refactor(Blenvy): BIG cleanup
* removed old blender add-ons, there is now only Blenvy ! * updated most of the main docs accordingly * updated project name in main README * etc * related tweaks
@ -8,7 +8,7 @@ The workflow goes as follows (once you got your Bevy code setup)
|
||||
|
||||
## Component creation
|
||||
|
||||
Setup the Blender [bevy_components](./tools/bevy_components/README.md) add-on
|
||||
Setup the Blender [bevy_components](./tools/blenvy/README.md) add-on
|
||||
to add & edit your components visually & reliably
|
||||
|
||||
![bevy_components](./docs/bevy_components.png)
|
||||
@ -22,7 +22,7 @@ to add & edit your components visually & reliably
|
||||
- custom properties
|
||||
- cameras & lights if you want a complete level (as in this example)
|
||||
![gltf_export](./docs/gltf_export.png)
|
||||
- or much better, using [gltf_auto_export](./tools/gltf_auto_export/)
|
||||
- or much better, using [blenvy](./tools/blenvy/)
|
||||
|
||||
## Now use your gltf files in Bevy
|
||||
|
||||
|
23
README.md
@ -2,7 +2,7 @@
|
||||
[![License](https://img.shields.io/crates/l/bevy_gltf_components)](https://github.com/kaosat-dev/Blender_bevy_components_workflow/blob/main/LICENSE.md)
|
||||
[![ko-fi](https://ko-fi.com/img/githubbutton_sm.svg)](https://ko-fi.com/F1F5TO32O)
|
||||
|
||||
# Blender_bevy_components_workflow
|
||||
# Blenvy: a Blender <=> bevy components workflow
|
||||
|
||||
![demo](./docs/blender_bevy.png)
|
||||
|
||||
@ -18,8 +18,7 @@ It also allows you to setup 'blueprints' in Blender by using collections (the re
|
||||
|
||||
* Useful if you want to use Blender (or any editor allowing to export gltf with configurable gltf_extras) as your Editor
|
||||
* define Bevy components as custom properties in Blender (some visually , some using RON, though an older JSON version is also available)
|
||||
* no plugin or extra tools needed in Blender (but I provide a [little Blender add-on](./tools/gltf_auto_export/README.md) to auto-export to gltf on save (and more !) if you want !)
|
||||
* now also with a nice UI tool to add & edit Bevy components in [Blender](./tools/bevy_components/README.md)
|
||||
* now also with an UI tool to add & edit Bevy components, automatically export gltf blueprints & more in [Blender](./tools/blenvy/README.md)
|
||||
* define components in Blender Collections & override any of them in your collection instances if you want
|
||||
* ability to automatically turn your Blender collections into [gltf Blueprints](./crates/bevy_gltf_blueprints/README.md) for reuse
|
||||
* minimal setup & code, you can have something basic running fast
|
||||
@ -45,23 +44,19 @@ bevy_gltf_blueprints to only save a minimal subset of dynamic data, seperating d
|
||||
The examples for the crate are [here](./examples/bevy_gltf_save_load/)
|
||||
> Note: this uses ```bevy_gltf_blueprints``` under the hood
|
||||
|
||||
- [bevy_registry_export](./crates/bevy_registry_export/) This crate adds the ability to export your project's Bevy registry to json, in order to be able to generate custom component UIs on the Blender side in the Blender [bevy_components](./tools/bevy_components/README.md) add-on
|
||||
- [bevy_registry_export](./crates/bevy_registry_export/) This crate adds the ability to export your project's Bevy registry to json, in order to be able to generate custom component UIs on the Blender side in the Blender [blenvy](./tools/blenvy/README.md) add-on
|
||||
|
||||
|
||||
## Tools
|
||||
|
||||
### Blender: gltf_auto_export
|
||||
### Blender: blenvy
|
||||
|
||||
- for convenience I also added a [Blender addon](./tools/gltf_auto_export/README.md) that automatically exports your level/world from Blender to gltf whenever you save your Blend file
|
||||
- it also supports automatical exports of collections as [Gltf blueprints](./crates/bevy_gltf_blueprints/README.md) & more !
|
||||
- an all in one [Blender addon](./tools/blenvy/README.md) for the Blender side of the workflow:
|
||||
- allow easilly adding & editing Bevy components , using automatically generated UIs for each component
|
||||
- automatically exports your level/world from Blender to gltf whenever you save your Blend file
|
||||
- it also supports automatical exports of collections as [Gltf blueprints](./crates/bevy_gltf_blueprints/README.md) &
|
||||
|
||||
Please read the [README]((./tools/gltf_auto_export/README.md)) of the add-on for installation & use instructions
|
||||
|
||||
### Blender: bevy_components
|
||||
|
||||
- an add-on for Blender to allow easilly adding & editing Bevy components , using automatically generated UIs for each component
|
||||
|
||||
Please read the [README]((./tools/bevy_components/README.md)) of the add-on for installation & use instructions
|
||||
Please read the [README]((./tools/blenvy/README.md)) of the add-on for installation & use instructions
|
||||
|
||||
|
||||
|
||||
|
@ -15,9 +15,8 @@ A blueprint is a set of **overrideable** components + a hierarchy: ie
|
||||
* just a Gltf file with Gltf_extras specifying components
|
||||
* a component called BlueprintName
|
||||
|
||||
Particularly useful when using [Blender](https://www.blender.org/) as an editor for the [Bevy](https://bevyengine.org/) game engine, combined with the Blender add-ons that do a lot of the work for you
|
||||
- [gltf_auto_export](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/tools/gltf_auto_export)
|
||||
- [bevy_components](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/tools/bevy_components)
|
||||
Particularly useful when using [Blender](https://www.blender.org/) as an editor for the [Bevy](https://bevyengine.org/) game engine, combined with the Blender add-on that do a lot of the work for you
|
||||
- [blenvy](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/tools/blenvy)
|
||||
|
||||
|
||||
## Usage
|
||||
|
@ -50,7 +50,6 @@ impl Default for BluePrintBundle {
|
||||
|
||||
#[derive(Clone, Resource)]
|
||||
pub struct BluePrintsConfig {
|
||||
pub(crate) format: GltfFormat,
|
||||
pub(crate) aabbs: bool,
|
||||
pub(crate) aabb_cache: HashMap<String, Aabb>, // cache for aabbs
|
||||
|
||||
@ -81,7 +80,6 @@ impl fmt::Display for GltfFormat {
|
||||
#[derive(Debug, Clone)]
|
||||
/// Plugin for gltf blueprints
|
||||
pub struct BlueprintsPlugin {
|
||||
pub format: GltfFormat,
|
||||
/// Automatically generate aabbs for the blueprints root objects
|
||||
pub aabbs: bool,
|
||||
///
|
||||
@ -91,7 +89,6 @@ pub struct BlueprintsPlugin {
|
||||
impl Default for BlueprintsPlugin {
|
||||
fn default() -> Self {
|
||||
Self {
|
||||
format: GltfFormat::GLB,
|
||||
aabbs: false,
|
||||
material_library: false
|
||||
}
|
||||
@ -131,7 +128,6 @@ impl Plugin for BlueprintsPlugin {
|
||||
|
||||
.register_type::<HashMap<String, Vec<String>>>()
|
||||
.insert_resource(BluePrintsConfig {
|
||||
format: self.format,
|
||||
|
||||
aabbs: self.aabbs,
|
||||
aabb_cache: HashMap::new(),
|
||||
|
@ -6,7 +6,7 @@
|
||||
# bevy_registry_export
|
||||
|
||||
This plugin allows you to create a Json export of all your components/ registered types.
|
||||
Its main use case is as a backbone for the [```bevy_components``` Blender add-on](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/tools/bevy_components), that allows you to add & edit components directly in Blender, using the actual type definitions from Bevy
|
||||
Its main use case is as a backbone for the [```blenvy``` Blender add-on](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/tools/blenvy), that allows you to add & edit components directly in Blender, using the actual type definitions from Bevy
|
||||
(and any of your custom types & components that you register in Bevy).
|
||||
|
||||
|
||||
|
@ -5,7 +5,6 @@ pub struct CorePlugin;
|
||||
impl Plugin for CorePlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
app.add_plugins((BlueprintsPlugin {
|
||||
format: GltfFormat::GLB,
|
||||
aabbs: true,
|
||||
..Default::default()
|
||||
},));
|
||||
|
@ -4,7 +4,7 @@ This example showcases how to use ```bevy_save_load``` crate to save & load your
|
||||
|
||||
## Notes Workflow with blender / demo information
|
||||
|
||||
- the gltf files for this demo where generated using the **Export dynamic and static objects seperatly** feature of the auto_export addon:
|
||||
- the gltf files for this demo where generated using the **Export dynamic and static objects seperatly** feature of the blenvy addon:
|
||||
so the static & dynamic level files where generated automatically, based on the entities that have a **Dynamic** component/custom property
|
||||
|
||||
|
||||
|
@ -2,7 +2,7 @@
|
||||
|
||||
This example showcases
|
||||
* the use of the bevy_registry_export crate to extract all components & types information into a json file.
|
||||
* That file is then used by the [Blender addon](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/tools/bevy_components) to create Uis for each component,
|
||||
* That file is then used by the [Blender addon](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/tools/blenvy) to create Uis for each component,
|
||||
to be able to add & edit Bevy components easilly in Blender !
|
||||
|
||||
|
||||
|
@ -20,8 +20,6 @@ impl Plugin for CorePlugin {
|
||||
..Default::default()
|
||||
},
|
||||
BlueprintsPlugin {
|
||||
library_folder: "blueprints".into(),
|
||||
format: GltfFormat::GLB,
|
||||
material_library: true,
|
||||
aabbs: true,
|
||||
..Default::default()
|
||||
|
@ -1,297 +0,0 @@
|
||||
# Bevy components
|
||||
|
||||
This [Blender addon](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/tools/bevy_components) gives you an easy to use UI to add and configure your [Bevy](https://bevyengine.org/) components inside Blender !
|
||||
|
||||
- **automatically generates a simple UI** to add/configure components based on a **registry schema** file (an export of all your Bevy components's information, generated)
|
||||
by the [bevy_registry_export](https://crates.io/crates/bevy_registry_export) crate/plugin
|
||||
- no more need to specify components manually using custom_properties, with error prone naming etc
|
||||
- adds **metadata** to objects containing information about what components it uses + some extra information
|
||||
- uses Blender's **PropertyGroups** to generate custom UIs & connects those groups with the custom properties so that no matter the complexity
|
||||
of your Bevy components you get a nicely packed custom_property to use with ...
|
||||
- the ideal companion to the [gltf_auto_export](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/tools/gltf_auto_export) to embed your Bevy components inside your gltf files
|
||||
<!-- - adds the ability to **toggle components** on/off without having to remove the component from the object -->
|
||||
|
||||
|
||||
> Important:
|
||||
the tooling is still in the early stages, even if it is feature complete : use with caution!.
|
||||
|
||||
> IMPORTANT !! if you have previously used v0.1 , v0.2 had a breaking change, please see [this](#regenerate-ui-values) section on how to upgrade your data to v0.2.\
|
||||
This problem should not be present going forward
|
||||
|
||||
> IMPORTANT !! if you have previously used v0.2 , v0.3 had a breaking change, please see [this](#regenerate-custom-property-values) section on how to upgrade your data to v0.3.
|
||||
|
||||
## Installation:
|
||||
|
||||
* grab the latest release zip file from the releases tab (choose the bevy_components releases !)
|
||||
|
||||
<!--![blender addon install](./docs/blender_addon_install_zip.png)-->
|
||||
|
||||
* in Blender go to edit => preferences => install
|
||||
|
||||
![blender addon install](./docs/blender_addon_install.png)
|
||||
|
||||
* choose the path where ```bevy_components.zip``` is stored
|
||||
|
||||
![blender addon install](./docs/blender_addon_install2.png)
|
||||
|
||||
|
||||
## Configuration & overview
|
||||
|
||||
Before you can use the add-on you need to configure it
|
||||
|
||||
### Bevy side
|
||||
|
||||
- setup [bevy_registry_export](https://crates.io/crates/bevy_registry_export) for your project (see the crate's documentation for that), and compile/run it to get the ```registry.json``` file
|
||||
|
||||
### Blender side
|
||||
|
||||
- Go to the new Bevy Components tab in the 3D view
|
||||
|
||||
![configuration](./docs/configuration.png)
|
||||
|
||||
- click on the button to select your registry.json file (in the "configuration" panel)
|
||||
|
||||
![configuration 2](./docs/configuration2.png)
|
||||
|
||||
- the list of available components will appear
|
||||
|
||||
![configuration 3](./docs/configuration3.png)
|
||||
|
||||
#### registry file polling
|
||||
|
||||
|
||||
* by default, the add-on will check for changes in your registry file every second, and refresh the UI accordingly
|
||||
* you can set the polling frequency or turn it off if you do not want auto-refresh
|
||||
|
||||
![registry file polling](./docs/registry_polling.png)
|
||||
|
||||
|
||||
|
||||
## Use
|
||||
|
||||
|
||||
### Existing components & custom properties
|
||||
|
||||
* If you already have components defined manualy in Blender inside **custom properties** you will need to define them again using the UI!
|
||||
* avoid mixing & matching: if you change the values of **custom properties** that also have a component, the custom property will be **overriden** every time
|
||||
you change the component's value
|
||||
* you can of course still use non component custom properties as always, this add-on will only impact those that have corresponding Bevy components
|
||||
|
||||
### adding components
|
||||
|
||||
- to add a component, select an object and then select the component from the components list: (the full type information will be displayed as tooltip)
|
||||
|
||||
![components list](./docs/components_list.png)
|
||||
|
||||
- click on the dropdown to get the full list of available components
|
||||
|
||||
![components list](./docs/components_list2.png)
|
||||
|
||||
- you can also filter components by name for convenience
|
||||
|
||||
![filter components](./docs/filter_components.png)
|
||||
|
||||
|
||||
- add a component by clicking on the "add component" button once you have selected your desired component
|
||||
|
||||
it will appear in the component list for that object
|
||||
|
||||
![add component](./docs/add_component.png)
|
||||
|
||||
### edit components
|
||||
|
||||
- to edit a component's value just use the UI:
|
||||
|
||||
![edit component](./docs/edit_component.png)
|
||||
|
||||
it will automatically update the value of the corresponding custom property
|
||||
|
||||
![edit component](./docs/edit_component2.png)
|
||||
|
||||
### Create components from custom properties
|
||||
|
||||
- IF you have a valid component type and the correct corresponding RON string in the custom_property value (this button will not appear if not), this add-on can automatically
|
||||
generate the corresponding component for you:
|
||||
|
||||
- Fill/check your custom property (here for Aabb)
|
||||
|
||||
![generate_components 2](./docs/generate_components2.png)
|
||||
|
||||
- click on the button
|
||||
|
||||
![generate_components](./docs/generate_components.png)
|
||||
|
||||
-voila !
|
||||
|
||||
![generate_components 3](./docs/generate_components3.png)
|
||||
|
||||
|
||||
### copy & pasting
|
||||
|
||||
- you can also copy & paste components between objects
|
||||
|
||||
- click on the "copy component button" of the component you want to copy
|
||||
|
||||
![copy component](./docs/copy_component.png)
|
||||
|
||||
- then select the object you want to copy the component (& its value) to, and click on the paste button.
|
||||
|
||||
It will add the component to the select object
|
||||
|
||||
![paste component](./docs/paste_component.png)
|
||||
|
||||
> if the target object already has the same component, its values will be overwritten
|
||||
|
||||
|
||||
## Additional components UI features
|
||||
|
||||
- for large/ complex components you can toggle the details of that component:
|
||||
|
||||
![toggle details](./docs/toggle_details.png)
|
||||
|
||||
|
||||
## Supported components
|
||||
|
||||
- normally (minus any bugs, please report those!) all components using **registered** types should be useable and editable
|
||||
- this includes (non exhaustive list):
|
||||
* enums (even complex ones !)
|
||||
|
||||
![enums](./docs/enums.png)
|
||||
|
||||
![enums](./docs/enums2.png)
|
||||
|
||||
|
||||
* complex structs, with various types of fields (including nested ones)
|
||||
|
||||
![complex](./docs/complex_components2.png)
|
||||
|
||||
* lists/ vecs (here a vec of tuples)
|
||||
|
||||
![lists](./docs/vecs_lists.png)
|
||||
|
||||
* etc !
|
||||
|
||||
## Unregistered types & error handling
|
||||
|
||||
- non registered types can be viewed in this panel : (can be practical to see if you have any missing registrations too!)
|
||||
|
||||
![unregistered types](./docs/unregistered_types.png)
|
||||
|
||||
- if you have a component made up of unregistered structs/enums etc, you will get visual feedback & the component will be deactivated
|
||||
|
||||
![invalid component](./docs/invalid_components.png)
|
||||
|
||||
> see [here](#invalidunregistered-type-renaming--conversion) for ways to convert invalid / unregistered components to other types.
|
||||
|
||||
|
||||
- if you are encountering this type of view: don't panic your component data is not gone ! It just means you need to reload the registry data by clicking on the relevant button
|
||||
|
||||
![missing registry data](./docs/missing_registry_data.png)
|
||||
|
||||
|
||||
|
||||
## Advanced Tools
|
||||
|
||||
In this section you will find various additional more advanced tooling
|
||||
|
||||
### Invalid/unregistered type renaming / conversion
|
||||
|
||||
If you have components that are
|
||||
* invalid : ie some error was diagnosed
|
||||
* unregistered: a custom property is present on the object, but there is no matching type in the registry
|
||||
|
||||
Here you will get an overview, of ALL invalid and unregistered components in your Blender project, so you can find them, rename/convert them,
|
||||
or delete them, also in bulk
|
||||
|
||||
![component rename overview](./docs/component_rename_overview2.png)
|
||||
|
||||
* you can click on the button to select the object in your outliner (this also works across scenes, so you will be taken to the scene where the
|
||||
given object is located)
|
||||
|
||||
![update custom properties](./docs/component_rename_object_select.png)
|
||||
|
||||
|
||||
#### Single object component renaming/ conversion
|
||||
|
||||
- to rename/convert a single component for a single object:
|
||||
|
||||
* go to the row of the object you want to convert the component of
|
||||
* in the dropdown menu, choose the target component
|
||||
* click on the button with the magic wand to convert the component
|
||||
|
||||
![single rename](./docs/component_rename_single.png)
|
||||
|
||||
> the tool will attempt to automatically convert the source component, including the field names/values, if the target component has the same ones
|
||||
If it fails to do the conversion, you will get an error message, and you will either have to change the custom property yourself, or you can simply
|
||||
change the values in the UI, which will automatically generate the custom property value
|
||||
|
||||
- to delete a single component for a single object:
|
||||
|
||||
* go to the row of the object you want to remove the component from
|
||||
* click on the button with the "x" to remove the component
|
||||
|
||||
![single delete](./docs/component_remove_single.png)
|
||||
|
||||
#### Bulk component renaming/ conversion
|
||||
|
||||
- use this method if you want to convert ALL components of a given type of ALL objects
|
||||
|
||||
* click on this button to pick your source component
|
||||
|
||||
![bulk convert remove](./docs/component_rename_remove_bulk.png)
|
||||
|
||||
* for conversion: in the dropdown menu, choose the target component & click apply to convert all matching components
|
||||
* for deletion: clic on the "x" to remove all matching components
|
||||
|
||||
![bulk convert remove](./docs/component_rename_remove_bulk2.png)
|
||||
|
||||
|
||||
### For conversion between custom properties & components & vice-versa
|
||||
|
||||
#### regenerate custom property values
|
||||
|
||||
- "update custom properties of current object" : will go over **all components** that you have defined for the **currently selected object**, and re-generate the
|
||||
|
||||
corresponding custom property values
|
||||
|
||||
![update custom properties](./docs/other_options.png)
|
||||
|
||||
|
||||
- "update custom properties of ALL objects" : same as above but it will do so for the **ALL objects in your blend file** (so can be slow!), and re-generate the
|
||||
|
||||
corresponding custom property values
|
||||
|
||||
![update custom properties for all](./docs/other_options2.png)
|
||||
|
||||
> IMPORTANT !! use this if you have previously used v0.1 or v0.2 , as v0.3 had a breaking change, that makes it **necessary** to use this **once** to upgrade components data
|
||||
You should also re-export your gltf files , otherwise you might run into issues
|
||||
|
||||
|
||||
#### regenerate component/ UI values
|
||||
|
||||
- since v0.2, you have the option to regenerate (for the selected object or all objects, as above) to regenerate your UI values from the custom property values
|
||||
|
||||
![update UI FROM custom properties](./docs/update_ui_from_custom_properties.png)
|
||||
|
||||
> IMPORTANT !! use this if you have previously used v0.1 , as v0.2 had a breaking change, that makes it **necessary** to use this **once** to upgrade the UI data
|
||||
|
||||
|
||||
|
||||
> Note: the legacy mode support has been removed since version
|
||||
|
||||
|
||||
## Examples
|
||||
|
||||
you can find an example [here](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_registry_export/)
|
||||
|
||||
## Known issues & limitations:
|
||||
|
||||
* **Range** data (ie ```Range<f32>``` etc) are not handled at this time (issue seems to be on the Bevy side)
|
||||
* **Entity** structs are always set to 0 (setting entity values on the Blender side at this time does not make much sense anyway)
|
||||
|
||||
## License
|
||||
|
||||
This tool, all its code, contents & assets is Dual-licensed under either of
|
||||
|
||||
- Apache License, Version 2.0, ([LICENSE-APACHE](../LICENSE_APACHE.md) or https://www.apache.org/licenses/LICENSE-2.0)
|
||||
- MIT license ([LICENSE-MIT](../LICENSE_MIT.md) or https://opensource.org/licenses/MIT)
|
@ -1,229 +0,0 @@
|
||||
Basics
|
||||
- [x] add panel
|
||||
- [x] add a "create blueprint" button
|
||||
- [x] when clicked:
|
||||
- [x] create collection
|
||||
- [x] add an empty inside collection and name it <COLLECTION_NAME>_components
|
||||
- [x] add a **AutoExport** Boolean property to collection
|
||||
- [x] add name imput(popup for name input ?)
|
||||
|
||||
- [x] add a list of existing components/custom properties
|
||||
- [x] add an "edit blueprint" section
|
||||
- [x] only filled when there is ONE selection, and that selection is a collection
|
||||
- [x] add a dropdown of possible components
|
||||
- [x] add a checkbox for enabling disabling a component (enabled by default)
|
||||
- [x] add a button for copying a component
|
||||
- [x] add a button for pasting a component
|
||||
|
||||
|
||||
UI:
|
||||
- [x] filterable list of components to DISPLAY for selection : ComponentDefinitionsList
|
||||
|
||||
- Filter out invalid objects for components that have no _components suffix ? (that is too limiting I think)
|
||||
- -[x] How to deal with pre-existing custom properties that have NO metadata
|
||||
* if there is one without metadata: find if there is an available component with the same name & type ?
|
||||
* if there is , insert metadata
|
||||
* otherwise, mark it in some way visually ?
|
||||
|
||||
- [x] for OBJECT enums: add two ui pieces
|
||||
- [x] one for selecting the TYPE to choose (ie normal enum)
|
||||
- [x] one for setting the VALUE inside that
|
||||
|
||||
|
||||
- [x] vecs => (not vec2, vec3 etc) more complex UI to add items in a list
|
||||
- [x] generate contained CollectionGroup
|
||||
- [x] CollectionProperty => type = the above
|
||||
- [x] find ways to "collapse" the different levels of nested data of structs/tupples into a single custom property (ideally on the fly, but we can do without)
|
||||
|
||||
- [x] for single tupple components that represent a single unit type, re_use the base type's UIPropertyGroup instead of creating specific ones (ie TuppleTestF32_ui...) => will not work, would cause overriden "update callback"
|
||||
- [x] pre_generate default values/values for each main type
|
||||
|
||||
- [x] fix issues with vec2 etc not having the correct number of items
|
||||
- [x] fix bad defaults in ui group
|
||||
- [x] fix object enums handling on updates (??)
|
||||
- [x] fix issues with lambads in loops
|
||||
|
||||
- [x] object enum should be <EntryName>(params)
|
||||
ie *Collider:
|
||||
* Cuboid(Vec3)
|
||||
* Sphere(radius)
|
||||
- [x] deal with enums variants that do not have any data: ex {
|
||||
"long_name": "Mesh"
|
||||
}
|
||||
|
||||
- [x] remove / change use of ComponentDefinitionsList
|
||||
- when filling the list, use the long_name as index ie items.append((str(index), item.name, item.long_name)) => items.append((item.long_name, item.name, item.long_name))
|
||||
- [x] when removing a component, reset the value of the attribute in the property group (or not ? could be a feature)
|
||||
- [x] deal correctly with fields of types that are NOT in the schema.json (for ex PlayingAnimation in AnimationPlayer)
|
||||
- [ ] deal correctly with complex types
|
||||
CascadeShadowConfig: has an array/list
|
||||
ClusterConfig: one of the enum variants is an object
|
||||
- [ ] possibly allow Color to be an enum as it should be ?
|
||||
- [x] for sub items , the update functions "Name" should be the one of the root object
|
||||
- [x] fix copy & pasting
|
||||
- it actually works, but the value of the custom property are not copied back to the UI, need to implement property_group_value_from_custom_property_value
|
||||
- [ ] we need a notion of "root propertyGroup" =?
|
||||
- [x] notify user of missing entries in schema (ie , unregistered data types)
|
||||
- [x] clarify propgroup_ui vs named nested fields
|
||||
- [x] fix basic enums handling
|
||||
- [x] add a list of not found components to the registry, add to them on the fly
|
||||
- [x] add configuration panel (open the first time, closed on further user once configured)
|
||||
|
||||
- [x] add limits to ixxx types vs utypes
|
||||
- [x] only display the "generate components xx" when relevant ie:
|
||||
- go through list of custom properties in current object
|
||||
- if one does not have metadata and / or propgroup:
|
||||
break
|
||||
|
||||
- [x] remove custom property of disabled component ? => NOpe, as we need custom properties to iterate over
|
||||
- [x] what to do with components with n/a fields ? perhaps disable the component ? add a "invalid" field to meta ?
|
||||
- [x] format output as correct RON
|
||||
- [x] fix issue with empty strings
|
||||
- [x] change custom property => propGroup to convert RON => Json first => obsolete
|
||||
- [x] cleanup process_lists
|
||||
|
||||
- [x] fix issues with enum variants with only a long_name
|
||||
|
||||
- [x] display single item enums inline, others in a seperate row
|
||||
|
||||
- [x] add button to "apply all" (in configuration), to apply/update all custom properties to ALL objects where relevant
|
||||
- [x] add button to "apply to current" to do the same with current
|
||||
- [x] add warning sign to the above
|
||||
|
||||
- [x] what about metadata ?
|
||||
- [x] only upgrade custom properties to metadata when asked/relevant
|
||||
- [x] implement move list up/down
|
||||
- [ ] change property_group_value_from_custom_property_value => just disregard it for now, its point is very limited (helping people with old custom properties by attempting to generate real values)
|
||||
and give the change to a real ron format, it is too limiting
|
||||
- [x] fix reload registry clearing list of missing types
|
||||
- [x] clean up metadata module, a lot of repeated code
|
||||
- [x] some fields when original is 0 or 0.0 are not copyable ? (seems like a bad boolean check )
|
||||
- [x] fix issues with object variants in enums (see clusterconfig)
|
||||
|
||||
|
||||
- perhaps directly export default values within the schema.json ?
|
||||
- for most types , it is straighforward, but others, not so much: like the default color in Bevy , etc
|
||||
|
||||
- [x] change default schema.json to registry.json
|
||||
- [x] pasted components do not get updated value in custom_property
|
||||
- [x] finish documentation
|
||||
- [x] add storage of registry path
|
||||
- [x] save after setting the data (browse for)
|
||||
- [x] load after each reload ?
|
||||
|
||||
# Additional
|
||||
- [x] check if output "string" in custom properties are correct
|
||||
|
||||
- gltf_auto_export
|
||||
- [x] add support for "enabled" flag
|
||||
- [ ] add special components
|
||||
- "AutoExport" => Needed
|
||||
- "Dynamic" ? naah wait that should be exported by the Bevy side
|
||||
- [x] filter out Components_meta ??
|
||||
- [x] add legacy mode to the persisted parameters
|
||||
|
||||
- bevy_gltf_components:
|
||||
- [x] first release patch for current issues
|
||||
- [x] make configurable
|
||||
- [x] add "compatibility mode" and deprecation warnings for the current hack-ish conversion of fake ron
|
||||
- [x] update docs to show we need to use ComponentsFromGltfPlugin::default
|
||||
|
||||
- bevy_gltf_blueprints
|
||||
- [x] update dependency
|
||||
- [x] update version
|
||||
- [x] add ability to set legacy mode for bevy_gltf_components ?
|
||||
|
||||
- [x] release all versions
|
||||
- [x] update main documentation, add compatibility version grid
|
||||
|
||||
|
||||
## Phase 2
|
||||
|
||||
- [x] fix handling of long component names
|
||||
- [x] fix nesting level handling issue for new system : ie basic component DOES NOT work, but nestedLevel2 does
|
||||
- add goddam tests !
|
||||
- [ ] verify some weird prop => custom property values (Calculated Clip for example)
|
||||
|
||||
- [x] fix "reload registry" not clearing all previous data (reloading registry does not seem to account for added/removed components in the registry )
|
||||
- add file watcher for registry
|
||||
- [x] have the watcher work as expected
|
||||
- [ ] add handling of removed registry file
|
||||
- [ ] clear & reset handler when the file browser for the registry is used
|
||||
- [ ] re-enable watcher
|
||||
|
||||
- tests
|
||||
clear && pytest -svv --blender-executable <path_to_blender>/blender/blender-4.0.2-linux-x64/blender
|
||||
|
||||
- [x] load registry
|
||||
- just check list of components vs lists in registry
|
||||
- [x] try adding all components
|
||||
- [x] select an object
|
||||
- [x] call the add_component operator
|
||||
|
||||
- [x] change params
|
||||
- use field names + component definitions to set values
|
||||
- [x] find a way to shuffle params of ALL components based on a reliable, repeatable seed
|
||||
|
||||
- [x] test propgroup values => custom property values
|
||||
- [x] test custom property value => propgroup value
|
||||
|
||||
- check if all went well
|
||||
|
||||
- [x] fix issues with incorect custom_property generation
|
||||
- [x] fix issue with object variants for enums
|
||||
|
||||
- [ ] add handling for core::ops::Range<f32> & other ranges
|
||||
- [x] add handling for alloc::borrow::Cow<str>
|
||||
- [x] add handling of isize
|
||||
|
||||
- [x] indirection level
|
||||
- currently
|
||||
- short_name +_"ui => direct lookup
|
||||
- problem : max 64 chars for propertyGroupNames
|
||||
- possible solution
|
||||
- propertyGroupName storage: simple , incremented INT (call it propGroupId for ex)
|
||||
- lookup shortName => propGroupId
|
||||
|
||||
- do a first pass, by replacing manual propGroupNames creation with a function
|
||||
- in a second pass, replace the innards
|
||||
|
||||
- add button to regenerate cutom prop values from custom properties (allows us to sidestep any future issues with internals changing)
|
||||
- [x] fix lists
|
||||
- [x] fix enums (see Clusterconfig)
|
||||
- [x] need an example with one tupple one struct
|
||||
- [x] projection
|
||||
- [x] additionalmassproperties
|
||||
- [x] fix tupleStructs (see TupleVecF32F32) => always the same problem of having us pre-parse data without knowing what we have inside
|
||||
- find a way to only split by level 0 (highest level) nesting "," seperators, ignoring any level of nesting until we dig one level deeper
|
||||
- solve nesting level use issues
|
||||
|
||||
- [x] remove metadata when deleting components
|
||||
- [x] add try catch around custom_prop => propGroup
|
||||
- [x] enhance the GenerateComponent_From_custom_property_Operator to use the new system to actually generate the stuff
|
||||
|
||||
- coherence in operators:
|
||||
- component_name vs component_type
|
||||
- [x] delete => remove
|
||||
|
||||
- [x] clean up reloading of registry settings
|
||||
- [x] clean up file watcher
|
||||
|
||||
|
||||
=========================================
|
||||
Restructuring of storage of components
|
||||
- [x] marking of invalid root propgroups/components should be based on long name
|
||||
- [x] overhaul & check each prop group type's use of short names => long names
|
||||
- [x] lists
|
||||
- [x] property_name = short_name in process enum: will likely require to use another indirection helper to keep the propery names short
|
||||
|
||||
- [x] in conversions from propgroups
|
||||
component_name = definition["short_name"]
|
||||
- [ ] fix is_component_valid that is used in gltf_auto_export
|
||||
- [x] update all tests
|
||||
|
||||
- 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
|
||||
|
||||
- [ ] Add correct upgrade handling from individual component to bevy_components
|
@ -1,138 +0,0 @@
|
||||
bl_info = {
|
||||
"name": "bevy_components",
|
||||
"author": "kaosigh",
|
||||
"version": (0, 4, 1),
|
||||
"blender": (3, 4, 0),
|
||||
"location": "VIEW_3D",
|
||||
"description": "UI to help create Bevy blueprints and components",
|
||||
"warning": "",
|
||||
"wiki_url": "https://github.com/kaosat-dev/Blender_bevy_components_workflow",
|
||||
"tracker_url": "https://github.com/kaosat-dev/Blender_bevy_components_workflow/issues/new",
|
||||
"category": "User Interface"
|
||||
}
|
||||
|
||||
import bpy
|
||||
from bpy.props import (StringProperty)
|
||||
|
||||
from .helpers import load_settings
|
||||
from .blueprints import CreateBlueprintOperator
|
||||
from .components.operators import CopyComponentOperator, Fix_Component_Operator, OT_rename_component, RemoveComponentFromAllObjectsOperator, RemoveComponentOperator, GenerateComponent_From_custom_property_Operator, PasteComponentOperator, AddComponentOperator, RenameHelper, Toggle_ComponentVisibility
|
||||
|
||||
from .registry.registry import ComponentsRegistry,MissingBevyType
|
||||
from .registry.operators import (COMPONENTS_OT_REFRESH_CUSTOM_PROPERTIES_ALL, COMPONENTS_OT_REFRESH_CUSTOM_PROPERTIES_CURRENT, COMPONENTS_OT_REFRESH_PROPGROUPS_FROM_CUSTOM_PROPERTIES_ALL, COMPONENTS_OT_REFRESH_PROPGROUPS_FROM_CUSTOM_PROPERTIES_CURRENT, OT_select_component_name_to_replace, OT_select_object, ReloadRegistryOperator, OT_OpenFilebrowser)
|
||||
from .registry.ui import (BEVY_COMPONENTS_PT_Configuration, BEVY_COMPONENTS_PT_AdvancedToolsPanel, BEVY_COMPONENTS_PT_MissingTypesPanel, MISSING_TYPES_UL_List)
|
||||
|
||||
from .components.metadata import (ComponentMetadata, ComponentsMeta)
|
||||
from .components.lists import GENERIC_LIST_OT_actions, Generic_LIST_OT_AddItem, Generic_LIST_OT_RemoveItem, Generic_LIST_OT_SelectItem
|
||||
from .components.maps import GENERIC_MAP_OT_actions
|
||||
from .components.definitions_list import (ComponentDefinitionsList, ClearComponentDefinitionsList)
|
||||
from .components.ui import (BEVY_COMPONENTS_PT_ComponentsPanel)
|
||||
|
||||
class BEVY_COMPONENTS_PT_MainPanel(bpy.types.Panel):
|
||||
bl_idname = "BEVY_COMPONENTS_PT_MainPanel"
|
||||
bl_label = ""
|
||||
bl_space_type = 'VIEW_3D'
|
||||
bl_region_type = 'UI'
|
||||
bl_category = "Bevy Components"
|
||||
bl_context = "objectmode"
|
||||
|
||||
|
||||
def draw_header(self, context):
|
||||
layout = self.layout
|
||||
name = context.object.name if context.object != None else ''
|
||||
layout.label(text="Components For "+ name)
|
||||
|
||||
def draw(self, context):
|
||||
layout = self.layout
|
||||
object = context.object
|
||||
collection = context.collection
|
||||
|
||||
|
||||
"""row.prop(bpy.context.window_manager, "blueprint_name")
|
||||
op = row.operator(CreateBlueprintOperator.bl_idname, text="Create blueprint", icon="CONSOLE")
|
||||
op.blueprint_name = bpy.context.window_manager.blueprint_name
|
||||
layout.separator()
|
||||
|
||||
current_components_container = None
|
||||
has_components = False
|
||||
for child in collection.objects:
|
||||
if child.name.endswith("_components"):
|
||||
has_components = True
|
||||
current_components_container= child
|
||||
|
||||
if collection is not None and has_components:
|
||||
layout.label(text="Edit blueprint: "+ collection.name)
|
||||
|
||||
"""
|
||||
|
||||
|
||||
|
||||
#_register, _unregister = bpy.utils.register_classes_factory(classes)
|
||||
classes = [
|
||||
CreateBlueprintOperator,
|
||||
AddComponentOperator,
|
||||
CopyComponentOperator,
|
||||
PasteComponentOperator,
|
||||
RemoveComponentOperator,
|
||||
RemoveComponentFromAllObjectsOperator,
|
||||
Fix_Component_Operator,
|
||||
OT_rename_component,
|
||||
RenameHelper,
|
||||
GenerateComponent_From_custom_property_Operator,
|
||||
Toggle_ComponentVisibility,
|
||||
|
||||
ComponentDefinitionsList,
|
||||
ClearComponentDefinitionsList,
|
||||
|
||||
ComponentMetadata,
|
||||
ComponentsMeta,
|
||||
MissingBevyType,
|
||||
ComponentsRegistry,
|
||||
|
||||
OT_OpenFilebrowser,
|
||||
ReloadRegistryOperator,
|
||||
COMPONENTS_OT_REFRESH_CUSTOM_PROPERTIES_ALL,
|
||||
COMPONENTS_OT_REFRESH_CUSTOM_PROPERTIES_CURRENT,
|
||||
|
||||
COMPONENTS_OT_REFRESH_PROPGROUPS_FROM_CUSTOM_PROPERTIES_ALL,
|
||||
COMPONENTS_OT_REFRESH_PROPGROUPS_FROM_CUSTOM_PROPERTIES_CURRENT,
|
||||
|
||||
OT_select_object,
|
||||
OT_select_component_name_to_replace,
|
||||
|
||||
BEVY_COMPONENTS_PT_MainPanel,
|
||||
BEVY_COMPONENTS_PT_ComponentsPanel,
|
||||
BEVY_COMPONENTS_PT_AdvancedToolsPanel,
|
||||
BEVY_COMPONENTS_PT_Configuration,
|
||||
MISSING_TYPES_UL_List,
|
||||
BEVY_COMPONENTS_PT_MissingTypesPanel,
|
||||
|
||||
Generic_LIST_OT_SelectItem,
|
||||
Generic_LIST_OT_AddItem,
|
||||
Generic_LIST_OT_RemoveItem,
|
||||
GENERIC_LIST_OT_actions,
|
||||
|
||||
GENERIC_MAP_OT_actions
|
||||
]
|
||||
|
||||
from bpy.app.handlers import persistent
|
||||
|
||||
@persistent
|
||||
def post_load(file_name):
|
||||
registry = bpy.context.window_manager.components_registry
|
||||
if registry != None:
|
||||
registry.load_settings()
|
||||
|
||||
def register():
|
||||
for cls in classes:
|
||||
bpy.utils.register_class(cls)
|
||||
bpy.types.WindowManager.blueprint_name = StringProperty()
|
||||
bpy.app.handlers.load_post.append(post_load)
|
||||
|
||||
def unregister():
|
||||
for cls in classes:
|
||||
bpy.utils.unregister_class(cls)
|
||||
del bpy.types.WindowManager.blueprint_name
|
||||
|
||||
bpy.app.handlers.load_post.remove(post_load)
|
||||
|
@ -1,41 +0,0 @@
|
||||
|
||||
import json
|
||||
import bpy
|
||||
from bpy_types import Operator
|
||||
from bpy.props import (StringProperty)
|
||||
|
||||
from .helpers import make_empty
|
||||
|
||||
class CreateBlueprintOperator(Operator):
|
||||
"""Creates blueprint"""
|
||||
bl_idname = "object.simple_operator"
|
||||
bl_label = "Simple Object Operator"
|
||||
|
||||
blueprint_name: StringProperty(
|
||||
name="blueprint name",
|
||||
description="blueprint name to add",
|
||||
default="NewBlueprint"
|
||||
)
|
||||
|
||||
|
||||
def execute(self, context):
|
||||
blueprint_name = self.blueprint_name
|
||||
if blueprint_name == '':
|
||||
blueprint_name = "NewBlueprint"
|
||||
collection = bpy.data.collections.new(blueprint_name)
|
||||
bpy.context.scene.collection.children.link(collection)
|
||||
collection['AutoExport'] = True
|
||||
|
||||
# this is in order to deal with automatic naming
|
||||
blueprint_name = collection.name
|
||||
|
||||
components_empty = make_empty(blueprint_name + "_components", [0,0,0], [0,0,0], [0,0,0], bpy.context.scene.collection)
|
||||
bpy.ops.collection.objects_remove_all()
|
||||
|
||||
collection.objects.link(components_empty)
|
||||
|
||||
components_empty.select_set(True)
|
||||
bpy.context.view_layer.objects.active = components_empty
|
||||
|
||||
return {'FINISHED'}
|
||||
|
@ -1,57 +0,0 @@
|
||||
import bpy
|
||||
from bpy.props import (StringProperty)
|
||||
|
||||
# this one is for UI only, and its inner list contains a useable list of shortnames of components
|
||||
class ComponentDefinitionsList(bpy.types.PropertyGroup):
|
||||
|
||||
# FIXME: not sure, hard coded exclude list, feels wrong
|
||||
exclude = ['Parent', 'Children']
|
||||
|
||||
def add_component_to_ui_list(self, context):
|
||||
#print("add components to ui_list")
|
||||
items = []
|
||||
type_infos = context.window_manager.components_registry.type_infos
|
||||
for long_name in type_infos.keys():
|
||||
definition = type_infos[long_name]
|
||||
short_name = definition["short_name"]
|
||||
is_component = definition['isComponent'] if "isComponent" in definition else False
|
||||
|
||||
if self.filter in short_name and is_component:
|
||||
if not 'Handle' in short_name and not "Cow" in short_name and not "AssetId" in short_name and short_name not in self.exclude: # FIXME: hard coded, seems wrong
|
||||
items.append((long_name, short_name, long_name))
|
||||
|
||||
items.sort(key=lambda a: a[1])
|
||||
return items
|
||||
|
||||
@classmethod
|
||||
def register(cls):
|
||||
bpy.types.WindowManager.components_list = bpy.props.PointerProperty(type=ComponentDefinitionsList)
|
||||
|
||||
@classmethod
|
||||
def unregister(cls):
|
||||
del bpy.types.WindowManager.components_list
|
||||
|
||||
list : bpy.props.EnumProperty(
|
||||
name="list",
|
||||
description="list",
|
||||
# items argument required to initialize, just filled with empty values
|
||||
items = add_component_to_ui_list,
|
||||
) # type: ignore
|
||||
filter: StringProperty(
|
||||
name="component filter",
|
||||
description="filter for the components list",
|
||||
options={'TEXTEDIT_UPDATE'}
|
||||
) # type: ignore
|
||||
|
||||
|
||||
class ClearComponentDefinitionsList(bpy.types.Operator):
|
||||
''' clear list of bpy.context.collection.component_definitions '''
|
||||
bl_label = "clear component definitions"
|
||||
bl_idname = "components.clear_component_definitions"
|
||||
|
||||
def execute(self, context):
|
||||
# create a new item, assign its properties
|
||||
bpy.context.collection.component_definitions.clear()
|
||||
|
||||
return {'FINISHED'}
|
||||
|
@ -1,6 +0,0 @@
|
||||
import rna_prop_ui
|
||||
|
||||
# fake way to make our operator's changes be visible to the change/depsgraph update handler in gltf_auto_export
|
||||
def ping_depsgraph_update(object):
|
||||
rna_prop_ui.rna_idprop_ui_create(object, "________temp", default=0)
|
||||
rna_prop_ui.rna_idprop_ui_prop_clear(object, "________temp")
|
@ -1,170 +0,0 @@
|
||||
import json
|
||||
from bpy_types import Operator, UIList
|
||||
from bpy.props import (StringProperty, EnumProperty, PointerProperty, FloatVectorProperty, IntProperty)
|
||||
|
||||
class Generic_LIST_OT_AddItem(Operator):
|
||||
"""Add a new item to the list."""
|
||||
bl_idname = "generic_list.add_item"
|
||||
bl_label = "Add a new item"
|
||||
|
||||
property_group_path: StringProperty(
|
||||
name="property group path",
|
||||
description="",
|
||||
) # type: ignore
|
||||
|
||||
component_name: StringProperty(
|
||||
name="component name",
|
||||
description="",
|
||||
) # type: ignore
|
||||
|
||||
def execute(self, context):
|
||||
print("")
|
||||
object = context.object
|
||||
# information is stored in component meta
|
||||
components_in_object = object.components_meta.components
|
||||
component_meta = next(filter(lambda component: component["long_name"] == self.component_name, components_in_object), None)
|
||||
|
||||
propertyGroup = component_meta
|
||||
for path_item in json.loads(self.property_group_path):
|
||||
propertyGroup = getattr(propertyGroup, path_item)
|
||||
|
||||
print("list container", propertyGroup, dict(propertyGroup))
|
||||
target_list = getattr(propertyGroup, "list")
|
||||
index = getattr(propertyGroup, "list_index")
|
||||
item = target_list.add()
|
||||
propertyGroup.list_index = index + 1 # we use this to force the change detection
|
||||
|
||||
print("added item", item, item.field_names, getattr(item, "field_names"))
|
||||
print("")
|
||||
return{'FINISHED'}
|
||||
|
||||
|
||||
class Generic_LIST_OT_RemoveItem(Operator):
|
||||
"""Remove an item to the list."""
|
||||
bl_idname = "generic_list.remove_item"
|
||||
bl_label = "Remove selected item"
|
||||
|
||||
property_group_path: StringProperty(
|
||||
name="property group path",
|
||||
description="",
|
||||
) # type: ignore
|
||||
|
||||
component_name: StringProperty(
|
||||
name="component name",
|
||||
description="",
|
||||
) # type: ignore
|
||||
def execute(self, context):
|
||||
print("remove from list", context.object)
|
||||
|
||||
object = context.object
|
||||
# information is stored in component meta
|
||||
components_in_object = object.components_meta.components
|
||||
component_meta = next(filter(lambda component: component["long_name"] == self.component_name, components_in_object), None)
|
||||
|
||||
propertyGroup = component_meta
|
||||
for path_item in json.loads(self.property_group_path):
|
||||
propertyGroup = getattr(propertyGroup, path_item)
|
||||
|
||||
target_list = getattr(propertyGroup, "list")
|
||||
index = getattr(propertyGroup, "list_index")
|
||||
target_list.remove(index)
|
||||
propertyGroup.list_index = min(max(0, index - 1), len(target_list) - 1)
|
||||
return{'FINISHED'}
|
||||
|
||||
|
||||
class Generic_LIST_OT_SelectItem(Operator):
|
||||
"""Remove an item to the list."""
