feat(Blenvy:Blender): fixes & enhancements to auto export, particularly assets
* injected BlueprintAssets are now reusing existing asset scan boilerplate (wip) * added back per blueprint assets * experimenting with how to export all vs local only assets * renamed (finally) export main scenes * found issue with scene serialization (hellooo collections !), working on fix
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@ -185,7 +185,37 @@ Blender side:
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- [x] BLENVY_OT_item_select is missing handling for the other types (outside of object & collection)
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- [x] fix selection logic
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- [x] update testing blend files
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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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- [ ] 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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- [ ] add back per blueprint assets
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- [ ] reuse the already existing asset_scan + export thing
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- thoughts:
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- the "list of all assets" is actually the "fake"/generated one: nobody would write a list of assets for sub assets,
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you would just add the assets to your blueprint
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- in Bevy at spawning we have
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blueprint => assets
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for hot reload we need
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asset => blueprint instances so we can despawn/respawn etc blueprint instances when one of their assets has changed
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problem of untyped vs typed
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perhaps have a mapping of untyped => typed id
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map asset id => [entity ids]
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- [ ] add option to 'split out' meshes from blueprints ?
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- [ ] ie considering meshletts etc , it would make sense to keep blueprints seperate from purely mesh gltfs
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- [ ] persist exported materials path in blueprints so that it can be read from library file users
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- [ ] just like "export_path" write it into each blueprint's collection
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- [ ] scan for used materials per blueprint !
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- [ ] for scenes, scan for used materials of all non instance objects (TODO: what about overrides ?)
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- [ ] add a way of visualizing per blueprint instances ?
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- [ ] display export path of blueprints (mostly external) ?
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- [ ] hidden objects/collections only semi respected at export
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- this is because blueprints are external ?
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- [ ] verify based on gltf settings
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@ -199,20 +229,8 @@ Blender side:
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- [ ] disabled components
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- [ ] blueprint instances as children of blueprint instances
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- [ ] blueprint instances as children of empties
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- [x] update testing blend files
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- [ ] disable 'export_hierarchy_full_collections' for all cases: not reliable and redudant
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- [ ] add option to 'split out' meshes from blueprints ?
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- [ ] ie considering meshletts etc , it would make sense to keep blueprints seperate from purely mesh gltfs
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- [ ] persist exported materials path in blueprints so that it can be read from library file users
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- [ ] just like "export_path" write it into each blueprint's collection
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- [ ] scan for used materials per blueprint !
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- [ ] for scenes, scan for used materials of all non instance objects (TODO: what about overrides ?)
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- [ ] add a way of visualizing per blueprint instances ?
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- [ ] display export path of blueprints (mostly external) ?
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Bevy Side:
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- [x] deprecate BlueprintName & BlueprintPath & use BlueprintInfo instead
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- [x] make blueprint instances invisible until spawning is done to avoid "spawn flash"?
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@ -237,17 +255,26 @@ Bevy Side:
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- [x] blueprint level/ collection level components are now visible in instances in Blender
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- [x] they do not seem to be transfered to the (instance) entity above:
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could they be on the "empty node" ?
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- [ ] add back & cleanup animation frame triggers
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- [ ] simplify testing example:
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- [x] remove use of rapier physics (or even the whole common boilerplate ?)
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- [ ] remove/replace bevy editor pls with some native ui to display hierarchies
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- [ ] a full fledged demo (including physics & co)
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- [ ] other examples without interactions or physics
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- [ ] add hot reloading
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- [x] basics
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- [x] make it enabled/disabled based on general flag
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- [ ] make
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- [ ] cleanup internals
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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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- [ ] 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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- [x] cleanup internals
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- [x] review & change general component insertion & spawning ordering & logic
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- GltfComponentsSet::Injection => GltfBlueprintsSet::Spawn => GltfBlueprintsSet::AfterSpawn
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@ -5,41 +5,28 @@ from blenvy.assets.generate_asset_file import write_ron_assets_file
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from ..constants import TEMPSCENE_PREFIX
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from ..common.generate_temporary_scene_and_export import generate_temporary_scene_and_export, copy_hollowed_collection_into, clear_hollow_scene
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from ..common.export_gltf import generate_gltf_export_settings
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def assets_to_fake_ron(list_like):
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result = []
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for item in list_like:
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result.append(f"(name: \"{item['name']}\", path: \"{item['path']}\")")
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return f"(assets: {result})".replace("'", '')
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return f"({result})".replace("'", '')
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from ..utils import upsert_blueprint_assets
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def export_blueprints(blueprints, settings, blueprints_data):
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blueprints_path_full = getattr(settings, "blueprints_path_full")
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gltf_export_settings = generate_gltf_export_settings(settings)
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export_materials_library = getattr(settings.auto_export, "export_materials_library")
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try:
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# save current active collection
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active_collection = bpy.context.view_layer.active_layer_collection
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export_materials_library = getattr(settings.auto_export, "export_materials_library")
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for blueprint in blueprints:
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print("exporting collection", blueprint.name)
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gltf_output_path = os.path.join(blueprints_path_full, blueprint.name) # TODO: reuse the export_path custom property ?
