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https://github.com/kaosat-dev/Blender_bevy_components_workflow.git
synced 2024-11-22 11:50:53 +00:00
feat(auto_export): further experiments & cleanups
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@ -23,7 +23,6 @@ from ..modules.bevy_scene_components import upsert_scene_components
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def auto_export(changes_per_scene, changed_export_parameters, addon_prefs):
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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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# path to the current blend file
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file_path = bpy.data.filepath
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@ -70,6 +69,9 @@ def auto_export(changes_per_scene, changed_export_parameters, addon_prefs):
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print("main scenes", main_scene_names, "library_scenes", library_scene_names)
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print("export_output_folder", export_output_folder)
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analysis_experiment(level_scenes, library_scenes)
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if export_scene_settings:
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# inject/ update scene components
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upsert_scene_components(bpy.context.scene, bpy.context.scene.world, main_scene_names)
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@ -85,7 +87,7 @@ def auto_export(changes_per_scene, changed_export_parameters, addon_prefs):
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(collections, collections_to_export, library_collections, collections_per_scene) = get_collections_to_export(changes_per_scene, changed_export_parameters, addon_prefs)
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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, addon_prefs)
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(main_scenes_to_export) = get_levels_to_export(changes_per_scene, changed_export_parameters, collections, addon_prefs)
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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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@ -153,3 +155,160 @@ def auto_export(changes_per_scene, changed_export_parameters, addon_prefs):
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bpy.context.window_manager.popup_menu(error_message, title="Error", icon='ERROR')
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class Blueprint:
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def __init__(self, name):
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self.name = name
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self.local = True
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self.scene = "" # Not sure, could be usefull for tracking
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self.instances = []
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self.objects = []
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self.nested_blueprints = []
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self.collection = None # should we just sublclass ?
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def __repr__(self):
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return f'Name: {self.name} Local: {self.local} Instances: {self.instances}, Objects: {self.objects}, nested_blueprints: {self.nested_blueprints}'
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def __str__(self):
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return f'Name: "{self.name}", Local: {self.local}, Instances: {self.instances}, Objects: {self.objects}, nested_blueprints: {self.nested_blueprints}'
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# blueprints: any collection with either
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# - an instance
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# - marked as asset
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# - with the "auto_export" flag
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# https://blender.stackexchange.com/questions/167878/how-to-get-all-collections-of-the-current-scene
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def analysis_experiment(main_scenes, library_scenes):
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export_marked_assets = True
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blueprints = {}
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blueprints_from_objects = {}
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collections = []
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blueprints_candidates = {}
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# main scenes
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blueprint_instances_per_main_scene = {}
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internal_collection_instances = {}
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external_collection_instances = {}
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for scene in main_scenes:# should it only be main scenes ? what about collection instances inside other scenes ?
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print("scene", scene)
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for object in scene.objects:
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print("object", object.name)
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if object.instance_type == 'COLLECTION':
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collection = object.instance_collection
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collection_name = object.instance_collection.name
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print(" from collection:", collection_name)
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collection_from_library = False
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for scene in library_scenes: # should be only in library scenes
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collection_from_library = scene.user_of_id(collection) > 0 # TODO: also check if it is an imported asset
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if collection_from_library:
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break
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collection_category = internal_collection_instances if collection_from_library else external_collection_instances
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if not collection_name in collection_category.keys():
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collection_category[collection_name] = [] #.append(collection_name)
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collection_category[collection_name].append(object)
