import os import json import bpy from bpy_types import (Operator) from bpy.props import (BoolProperty, StringProperty, EnumProperty) from .asset_helpers import does_asset_exist, get_user_assets, remove_asset, upsert_asset from .assets_scan import get_main_scene_assets_tree from ..core.path_helpers import absolute_path_from_blend_file from ..settings import load_settings class OT_add_bevy_asset(Operator): """Add asset""" bl_idname = "bevyassets.add" bl_label = "Add bevy asset" bl_options = {"UNDO"} asset_name: StringProperty( name="asset name", description="name of asset to add", ) # type: ignore asset_type: EnumProperty( items=( ('MODEL', "Model", ""), ('AUDIO', "Audio", ""), ('IMAGE', "Image", ""), ('TEXT', "Text", ""), ) ) # type: ignore asset_path: StringProperty( name="asset path", description="path of asset to add", subtype='FILE_PATH' ) # type: ignore # what are we targetting target_type: EnumProperty( name="target type", description="type of the target: scene or blueprint to add an asset to", items=( ('SCENE', "Scene", ""), ('BLUEPRINT', "Blueprint", ""), ), ) # type: ignore target_name: StringProperty( name="target name", description="name of the target blueprint or scene to add asset to" ) # type: ignore def execute(self, context): assets = [] blueprint_assets = self.target_type == 'BLUEPRINT' target = None if blueprint_assets: target = bpy.data.collections[self.target_name] else: target = bpy.data.scenes[self.target_name] assets = get_user_assets(target) asset = {"name": self.asset_name, "type": self.asset_type, "path": self.asset_path} if not does_asset_exist(target, asset): upsert_asset(target, asset) #assets.append({"name": self.asset_name, "type": self.asset_type, "path": self.asset_path, "internal": False}) # reset controls context.window_manager.assets_registry.asset_name_selector = "" context.window_manager.assets_registry.asset_type_selector = "MODEL" context.window_manager.assets_registry.asset_path_selector = "" """if blueprint_assets: bpy.data.collections[self.target_name]["assets"] = json.dumps(assets) else: bpy.data.scenes[self.target_name]["assets"] = json.dumps(assets)""" return {'FINISHED'} class OT_remove_bevy_asset(Operator): """Remove asset""" bl_idname = "bevyassets.remove" bl_label = "remove bevy asset" bl_options = {"UNDO"} asset_path: StringProperty( name="asset path", description="path of asset to add", subtype='FILE_PATH' ) # type: ignore clear_all: BoolProperty ( name="clear all assets", description="clear all assets", default=False ) # type: ignore # what are we targetting target_type: EnumProperty( name="target type", description="type of the target: scene or blueprint to add an asset to", items=( ('SCENE', "Scene", ""), ('BLUEPRINT', "Blueprint", ""), ), ) # type: ignore target_name: StringProperty( name="target name", description="name of the target blueprint or scene to add asset to" ) # type: ignore def execute(self, context): assets = [] blueprint_assets = self.target_type == 'BLUEPRINT' if blueprint_assets: target = bpy.data.collections[self.target_name] else: target = bpy.data.scenes[self.target_name] remove_asset(target, {"path": self.asset_path}) return {'FINISHED'} import os from bpy_extras.io_utils import ImportHelper class OT_Add_asset_filebrowser(Operator, ImportHelper): """Browse for asset files""" bl_idname = "asset.open_filebrowser" bl_label = "Select asset file" # Define this to tell 'fileselect_add' that we want a directoy filepath: bpy.props.StringProperty( name="asset Path", description="selected file", subtype='FILE_PATH', ) # type: ignore # Filters files filter_glob: StringProperty(options={'HIDDEN'}, default='*.jpg;*.jpeg;*.png;*.bmp') # type: ignore def execute(self, context): current_auto_settings = load_settings(".gltf_auto_export_settings") project_root_path = current_auto_settings.get("project_root_path", "../") assets_path = current_auto_settings.get("assets_path", "assets") # FIXME: not sure print("project_root_path", project_root_path, "assets_path", assets_path) export_assets_path_absolute = absolute_path_from_blend_file(os.path.join(project_root_path, assets_path)) asset_path = os.path.relpath(self.filepath, export_assets_path_absolute) print("asset path", asset_path) assets_registry = context.window_manager.assets_registry assets_registry.asset_path_selector = asset_path print("SELECTED ASSET PATH", asset_path) return {'FINISHED'} from types import SimpleNamespace def write_ron_assets_file(level_name, assets_hierarchy, internal_only=False, levels_path_full="."): # just for testing, this uses the format of bevy_asset_loader's asset files ''' ({ "world":File (path: "models/StartLevel.glb"), "level1":File (path: "models/Level1.glb"), "level2":File (path: "models/Level2.glb"), "models": Folder ( path: "models/library", ), "materials": Folder ( path: "materials", ), }) ''' formated_assets = [] for asset in assets_hierarchy: if asset["internal"] or not internal_only: bla = f'\n "{asset["name"]}": File ( path: "{asset["path"]}" ),' formated_assets.append(bla) with open(f"{levels_path_full}/{level_name}.assets.ron", "w") as assets_file: assets_file.write("({") assets_file.writelines(formated_assets) assets_file.write("\n})") class OT_test_bevy_assets(Operator): """Test assets""" bl_idname = "bevyassets.test" bl_label = "test bevy assets" bl_options = {"UNDO"} def execute(self, context): blenvy = context.window_manager.blenvy blueprints_registry = context.window_manager.blueprints_registry blueprints_registry.add_blueprints_data() blueprints_data = blueprints_registry.blueprints_data settings = {"blueprints_path": "blueprints", "export_gltf_extension": ".glb"} settings = SimpleNamespace(**settings) for scene in blenvy.main_scenes: assets_hierarchy = get_main_scene_assets_tree(scene, blueprints_data, settings) scene["assets"] = json.dumps(assets_hierarchy) write_ron_assets_file(scene.name, assets_hierarchy, internal_only = False, levels_path_full = blenvy.levels_path_full) return {'FINISHED'}