mirror of
https://github.com/kaosat-dev/Blender_bevy_components_workflow.git
synced 2024-12-23 16:14:10 +00:00
31f6a0f122
* fixed bad hashing causing hashed project across two different blender sessions to appear different aka, no more systematic re-export of everything when reloading a project in blender ! * fixed issues with modifier & material hashing that was also causing overly eager change detection * previous_xxx_settings are now only saved AFTER a sucessfull export, for coherence * added more fine grained setting change detection (aka some setting changes do not require a re-export of all levels & blueprints !) * fixed handling of level & library scene names as part of the settings * fixed numerous issues with core, auto_export & component settings * cleaned up a ton of very verbose debug message * BlenvyAssets => BlueprintAssets * a lot of minor cleanups
109 lines
4.7 KiB
Python
109 lines
4.7 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, does_asset_exist
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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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nesting_indent = 0.05
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number_of_user_assets = len(user_assets)
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number_of_generated_assets = len(generated_assets)
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header, panel = layout.panel(f"assets{name}", default_closed=True)
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header.label(text=title + f"({number_of_user_assets})", icon="ASSET_MANAGER")
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blueprint_assets = target_type == 'BLUEPRINT'
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if blueprint_assets:
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target = bpy.data.collections[target_name]
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else:
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target = bpy.data.scenes[target_name]
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add_possible = does_asset_exist(target, {"path": asset_registry.asset_path_selector}) #"name": asset_registry.asset_name_selector,
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if header and editable:
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row = header.row()
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row.alert = add_possible
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row.prop(asset_registry, "asset_name_selector", text="")
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row.label(text=asset_registry.asset_path_selector)
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row.operator(operator="blenvy.assets_open_filebrowser", text="", icon="FILE_FOLDER")
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add_asset_layout = row.column()
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add_asset_layout.enabled = not add_possible
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add_asset = add_asset_layout.operator(operator="blenvy.assets_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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if panel:
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if editable:
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row = panel.row()
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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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split = row.split(factor=nesting_indent)
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col = split.column()
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col.label(text=" ")
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col = split.column()
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row = col.row()
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row.label(icon="ASSET_MANAGER")
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row.prop(asset, "name", text="")
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row.label(text=asset.path)
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asset_selector = row.operator(operator="blenvy.assets_open_filebrowser", text="", icon="FILE_FOLDER")
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remove_asset = row.operator(operator="blenvy.assets_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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return panel
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class BLENVY_PT_assets_panel(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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blenvy = context.window_manager.blenvy
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layout.operator(operator="blenvy.assets_generate_files")
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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.refresh_blueprints()
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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 = {"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 blenvy.main_scenes:
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user_assets = get_user_assets(scene)
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row = panel.row()
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row.prop(scene, "always_export")
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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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""" |