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Author SHA1 Message Date
kaosat.dev
ec95ab5541 feat(Blenvy): a ton of minor & bigger improvements
* fixes & experiment to auto export
 * added support for "always export" functionality for blueprints & levels
 * fixed issues with asset management
 * fixed issues with tracker
 * more ui improvements (display of the number of assets etc)
 * a lot more minor tweaks
2024-06-05 17:09:03 +02:00
kaosat.dev
edd3d3150f feat(Blenvy): ui improvements & fixes for assets for blueprints & levels
* fixed broken removal of assets
 * added visual indication of prevention of adding the same asset twice
 * removed "asset type" selection, useless
 * improved & streamlined UI
 * related tweaks
2024-06-05 11:17:49 +02:00
15 changed files with 125 additions and 83 deletions

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@ -65,10 +65,10 @@ Components:
- [ ] handle missing types in registry for keys & values - [ ] handle missing types in registry for keys & values
- [ ] Add correct upgrade handling from individual component to bevy_components - [ ] Add correct upgrade handling from individual component to bevy_components
- [ ] Settings handling: - [x] Settings handling:
- [ ] move saveable settings out to a settings file - [x] move saveable settings out to a settings file
- [ ] update save & load - [x] update save & load
- [ ] add handling of polling frequency & enabling - [x] add handling of polling frequency & enabling
General things to solve: General things to solve:
@ -103,7 +103,7 @@ General issues:
- [x] fix auto export workflow - [x] fix auto export workflow
- [ ] should we write the previous _xxx data only AFTER a sucessfull export only ? - [ ] should we write the previous _xxx data only AFTER a sucessfull export only ?
- [x] add hashing of modifiers/ geometry nodes in serialize scene - [x] add hashing of modifiers/ geometry nodes in serialize scene
- [ ] add ability to FORCE export specific blueprints & levels - [x] add ability to FORCE export specific blueprints & levels
- [ ] undo after a save removes any saved "serialized scene" data ? DIG into this - [ ] undo after a save removes any saved "serialized scene" data ? DIG into this
- [ ] handle scene renames between saves (breaks diffing) - [ ] handle scene renames between saves (breaks diffing)
- [ ] change scene selector to work on actual scenes aka to deal with renamed scenes - [ ] change scene selector to work on actual scenes aka to deal with renamed scenes

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@ -2,7 +2,11 @@
from blenvy.core.scene_helpers import get_main_and_library_scenes from blenvy.core.scene_helpers import get_main_and_library_scenes
from blenvy.blueprints.blueprint_helpers import find_blueprints_not_on_disk from blenvy.blueprints.blueprint_helpers import find_blueprints_not_on_disk
# TODO: this should also take the split/embed mode into account: if a nested collection changes AND embed is active, its container collection should also be exported
def is_blueprint_always_export(blueprint):
return blueprint.collection['always_export'] if 'always_export' in blueprint.collection else False
# this also takes the split/embed mode into account: if a nested collection changes AND embed is active, its container collection should also be exported
def get_blueprints_to_export(changes_per_scene, changed_export_parameters, blueprints_data, settings): def get_blueprints_to_export(changes_per_scene, changed_export_parameters, blueprints_data, settings):
export_gltf_extension = getattr(settings, "export_gltf_extension", ".glb") export_gltf_extension = getattr(settings, "export_gltf_extension", ".glb")
blueprints_path_full = getattr(settings,"blueprints_path_full", "") blueprints_path_full = getattr(settings,"blueprints_path_full", "")
@ -33,8 +37,10 @@ def get_blueprints_to_export(changes_per_scene, changed_export_parameters, bluep
# FIXME: double check this: why are we combining these two ? # FIXME: double check this: why are we combining these two ?
changed_blueprints += changed_local_blueprints changed_blueprints += changed_local_blueprints
# also deal with blueprints that are always marked as "always_export"
blueprints_always_export = [blueprint for blueprint in internal_blueprints if is_blueprint_always_export(blueprint)]
blueprints_to_export = list(set(changed_blueprints + blueprints_not_on_disk)) blueprints_to_export = list(set(changed_blueprints + blueprints_not_on_disk + blueprints_always_export))
# filter out blueprints that are not marked & deal with the different combine modes # filter out blueprints that are not marked & deal with the different combine modes

