feat(Blenvy):
* Blender: some additional component filtering for upgrade ui * Bevy: * experimenting with overhauled blueprint spawning logic, sub-blueprint instance tracking etc * added a more simple blend file to test things out with
This commit is contained in:
parent
6cbb144746
commit
07d58467c4
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@ -107,7 +107,9 @@ impl Plugin for BlueprintsPlugin {
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(
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blueprints_prepare_spawn,
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blueprints_check_assets_loading,
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blueprints_spawn,
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blueprints_assets_ready,
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blueprints_check_blueprints_spawning,
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// blueprints_spawn,
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/*(
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prepare_blueprints,
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@ -145,6 +147,7 @@ impl Plugin for BlueprintsPlugin {
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)*/
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.add_systems(Update, react_to_asset_changes)
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// .add_systems(Update, track_sub_blueprints)
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;
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}
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}
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@ -1,6 +1,6 @@
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use std::path::{Path, PathBuf};
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use bevy::{asset::LoadedUntypedAsset, gltf::Gltf, prelude::*, render::view::visibility, scene::SceneInstance, transform::commands, utils::hashbrown::HashMap};
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use bevy::{asset::LoadedUntypedAsset, gltf::Gltf, prelude::*, render::view::visibility, scene::SceneInstance, transform::commands, utils::{hashbrown::HashMap}};
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use serde_json::Value;
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use crate::{BlueprintAssets, BlueprintAssetsLoadState, AssetLoadTracker, BlenvyConfig, BlueprintAnimations, BlueprintAssetsLoaded, BlueprintAssetsNotLoaded};
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@ -65,6 +65,7 @@ pub enum BlueprintEvent {
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/// event fired when a blueprint has finished loading its assets & before it attempts spawning
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AssetsLoaded {
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entity: Entity,
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blueprint_name: String,
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blueprint_path: String,
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// TODO: add assets list ?
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@ -73,18 +74,40 @@ pub enum BlueprintEvent {
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/// - all its assets have been loaded
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/// - the spawning attempt has been sucessfull
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Spawned {
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entity: Entity,
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blueprint_name: String,
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blueprint_path: String,
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},
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///
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Ready {
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entity: Entity,
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blueprint_path: String,
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}
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}
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// TODO: move this somewhere else ?
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#[derive(Component, Reflect, Debug, Default)]
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#[reflect(Component)]
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/// component used to mark any entity as Dynamic: aka add this to make sure your entity is going to be saved
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pub struct DynamicBlueprintInstance;
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// TODO: move these somewhere else ?
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#[derive(Component, Reflect, Debug, Default)]
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#[reflect(Component)]
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/// component gets added when a blueprint starts spawning, removed when spawning is done
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pub struct BlueprintSpawning;
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#[derive(Component, Reflect, Debug, Default)]
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#[reflect(Component)]
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/// component gets added when a blueprint spawning is done
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pub struct BlueprintSpawned;
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use gltf::Gltf as RawGltf;
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pub(crate) fn blueprints_prepare_spawn(
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@ -101,8 +124,8 @@ asset_server: Res<AssetServer>,
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) {
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for (entity, blueprint_info, parent, all_assets) in blueprint_instances_to_spawn.iter() {
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println!("Detected blueprint to spawn: {:?} path:{:?}", blueprint_info.name, blueprint_info.path);
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println!("all assets {:?}", all_assets);
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info!("BLUEPRINT: to spawn detected: {:?} path:{:?}", blueprint_info.name, blueprint_info.path);
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//println!("all assets {:?}", all_assets);
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//////////////
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// we add the asset of the blueprint itself
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@ -124,7 +147,7 @@ asset_server: Res<AssetServer>,
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// and we also add all its assets
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/* prefetch attempt */
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let gltf = RawGltf::open(format!("assets/{}", blueprint_info.path)).unwrap();// RawGltf::open("examples/Box.gltf")?;
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let gltf = RawGltf::open(format!("assets/{}", blueprint_info.path)).unwrap();
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for scene in gltf.scenes() {
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let foo_extras = scene.extras().clone().unwrap();
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@ -137,7 +160,7 @@ asset_server: Res<AssetServer>,
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let assets_raw = &lookup["BlueprintAssets"];
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//println!("ASSETS RAW {}", assets_raw);
