feat(auto_export): since all variations of using depsgraphs_update & co failed to be reliable, switching to brute force
* aka added basics of serialization of scene(s) & brute compare * added basics for transforms, custom properties, meshes, cameras & lights, & armatures * should only run on save as I can imagine it could get quite costly, computation wise * added some boilerplate for determining changed objects * not hooked up to actual exporter yet * already way more reliable than the depsgraph: * ignores selections & related weird issues * undo /redo proof * expandable
This commit is contained in:
parent
9ec60a783b
commit
2f54bea7c9
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@ -188,7 +188,11 @@ from bpy.app.handlers import persistent
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@persistent
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def post_update(scene, depsgraph):
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bpy.context.window_manager.auto_export_tracker.deps_update_handler( scene, depsgraph)
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bpy.context.window_manager.auto_export_tracker.deps_post_update_handler( scene, depsgraph)
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@persistent
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def pre_update(scene, depsgraph):
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bpy.context.window_manager.auto_export_tracker.deps_pre_update_handler( scene, depsgraph)
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@persistent
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def post_save(scene, depsgraph):
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@ -198,6 +202,7 @@ def register():
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for cls in classes:
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bpy.utils.register_class(cls)
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# for some reason, adding these directly to the tracker class in register() do not work reliably
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bpy.app.handlers.depsgraph_update_pre.append(pre_update)
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bpy.app.handlers.depsgraph_update_post.append(post_update)
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bpy.app.handlers.save_post.append(post_save)
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@ -214,6 +219,7 @@ def unregister():
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bpy.utils.unregister_class(cls)
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bpy.types.TOPBAR_MT_file_export.remove(menu_func_import)
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bpy.app.handlers.depsgraph_update_pre.remove(pre_update)
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bpy.app.handlers.depsgraph_update_post.remove(post_update)
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bpy.app.handlers.save_post.remove(post_save)
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@ -4,9 +4,11 @@ from bpy.types import Operator
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from bpy_extras.io_utils import ExportHelper
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from bpy.props import (IntProperty)
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from .preferences import (AutoExportGltfAddonPreferences, AutoExportGltfPreferenceNames)
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from .auto_export import auto_export
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from ..helpers.generate_complete_preferences_dict import generate_complete_preferences_dict_auto
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from ..helpers.serialize_scene import serialize_scene
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class AutoExportGLTF(Operator, AutoExportGltfAddonPreferences, ExportHelper):
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"""auto export gltf"""
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@ -17,6 +19,7 @@ class AutoExportGLTF(Operator, AutoExportGltfAddonPreferences, ExportHelper):
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# ExportHelper mixin class uses this
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filename_ext = ''
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#list of settings (other than purely gltf settings) whose change should trigger a re-generation of gltf files
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white_list = ['auto_export',
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'export_main_scene_name',
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@ -199,20 +202,84 @@ class AutoExportGLTF(Operator, AutoExportGltfAddonPreferences, ExportHelper):
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return changed
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def did_objects_change(self):
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previous_stored = bpy.data.texts[".TESTING"] if ".TESTING" in bpy.data.texts else None # bpy.data.texts.new(".TESTING")
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current = serialize_scene()
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if previous_stored == None:
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print("setting bla")
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previous_stored = bpy.data.texts.new(".TESTING")
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previous_stored.write(current)
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return {}
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previous = json.loads(previous_stored.as_string())
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current = json.loads(current)
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changes_per_scene = {}
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# TODO : how do we deal with changed scene names ???
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for scene in current:
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print('scene', scene)
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changes_per_scene[scene] = {}
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previous_object_names = list(previous[scene].keys())
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current_object_names =list(current[scene].keys())
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#print("previous_object_names", len(previous_object_names), previous_object_names)
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#print("current_object_names", len(current_object_names), current_object_names)
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"""if len(previous_object_names) > len(current_object_names):
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print("removed")
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if len(current_object_names) > len(previous_object_names):
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print("added")"""
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added = list(set(current_object_names) - set(previous_object_names))
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removed = list(set(previous_object_names) - set(current_object_names))
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print("removed", removed)
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print("added",added)
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for obj in added:
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changes_per_scene[scene][obj] = bpy.data.objects[obj]
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# TODO: how do we deal with this, as we obviously do not have data for removed objects ?
