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from types import SimpleNamespace
import bpy
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from . blueprint import Blueprint
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# blueprints: any collection with either
# - an instance
# - marked as asset
# - with the "auto_export" flag
# https://blender.stackexchange.com/questions/167878/how-to-get-all-collections-of-the-current-scene
def blueprints_scan ( main_scenes , library_scenes , addon_prefs ) :
export_marked_assets = getattr ( addon_prefs , " export_marked_assets " )
blueprints = { }
blueprints_from_objects = { }
blueprint_name_from_instances = { }
collections = [ ]
# main scenes
blueprint_instances_per_main_scene = { }
internal_collection_instances = { }
external_collection_instances = { }
# meh
def add_object_to_collection_instances ( collection_name , object , internal = True ) :
collection_category = internal_collection_instances if internal else external_collection_instances
if not collection_name in collection_category . keys ( ) :
#print("ADDING INSTANCE OF", collection_name, "object", object.name, "categ", collection_category)
collection_category [ collection_name ] = [ ] #.append(collection_name)
collection_category [ collection_name ] . append ( object )
for scene in main_scenes : # should it only be main scenes ? what about collection instances inside other scenes ?
for object in scene . objects :
#print("object", object.name)
if object . instance_type == ' COLLECTION ' :
collection = object . instance_collection
collection_name = object . instance_collection . name
#print(" from collection:", collection_name)
collection_from_library = False
for library_scene in library_scenes : # should be only in library scenes
collection_from_library = library_scene . user_of_id ( collection ) > 0 # TODO: also check if it is an imported asset
if collection_from_library :
break
add_object_to_collection_instances ( collection_name = collection_name , object = object , internal = collection_from_library )
# experiment with custom properties from assets stored in other blend files
""" if not collection_from_library:
for property_name in object . keys ( ) :
print ( " stuff " , property_name )
for property_name in collection . keys ( ) :
print ( " OTHER " , property_name ) """
# blueprints[collection_name].instances.append(object)
# FIXME: this only account for direct instances of blueprints, not for any nested blueprint inside a blueprint
if scene . name not in blueprint_instances_per_main_scene . keys ( ) :
blueprint_instances_per_main_scene [ scene . name ] = { }
if collection_name not in blueprint_instances_per_main_scene [ scene . name ] . keys ( ) :
blueprint_instances_per_main_scene [ scene . name ] [ collection_name ] = [ ]
blueprint_instances_per_main_scene [ scene . name ] [ collection_name ] . append ( object )
blueprint_name_from_instances [ object ] = collection_name
""" # add any indirect ones
# FIXME: needs to be recursive, either here or above
for nested_blueprint in blueprints [ collection_name ] . nested_blueprints :
if not nested_blueprint in blueprint_instances_per_main_scene [ scene . name ] :
blueprint_instances_per_main_scene [ scene . name ] . append ( nested_blueprint ) """
for collection in bpy . data . collections :
#print("collection", collection, collection.name_full, "users", collection.users)
collection_from_library = False
defined_in_scene = None
for scene in library_scenes : # should be only in library scenes
collection_from_library = scene . user_of_id ( collection ) > 0
if collection_from_library :
defined_in_scene = scene
break
if not collection_from_library :
continue
if (
' AutoExport ' in collection and collection [ ' AutoExport ' ] == True # get marked collections
or export_marked_assets and collection . asset_data is not None # or if you have marked collections as assets you can auto export them too
or collection . name in list ( internal_collection_instances . keys ( ) ) # or if the collection has an instance in one of the main scenes
) :
blueprint = Blueprint ( collection . name )
blueprint . local = True
blueprint . marked = ' AutoExport ' in collection and collection [ ' AutoExport ' ] == True or export_marked_assets and collection . asset_data is not None
blueprint . objects = [ object . name for object in collection . all_objects if not object . instance_type == ' COLLECTION ' ] # inneficient, double loop
blueprint . nested_blueprints = [ object . instance_collection . name for object in collection . all_objects if object . instance_type == ' COLLECTION ' ] # FIXME: not precise enough, aka "what is a blueprint"
blueprint . collection = collection
blueprint . instances = internal_collection_instances [ collection . name ] if collection . name in internal_collection_instances else [ ]
blueprint . scene = defined_in_scene
blueprints [ collection . name ] = blueprint
# add nested collections to internal/external_collection instances
# FIXME: inneficient, third loop over all_objects
for object in collection . all_objects :
if object . instance_type == ' COLLECTION ' :
add_object_to_collection_instances ( collection_name = object . instance_collection . name , object = object , internal = blueprint . local )
# now create reverse lookup , so you can find the collection from any of its contained objects
for object in collection . all_objects :
blueprints_from_objects [ object . name ] = blueprint #collection.name
#
collections . append ( collection )
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# EXTERNAL COLLECTIONS: add any collection that has an instance in the main scenes, but is not present in any of the scenes (IE NON LOCAL/ EXTERNAL)
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for collection_name in external_collection_instances :
collection = bpy . data . collections [ collection_name ]
blueprint = Blueprint ( collection . name )
blueprint . local = False
blueprint . marked = True #external ones are always marked, as they have to have been marked in their original file #'AutoExport' in collection and collection['AutoExport'] == True
