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    # ##### BEGIN GPL LICENSE BLOCK #####
    #
    #  This program is free software; you can redistribute it and/or
    #  modify it under the terms of the GNU General Public License
    #  as published by the Free Software Foundation; either version 2
    #  of the License, or (at your option) any later version.
    #
    #  This program is distributed in the hope that it will be useful,
    #  but WITHOUT ANY WARRANTY; without even the implied warranty of
    #  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
    #  GNU General Public License for more details.
    #
    #  You should have received a copy of the GNU General Public License
    #  along with this program; if not, write to the Free Software Foundation,
    #  Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
    #
    # ##### END GPL LICENSE BLOCK #####
    
    
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    from blenderkit import paths, append_link, utils, ui, colors, tasks_queue, rerequests, resolutions
    
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    import threading
    import time
    import requests
    
    import shutil, sys, os
    
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    import uuid
    import copy
    
    import logging
    bk_logger = logging.getLogger('blenderkit')
    
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    import bpy
    from bpy.props import (
        IntProperty,
        FloatProperty,
        FloatVectorProperty,
        StringProperty,
        EnumProperty,
        BoolProperty,
        PointerProperty,
    )
    from bpy.app.handlers import persistent
    
    download_threads = []
    
    
    def check_missing():
        '''checks for missing files, and possibly starts re-download of these into the scene'''
        s = bpy.context.scene
        # missing libs:
        # TODO: put these into a panel and let the user decide if these should be downloaded.
        missing = []
        for l in bpy.data.libraries:
            fp = l.filepath
            if fp.startswith('//'):
                fp = bpy.path.abspath(fp)
            if not os.path.exists(fp) and l.get('asset_data') is not None:
                missing.append(l)
    
    
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        for l in missing:
            asset_data = l['asset_data']
    
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            downloaded = check_existing(asset_data, resolution=asset_data['resolution'])
    
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            if downloaded:
                try:
                    l.reload()
                except:
                    download(l['asset_data'], redownload=True)
            else:
                download(l['asset_data'], redownload=True)
    
    
    def check_unused():
        '''find assets that have been deleted from scene but their library is still present.'''
    
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        # this is obviously broken. Blender should take care of the extra data automaticlaly
    
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        return;
    
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        used_libs = []
        for ob in bpy.data.objects:
            if ob.instance_collection is not None and ob.instance_collection.library is not None:
                # used_libs[ob.instance_collection.name] = True
                if ob.instance_collection.library not in used_libs:
                    used_libs.append(ob.instance_collection.library)
    
            for ps in ob.particle_systems:
                set = ps.settings
                if ps.settings.render_type == 'GROUP' \
                        and ps.settings.instance_collection is not None \
                        and ps.settings.instance_collection.library not in used_libs:
                    used_libs.append(ps.settings.instance_collection)
    
        for l in bpy.data.libraries:
    
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            if l not in used_libs and l.getn('asset_data'):
    
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                print('attempt to remove this library: ', l.filepath)
                # have to unlink all groups, since the file is a 'user' even if the groups aren't used at all...
                for user_id in l.users_id:
                    if type(user_id) == bpy.types.Collection:
                        bpy.data.collections.remove(user_id)
                l.user_clear()
    
    
    @persistent
    def scene_save(context):
        ''' does cleanup of blenderkit props and sends a message to the server about assets used.'''
        # TODO this can be optimized by merging these 2 functions, since both iterate over all objects.
    
        if not bpy.app.background:
            check_unused()
            report_usages()
    
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    @persistent
    def scene_load(context):
        '''restart broken downloads on scene load'''
        t = time.time()
        s = bpy.context.scene
        global download_threads
        download_threads = []
    
        # commenting this out - old restore broken download on scene start. Might come back if downloads get recorded in scene
        # reset_asset_ids = {}
        # reset_obs = {}
        # for ob in bpy.context.scene.collection.objects:
        #     if ob.name[:12] == 'downloading ':
        #         obn = ob.name
        #
        #         asset_data = ob['asset_data']
        #
        #         # obn.replace('#', '')
        #         # if asset_data['id'] not in reset_asset_ids:
        #
        #         if reset_obs.get(asset_data['id']) is None:
        #             reset_obs[asset_data['id']] = [obn]
        #             reset_asset_ids[asset_data['id']] = asset_data
        #         else:
        #             reset_obs[asset_data['id']].append(obn)
        # for asset_id in reset_asset_ids:
        #     asset_data = reset_asset_ids[asset_id]
        #     done = False
    