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@ -15,9 +15,10 @@ def prepare_and_export():
# determine changed objects # determine changed objects
per_scene_changes = get_changes_per_scene(settings=blenvy) per_scene_changes = get_changes_per_scene(settings=blenvy)
# determine changed parameters # determine changed parameters
setting_changes = get_setting_changes() setting_changes = False # get_setting_changes()
# do the actual export # do the actual export
# auto_export(per_scene_changes, setting_changes, blenvy) blenvy.auto_export.dry_run = 'NO_EXPORT'#'DISABLED'#
auto_export(per_scene_changes, setting_changes, blenvy)
# cleanup # cleanup
# TODO: these are likely obsolete # TODO: these are likely obsolete

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@ -77,14 +77,14 @@ class AutoExportTracker(PropertyGroup):
@classmethod @classmethod
def deps_post_update_handler(cls, scene, depsgraph): def deps_post_update_handler(cls, scene, depsgraph):
# print("change detection enabled", cls.change_detection_enabled) # print("change detection enabled", cls.change_detection_enabled)
print("change detected", list(map(lambda x: x.name, list(bpy.data.scenes)))) #print("change detected", list(map(lambda x: x.name, list(bpy.data.scenes))))
"""ops = bpy.context.window_manager.operators """ops = bpy.context.window_manager.operators
print("last operators", ops) print("last operators", ops)
for op in ops: for op in ops:
print("operator", op)""" print("operator", op)"""
active_operator = bpy.context.active_operator active_operator = getattr(bpy.context.active_operator, 'active_operator' , None)
if active_operator: if active_operator is not None:
#print("Operator", active_operator.bl_label, active_operator.bl_idname) #print("Operator", active_operator.bl_label, active_operator.bl_idname)
if active_operator.bl_idname == "EXPORT_SCENE_OT_gltf" and active_operator.gltf_export_id == "gltf_auto_export": if active_operator.bl_idname == "EXPORT_SCENE_OT_gltf" and active_operator.gltf_export_id == "gltf_auto_export":
# we backup any existing gltf export settings, if there were any # we backup any existing gltf export settings, if there were any

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@ -1,3 +1,4 @@
import bpy
from blenvy.core.scene_helpers import get_main_and_library_scenes from blenvy.core.scene_helpers import get_main_and_library_scenes
from blenvy.blueprints.blueprint_helpers import check_if_blueprint_on_disk from blenvy.blueprints.blueprint_helpers import check_if_blueprint_on_disk
@ -33,19 +34,32 @@ def changed_object_in_scene(scene_name, changes_per_scene, blueprints_data, coll
return level_needs_export return level_needs_export
return False return False
def is_level_always_export(scene_name):
scene = bpy.data.scenes[scene_name]
return scene['always_export'] if 'always_export' in scene else False
# this also takes the split/embed mode into account: if a collection instance changes AND embed is active, its container level/world should also be exported def should_level_be_exported(scene_name, changed_export_parameters, changes_per_scene, blueprints_data, settings):
def get_levels_to_export(changes_per_scene, changed_export_parameters, blueprints_data, settings):
export_gltf_extension = getattr(settings, "export_gltf_extension") export_gltf_extension = getattr(settings, "export_gltf_extension")
levels_path_full = getattr(settings, "levels_path_full") levels_path_full = getattr(settings, "levels_path_full")
change_detection = getattr(settings.auto_export, "change_detection") change_detection = getattr(settings.auto_export, "change_detection")
collection_instances_combine_mode = getattr(settings.auto_export, "collection_instances_combine_mode") collection_instances_combine_mode = getattr(settings.auto_export, "collection_instances_combine_mode")
[main_scene_names, level_scenes, library_scene_names, library_scenes] = get_main_and_library_scenes(settings) # the list of conditions to determine IF a level should be exported or not
return (
not change_detection
or changed_export_parameters
or is_level_always_export(scene_name)
or scene_name in changes_per_scene.keys()
or changed_object_in_scene(scene_name, changes_per_scene, blueprints_data, collection_instances_combine_mode)
or not check_if_blueprint_on_disk(scene_name, levels_path_full, export_gltf_extension)
)
# this also takes the split/embed mode into account: if a collection instance changes AND embed is active, its container level/world should also be exported
def get_levels_to_export(changes_per_scene, changed_export_parameters, blueprints_data, settings):
[main_scene_names, level_scenes, library_scene_names, library_scenes] = get_main_and_library_scenes(settings)
# determine list of main scenes to export # determine list of main scenes to export
# we have more relaxed rules to determine if the main scenes have changed : any change is ok, (allows easier handling of changes, render settings etc) # we have more relaxed rules to determine if the main scenes have changed : any change is ok, (allows easier handling of changes, render settings etc)
main_scenes_to_export = [scene_name for scene_name in main_scene_names if not change_detection or changed_export_parameters or scene_name in changes_per_scene.keys() or changed_object_in_scene(scene_name, changes_per_scene, blueprints_data, collection_instances_combine_mode) or not check_if_blueprint_on_disk(scene_name, levels_path_full, export_gltf_extension) ] main_scenes_to_export = [scene_name for scene_name in main_scene_names if should_level_be_exported(scene_name, changed_export_parameters, changes_per_scene, blueprints_data, settings)]
return (main_scenes_to_export) return (main_scenes_to_export)