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for obj in removed:
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changes_per_scene[scene][obj] = None # bpy.data.objects[obj]
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for object_name in list(current[scene].keys()): # todo : exclude directly added/removed objects
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#print("ob", object_name)
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if object_name in previous[scene]:
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# print("object", object_name,"in previous scene, comparing")
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current_obj = current[scene][object_name]
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prev_obj = previous[scene][object_name]
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same = str(current_obj) == str(prev_obj)
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if "Camera" in object_name:
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pass#print(" current", current_obj, prev_obj)
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if "Fox" in object_name:
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print(" current", current_obj)
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print(" previou", prev_obj)
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print(" same?", same)
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#print("foo", same)
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if not same:
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changes_per_scene[scene][object_name] = bpy.data.objects[object_name]
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"""if len(current[scene]) != len(previous[scene]) :
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print("toto")"""
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previous_stored.clear()
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previous_stored.write(json.dumps(current))
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print("changes per scene alternative", changes_per_scene)
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def execute(self, context):
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#print("execute")
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bpy.context.window_manager.auto_export_tracker.disable_change_detection()
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if self.direct_mode:
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self.load_settings(context)
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print("toto", self.will_save_settings)
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if self.will_save_settings:
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self.save_settings(context)
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if self.auto_export: # only do the actual exporting if auto export is actually enabled
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changes_per_scene = context.window_manager.auto_export_tracker.changed_objects_per_scene
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changes_per_scene_2 = self.did_objects_change()
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#& do the export
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if self.direct_mode: #Do not auto export when applying settings in the menu, do it on save only
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#determine changed parameters
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# determine changed objects
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# determine changed parameters
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params_changed = self.did_export_settings_change()
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auto_export(changes_per_scene, params_changed, self)
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# cleanup
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@ -74,7 +74,32 @@ class AutoExportTracker(PropertyGroup):
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# all our logic is done, mark this as done
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@classmethod
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def deps_update_handler(cls, scene, depsgraph):
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def deps_pre_update_handler(cls, scene, depsgraph):
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pass
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#print("before depsgraph update", scene, depsgraph)
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# only deal with changes if we are NOT in the mids of saving/exporting
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"""if cls.change_detection_enabled:
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# ignore anything going on with temporary scenes
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if not scene.name.startswith(TEMPSCENE_PREFIX):
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print("depsgraph_update_post", scene.name)
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changed_scene = scene.name or ""
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#print("-------------")
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# print("cls.changed_objects_per_scene", cls.changed_objects_per_scene)
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# depsgraph = bpy.context.evaluated_depsgraph_get()
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for obj in depsgraph.updates:
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#print("depsgraph update", obj)
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if isinstance(obj.id, bpy.types.Object):
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# get the actual object
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object = bpy.data.objects[obj.id.name]
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print(" changed object", obj.id.name, "changes", obj, "evalutated", obj.id.is_evaluated, "transforms", obj.is_updated_transform, "geometry", obj.is_updated_geometry)
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elif isinstance(obj.id, bpy.types.Material): # or isinstance(obj.id, bpy.types.ShaderNodeTree):
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# print(" changed material", obj.id, "scene", scene.name,)
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pass"""
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@classmethod
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def deps_post_update_handler(cls, scene, depsgraph):
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# print("change detection enabled", cls.change_detection_enabled)
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"""ops = bpy.context.window_manager.operators
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@ -96,17 +121,21 @@ class AutoExportTracker(PropertyGroup):
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# we set the last operator here so we can clear the specific settings (yeah for overly complex logic)
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cls.last_operator = active_operator
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#print("active_operator", active_operator.has_active_exporter_extensions, active_operator.__annotations__.keys(), active_operator.filepath, active_operator.gltf_export_id)
