Compare commits

..

8 Commits

Author SHA1 Message Date
stilobique 88f5deeda0 Automatized the thumbnail generation, and adding easily all lights 2024-06-07 11:56:09 +02:00
stilobique 4017020909 Packed the HDR texture 2024-06-07 11:14:29 +02:00
stilobique 65ef02eb26 Clear import lib 2024-06-07 10:59:26 +02:00
stilobique 44b0781b94 Setup thumbnail param
Update export to find export path without the operator
2024-06-07 10:49:41 +02:00
stilobique cfb7a8b514 Fix character error 2024-06-06 22:11:22 +02:00
stilobique c61ba477ad Write a basic operator to generate the thumbnail 2024-06-06 22:03:56 +02:00
stilobique 83d321c69d Make a class panel to easily draw each class 2024-06-06 19:55:46 +02:00
stilobique cd8301e29c Refactoring, split the panel 2024-06-06 19:41:11 +02:00
11 changed files with 174 additions and 90 deletions
+12 -5
View File
@@ -1,10 +1,17 @@
import bpy
from .ui.export import GRAOU_PT_panel
from .operators.outline import ConfigBlendScene
# UI and Interface
from .ui.asset import GraouPanel_asset
from .ui.export import GRAOU_PT_export
from .ui.icon import GraouPanel_thumbnail
from .ui.setup import GRAOU_PT_setup
# All operators
from .operators.exports import ExportForFange
from .operators.outline import ConfigBlendScene
from .operators.misc import MakeBasicCollision
from .operators.lighting import ConfigLighting
from .operators.thumbnails import ConfigRendering
# Preferences and properties
from .preference import GRAOU_AddonPreference
from .properties.main import FangeProperties
@@ -22,9 +29,9 @@ bl_info = {
modules_class = [
# Main operators property
ExportForFange, MakeBasicCollision, ConfigBlendScene, ConfigLighting,
# UI
GRAOU_PT_panel,
ExportForFange, MakeBasicCollision, ConfigBlendScene, ConfigLighting, ConfigRendering,
# UI, the order are the way to select how show each panel
GRAOU_PT_setup, GraouPanel_asset, GRAOU_PT_export, GraouPanel_thumbnail,
# Preference
GRAOU_AddonPreference, FangeProperties
]
+3 -33
View File
@@ -1,7 +1,6 @@
import bpy
from ..properties.models import FangeProject
from pathlib import Path
from ..utils import get_export_path, get_asset_name
class ExportForFange(bpy.types.Operator):
@@ -12,9 +11,8 @@ Requiert your blend file are write on your hard-drive."""
def __init__(self):
self.coll_layout = bpy.data.collections.get('Placeholder')
self.path = FangeProject()
self.asset = self.get_asset_name()
self.category = self.get_asset_type()
self.asset = get_asset_name()
self.category = get_export_path()
self.instance_type_dict = {}
self.temp_copy = {}
@@ -120,34 +118,6 @@ Requiert your blend file are write on your hard-drive."""
self.report({'INFO'}, 'Placeholder exported')
return {'FINISHED'}
def get_asset_type(self) -> Path:
"""Look the file path, to understand if the asset are a Character, Buildings or Props"""
abs_blend_path = Path(bpy.data.filepath)
print(f'[Pipeline] Get blend file path "{abs_blend_path}"')
print(f'[Pipeline] Convert to List "{abs_blend_path.parts}"')
if 'Buildings' in abs_blend_path.parts:
print(f'[Pipeline] Export here "{self.path.buildings}"')
return self.path.buildings
elif 'Pros' in abs_blend_path.parts:
print(f'[Pipeline] Export here "{self.path.props}"')
return self.path.props
elif 'Characters' in abs_blend_path.parts:
print(f'[Pipeline] Export here "{self.path.characters}"')
return self.path.characters
else:
print(f'[Pipeline] Can\'t find asset category')
return Path()
@staticmethod
def get_asset_name() -> str:
"""From the .blend file, return the blend name."""