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@ -5,7 +5,7 @@ def get_user_assets(scene_or_collection):
return user_assets return user_assets
def get_generated_assets(scene_or_collection): def get_generated_assets(scene_or_collection):
generated_assets = [] generated_assets = getattr(scene_or_collection, 'generated_assets', [])
return generated_assets return generated_assets
def get_user_assets_as_list(scene_or_collection): def get_user_assets_as_list(scene_or_collection):
@ -20,8 +20,20 @@ def upsert_asset(scene_or_collection, asset):
new_asset.name = asset["name"] new_asset.name = asset["name"]
new_asset.path = asset["path"] new_asset.path = asset["path"]
def remove_asset(scene_or_collection, asset): def remove_asset(scene_or_collection, ref_asset):
scene_or_collection.user_assets.remove(scene_or_collection.user_assets.find(asset["path"])) print("to remove", ref_asset["path"], scene_or_collection.user_assets.find(ref_asset["path"]), scene_or_collection.user_assets)
removal_index = -1
for index, asset in enumerate(scene_or_collection.user_assets):
print("asset in list", asset.name, asset.path)
if asset.path == ref_asset["path"]:
print("FOUND", index)
removal_index = index
break
#scene_or_collection.user_assets.find(lambda x,y : print(x))
if removal_index != -1 :
print("REMOVE")
scene_or_collection.user_assets.remove(removal_index)
#scene_or_collection.user_assets.remove(scene_or_collection.user_assets.find(ref_asset["path"]))
def does_asset_exist(scene_or_collection, ref_asset): def does_asset_exist(scene_or_collection, ref_asset):
user_assets = getattr(scene_or_collection, 'user_assets', []) user_assets = getattr(scene_or_collection, 'user_assets', [])

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@ -32,7 +32,7 @@ class AssetsRegistry(PropertyGroup):
asset_path_selector: StringProperty( asset_path_selector: StringProperty(
name="asset path", name="asset path",
description="path of asset to add", description="path of asset to add",
subtype='FILE_PATH' #subtype='FILE_PATH'
) # type: ignore ) # type: ignore
@ -40,6 +40,10 @@ class AssetsRegistry(PropertyGroup):
def register(cls): def register(cls):
bpy.types.Scene.user_assets = CollectionProperty(name="user assets", type=Asset) bpy.types.Scene.user_assets = CollectionProperty(name="user assets", type=Asset)
bpy.types.Collection.user_assets = CollectionProperty(name="user assets", type=Asset) bpy.types.Collection.user_assets = CollectionProperty(name="user assets", type=Asset)
bpy.types.Scene.generated_assets = CollectionProperty(name="generated assets", type=Asset)
bpy.types.Collection.generated_assets = CollectionProperty(name="generated assets", type=Asset)
bpy.types.WindowManager.assets_registry = PointerProperty(type=AssetsRegistry) bpy.types.WindowManager.assets_registry = PointerProperty(type=AssetsRegistry)
@ -49,6 +53,9 @@ class AssetsRegistry(PropertyGroup):
del bpy.types.Scene.user_assets del bpy.types.Scene.user_assets
del bpy.types.Collection.user_assets del bpy.types.Collection.user_assets
del bpy.types.Scene.generated_assets
del bpy.types.Collection.generated_assets
def add_asset(self, name, type, path, internal): # internal means it cannot be edited by the user, aka auto generated def add_asset(self, name, type, path, internal): # internal means it cannot be edited by the user, aka auto generated
in_list = [asset for asset in self.assets_list if (asset["path"] == path)] in_list = [asset for asset in self.assets_list if (asset["path"] == path)]
in_list = len(in_list) > 0 in_list = len(in_list) > 0

