feat(Blenvy:Blender): overhauled & upgraded project serialization & diffing

* now also outputing seperate collections hash & materials hash from serialize_project
 * changed project_diff to do diffing of materials & collections
 * hooked up output data to export logic
 * related tweaks & improvements
This commit is contained in:
kaosat.dev 2024-07-11 14:41:15 +02:00
parent 270202d24f
commit 1059858363
7 changed files with 107 additions and 33 deletions

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@ -189,7 +189,9 @@ Blender side:
- [x] disable 'export_hierarchy_full_collections' for all cases: not reliable and redudant - [x] disable 'export_hierarchy_full_collections' for all cases: not reliable and redudant
- [ ] fix systematic material exports despite no changes - [ ] fix systematic material exports despite no changes
- [ ] investigate lack of detection of changes of adding/changing components - [ ] investigate lack of detection of changes of adding/changing components
- [ ] change scene serialization to account for collections ...sigh - [x] change scene serialization to account for collections ...sigh
- [x] also add one NOT PER scene for materials, to fix the above issue with materials
- [ ] move material caching into hash material
- [ ] also remove ____dummy____.bin when export format is gltf - [ ] also remove ____dummy____.bin when export format is gltf
- [ ] fix/cleanup asset information injection (also needed for hot reload) - [ ] fix/cleanup asset information injection (also needed for hot reload)
@ -269,7 +271,7 @@ Bevy Side:
- [x] account for changes impact both parent & children (ie "world" and "blueprint3") for example, which leads to a crash as there is double despawn /respawn so we need to filter things out - [x] account for changes impact both parent & children (ie "world" and "blueprint3") for example, which leads to a crash as there is double despawn /respawn so we need to filter things out
- [x] if there are many assets/blueprints that have changed at the same time, it causes issues similar to the above, so apply a similar fix - [x] if there are many assets/blueprints that have changed at the same time, it causes issues similar to the above, so apply a similar fix
- [x] also ignore any entities currently spawning (better to loose some information, than cause a crash) - [x] also ignore any entities currently spawning (better to loose some information, than cause a crash)
- [ ] something is off with blueprint level components - [ ] analyse what is off with blueprint level components
- [ ] add the root blueprint itself to the assets either on the blender side or on the bevy side programatically - [ ] add the root blueprint itself to the assets either on the blender side or on the bevy side programatically
- [x] for sub blueprint tracking: do not propagate/ deal with parent blueprints if they are not themselves Spawning (ie filter out by "BlueprintSpawning") - [x] for sub blueprint tracking: do not propagate/ deal with parent blueprints if they are not themselves Spawning (ie filter out by "BlueprintSpawning")
- [ ] invalidate despawned entity & parent entities AABB - [ ] invalidate despawned entity & parent entities AABB

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@ -6,7 +6,7 @@ def is_blueprint_always_export(blueprint):
return blueprint.collection['always_export'] if 'always_export' in blueprint.collection else False return blueprint.collection['always_export'] if 'always_export' in blueprint.collection else False
# this also takes the split/embed mode into account: if a nested collection changes AND embed is active, its container collection should also be exported # this also takes the split/embed mode into account: if a nested collection changes AND embed is active, its container collection should also be exported
def get_blueprints_to_export(changes_per_scene, changed_export_parameters, blueprints_data, settings): def get_blueprints_to_export(changes_per_scene, changes_per_collection, changed_export_parameters, blueprints_data, settings):
export_gltf_extension = getattr(settings, "export_gltf_extension", ".glb") export_gltf_extension = getattr(settings, "export_gltf_extension", ".glb")
blueprints_path_full = getattr(settings,"blueprints_path_full", "") blueprints_path_full = getattr(settings,"blueprints_path_full", "")
change_detection = getattr(settings.auto_export, "change_detection") change_detection = getattr(settings.auto_export, "change_detection")
@ -37,8 +37,9 @@ def get_blueprints_to_export(changes_per_scene, changed_export_parameters, bluep
# also deal with blueprints that are always marked as "always_export" # also deal with blueprints that are always marked as "always_export"
blueprints_always_export = [blueprint for blueprint in internal_blueprints if is_blueprint_always_export(blueprint)] blueprints_always_export = [blueprint for blueprint in internal_blueprints if is_blueprint_always_export(blueprint)]
changed_blueprints_based_on_changed_collections = [blueprint for blueprint in internal_blueprints if blueprint.collection in changes_per_collection.values()]
blueprints_to_export = list(set(changed_blueprints + blueprints_not_on_disk + blueprints_always_export))
blueprints_to_export = list(set(changed_blueprints + blueprints_not_on_disk + blueprints_always_export + changed_blueprints_based_on_changed_collections))
# filter out blueprints that are not marked & deal with the different combine modes # filter out blueprints that are not marked & deal with the different combine modes