|
||||
bl_idname = "generic_list.select_item"
|
||||
bl_label = "select an item"
|
||||
|
||||
|
||||
property_group_path: StringProperty(
|
||||
name="property group path",
|
||||
description="",
|
||||
) # type: ignore
|
||||
|
||||
component_name: StringProperty(
|
||||
name="component name",
|
||||
description="",
|
||||
) # type: ignore
|
||||
|
||||
selection_index: IntProperty() # type: ignore
|
||||
|
||||
def execute(self, context):
|
||||
print("select in list", context.object)
|
||||
|
||||
object = context.object
|
||||
# information is stored in component meta
|
||||
components_in_object = object.components_meta.components
|
||||
component_meta = next(filter(lambda component: component["long_name"] == self.component_name, components_in_object), None)
|
||||
|
||||
propertyGroup = component_meta
|
||||
for path_item in json.loads(self.property_group_path):
|
||||
propertyGroup = getattr(propertyGroup, path_item)
|
||||
|
||||
target_list = getattr(propertyGroup, "list")
|
||||
index = getattr(propertyGroup, "list_index")
|
||||
|
||||
propertyGroup.list_index = self.selection_index
|
||||
return{'FINISHED'}
|
||||
|
||||
|
||||
class GENERIC_LIST_OT_actions(Operator):
|
||||
"""Move items up and down, add and remove"""
|
||||
bl_idname = "generic_list.list_action"
|
||||
bl_label = "List Actions"
|
||||
bl_description = "Move items up and down, add and remove"
|
||||
bl_options = {'REGISTER', 'UNDO'}
|
||||
|
||||
action: EnumProperty(
|
||||
items=(
|
||||
('UP', "Up", ""),
|
||||
('DOWN', "Down", ""),
|
||||
('REMOVE', "Remove", ""),
|
||||
('ADD', "Add", ""))) # type: ignore
|
||||
|
||||
property_group_path: StringProperty(
|
||||
name="property group path",
|
||||
description="",
|
||||
) # type: ignore
|
||||
|
||||
component_name: StringProperty(
|
||||
name="component name",
|
||||
description="",
|
||||
) # type: ignore
|
||||
|
||||
def invoke(self, context, event):
|
||||
object = context.object
|
||||
# information is stored in component meta
|
||||
components_in_object = object.components_meta.components
|
||||
component_meta = next(filter(lambda component: component["long_name"] == self.component_name, components_in_object), None)
|
||||
|
||||
propertyGroup = component_meta
|
||||
for path_item in json.loads(self.property_group_path):
|
||||
propertyGroup = getattr(propertyGroup, path_item)
|
||||
|
||||
target_list = getattr(propertyGroup, "list")
|
||||
index = getattr(propertyGroup, "list_index")
|
||||
|
||||
|
||||
if self.action == 'DOWN' and index < len(target_list) - 1:
|
||||
#item_next = scn.rule_list[index + 1].name
|
||||
target_list.move(index, index + 1)
|
||||
propertyGroup.list_index += 1
|
||||
|
||||
elif self.action == 'UP' and index >= 1:
|
||||
#item_prev = scn.rule_list[index - 1].name
|
||||
target_list.move(index, index - 1)
|
||||
propertyGroup.list_index -= 1
|
||||
|
||||
elif self.action == 'REMOVE':
|
||||
target_list.remove(index)
|
||||
propertyGroup.list_index = min(max(0, index - 1), len(target_list) - 1)
|
||||
|
||||
if self.action == 'ADD':
|
||||
item = target_list.add()
|
||||
propertyGroup.list_index = index + 1 # we use this to force the change detection
|
||||
#info = '"%s" added to list' % (item.name)
|
||||
#self.report({'INFO'}, info)
|
||||
|
||||
return {"FINISHED"}
|
@ -1,121 +0,0 @@
|
||||
import json
|
||||
from bpy_types import Operator, UIList
|
||||
from bpy.props import (StringProperty, EnumProperty, PointerProperty, FloatVectorProperty, IntProperty)
|
||||
|
||||
from ..propGroups.conversions_from_prop_group import property_group_value_to_custom_property_value
|
||||
|
||||
class GENERIC_MAP_OT_actions(Operator):
|
||||
"""Move items up and down, add and remove"""
|
||||
bl_idname = "generic_map.map_action"
|
||||
bl_label = "Map Actions"
|
||||
bl_description = "Move items up and down, add and remove"
|
||||
bl_options = {'REGISTER', 'UNDO'}
|
||||
|
||||
action: EnumProperty(
|
||||
items=(
|
||||
('UP', "Up", ""),
|
||||
('DOWN', "Down", ""),
|
||||
('REMOVE', "Remove", ""),
|
||||
('ADD', "Add", ""))) # type: ignore
|
||||
|
||||
property_group_path: StringProperty(
|
||||
name="property group path",
|
||||
description="",
|
||||
) # type: ignore
|
||||
|
||||
component_name: StringProperty(
|
||||
name="component name",
|
||||
description="",
|
||||
) # type: ignore
|
||||
|
||||
target_index: IntProperty(name="target index", description="index of item to manipulate")# type: ignore
|
||||
|
||||
def invoke(self, context, event):
|
||||
object = context.object
|
||||
# information is stored in component meta
|
||||
components_in_object = object.components_meta.components
|
||||
component_meta = next(filter(lambda component: component["long_name"] == self.component_name, components_in_object), None)
|
||||
|
||||
propertyGroup = component_meta
|
||||
for path_item in json.loads(self.property_group_path):
|
||||
propertyGroup = getattr(propertyGroup, path_item)
|
||||
|
||||
keys_list = getattr(propertyGroup, "list")
|
||||
index = getattr(propertyGroup, "list_index")
|
||||
|
||||
values_list = getattr(propertyGroup, "values_list")
|
||||
values_index = getattr(propertyGroup, "values_list_index")
|
||||
|
||||
key_setter = getattr(propertyGroup, "keys_setter")
|
||||
value_setter = getattr(propertyGroup, "values_setter")
|
||||
|
||||
if self.action == 'DOWN' and index < len(keys_list) - 1:
|
||||
#item_next = scn.rule_list[index + 1].name
|
||||
keys_list.move(index, index + 1)
|
||||
propertyGroup.list_index += 1
|
||||
|
||||
elif self.action == 'UP' and index >= 1:
|
||||
#item_prev = scn.rule_list[index - 1].name
|
||||
keys_list.move(index, index - 1)
|
||||
propertyGroup.list_index -= 1
|
||||
|
||||
elif self.action == 'REMOVE':
|
||||
index = self.target_index
|
||||
keys_list.remove(index)
|
||||
values_list.remove(index)
|
||||
propertyGroup.list_index = min(max(0, index - 1), len(keys_list) - 1)
|
||||
propertyGroup.values_index = min(max(0, index - 1), len(keys_list) - 1)
|
||||
|
||||
if self.action == 'ADD':
|
||||
print("keys_list", keys_list)
|
||||
|
||||
# first we gather all key/value pairs
|
||||
hashmap = {}
|
||||
for index, key in enumerate(keys_list):
|
||||
key_entry = {}
|
||||
for field_name in key.field_names:
|
||||
key_entry[field_name] = getattr(key, field_name, None)
|
||||
value_entry = {}
|
||||
for field_name in values_list[index].field_names:
|
||||
value_entry[field_name] = values_list[index][field_name]
|
||||
hashmap[json.dumps(key_entry)] = index
|
||||
print("hashmap", hashmap )
|
||||
|
||||
# then we need to find the index of a specific value if it exists
|
||||
key_entry = {}
|
||||
for field_name in key_setter.field_names:
|
||||
key_entry[field_name] = getattr(key_setter, field_name, None)
|
||||
key_to_add = json.dumps(key_entry)
|
||||
existing_index = hashmap.get(key_to_add, None)
|
||||
print("existing_index", existing_index)
|
||||
|
||||
if existing_index is None:
|
||||
print("adding new value")
|
||||
key = keys_list.add()
|
||||
# copy the values over
|
||||
for field_name in key_setter.field_names:
|
||||
val = getattr(key_setter, field_name, None)
|
||||
if val is not None:
|
||||
key[field_name] = val
|
||||
# TODO: add error handling
|
||||
|
||||
value = values_list.add()
|
||||
# copy the values over
|
||||
for field_name in value_setter.field_names:
|
||||
val = getattr(value_setter, field_name, None)
|
||||
if val is not None:
|
||||
value[field_name] = val
|
||||
# TODO: add error handling
|
||||
|
||||
propertyGroup.list_index = index + 1 # we use this to force the change detection
|
||||
propertyGroup.values_index = index + 1 # we use this to force the change detection
|
||||
else:
|
||||
print("overriding value")
|
||||
for field_name in value_setter.field_names:
|
||||
values_list[existing_index][field_name] = value_setter[field_name]
|
||||
|
||||
|
||||
#info = '"%s" added to list' % (item.name)
|
||||
#self.report({'INFO'}, info)
|
||||
|
||||
return {"FINISHED"}
|
@ -1,344 +0,0 @@
|
||||
import bpy
|
||||
from bpy.props import (StringProperty, BoolProperty, PointerProperty)
|
||||
from bpy_types import (PropertyGroup)
|
||||
|
||||
from ..propGroups.conversions_from_prop_group import property_group_value_to_custom_property_value
|
||||
from ..propGroups.conversions_to_prop_group import property_group_value_from_custom_property_value
|
||||
|
||||
class ComponentMetadata(bpy.types.PropertyGroup):
|
||||
short_name : bpy.props.StringProperty(
|
||||
name = "name",
|
||||
default = ""
|
||||
) # type: ignore
|
||||
|
||||
long_name : bpy.props.StringProperty(
|
||||
name = "long name",
|
||||
default = ""
|
||||
) # type: ignore
|
||||
|
||||
values: bpy.props.StringProperty(
|
||||
name = "Value",
|
||||
default = ""
|
||||
) # type: ignore
|
||||
|
||||
enabled: BoolProperty(
|
||||
name="enabled",
|
||||
description="component enabled",
|
||||
default=True
|
||||
) # type: ignore
|
||||
|
||||
invalid: BoolProperty(
|
||||
name="invalid",
|
||||
description="component is invalid, because of missing registration/ other issues",
|
||||
default=False
|
||||
) # type: ignore
|
||||
|
||||
invalid_details: StringProperty(
|
||||
name="invalid details",
|
||||
description="detailed information about why the component is invalid",
|
||||
default=""
|
||||
) # type: ignore
|
||||
|
||||
visible: BoolProperty( # REALLY dislike doing this for UI control, but ok hack for now
|
||||
default=True
|
||||
) # type: ignore
|
||||
|
||||
class ComponentsMeta(PropertyGroup):
|
||||
infos_per_component: StringProperty(
|
||||
name="infos per component",
|
||||
description="component"
|
||||
) # type: ignore
|
||||
components: bpy.props.CollectionProperty(type = ComponentMetadata) # type: ignore
|
||||
|
||||
@classmethod
|
||||
def register(cls):
|
||||
bpy.types.Object.components_meta = PointerProperty(type=ComponentsMeta)
|
||||
|
||||
@classmethod
|
||||
def unregister(cls):
|
||||
del bpy.types.Object.components_meta
|
||||
|
||||
# remove no longer valid metadata from object
|
||||
def cleanup_invalid_metadata(object):
|
||||
bevy_components = get_bevy_components(object)
|
||||
if len(bevy_components.keys()) == 0: # no components, bail out
|
||||
return
|
||||
components_metadata = object.components_meta.components
|
||||
to_remove = []
|
||||
for index, component_meta in enumerate(components_metadata):
|
||||
long_name = component_meta.long_name
|
||||
if long_name not in bevy_components.keys():
|
||||
print("component:", long_name, "present in metadata, but not in object")
|
||||
to_remove.append(index)
|
||||
for index in to_remove:
|
||||
components_metadata.remove(index)
|
||||
|
||||
|
||||
# returns a component definition ( an entry in registry's type_infos) with matching long name or None if nothing has been found
|
||||
def find_component_definition_from_long_name(long_name):
|
||||
registry = bpy.context.window_manager.components_registry
|
||||
return registry.type_infos.get(long_name, None)
|
||||
|
||||
# FIXME: feels a bit heavy duty, should only be done
|
||||
# if the components panel is active ?
|
||||
def ensure_metadata_for_all_objects():
|
||||
for object in bpy.data.objects:
|
||||
add_metadata_to_components_without_metadata(object)
|
||||
|
||||
# returns whether an object has custom properties without matching metadata
|
||||
def do_object_custom_properties_have_missing_metadata(object):
|
||||
components_metadata = getattr(object, "components_meta", None)
|
||||
if components_metadata == None:
|
||||
return True
|
||||
|
||||
components_metadata = components_metadata.components
|
||||
|
||||
missing_metadata = False
|
||||
for component_name in get_bevy_components(object) :
|
||||
if component_name == "components_meta":
|
||||
continue
|
||||
component_meta = next(filter(lambda component: component["long_name"] == component_name, components_metadata), None)
|
||||
if component_meta == None:
|
||||
# current component has no metadata but is there even a compatible type in the registry ?
|
||||
# if not ignore it
|
||||
component_definition = find_component_definition_from_long_name(component_name)
|
||||
if component_definition != None:
|
||||
missing_metadata = True
|
||||
break
|
||||
|
||||
return missing_metadata
|
||||
|
||||
|
||||
import json
|
||||
|
||||
def upsert_bevy_component(object, long_name, value):
|
||||
if not 'bevy_components' in object:
|
||||
object['bevy_components'] = '{}'
|
||||
bevy_components = json.loads(object['bevy_components'])
|
||||
bevy_components[long_name] = value
|
||||
object['bevy_components'] = json.dumps(bevy_components)
|
||||
#object['bevy_components'][long_name] = value # Sigh, this does not work, hits Blender's 63 char length limit
|
||||
|
||||
def remove_bevy_component(object, long_name):
|
||||
if 'bevy_components' in object:
|
||||
bevy_components = json.loads(object['bevy_components'])
|
||||
if long_name in bevy_components:
|
||||
del bevy_components[long_name]
|
||||
object['bevy_components'] = json.dumps(bevy_components)
|
||||
if long_name in object:
|
||||
del object[long_name]
|
||||
|
||||
def get_bevy_components(object):
|
||||
if 'bevy_components' in object:
|
||||
bevy_components = json.loads(object['bevy_components'])
|
||||
return bevy_components
|
||||
return {}
|
||||
|
||||
def get_bevy_component_value_by_long_name(object, long_name):
|
||||
bevy_components = get_bevy_components(object)
|
||||
if len(bevy_components.keys()) == 0 :
|
||||
return None
|
||||
return bevy_components.get(long_name, None)
|
||||
|
||||
def is_bevy_component_in_object(object, long_name):
|
||||
return get_bevy_component_value_by_long_name(object, long_name) is not None
|
||||
|
||||
# adds metadata to object only if it is missing
|
||||
def add_metadata_to_components_without_metadata(object):
|
||||
registry = bpy.context.window_manager.components_registry
|
||||
|
||||
for component_name in get_bevy_components(object) :
|
||||
if component_name == "components_meta":
|
||||
continue
|
||||
upsert_component_in_object(object, component_name, registry)
|
||||
|
||||
# adds a component to an object (including metadata) using the provided component definition & optional value
|
||||
def add_component_to_object(object, component_definition, value=None):
|
||||
cleanup_invalid_metadata(object)
|
||||
if object is not None:
|
||||
# print("add_component_to_object", component_definition)
|
||||
long_name = component_definition["long_name"]
|
||||
registry = bpy.context.window_manager.components_registry
|
||||
if not registry.has_type_infos():
|
||||
raise Exception('registry type infos have not been loaded yet or are missing !')
|
||||
definition = registry.type_infos[long_name]
|
||||
# now we use our pre_generated property groups to set the initial value of our custom property
|
||||
(_, propertyGroup) = upsert_component_in_object(object, long_name=long_name, registry=registry)
|
||||
if value == None:
|
||||
value = property_group_value_to_custom_property_value(propertyGroup, definition, registry, None)
|
||||
else: # we have provided a value, that is a raw , custom property value, to set the value of the propertyGroup
|
||||
object["__disable__update"] = True # disable update callback while we set the values of the propertyGroup "tree" (as a propertyGroup can contain other propertyGroups)
|
||||
property_group_value_from_custom_property_value(propertyGroup, definition, registry, value)
|
||||
del object["__disable__update"]
|
||||
|
||||
upsert_bevy_component(object, long_name, value)
|
||||
|
||||
def upsert_component_in_object(object, long_name, registry):
|
||||
# print("upsert_component_in_object", object, "component name", component_name)
|
||||
# TODO: upsert this part too ?
|
||||
target_components_metadata = object.components_meta.components
|
||||
component_definition = registry.type_infos.get(long_name, None)
|
||||
if component_definition != None:
|
||||
short_name = component_definition["short_name"]
|
||||
long_name = component_definition["long_name"]
|
||||
property_group_name = registry.get_propertyGroupName_from_longName(long_name)
|
||||
propertyGroup = None
|
||||
|
||||
component_meta = next(filter(lambda component: component["long_name"] == long_name, target_components_metadata), None)
|
||||
if not component_meta:
|
||||
component_meta = target_components_metadata.add()
|
||||
component_meta.short_name = short_name
|
||||
component_meta.long_name = long_name
|
||||
propertyGroup = getattr(component_meta, property_group_name, None)
|
||||
else: # this one has metadata but we check that the relevant property group is present
|
||||
propertyGroup = getattr(component_meta, property_group_name, None)
|
||||
|
||||
# try to inject propertyGroup if not present
|
||||
if propertyGroup == None:
|
||||
#print("propertygroup not found in metadata attempting to inject")
|
||||
if property_group_name in registry.component_propertyGroups:
|
||||
# we have found a matching property_group, so try to inject it
|
||||
# now inject property group
|
||||
setattr(ComponentMetadata, property_group_name, registry.component_propertyGroups[property_group_name]) # FIXME: not ideal as all ComponentMetadata get the propGroup, but have not found a way to assign it per instance
|
||||
propertyGroup = getattr(component_meta, property_group_name, None)
|
||||
|
||||
# now deal with property groups details
|
||||
if propertyGroup != None:
|
||||
if long_name in registry.invalid_components:
|
||||
component_meta.enabled = False
|
||||
component_meta.invalid = True
|
||||
component_meta.invalid_details = "component contains fields that are not in the schema, disabling"
|
||||
else:
|
||||
# if we still have not found the property group, mark it as invalid
|
||||
component_meta.enabled = False
|
||||
component_meta.invalid = True
|
||||
component_meta.invalid_details = "component not present in the schema, possibly renamed? Disabling for now"
|
||||
# property_group_value_from_custom_property_value(propertyGroup, component_definition, registry, object[component_name])
|
||||
|
||||
return (component_meta, propertyGroup)
|
||||
else:
|
||||
return(None, None)
|
||||
|
||||
|
||||
def copy_propertyGroup_values_to_another_object(source_object, target_object, component_name, registry):
|
||||
if source_object == None or target_object == None or component_name == None:
|
||||
raise Exception('missing input data, cannot copy component propertryGroup')
|
||||
|
||||
component_definition = find_component_definition_from_long_name(component_name)
|
||||
long_name = component_name
|
||||
property_group_name = registry.get_propertyGroupName_from_longName(long_name)
|
||||
|
||||
registry = bpy.context.window_manager.components_registry
|
||||
|
||||
source_components_metadata = source_object.components_meta.components
|
||||
source_componentMeta = next(filter(lambda component: component["long_name"] == long_name, source_components_metadata), None)
|
||||
# matching component means we already have this type of component
|
||||
source_propertyGroup = getattr(source_componentMeta, property_group_name)
|
||||
|
||||
# now deal with the target object
|
||||
(_, target_propertyGroup) = upsert_component_in_object(target_object, component_name, registry)
|
||||
# add to object
|
||||
value = property_group_value_to_custom_property_value(target_propertyGroup, component_definition, registry, None)
|
||||
upsert_bevy_component(target_object, long_name, value)
|
||||
|
||||
# copy the values over
|
||||
for field_name in source_propertyGroup.field_names:
|
||||
if field_name in source_propertyGroup:
|
||||
target_propertyGroup[field_name] = source_propertyGroup[field_name]
|
||||
apply_propertyGroup_values_to_object_customProperties(target_object)
|
||||
|
||||
|
||||
# TODO: move to propgroups ?
|
||||
def apply_propertyGroup_values_to_object_customProperties(object):
|
||||
cleanup_invalid_metadata(object)
|
||||
registry = bpy.context.window_manager.components_registry
|
||||
for component_name in get_bevy_components(object) :
|
||||
"""if component_name == "components_meta":
|
||||
continue"""
|
||||
(_, propertyGroup) = upsert_component_in_object(object, component_name, registry)
|
||||
component_definition = find_component_definition_from_long_name(component_name)
|
||||
if component_definition != None:
|
||||
value = property_group_value_to_custom_property_value(propertyGroup, component_definition, registry, None)
|
||||
upsert_bevy_component(object=object, long_name=component_name, value=value)
|
||||
|
||||
# apply component value(s) to custom property of a single component
|
||||
def apply_propertyGroup_values_to_object_customProperties_for_component(object, component_name):
|
||||
registry = bpy.context.window_manager.components_registry
|
||||
(_, propertyGroup) = upsert_component_in_object(object, component_name, registry)
|
||||
component_definition = find_component_definition_from_long_name(component_name)
|
||||
if component_definition != None:
|
||||
value = property_group_value_to_custom_property_value(propertyGroup, component_definition, registry, None)
|
||||
object[component_name] = value
|
||||
|
||||
components_metadata = object.components_meta.components
|
||||
componentMeta = next(filter(lambda component: component["long_name"] == component_name, components_metadata), None)
|
||||
if componentMeta:
|
||||
componentMeta.invalid = False
|
||||
componentMeta.invalid_details = ""
|
||||
|
||||
|
||||
def apply_customProperty_values_to_object_propertyGroups(object):
|
||||
print("apply custom properties to ", object.name)
|
||||
registry = bpy.context.window_manager.components_registry
|
||||
for component_name in get_bevy_components(object) :
|
||||
if component_name == "components_meta":
|
||||
continue
|
||||
component_definition = find_component_definition_from_long_name(component_name)
|
||||
if component_definition != None:
|
||||
property_group_name = registry.get_propertyGroupName_from_longName(component_name)
|
||||
components_metadata = object.components_meta.components
|
||||
source_componentMeta = next(filter(lambda component: component["long_name"] == component_name, components_metadata), None)
|
||||
# matching component means we already have this type of component
|
||||
propertyGroup = getattr(source_componentMeta, property_group_name, None)
|
||||
customProperty_value = get_bevy_component_value_by_long_name(object, component_name)
|
||||
#value = property_group_value_to_custom_property_value(propertyGroup, component_definition, registry, None)
|
||||
|
||||
object["__disable__update"] = True # disable update callback while we set the values of the propertyGroup "tree" (as a propertyGroup can contain other propertyGroups)
|
||||
property_group_value_from_custom_property_value(propertyGroup, component_definition, registry, customProperty_value)
|
||||
del object["__disable__update"]
|
||||
source_componentMeta.invalid = False
|
||||
source_componentMeta.invalid_details = ""
|
||||
|
||||
# removes the given component from the object: removes both the custom property and the matching metadata from the object
|
||||
def remove_component_from_object(object, component_name):
|
||||
# remove the component value
|
||||
remove_bevy_component(object, component_name)
|
||||
|
||||
# now remove the component's metadata
|
||||
components_metadata = getattr(object, "components_meta", None)
|
||||
if components_metadata == None:
|
||||
return False
|
||||
|
||||
components_metadata = components_metadata.components
|
||||
to_remove = []
|
||||
for index, component_meta in enumerate(components_metadata):
|
||||
long_name = component_meta.long_name
|
||||
if long_name == component_name:
|
||||
to_remove.append(index)
|
||||
break
|
||||
for index in to_remove:
|
||||
components_metadata.remove(index)
|
||||
return True
|
||||
|
||||
def add_component_from_custom_property(object):
|
||||
add_metadata_to_components_without_metadata(object)
|
||||
apply_customProperty_values_to_object_propertyGroups(object)
|
||||
|
||||
def rename_component(object, original_long_name, new_long_name):
|
||||
registry = bpy.context.window_manager.components_registry
|
||||
type_infos = registry.type_infos
|
||||
component_definition = type_infos[new_long_name]
|
||||
|
||||
component_ron_value = get_bevy_component_value_by_long_name(object=object, long_name=original_long_name)
|
||||
if component_ron_value is None and original_long_name in object:
|
||||
component_ron_value = object[original_long_name]
|
||||
|
||||
remove_component_from_object(object, original_long_name)
|
||||
add_component_to_object(object, component_definition, component_ron_value)
|
||||
|
||||
|
||||
def toggle_component(object, component_name):
|
||||
components_in_object = object.components_meta.components
|
||||
component_meta = next(filter(lambda component: component["long_name"] == component_name, components_in_object), None)
|
||||
if component_meta != None:
|
||||
component_meta.visible = not component_meta.visible
|
@ -1,321 +0,0 @@
|
||||
import ast
|
||||
import json
|
||||
import bpy
|
||||
from bpy_types import Operator
|
||||
from bpy.props import (StringProperty)
|
||||
|
||||
from .metadata import add_component_from_custom_property, add_component_to_object, apply_propertyGroup_values_to_object_customProperties_for_component, copy_propertyGroup_values_to_another_object, get_bevy_component_value_by_long_name, get_bevy_components, is_bevy_component_in_object, remove_component_from_object, rename_component, toggle_component
|
||||
|
||||
class AddComponentOperator(Operator):
|
||||
"""Add Bevy component to object"""
|
||||
bl_idname = "object.add_bevy_component"
|
||||
bl_label = "Add component to object Operator"
|
||||
bl_options = {"UNDO"}
|
||||
|
||||
component_type: StringProperty(
|
||||
name="component_type",
|
||||
description="component type to add",
|
||||
) # type: ignore
|
||||
|
||||
def execute(self, context):
|
||||
object = context.object
|
||||
print("adding component ", self.component_type, "to object '"+object.name+"'")
|
||||
|
||||
has_component_type = self.component_type != ""
|
||||
if has_component_type and object != None:
|
||||
type_infos = context.window_manager.components_registry.type_infos
|
||||
component_definition = type_infos[self.component_type]
|
||||
add_component_to_object(object, component_definition)
|
||||
|
||||
return {'FINISHED'}
|
||||
|
||||
class CopyComponentOperator(Operator):
|
||||
"""Copy Bevy component from object"""
|
||||
bl_idname = "object.copy_bevy_component"
|
||||
bl_label = "Copy component Operator"
|
||||
bl_options = {"UNDO"}
|
||||
|
||||
source_component_name: StringProperty(
|
||||
name="source component_name (long)",
|
||||
description="name of the component to copy",
|
||||
) # type: ignore
|
||||
|
||||
source_object_name: StringProperty(
|
||||
name="source object name",
|
||||
description="name of the object to copy the component from",
|
||||
) # type: ignore
|
||||
|
||||
@classmethod
|
||||
def register(cls):
|
||||
bpy.types.WindowManager.copied_source_component_name = StringProperty()
|
||||
bpy.types.WindowManager.copied_source_object = StringProperty()
|
||||
|
||||
@classmethod
|
||||
def unregister(cls):
|
||||
del bpy.types.WindowManager.copied_source_component_name
|
||||
del bpy.types.WindowManager.copied_source_object
|
||||
|
||||
|
||||
def execute(self, context):
|
||||
if self.source_component_name != '' and self.source_object_name != "":
|
||||
context.window_manager.copied_source_component_name = self.source_component_name
|
||||
context.window_manager.copied_source_object = self.source_object_name
|
||||
else:
|
||||
self.report({"ERROR"}, "The source object name / component name to copy a component from have not been specified")
|
||||
|
||||
return {'FINISHED'}
|
||||
|
||||
|
||||
class PasteComponentOperator(Operator):
|
||||
"""Paste Bevy component to object"""
|
||||
bl_idname = "object.paste_bevy_component"
|
||||
bl_label = "Paste component to object Operator"
|
||||
bl_options = {"UNDO"}
|
||||
|
||||
def execute(self, context):
|
||||
source_object_name = context.window_manager.copied_source_object
|
||||
source_object = bpy.data.objects.get(source_object_name, None)
|
||||
print("source object", source_object)
|
||||
if source_object == None:
|
||||
self.report({"ERROR"}, "The source object to copy a component from does not exist")
|
||||
else:
|
||||
component_name = context.window_manager.copied_source_component_name
|
||||
component_value = get_bevy_component_value_by_long_name(source_object, component_name)
|
||||
if component_value is None:
|
||||
self.report({"ERROR"}, "The source component to copy from does not exist")
|
||||
else:
|
||||
print("pasting component to object: component name:", str(component_name), "component value:" + str(component_value))
|
||||
print (context.object)
|
||||
registry = context.window_manager.components_registry
|
||||
copy_propertyGroup_values_to_another_object(source_object, context.object, component_name, registry)
|
||||
|
||||
return {'FINISHED'}
|
||||
|
||||
class RemoveComponentOperator(Operator):
|
||||
"""Remove Bevy component from object"""
|
||||
bl_idname = "object.remove_bevy_component"
|
||||
bl_label = "Remove component from object Operator"
|
||||
bl_options = {"UNDO"}
|
||||
|
||||
component_name: StringProperty(
|
||||
name="component name",
|
||||
description="component to delete",
|
||||
) # type: ignore
|
||||
|
||||
object_name: StringProperty(
|
||||
name="object name",
|
||||
description="object whose component to delete",
|
||||
default=""
|
||||
) # type: ignore
|
||||
|
||||
def execute(self, context):
|
||||
if self.object_name == "":
|
||||
object = context.object
|
||||
else:
|
||||
object = bpy.data.objects[self.object_name]
|
||||
print("removing component ", self.component_name, "from object '"+object.name+"'")
|
||||
|
||||
if object is not None and 'bevy_components' in object :
|
||||
component_value = get_bevy_component_value_by_long_name(object, self.component_name)
|
||||
if component_value is not None:
|
||||
remove_component_from_object(object, self.component_name)
|
||||
else :
|
||||
self.report({"ERROR"}, "The component to remove ("+ self.component_name +") does not exist")
|
||||
else:
|
||||
self.report({"ERROR"}, "The object to remove ("+ self.component_name +") from does not exist")
|
||||
return {'FINISHED'}
|
||||
|
||||
|
||||
class RemoveComponentFromAllObjectsOperator(Operator):
|
||||
"""Remove Bevy component from all object"""
|
||||
bl_idname = "object.remove_bevy_component_all"
|
||||
bl_label = "Remove component from all objects Operator"
|
||||
bl_options = {"UNDO"}
|
||||
|
||||
component_name: StringProperty(
|
||||
name="component name (long name)",
|
||||
description="component to delete",
|
||||
) # type: ignore
|
||||
|
||||
@classmethod
|
||||
def register(cls):
|
||||
bpy.types.WindowManager.components_remove_progress = bpy.props.FloatProperty(default=-1.0)
|
||||
|
||||
@classmethod
|
||||
def unregister(cls):
|
||||
del bpy.types.WindowManager.components_remove_progress
|
||||
|
||||
def execute(self, context):
|
||||
print("removing component ", self.component_name, "from all objects")
|
||||
total = len(bpy.data.objects)
|
||||
for index, object in enumerate(bpy.data.objects):
|
||||
if len(object.keys()) > 0:
|
||||
if object is not None and is_bevy_component_in_object(object, self.component_name):
|
||||
remove_component_from_object(object, self.component_name)
|
||||
|
||||
progress = index / total
|
||||
context.window_manager.components_remove_progress = progress
|
||||
# now force refresh the ui
|
||||
bpy.ops.wm.redraw_timer(type='DRAW_WIN_SWAP', iterations=1)
|
||||
context.window_manager.components_remove_progress = -1.0
|
||||
|
||||
return {'FINISHED'}
|
||||
|
||||
|
||||
class RenameHelper(bpy.types.PropertyGroup):
|
||||
original_name: bpy.props.StringProperty(name="") # type: ignore
|
||||
new_name: bpy.props.StringProperty(name="") # type: ignore
|
||||
|
||||
#object: bpy.props.PointerProperty(type=bpy.types.Object)
|
||||
@classmethod
|
||||
def register(cls):
|
||||
bpy.types.WindowManager.bevy_component_rename_helper = bpy.props.PointerProperty(type=RenameHelper)
|
||||
|
||||
@classmethod
|
||||
def unregister(cls):
|
||||
# remove handlers & co
|
||||
del bpy.types.WindowManager.bevy_component_rename_helper
|
||||
|
||||
class OT_rename_component(Operator):
|
||||
"""Rename Bevy component"""
|
||||
bl_idname = "object.rename_bevy_component"
|
||||
bl_label = "rename component"
|
||||
bl_options = {"UNDO"}
|
||||
|
||||
original_name: bpy.props.StringProperty(default="") # type: ignore
|
||||
new_name: StringProperty(
|
||||
name="new_name",
|
||||
description="new name of component",
|
||||
) # type: ignore
|
||||
|
||||
target_objects: bpy.props.StringProperty() # type: ignore
|
||||
|
||||
@classmethod
|
||||
def register(cls):
|
||||
bpy.types.WindowManager.components_rename_progress = bpy.props.FloatProperty(default=-1.0) #bpy.props.PointerProperty(type=RenameHelper)
|
||||
|
||||
@classmethod
|
||||
def unregister(cls):
|
||||
del bpy.types.WindowManager.components_rename_progress
|
||||
|
||||
def execute(self, context):
|
||||
registry = context.window_manager.components_registry
|
||||
type_infos = registry.type_infos
|
||||
settings = context.window_manager.bevy_component_rename_helper
|
||||
original_name = settings.original_name if self.original_name == "" else self.original_name
|
||||
new_name = self.new_name
|
||||
|
||||
|
||||
print("renaming components: original name", original_name, "new_name", self.new_name, "targets", self.target_objects)
|
||||
target_objects = json.loads(self.target_objects)
|
||||
errors = []
|
||||
total = len(target_objects)
|
||||
|
||||
if original_name != '' and new_name != '' and original_name != new_name and len(target_objects) > 0:
|
||||
for index, object_name in enumerate(target_objects):
|
||||
object = bpy.data.objects[object_name]
|
||||
if object and original_name in get_bevy_components(object) or original_name in object:
|
||||
try:
|
||||
# attempt conversion
|
||||
rename_component(object=object, original_long_name=original_name, new_long_name=new_name)
|
||||
except Exception as error:
|
||||
if '__disable__update' in object:
|
||||
del object["__disable__update"] # make sure custom properties are updateable afterwards, even in the case of failure
|
||||
components_metadata = getattr(object, "components_meta", None)
|
||||
if components_metadata:
|
||||
components_metadata = components_metadata.components
|
||||
component_meta = next(filter(lambda component: component["long_name"] == new_name, components_metadata), None)
|
||||
if component_meta:
|
||||
component_meta.invalid = True
|
||||
component_meta.invalid_details = "wrong custom property value, overwrite them by changing the values in the ui or change them & regenerate"
|
||||
|
||||
errors.append( "wrong custom property values to generate target component: object: '" + object.name + "', error: " + str(error))
|
||||
|
||||
progress = index / total
|
||||
context.window_manager.components_rename_progress = progress
|
||||
|
||||
try:
|
||||
# now force refresh the ui
|
||||
bpy.ops.wm.redraw_timer(type='DRAW_WIN_SWAP', iterations=1)
|
||||
except: pass # this is to allow this to run in cli/headless mode
|
||||
|
||||
if len(errors) > 0:
|
||||
self.report({'ERROR'}, "Failed to rename component: Errors:" + str(errors))
|
||||
else:
|
||||
self.report({'INFO'}, "Sucessfully renamed component")
|
||||
|
||||
#clear data after we are done
|
||||
self.original_name = ""
|
||||
context.window_manager.bevy_component_rename_helper.original_name = ""
|
||||
context.window_manager.components_rename_progress = -1.0
|
||||
|
||||
return {'FINISHED'}
|
||||
|
||||
|
||||
class GenerateComponent_From_custom_property_Operator(Operator):
|
||||
"""Generate Bevy components from custom property"""
|
||||
bl_idname = "object.generate_bevy_component_from_custom_property"
|
||||
bl_label = "Generate component from custom_property Operator"
|
||||
bl_options = {"UNDO"}
|
||||
|
||||
component_name: StringProperty(
|
||||
name="component name",
|
||||
description="component to generate custom properties for",
|
||||
) # type: ignore
|
||||
|
||||
def execute(self, context):
|
||||
object = context.object
|
||||
|
||||
error = False
|
||||
try:
|
||||
add_component_from_custom_property(object)
|
||||
except Exception as error:
|
||||
del object["__disable__update"] # make sure custom properties are updateable afterwards, even in the case of failure
|
||||
error = True
|
||||
self.report({'ERROR'}, "Failed to update propertyGroup values from custom property: Error:" + str(error))
|
||||
if not error:
|
||||
self.report({'INFO'}, "Sucessfully generated UI values for custom properties for selected object")
|
||||
return {'FINISHED'}
|
||||
|
||||
|
||||
class Fix_Component_Operator(Operator):
|
||||
"""Attempt to fix Bevy component"""
|
||||
bl_idname = "object.fix_bevy_component"
|
||||
bl_label = "Fix component (attempts to)"
|
||||
bl_options = {"UNDO"}
|
||||
|
||||
component_name: StringProperty(
|
||||
name="component name",
|
||||
description="component to fix",
|
||||
) # type: ignore
|
||||
|
||||
def execute(self, context):
|
||||
object = context.object
|
||||
error = False
|
||||
try:
|
||||
apply_propertyGroup_values_to_object_customProperties_for_component(object, self.component_name)
|
||||
except Exception as error:
|
||||
if "__disable__update" in object:
|
||||
del object["__disable__update"] # make sure custom properties are updateable afterwards, even in the case of failure
|
||||
error = True
|
||||
self.report({'ERROR'}, "Failed to fix component: Error:" + str(error))
|
||||
if not error:
|
||||
self.report({'INFO'}, "Sucessfully fixed component (please double check component & its custom property value)")
|
||||
return {'FINISHED'}
|
||||
|
||||
class Toggle_ComponentVisibility(Operator):
|
||||
"""Toggle Bevy component's visibility"""
|
||||
bl_idname = "object.toggle_bevy_component_visibility"
|
||||
bl_label = "Toggle component visibility"
|
||||
bl_options = {"UNDO"}
|
||||
|
||||
component_name: StringProperty(
|
||||
name="component name",
|
||||
description="component to toggle",
|
||||
) # type: ignore
|
||||
|
||||
def execute(self, context):
|
||||
object = context.object
|
||||
toggle_component(object, self.component_name)
|
||||
return {'FINISHED'}
|
||||
|
@ -1,273 +0,0 @@
|
||||
import json
|
||||
import bpy
|
||||
|
||||
from ..registry.operators import COMPONENTS_OT_REFRESH_CUSTOM_PROPERTIES_CURRENT
|
||||
from .metadata import do_object_custom_properties_have_missing_metadata, get_bevy_components
|
||||
from .operators import AddComponentOperator, CopyComponentOperator, Fix_Component_Operator, RemoveComponentOperator, GenerateComponent_From_custom_property_Operator, PasteComponentOperator, Toggle_ComponentVisibility
|
||||
|
||||
def draw_propertyGroup( propertyGroup, layout, nesting =[], rootName=None):
|
||||
is_enum = getattr(propertyGroup, "with_enum")
|
||||
is_list = getattr(propertyGroup, "with_list")
|
||||
is_map = getattr(propertyGroup, "with_map")
|
||||
# item in our components hierarchy can get the correct propertyGroup by STRINGS because of course, we cannot pass objects to operators...sigh
|
||||
|
||||
# if it is an enum, the first field name is always the list of enum variants, the others are the variants
|
||||
field_names = propertyGroup.field_names
|
||||
#print("")
|
||||
#print("drawing", propertyGroup, nesting, "component_name", rootName)
|
||||
if is_enum:
|
||||
subrow = layout.row()
|
||||
display_name = field_names[0] if propertyGroup.tupple_or_struct == "struct" else ""
|
||||
subrow.prop(propertyGroup, field_names[0], text=display_name)
|
||||
subrow.separator()
|
||||
selection = getattr(propertyGroup, "selection")
|
||||
|
||||
for fname in field_names[1:]:
|
||||
if fname == "variant_" + selection:
|
||||
subrow = layout.row()
|
||||
display_name = fname if propertyGroup.tupple_or_struct == "struct" else ""
|
||||
|
||||
nestedPropertyGroup = getattr(propertyGroup, fname)
|
||||
nested = getattr(nestedPropertyGroup, "nested", False)
|
||||
#print("nestedPropertyGroup", nestedPropertyGroup, fname, nested)
|
||||
if nested:
|
||||
draw_propertyGroup(nestedPropertyGroup, subrow.column(), nesting + [fname], rootName )
|
||||
# if an enum variant is not a propertyGroup
|
||||
break
|
||||
elif is_list:
|
||||
item_list = getattr(propertyGroup, "list")
|
||||
list_index = getattr(propertyGroup, "list_index")
|
||||
box = layout.box()
|
||||
split = box.split(factor=0.9)
|
||||
list_column, buttons_column = (split.column(),split.column())
|
||||
|
||||
list_column = list_column.box()
|
||||
for index, item in enumerate(item_list):
|
||||
row = list_column.row()
|
||||
draw_propertyGroup(item, row, nesting, rootName)
|
||||
icon = 'CHECKBOX_HLT' if list_index == index else 'CHECKBOX_DEHLT'
|
||||
op = row.operator('generic_list.select_item', icon=icon, text="")
|
||||
op.component_name = rootName
|
||||
op.property_group_path = json.dumps(nesting)
|
||||
op.selection_index = index
|
||||
|
||||
#various control buttons
|
||||
buttons_column.separator()
|
||||
row = buttons_column.row()
|
||||
op = row.operator('generic_list.list_action', icon='ADD', text="")
|
||||
op.action = 'ADD'
|
||||
op.component_name = rootName
|
||||
op.property_group_path = json.dumps(nesting)
|
||||
|
||||
row = buttons_column.row()
|
||||
op = row.operator('generic_list.list_action', icon='REMOVE', text="")
|
||||
op.action = 'REMOVE'
|
||||
op.component_name = rootName
|
||||
op.property_group_path = json.dumps(nesting)
|
||||
|
||||
buttons_column.separator()
|
||||
row = buttons_column.row()
|
||||
op = row.operator('generic_list.list_action', icon='TRIA_UP', text="")
|
||||
op.action = 'UP'
|
||||
op.component_name = rootName
|
||||
op.property_group_path = json.dumps(nesting)
|
||||
|
||||
row = buttons_column.row()
|
||||
op = row.operator('generic_list.list_action', icon='TRIA_DOWN', text="")
|
||||
op.action = 'DOWN'
|
||||
op.component_name = rootName
|
||||
op.property_group_path = json.dumps(nesting)
|
||||
|
||||
elif is_map:
|
||||
root = layout.row().column()
|
||||
if hasattr(propertyGroup, "list"): # TODO: improve handling of non drawable UI
|
||||
keys_list = getattr(propertyGroup, "list")
|
||||
values_list = getattr(propertyGroup, "values_list")
|
||||
box = root.box()
|
||||
row = box.row()
|
||||
row.label(text="Add entry:")
|
||||
keys_setter = getattr(propertyGroup, "keys_setter")
|
||||
draw_propertyGroup(keys_setter, row, nesting, rootName)
|
||||
|
||||
values_setter = getattr(propertyGroup, "values_setter")
|
||||
draw_propertyGroup(values_setter, row, nesting, rootName)
|
||||
|
||||
op = row.operator('generic_map.map_action', icon='ADD', text="")
|
||||
op.action = 'ADD'
|
||||
op.component_name = rootName
|
||||
op.property_group_path = json.dumps(nesting)
|
||||
|
||||
box = root.box()
|
||||
split = box.split(factor=0.9)
|
||||
list_column, buttons_column = (split.column(),split.column())
|
||||
list_column = list_column.box()
|
||||
|
||||
for index, item in enumerate(keys_list):
|
||||
row = list_column.row()
|
||||
draw_propertyGroup(item, row, nesting, rootName)
|
||||
|
||||
value = values_list[index]
|
||||
draw_propertyGroup(value, row, nesting, rootName)
|
||||
|
||||
op = row.operator('generic_map.map_action', icon='REMOVE', text="")
|
||||
op.action = 'REMOVE'
|
||||
op.component_name = rootName
|
||||
op.property_group_path = json.dumps(nesting)
|
||||
op.target_index = index
|
||||
|
||||
|
||||
#various control buttons
|
||||
buttons_column.separator()
|
||||
row = buttons_column.row()
|
||||
|
||||
|
||||
else:
|
||||
for fname in field_names:
|
||||
#subrow = layout.row()
|
||||
nestedPropertyGroup = getattr(propertyGroup, fname)
|
||||
nested = getattr(nestedPropertyGroup, "nested", False)
|
||||
display_name = fname if propertyGroup.tupple_or_struct == "struct" else ""
|
||||
|
||||
if nested:
|
||||
layout.separator()
|
||||
layout.separator()
|
||||
|
||||
layout.label(text=display_name) # this is the name of the field/sub field
|
||||
layout.separator()
|
||||
subrow = layout.row()
|
||||
draw_propertyGroup(nestedPropertyGroup, subrow, nesting + [fname], rootName )
|
||||
else:
|
||||
subrow = layout.row()
|
||||
subrow.prop(propertyGroup, fname, text=display_name)
|
||||
subrow.separator()
|
||||
|
||||
|
||||
class BEVY_COMPONENTS_PT_ComponentsPanel(bpy.types.Panel):
|
||||
bl_idname = "BEVY_COMPONENTS_PT_ComponentsPanel"
|
||||
bl_label = "Components"
|
||||
bl_space_type = 'VIEW_3D'
|
||||
bl_region_type = 'UI'
|
||||
bl_category = "Bevy Components"
|
||||
bl_context = "objectmode"
|
||||
bl_parent_id = "BEVY_COMPONENTS_PT_MainPanel"
|
||||
|
||||
@classmethod
|
||||
def poll(cls, context):
|
||||
return (context.object is not None)
|
||||
|
||||
def draw(self, context):
|
||||
object = context.object
|
||||
layout = self.layout
|
||||
|
||||
# we get & load our component registry
|
||||
registry = bpy.context.window_manager.components_registry
|
||||
available_components = bpy.context.window_manager.components_list
|
||||
registry_has_type_infos = registry.has_type_infos()
|
||||
|
||||
if object is not None:
|
||||
row = layout.row(align=True)
|
||||
row.prop(available_components, "list", text="Component")
|
||||
row.prop(available_components, "filter",text="Filter")
|
||||
|
||||
# add components
|
||||
row = layout.row(align=True)
|
||||
op = row.operator(AddComponentOperator.bl_idname, text="Add", icon="ADD")
|
||||
op.component_type = available_components.list
|
||||
row.enabled = available_components.list != ''
|
||||
|
||||
layout.separator()
|
||||
|
||||
# paste components
|
||||
row = layout.row(align=True)
|
||||
row.operator(PasteComponentOperator.bl_idname, text="Paste component ("+bpy.context.window_manager.copied_source_component_name+")", icon="PASTEDOWN")
|
||||
row.enabled = registry_has_type_infos and context.window_manager.copied_source_object != ''
|
||||
|
||||
layout.separator()
|
||||
|
||||
# upgrate custom props to components
|
||||
upgradeable_customProperties = registry.has_type_infos() and do_object_custom_properties_have_missing_metadata(context.object)
|
||||
if upgradeable_customProperties:
|
||||
row = layout.row(align=True)
|
||||
op = row.operator(GenerateComponent_From_custom_property_Operator.bl_idname, text="generate components from custom properties" , icon="LOOP_FORWARDS")
|
||||
layout.separator()
|
||||
|
||||
|
||||
components_in_object = object.components_meta.components
|
||||
#print("components_names", dict(components_bla).keys())
|
||||
|
||||
for component_name in sorted(get_bevy_components(object)) : # sorted by component name, practical
|
||||
#print("component_name", component_name)
|
||||
if component_name == "components_meta":
|
||||
continue
|
||||
# anything withouth metadata gets skipped, we only want to see real components, not all custom props
|
||||
component_meta = next(filter(lambda component: component["long_name"] == component_name, components_in_object), None)
|
||||
if component_meta == None:
|
||||
continue
|
||||
|
||||
component_invalid = getattr(component_meta, "invalid")
|
||||
invalid_details = getattr(component_meta, "invalid_details")
|
||||
component_visible = getattr(component_meta, "visible")
|
||||
single_field = False
|
||||
|
||||
# our whole row
|
||||
box = layout.box()
|
||||
row = box.row(align=True)
|
||||
# "header"
|
||||
row.alert = component_invalid
|
||||
row.prop(component_meta, "enabled", text="")
|
||||
row.label(text=component_name)
|
||||
|
||||
# we fetch the matching ui property group
|
||||
root_propertyGroup_name = registry.get_propertyGroupName_from_longName(component_name)
|
||||
"""print("root_propertyGroup_name", root_propertyGroup_name)"""
|
||||
print("component_meta", component_meta, component_invalid)
|
||||
|
||||
if root_propertyGroup_name:
|
||||
propertyGroup = getattr(component_meta, root_propertyGroup_name, None)
|
||||
"""print("propertyGroup", propertyGroup)"""
|
||||
if propertyGroup:
|
||||
# if the component has only 0 or 1 field names, display inline, otherwise change layout
|
||||
single_field = len(propertyGroup.field_names) < 2
|
||||
prop_group_location = box.row(align=True).column()
|
||||
"""if single_field:
|
||||
prop_group_location = row.column(align=True)#.split(factor=0.9)#layout.row(align=False)"""
|
||||
|
||||
if component_visible:
|
||||
if component_invalid:
|
||||
error_message = invalid_details if component_invalid else "Missing component UI data, please reload registry !"
|
||||
prop_group_location.label(text=error_message)
|
||||
draw_propertyGroup(propertyGroup, prop_group_location, [root_propertyGroup_name], component_name)
|
||||
else :
|
||||
row.label(text="details hidden, click on toggle to display")
|
||||
else:
|
||||
error_message = invalid_details if component_invalid else "Missing component UI data, please reload registry !"
