Blender_bevy_components_wor.../tools/blenvy/assets/ui.py
kaosat.dev 1fdb45bab6 feat(Blenvy): basic working loading of levels & assets
* removed/ obsoleted blueprintsList
 * now using AllAssets (meh naming)
 * modified example & internals to enable loading levels as Blueprints as well
 * internals quite messy for now, needs a big cleanup still
 * disabled materials library for now, needs to be overhauled to make use of asset logic as well
 * added more mock assets for testing
 * related changes to blender & bevy side
2024-06-09 23:14:49 +02:00

111 lines
4.7 KiB
Python

from types import SimpleNamespace
import bpy
from .assets_scan import get_main_scene_assets_tree
from .asset_helpers import get_user_assets, does_asset_exist
def draw_assets(layout, name, title, asset_registry, target_type, target_name, editable=True, user_assets= [], generated_assets = []):
nesting_indent = 0.05
number_of_user_assets = len(user_assets)
number_of_generated_assets = len(generated_assets)
header, panel = layout.panel(f"assets{name}", default_closed=True)
header.label(text=title + f"({number_of_user_assets})", icon="ASSET_MANAGER")
blueprint_assets = target_type == 'BLUEPRINT'
if blueprint_assets:
target = bpy.data.collections[target_name]
else:
target = bpy.data.scenes[target_name]
add_possible = does_asset_exist(target, {"path": asset_registry.asset_path_selector}) #"name": asset_registry.asset_name_selector,
if header and editable:
row = header.row()
row.alert = add_possible
row.prop(asset_registry, "asset_name_selector", text="")
row.label(text=asset_registry.asset_path_selector)
row.operator(operator="asset.open_filebrowser", text="", icon="FILE_FOLDER")
add_asset_layout = row.column()
add_asset_layout.enabled = not add_possible
add_asset = add_asset_layout.operator(operator="bevyassets.add", text="", icon="ADD")
add_asset.target_type = target_type
add_asset.target_name = target_name
add_asset.asset_name = asset_registry.asset_name_selector
add_asset.asset_type = asset_registry.asset_type_selector
add_asset.asset_path = asset_registry.asset_path_selector
if panel:
if editable:
row = panel.row()
#panel.separator()
print("here", user_assets)
for asset in user_assets:
print("asset", asset)
row = panel.row()
split = row.split(factor=nesting_indent)
col = split.column()
col.label(text=" ")
col = split.column()
row = col.row()
row.label(icon="ASSET_MANAGER")
row.prop(asset, "name", text="")
row.label(text=asset.path)
asset_selector = row.operator(operator="asset.open_filebrowser", text="", icon="FILE_FOLDER")
remove_asset = row.operator(operator="bevyassets.remove", text="", icon="TRASH")
remove_asset.target_type = target_type
remove_asset.target_name = target_name
remove_asset.asset_path = asset.path
return panel
class Blenvy_assets(bpy.types.Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_label = ""
bl_parent_id = "BLENVY_PT_SidePanel"
bl_options = {'DEFAULT_CLOSED','HIDE_HEADER'}
@classmethod
def poll(cls, context):
return context.window_manager.blenvy.mode == 'ASSETS'
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
blenvy = context.window_manager.blenvy
layout.operator(operator="bevyassets.test")
asset_registry = context.window_manager.assets_registry
blueprints_registry = context.window_manager.blueprints_registry
#blueprints_registry.refresh_blueprints()
blueprints_data = blueprints_registry.blueprints_data
name = "world"
header, panel = layout.box().panel(f"assets{name}", default_closed=False)
header.label(text="World/Level Assets")
settings = {"blueprints_path": "blueprints", "export_gltf_extension": ".glb"}
settings = SimpleNamespace(**settings)
if panel:
for scene in blenvy.main_scenes:
user_assets = get_user_assets(scene)
row = panel.row()
row.prop(scene, "always_export")
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)
"""if scene.name in blueprints_data.blueprint_instances_per_main_scene:
for blueprint_name in blueprints_data.blueprint_instances_per_main_scene[scene.name].keys():
blueprint = blueprints_data.blueprints_per_name[blueprint_name]
blueprint_assets = get_user_assets(blueprint.collection)
if scene_assets_panel:
row = scene_assets_panel.row()
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)
"""