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@ -63,7 +63,7 @@ def get_userTextures():
def get_blueprint_assets_tree(blueprint, blueprints_data, parent, settings): def get_blueprint_assets_tree(blueprint, blueprints_data, parent, settings):
blueprints_path = getattr(settings, "blueprints_path") blueprints_path = getattr(settings, "blueprints_path")
export_gltf_extension = getattr(settings, "export_gltf_extension") export_gltf_extension = getattr(settings.auto_export, "export_gltf_extension", ".glb")
assets_list = [] assets_list = []
@ -92,7 +92,7 @@ def get_blueprint_assets_tree(blueprint, blueprints_data, parent, settings):
def get_main_scene_assets_tree(main_scene, blueprints_data, settings): def get_main_scene_assets_tree(main_scene, blueprints_data, settings):
blueprints_path = getattr(settings, "blueprints_path") blueprints_path = getattr(settings, "blueprints_path")
export_gltf_extension = getattr(settings, "export_gltf_extension") export_gltf_extension = getattr(settings.auto_export, "export_gltf_extension", ".glb")
blueprint_instance_names_for_scene = blueprints_data.blueprint_instances_per_main_scene.get(main_scene.name, None) blueprint_instance_names_for_scene = blueprints_data.blueprint_instances_per_main_scene.get(main_scene.name, None)
assets_list = get_user_assets_as_list(main_scene) assets_list = get_user_assets_as_list(main_scene)

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@ -115,12 +115,14 @@ class OT_remove_bevy_asset(Operator):
def execute(self, context): def execute(self, context):
print("REMOVE ASSET", self.target_name, self.target_type, self.asset_path)
assets = [] assets = []
blueprint_assets = self.target_type == 'BLUEPRINT' blueprint_assets = self.target_type == 'BLUEPRINT'
if blueprint_assets: if blueprint_assets:
target = bpy.data.collections[self.target_name] target = bpy.data.collections[self.target_name]
else: else:
target = bpy.data.scenes[self.target_name] target = bpy.data.scenes[self.target_name]
print("removing this", target)
remove_asset(target, {"path": self.asset_path}) remove_asset(target, {"path": self.asset_path})
return {'FINISHED'} return {'FINISHED'}
@ -128,6 +130,7 @@ class OT_remove_bevy_asset(Operator):
import os import os
from bpy_extras.io_utils import ImportHelper from bpy_extras.io_utils import ImportHelper
from pathlib import Path
class OT_Add_asset_filebrowser(Operator, ImportHelper): class OT_Add_asset_filebrowser(Operator, ImportHelper):
"""Browse for asset files""" """Browse for asset files"""
@ -142,7 +145,7 @@ class OT_Add_asset_filebrowser(Operator, ImportHelper):
) # type: ignore ) # type: ignore
# Filters files # Filters files
filter_glob: StringProperty(options={'HIDDEN'}, default='*.jpg;*.jpeg;*.png;*.bmp') # type: ignore filter_glob: StringProperty(options={'HIDDEN'}, default='*.*') # type: ignore
def execute(self, context): def execute(self, context):
blenvy = context.window_manager.blenvy blenvy = context.window_manager.blenvy
@ -157,9 +160,13 @@ class OT_Add_asset_filebrowser(Operator, ImportHelper):
assets_registry = context.window_manager.assets_registry assets_registry = context.window_manager.assets_registry
assets_registry.asset_path_selector = asset_path assets_registry.asset_path_selector = asset_path
if assets_registry.asset_name_selector == "":
assets_registry.asset_name_selector = Path(os.path.basename(asset_path)).stem
print("SELECTED ASSET PATH", asset_path) print("SELECTED ASSET PATH", asset_path)
return {'FINISHED'} return {'FINISHED'}