|
||||
row.label(text=error_message)
|
||||
|
||||
# "footer" with additional controls
|
||||
if component_invalid:
|
||||
if root_propertyGroup_name:
|
||||
propertyGroup = getattr(component_meta, root_propertyGroup_name, None)
|
||||
if propertyGroup:
|
||||
unit_struct = len(propertyGroup.field_names) == 0
|
||||
if unit_struct:
|
||||
op = row.operator(Fix_Component_Operator.bl_idname, text="", icon="SHADERFX")
|
||||
op.component_name = component_name
|
||||
row.separator()
|
||||
|
||||
op = row.operator(RemoveComponentOperator.bl_idname, text="", icon="X")
|
||||
op.component_name = component_name
|
||||
row.separator()
|
||||
|
||||
op = row.operator(CopyComponentOperator.bl_idname, text="", icon="COPYDOWN")
|
||||
op.source_component_name = component_name
|
||||
op.source_object_name = object.name
|
||||
row.separator()
|
||||
|
||||
#if not single_field:
|
||||
toggle_icon = "TRIA_DOWN" if component_visible else "TRIA_RIGHT"
|
||||
op = row.operator(Toggle_ComponentVisibility.bl_idname, text="", icon=toggle_icon)
|
||||
op.component_name = component_name
|
||||
#row.separator()
|
||||
|
||||
else:
|
||||
layout.label(text ="Select an object to edit its components")
|
Before Width: | Height: | Size: 19 KiB |
Before Width: | Height: | Size: 12 KiB |
Before Width: | Height: | Size: 5.0 KiB |
Before Width: | Height: | Size: 2.8 KiB |
Before Width: | Height: | Size: 23 KiB |
Before Width: | Height: | Size: 2.5 KiB |
Before Width: | Height: | Size: 26 KiB |
Before Width: | Height: | Size: 18 KiB |
Before Width: | Height: | Size: 2.4 KiB |
Before Width: | Height: | Size: 16 KiB |
Before Width: | Height: | Size: 2.5 KiB |
Before Width: | Height: | Size: 16 KiB |
Before Width: | Height: | Size: 35 KiB |
Before Width: | Height: | Size: 25 KiB |
Before Width: | Height: | Size: 26 KiB |
Before Width: | Height: | Size: 16 KiB |
Before Width: | Height: | Size: 34 KiB |
Before Width: | Height: | Size: 21 KiB |
Before Width: | Height: | Size: 14 KiB |
Before Width: | Height: | Size: 25 KiB |
Before Width: | Height: | Size: 19 KiB |
Before Width: | Height: | Size: 14 KiB |
Before Width: | Height: | Size: 3.3 KiB |
Before Width: | Height: | Size: 2.5 KiB |
Before Width: | Height: | Size: 2.4 KiB |
Before Width: | Height: | Size: 14 KiB |
Before Width: | Height: | Size: 16 KiB |
Before Width: | Height: | Size: 14 KiB |
Before Width: | Height: | Size: 4.5 KiB |
Before Width: | Height: | Size: 39 KiB |
Before Width: | Height: | Size: 2.3 KiB |
Before Width: | Height: | Size: 22 KiB |
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@ -1,30 +0,0 @@
|
||||
import bpy
|
||||
import json
|
||||
|
||||
# Makes an empty, at the specified location, rotation, scale stores it in existing collection, from https://blender.stackexchange.com/questions/51290/how-to-add-empty-object-not-using-bpy-ops
|
||||
def make_empty(name, location, rotation, scale, collection):
|
||||
object_data = None
|
||||
empty_obj = bpy.data.objects.new( name, object_data )
|
||||
|
||||
empty_obj.empty_display_size = 2
|
||||
empty_obj.empty_display_type = 'PLAIN_AXES'
|
||||
|
||||
empty_obj.name = name
|
||||
empty_obj.location = location
|
||||
empty_obj.scale = scale
|
||||
empty_obj.rotation_euler = rotation
|
||||
|
||||
collection.objects.link( empty_obj )
|
||||
#bpy.context.view_layer.update()
|
||||
return empty_obj
|
||||
|
||||
def upsert_settings(name, data):
|
||||
stored_settings = bpy.data.texts[name] if name in bpy.data.texts else bpy.data.texts.new(name)
|
||||
stored_settings.clear()
|
||||
stored_settings.write(json.dumps(data))
|
||||
|
||||
def load_settings(name):
|
||||
stored_settings = bpy.data.texts[name] if name in bpy.data.texts else None
|
||||
if stored_settings != None:
|
||||
return json.loads(stored_settings.as_string())
|
||||
return None
|
@ -1,178 +0,0 @@
|
||||
from bpy_types import PropertyGroup
|
||||
|
||||
conversion_tables = {
|
||||
"bool": lambda value: value,
|
||||
|
||||
"char": lambda value: '"'+value+'"',
|
||||
"str": lambda value: '"'+value+'"',
|
||||
"alloc::string::String": lambda value: '"'+str(value)+'"',
|
||||
"alloc::borrow::Cow<str>": lambda value: '"'+str(value)+'"',
|
||||
|
||||
"glam::Vec2": lambda value: "Vec2(x:"+str(value[0])+ ", y:"+str(value[1])+")",
|
||||
"glam::DVec2": lambda value: "DVec2(x:"+str(value[0])+ ", y:"+str(value[1])+")",
|
||||
"glam::UVec2": lambda value: "UVec2(x:"+str(value[0])+ ", y:"+str(value[1])+")",
|
||||
|
||||
"glam::Vec3": lambda value: "Vec3(x:"+str(value[0])+ ", y:"+str(value[1])+ ", z:"+str(value[2])+")",
|
||||
"glam::Vec3A": lambda value: "Vec3A(x:"+str(value[0])+ ", y:"+str(value[1])+ ", z:"+str(value[2])+")",
|
||||
"glam::UVec3": lambda value: "UVec3(x:"+str(value[0])+ ", y:"+str(value[1])+ ", z:"+str(value[2])+")",
|
||||
|
||||
"glam::Vec4": lambda value: "Vec4(x:"+str(value[0])+ ", y:"+str(value[1])+ ", z:"+str(value[2])+ ", w:"+str(value[3])+")",
|
||||
"glam::DVec4": lambda value: "DVec4(x:"+str(value[0])+ ", y:"+str(value[1])+ ", z:"+str(value[2])+ ", w:"+str(value[3])+")",
|
||||
"glam::UVec4": lambda value: "UVec4(x:"+str(value[0])+ ", y:"+str(value[1])+ ", z:"+str(value[2])+ ", w:"+str(value[3])+")",
|
||||
|
||||
"glam::Quat": lambda value: "Quat(x:"+str(value[0])+ ", y:"+str(value[1])+ ", z:"+str(value[2])+ ", w:"+str(value[3])+")",
|
||||
|
||||
"bevy_render::color::Color": lambda value: "Rgba(red:"+str(value[0])+ ", green:"+str(value[1])+ ", blue:"+str(value[2])+ ", alpha:"+str(value[3])+ ")",
|
||||
}
|
||||
|
||||
#converts the value of a property group(no matter its complexity) into a single custom property value
|
||||
# this is more or less a glorified "to_ron()" method (not quite but close to)
|
||||
def property_group_value_to_custom_property_value(property_group, definition, registry, parent=None, value=None):
|
||||
long_name = definition["long_name"]
|
||||
type_info = definition["typeInfo"] if "typeInfo" in definition else None
|
||||
type_def = definition["type"] if "type" in definition else None
|
||||
is_value_type = long_name in conversion_tables
|
||||
# print("computing custom property: component name:", long_name, "type_info", type_info, "type_def", type_def, "value", value)
|
||||
|
||||
if is_value_type:
|
||||
value = conversion_tables[long_name](value)
|
||||
elif type_info == "Struct":
|
||||
values = {}
|
||||
if len(property_group.field_names) ==0:
|
||||
value = '()'
|
||||
else:
|
||||
for index, field_name in enumerate(property_group.field_names):
|
||||
item_long_name = definition["properties"][field_name]["type"]["$ref"].replace("#/$defs/", "")
|
||||
item_definition = registry.type_infos[item_long_name] if item_long_name in registry.type_infos else None
|
||||
|
||||
value = getattr(property_group, field_name)
|
||||
is_property_group = isinstance(value, PropertyGroup)
|
||||
child_property_group = value if is_property_group else None
|
||||
if item_definition != None:
|
||||
value = property_group_value_to_custom_property_value(child_property_group, item_definition, registry, parent=long_name, value=value)
|
||||
else:
|
||||
value = '""'
|
||||
values[field_name] = value
|
||||
value = values
|
||||
elif type_info == "Tuple":
|
||||
values = {}
|
||||
for index, field_name in enumerate(property_group.field_names):
|
||||
item_long_name = definition["prefixItems"][index]["type"]["$ref"].replace("#/$defs/", "")
|
||||
item_definition = registry.type_infos[item_long_name] if item_long_name in registry.type_infos else None
|
||||
|
||||
value = getattr(property_group, field_name)
|
||||
is_property_group = isinstance(value, PropertyGroup)
|
||||
child_property_group = value if is_property_group else None
|
||||
if item_definition != None:
|
||||
value = property_group_value_to_custom_property_value(child_property_group, item_definition, registry, parent=long_name, value=value)
|
||||
else:
|
||||
value = '""'
|
||||
values[field_name] = value
|
||||
value = tuple(e for e in list(values.values()))
|
||||
|
||||
elif type_info == "TupleStruct":
|
||||
values = {}
|
||||
for index, field_name in enumerate(property_group.field_names):
|
||||
#print("toto", index, definition["prefixItems"][index]["type"]["$ref"])
|
||||
item_long_name = definition["prefixItems"][index]["type"]["$ref"].replace("#/$defs/", "")
|
||||
item_definition = registry.type_infos[item_long_name] if item_long_name in registry.type_infos else None
|
||||
|
||||
value = getattr(property_group, field_name)
|
||||
is_property_group = isinstance(value, PropertyGroup)
|
||||
child_property_group = value if is_property_group else None
|
||||
if item_definition != None:
|
||||
value = property_group_value_to_custom_property_value(child_property_group, item_definition, registry, parent=long_name, value=value)
|
||||
else:
|
||||
value = '""'
|
||||
values[field_name] = value
|
||||
|
||||
value = tuple(e for e in list(values.values()))
|
||||
elif type_info == "Enum":
|
||||
selected = getattr(property_group, "selection")
|
||||
if type_def == "object":
|
||||
selection_index = property_group.field_names.index("variant_"+selected)
|
||||
variant_name = property_group.field_names[selection_index]
|
||||
variant_definition = definition["oneOf"][selection_index-1]
|
||||
if "prefixItems" in variant_definition:
|
||||
value = getattr(property_group, variant_name)
|
||||
is_property_group = isinstance(value, PropertyGroup)
|
||||
child_property_group = value if is_property_group else None
|
||||
|
||||
value = property_group_value_to_custom_property_value(child_property_group, variant_definition, registry, parent=long_name, value=value)
|
||||
value = selected + str(value,) #"{}{},".format(selected ,value)
|
||||
elif "properties" in variant_definition:
|
||||
value = getattr(property_group, variant_name)
|
||||
is_property_group = isinstance(value, PropertyGroup)
|
||||
child_property_group = value if is_property_group else None
|
||||
|
||||
value = property_group_value_to_custom_property_value(child_property_group, variant_definition, registry, parent=long_name, value=value)
|
||||
value = selected + str(value,)
|
||||
else:
|
||||
value = getattr(property_group, variant_name)
|
||||
is_property_group = isinstance(value, PropertyGroup)
|
||||
child_property_group = value if is_property_group else None
|
||||
if child_property_group:
|
||||
value = property_group_value_to_custom_property_value(child_property_group, variant_definition, registry, parent=long_name, value=value)
|
||||
value = selected + str(value,)
|
||||
else:
|
||||
value = selected # here the value of the enum is just the name of the variant
|
||||
else:
|
||||
value = selected
|
||||
|
||||
elif type_info == "List":
|
||||
item_list = getattr(property_group, "list")
|
||||
value = []
|
||||
for item in item_list:
|
||||
item_long_name = getattr(item, "long_name")
|
||||
definition = registry.type_infos[item_long_name] if item_long_name in registry.type_infos else None
|
||||
if definition != None:
|
||||
item_value = property_group_value_to_custom_property_value(item, definition, registry, long_name, None)
|
||||
if item_long_name.startswith("wrapper_"): #if we have a "fake" tupple for aka for value types, we need to remove one nested level
|
||||
item_value = item_value[0]
|
||||
else:
|
||||
item_value = '""'
|
||||
value.append(item_value)
|
||||
|
||||
elif type_info == "Map":
|
||||
keys_list = getattr(property_group, "list", {})
|
||||
values_list = getattr(property_group, "values_list")
|
||||
value = {}
|
||||
for index, key in enumerate(keys_list):
|
||||
# first get the keys
|
||||
key_long_name = getattr(key, "long_name")
|
||||
definition = registry.type_infos[key_long_name] if key_long_name in registry.type_infos else None
|
||||
if definition != None:
|
||||
key_value = property_group_value_to_custom_property_value(key, definition, registry, long_name, None)
|
||||
if key_long_name.startswith("wrapper_"): #if we have a "fake" tupple for aka for value types, we need to remove one nested level
|
||||
key_value = key_value[0]
|
||||
else:
|
||||
key_value = '""'
|
||||
# and then the values
|
||||
val = values_list[index]
|
||||
value_long_name = getattr(val, "long_name")
|
||||
definition = registry.type_infos[value_long_name] if value_long_name in registry.type_infos else None
|
||||
if definition != None:
|
||||
val_value = property_group_value_to_custom_property_value(val, definition, registry, long_name, None)
|
||||
if value_long_name.startswith("wrapper_"): #if we have a "fake" tupple for aka for value types, we need to remove one nested level
|
||||
val_value = val_value[0]
|
||||
else:
|
||||
val_value = '""'
|
||||
|
||||
value[key_value] = val_value
|
||||
value = str(value).replace('{','@').replace('}','²') # FIXME: eeek !!
|
||||
else:
|
||||
value = conversion_tables[long_name](value) if is_value_type else value
|
||||
value = '""' if isinstance(value, PropertyGroup) else value
|
||||
|
||||
#print("generating custom property value", value, type(value))
|
||||
if isinstance(value, str):
|
||||
value = value.replace("'", "")
|
||||
|
||||
if parent == None:
|
||||
value = str(value).replace("'", "")
|
||||
value = value.replace(",)",")")
|
||||
value = value.replace("{", "(").replace("}", ")") # FIXME: deal with hashmaps
|
||||
value = value.replace("True", "true").replace("False", "false")
|
||||
value = value.replace('@', '{').replace('²', '}')
|
||||
return value
|
||||
|
@ -1,312 +0,0 @@
|
||||
from bpy_types import PropertyGroup
|
||||
import re
|
||||
|
||||
def parse_struct_string(string, start_nesting=0):
|
||||
#print("processing struct string", string, "start_nesting", start_nesting)
|
||||
fields = {}
|
||||
buff = []
|
||||
current_fieldName = None
|
||||
nesting_level = 0
|
||||
|
||||
start_offset = 0
|
||||
end_offset = 0
|
||||
|
||||
for index, char in enumerate(string):
|
||||
buff.append(char)
|
||||
if char == "," and nesting_level == start_nesting:
|
||||
#print("first case", end_offset)
|
||||
end_offset = index
|
||||
end_offset = len(string) if end_offset == 0 else end_offset
|
||||
|
||||
val = "".join(string[start_offset:end_offset])
|
||||
fields[current_fieldName] = val.strip()
|
||||
start_offset = index + 1
|
||||
#print("done with field name", current_fieldName, "value", fields[current_fieldName])
|
||||
|
||||
if char == "[" or char == "(":
|
||||
nesting_level += 1
|
||||
if nesting_level == start_nesting:
|
||||
start_offset = index + 1
|
||||
#print("nesting & setting start offset", start_offset)
|
||||
#print("nesting down", nesting_level)
|
||||
|
||||
if char == "]" or char == ")" :
|
||||
#print("nesting up", nesting_level)
|
||||
if nesting_level == start_nesting:
|
||||
end_offset = index
|
||||
#print("unesting & setting end offset", end_offset)
|
||||
nesting_level -= 1
|
||||
|
||||
|
||||
if char == ":" and nesting_level == start_nesting:
|
||||
end_offset = index
|
||||
fieldName = "".join(string[start_offset:end_offset])
|
||||
current_fieldName = fieldName.strip()
|
||||
start_offset = index + 1
|
||||
end_offset = 0 #hack
|
||||
#print("starting field name", fieldName, "index", index)
|
||||
buff = []
|
||||
|
||||
end_offset = len(string) if end_offset == 0 else end_offset
|
||||
#print("final start and end offset", start_offset, end_offset, "total length", len(string))
|
||||
|
||||
val = "".join(string[start_offset:end_offset])
|
||||
|
||||
fields[current_fieldName] = val.strip()
|
||||
#print("done with all fields", fields)
|
||||
return fields
|
||||
|
||||
def parse_tuplestruct_string(string, start_nesting=0):
|
||||
#print("processing tuppleStruct", string, "start_nesting", start_nesting)
|
||||
fields = []
|
||||
buff = []
|
||||
nesting_level = 0
|
||||
field_index = 0
|
||||
|
||||
start_offset = 0
|
||||
end_offset = 0
|
||||
# todo: strip all stuff before start_nesting
|
||||
|
||||
for index, char in enumerate(string):
|
||||
buff.append(char)
|
||||
if char == "," and nesting_level == start_nesting:
|
||||
end_offset = index
|
||||
end_offset = len(string) if end_offset == 0 else end_offset
|
||||
|
||||
val = "".join(string[start_offset:end_offset])
|
||||
fields.append(val.strip())
|
||||
field_index += 1
|
||||
#print("start and end offset", start_offset, end_offset, "total length", len(string))
|
||||
#print("done with field name", field_index, "value", fields)
|
||||
start_offset = index + 1
|
||||
end_offset = 0 # hack
|
||||
|
||||
if char == "[" or char == "(":
|
||||
nesting_level += 1
|
||||
if nesting_level == start_nesting:
|
||||
start_offset = index + 1
|
||||
#print("nesting & setting start offset", start_offset)
|
||||
#print("nesting down", nesting_level)
|
||||
|
||||
if char == "]" or char == ")" :
|
||||
if nesting_level == start_nesting:
|
||||
end_offset = index
|
||||
#print("unesting & setting end offset", end_offset)
|
||||
#print("nesting up", nesting_level)
|
||||
nesting_level -= 1
|
||||
|
||||
|
||||
end_offset = len(string) if end_offset == 0 else end_offset
|
||||
#print("final start and end offset", start_offset, end_offset, "total length", len(string))
|
||||
|
||||
val = "".join(string[start_offset:end_offset]) #if end_offset != 0 else buff)
|
||||
fields.append(val.strip())
|
||||
fields = list(filter(lambda entry: entry != '', fields))
|
||||
#print("done with all fields", fields)
|
||||
return fields
|
||||
|
||||
|
||||
def parse_vec2(value, caster, typeName):
|
||||
parsed = parse_struct_string(value.replace(typeName,"").replace("(", "").replace(")","") )
|
||||
return [caster(parsed['x']), caster(parsed['y'])]
|
||||
|
||||
def parse_vec3(value, caster, typeName):
|
||||
parsed = parse_struct_string(value.replace(typeName,"").replace("(", "").replace(")","") )
|
||||
return [caster(parsed['x']), caster(parsed['y']), caster(parsed['z'])]
|
||||
|
||||
def parse_vec4(value, caster, typeName):
|
||||
parsed = parse_struct_string(value.replace(typeName,"").replace("(", "").replace(")","") )
|
||||
return [caster(parsed['x']), caster(parsed['y']), caster(parsed['z']), caster(parsed['w'])]
|
||||
|
||||
def parse_color(value, caster, typeName):
|
||||
parsed = parse_struct_string(value.replace(typeName,"").replace("(", "").replace(")","") )
|
||||
return [caster(parsed['red']), caster(parsed['green']), caster(parsed['blue']), caster(parsed['alpha'])]
|
||||
|
||||
def to_int(input):
|
||||
return int(float(input))
|
||||
|
||||
type_mappings = {
|
||||
"bool": lambda value: True if value == "true" else False,
|
||||
|
||||
"u8": lambda value: int(value),
|
||||
"u16": lambda value: int(value),
|
||||
"u32": lambda value: int(value),
|
||||
"u64": lambda value: int(value),
|
||||
"u128": lambda value: int(value),
|
||||
"u64": lambda value: int(value),
|
||||
"usize": lambda value: int(value),
|
||||
|
||||
"i8": lambda value: int(value),
|
||||
"i16": lambda value: int(value),
|
||||
"i32": lambda value: int(value),
|
||||
"i64": lambda value: int(value),
|
||||
"i128": lambda value: int(value),
|
||||
"isize": lambda value: int(value),
|
||||
|
||||
'f32': lambda value: float(value),
|
||||
'f64': lambda value: float(value),
|
||||
|
||||
"glam::Vec2": lambda value: parse_vec2(value, float, "Vec2"),
|
||||
"glam::DVec2": lambda value: parse_vec2(value, float, "DVec2"),
|
||||
"glam::UVec2": lambda value: parse_vec2(value, to_int, "UVec2"),
|
||||
|
||||
'glam::Vec3': lambda value: parse_vec3(value, float, "Vec3"),
|
||||
"glam::Vec3A": lambda value: parse_vec3(value, float, "Vec3A"),
|
||||
"glam::UVec3": lambda value: parse_vec3(value, to_int, "UVec3"),
|
||||
|
||||
"glam::Vec4": lambda value: parse_vec4(value, float, "Vec4"),
|
||||
"glam::DVec4": lambda value: parse_vec4(value, float, "DVec4"),
|
||||
"glam::UVec4": lambda value: parse_vec4(value, to_int, "UVec4"),
|
||||
|
||||
"glam::Quat": lambda value: parse_vec4(value, float, "Quat"),
|
||||
|
||||
'alloc::string::String': lambda value: str(value.replace('"', "")),
|
||||
'alloc::borrow::Cow<str>': lambda value: str(value.replace('"', "")),
|
||||
|
||||
'bevy_render::color::Color': lambda value: parse_color(value, float, "Rgba"),
|
||||
'bevy_ecs::entity::Entity': lambda value: int(value),
|
||||
}
|
||||
|
||||
def is_def_value_type(definition, registry):
|
||||
if definition == None:
|
||||
return True
|
||||
value_types_defaults = registry.value_types_defaults
|
||||
long_name = definition["long_name"]
|
||||
is_value_type = long_name in value_types_defaults
|
||||
return is_value_type
|
||||
|
||||
#converts the value of a single custom property into a value (values) of a property group
|
||||
def property_group_value_from_custom_property_value(property_group, definition, registry, value, nesting = []):
|
||||
value_types_defaults = registry.value_types_defaults
|
||||
type_info = definition["typeInfo"] if "typeInfo" in definition else None
|
||||
type_def = definition["type"] if "type" in definition else None
|
||||
properties = definition["properties"] if "properties" in definition else {}
|
||||
prefixItems = definition["prefixItems"] if "prefixItems" in definition else []
|
||||
long_name = definition["long_name"]
|
||||
|
||||
#is_value_type = type_def in value_types_defaults or long_name in value_types_defaults
|
||||
is_value_type = long_name in value_types_defaults
|
||||
nesting = nesting + [definition["short_name"]]
|
||||
|
||||
|
||||
if is_value_type:
|
||||
value = value.replace("(", "").replace(")", "")# FIXME: temporary, incoherent use of nesting levels between parse_tuplestruct_string & parse_struct_string
|
||||
value = type_mappings[long_name](value) if long_name in type_mappings else value
|
||||
return value
|
||||
elif type_info == "Struct":
|
||||
if len(property_group.field_names) != 0 :
|
||||
custom_property_values = parse_struct_string(value, start_nesting=1 if value.startswith("(") else 0)
|
||||
for index, field_name in enumerate(property_group.field_names):
|
||||
item_long_name = definition["properties"][field_name]["type"]["$ref"].replace("#/$defs/", "")
|
||||
item_definition = registry.type_infos[item_long_name] if item_long_name in registry.type_infos else None
|
||||
|
||||
custom_prop_value = custom_property_values[field_name]
|
||||
#print("field name", field_name, "value", custom_prop_value)
|
||||
propGroup_value = getattr(property_group, field_name)
|
||||
is_property_group = isinstance(propGroup_value, PropertyGroup)
|
||||
child_property_group = propGroup_value if is_property_group else None
|
||||
if item_definition != None:
|
||||
custom_prop_value = property_group_value_from_custom_property_value(child_property_group, item_definition, registry, value=custom_prop_value, nesting=nesting)
|
||||
else:
|
||||
custom_prop_value = custom_prop_value
|
||||
|
||||
if is_def_value_type(item_definition, registry):
|
||||
setattr(property_group , field_name, custom_prop_value)
|
||||
|
||||
|
||||
else:
|
||||
if len(value) > 2: #a unit struct should be two chars long :()
|
||||
#print("struct with zero fields")
|
||||
raise Exception("input string too big for a unit struct")
|
||||
|
||||
elif type_info == "Tuple":
|
||||
custom_property_values = parse_tuplestruct_string(value, start_nesting=1 if len(nesting) == 1 else 1)
|
||||
|
||||
for index, field_name in enumerate(property_group.field_names):
|
||||
item_long_name = definition["prefixItems"][index]["type"]["$ref"].replace("#/$defs/", "")
|
||||
item_definition = registry.type_infos[item_long_name] if item_long_name in registry.type_infos else None
|
||||
|
||||
custom_property_value = custom_property_values[index]
|
||||
|
||||
propGroup_value = getattr(property_group, field_name)
|
||||
is_property_group = isinstance(propGroup_value, PropertyGroup)
|
||||
child_property_group = propGroup_value if is_property_group else None
|
||||
if item_definition != None:
|
||||
custom_property_value = property_group_value_from_custom_property_value(child_property_group, item_definition, registry, value=custom_property_value, nesting=nesting)
|
||||
if is_def_value_type(item_definition, registry):
|
||||
setattr(property_group , field_name, custom_property_value)
|
||||
|
||||
elif type_info == "TupleStruct":
|
||||
custom_property_values = parse_tuplestruct_string(value, start_nesting=1 if len(nesting) == 1 else 0)
|
||||
for index, field_name in enumerate(property_group.field_names):
|
||||
item_long_name = definition["prefixItems"][index]["type"]["$ref"].replace("#/$defs/", "")
|
||||
item_definition = registry.type_infos[item_long_name] if item_long_name in registry.type_infos else None
|
||||
|
||||
custom_prop_value = custom_property_values[index]
|
||||
|
||||
value = getattr(property_group, field_name)
|
||||
is_property_group = isinstance(value, PropertyGroup)
|
||||
child_property_group = value if is_property_group else None
|
||||
if item_definition != None:
|
||||
custom_prop_value = property_group_value_from_custom_property_value(child_property_group, item_definition, registry, value=custom_prop_value, nesting=nesting)
|
||||
|
||||
if is_def_value_type(item_definition, registry):
|
||||
setattr(property_group , field_name, custom_prop_value)
|
||||
|
||||
elif type_info == "Enum":
|
||||
field_names = property_group.field_names
|
||||
if type_def == "object":
|
||||
regexp = re.search('(^[^\(]+)(\((.*)\))', value)
|
||||
try:
|
||||
chosen_variant_raw = regexp.group(1)
|
||||
chosen_variant_value = regexp.group(3)
|
||||
chosen_variant_name = "variant_" + chosen_variant_raw
|
||||
except:
|
||||
chosen_variant_raw = value
|
||||
chosen_variant_value = ""
|
||||
chosen_variant_name = "variant_" + chosen_variant_raw
|
||||
selection_index = property_group.field_names.index(chosen_variant_name)
|
||||
variant_definition = definition["oneOf"][selection_index-1]
|
||||
# first we set WHAT variant is selected
|
||||
setattr(property_group, "selection", chosen_variant_raw)
|
||||
|
||||
# and then we set the value of the variant
|
||||
if "prefixItems" in variant_definition:
|
||||
value = getattr(property_group, chosen_variant_name)
|
||||
is_property_group = isinstance(value, PropertyGroup)
|
||||
child_property_group = value if is_property_group else None
|
||||
|
||||
chosen_variant_value = "(" +chosen_variant_value +")" # needed to handle nesting correctly
|
||||
value = property_group_value_from_custom_property_value(child_property_group, variant_definition, registry, value=chosen_variant_value, nesting=nesting)
|
||||
|
||||
elif "properties" in variant_definition:
|
||||
value = getattr(property_group, chosen_variant_name)
|
||||
is_property_group = isinstance(value, PropertyGroup)
|
||||
child_property_group = value if is_property_group else None
|
||||
|
||||
value = property_group_value_from_custom_property_value(child_property_group, variant_definition, registry, value=chosen_variant_value, nesting=nesting)
|
||||
|
||||
else:
|
||||
chosen_variant_raw = value
|
||||
setattr(property_group, field_names[0], chosen_variant_raw)
|
||||
|
||||
elif type_info == "List":
|
||||
item_list = getattr(property_group, "list")
|
||||
item_long_name = getattr(property_group, "long_name")
|
||||
custom_property_values = parse_tuplestruct_string(value, start_nesting=2 if item_long_name.startswith("wrapper_") and value.startswith('(') else 1) # TODO : the additional check here is wrong, there is an issue somewhere in higher level stuff
|
||||
# clear list first
|
||||
item_list.clear()
|
||||
for raw_value in custom_property_values:
|
||||
new_entry = item_list.add()
|
||||
item_long_name = getattr(new_entry, "long_name") # we get the REAL type name
|
||||
definition = registry.type_infos[item_long_name] if item_long_name in registry.type_infos else None
|
||||
|
||||
if definition != None:
|
||||
property_group_value_from_custom_property_value(new_entry, definition, registry, value=raw_value, nesting=nesting)
|
||||
else:
|
||||
try:
|
||||
value = value.replace("(", "").replace(")", "")# FIXME: temporary, incoherent use of nesting levels between parse_tuplestruct_string & parse_struct_string
|
||||
value = type_mappings[long_name](value) if long_name in type_mappings else value
|
||||
return value
|
||||
except:
|
||||
pass
|
@ -1,95 +0,0 @@
|
||||
import bpy
|
||||
from bpy_types import PropertyGroup
|
||||
from bpy.props import (PointerProperty)
|
||||
from . import process_structs
|
||||
from . import process_tupples
|
||||
from . import process_enum
|
||||
from . import process_list
|
||||
from . import process_map
|
||||
|
||||
def process_component(registry, definition, update, extras=None, nesting = [], nesting_long_names = []):
|
||||
long_name = definition['long_name']
|
||||
short_name = definition["short_name"]
|
||||
type_info = definition["typeInfo"] if "typeInfo" in definition else None
|
||||
type_def = definition["type"] if "type" in definition else None
|
||||
properties = definition["properties"] if "properties" in definition else {}
|
||||
prefixItems = definition["prefixItems"] if "prefixItems" in definition else []
|
||||
|
||||
has_properties = len(properties.keys()) > 0
|
||||
has_prefixItems = len(prefixItems) > 0
|
||||
is_enum = type_info == "Enum"
|
||||
is_list = type_info == "List"
|
||||
is_map = type_info == "Map"
|
||||
|
||||
__annotations__ = {}
|
||||
tupple_or_struct = None
|
||||
|
||||
with_properties = False
|
||||
with_items = False
|
||||
with_enum = False
|
||||
with_list = False
|
||||
with_map = False
|
||||
|
||||
|
||||
if has_properties:
|
||||
__annotations__ = __annotations__ | process_structs.process_structs(registry, definition, properties, update, nesting, nesting_long_names)
|
||||
with_properties = True
|
||||
tupple_or_struct = "struct"
|
||||
|
||||
if has_prefixItems:
|
||||
__annotations__ = __annotations__ | process_tupples.process_tupples(registry, definition, prefixItems, update, nesting, nesting_long_names)
|
||||
with_items = True
|
||||
tupple_or_struct = "tupple"
|
||||
|
||||
if is_enum:
|
||||
__annotations__ = __annotations__ | process_enum.process_enum(registry, definition, update, nesting, nesting_long_names)
|
||||
with_enum = True
|
||||
|
||||
if is_list:
|
||||
__annotations__ = __annotations__ | process_list.process_list(registry, definition, update, nesting, nesting_long_names)
|
||||
with_list= True
|
||||
|
||||
if is_map:
|
||||
__annotations__ = __annotations__ | process_map.process_map(registry, definition, update, nesting, nesting_long_names)
|
||||
with_map = True
|
||||
|
||||
field_names = []
|
||||
for a in __annotations__:
|
||||
field_names.append(a)
|
||||
|
||||
|
||||
extras = extras if extras is not None else {
|
||||
"long_name": long_name
|
||||
}
|
||||
root_component = nesting_long_names[0] if len(nesting_long_names) > 0 else long_name
|
||||
# print("")
|
||||
property_group_params = {
|
||||
**extras,
|
||||
'__annotations__': __annotations__,
|
||||
'tupple_or_struct': tupple_or_struct,
|
||||
'field_names': field_names,
|
||||
**dict(with_properties = with_properties, with_items= with_items, with_enum= with_enum, with_list= with_list, with_map = with_map, short_name= short_name, long_name=long_name),
|
||||
'root_component': root_component
|
||||
}
|
||||
#FIXME: YIKES, but have not found another way:
|
||||
""" Withouth this ; the following does not work
|
||||
-BasicTest
|
||||
- NestingTestLevel2
|
||||
-BasicTest => the registration & update callback of this one overwrites the first "basicTest"
|
||||
have not found a cleaner workaround so far
|
||||
"""
|
||||
property_group_name = registry.generate_propGroup_name(nesting, long_name)
|
||||
(property_group_pointer, property_group_class) = property_group_from_infos(property_group_name, property_group_params)
|
||||
# add our component propertyGroup to the registry
|
||||
registry.register_component_propertyGroup(property_group_name, property_group_pointer)
|
||||
|
||||
return (property_group_pointer, property_group_class)
|
||||
|
||||
def property_group_from_infos(property_group_name, property_group_parameters):
|
||||
# print("creating property group", property_group_name)
|
||||
property_group_class = type(property_group_name, (PropertyGroup,), property_group_parameters)
|
||||
|
||||
bpy.utils.register_class(property_group_class)
|
||||
property_group_pointer = PointerProperty(type=property_group_class)
|
||||
|
||||
return (property_group_pointer, property_group_class)
|
@ -1,67 +0,0 @@
|
||||
from bpy.props import (StringProperty)
|
||||
from . import process_component
|
||||
|
||||
def process_enum(registry, definition, update, nesting, nesting_long_names):
|
||||
blender_property_mapping = registry.blender_property_mapping
|
||||
short_name = definition["short_name"]
|
||||
long_name = definition["long_name"]
|
||||
|
||||
type_def = definition["type"] if "type" in definition else None
|
||||
variants = definition["oneOf"]
|
||||
|
||||
nesting = nesting + [short_name]
|
||||
nesting_long_names = nesting_long_names = [long_name]
|
||||
|
||||
__annotations__ = {}
|
||||
original_type_name = "enum"
|
||||
|
||||
# print("processing enum", short_name, long_name, definition)
|
||||
|
||||
if type_def == "object":
|
||||
labels = []
|
||||
additional_annotations = {}
|
||||
for variant in variants:
|
||||
variant_name = variant["long_name"]
|
||||
variant_prefixed_name = "variant_" + variant_name
|
||||
labels.append(variant_name)
|
||||
|
||||
if "prefixItems" in variant:
|
||||
#print("tupple variant in enum", variant)
|
||||
registry.add_custom_type(variant_name, variant)
|
||||
(sub_component_group, _) = process_component.process_component(registry, variant, update, {"nested": True}, nesting, nesting_long_names)
|
||||
additional_annotations[variant_prefixed_name] = sub_component_group
|
||||
elif "properties" in variant:
|
||||
#print("struct variant in enum", variant)
|
||||
registry.add_custom_type(variant_name, variant)
|
||||
(sub_component_group, _) = process_component.process_component(registry, variant, update, {"nested": True}, nesting, nesting_long_names)
|
||||
additional_annotations[variant_prefixed_name] = sub_component_group
|
||||
else: # for the cases where it's neither a tupple nor a structs: FIXME: not 100% sure of this
|
||||
#print("other variant in enum")
|
||||
annotations = {"variant_"+variant_name: StringProperty(default="----<ignore_field>----")}
|
||||
additional_annotations = additional_annotations | annotations
|
||||
|
||||
items = tuple((e, e, e) for e in labels)
|
||||
|
||||
blender_property_def = blender_property_mapping[original_type_name]
|
||||
blender_property = blender_property_def["type"](
|
||||
**blender_property_def["presets"],# we inject presets first
|
||||
items=items, # this is needed by Blender's EnumProperty , which we are using here
|
||||
update= update
|
||||
)
|
||||
__annotations__["selection"] = blender_property
|
||||
|
||||
for a in additional_annotations:
|
||||
__annotations__[a] = additional_annotations[a]
|
||||
# enum_value => what field to display
|
||||
# a second field + property for the "content" of the enum
|
||||
else:
|
||||
items = tuple((e, e, "") for e in variants)
|
||||
blender_property_def = blender_property_mapping[original_type_name]
|
||||
blender_property = blender_property_def["type"](
|
||||
**blender_property_def["presets"],# we inject presets first
|
||||
items=items,
|
||||
update= update
|
||||
)
|
||||
__annotations__["selection"] = blender_property
|
||||
|
||||
return __annotations__
|
@ -1,37 +0,0 @@
|
||||
from bpy.props import (StringProperty, IntProperty, CollectionProperty)
|
||||
from .utils import generate_wrapper_propertyGroup
|
||||
from . import process_component
|
||||
|
||||
def process_list(registry, definition, update, nesting=[], nesting_long_names=[]):
|
||||
value_types_defaults = registry.value_types_defaults
|
||||
type_infos = registry.type_infos
|
||||
|
||||
short_name = definition["short_name"]
|
||||
long_name = definition["long_name"]
|
||||
ref_name = definition["items"]["type"]["$ref"].replace("#/$defs/", "")
|
||||
|
||||
nesting = nesting+[short_name]
|
||||
nesting_long_names = nesting_long_names + [long_name]
|
||||
|
||||
item_definition = type_infos[ref_name]
|
||||
item_long_name = item_definition["long_name"]
|
||||
is_item_value_type = item_long_name in value_types_defaults
|
||||
|
||||
property_group_class = None
|
||||
#if the content of the list is a unit type, we need to generate a fake wrapper, otherwise we cannot use layout.prop(group, "propertyName") as there is no propertyName !
|
||||
if is_item_value_type:
|
||||
property_group_class = generate_wrapper_propertyGroup(long_name, item_long_name, definition["items"]["type"]["$ref"], registry, update)
|
||||
else:
|
||||
(_, list_content_group_class) = process_component.process_component(registry, item_definition, update, {"nested": True, "long_name": item_long_name}, nesting)
|
||||
property_group_class = list_content_group_class
|
||||
|
||||
item_collection = CollectionProperty(type=property_group_class)
|
||||
|
||||
item_long_name = item_long_name if not is_item_value_type else "wrapper_" + item_long_name
|
||||
__annotations__ = {
|
||||
"list": item_collection,
|
||||
"list_index": IntProperty(name = "Index for list", default = 0, update=update),
|
||||
"long_name": StringProperty(default=item_long_name)
|
||||
}
|
||||
|
||||
return __annotations__
|
@ -1,85 +0,0 @@
|
||||
from bpy.props import (StringProperty, IntProperty, CollectionProperty, PointerProperty)
|
||||
from .utils import generate_wrapper_propertyGroup
|
||||
from . import process_component
|
||||
|
||||
def process_map(registry, definition, update, nesting=[], nesting_long_names=[]):
|
||||
value_types_defaults = registry.value_types_defaults
|
||||
type_infos = registry.type_infos
|
||||
|
||||
short_name = definition["short_name"]
|
||||
long_name = definition["long_name"]
|
||||
|
||||
nesting = nesting + [short_name]
|
||||
nesting_long_names = nesting_long_names + [long_name]
|
||||
|
||||
value_ref_name = definition["valueType"]["type"]["$ref"].replace("#/$defs/", "")
|
||||
key_ref_name = definition["keyType"]["type"]["$ref"].replace("#/$defs/", "")
|
||||
|
||||
#print("definition", definition)
|
||||
__annotations__ = {}
|
||||
if key_ref_name in type_infos:
|
||||
key_definition = type_infos[key_ref_name]
|
||||
original_long_name = key_definition["long_name"]
|
||||
is_key_value_type = original_long_name in value_types_defaults
|
||||
definition_link = definition["keyType"]["type"]["$ref"]
|
||||
|
||||
#if the content of the list is a unit type, we need to generate a fake wrapper, otherwise we cannot use layout.prop(group, "propertyName") as there is no propertyName !
|
||||
if is_key_value_type:
|
||||
keys_property_group_class = generate_wrapper_propertyGroup(f"{long_name}_keys", original_long_name, definition_link, registry, update)
|
||||
else:
|
||||
(_, list_content_group_class) = process_component.process_component(registry, key_definition, update, {"nested": True, "long_name": original_long_name}, nesting, nesting_long_names)
|
||||
keys_property_group_class = list_content_group_class
|
||||
|
||||
keys_collection = CollectionProperty(type=keys_property_group_class)
|
||||
keys_property_group_pointer = PointerProperty(type=keys_property_group_class)
|
||||
else:
|
||||
__annotations__["list"] = StringProperty(default="N/A")
|
||||
registry.add_missing_typeInfo(key_ref_name)
|
||||
# the root component also becomes invalid (in practice it is not always a component, but good enough)
|
||||
registry.add_invalid_component(nesting_long_names[0])
|
||||
|
||||
if value_ref_name in type_infos:
|
||||
value_definition = type_infos[value_ref_name]
|
||||
original_long_name = value_definition["long_name"]
|
||||
is_value_value_type = original_long_name in value_types_defaults
|
||||
definition_link = definition["valueType"]["type"]["$ref"]
|
||||
|
||||
#if the content of the list is a unit type, we need to generate a fake wrapper, otherwise we cannot use layout.prop(group, "propertyName") as there is no propertyName !
|
||||
if is_value_value_type:
|
||||
values_property_group_class = generate_wrapper_propertyGroup(f"{long_name}_values", original_long_name, definition_link, registry, update)
|
||||
else:
|
||||
(_, list_content_group_class) = process_component.process_component(registry, value_definition, update, {"nested": True, "long_name": original_long_name}, nesting, nesting_long_names)
|
||||
values_property_group_class = list_content_group_class
|
||||
|
||||
values_collection = CollectionProperty(type=values_property_group_class)
|
||||
values_property_group_pointer = PointerProperty(type=values_property_group_class)
|
||||
|
||||
else:
|
||||
#__annotations__["list"] = StringProperty(default="N/A")
|
||||
registry.add_missing_typeInfo(value_ref_name)
|
||||
# the root component also becomes invalid (in practice it is not always a component, but good enough)
|
||||
registry.add_invalid_component(nesting_long_names[0])
|
||||
|
||||
|
||||
if key_ref_name in type_infos and value_ref_name in type_infos:
|
||||
__annotations__ = {
|
||||
"list": keys_collection,
|
||||
"list_index": IntProperty(name = "Index for keys", default = 0, update=update),
|
||||
"keys_setter":keys_property_group_pointer,
|
||||
|
||||
"values_list": values_collection,
|
||||
"values_list_index": IntProperty(name = "Index for values", default = 0, update=update),
|
||||
"values_setter":values_property_group_pointer,
|
||||
}
|
||||
|
||||
"""__annotations__["list"] = StringProperty(default="N/A")
|
||||
__annotations__["values_list"] = StringProperty(default="N/A")
|
||||
__annotations__["keys_setter"] = StringProperty(default="N/A")"""
|
||||
|
||||
"""registry.add_missing_typeInfo(key_ref_name)
|
||||
registry.add_missing_typeInfo(value_ref_name)
|
||||
# the root component also becomes invalid (in practice it is not always a component, but good enough)
|
||||
registry.add_invalid_component(nesting_long_names[0])
|
||||
print("setting invalid flag for", nesting_long_names[0])"""
|
||||
|
||||
return __annotations__
|
@ -1,48 +0,0 @@
|
||||
from bpy.props import (StringProperty)
|
||||
from . import process_component
|
||||
|
||||
def process_structs(registry, definition, properties, update, nesting, nesting_long_names):
|
||||
value_types_defaults = registry.value_types_defaults
|
||||
blender_property_mapping = registry.blender_property_mapping
|
||||
type_infos = registry.type_infos
|
||||
long_name = definition["long_name"]
|
||||
short_name = definition["short_name"]
|
||||
|
||||
__annotations__ = {}
|
||||
default_values = {}
|
||||
nesting = nesting + [short_name]
|
||||
nesting_long_names = nesting_long_names + [long_name]
|
||||
|
||||
for property_name in properties.keys():
|
||||
ref_name = properties[property_name]["type"]["$ref"].replace("#/$defs/", "")
|
||||
|
||||
if ref_name in type_infos:
|
||||
original = type_infos[ref_name]
|
||||
original_long_name = original["long_name"]
|
||||
is_value_type = original_long_name in value_types_defaults
|
||||
value = value_types_defaults[original_long_name] if is_value_type else None
|
||||
default_values[property_name] = value
|
||||
|
||||
if is_value_type:
|
||||
if original_long_name in blender_property_mapping:
|
||||
blender_property_def = blender_property_mapping[original_long_name]
|
||||
blender_property = blender_property_def["type"](
|
||||
**blender_property_def["presets"],# we inject presets first
|
||||
name = property_name,
|
||||
default = value,
|
||||
update = update
|
||||
)
|
||||
__annotations__[property_name] = blender_property
|
||||
else:
|
||||
original_long_name = original["long_name"]
|
||||
(sub_component_group, _) = process_component.process_component(registry, original, update, {"nested": True, "long_name": original_long_name}, nesting, nesting_long_names)
|
||||
__annotations__[property_name] = sub_component_group
|
||||
# if there are sub fields, add an attribute "sub_fields" possibly a pointer property ? or add a standard field to the type , that is stored under "attributes" and not __annotations (better)
|
||||
else:
|
||||
# component not found in type_infos, generating placeholder
|
||||
__annotations__[property_name] = StringProperty(default="N/A")
|
||||
registry.add_missing_typeInfo(ref_name)
|
||||
# the root component also becomes invalid (in practice it is not always a component, but good enough)
|
||||
registry.add_invalid_component(nesting_long_names[0])
|
||||
|
||||
return __annotations__
|
@ -1,55 +0,0 @@
|
||||
from bpy.props import (StringProperty)
|
||||
from . import process_component
|
||||
|
||||
def process_tupples(registry, definition, prefixItems, update, nesting=[], nesting_long_names=[]):
|
||||
value_types_defaults = registry.value_types_defaults
|
||||
blender_property_mapping = registry.blender_property_mapping
|
||||
type_infos = registry.type_infos
|
||||
long_name = definition["long_name"]
|
||||
short_name = definition["short_name"]
|
||||
|
||||
nesting = nesting + [short_name]
|
||||
nesting_long_names = nesting_long_names + [long_name]
|
||||
__annotations__ = {}
|
||||
|
||||
default_values = []
|
||||
prefix_infos = []
|
||||
for index, item in enumerate(prefixItems):
|
||||
ref_name = item["type"]["$ref"].replace("#/$defs/", "")
|
||||
|
||||
property_name = str(index)# we cheat a bit, property names are numbers here, as we do not have a real property name
|
||||
|
||||
if ref_name in type_infos:
|
||||
original = type_infos[ref_name]
|
||||
original_long_name = original["long_name"]
|
||||
is_value_type = original_long_name in value_types_defaults
|
||||
|
||||
value = value_types_defaults[original_long_name] if is_value_type else None
|
||||
default_values.append(value)
|
||||
prefix_infos.append(original)
|
||||
|
||||
if is_value_type:
|
||||
if original_long_name in blender_property_mapping:
|
||||
blender_property_def = blender_property_mapping[original_long_name]
|
||||
blender_property = blender_property_def["type"](
|
||||
**blender_property_def["presets"],# we inject presets first
|
||||
name = property_name,
|
||||
default=value,
|
||||
update= update
|
||||
)
|
||||
|
||||
__annotations__[property_name] = blender_property
|
||||
else:
|
||||
original_long_name = original["long_name"]
|
||||
(sub_component_group, _) = process_component.process_component(registry, original, update, {"nested": True, "long_name": original_long_name}, nesting)
|
||||
__annotations__[property_name] = sub_component_group
|
||||
else:
|
||||
# component not found in type_infos, generating placeholder
|
||||
__annotations__[property_name] = StringProperty(default="N/A")
|
||||
registry.add_missing_typeInfo(ref_name)
|
||||
# the root component also becomes invalid (in practice it is not always a component, but good enough)
|
||||
registry.add_invalid_component(nesting_long_names[0])
|
||||
|
||||
|
||||
return __annotations__
|
||||
|
@ -1,44 +0,0 @@
|
||||
import bpy
|
||||
from .conversions_from_prop_group import property_group_value_to_custom_property_value
|
||||
from .process_component import process_component
|
||||
from .utils import update_calback_helper
|
||||
|
||||
import json
|
||||
## main callback function, fired whenever any property changes, no matter the nesting level
|
||||
def update_component(self, context, definition, component_name):
|
||||
registry = bpy.context.window_manager.components_registry
|
||||
current_object = bpy.context.object
|
||||
update_disabled = current_object["__disable__update"] if "__disable__update" in current_object else False
|
||||
update_disabled = registry.disable_all_object_updates or update_disabled # global settings
|
||||
if update_disabled:
|
||||
return
|
||||
print("")
|
||||
print("update in component", component_name, self, "current_object", current_object.name)
|
||||
components_in_object = current_object.components_meta.components
|
||||
component_meta = next(filter(lambda component: component["long_name"] == component_name, components_in_object), None)
|
||||
|
||||
if component_meta != None:
|
||||
property_group_name = registry.get_propertyGroupName_from_longName(component_name)
|
||||
property_group = getattr(component_meta, property_group_name)
|
||||
# we use our helper to set the values
|
||||
object = context.object
|
||||
previous = json.loads(object['bevy_components'])
|
||||
previous[component_name] = property_group_value_to_custom_property_value(property_group, definition, registry, None)
|
||||
object['bevy_components'] = json.dumps(previous)
|
||||
|
||||
|
||||
def generate_propertyGroups_for_components():
|
||||
registry = bpy.context.window_manager.components_registry
|
||||
if not registry.has_type_infos():
|
||||
registry.load_type_infos()
|
||||
|
||||
type_infos = registry.type_infos
|
||||
|
||||
for component_name in type_infos:
|
||||
definition = type_infos[component_name]
|
||||
is_component = definition['isComponent'] if "isComponent" in definition else False
|
||||
root_property_name = component_name if is_component else None
|
||||
process_component(registry, definition, update_calback_helper(definition, update_component, root_property_name), None, [])
|
||||
|
||||
# if we had to add any wrapper types on the fly, process them now
|
||||
registry.process_custom_types()
|
@ -1,63 +0,0 @@
|
||||
# helper function that returns a lambda, used for the PropertyGroups update function
|
||||
def update_calback_helper(definition, update, component_name_override):
|
||||
return lambda self, context: update(self, context, definition, component_name_override)
|
||||
|
||||
import bpy
|
||||
from bpy.props import (StringProperty)
|
||||
from bpy_types import PropertyGroup
|
||||
|
||||
# this helper creates a "fake"/wrapper property group that is NOT a real type in the registry
|
||||
# usefull for things like value types in list items etc
|
||||
def generate_wrapper_propertyGroup(wrapped_type_long_name_name, item_long_name, definition_link, registry, update):
|
||||
value_types_defaults = registry.value_types_defaults
|
||||
blender_property_mapping = registry.blender_property_mapping
|
||||
is_item_value_type = item_long_name in value_types_defaults
|
||||
|
||||
wrapper_name = "wrapper_" + wrapped_type_long_name_name
|
||||
|
||||
wrapper_definition = {
|
||||
"isComponent": False,
|
||||
"isResource": False,
|
||||
"items": False,
|
||||
"prefixItems": [
|
||||
{
|
||||
"type": {
|
||||
"$ref": definition_link
|
||||
}
|
||||
}
|
||||
],
|
||||
"short_name": wrapper_name, # FIXME !!!
