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Author | SHA1 | Date | |
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ec95ab5541 | ||
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edd3d3150f |
@ -65,10 +65,10 @@ Components:
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- [ ] handle missing types in registry for keys & values
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- [ ] Add correct upgrade handling from individual component to bevy_components
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- [ ] Settings handling:
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- [ ] move saveable settings out to a settings file
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- [ ] update save & load
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- [ ] add handling of polling frequency & enabling
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- [x] Settings handling:
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- [x] move saveable settings out to a settings file
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- [x] update save & load
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- [x] add handling of polling frequency & enabling
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General things to solve:
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@ -103,7 +103,7 @@ General issues:
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- [x] fix auto export workflow
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- [ ] should we write the previous _xxx data only AFTER a sucessfull export only ?
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- [x] add hashing of modifiers/ geometry nodes in serialize scene
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- [ ] add ability to FORCE export specific blueprints & levels
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- [x] add ability to FORCE export specific blueprints & levels
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- [ ] undo after a save removes any saved "serialized scene" data ? DIG into this
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- [ ] handle scene renames between saves (breaks diffing)
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- [ ] change scene selector to work on actual scenes aka to deal with renamed scenes
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@ -2,7 +2,11 @@
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from blenvy.core.scene_helpers import get_main_and_library_scenes
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from blenvy.blueprints.blueprint_helpers import find_blueprints_not_on_disk
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# 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
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def is_blueprint_always_export(blueprint):
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return blueprint.collection['always_export'] if 'always_export' in blueprint.collection else False
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# 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
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def get_blueprints_to_export(changes_per_scene, changed_export_parameters, blueprints_data, settings):
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export_gltf_extension = getattr(settings, "export_gltf_extension", ".glb")
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blueprints_path_full = getattr(settings,"blueprints_path_full", "")
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@ -33,8 +37,10 @@ def get_blueprints_to_export(changes_per_scene, changed_export_parameters, bluep
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# FIXME: double check this: why are we combining these two ?
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changed_blueprints += changed_local_blueprints
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# also deal with blueprints that are always marked as "always_export"
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blueprints_always_export = [blueprint for blueprint in internal_blueprints if is_blueprint_always_export(blueprint)]
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blueprints_to_export = list(set(changed_blueprints + blueprints_not_on_disk))
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blueprints_to_export = list(set(changed_blueprints + blueprints_not_on_disk + blueprints_always_export))
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# 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():
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# determine changed objects
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per_scene_changes = get_changes_per_scene(settings=blenvy)
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# determine changed parameters
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setting_changes = get_setting_changes()
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setting_changes = False # get_setting_changes()
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# do the actual export
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# auto_export(per_scene_changes, setting_changes, blenvy)
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blenvy.auto_export.dry_run = 'NO_EXPORT'#'DISABLED'#
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auto_export(per_scene_changes, setting_changes, blenvy)
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# cleanup
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# TODO: these are likely obsolete
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@ -77,14 +77,14 @@ class AutoExportTracker(PropertyGroup):
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@classmethod
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def deps_post_update_handler(cls, scene, depsgraph):
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# print("change detection enabled", cls.change_detection_enabled)
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print("change detected", list(map(lambda x: x.name, list(bpy.data.scenes))))
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#print("change detected", list(map(lambda x: x.name, list(bpy.data.scenes))))
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"""ops = bpy.context.window_manager.operators
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print("last operators", ops)
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for op in ops:
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print("operator", op)"""
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active_operator = bpy.context.active_operator
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if active_operator:
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active_operator = getattr(bpy.context.active_operator, 'active_operator' , None)
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if active_operator is not None:
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#print("Operator", active_operator.bl_label, active_operator.bl_idname)
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if active_operator.bl_idname == "EXPORT_SCENE_OT_gltf" and active_operator.gltf_export_id == "gltf_auto_export":
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# we backup any existing gltf export settings, if there were any
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@ -1,3 +1,4 @@
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import bpy
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from blenvy.core.scene_helpers import get_main_and_library_scenes
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from blenvy.blueprints.blueprint_helpers import check_if_blueprint_on_disk
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@ -33,19 +34,32 @@ def changed_object_in_scene(scene_name, changes_per_scene, blueprints_data, coll
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return level_needs_export
