Asset System: Technical Design #87235
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opened 2021-04-06 14:59:39 +02:00 by Julian Eisel
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Asset System: Technical Design
Collaborative design work by @dr.sybren and @Severin.
NOTE: Also see #88184 (Asset System: Data Storage, Reading & UI Access).
Asset related concepts need to be integrated natively into Blender. This includes things like:
The asset system needs to interact well with asset related UIs. Because of this, they are designed together, with a well-defined interface between them.
The current system in master (experimental feature) is mostly limited to the Asset Browser, so all that can be done by the File Browser editor (which the Asset Browser is using), much of it was already there for managing files.
However there is currently an asset view UI template in the works, that supports displaying assets anywhere in the UI, so it has to work outside the File/Asset Browser context. Plus, in future we want to allow Add-ons to register custom libraries, dynamically populate asset libraries, provide non-Blender data-block assets, etc.
Given the importance of asset management, we want to have a well thought out design in place, with well defined interfaces for general Blender code and Python access.
Here's a basic visual presentation of how components could work together (BPY is to be designed still, may just mirror the asset system):

Initial design of the main interfaces and how that can be translated to the Python API.
We mocked up the main design units as code here, which for us (being coders) is a simple way to get a good grip of the design.
C++ Mockup
The highest level entity is the Asset System and provides basic functionality with global effect.
void (*)(AssetRepresentation asset,
void register_library(AssetLibrary library);
void set_active_library(AssetLibrary library);
AssetLibrary get_active_library();
void available_assets(AssetFilter filter, AssetListReceiver receiver);
The
AssetListReceiver
andavailable_assets()
part may be superseded by the asset storage design (see {T88184}). In there the storage is managed throughAssetList
andAssetListStorage
(better separation of concerns).AssetSystem
can be a mere interface.It's unclear still if we need such full URIs in practice. It may also make sense to let asset management add-ons opt-out of URIs and use custom identifiers. The identifier could be just an abstract class with a purely virtual comparison operator.
// AssetIdentifiers can be matched to a library that supports it.
std::string uri_protocol() const;
std::string uri_host() const; can be empty to indicate "any host" Unsure whether this should be per AssetLibrary or on the AssetSystem (or
// both).
void register_error_callback(AssetErrorCallback callback);
// Fast, as it only needs metadata and not the asset itself.
void load_asset_repr(AssetIdentifier identifier, AssetReceiver callback);
// Loads the actual asset, so could take more time.
enum class LoadType {
LINK,
APPEND,
NOMAIN,
};
void load_asset(AssetIdentifier identifier,
LoadType load_type,
AssetReceiver callback);
We may want to differentiate between local and external assets here.
AssetRepresentation
could also be an (abstract) base class withLocalAssetRepresentation
andExternalAssetRepresentation
as implementations.This class needs a handle for C and RNA. E.g. so that operators can get asset information from context.
Python API
Most (but not all!) asset information is independent of the current file loaded. Exceptions are the Current File and the planned Current Project library. The Python API needs to work independent of
bpy.data
, but can do some interactions on it (e.g. after getting the ID of a local asset).Therefore, a new module might make sense.
Although maybe it shoudn't be a standalone module, it could be
bpy.asset_system
instead.The API would then simply wrap the internal C/C++ API.
Changed status from 'Needs Triage' to: 'Confirmed'
Added subscriber: @JulianEisel
Asset System Technical Designto Asset System: Technical DesignAdded subscriber: @dr.sybren
Added subscriber: @AlexeyAdamitsky