import os import json import bpy from .asset_helpers import does_asset_exist, get_user_assets, get_user_assets_as_list def scan_assets(scene, blueprints_data, settings): project_root_path = getattr(settings, "project_root_path") export_output_folder = getattr(settings,"export_output_folder") levels_path = getattr(settings,"levels_path") blueprints_path = getattr(settings, "blueprints_path") export_gltf_extension = getattr(settings, "export_gltf_extension") relative_blueprints_path = os.path.relpath(blueprints_path, project_root_path) blueprint_instance_names_for_scene = blueprints_data.blueprint_instances_per_level_scene.get(scene.name, None) blueprint_assets_list = [] if blueprint_instance_names_for_scene: for blueprint_name in blueprint_instance_names_for_scene: blueprint = blueprints_data.blueprints_per_name.get(blueprint_name, None) if blueprint is not None: #print("BLUEPRINT", blueprint) blueprint_exported_path = None if blueprint.local: blueprint_exported_path = os.path.join(relative_blueprints_path, f"{blueprint.name}{export_gltf_extension}") else: # get the injected path of the external blueprints blueprint_exported_path = blueprint.collection['Export_path'] if 'Export_path' in blueprint.collection else None if blueprint_exported_path is not None: blueprint_assets_list.append({"name": blueprint.name, "path": blueprint_exported_path}) # 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":[]} #print("blueprint assets", blueprint_assets_list) def get_userTextures(): # TODO: limit this to the ones actually in use # 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) def get_blueprint_assets_tree(blueprint, blueprints_data, parent, settings): blueprints_path = getattr(settings, "blueprints_path") export_gltf_extension = getattr(settings, "export_gltf_extension", ".glb") assets_list = [] for blueprint_name in blueprint.nested_blueprints: child_blueprint = blueprints_data.blueprints_per_name.get(blueprint_name, None) if child_blueprint: blueprint_exported_path = None if blueprint.local: blueprint_exported_path = os.path.join(blueprints_path, f"{child_blueprint.name}{export_gltf_extension}") else: # get the injected path of the external blueprints blueprint_exported_path = child_blueprint.collection['export_path'] if 'export_path' in child_blueprint.collection else None if blueprint_exported_path is not None: assets_list.append({"name": child_blueprint.name, "path": blueprint_exported_path, "type": "MODEL", "generated": True,"internal":blueprint.local, "parent": blueprint.name}) # and add sub stuff sub_assets_lists = get_blueprint_assets_tree(child_blueprint, blueprints_data, parent=child_blueprint.name, settings=settings) assets_list += sub_assets_lists direct_assets = get_user_assets_as_list(blueprint.collection) for asset in direct_assets: asset["parent"] = parent asset["internal"] = blueprint.local assets_list += direct_assets return assets_list def get_level_scene_assets_tree(level_scene, blueprints_data, settings): blueprints_path = getattr(settings, "blueprints_path") export_gltf_extension = getattr(settings, "export_gltf_extension", ".glb") blueprint_instance_names_for_scene = blueprints_data.blueprint_instances_per_level_scene.get(level_scene.name, None) assets_list = get_user_assets_as_list(level_scene) if blueprint_instance_names_for_scene: for blueprint_name in blueprint_instance_names_for_scene: blueprint = blueprints_data.blueprints_per_name.get(blueprint_name, None) if blueprint is not None: blueprint_exported_path = None if blueprint.local: blueprint_exported_path = os.path.join(blueprints_path, f"{blueprint.name}{export_gltf_extension}") else: # get the injected path of the external blueprints blueprint_exported_path = blueprint.collection['export_path'] if 'export_path' in blueprint.collection else None if blueprint_exported_path is not None and not does_asset_exist(assets_list, blueprint_exported_path): assets_list.append({"name": blueprint.name, "path": blueprint_exported_path, "type": "MODEL", "generated": True, "internal":blueprint.local, "parent": None}) assets_list += get_blueprint_assets_tree(blueprint, blueprints_data, parent=blueprint.name, settings=settings) print("TOTAL ASSETS", assets_list) # FIXME: do not do it here !! scene = bpy.data.scenes[level_scene.name] scene.generated_assets.clear() for asset in assets_list: if asset.get("generated", False): added_asset = scene.generated_assets.add() added_asset.name = asset["name"] added_asset.path = asset["path"] return assets_list # same as the above, withouth the clutter below : TODO: unify def get_level_scene_assets_tree2(level_scene, blueprints_data, settings): blueprints_path = getattr(settings, "blueprints_path") export_gltf_extension = getattr(settings, "export_gltf_extension", ".glb") blueprint_instance_names_for_scene = blueprints_data.blueprint_instances_per_level_scene.get(level_scene.name, None) assets_list = get_user_assets_as_list(level_scene) if blueprint_instance_names_for_scene: for blueprint_name in blueprint_instance_names_for_scene: blueprint = blueprints_data.blueprints_per_name.get(blueprint_name, None) if blueprint is not None: blueprint_exported_path = None if blueprint.local: blueprint_exported_path = os.path.join(blueprints_path, f"{blueprint.name}{export_gltf_extension}") else: # get the injected path of the external blueprints blueprint_exported_path = blueprint.collection['export_path'] if 'export_path' in blueprint.collection else None if blueprint_exported_path is not None and not does_asset_exist(assets_list, blueprint_exported_path): assets_list.append({"name": blueprint.name, "path": blueprint_exported_path, "type": "MODEL", "generated": True, "internal":blueprint.local, "parent": None}) assets_list += get_blueprint_assets_tree(blueprint, blueprints_data, parent=blueprint.name, settings=settings) return assets_list def get_blueprint_asset_tree(blueprint, blueprints_data, settings): blueprints_path = getattr(settings, "blueprints_path") export_gltf_extension = getattr(settings, "export_gltf_extension", ".glb") assets_list = get_user_assets_as_list(blueprint.collection) for blueprint_name in blueprint.nested_blueprints: sub_blueprint = blueprints_data.blueprints_per_name.get(blueprint_name, None) if sub_blueprint is not None: sub_blueprint_exported_path = None if sub_blueprint.local: sub_blueprint_exported_path = os.path.join(blueprints_path, f"{sub_blueprint.name}{export_gltf_extension}") else: # get the injected path of the external blueprints sub_blueprint_exported_path = sub_blueprint.collection['export_path'] if 'export_path' in sub_blueprint.collection else None if sub_blueprint_exported_path is not None and not does_asset_exist(assets_list, sub_blueprint_exported_path): assets_list.append({"name": sub_blueprint.name, "path": sub_blueprint_exported_path, "type": "MODEL", "generated": True, "internal": sub_blueprint.local, "parent": None}) assets_list += get_blueprint_assets_tree(sub_blueprint, blueprints_data, parent=sub_blueprint.name, settings=settings) return assets_list