|
||||
"long_name": wrapper_name,
|
||||
"type": "array",
|
||||
"typeInfo": "TupleStruct"
|
||||
}
|
||||
|
||||
# we generate a very small 'hash' for the component name
|
||||
property_group_name = registry.generate_propGroup_name(nesting=[], longName=wrapper_name)
|
||||
registry.add_custom_type(wrapper_name, wrapper_definition)
|
||||
|
||||
|
||||
blender_property = StringProperty(default="", update=update)
|
||||
if item_long_name in blender_property_mapping:
|
||||
value = value_types_defaults[item_long_name] if is_item_value_type else None
|
||||
blender_property_def = blender_property_mapping[item_long_name]
|
||||
blender_property = blender_property_def["type"](
|
||||
**blender_property_def["presets"],# we inject presets first
|
||||
name = "property_name",
|
||||
default = value,
|
||||
update = update
|
||||
)
|
||||
|
||||
wrapper_annotations = {
|
||||
'0' : blender_property
|
||||
}
|
||||
property_group_params = {
|
||||
'__annotations__': wrapper_annotations,
|
||||
'tupple_or_struct': "tupple",
|
||||
'field_names': ['0'],
|
||||
**dict(with_properties = False, with_items= True, with_enum= False, with_list= False, with_map =False, short_name=wrapper_name, long_name=wrapper_name),
|
||||
}
|
||||
property_group_class = type(property_group_name, (PropertyGroup,), property_group_params)
|
||||
bpy.utils.register_class(property_group_class)
|
||||
|
||||
return property_group_class
|
@ -1,3 +0,0 @@
|
||||
[pytest]
|
||||
testpaths =
|
||||
tests
|
@ -1,237 +0,0 @@
|
||||
import os
|
||||
import bpy
|
||||
from bpy_types import (Operator)
|
||||
from bpy.props import (StringProperty)
|
||||
from bpy_extras.io_utils import ImportHelper
|
||||
|
||||
from ..helpers import upsert_settings
|
||||
from ..components.metadata import apply_customProperty_values_to_object_propertyGroups, apply_propertyGroup_values_to_object_customProperties, ensure_metadata_for_all_objects
|
||||
from ..propGroups.prop_groups import generate_propertyGroups_for_components
|
||||
|
||||
class ReloadRegistryOperator(Operator):
|
||||
"""Reloads registry (schema file) from disk, generates propertyGroups for components & ensures all objects have metadata """
|
||||
bl_idname = "object.reload_registry"
|
||||
bl_label = "Reload Registry"
|
||||
bl_options = {"UNDO"}
|
||||
|
||||
component_type: StringProperty(
|
||||
name="component_type",
|
||||
description="component type to add",
|
||||
) # type: ignore
|
||||
|
||||
def execute(self, context):
|
||||
print("reload registry")
|
||||
context.window_manager.components_registry.load_schema()
|
||||
generate_propertyGroups_for_components()
|
||||
print("")
|
||||
print("")
|
||||
print("")
|
||||
ensure_metadata_for_all_objects()
|
||||
|
||||
# now force refresh the ui
|
||||
for area in context.screen.areas:
|
||||
for region in area.regions:
|
||||
if region.type == "UI":
|
||||
region.tag_redraw()
|
||||
|
||||
return {'FINISHED'}
|
||||
|
||||
class COMPONENTS_OT_REFRESH_CUSTOM_PROPERTIES_ALL(Operator):
|
||||
"""Apply registry to ALL objects: update the custom property values of all objects based on their definition, if any"""
|
||||
bl_idname = "object.refresh_custom_properties_all"
|
||||
bl_label = "Apply Registry to all objects"
|
||||
bl_options = {"UNDO"}
|
||||
|
||||
@classmethod
|
||||
def register(cls):
|
||||
bpy.types.WindowManager.custom_properties_from_components_progress_all = bpy.props.FloatProperty(default=-1.0) #bpy.props.PointerProperty(type=RenameHelper)
|
||||
|
||||
@classmethod
|
||||
def unregister(cls):
|
||||
del bpy.types.WindowManager.custom_properties_from_components_progress_all
|
||||
|
||||
def execute(self, context):
|
||||
print("apply registry to all")
|
||||
#context.window_manager.components_registry.load_schema()
|
||||
total = len(bpy.data.objects)
|
||||
|
||||
for index, object in enumerate(bpy.data.objects):
|
||||
apply_propertyGroup_values_to_object_customProperties(object)
|
||||
progress = index / total
|
||||
context.window_manager.custom_properties_from_components_progress_all = progress
|
||||
# now force refresh the ui
|
||||
bpy.ops.wm.redraw_timer(type='DRAW_WIN_SWAP', iterations=1)
|
||||
context.window_manager.custom_properties_from_components_progress_all = -1.0
|
||||
|
||||
return {'FINISHED'}
|
||||
|
||||
class COMPONENTS_OT_REFRESH_CUSTOM_PROPERTIES_CURRENT(Operator):
|
||||
"""Apply registry to CURRENT object: update the custom property values of current object based on their definition, if any"""
|
||||
bl_idname = "object.refresh_custom_properties_current"
|
||||
bl_label = "Apply Registry to current object"
|
||||
bl_options = {"UNDO"}
|
||||
|
||||
@classmethod
|
||||
def register(cls):
|
||||
bpy.types.WindowManager.custom_properties_from_components_progress = bpy.props.FloatProperty(default=-1.0) #bpy.props.PointerProperty(type=RenameHelper)
|
||||
|
||||
@classmethod
|
||||
def unregister(cls):
|
||||
del bpy.types.WindowManager.custom_properties_from_components_progress
|
||||
|
||||
def execute(self, context):
|
||||
print("apply registry to current object")
|
||||
object = context.object
|
||||
context.window_manager.custom_properties_from_components_progress = 0.5
|
||||
# now force refresh the ui
|
||||
bpy.ops.wm.redraw_timer(type='DRAW_WIN_SWAP', iterations=1)
|
||||
apply_propertyGroup_values_to_object_customProperties(object)
|
||||
|
||||
context.window_manager.custom_properties_from_components_progress = -1.0
|
||||
return {'FINISHED'}
|
||||
|
||||
|
||||
class COMPONENTS_OT_REFRESH_PROPGROUPS_FROM_CUSTOM_PROPERTIES_CURRENT(Operator):
|
||||
"""Update UI values from custom properties to CURRENT object"""
|
||||
bl_idname = "object.refresh_ui_from_custom_properties_current"
|
||||
bl_label = "Apply custom_properties to current object"
|
||||
bl_options = {"UNDO"}
|
||||
|
||||
@classmethod
|
||||
def register(cls):
|
||||
bpy.types.WindowManager.components_from_custom_properties_progress = bpy.props.FloatProperty(default=-1.0) #bpy.props.PointerProperty(type=RenameHelper)
|
||||
|
||||
@classmethod
|
||||
def unregister(cls):
|
||||
del bpy.types.WindowManager.components_from_custom_properties_progress
|
||||
|
||||
def execute(self, context):
|
||||
print("apply custom properties to current object")
|
||||
object = context.object
|
||||
error = False
|
||||
try:
|
||||
apply_customProperty_values_to_object_propertyGroups(object)
|
||||
progress = 0.5
|
||||
context.window_manager.components_from_custom_properties_progress = progress
|
||||
try:
|
||||
# now force refresh the ui
|
||||
bpy.ops.wm.redraw_timer(type='DRAW_WIN_SWAP', iterations=1)
|
||||
except:pass # ony run in ui
|
||||
|
||||
except Exception as error_message:
|
||||
del object["__disable__update"] # make sure custom properties are updateable afterwards, even in the case of failure
|
||||
error = True
|
||||
self.report({'ERROR'}, "Failed to update propertyGroup values from custom property: Error:" + str(error_message))
|
||||
if not error:
|
||||
self.report({'INFO'}, "Sucessfully generated UI values for custom properties for selected object")
|
||||
context.window_manager.components_from_custom_properties_progress = -1.0
|
||||
|
||||
return {'FINISHED'}
|
||||
|
||||
|
||||
class COMPONENTS_OT_REFRESH_PROPGROUPS_FROM_CUSTOM_PROPERTIES_ALL(Operator):
|
||||
"""Update UI values from custom properties to ALL object"""
|
||||
bl_idname = "object.refresh_ui_from_custom_properties_all"
|
||||
bl_label = "Apply custom_properties to all objects"
|
||||
bl_options = {"UNDO"}
|
||||
|
||||
@classmethod
|
||||
def register(cls):
|
||||
bpy.types.WindowManager.components_from_custom_properties_progress_all = bpy.props.FloatProperty(default=-1.0) #bpy.props.PointerProperty(type=RenameHelper)
|
||||
|
||||
@classmethod
|
||||
def unregister(cls):
|
||||
del bpy.types.WindowManager.components_from_custom_properties_progress_all
|
||||
|
||||
def execute(self, context):
|
||||
print("apply custom properties to all object")
|
||||
bpy.context.window_manager.components_registry.disable_all_object_updates = True
|
||||
errors = []
|
||||
total = len(bpy.data.objects)
|
||||
|
||||
for index, object in enumerate(bpy.data.objects):
|
||||
|
||||
try:
|
||||
apply_customProperty_values_to_object_propertyGroups(object)
|
||||
except Exception as error:
|
||||
del object["__disable__update"] # make sure custom properties are updateable afterwards, even in the case of failure
|
||||
errors.append( "object: '" + object.name + "', error: " + str(error))
|
||||
|
||||
progress = index / total
|
||||
context.window_manager.components_from_custom_properties_progress_all = progress
|
||||
# now force refresh the ui
|
||||
bpy.ops.wm.redraw_timer(type='DRAW_WIN_SWAP', iterations=1)
|
||||
|
||||
|
||||
|
||||
if len(errors) > 0:
|
||||
self.report({'ERROR'}, "Failed to update propertyGroup values from custom property: Errors:" + str(errors))
|
||||
else:
|
||||
self.report({'INFO'}, "Sucessfully generated UI values for custom properties for all objects")
|
||||
bpy.context.window_manager.components_registry.disable_all_object_updates = False
|
||||
context.window_manager.components_from_custom_properties_progress_all = -1.0
|
||||
return {'FINISHED'}
|
||||
|
||||
class OT_OpenFilebrowser(Operator, ImportHelper):
|
||||
"""Browse for registry json file"""
|
||||
bl_idname = "generic.open_filebrowser"
|
||||
bl_label = "Open the file browser"
|
||||
|
||||
filter_glob: StringProperty(
|
||||
default='*.json',
|
||||
options={'HIDDEN'}
|
||||
) # type: ignore
|
||||
|
||||
def execute(self, context):
|
||||
"""Do something with the selected file(s)."""
|
||||
#filename, extension = os.path.splitext(self.filepath)
|
||||
file_path = bpy.data.filepath
|
||||
# Get the folder
|
||||
folder_path = os.path.dirname(file_path)
|
||||
relative_path = os.path.relpath(self.filepath, folder_path)
|
||||
|
||||
registry = context.window_manager.components_registry
|
||||
registry.schemaPath = relative_path
|
||||
|
||||
upsert_settings(registry.settings_save_path, {"schemaPath": relative_path})
|
||||
|
||||
return {'FINISHED'}
|
||||
|
||||
|
||||
class OT_select_object(Operator):
|
||||
"""Select object by name"""
|
||||
bl_idname = "object.select"
|
||||
bl_label = "Select object"
|
||||
bl_options = {"UNDO"}
|
||||
|
||||
object_name: StringProperty(
|
||||
name="object_name",
|
||||
description="object to select's name ",
|
||||
) # type: ignore
|
||||
|
||||
def execute(self, context):
|
||||
if self.object_name:
|
||||
object = bpy.data.objects[self.object_name]
|
||||
scenes_of_object = list(object.users_scene)
|
||||
if len(scenes_of_object) > 0:
|
||||
bpy.ops.object.select_all(action='DESELECT')
|
||||
bpy.context.window.scene = scenes_of_object[0]
|
||||
object.select_set(True)
|
||||
bpy.context.view_layer.objects.active = object
|
||||
return {'FINISHED'}
|
||||
|
||||
class OT_select_component_name_to_replace(Operator):
|
||||
"""Select component name to replace"""
|
||||
bl_idname = "object.select_component_name_to_replace"
|
||||
bl_label = "Select component name for bulk replace"
|
||||
bl_options = {"UNDO"}
|
||||
|
||||
component_name: StringProperty(
|
||||
name="component_name",
|
||||
description="component name to replace",
|
||||
) # type: ignore
|
||||
|
||||
def execute(self, context):
|
||||
context.window_manager.bevy_component_rename_helper.original_name = self.component_name
|
||||
return {'FINISHED'}
|
||||
|
@ -1,363 +0,0 @@
|
||||
import bpy
|
||||
import json
|
||||
import os
|
||||
import uuid
|
||||
from pathlib import Path
|
||||
from bpy_types import (PropertyGroup)
|
||||
from bpy.props import (StringProperty, BoolProperty, FloatProperty, FloatVectorProperty, IntProperty, IntVectorProperty, EnumProperty, PointerProperty, CollectionProperty)
|
||||
|
||||
from ..helpers import load_settings
|
||||
from ..propGroups.prop_groups import generate_propertyGroups_for_components
|
||||
from ..components.metadata import ComponentMetadata, ensure_metadata_for_all_objects
|
||||
|
||||
# helper class to store missing bevy types information
|
||||
class MissingBevyType(bpy.types.PropertyGroup):
|
||||
long_name: bpy.props.StringProperty(
|
||||
name="type",
|
||||
) # type: ignore
|
||||
|
||||
# helper function to deal with timer
|
||||
def toggle_watcher(self, context):
|
||||
#print("toggling watcher", self.watcher_enabled, watch_schema, self, bpy.app.timers)
|
||||
if not self.watcher_enabled:
|
||||
try:
|
||||
bpy.app.timers.unregister(watch_schema)
|
||||
except Exception as error:
|
||||
pass
|
||||
else:
|
||||
self.watcher_active = True
|
||||
bpy.app.timers.register(watch_schema)
|
||||
|
||||
def watch_schema():
|
||||
self = bpy.context.window_manager.components_registry
|
||||
# print("watching schema file for changes")
|
||||
try:
|
||||
stamp = os.stat(self.schemaFullPath).st_mtime
|
||||
stamp = str(stamp)
|
||||
if stamp != self.schemaTimeStamp and self.schemaTimeStamp != "":
|
||||
print("FILE CHANGED !!", stamp, self.schemaTimeStamp)
|
||||
# see here for better ways : https://stackoverflow.com/questions/11114492/check-if-a-file-is-not-open-nor-being-used-by-another-process
|
||||
"""try:
|
||||
os.rename(path, path)
|
||||
#return False
|
||||
except OSError: # file is in use
|
||||
print("in use")
|
||||
#return True"""
|
||||
#bpy.ops.object.reload_registry()
|
||||
# we need to add an additional delay as the file might not have loaded yet
|
||||
bpy.app.timers.register(lambda: bpy.ops.object.reload_registry(), first_interval=1)
|
||||
|
||||
self.schemaTimeStamp = stamp
|
||||
except Exception as error:
|
||||
pass
|
||||
return self.watcher_poll_frequency if self.watcher_enabled else None
|
||||
|
||||
|
||||
# this is where we store the information for all available components
|
||||
class ComponentsRegistry(PropertyGroup):
|
||||
|
||||
settings_save_path = ".bevy_components_settings" # where to store data in bpy.texts
|
||||
|
||||
schemaPath: bpy.props.StringProperty(
|
||||
name="schema path",
|
||||
description="path to the registry schema file",
|
||||
default="registry.json"
|
||||
)# type: ignore
|
||||
schemaFullPath : bpy.props.StringProperty(
|
||||
name="schema full path",
|
||||
description="path to the registry schema file",
|
||||
)# type: ignore
|
||||
|
||||
registry: bpy.props. StringProperty(
|
||||
name="registry",
|
||||
description="component registry"
|
||||
)# type: ignore
|
||||
|
||||
missing_type_infos: StringProperty(
|
||||
name="missing type infos",
|
||||
description="unregistered/missing type infos"
|
||||
)# type: ignore
|
||||
|
||||
disable_all_object_updates: BoolProperty(name="disable_object_updates", default=False) # type: ignore
|
||||
|
||||
## file watcher
|
||||
watcher_enabled: BoolProperty(name="Watcher_enabled", default=True, update=toggle_watcher)# type: ignore
|
||||
watcher_active: BoolProperty(name = "Flag for watcher status", default = False)# type: ignore
|
||||
|
||||
watcher_poll_frequency: IntProperty(
|
||||
name="watcher poll frequency",
|
||||
description="frequency (s) at wich to poll for changes to the registry file",
|
||||
min=1,
|
||||
max=10,
|
||||
default=1
|
||||
)# type: ignore
|
||||
|
||||
schemaTimeStamp: StringProperty(
|
||||
name="last timestamp of schema file",
|
||||
description="",
|
||||
default=""
|
||||
)# type: ignore
|
||||
|
||||
|
||||
missing_types_list: CollectionProperty(name="missing types list", type=MissingBevyType)# type: ignore
|
||||
missing_types_list_index: IntProperty(name = "Index for missing types list", default = 0)# type: ignore
|
||||
|
||||
blender_property_mapping = {
|
||||
"bool": dict(type=BoolProperty, presets=dict()),
|
||||
|
||||
"u8": dict(type=IntProperty, presets=dict(min=0, max=255)),
|
||||
"u16": dict(type=IntProperty, presets=dict(min=0, max=65535)),
|
||||
"u32": dict(type=IntProperty, presets=dict(min=0)),
|
||||
"u64": dict(type=IntProperty, presets=dict(min=0)),
|
||||
"u128": dict(type=IntProperty, presets=dict(min=0)),
|
||||
"u64": dict(type=IntProperty, presets=dict(min=0)),
|
||||
"usize": dict(type=IntProperty, presets=dict(min=0)),
|
||||
|
||||
"i8": dict(type=IntProperty, presets=dict()),
|
||||
"i16":dict(type=IntProperty, presets=dict()),
|
||||
"i32":dict(type=IntProperty, presets=dict()),
|
||||
"i64":dict(type=IntProperty, presets=dict()),
|
||||
"i128":dict(type=IntProperty, presets=dict()),
|
||||
"isize": dict(type=IntProperty, presets=dict()),
|
||||
|
||||
"f32": dict(type=FloatProperty, presets=dict()),
|
||||
"f64": dict(type=FloatProperty, presets=dict()),
|
||||
|
||||
"glam::Vec2": {"type": FloatVectorProperty, "presets": dict(size = 2) },
|
||||
"glam::DVec2": {"type": FloatVectorProperty, "presets": dict(size = 2) },
|
||||
"glam::UVec2": {"type": FloatVectorProperty, "presets": dict(size = 2) },
|
||||
|
||||
"glam::Vec3": {"type": FloatVectorProperty, "presets": {"size":3} },
|
||||
"glam::Vec3A":{"type": FloatVectorProperty, "presets": {"size":3} },
|
||||
"glam::DVec3":{"type": FloatVectorProperty, "presets": {"size":3} },
|
||||
"glam::UVec3":{"type": FloatVectorProperty, "presets": {"size":3} },
|
||||
|
||||
"glam::Vec4": {"type": FloatVectorProperty, "presets": {"size":4} },
|
||||
"glam::Vec4A": {"type": FloatVectorProperty, "presets": {"size":4} },
|
||||
"glam::DVec4": {"type": FloatVectorProperty, "presets": {"size":4} },
|
||||
"glam::UVec4":{"type": FloatVectorProperty, "presets": {"size":4, "min":0.0} },
|
||||
|
||||
"glam::Quat": {"type": FloatVectorProperty, "presets": {"size":4} },
|
||||
|
||||
"bevy_render::color::Color": dict(type = FloatVectorProperty, presets=dict(subtype='COLOR', size=4)),
|
||||
|
||||
"char": dict(type=StringProperty, presets=dict()),
|
||||
"str": dict(type=StringProperty, presets=dict()),
|
||||
"alloc::string::String": dict(type=StringProperty, presets=dict()),
|
||||
"alloc::borrow::Cow<str>": dict(type=StringProperty, presets=dict()),
|
||||
|
||||
|
||||
"enum": dict(type=EnumProperty, presets=dict()),
|
||||
|
||||
'bevy_ecs::entity::Entity': {"type": IntProperty, "presets": {"min":0} },
|
||||
'bevy_utils::Uuid': dict(type=StringProperty, presets=dict()),
|
||||
|
||||
}
|
||||
|
||||
|
||||
value_types_defaults = {
|
||||
"string":" ",
|
||||
"boolean": True,
|
||||
"float": 0.0,
|
||||
"uint": 0,
|
||||
"int":0,
|
||||
|
||||
# todo : we are re-doing the work of the bevy /rust side here, but it seems more pratical to alway look for the same field name on the blender side for matches
|
||||
"bool": True,
|
||||
|
||||
"u8": 0,
|
||||
"u16":0,
|
||||
"u32":0,
|
||||
"u64":0,
|
||||
"u128":0,
|
||||
"usize":0,
|
||||
|
||||
"i8": 0,
|
||||
"i16":0,
|
||||
"i32":0,
|
||||
"i64":0,
|
||||
"i128":0,
|
||||
"isize":0,
|
||||
|
||||
"f32": 0.0,
|
||||
"f64":0.0,
|
||||
|
||||
"char": " ",
|
||||
"str": " ",
|
||||
"alloc::string::String": " ",
|
||||
"alloc::borrow::Cow<str>": " ",
|
||||
|
||||
"glam::Vec2": [0.0, 0.0],
|
||||
"glam::DVec2": [0.0, 0.0],
|
||||
"glam::UVec2": [0, 0],
|
||||
|
||||
"glam::Vec3": [0.0, 0.0, 0.0],
|
||||
"glam::Vec3A":[0.0, 0.0, 0.0],
|
||||
"glam::UVec3": [0, 0, 0],
|
||||
|
||||
"glam::Vec4": [0.0, 0.0, 0.0, 0.0],
|
||||
"glam::DVec4": [0.0, 0.0, 0.0, 0.0],
|
||||
"glam::UVec4": [0, 0, 0, 0],
|
||||
|
||||
"glam::Quat": [0.0, 0.0, 0.0, 0.0],
|
||||
|
||||
"bevy_render::color::Color": [1.0, 1.0, 0.0, 1.0],
|
||||
|
||||
'bevy_ecs::entity::Entity': 0,#4294967295, # this is the same as Bevy's Entity::Placeholder, too big for Blender..sigh
|
||||
'bevy_utils::Uuid': '"'+str(uuid.uuid4())+'"'
|
||||
|
||||
}
|
||||
|
||||
type_infos = {}
|
||||
type_infos_missing = []
|
||||
component_propertyGroups = {}
|
||||
custom_types_to_add = {}
|
||||
invalid_components = []
|
||||
|
||||
@classmethod
|
||||
def register(cls):
|
||||
bpy.types.WindowManager.components_registry = PointerProperty(type=ComponentsRegistry)
|
||||
bpy.context.window_manager.components_registry.watcher_active = False
|
||||
|
||||
@classmethod
|
||||
def unregister(cls):
|
||||
bpy.context.window_manager.components_registry.watcher_active = False
|
||||
|
||||
for propgroup_name in cls.component_propertyGroups.keys():
|
||||
try:
|
||||
delattr(ComponentMetadata, propgroup_name)
|
||||
#print("unregistered propertyGroup", propgroup_name)
|
||||
except Exception as error:
|
||||
pass
|
||||
#print("failed to remove", error, "ComponentMetadata")
|
||||
|
||||
try:
|
||||
bpy.app.timers.unregister(watch_schema)
|
||||
except Exception as error:
|
||||
pass
|
||||
|
||||
del bpy.types.WindowManager.components_registry
|
||||
|
||||
def load_schema(self):
|
||||
print("load schema", self)
|
||||
# cleanup previous data if any
|
||||
self.propGroupIdCounter = 0
|
||||
self.long_names_to_propgroup_names.clear()
|
||||
self.missing_types_list.clear()
|
||||
self.type_infos.clear()
|
||||
self.type_infos_missing.clear()
|
||||
self.component_propertyGroups.clear()
|
||||
self.custom_types_to_add.clear()
|
||||
self.invalid_components.clear()
|
||||
|
||||
# now prepare paths to load data
|
||||
file_path = bpy.data.filepath
|
||||
# Get the folder
|
||||
folder_path = os.path.dirname(file_path)
|
||||
path = os.path.join(folder_path, self.schemaPath)
|
||||
self.schemaFullPath = path
|
||||
|
||||
f = Path(bpy.path.abspath(path)) # make a path object of abs path
|
||||
with open(path) as f:
|
||||
data = json.load(f)
|
||||
defs = data["$defs"]
|
||||
self.registry = json.dumps(defs) # FIXME:meh ?
|
||||
|
||||
# start timer
|
||||
if not self.watcher_active and self.watcher_enabled:
|
||||
self.watcher_active = True
|
||||
print("registering function", watch_schema)
|
||||
bpy.app.timers.register(watch_schema)
|
||||
|
||||
|
||||
# we load the json once, so we do not need to do it over & over again
|
||||
def load_type_infos(self):
|
||||
print("load type infos")
|
||||
ComponentsRegistry.type_infos = json.loads(self.registry)
|
||||
|
||||
def has_type_infos(self):
|
||||
return len(self.type_infos.keys()) != 0
|
||||
|
||||
def load_settings(self):
|
||||
print("loading settings")
|
||||
settings = load_settings(self.settings_save_path)
|
||||
|
||||
if settings!= None:
|
||||
print("settings", settings)
|
||||
self.schemaPath = settings["schemaPath"]
|
||||
self.load_schema()
|
||||
generate_propertyGroups_for_components()
|
||||
ensure_metadata_for_all_objects()
|
||||
|
||||
|
||||
# we keep a list of component propertyGroup around
|
||||
def register_component_propertyGroup(self, name, propertyGroup):
|
||||
self.component_propertyGroups[name] = propertyGroup
|
||||
|
||||
# to be able to give the user more feedback on any missin/unregistered types in their schema file
|
||||
def add_missing_typeInfo(self, long_name):
|
||||
if not long_name in self.type_infos_missing:
|
||||
self.type_infos_missing.append(long_name)
|
||||
setattr(self, "missing_type_infos", str(self.type_infos_missing))
|
||||
item = self.missing_types_list.add()
|
||||
item.long_name = long_name
|
||||
|
||||
def add_custom_type(self, long_name, type_definition):
|
||||
self.custom_types_to_add[long_name] = type_definition
|
||||
|
||||
def process_custom_types(self):
|
||||
for long_name in self.custom_types_to_add:
|
||||
self.type_infos[long_name] = self.custom_types_to_add[long_name]
|
||||
self.custom_types_to_add.clear()
|
||||
|
||||
# add an invalid component to the list (long name)
|
||||
def add_invalid_component(self, component_name):
|
||||
self.invalid_components.append(component_name)
|
||||
|
||||
|
||||
###########
|
||||
|
||||
propGroupIdCounter: IntProperty(
|
||||
name="propGroupIdCounter",
|
||||
description="",
|
||||
min=0,
|
||||
max=1000000000,
|
||||
default=0
|
||||
) # type: ignore
|
||||
|
||||
long_names_to_propgroup_names = {}
|
||||
|
||||
# generate propGroup name from nesting level & shortName: each shortName + nesting is unique
|
||||
def generate_propGroup_name(self, nesting, longName):
|
||||
#print("gen propGroup name for", shortName, nesting)
|
||||
self.propGroupIdCounter += 1
|
||||
|
||||
propGroupIndex = str(self.propGroupIdCounter)
|
||||
propGroupName = propGroupIndex + "_ui"
|
||||
|
||||
key = str(nesting) + longName if len(nesting) > 0 else longName
|
||||
self.long_names_to_propgroup_names[key] = propGroupName
|
||||
return propGroupName
|
||||
|
||||
def get_propertyGroupName_from_longName(self, longName):
|
||||
return self.long_names_to_propgroup_names.get(longName, None)
|
||||
|
||||
def long_name_to_key():
|
||||
pass
|
||||
|
||||
###########
|
||||
|
||||
"""
|
||||
object[component_definition.name] = 0.5
|
||||
property_manager = object.id_properties_ui(component_definition.name)
|
||||
property_manager.update(min=-10, max=10, soft_min=-5, soft_max=5)
|
||||
|
||||
print("property_manager", property_manager)
|
||||
|
||||
object[component_definition.name] = [0.8,0.2,1.0]
|
||||
property_manager = object.id_properties_ui(component_definition.name)
|
||||
property_manager.update(subtype='COLOR')
|
||||
|
||||
#IDPropertyUIManager
|
||||
#rna_ui = object[component_definition.name].get('_RNA_UI')
|
||||
"""
|
@ -1,327 +0,0 @@
|
||||
import json
|
||||
import bpy
|
||||
from bpy_types import (UIList)
|
||||
from bpy.props import (StringProperty)
|
||||
|
||||
from ..components.operators import OT_rename_component, RemoveComponentFromAllObjectsOperator, RemoveComponentOperator
|
||||
from .operators import(
|
||||
COMPONENTS_OT_REFRESH_PROPGROUPS_FROM_CUSTOM_PROPERTIES_ALL,
|
||||
COMPONENTS_OT_REFRESH_PROPGROUPS_FROM_CUSTOM_PROPERTIES_CURRENT,
|
||||
OT_OpenFilebrowser,
|
||||
OT_select_component_name_to_replace,
|
||||
OT_select_object, ReloadRegistryOperator,
|
||||
COMPONENTS_OT_REFRESH_CUSTOM_PROPERTIES_ALL,
|
||||
COMPONENTS_OT_REFRESH_CUSTOM_PROPERTIES_CURRENT)
|
||||
|
||||
class BEVY_COMPONENTS_PT_Configuration(bpy.types.Panel):
|
||||
bl_idname = "BEVY_COMPONENTS_PT_Configuration"
|
||||
bl_label = "Configuration"
|
||||
bl_space_type = 'VIEW_3D'
|
||||
bl_region_type = 'UI'
|
||||
bl_category = "Bevy Components"
|
||||
bl_context = "objectmode"
|
||||
bl_parent_id = "BEVY_COMPONENTS_PT_MainPanel"
|
||||
bl_options = {'DEFAULT_CLOSED'}
|
||||
bl_description = "list of missing/unregistered type from the bevy side"
|
||||
|
||||
def draw(self, context):
|
||||
layout = self.layout
|
||||
registry = context.window_manager.components_registry
|
||||
|
||||
|
||||
row = layout.row()
|
||||
col = row.column()
|
||||
col.enabled = False
|
||||
col.prop(registry, "schemaPath", text="Registry Schema path")
|
||||
col = row.column()
|
||||
col.operator(OT_OpenFilebrowser.bl_idname, text="Browse for registry schema file (json)")
|
||||
|
||||
layout.separator()
|
||||
layout.operator(ReloadRegistryOperator.bl_idname, text="reload registry" , icon="FILE_REFRESH")
|
||||
|
||||
layout.separator()
|
||||
row = layout.row()
|
||||
|
||||
row.prop(registry, "watcher_enabled", text="enable registry file polling")
|
||||
row.prop(registry, "watcher_poll_frequency", text="registry file poll frequency (s)")
|
||||
|
||||
layout.separator()
|
||||
layout.separator()
|
||||
|
||||
|
||||
class BEVY_COMPONENTS_PT_AdvancedToolsPanel(bpy.types.Panel):
|
||||
"""panel listing all the missing bevy types in the schema"""
|
||||
bl_idname = "BEVY_COMPONENTS_PT_AdvancedToolsPanel"
|
||||
bl_label = "Advanced tools"
|
||||
bl_space_type = 'VIEW_3D'
|
||||
bl_region_type = 'UI'
|
||||
bl_category = "Bevy Components"
|
||||
bl_context = "objectmode"
|
||||
bl_parent_id = "BEVY_COMPONENTS_PT_MainPanel"
|
||||
bl_options = {'DEFAULT_CLOSED'}
|
||||
bl_description = "advanced tooling"
|
||||
|
||||
|
||||
def draw_invalid_or_unregistered_header(self, layout, items):
|
||||
row = layout.row()
|
||||
|
||||
for item in items:
|
||||
col = row.column()
|
||||
col.label(text=item)
|
||||
|
||||
|
||||
def draw_invalid_or_unregistered(self, layout, status, component_name, object):
|
||||
available_components = bpy.context.window_manager.components_list
|
||||
registry = bpy.context.window_manager.components_registry
|
||||
registry_has_type_infos = registry.has_type_infos()
|
||||
|
||||
row = layout.row()
|
||||
|
||||
col = row.column()
|
||||
col.label(text=component_name)
|
||||
|
||||
col = row.column()
|
||||
operator = col.operator(OT_select_object.bl_idname, text=object.name)
|
||||
operator.object_name = object.name
|
||||
|
||||
col = row.column()
|
||||
col.label(text=status)
|
||||
|
||||
col = row.column()
|
||||
col.prop(available_components, "list", text="")
|
||||
|
||||
col = row.column()
|
||||
operator = col.operator(OT_rename_component.bl_idname, text="", icon="SHADERFX") #rename
|
||||
new_name = registry.type_infos[available_components.list]['long_name'] if available_components.list in registry.type_infos else ""
|
||||
operator.original_name = component_name
|
||||
operator.target_objects = json.dumps([object.name])
|
||||
operator.new_name = new_name
|
||||
col.enabled = registry_has_type_infos and component_name != "" and component_name != new_name
|
||||
|
||||
|
||||
col = row.column()
|
||||
operator = col.operator(RemoveComponentOperator.bl_idname, text="", icon="X")
|
||||
operator.object_name = object.name
|
||||
operator.component_name = component_name
|
||||
|
||||
col = row.column()
|
||||
col = row.column()
|
||||
operator = col.operator(OT_select_component_name_to_replace.bl_idname, text="", icon="EYEDROPPER") #text="select for rename",
|
||||
operator.component_name = component_name
|
||||
|
||||
def draw(self, context):
|
||||
layout = self.layout
|
||||
registry = bpy.context.window_manager.components_registry
|
||||
registry_has_type_infos = registry.has_type_infos()
|
||||
selected_object = context.selected_objects[0] if len(context.selected_objects) > 0 else None
|
||||
available_components = bpy.context.window_manager.components_list
|
||||
|
||||
row = layout.row()
|
||||
box= row.box()
|
||||
box.label(text="Invalid/ unregistered components")
|
||||
|
||||
objects_with_invalid_components = []
|
||||
invalid_component_names = []
|
||||
|
||||
self.draw_invalid_or_unregistered_header(layout, ["Component", "Object", "Status", "Target"])
|
||||
|
||||
for object in bpy.data.objects: # TODO: very inneficent
|
||||
if len(object.keys()) > 0:
|
||||
if "components_meta" in object:
|
||||
components_metadata = object.components_meta.components
|
||||
comp_names = []
|
||||
for index, component_meta in enumerate(components_metadata):
|
||||
long_name = component_meta.long_name
|
||||
if component_meta.invalid:
|
||||
self.draw_invalid_or_unregistered(layout, "Invalid", long_name, object)
|
||||
|
||||
if not object.name in objects_with_invalid_components:
|
||||
objects_with_invalid_components.append(object.name)
|
||||
|
||||
if not long_name in invalid_component_names:
|
||||
invalid_component_names.append(long_name)
|
||||
|
||||
|
||||
comp_names.append(long_name)
|
||||
|
||||
for custom_property in object.keys():
|
||||
if custom_property != 'components_meta' and custom_property != 'bevy_components' and custom_property not in comp_names:
|
||||
self.draw_invalid_or_unregistered(layout, "Unregistered", custom_property, object)
|
||||
|
||||
if not object.name in objects_with_invalid_components:
|
||||
objects_with_invalid_components.append(object.name)
|
||||
"""if not long_name in invalid_component_names:
|
||||
invalid_component_names.append(custom_property)""" # FIXME
|
||||
layout.separator()
|
||||
layout.separator()
|
||||
original_name = bpy.context.window_manager.bevy_component_rename_helper.original_name
|
||||
|
||||
row = layout.row()
|
||||
col = row.column()
|
||||
col.label(text="Original")
|
||||
col = row.column()
|
||||
col.label(text="New")
|
||||
col = row.column()
|
||||
col.label(text="------")
|
||||
|
||||
row = layout.row()
|
||||
col = row.column()
|
||||
box = col.box()
|
||||
box.label(text=original_name)
|
||||
|
||||
col = row.column()
|
||||
col.prop(available_components, "list", text="")
|
||||
#row.prop(available_components, "filter",text="Filter")
|
||||
|
||||
col = row.column()
|
||||
components_rename_progress = context.window_manager.components_rename_progress
|
||||
|
||||
if components_rename_progress == -1.0:
|
||||
operator = col.operator(OT_rename_component.bl_idname, text="apply", icon="SHADERFX")
|
||||
operator.target_objects = json.dumps(objects_with_invalid_components)
|
||||
new_name = registry.type_infos[available_components.list]['short_name'] if available_components.list in registry.type_infos else ""
|
||||
operator.new_name = new_name
|
||||
col.enabled = registry_has_type_infos and original_name != "" and original_name != new_name
|
||||
else:
|
||||
if hasattr(layout,"progress") : # only for Blender > 4.0
|
||||
col.progress(factor = components_rename_progress, text=f"updating {components_rename_progress * 100.0:.2f}%")
|
||||
|
||||
col = row.column()
|
||||
remove_components_progress = context.window_manager.components_remove_progress
|
||||
if remove_components_progress == -1.0:
|
||||
operator = row.operator(RemoveComponentFromAllObjectsOperator.bl_idname, text="", icon="X")
|
||||
operator.component_name = context.window_manager.bevy_component_rename_helper.original_name
|
||||
col.enabled = registry_has_type_infos and original_name != ""
|
||||
else:
|
||||
if hasattr(layout,"progress") : # only for Blender > 4.0
|
||||
col.progress(factor = remove_components_progress, text=f"updating {remove_components_progress * 100.0:.2f}%")
|
||||
|
||||
layout.separator()
|
||||
layout.separator()
|
||||
row = layout.row()
|
||||
box= row.box()
|
||||
box.label(text="Conversions between custom properties and components & vice-versa")
|
||||
|
||||
row = layout.row()
|
||||
row.label(text="WARNING ! The following operations will overwrite your existing custom properties if they have matching types on the bevy side !")
|
||||
row.alert = True
|
||||
|
||||
##
|
||||
row = layout.row()
|
||||
custom_properties_from_components_progress_current = context.window_manager.custom_properties_from_components_progress
|
||||
|
||||
if custom_properties_from_components_progress_current == -1.0:
|
||||
row.operator(COMPONENTS_OT_REFRESH_CUSTOM_PROPERTIES_CURRENT.bl_idname, text="update custom properties of current object" , icon="LOOP_FORWARDS")
|
||||
row.enabled = registry_has_type_infos and selected_object is not None
|
||||
else:
|
||||
if hasattr(layout,"progress") : # only for Blender > 4.0
|
||||
layout.progress(factor = custom_properties_from_components_progress_current, text=f"updating {custom_properties_from_components_progress_current * 100.0:.2f}%")
|
||||
|
||||
layout.separator()
|
||||
row = layout.row()
|
||||
custom_properties_from_components_progress_all = context.window_manager.custom_properties_from_components_progress_all
|
||||
|
||||
if custom_properties_from_components_progress_all == -1.0:
|
||||
row.operator(COMPONENTS_OT_REFRESH_CUSTOM_PROPERTIES_ALL.bl_idname, text="update custom properties of ALL objects" , icon="LOOP_FORWARDS")
|
||||
row.enabled = registry_has_type_infos
|
||||
else:
|
||||
if hasattr(layout,"progress") : # only for Blender > 4.0
|
||||
layout.progress(factor = custom_properties_from_components_progress_all, text=f"updating {custom_properties_from_components_progress_all * 100.0:.2f}%")
|
||||
|
||||
########################
|
||||
|
||||
row = layout.row()
|
||||
row.label(text="WARNING ! The following operations will try to overwrite your existing ui values if they have matching types on the bevy side !")
|
||||
row.alert = True
|
||||
|
||||
components_from_custom_properties_progress_current = context.window_manager.components_from_custom_properties_progress
|
||||
|
||||
row = layout.row()
|
||||
if components_from_custom_properties_progress_current == -1.0:
|
||||
row.operator(COMPONENTS_OT_REFRESH_PROPGROUPS_FROM_CUSTOM_PROPERTIES_CURRENT.bl_idname, text="update UI FROM custom properties of current object" , icon="LOOP_BACK")
|
||||
row.enabled = registry_has_type_infos and selected_object is not None
|
||||
else:
|
||||
if hasattr(layout,"progress") : # only for Blender > 4.0
|
||||
layout.progress(factor = components_from_custom_properties_progress_current, text=f"updating {components_from_custom_properties_progress_current * 100.0:.2f}%")
|
||||
|
||||
layout.separator()
|
||||
row = layout.row()
|
||||
components_from_custom_properties_progress_all = context.window_manager.components_from_custom_properties_progress_all
|
||||
|
||||
if components_from_custom_properties_progress_all == -1.0:
|
||||
row.operator(COMPONENTS_OT_REFRESH_PROPGROUPS_FROM_CUSTOM_PROPERTIES_ALL.bl_idname, text="update UI FROM custom properties of ALL objects" , icon="LOOP_BACK")
|
||||
row.enabled = registry_has_type_infos
|
||||
else:
|
||||
if hasattr(layout,"progress") : # only for Blender > 4.0
|
||||
layout.progress(factor = components_from_custom_properties_progress_all, text=f"updating {components_from_custom_properties_progress_all * 100.0:.2f}%")
|
||||
|
||||
|
||||
class BEVY_COMPONENTS_PT_MissingTypesPanel(bpy.types.Panel):
|
||||
"""panel listing all the missing bevy types in the schema"""
|
||||
bl_idname = "BEVY_COMPONENTS_PT_MissingTypesPanel"
|
||||
bl_label = "Bevy Missing/Unregistered Types"
|
||||
bl_space_type = 'VIEW_3D'
|
||||
bl_region_type = 'UI'
|
||||
bl_category = "Bevy Components"
|
||||
bl_context = "objectmode"
|
||||
bl_parent_id = "BEVY_COMPONENTS_PT_MainPanel"
|
||||
bl_options = {'DEFAULT_CLOSED'}
|
||||
bl_description = "list of missing/unregistered type from the bevy side"
|
||||
|
||||
def draw(self, context):
|
||||
layout = self.layout
|
||||
registry = bpy.context.window_manager.components_registry
|
||||
|
||||
layout.label(text="Missing types ")
|
||||
layout.template_list("MISSING_TYPES_UL_List", "Missing types list", registry, "missing_types_list", registry, "missing_types_list_index")
|
||||
|
||||
|
||||
class MISSING_TYPES_UL_List(UIList):
|
||||
"""Missing components UIList."""
|
||||
|
||||
use_filter_name_reverse: bpy.props.BoolProperty(
|
||||
name="Reverse Name",
|
||||
default=False,
|
||||
options=set(),
|
||||
description="Reverse name filtering",
|
||||
) # type: ignore
|
||||
|
||||
use_order_name = bpy.props.BoolProperty(name="Name", default=False, options=set(),
|
||||
description="Sort groups by their name (case-insensitive)")
|
||||
|
||||
def filter_items__(self, context, data, propname):
|
||||
"""Filter and order items in the list."""
|
||||
# We initialize filtered and ordered as empty lists. Notice that # if all sorting and filtering is disabled, we will return # these empty.
