mirror of
https://github.com/kaosat-dev/Blender_bevy_components_workflow.git
synced 2024-12-22 23:54:10 +00:00
feat(blenvy:blender): a ton of cleanups, fixes & improvements
* fixed bad hashing causing hashed project across two different blender sessions to appear different aka, no more systematic re-export of everything when reloading a project in blender ! * fixed issues with modifier & material hashing that was also causing overly eager change detection * previous_xxx_settings are now only saved AFTER a sucessfull export, for coherence * added more fine grained setting change detection (aka some setting changes do not require a re-export of all levels & blueprints !) * fixed handling of level & library scene names as part of the settings * fixed numerous issues with core, auto_export & component settings * cleaned up a ton of very verbose debug message * BlenvyAssets => BlueprintAssets * a lot of minor cleanups
This commit is contained in:
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commit
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@ -139,29 +139,53 @@ General issues:
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- [x] overall cleanup
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- [x] object.add_bevy_component => blenvy.component_add
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Blender side:
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- [x] force overwrite of settings files instead of partial updates ?
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- [x] prevent loop when loading/setting/saving settings
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- [x] fix asset changes not being detected as a scene change
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- [x] fix scene setting changes not being detected as a scene change
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- [x] add back lighting_components
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- [x] check if scene components are being deleted through our scene re-orgs in the spawn post process
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- [x] fix unreliable project hashing between sessions: (note, it is due to the use of hash() : https://stackoverflow.com/questions/27522626/hash-function-in-python-3-3-returns-different-results-between-sessions)
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- [x] figure out why there are still changes per session (it is due to object pointer being present in the generated "hash")
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- materials & modifiers, both using the same underlying logic
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- [x] filter out components_meta
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- [x] filter out xxx_ui propgroups
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- [x] fix missing main/lib scene names in blenvy_common_settings
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- [x] fix incorect updating of main/lib scenes list in settings
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- [ ] and what about scene renames ?? perhaps tigger a forced "save settings" before doing the export ?
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- [x] should we write the previous _xxx data only AFTER a sucessfull export only ?
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- [x] finer grained control of setting changes to trigger a re-export:
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- [x] common: any of them should trigger
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- [x] components: none
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- [x] auto_export:
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- auto_export: yes
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- gltf settings: yes
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- change detection: no ?
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- export blueprints: YES
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- export split dynamic/static: YES
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- export merge mode : YES
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- materials: YES
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- [ ] inject_export_path_into_internal_blueprints should be called on every asset/blueprint scan !! Not just on export
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- [ ] undo after a save removes any saved "serialized scene" data ? DIG into this
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- [ ] handle scene renames between saves (breaks diffing) => very hard to achieve
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- [ ] force overwrite of settings files instead of partial updates ?
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- [ ] add tests for disabled components
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- [ ] should we write the previous _xxx data only AFTER a sucessfull export only ?
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- [ ] find a solution for the new color handling
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- [ ] hidden objects/collections not respected at export !!!
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- [ ] add option to 'split out' meshes from blueprints ?
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- [ ] ie considering meshletts etc , it would make sense to keep blueprints seperate from purely mesh gltfs
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- [ ] persist exported materials path in blueprints so that it can be read from library file users
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- [ ] just like "export_path" write it into each blueprint's collection
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- [ ] scan for used materials per blueprint !
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- [ ] for scenes, scan for used materials of all non instance objects (TODO: what about overrides ?)
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- [ ] find a solution for the new color handling
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- [x] add back lighting_components
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- [x] check if scene components are being deleted through our scene re-orgs in the spawn post process
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- [ ] should "blueprint spawned" only be triggered after all its sub blueprints have spawned ?
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Bevy Side:
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- [x] deprecate BlueprintName & BlueprintPath & use BlueprintInfo instead
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- [ ] should "blueprint spawned" only be triggered after all its sub blueprints have spawned ?
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- [ ] simplify testing example:
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- [x] remove use of rapier physics (or even the whole common boilerplate ?)
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- [ ] remove/replace bevy editor pls with some native ui to display hierarchies
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- [ ] try out hot reloading
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- [x] try out hot reloading
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- [ ] simplify examples:
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- [ ] a full fledged demo (including physics & co)
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- [ ] other examples without interactions or physics
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@ -170,12 +194,9 @@ General issues:
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- [ ] replace all references to the old 2 add-ons with those to Blenvy
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- [ ] rename repo to "Blenvy"
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- [ ] do a deprecation release of all bevy_gltf_xxx crates to point at the new Blenvy crate
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- [ ] hidden objects/collections not respected at export !!!