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let all_assets: BlueprintAssets = ron::from_str(&assets_raw.as_str().unwrap()).unwrap();
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println!("all_assets {:?}", all_assets);
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// println!("all_assets {:?}", all_assets);
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for asset in all_assets.assets.iter() {
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let untyped_handle = asset_server.load_untyped(&asset.path);
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@ -174,6 +197,9 @@ asset_server: Res<AssetServer>,
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} else {
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commands.entity(entity).insert(BlueprintAssetsLoaded);
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}
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commands.entity(entity).insert(BlueprintSpawning);
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}
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}
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@ -216,8 +242,8 @@ pub(crate) fn blueprints_check_assets_loading(
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if all_loaded {
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assets_to_load.all_loaded = true;
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println!("LOADING: in progress for ALL assets of {:?} (instance of {}), preparing for spawn", entity_name, blueprint_info.path);
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blueprint_events.send(BlueprintEvent::AssetsLoaded {blueprint_name:"".into(), blueprint_path: blueprint_info.path.clone() });
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// println!("LOADING: DONE for ALL assets of {:?} (instance of {}), preparing for spawn", entity_name, blueprint_info.path);
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// blueprint_events.send(BlueprintEvent::AssetsLoaded {blueprint_name:"".into(), blueprint_path: blueprint_info.path.clone() });
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commands
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.entity(entity)
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@ -226,7 +252,7 @@ pub(crate) fn blueprints_check_assets_loading(
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//.remove::<BlueprintAssetsLoadState>() //REMOVE it in release mode/ when hot reload is off, keep it for dev/hot reload
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;
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}else {
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println!("LOADING: done for ALL assets of {:?} (instance of {}): {} ",entity_name, blueprint_info.path, progress * 100.0);
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// println!("LOADING: in progress for ALL assets of {:?} (instance of {}): {} ",entity_name, blueprint_info.path, progress * 100.0);
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}
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}
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}
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@ -302,8 +328,8 @@ pub(crate) fn react_to_asset_changes(
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}
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pub(crate) fn blueprints_spawn(
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spawn_placeholders: Query<
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pub(crate) fn blueprints_assets_ready(spawn_placeholders: Query<
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(
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Entity,
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&BlueprintInfo,
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@ -317,15 +343,15 @@ pub(crate) fn blueprints_spawn(
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Added<BlueprintAssetsLoaded>,
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Without<BlueprintAssetsNotLoaded>,
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),
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>,
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>,
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mut commands: Commands,
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mut game_world: Query<Entity, With<GameWorldTag>>,
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assets_gltf: Res<Assets<Gltf>>,
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asset_server: Res<AssetServer>,
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children: Query<&Children>,
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) {
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children: Query<&Children>,)
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{
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for (
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entity,
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blueprint_info,
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@ -336,7 +362,7 @@ pub(crate) fn blueprints_spawn(
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) in spawn_placeholders.iter()
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{
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info!(
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"all assets loaded, attempting to spawn blueprint {:?} for entity {:?}, id: {:?}, parent:{:?}",
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"BLUEPRINT: all assets loaded, attempting to spawn blueprint SCENE {:?} for entity {:?}, id: {:?}, parent:{:?}",
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blueprint_info.name, name, entity, original_parent
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);
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@ -385,25 +411,137 @@ pub(crate) fn blueprints_spawn(
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..Default::default()
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},
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Spawned,
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BlueprintInstanceReady, // FIXME: not sure if this is should be added here or in the post process
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OriginalChildren(original_children),
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BlueprintAnimations {
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// these are animations specific to the inside of the blueprint
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named_animations: named_animations//gltf.named_animations.clone(),
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},
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));
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if add_to_world.is_some() {
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/* if add_to_world.is_some() {
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let world = game_world
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.get_single_mut()
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.expect("there should be a game world present");
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commands.entity(world).add_child(entity);
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}
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} */
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}
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}
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#[derive(Component, Reflect, Debug, Default)]
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#[reflect(Component)]
