mirror of
https://github.com/kaosat-dev/Blender_bevy_components_workflow.git
synced 2024-11-22 11:50:53 +00:00
feat(Blenvy): improvements to change detection & co
* node trees are now using the same logic as other types * cleaned up & restructured code accordingly * added more failure handling for project serialization & diffing * experimenting with ways to deal with scene renaming * minor tweaks
This commit is contained in:
parent
0b5cdcc4a5
commit
2b6e17a6b7
@ -102,6 +102,8 @@ General issues:
|
|||||||
- [ ] add tests for disabled components
|
- [ ] add tests for disabled components
|
||||||
- [x] fix auto export workflow
|
- [x] fix auto export workflow
|
||||||
- [ ] should we write the previous _xxx data only AFTER a sucessfull export only ?
|
- [ ] should we write the previous _xxx data only AFTER a sucessfull export only ?
|
||||||
- [ ] add hashing of modifiers/ geometry nodes in serialize scene
|
- [x] add hashing of modifiers/ geometry nodes in serialize scene
|
||||||
- [ ] add ability to FORCE export specific blueprints & levels
|
- [ ] add ability to FORCE export specific blueprints & levels
|
||||||
- [ ] undo after a save removes any saved "serialized scene" data ? DIG into this
|
- [ ] undo after a save removes any saved "serialized scene" data ? DIG into this
|
||||||
|
- [ ] handle scene renames between saves (breaks diffing)
|
||||||
|
- [ ] change scene selector to work on actual scenes aka to deal with renamed scenes
|
@ -4,21 +4,27 @@ from .serialize_scene import serialize_scene
|
|||||||
from blenvy.settings import load_settings, upsert_settings
|
from blenvy.settings import load_settings, upsert_settings
|
||||||
|
|
||||||
def bubble_up_changes(object, changes_per_scene):
|
def bubble_up_changes(object, changes_per_scene):
|
||||||
if object.parent:
|
if object is not None and object.parent:
|
||||||
changes_per_scene[object.parent.name] = bpy.data.objects[object.parent.name]
|
changes_per_scene[object.parent.name] = bpy.data.objects[object.parent.name]
|
||||||
bubble_up_changes(object.parent, changes_per_scene)
|
bubble_up_changes(object.parent, changes_per_scene)
|
||||||
|
|
||||||
|
import uuid
|
||||||
def serialize_current(settings):
|
def serialize_current(settings):
|
||||||
# sigh... you need to save & reset the frame otherwise it saves the values AT THE CURRENT FRAME WHICH CAN DIFFER ACROSS SCENES
|
# 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]
|
current_frames = [scene.frame_current for scene in bpy.data.scenes]
|
||||||
for scene in bpy.data.scenes:
|
for scene in bpy.data.scenes:
|
||||||
scene.frame_set(0)
|
scene.frame_set(0)
|
||||||
|
if scene.id_test == '':
|
||||||
|
print("GENERATE ID")
|
||||||
|
scene.id_test = str(uuid.uuid4())
|
||||||
|
print("SCENE ID", scene.id_test)
|
||||||
|
|
||||||
current_scene = bpy.context.window.scene
|
current_scene = bpy.context.window.scene
|
||||||
bpy.context.window.scene = bpy.data.scenes[0]
|
bpy.context.window.scene = bpy.data.scenes[0]
|
||||||
#serialize scene at frame 0
|
#serialize scene at frame 0
|
||||||
"""with bpy.context.temp_override(scene=bpy.data.scenes[1]):
|
"""with bpy.context.temp_override(scene=bpy.data.scenes[1]):
|
||||||
bpy.context.scene.frame_set(0)"""
|
bpy.context.scene.frame_set(0)"""
|
||||||
|
|
||||||
current = serialize_scene(settings)
|
