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https://github.com/kaosat-dev/Blender_bevy_components_workflow.git
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c476c05c55
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c476c05c55 | ||
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00bf63cbd3 |
@ -62,14 +62,9 @@ pub enum GltfComponentsSet {
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#[derive(Clone, Resource)]
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pub struct GltfComponentsConfig {}
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#[derive(Default)]
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pub struct ComponentsFromGltfPlugin {}
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impl Default for ComponentsFromGltfPlugin {
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fn default() -> Self {
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Self {}
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}
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}
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impl Plugin for ComponentsFromGltfPlugin {
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fn build(&self, app: &mut App) {
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app.add_plugins(blender_settings::plugin)
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@ -15,16 +15,15 @@ pub fn ronstring_to_reflect_component(
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let mut components: Vec<(Box<dyn Reflect>, TypeRegistration)> = Vec::new();
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// println!("ron_string {:?}", ron_string);
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for (name, value) in lookup.into_iter() {
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let parsed_value: String;
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match value.clone() {
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let parsed_value: String = match value.clone() {
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Value::String(str) => {
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parsed_value = str;
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str
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}
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_ => parsed_value = ron::to_string(&value).unwrap().to_string(),
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}
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_ => ron::to_string(&value).unwrap().to_string(),
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};
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if name.as_str() == "bevy_components" {
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bevy_components_string_to_components(parsed_value, type_registry, &mut components)
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bevy_components_string_to_components(parsed_value, type_registry, &mut components);
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} else {
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components_string_to_components(
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name,
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@ -32,7 +31,7 @@ pub fn ronstring_to_reflect_component(
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parsed_value,
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type_registry,
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&mut components,
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)
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);
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}
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}
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components
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@ -95,13 +94,12 @@ fn bevy_components_string_to_components(
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) {
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let lookup: HashMap<String, Value> = ron::from_str(&parsed_value).unwrap();
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for (key, value) in lookup.into_iter() {
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let parsed_value: String;
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match value.clone() {
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let parsed_value: String = match value.clone() {
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Value::String(str) => {
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parsed_value = str;
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str
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}
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_ => parsed_value = ron::to_string(&value).unwrap().to_string(),
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}
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_ => ron::to_string(&value).unwrap().to_string(),
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};
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if let Some(type_registration) = type_registry.get_with_type_path(key.as_str()) {
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debug!("TYPE INFO {:?}", type_registration.type_info());
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@ -17,7 +17,6 @@ pub fn export_types(world: &mut World) {
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let asset_root = world.resource::<AssetRoot>();
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let registry_save_path = Path::join(&asset_root.0, &config.save_path);
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println!("registry_save_path {}", registry_save_path.display());
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let writer = File::create(registry_save_path).expect("should have created schema file");
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let components_to_filter_out = &config.component_filter.clone();
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@ -29,8 +28,8 @@ pub fn export_types(world: &mut World) {
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.iter()
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.filter(|type_info| {
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let type_id = type_info.type_id();
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return components_to_filter_out.is_allowed_by_id(type_id)
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&& resources_to_filter_out.is_allowed_by_id(type_id);
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components_to_filter_out.is_allowed_by_id(type_id)
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&& resources_to_filter_out.is_allowed_by_id(type_id)
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})
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.map(export_type)
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.collect::<Map<_, _>>();
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@ -12,8 +12,8 @@ Auto export
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- move out some parameters from auto export to a higher level (as they are now used in multiple places)
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- [ ] main/ library scene names
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- [ ] paths
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- [x] main/ library scene names
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- [x] paths
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Data storage:
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- for scenes (main scenes)
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@ -37,7 +37,7 @@ Assets:
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- QUESTION : do we want to include them in the list of assets per level ?
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- this would enable pre-loading ALL the assets, but is not ideal in most other cases
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- so add an option ?
