mirror of
https://github.com/kaosat-dev/Blender_bevy_components_workflow.git
synced 2024-11-26 13:32:32 +00:00
006e3c16f7
* added Asset propertygroup & User Assets collections to collections & scenes to store them explicitely * overhauled UI to make use of this : also means names & paths are editable after the fact * overhauled testing asset hierarchy scan accordingly * added expertimental export of bevy_asset_loader compatible asset.ron files per level * related tweaks & additions
76 lines
3.5 KiB
Python
76 lines
3.5 KiB
Python
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import os
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import json
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import bpy
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from ..core.scene_helpers import add_scene_property
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def find_blueprints_not_on_disk(blueprints, folder_path, extension):
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not_found_blueprints = []
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for blueprint in blueprints:
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gltf_output_path = os.path.join(folder_path, blueprint.name + extension)
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# print("gltf_output_path", gltf_output_path)
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found = os.path.exists(gltf_output_path) and os.path.isfile(gltf_output_path)
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if not found:
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not_found_blueprints.append(blueprint)
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return not_found_blueprints
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def check_if_blueprint_on_disk(scene_name, folder_path, extension):
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gltf_output_path = os.path.join(folder_path, scene_name + extension)
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found = os.path.exists(gltf_output_path) and os.path.isfile(gltf_output_path)
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print("level", scene_name, "found", found, "path", gltf_output_path)
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return found
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def inject_export_path_into_internal_blueprints(internal_blueprints, export_blueprints_path, gltf_extension):
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for blueprint in internal_blueprints:
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blueprint_exported_path = os.path.join(export_blueprints_path, f"{blueprint.name}{gltf_extension}")
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blueprint.collection["export_path"] = blueprint_exported_path
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def inject_blueprints_list_into_main_scene(scene, blueprints_data, addon_prefs):
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export_root_path = getattr(addon_prefs, "export_root_path")
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export_assets_path = getattr(addon_prefs,"export_assets_path")
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export_levels_path = getattr(addon_prefs,"export_levels_path")
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export_blueprints_path = getattr(addon_prefs, "export_blueprints_path")
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export_gltf_extension = getattr(addon_prefs, "export_gltf_extension")
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# print("injecting assets/blueprints data into scene")
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assets_list_name = f"assets_list_{scene.name}_components"
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assets_list_data = {}
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blueprint_instance_names_for_scene = blueprints_data.blueprint_instances_per_main_scene.get(scene.name, None)
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blueprint_assets_list = []
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if blueprint_instance_names_for_scene:
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for blueprint_name in blueprint_instance_names_for_scene:
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blueprint = blueprints_data.blueprints_per_name.get(blueprint_name, None)
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if blueprint is not None:
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print("BLUEPRINT", blueprint)
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blueprint_exported_path = None
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if blueprint.local:
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blueprint_exported_path = os.path.join(export_blueprints_path, f"{blueprint.name}{export_gltf_extension}")
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else:
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# get the injected path of the external blueprints
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blueprint_exported_path = blueprint.collection['Export_path'] if 'Export_path' in blueprint.collection else None
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print("foo", dict(blueprint.collection))
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if blueprint_exported_path is not None:
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blueprint_assets_list.append({"name": blueprint.name, "path": blueprint_exported_path, "type": "MODEL", "internal": True})
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assets_list_name = f"assets_{scene.name}"
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scene["assets"] = json.dumps(blueprint_assets_list)
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print("blueprint assets", blueprint_assets_list)
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"""add_scene_property(scene, assets_list_name, assets_list_data)
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for blueprint in blueprint_assets_list:
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bpy.context.window_manager.assets_registry.add_asset(**blueprint)"""
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def remove_blueprints_list_from_main_scene(scene):
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assets_list = None
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assets_list_name = f"assets_list_{scene.name}_components"
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for object in scene.objects:
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if object.name == assets_list_name:
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assets_list = object
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if assets_list is not None:
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bpy.data.objects.remove(assets_list, do_unlink=True)
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