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        #     if check_existing(asset_data, resolution = should be here):
    
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        #         for obname in reset_obs[asset_id]:
        #             downloader = s.collection.objects[obname]
        #             done = try_finished_append(asset_data,
        #                                        model_location=downloader.location,
        #                                        model_rotation=downloader.rotation_euler)
        #
        #     if not done:
        #         downloading = check_downloading(asset_data)
        #         if not downloading:
        #             print('redownloading %s' % asset_data['name'])
        #             download(asset_data, downloaders=reset_obs[asset_id], delete=True)
    
        # check for group users that have been deleted, remove the groups /files from the file...
        # TODO scenes fixing part... download the assets not present on drive,
        # and erase from scene linked files that aren't used in the scene.
    
        # print('continue downlaods ', time.time() - t)
    
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        t = time.time()
        check_missing()
    
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    def get_scene_id():
        '''gets scene id and possibly also generates a new one'''
        bpy.context.scene['uuid'] = bpy.context.scene.get('uuid', str(uuid.uuid4()))
        return bpy.context.scene['uuid']
    
    
    def report_usages():
        '''report the usage of assets to the server.'''
        mt = time.time()
        user_preferences = bpy.context.preferences.addons['blenderkit'].preferences
        api_key = user_preferences.api_key
        sid = get_scene_id()
    
        headers = utils.get_headers(api_key)
    
        url = paths.get_api_url() + paths.BLENDERKIT_REPORT_URL
    
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        assets = {}
        asset_obs = []
        scene = bpy.context.scene
        asset_usages = {}
    
        for ob in scene.collection.objects:
            if ob.get('asset_data') != None:
                asset_obs.append(ob)
    
        for ob in asset_obs:
            asset_data = ob['asset_data']
    
            abid = asset_data['assetBaseId']
    
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            if assets.get(abid) is None:
                asset_usages[abid] = {'count': 1}
                assets[abid] = asset_data
            else:
                asset_usages[abid]['count'] += 1
    
        # brushes
        for b in bpy.data.brushes:
            if b.get('asset_data') != None:
    
                abid = b['asset_data']['assetBaseId']
    
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                asset_usages[abid] = {'count': 1}
                assets[abid] = b['asset_data']
        # materials
        for ob in scene.collection.objects:
            for ms in ob.material_slots:
                m = ms.material
    
                if m is not None and m.get('asset_data') is not None:
    
    
                    abid = m['asset_data']['assetBaseId']
    
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                    if assets.get(abid) is None:
                        asset_usages[abid] = {'count': 1}
                        assets[abid] = m['asset_data']
                    else:
                        asset_usages[abid]['count'] += 1
    
        assets_list = []
        assets_reported = scene.get('assets reported', {})
    
        new_assets_count = 0
        for k in asset_usages.keys():
            if k not in assets_reported.keys():
                data = asset_usages[k]
                list_item = {
                    'asset': k,
                    'usageCount': data['count'],
                    'proximitySet': data.get('proximity', [])
                }
                assets_list.append(list_item)
                new_assets_count += 1
            if k not in assets_reported.keys():
                assets_reported[k] = True
    
        scene['assets reported'] = assets_reported
    
        if new_assets_count == 0:
    
            bk_logger.debug('no new assets were added')
    
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            return;
        usage_report = {
            'scene': sid,
            'reportType': 'save',
            'assetusageSet': assets_list
        }
    
        au = scene.get('assets used', {})
        ad = scene.get('assets deleted', {})
    
        ak = assets.keys()
        for k in au.keys():
            if k not in ak:
                ad[k] = au[k]
            else:
                if k in ad:
                    ad.pop(k)
    
        # scene['assets used'] = {}
        for k in ak:  # rewrite assets used.
            scene['assets used'][k] = assets[k]
    
        ###########check ratings herer too:
        scene['assets rated'] = scene.get('assets rated', {})
        for k in assets.keys():
            scene['assets rated'][k] = scene['assets rated'].get(k, False)
        thread = threading.Thread(target=utils.requests_post_thread, args=(url, usage_report, headers))
        thread.start()
        mt = time.time() - mt
    