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return
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if active_operator.bl_idname == "EXPORT_SCENES_OT_auto_gltf":
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# we force saving params
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active_operator.will_save_settings = True
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active_operator.auto_export = True
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# if we are using the operator, bail out for the rest
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print("setting stuff for auto_export")
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return
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# only deal with changes if we are NOT in the mids of saving/exporting
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if cls.change_detection_enabled:
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# ignore anything going on with temporary scenes
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if not scene.name.startswith(TEMPSCENE_PREFIX):
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print("depsgraph_update_post", scene.name)
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#print("depsgraph_update_post", scene.name)
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changed_scene = scene.name or ""
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#print("-------------")
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if not changed_scene in cls.changed_objects_per_scene:
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@ -118,7 +147,7 @@ class AutoExportTracker(PropertyGroup):
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if isinstance(obj.id, bpy.types.Object):
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# get the actual object
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object = bpy.data.objects[obj.id.name]
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print(" changed object", obj.id.name, "changes", obj, "evalutated", obj.id.is_evaluated, "transforms", obj.is_updated_transform, "geometry", obj.is_updated_geometry)
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#print(" changed object", obj.id.name, "changes", obj, "evalutated", obj.id.is_evaluated, "transforms", obj.is_updated_transform, "geometry", obj.is_updated_geometry)
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if obj.is_updated_transform or obj.is_updated_geometry:
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cls.changed_objects_per_scene[scene.name][obj.id.name] = object
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elif isinstance(obj.id, bpy.types.Material): # or isinstance(obj.id, bpy.types.ShaderNodeTree):
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@ -175,9 +204,9 @@ class AutoExportTracker(PropertyGroup):
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addon_prefs = SimpleNamespace(**tmp)
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print("cls.changed_objects_per_scene", cls.changed_objects_per_scene)
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#print("cls.changed_objects_per_scene", cls.changed_objects_per_scene)
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(collections, collections_to_export, library_collections, collections_per_scene) = get_collections_to_export(cls.changed_objects_per_scene, export_settings_changed, addon_prefs)
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print("collections to export", collections_to_export)
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#print("collections to export", collections_to_export)
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try:
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# we save this list of collections in the context
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bpy.context.window_manager.exportedCollections.clear()
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@ -0,0 +1,146 @@
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import json
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import numpy as np
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import bpy
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fields_to_ignore_generic = ["tag", "type", "update_tag", "use_extra_user", "use_fake_user", "user_clear", "user_of_id", "user_remap", "users",
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'animation_data_clear', 'animation_data_create', 'asset_clear', 'asset_data', 'asset_generate_preview', 'asset_mark', 'bl_rna', 'evaluated_get',
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'library', 'library_weak_reference', 'make_local','name', 'name_full', 'original',
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'override_create', 'override_hierarchy_create', 'override_library', 'preview', 'preview_ensure', 'rna_type',
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'session_uid', 'copy', 'id_type', 'is_embedded_data', 'is_evaluated', 'is_library_indirect', 'is_missing', 'is_runtime_data']
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# possible alternatives https://blender.stackexchange.com/questions/286010/bpy-detect-modified-mesh-data-vertices-edges-loops-or-polygons-for-cachin
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def mesh_hash(obj):
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# this is incomplete, how about edges ?
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vertex_count = len(obj.data.vertices)
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vertices_np = np.empty(vertex_count * 3, dtype=np.float32)
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obj.data.vertices.foreach_get("co", vertices_np)
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h = str(hash(vertices_np.tobytes()))
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return h
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def animation_hash(obj):
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animation_data = obj.animation_data
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if not animation_data:
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return None
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return None
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blender_actions = []
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blender_tracks = {}
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# TODO: this might need to be modified/ adapted to match the standard gltf exporter settings
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for track in animation_data.nla_tracks:
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non_muted_strips = [strip for strip in track.strips if strip.action is not None and strip.mute is False]
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for strip in non_muted_strips: #t.strips:
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# print(" ", source.name,'uses',strip.action.name, "active", strip.active, "action", strip.action)
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blender_actions.append(strip.action)
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blender_tracks[strip.action.name] = track.name
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# Remove duplicate actions.