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@ -1,34 +1,41 @@
from types import SimpleNamespace from types import SimpleNamespace
import bpy import bpy
from .assets_scan import get_main_scene_assets_tree from .assets_scan import get_main_scene_assets_tree
from .asset_helpers import get_user_assets from .asset_helpers import get_user_assets, does_asset_exist
def draw_assets(layout, name, title, asset_registry, target_type, target_name, editable=True, user_assets= [], generated_assets = []): def draw_assets(layout, name, title, asset_registry, target_type, target_name, editable=True, user_assets= [], generated_assets = []):
number_of_user_assets = len(user_assets)
number_of_generated_assets = len(generated_assets)
header, panel = layout.panel(f"assets{name}", default_closed=False) header, panel = layout.panel(f"assets{name}", default_closed=False)
header.label(text=title) header.label(text=title + f"({number_of_user_assets + number_of_generated_assets})", icon="ASSET_MANAGER")
if panel: if panel:
if editable: if editable:
row = panel.row() row = panel.row()
blueprint_assets = target_type == 'BLUEPRINT'
if blueprint_assets:
target = bpy.data.collections[target_name]
else:
target = bpy.data.scenes[target_name]
add_possible = does_asset_exist(target, {"path": asset_registry.asset_path_selector}) #"name": asset_registry.asset_name_selector,
row.alert = add_possible
row.prop(asset_registry, "asset_name_selector", text="") row.prop(asset_registry, "asset_name_selector", text="")
row.prop(asset_registry, "asset_type_selector", text="") row.label(text=asset_registry.asset_path_selector)
asset_selector = row.operator(operator="asset.open_filebrowser", text="", icon="FILE_FOLDER") asset_selector = row.operator(operator="asset.open_filebrowser", text="", icon="FILE_FOLDER")
if asset_registry.asset_type_selector == 'IMAGE': add_asset_layout = row.column()
asset_selector.filter_glob = '*.jpg;*.jpeg;*.png;*.bmp' add_asset_layout.enabled = not add_possible
if asset_registry.asset_type_selector == 'MODEL':
asset_selector.filter_glob="*.glb;*.gltf"
if asset_registry.asset_type_selector == 'TEXT':
asset_selector.filter_glob="*.txt;*.md;*.ron;*.json"
if asset_registry.asset_type_selector == 'AUDIO':
asset_selector.filter_glob="*.mp3;*.wav;*.flac"
add_asset = row.operator(operator="bevyassets.add", text="", icon="ADD") add_asset = add_asset_layout.operator(operator="bevyassets.add", text="", icon="ADD")
add_asset.target_type = target_type add_asset.target_type = target_type
add_asset.target_name = target_name add_asset.target_name = target_name
add_asset.asset_name = asset_registry.asset_name_selector add_asset.asset_name = asset_registry.asset_name_selector
add_asset.asset_type = asset_registry.asset_type_selector add_asset.asset_type = asset_registry.asset_type_selector
add_asset.asset_path = asset_registry.asset_path_selector add_asset.asset_path = asset_registry.asset_path_selector
panel.separator() panel.separator()
for asset in user_assets: for asset in user_assets:
@ -88,9 +95,8 @@ class Blenvy_assets(bpy.types.Panel):
#print("dfs") #print("dfs")
for scene_selector in blenvy.main_scenes: for scene_selector in blenvy.main_scenes:
scene = bpy.data.scenes[scene_selector.name] scene = bpy.data.scenes[scene_selector.name]
#get_main_scene_assets_tree(scene, blueprints_data, settings)
user_assets = get_user_assets(scene) user_assets = get_user_assets(scene)
#print("user assets", user_assets, scene)
row = panel.row() row = panel.row()
row.prop(scene, "always_export") row.prop(scene, "always_export")