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return False
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def is_level_always_export(scene_name):
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scene = bpy.data.scenes[scene_name]
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return scene['always_export'] if 'always_export' in scene else False
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# 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
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def get_levels_to_export(changes_per_scene, changed_export_parameters, blueprints_data, settings):
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def should_level_be_exported(scene_name, changed_export_parameters, changes_per_scene, blueprints_data, settings):
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export_gltf_extension = getattr(settings, "export_gltf_extension")
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levels_path_full = getattr(settings, "levels_path_full")
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change_detection = getattr(settings.auto_export, "change_detection")
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collection_instances_combine_mode = getattr(settings.auto_export, "collection_instances_combine_mode")
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# the list of conditions to determine IF a level should be exported or not
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return (
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not change_detection
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or changed_export_parameters
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or is_level_always_export(scene_name)
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or scene_name in changes_per_scene.keys()
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or changed_object_in_scene(scene_name, changes_per_scene, blueprints_data, collection_instances_combine_mode)
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or not check_if_blueprint_on_disk(scene_name, levels_path_full, export_gltf_extension)
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)
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# 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
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def get_levels_to_export(changes_per_scene, changed_export_parameters, blueprints_data, settings):
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[main_scene_names, level_scenes, library_scene_names, library_scenes] = get_main_and_library_scenes(settings)
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# determine list of main scenes to export
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# 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)
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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) ]
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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)]
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return (main_scenes_to_export)
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@ -5,7 +5,7 @@ def get_user_assets(scene_or_collection):
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return user_assets
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def get_generated_assets(scene_or_collection):
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generated_assets = []
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generated_assets = getattr(scene_or_collection, '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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@ -20,8 +20,20 @@ def upsert_asset(scene_or_collection, asset):
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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 remove_asset(scene_or_collection, ref_asset):
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print("to remove", ref_asset["path"], scene_or_collection.user_assets.find(ref_asset["path"]), scene_or_collection.user_assets)
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removal_index = -1
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for index, asset in enumerate(scene_or_collection.user_assets):
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print("asset in list", asset.name, asset.path)
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if asset.path == ref_asset["path"]:
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print("FOUND", index)
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removal_index = index
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break
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#scene_or_collection.user_assets.find(lambda x,y : print(x))
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if removal_index != -1 :
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print("REMOVE")
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scene_or_collection.user_assets.remove(removal_index)
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#scene_or_collection.user_assets.remove(scene_or_collection.user_assets.find(ref_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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@ -32,7 +32,7 @@ class AssetsRegistry(PropertyGroup):
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asset_path_selector: StringProperty(
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name="asset path",
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description="path of asset to add",
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subtype='FILE_PATH'
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#subtype='FILE_PATH'
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) # type: ignore
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@ -40,6 +40,10 @@ class AssetsRegistry(PropertyGroup):
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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.Scene.generated_assets = CollectionProperty(name="generated assets", type=Asset)
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bpy.types.Collection.generated_assets = CollectionProperty(name="generated assets", type=Asset)
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bpy.types.WindowManager.assets_registry = PointerProperty(type=AssetsRegistry)
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@ -49,6 +53,9 @@ class AssetsRegistry(PropertyGroup):
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del bpy.types.Scene.user_assets
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del bpy.types.Collection.user_assets
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del bpy.types.Scene.generated_assets
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del bpy.types.Collection.generated_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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in_list = len(in_list) > 0
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@ -63,7 +63,7 @@ def get_userTextures():
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def get_blueprint_assets_tree(blueprint, blueprints_data, parent, settings):
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blueprints_path = getattr(settings, "blueprints_path")
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export_gltf_extension = getattr(settings, "export_gltf_extension")
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export_gltf_extension = getattr(settings.auto_export, "export_gltf_extension", ".glb")
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assets_list = []
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@ -92,7 +92,7 @@ def get_blueprint_assets_tree(blueprint, blueprints_data, parent, settings):
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def get_main_scene_assets_tree(main_scene, blueprints_data, settings):
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blueprints_path = getattr(settings, "blueprints_path")