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        # print('report generation:                ', mt)
    
    
    def udpate_asset_data_in_dicts(asset_data):
        '''
        updates asset data in all relevant dictionaries, after a threaded download task \
        - where the urls were retrieved, and now they can be reused
        Parameters
        ----------
        asset_data - data coming back from thread, thus containing also download urls
        '''
        scene = bpy.context.scene
        scene['assets used'] = scene.get('assets used', {})
        scene['assets used'][asset_data['assetBaseId']] = asset_data.copy()
    
        scene['assets rated'] = scene.get('assets rated', {})
        id = asset_data['assetBaseId']
        scene['assets rated'][id] = scene['assets rated'].get(id, False)
        sr = bpy.context.scene['search results']
    
        if not sr:
            return;
    
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        for i, r in enumerate(sr):
            if r['assetBaseId'] == asset_data['assetBaseId']:
                for f in asset_data['files']:
                    if f.get('url'):
                        for f1 in r['files']:
                            if f1['fileType'] == f['fileType']:
                                f1['url'] = f['url']
    
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    def append_asset(asset_data, **kwargs):  # downloaders=[], location=None,
    
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        '''Link asset to the scene.
    
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        '''
    
        file_names = paths.get_download_filepaths(asset_data, kwargs['resolution'])
    
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        props = None
        #####
        # how to do particle  drop:
        # link the group we are interested in( there are more groups in File!!!! , have to get the correct one!)
        #
        scene = bpy.context.scene
    
    
        user_preferences = bpy.context.preferences.addons['blenderkit'].preferences
    
        if user_preferences.api_key == '':
    
            user_preferences.asset_counter += 1
    
        if asset_data['assetType'] == 'scene':
    
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            scene = append_link.append_scene(file_names[0], link=False, fake_user=False)
            props = scene.blenderkit
    
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            asset_main = scene
    
    
        if asset_data['assetType'] == 'hdr':
            hdr = append_link.load_HDR(file_name = file_names[0], name = asset_data['name'])
            props = hdr.blenderkit
            asset_main = hdr
    
    
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        s = bpy.context.scene
    
        if asset_data['assetType'] == 'model':
    
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            downloaders = kwargs.get('downloaders')
            sprops = s.blenderkit_models
    
            # TODO this is here because combinations of linking objects or appending groups are rather not-usefull
    
            if sprops.append_method == 'LINK_COLLECTION':
    
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                sprops.append_link = 'LINK'
                sprops.import_as = 'GROUP'
            else:
                sprops.append_link = 'APPEND'
                sprops.import_as = 'INDIVIDUAL'
    
    
            # copy for override
    
            # set consistency for objects already in scene, otherwise this literally breaks blender :)
    
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            ain, resolution = asset_in_scene(asset_data)
            # this is commented out since it already happens in start_download function.
            # if resolution:
            #     kwargs['resolution'] = resolution
    
            # override based on history
    
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            if ain is not False:
                if ain == 'LINKED':
    
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                else:
    
                    if asset_data['assetType'] == 'model':
                        source_parent = get_asset_in_scene(asset_data)
    
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                        if source_parent:
                            asset_main, new_obs = duplicate_asset(source=source_parent, **kwargs)
                            asset_main.location = kwargs['model_location']
                            asset_main.rotation_euler = kwargs['model_rotation']
                            # this is a case where asset is already in scene and should be duplicated instead.
                            # there is a big chance that the duplication wouldn't work perfectly(hidden or unselectable objects)
                            # so here we need to check and return if there was success
                            # also, if it was successful, no other operations are needed , basically all asset data is already ready from the original asset
                            if new_obs:
                                # update here assets rated/used because there might be new download urls?
                                udpate_asset_data_in_dicts(asset_data)
                                bpy.ops.wm.undo_push_context(message='add %s to scene' % asset_data['name'])
    
                                return
    
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            # first get conditions for append link
    
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            # then append link
            if downloaders:
                for downloader in downloaders:
                    # this cares for adding particle systems directly to target mesh, but I had to block it now,
                    # because of the sluggishnes of it. Possibly re-enable when it's possible to do this faster?
    
                    if 'particle_plants' in asset_data['tags']:
    
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                        append_link.append_particle_system(file_names[-1],
                                                           target_object=kwargs['target_object'],
                                                           rotation=downloader['rotation'],
                                                           link=False,
                                                           name=asset_data['name'])
                        return
    
    
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                    if link:
    
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                        asset_main, new_obs = append_link.link_collection(file_names[-1],
                                                                          location=downloader['location'],
                                                                          rotation=downloader['rotation'],
                                                                          link=link,
                                                                          name=asset_data['name'],
                                                                          parent=kwargs.get('parent'))
    