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# not yet added
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#if not collection_name in blueprints:
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# blueprints[collection_name].instances.append(object)
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# FIXME: this only account for direct instances of blueprints, not for any nested blueprint inside a blueprint
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if scene.name not in blueprint_instances_per_main_scene.keys():
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blueprint_instances_per_main_scene[scene.name] = []
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blueprint_instances_per_main_scene[scene.name].append(collection_name)
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"""# add any indirect ones
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# FIXME: needs to be recursive, either here or above
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for nested_blueprint in blueprints[collection_name].nested_blueprints:
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if not nested_blueprint in blueprint_instances_per_main_scene[scene.name]:
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blueprint_instances_per_main_scene[scene.name].append(nested_blueprint)"""
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for collection in bpy.data.collections:
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print("collection", collection, collection.name_full, "users", collection.users)
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collection_from_library = False
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for scene in library_scenes: # should be only in library scenes
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collection_from_library = scene.user_of_id(collection) > 0
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if collection_from_library:
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break
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if not collection_from_library:
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continue
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if (
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'AutoExport' in collection and collection['AutoExport'] == True # get marked collections
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or export_marked_assets and collection.asset_data is not None # or if you have marked collections as assets you can auto export them too
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or collection.name in list(internal_collection_instances.keys()) # or if the collection has an instance in one of the main scenes
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):
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blueprint = Blueprint(collection.name)
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blueprint.local = True
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blueprint.objects = [object.name for object in collection.all_objects if not object.instance_type == 'COLLECTION'] # inneficient, double loop
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blueprint.nested_blueprints = [object.name for object in collection.all_objects if object.instance_type == 'COLLECTION'] # FIXME: not precise enough, aka "what is a blueprint"
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blueprint.collection = collection
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blueprint.instances = internal_collection_instances[collection.name] if collection.name in internal_collection_instances else []
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blueprints[collection.name] = blueprint
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# now create reverse lookup , so you can find the collection from any of its contained objects
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for object in collection.all_objects:
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blueprints_from_objects[object.name] = collection.name
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#
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collections.append(collection)
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# add any collection that has an instance in the main scenes, but is not present in any of the scenes (IE NON LOCAL)
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for collection_name in external_collection_instances:
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collection = bpy.data.collections[collection_name]
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blueprint = Blueprint(collection.name)
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blueprint.local = False
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blueprint.objects = [object.name for object in collection.all_objects if not object.instance_type == 'COLLECTION'] # inneficient, double loop
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blueprint.nested_blueprints = [object.name for object in collection.all_objects if object.instance_type == 'COLLECTION'] # FIXME: not precise enough, aka "what is a blueprint"
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blueprint.collection = collection
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blueprint.instances = internal_collection_instances[collection.name] if collection.name in internal_collection_instances else []
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blueprints[collection.name] = blueprint
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# now create reverse lookup , so you can find the collection from any of its contained objects
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for object in collection.all_objects:
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blueprints_from_objects[object.name] = collection.name
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# then add any nested collections
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print("BLUEPRINTS")
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for blueprint_name in blueprints:
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print(" ", blueprints[blueprint_name])
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print("BLUEPRINTS LOOKUP")
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print(blueprints_from_objects)
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print("BLUEPRINT INSTANCES PER MAIN SCENE")
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print(blueprint_instances_per_main_scene)
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changes_test = {'Library': {'Blueprint1_mesh': bpy.data.objects['Blueprint1_mesh']}}
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# which main scene has been impacted by this