current = serialize_scene(settings)
|
||||||
bpy.context.window.scene = current_scene
|
bpy.context.window.scene = current_scene
|
||||||
|
|
||||||
@ -32,8 +38,13 @@ def get_changes_per_scene(settings):
|
|||||||
previous = load_settings(".blenvy.project_serialized_previous")
|
previous = load_settings(".blenvy.project_serialized_previous")
|
||||||
current = serialize_current(settings)
|
current = serialize_current(settings)
|
||||||
|
|
||||||
|
|
||||||
# determine changes
|
# determine changes
|
||||||
changes_per_scene = project_diff(previous, current)
|
changes_per_scene = {}
|
||||||
|
try:
|
||||||
|
changes_per_scene = project_diff(previous, current, settings)
|
||||||
|
except Exception as error:
|
||||||
|
print("failed to compare current serialized scenes to previous ones", error)
|
||||||
|
|
||||||
# save the current project as previous
|
# save the current project as previous
|
||||||
upsert_settings(".blenvy.project_serialized_previous", current, overwrite=True)
|
upsert_settings(".blenvy.project_serialized_previous", current, overwrite=True)
|
||||||
@ -42,46 +53,56 @@ def get_changes_per_scene(settings):
|
|||||||
return changes_per_scene
|
return changes_per_scene
|
||||||
|
|
||||||
|
|
||||||
def project_diff(previous, current):
|
def project_diff(previous, current, settings):
|
||||||
"""print("previous", previous)
|
"""print("previous", previous)
|
||||||
print("current", current)"""
|
print("current", current)"""
|
||||||
if previous is None or current is None:
|
if previous is None or current is None:
|
||||||
return {}
|
return {}
|
||||||
print("HERE")
|
print("Settings", settings,"current", current, "previous", previous)
|
||||||
|
|
||||||
changes_per_scene = {}
|
changes_per_scene = {}
|
||||||
|
|
||||||
# TODO : how do we deal with changed scene names ???
|
# TODO : how do we deal with changed scene names ???
|
||||||
|
# possible ? on each save, inject an id into each scene, that cannot be copied over
|
||||||
|
|
||||||
|
print('TEST SCENE', bpy.data.scenes.get("ULTRA LEVEL2"), None)
|
||||||
|
|
||||||
for scene in current:
|
for scene in current:
|
||||||
print("SCENE", scene)
|
print("SCENE", scene)
|
||||||
previous_object_names = list(previous[scene].keys())
|
|
||||||
current_object_names =list(current[scene].keys())
|
current_object_names =list(current[scene].keys())
|
||||||
added = list(set(current_object_names) - set(previous_object_names))
|
|
||||||
removed = list(set(previous_object_names) - set(current_object_names))
|
|
||||||
|
|
||||||
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
|
|
||||||
|
|
||||||
for object_name in list(current[scene].keys()): # TODO : exclude directly added/removed objects
|
if scene in previous: # we can only compare scenes that are in both previous and current data
|
||||||
if object_name in previous[scene]:
|
|
||||||
current_obj = current[scene][object_name]
|
|
||||||
prev_obj = previous[scene][object_name]
|
|
||||||
same = str(current_obj) == str(prev_obj)
|
|
||||||
|
|
||||||
if not same:
|
previous_object_names = list(previous[scene].keys())
|
||||||
if not scene in changes_per_scene:
|
added = list(set(current_object_names) - set(previous_object_names))
|
||||||
changes_per_scene[scene] = {}
|
removed = list(set(previous_object_names) - set(current_object_names))
|
||||||
|
|
||||||
|