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blender_actions = list(set(blender_actions))
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# sort animations alphabetically (case insensitive) so they have a defined order and match Blender's Action list
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blender_actions.sort(key = lambda a: a.name.lower())
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markers_per_animation = {}
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animations_infos = []
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for action in blender_actions:
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animation_name = blender_tracks[action.name]
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animations_infos.append(
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f'(name: "{animation_name}", frame_start: {action.frame_range[0]}, frame_end: {action.frame_range[1]}, frames_length: {action.frame_range[1] - action.frame_range[0]}, frame_start_override: {action.frame_start}, frame_end_override: {action.frame_end})'
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)
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markers_per_animation[animation_name] = {}
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for marker in action.pose_markers:
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if marker.frame not in markers_per_animation[animation_name]:
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markers_per_animation[animation_name][marker.frame] = []
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markers_per_animation[animation_name][marker.frame].append(marker.name)
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def camera_hash(obj):
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camera_fields = ["angle", "angle_x", "angle_y", "animation_data", "background_images", "clip_end", "clip_start", "display_size", "dof", "fisheye_fov"]
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camera_data = obj.data
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fields_to_ignore= fields_to_ignore_generic
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all_field_names = dir(camera_data)
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fields = [getattr(camera_data, prop, None) for prop in all_field_names if not prop.startswith("__") and not prop in fields_to_ignore and not prop.startswith("show_")]
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# TODO: the above is not enough, certain fields are left as bpy.data.xx
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#print("camera", obj, fields)
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return str(fields)
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def light_hash(obj):
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light_data = obj.data
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fields_to_ignore = fields_to_ignore_generic
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all_field_names = dir(light_data)
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fields = [getattr(light_data, prop, None) for prop in all_field_names if not prop.startswith("__") and not prop in fields_to_ignore and not prop.startswith("show_")]
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return str(fields)
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def bones_hash(bones):
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fields_to_ignore = fields_to_ignore_generic + ['AxisRollFromMatrix', 'MatrixFromAxisRoll', 'evaluate_envelope', 'convert_local_to_pose', 'foreach_get', 'foreach_set', 'get', 'set', 'find', 'items', 'keys', 'values']
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bones_result = []
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for bone in bones:
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all_field_names = dir(bone)
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fields = [getattr(bone, prop, None) for prop in all_field_names if not prop.startswith("__") and not prop in fields_to_ignore and not prop.startswith("show_")]
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bones_result.append(fields)
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print("fields of bone", bones_result)
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return str(hash(str(bones_result)))
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# fixme: not good enough ?
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def armature_hash(obj):
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fields_to_ignore = fields_to_ignore_generic + ['display_type', 'is_editmode', 'pose_position', 'foreach_get', 'get']
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fields_to_convert = {'bones': bones_hash}#, 'collections_all': bones_hash}
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armature_data = obj.data
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all_field_names = dir(armature_data)
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fields = [getattr(armature_data, prop, None) if not prop in fields_to_convert.keys() else fields_to_convert[prop](getattr(armature_data, prop)) for prop in all_field_names if not prop.startswith("__") and not prop in fields_to_ignore and not prop.startswith("show_")]
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#print("ARMATURE", fields)
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"""for bone in armature_data.bones:
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print("bone", bone, bone_hash(bone))"""
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return str(fields)
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def serialize_scene():
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print("serializing scene")
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data = {}
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for scene in bpy.data.scenes:
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data[scene.name] = {}
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for object in scene.objects:
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#print("object", object.name, object.location)
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transform = str((object.location, object.rotation_euler, object.scale))
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visibility = object.visible_get()
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print("object type", object.type)
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custom_properties = {}
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for K in object.keys():
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if K not in '_RNA_UI' and K != 'components_meta':
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#print( K , "-" , object[K] )
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custom_properties[K] = object[K]
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animations = animation_hash(object)
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mesh = mesh_hash(object) if object.type == 'MESH' else None
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camera = camera_hash(object) if object.type == 'CAMERA' else None
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light = light_hash(object) if object.type == 'LIGHT' else None
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armature = armature_hash(object) if object.type == 'ARMATURE' else None
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data[scene.name][object.name] = {
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"name": object.name,
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"transforms": transform,
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"visibility": visibility,
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"custom_properties": custom_properties,
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"animations": animations,
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"mesh": mesh,
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"camera": camera,
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"light": light,
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"armature": armature
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}
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"""print("data", data)
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print("")
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print("")
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print("data json", json.dumps(data))"""
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return json.dumps(data)
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#loc, rot, scale = bpy.context.object.matrix_world.decompose()
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