[Bf-blender-cvs] [2fd24b9] asset-engine: Claude: add basic loading of selected images...
Bastien Montagne
noreply at git.blender.org
Thu Sep 15 16:59:05 CEST 2016
Commit: 2fd24b9c92d08afa13c17274c6e8b90443122a83
Author: Bastien Montagne
Date: Thu Sep 15 16:55:49 2016 +0200
Branches: asset-engine
https://developer.blender.org/rB2fd24b9c92d08afa13c17274c6e8b90443122a83
Claude: add basic loading of selected images...
Note that you can link several images in a single run.
Also, images are using current 'link file as datablock' hack, awaiting for propper ID override to get really sane behavior here...
===================================================================
M release/scripts/startup/bl_operators/claude/__init__.py
===================================================================
diff --git a/release/scripts/startup/bl_operators/claude/__init__.py b/release/scripts/startup/bl_operators/claude/__init__.py
index bcbec33..917ae4f 100644
--- a/release/scripts/startup/bl_operators/claude/__init__.py
+++ b/release/scripts/startup/bl_operators/claude/__init__.py
@@ -563,6 +563,75 @@ class AssetEngineClaude(AssetEngine):
# do nothing for now, no need to use actual job...
return self.job_id_invalid
+ # TODO
+ """
+ def ensure_uuids(self, job_id, uuids):
+ from pillarsdk.utils import sanitize_filename
+
+ nodes = list(self.repo.nodes.values())
+
+ for uuid in uuids.uuids:
+ node = uuid.asset_uuid[-1]
+ node_path_components = (self.repo.curr_path / node['name']).parts[1:] # Ignore root '/' here...
+ local_path_components = [sanitize_filename(comp) for comp in node_path_components]
+
+ top_texture_directory = bpy.app.tempdir # bpy.path.abspath(context.scene.local_texture_dir)
+ local_path = os.path.join(top_texture_directory, *local_path_components)
+ meta_path = os.path.join(top_texture_directory, '.blender_cloud')
+
+ printf("we should be downloading %s into %s..." % (node_path_components, local_path))
+
+ return self.job_id_invalid
+ """
+
+ def load_pre(self, uuids, entries):
+ from pillarsdk.utils import sanitize_filename
+
+ nodes = list(self.repo.nodes.values())
+
+ # Note that most of this should ideally happen in ensure_uuids... later...
+ for uuid in uuids.uuids:
+ euuid = tuple(uuid.uuid_asset)
+ vuuid = tuple(uuid.uuid_variant)
+ ruuid = tuple(uuid.uuid_revision)
+
+ node = nodes[euuid[-1]]
+ print(self.repo.curr_path / node['name'])
+ node_path_components = (self.repo.curr_path / node['name']).parts[1:] # Ignore root '/' here...
+ local_path_components = [sanitize_filename(comp) for comp in node_path_components]
+
+ top_texture_directory = bpy.app.tempdir # bpy.path.abspath(context.scene.local_texture_dir)
+ local_path = os.path.join(top_texture_directory, *local_path_components)
+ meta_path = os.path.join(top_texture_directory, '.blender_cloud')
+
+ print("we should be downloading %s into %s..." % (node_path_components, local_path))
+
+ def texture_downloaded(file_path, file_desc, *args):
+ entry = entries.entries.add()
+ entry.type = {'BLENLIB'}
+ entry.blender_type = 'IMAGE'
+ entry.relpath = file_path
+ entry.uuid = euuid
+ var = entry.variants.add()
+ var.uuid = vuuid
+ rev = var.revisions.add()
+ rev.uuid = ruuid
+ var.revisions.active = rev
+ entry.variants.active = var
+
+ def texture_downloading(file_path, file_desc, *args):
+ pass
+
+ signalling_future = asyncio.Future()
+ asyncio.get_event_loop().run_until_complete(pillar.download_texture(node, local_path,
+ metadata_directory=meta_path,
+ texture_loading=texture_downloading,
+ texture_loaded=texture_downloaded,
+ future=signalling_future))
+
+ entries.root_path = ""
+ return True
+
"""
def previews_get(self, job_id, uuids):
pass
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