mirror of
https://github.com/kaosat-dev/Blender_bevy_components_workflow.git
synced 2024-12-23 08:04:10 +00:00
6f6b813474
* main/library/nothing is now an enumProperty on scenes themselves * main/library scene listing is a dynamic property of the Blenvy core class instead of CollectionProperties * this means that removing / renaming scenes using the normal blender workflow automatically changes things for Blenvy as well ! * overhauled & simplified main/library scenes ui accordingly * same for all the code that needed access to the main/library scenes * added main/library scene NAMES computed property for convenience
73 lines
2.1 KiB
Python
73 lines
2.1 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 .blueprints_scan import blueprints_scan
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def refresh_blueprints():
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try:
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blueprints_registry = bpy.context.window_manager.blueprints_registry
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blueprints_registry.refresh_blueprints()
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except:pass
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return 3
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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 = None
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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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bpy.app.timers.register(refresh_blueprints)
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@classmethod
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def unregister(cls):
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try:
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bpy.app.timers.unregister(refresh_blueprints)
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except: pass
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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 refresh_blueprints(self):
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#print("titi", self)
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blenvy = bpy.context.window_manager.blenvy
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settings = blenvy
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blueprints_data = blueprints_scan(settings.main_scenes, settings.library_scenes, settings)
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self.blueprints_data = blueprints_data
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return blueprints_data
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