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pub struct SubBlueprintsSpawnTracker{
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sub_blueprint_instances: HashMap<Entity, bool>
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}
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#[derive(Component, Reflect, Debug)]
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#[reflect(Component)]
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pub struct SpawnTrackRoot(Entity);
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pub(crate) fn blueprints_check_blueprints_spawning(
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foo: Query<(Entity, Option<&Name>, Option<&Children>, Option<&SpawnTrackRoot>), (With<BlueprintSpawning>, Added<SceneInstance>)>,
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spawning_blueprints: Query<(Entity, Option<&Name>, Option<&Children>), Added<BlueprintSpawned>>,
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mut trackers: Query<(Entity, &mut SubBlueprintsSpawnTracker)>,
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with_blueprint_infos : Query<(Entity, Option<&Name>), With<BlueprintInfo>>,
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all_children: Query<&Children>,
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mut commands: Commands,
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) {
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for (entity, name, children, track_root) in foo.iter(){
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info!("Done spawning blueprint scene for {:?} (track root: {:?})", name, track_root);
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let mut sub_blueprint_instances: Vec<Entity> = vec![];
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let mut tracker_data: HashMap<Entity, bool> = HashMap::new();
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if children.is_some() {
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//println!("has children");
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let children = children
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.expect("there should be some children of the current blueprint instance");
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for child in all_children.iter_descendants(entity) {
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if with_blueprint_infos.get(child).is_ok() {
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sub_blueprint_instances.push(child);
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tracker_data.insert(child, false);
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commands.entity(child).insert(SpawnTrackRoot(entity));// Injecting to know which entity is the root
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}
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}
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/*for child in children.iter() {
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// println!(" child: {:?}", child);
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/*if with_blueprint_infos.get(*child).is_ok() {
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sub_blueprint_instances.push(*child);
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} */
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all_children
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if let Ok(sub_children) = all_children.get(*child) {
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for sub_child in sub_children.iter() {
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if with_blueprint_infos.get(*sub_child).is_ok() {
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sub_blueprint_instances.push(*sub_child);
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}
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}
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}
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}*/
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}
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if let Some(track_root) = track_root {
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//println!("got some root");
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if let Ok((s_entity, mut tracker)) = trackers.get_mut(track_root.0) {
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// println!("found the tracker, setting loaded for {}", entity);
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tracker.sub_blueprint_instances.entry(entity).or_insert(true);
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tracker.sub_blueprint_instances.insert(entity, true);
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// TODO: ugh, my limited rust knowledge, this is bad code
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let mut all_spawned = true;
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for key in tracker.sub_blueprint_instances.keys() {
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let val = tracker.sub_blueprint_instances[key];
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println!("Key: {key}, Spawned {}", val);
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}
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for val in tracker.sub_blueprint_instances.values() {
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println!("spawned {}", val);
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if !val {
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all_spawned = false;
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break;
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}
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}
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if all_spawned {
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println!("ALLLLL SPAAAAWNED for {}", track_root.0)
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}
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}
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}
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println!("sub blueprint instances {:?}", sub_blueprint_instances);
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commands.entity(entity)
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.insert(SubBlueprintsSpawnTracker{sub_blueprint_instances: tracker_data.clone()});
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}
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/*for(entity, name, children) in spawning_blueprints.iter() {
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println!("checking for spawning state of sub blueprints for {:?}", name);
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}*/
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}
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/*
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BlueprintSpawning
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- Blueprint Load Assets
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- Blueprint Assets Ready: spawn Blueprint's scene
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- Blueprint Scene Ready:
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- get list of sub Blueprints if any, inject blueprints spawn tracker
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=> annoying issue with the "nested" useless root node created by blender
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=> distinguish between blueprint instances inside blueprint instances vs blueprint instances inside blueprints ??
