feat(Blenvy:Blender):

* added a fix for BlueprintInfo path issues on non posix platform by replacing specific
os.path.join calls with posixpath.join ones (blueprint info paths, export_path, material_path etc)
 should hopefully solve spawning issues on Windows
 * restructured & improved materials export: now uses same logic as blueprints, with seperate determining of
what materials changed & the export itself
 * minor tweaks
This commit is contained in:
kaosat.dev 2024-07-22 00:29:41 +02:00
parent a951d82330
commit 16a28ab760
9 changed files with 121 additions and 56 deletions

24
TODO.md
View File

@ -62,7 +62,7 @@ Components:
- [x] Hashmap Support
- [x] fix parsing of keys's type either on Bevy side (prefered) or on the Blender side
- [x] fix weird issue with missing "0" property when adding new entry in empty hashmap => happens only if the values for the "setter" have never been set
- [ ] handle missing types in registry for keys & values
- [x] handle missing types in registry for keys & values
- [x] adding a hashmap nukes every existing component ??
- [x] Add correct upgrade handling from individual component to bevy_components
- [x] Settings handling:
@ -218,10 +218,15 @@ Blender side:
- [ ] add option to 'split out' meshes from blueprints ?
- [ ] ie considering meshletts etc , it would make sense to keep blueprints seperate from purely mesh gltfs
- [ ] persist exported materials path in blueprints so that it can be read from library file users
- [ ] just like "export_path" write it into each blueprint's collection
- [ ] scan for used materials per blueprint !
- [ ] for scenes, scan for used materials of all non instance objects (TODO: what about overrides ?)
- [ ] materials fixes & upgrades
- [x] materials do not get exported again if the files are missing, until you change a material
- [x] materials do not get exported when a material is added ?
- [ ] material assets seem to be added to list regardless of whether material exports are enabled or not
- [ ] persist exported materials path in blueprints so that it can be read from library file users
- [ ] just like "export_path" write it into each blueprint's collection
- [ ] scan for used materials per blueprint !
- [ ] for scenes, scan for used materials of all non instance objects (TODO: what about overrides ?)
- [ ] add a way of visualizing per blueprint instances ?
- [ ] display export path of blueprints (mostly external) ?
@ -284,7 +289,7 @@ Bevy Side:
- [x] for sub blueprint tracking: do not propagate/ deal with parent blueprints if they are not themselves Spawning (ie filter out by "BlueprintSpawning")
- [x] cleanup internals
- [ ] 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
- [x] add the root blueprint itself to the assets either on the blender side or on the bevy side programatically
- [ ] invalidate despawned entity & parent entities AABB
- [ ] add unloading/cache removal of materials
@ -316,6 +321,11 @@ Bevy Side:
- [x] replace all references to the old 2 add-ons with those to Blenvy
- [x] rename repo to "Blenvy"
- [x] do a deprecation release of all bevy_gltf_xxx crates to point at the new Blenvy crate
- [ ] material assets seem to be added to list regardless of whether material exports are enabled or not
- [ ] consider finding a way of having unique ids for all objects & collections in Blender (not trivial, if not impossible)
this would allow things such as
- [ ] mapping uuids to blueprint paths
- [ ] solving problems with scene renames
- [ ] the ability to map external TEXT files to data in BLender (git-able, hand editable)
- [x] make aabbs calculation non configurable, getting rid of the last setting (for now)
clear && pytest -svv --blender-template ../../testing/bevy_example/art/testing_library.blend --blender-executable /home/ckaos/tools/blender/blender-4.1.0-linux-x64/blender tests/test_bevy_integration_prepare.py && pytest -svv --blender-executable /home/ckaos/tools/blender/blender-4.1.0-linux-x64/blender tests/test_bevy_integration.py