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                        asset_main, new_obs = append_link.append_objects(file_names[-1],
                                                                         location=downloader['location'],
                                                                         rotation=downloader['rotation'],
                                                                         link=link,
                                                                         name=asset_data['name'],
                                                                         parent=kwargs.get('parent'))
                    if asset_main.type == 'EMPTY' and link:
    
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                        bmin = asset_data['bbox_min']
                        bmax = asset_data['bbox_max']
                        size_min = min(1.0, (bmax[0] - bmin[0] + bmax[1] - bmin[1] + bmax[2] - bmin[2]) / 3)
    
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                        asset_main.empty_display_size = size_min
    
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            elif kwargs.get('model_location') is not None:
    
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                if link:
    
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                    asset_main, new_obs = append_link.link_collection(file_names[-1],
                                                                      location=kwargs['model_location'],
                                                                      rotation=kwargs['model_rotation'],
                                                                      link=link,
                                                                      name=asset_data['name'],
                                                                      parent=kwargs.get('parent'))
    
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                else:
    
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                    asset_main, new_obs = append_link.append_objects(file_names[-1],
                                                                     location=kwargs['model_location'],
                                                                     rotation=kwargs['model_rotation'],
                                                                     link=link,
                                                                     name=asset_data['name'],
                                                                     parent=kwargs.get('parent'))
    
                # scale Empty for assets, so they don't clutter the scene.
    
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                if asset_main.type == 'EMPTY' and link:
    
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                    bmin = asset_data['bbox_min']
                    bmax = asset_data['bbox_max']
                    size_min = min(1.0, (bmax[0] - bmin[0] + bmax[1] - bmin[1] + bmax[2] - bmin[2]) / 3)
    
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                    asset_main.empty_display_size = size_min
    
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            if link:
    
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                group = asset_main.instance_collection
    
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                lib = group.library
                lib['asset_data'] = asset_data
    
    
        elif asset_data['assetType'] == 'brush':
    
            # TODO if already in scene, should avoid reappending.
    
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            inscene = False
            for b in bpy.data.brushes:
    
                if b.blenderkit.id == asset_data['id']:
                    inscene = True
                    brush = b
                    break;
            if not inscene:
                brush = append_link.append_brush(file_names[-1], link=False, fake_user=False)
    
                thumbnail_name = asset_data['thumbnail'].split(os.sep)[-1]
                tempdir = paths.get_temp_dir('brush_search')
                thumbpath = os.path.join(tempdir, thumbnail_name)
                asset_thumbs_dir = paths.get_download_dirs('brush')[0]
                asset_thumb_path = os.path.join(asset_thumbs_dir, thumbnail_name)
                shutil.copy(thumbpath, asset_thumb_path)
                brush.icon_filepath = asset_thumb_path
    
    
            if bpy.context.view_layer.objects.active.mode == 'SCULPT':
    
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                bpy.context.tool_settings.sculpt.brush = brush
    
            elif bpy.context.view_layer.objects.active.mode == 'TEXTURE_PAINT':  # could be just else, but for future possible more types...
    
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                bpy.context.tool_settings.image_paint.brush = brush
            # TODO set brush by by asset data(user can be downloading while switching modes.)
    
            # bpy.context.tool_settings.image_paint.brush = brush
            props = brush.blenderkit
    
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            asset_main = brush
    
        elif asset_data['assetType'] == 'material':
    
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            inscene = False
    
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            sprops = s.blenderkit_mat
    
    
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            for m in bpy.data.materials:
                if m.blenderkit.id == asset_data['id']:
                    inscene = True
                    material = m
                    break;
            if not inscene:
    
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                link = sprops.append_method == 'LINK'
                material = append_link.append_material(file_names[-1], link=link, fake_user=False)
    
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            target_object = bpy.data.objects[kwargs['target_object']]
    
            if len(target_object.material_slots) == 0:
                target_object.data.materials.append(material)
            else:
                target_object.material_slots[kwargs['material_target_slot']].material = material
    
    
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            asset_main = material
    
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        asset_data['resolution'] = kwargs['resolution']
        udpate_asset_data_in_dicts(asset_data)
    
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        asset_main['asset_data'] = asset_data  # TODO remove this??? should write to blenderkit Props?
    
        bpy.ops.wm.undo_push_context(message='add %s to scene' % asset_data['name'])
    
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        # moving reporting to on save.
        # report_use_success(asset_data['id'])
    
    
    