for obj in added:
|
||||||
|
if not scene in changes_per_scene:
|
||||||
|
changes_per_scene[scene] = {}
|
||||||
|
changes_per_scene[scene][obj] = bpy.data.objects[obj] if obj in bpy.data.objects else None
|
||||||
|
|
||||||
|
# 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
|
||||||
|
|
||||||
changes_per_scene[scene][object_name] = bpy.data.objects[object_name]
|
for object_name in list(current[scene].keys()): # TODO : exclude directly added/removed objects
|
||||||
bubble_up_changes(bpy.data.objects[object_name], changes_per_scene[scene])
|
if object_name in previous[scene]:
|
||||||
# now bubble up for instances & parents
|
current_obj = current[scene][object_name]
|
||||||
|
prev_obj = previous[scene][object_name]
|
||||||
|
same = str(current_obj) == str(prev_obj)
|
||||||
|
|
||||||
|
if not same:
|
||||||
|
if not scene in changes_per_scene:
|
||||||
|
changes_per_scene[scene] = {}
|
||||||
|
|
||||||
|
target_object = bpy.data.objects[object_name] if object_name in bpy.data.objects else None
|
||||||
|
changes_per_scene[scene][object_name] = target_object
|
||||||
|
bubble_up_changes(target_object, changes_per_scene[scene])
|
||||||
|
# now bubble up for instances & parents
|
||||||
|
else:
|
||||||
|
print(f"scene {scene} not present in previous data")
|
||||||
|
|
||||||
return changes_per_scene
|
return changes_per_scene
|
@ -50,22 +50,75 @@ def _lookup_collection(data):
|
|||||||
def _lookup_materialLineArt(data):
|
def _lookup_materialLineArt(data):
|
||||||
return generic_fields_hasher_evolved(data, fields_to_ignore=fields_to_ignore_generic)
|
return generic_fields_hasher_evolved(data, fields_to_ignore=fields_to_ignore_generic)
|
||||||
|
|
||||||
|
# used for various node trees: shaders, modifiers etc
|
||||||
|
def node_tree(node_tree):
|
||||||
|
print("SCANNING NODE TREE", node_tree)
|
||||||
|
|
||||||
|
# storage for hashing
|
||||||
|
links_hashes = []
|
||||||
|
nodes_hashes = []
|
||||||
|
root_inputs = dict(node_tree) # probably useless for materials, contains settings for certain modifiers
|
||||||
|
|
||||||
|
for node in node_tree.nodes:
|
||||||
|
#print("node", node, node.type, node.name, node.label)
|
||||||
|
|
||||||
|
input_hashes = []
|
||||||
|
for input in node.inputs:
|
||||||
|
#print(" input", input, "label", input.label, "name", input.name, dir(input))
|
||||||
|
default_value = getattr(input, 'default_value', None)
|
||||||
|
input_hash = f"{convert_field(default_value)}"
|
||||||
|
input_hashes.append(input_hash)
|
||||||
|
|
||||||
|
output_hashes = []
|
||||||
|
# IF the node itself is a group input, its outputs are the inputs of the geometry node (yes, not easy)
|
||||||
|
node_in_use = True
|
||||||
|
for (index, output) in enumerate(node.outputs):
|
||||||
|
# print(" output", output, "label", output.label, "name", output.name, "generated name", f"Socket_{index+1}")
|
||||||
|
default_value = getattr(output, 'default_value', None)
|
||||||
|
output_hash = f"{convert_field(default_value)}"
|
||||||
|
output_hashes.append(output_hash)
|
||||||
|
|
||||||
|
node_in_use = node_in_use and default_value is not None
|
||||||
|
#print("NODE IN USE", node_in_use)
|
||||||
|
|
||||||
|
node_fields_to_ignore = fields_to_ignore_generic + ['internal_links', 'inputs', 'outputs']
|
||||||
|