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export_gltf_extension = getattr(settings, "export_gltf_extension")
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export_gltf_extension = getattr(settings.auto_export, "export_gltf_extension", ".glb")
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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_user_assets_as_list(main_scene)
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@ -115,12 +115,14 @@ class OT_remove_bevy_asset(Operator):
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def execute(self, context):
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print("REMOVE ASSET", self.target_name, self.target_type, self.asset_path)
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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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target = bpy.data.collections[self.target_name]
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else:
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target = bpy.data.scenes[self.target_name]
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print("removing this", target)
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remove_asset(target, {"path": self.asset_path})
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return {'FINISHED'}
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@ -128,6 +130,7 @@ class OT_remove_bevy_asset(Operator):
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import os
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from bpy_extras.io_utils import ImportHelper
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from pathlib import Path
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class OT_Add_asset_filebrowser(Operator, ImportHelper):
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"""Browse for asset files"""
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@ -142,7 +145,7 @@ class OT_Add_asset_filebrowser(Operator, ImportHelper):
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) # type: ignore
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# Filters files
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filter_glob: StringProperty(options={'HIDDEN'}, default='*.jpg;*.jpeg;*.png;*.bmp') # type: ignore
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filter_glob: StringProperty(options={'HIDDEN'}, default='*.*') # type: ignore
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def execute(self, context):
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blenvy = context.window_manager.blenvy
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@ -157,8 +160,12 @@ class OT_Add_asset_filebrowser(Operator, ImportHelper):
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assets_registry = context.window_manager.assets_registry
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assets_registry.asset_path_selector = asset_path
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if assets_registry.asset_name_selector == "":
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assets_registry.asset_name_selector = Path(os.path.basename(asset_path)).stem
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print("SELECTED ASSET PATH", asset_path)
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return {'FINISHED'}
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@ -1,34 +1,41 @@
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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_user_assets
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from .asset_helpers import get_user_assets, does_asset_exist
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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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number_of_user_assets = len(user_assets)
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number_of_generated_assets = len(generated_assets)
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header, panel = layout.panel(f"assets{name}", default_closed=False)
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header.label(text=title)
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header.label(text=title + f"({number_of_user_assets + number_of_generated_assets})", icon="ASSET_MANAGER")
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if panel:
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if editable:
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row = panel.row()
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blueprint_assets = target_type == 'BLUEPRINT'
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if blueprint_assets:
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target = bpy.data.collections[target_name]
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else:
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target = bpy.data.scenes[target_name]
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add_possible = does_asset_exist(target, {"path": asset_registry.asset_path_selector}) #"name": asset_registry.asset_name_selector,
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row.alert = add_possible
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row.prop(asset_registry, "asset_name_selector", text="")
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row.prop(asset_registry, "asset_type_selector", text="")
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row.label(text=asset_registry.asset_path_selector)
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asset_selector = row.operator(operator="asset.open_filebrowser", text="", icon="FILE_FOLDER")
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if asset_registry.asset_type_selector == 'IMAGE':
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asset_selector.filter_glob = '*.jpg;*.jpeg;*.png;*.bmp'
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if asset_registry.asset_type_selector == 'MODEL':
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asset_selector.filter_glob="*.glb;*.gltf"
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if asset_registry.asset_type_selector == 'TEXT':
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asset_selector.filter_glob="*.txt;*.md;*.ron;*.json"
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if asset_registry.asset_type_selector == 'AUDIO':
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asset_selector.filter_glob="*.mp3;*.wav;*.flac"
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add_asset_layout = row.column()
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add_asset_layout.enabled = not add_possible
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add_asset = row.operator(operator="bevyassets.add", text="", icon="ADD")
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add_asset = add_asset_layout.operator(operator="bevyassets.add", text="", icon="ADD")
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add_asset.target_type = target_type
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add_asset.target_name = target_name
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add_asset.asset_name = asset_registry.asset_name_selector
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add_asset.asset_type = asset_registry.asset_type_selector
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add_asset.asset_path = asset_registry.asset_path_selector
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panel.separator()
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for asset in user_assets:
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@ -88,9 +95,8 @@ class Blenvy_assets(bpy.types.Panel):
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#print("dfs")
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for scene_selector in blenvy.main_scenes:
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scene = bpy.data.scenes[scene_selector.name]
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#get_main_scene_assets_tree(scene, blueprints_data, settings)