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    def replace_resolution_linked(file_paths, asset_data):
        # replace one asset resolution for another.
        # this is the much simpler case
        #  - find the library,
        #  - replace the path and name of the library, reload.
        file_name = os.path.basename(file_paths[-1])
    
        for l in bpy.data.libraries:
            if not l.get('asset_data'):
                continue;
            if not l['asset_data']['assetBaseId'] == asset_data['assetBaseId']:
                continue;
    
    
            bk_logger.debug('try to re-link library')
    
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            if not os.path.isfile(file_paths[-1]):
    
                bk_logger.debug('library file doesnt exist')
    
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                break;
            l.filepath = os.path.join(os.path.dirname(l.filepath), file_name)
            l.name = file_name
            udpate_asset_data_in_dicts(asset_data)
    
    
    def replace_resolution_appended(file_paths, asset_data, resolution):
        # In this case the texture paths need to be replaced.
        # Find the file path pattern that is present in texture paths
        # replace the pattern with the new one.
        file_name = os.path.basename(file_paths[-1])
    
        new_filename_pattern = os.path.splitext(file_name)[0]
        all_patterns = []
        for suff in paths.resolution_suffix.values():
            pattern = f"{asset_data['id']}{os.sep}textures{suff}{os.sep}"
            all_patterns.append(pattern)
        new_pattern = f"{asset_data['id']}{os.sep}textures{paths.resolution_suffix[resolution]}{os.sep}"
    
        # replace the pattern with the new one.
        # print(existing_filename_patterns)
        # print(new_filename_pattern)
        # print('existing images:')
        for i in bpy.data.images:
    
            for old_pattern in all_patterns:
                if i.filepath.find(old_pattern) > -1:
                    fp = i.filepath.replace(old_pattern, new_pattern)
                    fpabs = bpy.path.abspath(fp)
                    if not os.path.exists(fpabs):
                        # this currently handles .png's that have been swapped to .jpg's during resolution generation process.
                        # should probably also handle .exr's and similar others.
    
                        # bk_logger.debug('need to find a replacement')
    
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                        base, ext = os.path.splitext(fp)
                        if resolution == 'blend' and i.get('original_extension'):
                            fp = base + i.get('original_extension')
                        elif ext in ('.png', '.PNG'):
                            fp = base + '.jpg'
                    i.filepath = fp
                    i.filepath_raw = fp  # bpy.path.abspath(fp)
                    for pf in i.packed_files:
                        pf.filepath = fp
                    i.reload()
        udpate_asset_data_in_dicts(asset_data)
    
    
    
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    # @bpy.app.handlers.persistent
    
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    def timer_update():
        # TODO might get moved to handle all blenderkit stuff, not to slow down.
        '''
        check for running and finished downloads.
        Running downloads get checked for progress which is passed to UI.
        Finished downloads are processed and linked/appended to scene.
         '''
    
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        global download_threads
    
        # bk_logger.debug('timer download')
    
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        if len(download_threads) == 0:
    
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            return 2.0
    
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        s = bpy.context.scene
        for threaddata in download_threads:
            t = threaddata[0]
            asset_data = threaddata[1]
            tcom = threaddata[2]
    
            progress_bars = []
            downloaders = []
    
            if t.is_alive():  # set downloader size
                sr = bpy.context.scene.get('search results')
                if sr is not None:
                    for r in sr:
                        if asset_data['id'] == r['id']:
                            r['downloaded'] = tcom.progress
    
            if not t.is_alive():
                if tcom.error:
                    sprops = utils.get_search_props()
                    sprops.report = tcom.report
                    download_threads.remove(threaddata)
                    return
    
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                file_paths = paths.get_download_filepaths(asset_data, tcom.passargs['resolution'])
    
                if len(file_paths) == 0:
    
                    bk_logger.debug('library names not found in asset data after download')
    
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                    download_threads.remove(threaddata)
                    break;
    
    
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                wm = bpy.context.window_manager
    
    
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                if ((bpy.context.mode == 'OBJECT' and \
                     (at == 'model' or at == 'material'))) \
    
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                        or ((at == 'brush') \
    
                            and wm.get('appendable') == True) or at == 'scene' or at == 'hdr':
    
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                    # don't do this stuff in editmode and other modes, just wait...
    