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# does one of the main scenes contain an INSTANCE of an impacted blueprint
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for scene in main_scenes:
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changed_objects = list(changes_test["Library"].keys())
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#bluprint_instances_in_scene = blueprint_instances_per_main_scene[scene.name]
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#print("instances per scene", bluprint_instances_in_scene, "changed_objects", changed_objects)
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changed_blueprints_with_instances_in_scene = [blueprints_from_objects[changed] for changed in changed_objects if changed in blueprints_from_objects]
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print("changed_blueprints_with_instances_in_scene", changed_blueprints_with_instances_in_scene)
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level_needs_export = len(changed_blueprints_with_instances_in_scene) > 0
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if level_needs_export:
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print("level needs export", scene.name)
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@ -2,8 +2,32 @@ import bpy
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from .export_blueprints import check_if_blueprint_on_disk
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from ..helpers.helpers_scenes import (get_scenes, )
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def changed_object_in_scene(scene_name, changes_per_scene, collections, collection_instances_combine_mode):
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print("BLAAAAAAAAAAAAAAAAAAAAAAAAAAAAH", scene_name, "combo mode", collection_instances_combine_mode, "changes", changes_per_scene, "collections", collections)
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# TODO: IF collection_instances_combine_mode is not 'split' check for each scene if any object in changes_per_scene has an instance in the scene
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# Embed / EmbedExternal
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if collection_instances_combine_mode == 0: # 1 => Embed
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return False
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"""if scene_name in list(changes_per_scene.keys()):
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print("here", scene_name)"""
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for scene_name_current in list(bpy.data.scenes.keys()):
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for object in bpy.data.scenes[scene_name_current].objects:
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print("foo", changes_per_scene[scene_name_current])
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if object.instance_type == 'COLLECTION':
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collection_name = object.instance_collection.name
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if object.name in list(changes_per_scene[scene_name_current].keys()):
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print("changed object", object.name)
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return True # even a single object is enough to flag the scene
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# TODO: this should also take 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, addon_prefs):
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def get_levels_to_export(changes_per_scene, changed_export_parameters, collections, addon_prefs):
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print("TOTOOO")
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export_change_detection = getattr(addon_prefs, "export_change_detection")
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export_gltf_extension = getattr(addon_prefs, "export_gltf_extension")
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export_models_path = getattr(addon_prefs, "export_models_path")
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@ -11,10 +35,8 @@ def get_levels_to_export(changes_per_scene, changed_export_parameters, addon_pre
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[main_scene_names, level_scenes, library_scene_names, library_scenes] = get_scenes(addon_prefs)
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# TODO: IF collection_instances_combine_mode is not 'split' check for each scene if any object in changes_per_scene has an instance in the scene
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# print("levels export", "export_change_detection", export_change_detection, "changed_export_parameters",changed_export_parameters, "export_models_path", export_models_path, "export_gltf_extension", export_gltf_extension, "changes_per_scene", changes_per_scene)
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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 main_scene_names if not export_change_detection or changed_export_parameters or scene_name in changes_per_scene.keys() or not check_if_blueprint_on_disk(scene_name, export_models_path, export_gltf_extension)]
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main_scenes_to_export = [scene_name for scene_name in main_scene_names if not export_change_detection or changed_export_parameters or scene_name in changes_per_scene.keys() or not check_if_blueprint_on_disk(scene_name, export_models_path, export_gltf_extension) or changed_object_in_scene(scene_name, changes_per_scene, collections, collection_instances_combine_mode)]
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return (main_scenes_to_export)
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@ -209,6 +209,7 @@ def set_active_collection(scene, collection_name):
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# find which of the library scenes the given collection stems from
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# TODO: does not seem efficient at all ?
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# TODO: remove, unused
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def get_source_scene(collection_name, library_scenes):
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match = None
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for scene in library_scenes:
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@ -62,24 +62,13 @@ def copy_animation_data(source, target):
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markers_per_animation[animation_name][marker.frame] = []
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markers_per_animation[animation_name][marker.frame].append(marker.name)
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"""if target.animation_data == None:
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target.animation_data_create()