node_hash = f"{generic_fields_hasher_evolved(node, node_fields_to_ignore)}_{str(input_hashes)}_{str(output_hashes)}"
|
||||||
|
#print("node hash", node_hash)
|
||||||
|
#print("node hash", str(input_hashes))
|
||||||
|
nodes_hashes.append(node_hash)
|
||||||
|
|
||||||
|
for link in node_tree.links:
|
||||||
|
"""print("LINK", link, dir(link))
|
||||||
|
print("FROM", link.from_node, link.from_socket)
|
||||||
|
print("TO", link.to_node, link.to_socket)"""
|
||||||
|
|
||||||
|
from_socket_default = link.from_socket.default_value if hasattr(link.from_socket, "default_value") else None
|
||||||
|
to_socket_default = link.to_socket.default_value if hasattr(link.to_socket, "default_value") else None
|
||||||
|
link_hash = f"{link.from_node.name}_{link.from_socket.name}_{from_socket_default}+{link.to_node.name}_{link.to_socket.name}_{to_socket_default}"
|
||||||
|
|
||||||
|
links_hashes.append(link_hash)
|
||||||
|
|
||||||
|
#print("node hashes",nodes_hashes, "links_hashes", links_hashes)
|
||||||
|
print("root_inputs", root_inputs)
|
||||||
|
return f"{str(root_inputs)}_{str(nodes_hashes)}_{str(links_hashes)}"
|
||||||
|
|
||||||
|
|
||||||
type_lookups = {
|
type_lookups = {
|
||||||
Color: _lookup_color,#lambda input: print("dsf")',
|
Color: _lookup_color,#lambda input: print("dsf")',
|
||||||
bpy.types.FloatVectorAttribute: _lookup_array2,
|
bpy.types.FloatVectorAttribute: _lookup_array2,
|
||||||
bpy.types.bpy_prop_array: _lookup_array,
|
bpy.types.bpy_prop_array: _lookup_array,
|
||||||
bpy.types.PropertyGroup: _lookup_prop_group,
|
bpy.types.PropertyGroup: _lookup_prop_group,
|
||||||
bpy.types.bpy_prop_collection: _lookup_collection,
|
bpy.types.bpy_prop_collection: _lookup_collection,
|
||||||
bpy.types.MaterialLineArt: _lookup_materialLineArt
|
bpy.types.MaterialLineArt: _lookup_materialLineArt,
|
||||||
|
bpy.types.NodeTree: node_tree,
|
||||||
}
|
}
|
||||||
|
|
||||||
def convert_field(raw_value, field_name="", scan_node_tree=True):
|
def convert_field(raw_value, field_name="", scan_node_tree=True):
|
||||||
# nodes are a special case: # TODO: find out their types & move these to type lookups
|
"""# nodes are a special case: # TODO: find out their types & move these to type lookups
|
||||||
if field_name in ["node_tree", "node_group"] and scan_node_tree:
|
if field_name in ["node_tree", "node_group"] and scan_node_tree:
|
||||||
print("scan node tree")
|
print("scan node tree", inspect.getmro(type(raw_value)))
|
||||||
return node_tree(raw_value)
|
return node_tree(raw_value)
|
||||||
|
"""
|
||||||
|
|
||||||
conversion_lookup = None # type_lookups.get(type(raw_value), None)
|
conversion_lookup = None # type_lookups.get(type(raw_value), None)
|
||||||
all_types = inspect.getmro(type(raw_value))
|
all_types = inspect.getmro(type(raw_value))
|
||||||
for s_type in all_types:
|
for s_type in all_types:
|
||||||
@ -83,6 +136,7 @@ def convert_field(raw_value, field_name="", scan_node_tree=True):
|
|||||||
|
|
||||||
return field_value
|
return field_value
|
||||||
|
|
||||||
|
# just a helper , for shorthand
|
||||||
def obj_to_dict(object):
|
def obj_to_dict(object):
|
||||||
try:
|
try:
|
||||||
return dict(object)
|
return dict(object)
|
||||||
@ -194,59 +248,6 @@ def armature_hash(obj):
|
|||||||
print("bone", bone, bone_hash(bone))"""
|
print("bone", bone, bone_hash(bone))"""
|
||||||
return str(fields)
|