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user_assets = get_user_assets(scene)
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#print("user assets", user_assets, scene)
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row = panel.row()
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row.prop(scene, "always_export")
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@ -72,6 +72,3 @@ class BlueprintsRegistry(PropertyGroup):
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blueprints_data = blueprints_scan(level_scenes, library_scenes, settings)
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self.blueprints_data = blueprints_data
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return blueprints_data
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#print("bla", self.blueprints_data)
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"""for blueprint in blueprints_data.blueprints:
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self.add_blueprint(blueprint)"""
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|
@ -2,6 +2,7 @@ import os
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import bpy
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from bpy_types import (Operator)
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from bpy.props import (StringProperty)
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from blenvy.core.helpers_collections import set_active_collection
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|
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class OT_select_blueprint(Operator):
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"""Select blueprint """
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@ -27,7 +28,8 @@ class OT_select_blueprint(Operator):
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bpy.ops.object.select_all(action='DESELECT')
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bpy.context.window.scene = scene
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bpy.context.view_layer.objects.active = None
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bpy.context.view_layer.active_layer_collection = bpy.context.view_layer.layer_collection.children[self.blueprint_collection_name]
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set_active_collection(scene, self.blueprint_collection_name)
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#bpy.context.view_layer.active_layer_collection = bpy.context.view_layer.layer_collection.children[self.blueprint_collection_name]
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#bpy.context.view_layer.collections.active = collection
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# bpy.context.view_layer.active_layer_collection = collection
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"""for o in collection.objects:
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|
@ -26,24 +26,30 @@ class GLTF_PT_auto_export_blueprints_list(bpy.types.Panel):
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blueprint_registry.refresh_blueprints()
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|
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for blueprint in blueprint_registry.blueprints_data.blueprints:
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row = layout.row()
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row.label(icon="RIGHTARROW")
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row.label(text=blueprint.name)
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|
||||
row.prop(blueprint.collection, "always_export")
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||||
|
||||
if blueprint.local:
|
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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")
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|
||||
select_blueprint = row.operator(operator="blueprint.select", text="", icon="RESTRICT_SELECT_OFF")
|
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|
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if blueprint.collection and blueprint.collection.name:
|
||||
select_blueprint.blueprint_collection_name = blueprint.collection.name
|
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select_blueprint.blueprint_scene_name = blueprint.scene.name
|
||||
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
|
||||
|
||||
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)
|
||||
if panel:
|
||||
split = panel.split(factor=0.005)
|
||||
col = split.column()
|
||||
col.label(text=" ")
|
||||
|
||||
else:
|
||||
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")
|
||||
col = split.column()
|
||||
|
||||
if blueprint.local:
|
||||
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:
|
||||
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, editable=False)
|
||||
panel.label(text="External")
|
||||
|
@ -58,12 +58,12 @@ class BLENVY_PT_SidePanel(bpy.types.Panel):
|
||||
tool_switch_components.tool = "BLUEPRINTS"
|
||||
|
||||
target = row.box() if active_mode == 'LEVELS' else row
|
||||
tool_switch_components = target.operator(operator="bevy.tooling_switch", text="", icon="PACKAGE")
|
||||
tool_switch_components = target.operator(operator="bevy.tooling_switch", text="", icon="ASSET_MANAGER")
|
||||
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.tool = "ASSETS"
|
||||
tool_switch_components.tool = "ASSETS"'''
|
||||
|
||||
target = row.box() if active_mode == 'SETTINGS' else row
|
||||
tool_switch_components = target.operator(operator="bevy.tooling_switch", text="", icon="SETTINGS")
|
||||
|
@ -1,7 +1,6 @@
|
||||
from types import SimpleNamespace
|
||||
import bpy
|
||||
from ..assets.assets_scan import get_main_scene_assets_tree
|
||||
from ..assets.asset_helpers import get_user_assets
|
||||
from ..assets.asset_helpers import get_generated_assets, get_user_assets
|
||||
from ..assets.ui import draw_assets
|
||||
|
||||
class Blenvy_levels(bpy.types.Panel):
|
||||
@ -28,15 +27,16 @@ class Blenvy_levels(bpy.types.Panel):
|
||||
|
||||
for scene_selector in blenvy.main_scenes:
|
||||
scene = bpy.data.scenes[scene_selector.name]
|
||||
header, panel = layout.box().panel(f"assets{scene.name}", default_closed=False)
|
||||
header, panel = layout.box().panel(f"level_assets{scene.name}", default_closed=False)
|
||||
if header:
|
||||
header.label(text=scene.name, icon="HIDE_OFF")
|
||||
header.label(text=scene.name)#, icon="HIDE_OFF")
|
||||
header.prop(scene, "always_export")
|
||||
select_level = header.operator(operator="level.select", text="", icon="RESTRICT_SELECT_OFF")
|
||||
select_level.level_name = scene.name
|
||||
|
||||
if panel:
|
||||
user_assets = get_user_assets(scene)
|
||||
generated_assets = get_generated_assets(scene)
|
||||
row = panel.row()
|
||||
#row.label(text="row")
|
||||
"""col = row.column()
|
||||
@ -53,25 +53,9 @@ class Blenvy_levels(bpy.types.Panel):
|
||||
col.label(text=" ")
|
||||
|
||||
col = split.column()
|
||||
#col.label(text="col in row 2")
|
||||
|
||||
scene_assets_panel = draw_assets(layout=col, name=f"{scene.name}_assets", title=f"Assets", asset_registry=asset_registry, user_assets=user_assets, target_type="SCENE", target_name=scene.name)
|
||||
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 = SimpleNamespace(**settings)
|
||||
|
||||
"""if panel:
|
||||
for scene_selector in blenvy.main_scenes:
|
||||
scene = bpy.data.scenes[scene_selector.name]
|
||||
#get_main_scene_assets_tree(scene, blueprints_data, settings)
|
||||
user_assets = get_user_assets(scene)
|
||||
#print("user assets", user_assets, scene)
|
||||
row = panel.row()
|
||||
header.prop(scene, "always_export")
|
||||
|
||||
sub_header, sub_panel = row.box().panel(f"assets{name}", default_closed=False)
|
||||
|
||||
|
||||
scene_assets_panel = draw_assets(layout=sub_panel, name=scene.name, title=f"{scene.name} Assets", asset_registry=asset_registry, user_assets=user_assets, target_type="SCENE", target_name=scene.name)
|
||||
"""
|
Loading…
Reference in New Issue
Block a user