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                    download_threads.remove(threaddata)
    
                    # duplicate file if the global and subdir are used in prefs
    
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                    if len(file_paths) == 2:  # todo this should try to check if both files exist and are ok.
                        utils.copy_asset(file_paths[0], file_paths[1])
                        # shutil.copyfile(file_paths[0], file_paths[1])
    
                    bk_logger.debug('appending asset')
    
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                    # progress bars:
    
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                    # we need to check if mouse isn't down, which means an operator can be running.
                    # Especially for sculpt mode, where appending a brush during a sculpt stroke causes crasehes
                    #
    
                    if tcom.passargs.get('redownload'):
                        # handle lost libraries here:
                        for l in bpy.data.libraries:
                            if l.get('asset_data') is not None and l['asset_data']['id'] == asset_data['id']:
    
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                                l.filepath = file_paths[-1]
    
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                                l.reload()
    
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                    if tcom.passargs.get('replace_resolution'):
                        # try to relink first.
    
                        ain, resolution = asset_in_scene(asset_data)
    
                        if ain == 'LINKED':
                            replace_resolution_linked(file_paths, asset_data)
    
    
                        elif ain == 'APPENDED':
                            replace_resolution_appended(file_paths, asset_data, tcom.passargs['resolution'])
    
    
    
    
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                    else:
                        done = try_finished_append(asset_data, **tcom.passargs)
                        if not done:
    
                            tcom.passargs['retry_counter'] = tcom.passargs.get('retry_counter', 0) + 1
    
                            download(asset_data, **tcom.passargs)
    
    
                        if bpy.context.scene['search results'] is not None and done:
                            for sres in bpy.context.scene['search results']:
                                if asset_data['id'] == sres['id']:
                                    sres['downloaded'] = 100
    
    
                    bk_logger.debug('finished download thread')
    
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    def delete_unfinished_file(file_name):
        '''
        Deletes download if it wasn't finished. If the folder it's containing is empty, it also removes the directory
        Parameters
        ----------
        file_name
    
        Returns
        -------
        None
        '''
        try:
            os.remove(file_name)
        except Exception as e:
            print(e)
        asset_dir = os.path.dirname(file_name)
        if len(os.listdir(asset_dir)) == 0:
            os.rmdir(asset_dir)
        return
    
    
    def download_file(asset_data, resolution='blend'):
    
        # this is a simple non-threaded way to download files for background resolution genenration tool
    
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        file_name = paths.get_download_filepaths(asset_data, resolution)[0]  # prefer global dir if possible.
    
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        if check_existing(asset_data, resolution=resolution):
    
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            # this sends the thread for processing, where another check should occur, since the file might be corrupted.
    
            bk_logger.debug('not downloading, already in db')
    
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            return file_name
        preferences = bpy.context.preferences.addons['blenderkit'].preferences
        api_key = preferences.api_key
    
    
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        download_canceled = False
    
    
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        with open(file_name, "wb") as f:
            print("Downloading %s" % file_name)
            headers = utils.get_headers(api_key)
    
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            res_file_info, resolution = paths.get_res_file(asset_data, resolution)
            response = requests.get(res_file_info['url'], stream=True)
    
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            total_length = response.headers.get('Content-Length')
    
    
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            if total_length is None or int(total_length) < 1000:  # no content length header
                download_canceled = True
                print(response.content)
    
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            else:
    
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                total_length = int(total_length)
    
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                dl = 0
    
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                last_percent = 0
                percent = 0
                for data in response.iter_content(chunk_size=4096 * 10):
    
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                    dl += len(data)
    
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                    # the exact output you're looking for:
                    fs_str = utils.files_size_to_text(total_length)
    
                    percent = int(dl * 100 / total_length)
                    if percent > last_percent:
                        last_percent = percent
                        # sys.stdout.write('\r')
                        # sys.stdout.write(f'Downloading {asset_data['name']} {fs_str} {percent}% ')  # + int(dl * 50 / total_length) * 'x')
                        print(
                            f'Downloading {asset_data["name"]} {fs_str} {percent}% ')  # + int(dl * 50 / total_length) * 'x')
                        # sys.stdout.flush()
    
                    # print(int(dl*50/total_length)*'x'+'\r')
    
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                    f.write(data)
    
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        if download_canceled:
            delete_unfinished_file(file_name)
            return None
    
    
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        return file_name
    
    
    class Downloader(threading.Thread):
    
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        def __init__(self, asset_data, tcom, scene_id, api_key, resolution='blend'):
    
            super(Downloader, self).__init__()
            self.asset_data = asset_data
            self.tcom = tcom
            self.scene_id = scene_id
            self.api_key = api_key
    
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            self.resolution = resolution
    
            self._stop_event = threading.Event()
    
        def stop(self):
            self._stop_event.set()
    
        def stopped(self):
            return self._stop_event.is_set()
    