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- [ ] add a way of overriding assets for collection instances
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- [ ] add a way of visualizing per blueprint instances
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- [ ] cleanup all the spurious debug messages
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- [ ] deprecate BlueprintName & BlueprintPath & use BlueprintInfo instead
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- [ ] fix animation handling
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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
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@ -11,7 +11,7 @@ def cleanup_file():
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os.remove(gltf_filepath)
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return None
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else:
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return 1
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return 1.0
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def gltf_post_export_callback(data):
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#print("post_export", data)
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@ -36,14 +36,9 @@ def export_blueprints(blueprints, settings, blueprints_data):
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collection = bpy.data.collections[blueprint.name]
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print("BLUEPRINT", blueprint.name)
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for asset in collection.user_assets:
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print(" user asset", asset.name, asset.path)
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all_assets = []
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auto_assets = []
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collection["BlenvyAssets"] = assets_to_fake_ron([]) #assets_to_fake_ron([{"name": asset.name, "path": asset.path} for asset in collection.user_assets] + auto_assets) #all_assets + [{"name": asset.name, "path": asset.path} for asset in collection.user_assets] + auto_assets)
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collection["BlueprintAssets"] = assets_to_fake_ron([]) #assets_to_fake_ron([{"name": asset.name, "path": asset.path} for asset in collection.user_assets] + auto_assets) #all_assets + [{"name": asset.name, "path": asset.path} for asset in collection.user_assets] + auto_assets)
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# do the actual export
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@ -51,7 +51,6 @@ def auto_export(changes_per_scene, changed_export_parameters, settings):
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for blueprint in blueprints_data.blueprints:
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bpy.context.window_manager.blueprints_registry.add_blueprint(blueprint)
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#bpy.context.window_manager.blueprints_registry.refresh_blueprints()
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print("YO YO")
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if export_scene_settings:
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# inject/ update scene components
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@ -90,7 +90,7 @@ def duplicate_object(object, parent, combine_mode, destination_collection, bluep
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original_name = object.name
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blueprint_name = original_collection.name
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# FIXME: blueprint path is WRONG !
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print("BLUEPRINT PATH", original_collection.get('export_path', None))
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# print("BLUEPRINT PATH", original_collection.get('export_path', None))
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blueprint_path = original_collection['export_path'] if 'export_path' in original_collection else f'./{blueprint_name}' # TODO: the default requires the currently used extension !!
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@ -19,7 +19,6 @@ def generate_temporary_scene_and_export(settings, gltf_export_settings, gltf_out
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temp_scene = bpy.data.scenes.new(name=temp_scene_name)
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temp_root_collection = temp_scene.collection
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print("additional_dataAAAAAAAAAAAAAAAH", additional_data)
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properties_black_list = ['glTF2ExportSettings', 'assets', 'user_assets', 'components_meta', 'Components_meta', 'Generated_assets', 'generated_assets']
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if additional_data is not None: # FIXME not a fan of having this here
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for entry in dict(additional_data):
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@ -3,6 +3,7 @@ import bpy
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from .project_diff import get_changes_per_scene
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from .auto_export import auto_export
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from .settings_diff import get_setting_changes
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from blenvy.settings import load_settings, upsert_settings
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# prepare export by gather the changes to the scenes & settings
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def prepare_and_export():
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@ -13,17 +14,28 @@ def prepare_and_export():
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if auto_export_settings.auto_export: # only do the actual exporting if auto export is actually enabled
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# determine changed objects
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per_scene_changes = get_changes_per_scene(settings=blenvy)
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per_scene_changes, project_hash = get_changes_per_scene(settings=blenvy)
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# determine changed parameters
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setting_changes = get_setting_changes()
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print("setting_changes", setting_changes)
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setting_changes, current_common_settings, current_export_settings, current_gltf_settings = get_setting_changes()
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print("changes: settings:", setting_changes)
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print("changes: scenes:", per_scene_changes)
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print("project_hash", project_hash)
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# do the actual export
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# blenvy.auto_export.dry_run = 'NO_EXPORT'#'DISABLED'#
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auto_export(per_scene_changes, setting_changes, blenvy)
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# -------------------------------------
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# now that this point is reached, the export should have run correctly, so we can save all the current state to the "previous one"
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# save the current project hash as previous
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upsert_settings(".blenvy.project_serialized_previous", project_hash, overwrite=True)
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# write the new settings to the old settings
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upsert_settings(".blenvy_common_settings_previous", current_common_settings, overwrite=True)
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upsert_settings(".blenvy_export_settings_previous", current_export_settings, overwrite=True)
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upsert_settings(".blenvy_gltf_settings_previous", current_gltf_settings, overwrite=True)
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# cleanup
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# TODO: these are likely obsolete
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# reset the list of changes in the tracker
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#bpy.context.window_manager.auto_export_tracker.clear_changes()
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print("AUTO EXPORT DONE")
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#bpy.app.timers.register(bpy.context.window_manager.auto_export_tracker.enable_change_detection, first_interval=0.1)
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current_scene = bpy.context.window.scene
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bpy.context.window.scene = bpy.data.scenes[0]
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#serialize scene at frame 0
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# TODO: add back
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"""with bpy.context.temp_override(scene=bpy.data.scenes[1]):
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bpy.context.scene.frame_set(0)"""
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@ -38,7 +39,6 @@ def get_changes_per_scene(settings):
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previous = load_settings(".blenvy.project_serialized_previous")
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current = serialize_current(settings)
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# determine changes
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changes_per_scene = {}
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try:
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@ -46,11 +46,7 @@ def get_changes_per_scene(settings):
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except Exception as error:
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print("failed to compare current serialized scenes to previous ones", error)
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# save the current project as previous
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upsert_settings(".blenvy.project_serialized_previous", current, overwrite=True)
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print("changes per scene", changes_per_scene)
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return changes_per_scene
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return changes_per_scene, current
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def project_diff(previous, current, settings):
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@ -58,17 +54,13 @@ def project_diff(previous, current, settings):
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print("current", current)"""
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if previous is None or current is None:
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return {}
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print("Settings", settings,"current", current, "previous", previous)
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changes_per_scene = {}
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# TODO : how do we deal with changed scene names ???