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@ -17,7 +17,7 @@ from ..levels.bevy_scene_components import remove_scene_components, upsert_scene
"""this is the main 'central' function for all auto export """ """this is the main 'central' function for all auto export """
def auto_export(changes_per_scene, changed_export_parameters, settings): def auto_export(changes_per_scene, changes_per_collection, changes_per_material, changed_export_parameters, settings):
# have the export parameters (not auto export, just gltf export) have changed: if yes (for example switch from glb to gltf, compression or not, animations or not etc), we need to re-export everything # have the export parameters (not auto export, just gltf export) have changed: if yes (for example switch from glb to gltf, compression or not, animations or not etc), we need to re-export everything
print ("changed_export_parameters", changed_export_parameters) print ("changed_export_parameters", changed_export_parameters)
try: try:
@ -63,15 +63,15 @@ def auto_export(changes_per_scene, changed_export_parameters, settings):
if do_export_blueprints: if do_export_blueprints:
print("EXPORTING") print("EXPORTING")
# get blueprints/collections infos # get blueprints/collections infos
(blueprints_to_export) = get_blueprints_to_export(changes_per_scene, changed_export_parameters, blueprints_data, settings) (blueprints_to_export) = get_blueprints_to_export(changes_per_scene, changes_per_collection, changed_export_parameters, blueprints_data, settings)
# get level/main scenes infos # get level/main scenes infos
(main_scenes_to_export) = get_levels_to_export(changes_per_scene, changed_export_parameters, blueprints_data, settings) (main_scenes_to_export) = get_levels_to_export(changes_per_scene, changes_per_collection, changed_export_parameters, blueprints_data, settings)
# since materials export adds components we need to call this before blueprints are exported # since materials export adds components we need to call this before blueprints are exported
# export materials & inject materials components into relevant objects # export materials & inject materials components into relevant objects
# FIXME: improve change detection, perhaps even add "material changes" # FIXME: improve change detection, perhaps even add "material changes"
if export_materials_library and (changed_export_parameters or len(changes_per_scene.keys()) > 0 ): if export_materials_library and (changed_export_parameters or len(changes_per_material.keys()) > 0 ):
export_materials(blueprints_data.blueprint_names, settings.library_scenes, settings) export_materials(blueprints_data.blueprint_names, settings.library_scenes, settings)
# update the list of tracked exports # update the list of tracked exports

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@ -14,16 +14,19 @@ def prepare_and_export():
if auto_export_settings.auto_export: # only do the actual exporting if auto export is actually enabled if auto_export_settings.auto_export: # only do the actual exporting if auto export is actually enabled
# determine changed objects # determine changed objects
per_scene_changes, project_hash = get_changes_per_scene(settings=blenvy) per_scene_changes, per_collection_changes, per_material_changes, project_hash = get_changes_per_scene(settings=blenvy)
# determine changed parameters # determine changed parameters
setting_changes, current_common_settings, current_export_settings, current_gltf_settings = get_setting_changes() setting_changes, current_common_settings, current_export_settings, current_gltf_settings = get_setting_changes()
print("changes: settings:", setting_changes) print("changes: settings:", setting_changes)
print("changes: scenes:", per_scene_changes) print("changes: scenes:", per_scene_changes)
print("changes: collections:", per_collection_changes)
print("changes: materials:", per_material_changes)
print("project_hash", project_hash) print("project_hash", project_hash)
# do the actual export # do the actual export
# blenvy.auto_export.dry_run = 'NO_EXPORT'#'DISABLED'# # blenvy.auto_export.dry_run = 'NO_EXPORT'#'DISABLED'#
auto_export(per_scene_changes, setting_changes, blenvy) auto_export(per_scene_changes, per_collection_changes, per_material_changes, setting_changes, blenvy)
# ------------------------------------- # -------------------------------------
# now that this point is reached, the export should have run correctly, so we can save all the current state to the "previous one" # now that this point is reached, the export should have run correctly, so we can save all the current state to the "previous one"