blueprint . objects = [ object . name for object in collection . all_objects if not object . instance_type == ' COLLECTION ' ] # inneficient, double loop
blueprint . nested_blueprints = [ object . instance_collection . name for object in collection . all_objects if object . instance_type == ' COLLECTION ' ] # FIXME: not precise enough, aka "what is a blueprint"
blueprint . collection = collection
blueprint . instances = external_collection_instances [ collection . name ] if collection . name in external_collection_instances else [ ]
blueprints [ collection . name ] = blueprint
#print("EXTERNAL COLLECTION", collection, dict(collection))
# add nested collections to internal/external_collection instances
# FIXME: inneficient, third loop over all_objects
""" for object in collection.all_objects:
if object . instance_type == ' COLLECTION ' :
add_object_to_collection_instances ( collection_name = object . instance_collection . name , object = object , internal = blueprint . local ) """
# now create reverse lookup , so you can find the collection from any of its contained objects
for object in collection . all_objects :
blueprints_from_objects [ object . name ] = blueprint #collection.name
# then add any nested collections at root level (so we can have a flat list, regardless of nesting)
# TODO: do this recursively
for blueprint_name in list ( blueprints . keys ( ) ) :
parent_blueprint = blueprints [ blueprint_name ]
for nested_blueprint_name in parent_blueprint . nested_blueprints :
if not nested_blueprint_name in blueprints . keys ( ) :
collection = bpy . data . collections [ nested_blueprint_name ]
blueprint = Blueprint ( collection . name )
blueprint . local = parent_blueprint . local
blueprint . objects = [ object . name for object in collection . all_objects if not object . instance_type == ' COLLECTION ' ] # inneficient, double loop
blueprint . nested_blueprints = [ object . instance_collection . name for object in collection . all_objects if object . instance_type == ' COLLECTION ' ] # FIXME: not precise enough, aka "what is a blueprint"
blueprint . collection = collection
blueprint . instances = external_collection_instances [ collection . name ] if collection . name in external_collection_instances else [ ]
blueprint . scene = parent_blueprint . scene if parent_blueprint . local else None
blueprints [ collection . name ] = blueprint
# now create reverse lookup , so you can find the collection from any of its contained objects
for object in collection . all_objects :
blueprints_from_objects [ object . name ] = blueprint #collection.name
blueprints = dict ( sorted ( blueprints . items ( ) ) )
''' print( " BLUEPRINTS " )
for blueprint_name in blueprints :
print ( " " , blueprints [ blueprint_name ] )
""" print( " BLUEPRINTS LOOKUP " )
print ( blueprints_from_objects ) """
print ( " BLUEPRINT INSTANCES PER MAIN SCENE " )
print ( blueprint_instances_per_main_scene ) '''
""" changes_test = { ' Library ' : {
' Blueprint1_mesh ' : bpy . data . objects [ ' Blueprint1_mesh ' ] ,
' Fox_mesh ' : bpy . data . objects [ ' Fox_mesh ' ] ,
' External_blueprint2_Cylinder ' : bpy . data . objects [ ' External_blueprint2_Cylinder ' ] }
}
# which main scene has been impacted by this
# does one of the main scenes contain an INSTANCE of an impacted blueprint
for scene in main_scenes :
changed_objects = list ( changes_test [ " Library " ] . keys ( ) ) # just a hack for testing
#bluprint_instances_in_scene = blueprint_instances_per_main_scene[scene.name]
#print("instances per scene", bluprint_instances_in_scene, "changed_objects", changed_objects)
changed_blueprints_with_instances_in_scene = [ blueprints_from_objects [ changed ] for changed in changed_objects if changed in blueprints_from_objects ]
print ( " changed_blueprints_with_instances_in_scene " , changed_blueprints_with_instances_in_scene )
level_needs_export = len ( changed_blueprints_with_instances_in_scene ) > 0
if level_needs_export :
print ( " level needs export " , scene . name )
for scene in library_scenes :
changed_objects = list ( changes_test [ scene . name ] . keys ( ) )
changed_blueprints = [ blueprints_from_objects [ changed ] for changed in changed_objects if changed in blueprints_from_objects ]
# we only care about local blueprints/collections
changed_local_blueprints = [ blueprint_name for blueprint_name in changed_blueprints if blueprint_name in blueprints . keys ( ) and blueprints [ blueprint_name ] . local ]
print ( " changed blueprints " , changed_local_blueprints ) """
# additional helper data structures for lookups etc
blueprints_per_name = blueprints
blueprints = [ ] # flat list
internal_blueprints = [ ]
external_blueprints = [ ]
blueprints_per_scenes = { }
blueprint_instances_per_library_scene = { }
for blueprint in blueprints_per_name . values ( ) :
blueprints . append ( blueprint )
if blueprint . local :
internal_blueprints . append ( blueprint )
if blueprint . scene :
if not blueprint . scene . name in blueprints_per_scenes :
blueprints_per_scenes [ blueprint . scene . name ] = [ ]
blueprints_per_scenes [ blueprint . scene . name ] . append ( blueprint . name ) # meh
else :
external_blueprints . append ( blueprint )
# we also need to have blueprint instances for
data = {
" blueprints " : blueprints ,
" blueprints_per_name " : blueprints_per_name ,
" blueprint_names " : list ( blueprints_per_name . keys ( ) ) ,
" blueprints_from_objects " : blueprints_from_objects ,
" internal_blueprints " : internal_blueprints ,
" external_blueprints " : external_blueprints ,
" blueprints_per_scenes " : blueprints_per_scenes ,
" blueprint_instances_per_main_scene " : blueprint_instances_per_main_scene ,
" blueprint_instances_per_library_scene " : blueprint_instances_per_library_scene ,
# not sure about these two
" internal_collection_instances " : internal_collection_instances ,
" external_collection_instances " : external_collection_instances ,
" blueprint_name_from_instances " : blueprint_name_from_instances
}
return SimpleNamespace ( * * data )