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chore():
* made blueprints/asset list conditional on NOT legacy mode * cleaned up code * fleshed out testing some more
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@ -4,7 +4,7 @@ import bpy
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from ..helpers.generate_and_export import generate_and_export
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from ..helpers.generate_and_export import generate_and_export
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from .export_gltf import (generate_gltf_export_preferences, export_gltf)
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from .export_gltf import (generate_gltf_export_preferences, export_gltf)
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from ..modules.bevy_dynamic import is_object_dynamic, is_object_static
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from ..modules.bevy_dynamic import is_object_dynamic, is_object_static
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from ..helpers.helpers_scenes import clear_hollow_scene, copy_hollowed_collection_into, inject_blueprints_list_into_main_scene
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from ..helpers.helpers_scenes import clear_hollow_scene, copy_hollowed_collection_into, inject_blueprints_list_into_main_scene, remove_blueprints_list_from_main_scene
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# export all main scenes
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# export all main scenes
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@ -16,6 +16,7 @@ def export_main_scene(scene, folder_path, addon_prefs, library_collections):
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gltf_export_preferences = generate_gltf_export_preferences(addon_prefs)
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gltf_export_preferences = generate_gltf_export_preferences(addon_prefs)
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export_output_folder = getattr(addon_prefs,"export_output_folder")
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export_output_folder = getattr(addon_prefs,"export_output_folder")
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export_blueprints = getattr(addon_prefs,"export_blueprints")
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export_blueprints = getattr(addon_prefs,"export_blueprints")
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legacy_mode = getattr(addon_prefs, "export_legacy_mode")
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export_separate_dynamic_and_static_objects = getattr(addon_prefs, "export_separate_dynamic_and_static_objects")
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export_separate_dynamic_and_static_objects = getattr(addon_prefs, "export_separate_dynamic_and_static_objects")
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gltf_output_path = os.path.join(folder_path, export_output_folder, scene.name)
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gltf_output_path = os.path.join(folder_path, export_output_folder, scene.name)
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@ -29,7 +30,8 @@ def export_main_scene(scene, folder_path, addon_prefs, library_collections):
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}
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}
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if export_blueprints :
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if export_blueprints :
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inject_blueprints_list_into_main_scene(scene)
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if not legacy_mode:
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inject_blueprints_list_into_main_scene(scene)
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if export_separate_dynamic_and_static_objects:
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if export_separate_dynamic_and_static_objects:
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#print("SPLIT STATIC AND DYNAMIC")
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#print("SPLIT STATIC AND DYNAMIC")
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@ -69,5 +71,8 @@ def export_main_scene(scene, folder_path, addon_prefs, library_collections):
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print(" exporting gltf to", gltf_output_path, ".gltf/glb")
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print(" exporting gltf to", gltf_output_path, ".gltf/glb")
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export_gltf(gltf_output_path, export_settings)
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export_gltf(gltf_output_path, export_settings)
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if not legacy_mode:
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remove_blueprints_list_from_main_scene(scene)
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@ -73,13 +73,17 @@ def copy_hollowed_collection_into(source_collection, destination_collection, par
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"""we inject the collection/blueprint name, as a component called 'BlueprintName', but we only do this in the empty, not the original object"""
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"""we inject the collection/blueprint name, as a component called 'BlueprintName', but we only do this in the empty, not the original object"""
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empty_obj['BlueprintName'] = '"'+collection_name+'"' if legacy_mode else '("'+collection_name+'")'
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empty_obj['BlueprintName'] = '"'+collection_name+'"' if legacy_mode else '("'+collection_name+'")'
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empty_obj['SpawnHere'] = '()'
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empty_obj['SpawnHere'] = '()'
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# we also inject a list of all sub blueprints, so that the bevy side can preload them
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# we also inject a list of all sub blueprints, so that the bevy side can preload them
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root_node = CollectionNode()
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if not legacy_mode:
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root_node.name = "root"
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root_node = CollectionNode()
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children_per_collection = {}
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root_node.name = "root"
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get_sub_collections([object.instance_collection], root_node, children_per_collection)
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children_per_collection = {}
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empty_obj["BlueprintsList"] = f"({json.dumps(dict(children_per_collection))})"
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print("collection stuff", original_name)
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#empty_obj["Assets"] = {"Animations": [], "Materials": [], "Models":[], "Textures":[], "Audio":[], "Other":[]}
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get_sub_collections([object.instance_collection], root_node, children_per_collection)
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empty_obj["BlueprintsList"] = f"({json.dumps(dict(children_per_collection))})"
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#empty_obj["Assets"] = {"Animations": [], "Materials": [], "Models":[], "Textures":[], "Audio":[], "Other":[]}
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# we copy custom properties over from our original object to our empty
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# we copy custom properties over from our original object to our empty
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for component_name, component_value in object.items():
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for component_name, component_value in object.items():
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@ -163,13 +167,14 @@ def inject_blueprints_list_into_main_scene(scene):
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print("injecting assets/blueprints data into scene")
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print("injecting assets/blueprints data into scene")
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root_collection = scene.collection
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root_collection = scene.collection
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assets_list = None
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assets_list = None
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assets_list_name = f"assets_list_{scene.name}_components"
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for object in scene.objects:
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for object in scene.objects:
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if object.name == "assets_list"+scene.name:
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if object.name == assets_list_name:
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assets_list = object
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assets_list = object
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break
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break
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if assets_list is None:
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if assets_list is None:
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assets_list = make_empty('assets_list_'+scene.name+"_components", [0,0,0], [0,0,0], [0,0,0], root_collection)
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assets_list = make_empty(assets_list_name, [0,0,0], [0,0,0], [0,0,0], root_collection)
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# find all blueprints used in a scene
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# find all blueprints used in a scene
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# TODO: export a tree rather than a flat list ? because you could have potential clashing items in flat lists (amongst other issues)
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# TODO: export a tree rather than a flat list ? because you could have potential clashing items in flat lists (amongst other issues)
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@ -179,7 +184,7 @@ def inject_blueprints_list_into_main_scene(scene):
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children_per_collection = {}
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children_per_collection = {}
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#print("collection_names", collection_names, "collections", collections)
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#print("collection_names", collection_names, "collections", collections)
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(bla, bli ) = get_sub_collections(collections, root_node, children_per_collection)
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get_sub_collections(collections, root_node, children_per_collection)
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# what about marked assets ?