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@ -1,6 +1,6 @@
import json import json
import bpy import bpy
from .serialize_scene import serialize_scene from .serialize_project import serialize_project
from blenvy.settings import load_settings, upsert_settings from blenvy.settings import load_settings, upsert_settings
def bubble_up_changes(object, changes_per_scene): def bubble_up_changes(object, changes_per_scene):
@ -26,7 +26,7 @@ def serialize_current(settings):
"""with bpy.context.temp_override(scene=bpy.data.scenes[1]): """with bpy.context.temp_override(scene=bpy.data.scenes[1]):
bpy.context.scene.frame_set(0)""" bpy.context.scene.frame_set(0)"""
current = serialize_scene(settings) current = serialize_project(settings)
bpy.context.window.scene = current_scene bpy.context.window.scene = current_scene
# reset previous frames # reset previous frames
@ -41,12 +41,14 @@ def get_changes_per_scene(settings):
# determine changes # determine changes
changes_per_scene = {} changes_per_scene = {}
changes_per_collection = {}
changes_per_material = {}
try: try:
changes_per_scene = project_diff(previous, current, settings) (changes_per_scene, changes_per_collection, changes_per_material) = project_diff(previous, current, settings)
except Exception as error: except Exception as error:
print("failed to compare current serialized scenes to previous ones", error) print("failed to compare current serialized scenes to previous ones: Error:", error)
return changes_per_scene, current return changes_per_scene, changes_per_collection, changes_per_material, current
def project_diff(previous, current, settings): def project_diff(previous, current, settings):
@ -56,16 +58,19 @@ def project_diff(previous, current, settings):
return {} return {}
changes_per_scene = {} changes_per_scene = {}
changes_per_collection = {}
changes_per_material = {}
# TODO : how do we deal with changed scene names ??? # TODO : how do we deal with changed scene names ???
# possible ? on each save, inject an id into each scene, that cannot be copied over # possible ? on each save, inject an id into each scene, that cannot be copied over
current_scenes = current["scenes"]
previous_scenes = previous["scenes"]
for scene in current_scenes:
current_object_names =list(current_scenes[scene].keys())
for scene in current: if scene in previous_scenes: # we can only compare scenes that are in both previous and current data
current_object_names =list(current[scene].keys())
if scene in previous: # we can only compare scenes that are in both previous and current data previous_object_names = list(previous_scenes[scene].keys())
previous_object_names = list(previous[scene].keys())
added = list(set(current_object_names) - set(previous_object_names)) added = list(set(current_object_names) - set(previous_object_names))
removed = list(set(previous_object_names) - set(current_object_names)) removed = list(set(previous_object_names) - set(current_object_names))
@ -80,10 +85,10 @@ def project_diff(previous, current, settings):
changes_per_scene[scene] = {} changes_per_scene[scene] = {}
changes_per_scene[scene][obj] = None changes_per_scene[scene][obj] = None
for object_name in list(current[scene].keys()): # TODO : exclude directly added/removed objects for object_name in list(current_scenes[scene].keys()): # TODO : exclude directly added/removed objects
if object_name in previous[scene]: if object_name in previous_scenes[scene]:
current_obj = current[scene][object_name] current_obj = current_scenes[scene][object_name]
prev_obj = previous[scene][object_name] prev_obj = previous_scenes[scene][object_name]
same = str(current_obj) == str(prev_obj) same = str(current_obj) == str(prev_obj)
if not same: if not same:
@ -96,5 +101,36 @@ def project_diff(previous, current, settings):
# now bubble up for instances & parents # now bubble up for instances & parents
else: else:
print(f"scene {scene} not present in previous data") print(f"scene {scene} not present in previous data")
current_collections = current["collections"]
previous_collections = previous["collections"]
for collection_name in current_collections:
if collection_name in previous_collections:
current_collection = current_collections[collection_name]
prev_collection = previous_collections[collection_name]
same = str(current_collection) == str(prev_collection)
if not same:
#if not collection_name in changes_per_collection:
target_collection = bpy.data.collections[collection_name] if collection_name in bpy.data.collections else None
changes_per_collection[collection_name] = target_collection
# process changes to materials
current_materials = current["materials"]
previous_materials = previous["materials"]
for material_name in current_materials:
if material_name in previous_materials:
current_material = current_materials[material_name]
prev_material = previous_materials[material_name]
same = str(current_material) == str(prev_material)
if not same:
#if not material_name in changes_per_material:
target_material = bpy.data.materials[material_name] if material_name in bpy.data.materials else None
changes_per_material[material_name] = target_material
return changes_per_scene return (changes_per_scene, changes_per_collection, changes_per_material)