        # def main_download_thread(asset_data, tcom, scene_id, api_key):
        def run(self):
            '''try to download file from blenderkit'''
            asset_data = self.asset_data
            tcom = self.tcom
            scene_id = self.scene_id
            api_key = self.api_key
    
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            tcom.report = 'Looking for asset'
    
            # TODO get real link here...
    
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            has_url = get_download_url(asset_data, scene_id, api_key, resolution=self.resolution, tcom=tcom)
    
    
            if not has_url:
                tasks_queue.add_task(
                    (ui.add_report, ('Failed to obtain download URL for %s.' % asset_data['name'], 5, colors.RED)))
                return;
    
            if tcom.error:
                return
    
            # only now we can check if the file already exists. This should have 2 levels, for materials and for brushes
    
            # different than for the non free content. delete is here when called after failed append tries.
    
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            if check_existing(asset_data, resolution=self.resolution) and not tcom.passargs.get('delete'):
    
                # this sends the thread for processing, where another check should occur, since the file might be corrupted.
                tcom.downloaded = 100
    
                bk_logger.debug('not downloading, trying to append again')
    
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            file_name = paths.get_download_filepaths(asset_data, self.resolution)[0]  # prefer global dir if possible.
    
            # for k in asset_data:
            #    print(asset_data[k])
            if self.stopped():
    
                bk_logger.debug('stopping download: ' + asset_data['name'])
    
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            download_canceled = False
    
            with open(file_name, "wb") as f:
    
                bk_logger.debug("Downloading %s" % file_name)
    
                headers = utils.get_headers(api_key)
    
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                res_file_info, self.resolution = paths.get_res_file(asset_data, self.resolution)
                response = requests.get(res_file_info['url'], stream=True)
    
                total_length = response.headers.get('Content-Length')
                if total_length is None:  # no content length header
    
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                    print('no content length')
                    print(response.content)
                    tcom.report = response.content
                    download_canceled = True
    
                    # bk_logger.debug(total_length)
    
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                    if int(total_length) < 1000:  # means probably no file returned.
                        tasks_queue.add_task((ui.add_report, (response.content, 20, colors.RED)))
    
                        tcom.report = response.content
    
    
                    tcom.file_size = int(total_length)
    
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                    fsmb = tcom.file_size // (1024 * 1024)
                    fskb = tcom.file_size % 1024
                    if fsmb == 0:
                        t = '%iKB' % fskb
                    else:
                        t = ' %iMB' % fsmb
                    tcom.report = f'Downloading {t} {self.resolution}'
    
    
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                    totdata = []
    
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                    for data in response.iter_content(chunk_size=4096 * 32):  # crashed here... why? investigate:
    
                        dl += len(data)
                        tcom.downloaded = dl
                        tcom.progress = int(100 * tcom.downloaded / tcom.file_size)
                        f.write(data)
                        if self.stopped():
    
                            bk_logger.debug('stopping download: ' + asset_data['name'])
    
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                            download_canceled = True
                            break
    
            if download_canceled:
                delete_unfinished_file(file_name)
    
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            # unpack the file immediately after download
    
            tcom.report = f'Unpacking files'
            self.asset_data['resolution'] = self.resolution
            resolutions.send_to_bg(self.asset_data, file_name, command='unpack')
    
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    class ThreadCom:  # object passed to threads to read background process stdout info
        def __init__(self):
            self.file_size = 1000000000000000  # property that gets written to.
            self.downloaded = 0
            self.lasttext = ''
            self.error = False
            self.report = ''
            self.progress = 0.0
            self.passargs = {}
    
    
    def download(asset_data, **kwargs):
        '''start the download thread'''
        user_preferences = bpy.context.preferences.addons['blenderkit'].preferences
        api_key = user_preferences.api_key
        scene_id = get_scene_id()
    
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        tcom = ThreadCom()
        tcom.passargs = kwargs
    
    
        if kwargs.get('retry_counter', 0) > 3:
    
            sprops = utils.get_search_props()
    
            report = f"Maximum retries exceeded for {asset_data['name']}"
            sprops.report = report
            ui.add_report(report, 5, colors.RED)
    
    
            bk_logger.debug(sprops.report)
    
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        # incoming data can be either directly dict from python, or blender id property
        # (recovering failed downloads on reload)
        if type(asset_data) == dict:
            asset_data = copy.deepcopy(asset_data)
        else:
            asset_data = asset_data.to_dict()
    
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        readthread = Downloader(asset_data, tcom, scene_id, api_key, resolution=kwargs['resolution'])
    
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        readthread.start()
    
        global download_threads
        download_threads.append(
            [readthread, asset_data, tcom])
    
    
    def check_downloading(asset_data, **kwargs):
    
        ''' check if an asset is already downloading, if yes, just make a progress bar with downloader object.'''
    