|
||||
filtered = []
|
||||
ordered = []
|
||||
items = getattr(data, propname)
|
||||
|
||||
helper_funcs = bpy.types.UI_UL_list
|
||||
|
||||
|
||||
print("filter, order", items, self, dict(self))
|
||||
if self.filter_name:
|
||||
print("ssdfs", self.filter_name)
|
||||
filtered= helper_funcs.filter_items_by_name(self.filter_name, self.bitflag_filter_item, items, "long_name", reverse=self.use_filter_name_reverse)
|
||||
|
||||
if not filtered:
|
||||
filtered = [self.bitflag_filter_item] * len(items)
|
||||
|
||||
if self.use_order_name:
|
||||
ordered = helper_funcs.sort_items_by_name(items, "name")
|
||||
|
||||
|
||||
return filtered, ordered
|
||||
|
||||
|
||||
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
|
||||
if self.layout_type in {'DEFAULT', 'COMPACT'}:
|
||||
row = layout.row()
|
||||
#row.enabled = False
|
||||
#row.alert = True
|
||||
row.prop(item, "long_name", text="")
|
||||
|
||||
elif self.layout_type in {'GRID'}:
|
||||
layout.alignment = 'CENTER'
|
||||
row = layout.row()
|
||||
row.prop(item, "long_name", text="")
|
@ -1,217 +0,0 @@
|
||||
|
||||
import random
|
||||
import string
|
||||
import uuid
|
||||
from bpy_types import PropertyGroup
|
||||
|
||||
def random_bool():
|
||||
return bool(random.getrandbits(1))
|
||||
|
||||
def rand_int():
|
||||
return random.randint(0, 100)
|
||||
|
||||
def rand_float():
|
||||
return random.random()
|
||||
|
||||
def random_word(length):
|
||||
letters = string.ascii_lowercase
|
||||
return ''.join(random.choice(letters) for i in range(length))
|
||||
|
||||
def random_vec(length, type,):
|
||||
value = []
|
||||
for i in range(0, length):
|
||||
if type == 'float':
|
||||
value.append(rand_float())
|
||||
if type == 'int':
|
||||
value.append(rand_int())
|
||||
return value
|
||||
|
||||
type_mappings = {
|
||||
"bool": random_bool,
|
||||
|
||||
"u8": rand_int,
|
||||
"u16": rand_int,
|
||||
"u32": rand_int,
|
||||
"u64": rand_int,
|
||||
"u128": rand_int,
|
||||
"u64": rand_int,
|
||||
"usize": rand_int,
|
||||
|
||||
"i8": rand_int,
|
||||
"i16": rand_int,
|
||||
"i32": rand_int,
|
||||
"i64": rand_int,
|
||||
"i128": rand_int,
|
||||
"isize": rand_int,
|
||||
|
||||
'f32': rand_float,
|
||||
'f64': rand_float,
|
||||
|
||||
"glam::Vec2": lambda : random_vec(2, 'float'),
|
||||
"glam::DVec2": lambda : random_vec(2, 'float'),
|
||||
"glam::UVec2": lambda : random_vec(2, 'int'),
|
||||
|
||||
'glam::Vec3': lambda : random_vec(3, 'float'),
|
||||
"glam::Vec3A": lambda : random_vec(3, 'float'),
|
||||
"glam::UVec3": lambda : random_vec(3, 'int'),
|
||||
|
||||
"glam::Vec4": lambda : random_vec(4, 'float'),
|
||||
"glam::DVec4": lambda : random_vec(4, 'float'),
|
||||
"glam::UVec4": lambda : random_vec(4, 'int'),
|
||||
|
||||
"glam::Quat": lambda : random_vec(4, 'float'),
|
||||
|
||||
'bevy_render::color::Color': lambda : random_vec(4, 'float'),
|
||||
'alloc::string::String': lambda : random_word(8),
|
||||
'alloc::borrow::Cow<str>': lambda : random_word(8),
|
||||
|
||||
'bevy_ecs::entity::Entity': lambda: 0, #4294967295, #
|
||||
'bevy_utils::Uuid': lambda: '"'+str( uuid.UUID("73b3b118-7d01-4778-8bcc-4e79055f5d22") )+'"'
|
||||
}
|
||||
#
|
||||
|
||||
def is_def_value_type(definition, registry):
|
||||
if definition == None:
|
||||
return True
|
||||
value_types_defaults = registry.value_types_defaults
|
||||
long_name = definition["long_name"]
|
||||
is_value_type = long_name in value_types_defaults
|
||||
return is_value_type
|
||||
|
||||
# see https://docs.python.org/3/library/random.html
|
||||
def component_values_shuffler(seed=1, property_group=None, definition=None, registry=None, parent=None):
|
||||
if parent == None:
|
||||
random.seed(seed)
|
||||
|
||||
value_types_defaults = registry.value_types_defaults
|
||||
component_name = definition["short_name"]
|
||||
type_info = definition["typeInfo"] if "typeInfo" in definition else None
|
||||
type_def = definition["type"] if "type" in definition else None
|
||||
properties = definition["properties"] if "properties" in definition else {}
|
||||
prefixItems = definition["prefixItems"] if "prefixItems" in definition else []
|
||||
has_properties = len(properties.keys()) > 0
|
||||
has_prefixItems = len(prefixItems) > 0
|
||||
is_enum = type_info == "Enum"
|
||||
is_list = type_info == "List"
|
||||
long_name = definition["long_name"]
|
||||
|
||||
#is_value_type = type_def in value_types_defaults or long_name in value_types_defaults
|
||||
is_value_type = long_name in value_types_defaults
|
||||
|
||||
if is_value_type:
|
||||
fieldValue = type_mappings[long_name]()
|
||||
return fieldValue
|
||||
|
||||
elif type_info == "Struct":
|
||||
for index, field_name in enumerate(property_group.field_names):
|
||||
item_long_name = definition["properties"][field_name]["type"]["$ref"].replace("#/$defs/", "")
|
||||
item_definition = registry.type_infos[item_long_name] if item_long_name in registry.type_infos else None
|
||||
|
||||
value = getattr(property_group, field_name)
|
||||
is_property_group = isinstance(value, PropertyGroup)
|
||||
child_property_group = value if is_property_group else None
|
||||
if item_definition != None:
|
||||
value = component_values_shuffler(seed, child_property_group, item_definition, registry, parent=component_name)
|
||||
else:
|
||||
value = '""'
|
||||
is_item_value_type = is_def_value_type(item_definition, registry)
|
||||
if is_item_value_type:
|
||||
#print("setting attr", field_name , "for", component_name, "to", value, "value type", is_item_value_type)
|
||||
setattr(property_group , field_name, value)
|
||||
|
||||
elif type_info == "Tuple":
|
||||
#print("tup")
|
||||
|
||||
for index, field_name in enumerate(property_group.field_names):
|
||||
item_long_name = definition["prefixItems"][index]["type"]["$ref"].replace("#/$defs/", "")
|
||||
item_definition = registry.type_infos[item_long_name] if item_long_name in registry.type_infos else None
|
||||
|
||||
value = getattr(property_group, field_name)
|
||||
is_property_group = isinstance(value, PropertyGroup)
|
||||
child_property_group = value if is_property_group else None
|
||||
if item_definition != None:
|
||||
value = component_values_shuffler(seed, child_property_group, item_definition, registry, parent=component_name)
|
||||
else:
|
||||
value = '""'
|
||||
|
||||
is_item_value_type = is_def_value_type(item_definition, registry)
|
||||
if is_item_value_type:
|
||||
#print("setting attr", field_name , "for", component_name, "to", value, "value type", is_item_value_type)
|
||||
setattr(property_group , field_name, value)
|
||||
|
||||
elif type_info == "TupleStruct":
|
||||
#print("tupstruct")
|
||||
for index, field_name in enumerate(property_group.field_names):
|
||||
item_long_name = definition["prefixItems"][index]["type"]["$ref"].replace("#/$defs/", "")
|
||||
item_definition = registry.type_infos[item_long_name] if item_long_name in registry.type_infos else None
|
||||
|
||||
value = getattr(property_group, field_name)
|
||||
is_property_group = isinstance(value, PropertyGroup)
|
||||
child_property_group = value if is_property_group else None
|
||||
if item_definition != None:
|
||||
value = component_values_shuffler(seed, child_property_group, item_definition, registry, parent=component_name)
|
||||
else:
|
||||
value = '""'
|
||||
|
||||
is_item_value_type = is_def_value_type(item_definition, registry)
|
||||
if is_item_value_type:
|
||||
setattr(property_group , field_name, value)
|
||||
|
||||
elif type_info == "Enum":
|
||||
available_variants = definition["oneOf"] if type_def != "object" else list(map(lambda x: x["long_name"], definition["oneOf"]))
|
||||
selected = random.choice(available_variants)
|
||||
|
||||
# set selected variant
|
||||
setattr(property_group , "selection", selected)
|
||||
|
||||
if type_def == "object":
|
||||
selection_index = property_group.field_names.index("variant_"+selected)
|
||||
variant_name = property_group.field_names[selection_index]
|
||||
variant_definition = definition["oneOf"][selection_index-1]
|
||||
if "prefixItems" in variant_definition:
|
||||
value = getattr(property_group, variant_name)
|
||||
is_property_group = isinstance(value, PropertyGroup)
|
||||
child_property_group = value if is_property_group else None
|
||||
|
||||
value = component_values_shuffler(seed, child_property_group, variant_definition, registry, parent=component_name)
|
||||
value = selected + str(value,)
|
||||
elif "properties" in variant_definition:
|
||||
value = getattr(property_group, variant_name)
|
||||
is_property_group = isinstance(value, PropertyGroup)
|
||||
child_property_group = value if is_property_group else None
|
||||
|
||||
value = component_values_shuffler(seed, child_property_group, variant_definition, registry, parent=component_name)
|
||||
value = selected + str(value,)
|
||||
else:
|
||||
value = selected # here the value of the enum is just the name of the variant
|
||||
else:
|
||||
value = selected
|
||||
|
||||
|
||||
|
||||
elif type_info == "List":
|
||||
item_list = getattr(property_group, "list")
|
||||
item_list.clear()
|
||||
|
||||
item_long_name = getattr(property_group, "long_name")
|
||||
number_of_list_items_to_add = random.randint(1, 2)
|
||||
|
||||
for i in range(0, number_of_list_items_to_add):
|
||||
new_entry = item_list.add()
|
||||
item_long_name = getattr(new_entry, "long_name") # we get the REAL type name
|
||||
|
||||
definition = registry.type_infos[item_long_name] if item_long_name in registry.type_infos else None
|
||||
|
||||
if definition != None:
|
||||
component_values_shuffler(seed, new_entry, definition, registry, parent=component_name)
|
||||
else:
|
||||
pass
|
||||
else:
|
||||
print("something else")
|
||||
fieldValue = type_mappings[long_name]() if long_name in type_mappings else 'None'
|
||||
return fieldValue
|
||||
|
||||
#return value
|
||||
|
||||
|
||||
|
@ -1,555 +0,0 @@
|
||||
|
||||
|
||||
expected_custom_property_values = {'bevy_animation::AnimationPlayer': '(animation: "", paused: true)',
|
||||
'bevy_asset::handle::Handle<()>': 'Strong("")',
|
||||
'bevy_asset::handle::Handle<bevy_animation::AnimationClip>': 'Strong("")',
|
||||
'bevy_asset::handle::Handle<bevy_asset::assets::LoadedUntypedAsset>': 'Strong("")',
|
||||
'bevy_asset::handle::Handle<bevy_asset::folder::LoadedFolder>': 'Strong("")',
|
||||
'bevy_asset::handle::Handle<bevy_asset_loader::standard_dynamic_asset::StandardDynamicAssetCollection>': 'Strong("")',
|
||||
'bevy_asset::handle::Handle<bevy_audio::audio_source::AudioSource>': 'Strong("")',
|
||||
'bevy_asset::handle::Handle<bevy_audio::pitch::Pitch>': 'Strong("")',
|
||||
'bevy_asset::handle::Handle<bevy_gizmos::LineGizmo>': 'Strong("")',
|
||||
'bevy_asset::handle::Handle<bevy_gltf::Gltf>': 'Strong("")',
|
||||
'bevy_asset::handle::Handle<bevy_gltf::GltfMesh>': 'Strong("")',
|
||||
'bevy_asset::handle::Handle<bevy_gltf::GltfNode>': 'Strong("")',
|
||||
'bevy_asset::handle::Handle<bevy_gltf::GltfPrimitive>': 'Strong("")',
|
||||
'bevy_asset::handle::Handle<bevy_pbr::extended_material::ExtendedMaterial<bevy_pbr::pbr_material::StandardMaterial, bevy_example::test_components::MyExtension>>': 'Strong("")',
|
||||
'bevy_asset::handle::Handle<bevy_pbr::pbr_material::StandardMaterial>': 'Strong("")',
|
||||
'bevy_asset::handle::Handle<bevy_pbr::wireframe::WireframeMaterial>': 'Strong("")',
|
||||
'bevy_asset::handle::Handle<bevy_render::mesh::mesh::Mesh>': 'Strong("")',
|
||||
'bevy_asset::handle::Handle<bevy_render::mesh::mesh::skinning::SkinnedMeshInverseBindposes>': 'Strong("")',
|
||||
'bevy_asset::handle::Handle<bevy_render::render_resource::shader::Shader>': 'Strong("")',
|
||||
'bevy_asset::handle::Handle<bevy_render::texture::image::Image>': 'Strong("")',
|
||||
'bevy_asset::handle::Handle<bevy_scene::dynamic_scene::DynamicScene>': 'Strong("")',
|
||||
'bevy_asset::handle::Handle<bevy_scene::scene::Scene>': 'Strong("")',
|
||||
'bevy_asset::handle::Handle<bevy_sprite::mesh2d::color_material::ColorMaterial>': 'Strong("")',
|
||||
'bevy_asset::handle::Handle<bevy_sprite::texture_atlas::TextureAtlasLayout>': 'Strong("")',
|
||||
'bevy_asset::handle::Handle<bevy_text::font::Font>': 'Strong("")',
|
||||
'bevy_audio::audio::PlaybackSettings': '(mode: Once, paused: true, spatial: true, spatial_scale: "", speed: 0.0, '
|
||||
'volume: (0.0))',
|
||||
'bevy_audio::audio::SpatialListener': '(left_ear_offset: Vec3(x:0.0, y:0.0, z:0.0), right_ear_offset: Vec3(x:0.0, '
|
||||
'y:0.0, z:0.0))',
|
||||
'bevy_core::name::Name': '(hash: 0, name: " ")',
|
||||
'bevy_core_pipeline::bloom::settings::BloomSettings': '(composite_mode: EnergyConserving, high_pass_frequency: 0.0, '
|
||||
'intensity: 0.0, low_frequency_boost: 0.0, '
|
||||
'low_frequency_boost_curvature: 0.0, prefilter_settings: '
|
||||
'(threshold: 0.0, threshold_softness: 0.0))',
|
||||
'bevy_core_pipeline::contrast_adaptive_sharpening::ContrastAdaptiveSharpeningSettings': '(denoise: true, enabled: '
|
||||
'true, sharpening_strength: '
|
||||
'0.0)',
|
||||
'bevy_core_pipeline::core_2d::camera_2d::Camera2d': '()',
|
||||
'bevy_core_pipeline::core_3d::camera_3d::Camera3d': '(depth_load_op: Clear(0.0), depth_texture_usages: (0), '
|
||||
'screen_space_specular_transmission_quality: Low, '
|
||||
'screen_space_specular_transmission_steps: 0)',
|
||||
'bevy_core_pipeline::fxaa::Fxaa': '(edge_threshold: "", edge_threshold_min: "", enabled: true)',
|
||||
'bevy_core_pipeline::tonemapping::DebandDither': 'Disabled',
|
||||
'bevy_core_pipeline::tonemapping::Tonemapping': 'None',
|
||||
'bevy_example::dupe_components::EnumTest': 'Metal',
|
||||
'bevy_example::game::animation::Marker1': '()',
|
||||
'bevy_example::game::animation::Marker2': '()',
|
||||
'bevy_example::game::animation::Marker3': '()',
|
||||
'bevy_example::game::animation::MarkerFox': '()',
|
||||
'bevy_example::test_components::AComponentWithAnExtremlyExageratedOrMaybeNotButCouldBeNameOrWut': '()',
|
||||
'bevy_example::test_components::BasicTest': '(a: 0.0, b: 0, c: " ")',
|
||||
'bevy_example::test_components::EnumComplex': 'Float(0.0)',
|
||||
'bevy_example::test_components::EnumTest': 'Metal',
|
||||
'bevy_example::test_components::HashmapTestIntColor': '(inner: {})',
|
||||
'bevy_example::test_components::HashmapTestIntString': '(named_animations: {})',
|
||||
'bevy_example::test_components::HashmapTestSimple': '(named_animations: {})',
|
||||
'bevy_example::test_components::HashmapTestStringColor': '(inner: {})',
|
||||
'bevy_example::test_components::HashmapTestStringColorFlat': '({})',
|
||||
'bevy_example::test_components::HashmapTestStringFloat': '(named_animations: {})',
|
||||
'bevy_example::test_components::NestedTupleStuff': '(0.0, 0, (basic: (a: 0.0, b: 0, c: " "), color: (Rgba(red:1.0, '
|
||||
'green:1.0, blue:0.0, alpha:1.0)), colors_list: ([]), enable: '
|
||||
'true, enum_inner: Metal, nested: (vec: (Vec3(x:0.0, y:0.0, '
|
||||
'z:0.0))), text: " ", toggle: (true)))',
|
||||
'bevy_example::test_components::NestingTestLevel2': '(basic: (a: 0.0, b: 0, c: " "), color: (Rgba(red:1.0, green:1.0, '
|
||||
'blue:0.0, alpha:1.0)), colors_list: ([]), enable: true, '
|
||||
'enum_inner: Metal, nested: (vec: (Vec3(x:0.0, y:0.0, z:0.0))), '
|
||||
'text: " ", toggle: (true))',
|
||||
'bevy_example::test_components::NestingTestLevel3': '(vec: (Vec3(x:0.0, y:0.0, z:0.0)))',
|
||||
'bevy_example::test_components::TupleTest2': '(0.0, 0, " ")',
|
||||
'bevy_example::test_components::TupleTestBool': '(true)',
|
||||
'bevy_example::test_components::TupleTestColor': '(Rgba(red:1.0, green:1.0, blue:0.0, alpha:1.0))',
|
||||
'bevy_example::test_components::TupleTestF32': '(0.0)',
|
||||
'bevy_example::test_components::TupleTestStr': '(" ")',
|
||||
'bevy_example::test_components::TupleTestU64': '(0)',
|
||||
'bevy_example::test_components::TupleVec': '([])',
|
||||
'bevy_example::test_components::TupleVec2': '(Vec2(x:0.0, y:0.0))',
|
||||
'bevy_example::test_components::TupleVec3': '(Vec3(x:0.0, y:0.0, z:0.0))',
|
||||
'bevy_example::test_components::TupleVecF32F32': '([])',
|
||||
'bevy_example::test_components::UnitTest': '()',
|
||||
'bevy_example::test_components::VecOfColors': '([])',
|
||||
'bevy_example::test_components::VecOfF32s': '([])',
|
||||
'bevy_example::test_components::VecOfVec3s2': '([])',
|
||||
'bevy_gltf::GltfExtras': '(value: " ")',
|
||||
'bevy_gltf_blueprints::animation::AnimationInfos': '(animations: [])',
|
||||
'bevy_gltf_blueprints::animation::AnimationMarkers': '({})',
|
||||
'bevy_gltf_blueprints::animation::BlueprintAnimations': '(named_animations: "")',
|
||||
'bevy_gltf_blueprints::animation::SceneAnimations': '(named_animations: "")',
|
||||
'bevy_gltf_blueprints::materials::MaterialInfo': '(name: " ", source: " ")',
|
||||
'bevy_gltf_blueprints::spawn_from_blueprints::BlueprintName': '(" ")',
|
||||
'bevy_gltf_blueprints::spawn_from_blueprints::BlueprintsList': '({})',
|
||||
'bevy_gltf_blueprints::spawn_from_blueprints::SpawnHere': '()',
|
||||
'bevy_gltf_components::GltfProcessed': '()',
|
||||
'bevy_gltf_components::blender_settings::lighting::BlenderBackgroundShader': '(color: Rgba(red:1.0, green:1.0, '
|
||||
'blue:0.0, alpha:1.0), strength: 0.0)',
|
||||
'bevy_gltf_components::blender_settings::lighting::BlenderLightShadows': '(buffer_bias: 0.0, enabled: true)',
|
||||
'bevy_gltf_components::blender_settings::lighting::BlenderShadowSettings': '(cascade_size: 0)',
|
||||
'bevy_gltf_worlflow_examples_common::core::camera::camera_replace_proxies::SSAOSettings': '()',
|
||||
'bevy_gltf_worlflow_examples_common::core::camera::camera_tracking::CameraTrackable': '()',
|
||||
'bevy_gltf_worlflow_examples_common::core::camera::camera_tracking::CameraTracking': '(offset: Vec3(x:0.0, y:0.0, '
|
||||
'z:0.0))',
|
||||
'bevy_gltf_worlflow_examples_common::core::camera::camera_tracking::CameraTrackingOffset': '(Vec3(x:0.0, y:0.0, '
|
||||
'z:0.0))',
|
||||
'bevy_gltf_worlflow_examples_common::game::picking::Pickable': '()',
|
||||
'bevy_gltf_worlflow_examples_common::game::player::Player': '()',
|
||||
'bevy_gltf_worlflow_examples_common_rapier::physics::physics_replace_proxies::AutoAABBCollider': 'Cuboid',
|
||||
'bevy_gltf_worlflow_examples_common_rapier::physics::physics_replace_proxies::Collider': 'Ball(0.0)',
|
||||
'bevy_hierarchy::components::children::Children': '([])',
|
||||
'bevy_hierarchy::components::parent::Parent': '(0)',
|
||||
'bevy_pbr::bundle::CascadesVisibleEntities': '()',
|
||||
'bevy_pbr::bundle::CubemapVisibleEntities': '()',
|
||||
'bevy_pbr::fog::FogSettings': '(color: Rgba(red:1.0, green:1.0, blue:0.0, alpha:1.0), directional_light_color: '
|
||||
'Rgba(red:1.0, green:1.0, blue:0.0, alpha:1.0), directional_light_exponent: 0.0, '
|
||||
'falloff: Linear(end: 0.0, start: 0.0))',
|
||||
'bevy_pbr::light::CascadeShadowConfig': '(bounds: [], minimum_distance: 0.0, overlap_proportion: 0.0)',
|
||||
'bevy_pbr::light::Cascades': '(cascades: "")',
|
||||
'bevy_pbr::light::ClusterConfig': 'None',
|
||||
'bevy_pbr::light::DirectionalLight': '(color: Rgba(red:1.0, green:1.0, blue:0.0, alpha:1.0), illuminance: 0.0, '
|
||||
'shadow_depth_bias: 0.0, shadow_normal_bias: 0.0, shadows_enabled: true)',
|
||||
'bevy_pbr::light::NotShadowCaster': '()',
|
||||
'bevy_pbr::light::NotShadowReceiver': '()',
|
||||
'bevy_pbr::light::PointLight': '(color: Rgba(red:1.0, green:1.0, blue:0.0, alpha:1.0), intensity: 0.0, radius: 0.0, '
|
||||
'range: 0.0, shadow_depth_bias: 0.0, shadow_normal_bias: 0.0, shadows_enabled: true)',
|
||||
'bevy_pbr::light::ShadowFilteringMethod': 'Hardware2x2',
|
||||
'bevy_pbr::light::SpotLight': '(color: Rgba(red:1.0, green:1.0, blue:0.0, alpha:1.0), inner_angle: 0.0, intensity: '
|
||||
'0.0, outer_angle: 0.0, radius: 0.0, range: 0.0, shadow_depth_bias: 0.0, '
|
||||
'shadow_normal_bias: 0.0, shadows_enabled: true)',
|
||||
'bevy_pbr::light_probe::LightProbe': '()',
|
||||
'bevy_pbr::ssao::ScreenSpaceAmbientOcclusionSettings': '(quality_level: "")',
|
||||
'bevy_pbr::wireframe::NoWireframe': '()',
|
||||
'bevy_pbr::wireframe::Wireframe': '()',
|
||||
'bevy_pbr::wireframe::WireframeColor': '(color: Rgba(red:1.0, green:1.0, blue:0.0, alpha:1.0))',
|
||||
'bevy_rapier3d::dynamics::rigid_body::AdditionalMassProperties': 'Mass(0.0)',
|
||||
'bevy_rapier3d::dynamics::rigid_body::Ccd': '(enabled: true)',
|
||||
'bevy_rapier3d::dynamics::rigid_body::Damping': '(angular_damping: 0.0, linear_damping: 0.0)',
|
||||
'bevy_rapier3d::dynamics::rigid_body::Dominance': '(groups: 0)',
|
||||
'bevy_rapier3d::dynamics::rigid_body::ExternalForce': '(force: Vec3(x:0.0, y:0.0, z:0.0), torque: Vec3(x:0.0, y:0.0, '
|
||||
'z:0.0))',
|
||||
'bevy_rapier3d::dynamics::rigid_body::ExternalImpulse': '(impulse: Vec3(x:0.0, y:0.0, z:0.0), torque_impulse: '
|
||||
'Vec3(x:0.0, y:0.0, z:0.0))',
|
||||
'bevy_rapier3d::dynamics::rigid_body::GravityScale': '(0.0)',
|
||||
'bevy_rapier3d::dynamics::rigid_body::LockedAxes': '(0)',
|
||||
'bevy_rapier3d::dynamics::rigid_body::RigidBody': 'Dynamic',
|
||||
'bevy_rapier3d::dynamics::rigid_body::Sleeping': '(angular_threshold: 0.0, linear_threshold: 0.0, sleeping: true)',
|
||||
'bevy_rapier3d::dynamics::rigid_body::Velocity': '(angvel: Vec3(x:0.0, y:0.0, z:0.0), linvel: Vec3(x:0.0, y:0.0, '
|
||||
'z:0.0))',
|
||||
'bevy_rapier3d::geometry::collider::CollidingEntities': '("")',
|
||||
'bevy_rapier3d::geometry::collider::CollisionGroups': '(filters: (0), memberships: (0))',
|
||||
'bevy_rapier3d::geometry::collider::ContactForceEventThreshold': '(0.0)',
|
||||
'bevy_rapier3d::geometry::collider::Friction': '(coefficient: 0.0, combine_rule: "")',
|
||||
'bevy_rapier3d::geometry::collider::Group': '(0)',
|
||||
'bevy_rapier3d::geometry::collider::Restitution': '(coefficient: 0.0, combine_rule: "")',
|
||||
'bevy_rapier3d::geometry::collider::Sensor': '()',
|
||||
'bevy_rapier3d::geometry::collider::SolverGroups': '(filters: (0), memberships: (0))',
|
||||
'bevy_render::camera::camera::Camera': '(clear_color: Default, hdr: true, is_active: true, msaa_writeback: true, '
|
||||
'order: 0, viewport: None)',
|
||||
'bevy_render::camera::camera::CameraMainTextureUsages': 'None',
|
||||
'bevy_render::camera::camera::CameraRenderGraph': 'None',
|
||||
'bevy_render::camera::camera::Exposure': 'None',
|
||||
'bevy_render::camera::projection::OrthographicProjection': '(area: (max: Vec2(x:0.0, y:0.0), min: Vec2(x:0.0, '
|
||||
'y:0.0)), far: 0.0, near: 0.0, scale: 0.0, scaling_mode: '
|
||||
'Fixed(height: 0.0, width: 0.0), viewport_origin: '
|
||||
'Vec2(x:0.0, y:0.0))',
|
||||
'bevy_render::camera::projection::PerspectiveProjection': '(aspect_ratio: 0.0, far: 0.0, fov: 0.0, near: 0.0)',
|
||||
'bevy_render::camera::projection::Projection': 'Perspective((aspect_ratio: 0.0, far: 0.0, fov: 0.0, near: 0.0))',
|
||||
'bevy_render::mesh::mesh::skinning::SkinnedMesh': '(inverse_bindposes: Strong(""), joints: [])',
|
||||
'bevy_render::mesh::morph::MeshMorphWeights': '(weights: [])',
|
||||
'bevy_render::mesh::morph::MorphWeights': '(first_mesh: "", weights: [])',
|
||||
'bevy_render::primitives::Aabb': '(center: Vec3A(x:0.0, y:0.0, z:0.0), half_extents: Vec3A(x:0.0, y:0.0, z:0.0))',
|
||||
'bevy_render::primitives::CascadesFrusta': '()',
|
||||
'bevy_render::primitives::CubemapFrusta': '()',
|
||||
'bevy_render::primitives::Frustum': '()',
|
||||
'bevy_render::view::ColorGrading': '(exposure: 0.0, gamma: 0.0, post_saturation: 0.0, pre_saturation: 0.0)',
|
||||
'bevy_render::view::visibility::InheritedVisibility': '(true)',
|
||||
'bevy_render::view::visibility::NoFrustumCulling': '()',
|
||||
'bevy_render::view::visibility::ViewVisibility': '(true)',
|
||||
'bevy_render::view::visibility::Visibility': 'Inherited',
|
||||
'bevy_render::view::visibility::VisibleEntities': '()',
|
||||
'bevy_render::view::visibility::render_layers::RenderLayers': '(0)',
|
||||
'bevy_sprite::mesh2d::mesh::Mesh2dHandle': '(Strong(""))',
|
||||
'bevy_sprite::sprite::ImageScaleMode': 'Sliced((border: "", center_scale_mode: "", max_corner_scale: 0.0, '
|
||||
'sides_scale_mode: ""))',
|
||||
'bevy_sprite::sprite::Sprite': '(anchor: Center, color: Rgba(red:1.0, green:1.0, blue:0.0, alpha:1.0), custom_size: '
|
||||
'"", flip_x: true, flip_y: true, rect: "")',
|
||||
'bevy_text::pipeline::TextLayoutInfo': '(glyphs: "", logical_size: Vec2(x:0.0, y:0.0))',
|
||||
'bevy_text::text2d::Text2dBounds': '(size: Vec2(x:0.0, y:0.0))',
|
||||
'bevy_text::text::Text': '(justify: Left, linebreak_behavior: WordBoundary, sections: [])',
|
||||
'bevy_transform::components::global_transform::GlobalTransform': '((matrix3: (x_axis: Vec3A(x:0.0, y:0.0, z:0.0), '
|
||||
'y_axis: Vec3A(x:0.0, y:0.0, z:0.0), z_axis: '
|
||||
'Vec3A(x:0.0, y:0.0, z:0.0)), translation: '
|
||||
'Vec3A(x:0.0, y:0.0, z:0.0)))',
|
||||
'bevy_transform::components::transform::Transform': '(rotation: Quat(x:0.0, y:0.0, z:0.0, w:0.0), scale: Vec3(x:0.0, '
|
||||
'y:0.0, z:0.0), translation: Vec3(x:0.0, y:0.0, z:0.0))',
|
||||
'bevy_ui::focus::FocusPolicy': 'Block',
|
||||
'bevy_ui::focus::Interaction': 'Pressed',
|
||||
'bevy_ui::focus::RelativeCursorPosition': '(normalized: "", normalized_visible_node_rect: (max: Vec2(x:0.0, y:0.0), '
|
||||
'min: Vec2(x:0.0, y:0.0)))',
|
||||
'bevy_ui::measurement::ContentSize': '()',
|
||||
'bevy_ui::ui_node::BackgroundColor': '(Rgba(red:1.0, green:1.0, blue:0.0, alpha:1.0))',
|
||||
'bevy_ui::ui_node::BorderColor': '(Rgba(red:1.0, green:1.0, blue:0.0, alpha:1.0))',
|
||||
'bevy_ui::ui_node::CalculatedClip': '(clip: (max: Vec2(x:0.0, y:0.0), min: Vec2(x:0.0, y:0.0)))',
|
||||
'bevy_ui::ui_node::Node': '(calculated_size: Vec2(x:0.0, y:0.0), outline_offset: 0.0, outline_width: 0.0, '
|
||||
'stack_index: 0, unrounded_size: Vec2(x:0.0, y:0.0))',
|
||||
'bevy_ui::ui_node::Outline': '(color: Rgba(red:1.0, green:1.0, blue:0.0, alpha:1.0), offset: Auto, width: Auto)',
|
||||
'bevy_ui::ui_node::Style': '(align_content: Default, align_items: Default, align_self: Auto, aspect_ratio: None, '
|
||||
'border: (bottom: Auto, left: Auto, right: Auto, top: Auto), bottom: Auto, column_gap: '
|
||||
'Auto, direction: Inherit, display: Flex, flex_basis: Auto, flex_direction: Row, '
|
||||
'flex_grow: 0.0, flex_shrink: 0.0, flex_wrap: NoWrap, grid_auto_columns: "", '
|
||||
'grid_auto_flow: Row, grid_auto_rows: "", grid_column: (end: "", span: "", start: ""), '
|
||||
'grid_row: (end: "", span: "", start: ""), grid_template_columns: "", grid_template_rows: '
|
||||
'"", height: Auto, justify_content: Default, justify_items: Default, justify_self: Auto, '
|
||||
'left: Auto, margin: (bottom: Auto, left: Auto, right: Auto, top: Auto), max_height: Auto, '
|
||||
'max_width: Auto, min_height: Auto, min_width: Auto, overflow: (x: Visible, y: Visible), '
|
||||
'padding: (bottom: Auto, left: Auto, right: Auto, top: Auto), position_type: Relative, '
|
||||
'right: Auto, row_gap: Auto, top: Auto, width: Auto)',
|
||||
'bevy_ui::ui_node::UiImage': '(flip_x: true, flip_y: true, texture: Strong(""))',
|
||||
'bevy_ui::ui_node::ZIndex': 'Local(0)',
|
||||
'bevy_ui::widget::button::Button': '()',
|
||||
'bevy_ui::widget::image::UiImageSize': '(size: Vec2(x:0.0, y:0.0))',
|
||||
'bevy_ui::widget::label::Label': '()',
|
||||
'bevy_ui::widget::text::TextFlags': '(needs_new_measure_func: true, needs_recompute: true)',
|
||||
'bevy_window::window::PrimaryWindow': '()',
|
||||
'bevy_window::window::Window': '(canvas: None, composite_alpha_mode: Auto, cursor: (grab_mode: None, hit_test: true, '
|
||||
'icon: Default, visible: true), decorations: true, enabled_buttons: (close: true, '
|
||||
'maximize: true, minimize: true), focused: true, ime_enabled: true, ime_position: '
|
||||
'Vec2(x:0.0, y:0.0), internal: (maximize_request: None, minimize_request: None, '
|
||||
'physical_cursor_position: None), mode: Windowed, name: None, position: Automatic, '
|
||||
'present_mode: AutoVsync, prevent_default_event_handling: true, resizable: true, '
|
||||
'resize_constraints: (max_height: 0.0, max_width: 0.0, min_height: 0.0, min_width: '
|
||||
'0.0), resolution: (physical_height: 0, physical_width: 0, scale_factor: 0.0, '
|
||||
'scale_factor_override: None), title: " ", transparent: true, visible: true, '
|
||||
'window_level: AlwaysOnBottom, window_theme: "")'}
|
||||
|
||||
|
||||
|
||||
expected_custom_property_values_randomized = {'bevy_animation::AnimationPlayer': '(animation: "", paused: true)',
|
||||
'bevy_asset::handle::Handle<()>': 'Strong("")',
|
||||
'bevy_asset::handle::Handle<bevy_animation::AnimationClip>': 'Strong("")',
|
||||
'bevy_asset::handle::Handle<bevy_asset::assets::LoadedUntypedAsset>': 'Strong("")',
|
||||
'bevy_asset::handle::Handle<bevy_asset::folder::LoadedFolder>': 'Strong("")',
|
||||
'bevy_asset::handle::Handle<bevy_asset_loader::standard_dynamic_asset::StandardDynamicAssetCollection>': 'Strong("")',
|
||||
'bevy_asset::handle::Handle<bevy_audio::audio_source::AudioSource>': 'Strong("")',
|
||||
'bevy_asset::handle::Handle<bevy_audio::pitch::Pitch>': 'Strong("")',
|
||||
'bevy_asset::handle::Handle<bevy_gizmos::LineGizmo>': 'Strong("")',
|
||||
'bevy_asset::handle::Handle<bevy_gltf::Gltf>': 'Strong("")',
|
||||
'bevy_asset::handle::Handle<bevy_gltf::GltfMesh>': 'Strong("")',
|
||||
'bevy_asset::handle::Handle<bevy_gltf::GltfNode>': 'Strong("")',
|
||||
'bevy_asset::handle::Handle<bevy_gltf::GltfPrimitive>': 'Strong("")',
|
||||
'bevy_asset::handle::Handle<bevy_pbr::extended_material::ExtendedMaterial<bevy_pbr::pbr_material::StandardMaterial, bevy_example::test_components::MyExtension>>': 'Strong("")',
|
||||
'bevy_asset::handle::Handle<bevy_pbr::pbr_material::StandardMaterial>': 'Strong("")',
|
||||
'bevy_asset::handle::Handle<bevy_pbr::wireframe::WireframeMaterial>': 'Strong("")',
|
||||
'bevy_asset::handle::Handle<bevy_render::mesh::mesh::Mesh>': 'Strong("")',
|
||||
'bevy_asset::handle::Handle<bevy_render::mesh::mesh::skinning::SkinnedMeshInverseBindposes>': 'Strong("")',
|
||||
'bevy_asset::handle::Handle<bevy_render::render_resource::shader::Shader>': 'Strong("")',
|
||||
'bevy_asset::handle::Handle<bevy_render::texture::image::Image>': 'Strong("")',
|
||||
'bevy_asset::handle::Handle<bevy_scene::dynamic_scene::DynamicScene>': 'Strong("")',
|
||||
'bevy_asset::handle::Handle<bevy_scene::scene::Scene>': 'Strong("")',
|
||||
'bevy_asset::handle::Handle<bevy_sprite::mesh2d::color_material::ColorMaterial>': 'Strong("")',
|
||||
'bevy_asset::handle::Handle<bevy_sprite::texture_atlas::TextureAtlasLayout>': 'Strong("")',
|
||||
'bevy_asset::handle::Handle<bevy_text::font::Font>': 'Strong("")',
|
||||
'bevy_audio::audio::PlaybackSettings': '(mode: Once, paused: false, spatial: false, spatial_scale: "", speed: '
|
||||
'0.5780913233757019, volume: (0.20609822869300842))',
|
||||
'bevy_audio::audio::SpatialListener': '(left_ear_offset: Vec3(x:0.5714026093482971, y:0.42888906598091125, '
|
||||
'z:0.5780913233757019), right_ear_offset: Vec3(x:0.20609822869300842, '
|
||||
'y:0.8133212327957153, z:0.8235888481140137))',
|
||||
'bevy_core::name::Name': '(hash: 73, name: "bnpsagop")',
|
||||
'bevy_core_pipeline::bloom::settings::BloomSettings': '(composite_mode: EnergyConserving, high_pass_frequency: '
|
||||
'0.42888906598091125, intensity: 0.5780913233757019, '
|
||||
'low_frequency_boost: 0.20609822869300842, '
|
||||
'low_frequency_boost_curvature: 0.8133212327957153, '
|
||||
'prefilter_settings: (threshold: 0.8235888481140137, '
|
||||
'threshold_softness: 0.6534725427627563))',
|
||||
'bevy_core_pipeline::contrast_adaptive_sharpening::ContrastAdaptiveSharpeningSettings': '(denoise: true, enabled: '
|
||||
'false, sharpening_strength: '
|
||||
'0.42888906598091125)',
|
||||
'bevy_core_pipeline::core_2d::camera_2d::Camera2d': '()',
|
||||
'bevy_core_pipeline::core_3d::camera_3d::Camera3d': '(depth_load_op: Clear(0.42888906598091125), '
|
||||
'depth_texture_usages: (73), '
|
||||
'screen_space_specular_transmission_quality: Low, '
|
||||
'screen_space_specular_transmission_steps: 26)',
|
||||
'bevy_core_pipeline::fxaa::Fxaa': '(edge_threshold: "", edge_threshold_min: "", enabled: true)',
|
||||
'bevy_core_pipeline::tonemapping::DebandDither': 'Disabled',
|
||||
'bevy_core_pipeline::tonemapping::Tonemapping': 'None',
|
||||
'bevy_example::dupe_components::EnumTest': 'Squishy',
|
||||
'bevy_example::game::animation::Marker1': '()',
|
||||
'bevy_example::game::animation::Marker2': '()',
|
||||
'bevy_example::game::animation::Marker3': '()',
|
||||
'bevy_example::game::animation::MarkerFox': '()',
|
||||
'bevy_example::test_components::AComponentWithAnExtremlyExageratedOrMaybeNotButCouldBeNameOrWut': '()',
|
||||
'bevy_example::test_components::BasicTest': '(a: 0.5714026093482971, b: 54, c: "psagopiu")',
|
||||
'bevy_example::test_components::EnumComplex': 'StructLike(a: 0.03258506581187248, b: 61, c: "sagopiuz")',
|
||||
'bevy_example::test_components::EnumTest': 'Squishy',
|
||||
'bevy_example::test_components::HashmapTestIntColor': '(inner: {})',
|
||||
'bevy_example::test_components::HashmapTestIntString': '(named_animations: {})',
|
||||
'bevy_example::test_components::HashmapTestSimple': '(named_animations: {})',
|
||||
'bevy_example::test_components::HashmapTestStringColor': '(inner: {})',
|
||||
'bevy_example::test_components::HashmapTestStringColorFlat': '({})',
|
||||
'bevy_example::test_components::HashmapTestStringFloat': '(named_animations: {})',
|
||||
'bevy_example::test_components::NestedTupleStuff': '(0.5714026093482971, 54, (basic: (a: 0.4825616776943207, b: 1, c: '
|
||||
'"gopiuzfb"), color: (Rgba(red:0.5206693410873413, '
|
||||
'green:0.3277728259563446, blue:0.24999667704105377, '
|
||||
'alpha:0.952816903591156)), colors_list: '
|
||||
'([Rgba(red:0.0445563830435276, green:0.8601610660552979, '
|
||||
'blue:0.6031906008720398, alpha:0.38160598278045654), '
|
||||
'Rgba(red:0.2836182117462158, green:0.6749648451805115, '
|
||||
'blue:0.456831157207489, alpha:0.6858614683151245)]), enable: '
|
||||
'true, enum_inner: Rock, nested: (vec: (Vec3(x:0.1329781413078308, '
|
||||
'y:0.7678378224372864, z:0.9824132323265076))), text: "otmbsahe", '
|
||||
'toggle: (false)))',
|
||||
'bevy_example::test_components::NestingTestLevel2': '(basic: (a: 0.5714026093482971, b: 54, c: "psagopiu"), color: '
|
||||
'(Rgba(red:0.8106188178062439, green:0.03440357372164726, '
|
||||
'blue:0.49008557200431824, alpha:0.07608934491872787)), '
|
||||
'colors_list: ([Rgba(red:0.0445563830435276, '
|
||||
'green:0.8601610660552979, blue:0.6031906008720398, '
|
||||
'alpha:0.38160598278045654), Rgba(red:0.2836182117462158, '
|
||||
'green:0.6749648451805115, blue:0.456831157207489, '
|
||||
'alpha:0.6858614683151245)]), enable: true, enum_inner: Rock, '
|
||||
'nested: (vec: (Vec3(x:0.1329781413078308, y:0.7678378224372864, '
|
||||
'z:0.9824132323265076))), text: "otmbsahe", toggle: (false))',
|
||||
'bevy_example::test_components::NestingTestLevel3': '(vec: (Vec3(x:0.5714026093482971, y:0.42888906598091125, '
|
||||
'z:0.5780913233757019)))',
|
||||
'bevy_example::test_components::TupleTest2': '(0.5714026093482971, 54, "psagopiu")',
|
||||
'bevy_example::test_components::TupleTestBool': '(true)',
|
||||
'bevy_example::test_components::TupleTestColor': '(Rgba(red:0.5714026093482971, green:0.42888906598091125, '
|
||||
'blue:0.5780913233757019, alpha:0.20609822869300842))',
|
||||
'bevy_example::test_components::TupleTestF32': '(0.5714026093482971)',
|
||||
'bevy_example::test_components::TupleTestStr': '("sbnpsago")',
|
||||
'bevy_example::test_components::TupleTestU64': '(73)',
|
||||
'bevy_example::test_components::TupleVec': '(["npsagopi"])',
|
||||
'bevy_example::test_components::TupleVec2': '(Vec2(x:0.5714026093482971, y:0.42888906598091125))',
|
||||
'bevy_example::test_components::TupleVec3': '(Vec3(x:0.5714026093482971, y:0.42888906598091125, '
|
||||
'z:0.5780913233757019))',
|
||||
'bevy_example::test_components::TupleVecF32F32': '([(0.42888906598091125, 0.5780913233757019)])',
|
||||
'bevy_example::test_components::UnitTest': '()',
|
||||
'bevy_example::test_components::VecOfColors': '([Rgba(red:0.42888906598091125, green:0.5780913233757019, '
|
||||
'blue:0.20609822869300842, alpha:0.8133212327957153)])',
|
||||
'bevy_example::test_components::VecOfF32s': '([0.42888906598091125])',
|
||||
'bevy_example::test_components::VecOfVec3s2': '([(Vec3(x:0.42888906598091125, y:0.5780913233757019, '
|
||||
'z:0.20609822869300842))])',
|
||||
'bevy_gltf::GltfExtras': '(value: "sbnpsago")',
|
||||
'bevy_gltf_blueprints::animation::AnimationInfos': '(animations: [(frame_end: 0.42888906598091125, '
|
||||
'frame_end_override: 0.5780913233757019, frame_start: '
|
||||
'0.20609822869300842, frame_start_override: 0.8133212327957153, '
|
||||
'frames_length: 0.8235888481140137, name: "uzfbqpkc")])',
|
||||
'bevy_gltf_blueprints::animation::AnimationMarkers': '({})',
|
||||
'bevy_gltf_blueprints::animation::BlueprintAnimations': '(named_animations: "")',
|
||||
'bevy_gltf_blueprints::animation::SceneAnimations': '(named_animations: "")',
|
||||
'bevy_gltf_blueprints::materials::MaterialInfo': '(name: "sbnpsago", source: "piuzfbqp")',
|
||||
'bevy_gltf_blueprints::spawn_from_blueprints::BlueprintName': '("sbnpsago")',
|
||||
'bevy_gltf_blueprints::spawn_from_blueprints::BlueprintsList': '({})',
|
||||
'bevy_gltf_blueprints::spawn_from_blueprints::SpawnHere': '()',
|
||||
'bevy_gltf_components::GltfProcessed': '()',
|
||||
'bevy_gltf_components::blender_settings::lighting::BlenderBackgroundShader': '(color: Rgba(red:0.5714026093482971, '
|
||||
'green:0.42888906598091125, '
|
||||
'blue:0.5780913233757019, '
|
||||
'alpha:0.20609822869300842), strength: '
|
||||
'0.8133212327957153)',
|
||||
'bevy_gltf_components::blender_settings::lighting::BlenderLightShadows': '(buffer_bias: 0.5714026093482971, enabled: '
|
||||
'false)',
|
||||
'bevy_gltf_components::blender_settings::lighting::BlenderShadowSettings': '(cascade_size: 73)',
|
||||
'bevy_gltf_worlflow_examples_common::core::camera::camera_replace_proxies::SSAOSettings': '()',
|
||||
'bevy_gltf_worlflow_examples_common::core::camera::camera_tracking::CameraTrackable': '()',
|
||||
'bevy_gltf_worlflow_examples_common::core::camera::camera_tracking::CameraTracking': '(offset: '
|
||||
'Vec3(x:0.5714026093482971, '
|
||||
'y:0.42888906598091125, '
|
||||
'z:0.5780913233757019))',
|
||||
'bevy_gltf_worlflow_examples_common::core::camera::camera_tracking::CameraTrackingOffset': '(Vec3(x:0.5714026093482971, '
|
||||
'y:0.42888906598091125, '
|
||||
'z:0.5780913233757019))',
|
||||
'bevy_gltf_worlflow_examples_common::game::picking::Pickable': '()',
|
||||
'bevy_gltf_worlflow_examples_common::game::player::Player': '()',
|
||||
'bevy_gltf_worlflow_examples_common_rapier::physics::physics_replace_proxies::AutoAABBCollider': 'Capsule',
|
||||
'bevy_gltf_worlflow_examples_common_rapier::physics::physics_replace_proxies::Collider': 'Ball(0.42888906598091125)',
|
||||
'bevy_hierarchy::components::children::Children': '([0])',
|
||||
'bevy_hierarchy::components::parent::Parent': '(0)',
|
||||
'bevy_pbr::bundle::CascadesVisibleEntities': '()',
|
||||
'bevy_pbr::bundle::CubemapVisibleEntities': '()',
|
||||
'bevy_pbr::fog::FogSettings': '(color: Rgba(red:0.5714026093482971, green:0.42888906598091125, '
|
||||
'blue:0.5780913233757019, alpha:0.20609822869300842), directional_light_color: '
|
||||
'Rgba(red:0.8133212327957153, green:0.8235888481140137, blue:0.6534725427627563, '
|
||||
'alpha:0.16022956371307373), directional_light_exponent: 0.5206693410873413, falloff: '
|
||||
'ExponentialSquared(density: 0.07608934491872787))',
|
||||
'bevy_pbr::light::CascadeShadowConfig': '(bounds: [0.42888906598091125], minimum_distance: 0.5780913233757019, '
|
||||
'overlap_proportion: 0.20609822869300842)',
|
||||
'bevy_pbr::light::Cascades': '(cascades: "")',
|
||||
'bevy_pbr::light::ClusterConfig': 'None',
|
||||
'bevy_pbr::light::DirectionalLight': '(color: Rgba(red:0.5714026093482971, green:0.42888906598091125, '
|
||||
'blue:0.5780913233757019, alpha:0.20609822869300842), illuminance: '
|
||||
'0.8133212327957153, shadow_depth_bias: 0.8235888481140137, shadow_normal_bias: '
|
||||
'0.6534725427627563, shadows_enabled: false)',
|
||||
'bevy_pbr::light::NotShadowCaster': '()',
|
||||
'bevy_pbr::light::NotShadowReceiver': '()',
|
||||
'bevy_pbr::light::PointLight': '(color: Rgba(red:0.5714026093482971, green:0.42888906598091125, '
|
||||
'blue:0.5780913233757019, alpha:0.20609822869300842), intensity: 0.8133212327957153, '
|
||||
'radius: 0.8235888481140137, range: 0.6534725427627563, shadow_depth_bias: '
|
||||
'0.16022956371307373, shadow_normal_bias: 0.5206693410873413, shadows_enabled: false)',
|
||||
'bevy_pbr::light::ShadowFilteringMethod': 'Jimenez14',
|
||||
'bevy_pbr::light::SpotLight': '(color: Rgba(red:0.5714026093482971, green:0.42888906598091125, '
|
||||
'blue:0.5780913233757019, alpha:0.20609822869300842), inner_angle: 0.8133212327957153, '
|
||||
'intensity: 0.8235888481140137, outer_angle: 0.6534725427627563, radius: '
|
||||
'0.16022956371307373, range: 0.5206693410873413, shadow_depth_bias: 0.3277728259563446, '
|
||||
'shadow_normal_bias: 0.24999667704105377, shadows_enabled: true)',
|
||||
'bevy_pbr::light_probe::LightProbe': '()',
|
||||
'bevy_pbr::ssao::ScreenSpaceAmbientOcclusionSettings': '(quality_level: "")',
|
||||
'bevy_pbr::wireframe::NoWireframe': '()',
|
||||
'bevy_pbr::wireframe::Wireframe': '()',
|
||||
'bevy_pbr::wireframe::WireframeColor': '(color: Rgba(red:0.5714026093482971, green:0.42888906598091125, '
|
||||
'blue:0.5780913233757019, alpha:0.20609822869300842))',
|
||||
'bevy_rapier3d::dynamics::rigid_body::AdditionalMassProperties': 'Mass(0.42888906598091125)',
|
||||
'bevy_rapier3d::dynamics::rigid_body::Ccd': '(enabled: true)',
|
||||
'bevy_rapier3d::dynamics::rigid_body::Damping': '(angular_damping: 0.5714026093482971, linear_damping: '
|
||||
'0.42888906598091125)',
|
||||
'bevy_rapier3d::dynamics::rigid_body::Dominance': '(groups: 73)',
|
||||
'bevy_rapier3d::dynamics::rigid_body::ExternalForce': '(force: Vec3(x:0.5714026093482971, y:0.42888906598091125, '
|
||||
'z:0.5780913233757019), torque: Vec3(x:0.20609822869300842, '
|
||||
'y:0.8133212327957153, z:0.8235888481140137))',
|
||||
'bevy_rapier3d::dynamics::rigid_body::ExternalImpulse': '(impulse: Vec3(x:0.5714026093482971, y:0.42888906598091125, '
|
||||
'z:0.5780913233757019), torque_impulse: '
|
||||
'Vec3(x:0.20609822869300842, y:0.8133212327957153, '
|
||||
'z:0.8235888481140137))',
|
||||
'bevy_rapier3d::dynamics::rigid_body::GravityScale': '(0.5714026093482971)',
|
||||
'bevy_rapier3d::dynamics::rigid_body::LockedAxes': '(73)',
|
||||
'bevy_rapier3d::dynamics::rigid_body::RigidBody': 'Dynamic',
|
||||
'bevy_rapier3d::dynamics::rigid_body::Sleeping': '(angular_threshold: 0.5714026093482971, linear_threshold: '
|
||||
'0.42888906598091125, sleeping: true)',
|
||||
'bevy_rapier3d::dynamics::rigid_body::Velocity': '(angvel: Vec3(x:0.5714026093482971, y:0.42888906598091125, '
|
||||
'z:0.5780913233757019), linvel: Vec3(x:0.20609822869300842, '
|
||||
'y:0.8133212327957153, z:0.8235888481140137))',
|
||||
'bevy_rapier3d::geometry::collider::CollidingEntities': '("")',
|
||||
'bevy_rapier3d::geometry::collider::CollisionGroups': '(filters: (73), memberships: (4))',
|
||||
'bevy_rapier3d::geometry::collider::ContactForceEventThreshold': '(0.5714026093482971)',
|
||||
'bevy_rapier3d::geometry::collider::Friction': '(coefficient: 0.5714026093482971, combine_rule: "")',
|
||||
'bevy_rapier3d::geometry::collider::Group': '(73)',
|
||||
'bevy_rapier3d::geometry::collider::Restitution': '(coefficient: 0.5714026093482971, combine_rule: "")',
|
||||
'bevy_rapier3d::geometry::collider::Sensor': '()',
|
||||
'bevy_rapier3d::geometry::collider::SolverGroups': '(filters: (73), memberships: (4))',
|
||||
'bevy_render::camera::camera::Camera': '(clear_color: None, hdr: false, is_active: false, msaa_writeback: false, '
|
||||
'order: 73, viewport: None)',
|
||||
'bevy_render::camera::camera::CameraMainTextureUsages': 'None',
|
||||
'bevy_render::camera::camera::CameraRenderGraph': 'None',
|
||||
'bevy_render::camera::camera::Exposure': 'None',
|
||||
'bevy_render::camera::projection::OrthographicProjection': '(area: (max: Vec2(x:0.5714026093482971, '
|
||||
'y:0.42888906598091125), min: Vec2(x:0.5780913233757019, '
|
||||
'y:0.20609822869300842)), far: 0.8133212327957153, near: '
|
||||
'0.8235888481140137, scale: 0.6534725427627563, '
|
||||
'scaling_mode: WindowSize(0.03440357372164726), '
|
||||
'viewport_origin: Vec2(x:0.49008557200431824, '
|
||||
'y:0.07608934491872787))',
|
||||
'bevy_render::camera::projection::PerspectiveProjection': '(aspect_ratio: 0.5714026093482971, far: '
|
||||
'0.42888906598091125, fov: 0.5780913233757019, near: '
|
||||
'0.20609822869300842)',
|
||||
'bevy_render::camera::projection::Projection': 'Perspective((aspect_ratio: 0.42888906598091125, far: '
|
||||
'0.5780913233757019, fov: 0.20609822869300842, near: '
|
||||
'0.8133212327957153))',
|
||||
'bevy_render::mesh::mesh::skinning::SkinnedMesh': '(inverse_bindposes: Strong(""), joints: [0, 0])',
|
||||
'bevy_render::mesh::morph::MeshMorphWeights': '(weights: [0.42888906598091125])',
|
||||
'bevy_render::mesh::morph::MorphWeights': '(first_mesh: "", weights: [0.42888906598091125])',
|
||||
'bevy_render::primitives::Aabb': '(center: Vec3A(x:0.5714026093482971, y:0.42888906598091125, z:0.5780913233757019), '
|
||||
'half_extents: Vec3A(x:0.20609822869300842, y:0.8133212327957153, '
|
||||
'z:0.8235888481140137))',
|
||||
'bevy_render::primitives::CascadesFrusta': '()',
|
||||
'bevy_render::primitives::CubemapFrusta': '()',
|
||||
'bevy_render::primitives::Frustum': '()',
|
||||
'bevy_render::view::ColorGrading': '(exposure: 0.5714026093482971, gamma: 0.42888906598091125, post_saturation: '
|
||||
'0.5780913233757019, pre_saturation: 0.20609822869300842)',
|
||||
'bevy_render::view::visibility::InheritedVisibility': '(true)',
|
||||
'bevy_render::view::visibility::NoFrustumCulling': '()',
|
||||
'bevy_render::view::visibility::ViewVisibility': '(true)',
|
||||
'bevy_render::view::visibility::Visibility': 'Visible',
|
||||
'bevy_render::view::visibility::VisibleEntities': '()',
|
||||
'bevy_render::view::visibility::render_layers::RenderLayers': '(73)',
|
||||
'bevy_sprite::mesh2d::mesh::Mesh2dHandle': '(Strong(""))',
|
||||
'bevy_sprite::sprite::ImageScaleMode': 'Sliced((border: "", center_scale_mode: "", max_corner_scale: '
|
||||
'0.42888906598091125, sides_scale_mode: ""))',
|
||||
'bevy_sprite::sprite::Sprite': '(anchor: Custom(Vec2(x:0.03258506581187248, y:0.4825616776943207)), color: '
|
||||
'Rgba(red:0.014832446351647377, green:0.46258050203323364, blue:0.4912964105606079, '
|
||||
'alpha:0.27752065658569336), custom_size: "", flip_x: true, flip_y: false, rect: "")',
|
||||
'bevy_text::pipeline::TextLayoutInfo': '(glyphs: "", logical_size: Vec2(x:0.5714026093482971, y:0.42888906598091125))',
|
||||
'bevy_text::text2d::Text2dBounds': '(size: Vec2(x:0.5714026093482971, y:0.42888906598091125))',
|
||||
'bevy_text::text::Text': '(justify: Right, linebreak_behavior: WordBoundary, sections: [(style: (color: '
|
||||
'Rgba(red:0.4825616776943207, green:0.014832446351647377, blue:0.46258050203323364, '
|
||||
'alpha:0.4912964105606079), font: Weak(Index(index: "")), font_size: 0.03440357372164726), '
|
||||
'value: "pkchxlbn"), (style: (color: Rgba(red:0.8601610660552979, green:0.6031906008720398, '
|
||||
'blue:0.38160598278045654, alpha:0.2836182117462158), font: Weak(Uuid(uuid: '
|
||||
'"73b3b118-7d01-4778-8bcc-4e79055f5d22")), font_size: 0.17467059195041656), value: '
|
||||
'"jvleoyho")])',
|
||||
'bevy_transform::components::global_transform::GlobalTransform': '((matrix3: (x_axis: Vec3A(x:0.5714026093482971, '
|
||||
'y:0.42888906598091125, z:0.5780913233757019), '
|
||||
'y_axis: Vec3A(x:0.20609822869300842, '
|
||||
'y:0.8133212327957153, z:0.8235888481140137), '
|
||||
'z_axis: Vec3A(x:0.6534725427627563, '
|
||||
'y:0.16022956371307373, z:0.5206693410873413)), '
|
||||
'translation: Vec3A(x:0.3277728259563446, '
|
||||
'y:0.24999667704105377, z:0.952816903591156)))',
|
||||
'bevy_transform::components::transform::Transform': '(rotation: Quat(x:0.5714026093482971, y:0.42888906598091125, '
|
||||
'z:0.5780913233757019, w:0.20609822869300842), scale: '
|
||||
'Vec3(x:0.8133212327957153, y:0.8235888481140137, '
|
||||
'z:0.6534725427627563), translation: Vec3(x:0.16022956371307373, '
|
||||
'y:0.5206693410873413, z:0.3277728259563446))',
|
||||
'bevy_ui::focus::FocusPolicy': 'Block',
|
||||
'bevy_ui::focus::Interaction': 'None',
|
||||
'bevy_ui::focus::RelativeCursorPosition': '(normalized: "", normalized_visible_node_rect: (max: '
|
||||
'Vec2(x:0.5714026093482971, y:0.42888906598091125), min: '
|
||||
'Vec2(x:0.5780913233757019, y:0.20609822869300842)))',
|
||||
'bevy_ui::measurement::ContentSize': '()',
|
||||
'bevy_ui::ui_node::BackgroundColor': '(Rgba(red:0.5714026093482971, green:0.42888906598091125, '
|
||||
'blue:0.5780913233757019, alpha:0.20609822869300842))',
|
||||
'bevy_ui::ui_node::BorderColor': '(Rgba(red:0.5714026093482971, green:0.42888906598091125, blue:0.5780913233757019, '
|
||||
'alpha:0.20609822869300842))',
|
||||
'bevy_ui::ui_node::CalculatedClip': '(clip: (max: Vec2(x:0.5714026093482971, y:0.42888906598091125), min: '
|
||||
'Vec2(x:0.5780913233757019, y:0.20609822869300842)))',
|
||||
'bevy_ui::ui_node::Node': '(calculated_size: Vec2(x:0.5714026093482971, y:0.42888906598091125), outline_offset: '
|
||||
'0.5780913233757019, outline_width: 0.20609822869300842, stack_index: 62, unrounded_size: '
|
||||
'Vec2(x:0.8235888481140137, y:0.6534725427627563))',
|
||||
'bevy_ui::ui_node::Outline': '(color: Rgba(red:0.5714026093482971, green:0.42888906598091125, '
|
||||
'blue:0.5780913233757019, alpha:0.20609822869300842), offset: VMax(0.4912964105606079), '
|
||||
'width: Percent(0.6534725427627563))',
|
||||
'bevy_ui::ui_node::Style': '(align_content: SpaceAround, align_items: Default, align_self: Baseline, aspect_ratio: '
|
||||
'Some(0.5780913233757019), border: (bottom: Px(0.46258050203323364), left: '
|
||||
'Vw(0.8235888481140137), right: VMin(0.8106188178062439), top: Auto), bottom: '
|
||||
'Vh(0.49008557200431824), column_gap: Auto, direction: Inherit, display: None, flex_basis: '
|
||||
'Percent(0.0445563830435276), flex_direction: Column, flex_grow: 0.6031906008720398, '
|
||||
'flex_shrink: 0.38160598278045654, flex_wrap: Wrap, grid_auto_columns: "", grid_auto_flow: '
|
||||
'RowDense, grid_auto_rows: "", grid_column: (end: "", span: "", start: ""), grid_row: '
|
||||
'(end: "", span: "", start: ""), grid_template_columns: "", grid_template_rows: "", '
|
||||
'height: Vw(0.17467059195041656), justify_content: FlexEnd, justify_items: Stretch, '
|
||||
'justify_self: End, left: Px(0.45692843198776245), margin: (bottom: '
|
||||
'VMax(0.9824132323265076), left: Vw(0.6133268475532532), right: Auto, top: '
|
||||
'Vh(0.004055144265294075)), max_height: Px(0.1949533075094223), max_width: '
|
||||
'Percent(0.5363451838493347), min_height: VMax(0.8981962203979492), min_width: '
|
||||
'Percent(0.666689932346344), overflow: (x: Clip, y: Clip), padding: (bottom: '
|
||||
'Vw(0.06499417871236801), left: Vh(0.32468828558921814), right: Vh(0.15641891956329346), '
|
||||
'top: Px(0.9697836637496948)), position_type: Relative, right: Auto, row_gap: Auto, top: '
|
||||
'Vw(0.3011642396450043), width: Vh(0.6578909158706665))',
|
||||
'bevy_ui::ui_node::UiImage': '(flip_x: true, flip_y: false, texture: Weak(Uuid(uuid: '
|
||||
'"73b3b118-7d01-4778-8bcc-4e79055f5d22")))',
|
||||
'bevy_ui::ui_node::ZIndex': 'Local(54)',
|
||||
'bevy_ui::widget::button::Button': '()',
|
||||
'bevy_ui::widget::image::UiImageSize': '(size: Vec2(x:0.5714026093482971, y:0.42888906598091125))',
|
||||
'bevy_ui::widget::label::Label': '()',
|
||||
'bevy_ui::widget::text::TextFlags': '(needs_new_measure_func: true, needs_recompute: false)',
|
||||
'bevy_window::window::PrimaryWindow': '()',
|
||||
'bevy_window::window::Window': '(canvas: None, composite_alpha_mode: PostMultiplied, cursor: (grab_mode: Confined, '
|
||||
'hit_test: true, icon: Default, visible: false), decorations: false, enabled_buttons: '
|
||||
'(close: true, maximize: false, minimize: true), focused: false, ime_enabled: true, '
|
||||
'ime_position: Vec2(x:0.8106188178062439, y:0.03440357372164726), internal: '
|
||||
'(maximize_request: Some(false), minimize_request: None, physical_cursor_position: '
|
||||
'None), mode: SizedFullscreen, name: None, position: Centered(Current), present_mode: '
|
||||
'Immediate, prevent_default_event_handling: false, resizable: false, '
|
||||
'resize_constraints: (max_height: 0.42126399278640747, max_width: 0.8268482089042664, '
|
||||
'min_height: 0.2623211145401001, min_width: 0.17467059195041656), resolution: '
|
||||
'(physical_height: 38, physical_width: 84, scale_factor: 0.36258742213249207, '
|
||||
'scale_factor_override: Some(0.7678378224372864)), title: "hotmbsah", transparent: '
|
||||
'false, visible: false, window_level: Normal, window_theme: "")'}
|
@ -1,31 +0,0 @@
|
||||
import bpy
|
||||
import pytest
|
||||
|
||||
@pytest.fixture
|
||||
def setup_data(request):
|
||||
print("\nSetting up resources...")