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@ -300,6 +300,7 @@ def materials_hash(obj, cache, settings):
return str(h1_hash(str(materials))) return str(h1_hash(str(materials)))
def modifier_hash(modifier_data, settings): def modifier_hash(modifier_data, settings):
scan_node_tree = settings.auto_export.modifiers_in_depth_scan scan_node_tree = settings.auto_export.modifiers_in_depth_scan
#print("HASHING MODIFIER", modifier_data.name) #print("HASHING MODIFIER", modifier_data.name)
@ -316,10 +317,12 @@ def modifiers_hash(object, settings):
#print(" ") #print(" ")
return str(h1_hash(str(modifiers))) return str(h1_hash(str(modifiers)))
def serialize_scene(settings): def serialize_project(settings):
cache = {"materials":{}} cache = {"materials":{}}
print("serializing scenes") print("serializing scenes")
data = {}
per_scene = {}
# render settings are injected into each scene # render settings are injected into each scene
@ -331,7 +334,7 @@ def serialize_scene(settings):
# ignore temporary scenes # ignore temporary scenes
if scene.name.startswith(TEMPSCENE_PREFIX): if scene.name.startswith(TEMPSCENE_PREFIX):
continue continue
data[scene.name] = {} per_scene[scene.name] = {}
custom_properties = custom_properties_hash(scene) if len(scene.keys()) > 0 else None custom_properties = custom_properties_hash(scene) if len(scene.keys()) > 0 else None
eevee_settings = generic_fields_hasher_evolved(scene.eevee, fields_to_ignore=fields_to_ignore_generic) # TODO: ignore most of the fields eevee_settings = generic_fields_hasher_evolved(scene.eevee, fields_to_ignore=fields_to_ignore_generic) # TODO: ignore most of the fields
@ -345,7 +348,7 @@ def serialize_scene(settings):
#generic_fields_hasher_evolved(scene.eevee, fields_to_ignore=fields_to_ignore_generic) #generic_fields_hasher_evolved(scene.eevee, fields_to_ignore=fields_to_ignore_generic)
# FIXME: how to deal with this cleanly # FIXME: how to deal with this cleanly
print("SCENE CUSTOM PROPS", custom_properties) print("SCENE CUSTOM PROPS", custom_properties)
data[scene.name]["____scene_settings"] = str(h1_hash(str(scene_field_hashes))) per_scene[scene.name]["____scene_settings"] = str(h1_hash(str(scene_field_hashes)))
for object in scene.objects: for object in scene.objects:
@ -382,13 +385,42 @@ def serialize_scene(settings):
object_field_hashes_filtered = {key: object_field_hashes[key] for key in object_field_hashes.keys() if object_field_hashes[key] is not None} object_field_hashes_filtered = {key: object_field_hashes[key] for key in object_field_hashes.keys() if object_field_hashes[key] is not None}
objectHash = str(h1_hash(str(object_field_hashes_filtered))) objectHash = str(h1_hash(str(object_field_hashes_filtered)))
data[scene.name][object.name] = objectHash per_scene[scene.name][object.name] = objectHash
per_collection = {}
# also hash collections (important to catch component changes per blueprints/collections)
collections_in_scene = [collection for collection in bpy.data.collections if scene.user_of_id(collection)]
for collection in bpy.data.collections:# collections_in_scene:
#loc, rot, scale = bpy.context.object.matrix_world.decompose()
#visibility = collection.visible_get()
custom_properties = custom_properties_hash(collection) if len(collection.keys()) > 0 else None
# parent = collection.parent.name if collection.parent else None
#collections = [collection.name for collection in object.users_collection]
collection_field_hashes = {
"name": collection.name,
# "visibility": visibility,
"custom_properties": custom_properties,
#"parent": parent,
#"collections": collections,
}
collection_field_hashes_filtered = {key: collection_field_hashes[key] for key in collection_field_hashes.keys() if collection_field_hashes[key] is not None}
collectionHash = str(h1_hash(str(collection_field_hashes_filtered)))
per_collection[collection.name] = collectionHash
# and also hash materials to avoid constanstly exporting materials libraries, and only
# actually this should be similar to change detections for scenes
per_material = {}
for material in bpy.data.materials:
per_material[material.name] = str(h1_hash(material_hash(material, settings)))
print("materials_hash", per_material)
"""print("data", data) """print("data", data)
print("") print("")
print("") print("")
print("data json", json.dumps(data))""" print("data json", json.dumps(data))"""
return data # json.dumps(data) return {"scenes": per_scene, "collections": per_collection, "materials": per_material}

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@ -55,7 +55,7 @@ def should_level_be_exported(scene_name, changed_export_parameters, changes_per_
) )
# this also takes the split/embed mode into account: if a collection instance changes AND embed is active, its container level/world should also be exported # this also takes the split/embed mode into account: if a collection instance changes AND embed is active, its container level/world should also be exported
def get_levels_to_export(changes_per_scene, changed_export_parameters, blueprints_data, settings): def get_levels_to_export(changes_per_scene, changes_per_collection, changed_export_parameters, blueprints_data, settings):
# determine list of main scenes to export # determine list of main scenes to export
# we have more relaxed rules to determine if the main scenes have changed : any change is ok, (allows easier handling of changes, render settings etc) # we have more relaxed rules to determine if the main scenes have changed : any change is ok, (allows easier handling of changes, render settings etc)
main_scenes_to_export = [scene_name for scene_name in settings.main_scenes_names if should_level_be_exported(scene_name, changed_export_parameters, changes_per_scene, blueprints_data, settings)] main_scenes_to_export = [scene_name for scene_name in settings.main_scenes_names if should_level_be_exported(scene_name, changed_export_parameters, changes_per_scene, blueprints_data, settings)]