mirror of
https://github.com/kaosat-dev/Blender_bevy_components_workflow.git
synced 2024-11-26 21:37:01 +00:00
006e3c16f7
* added Asset propertygroup & User Assets collections to collections & scenes to store them explicitely * overhauled UI to make use of this : also means names & paths are editable after the fact * overhauled testing asset hierarchy scan accordingly * added expertimental export of bevy_asset_loader compatible asset.ron files per level * related tweaks & additions
215 lines
7.1 KiB
Python
215 lines
7.1 KiB
Python
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")
|
|
export_root_path = current_auto_settings.get("export_root_path", "../")
|
|
export_assets_path = current_auto_settings.get("export_assets_path", "assets")
|
|
# FIXME: not sure
|
|
print("export_root_path", export_root_path, "export_assets_path", export_assets_path)
|
|
export_assets_path_absolute = absolute_path_from_blend_file(os.path.join(export_root_path, export_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):
|
|
# 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"testing/bevy_example/assets/assets_{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):
|
|
blueprints_registry = context.window_manager.blueprints_registry
|
|
blueprints_registry.add_blueprints_data()
|
|
blueprints_data = blueprints_registry.blueprints_data
|
|
|
|
settings = {"export_blueprints_path": "blueprints", "export_gltf_extension": ".glb"}
|
|
settings = SimpleNamespace(**settings)
|
|
for scene in bpy.data.scenes:
|
|
if scene.name != "Library":
|
|
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)
|
|
|
|
return {'FINISHED'}
|