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
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1059858363
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@ -189,7 +189,9 @@ Blender side:
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- [x] disable 'export_hierarchy_full_collections' for all cases: not reliable and redudant
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- [ ] fix systematic material exports despite no changes
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- [ ] investigate lack of detection of changes of adding/changing components
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- [ ] change scene serialization to account for collections ...sigh
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- [x] change scene serialization to account for collections ...sigh
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- [x] also add one NOT PER scene for materials, to fix the above issue with materials
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- [ ] move material caching into hash material
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- [ ] also remove ____dummy____.bin when export format is gltf
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- [ ] fix/cleanup asset information injection (also needed for hot reload)
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@ -269,7 +271,7 @@ Bevy Side:
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- [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
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- [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
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- [x] also ignore any entities currently spawning (better to loose some information, than cause a crash)
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- [ ] something is off with blueprint level components
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- [ ] analyse what is off with blueprint level components
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- [ ] add the root blueprint itself to the assets either on the blender side or on the bevy side programatically
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- [x] for sub blueprint tracking: do not propagate/ deal with parent blueprints if they are not themselves Spawning (ie filter out by "BlueprintSpawning")
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- [ ] invalidate despawned entity & parent entities AABB
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@ -6,7 +6,7 @@ def is_blueprint_always_export(blueprint):
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return blueprint.collection['always_export'] if 'always_export' in blueprint.collection else False
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# 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
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def get_blueprints_to_export(changes_per_scene, changed_export_parameters, blueprints_data, settings):
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def get_blueprints_to_export(changes_per_scene, changes_per_collection, changed_export_parameters, blueprints_data, settings):
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export_gltf_extension = getattr(settings, "export_gltf_extension", ".glb")
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blueprints_path_full = getattr(settings,"blueprints_path_full", "")
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change_detection = getattr(settings.auto_export, "change_detection")
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@ -37,8 +37,9 @@ def get_blueprints_to_export(changes_per_scene, changed_export_parameters, bluep
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# also deal with blueprints that are always marked as "always_export"
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blueprints_always_export = [blueprint for blueprint in internal_blueprints if is_blueprint_always_export(blueprint)]
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changed_blueprints_based_on_changed_collections = [blueprint for blueprint in internal_blueprints if blueprint.collection in changes_per_collection.values()]
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blueprints_to_export = list(set(changed_blueprints + blueprints_not_on_disk + blueprints_always_export))
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blueprints_to_export = list(set(changed_blueprints + blueprints_not_on_disk + blueprints_always_export + changed_blueprints_based_on_changed_collections))
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# 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
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"""this is the main 'central' function for all auto export """
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def auto_export(changes_per_scene, changed_export_parameters, settings):
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def auto_export(changes_per_scene, changes_per_collection, changes_per_material, changed_export_parameters, settings):
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# 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
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print ("changed_export_parameters", changed_export_parameters)
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try:
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@ -63,15 +63,15 @@ def auto_export(changes_per_scene, changed_export_parameters, settings):
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if do_export_blueprints:
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print("EXPORTING")
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# get blueprints/collections infos
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(blueprints_to_export) = get_blueprints_to_export(changes_per_scene, changed_export_parameters, blueprints_data, settings)
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(blueprints_to_export) = get_blueprints_to_export(changes_per_scene, changes_per_collection, changed_export_parameters, blueprints_data, settings)
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# get level/main scenes infos
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(main_scenes_to_export) = get_levels_to_export(changes_per_scene, changed_export_parameters, blueprints_data, settings)
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(main_scenes_to_export) = get_levels_to_export(changes_per_scene, changes_per_collection, changed_export_parameters, blueprints_data, settings)
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# since materials export adds components we need to call this before blueprints are exported
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# export materials & inject materials components into relevant objects
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# FIXME: improve change detection, perhaps even add "material changes"
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if export_materials_library and (changed_export_parameters or len(changes_per_scene.keys()) > 0 ):
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if export_materials_library and (changed_export_parameters or len(changes_per_material.keys()) > 0 ):
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export_materials(blueprints_data.blueprint_names, settings.library_scenes, settings)
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# update the list of tracked exports
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@ -14,16 +14,19 @@ def prepare_and_export():
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if auto_export_settings.auto_export: # only do the actual exporting if auto export is actually enabled
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# determine changed objects
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per_scene_changes, project_hash = get_changes_per_scene(settings=blenvy)
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per_scene_changes, per_collection_changes, per_material_changes, project_hash = get_changes_per_scene(settings=blenvy)
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# determine changed parameters
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setting_changes, current_common_settings, current_export_settings, current_gltf_settings = get_setting_changes()
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print("changes: settings:", setting_changes)
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print("changes: scenes:", per_scene_changes)
