fix(tools/gltf_auto_export) : fix export of collections in the main scenes (#39)
* Recursively traverses the main scene collections to create the hollow scene, so that objects in sub-collections are properly exported * fixes #36
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@ -286,7 +286,6 @@ def generate_hollow_scene(scene, library_collections):
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root_collection = scene.collection
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temp_scene = bpy.data.scenes.new(name="temp_scene")
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copy_root_collection = temp_scene.collection
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scene_objects = [o for o in root_collection.objects]
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# we set our active scene to be this one : this is needed otherwise the stand-in empties get generated in the wrong scene
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bpy.context.window.scene = temp_scene
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@ -296,31 +295,43 @@ def generate_hollow_scene(scene, library_collections):
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print("FOUND COLLECTION")
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# once it's found, set the active layer collection to the one we found
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bpy.context.view_layer.active_layer_collection = found
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#original_names = {}
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original_names = []
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for object in scene_objects:
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if object.instance_type == 'COLLECTION' and (object.instance_collection.name in library_collections):
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collection_name = object.instance_collection.name
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#original_names[object.name] = object.name# + "____bak"
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#print("custom properties", object, object.keys(), object.items())
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#for k, e in object.items():
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# print("custom properties ", k, e)
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print("object location", object.location)
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original_name = object.name
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original_names.append(original_name)
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# copies the contents of a collection into another one while replacing library instances with empties
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def copy_hollowed_collection_into(source_collection, destination_collection):
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for object in source_collection.objects:
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if object.instance_type == 'COLLECTION' and (object.instance_collection.name in library_collections):
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collection_name = object.instance_collection.name
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object.name = original_name + "____bak"
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empty_obj = make_empty3(original_name, object.location, object.rotation_euler, object.scale, copy_root_collection)
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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+'"'
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empty_obj['SpawnHere'] = ''
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#original_names[object.name] = object.name# + "____bak"
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#print("custom properties", object, object.keys(), object.items())
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#for k, e in object.items():
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# print("custom properties ", k, e)
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print("object location", object.location)
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original_name = object.name
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original_names.append(original_name)
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for k, v in object.items():
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empty_obj[k] = v
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else:
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copy_root_collection.objects.link(object)
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object.name = original_name + "____bak"
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empty_obj = make_empty3(original_name, object.location, object.rotation_euler, object.scale, destination_collection)
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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+'"'
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empty_obj['SpawnHere'] = ''
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for k, v in object.items():
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empty_obj[k] = v
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else:
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destination_collection.objects.link(object)
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# for every sub-collection of the source, copy its content into a new sub-collection of the destination
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for collection in source_collection.children:
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copy_collection = bpy.data.collections.new(collection.name + "____collection_export")
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copy_hollowed_collection_into(collection, copy_collection)
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destination_collection.children.link(copy_collection)
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copy_hollowed_collection_into(root_collection, copy_root_collection)
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# bpy.data.scenes.remove(temp_scene)
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# objs = bpy.data.objects
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@ -330,13 +341,17 @@ def generate_hollow_scene(scene, library_collections):
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# clear & remove "hollow scene"
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def clear_hollow_scene(temp_scene, original_scene, original_names):
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# reset original names
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root_collection = original_scene.collection
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scene_objects = [o for o in root_collection.objects]
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root_collection = original_scene.collection
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for object in scene_objects:
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if object.instance_type == 'COLLECTION':
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if object.name.endswith("____bak"):
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object.name = object.name.replace("____bak", "")
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def restore_original_names(collection):
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for object in collection.objects:
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if object.instance_type == 'COLLECTION':
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if object.name.endswith("____bak"):
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object.name = object.name.replace("____bak", "")
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for child_collection in collection.children:
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restore_original_names(child_collection)
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restore_original_names(root_collection)
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# remove empties (only needed when we go via ops ????)
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root_collection = temp_scene.collection
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