Blender_bevy_components_wor.../tools/blenvy/blueprints/blueprint_helpers.py
kaosat.dev 21a36f9878 feat(blenvy): massive overhaul
* removed a lot of obsolete code
 * overhauled settings upsert
 * added save & load of blenvy common settings
 * removed most of the specific uis (mostly auto export)
 * moved change detection logic out of auto export (wip)
 * added helper to compare setting dicts
 * cleaned up some incoherent naming
 * stripped auto_export of a lot of its internals (wip)
 * main settings ui overhaul: now components & auto export provide their own settings UI function
2024-05-17 14:30:15 +02:00

75 lines
3.3 KiB
Python

import os
import json
import bpy
from ..core.scene_helpers import add_scene_property
def find_blueprints_not_on_disk(blueprints, folder_path, extension):
not_found_blueprints = []
for blueprint in blueprints:
gltf_output_path = os.path.join(folder_path, blueprint.name + extension)
# print("gltf_output_path", gltf_output_path)
found = os.path.exists(gltf_output_path) and os.path.isfile(gltf_output_path)
if not found:
not_found_blueprints.append(blueprint)
return not_found_blueprints
def check_if_blueprint_on_disk(scene_name, folder_path, extension):
gltf_output_path = os.path.join(folder_path, scene_name + extension)
found = os.path.exists(gltf_output_path) and os.path.isfile(gltf_output_path)
print("level", scene_name, "found", found, "path", gltf_output_path)
return found
def inject_export_path_into_internal_blueprints(internal_blueprints, blueprints_path, gltf_extension):
for blueprint in internal_blueprints:
blueprint_exported_path = os.path.join(blueprints_path, f"{blueprint.name}{gltf_extension}")
blueprint.collection["export_path"] = blueprint_exported_path
def inject_blueprints_list_into_main_scene(scene, blueprints_data, addon_prefs):
project_root_path = getattr(addon_prefs, "project_root_path")
assets_path = getattr(addon_prefs,"assets_path")
levels_path = getattr(addon_prefs,"levels_path")
blueprints_path = getattr(addon_prefs, "blueprints_path")
export_gltf_extension = getattr(addon_prefs, "export_gltf_extension")
# print("injecting assets/blueprints data into scene")
assets_list_name = f"assets_list_{scene.name}_components"
assets_list_data = {}
blueprint_instance_names_for_scene = blueprints_data.blueprint_instances_per_main_scene.get(scene.name, None)
blueprint_assets_list = []
if blueprint_instance_names_for_scene:
for blueprint_name in blueprint_instance_names_for_scene:
blueprint = blueprints_data.blueprints_per_name.get(blueprint_name, None)
if blueprint is not None:
print("BLUEPRINT", blueprint)
blueprint_exported_path = None
if blueprint.local:
blueprint_exported_path = os.path.join(blueprints_path, f"{blueprint.name}{export_gltf_extension}")
else:
# get the injected path of the external blueprints
blueprint_exported_path = blueprint.collection['Export_path'] if 'Export_path' in blueprint.collection else None
print("foo", dict(blueprint.collection))
if blueprint_exported_path is not None:
blueprint_assets_list.append({"name": blueprint.name, "path": blueprint_exported_path, "type": "MODEL", "internal": True})
assets_list_name = f"assets_{scene.name}"
scene["assets"] = json.dumps(blueprint_assets_list)
print("blueprint assets", blueprint_assets_list)
"""add_scene_property(scene, assets_list_name, assets_list_data)
"""
def remove_blueprints_list_from_main_scene(scene):
assets_list = None
assets_list_name = f"assets_list_{scene.name}_components"
for object in scene.objects:
if object.name == assets_list_name:
assets_list = object
if assets_list is not None:
bpy.data.objects.remove(assets_list, do_unlink=True)