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- Blueprint sub_blueprints Ready
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*/
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// could be done differently, by notifying each parent of a spawning blueprint that this child is done spawning ?
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// perhaps using component hooks or observers (ie , if a ComponentSpawning + Parent)
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pub fn track_sub_blueprints(
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spawning_blueprints: Query<(Entity, Option<&Name>, Option<&Children>), Added<BlueprintSpawned>>
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) {
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for(entity, name, children) in spawning_blueprints.iter() {
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println!("checking for spawning state of sub blueprints for {:?}", name);
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}
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}
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@ -5,7 +5,7 @@ use bevy::prelude::*;
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use bevy::scene::SceneInstance;
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// use bevy::utils::hashbrown::HashSet;
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use crate::{BlueprintAnimationPlayerLink, BlueprintAnimations, BlueprintInfo};
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use crate::{BlueprintAnimationPlayerLink, BlueprintAnimations, BlueprintInfo, BlueprintSpawned, BlueprintSpawning};
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use crate::{SpawnHere, Spawned};
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use crate::{
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BlueprintEvent, CopyComponents, InBlueprint, NoInBlueprint, OriginalChildren
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@ -63,7 +63,7 @@ pub(crate) fn spawned_blueprint_post_process(
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// can be usefull to filter out anything that came from blueprints vs normal children
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if no_inblueprint.is_none() {
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for child in all_children.iter_descendants(root_entity) {
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commands.entity(child).insert(InBlueprint);
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commands.entity(child).insert(InBlueprint); // we do this here in order to avoid doing it to normal children
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}
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}
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@ -101,11 +101,18 @@ pub(crate) fn spawned_blueprint_post_process(
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// commands.entity(original).remove::<Handle<Scene>>(); // FIXME: if we delete the handle to the scene, things get despawned ! not what we want
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//commands.entity(original).remove::<BlueprintAssetsLoadState>(); // also clear the sub assets tracker to free up handles, perhaps just freeing up the handles and leave the rest would be better ?
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//commands.entity(original).remove::<BlueprintAssetsLoaded>();
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commands.entity(root_entity).despawn_recursive();
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commands.entity(root_entity).despawn_recursive(); // Remove the root entity that comes from the spawned-in scene
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commands.entity(original).insert( Visibility::Visible
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);
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blueprint_events.send(BlueprintEvent::Spawned {blueprint_name: blueprint_info.name.clone(), blueprint_path: blueprint_info.path.clone() });
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// blueprint_events.send(BlueprintEvent::Spawned {blueprint_name: blueprint_info.name.clone(), blueprint_path: blueprint_info.path.clone() });
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commands.entity(original)
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.insert(BlueprintSpawned)
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.remove::<BlueprintSpawning>()
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;
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debug!("DONE WITH POST PROCESS");
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info!("done spawning blueprint for entity {:?}", name);
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}
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}
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@ -128,15 +128,15 @@ fn process_tonemapping(
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for (scene_id, tone_mapping) in tonemappings.iter(){
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match tone_mapping {
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BlenderToneMapping::None => {
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println!("TONEMAPPING NONE");
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//println!("TONEMAPPING NONE");
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commands.entity(entity).remove::<Tonemapping>();
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}
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BlenderToneMapping::AgX => {
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println!("TONEMAPPING Agx");
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//println!("TONEMAPPING Agx");