return str(fields)
|
||||||
|
|
||||||
# used for various node trees: shaders, modifiers etc
|
|
||||||
def node_tree(node_tree):
|
|
||||||
print("SCANNING NODE TREE", node_tree)
|
|
||||||
|
|
||||||
# storage for hashing
|
|
||||||
links_hashes = []
|
|
||||||
nodes_hashes = []
|
|
||||||
root_inputs = dict(node_tree) # probably useless for materials, contains settings for certain modifiers
|
|
||||||
|
|
||||||
for node in node_tree.nodes:
|
|
||||||
#print("node", node, node.type, node.name, node.label)
|
|
||||||
|
|
||||||
input_hashes = []
|
|
||||||
for input in node.inputs:
|
|
||||||
#print(" input", input, "label", input.label, "name", input.name, dir(input))
|
|
||||||
default_value = getattr(input, 'default_value', None)
|
|
||||||
input_hash = f"{convert_field(default_value)}"
|
|
||||||
input_hashes.append(input_hash)
|
|
||||||
|
|
||||||
output_hashes = []
|
|
||||||
# IF the node itself is a group input, its outputs are the inputs of the geometry node (yes, not easy)
|
|
||||||
node_in_use = True
|
|
||||||
for (index, output) in enumerate(node.outputs):
|
|
||||||
# print(" output", output, "label", output.label, "name", output.name, "generated name", f"Socket_{index+1}")
|
|
||||||
default_value = getattr(output, 'default_value', None)
|
|
||||||
output_hash = f"{convert_field(default_value)}"
|
|
||||||
output_hashes.append(output_hash)
|
|
||||||
|
|
||||||
node_in_use = node_in_use and default_value is not None
|
|
||||||
#print("NODE IN USE", node_in_use)
|
|
||||||
|
|
||||||
node_fields_to_ignore = fields_to_ignore_generic + ['internal_links', 'inputs', 'outputs']
|
|
||||||
node_hash = f"{generic_fields_hasher_evolved(node, node_fields_to_ignore)}_{str(input_hashes)}_{str(output_hashes)}"
|
|
||||||
#print("node hash", node_hash)
|
|
||||||
#print("node hash", str(input_hashes))
|
|
||||||
nodes_hashes.append(node_hash)
|
|
||||||
|
|
||||||
for link in node_tree.links:
|
|
||||||
"""print("LINK", link, dir(link))
|
|
||||||
print("FROM", link.from_node, link.from_socket)
|
|
||||||
print("TO", link.to_node, link.to_socket)"""
|
|
||||||
|
|
||||||
from_socket_default = link.from_socket.default_value if hasattr(link.from_socket, "default_value") else None
|
|
||||||
to_socket_default = link.to_socket.default_value if hasattr(link.to_socket, "default_value") else None
|
|
||||||
link_hash = f"{link.from_node.name}_{link.from_socket.name}_{from_socket_default}+{link.to_node.name}_{link.to_socket.name}_{to_socket_default}"
|
|
||||||
|
|
||||||
links_hashes.append(link_hash)
|
|
||||||
|
|
||||||
#print("node hashes",nodes_hashes, "links_hashes", links_hashes)
|
|
||||||
print("root_inputs", root_inputs)
|
|
||||||
return f"{str(root_inputs)}_{str(nodes_hashes)}_{str(links_hashes)}"
|
|
||||||
|
|
||||||
|
|
||||||
def material_hash(material, settings):
|
def material_hash(material, settings):
|
||||||
scan_node_tree = settings.auto_export.materials_in_depth_scan
|
scan_node_tree = settings.auto_export.materials_in_depth_scan
|
||||||
hashed_material_except_node_tree = generic_fields_hasher_evolved(material, fields_to_ignore_generic, scan_node_tree=scan_node_tree)
|
hashed_material_except_node_tree = generic_fields_hasher_evolved(material, fields_to_ignore_generic, scan_node_tree=scan_node_tree)
|
||||||
@ -290,10 +291,29 @@ def serialize_scene(settings):
|
