mirror of
https://github.com/kaosat-dev/Blender_bevy_components_workflow.git
synced 2024-12-23 16:14:10 +00:00
ce17f723b1
* modified materials detection & export accordingly * modified material paths & co accordingly (all much simpler !) * modified assets_scan helpers to also include material assets * modified & massively cleaned up BlueprintAsset injection * further cleanups & fixes for materials handling * also removed a lot of obsolete code dealing with assets * ever more cleanups !
190 lines
6.2 KiB
Python
190 lines
6.2 KiB
Python
import os
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import json
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import bpy
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from bpy_types import (Operator)
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from bpy.props import (BoolProperty, StringProperty, EnumProperty)
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from .asset_helpers import does_asset_exist, get_user_assets, remove_asset, upsert_asset
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from .assets_scan import get_level_scene_assets_tree
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from ..core.path_helpers import absolute_path_from_blend_file
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from .generate_asset_file import write_ron_assets_file
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class BLENVY_OT_assets_add(Operator):
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"""Add asset"""
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bl_idname = "blenvy.assets_add"
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bl_label = "Add bevy asset"
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bl_options = {"UNDO"}
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asset_name: 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: EnumProperty(
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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: 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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# what are we targetting
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target_type: EnumProperty(
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name="target type",
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description="type of the target: scene or blueprint to add an asset to",
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items=(
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('SCENE', "Scene", ""),
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('BLUEPRINT', "Blueprint", ""),
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),
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) # type: ignore
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target_name: StringProperty(
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name="target name",
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description="name of the target blueprint or scene to add asset to"
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) # type: ignore
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def execute(self, context):
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blueprint_assets = self.target_type == 'BLUEPRINT'
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target = None
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if blueprint_assets:
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target = bpy.data.collections[self.target_name]
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else:
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target = bpy.data.scenes[self.target_name]
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assets = get_user_assets(target)
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asset = {"name": self.asset_name, "type": self.asset_type, "path": self.asset_path}
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print('assets', assets, target)
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if not does_asset_exist(target, asset):
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print("add asset", target, asset)
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upsert_asset(target, asset)
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#assets.append({"name": self.asset_name, "type": self.asset_type, "path": self.asset_path, "internal": False})
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# reset controls
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context.window_manager.assets_registry.asset_name_selector = ""
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context.window_manager.assets_registry.asset_type_selector = "MODEL"
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context.window_manager.assets_registry.asset_path_selector = ""
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return {'FINISHED'}
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class BLENVY_OT_assets_remove(Operator):
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"""Remove asset"""
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bl_idname = "blenvy.assets_remove"
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bl_label = "remove bevy asset"
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bl_options = {"UNDO"}
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asset_path: 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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clear_all: BoolProperty (
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name="clear all assets",
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description="clear all assets",
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default=False
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) # type: ignore
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# what are we targetting
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target_type: EnumProperty(
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name="target type",
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description="type of the target: scene or blueprint to add an asset to",
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items=(
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('SCENE', "Scene", ""),
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('BLUEPRINT', "Blueprint", ""),
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),
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) # type: ignore
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target_name: StringProperty(
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name="target name",
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description="name of the target blueprint or scene to add asset to"
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) # type: ignore
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def execute(self, context):
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print("REMOVE ASSET", self.target_name, self.target_type, self.asset_path)
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assets = []
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blueprint_assets = self.target_type == 'BLUEPRINT'
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if blueprint_assets:
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target = bpy.data.collections[self.target_name]
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else:
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target = bpy.data.scenes[self.target_name]
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print("removing this", target)
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remove_asset(target, {"path": self.asset_path})
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return {'FINISHED'}
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import os
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from bpy_extras.io_utils import ImportHelper
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from pathlib import Path
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class BLENVY_OT_assets_browse(Operator, ImportHelper):
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"""Browse for asset files"""
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bl_idname = "blenvy.assets_open_filebrowser"
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bl_label = "Select asset file"
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# Define this to tell 'fileselect_add' that we want a directoy
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filepath: bpy.props.StringProperty(
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name="asset Path",
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description="selected file",
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subtype='FILE_PATH',
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) # type: ignore
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# Filters files
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filter_glob: StringProperty(options={'HIDDEN'}, default='*.*') # type: ignore
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def execute(self, context):
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blenvy = context.window_manager.blenvy
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project_root_path = blenvy.project_root_path
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assets_path = blenvy.assets_path
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# FIXME: not sure
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print("project_root_path", project_root_path, "assets_path", assets_path)
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export_assets_path_absolute = absolute_path_from_blend_file(os.path.join(project_root_path, assets_path))
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asset_path = os.path.relpath(self.filepath, export_assets_path_absolute)
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print("asset path", asset_path)
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assets_registry = context.window_manager.assets_registry
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assets_registry.asset_path_selector = asset_path
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if assets_registry.asset_name_selector == "":
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assets_registry.asset_name_selector = Path(os.path.basename(asset_path)).stem
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print("SELECTED ASSET PATH", asset_path)
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return {'FINISHED'}
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from types import SimpleNamespace
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class BLENVY_OT_assets_generate_files(Operator):
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"""Test assets"""
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bl_idname = "blenvy.assets_generate_files"
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bl_label = "test bevy assets"
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bl_options = {"UNDO"}
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def execute(self, context):
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blenvy = context.window_manager.blenvy
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settings = blenvy
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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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for scene in blenvy.level_scenes:
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assets_hierarchy = get_level_scene_assets_tree(scene, blueprints_data, settings)
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# scene["assets"] = json.dumps(assets_hierarchy)
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write_ron_assets_file(scene.name, assets_hierarchy, internal_only = False, output_path_full = blenvy.levels_path_full)
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return {'FINISHED'}
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