begin linked asset manager

This commit is contained in:
Nathan
2025-08-21 17:18:54 -06:00
parent ee7e2b8168
commit 08030dc2ab
3 changed files with 593 additions and 25 deletions

View File

@@ -85,32 +85,30 @@ class DYNAMICLINK_OT_scan_linked_assets(Operator):
bl_label = "Scan Linked Assets"
def execute(self, context):
linked_assets = []
seen_libraries = set()
# Clear previous results
context.scene.dynamic_link_manager.linked_libraries.clear()
# Scan all objects in the scene
for obj in context.scene.objects:
# Check if object itself is linked
if hasattr(obj, 'library') and obj.library:
if obj.library.filepath not in seen_libraries:
linked_assets.append({
'type': 'OBJECT',
'name': obj.name,
'library': obj.library.filepath
})
seen_libraries.add(obj.library.filepath)
# Check if object's data is linked
elif obj.data and hasattr(obj.data, 'library') and obj.data.library:
if obj.data.library.filepath not in seen_libraries:
linked_assets.append({
'type': 'DATA',
'name': f"{obj.name} ({type(obj.data).__name__})",
'library': obj.data.library.filepath
})
seen_libraries.add(obj.data.library.filepath)
# Dictionary to store library info with hierarchy
library_info = {}
# Check all data collections for linked items
# Function to check if file exists
def is_file_missing(filepath):
if not filepath:
return True
# Convert relative paths to absolute
if filepath.startswith('//'):
# This is a relative path, we can't easily check if it exists
# So we'll assume it's missing if it's relative
return True
return not os.path.exists(filepath)
# Function to get library name from path
def get_library_name(filepath):
if not filepath:
return "Unknown"
return os.path.basename(filepath)
# Scan all data collections for linked items
all_libraries = set()
# Check bpy.data.objects
@@ -135,9 +133,70 @@ class DYNAMICLINK_OT_scan_linked_assets(Operator):
if hasattr(material, 'library') and material.library:
all_libraries.add(material.library.filepath)
# Check bpy.data.images
for image in bpy.data.images:
if hasattr(image, 'library') and image.library:
all_libraries.add(image.library.filepath)
# Check bpy.data.textures
for texture in bpy.data.textures:
if hasattr(texture, 'library') and texture.library:
all_libraries.add(texture.library.filepath)
# Check bpy.data.node_groups
for node_group in bpy.data.node_groups:
if hasattr(node_group, 'library') and node_group.library:
all_libraries.add(node_group.library.filepath)
# Now try to detect indirect links by parsing the linked files
# This is a simplified approach - in practice, you'd need to parse .blend files
indirect_libraries = set()
# For now, we'll just note that some libraries might have indirect links
# In a full implementation, you'd parse each .blend file to find its linked libraries
# Store results in scene properties
context.scene.dynamic_link_manager.linked_assets_count = len(all_libraries)
# Create library items for the UI
for filepath in sorted(all_libraries):
if filepath:
lib_item = context.scene.dynamic_link_manager.linked_libraries.add()
lib_item.filepath = filepath
lib_item.name = get_library_name(filepath)
lib_item.is_missing = is_file_missing(filepath)
# Add linked datablocks info
for obj in bpy.data.objects:
if hasattr(obj, 'library') and obj.library and obj.library.filepath == filepath:
db_item = lib_item.linked_datablocks.add()
db_item.name = obj.name
db_item.type = "OBJECT"
if obj.data and hasattr(obj.data, 'library') and obj.data.library and obj.data.library.filepath == filepath:
db_item = lib_item.linked_datablocks.add()
db_item.name = f"{obj.name} ({type(obj.data).__name__})"
db_item.type = "DATA"
# Check other data types
for armature in bpy.data.armatures:
if hasattr(armature, 'library') and armature.library and armature.library.filepath == filepath:
db_item = lib_item.linked_datablocks.add()
db_item.name = armature.name
db_item.type = "ARMATURE"
for mesh in bpy.data.meshes:
if hasattr(mesh, 'library') and mesh.library and mesh.library.filepath == filepath:
db_item = lib_item.linked_datablocks.add()
db_item.name = mesh.name
db_item.type = "MESH"
for material in bpy.data.materials:
if hasattr(material, 'library') and material.library and material.library.filepath == filepath:
db_item = lib_item.linked_datablocks.add()
db_item.name = material.name
db_item.type = "MATERIAL"
# Show detailed info
self.report({'INFO'}, f"Found {len(all_libraries)} unique linked library files")
if all_libraries:
@@ -150,6 +209,40 @@ def register():
bpy.utils.register_class(DYNAMICLINK_OT_replace_linked_asset)
bpy.utils.register_class(DYNAMICLINK_OT_scan_linked_assets)
class DYNAMICLINK_OT_open_linked_file(Operator):
"""Open the linked file in a new Blender instance"""
bl_idname = "dynamiclink.open_linked_file"
bl_label = "Open Linked File"
bl_options = {'REGISTER'}
filepath: StringProperty(
name="File Path",
description="Path to the linked file",
default=""
)
def execute(self, context):
if not self.filepath:
self.report({'ERROR'}, "No file path specified")
return {'CANCELLED'}
# Try to open the linked file in a new Blender instance
try:
# Use Blender's built-in file browser to open the file
bpy.ops.wm.path_open(filepath=self.filepath)
self.report({'INFO'}, f"Opening linked file: {self.filepath}")
except Exception as e:
self.report({'ERROR'}, f"Failed to open linked file: {e}")
return {'CANCELLED'}
return {'FINISHED'}
def register():
bpy.utils.register_class(DYNAMICLINK_OT_replace_linked_asset)
bpy.utils.register_class(DYNAMICLINK_OT_scan_linked_assets)
bpy.utils.register_class(DYNAMICLINK_OT_open_linked_file)
def unregister():
bpy.utils.unregister_class(DYNAMICLINK_OT_open_linked_file)
bpy.utils.unregister_class(DYNAMICLINK_OT_scan_linked_assets)
bpy.utils.unregister_class(DYNAMICLINK_OT_replace_linked_asset)