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gltf_export_settings = { **gltf_export_settings, 'use_active_scene': True, 'use_active_collection': True, 'use_active_collection_with_nested':True}
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collection = bpy.data.collections[blueprint.name]
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# if we are using the material library option, do not export materials, use placeholder instead
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if export_materials_library:
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gltf_export_settings['export_materials'] = 'PLACEHOLDER'
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collection = bpy.data.collections[blueprint.name]
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all_assets = []
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auto_assets = []
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collection["BlueprintAssets"] = assets_to_fake_ron([]) #assets_to_fake_ron([{"name": asset.name, "path": asset.path} for asset in collection.user_assets] + auto_assets) #all_assets + [{"name": asset.name, "path": asset.path} for asset in collection.user_assets] + auto_assets)
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upsert_blueprint_assets(blueprint, blueprints_data=blueprints_data, settings=settings)
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# do the actual export
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generate_temporary_scene_and_export(
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@ -10,7 +10,7 @@ from ..blueprints.get_blueprints_to_export import get_blueprints_to_export
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from ..levels.get_levels_to_export import get_levels_to_export
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from .export_gltf import get_standard_exporter_settings
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from ..levels.export_main_scenes import export_main_scene
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from ..levels.export_levels import export_main_scene
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from ..blueprints.export_blueprints import export_blueprints
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from .export_materials import cleanup_materials, export_materials
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from ..levels.bevy_scene_components import remove_scene_components, upsert_scene_components
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@ -56,6 +56,7 @@ def auto_export(changes_per_scene, changed_export_parameters, settings):
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#inject/ update light shadow information
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for light in bpy.data.lights:
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enabled = 'true' if light.use_shadow else 'false'
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# TODO: directly set relevant components instead ?
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light['BlenderLightShadows'] = f"(enabled: {enabled}, buffer_bias: {light.shadow_buffer_bias})"
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# export
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@ -69,7 +70,8 @@ def auto_export(changes_per_scene, changed_export_parameters, 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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if export_materials_library:
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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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export_materials(blueprints_data.blueprint_names, settings.library_scenes, settings)
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# update the list of tracked exports
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@ -235,7 +235,9 @@ 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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print("custom properties stuff for", obj, property_name)
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custom_properties[property_name] = obj[property_name]
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print("custom props for hashing", custom_properties, str(h1_hash(str(custom_properties))) )
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return str(h1_hash(str(custom_properties)))
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def camera_hash(obj):
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@ -316,7 +318,7 @@ def modifiers_hash(object, settings):
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def serialize_scene(settings):
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cache = {"materials":{}}
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print("serializing scene")
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print("serializing scenes")
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data = {}
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@ -325,6 +327,7 @@ def serialize_scene(settings):
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# TODO: only go through scenes actually in our list
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for scene in bpy.data.scenes:
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print("scene", scene.name)
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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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@ -9,15 +9,7 @@ from ..constants import TEMPSCENE_PREFIX
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from ..common.generate_temporary_scene_and_export import generate_temporary_scene_and_export, copy_hollowed_collection_into, clear_hollow_scene
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from ..common.export_gltf import (generate_gltf_export_settings, export_gltf)
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from .is_object_dynamic import is_object_dynamic, is_object_static
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def assets_to_fake_ron(list_like):
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result = []
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for item in list_like:
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result.append(f"(name: \"{item['name']}\", path: \"{item['path']}\")")
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return f"(assets: {result})".replace("'", '')
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return f"({result})".replace("'", '')
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from ..utils import upsert_scene_assets
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def export_main_scene(scene, settings, blueprints_data):
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@ -41,53 +33,7 @@ def export_main_scene(scene, settings, blueprints_data):
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gltf_output_path = os.path.join(levels_path_full, scene.name)
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inject_blueprints_list_into_main_scene(scene, blueprints_data, settings)
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"""print("main scene", scene)
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for asset in scene.user_assets:
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print(" user asset", asset.name, asset.path)
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for asset in scene.generated_assets:
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print(" generated asset", asset)"""
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"""for blueprint in blueprints_data.blueprints_per_scenes[scene.name]:
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print("BLUEPRINT", blueprint)"""
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blueprint_instances_in_scene = blueprints_data.blueprint_instances_per_main_scene.get(scene.name, {}).keys()
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blueprints_in_scene = [blueprints_data.blueprints_per_name[blueprint_name] for blueprint_name in blueprint_instances_in_scene]
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#yala = [blueprint.collection.user_assets for blueprint in blueprints_in_scene]
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#print("dsfsdf", yala)
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auto_assets = []
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all_assets = []
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export_gltf_extension = getattr(settings, "export_gltf_extension", ".glb")
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blueprints_path = getattr(settings, "blueprints_path")
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for blueprint in blueprints_in_scene:
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if blueprint.local:
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blueprint_exported_path = os.path.join(blueprints_path, f"{blueprint.name}{export_gltf_extension}")
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else:
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# get the injected path of the external blueprints
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blueprint_exported_path = blueprint.collection['export_path'] if 'export_path' in blueprint.collection else None
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# add their material path
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materials_exported_path = blueprint.collection['materials_path'] if 'materials_path' in blueprint.collection else None
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auto_assets.append({"name": blueprint.name+"_material", "path": materials_exported_path})#, "generated": True, "internal":blueprint.local, "parent": None})
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if blueprint_exported_path is not None: # and not does_asset_exist(assets_list, blueprint_exported_path):
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auto_assets.append({"name": blueprint.name, "path": blueprint_exported_path})#, "generated": True, "internal":blueprint.local, "parent": None})
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# now also add the assets of the blueprints # TODO: wait no , these should not be a part of the (scene) local assets
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for asset in blueprint.collection.user_assets:
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#print("adding assets of blueprint", asset.name)
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all_assets.append({"name": asset.name, "path": asset.path})
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"""for asset in auto_assets:
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print(" generated asset", asset.name, asset.path)"""
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materials_path = getattr(settings, "materials_path")
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current_project_name = Path(bpy.context.blend_data.filepath).stem
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materials_library_name = f"{current_project_name}_materials"
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materials_exported_path = os.path.join(materials_path, f"{materials_library_name}{export_gltf_extension}")
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material_assets = [{"name": materials_library_name, "path": materials_exported_path}] # we also add the material library as an asset
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print("material_assets", material_assets, "extension", export_gltf_extension)
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scene["BlueprintAssets"] = assets_to_fake_ron(all_assets + [{"name": asset.name, "path": asset.path} for asset in scene.user_assets] + auto_assets + material_assets)
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#scene["BlueprintAssets"] = assets_to_fake_ron([{'name':'foo', 'path':'bar'}])
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upsert_scene_assets(scene, blueprints_data=blueprints_data, settings=settings)
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if export_separate_dynamic_and_static_objects:
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#print("SPLIT STATIC AND DYNAMIC")
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@ -0,0 +1,84 @@
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import bpy
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import os
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from pathlib import Path
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from blenvy.assets.assets_scan import get_blueprint_asset_tree, get_main_scene_assets_tree2
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def assets_to_fake_ron(list_like):
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result = []
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for item in list_like:
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result.append(f"(name: \"{item['name']}\", path: \"{item['path']}\")")
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return f"(assets: {result})".replace("'", '')
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return f"({result})".replace("'", '')
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# TODO : move to assets
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def upsert_scene_assets(scene, blueprints_data, settings):
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"""print("main scene", scene)
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for asset in scene.user_assets:
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print(" user asset", asset.name, asset.path)
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for asset in scene.generated_assets:
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print(" generated asset", asset)"""
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"""for blueprint in blueprints_data.blueprints_per_scenes[scene.name]:
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print("BLUEPRINT", blueprint)"""
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blueprint_instances_in_scene = blueprints_data.blueprint_instances_per_main_scene.get(scene.name, {}).keys()
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blueprints_in_scene = [blueprints_data.blueprints_per_name[blueprint_name] for blueprint_name in blueprint_instances_in_scene]
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#yala = [blueprint.collection.user_assets for blueprint in blueprints_in_scene]
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#print("dsfsdf", yala)
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level_assets = []
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all_assets = []
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export_gltf_extension = getattr(settings, "export_gltf_extension", ".glb")