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        global download_threads
    
        downloading = False
    
        for p in download_threads:
            p_asset_data = p[1]
            if p_asset_data['id'] == asset_data['id']:
    
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                if at in ('model', 'material'):
                    downloader = {'location': kwargs['model_location'],
                                  'rotation': kwargs['model_rotation']}
                    p[2].passargs['downloaders'].append(downloader)
                downloading = True
    
        return downloading
    
    
    
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    def check_existing(asset_data, resolution='blend', can_return_others=False):
    
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        ''' check if the object exists on the hard drive'''
        fexists = False
    
    
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        if asset_data.get('files') == None:
            # this is because of some very odl files where asset data had no files structure.
            return False
    
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        file_names = paths.get_download_filepaths(asset_data, resolution, can_return_others=can_return_others)
    
    
        bk_logger.debug('check if file already exists'+ str( file_names))
    
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        if len(file_names) == 2:
            # TODO this should check also for failed or running downloads.
            # If download is running, assign just the running thread. if download isn't running but the file is wrong size,
            #  delete file and restart download (or continue downoad? if possible.)
    
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            if os.path.isfile(file_names[0]):  # and not os.path.isfile(file_names[1])
                utils.copy_asset(file_names[0], file_names[1])
    
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            elif not os.path.isfile(file_names[0]) and os.path.isfile(
                    file_names[1]):  # only in case of changed settings or deleted/moved global dict.
    
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                utils.copy_asset(file_names[1], file_names[0])
    
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        if len(file_names) > 0 and os.path.isfile(file_names[0]):
            fexists = True
        return fexists
    
    
    def try_finished_append(asset_data, **kwargs):  # location=None, material_target=None):
    
        ''' try to append asset, if not successfully delete source files.
    
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         This means probably wrong download, so download should restart'''
    
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        file_names = paths.get_download_filepaths(asset_data, kwargs['resolution'])
    
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        done = False
    
        bk_logger.debug('try to append already existing asset')
    
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        if len(file_names) > 0:
            if os.path.isfile(file_names[-1]):
                kwargs['name'] = asset_data['name']
    
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                append_asset(asset_data, **kwargs)
                done = True
                return done
    
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                try:
                    append_asset(asset_data, **kwargs)
                    done = True
                except Exception as e:
    
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                    # TODO: this should distinguis if the appending failed (wrong file)
                    # or something else happened(shouldn't delete the files)
    
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                    print(e)
    
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                    done = False
    
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                    for f in file_names:
                        try:
                            os.remove(f)
    
                        except Exception as e:
                            # e = sys.exc_info()[0]
    
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                            print(e)
                            pass;
    
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                    return done
    
    
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        return done
    
    
    
    def get_asset_in_scene(asset_data):
        '''tries to find an appended copy of particular asset and duplicate it - so it doesn't have to be appended again.'''
        scene = bpy.context.scene
        for ob in bpy.context.scene.objects:
            ad1 = ob.get('asset_data')
            if not ad1:
                continue
            if ad1.get('assetBaseId') == asset_data['assetBaseId']:
                return ob
        return None
    
    
    def check_all_visible(obs):
        '''checks all objects are visible, so they can be manipulated/copied.'''
        for ob in obs:
            if not ob.visible_get():
                return False
        return True
    
    
    def check_selectible(obs):
        '''checks if all objects can be selected and selects them if possible.
         this isn't only select_hide, but all possible combinations of collections e.t.c. so hard to check otherwise.'''
        for ob in obs:
            ob.select_set(True)
            if not ob.select_get():
                return False
        return True
    
    
    def duplicate_asset(source, **kwargs):
    
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        '''
        Duplicate asset when it's already appended in the scene,
        so that blender's append doesn't create duplicated data.
         '''
    
        bk_logger.debug('duplicate asset instead')
    
        # we need to save selection
        sel = utils.selection_get()
        bpy.ops.object.select_all(action='DESELECT')
    
        # check visibility
        obs = utils.get_hierarchy(source)
        if not check_all_visible(obs):
            return None
        # check selectability and select in one run
        if not check_selectible(obs):
            return None
    
        # duplicate the asset objects
        bpy.ops.object.duplicate(linked=True)