Blender_bevy_components_wor.../tools/blenvy/assets/operators.py

152 lines
5.1 KiB
Python

import os
import json
import bpy
from bpy_types import (Operator)
from bpy.props import (BoolProperty, StringProperty, EnumProperty)
from ..settings import load_settings
class OT_add_bevy_asset(Operator):
"""Add asset"""
bl_idname = "bevyassets.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):
assets = []
blueprint_assets = self.target_type == 'BLUEPRINT'
print("FOOO", self.target_name, self.target_type)
if blueprint_assets:
assets = json.loads(bpy.data.collections[self.target_name].get('assets')) if 'assets' in bpy.data.collections[self.target_name] else []
else:
assets = json.loads(bpy.data.scenes[self.target_name].get('assets')) if 'assets' in bpy.data.scenes[self.target_name] else []
in_list = [asset for asset in assets if (asset["path"] == self.asset_path)]
in_list = len(in_list) > 0
if not in_list:
assets.append({"name": self.asset_name, "type": self.asset_type, "path": self.asset_path, "internal": False})
if blueprint_assets:
bpy.data.collections[self.target_name]["assets"] = json.dumps(assets)
else:
bpy.data.scenes[self.target_name]["assets"] = json.dumps(assets)
#context.window_manager.assets_registry.add_asset(self.asset_name, self.asset_type, self.asset_path, False)
return {'FINISHED'}
class OT_remove_bevy_asset(Operator):
"""Remove asset"""
bl_idname = "bevyassets.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):
assets = []
blueprint_assets = self.target_type == 'BLUEPRINT'
if blueprint_assets:
assets = json.loads(bpy.data.collections[self.target_name].get('assets')) if 'assets' in bpy.data.collections[self.target_name] else []
else:
assets = json.loads(bpy.data.scenes[self.target_name].get('assets')) if 'assets' in bpy.data.scenes[self.target_name] else []
assets = [asset for asset in assets if (asset["path"] != self.asset_path)]
if blueprint_assets:
bpy.data.collections[self.target_name]["assets"] = json.dumps(assets)
else:
bpy.data.scenes[self.target_name]["assets"] = json.dumps(assets)
#context.window_manager.assets_registry.remove_asset(self.asset_path)
return {'FINISHED'}
import os
from bpy_extras.io_utils import ImportHelper
class OT_Add_asset_filebrowser(Operator, ImportHelper):
"""Browse for asset files"""
bl_idname = "asset.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='*.jpg;*.jpeg;*.png;*.bmp') # type: ignore
def execute(self, context):
current_auto_settings = load_settings(".gltf_auto_export_settings")
export_root_folder = current_auto_settings.get("export_root_folder")
asset_path = os.path.relpath(self.filepath, export_root_folder)
assets_registry = context.window_manager.assets_registry
assets_registry.asset_path_selector = asset_path
print("SELECTED ASSET PATH", asset_path)
return {'FINISHED'}