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@ -72,6 +72,3 @@ class BlueprintsRegistry(PropertyGroup):
blueprints_data = blueprints_scan(level_scenes, library_scenes, settings) blueprints_data = blueprints_scan(level_scenes, library_scenes, settings)
self.blueprints_data = blueprints_data self.blueprints_data = blueprints_data
return blueprints_data return blueprints_data
#print("bla", self.blueprints_data)
"""for blueprint in blueprints_data.blueprints:
self.add_blueprint(blueprint)"""

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@ -2,6 +2,7 @@ import os
import bpy import bpy
from bpy_types import (Operator) from bpy_types import (Operator)
from bpy.props import (StringProperty) from bpy.props import (StringProperty)
from blenvy.core.helpers_collections import set_active_collection
class OT_select_blueprint(Operator): class OT_select_blueprint(Operator):
"""Select blueprint """ """Select blueprint """
@ -27,7 +28,8 @@ class OT_select_blueprint(Operator):
bpy.ops.object.select_all(action='DESELECT') bpy.ops.object.select_all(action='DESELECT')
bpy.context.window.scene = scene bpy.context.window.scene = scene
bpy.context.view_layer.objects.active = None bpy.context.view_layer.objects.active = None
bpy.context.view_layer.active_layer_collection = bpy.context.view_layer.layer_collection.children[self.blueprint_collection_name] set_active_collection(scene, self.blueprint_collection_name)
#bpy.context.view_layer.active_layer_collection = bpy.context.view_layer.layer_collection.children[self.blueprint_collection_name]
#bpy.context.view_layer.collections.active = collection #bpy.context.view_layer.collections.active = collection
# bpy.context.view_layer.active_layer_collection = collection # bpy.context.view_layer.active_layer_collection = collection
"""for o in collection.objects: """for o in collection.objects:

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@ -26,24 +26,30 @@ class GLTF_PT_auto_export_blueprints_list(bpy.types.Panel):
blueprint_registry.refresh_blueprints() blueprint_registry.refresh_blueprints()
for blueprint in blueprint_registry.blueprints_data.blueprints: for blueprint in blueprint_registry.blueprints_data.blueprints:
row = layout.row()
row.label(icon="RIGHTARROW")
row.label(text=blueprint.name)
row.prop(blueprint.collection, "always_export") header, panel = layout.box().panel(f"blueprint_assets{blueprint.name}", default_closed=True)
if header:
header.label(text=blueprint.name)
header.prop(blueprint.collection, "always_export")
if blueprint.local: if blueprint.local:
select_blueprint = header.operator(operator="blueprint.select", text="", icon="RESTRICT_SELECT_OFF")
if blueprint.collection and blueprint.collection.name:
select_blueprint.blueprint_collection_name = blueprint.collection.name
select_blueprint.blueprint_scene_name = blueprint.scene.name
select_blueprint = row.operator(operator="blueprint.select", text="", icon="RESTRICT_SELECT_OFF") if panel:
split = panel.split(factor=0.005)
col = split.column()
col.label(text=" ")
if blueprint.collection and blueprint.collection.name: col = split.column()
select_blueprint.blueprint_collection_name = blueprint.collection.name
select_blueprint.blueprint_scene_name = blueprint.scene.name
user_assets = get_user_assets(blueprint.collection) if blueprint.local:
draw_assets(layout=layout, name=blueprint.name, title="Assets", asset_registry=asset_registry, user_assets=user_assets, target_type="BLUEPRINT", target_name=blueprint.name) user_assets = get_user_assets(blueprint.collection)
draw_assets(layout=col, name=blueprint.name, title="Assets", asset_registry=asset_registry, user_assets=user_assets, target_type="BLUEPRINT", target_name=blueprint.name)
else: else:
assets = get_user_assets(blueprint.collection) 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) draw_assets(layout=col, 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") panel.label(text="External")