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print("changes: collections:", per_collection_changes)
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print("changes: materials:", per_material_changes)
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print("project_hash", project_hash)
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# do the actual export
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# blenvy.auto_export.dry_run = 'NO_EXPORT'#'DISABLED'#
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auto_export(per_scene_changes, setting_changes, blenvy)
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auto_export(per_scene_changes, per_collection_changes, per_material_changes, setting_changes, blenvy)
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# -------------------------------------
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# 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 @@
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import json
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import bpy
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from .serialize_scene import serialize_scene
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from .serialize_project import serialize_project
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from blenvy.settings import load_settings, upsert_settings
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def bubble_up_changes(object, changes_per_scene):
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@ -26,7 +26,7 @@ def serialize_current(settings):
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"""with bpy.context.temp_override(scene=bpy.data.scenes[1]):
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bpy.context.scene.frame_set(0)"""
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current = serialize_scene(settings)
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current = serialize_project(settings)
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bpy.context.window.scene = current_scene
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# reset previous frames
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@ -41,12 +41,14 @@ def get_changes_per_scene(settings):
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# determine changes
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changes_per_scene = {}
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changes_per_collection = {}
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changes_per_material = {}
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try:
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changes_per_scene = project_diff(previous, current, settings)
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(changes_per_scene, changes_per_collection, changes_per_material) = project_diff(previous, current, settings)
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except Exception as error:
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print("failed to compare current serialized scenes to previous ones", error)
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print("failed to compare current serialized scenes to previous ones: Error:", error)
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return changes_per_scene, current
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return changes_per_scene, changes_per_collection, changes_per_material, current
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def project_diff(previous, current, settings):
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@ -56,16 +58,19 @@ def project_diff(previous, current, settings):
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return {}
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changes_per_scene = {}
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changes_per_collection = {}
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changes_per_material = {}
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# TODO : how do we deal with changed scene names ???
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# possible ? on each save, inject an id into each scene, that cannot be copied over
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current_scenes = current["scenes"]
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previous_scenes = previous["scenes"]
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for scene in current_scenes:
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current_object_names =list(current_scenes[scene].keys())
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for scene in current:
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current_object_names =list(current[scene].keys())
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if scene in previous_scenes: # we can only compare scenes that are in both previous and current data
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if scene in previous: # we can only compare scenes that are in both previous and current data
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previous_object_names = list(previous[scene].keys())
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previous_object_names = list(previous_scenes[scene].keys())
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added = list(set(current_object_names) - set(previous_object_names))
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removed = list(set(previous_object_names) - set(current_object_names))
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@ -80,10 +85,10 @@ def project_diff(previous, current, settings):
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changes_per_scene[scene] = {}
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changes_per_scene[scene][obj] = None
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for object_name in list(current[scene].keys()): # TODO : exclude directly added/removed objects
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if object_name in previous[scene]:
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current_obj = current[scene][object_name]
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prev_obj = previous[scene][object_name]
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for object_name in list(current_scenes[scene].keys()): # TODO : exclude directly added/removed objects
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if object_name in previous_scenes[scene]:
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current_obj = current_scenes[scene][object_name]
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prev_obj = previous_scenes[scene][object_name]
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same = str(current_obj) == str(prev_obj)
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if not same:
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@ -97,4 +102,35 @@ def project_diff(previous, current, settings):
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else:
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print(f"scene {scene} not present in previous data")
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return changes_per_scene
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current_collections = current["collections"]
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previous_collections = previous["collections"]
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for collection_name in current_collections:
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if collection_name in previous_collections:
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current_collection = current_collections[collection_name]
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prev_collection = previous_collections[collection_name]
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same = str(current_collection) == str(prev_collection)
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if not same:
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#if not collection_name in changes_per_collection:
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target_collection = bpy.data.collections[collection_name] if collection_name in bpy.data.collections else None
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changes_per_collection[collection_name] = target_collection
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# process changes to materials
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current_materials = current["materials"]
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previous_materials = previous["materials"]