|
||||
|
||||
schemaPath = "../../testing/bevy_example/assets/registry.json"
|
||||
|
||||
yield {"schema_path": schemaPath}
|
||||
|
||||
def finalizer():
|
||||
print("\nPerforming teardown...")
|
||||
registry = bpy.context.window_manager.components_registry
|
||||
|
||||
type_infos = registry.type_infos
|
||||
object = bpy.context.object
|
||||
remove_component_operator = bpy.ops.object.remove_bevy_component
|
||||
|
||||
for long_name in type_infos:
|
||||
definition = type_infos[long_name]
|
||||
component_name = definition["short_name"]
|
||||
if component_name in object:
|
||||
try:
|
||||
remove_component_operator(component_name=component_name)
|
||||
except Exception as error:
|
||||
pass
|
||||
|
||||
request.addfinalizer(finalizer)
|
||||
|
||||
return None
|
@ -1,257 +0,0 @@
|
||||
import bpy
|
||||
import pprint
|
||||
|
||||
from ..propGroups.conversions_to_prop_group import property_group_value_from_custom_property_value
|
||||
from ..propGroups.conversions_from_prop_group import property_group_value_to_custom_property_value
|
||||
from .component_values_shuffler import component_values_shuffler
|
||||
from .expected_component_values import (expected_custom_property_values, expected_custom_property_values_randomized)
|
||||
from ..components.metadata import get_bevy_component_value_by_long_name, get_bevy_components, upsert_bevy_component
|
||||
|
||||
from .setup_data import setup_data
|
||||
|
||||
def test_components_should_generate_correct_custom_properties(setup_data):
|
||||
registry = bpy.context.window_manager.components_registry
|
||||
registry.schemaPath = setup_data["schema_path"]
|
||||
bpy.ops.object.reload_registry()
|
||||
|
||||
type_infos = registry.type_infos
|
||||
object = bpy.context.object
|
||||
|
||||
add_component_operator = bpy.ops.object.add_bevy_component
|
||||
errors = []
|
||||
addable_components = []
|
||||
added_components = []
|
||||
|
||||
custom_property_values = {}
|
||||
|
||||
for long_name in type_infos:
|
||||
definition = type_infos[long_name]
|
||||
long_name = definition["long_name"]
|
||||
is_component = definition['isComponent'] if "isComponent" in definition else False
|
||||
if not is_component:
|
||||
continue
|
||||
|
||||
addable_components.append(long_name)
|
||||
|
||||
try:
|
||||
add_component_operator(component_type=long_name)
|
||||
|
||||
property_group_name = registry.get_propertyGroupName_from_longName(long_name)
|
||||
|
||||
target_components_metadata = object.components_meta.components
|
||||
component_meta = next(filter(lambda component: component["long_name"] == long_name, target_components_metadata), None)
|
||||
propertyGroup = getattr(component_meta, property_group_name, None)
|
||||
added_components.append(long_name)
|
||||
custom_property_values[long_name] = get_bevy_component_value_by_long_name(object, long_name)
|
||||
assert get_bevy_component_value_by_long_name(object, long_name) == expected_custom_property_values[long_name]
|
||||
|
||||
except Exception as error:
|
||||
errors.append(error)
|
||||
|
||||
pp = pprint.PrettyPrinter(depth=14, width=120)
|
||||
print("CUSTOM PROPERTY VALUES")
|
||||
pp.pprint(custom_property_values)
|
||||
|
||||
assert len(errors) == 0
|
||||
assert len(added_components) == 173
|
||||
|
||||
|
||||
def test_components_should_generate_correct_custom_properties_with_randomized_values(setup_data):
|
||||
registry = bpy.context.window_manager.components_registry
|
||||
registry.schemaPath = setup_data["schema_path"]
|
||||
bpy.ops.object.reload_registry()
|
||||
|
||||
type_infos = registry.type_infos
|
||||
object = bpy.context.object
|
||||
|
||||
add_component_operator = bpy.ops.object.add_bevy_component
|
||||
errors = []
|
||||
error_components = []
|
||||
addable_components = []
|
||||
added_components = []
|
||||
|
||||
custom_property_values = {}
|
||||
|
||||
for long_name in type_infos:
|
||||
definition = type_infos[long_name]
|
||||
long_name = definition["long_name"]
|
||||
is_component = definition['isComponent'] if "isComponent" in definition else False
|
||||
if not is_component:
|
||||
continue
|
||||
|
||||
addable_components.append(long_name)
|
||||
|
||||
try:
|
||||
add_component_operator(component_type=long_name)
|
||||
property_group_name = registry.get_propertyGroupName_from_longName(long_name)
|
||||
|
||||
target_components_metadata = object.components_meta.components
|
||||
component_meta = next(filter(lambda component: component["long_name"] == long_name, target_components_metadata), None)
|
||||
propertyGroup = getattr(component_meta, property_group_name, None)
|
||||
component_values_shuffler(seed= 10, property_group=propertyGroup, definition=definition, registry=registry)
|
||||
|
||||
added_components.append(long_name)
|
||||
custom_property_values[long_name] = get_bevy_component_value_by_long_name(object, long_name)
|
||||
assert get_bevy_component_value_by_long_name(object, long_name) == expected_custom_property_values_randomized[long_name]
|
||||
|
||||
except Exception as error:
|
||||
errors.append(error)
|
||||
error_components.append(long_name)
|
||||
|
||||
pp = pprint.PrettyPrinter(depth=14, width=120)
|
||||
print("CUSTOM PROPERTY VALUES")
|
||||
pp.pprint(custom_property_values)
|
||||
|
||||
print("error_components", error_components)
|
||||
assert len(errors) == 0
|
||||
assert len(added_components) == 173
|
||||
|
||||
def test_components_should_generate_correct_propertyGroup_values_from_custom_properties(setup_data):
|
||||
registry = bpy.context.window_manager.components_registry
|
||||
registry.schemaPath = setup_data["schema_path"]
|
||||
bpy.ops.object.reload_registry()
|
||||
|
||||
type_infos = registry.type_infos
|
||||
object = bpy.context.object
|
||||
|
||||
add_component_operator = bpy.ops.object.add_bevy_component
|
||||
errors = []
|
||||
addable_components = []
|
||||
added_components = []
|
||||
failing_components = []
|
||||
|
||||
for long_name in type_infos:
|
||||
definition = type_infos[long_name]
|
||||
long_name = definition["long_name"]
|
||||
is_component = definition['isComponent'] if "isComponent" in definition else False
|
||||
if not is_component:
|
||||
continue
|
||||
|
||||
addable_components.append(long_name)
|
||||
|
||||
try:
|
||||
add_component_operator(component_type=long_name)
|
||||
property_group_name = registry.get_propertyGroupName_from_longName(long_name)
|
||||
|
||||
target_components_metadata = object.components_meta.components
|
||||
component_meta = next(filter(lambda component: component["long_name"] == long_name, target_components_metadata), None)
|
||||
propertyGroup = getattr(component_meta, property_group_name, None)
|
||||
added_components.append(long_name)
|
||||
# randomise values
|
||||
component_values_shuffler(seed= 10, property_group=propertyGroup, definition=definition, registry=registry)
|
||||
custom_property_value = get_bevy_component_value_by_long_name(object, long_name)
|
||||
|
||||
# first check if custom property value matches what we expect
|
||||
assert custom_property_value == expected_custom_property_values_randomized[long_name]
|
||||
|
||||
# we update propgroup values from custom property values
|
||||
property_group_value_from_custom_property_value(propertyGroup, definition, registry, custom_property_value, nesting = [])
|
||||
# and then generate it back
|
||||
custom_property_value_regen = property_group_value_to_custom_property_value(propertyGroup, definition, registry, None)
|
||||
assert custom_property_value_regen == expected_custom_property_values_randomized[long_name]
|
||||
|
||||
# custom_property_values[long_name] = object[long_name]
|
||||
#assert object[long_name] == expected_custom_property_values[long_name]
|
||||
#print("CUSTOM PROPERTY ", object[long_name])
|
||||
|
||||
except Exception as error:
|
||||
errors.append(error)
|
||||
failing_components.append(long_name)
|
||||
|
||||
for index, error in enumerate(errors):
|
||||
print("ERROR", error, failing_components[index])
|
||||
assert len(errors) == 0
|
||||
assert len(added_components) == 173
|
||||
|
||||
|
||||
def test_remove_components(setup_data):
|
||||
registry = bpy.context.window_manager.components_registry
|
||||
registry.schemaPath = setup_data["schema_path"]
|
||||
bpy.ops.object.reload_registry()
|
||||
|
||||
type_infos = registry.type_infos
|
||||
|
||||
add_component_operator = bpy.ops.object.add_bevy_component
|
||||
errors = []
|
||||
addable_components = []
|
||||
added_components = []
|
||||
|
||||
for long_name in type_infos:
|
||||
definition = type_infos[long_name]
|
||||
long_name = definition["long_name"]
|
||||
is_component = definition['isComponent'] if "isComponent" in definition else False
|
||||
if not is_component:
|
||||
continue
|
||||
|
||||
addable_components.append(long_name)
|
||||
|
||||
try:
|
||||
add_component_operator(component_type=long_name)
|
||||
object = bpy.context.object
|
||||
# print("propertyGroup", propertyGroup, propertyGroup.field_names)
|
||||
added_components.append(long_name)
|
||||
except Exception as error:
|
||||
errors.append(error)
|
||||
assert len(errors) == 0
|
||||
|
||||
# now test component removal
|
||||
errors.clear()
|
||||
remove_component_operator = bpy.ops.object.remove_bevy_component
|
||||
for long_name in added_components:
|
||||
try:
|
||||
remove_component_operator(component_name=long_name)
|
||||
except Exception as error:
|
||||
errors.append(error)
|
||||
assert len(errors) == 0
|
||||
|
||||
def test_copy_paste_components(setup_data):
|
||||
context = bpy.context
|
||||
registry = context.window_manager.components_registry
|
||||
registry.schemaPath = setup_data["schema_path"]
|
||||
bpy.ops.object.reload_registry()
|
||||
|
||||
long_name = "bevy_example::test_components::BasicTest"
|
||||
|
||||
# SOURCE object setup
|
||||
add_component_operator = bpy.ops.object.add_bevy_component
|
||||
add_component_operator(component_type=long_name)
|
||||
|
||||
property_group_name = registry.get_propertyGroupName_from_longName(long_name)
|
||||
object = context.object
|
||||
|
||||
target_components_metadata = object.components_meta.components
|
||||
component_meta = next(filter(lambda component: component["long_name"] == long_name, target_components_metadata), None)
|
||||
propertyGroup = getattr(component_meta, property_group_name, None)
|
||||
|
||||
setattr(propertyGroup, propertyGroup.field_names[0], 25.0)
|
||||
|
||||
copy_component_operator = bpy.ops.object.copy_bevy_component
|
||||
copy_component_operator(source_component_name=long_name, source_object_name=object.name)
|
||||
|
||||
# ---------------------------------------
|
||||
# TARGET object
|
||||
bpy.ops.mesh.primitive_cube_add()
|
||||
new_cube = bpy.context.selected_objects[0]
|
||||
# change name
|
||||
new_cube.name = "TargetCube"
|
||||
target_components_metadata = new_cube.components_meta.components
|
||||
component_meta = next(filter(lambda component: component["long_name"] == long_name, target_components_metadata), None)
|
||||
|
||||
# first check that there is no component currently
|
||||
assert component_meta == None
|
||||
|
||||
paste_component_operator = bpy.ops.object.paste_bevy_component
|
||||
paste_component_operator()
|
||||
|
||||
target_components_metadata = new_cube.components_meta.components
|
||||
component_meta = next(filter(lambda component: component["long_name"] == long_name, target_components_metadata), None)
|
||||
|
||||
# now after pasting to the new object, it should have component meta
|
||||
assert component_meta != None
|
||||
|
||||
# and then check if the propertyGroup of the target object is correct
|
||||
propertyGroup = getattr(component_meta, property_group_name, None)
|
||||
assert propertyGroup.field_names == ['a', 'b', 'c']
|
||||
|
||||
a_fieldValue = getattr(propertyGroup, propertyGroup.field_names[0])
|
||||
assert a_fieldValue == 25.0
|
@ -1,51 +0,0 @@
|
||||
from ..propGroups.conversions_to_prop_group import parse_struct_string, parse_tuplestruct_string
|
||||
|
||||
|
||||
def test_parse_tuplestruct_string():
|
||||
assert parse_tuplestruct_string("(A)", start_nesting=1) == ['A']
|
||||
assert parse_tuplestruct_string("[(A)]", start_nesting=1) == ['(A)']
|
||||
|
||||
assert parse_tuplestruct_string("(a: 45, b: 65)", start_nesting=1) == ['a: 45', 'b: 65']
|
||||
assert parse_tuplestruct_string("[(a: 45, b: 65)]", start_nesting=1) == ['(a: 45, b: 65)']
|
||||
assert parse_tuplestruct_string("45, 65, 'bla'", start_nesting=0) == ['45', '65', "'bla'"]
|
||||
|
||||
assert parse_tuplestruct_string("[(A), (B)]", start_nesting=1) == ['(A)', '(B)']
|
||||
|
||||
assert parse_tuplestruct_string("([(-1.8, 2.9), (0.0, -62)])", start_nesting=1) == ['[(-1.8, 2.9), (0.0, -62)]']
|
||||
assert parse_tuplestruct_string("([(-1.8, 2.9), (0.0, -62)])", start_nesting=2) == ['(-1.8, 2.9)', '(0.0, -62)']
|
||||
assert parse_tuplestruct_string("([(-1.8, 2.9), (0.0, -62), (25)])", start_nesting=2) == ['(-1.8, 2.9)', '(0.0, -62)', '(25)']
|
||||
|
||||
assert parse_tuplestruct_string("(Vec3(x:-2.0, y:120.0, z:1.0))", start_nesting=2) == ['x:-2.0', 'y:120.0', 'z:1.0']
|
||||
|
||||
assert parse_tuplestruct_string("(9)", start_nesting=1) == ['9']
|
||||
assert parse_tuplestruct_string('("toto")', start_nesting=1) == ['"toto"']
|
||||
|
||||
assert parse_tuplestruct_string("(Rgba(red:0.0, green:0.2, blue:0.9, alpha:1.0))", start_nesting=1) == ['Rgba(red:0.0, green:0.2, blue:0.9, alpha:1.0)']
|
||||
assert parse_tuplestruct_string("(Rgba(red:0.0, green:0.2, blue:0.9, alpha:1.0))", start_nesting=2) == ['red:0.0', 'green:0.2', 'blue:0.9', 'alpha:1.0']
|
||||
|
||||
assert parse_tuplestruct_string("([(-1.2, 2.9), (0.0, -62)])", start_nesting=2) == ['(-1.2, 2.9)', '(0.0, -62)']
|
||||
|
||||
assert parse_tuplestruct_string("([Rgba(red:1.0, green:1.0, blue:0.0, alpha:1.0), Rgba(red:1.0, green:0.0, blue:0.5, alpha:1.0)])", start_nesting=2) == ['Rgba(red:1.0, green:1.0, blue:0.0, alpha:1.0)', 'Rgba(red:1.0, green:0.0, blue:0.5, alpha:1.0)']
|
||||
assert parse_tuplestruct_string('(7.2, 2607, "sdf")', start_nesting=1) == ['7.2', '2607', '"sdf"']
|
||||
|
||||
assert parse_tuplestruct_string('[a, b]', start_nesting=1) == ['a', 'b']
|
||||
assert parse_tuplestruct_string('[]', start_nesting=1) == []
|
||||
|
||||
def test_parse_struct_string():
|
||||
assert parse_struct_string("a: 45, b:65") == {'a': '45', 'b':'65'}
|
||||
assert parse_struct_string("x:-2.0, y:120.0, z:1.0") == {'x': '-2.0', 'y':'120.0', 'z':'1.0'}
|
||||
|
||||
assert parse_struct_string("enabled: true") == {'enabled': 'true'}
|
||||
assert parse_struct_string("(enabled: true)", start_nesting=1) == {'enabled': 'true'}
|
||||
|
||||
|
||||
assert parse_struct_string("(filters: (25), memberships: (5))", start_nesting=1) == {'filters': '(25)', 'memberships':'(5)'}
|
||||
assert parse_struct_string("groups: 0", start_nesting=0) == {'groups': '0'}
|
||||
assert parse_struct_string("(groups: 0)", start_nesting=1) == {'groups': '0'}
|
||||
|
||||
assert parse_struct_string("(composite_mode: EnergyConserving, high_pass_frequency: 4.0, intensity: 0.0, low_frequency_boost: -6.0, low_frequency_boost_curvature: 4.1, prefilter_settings: (threshold: -5.1, threshold_softness: 2.1))", start_nesting=1) == {'composite_mode': 'EnergyConserving', 'high_pass_frequency': '4.0', 'intensity': '0.0', 'low_frequency_boost': '-6.0', 'low_frequency_boost_curvature': '4.1', 'prefilter_settings': '(threshold: -5.1, threshold_softness: 2.1)'}
|
||||
|
||||
|
||||
assert parse_struct_string("dimensions: UVec3(x:0.0, y:0.0, z:0.0), dynamic_resizing: true, z_config: (far_z_mode: MaxLightRange, first_slice_depth: 0.0)") == {'dimensions': 'UVec3(x:0.0, y:0.0, z:0.0)', 'dynamic_resizing': 'true', 'z_config': '(far_z_mode: MaxLightRange, first_slice_depth: 0.0)'}
|
||||
|
||||
assert parse_struct_string('(inverse_bindposes: Strong(""), joints: [4294967295, 4294967295, 4294967295])', start_nesting=1) == {'inverse_bindposes': 'Strong("")', 'joints': '[4294967295, 4294967295, 4294967295]'}
|
@ -1,22 +0,0 @@
|
||||
import bpy
|
||||
from .setup_data import setup_data
|
||||
|
||||
def test_blend(setup_data):
|
||||
registry = bpy.context.window_manager.components_registry
|
||||
registry.schemaPath = setup_data["schema_path"]
|
||||
bpy.ops.object.reload_registry()
|
||||
|
||||
long_name = "bevy_example::test_components::BasicTest"
|
||||
|
||||
add_component_operator = bpy.ops.object.add_bevy_component
|
||||
add_component_operator(component_type=long_name)
|
||||
|
||||
property_group_name = registry.get_propertyGroupName_from_longName(long_name)
|
||||
object = bpy.context.object
|
||||
|
||||
target_components_metadata = object.components_meta.components
|
||||
component_meta = next(filter(lambda component: component["long_name"] == long_name, target_components_metadata), None)
|
||||
propertyGroup = getattr(component_meta, property_group_name, None)
|
||||
|
||||
|
||||
assert propertyGroup.field_names == ['a', 'b', 'c']
|
@ -1,161 +0,0 @@
|
||||
import json
|
||||
import re
|
||||
import bpy
|
||||
import pprint
|
||||
import pytest
|
||||
|
||||
from ..components.metadata import get_bevy_component_value_by_long_name, get_bevy_components, is_bevy_component_in_object, upsert_bevy_component
|
||||
|
||||
from .setup_data import setup_data
|
||||
|
||||
# small helpers
|
||||
def get_component_metadata(object, component_name):
|
||||
target_components_metadata = object.components_meta.components
|
||||
component_meta = next(filter(lambda component: component["long_name"] == component_name, target_components_metadata), None)
|
||||
return component_meta
|
||||
|
||||
def get_component_propGroup(registry, component_name, component_meta):
|
||||
# component_type = registry.short_names_to_long_names[component_name]
|
||||
# add_component_operator = bpy.ops.object.add_bevy_component
|
||||
property_group_name = registry.get_propertyGroupName_from_longName(component_name)
|
||||
propertyGroup = getattr(component_meta, property_group_name, None)
|
||||
return propertyGroup
|
||||
|
||||
|
||||
def test_rename_component_single_unit_struct(setup_data):
|
||||
registry = bpy.context.window_manager.components_registry
|
||||
registry.schemaPath = setup_data["schema_path"]
|
||||
bpy.ops.object.reload_registry()
|
||||
|
||||
rename_component_operator = bpy.ops.object.rename_bevy_component
|
||||
object = bpy.context.object
|
||||
|
||||
|
||||
source_component_name = "bevy_example::test_components::SomeOldUnitStruct"
|
||||
target_component_name = "bevy_example::test_components::UnitTest"
|
||||
upsert_bevy_component(object, source_component_name, '()')
|
||||
|
||||
rename_component_operator(original_name=source_component_name, new_name=target_component_name, target_objects=json.dumps([object.name]))
|
||||
|
||||
is_old_component_in_object = is_bevy_component_in_object(object, source_component_name)
|
||||
is_new_component_in_object = is_bevy_component_in_object(object, target_component_name)
|
||||
assert is_old_component_in_object == False
|
||||
assert is_new_component_in_object == True
|
||||
assert get_bevy_component_value_by_long_name(object, target_component_name) == '()'
|
||||
assert get_component_propGroup(registry, target_component_name, get_component_metadata(object, target_component_name)) != None
|
||||
|
||||
|
||||
def test_rename_component_single_complex_struct(setup_data):
|
||||
registry = bpy.context.window_manager.components_registry
|
||||
registry.schemaPath = setup_data["schema_path"]
|
||||
bpy.ops.object.reload_registry()
|
||||
|
||||
rename_component_operator = bpy.ops.object.rename_bevy_component
|
||||
object = bpy.context.object
|
||||
|
||||
|
||||
source_component_name = "bevy_example::test_components::ProxyCollider"
|
||||
target_component_name = "bevy_gltf_worlflow_examples_common_rapier::physics::physics_replace_proxies::Collider"
|
||||
upsert_bevy_component(object, source_component_name, 'Capsule(Vec3(x:1.0, y:2.0, z:0.0), Vec3(x:0.0, y:0.0, z:0.0), 3.0)')
|
||||
|
||||
rename_component_operator(original_name=source_component_name, new_name=target_component_name, target_objects=json.dumps([object.name]))
|
||||
|
||||
is_old_component_in_object = is_bevy_component_in_object(object, source_component_name)
|
||||
is_new_component_in_object = is_bevy_component_in_object(object, target_component_name)
|
||||
assert is_old_component_in_object == False
|
||||
assert is_new_component_in_object == True
|
||||
assert get_bevy_component_value_by_long_name(object, target_component_name) == 'Capsule(Vec3(x:1.0, y:2.0, z:0.0), Vec3(x:0.0, y:0.0, z:0.0), 3.0)'
|
||||
assert get_component_propGroup(registry, target_component_name, get_component_metadata(object, target_component_name)) != None
|
||||
|
||||
|
||||
def test_rename_component_bulk(setup_data):
|
||||
registry = bpy.context.window_manager.components_registry
|
||||
registry.schemaPath = setup_data["schema_path"]
|
||||
bpy.ops.object.reload_registry()
|
||||
|
||||
rename_component_operator = bpy.ops.object.rename_bevy_component
|
||||
|
||||
source_component_name = "bevy_example::test_components::SomeOldUnitStruct"
|
||||
target_component_name = "bevy_example::test_components::UnitTest"
|
||||
objects_names = []
|
||||
for object in bpy.data.objects:
|
||||
upsert_bevy_component(object, source_component_name, '()')
|
||||
objects_names.append(object.name)
|
||||
|
||||
# bulk rename
|
||||
rename_component_operator(original_name=source_component_name, new_name=target_component_name, target_objects=json.dumps(objects_names))
|
||||
|
||||
for object in bpy.data.objects:
|
||||
is_old_component_in_object = is_bevy_component_in_object(object, source_component_name)
|
||||
is_new_component_in_object = is_bevy_component_in_object(object, target_component_name)
|
||||
assert is_old_component_in_object == False
|
||||
assert is_new_component_in_object == True
|
||||
assert get_bevy_component_value_by_long_name(object, target_component_name) == '()'
|
||||
assert get_component_propGroup(registry, target_component_name, get_component_metadata(object, target_component_name)) != None
|
||||
|
||||
def test_rename_component_single_error_handling(setup_data):
|
||||
registry = bpy.context.window_manager.components_registry
|
||||
registry.schemaPath = setup_data["schema_path"]
|
||||
bpy.ops.object.reload_registry()
|
||||
|
||||
rename_component_operator = bpy.ops.object.rename_bevy_component
|
||||
object = bpy.context.object
|
||||
|
||||
|
||||
source_component_name = "bevy_example::test_components::SomeOldUnitStruct"
|
||||
target_component_name = "bevy_example::test_components::UnitTest"
|
||||
upsert_bevy_component(object, source_component_name, 'Capsule(Vec3(x:1.0, y:2.0, z:0.0), Vec3(x:0.0, y:0.0, z:0.0), 3.0)')
|
||||
|
||||
expected_error = f'Error: Failed to rename component: Errors:["wrong custom property values to generate target component: object: \'{object.name}\', error: input string too big for a unit struct"]\n'
|
||||
expected_error = re.escape(expected_error)
|
||||
with pytest.raises(Exception, match=expected_error):
|
||||
rename_component_operator(original_name=source_component_name, new_name=target_component_name, target_objects=json.dumps([object.name]))
|
||||
|
||||
target_component_metadata = get_component_metadata(object, target_component_name)
|
||||
|
||||
is_old_component_in_object = is_bevy_component_in_object(object, source_component_name)
|
||||
is_new_component_in_object = is_bevy_component_in_object(object, target_component_name)
|
||||
assert is_old_component_in_object == False
|
||||
assert is_new_component_in_object == True
|
||||
assert get_bevy_component_value_by_long_name(object, target_component_name) == 'Capsule(Vec3(x:1.0, y:2.0, z:0.0), Vec3(x:0.0, y:0.0, z:0.0), 3.0)'
|
||||
assert get_component_propGroup(registry, target_component_name, target_component_metadata) != None
|
||||
assert target_component_metadata.invalid == True
|
||||
|
||||
assert target_component_metadata.invalid_details == 'wrong custom property value, overwrite them by changing the values in the ui or change them & regenerate'
|
||||
|
||||
def test_rename_component_single_error_handling_clean_errors(setup_data):
|
||||
registry = bpy.context.window_manager.components_registry
|
||||
registry.schemaPath = setup_data["schema_path"]
|
||||
bpy.ops.object.reload_registry()
|
||||
|
||||
rename_component_operator = bpy.ops.object.rename_bevy_component
|
||||
object = bpy.context.object
|
||||
|
||||
|
||||
source_component_name = "bevy_example::test_components::SomeOldUnitStruct"
|
||||
target_component_name = "bevy_example::test_components::UnitTest"
|
||||
upsert_bevy_component(object, source_component_name, 'Capsule(Vec3(x:1.0, y:2.0, z:0.0), Vec3(x:0.0, y:0.0, z:0.0), 3.0)')
|
||||
|
||||
expected_error = f'Error: Failed to rename component: Errors:["wrong custom property values to generate target component: object: \'{object.name}\', error: input string too big for a unit struct"]\n'
|
||||
expected_error = re.escape(expected_error)
|
||||
with pytest.raises(Exception, match=expected_error):
|
||||
rename_component_operator(original_name=source_component_name, new_name=target_component_name, target_objects=json.dumps([object.name]))
|
||||
|
||||
target_component_metadata = get_component_metadata(object, target_component_name)
|
||||
|
||||
is_old_component_in_object = is_bevy_component_in_object(object, source_component_name)
|
||||
is_new_component_in_object = is_bevy_component_in_object(object, target_component_name)
|
||||
assert is_old_component_in_object == False
|
||||
assert is_new_component_in_object == True
|
||||
assert get_bevy_component_value_by_long_name(object, target_component_name) == 'Capsule(Vec3(x:1.0, y:2.0, z:0.0), Vec3(x:0.0, y:0.0, z:0.0), 3.0)'
|
||||
assert get_component_propGroup(registry, target_component_name, target_component_metadata) != None
|
||||
assert target_component_metadata.invalid == True
|
||||
|
||||
assert target_component_metadata.invalid_details == 'wrong custom property value, overwrite them by changing the values in the ui or change them & regenerate'
|
||||
|
||||
# if we fix the custom property value & regen the ui, it should be all good
|
||||
regen_component_operator = bpy.ops.object.refresh_ui_from_custom_properties_current
|
||||
object[target_component_name] = ''
|
||||
regen_component_operator()
|
||||
|
||||
assert target_component_metadata.invalid == False
|
@ -1,150 +0,0 @@
|
||||
import bpy
|
||||
from .component_values_shuffler import component_values_shuffler
|
||||
from ..components.metadata import get_bevy_component_value_by_long_name, get_bevy_components, upsert_bevy_component
|
||||
from .setup_data import setup_data
|
||||
|
||||
def test_shuffler(setup_data):
|
||||
registry = bpy.context.window_manager.components_registry
|
||||
registry.schemaPath = setup_data["schema_path"]
|
||||
bpy.ops.object.reload_registry()
|
||||
|
||||
type_infos = registry.type_infos
|
||||
object = bpy.context.object
|
||||
|
||||
add_component_operator = bpy.ops.object.add_bevy_component
|
||||
|
||||
long_name = "bevy_example::test_components::BasicTest"
|
||||
add_component_operator(component_type=long_name)
|
||||
|
||||
property_group_name = registry.get_propertyGroupName_from_longName(long_name)
|
||||
target_components_metadata = object.components_meta.components
|
||||
component_meta = next(filter(lambda component: component["long_name"] == long_name, target_components_metadata), None)
|
||||
propertyGroup = getattr(component_meta, property_group_name, None)
|
||||
|
||||
definition = type_infos[long_name]
|
||||
component_values_shuffler(seed= 10, property_group=propertyGroup, definition=definition, registry=registry)
|
||||
|
||||
assert getattr(propertyGroup, 'a') == 0.5714026093482971
|
||||
assert getattr(propertyGroup, 'b') == 54
|
||||
assert getattr(propertyGroup, 'c') == "psagopiu"
|
||||
|
||||
|
||||
# Testing a more complex component
|
||||
long_name = "bevy_example::test_components::NestingTestLevel2"
|
||||
add_component_operator(component_type=long_name)
|
||||
|
||||
property_group_name = registry.get_propertyGroupName_from_longName(long_name)
|
||||
target_components_metadata = object.components_meta.components
|
||||
component_meta = next(filter(lambda component: component["long_name"] == long_name, target_components_metadata), None)
|
||||
propertyGroup = getattr(component_meta, property_group_name, None)
|
||||
|
||||
definition = type_infos[long_name]
|
||||
component_values_shuffler(seed= 17, property_group=propertyGroup, definition=definition, registry=registry)
|
||||
|
||||
#print("propertyGroup", object[long_name])
|
||||
# cheating / making things easier for us for complex types: we use the custom property value
|
||||
assert get_bevy_component_value_by_long_name(object, long_name) == '(basic: (a: 0.5219839215278625, b: 38, c: "ljfywwrv"), color: (Rgba(red:0.2782765030860901, green:0.9174930453300476, blue:0.24890311062335968, alpha:0.815186083316803)), colors_list: ([Rgba(red:0.2523837685585022, green:0.5016026496887207, blue:0.317435085773468, alpha:0.8463277816772461), Rgba(red:0.945193886756897, green:0.4015909433364868, blue:0.9984470009803772, alpha:0.06219279021024704)]), enable: true, enum_inner: Wood, nested: (vec: (Vec3(x:0.1509154736995697, y:0.7055686116218567, z:0.5588918924331665))), text: "vgkrdwuc", toggle: (false))'
|
||||
|
||||
|
||||
# And another complex component
|
||||
long_name = "bevy_example::test_components::EnumComplex"
|
||||
add_component_operator(component_type=long_name)
|
||||
|
||||
|
||||
property_group_name = registry.get_propertyGroupName_from_longName(long_name)
|
||||
target_components_metadata = object.components_meta.components
|
||||
component_meta = next(filter(lambda component: component["long_name"] == long_name, target_components_metadata), None)
|
||||
propertyGroup = getattr(component_meta, property_group_name, None)
|
||||
|
||||
definition = type_infos[long_name]
|
||||
component_values_shuffler(seed= 17, property_group=propertyGroup, definition=definition, registry=registry)
|
||||
|
||||
print("propertyGroup", get_bevy_component_value_by_long_name(object, long_name))
|
||||
# cheating / making things easier for us for complex types: we use the custom property value
|
||||
assert get_bevy_component_value_by_long_name(object, long_name) == 'StructLike(a: 0.41416797041893005, b: 38, c: "ljfywwrv")'
|
||||
|
||||
# And another complex component
|
||||
long_name = "bevy_animation::AnimationPlayer"
|
||||
add_component_operator(component_type=long_name)
|
||||
|
||||
property_group_name = registry.get_propertyGroupName_from_longName(long_name)
|
||||
target_components_metadata = object.components_meta.components
|
||||
component_meta = next(filter(lambda component: component["long_name"] == long_name, target_components_metadata), None)
|
||||
propertyGroup = getattr(component_meta, property_group_name, None)
|
||||
|
||||
definition = type_infos[long_name]
|
||||
component_values_shuffler(seed= 17, property_group=propertyGroup, definition=definition, registry=registry)
|
||||
|
||||
print("propertyGroup", get_bevy_component_value_by_long_name(object, long_name))
|
||||
# cheating / making things easier for us for complex types: we use the custom property value
|
||||
assert get_bevy_component_value_by_long_name(object, long_name) == '(animation: "", paused: true)'
|
||||
|
||||
|
||||
|
||||
# And another complex component
|
||||
long_name = "bevy_example::test_components::VecOfColors"
|
||||
add_component_operator(component_type=long_name)
|
||||
|
||||
|
||||
property_group_name = registry.get_propertyGroupName_from_longName(long_name)
|
||||
target_components_metadata = object.components_meta.components
|
||||
component_meta = next(filter(lambda component: component["long_name"] == long_name, target_components_metadata), None)
|
||||
propertyGroup = getattr(component_meta, property_group_name, None)
|
||||
|
||||
definition = type_infos[long_name]
|
||||
component_values_shuffler(seed= 17, property_group=propertyGroup, definition=definition, registry=registry)
|
||||
|
||||
print("propertyGroup", get_bevy_component_value_by_long_name(object, long_name))
|
||||
# cheating / making things easier for us for complex types: we use the custom property value
|
||||
assert get_bevy_component_value_by_long_name(object, long_name) == '([Rgba(red:0.8066907525062561, green:0.9604947566986084, blue:0.2896253764629364, alpha:0.766107439994812), Rgba(red:0.7042198777198792, green:0.6613830327987671, blue:0.11016204953193665, alpha:0.02693677879869938)])'
|
||||
|
||||
|
||||
# And another complex component
|
||||
long_name = "bevy_example::test_components::VecOfF32s"
|
||||
add_component_operator(component_type=long_name)
|
||||
|
||||
property_group_name = registry.get_propertyGroupName_from_longName(long_name)
|
||||
target_components_metadata = object.components_meta.components
|
||||
component_meta = next(filter(lambda component: component["long_name"] == long_name, target_components_metadata), None)
|
||||
propertyGroup = getattr(component_meta, property_group_name, None)
|
||||
|
||||
definition = type_infos[long_name]
|
||||
component_values_shuffler(seed= 17, property_group=propertyGroup, definition=definition, registry=registry)
|
||||
|
||||
print("propertyGroup", get_bevy_component_value_by_long_name(object, long_name))
|
||||
# cheating / making things easier for us for complex types: we use the custom property value
|
||||
assert get_bevy_component_value_by_long_name(object, long_name) == '([0.8066907525062561, 0.9604947566986084])'
|
||||
|
||||
# And another complex component
|
||||
long_name = "bevy_render::mesh::mesh::skinning::SkinnedMesh"
|
||||
add_component_operator(component_type=long_name)
|
||||
|
||||
property_group_name = registry.get_propertyGroupName_from_longName(long_name)
|
||||
target_components_metadata = object.components_meta.components
|
||||
component_meta = next(filter(lambda component: component["long_name"] == long_name, target_components_metadata), None)
|
||||
propertyGroup = getattr(component_meta, property_group_name, None)
|
||||
|
||||
definition = type_infos[long_name]
|
||||
component_values_shuffler(seed= 17, property_group=propertyGroup, definition=definition, registry=registry)
|
||||
|
||||
print("propertyGroup", get_bevy_component_value_by_long_name(object, long_name))
|
||||
# cheating / making things easier for us for complex types: we use the custom property value
|
||||
assert get_bevy_component_value_by_long_name(object, long_name) == '(inverse_bindposes: Weak(Uuid(uuid: "73b3b118-7d01-4778-8bcc-4e79055f5d22")), joints: [0, 0])'
|
||||
|
||||
|
||||
# And another complex component
|
||||
long_name = "bevy_render::camera::camera::CameraRenderGraph"
|
||||
add_component_operator(component_type=long_name)
|
||||
|
||||
property_group_name = registry.get_propertyGroupName_from_longName(long_name)
|
||||
target_components_metadata = object.components_meta.components
|
||||
component_meta = next(filter(lambda component: component["long_name"] == long_name, target_components_metadata), None)
|
||||
propertyGroup = getattr(component_meta, property_group_name, None)
|
||||
|
||||
definition = type_infos[long_name]
|
||||
component_values_shuffler(seed= 17, property_group=propertyGroup, definition=definition, registry=registry)
|
||||
|
||||
print("propertyGroup", get_bevy_component_value_by_long_name(object, long_name))
|
||||
# cheating / making things easier for us for complex types: we use the custom property value
|
||||
assert get_bevy_component_value_by_long_name(object, long_name) == 'None'
|
||||
|
@ -123,5 +123,8 @@ General issues:
|
||||
- [ ] for scenes, scan for used materials of all non instance objects (TODO: what about overrides ?)
