import bpy import json import os import uuid from pathlib import Path from bpy_types import (PropertyGroup) from bpy.props import (StringProperty, BoolProperty, FloatProperty, FloatVectorProperty, IntProperty, IntVectorProperty, EnumProperty, PointerProperty, CollectionProperty) def get_assets(scene, blueprints_data, addon_prefs): export_root_folder = getattr(addon_prefs, "export_root_folder") export_output_folder = getattr(addon_prefs,"export_output_folder") export_levels_path = getattr(addon_prefs,"export_levels_path") export_blueprints_path = getattr(addon_prefs, "export_blueprints_path") export_gltf_extension = getattr(addon_prefs, "export_gltf_extension") relative_blueprints_path = os.path.relpath(export_blueprints_path, export_root_folder) blueprint_instance_names_for_scene = blueprints_data.blueprint_instances_per_main_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 print("foo", dict(blueprint.collection)) 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) # this is where we store the information for all available assets # class AssetsRegistry(PropertyGroup): assets_list = [] asset_name_selector: StringProperty( name="asset name", description="name of asset to add", ) # type: ignore asset_type_selector: EnumProperty( name="asset type", description="type of asset to add", items=( ('MODEL', "Model", ""), ('AUDIO', "Audio", ""), ('IMAGE', "Image", ""), ) ) # type: ignore asset_path_selector: StringProperty( name="asset path", description="path of asset to add", subtype='FILE_PATH' ) # type: ignore @classmethod def register(cls): bpy.types.WindowManager.assets_registry = PointerProperty(type=AssetsRegistry) @classmethod def unregister(cls): del bpy.types.WindowManager.assets_registry 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 = len(in_list) > 0 if not in_list: self.assets_list.append({"name": name, "type": type, "path": path, "internal": internal}) def remove_asset(self, path): self.assets_list[:] = [asset for asset in self.assets_list if (asset["path"] != path)]