View File

@ -12,7 +12,9 @@ from .export_gltf import get_standard_exporter_settings
from ..levels.export_levels import export_level_scene
from ..blueprints.export_blueprints import export_blueprints
from .export_materials import cleanup_materials, export_materials
from ..materials.get_materials_to_export import get_materials_to_export
from ..materials.export_materials import cleanup_materials, export_materials
from ..levels.bevy_scene_components import remove_scene_components, upsert_scene_components
@ -70,9 +72,7 @@ def auto_export(changes_per_scene, changes_per_collection, changes_per_material,
# since materials export adds components we need to call this before blueprints are exported
# export materials & inject materials components into relevant objects
# FIXME: improve change detection, perhaps even add "material changes"
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)
materials_to_export = get_materials_to_export(changes_per_material, changed_export_parameters, blueprints_data, settings)
# update the list of tracked exports
exports_total = len(blueprints_to_export) + len(level_scenes_to_export) + (1 if export_materials_library else 0)
@ -90,9 +90,11 @@ def auto_export(changes_per_scene, changes_per_collection, changes_per_material,
print("BLUEPRINTS: external:", external_blueprints)
print("BLUEPRINTS: per_scene:", blueprints_per_scene)
print("-------------------------------")
print("BLUEPRINTS: to export:", [blueprint.name for blueprint in blueprints_to_export])
print("BLUEPRINTS: to export:", [blueprint.name for blueprint in blueprints_to_export])
print("-------------------------------")
print("MAIN SCENES: to export:", level_scenes_to_export)
print("LEVELS: to export:", level_scenes_to_export)
print("-------------------------------")
print("MATERIALS: to export:", materials_to_export)
print("-------------------------------")
# backup current active scene
old_current_scene = bpy.context.scene
@ -112,6 +114,10 @@ def auto_export(changes_per_scene, changes_per_collection, changes_per_material,
print("export LIBRARY")
export_blueprints(blueprints_to_export, settings, blueprints_data)
# then deal with materials
if export_materials_library:
export_materials(materials_to_export, settings, blueprints_data)#blueprints_data.blueprint_names, settings.library_scenes, settings)
# reset current scene from backup
bpy.context.window.scene = old_current_scene

View File

@ -5,8 +5,8 @@ from pathlib import Path
from blenvy.core.helpers_collections import (traverse_tree)
from blenvy.core.object_makers import make_cube
from blenvy.materials.materials_helpers import add_material_info_to_objects, get_all_materials
from .generate_temporary_scene_and_export import generate_temporary_scene_and_export
from .export_gltf import (generate_gltf_export_settings)
from ..common.generate_temporary_scene_and_export import generate_temporary_scene_and_export
from ..common.export_gltf import (generate_gltf_export_settings)
# material library logic
# To avoid redundant materials (can be very costly, mostly when using high res textures)
@ -65,35 +65,38 @@ def clear_materials_scene(temp_scene):
# exports the materials used inside the current project:
# the name of the output path is <materials_folder>/<name_of_your_blend_file>_materials_library.gltf/glb
def export_materials(collections, library_scenes, settings):
gltf_export_settings = generate_gltf_export_settings(settings)
materials_path_full = getattr(settings,"materials_path_full")
def export_materials(materials_to_export, settings, blueprints_data):
if len(materials_to_export) >0:
gltf_export_settings = generate_gltf_export_settings(settings)
materials_path_full = getattr(settings,"materials_path_full")
(used_material_names, materials_per_object) = get_all_materials(collections, library_scenes)
add_material_info_to_objects(materials_per_object, settings)
(used_material_names, materials_per_object) = get_all_materials(blueprints_data.blueprint_names, settings.library_scenes)
add_material_info_to_objects(materials_per_object, settings)
gltf_export_settings = { **gltf_export_settings,
'use_active_scene': True,
'use_active_collection':True,
'use_active_collection_with_nested':True,
'use_visible': False,
'use_renderable': False,
'export_apply':True
}
gltf_export_settings = { **gltf_export_settings,
'use_active_scene': True,
'use_active_collection':True,
'use_active_collection_with_nested':True,
'use_visible': False,
'use_renderable': False,
'export_apply':True
}
current_project_name = Path(bpy.context.blend_data.filepath).stem
gltf_output_path = os.path.join(materials_path_full, current_project_name + "_materials")
current_project_name = Path(bpy.context.blend_data.filepath).stem
gltf_output_path = os.path.join(materials_path_full, current_project_name + "_materials")
print(" exporting Materials to", gltf_output_path, ".gltf/glb")
generate_temporary_scene_and_export(
settings=settings,
gltf_export_settings=gltf_export_settings,
temp_scene_name="__materials_scene",
gltf_output_path=gltf_output_path,
tempScene_filler= lambda temp_collection: generate_materials_scene_content(temp_collection, used_material_names),
tempScene_cleaner= lambda temp_scene, params: clear_materials_scene(temp_scene=temp_scene)
)
print(" exporting Materials to", gltf_output_path, ".gltf/glb")
generate_temporary_scene_and_export(
settings=settings,
gltf_export_settings=gltf_export_settings,
temp_scene_name="__materials_scene",
gltf_output_path=gltf_output_path,
tempScene_filler= lambda temp_collection: generate_materials_scene_content(temp_collection, used_material_names),
tempScene_cleaner= lambda temp_scene, params: clear_materials_scene(temp_scene=temp_scene)
)
def cleanup_materials(collections, library_scenes):

