mirror of
https://github.com/kaosat-dev/Blender_bevy_components_workflow.git
synced 2024-11-26 21:37:01 +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
190 lines
6.2 KiB
Python
190 lines
6.2 KiB
Python
import os
|
|
import json
|
|
import bpy
|
|
from bpy_types import (Operator)
|
|
from bpy.props import (BoolProperty, StringProperty, EnumProperty)
|
|
|
|
from .asset_helpers import does_asset_exist, get_user_assets, remove_asset, upsert_asset
|
|
from .assets_scan import get_level_scene_assets_tree
|
|
from ..core.path_helpers import absolute_path_from_blend_file
|
|
from .generate_asset_file import write_ron_assets_file
|
|
|
|
class BLENVY_OT_assets_add(Operator):
|
|
"""Add asset"""
|
|
bl_idname = "blenvy.assets_add"
|
|
bl_label = "Add bevy asset"
|
|
bl_options = {"UNDO"}
|
|
|
|
asset_name: StringProperty(
|
|
name="asset name",
|
|
description="name of asset to add",
|
|
) # type: ignore
|
|
|
|
asset_type: EnumProperty(
|
|
items=(
|
|
('MODEL', "Model", ""),
|
|
('AUDIO', "Audio", ""),
|
|
('IMAGE', "Image", ""),
|
|
('TEXT', "Text", ""),
|
|
)
|
|
) # type: ignore
|
|
|
|
asset_path: StringProperty(
|
|
name="asset path",
|
|
description="path of asset to add",
|
|
subtype='FILE_PATH'
|
|
) # type: ignore
|
|
|
|
# what are we targetting
|
|
target_type: EnumProperty(
|
|
name="target type",
|
|
description="type of the target: scene or blueprint to add an asset to",
|
|
items=(
|
|
('SCENE', "Scene", ""),
|
|
('BLUEPRINT', "Blueprint", ""),
|
|
),
|
|
) # type: ignore
|
|
|
|
target_name: StringProperty(
|
|
name="target name",
|
|
description="name of the target blueprint or scene to add asset to"
|
|
) # type: ignore
|
|
|
|
def execute(self, context):
|
|
blueprint_assets = self.target_type == 'BLUEPRINT'
|
|
target = None
|
|
if blueprint_assets:
|
|
target = bpy.data.collections[self.target_name]
|
|
else:
|
|
target = bpy.data.scenes[self.target_name]
|
|
assets = get_user_assets(target)
|
|
asset = {"name": self.asset_name, "type": self.asset_type, "path": self.asset_path}
|
|
print('assets', assets, target)
|
|
if not does_asset_exist(target, asset):
|
|
print("add asset", target, asset)
|
|
upsert_asset(target, asset)
|
|
|
|
#assets.append({"name": self.asset_name, "type": self.asset_type, "path": self.asset_path, "internal": False})
|
|
# reset controls
|
|
context.window_manager.assets_registry.asset_name_selector = ""
|
|
context.window_manager.assets_registry.asset_type_selector = "MODEL"
|
|
context.window_manager.assets_registry.asset_path_selector = ""
|
|
|
|
return {'FINISHED'}
|
|
|
|
|
|
class BLENVY_OT_assets_remove(Operator):
|
|
"""Remove asset"""
|
|
bl_idname = "blenvy.assets_remove"
|
|
bl_label = "remove bevy asset"
|
|
bl_options = {"UNDO"}
|
|
|
|
asset_path: StringProperty(
|
|
name="asset path",
|
|
description="path of asset to add",
|
|
subtype='FILE_PATH'
|
|
) # type: ignore
|
|
|
|
|
|
clear_all: BoolProperty (
|
|
name="clear all assets",
|
|
description="clear all assets",
|
|
default=False
|
|
) # type: ignore
|
|
|
|
# what are we targetting
|
|
target_type: EnumProperty(
|
|
name="target type",
|
|
description="type of the target: scene or blueprint to add an asset to",
|
|
items=(
|
|
('SCENE', "Scene", ""),
|
|
('BLUEPRINT', "Blueprint", ""),
|
|
),
|
|
) # type: ignore
|
|
|
|
target_name: StringProperty(
|
|
name="target name",
|
|
description="name of the target blueprint or scene to add asset to"
|
|
) # type: ignore
|
|
|
|
|
|
def execute(self, context):
|
|
print("REMOVE ASSET", self.target_name, self.target_type, self.asset_path)
|
|
assets = []
|
|
blueprint_assets = self.target_type == 'BLUEPRINT'
|
|
if blueprint_assets:
|
|
target = bpy.data.collections[self.target_name]
|
|
else:
|
|
target = bpy.data.scenes[self.target_name]
|
|
print("removing this", target)
|
|
remove_asset(target, {"path": self.asset_path})
|
|
|
|
return {'FINISHED'}
|
|
|
|
|
|
import os
|
|
from bpy_extras.io_utils import ImportHelper
|
|
from pathlib import Path
|
|
|
|
class BLENVY_OT_assets_browse(Operator, ImportHelper):
|
|
"""Browse for asset files"""
|
|
bl_idname = "blenvy.assets_open_filebrowser"
|
|
bl_label = "Select asset file"
|
|
|
|
# Define this to tell 'fileselect_add' that we want a directoy
|
|
filepath: bpy.props.StringProperty(
|
|
name="asset Path",
|
|
description="selected file",
|
|
subtype='FILE_PATH',
|
|
) # type: ignore
|
|
|
|
# Filters files
|
|
filter_glob: StringProperty(options={'HIDDEN'}, default='*.*') # type: ignore
|
|
|
|
def execute(self, context):
|
|
blenvy = context.window_manager.blenvy
|
|
project_root_path = blenvy.project_root_path
|
|
assets_path = blenvy.assets_path
|
|
# FIXME: not sure
|
|
print("project_root_path", project_root_path, "assets_path", assets_path)
|
|
export_assets_path_absolute = absolute_path_from_blend_file(os.path.join(project_root_path, assets_path))
|
|
|
|
asset_path = os.path.relpath(self.filepath, export_assets_path_absolute)
|
|
print("asset path", asset_path)
|
|
|
|
assets_registry = context.window_manager.assets_registry
|
|
assets_registry.asset_path_selector = asset_path
|
|
if assets_registry.asset_name_selector == "":
|
|
assets_registry.asset_name_selector = Path(os.path.basename(asset_path)).stem
|
|
|
|
print("SELECTED ASSET PATH", asset_path)
|
|
|
|
|
|
|
|
return {'FINISHED'}
|
|
|
|
|
|
|
|
from types import SimpleNamespace
|
|
|
|
|
|
class BLENVY_OT_assets_generate_files(Operator):
|
|
"""Test assets"""
|
|
bl_idname = "blenvy.assets_generate_files"
|
|
bl_label = "test bevy assets"
|
|
bl_options = {"UNDO"}
|
|
|
|
def execute(self, context):
|
|
blenvy = context.window_manager.blenvy
|
|
settings = blenvy
|
|
blueprints_registry = context.window_manager.blueprints_registry
|
|
blueprints_registry.refresh_blueprints()
|
|
blueprints_data = blueprints_registry.blueprints_data
|
|
|
|
for scene in blenvy.level_scenes:
|
|
assets_hierarchy = get_level_scene_assets_tree(scene, blueprints_data, settings)
|
|
# scene["assets"] = json.dumps(assets_hierarchy)
|
|
write_ron_assets_file(scene.name, assets_hierarchy, internal_only = False, output_path_full = blenvy.levels_path_full)
|
|
|
|
return {'FINISHED'}
|