Blender_bevy_components_wor.../tools/blenvy/blueprints/blueprints_scan.py

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from types import SimpleNamespace
import bpy
from .blueprint import Blueprint
# 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.auto_export,"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)
# 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)
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)