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target.animation_data.action = source.animation_data.action.copy()"""
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# alternative method, using the built-in link animation operator
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#
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#previous_active_object = bpy.context.view_layer.objects.active
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"""bpy.context.view_layer.objects.active = source
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bpy.ops.object.select_all(action='DESELECT')
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#Transfer data from active object to selected objects
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target.select_set(True) """
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# best method, using the built-in link animation operator
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with bpy.context.temp_override(active_object=source, selected_editable_objects=[target]):
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bpy.ops.object.make_links_data(type='ANIMATION')
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"""if target.animation_data == None:
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target.animation_data_create()
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target.animation_data.action = source.animation_data.action.copy()
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print("copying animation data for", source.name, target.animation_data)
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properties = [p.identifier for p in source.animation_data.bl_rna.properties if not p.is_readonly]
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@ -90,6 +79,7 @@ def copy_animation_data(source, target):
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# we add an "AnimationInfos" component
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target['AnimationInfos'] = f'(animations: {animations_infos})'.replace("'","")
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# and animation markers
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markers_formated = '{'
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for animation in markers_per_animation.keys():
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markers_formated += f'"{animation}":'
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@ -102,9 +92,6 @@ def copy_animation_data(source, target):
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target["AnimationMarkers"] = f'( {markers_formated} )'
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def duplicate_object(object, parent, combine_mode, destination_collection, library_collections, legacy_mode, nester=""):
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copy = None
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if object.instance_type == 'COLLECTION' and (combine_mode == 'Split' or (combine_mode == 'EmbedExternal' and (object.instance_collection.name in library_collections)) ):
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@ -127,7 +114,6 @@ def duplicate_object(object, parent, combine_mode, destination_collection, libra
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empty_obj["BlueprintsList"] = f"({json.dumps(dict(children_per_collection))})"
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# empty_obj["AnimationMarkers"] = '({"animation_name": {5: "Marker_1"} })'
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#'({5: "sdf"})'#.replace('"',"'") #f"({json.dumps(dict(animation_foo))})"
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#empty_obj["Assets"] = {"Animations": [], "Materials": [], "Models":[], "Textures":[], "Audio":[], "Other":[]}
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@ -151,8 +137,6 @@ def duplicate_object(object, parent, combine_mode, destination_collection, libra
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if parent_empty is not None:
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copy.parent = parent_empty
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"""
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# print(nester, "copy", copy)
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# do this both for empty replacements & normal copies
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if parent is not None:
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copy.parent = parent
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@ -174,6 +174,15 @@ def materials_hash(obj, cache):
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# materials = [material_hash(material_slot.material) if not material_slot.material.name in cache["materials"] else cache["materials"][material_slot.material.name] for material_slot in obj.material_slots]
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return str(hash(str(materials)))
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def custom_properties_hash(obj):
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custom_properties = {}
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for property_name in obj.keys():
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if property_name not in '_RNA_UI' and property_name != 'components_meta':
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custom_properties[property_name] = obj[property_name]
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return str(hash(str(custom_properties)))
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def serialize_scene():
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cache = {"materials":{}}
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print("serializing scene")
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@ -184,16 +193,12 @@ def serialize_scene():
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data[scene.name] = {}
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for object in scene.objects:
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object = bpy.data.objects[object.name]
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#print("object", object.name, object.location)
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#loc, rot, scale = bpy.context.object.matrix_world.decompose()
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transform = str((object.location, object.rotation_euler, object.scale)) #str((object.matrix_world.to_translation(), object.matrix_world.to_euler('XYZ'), object.matrix_world.to_quaternion()))#
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visibility = object.visible_get()
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#print("object type", object.type)
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custom_properties = {}
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for K in object.keys():