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commands.entity(entity).insert(Tonemapping::AgX);
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}
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BlenderToneMapping::Filmic => {
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println!("TONEMAPPING Filmic");
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//println!("TONEMAPPING Filmic");
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commands.entity(entity).insert(Tonemapping::BlenderFilmic);
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}
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}
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@ -1,5 +1,5 @@
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use bevy::prelude::*;
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use blenvy::{BluePrintBundle, BlueprintInfo, GameWorldTag, SpawnHere};
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use blenvy::{BluePrintBundle, BlueprintInfo, DynamicBlueprintInstance, GameWorldTag, SpawnHere};
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use crate::{GameState, InAppRunning};
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//use bevy_rapier3d::prelude::Velocity;
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@ -65,6 +65,7 @@ pub fn spawn_test(
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blueprint: BlueprintInfo{name: "Blueprint1".into() , path:"blueprints/Blueprint1.glb".into()}, // FIXME
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..Default::default()
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},
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DynamicBlueprintInstance,
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bevy::prelude::Name::from(format!("test{}", name_index)),
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// SpawnHere,
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TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)),
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|
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@ -156,8 +156,8 @@ impl Plugin for HiearchyDebugPlugin {
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fn build(&self, app: &mut App) {
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app
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.add_systems(Startup, setup_hierarchy_debug)
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.add_systems(Update, check_for_component)
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//.add_systems(Update, draw_hierarchy_debug)
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// .add_systems(Update, check_for_component)
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.add_systems(Update, draw_hierarchy_debug)
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//.add_systems(Update, check_for_gltf_extras)
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;
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|
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@ -386,7 +386,7 @@ class BLENVY_PT_component_tools_panel(bpy.types.Panel):
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self.draw_invalid_or_unregistered(layout, status, custom_property, item, item_type)
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def gather_invalid_item_data(self, item, invalid_component_names, items_with_invalid_components, items_with_original_components, original_name, item_type):
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blenvy_custom_properties = ['components_meta', 'bevy_components', 'user_assets', 'generated_assets' ] # some of our own hard coded custom properties that should be ignored
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blenvy_custom_properties = ['components_meta', 'bevy_components', 'user_assets', 'generated_assets', 'BlueprintAssets', 'export_path' ] # some of our own hard coded custom properties that should be ignored
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upgreadable_entries = []
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if "components_meta" in item or hasattr(item, "components_meta"): # FIXME; wrong way of determining
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@ -0,0 +1,184 @@
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import bpy
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import os
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import subprocess
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import json
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import pytest
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import shutil
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import filecmp
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from PIL import Image
|
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from pixelmatch.contrib.PIL import pixelmatch
|
||||
|
||||
from blenvy.add_ons.auto_export.common.prepare_and_export import prepare_and_export
|
||||
|
||||
@pytest.fixture
|
||||
def setup_data(request):
|
||||
print("\nSetting up resources...")
|
||||
|
||||
root_path = "../../testing/bevy_example"
|
||||
assets_root_path = os.path.join(root_path, "assets")
|
||||
blueprints_path = os.path.join(assets_root_path, "blueprints")
|
||||
levels_path = os.path.join(assets_root_path, "levels")
|
||||
|
||||
models_path = os.path.join(assets_root_path, "models")
|
||||
materials_path = os.path.join(assets_root_path, "materials")
|
||||
yield {
|
||||
"root_path": root_path,
|
||||
"models_path": models_path,
|
||||
"blueprints_path": blueprints_path,
|
||||
"levels_path": levels_path,
|
||||
"materials_path":materials_path
|
||||
}
|
||||
|
||||
def finalizer():
|
||||
|
||||
#other_materials_path = os.path.join("../../testing", "other_materials")
|
||||
|
||||
print("\nPerforming teardown...")
