
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asset = {"name": self.asset_name, "type": self.asset_type, "path": self.asset_path}
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if not does_asset_exist(target, asset):
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upsert_asset(target, asset)
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in_list = [asset for asset in assets if (asset["path"] == self.asset_path)]
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in_list = len(in_list) > 0
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if not in_list:
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assets.append({"name": self.asset_name, "type": self.asset_type, "path": self.asset_path, "internal": False})
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#assets.append({"name": self.asset_name, "type": self.asset_type, "path": self.asset_path, "internal": False})
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# reset controls
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context.window_manager.assets_registry.asset_name_selector = ""
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context.window_manager.assets_registry.asset_type_selector = "MODEL"
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context.window_manager.assets_registry.asset_path_selector = ""
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if blueprint_assets:
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"""if blueprint_assets:
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bpy.data.collections[self.target_name]["assets"] = json.dumps(assets)
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else:
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bpy.data.scenes[self.target_name]["assets"] = json.dumps(assets)
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bpy.data.scenes[self.target_name]["assets"] = json.dumps(assets)"""
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return {'FINISHED'}
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@ -114,16 +117,11 @@ class OT_remove_bevy_asset(Operator):
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assets = []
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blueprint_assets = self.target_type == 'BLUEPRINT'
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if blueprint_assets:
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assets = json.loads(bpy.data.collections[self.target_name].get('assets')) if 'assets' in bpy.data.collections[self.target_name] else []
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target = bpy.data.collections[self.target_name]
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else:
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assets = json.loads(bpy.data.scenes[self.target_name].get('assets')) if 'assets' in bpy.data.scenes[self.target_name] else []
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assets = [asset for asset in assets if (asset["path"] != self.asset_path)]
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if blueprint_assets:
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bpy.data.collections[self.target_name]["assets"] = json.dumps(assets)
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else:
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bpy.data.scenes[self.target_name]["assets"] = json.dumps(assets)
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#context.window_manager.assets_registry.remove_asset(self.asset_path)
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target = bpy.data.scenes[self.target_name]
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remove_asset(target, {"path": self.asset_path})
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return {'FINISHED'}
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@ -167,6 +165,33 @@ class OT_Add_asset_filebrowser(Operator, ImportHelper):
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from types import SimpleNamespace
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def write_ron_assets_file(level_name, assets_hierarchy, internal_only=False):
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# just for testing, this uses the format of bevy_asset_loader's asset files
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'''
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({
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"world":File (path: "models/StartLevel.glb"),
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"level1":File (path: "models/Level1.glb"),
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"level2":File (path: "models/Level2.glb"),
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"models": Folder (
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path: "models/library",
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),
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"materials": Folder (
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path: "materials",
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),
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})
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'''
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formated_assets = []
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for asset in assets_hierarchy:
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if asset["internal"] or not internal_only:
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bla = f'\n "{asset["name"]}": File ( path: "{asset["path"]}" ),'
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formated_assets.append(bla)
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with open(f"testing/bevy_example/assets/assets_{level_name}.assets.ron", "w") as assets_file:
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assets_file.write("({")
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assets_file.writelines(formated_assets)
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assets_file.write("\n})")
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class OT_test_bevy_assets(Operator):
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"""Test assets"""
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bl_idname = "bevyassets.test"
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@ -183,5 +208,7 @@ class OT_test_bevy_assets(Operator):
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for scene in bpy.data.scenes:
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if scene.name != "Library":
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assets_hierarchy = get_main_scene_assets_tree(scene, blueprints_data, settings)
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scene["assets_hierarchy"] = json.dumps(assets_hierarchy)
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scene["assets"] = json.dumps(assets_hierarchy)
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write_ron_assets_file(scene.name, assets_hierarchy, internal_only=False)
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return {'FINISHED'}
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|
@ -1,10 +1,10 @@
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||||
from types import SimpleNamespace
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import bpy
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from .assets_scan import get_main_scene_assets_tree
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from .asset_helpers import get_assets
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from .asset_helpers import get_user_assets
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||||
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||||
|
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def draw_assets(layout, name, title, asset_registry, assets, target_type, target_name, editable=True):
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def draw_assets(layout, name, title, asset_registry, target_type, target_name, editable=True, user_assets= [], generated_assets = []):
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header, panel = layout.box().panel(f"assets{name}", default_closed=False)
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||||
header.label(text=title)
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||||
if panel:
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||||
@ -29,20 +29,28 @@ def draw_assets(layout, name, title, asset_registry, assets, target_type, target
|
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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()
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||||
|
||||
#assets = json.loads(blueprint.collection["assets"]) if "assets" in blueprint.collection else []
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||||
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)
|
||||
"""
|
@ -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
|
||||
|
@ -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")
|
||||
|
@ -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
|
||||
|
@ -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
|
||||
|
0
tools/blenvy/core/ui/__init__.py
Normal file
0
tools/blenvy/core/ui/__init__.py
Normal file
77
tools/blenvy/core/ui/folder_browser.py
Normal file
77
tools/blenvy/core/ui/folder_browser.py
Normal file
@ -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'}
|
114
tools/blenvy/core/ui/scenes_list.py
Normal file
114
tools/blenvy/core/ui/scenes_list.py
Normal file
@ -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"}
|
@ -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")
|
@ -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)
|
||||
|
@ -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")
|
||||
|
@ -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):
|
||||
|
@ -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
|
||||
|
@ -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
|
||||
|
@ -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"
|
0
tools/blenvy/materials/__init__.py
Normal file
0
tools/blenvy/materials/__init__.py
Normal file
35
tools/blenvy/materials/materials_helpers.py
Normal file
35
tools/blenvy/materials/materials_helpers.py
Normal file
@ -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
|
Loading…
Reference in New Issue
Block a user