61 lines
2.0 KiB
Python
61 lines
2.0 KiB
Python
from types import SimpleNamespace
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import bpy
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import json
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import os
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import uuid
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from pathlib import Path
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from bpy_types import (PropertyGroup)
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from bpy.props import (StringProperty, BoolProperty, FloatProperty, FloatVectorProperty, IntProperty, IntVectorProperty, EnumProperty, PointerProperty, CollectionProperty)
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from ..settings import load_settings
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from ..gltf_auto_export.helpers.helpers_scenes import get_scenes
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from .blueprints_scan import blueprints_scan
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# this is where we store the information for all available Blueprints
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class BlueprintsRegistry(PropertyGroup):
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blueprints_data = {}
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blueprints_list = []
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asset_name_selector: 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_selector: EnumProperty(
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name="asset type",
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description="type of asset to add",
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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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)
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) # type: ignore
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asset_path_selector: 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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@classmethod
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def register(cls):
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bpy.types.WindowManager.blueprints_registry = PointerProperty(type=BlueprintsRegistry)
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@classmethod
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def unregister(cls):
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del bpy.types.WindowManager.blueprints_registry
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def add_blueprint(self, blueprint):
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self.blueprints_list.append(blueprint)
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def add_blueprints_data(self):
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print("adding blueprints data")
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addon_prefs = load_settings(".gltf_auto_export_settings")
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print("addon_prefs", addon_prefs)
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addon_prefs["export_marked_assets"] = False
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addon_prefs = SimpleNamespace(**addon_prefs)
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[main_scene_names, level_scenes, library_scene_names, library_scenes] = get_scenes(addon_prefs)
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blueprints_data = blueprints_scan(level_scenes, library_scenes, addon_prefs)
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self.blueprints_data = blueprints_data
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