abs_blend_path = Path(bpy.data.filepath)
return abs_blend_path.stem
def set_instance_type(self):
for key, value in self.instance_type_dict.items():
ob = bpy.data.objects.get(key)
+24 -12
View File
@@ -13,7 +13,27 @@ class ConfigLighting(bpy.types.Operator):
self.clear_light_on_scene()
r = self.get_blend_resources_file()
print(f'[Pipeline] Get file resource {r}')
world = bpy.data.worlds.get('WorldIconRendering')
if not world:
with bpy.data.libraries.load(r, link=True) as (data_from, data_to):
data_to.worlds = data_from.worlds
world = bpy.data.worlds.get('WorldIconRendering')
context.scene.world = world
if not bpy.data.collections.get('Lighting'):
print(f'[Pipeline] Need to import the lighting collection')
with bpy.data.libraries.load(r, link=False) as (data_from, data_to):
for collection in data_from.collections:
print(f'[Pipeline] Collection can be import "{collection}"')
if 'Lighting' in collection:
print(f'[Pipeline] Append {collection}.')
data_to.collections.append(collection)
print('[Pipeline] Link lighting collection with the scene collection')
bpy.data.collections['Scene'].children.link(bpy.data.collections.get('Lighting'))
return {'FINISHED'}
@@ -21,23 +41,15 @@ class ConfigLighting(bpy.types.Operator):
def get_blend_resources_file():
"""Get the blend file shared with the addon"""
addon_folder = Path(bpy.utils.user_resource('SCRIPTS'))
print(f'[Pipeline] Get addon folder "{addon_folder}"')
addon_name = str(bpy.context.preferences.addons[__name__.split(".")[0]])
print(f'[Pipeline] The addon name "{addon_name}"')
addon_name = __name__.split(".")[0]
return addon_folder.joinpath("addons", addon_name, "resources").as_posix()
def get_world(self):
pass
def get_light_collection(self):
pass
return addon_folder.joinpath("addons", addon_name, "resources", "Lighting.blend").as_posix()
def clear_light_on_scene(self):
bpy.ops.object.select_all(action='DESELECT')
for ob in bpy.data.objects:
if ob.type == 'LIGHT' and self.find_collection(ob):
if ob.type == 'LIGHT' and not self.find_collection(ob):
ob.select_set(True)
bpy.ops.object.delete()
+44
View File
@@ -0,0 +1,44 @@
import bpy
from ..utils import get_export_path, get_asset_name
from pathlib import Path
class ConfigRendering(bpy.types.Operator):
"""Setup camera and rendering config"""
bl_idname = 'graou_config.rendering_thumbnail'
bl_label = 'Setup the blend file to be ready'
def __init__(self):
self.scene = bpy.data.scenes['Scene']
self.path_export = get_export_path()
self.asset_name = get_asset_name()
self.filename_export = Path(self.path_export, self.asset_name, f'TX_Icon{self.asset_name}.tga')
def execute(self, context):
self.set_camera_used()
self.set_rendering_panel()
self.set_output_file()
bpy.ops.render.render(write_still=True, use_viewport=True)
return {'FINISHED'}
def set_rendering_panel(self):
self.scene.render.engine = 'BLENDER_EEVEE'
self.scene.eevee.use_gtao = True
self.scene.eevee.use_ssr = True
self.scene.render.use_high_quality_normals = True
self.scene.render.film_transparent = True
def set_output_file(self):
self.scene.render.resolution_x = self.scene.render.resolution_y = 512
self.scene.render.image_settings.file_format = 'TARGA'
self.scene.render.image_settings.color_mode = 'RGBA'
self.scene.render.filepath = self.filename_export.as_posix()
def set_camera_used(self):
"""Find the best camera position"""
# TODO
pass
Binary file not shown.