|
||||
|
||||
- [x] remove BlueprintsList & replace is with assets list
|
||||
- [ ] update main docs
|
||||
- [ ] replace all references to the old 2 add-ons with those to Blenvy
|
||||
- [ ] rename repo to "Blenvy"
|
||||
|
||||
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
|
@ -1,277 +0,0 @@
|
||||
# gltf_auto_export
|
||||
|
||||
This [Blender addon](./)
|
||||
- automatically exports your level/world from Blender to gltf whenever you save your Blend file.
|
||||
- in Blueprints mode (highly recommended !) :
|
||||
- supports automatic exports of used collections as [Gltf blueprints](../../crates/bevy_gltf_blueprints/README.md)
|
||||
- supports any number of main/level scenes
|
||||
- Blender scenes where you define your levels, and all collection instances are replaced with "pointers" to other gltf files (all automatic)
|
||||
- supports any number of library scenes
|
||||
- Blender scenes where you define the assets that you use in your levels, in the form of collections
|
||||
- automatic export of **changed** objects & collections only ! a sort of "incremental export", where only the changed collections (if in use)
|
||||
get exported when you save your blend file
|
||||
|
||||
|
||||
## Installation:
|
||||
|
||||
|
||||
* grab the latest release zip file
|
||||
|
||||
![blender addon install](./docs/blender_addon_install_zip.png)
|
||||
|
||||
|
||||
* in Blender go to edit => preferences => install
|
||||
|
||||
![blender addon install](./docs/blender_addon_install.png)
|
||||
|
||||
* choose the path where ```gltf_auto_export.zip``` is stored
|
||||
|
||||
![blender addon install](./docs/blender_addon_install2.png)
|
||||
|
||||
|
||||
|
||||
|
||||
## Usage:
|
||||
|
||||
> ***IMPORTANT***
|
||||
|
||||
if you have used a version of this add-on prior to v0.9, there was an issue that kept generating orphan (junk) data on every save !
|
||||
You can easilly clean up that data
|
||||
|
||||
- go to orphan data:
|
||||
|
||||
![purge orphan data](./docs/purge_orphan1_data1.png)
|
||||
|
||||
- click on purge
|
||||
|
||||
![purge orphan data](./docs/purge_orphan1_data2.png)
|
||||
|
||||
- validate
|
||||
|
||||
![purge orphan data](./docs/purge_orphan1_data3.png)
|
||||
|
||||
|
||||
|
||||
This issue has been resolved in v0.9.
|
||||
|
||||
|
||||
### Basics
|
||||
|
||||
* before it can automatically save to gltf, you need to configure it
|
||||
* go to file => export => gltf auto export
|
||||
|
||||
![blender addon use](./docs/blender_addon_use.png)
|
||||
|
||||
* set the autoexport parameters in the **auto export** panel:
|
||||
|
||||
![blender addon use3](./docs/blender_addon_use3.png)
|
||||
|
||||
|
||||
- export folder: root folder to export models too
|
||||
- export scene settings: exports "global"/scene settings like ambient color, bloom, ao, etc
|
||||
|
||||
This automatically generates additional components at the scene level
|
||||
|
||||
- pick your main (level) scenes and/or library scenes (see the chapter about [Blueprints](#blueprints) and [multiple Blend filles workflow](#multiple-blend-file-workflow) below)
|
||||
- click in the scene picker & select your scene
|
||||
|
||||
![select scene](./docs/blender_addon_add_scene.png)
|
||||
|
||||
- click on the "+" icon
|
||||
|
||||
![select scene2](./docs/blender_addon_add_scene2.png)
|
||||
|
||||
- your scene is added to the list
|
||||
|
||||
![select scene3](./docs/blender_addon_add_scene3.png)
|
||||
|
||||
- export blueprints: check this if you want to automatically export blueprints (default: True)
|
||||
- blueprints path: the path to export blueprints to , relative to the main **export folder** (default: library)
|
||||
- collection instances: select which option you want to use to deal with collection instances (aka combine mode) (both inside blueprint collections & main collections)
|
||||
|
||||
* split (default, highly recomended) : the addon will 'split out' any nested collections/ blueprints & export them
|
||||
* embed: choose this option if you want to keep everything inside a gltf file (less efficient, not recomended)
|
||||
* embedExternal: this will embed ONLY collection instances whose collections have not been found inside the current blend file
|
||||
|
||||
These options can also be **overridden** on a per collection instance basis: (if you want to split out most collection instances, but keep a few specific ones embeded
|
||||
inside your gltf file)
|
||||
|
||||
![combine override](./docs/combine_override.png)
|
||||
|
||||
- simply add a custom property called **_combine** to the collection instance, and set it to one of the options above
|
||||
|
||||
please read the dedicated [section](#collection-instances--nested-blueprints) below for more information
|
||||
|
||||
|
||||
- Export dynamic and static objects seperatly : For MAIN scenes only (aka levels), toggle this to generate 2 files per level:
|
||||
|
||||
- one with all dynamic data: collection or instances marked as dynamic (aka saveable)
|
||||
- one with all static data: anything else that is NOT marked as dynamic, the file name will have the suffix **_dynamic**
|
||||
|
||||
Ie if you add a "Dynamic" custom property/ component to either your collection instances or your blueprint, you get a clean seperation between
|
||||
|
||||
- your static level data (anything that will never change during the lifetime of your Bevy app)
|
||||
- your dynamic objects (anything that will change during the lifetime of your Bevy app, that can be saved & reloaded in save files for example)
|
||||
|
||||
- export materials library: check this if you want to automatically export material libraries (default: False)
|
||||
please read the dedicated [section](#materials) below for more information
|
||||
|
||||
> This only works together with blueprints !
|
||||
|
||||
- materials path: where to export materials to
|
||||
|
||||
* and your standard gltf export parameters in the **gltf** panel
|
||||
|
||||
![blender addon use2](./docs/blender_addon_use2.png)
|
||||
|
||||
|
||||
* click on "apply settings"
|
||||
* now next time you save your blend file you will get an automatically exported gltf file (or more than one, depending on your settings, see below)
|
||||
|
||||
### Blueprints
|
||||
|
||||
You can enable this option to automatically replace all the **collection instances** inside your main scene with blueprints
|
||||
- whenever you change your main scene (or your library scene , if that option is enabled), all your collection instances
|
||||
* will be replaced with empties (this will not be visible to you)
|
||||
* those empties will have additional custom properties / components : ```BlueprintName``` & ```SpawnHere```
|
||||
* your main scene/ level will be exported to a much more trimmed down gltf file (see next point)
|
||||
* all the original collections (that you used to create the instances) will be exported as **seperate gltf files** into the "library" folder
|
||||
|
||||
- this means you will have
|
||||
* one small main gltf file (your level/world)
|
||||
* as many gltf files as you have used collections in the main scene , in the library path you specified :
|
||||
for the included [basic](../../examples/bevy_gltf_blueprints/basic/) example's [assets](../../examples/bevy_gltf_blueprints/basic/assets/), it looks something like this:
|
||||
|
||||
![library](./docs/exported_library_files.png)
|
||||
|
||||
the .blend file that they are generated from can be found [here](../../examples/bevy_gltf_blueprints/basic/assets/advanced.blend)
|
||||
|
||||
- the above only applies to collections that have **instances** in your main scene!
|
||||
if you want a specific collection in your library to always get exported regardless of its use, you need to add
|
||||
a **COLLECTION** (boolean) custom property called ```AutoExport``` set to true
|
||||
> not at the object level ! the collection level !
|
||||
|
||||
![force-export](./docs/force_export.jpg)
|
||||
|
||||
It will get automatically exported like any of the "in-use" collections.
|
||||
|
||||
- you can also get an overview of all the exported collections in the export menu
|
||||
|
||||
![exported collections](./docs/exported_collections.png)
|
||||
|
||||
- there are some workflow specificities for multi blend file [workflows](#multiple-blend-file-workflow)
|
||||
|
||||
#### Collection instances & Nested blueprints
|
||||
|
||||
To maximise reuse of meshes/components etc, you can also nest ***collections instances*** inside collections (as normally in Blender), but also export each nested Blueprint as a seperate blueprints.
|
||||
|
||||
> Don't forget to choose the relevant option in the exporter settings (aka **"split"**)
|
||||
|
||||
> This replaces the previous "export nested blueprints" checkbox/ option
|
||||
|
||||
![instance combine mode](./docs/blender_addon_use4.png)
|
||||
|
||||
|
||||
|
||||
- To make things clearer:
|
||||
|
||||
![nested-blueprints](./docs/nested_blueprints.png)
|
||||
|
||||
- **Player2** & **Enemy** both use the **Humanoid_cactus** nested collection/blueprint, so **Humanoid_cactus** gets exported as a Blueprint for re-use ...but
|
||||
- **Humanoid_cactus** is also made up of a main mesh & two instances of **Hand** , so **Hand** gets exported as a Blueprint for re-use ...but
|
||||
- **Hand** is also made up of a main mesh & three instances of **Finger**, so **Finger** gets exported as a Blueprint for re-use
|
||||
|
||||
- The exported models in this case end up being:
|
||||
|
||||
![nested_blueprints2](./docs/nested_blueprints2.png)
|
||||
|
||||
- Note how **Player2.glb** is tiny, because most of its data is actually sotred in **Humanoid_cactus.glb**
|
||||
- **Enemy.glb** is slightly bigger because that blueprints contains additional meshes
|
||||
- All the intermediary blueprints got exported automatically, and all instances have been replaced with "empties" (see explanation in the **Process section** ) to minimize file size
|
||||
|
||||
- Compare this to the output **WITHOUT** the nested export option:
|
||||
|
||||
![nested_blueprints3](./docs/nested_blueprints3.png)
|
||||
|
||||
- less blueprints as the sub collections that are not in use somewhere directly are not exported
|
||||
- **Player2.glb** & **Enemy.glb** are significantly larger
|
||||
|
||||
|
||||
TLDR: smaller, more reuseable blueprints which can share sub-parts with other entities !
|
||||
|
||||
### Materials
|
||||
|
||||
You can enable this option to automatically generate a **material library** file that combines all the materials in use in your blueprints.
|
||||
|
||||
![material_library](./docs/blender_addon_materials2.png)
|
||||
|
||||
Since each blueprint is normally a completely independant gltf file, without this option, if you have a material with a large texture for example,
|
||||
**ALL** of your blueprints using that material will embed that large texture, leading to **significant bloat & memory use**.
|
||||
|
||||
|
||||
- When this option is enabled, you get a single material library per Blender project, and a **MaterialInfo** component is inserted into each object using a material.
|
||||
- The correct material will then be inserted on the Bevy side (that loads any number of material libraries that you need) into the correct mesh (see the configuration
|
||||
options in **bevy_gltf_blueprints** for more information on that)
|
||||
- Only one material per object is supported at this stage, ie the last material slot's material is the one that is going to be used
|
||||
|
||||
![material_library](./docs/blender_addon_materials.png)
|
||||
|
||||
TLDR: Use this option to make sure that each blueprint file does not contain a copy of the same materials
|
||||
|
||||
|
||||
### Multiple blend file workflow
|
||||
|
||||
If you want to use multiple blend files, use Blender's asset library etc, we got you coverred too !
|
||||
There are only a few things to keep in mind
|
||||
|
||||
#### Assets/library/blueprints files
|
||||
- mark your library scenes as specified above, but **do NOT** specify a **main** scene
|
||||
- mark any collection in your scenes as "assets" (more convenient) or add the "AutoExport" custom property to the collection
|
||||
- choose "split" for the combine mode (as you want your gltf blueprints to be saved for external use)
|
||||
- do your Blender things as normal
|
||||
- anytime you save your file, it will automatically export any relevant collections/blueprints
|
||||
- (optional) activate the **material library** option, so you only have one set of material per asset library (recomended)
|
||||
|
||||
#### Level/world files
|
||||
- mark your main scenes as specified above, but **do NOT** specify a **library** scene
|
||||
- configure your asset libraries as you would usually do , I recomend using the "link" mode so that any changes to asset files are reflected correctly
|
||||
- drag & drop any assets from the blueprints library (as you would normally do in Blender as well)
|
||||
- choose "split" for the combine mode (as you want your gltf blueprints to be external usually & use the gltf files generated from your assets library)
|
||||
- do your Blender things as normal
|
||||
- anytime you save your file, it will automatically export your level(s)
|
||||
|
||||
|
||||
Take a look at the [relevant](../../examples/bevy_gltf_blueprints/multiple_levels_multiple_blendfiles/) example for more [details](../../examples/bevy_gltf_blueprints/multiple_levels_multiple_blendfiles/art/)
|
||||
|
||||
|
||||
### Internal Process overview
|
||||
|
||||
This is the internal logic of the export process with blueprints (simplified)
|
||||
|
||||
![process](./docs/process.svg)
|
||||
|
||||
ie this is an example scene...
|
||||
|
||||
![](./docs/workflow_original.jpg)
|
||||
|
||||
and what actually gets exported for the main scene/world/level
|
||||
|
||||
![](./docs/workflow_empties.jpg)
|
||||
|
||||
all collections instances replaced with empties, and all those collections exported to gltf files as seen above
|
||||
|
||||
|
||||
## Development
|
||||
|
||||
- since the code has now been split up into multiple modules, to make your life easier, I highly recomend (if you are using vscode like me) to use
|
||||
[this](https://marketplace.visualstudio.com/items?itemName=JacquesLucke.blender-development) excellent extension , works easilly and fast , even for the latest
|
||||
versions of Blender (v4.0 as of this writing)
|
||||
- this [article](https://polynook.com/learn/set-up-blender-addon-development-environment-in-windows) might also help out
|
||||
(easy enough to get it working on linux too)
|
||||
|
||||
## License
|
||||
|
||||
This tool, all its code, contents & assets is Dual-licensed under either of
|
||||
|
||||
- Apache License, Version 2.0, ([LICENSE-APACHE](../LICENSE_APACHE.md) or https://www.apache.org/licenses/LICENSE-2.0)
|
||||
- MIT license ([LICENSE-MIT](../LICENSE_MIT.md) or https://opensource.org/licenses/MIT)
|
@ -1,69 +0,0 @@
|
||||
- investigate remove_blueprints_list_from_main_scene (could be a case of changes to bpy.data not being applied immediatly)
|
||||
- investigate clearing of changed_objects_per_scene
|
||||
- it seems bevy_components does not trigger updates
|
||||
- undo redo is ignored: ie save, do something, undo it, you still get changes
|
||||
|
||||
|
||||
- [ ] serialize scene
|
||||
- [ ] for collection instances:
|
||||
* [ ] blueprints export should also take the split/embed mode into account: if a nested collection changes AND embed is active, its container collection should also be exported
|
||||
* [ ] level exports should do the same
|
||||
- [ ] add tests for the above
|
||||
- [ ] 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
|
||||
- [x] their instances
|
||||
- [x] their objects/sub collections instances etc
|
||||
- [ ] a mapping of objects to the blueprints they belong to
|
||||
- [ ] things to alter/remove using the new & improved Blueprints/collections scanning and mapping
|
||||
- [x] get_sub_collections => remove , but rewrite how BlueprintsList are generated
|
||||
- [x] get_used_collections => remove , but rewrite how BlueprintsList are generated
|
||||
- [x] get_exportable_collections => remove , but replace with new function to get exportable blueprints
|
||||
- [x] get_collections_per_scene
|
||||
- [x] get_collections_in_library
|
||||
- [ ] traverse_tree => keep, used
|
||||
- [x] find_layer_collection_recursive => remove, unused
|
||||
- [ ] recurLayerCollection => unclear, analyse
|
||||
- [x] find_collection_ascendant_target_collection => remove, double check
|
||||
- [x] set_active_collection => keep, used
|
||||
- [x] get_source_scene => remove, unused
|
||||
- [x] assets_list["BlueprintsList"]
|
||||
BLUEPRINTS LIST {'Blueprint1': [], 'Blueprint6_animated': [], 'Blueprint4_nested': ['Blueprint3'], 'Blueprint3': [], 'Blueprint7_hierarchy': [], 'External_blueprint': [], 'External_blueprint2': ['External_blueprint3'], 'External_blueprint3': [], 'Blueprint8_animated_no_bones': []}
|
||||
- [x] internal_collections => replace with "internal_collections" or "local_collections"
|
||||
|
||||
- [x] fix COMBINE MODE passed as int instead of enum value
|
||||
=> comes from our custom logic for add_on prefs
|
||||
- [ ] double check compares to "None" values
|
||||
|
||||
- [ ] add tests for relative/absolute paths
|
||||
|
||||
- [x] move all things that alter data "permanently" to pre-save
|
||||
- [x] lighting/ scene components injection
|
||||
- [x] blueprintNames ?
|
||||
- [x] or more simple: just remove them after save as we do for others: lighting_components
|
||||
|
||||
- [ ] if we want the blueprintsList / future paths of blueprints to be present inside external assets, we are going to need to keep them around, ie: inject them in pre-save & not remove them
|
||||
|
||||
- [ ] update cleanup_materials
|
||||
|
||||
- [x] remove legacy mode
|
||||
- [x] from auto_export
|
||||
- [x] from rust code
|
||||
- [x] from examples
|
||||
- [x] added notes & workaround information in docs
|
||||
|
||||
- [ ] remove bulk of tracker related code
|
||||
- [ ] clean up
|
||||
- [x] split up change detection in settings to its own panel
|
||||
|
||||
|
||||
|
||||
|
||||
Change storage of 'blueprint' assets : (from BlueprintsList)
|
||||
- store at the SCENE level: a list/map of assets
|
||||
- asset name + asset path
|
||||
- the asset PATH is determined by the export output folder parameters
|
||||
- make asset storage generic enough to allow adding additional asset types
|
||||
- get inspired by bevy_asset_loader ?
|
||||
|
@ -1,202 +0,0 @@
|
||||
bl_info = {
|
||||
"name": "gltf_auto_export",
|
||||
"author": "kaosigh",
|
||||
"version": (0, 16, 0),
|
||||
"blender": (3, 4, 0),
|
||||
"location": "File > Import-Export",
|
||||
"description": "glTF/glb auto-export",
|
||||
"warning": "",
|
||||
"wiki_url": "https://github.com/kaosat-dev/Blender_bevy_components_workflow",
|
||||
"tracker_url": "https://github.com/kaosat-dev/Blender_bevy_components_workflow/issues/new",
|
||||
"category": "Import-Export"
|
||||
}
|
||||
import os
|
||||
import json
|
||||
import bpy
|
||||
from bpy.props import (StringProperty, BoolProperty, IntProperty, PointerProperty)
|
||||
|
||||
|
||||
# from .extension import ExampleExtensionProperties, GLTF_PT_UserExtensionPanel, unregister_panel
|
||||
|
||||
from .auto_export.operators import AutoExportGLTF
|
||||
from .auto_export.tracker import AutoExportTracker
|
||||
from .auto_export.preferences import (AutoExportGltfAddonPreferences)
|
||||
|
||||
from .auto_export.internals import (SceneLink,
|
||||
SceneLinks,
|
||||
CollectionToExport,
|
||||
BlueprintsToExport,
|
||||
CUSTOM_PG_sceneName
|
||||
)
|
||||
from .ui.main import (GLTF_PT_auto_export_change_detection, GLTF_PT_auto_export_changes_list, GLTF_PT_auto_export_main,
|
||||
GLTF_PT_auto_export_root,
|
||||
GLTF_PT_auto_export_general,
|
||||
GLTF_PT_auto_export_scenes,
|
||||
GLTF_PT_auto_export_blueprints,
|
||||
SCENE_UL_GLTF_auto_export,
|
||||
|
||||
GLTF_PT_auto_export_SidePanel
|
||||
)
|
||||
from .ui.operators import (OT_OpenFolderbrowser, SCENES_LIST_OT_actions)
|
||||
|
||||
|
||||
|
||||
from .helpers.generate_complete_preferences_dict import generate_complete_preferences_dict_gltf
|
||||
|
||||
|
||||
|
||||
|
||||
######################################################
|
||||
|
||||
"""
|
||||
# glTF extensions are named following a convention with known prefixes.
|
||||
# See: https://github.com/KhronosGroup/glTF/tree/main/extensions#about-gltf-extensions
|
||||
# also: https://github.com/KhronosGroup/glTF/blob/main/extensions/Prefixes.md
|
||||
glTF_extension_name = "EXT_auto_export"
|
||||
|
||||
# Support for an extension is "required" if a typical glTF viewer cannot be expected
|
||||
# to load a given model without understanding the contents of the extension.
|
||||
# For example, a compression scheme or new image format (with no fallback included)
|
||||
# would be "required", but physics metadata or app-specific settings could be optional.
|
||||
extension_is_required = False
|
||||
|
||||
class AutoExportExtensionProperties(bpy.types.PropertyGroup):
|
||||
enabled: bpy.props.BoolProperty(
|
||||
name=bl_info["name"],
|
||||
description='Include this extension in the exported glTF file.',
|
||||
default=True
|
||||
) # type: ignore
|
||||
|
||||
class glTF2ExportUserExtension:
|
||||
|
||||
def __init__(self):
|
||||
print("init extension", self)
|
||||
# We need to wait until we create the gltf2UserExtension to import the gltf2 modules
|
||||
# Otherwise, it may fail because the gltf2 may not be loaded yet
|
||||
from io_scene_gltf2.io.com.gltf2_io_extensions import Extension
|
||||
self.Extension = Extension
|
||||
self.properties = bpy.context.scene.AutoExportExtensionProperties
|
||||
|
||||
def gather_node_hook(self, gltf2_object, blender_object, export_settings):
|
||||
print("fooo", self)
|
||||
if self.properties.enabled:
|
||||
if gltf2_object.extensions is None:
|
||||
gltf2_object.extensions = {}
|
||||
print("bla bla")
|
||||
gltf2_object.extensions[glTF_extension_name] = self.Extension(
|
||||
name=glTF_extension_name,
|
||||
extension={"auto_export_blueprints": self.properties.auto_export_blueprints},
|
||||
required=extension_is_required
|
||||
)
|
||||
def gather_animation_hook():
|
||||
pass
|
||||
|
||||
def gather_gltf_hook(self, active_scene_idx, scenes, animations, export_settings):
|
||||
if self.properties.enabled:
|
||||
print("extension enabled")
|
||||
#print("gather_gltf_hook", self, active_scene_idx, scenes, animations, export_settings)"""
|
||||
|
||||
|
||||
#see here for original gltf exporter infos https://github.com/KhronosGroup/glTF-Blender-IO/blob/main/addons/io_scene_gltf2/__init__.py
|
||||
classes = [
|
||||
SceneLink,
|
||||
SceneLinks,
|
||||
CUSTOM_PG_sceneName,
|
||||
SCENE_UL_GLTF_auto_export,
|
||||
SCENES_LIST_OT_actions,
|
||||
|
||||
OT_OpenFolderbrowser,
|
||||
AutoExportGLTF,
|
||||
|
||||
CollectionToExport,
|
||||
BlueprintsToExport,
|
||||
|
||||
GLTF_PT_auto_export_main,
|
||||
GLTF_PT_auto_export_root,
|
||||
GLTF_PT_auto_export_general,
|
||||
GLTF_PT_auto_export_change_detection,
|
||||
GLTF_PT_auto_export_scenes,
|
||||
GLTF_PT_auto_export_blueprints,
|
||||
GLTF_PT_auto_export_SidePanel,
|
||||
AutoExportTracker,
|
||||
]
|
||||
|
||||
def cleanup_file():
|
||||
gltf_filepath = "/home/ckaos/projects/bevy/Blender_bevy_components_worklflow/testing/bevy_example/assets/____dummy____.glb"
|
||||
if os.path.exists(gltf_filepath):
|
||||
os.remove(gltf_filepath)
|
||||
return None
|
||||
else:
|
||||
return 1
|
||||
|
||||
def glTF2_post_export_callback(data):
|
||||
#print("post_export", data)
|
||||
bpy.context.window_manager.auto_export_tracker.export_finished()
|
||||
|
||||
gltf_settings_backup = bpy.context.window_manager.gltf_settings_backup
|
||||
gltf_filepath = data["gltf_filepath"]
|
||||
gltf_export_id = data['gltf_export_id']
|
||||
if gltf_export_id == "gltf_auto_export":
|
||||
# some more absurdity: apparently the file is not QUITE done when the export callback is called, so we have to introduce this timer to remove the temporary file correctly
|
||||
bpy.context.window_manager.auto_export_tracker.dummy_file_path = gltf_filepath
|
||||
try:
|
||||
bpy.app.timers.unregister(cleanup_file)
|
||||
except:pass
|
||||
bpy.app.timers.register(cleanup_file, first_interval=1)
|
||||
|
||||
# get the parameters
|
||||
scene = bpy.context.scene
|
||||
if "glTF2ExportSettings" in scene:
|
||||
settings = scene["glTF2ExportSettings"]
|
||||
export_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")
|
||||
# now write new settings
|
||||
export_settings.clear()
|
||||
|
||||
current_gltf_settings = generate_complete_preferences_dict_gltf(dict(settings))
|
||||
export_settings.write(json.dumps(current_gltf_settings))
|
||||
# now reset the original gltf_settings
|
||||
if gltf_settings_backup != "":
|
||||
scene["glTF2ExportSettings"] = json.loads(gltf_settings_backup)
|
||||
else:
|
||||
if "glTF2ExportSettings" in scene:
|
||||
del scene["glTF2ExportSettings"]
|
||||
bpy.context.window_manager.gltf_settings_backup = ""
|
||||
|
||||
# the absurd length one has to go through to RESET THE OPERATOR because it has global state !!!!! AAAAAHHH
|
||||
last_operator = bpy.context.window_manager.auto_export_tracker.last_operator
|
||||
last_operator.filepath = ""
|
||||
last_operator.gltf_export_id = ""
|
||||
|
||||
def menu_func_import(self, context):
|
||||
self.layout.operator(AutoExportGLTF.bl_idname, text="glTF auto Export (.glb/gltf)")
|
||||
from bpy.app.handlers import persistent
|
||||
|
||||
@persistent
|
||||
def post_update(scene, depsgraph):
|
||||
bpy.context.window_manager.auto_export_tracker.deps_post_update_handler( scene, depsgraph)
|
||||
|
||||
@persistent
|
||||
def post_save(scene, depsgraph):
|
||||
bpy.context.window_manager.auto_export_tracker.save_handler( scene, depsgraph)
|
||||
|
||||
def register():
|
||||
for cls in classes:
|
||||
bpy.utils.register_class(cls)
|
||||
# for some reason, adding these directly to the tracker class in register() do not work reliably
|
||||
bpy.app.handlers.depsgraph_update_post.append(post_update)
|
||||
bpy.app.handlers.save_post.append(post_save)
|
||||
|
||||
# add our addon to the toolbar
|
||||
bpy.types.TOPBAR_MT_file_export.append(menu_func_import)
|
||||
bpy.types.WindowManager.gltf_settings_backup = StringProperty(default="")
|
||||
|
||||
def unregister():
|
||||
for cls in classes:
|
||||
bpy.utils.unregister_class(cls)
|
||||
bpy.types.TOPBAR_MT_file_export.remove(menu_func_import)
|
||||
|
||||
bpy.app.handlers.depsgraph_update_post.remove(post_update)
|
||||
bpy.app.handlers.save_post.remove(post_save)
|
||||
|
||||
if "gltf_auto_export" == "__main__":
|
||||
register()
|
@ -1,183 +0,0 @@
|
||||
import copy
|
||||
import json
|
||||
import os
|
||||
from types import SimpleNamespace
|
||||
import bpy
|
||||
import traceback
|
||||
|
||||
|
||||
from .preferences import AutoExportGltfAddonPreferences
|
||||
|
||||
from .get_blueprints_to_export import get_blueprints_to_export
|
||||
from .get_levels_to_export import get_levels_to_export
|
||||
from .get_standard_exporter_settings import get_standard_exporter_settings
|
||||
|
||||
from .export_main_scenes import export_main_scene
|
||||
from .export_blueprints import export_blueprints
|
||||
|
||||
from ..helpers.helpers_scenes import (get_scenes, )
|
||||
from ..helpers.helpers_blueprints import blueprints_scan
|
||||
|
||||
from ..modules.export_materials import cleanup_materials, export_materials
|
||||
from ..modules.bevy_scene_components import remove_scene_components, upsert_scene_components
|
||||
|
||||
|
||||
"""this is the main 'central' function for all auto export """
|
||||
def auto_export(changes_per_scene, changed_export_parameters, addon_prefs):
|
||||
# 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
|
||||
print ("changed_export_parameters", changed_export_parameters)
|
||||
try:
|
||||
# path to the current blend file
|
||||
file_path = bpy.data.filepath
|
||||
# Get the folder
|
||||
blend_file_path = os.path.dirname(file_path)
|
||||
|
||||
# get the preferences for our addon
|
||||
export_root_folder = getattr(addon_prefs, "export_root_folder")
|
||||
export_output_folder = getattr(addon_prefs,"export_output_folder")
|
||||
export_models_path = os.path.join(blend_file_path, export_output_folder)
|
||||
|
||||
#should we use change detection or not
|
||||
export_change_detection = getattr(addon_prefs, "export_change_detection")
|
||||
export_scene_settings = getattr(addon_prefs,"export_scene_settings")
|
||||
|
||||
do_export_blueprints = getattr(addon_prefs,"export_blueprints")
|
||||
export_materials_library = getattr(addon_prefs,"export_materials_library")
|
||||
print("export_materials_library", export_materials_library)
|
||||
|
||||
# standard gltf export settings are stored differently
|
||||
standard_gltf_exporter_settings = get_standard_exporter_settings()
|
||||
gltf_extension = standard_gltf_exporter_settings.get("export_format", 'GLB')
|
||||
gltf_extension = '.glb' if gltf_extension == 'GLB' else '.gltf'
|
||||
|
||||
# generate the actual complete output path
|
||||
export_blueprints_path = os.path.join(blend_file_path, export_root_folder, getattr(addon_prefs,"export_blueprints_path"))
|
||||
export_levels_path = os.path.join(blend_file_path, export_root_folder, getattr(addon_prefs, "export_levels_path"))
|
||||
|
||||
print("export_blueprints_path", export_blueprints_path)
|
||||
|
||||
# here we do a bit of workaround by creating an override # TODO: do this at the "UI" level
|
||||
print("collection_instances_combine_mode", addon_prefs.collection_instances_combine_mode)
|
||||
"""if hasattr(addon_prefs, "__annotations__") :
|
||||
tmp = {}
|
||||
for k in AutoExportGltfAddonPreferences.__annotations__:
|
||||
item = AutoExportGltfAddonPreferences.__annotations__[k]
|
||||
#print("tutu",k, item.keywords.get('default', None) )
|
||||
default = item.keywords.get('default', None)
|
||||
tmp[k] = default
|
||||
|
||||
for (k, v) in addon_prefs.properties.items():
|
||||
tmp[k] = v
|
||||
|
||||
addon_prefs = SimpleNamespace(**tmp) #copy.deepcopy(addon_prefs)
|
||||
addon_prefs.__annotations__ = tmp"""
|
||||
addon_prefs.export_blueprints_path = export_blueprints_path
|
||||
addon_prefs.export_levels_path = export_levels_path
|
||||
addon_prefs.export_gltf_extension = gltf_extension
|
||||
addon_prefs.export_models_path = export_models_path
|
||||
|
||||
[main_scene_names, level_scenes, library_scene_names, library_scenes] = get_scenes(addon_prefs)
|
||||
|
||||
print("main scenes", main_scene_names, "library_scenes", library_scene_names)
|
||||
print("export_output_folder", export_output_folder)
|
||||
|
||||
blueprints_data = blueprints_scan(level_scenes, library_scenes, addon_prefs)
|
||||
blueprints_per_scene = blueprints_data.blueprints_per_scenes
|
||||
internal_blueprints = [blueprint.name for blueprint in blueprints_data.internal_blueprints]
|
||||
external_blueprints = [blueprint.name for blueprint in blueprints_data.external_blueprints]
|
||||
|
||||
if export_scene_settings:
|
||||
# inject/ update scene components
|
||||
upsert_scene_components(level_scenes)
|
||||
#inject/ update light shadow information
|
||||
for light in bpy.data.lights:
|
||||
enabled = 'true' if light.use_shadow else 'false'
|
||||
light['BlenderLightShadows'] = f"(enabled: {enabled}, buffer_bias: {light.shadow_buffer_bias})"
|
||||
|
||||
# export
|
||||
if do_export_blueprints:
|
||||
print("EXPORTING")
|
||||
# get blueprints/collections infos
|
||||
(blueprints_to_export) = get_blueprints_to_export(changes_per_scene, changed_export_parameters, blueprints_data, addon_prefs)
|
||||
|
||||
# get level/main scenes infos
|
||||
(main_scenes_to_export) = get_levels_to_export(changes_per_scene, changed_export_parameters, blueprints_data, addon_prefs)
|
||||
|
||||
# since materials export adds components we need to call this before blueprints are exported
|
||||
# export materials & inject materials components into relevant objects
|
||||
if export_materials_library:
|
||||
export_materials(blueprints_data.blueprint_names, library_scenes, blend_file_path, addon_prefs)
|
||||
|
||||
# update the list of tracked exports
|
||||
exports_total = len(blueprints_to_export) + len(main_scenes_to_export) + (1 if export_materials_library else 0)
|
||||
bpy.context.window_manager.auto_export_tracker.exports_total = exports_total
|
||||
bpy.context.window_manager.auto_export_tracker.exports_count = exports_total
|
||||
|
||||
bpy.context.window_manager.exportedCollections.clear()
|
||||
for blueprint in blueprints_to_export:
|
||||
bla = bpy.context.window_manager.exportedCollections.add()
|
||||
bla.name = blueprint.name
|
||||
print("-------------------------------")
|
||||
#print("collections: all:", collections)
|
||||
#print("collections: not found on disk:", collections_not_on_disk)
|
||||
print("BLUEPRINTS: local/internal:", internal_blueprints)
|
||||
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("-------------------------------")
|
||||
print("MAIN SCENES: to export:", main_scenes_to_export)
|
||||
print("-------------------------------")
|
||||
# backup current active scene
|
||||
old_current_scene = bpy.context.scene
|
||||
# backup current selections
|
||||
old_selections = bpy.context.selected_objects
|
||||
|
||||
# first export any main/level/world scenes
|
||||
if len(main_scenes_to_export) > 0:
|
||||
print("export MAIN scenes")
|
||||
for scene_name in main_scenes_to_export:
|
||||
print(" exporting scene:", scene_name)
|
||||
export_main_scene(bpy.data.scenes[scene_name], blend_file_path, addon_prefs, blueprints_data)
|
||||
|
||||
# now deal with blueprints/collections
|
||||
do_export_library_scene = not export_change_detection or changed_export_parameters or len(blueprints_to_export) > 0
|
||||
if do_export_library_scene:
|
||||
print("export LIBRARY")
|
||||
# we only want to go through the library scenes where our blueprints to export are present
|
||||
"""for (scene_name, blueprints_to_export) in blueprints_per_scene.items():
|
||||
print(" exporting blueprints from scene:", scene_name)
|
||||
print(" blueprints to export", blueprints_to_export)"""
|
||||
export_blueprints(blueprints_to_export, blend_file_path, addon_prefs, blueprints_data)
|
||||
|
||||
# reset current scene from backup
|
||||
bpy.context.window.scene = old_current_scene
|
||||
|
||||
# reset selections
|
||||
for obj in old_selections:
|
||||
obj.select_set(True)
|
||||
if export_materials_library:
|
||||
cleanup_materials(blueprints_data.blueprint_names, library_scenes)
|
||||
|
||||
else:
|
||||
for scene_name in main_scene_names:
|
||||
export_main_scene(bpy.data.scenes[scene_name], blend_file_path, addon_prefs, [])
|
||||
|
||||
|
||||
|
||||
except Exception as error:
|
||||
print(traceback.format_exc())
|
||||
|
||||
def error_message(self, context):
|
||||
self.layout.label(text="Failure during auto_export: Error: "+ str(error))
|
||||
|
||||
bpy.context.window_manager.popup_menu(error_message, title="Error", icon='ERROR')
|
||||
|
||||
finally:
|
||||
# FIXME: error handling ? also redundant
|
||||
[main_scene_names, main_scenes, library_scene_names, library_scenes] = get_scenes(addon_prefs)
|
||||
|
||||
if export_scene_settings:
|
||||
# inject/ update scene components
|
||||
remove_scene_components(main_scenes)
|
||||
|
@ -1,39 +0,0 @@
|
||||
import json
|
||||
import bpy
|
||||
|
||||
"""
|
||||
This should ONLY be run when actually doing exports/aka calling auto_export function, because we only care about the difference in settings between EXPORTS
|
||||
"""
|
||||
def did_export_settings_change():
|
||||
# compare both the auto export settings & the gltf settings
|
||||
previous_auto_settings = bpy.data.texts[".gltf_auto_export_settings_previous"] if ".gltf_auto_export_settings_previous" in bpy.data.texts else None
|
||||
previous_gltf_settings = bpy.data.texts[".gltf_auto_export_gltf_settings_previous"] if ".gltf_auto_export_gltf_settings_previous" in bpy.data.texts else None
|
||||
|
||||
current_auto_settings = bpy.data.texts[".gltf_auto_export_settings"] if ".gltf_auto_export_settings" in bpy.data.texts else None
|
||||
current_gltf_settings = bpy.data.texts[".gltf_auto_export_gltf_settings"] if ".gltf_auto_export_gltf_settings" in bpy.data.texts else None
|
||||
|
||||
#check if params have changed
|
||||
|
||||
# if there were no setting before, it is new, we need export
|
||||
changed = False
|
||||
if previous_auto_settings == None:
|
||||
print("previous settings missing, exporting")
|
||||
changed = True
|
||||
elif previous_gltf_settings == None:
|
||||
print("previous gltf settings missing, exporting")
|
||||
changed = True
|
||||
else:
|
||||
auto_settings_changed = sorted(json.loads(previous_auto_settings.as_string()).items()) != sorted(json.loads(current_auto_settings.as_string()).items()) if current_auto_settings != None else False
|
||||
gltf_settings_changed = sorted(json.loads(previous_gltf_settings.as_string()).items()) != sorted(json.loads(current_gltf_settings.as_string()).items()) if current_gltf_settings != None else False
|
||||
|
||||
"""print("auto settings previous", sorted(json.loads(previous_auto_settings.as_string()).items()))
|
||||
print("auto settings current", sorted(json.loads(current_auto_settings.as_string()).items()))
|
||||
print("auto_settings_changed", auto_settings_changed)"""
|
||||
|
||||
"""print("gltf settings previous", sorted(json.loads(previous_gltf_settings.as_string()).items()))
|
||||
print("gltf settings current", sorted(json.loads(current_gltf_settings.as_string()).items()))
|
||||
print("gltf_settings_changed", gltf_settings_changed)"""
|
||||
|
||||
changed = auto_settings_changed or gltf_settings_changed
|
||||
|
||||
return changed
|
@ -1,44 +0,0 @@
|
||||
import os
|
||||
import bpy
|
||||
|
||||
from ..constants import TEMPSCENE_PREFIX
|
||||
from ..helpers.generate_and_export import generate_and_export
|
||||
from .export_gltf import (generate_gltf_export_preferences)
|
||||
from ..helpers.helpers_scenes import clear_hollow_scene, copy_hollowed_collection_into
|
||||
|
||||
|
||||
def export_blueprints(blueprints, blend_file_path, addon_prefs, blueprints_data):
|
||||
export_blueprints_path = getattr(addon_prefs,"export_blueprints_path")
|
||||
gltf_export_preferences = generate_gltf_export_preferences(addon_prefs)
|
||||
|
||||
try:
|
||||
# save current active collection
|
||||
active_collection = bpy.context.view_layer.active_layer_collection
|
||||
export_materials_library = getattr(addon_prefs,"export_materials_library")
|
||||
|
||||
for blueprint in blueprints:
|
||||
print("exporting collection", blueprint.name)
|
||||
gltf_output_path = os.path.join(export_blueprints_path, blueprint.name)
|
||||
export_settings = { **gltf_export_preferences, 'use_active_scene': True, 'use_active_collection': True, 'use_active_collection_with_nested':True}
|
||||
|
||||
# if we are using the material library option, do not export materials, use placeholder instead
|
||||
if export_materials_library:
|
||||
export_settings['export_materials'] = 'PLACEHOLDER'
|
||||
|
||||
collection = bpy.data.collections[blueprint.name]
|
||||
generate_and_export(
|
||||
addon_prefs,
|
||||
temp_scene_name=TEMPSCENE_PREFIX+collection.name,
|
||||
export_settings=export_settings,
|
||||
gltf_output_path=gltf_output_path,
|
||||
tempScene_filler= lambda temp_collection: copy_hollowed_collection_into(collection, temp_collection, blueprints_data=blueprints_data, addon_prefs=addon_prefs),
|
||||
tempScene_cleaner= lambda temp_scene, params: clear_hollow_scene(original_root_collection=collection, temp_scene=temp_scene, **params)
|
||||
)
|
||||
|
||||
# reset active collection to the one we save before
|
||||
bpy.context.view_layer.active_layer_collection = active_collection
|
||||
|
||||
except Exception as error:
|
||||
print("failed to export collections to gltf: ", error)
|
||||
raise error
|
||||
|
@ -1,77 +0,0 @@
|
||||
import json
|
||||
import os
|
||||
import bpy
|
||||
|
||||
from .get_standard_exporter_settings import get_standard_exporter_settings
|
||||
from .preferences import (AutoExportGltfPreferenceNames)
|
||||
|
||||
def generate_gltf_export_preferences(addon_prefs):
|
||||
# default values
|
||||
gltf_export_preferences = dict(
|
||||
# export_format= 'GLB', #'GLB', 'GLTF_SEPARATE', 'GLTF_EMBEDDED'
|
||||
check_existing=False,
|
||||
|
||||
use_selection=False,
|
||||
use_visible=True, # Export visible and hidden objects. See Object/Batch Export to skip.
|
||||
use_renderable=False,
|
||||
use_active_collection= False,
|
||||
use_active_collection_with_nested=False,
|
||||
use_active_scene = False,
|
||||
|
||||
export_cameras=True,
|
||||
export_extras=True, # For custom exported properties.
|
||||
export_lights=True,
|
||||
|
||||
#export_texcoords=True,
|
||||
#export_normals=True,
|
||||
# here add draco settings
|
||||
#export_draco_mesh_compression_enable = False,
|
||||
|
||||
#export_tangents=False,
|
||||
#export_materials
|
||||
#export_colors=True,
|
||||
#export_attributes=True,
|
||||
#use_mesh_edges
|
||||
#use_mesh_vertices
|
||||
|
||||
|
||||
#export_yup=True,
|
||||
#export_skins=True,
|
||||
#export_morph=False,
|
||||
#export_apply=False,
|
||||
#export_animations=False,
|
||||
#export_optimize_animation_size=False
|
||||
)
|
||||
|
||||
for key in addon_prefs.__annotations__.keys():
|
||||
if str(key) not in AutoExportGltfPreferenceNames:
|
||||
#print("overriding setting", key, "value", getattr(addon_prefs,key))
|
||||
gltf_export_preferences[key] = getattr(addon_prefs, key)
|
||||
|
||||
|
||||
standard_gltf_exporter_settings = get_standard_exporter_settings()
|
||||
|
||||
constant_keys = [
|
||||
'use_selection',
|
||||
'use_visible',
|
||||
'use_active_collection',
|
||||
'use_active_collection_with_nested',
|
||||
'use_active_scene',
|
||||
'export_cameras',
|
||||
'export_extras', # For custom exported properties.