View File

@ -0,0 +1,31 @@
import bpy
from blenvy.materials.materials_helpers import find_materials_not_on_disk
def get_materials_to_export(changes_per_material, changed_export_parameters, blueprints_data, settings):
export_gltf_extension = getattr(settings, "export_gltf_extension", ".glb")
blueprints_path_full = getattr(settings,"blueprints_path_full", "")
materials_path_full = getattr(settings,"materials_path_full", "")
change_detection = getattr(settings.auto_export, "change_detection")
collection_instances_combine_mode = getattr(settings.auto_export, "collection_instances_combine_mode")
all_materials = bpy.data.materials
local_materials = [material for material in all_materials if material.library is None]
#and (changed_export_parameters or len(changes_per_material.keys()) > 0 )
if change_detection and not changed_export_parameters:
changed_materials = []
# first check if all materials have already been exported before (if this is the first time the exporter is run
# in your current Blender session for example)
materials_not_on_disk = find_materials_not_on_disk(local_materials, materials_path_full, export_gltf_extension)
# also deal with blueprints that are always marked as "always_export"
#materials_always_export = [material for material in internal_materials if is_material_always_export(material)]
materials_always_export = []
materials_to_export = list(set(changed_materials + materials_not_on_disk + materials_always_export))
return materials_to_export

View File

@ -1,5 +1,5 @@
import posixpath
import bpy
import os
from pathlib import Path
from blenvy.assets.assets_scan import get_blueprint_asset_tree, get_level_scene_assets_tree2
@ -10,9 +10,6 @@ def assets_to_fake_ron(list_like):
return f"(assets: {result})".replace("'", '')
return f"({result})".replace("'", '')
# TODO : move to assets
def upsert_scene_assets(scene, blueprints_data, settings):
"""print("level scene", scene)
@ -33,7 +30,7 @@ def upsert_scene_assets(scene, blueprints_data, settings):
blueprints_path = getattr(settings, "blueprints_path")
for blueprint in blueprints_in_scene:
if blueprint.local:
blueprint_exported_path = os.path.join(blueprints_path, f"{blueprint.name}{export_gltf_extension}")
blueprint_exported_path = posixpath.join(blueprints_path, f"{blueprint.name}{export_gltf_extension}")
else:
# get the injected path of the external blueprints
blueprint_exported_path = blueprint.collection['export_path'] if 'export_path' in blueprint.collection else None
@ -56,7 +53,7 @@ def upsert_scene_assets(scene, blueprints_data, settings):
materials_path = getattr(settings, "materials_path")
current_project_name = Path(bpy.context.blend_data.filepath).stem
materials_library_name = f"{current_project_name}_materials"
materials_exported_path = os.path.join(materials_path, f"{materials_library_name}{export_gltf_extension}")
materials_exported_path = posixpath.join(materials_path, f"{materials_library_name}{export_gltf_extension}")
material_assets = [{"name": materials_library_name, "path": materials_exported_path}] # we also add the material library as an asset
print("material_assets", material_assets, "extension", export_gltf_extension)

View File

@ -1,5 +1,6 @@
import os
import json
import posixpath
import bpy
from .asset_helpers import does_asset_exist, get_user_assets, get_user_assets_as_list
@ -22,7 +23,7 @@ def scan_assets(scene, blueprints_data, settings):
#print("BLUEPRINT", blueprint)
blueprint_exported_path = None
if blueprint.local:
blueprint_exported_path = os.path.join(relative_blueprints_path, f"{blueprint.name}{export_gltf_extension}")
blueprint_exported_path = posixpath.join(relative_blueprints_path, f"{blueprint.name}{export_gltf_extension}")
else:
# get the injected path of the external blueprints
blueprint_exported_path = blueprint.collection['Export_path'] if 'Export_path' in blueprint.collection else None
@ -71,7 +72,7 @@ def get_blueprint_assets_tree(blueprint, blueprints_data, parent, settings):
if child_blueprint:
blueprint_exported_path = None
if blueprint.local:
blueprint_exported_path = os.path.join(blueprints_path, f"{child_blueprint.name}{export_gltf_extension}")
blueprint_exported_path = posixpath.join(blueprints_path, f"{child_blueprint.name}{export_gltf_extension}")
else:
# get the injected path of the external blueprints
blueprint_exported_path = child_blueprint.collection['export_path'] if 'export_path' in child_blueprint.collection else None
@ -101,7 +102,7 @@ def get_level_scene_assets_tree(level_scene, blueprints_data, settings):
if blueprint is not None:
blueprint_exported_path = None
if blueprint.local:
blueprint_exported_path = os.path.join(blueprints_path, f"{blueprint.name}{export_gltf_extension}")
blueprint_exported_path = posixpath.join(blueprints_path, f"{blueprint.name}{export_gltf_extension}")
else:
# get the injected path of the external blueprints
blueprint_exported_path = blueprint.collection['export_path'] if 'export_path' in blueprint.collection else None
@ -134,7 +135,7 @@ def get_level_scene_assets_tree2(level_scene, blueprints_data, settings):
if blueprint is not None:
blueprint_exported_path = None
if blueprint.local:
blueprint_exported_path = os.path.join(blueprints_path, f"{blueprint.name}{export_gltf_extension}")
blueprint_exported_path = posixpath.join(blueprints_path, f"{blueprint.name}{export_gltf_extension}")
else:
# get the injected path of the external blueprints
blueprint_exported_path = blueprint.collection['export_path'] if 'export_path' in blueprint.collection else None
@ -156,7 +157,7 @@ def get_blueprint_asset_tree(blueprint, blueprints_data, settings):
if sub_blueprint is not None:
sub_blueprint_exported_path = None
if sub_blueprint.local:
sub_blueprint_exported_path = os.path.join(blueprints_path, f"{sub_blueprint.name}{export_gltf_extension}")
sub_blueprint_exported_path = posixpath.join(blueprints_path, f"{sub_blueprint.name}{export_gltf_extension}")
else:
# get the injected path of the external blueprints
sub_blueprint_exported_path = sub_blueprint.collection['export_path'] if 'export_path' in sub_blueprint.collection else None