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- [ ] the assets of local blueprints
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- [] the assets of local blueprints
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Blueprints:
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@ -8,4 +8,4 @@ def absolute_path_from_blend_file(path):
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blend_file_folder_path = os.path.dirname(blend_file_path)
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# absolute path
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return os.path.join(blend_file_folder_path, path)
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return os.path.abspath(os.path.join(blend_file_folder_path, path))
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@ -2,7 +2,9 @@
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import bpy
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import os
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from bpy_extras.io_utils import ImportHelper
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from bpy.types import Operator
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from bpy.types import Operator
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from ...core.path_helpers import absolute_path_from_blend_file
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class OT_OpenFolderbrowser(Operator, ImportHelper):
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"""Browse for registry json file"""
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@ -38,35 +40,60 @@ class OT_OpenFolderbrowser(Operator, ImportHelper):
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blend_file_path = bpy.data.filepath
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# Get the folder
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blend_file_folder_path = os.path.dirname(blend_file_path)
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print("blend_file_folder_path", blend_file_folder_path)
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#print("blend_file_folder_path", blend_file_folder_path)
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print("new_path", self.directory, self.target_property, operator)
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asset_path_names = ['export_assets_path', 'export_blueprints_path', 'export_levels_path', 'export_materials_path']
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export_root_path = operator.export_root_path
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asset_path_names = ['export_blueprints_path', 'export_levels_path', 'export_materials_path']
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export_root_path = absolute_path_from_blend_file(operator.export_root_path)
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export_assets_path = operator.export_assets_path
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#export_root_path_absolute = os.path.join(blend_file_folder_path, export_root_path)
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export_assets_path_full = os.path.join(blend_file_folder_path, export_root_path, export_assets_path)
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export_assets_path_full = absolute_path_from_blend_file(os.path.join(export_root_path, export_assets_path)) #os.path.join(blend_file_folder_path, export_root_path, export_assets_path)
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print("export_assets_path_full", export_assets_path_full)
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#new_root_path = os.path.join(blend_file_folder_path, new_path)
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if target_path_name == 'export_root_path':
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new_root_path_relative = os.path.relpath(new_path, blend_file_folder_path)
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print("changing root new_path to", self.directory, blend_file_folder_path, new_root_path_relative)
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# we need to change all other relative paths before setting the new absolute path
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for path_name in asset_path_names:
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# get current relative path
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relative_path = getattr(operator, path_name, None)
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if relative_path is not None:
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# and now get absolute path of asset_path
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absolute_path = os.path.join(export_assets_path_full, relative_path)
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print("absolute path for", path_name, absolute_path)
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relative_path = os.path.relpath(absolute_path, new_path)
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setattr(operator, path_name, relative_path)
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new_root_path_absolute = new_path
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print("new_root_path_relative", new_root_path_relative, new_root_path_absolute)
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# first change the asset's path
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old_assets_paths_relative = getattr(operator, "export_assets_path", None)
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if old_assets_paths_relative is not None:
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old_assets_paths_absolute = os.path.abspath(os.path.join(export_root_path, old_assets_paths_relative))
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new_assets_path_relative = os.path.relpath(old_assets_paths_absolute, new_root_path_absolute)
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new_assets_path_absolute = os.path.abspath(os.path.join(new_root_path_absolute, new_assets_path_relative))
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print("old_assets_paths_absolute", old_assets_paths_absolute)
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print("new_assets_path_relative", new_assets_path_relative)
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print("new_assets_path_absolute", new_assets_path_absolute)
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setattr(operator, "export_assets_path", new_assets_path_relative)
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# we need to change all other relative paths (root => assets => blueprints/levels/materials etc)
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for path_name in asset_path_names:
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# get current relative path
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relative_path = getattr(operator, path_name, None)
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if relative_path is not None:
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# and now get absolute path of asset_path
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# compute 'old' absolute path
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old_absolute_path = os.path.abspath(os.path.join(export_assets_path_full, relative_path))
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relative_path = os.path.relpath(old_absolute_path, new_assets_path_absolute)
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setattr(operator, path_name, relative_path)
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# store the root path as relative to the current blend file
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setattr(operator, target_path_name, new_path)
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setattr(operator, target_path_name, new_root_path_relative)
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elif target_path_name == 'export_assets_path':
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pass
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new_assets_path_relative = os.path.relpath(new_path, export_root_path)
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new_assets_path_absolute = new_path
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# we need to change all other relative paths (root => assets => blueprints/levels/materials etc)
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for path_name in asset_path_names:
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# get 'old' relative path
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relative_path = getattr(operator, path_name, None)
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if relative_path is not None:
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# compute 'old' absolute path
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old_absolute_path = os.path.abspath(os.path.join(export_assets_path_full, relative_path))
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relative_path = os.path.relpath(old_absolute_path, new_assets_path_absolute)
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setattr(operator, path_name, relative_path)
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setattr(operator, target_path_name, new_assets_path_relative)
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else:
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relative_path = os.path.relpath(new_path, export_assets_path_full)
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setattr(operator, target_path_name, relative_path)
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@ -15,7 +15,6 @@ class SCENE_UL_Blenvy(bpy.types.UIList):
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# Note: as index and flt_flag are optional arguments, you do not have to use/declare them here if you don't
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# need them.
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def draw_item(self, context, layout, data, item, icon, active_data, active_propname):
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print("DRAW STUFF", self)
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ob = data
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# draw_item must handle the three layout types... Usually 'DEFAULT' and 'COMPACT' can share the same code.
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if self.layout_type in {'DEFAULT', 'COMPACT'}:
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