|
||||
'export_lights',
|
||||
]
|
||||
|
||||
# a certain number of essential params should NEVER be overwritten , no matter the settings of the standard exporter
|
||||
for key in standard_gltf_exporter_settings.keys():
|
||||
if str(key) not in constant_keys:
|
||||
gltf_export_preferences[key] = standard_gltf_exporter_settings.get(key)
|
||||
return gltf_export_preferences
|
||||
|
||||
|
||||
#https://docs.blender.org/api/current/bpy.ops.export_scene.html#bpy.ops.export_scene.gltf
|
||||
def export_gltf (path, export_settings):
|
||||
settings = {**export_settings, "filepath": path}
|
||||
# print("export settings",settings)
|
||||
os.makedirs(os.path.dirname(path), exist_ok=True)
|
||||
#bpy.ops.export_scene.gltf(**settings)
|
@ -1,77 +0,0 @@
|
||||
import os
|
||||
import bpy
|
||||
from pathlib import Path
|
||||
|
||||
from ..constants import TEMPSCENE_PREFIX
|
||||
from ..helpers.generate_and_export import generate_and_export
|
||||
from .export_gltf import (generate_gltf_export_preferences, export_gltf)
|
||||
from ..modules.bevy_dynamic import is_object_dynamic, is_object_static
|
||||
from ..helpers.helpers_scenes import clear_hollow_scene, copy_hollowed_collection_into
|
||||
from ..helpers.helpers_blueprints import inject_blueprints_list_into_main_scene, remove_blueprints_list_from_main_scene
|
||||
|
||||
def export_main_scene(scene, blend_file_path, addon_prefs, blueprints_data):
|
||||
gltf_export_preferences = generate_gltf_export_preferences(addon_prefs)
|
||||
export_root_folder = getattr(addon_prefs, "export_root_folder")
|
||||
export_output_folder = getattr(addon_prefs,"export_output_folder")
|
||||
export_levels_path = getattr(addon_prefs,"export_levels_path")
|
||||
|
||||
export_blueprints = getattr(addon_prefs,"export_blueprints")
|
||||
export_separate_dynamic_and_static_objects = getattr(addon_prefs, "export_separate_dynamic_and_static_objects")
|
||||
|
||||
export_settings = { **gltf_export_preferences,
|
||||
'use_active_scene': True,
|
||||
'use_active_collection':True,
|
||||
'use_active_collection_with_nested':True,
|
||||
'use_visible': False,
|
||||
'use_renderable': False,
|
||||
'export_apply':True
|
||||
}
|
||||
|
||||
if export_blueprints :
|
||||
gltf_output_path = os.path.join(export_levels_path, scene.name)
|
||||
|
||||
inject_blueprints_list_into_main_scene(scene, blueprints_data, addon_prefs)
|
||||
return
|
||||
if export_separate_dynamic_and_static_objects:
|
||||
#print("SPLIT STATIC AND DYNAMIC")
|
||||
# first export static objects
|
||||
generate_and_export(
|
||||
addon_prefs,
|
||||
temp_scene_name=TEMPSCENE_PREFIX,
|
||||
export_settings=export_settings,
|
||||
gltf_output_path=gltf_output_path,
|
||||
tempScene_filler= lambda temp_collection: copy_hollowed_collection_into(scene.collection, temp_collection, blueprints_data=blueprints_data, filter=is_object_static, addon_prefs=addon_prefs),
|
||||
tempScene_cleaner= lambda temp_scene, params: clear_hollow_scene(original_root_collection=scene.collection, temp_scene=temp_scene, **params)
|
||||
)
|
||||
|
||||
# then export all dynamic objects
|
||||
gltf_output_path = os.path.join(export_levels_path, scene.name+ "_dynamic")
|
||||
generate_and_export(
|
||||
addon_prefs,
|
||||
temp_scene_name=TEMPSCENE_PREFIX,
|
||||
export_settings=export_settings,
|
||||
gltf_output_path=gltf_output_path,
|
||||
tempScene_filler= lambda temp_collection: copy_hollowed_collection_into(scene.collection, temp_collection, blueprints_data=blueprints_data, filter=is_object_dynamic, addon_prefs=addon_prefs),
|
||||
tempScene_cleaner= lambda temp_scene, params: clear_hollow_scene(original_root_collection=scene.collection, temp_scene=temp_scene, **params)
|
||||
)
|
||||
|
||||
else:
|
||||
#print("NO SPLIT")
|
||||
generate_and_export(
|
||||
addon_prefs,
|
||||
temp_scene_name=TEMPSCENE_PREFIX,
|
||||
export_settings=export_settings,
|
||||
gltf_output_path=gltf_output_path,
|
||||
tempScene_filler= lambda temp_collection: copy_hollowed_collection_into(scene.collection, temp_collection, blueprints_data=blueprints_data, addon_prefs=addon_prefs),
|
||||
tempScene_cleaner= lambda temp_scene, params: clear_hollow_scene(original_root_collection=scene.collection, temp_scene=temp_scene, **params)
|
||||
)
|
||||
|
||||
else:
|
||||
gltf_output_path = os.path.join(export_root_folder, export_output_folder, scene.name)
|
||||
print(" exporting gltf to", gltf_output_path, ".gltf/glb")
|
||||
export_gltf(gltf_output_path, export_settings)
|
||||
|
||||
remove_blueprints_list_from_main_scene(scene)
|
||||
|
||||
|
||||
|
@ -1,60 +0,0 @@
|
||||
import bpy
|
||||
import os
|
||||
from ..helpers.helpers_scenes import (get_scenes, )
|
||||
from ..helpers.helpers_blueprints import find_blueprints_not_on_disk
|
||||
|
||||
# TODO: this should also take the split/embed mode into account: if a nested collection changes AND embed is active, its container collection should also be exported
|
||||
def get_blueprints_to_export(changes_per_scene, changed_export_parameters, blueprints_data, addon_prefs):
|
||||
export_change_detection = getattr(addon_prefs, "export_change_detection")
|
||||
export_gltf_extension = getattr(addon_prefs, "export_gltf_extension", ".glb")
|
||||
export_blueprints_path = getattr(addon_prefs,"export_blueprints_path", "")
|
||||
collection_instances_combine_mode = getattr(addon_prefs, "collection_instances_combine_mode")
|
||||
|
||||
[main_scene_names, level_scenes, library_scene_names, library_scenes] = get_scenes(addon_prefs)
|
||||
internal_blueprints = blueprints_data.internal_blueprints
|
||||
blueprints_to_export = internal_blueprints # just for clarity
|
||||
|
||||
# print("export_change_detection", export_change_detection, "changed_export_parameters", changed_export_parameters, "changes_per_scene", changes_per_scene)
|
||||
|
||||
# if the export parameters have changed, bail out early
|
||||
# we need to re_export everything if the export parameters have been changed
|
||||
if export_change_detection and not changed_export_parameters:
|
||||
changed_blueprints = []
|
||||
|
||||
# first check if all collections have already been exported before (if this is the first time the exporter is run
|
||||
# in your current Blender session for example)
|
||||
blueprints_not_on_disk = find_blueprints_not_on_disk(internal_blueprints, export_blueprints_path, export_gltf_extension)
|
||||
|
||||
for scene in library_scenes:
|
||||
if scene.name in changes_per_scene:
|
||||
changed_objects = list(changes_per_scene[scene.name].keys())
|
||||
changed_blueprints = [blueprints_data.blueprints_from_objects[changed] for changed in changed_objects if changed in blueprints_data.blueprints_from_objects]
|
||||
# we only care about local blueprints/collections
|
||||
changed_local_blueprints = [blueprint for blueprint in changed_blueprints if blueprint.name in blueprints_data.blueprints_per_name.keys() and blueprint.local]
|
||||
# FIXME: double check this: why are we combining these two ?
|
||||
changed_blueprints += changed_local_blueprints
|
||||
|
||||
|
||||
blueprints_to_export = list(set(changed_blueprints + blueprints_not_on_disk))
|
||||
|
||||
|
||||
# filter out blueprints that are not marked & deal with the different combine modes
|
||||
# we check for blueprint & object specific overrides ...
|
||||
filtered_blueprints = []
|
||||
for blueprint in blueprints_to_export:
|
||||
if blueprint.marked:
|
||||
filtered_blueprints.append(blueprint)
|
||||
else:
|
||||
blueprint_instances = blueprints_data.internal_collection_instances.get(blueprint.name, [])
|
||||
# print("INSTANCES", blueprint_instances, blueprints_data.internal_collection_instances)
|
||||
# marked blueprints that have changed are always exported, regardless of whether they are in use (have instances) or not
|
||||
for blueprint_instance in blueprint_instances:
|
||||
combine_mode = blueprint_instance['_combine'] if '_combine' in blueprint_instance else collection_instances_combine_mode
|
||||
if combine_mode == "Split": # we only keep changed blueprints if mode is set to split for at least one instance (aka if ALL instances of a blueprint are merged, do not export ? )
|
||||
filtered_blueprints.append(blueprint)
|
||||
|
||||
blueprints_to_export = list(set(filtered_blueprints))
|
||||
|
||||
|
||||
# changed/all blueprints to export
|
||||
return (blueprints_to_export)
|
@ -1,51 +0,0 @@
|
||||
import bpy
|
||||
from ..helpers.helpers_blueprints import check_if_blueprint_on_disk
|
||||
from ..helpers.helpers_scenes import (get_scenes, )
|
||||
|
||||
# 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
|
||||
def changed_object_in_scene(scene_name, changes_per_scene, blueprints_data, collection_instances_combine_mode):
|
||||
# Embed / EmbedExternal
|
||||
blueprints_from_objects = blueprints_data.blueprints_from_objects
|
||||
|
||||
blueprint_instances_in_scene = blueprints_data.blueprint_instances_per_main_scene.get(scene_name, None)
|
||||
if blueprint_instances_in_scene is not None:
|
||||
changed_objects = [object_name for change in changes_per_scene.values() for object_name in change.keys()]
|
||||
changed_blueprints = [blueprints_from_objects[changed] for changed in changed_objects if changed in blueprints_from_objects]
|
||||
changed_blueprints_with_instances_in_scene = [blueprint for blueprint in changed_blueprints if blueprint.name in blueprint_instances_in_scene.keys()]
|
||||
|
||||
|
||||
changed_blueprint_instances= [object for blueprint in changed_blueprints_with_instances_in_scene for object in blueprint_instances_in_scene[blueprint.name]]
|
||||
# print("changed_blueprint_instances", changed_blueprint_instances,)
|
||||
|
||||
level_needs_export = False
|
||||
for blueprint_instance in changed_blueprint_instances:
|
||||
blueprint = blueprints_data.blueprint_name_from_instances[blueprint_instance]
|
||||
combine_mode = blueprint_instance['_combine'] if '_combine' in blueprint_instance else collection_instances_combine_mode
|
||||
#print("COMBINE MODE FOR OBJECT", combine_mode)
|
||||
if combine_mode == 'Embed':
|
||||
level_needs_export = True
|
||||
break
|
||||
elif combine_mode == 'EmbedExternal' and not blueprint.local:
|
||||
level_needs_export = True
|
||||
break
|
||||
# changes => list of changed objects (regardless of wether they have been changed in main scene or in lib scene)
|
||||
# wich of those objects are blueprint instances
|
||||
# we need a list of changed objects that are blueprint instances
|
||||
return level_needs_export
|
||||
return False
|
||||
|
||||
|
||||
# this also takes the split/embed mode into account: if a collection instance changes AND embed is active, its container level/world should also be exported
|
||||
def get_levels_to_export(changes_per_scene, changed_export_parameters, blueprints_data, addon_prefs):
|
||||
export_change_detection = getattr(addon_prefs, "export_change_detection")
|
||||
export_gltf_extension = getattr(addon_prefs, "export_gltf_extension")
|
||||
export_levels_path = getattr(addon_prefs, "export_levels_path")
|
||||
collection_instances_combine_mode = getattr(addon_prefs, "collection_instances_combine_mode")
|
||||
|
||||
[main_scene_names, level_scenes, library_scene_names, library_scenes] = get_scenes(addon_prefs)
|
||||
|
||||
# determine list of main scenes to export
|
||||
# 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)
|
||||
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 changed_object_in_scene(scene_name, changes_per_scene, blueprints_data, collection_instances_combine_mode) or not check_if_blueprint_on_disk(scene_name, export_levels_path, export_gltf_extension) ]
|
||||
|
||||
return (main_scenes_to_export)
|
@ -1,14 +0,0 @@
|
||||
import bpy
|
||||
import json
|
||||
|
||||
def get_standard_exporter_settings():
|
||||
standard_gltf_exporter_settings = bpy.data.texts[".gltf_auto_export_gltf_settings"] if ".gltf_auto_export_gltf_settings" in bpy.data.texts else None
|
||||
if standard_gltf_exporter_settings != None:
|
||||
try:
|
||||
standard_gltf_exporter_settings = json.loads(standard_gltf_exporter_settings.as_string())
|
||||
except:
|
||||
standard_gltf_exporter_settings = {}
|
||||
else:
|
||||
standard_gltf_exporter_settings = {}
|
||||
|
||||
return standard_gltf_exporter_settings
|
@ -1,22 +0,0 @@
|
||||
import bpy
|
||||
|
||||
class SceneLink(bpy.types.PropertyGroup):
|
||||
name: bpy.props.StringProperty(name="") # type: ignore
|
||||
scene: bpy.props.PointerProperty(type=bpy.types.Scene) # type: ignore
|
||||
|
||||
class SceneLinks(bpy.types.PropertyGroup):
|
||||
name = bpy.props.StringProperty(name="List of scenes to export", default="Unknown")
|
||||
items: bpy.props.CollectionProperty(type = SceneLink) # type: ignore
|
||||
|
||||
class CUSTOM_PG_sceneName(bpy.types.PropertyGroup):
|
||||
name: bpy.props.StringProperty() # type: ignore
|
||||
display: bpy.props.BoolProperty() # type: ignore
|
||||
|
||||
class CollectionToExport(bpy.types.PropertyGroup):
|
||||
name: bpy.props.StringProperty(name="") # type: ignore
|
||||
|
||||
class BlueprintsToExport(bpy.types.PropertyGroup):
|
||||
name = bpy.props.StringProperty(name="List of collections to export", default="Unknown")
|
||||
items: bpy.props.CollectionProperty(type = CollectionToExport) # type: ignore
|
||||
|
||||
|
@ -1,468 +0,0 @@
|
||||
import json
|
||||
import bpy
|
||||
from bpy.types import Operator
|
||||
from bpy_extras.io_utils import ExportHelper
|
||||
from bpy.props import (IntProperty, StringProperty, BoolProperty)
|
||||
|
||||
from ..ui.operators import OT_OpenFolderbrowser, draw_folder_browser
|
||||
|
||||
#from ..ui.main import GLTF_PT_auto_export_general, GLTF_PT_auto_export_main, GLTF_PT_auto_export_root
|
||||
|
||||
from .preferences import (AutoExportGltfAddonPreferences, AutoExportGltfPreferenceNames)
|
||||
from .auto_export import auto_export
|
||||
from ..helpers.generate_complete_preferences_dict import generate_complete_preferences_dict_auto
|
||||
from ..helpers.serialize_scene import serialize_scene
|
||||
|
||||
def bubble_up_changes(object, changes_per_scene):
|
||||
if object.parent:
|
||||
changes_per_scene[object.parent.name] = bpy.data.objects[object.parent.name]
|
||||
bubble_up_changes(object.parent, changes_per_scene)
|
||||
|
||||
|
||||
class AutoExportGLTF(Operator, AutoExportGltfAddonPreferences):#, ExportHelper):
|
||||
"""auto export gltf"""
|
||||
#bl_idname = "object.xxx"
|
||||
bl_idname = "export_scenes.auto_gltf"
|
||||
bl_label = "Apply settings"
|
||||
bl_options = {'PRESET'} # we do not add UNDO otherwise it leads to an invisible operation that resets the state of the saved serialized scene, breaking compares for normal undo/redo operations
|
||||
# ExportHelper mixin class uses this
|
||||
#filename_ext = ''
|
||||
#filepath: bpy.props.StringProperty(subtype="FILE_PATH", default="") # type: ignore
|
||||
|
||||
#list of settings (other than purely gltf settings) whose change should trigger a re-generation of gltf files
|
||||
white_list = [
|
||||
'auto_export',
|
||||
'export_root_folder',
|
||||
'export_output_folder',
|
||||
'export_change_detection',
|
||||
'export_scene_settings',
|
||||
|
||||
'main_scene_names',
|
||||
'library_scene_names',
|
||||
|
||||
'export_blueprints',
|
||||
'export_blueprints_path',
|
||||
'export_marked_assets',
|
||||
'collection_instances_combine_mode',
|
||||
|
||||
'export_levels_path',
|
||||
'export_separate_dynamic_and_static_objects',
|
||||
|
||||
'export_materials_library',
|
||||
'export_materials_path',
|
||||
]
|
||||
|
||||
@classmethod
|
||||
def register(cls):
|
||||
bpy.types.WindowManager.main_scene = bpy.props.PointerProperty(type=bpy.types.Scene, name="main scene", description="main_scene_picker", poll=cls.is_scene_ok)
|
||||
bpy.types.WindowManager.library_scene = bpy.props.PointerProperty(type=bpy.types.Scene, name="library scene", description="library_scene_picker", poll=cls.is_scene_ok)
|
||||
|
||||
bpy.types.WindowManager.main_scenes_list_index = IntProperty(name = "Index for main scenes list", default = 0)
|
||||
bpy.types.WindowManager.library_scenes_list_index = IntProperty(name = "Index for library scenes list", default = 0)
|
||||
|
||||
cls.main_scenes_index = 0
|
||||
cls.library_scenes_index = 0
|
||||
|
||||
@classmethod
|
||||
def unregister(cls):
|
||||
del bpy.types.WindowManager.main_scene
|
||||
del bpy.types.WindowManager.library_scene
|
||||
|
||||
del bpy.types.WindowManager.main_scenes_list_index
|
||||
del bpy.types.WindowManager.library_scenes_list_index
|
||||
|
||||
def is_scene_ok(self, scene):
|
||||
try:
|
||||
operator = bpy.context.space_data.active_operator
|
||||
return scene.name not in operator.main_scenes and scene.name not in operator.library_scenes
|
||||
except:
|
||||
return True
|
||||
|
||||
def format_settings(self):
|
||||
# find all props to save
|
||||
exceptional = [
|
||||
# options that don't start with 'export_'
|
||||
'collection_instances_combine_mode',
|
||||
]
|
||||
all_props = self.properties
|
||||
export_props = {
|
||||
x: getattr(self, x) for x in dir(all_props)
|
||||
if (x.startswith("export_") or x in exceptional) and all_props.get(x) is not None
|
||||
}
|
||||
# we inject all that we need, the above is not sufficient
|
||||
for (k, v) in self.properties.items():
|
||||
if k in self.white_list or k not in AutoExportGltfPreferenceNames:
|
||||
value = v
|
||||
# FIXME: really weird having to do this
|
||||
if k == "collection_instances_combine_mode":
|
||||
value = self.collection_instances_combine_mode
|
||||
if k == "export_materials":
|
||||
value = self.export_materials
|
||||
export_props[k] = value
|
||||
# we add main & library scene names to our preferences
|
||||
|
||||
export_props['main_scene_names'] = list(map(lambda scene_data: scene_data.name, getattr(self,"main_scenes")))
|
||||
export_props['library_scene_names'] = list(map(lambda scene_data: scene_data.name, getattr(self,"library_scenes")))
|
||||
return export_props
|
||||
|
||||
def save_settings(self, context):
|
||||
print("save settings")
|
||||
auto_export_settings = self.format_settings()
|
||||
self.properties['main_scene_names'] = auto_export_settings['main_scene_names']
|
||||
self.properties['library_scene_names'] = auto_export_settings['library_scene_names']
|
||||
|
||||
stored_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")
|
||||
stored_settings.clear()
|
||||
|
||||
auto_export_settings = generate_complete_preferences_dict_auto(auto_export_settings)
|
||||
stored_settings.write(json.dumps(auto_export_settings))
|
||||
print("saved settings", auto_export_settings)
|
||||
#print("saving settings", bpy.data.texts[".gltf_auto_export_settings"].as_string(), "raw", json.dumps(export_props))
|
||||
|
||||
def load_settings(self, context):
|
||||
print("loading settings")
|
||||
settings = None
|
||||
try:
|
||||
settings = bpy.data.texts[".gltf_auto_export_settings"].as_string()
|
||||
settings = json.loads(settings)
|
||||
except: pass
|
||||
|
||||
self.will_save_settings = False
|
||||
if settings:
|
||||
#print("loading settings in invoke AutoExportGLTF", settings)
|
||||
try:
|
||||
for (k, v) in settings.items():
|
||||
#print("loading setting", k, v)
|
||||
setattr(self, k, v)
|
||||
self.will_save_settings = True
|
||||
|
||||
# Update filter if user saved settings
|
||||
if hasattr(self, 'export_format'):
|
||||
self.filter_glob = '*.glb' if self.export_format == 'GLB' else '*.gltf'
|
||||
|
||||
# inject scenes data
|
||||
if hasattr(self, 'main_scene_names'):
|
||||
main_scenes = self.main_scenes
|
||||
main_scenes.clear()
|
||||
for item_name in self.main_scene_names:
|
||||
item = main_scenes.add()
|
||||
item.name = item_name
|
||||
|
||||
if hasattr(self, 'library_scene_names'):
|
||||
library_scenes = self.library_scenes
|
||||
library_scenes.clear()
|
||||
for item_name in self.library_scene_names:
|
||||
item = library_scenes.add()
|
||||
item.name = item_name
|
||||
|
||||
except Exception as error:
|
||||
print("error", error)
|
||||
self.report({"ERROR"}, "Loading export settings failed. Removed corrupted settings")
|
||||
bpy.data.texts.remove(bpy.data.texts[".gltf_auto_export_settings"])
|
||||
else:
|
||||
self.will_save_settings = True
|
||||
|
||||
"""
|
||||
This should ONLY be run when actually doing exports/aka calling auto_export function, because we only care about the difference in settings between EXPORTS
|
||||
"""
|
||||
def did_export_settings_change(self):
|
||||
# compare both the auto export settings & the gltf settings
|
||||
previous_auto_settings = bpy.data.texts[".gltf_auto_export_settings_previous"] if ".gltf_auto_export_settings_previous" in bpy.data.texts else None
|
||||
previous_gltf_settings = bpy.data.texts[".gltf_auto_export_gltf_settings_previous"] if ".gltf_auto_export_gltf_settings_previous" in bpy.data.texts else None
|
||||
|
||||
current_auto_settings = bpy.data.texts[".gltf_auto_export_settings"] if ".gltf_auto_export_settings" in bpy.data.texts else None
|
||||
current_gltf_settings = bpy.data.texts[".gltf_auto_export_gltf_settings"] if ".gltf_auto_export_gltf_settings" in bpy.data.texts else None
|
||||
|
||||
#check if params have changed
|
||||
|
||||
# if there were no setting before, it is new, we need export
|
||||
changed = False
|
||||
if previous_auto_settings == None:
|
||||
#print("previous settings missing, exporting")
|
||||
changed = True
|
||||
elif previous_gltf_settings == None:
|
||||
#print("previous gltf settings missing, exporting")
|
||||
previous_gltf_settings = bpy.data.texts.new(".gltf_auto_export_gltf_settings_previous")
|
||||
previous_gltf_settings.write(json.dumps({}))
|
||||
if current_gltf_settings == None:
|
||||
current_gltf_settings = bpy.data.texts.new(".gltf_auto_export_gltf_settings")
|
||||
current_gltf_settings.write(json.dumps({}))
|
||||
|
||||
changed = True
|
||||
|
||||
else:
|
||||
auto_settings_changed = sorted(json.loads(previous_auto_settings.as_string()).items()) != sorted(json.loads(current_auto_settings.as_string()).items()) if current_auto_settings != None else False
|
||||
gltf_settings_changed = sorted(json.loads(previous_gltf_settings.as_string()).items()) != sorted(json.loads(current_gltf_settings.as_string()).items()) if current_gltf_settings != None else False
|
||||
|
||||
"""print("auto settings previous", sorted(json.loads(previous_auto_settings.as_string()).items()))
|
||||
print("auto settings current", sorted(json.loads(current_auto_settings.as_string()).items()))
|
||||
print("auto_settings_changed", auto_settings_changed)
|
||||
|
||||
print("gltf settings previous", sorted(json.loads(previous_gltf_settings.as_string()).items()))
|
||||
print("gltf settings current", sorted(json.loads(current_gltf_settings.as_string()).items()))
|
||||
print("gltf_settings_changed", gltf_settings_changed)"""
|
||||
|
||||
changed = auto_settings_changed or gltf_settings_changed
|
||||
# now write the current settings to the "previous settings"
|
||||
if current_auto_settings != None:
|
||||
previous_auto_settings = bpy.data.texts[".gltf_auto_export_settings_previous"] if ".gltf_auto_export_settings_previous" in bpy.data.texts else bpy.data.texts.new(".gltf_auto_export_settings_previous")
|
||||
previous_auto_settings.clear()
|
||||
previous_auto_settings.write(current_auto_settings.as_string()) # TODO : check if this is always valid
|
||||
|
||||
if current_gltf_settings != None:
|
||||
previous_gltf_settings = bpy.data.texts[".gltf_auto_export_gltf_settings_previous"] if ".gltf_auto_export_gltf_settings_previous" in bpy.data.texts else bpy.data.texts.new(".gltf_auto_export_gltf_settings_previous")
|
||||
previous_gltf_settings.clear()
|
||||
previous_gltf_settings.write(current_gltf_settings.as_string())
|
||||
|
||||
return changed
|
||||
|
||||
def did_objects_change(self):
|
||||
# sigh... you need to save & reset the frame otherwise it saves the values AT THE CURRENT FRAME WHICH CAN DIFFER ACROSS SCENES
|
||||
current_frames = [scene.frame_current for scene in bpy.data.scenes]
|
||||
for scene in bpy.data.scenes:
|
||||
scene.frame_set(0)
|
||||
|
||||
current_scene = bpy.context.window.scene
|
||||
bpy.context.window.scene = bpy.data.scenes[0]
|
||||
#serialize scene at frame 0
|
||||
"""with bpy.context.temp_override(scene=bpy.data.scenes[1]):
|
||||
bpy.context.scene.frame_set(0)"""
|
||||
current = serialize_scene()
|
||||
bpy.context.window.scene = current_scene
|
||||
|
||||
# reset previous frames
|
||||
for (index, scene) in enumerate(bpy.data.scenes):
|
||||
scene.frame_set(int(current_frames[index]))
|
||||
|
||||
previous_stored = bpy.data.texts[".TESTING"] if ".TESTING" in bpy.data.texts else None # bpy.data.texts.new(".TESTING")
|
||||
if previous_stored == None:
|
||||
previous_stored = bpy.data.texts.new(".TESTING")
|
||||
previous_stored.write(current)
|
||||
return {}
|
||||
previous = json.loads(previous_stored.as_string())
|
||||
current = json.loads(current)
|
||||
|
||||
changes_per_scene = {}
|
||||
# TODO : how do we deal with changed scene names ???
|
||||
for scene in current:
|
||||
# print('scene', scene)
|
||||
previous_object_names = list(previous[scene].keys())
|
||||
current_object_names =list(current[scene].keys())
|
||||
#print("previous_object_names", len(previous_object_names), previous_object_names)
|
||||
#print("current_object_names", len(current_object_names), current_object_names)
|
||||
|
||||
"""if len(previous_object_names) > len(current_object_names):
|
||||
print("removed")
|
||||
if len(current_object_names) > len(previous_object_names):
|
||||
print("added")"""
|
||||
added = list(set(current_object_names) - set(previous_object_names))
|
||||
removed = list(set(previous_object_names) - set(current_object_names))
|
||||
"""print("removed", removed)
|
||||
print("added",added)"""
|
||||
for obj in added:
|
||||
if not scene in changes_per_scene:
|
||||
changes_per_scene[scene] = {}
|
||||
changes_per_scene[scene][obj] = bpy.data.objects[obj]
|
||||
# TODO: how do we deal with this, as we obviously do not have data for removed objects ?
|
||||
for obj in removed:
|
||||
if not scene in changes_per_scene:
|
||||
changes_per_scene[scene] = {}
|
||||
changes_per_scene[scene][obj] = None # bpy.data.objects[obj]
|
||||
|
||||
for object_name in list(current[scene].keys()): # todo : exclude directly added/removed objects
|
||||
#print("ob", object_name)
|
||||
if object_name in previous[scene]:
|
||||
# print("object", object_name,"in previous scene, comparing")
|
||||
current_obj = current[scene][object_name]
|
||||
prev_obj = previous[scene][object_name]
|
||||
same = str(current_obj) == str(prev_obj)
|
||||
|
||||
if "Camera" in object_name:
|
||||
pass#print(" current", current_obj, prev_obj)
|
||||
"""if "Fox" in object_name:
|
||||
print(" current", current_obj)
|
||||
print(" previou", prev_obj)
|
||||
print(" same?", same)"""
|
||||
#print("foo", same)
|
||||
if not same:
|
||||
""" print(" current", current_obj)
|
||||
print(" previou", prev_obj)"""
|
||||
if not scene in changes_per_scene:
|
||||
changes_per_scene[scene] = {}
|
||||
|
||||
changes_per_scene[scene][object_name] = bpy.data.objects[object_name]
|
||||
bubble_up_changes(bpy.data.objects[object_name], changes_per_scene[scene])
|
||||
# now bubble up for instances & parents
|
||||
previous_stored.clear()
|
||||
previous_stored.write(json.dumps(current))
|
||||
|
||||
print("changes per scene alternative", changes_per_scene)
|
||||
return changes_per_scene
|
||||
|
||||
|
||||
def execute(self, context):
|
||||
bpy.context.window_manager.auto_export_tracker.disable_change_detection()
|
||||
if self.direct_mode:
|
||||
self.load_settings(context)
|
||||
if self.will_save_settings:
|
||||
self.save_settings(context)
|
||||
#print("self", self.auto_export)
|
||||
if self.auto_export: # only do the actual exporting if auto export is actually enabled
|
||||
#changes_per_scene = context.window_manager.auto_export_tracker.changed_objects_per_scene
|
||||
|
||||
#& do the export
|
||||
if self.direct_mode: #Do not auto export when applying settings in the menu, do it on save only
|
||||
# determine changed objects
|
||||
changes_per_scene = self.did_objects_change()
|
||||
# determine changed parameters
|
||||
params_changed = self.did_export_settings_change()
|
||||
auto_export(changes_per_scene, params_changed, self)
|
||||
# cleanup
|
||||
# reset the list of changes in the tracker
|
||||
bpy.context.window_manager.auto_export_tracker.clear_changes()
|
||||
print("AUTO EXPORT DONE")
|
||||
bpy.app.timers.register(bpy.context.window_manager.auto_export_tracker.enable_change_detection, first_interval=0.1)
|
||||
else:
|
||||
print("auto export disabled, skipping")
|
||||
return {'FINISHED'}
|
||||
|
||||
def invoke(self, context, event):
|
||||
#print("invoke")
|
||||
bpy.context.window_manager.auto_export_tracker.disable_change_detection()
|
||||
self.load_settings(context)
|
||||
wm = context.window_manager
|
||||
#wm.fileselect_add(self)
|
||||
return context.window_manager.invoke_props_dialog(self, title="Auto export", width=640)
|
||||
return {'RUNNING_MODAL'}
|
||||
|
||||
"""def modal(self, context, event):
|
||||
|
||||
if event.type == 'SPACE':
|
||||
wm = context.window_manager
|
||||
wm.invoke_popup(self)
|
||||
#wm.invoke_props_dialog(self)
|
||||
|
||||
if event.type in {'ESC'}:
|
||||
return {'CANCELLED'}
|
||||
|
||||
return {'RUNNING_MODAL'}"""
|
||||
|
||||
|
||||
def draw(self, context):
|
||||
layout = self.layout
|
||||
operator = self
|
||||
|
||||
controls_enabled = self.auto_export
|
||||
|
||||
layout.prop(self, "auto_export")
|
||||
layout.separator()
|
||||
|
||||
toggle_icon = "TRIA_DOWN" if self.show_general_settings else "TRIA_RIGHT"
|
||||
layout.prop(self, "show_general_settings", text="General", icon=toggle_icon)
|
||||
if self.show_general_settings:
|
||||
section = layout.box()
|
||||
section.enabled = controls_enabled
|
||||
|
||||
draw_folder_browser(section, "Export root folder", self.export_root_folder, "export_root_folder")
|
||||
row = section.row()
|
||||
draw_folder_browser(row, "Assets Folder (non blueprints mode only)", self.export_root_folder, "export_output_folder")
|
||||
row.enabled = not self.export_blueprints
|
||||
section.prop(operator, "export_blueprints")
|
||||
section.prop(operator, "export_scene_settings")
|
||||
|
||||
"""header, panel = layout.panel("my_panel_id", default_closed=False)
|
||||
header.label(text="Hello World")
|
||||
if panel:
|
||||
panel.label(text="Success")"""
|
||||
|
||||
toggle_icon = "TRIA_DOWN" if self.show_change_detection_settings else "TRIA_RIGHT"
|
||||
layout.prop(operator, "show_change_detection_settings", text="Change Detection", icon=toggle_icon)
|
||||
if self.show_change_detection_settings:
|
||||
section = layout.box()
|
||||
section.enabled = controls_enabled
|
||||
section.prop(operator, "export_change_detection", text="Use change detection")
|
||||
|
||||
# main/level scenes
|
||||
toggle_icon = "TRIA_DOWN" if self.show_scene_settings else "TRIA_RIGHT"
|
||||
layout.prop(operator, "show_scene_settings", text="Scenes", icon=toggle_icon)
|
||||
if self.show_scene_settings:
|
||||
section = layout.box()
|
||||
section.enabled = controls_enabled
|
||||
rows = 2
|
||||
row = section.row()
|
||||
row.label(text="main scenes")
|
||||
row.prop(context.window_manager, "main_scene", text='')
|
||||
|
||||
row = section.row()
|
||||
row.template_list("SCENE_UL_GLTF_auto_export", "level scenes", operator, "main_scenes", operator, "main_scenes_index", rows=rows)
|
||||
|
||||
col = row.column(align=True)
|
||||
sub_row = col.row()
|
||||
add_operator = sub_row.operator("scene_list.list_action", icon='ADD', text="")
|
||||
add_operator.action = 'ADD'
|
||||
add_operator.scene_type = 'level'
|
||||
#add_operator.operator = operator
|
||||
sub_row.enabled = context.window_manager.main_scene is not None
|
||||
|
||||
sub_row = col.row()
|
||||
remove_operator = sub_row.operator("scene_list.list_action", icon='REMOVE', text="")
|
||||
remove_operator.action = 'REMOVE'
|
||||
remove_operator.scene_type = 'level'
|
||||
col.separator()
|
||||
|
||||
# library scenes
|
||||
row = section.row()
|
||||
row.label(text="library scenes")
|
||||
row.prop(context.window_manager, "library_scene", text='')
|
||||
|
||||
row = section.row()
|
||||
row.template_list("SCENE_UL_GLTF_auto_export", "library scenes", operator, "library_scenes", operator, "library_scenes_index", rows=rows)
|
||||
|
||||
col = row.column(align=True)
|
||||
sub_row = col.row()
|
||||
add_operator = sub_row.operator("scene_list.list_action", icon='ADD', text="")
|
||||
add_operator.action = 'ADD'
|
||||
add_operator.scene_type = 'library'
|
||||
sub_row.enabled = context.window_manager.library_scene is not None
|
||||
|
||||
|
||||
sub_row = col.row()
|
||||
remove_operator = sub_row.operator("scene_list.list_action", icon='REMOVE', text="")
|
||||
remove_operator.action = 'REMOVE'
|
||||
remove_operator.scene_type = 'library'
|
||||
col.separator()
|
||||
|
||||
toggle_icon = "TRIA_DOWN" if self.show_blueprint_settings else "TRIA_RIGHT"
|
||||
layout.prop(operator, "show_blueprint_settings", text="Blueprints", icon=toggle_icon)
|
||||
if self.show_blueprint_settings:
|
||||
section = layout.box()
|
||||
section.enabled = controls_enabled
|
||||
section = section.box()
|
||||
section.enabled = controls_enabled and self.export_blueprints
|
||||
|
||||
# collections/blueprints
|
||||
draw_folder_browser(section, "Blueprints folder", self.export_root_folder, "export_blueprints_path")
|
||||
#section.prop(operator, "export_blueprints_path")
|
||||
section.prop(operator, "collection_instances_combine_mode")
|
||||
section.prop(operator, "export_marked_assets")
|
||||
section.separator()
|
||||
|
||||
draw_folder_browser(section, "Levels folder", self.export_root_folder, "export_levels_path")
|
||||
#section.prop(operator, "export_levels_path")
|
||||
|
||||
section.prop(operator, "export_separate_dynamic_and_static_objects")
|
||||
section.separator()
|
||||
|
||||
# materials
|
||||
section.prop(operator, "export_materials_library")
|
||||
section = section.box()
|
||||
section.enabled = controls_enabled and self.export_materials_library
|
||||
draw_folder_browser(section, 'Materials folder', self.export_root_folder, "export_materials_path")
|
||||
#section.prop(operator, "export_materials_path")
|
||||
|
||||
|
||||
def cancel(self, context):
|
||||
print("cancel")
|
||||
#bpy.context.window_manager.auto_export_tracker.enable_change_detection()
|
||||
bpy.app.timers.register(bpy.context.window_manager.auto_export_tracker.enable_change_detection, first_interval=1)
|
||||
|
@ -1,208 +0,0 @@
|
||||
|
||||
import os
|
||||
from bpy.types import AddonPreferences
|
||||
from bpy.props import (BoolProperty,
|
||||
IntProperty,
|
||||
StringProperty,
|
||||
EnumProperty,
|
||||
CollectionProperty
|
||||
)
|
||||
|
||||
from .internals import (CUSTOM_PG_sceneName)
|
||||
|
||||
AutoExportGltfPreferenceNames = [
|
||||
'will_save_settings',
|
||||
'direct_mode',# specific to main auto_export operator
|
||||
|
||||
'show_general_settings',
|
||||
'auto_export',
|
||||
'export_root_folder',
|
||||
'export_output_folder',
|
||||
'export_scene_settings',
|
||||
|
||||
'show_change_detection_settings',
|
||||
'export_change_detection',
|
||||
|
||||
'show_scene_settings',
|
||||
'main_scenes',
|
||||
'library_scenes',
|
||||
'main_scenes_index',
|
||||
'library_scenes_index',
|
||||
'main_scene_names',
|
||||
'library_scene_names',
|
||||
|
||||
'show_blueprint_settings',
|
||||
'export_blueprints',
|
||||
'export_blueprints_path',
|
||||
'export_marked_assets',
|
||||
'collection_instances_combine_mode',
|
||||
|
||||
'export_levels_path',
|
||||
'export_separate_dynamic_and_static_objects',
|
||||
|
||||
'export_materials_library',
|
||||
'export_materials_path',
|
||||
]
|
||||
|
||||
def on_export_output_folder_updated(self, context):
|
||||
#self.export_root_folder = os.path.relpath(self.export_root_folder)
|
||||
#self.export_output_folder = os.path.join(self.export_root_folder, self.export_output_folder)
|
||||
print("on_foo_updated", self.export_root_folder, self.export_output_folder)
|
||||
|
||||
class AutoExportGltfAddonPreferences(AddonPreferences):
|
||||
# this must match the add-on name, use '__package__'
|
||||
# when defining this in a submodule of a python package.
|
||||
bl_idname = __package__
|
||||
bl_options = {'PRESET'}
|
||||
|
||||
#### these are for the operator
|
||||
will_save_settings: BoolProperty(
|
||||
name='Remember Export Settings',
|
||||
description='Store glTF export settings in the Blender project',
|
||||
default=True
|
||||
) # type: ignore
|
||||
|
||||
# use when operator is called directly, works a bit differently than inside the ui
|
||||
direct_mode: BoolProperty(
|
||||
default=False
|
||||
) # type: ignore
|
||||
|
||||
|
||||
auto_export: BoolProperty(
|
||||
name='Auto export',
|
||||
description='Automatically export to gltf on save',
|
||||
default=False
|
||||
) # type: ignore
|
||||
|
||||
#### general
|
||||
# for UI only, workaround for lacking panels
|
||||
show_general_settings: BoolProperty(
|
||||
name="show_general settings",
|
||||
description="show/hide general settings (UI only: has no impact on exports)",
|
||||
default=True
|
||||
) # type: ignore
|
||||
|
||||
export_root_folder: StringProperty(
|
||||
name = "Project Root Path",
|
||||
description="The root folder of your (Bevy) project (not assets!)",
|
||||
# subtype='DIR_PATH',
|
||||
default='../'
|
||||
#update=on_export_output_folder_updated) # type: ignore
|
||||
)
|
||||
|
||||
export_output_folder: StringProperty(
|
||||
name='Export folder',
|
||||
description='The root folder for all exports(relative to the root folder/path) Defaults to "assets" ',
|
||||
default='./assets',
|
||||
#subtype='DIR_PATH',
|
||||
options={'HIDDEN'}
|
||||
# update=on_export_output_folder_updated
|
||||
) # type: ignore
|
||||
|
||||
# for UI only, workaround for lacking panels
|
||||
show_change_detection_settings: BoolProperty(
|
||||
name="show change detection settings",
|
||||
description="show/hide change detection settings (UI only: has no impact on exports)",
|
||||
default=True
|
||||
) # type: ignore
|
||||
|
||||
export_change_detection: BoolProperty(
|
||||
name='Change detection',
|
||||
description='Use change detection to determine what/if should be exported',
|
||||
default=True
|
||||
) # type: ignore
|
||||
|
||||
# scenes
|
||||
# for UI only, workaround for lacking panels
|
||||
show_scene_settings: BoolProperty(
|
||||
name="show scene settings",
|
||||
description="show/hide scene settings (UI only: has no impact on exports)",
|
||||
default=True
|
||||
) # type: ignore
|
||||
|
||||
# scene components
|
||||
export_scene_settings: BoolProperty(
|
||||
name='Export scene settings',
|
||||
description='Export scene settings ie AmbientLighting, Bloom, AO etc',
|
||||
default=False
|
||||
) # type: ignore
|
||||
|
||||
# blueprint settings
|
||||
# for UI only, workaround for lacking panels
|
||||
show_blueprint_settings: BoolProperty(
|
||||
name="show blueprint settings",
|
||||
description="show/hide blueprint settings (UI only: has no impact on exports)",
|
||||
default=True
|
||||
) # type: ignore
|
||||
|
||||
export_blueprints: BoolProperty(
|
||||
name='Export Blueprints',
|
||||
description='Replaces collection instances with an Empty with a BlueprintName custom property, and enabled a lot more features !',
|
||||
default=True
|
||||
) # type: ignore
|
||||
|
||||
export_blueprints_path: StringProperty(
|
||||
name='Blueprints path',
|
||||
description='path to export the blueprints to (relative to the assets folder)',
|
||||
default='blueprints',
|
||||
#subtype='DIR_PATH'
|
||||
) # type: ignore
|
||||
|
||||
export_levels_path: StringProperty(
|
||||
name='Levels path',
|
||||
description='path to export the levels (main scenes) to (relative to the assets folder)',
|
||||
default='levels',
|
||||
#subtype='DIR_PATH'
|
||||
) # type: ignore
|
||||
|
||||
export_separate_dynamic_and_static_objects: BoolProperty(
|
||||
name="Export levels' dynamic and static objects seperatly",
|
||||
description="""For MAIN scenes only (aka levels), toggle this to generate 2 files per level:
|
||||
- one with all dynamic data: collection or instances marked as dynamic/ saveable
|
||||
- one with all static data: anything else that is NOT marked as dynamic""",
|
||||
default=False
|
||||
) # type: ignore
|
||||
|
||||
export_materials_library: BoolProperty(
|
||||
name='Export materials library',
|
||||
description='remove materials from blueprints and use the material library instead',
|
||||
default=False
|
||||
) # type: ignore
|
||||
|
||||
export_materials_path: StringProperty(
|
||||
name='Materials path',
|
||||
description='path to export the materials libraries to (relative to the export folder)',
|
||||
default='materials',
|
||||
#subtype='DIR_PATH'
|
||||
) # type: ignore
|
||||
|
||||
""" combine mode can be
|
||||
- 'Split' (default): replace with an empty, creating links to sub blueprints
|
||||
- 'Embed' : treat it as an embeded object and do not replace it with an empty
|
||||
- 'EmbedExternal': embed any instance of a non local collection (ie external assets)
|
||||
|
||||
- 'Inject': inject components from sub collection instances into the curent object => this is now a seperate custom property that you can apply to a collecion instance
|
||||
"""
|
||||
|
||||
collection_instances_combine_mode : EnumProperty(
|
||||
name='Collection instances',
|
||||
items=(
|
||||
('Split', 'Split', 'replace collection instances with an empty + blueprint, creating links to sub blueprints (Default, Recomended)'),
|
||||
('Embed', 'Embed', 'treat collection instances as embeded objects and do not replace them with an empty'),
|
||||
('EmbedExternal', 'EmbedExternal', 'treat instances of external (not specifified in the current blend file) collections (aka assets etc) as embeded objects and do not replace them with empties'),
|
||||
#('Inject', 'Inject', 'inject components from sub collection instances into the curent object')
|
||||
),
|
||||
default='Split'
|
||||
) # type: ignore
|
||||
|
||||
export_marked_assets: BoolProperty(
|
||||
name='Auto export marked assets',
|
||||
description='Collections that have been marked as assets will be systematically exported, even if not in use in another scene',
|
||||
default=True
|
||||
) # type: ignore
|
||||
|
||||
main_scenes: CollectionProperty(name="main scenes", type=CUSTOM_PG_sceneName) # type: ignore
|
||||
main_scenes_index: IntProperty(name = "Index for main scenes list", default = 0) # type: ignore
|
||||
|
||||
library_scenes: CollectionProperty(name="library scenes", type=CUSTOM_PG_sceneName) # type: ignore
|
||||
library_scenes_index: IntProperty(name = "Index for library scenes list", default = 0) # type: ignore
|
@ -1,195 +0,0 @@
|
||||
import json
|
||||
import bpy
|
||||
|
||||
from bpy.types import (PropertyGroup)
|
||||
from bpy.props import (PointerProperty, IntProperty, StringProperty)
|
||||
|
||||
from .get_blueprints_to_export import get_blueprints_to_export
|
||||
|
||||
from ..constants import TEMPSCENE_PREFIX
|
||||
from .internals import BlueprintsToExport
|
||||
from ..helpers.helpers_scenes import (get_scenes)
|
||||
from .preferences import AutoExportGltfAddonPreferences
|
||||
|
||||
class AutoExportTracker(PropertyGroup):
|
||||
|
||||
changed_objects_per_scene = {}
|
||||
change_detection_enabled = True
|
||||
export_params_changed = False
|
||||
|
||||
gltf_settings_backup = None
|
||||
last_operator = None
|
||||
dummy_file_path = ""
|
||||
|
||||
exports_total : IntProperty(
|
||||
name='exports_total',
|
||||
description='Number of total exports',
|
||||
default=0
|
||||
) # type: ignore
|
||||
|
||||
exports_count : IntProperty(
|
||||
name='exports_count',
|
||||
description='Number of exports in progress',
|
||||
default=0
|
||||
) # type: ignore
|
||||
|
||||
@classmethod
|
||||
def register(cls):
|
||||
bpy.types.WindowManager.auto_export_tracker = PointerProperty(type=AutoExportTracker)
|
||||
# register list of exportable collections
|
||||
bpy.types.WindowManager.exportedCollections = bpy.props.CollectionProperty(type=BlueprintsToExport)
|
||||
|
||||
# setup handlers for updates & saving
|
||||
#bpy.app.handlers.save_post.append(cls.save_handler)
|
||||
#bpy.app.handlers.depsgraph_update_post.append(cls.deps_update_handler)
|
||||
|
||||
@classmethod
|
||||
def unregister(cls):
|
||||
# remove handlers & co
|
||||
"""try:
|
||||
bpy.app.handlers.depsgraph_update_post.remove(cls.deps_update_handler)
|
||||
except:pass
|
||||
try:
|
||||
bpy.app.handlers.save_post.remove(cls.save_handler)
|
||||
except:pass"""
|
||||
del bpy.types.WindowManager.auto_export_tracker
|
||||
del bpy.types.WindowManager.exportedCollections
|
||||
|
||||
@classmethod
|
||||
def save_handler(cls, scene, depsgraph):
|
||||
print("-------------")
|
||||
print("saved", bpy.data.filepath)
|
||||
# auto_export(changes_per_scene, export_parameters_changed)
|
||||
bpy.ops.export_scenes.auto_gltf(direct_mode= True)
|
||||
|
||||
# (re)set a few things after exporting
|
||||
# reset wether the gltf export paramters were changed since the last save
|
||||
cls.export_params_changed = False
|
||||
# reset whether there have been changed objects since the last save
|
||||
cls.changed_objects_per_scene.clear()
|
||||
# all our logic is done, mark this as done
|
||||
|
||||
@classmethod
|
||||
def deps_post_update_handler(cls, scene, depsgraph):
|
||||
# print("change detection enabled", cls.change_detection_enabled)
|
||||
|
||||
"""ops = bpy.context.window_manager.operators
|
||||
print("last operators", ops)
|
||||
for op in ops:
|
||||
print("operator", op)"""
|
||||
active_operator = bpy.context.active_operator
|
||||
if active_operator:
|
||||
#print("Operator", active_operator.bl_label, active_operator.bl_idname)
|
||||
if active_operator.bl_idname == "EXPORT_SCENE_OT_gltf" and active_operator.gltf_export_id == "gltf_auto_export":
|
||||
# we backup any existing gltf export settings, if there were any
|
||||
scene = bpy.context.scene
|
||||
if "glTF2ExportSettings" in scene:
|
||||
existing_setting = scene["glTF2ExportSettings"]
|
||||
bpy.context.window_manager.gltf_settings_backup = json.dumps(dict(existing_setting))
|
||||
|
||||
# we force saving params
|
||||
active_operator.will_save_settings = True
|
||||
# we set the last operator here so we can clear the specific settings (yeah for overly complex logic)
|
||||
cls.last_operator = active_operator
|
||||
#print("active_operator", active_operator.has_active_exporter_extensions, active_operator.__annotations__.keys(), active_operator.filepath, active_operator.gltf_export_id)
|
||||
return
|
||||
|
||||
if active_operator.bl_idname == "EXPORT_SCENES_OT_auto_gltf":
|
||||
# we force saving params
|
||||
active_operator.will_save_settings = True
|
||||
active_operator.auto_export = True
|
||||
# if we are using the operator, bail out for the rest
|
||||
print("setting stuff for auto_export")
|
||||
return
|
||||
|
||||
# only deal with changes if we are NOT in the mids of saving/exporting
|
||||
if cls.change_detection_enabled:
|
||||
# ignore anything going on with temporary scenes
|
||||
if not scene.name.startswith(TEMPSCENE_PREFIX):
|
||||
#print("depsgraph_update_post", scene.name)
|
||||
changed_scene = scene.name or ""
|
||||
#print("-------------")
|
||||
if not changed_scene in cls.changed_objects_per_scene:
|
||||
cls.changed_objects_per_scene[changed_scene] = {}
|
||||
# print("cls.changed_objects_per_scene", cls.changed_objects_per_scene)
|
||||
# depsgraph = bpy.context.evaluated_depsgraph_get()
|
||||
for obj in depsgraph.updates:
|
||||
#print("depsgraph update", obj)
|
||||
if isinstance(obj.id, bpy.types.Object):
|
||||
# get the actual object
|
||||
object = bpy.data.objects[obj.id.name]
|
||||
#print(" changed object", obj.id.name, "changes", obj, "evalutated", obj.id.is_evaluated, "transforms", obj.is_updated_transform, "geometry", obj.is_updated_geometry)
|
||||
if obj.is_updated_transform or obj.is_updated_geometry:
|
||||
cls.changed_objects_per_scene[scene.name][obj.id.name] = object
|
||||
|
||||
elif isinstance(obj.id, bpy.types.Material): # or isinstance(obj.id, bpy.types.ShaderNodeTree):
|
||||
# print(" changed material", obj.id, "scene", scene.name,)
|
||||
material = bpy.data.materials[obj.id.name]
|
||||
#now find which objects are using the material
|
||||
for obj in bpy.data.objects:
|
||||
for slot in obj.material_slots:
|
||||
if slot.material == material:
|
||||
cls.changed_objects_per_scene[scene.name][obj.name] = obj
|
||||
#print("changed_objects_per_scene", cls.changed_objects_per_scene)
|
||||
"""for obj_name_original in cls.changed_objects_per_scene[scene_name]:
|
||||
if obj_name_original != ls.changed_objects_per_scene[scene_name][obj_name_original]"""
|
||||
items = 0
|
||||
for scene_name in cls.changed_objects_per_scene:
|
||||
items += len(cls.changed_objects_per_scene[scene_name].keys())
|
||||
if items == 0:
|
||||
cls.changed_objects_per_scene.clear()
|
||||
#print("changed_objects_per_scene", cls.changed_objects_per_scene)
|
||||
|
||||
# filter out invalid objects
|
||||
"""for scene_name in cls.changed_objects_per_scene.keys():
|
||||
bla = {}
|
||||
for object_name in cls.changed_objects_per_scene[scene.name]:
|
||||
object = cls.changed_objects_per_scene[scene.name][object_name]"""
|
||||
#print("sdfsd", object, object.valid)
|
||||
#if not cls.changed_objects_per_scene[scene.name][object_name].invalid:
|
||||
# bla[object_name] = cls.changed_objects_per_scene[scene.name][object_name]
|
||||
#cls.changed_objects_per_scene[scene.name]= bla
|
||||
#cls.changed_objects_per_scene[scene_name] = [o for o in cls.changed_objects_per_scene[scene_name] if not o.invalid]
|
||||
|
||||
# get a list of exportable collections for display
|
||||
# keep it simple, just use Simplenamespace for compatibility with the rest of our code
|
||||
# TODO: debounce
|
||||
|
||||
def disable_change_detection(self):
|
||||
#print("disable change detection")
|
||||
self.change_detection_enabled = False
|
||||
self.__class__.change_detection_enabled = False
|
||||
return None
|
||||
|
||||
def enable_change_detection(self):
|
||||
#print("enable change detection")
|
||||
self.change_detection_enabled = True
|
||||
self.__class__.change_detection_enabled = True
|
||||
#print("bpy.context.window_manager.auto_export_tracker.change_detection_enabled", bpy.context.window_manager.auto_export_tracker.change_detection_enabled)
|
||||
return None
|
||||
|
||||
def clear_changes(self):
|
||||
self.changed_objects_per_scene.clear()
|
||||
self.__class__.changed_objects_per_scene.clear()
|
||||
|
||||
def export_finished(self):
|
||||
#print("export_finished")
|
||||
self.exports_count -= 1
|
||||
if self.exports_count == 0:
|
||||
print("preparing to reset change detection")
|
||||
bpy.app.timers.register(self.enable_change_detection, first_interval=0.1)
|
||||
#self.enable_change_detection()
|
||||
return None
|
||||
|
||||
|
||||
def get_auto_exporter_settings():
|
||||
auto_exporter_settings = bpy.data.texts[".gltf_auto_export_settings"] if ".gltf_auto_export_settings" in bpy.data.texts else None
|
||||
if auto_exporter_settings != None:
|
||||
try:
|
||||
auto_exporter_settings = json.loads(auto_exporter_settings.as_string())
|
||||
except:
|
||||
auto_exporter_settings = {}
|
||||
else:
|
||||
auto_exporter_settings = {}
|
||||
|
||||
return auto_exporter_settings
|