View File

@ -3,6 +3,7 @@ import os
import json
import bpy
from pathlib import Path
import posixpath
from ..core.scene_helpers import add_scene_property
@ -28,10 +29,10 @@ def inject_export_path_into_internal_blueprints(internal_blueprints, blueprints_
materials_path = getattr(settings, "materials_path")
current_project_name = Path(bpy.context.blend_data.filepath).stem
materials_library_name = f"{current_project_name}_materials"
materials_exported_path = os.path.join(materials_path, f"{materials_library_name}{export_gltf_extension}")
materials_exported_path = posixpath.join(materials_path, f"{materials_library_name}{export_gltf_extension}")
for blueprint in internal_blueprints:
blueprint_exported_path = os.path.join(blueprints_path, f"{blueprint.name}{gltf_extension}")
blueprint_exported_path = posixpath.join(blueprints_path, f"{blueprint.name}{gltf_extension}")
# print("injecting blueprint path", blueprint_exported_path, "for", blueprint.name)
blueprint.collection["export_path"] = blueprint_exported_path
if export_materials_library:
@ -58,7 +59,7 @@ def inject_blueprints_list_into_level_scene(scene, blueprints_data, settings):
#print("BLUEPRINT", blueprint)
blueprint_exported_path = None
if blueprint.local:
blueprint_exported_path = os.path.join(blueprints_path, f"{blueprint.name}{export_gltf_extension}")
blueprint_exported_path = posixpath.join(blueprints_path, f"{blueprint.name}{export_gltf_extension}")
else:
# get the injected path of the external blueprints
blueprint_exported_path = blueprint.collection['Export_path'] if 'Export_path' in blueprint.collection else None

View File

@ -1,8 +1,24 @@
import os
import posixpath
import bpy
from pathlib import Path
from ..core.helpers_collections import (traverse_tree)
def find_materials_not_on_disk(materials, folder_path, extension):
not_found_materials = []
for material in materials:
gltf_output_path = os.path.join(folder_path, material.name + extension)
# print("gltf_output_path", gltf_output_path)
found = os.path.exists(gltf_output_path) and os.path.isfile(gltf_output_path)
if not found:
not_found_materials.append(material)
return not_found_materials
def check_if_material_on_disk(scene_name, folder_path, extension):
gltf_output_path = os.path.join(folder_path, scene_name + extension)
found = os.path.exists(gltf_output_path) and os.path.isfile(gltf_output_path)
return found
# get materials per object, and injects the materialInfo component
def get_materials(object, materials_per_object):
material_slots = object.material_slots
@ -38,11 +54,11 @@ def add_material_info_to_objects(materials_per_object, settings):
current_project_name = Path(bpy.context.blend_data.filepath).stem
materials_library_name = f"{current_project_name}_materials"
materials_exported_path = os.path.join(materials_path, f"{materials_library_name}{export_gltf_extension}")
materials_exported_path = posixpath.join(materials_path, f"{materials_library_name}{export_gltf_extension}")
for object in materials_per_object.keys():
material = materials_per_object[object]
# TODO: switch to using actual components ?
materials_exported_path = os.path.join(materials_path, f"{materials_library_name}{export_gltf_extension}")
materials_exported_path = posixpath.join(materials_path, f"{materials_library_name}{export_gltf_extension}")
object['MaterialInfo'] = f'(name: "{material.name}", path: "{materials_exported_path}")'