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@ -58,12 +58,12 @@ class BLENVY_PT_SidePanel(bpy.types.Panel):
tool_switch_components.tool = "BLUEPRINTS" tool_switch_components.tool = "BLUEPRINTS"
target = row.box() if active_mode == 'LEVELS' else row target = row.box() if active_mode == 'LEVELS' else row
tool_switch_components = target.operator(operator="bevy.tooling_switch", text="", icon="PACKAGE") tool_switch_components = target.operator(operator="bevy.tooling_switch", text="", icon="ASSET_MANAGER")
tool_switch_components.tool = "LEVELS" tool_switch_components.tool = "LEVELS"
target = row.box() if active_mode == 'ASSETS' else row '''target = row.box() if active_mode == 'ASSETS' else row
tool_switch_components = target.operator(operator="bevy.tooling_switch", text="", icon="ASSET_MANAGER") tool_switch_components = target.operator(operator="bevy.tooling_switch", text="", icon="ASSET_MANAGER")
tool_switch_components.tool = "ASSETS" tool_switch_components.tool = "ASSETS"'''
target = row.box() if active_mode == 'SETTINGS' else row target = row.box() if active_mode == 'SETTINGS' else row
tool_switch_components = target.operator(operator="bevy.tooling_switch", text="", icon="SETTINGS") tool_switch_components = target.operator(operator="bevy.tooling_switch", text="", icon="SETTINGS")

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@ -1,7 +1,6 @@
from types import SimpleNamespace from types import SimpleNamespace
import bpy import bpy
from ..assets.assets_scan import get_main_scene_assets_tree from ..assets.asset_helpers import get_generated_assets, get_user_assets
from ..assets.asset_helpers import get_user_assets
from ..assets.ui import draw_assets from ..assets.ui import draw_assets
class Blenvy_levels(bpy.types.Panel): class Blenvy_levels(bpy.types.Panel):
@ -28,15 +27,16 @@ class Blenvy_levels(bpy.types.Panel):
for scene_selector in blenvy.main_scenes: for scene_selector in blenvy.main_scenes:
scene = bpy.data.scenes[scene_selector.name] scene = bpy.data.scenes[scene_selector.name]
header, panel = layout.box().panel(f"assets{scene.name}", default_closed=False) header, panel = layout.box().panel(f"level_assets{scene.name}", default_closed=False)
if header: if header:
header.label(text=scene.name, icon="HIDE_OFF") header.label(text=scene.name)#, icon="HIDE_OFF")
header.prop(scene, "always_export") header.prop(scene, "always_export")
select_level = header.operator(operator="level.select", text="", icon="RESTRICT_SELECT_OFF") select_level = header.operator(operator="level.select", text="", icon="RESTRICT_SELECT_OFF")
select_level.level_name = scene.name select_level.level_name = scene.name
if panel: if panel:
user_assets = get_user_assets(scene) user_assets = get_user_assets(scene)
generated_assets = get_generated_assets(scene)
row = panel.row() row = panel.row()
#row.label(text="row") #row.label(text="row")
"""col = row.column() """col = row.column()
@ -53,25 +53,9 @@ class Blenvy_levels(bpy.types.Panel):
col.label(text=" ") col.label(text=" ")
col = split.column() col = split.column()
#col.label(text="col in row 2")
scene_assets_panel = draw_assets(layout=col, name=f"{scene.name}_assets", title=f"Assets", asset_registry=asset_registry, user_assets=user_assets, target_type="SCENE", target_name=scene.name) scene_assets_panel = draw_assets(layout=col, name=f"{scene.name}_assets", title=f"Assets", asset_registry=asset_registry, user_assets=user_assets, generated_assets=generated_assets, target_type="SCENE", target_name=scene.name)
settings = {"blueprints_path": "blueprints", "export_gltf_extension": ".glb"} settings = {"blueprints_path": "blueprints", "export_gltf_extension": ".glb"}
settings = SimpleNamespace(**settings) settings = SimpleNamespace(**settings)
"""if panel:
for scene_selector in blenvy.main_scenes:
scene = bpy.data.scenes[scene_selector.name]
#get_main_scene_assets_tree(scene, blueprints_data, settings)
user_assets = get_user_assets(scene)
#print("user assets", user_assets, scene)
row = panel.row()
header.prop(scene, "always_export")
sub_header, sub_panel = row.box().panel(f"assets{name}", default_closed=False)
scene_assets_panel = draw_assets(layout=sub_panel, name=scene.name, title=f"{scene.name} Assets", asset_registry=asset_registry, user_assets=user_assets, target_type="SCENE", target_name=scene.name)
"""