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
101 lines
4.8 KiB
Python
101 lines
4.8 KiB
Python
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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def draw_assets(layout, name, title, asset_registry, target_type, target_name, editable=True, user_assets= [], generated_assets = []):
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header, panel = layout.box().panel(f"assets{name}", default_closed=False)
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header.label(text=title)
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if panel:
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if editable:
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row = panel.row()
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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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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 = row.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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row = panel.row()
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row.prop(asset, "name", text="")
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#row.prop(asset, "path", text="")
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row.label(text=asset.path)
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asset_selector = row.operator(operator="asset.open_filebrowser", text="", icon="FILE_FOLDER")
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remove_asset = row.operator(operator="bevyassets.remove", text="", icon="TRASH")
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remove_asset.target_type = target_type
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remove_asset.target_name = target_name
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remove_asset.asset_path = asset.path
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"""if not asset["internal"] and editable:
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remove_asset = row.operator(operator="bevyassets.remove", text="", icon="TRASH")
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remove_asset.target_type = target_type
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remove_asset.target_name = target_name
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remove_asset.asset_path = asset["path"]
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else:
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row.label(text="")"""
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for asset in generated_assets:
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pass
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return panel
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class Blenvy_assets(bpy.types.Panel):
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bl_space_type = 'VIEW_3D'
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bl_region_type = 'UI'
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bl_label = ""
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bl_parent_id = "BLENVY_PT_SidePanel"
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bl_options = {'DEFAULT_CLOSED','HIDE_HEADER'}
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@classmethod
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def poll(cls, context):
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return context.window_manager.blenvy.mode == 'ASSETS'
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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layout.use_property_decorate = False # No animation.
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layout.operator(operator="bevyassets.test")
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asset_registry = context.window_manager.assets_registry
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blueprints_registry = context.window_manager.blueprints_registry
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blueprints_registry.add_blueprints_data()
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blueprints_data = blueprints_registry.blueprints_data
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name = "world"
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header, panel = layout.box().panel(f"assets{name}", default_closed=False)
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header.label(text="World/Level Assets")
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settings = {"export_blueprints_path": "blueprints", "export_gltf_extension": ".glb"}
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settings = SimpleNamespace(**settings)
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if panel:
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for scene in bpy.data.scenes:
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if scene.name != "Library": # FIXME: hack for testing
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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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row = panel.row()
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scene_assets_panel = draw_assets(layout=row, name=scene.name, title=f"{scene.name} Assets", asset_registry=asset_registry, user_assets=user_assets, target_type="SCENE", target_name=scene.name)
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"""if scene.name in blueprints_data.blueprint_instances_per_main_scene:
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for blueprint_name in blueprints_data.blueprint_instances_per_main_scene[scene.name].keys():
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blueprint = blueprints_data.blueprints_per_name[blueprint_name]
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blueprint_assets = get_user_assets(blueprint.collection)
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if scene_assets_panel:
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row = scene_assets_panel.row()
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draw_assets(layout=row, name=blueprint.name, title=f"{blueprint.name} Assets", asset_registry=asset_registry, assets=blueprint_assets, target_type="BLUEPRINT", target_name=blueprint.name)
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""" |