|
||||
if os.path.exists(blueprints_path):
|
||||
shutil.rmtree(blueprints_path)
|
||||
|
||||
if os.path.exists(levels_path):
|
||||
shutil.rmtree(levels_path)
|
||||
|
||||
if os.path.exists(models_path):
|
||||
shutil.rmtree(models_path)
|
||||
|
||||
if os.path.exists(materials_path):
|
||||
shutil.rmtree(materials_path)
|
||||
|
||||
diagnostics_file_path = os.path.join(root_path, "bevy_diagnostics.json")
|
||||
if os.path.exists(diagnostics_file_path):
|
||||
os.remove(diagnostics_file_path)
|
||||
|
||||
hierarchy_file_path = os.path.join(root_path, "bevy_hierarchy.json")
|
||||
if os.path.exists(hierarchy_file_path):
|
||||
os.remove(hierarchy_file_path)
|
||||
|
||||
screenshot_observed_path = os.path.join(root_path, "screenshot.png")
|
||||
if os.path.exists(screenshot_observed_path):
|
||||
os.remove(screenshot_observed_path)
|
||||
|
||||
#request.addfinalizer(finalizer)
|
||||
|
||||
return None
|
||||
|
||||
|
||||
"""
|
||||
- calls exporter on the testing scene
|
||||
- launches bevy app & checks for output
|
||||
- checks screenshot, hierarchy & diagnostics files generated on the bevy side against reference files
|
||||
- if all worked => test is a-ok
|
||||
- removes generated files
|
||||
"""
|
||||
def test_export_complex(setup_data):
|
||||
root_path = setup_data["root_path"]
|
||||
|
||||
# with change detection
|
||||
# first, configure things
|
||||
# we use the global settings for that
|
||||
export_props = {
|
||||
}
|
||||
gltf_settings = {
|
||||
"export_animations": True,
|
||||
"export_optimize_animation_size": False,
|
||||
"export_apply":True
|
||||
}
|
||||
|
||||
# store settings for the auto_export part
|
||||
stored_auto_settings = bpy.data.texts[".gltf_auto_export_settings"] if ".gltf_auto_export_settings" in bpy.data.texts else bpy.data.texts.new(".gltf_auto_export_settings")
|
||||
stored_auto_settings.clear()
|
||||
stored_auto_settings.write(json.dumps(export_props))
|
||||
|
||||
# and store settings for the gltf part
|
||||
stored_gltf_settings = bpy.data.texts[".blenvy_gltf_settings"] if ".blenvy_gltf_settings" in bpy.data.texts else bpy.data.texts.new(".blenvy_gltf_settings")
|
||||
stored_gltf_settings.clear()
|
||||
stored_gltf_settings.write(json.dumps(gltf_settings))
|
||||
|
||||
# move the main cube
|
||||
bpy.data.objects["Cube"].location = [1, 0, 0]
|
||||
# move the cube in the library
|
||||
# TODO: add back bpy.data.objects["Blueprint1_mesh"].location = [1, 2, 1]
|
||||
|
||||
blenvy = bpy.context.window_manager.blenvy
|
||||
#blenvy.project_root_path =
|
||||
#blenvy.blueprints_path
|
||||
blenvy.auto_export.auto_export = True
|
||||
blenvy.auto_export.export_scene_settings = True
|
||||
blenvy.auto_export.export_blueprints = True
|
||||
#blenvy.auto_export.export_materials_library = True
|
||||
|
||||
bpy.data.scenes['World'].blenvy_scene_type = 'Level' # set scene as main/level scene
|
||||
bpy.data.scenes['Library'].blenvy_scene_type = 'Library' # set scene as Library scene
|
||||
|
||||
# scene asset
|
||||
user_asset = bpy.data.scenes['World'].user_assets.add()
|
||||
'''user_asset.name = "test_asset"
|
||||
user_asset.path = "audio/fake.mp3"'''
|
||||
|
||||
# blueprint asset
|
||||
#user_asset = bpy.data.collections['Blueprint4_nested'].user_assets.add()
|
||||
'''user_asset.name = "yoho_audio"
|
||||
user_asset.path = "audio/fake.mp3"'''
|
||||
|
||||
# we have to cheat, since we cannot rely on the data injected when saving the library file (since we are not saving it as part of the tests)
|
||||
'''bpy.data.collections["External_blueprint"]["export_path"] = "blueprints/External_blueprint.glb"
