mirror of
https://github.com/kaosat-dev/Blender_bevy_components_workflow.git
synced 2024-12-27 10:04:10 +00:00
d1b5d2627d
- replaced the various crates with a single one - replaced the Blender add-ons with a single one - this is an alpha release ! - for features etc see the various docs
68 lines
2.4 KiB
Python
68 lines
2.4 KiB
Python
import bpy
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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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# Asset property group
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class Asset(PropertyGroup):
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name: StringProperty(name="asset name") # type: ignore
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path: StringProperty(name="asset path") # type: ignore
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# this is where we store the information for all available assets
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#
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class AssetsRegistry(PropertyGroup):
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assets_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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('TEXT', "Text", ""),
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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.Scene.user_assets = CollectionProperty(name="user assets", type=Asset)
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bpy.types.Collection.user_assets = CollectionProperty(name="user assets", type=Asset)
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bpy.types.Scene.generated_assets = CollectionProperty(name="generated assets", type=Asset)
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bpy.types.Collection.generated_assets = CollectionProperty(name="generated assets", type=Asset)
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bpy.types.WindowManager.assets_registry = PointerProperty(type=AssetsRegistry)
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@classmethod
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def unregister(cls):
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del bpy.types.WindowManager.assets_registry
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del bpy.types.Scene.user_assets
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del bpy.types.Collection.user_assets
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del bpy.types.Scene.generated_assets
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del bpy.types.Collection.generated_assets
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def add_asset(self, name, type, path, internal): # internal means it cannot be edited by the user, aka auto generated
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in_list = [asset for asset in self.assets_list if (asset["path"] == path)]
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in_list = len(in_list) > 0
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if not in_list:
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self.assets_list.append({"name": name, "type": type, "path": path, "internal": internal})
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def remove_asset(self, path):
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self.assets_list[:] = [asset for asset in self.assets_list if (asset["path"] != path)]
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