|||||||
cache = {"materials":{}}
|
cache = {"materials":{}}
|
||||||
print("serializing scene")
|
print("serializing scene")
|
||||||
data = {}
|
data = {}
|
||||||
|
|
||||||
|
|
||||||
|
# render settings are injected into each scene
|
||||||
|
|
||||||
|
|
||||||
|
# TODO: only go through scenes actually in our list
|
||||||
for scene in bpy.data.scenes:
|
for scene in bpy.data.scenes:
|
||||||
|
# ignore temporary scenes
|
||||||
if scene.name.startswith(TEMPSCENE_PREFIX):
|
if scene.name.startswith(TEMPSCENE_PREFIX):
|
||||||
continue
|
continue
|
||||||
data[scene.name] = {}
|
data[scene.name] = {}
|
||||||
|
|
||||||
|
custom_properties = custom_properties_hash(scene) if len(scene.keys()) > 0 else None
|
||||||
|
eevee_settings = generic_fields_hasher_evolved(scene.eevee, fields_to_ignore=fields_to_ignore_generic) # TODO: ignore most of the fields
|
||||||
|
scene_field_hashes = {
|
||||||
|
"custom_properties": custom_properties,
|
||||||
|
"eevee": eevee_settings
|
||||||
|
}
|
||||||
|
print("SCENE WORLD", scene.world, dir(scene.eevee))
|
||||||
|
#generic_fields_hasher_evolved(scene.eevee, fields_to_ignore=fields_to_ignore_generic)
|
||||||
|
data[scene.name]["____scene_settings"] = str(hash(str(scene_field_hashes)))
|
||||||
|
|
||||||
|
|
||||||
for object in scene.objects:
|
for object in scene.objects:
|
||||||
object = bpy.data.objects[object.name]
|
object = bpy.data.objects[object.name]
|
||||||
|
|
||||||
|
@ -43,6 +43,8 @@ class AutoExportTracker(PropertyGroup):
|
|||||||
def register(cls):
|
def register(cls):
|
||||||
bpy.types.WindowManager.auto_export_tracker = PointerProperty(type=AutoExportTracker)
|
bpy.types.WindowManager.auto_export_tracker = PointerProperty(type=AutoExportTracker)
|
||||||
|
|
||||||
|
bpy.types.Scene.id_test = StringProperty(default="")
|
||||||
|
|
||||||
# setup handlers for updates & saving
|
# setup handlers for updates & saving
|
||||||
#bpy.app.handlers.save_post.append(cls.save_handler)
|
#bpy.app.handlers.save_post.append(cls.save_handler)
|
||||||
#bpy.app.handlers.depsgraph_update_post.append(cls.deps_update_handler)
|
#bpy.app.handlers.depsgraph_update_post.append(cls.deps_update_handler)
|
||||||
@ -58,6 +60,8 @@ class AutoExportTracker(PropertyGroup):
|
|||||||
except:pass"""
|
except:pass"""
|
||||||
del bpy.types.WindowManager.auto_export_tracker
|
del bpy.types.WindowManager.auto_export_tracker
|
||||||
|
|
||||||
|
del bpy.types.Scene.id_test
|
||||||
|
|
||||||
@classmethod
|
@classmethod
|
||||||
def save_handler(cls, scene, depsgraph):
|
def save_handler(cls, scene, depsgraph):
|
||||||
print("-------------")
|
print("-------------")
|
||||||
@ -73,6 +77,7 @@ class AutoExportTracker(PropertyGroup):
|
|||||||
@classmethod
|
@classmethod
|
||||||
def deps_post_update_handler(cls, scene, depsgraph):
|
def deps_post_update_handler(cls, scene, depsgraph):
|
||||||
# print("change detection enabled", cls.change_detection_enabled)
|
# print("change detection enabled", cls.change_detection_enabled)
|
||||||
|
print("change detected", list(map(lambda x: x.name, list(bpy.data.scenes))))
|
||||||
|
|
||||||
"""ops = bpy.context.window_manager.operators
|
"""ops = bpy.context.window_manager.operators
|
||||||
print("last operators", ops)
|
print("last operators", ops)
|
||||||
|
Loading…
Reference in New Issue
Block a user