mirror of
https://github.com/kaosat-dev/Blender_bevy_components_workflow.git
synced 2024-11-23 04:10:53 +00:00
c00c9908eb
* fixed/ overhauld asset & blueprint scanning * added polling for blueprints (not 100% sure yet) * add-on-prefs => settings * removed the now obsolete auto-export operator & preperences * a lot of other minor changes
215 lines
7.0 KiB
Python
215 lines
7.0 KiB
Python
import os
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import json
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import bpy
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from bpy_types import (Operator)
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from bpy.props import (BoolProperty, StringProperty, EnumProperty)
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from .asset_helpers import does_asset_exist, get_user_assets, remove_asset, upsert_asset
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from .assets_scan import get_main_scene_assets_tree
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from ..core.path_helpers import absolute_path_from_blend_file
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from ..settings import load_settings
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class OT_add_bevy_asset(Operator):
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"""Add asset"""
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bl_idname = "bevyassets.add"
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bl_label = "Add bevy asset"
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bl_options = {"UNDO"}
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asset_name: StringProperty(
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name="asset name",
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description="name of asset to add",
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) # type: ignore
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asset_type: EnumProperty(
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items=(
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('MODEL', "Model", ""),
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('AUDIO', "Audio", ""),
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('IMAGE', "Image", ""),
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('TEXT', "Text", ""),
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)
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) # type: ignore
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asset_path: StringProperty(
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name="asset path",
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description="path of asset to add",
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subtype='FILE_PATH'
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) # type: ignore
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# what are we targetting
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target_type: EnumProperty(
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name="target type",
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description="type of the target: scene or blueprint to add an asset to",
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items=(
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('SCENE', "Scene", ""),
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('BLUEPRINT', "Blueprint", ""),
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),
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) # type: ignore
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target_name: StringProperty(
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name="target name",
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description="name of the target blueprint or scene to add asset to"
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) # type: ignore
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def execute(self, context):
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blueprint_assets = self.target_type == 'BLUEPRINT'
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target = None
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if blueprint_assets:
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target = bpy.data.collections[self.target_name]
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else:
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target = bpy.data.scenes[self.target_name]
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assets = get_user_assets(target)
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asset = {"name": self.asset_name, "type": self.asset_type, "path": self.asset_path}
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print('assets', assets, target)
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if not does_asset_exist(target, asset):
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print("add asset", target, asset)
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upsert_asset(target, asset)
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#assets.append({"name": self.asset_name, "type": self.asset_type, "path": self.asset_path, "internal": False})
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# reset controls
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context.window_manager.assets_registry.asset_name_selector = ""
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context.window_manager.assets_registry.asset_type_selector = "MODEL"
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context.window_manager.assets_registry.asset_path_selector = ""
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"""if blueprint_assets:
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bpy.data.collections[self.target_name]["assets"] = json.dumps(assets)
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else:
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bpy.data.scenes[self.target_name]["assets"] = json.dumps(assets)"""
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return {'FINISHED'}
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class OT_remove_bevy_asset(Operator):
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"""Remove asset"""
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bl_idname = "bevyassets.remove"
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bl_label = "remove bevy asset"
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bl_options = {"UNDO"}
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asset_path: StringProperty(
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name="asset path",
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description="path of asset to add",
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subtype='FILE_PATH'
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) # type: ignore
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clear_all: BoolProperty (
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name="clear all assets",
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description="clear all assets",
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default=False
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) # type: ignore
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# what are we targetting
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target_type: EnumProperty(
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name="target type",
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description="type of the target: scene or blueprint to add an asset to",
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items=(
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('SCENE', "Scene", ""),
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('BLUEPRINT', "Blueprint", ""),
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),
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) # type: ignore
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target_name: StringProperty(
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name="target name",
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description="name of the target blueprint or scene to add asset to"
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) # type: ignore
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def execute(self, context):
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assets = []
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blueprint_assets = self.target_type == 'BLUEPRINT'
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if blueprint_assets:
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target = bpy.data.collections[self.target_name]
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else:
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target = bpy.data.scenes[self.target_name]
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remove_asset(target, {"path": self.asset_path})
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return {'FINISHED'}
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import os
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from bpy_extras.io_utils import ImportHelper
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class OT_Add_asset_filebrowser(Operator, ImportHelper):
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"""Browse for asset files"""
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bl_idname = "asset.open_filebrowser"
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bl_label = "Select asset file"
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# Define this to tell 'fileselect_add' that we want a directoy
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filepath: bpy.props.StringProperty(
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name="asset Path",
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description="selected file",
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subtype='FILE_PATH',
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) # type: ignore
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# Filters files
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filter_glob: StringProperty(options={'HIDDEN'}, default='*.jpg;*.jpeg;*.png;*.bmp') # type: ignore
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def execute(self, context):
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current_auto_settings = load_settings(".gltf_auto_export_settings")
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project_root_path = current_auto_settings.get("project_root_path", "../")
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assets_path = current_auto_settings.get("assets_path", "assets")
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# FIXME: not sure
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print("project_root_path", project_root_path, "assets_path", assets_path)
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export_assets_path_absolute = absolute_path_from_blend_file(os.path.join(project_root_path, assets_path))
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asset_path = os.path.relpath(self.filepath, export_assets_path_absolute)
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print("asset path", asset_path)
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assets_registry = context.window_manager.assets_registry
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assets_registry.asset_path_selector = asset_path
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print("SELECTED ASSET PATH", asset_path)
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return {'FINISHED'}
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from types import SimpleNamespace
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def write_ron_assets_file(level_name, assets_hierarchy, internal_only=False, levels_path_full="."):
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# just for testing, this uses the format of bevy_asset_loader's asset files
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'''
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({
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"world":File (path: "models/StartLevel.glb"),
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"level1":File (path: "models/Level1.glb"),
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"level2":File (path: "models/Level2.glb"),
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"models": Folder (
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path: "models/library",
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),
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"materials": Folder (
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path: "materials",
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),
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})
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'''
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formated_assets = []
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for asset in assets_hierarchy:
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if asset["internal"] or not internal_only:
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bla = f'\n "{asset["name"]}": File ( path: "{asset["path"]}" ),'
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formated_assets.append(bla)
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with open(f"{levels_path_full}/{level_name}.assets.ron", "w") as assets_file:
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assets_file.write("({")
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assets_file.writelines(formated_assets)
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assets_file.write("\n})")
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class OT_test_bevy_assets(Operator):
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"""Test assets"""
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bl_idname = "bevyassets.test"
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bl_label = "test bevy assets"
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bl_options = {"UNDO"}
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def execute(self, context):
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blenvy = context.window_manager.blenvy
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settings = blenvy
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blueprints_registry = context.window_manager.blueprints_registry
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blueprints_registry.refresh_blueprints()
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blueprints_data = blueprints_registry.blueprints_data
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for scene in blenvy.main_scenes:
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assets_hierarchy = get_main_scene_assets_tree(scene, blueprints_data, settings)
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scene["assets"] = json.dumps(assets_hierarchy)
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write_ron_assets_file(scene.name, assets_hierarchy, internal_only = False, levels_path_full = blenvy.levels_path_full)
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return {'FINISHED'}
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