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# what about marked assets ?
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# what about audio assets ?
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# what about audio assets ?
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# what about materials ?
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# what about materials ?
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@ -188,4 +193,13 @@ def inject_blueprints_list_into_main_scene(scene):
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#assets_list["blueprints_direct"] = list(collection_names)
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#assets_list["blueprints_direct"] = list(collection_names)
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assets_list["BlueprintsList"] = f"({json.dumps(dict(children_per_collection))})"
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assets_list["BlueprintsList"] = f"({json.dumps(dict(children_per_collection))})"
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#assets_list["Materials"]= '()'
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#assets_list["Materials"]= '()'
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# print("assets list", assets_list["BlueprintsList"], children_per_collection)
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def remove_blueprints_list_from_main_scene(scene):
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assets_list = None
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assets_list_name = f"assets_list_{scene.name}_components"
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for object in scene.objects:
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if object.name == assets_list_name:
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assets_list = object
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if assets_list is not None:
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bpy.data.objects.remove(assets_list, do_unlink=True)
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@ -83,7 +83,6 @@ def test_export_complex(setup_data):
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# blueprint5 => has NO instance, not marked as asset, should NOT export
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# blueprint5 => has NO instance, not marked as asset, should NOT export
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assert os.path.exists(os.path.join(models_path, "World.glb")) == True
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assert os.path.exists(os.path.join(models_path, "World.glb")) == True
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assert os.path.exists(os.path.join(models_path, "library", "Blueprint1.glb")) == True
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assert os.path.exists(os.path.join(models_path, "library", "Blueprint1.glb")) == True
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assert os.path.exists(os.path.join(models_path, "library", "Blueprint2.glb")) == True
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assert os.path.exists(os.path.join(models_path, "library", "Blueprint2.glb")) == True
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assert os.path.exists(os.path.join(models_path, "library", "Blueprint3.glb")) == True
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assert os.path.exists(os.path.join(models_path, "library", "Blueprint3.glb")) == True
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@ -92,6 +91,11 @@ def test_export_complex(setup_data):
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assert os.path.exists(os.path.join(models_path, "library", "Blueprint6_animated.glb")) == True
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assert os.path.exists(os.path.join(models_path, "library", "Blueprint6_animated.glb")) == True
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assert os.path.exists(os.path.join(models_path, "library", "Blueprint7_hierarchy.glb")) == True
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assert os.path.exists(os.path.join(models_path, "library", "Blueprint7_hierarchy.glb")) == True
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# 'assets_list_'+scene.name+"_components" should have been removed after the export
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assets_list_object_name = "assets_list_"+"World"+"_components"
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assets_list_object_present = assets_list_object_name in bpy.data.objects
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assert assets_list_object_present == False
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# now run bevy
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# now run bevy
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command = "cargo run --features bevy/dynamic_linking"
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command = "cargo run --features bevy/dynamic_linking"
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FNULL = open(os.devnull, 'w') #use this if you want to suppress output to stdout from the subprocess
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FNULL = open(os.devnull, 'w') #use this if you want to suppress output to stdout from the subprocess
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@ -105,6 +109,7 @@ def test_export_complex(setup_data):
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assert diagnostics["animations"] == True
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assert diagnostics["animations"] == True
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assert diagnostics["cylinder_found"] == True
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assert diagnostics["cylinder_found"] == True
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assert diagnostics["empty_found"] == True
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assert diagnostics["empty_found"] == True
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assert diagnostics["blueprints_list_found"] == True
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# last but not least, do a visual compare
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# last but not least, do a visual compare
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screenshot_expected_path = os.path.join(root_path, "expected_screenshot.png")
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screenshot_expected_path = os.path.join(root_path, "expected_screenshot.png")
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