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blueprints_path = getattr(settings, "blueprints_path")
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for blueprint in blueprints_in_scene:
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if blueprint.local:
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blueprint_exported_path = os.path.join(blueprints_path, f"{blueprint.name}{export_gltf_extension}")
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else:
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# get the injected path of the external blueprints
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blueprint_exported_path = blueprint.collection['export_path'] if 'export_path' in blueprint.collection else None
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# add their material path
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materials_exported_path = blueprint.collection['materials_path'] if 'materials_path' in blueprint.collection else None
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level_assets.append({"name": blueprint.name+"_material", "path": materials_exported_path})#, "generated": True, "internal":blueprint.local, "parent": None})
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if blueprint_exported_path is not None: # and not does_asset_exist(assets_list, blueprint_exported_path):
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level_assets.append({"name": blueprint.name, "path": blueprint_exported_path})#, "generated": True, "internal":blueprint.local, "parent": None})
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# now also add the assets of the blueprints # TODO: wait no , these should not be a part of the (scene) local assets
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for asset in blueprint.collection.user_assets:
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#print("adding assets of blueprint", asset.name)
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all_assets.append({"name": asset.name, "path": asset.path})
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"""for asset in level_assets:
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print(" generated asset", asset.name, asset.path)"""
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materials_path = getattr(settings, "materials_path")
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current_project_name = Path(bpy.context.blend_data.filepath).stem
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materials_library_name = f"{current_project_name}_materials"
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materials_exported_path = os.path.join(materials_path, f"{materials_library_name}{export_gltf_extension}")
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material_assets = [{"name": materials_library_name, "path": materials_exported_path}] # we also add the material library as an asset
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print("material_assets", material_assets, "extension", export_gltf_extension)
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all_assets_raw = get_main_scene_assets_tree2(main_scene=scene, blueprints_data=blueprints_data, settings=settings)
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local_assets = [{"name": asset["name"], "path": asset["path"]} for asset in all_assets_raw if asset['parent'] is None and asset["path"] != "" ]
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all_assets = [{"name": asset["name"], "path": asset["path"]} for asset in all_assets_raw if asset["path"] != "" ]
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print("all_assets_raw", all_assets_raw)
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print("all_assets", all_assets)
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print("local assets", local_assets + material_assets)
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scene["BlueprintAssets"] = assets_to_fake_ron(local_assets + material_assets)
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#scene["BlueprintAssets"] = assets_to_fake_ron(all_assets + [{"name": asset.name, "path": asset.path} for asset in scene.user_assets] + level_assets + material_assets)
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#scene["BlueprintAssets"] = assets_to_fake_ron([{'name':'foo', 'path':'bar'}])
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def upsert_blueprint_assets(blueprint, blueprints_data, settings):
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all_assets_raw = get_blueprint_asset_tree(blueprint=blueprint, blueprints_data=blueprints_data, settings=settings)
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all_assets = []
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auto_assets = []
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local_assets = [{"name": asset["name"], "path": asset["path"]} for asset in all_assets_raw if asset['parent'] is None and asset["path"] != "" ]
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print("all_assets_raw", all_assets_raw)
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print("local assets", local_assets)
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blueprint.collection["BlueprintAssets"] = assets_to_fake_ron(local_assets)
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@ -121,6 +121,30 @@ def get_main_scene_assets_tree(main_scene, blueprints_data, settings):
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added_asset.path = asset["path"]
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return assets_list
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# same as the above, withouth the clutter below : TODO: unify
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def get_main_scene_assets_tree2(main_scene, blueprints_data, settings):
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blueprints_path = getattr(settings, "blueprints_path")
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export_gltf_extension = getattr(settings, "export_gltf_extension", ".glb")
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blueprint_instance_names_for_scene = blueprints_data.blueprint_instances_per_main_scene.get(main_scene.name, None)
|
||||
|
||||
assets_list = get_user_assets_as_list(main_scene)
|
||||
if blueprint_instance_names_for_scene:
|
||||
for blueprint_name in blueprint_instance_names_for_scene:
|
||||
blueprint = blueprints_data.blueprints_per_name.get(blueprint_name, None)
|
||||
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}")
|
||||
else:
|
||||
# get the injected path of the external blueprints
|
||||
blueprint_exported_path = blueprint.collection['export_path'] if 'export_path' in blueprint.collection else None
|
||||
if blueprint_exported_path is not None and not does_asset_exist(assets_list, blueprint_exported_path):
|
||||
assets_list.append({"name": blueprint.name, "path": blueprint_exported_path, "type": "MODEL", "generated": True, "internal":blueprint.local, "parent": None})
|
||||
|
||||
assets_list += get_blueprint_assets_tree(blueprint, blueprints_data, parent=blueprint.name, settings=settings)
|
||||
|
||||
return assets_list
|
||||
|
||||
def get_blueprint_asset_tree(blueprint, blueprints_data, settings):
|
||||
blueprints_path = getattr(settings, "blueprints_path")
|
||||
export_gltf_extension = getattr(settings, "export_gltf_extension", ".glb")
|
||||
|
|
Loading…
Reference in New Issue