|
||||
bpy.data.collections["External_blueprint2"]["export_path"] = "blueprints/External_blueprint2.glb"
|
||||
bpy.data.collections["External_blueprint3"]["export_path"] = "blueprints/External_blueprint3.glb"'''
|
||||
|
||||
# do the actual exporting
|
||||
prepare_and_export()
|
||||
|
||||
# blueprint1 => has an instance, got changed, should export
|
||||
# blueprint2 => has NO instance, but marked as asset, should export
|
||||
# blueprint3 => has NO instance, not marked as asset, used inside blueprint 4: should export
|
||||
# blueprint4 => has an instance, with nested blueprint3, should export
|
||||
# blueprint5 => has NO instance, not marked as asset, should NOT export
|
||||
|
||||
'''assert os.path.exists(os.path.join(setup_data["levels_path"], "World.glb")) == True
|
||||
assert os.path.exists(os.path.join(setup_data["blueprints_path"], "Blueprint1.glb")) == True
|
||||
assert os.path.exists(os.path.join(setup_data["blueprints_path"], "Blueprint2.glb")) == True
|
||||
assert os.path.exists(os.path.join(setup_data["blueprints_path"], "Blueprint3.glb")) == True
|
||||
assert os.path.exists(os.path.join(setup_data["blueprints_path"], "Blueprint4_nested.glb")) == True
|
||||
assert os.path.exists(os.path.join(setup_data["blueprints_path"], "Blueprint5.glb")) == False
|
||||
assert os.path.exists(os.path.join(setup_data["blueprints_path"], "Blueprint6_animated.glb")) == True
|
||||
assert os.path.exists(os.path.join(setup_data["blueprints_path"], "Blueprint7_hierarchy.glb")) == True'''
|
||||
|
||||
# 'assets_list_'+scene.name+"_components" should have been removed after the export
|
||||
assets_list_object_name = "assets_list_"+"World"+"_components"
|
||||
assets_list_object_present = assets_list_object_name in bpy.data.objects
|
||||
assert assets_list_object_present == False
|
||||
|
||||
# now run bevy
|
||||
command = "cargo run --features bevy/dynamic_linking"
|
||||
FNULL = open(os.devnull, 'w') #use this if you want to suppress output to stdout from the subprocess
|
||||
return_code = subprocess.call(["cargo", "run", "--features", "bevy/dynamic_linking"], cwd=root_path)
|
||||
print("RETURN CODE OF BEVY APP", return_code)
|
||||
assert return_code == 0
|
||||
|
||||
with open(os.path.join(root_path, "bevy_diagnostics.json")) as diagnostics_file:
|
||||
diagnostics = json.load(diagnostics_file)
|
||||
print("diagnostics", diagnostics)
|
||||
assert diagnostics["animations"] == True
|
||||
assert diagnostics["empty_found"] == True
|
||||
assert diagnostics["blueprints_list_found"] == True
|
||||
assert diagnostics["exported_names_correct"] == True
|
||||
|
||||
with open(os.path.join(root_path, "bevy_hierarchy.json")) as hierarchy_file:
|
||||
with open(os.path.join(os.path.dirname(__file__), "expected_bevy_hierarchy.json")) as expexted_hierarchy_file:
|
||||
hierarchy = json.load(hierarchy_file)
|
||||
expected = json.load(expexted_hierarchy_file)
|
||||
assert sorted(hierarchy.items()) == sorted(expected.items())
|
||||
|
||||
# last but not least, do a visual compare
|
||||
screenshot_expected_path = os.path.join(os.path.dirname(__file__), "expected_screenshot.png")
|
||||
screenshot_observed_path = os.path.join(root_path, "screenshot.png")
|
||||
img_a = Image.open(screenshot_expected_path)
|
||||
img_b = Image.open(screenshot_observed_path)
|
||||
img_diff = Image.new("RGBA", img_a.size)
|
||||
mismatch = pixelmatch(img_a, img_b, img_diff, includeAA=True)
|
||||
print("image mismatch", mismatch)
|
||||
assert mismatch < 50
|
||||
|
||||
|
||||
|
Loading…
Reference in New Issue