+12
View File
@@ -0,0 +1,12 @@
from .main import GraouPanel
class GraouPanel_asset(GraouPanel):
bl_idname = 'GRAOU_PT_asset'
bl_label = 'Generate Assets'
def draw(self, context):
layout = self.layout
layout.label(text='Asset:')
layout.operator('graou.make_collision', text='Generate collision', icon='MOD_PHYSICS')
+3 -35
View File
@@ -1,45 +1,13 @@
import bpy
# import os
# from pathlib import Path
#
# preview_collection = {}
# icon_sauropod_path = Path(os.path.dirname(os.path.abspath(__file__)), "icons")
#
# pcoll = bpy.utils.previews.new()
#
# for entry in os.scandir(icon_sauropod_path):
# if entry.name.endswith(".png"):
# name = os.path.splitext(entry.name)[0]
# print(f'[Pipeline] Add icon "{name}"')
# pcoll.load(name.upper(), entry.path, "IMAGE")
from .main import GraouPanel
class GRAOU_PT_panel(bpy.types.Panel):
class GRAOU_PT_export(GraouPanel):
bl_idname = 'GRAOU_PT_MAIN'
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_label = 'Pipeline'
bl_category = 'Graou Studio'
bl_label = 'Export'
def draw(self, context):
layout = self.layout
# layout.label(text='Graou Pipeline', icon_value=pcoll["GRAOU"].icon_id)
col = layout.column(align=True)
col.label(text='Main Config:')
col.operator('graou.build_scene', text='Init Scene', icon='OUTLINER')
col.prop(context.scene.graou_props, 'socket_collection', text='Use socket', toggle=True)
col.operator('graou.lighting', text='Set basic lighting', icon='OUTLINER_OB_LIGHT')
layout.separator()
layout.label(text='Asset:')
layout.operator('graou.make_collision', text='Generate collision', icon='MOD_PHYSICS')
layout.separator()
layout.label(text='Export scene:')
box = layout.box()
box.label(text='Sanity Check')
+13
View File
@@ -0,0 +1,13 @@
from .main import GraouPanel
class GraouPanel_thumbnail(GraouPanel):
bl_idname = 'GRAOU_PT_thumbnail'
bl_label = 'Thumbnail'
def draw(self, context):
layout = self.layout
layout.label(text='Thumbnail:')
layout.operator('graou_config.rendering_thumbnail', text='Generate Thumbnail', icon='FILE_IMAGE')
# TODO Add the thumbnail view
+25
View File
@@ -0,0 +1,25 @@
import bpy
# import os
# from pathlib import Path
#
# preview_collection = {}
# icon_sauropod_path = Path(os.path.dirname(os.path.abspath(__file__)), "icons")
#
# pcoll = bpy.utils.previews.new()
#
# for entry in os.scandir(icon_sauropod_path):
# if entry.name.endswith(".png"):
# name = os.path.splitext(entry.name)[0]
# print(f'[Pipeline] Add icon "{name}"')
# pcoll.load(name.upper(), entry.path, "IMAGE")
# layout.label(text='Graou Pipeline', icon_value=pcoll["GRAOU"].icon_id)
class GraouPanel(bpy.types.Panel):
bl_idname = 'GRAOU_PT_MAIN'
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_label = 'Export'
bl_category = 'Graou Studio'
+15
View File
@@ -0,0 +1,15 @@
from .main import GraouPanel
class GRAOU_PT_setup(GraouPanel):
bl_idname = 'GRAOU_PT_setup'
bl_label = 'Setup Pipeline'
def draw(self, context):
layout = self.layout
col = layout.column(align=True)
col.label(text='Main Config:')
col.operator('graou.build_scene', text='Init Scene', icon='OUTLINER')
col.prop(context.scene.graou_props, 'socket_collection', text='Use socket', toggle=True)
col.operator('graou.lighting', text='Set basic lighting', icon='OUTLINER_OB_LIGHT')
+23 -5
View File
@@ -1,5 +1,6 @@
import bpy
from .properties.models import FangeProject
from pathlib import Path
@@ -21,8 +22,25 @@ def get_export_preset():
print(f'[Pipeline] Preset folder not found')
def apply_mesh_and_join():
"""
This function make a new mesh with all selected asset.
"""
pass
def get_export_path():
"""Look the file path, to understand if the asset are a Character, Buildings or Props"""
abs_blend_path = Path(bpy.data.filepath)
game_path = FangeProject()
if 'Buildings' in abs_blend_path.parts:
return game_path.buildings
elif 'Props' in abs_blend_path.parts:
return game_path.props
elif 'Characters' in abs_blend_path.parts:
return game_path.characters
else:
return Path()
def get_asset_name() -> str:
"""From the .blend file, return the blend name."""
abs_blend_path = Path(bpy.data.filepath)
return abs_blend_path.stem