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for material_name in current_materials:
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if material_name in previous_materials:
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current_material = current_materials[material_name]
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prev_material = previous_materials[material_name]
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same = str(current_material) == str(prev_material)
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if not same:
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#if not material_name in changes_per_material:
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target_material = bpy.data.materials[material_name] if material_name in bpy.data.materials else None
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changes_per_material[material_name] = target_material
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return (changes_per_scene, changes_per_collection, changes_per_material)
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@ -300,6 +300,7 @@ def materials_hash(obj, cache, settings):
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return str(h1_hash(str(materials)))
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def modifier_hash(modifier_data, settings):
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scan_node_tree = settings.auto_export.modifiers_in_depth_scan
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#print("HASHING MODIFIER", modifier_data.name)
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@ -316,10 +317,12 @@ def modifiers_hash(object, settings):
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#print(" ")
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return str(h1_hash(str(modifiers)))
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def serialize_scene(settings):
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def serialize_project(settings):
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cache = {"materials":{}}
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print("serializing scenes")
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data = {}
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per_scene = {}
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# render settings are injected into each scene
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@ -331,7 +334,7 @@ def serialize_scene(settings):
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# ignore temporary scenes
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if scene.name.startswith(TEMPSCENE_PREFIX):
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continue
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data[scene.name] = {}
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per_scene[scene.name] = {}
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custom_properties = custom_properties_hash(scene) if len(scene.keys()) > 0 else None
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eevee_settings = generic_fields_hasher_evolved(scene.eevee, fields_to_ignore=fields_to_ignore_generic) # TODO: ignore most of the fields
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@ -345,7 +348,7 @@ def serialize_scene(settings):
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#generic_fields_hasher_evolved(scene.eevee, fields_to_ignore=fields_to_ignore_generic)
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# FIXME: how to deal with this cleanly
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print("SCENE CUSTOM PROPS", custom_properties)
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data[scene.name]["____scene_settings"] = str(h1_hash(str(scene_field_hashes)))
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per_scene[scene.name]["____scene_settings"] = str(h1_hash(str(scene_field_hashes)))
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for object in scene.objects:
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@ -382,13 +385,42 @@ def serialize_scene(settings):
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object_field_hashes_filtered = {key: object_field_hashes[key] for key in object_field_hashes.keys() if object_field_hashes[key] is not None}
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objectHash = str(h1_hash(str(object_field_hashes_filtered)))
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data[scene.name][object.name] = objectHash
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per_scene[scene.name][object.name] = objectHash
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per_collection = {}
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# also hash collections (important to catch component changes per blueprints/collections)
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collections_in_scene = [collection for collection in bpy.data.collections if scene.user_of_id(collection)]
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for collection in bpy.data.collections:# collections_in_scene:
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#loc, rot, scale = bpy.context.object.matrix_world.decompose()
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#visibility = collection.visible_get()
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custom_properties = custom_properties_hash(collection) if len(collection.keys()) > 0 else None
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# parent = collection.parent.name if collection.parent else None
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#collections = [collection.name for collection in object.users_collection]
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collection_field_hashes = {
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"name": collection.name,
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# "visibility": visibility,
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"custom_properties": custom_properties,
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#"parent": parent,
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#"collections": collections,
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}
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collection_field_hashes_filtered = {key: collection_field_hashes[key] for key in collection_field_hashes.keys() if collection_field_hashes[key] is not None}
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collectionHash = str(h1_hash(str(collection_field_hashes_filtered)))
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per_collection[collection.name] = collectionHash
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# and also hash materials to avoid constanstly exporting materials libraries, and only
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# actually this should be similar to change detections for scenes
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per_material = {}
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for material in bpy.data.materials:
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per_material[material.name] = str(h1_hash(material_hash(material, settings)))
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print("materials_hash", per_material)
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"""print("data", data)
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print("")
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print("")
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print("data json", json.dumps(data))"""
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return data # json.dumps(data)
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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_
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)
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# 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
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def get_levels_to_export(changes_per_scene, changed_export_parameters, blueprints_data, settings):
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def get_levels_to_export(changes_per_scene, changes_per_collection, changed_export_parameters, blueprints_data, settings):
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# determine list of main scenes to export
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# 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)
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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)]
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