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if K not in '_RNA_UI' and K != 'components_meta':
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#print( K , "-" , object[K] )
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custom_properties[K] = object[K]
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custom_properties = custom_properties_hash(object) if len(object.keys()) > 0 else None
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animations = animation_hash(object)
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mesh = mesh_hash(object) if object.type == 'MESH' else None
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camera = camera_hash(object) if object.type == 'CAMERA' else None
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@ -225,5 +230,4 @@ def serialize_scene():
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return json.dumps(data)
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#loc, rot, scale = bpy.context.object.matrix_world.decompose()
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@ -157,6 +157,85 @@ def test_export_change_tracking_custom_properties(setup_data):
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assert modification_times[world_file_index] != modification_times_first[world_file_index]
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assert other_files_modification_times == other_files_modification_times_first
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def test_export_change_tracking_custom_properties_collection_instances_combine_mode_embed(setup_data):
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root_path = "../../testing/bevy_example"
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assets_root_path = os.path.join(root_path, "assets")
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models_path = os.path.join(assets_root_path, "models")
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auto_export_operator = bpy.ops.export_scenes.auto_gltf
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# with change detection
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# first, configure things
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# we use the global settings for that
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export_props = {
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"main_scene_names" : ['World'],
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"library_scene_names": ['Library'],
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"collection_instances_combine_mode":"Embed"
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}
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# store settings for the auto_export part
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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")
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stored_auto_settings.clear()
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stored_auto_settings.write(json.dumps(export_props))
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gltf_settings = {
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"export_animations": False,
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"export_optimize_animation_size": False
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}
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# and store settings for the gltf part
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stored_gltf_settings = bpy.data.texts[".gltf_auto_export_gltf_settings"] if ".gltf_auto_export_gltf_settings" in bpy.data.texts else bpy.data.texts.new(".gltf_auto_export_gltf_settings")
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stored_gltf_settings.clear()
|
||||
stored_gltf_settings.write(json.dumps(gltf_settings))
|
||||
|
||||
auto_export_operator(
|
||||
auto_export=True,
|
||||
direct_mode=True,
|
||||
export_output_folder="./models",
|
||||
export_scene_settings=True,
|
||||
export_blueprints=True,
|
||||
export_legacy_mode=False,
|
||||
export_materials_library=False
|
||||
)
|
||||
|
||||
world_file_path = os.path.join(models_path, "World.glb")
|
||||
assert os.path.exists(world_file_path) == True
|
||||
|
||||
models_library_path = os.path.join(models_path, "library")
|
||||
model_library_file_paths = list(map(lambda file_name: os.path.join(models_library_path, file_name), sorted(os.listdir(models_library_path))))
|
||||
modification_times_first = list(map(lambda file_path: os.path.getmtime(file_path), model_library_file_paths + [world_file_path]))
|
||||
|
||||
mapped_files_to_timestamps_and_index = {}
|
||||
for (index, file_path) in enumerate(model_library_file_paths+ [world_file_path]):
|
||||
file_path = pathlib.Path(file_path).stem
|
||||
mapped_files_to_timestamps_and_index[file_path] = (modification_times_first[index], index)
|
||||
|
||||
# now add a custom property to the cube in the main scene & export again
|
||||
print("----------------")
|
||||
print("library change (custom property)")
|
||||
print("----------------")
|
||||
|
||||
bpy.data.objects["Blueprint1_mesh"]["test_property"] = 42
|
||||
|
||||
auto_export_operator(
|
||||
auto_export=True,
|
||||
direct_mode=True,
|
||||
export_output_folder="./models",
|
||||
export_scene_settings=True,
|
||||
export_blueprints=True,
|
||||
export_legacy_mode=False,
|
||||
export_materials_library=False
|
||||
)
|
||||
|
||||
modification_times = list(map(lambda file_path: os.path.getmtime(file_path), model_library_file_paths + [world_file_path]))
|
||||
assert modification_times != modification_times_first
|
||||
# only the "world" file should have changed
|
||||
world_file_index = mapped_files_to_timestamps_and_index["World"][1]
|
||||
other_files_modification_times = [value for index, value in enumerate(modification_times) if index not in [world_file_index]]
|
||||
other_files_modification_times_first = [value for index, value in enumerate(modification_times_first) if index not in [world_file_index]]
|
||||
|
||||
assert modification_times[world_file_index] != modification_times_first[world_file_index]
|
||||
assert other_files_modification_times == other_files_modification_times_first
|
||||
|
||||
def test_export_change_tracking_light_properties(setup_data):
|
||||
root_path = "../../testing/bevy_example"
|
||||
assets_root_path = os.path.join(root_path, "assets")
|
||||
|
@ -12,6 +12,10 @@
|
||||
- [ ] look into caching for serialize scene
|
||||
- [ ] replace field name based logic with type base logic
|
||||
|
||||
- [ ] to make things easier overall we need a mapping of Blueprints/Collections to
|
||||
- [ ] their instances
|
||||
- [ ] their objects/sub collections instances etc
|
||||
|
||||
- [ ] remove bulk of tracker related code
|
||||
- [ ] clean up
|
||||
- [x] split up change detection in settings to its own panel
|
Loading…
Reference in New Issue
Block a user