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# possible ? on each save, inject an id into each scene, that cannot be copied over
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print('TEST SCENE', bpy.data.scenes.get("ULTRA LEVEL2"), None)
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for scene in current:
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print("SCENE", scene)
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current_object_names =list(current[scene].keys())
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if scene in previous: # we can only compare scenes that are in both previous and current data
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@ -7,13 +7,23 @@ import numpy as np
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import bpy
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from ..constants import TEMPSCENE_PREFIX
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import hashlib
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# horrible and uneficient
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def h1_hash(w):
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try:
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w = w.encode('utf-8')
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except: pass
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return hashlib.md5(w).hexdigest()
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fields_to_ignore_generic = [
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"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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'session_uid', 'copy', 'id_type', 'is_embedded_data', 'is_evaluated', 'is_library_indirect', 'is_missing', 'is_runtime_data',
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'components_meta', 'cycles'
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]
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@ -40,9 +50,7 @@ def _lookup_array2(data):
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return peel_value(data)
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def _lookup_prop_group(data):
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bla = generic_fields_hasher_evolved(data, fields_to_ignore=fields_to_ignore_generic)
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print("PROPGROUP", bla)
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return bla
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return generic_fields_hasher_evolved(data, fields_to_ignore=fields_to_ignore_generic)
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def _lookup_collection(data):
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return [generic_fields_hasher_evolved(item, fields_to_ignore=fields_to_ignore_generic) for item in data]
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@ -50,9 +58,16 @@ def _lookup_collection(data):
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def _lookup_materialLineArt(data):
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return generic_fields_hasher_evolved(data, fields_to_ignore=fields_to_ignore_generic)
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def _lookup_object(data):
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return data.name
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return generic_fields_hasher_evolved(data, fields_to_ignore=fields_to_ignore_generic)
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def _lookup_generic(data):
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return generic_fields_hasher_evolved(data, fields_to_ignore=fields_to_ignore_generic)
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# used for various node trees: shaders, modifiers etc
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def node_tree(node_tree):
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print("SCANNING NODE TREE", node_tree)
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#print("SCANNING NODE TREE", node_tree)
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# storage for hashing
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links_hashes = []
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@ -99,18 +114,19 @@ def node_tree(node_tree):
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links_hashes.append(link_hash)
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#print("node hashes",nodes_hashes, "links_hashes", links_hashes)
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print("root_inputs", root_inputs)
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return f"{str(root_inputs)}_{str(nodes_hashes)}_{str(links_hashes)}"
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type_lookups = {
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Color: _lookup_color,#lambda input: print("dsf")',
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bpy.types.Object: _lookup_object,
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bpy.types.FloatVectorAttribute: _lookup_array2,
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bpy.types.bpy_prop_array: _lookup_array,
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bpy.types.PropertyGroup: _lookup_prop_group,
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bpy.types.bpy_prop_collection: _lookup_collection,
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bpy.types.MaterialLineArt: _lookup_materialLineArt,
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bpy.types.NodeTree: node_tree,
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bpy.types.CurveProfile: _lookup_generic
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}
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def convert_field(raw_value, field_name="", scan_node_tree=True):
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@ -122,6 +138,7 @@ def convert_field(raw_value, field_name="", scan_node_tree=True):
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conversion_lookup = None # type_lookups.get(type(raw_value), None)
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all_types = inspect.getmro(type(raw_value))
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for s_type in all_types:
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#print(" stype", s_type)
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if type_lookups.get(s_type, None) is not None:
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conversion_lookup = type_lookups[s_type]
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break
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@ -132,6 +149,9 @@ def convert_field(raw_value, field_name="", scan_node_tree=True):
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#print("field_name",field_name,"conv value", field_value)
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else:
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#print("field_name",field_name,"raw value", raw_value)
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"""try:
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field_value=_lookup_generic(raw_value)
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except:pass"""
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field_value = raw_value
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return field_value
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@ -146,6 +166,7 @@ def obj_to_dict(object):
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# TODO: replace the first one with this once if its done
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def generic_fields_hasher_evolved(data, fields_to_ignore, scan_node_tree=True):
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dict_data = obj_to_dict(data) # in some cases, some data is in the key/value pairs of the object
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dict_data = {key: dict_data[key] for key in dict_data.keys() if key not in fields_to_ignore}# we need to filter out fields here too
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all_field_names = dir(data)
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field_values = []
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for field_name in all_field_names:
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@ -153,6 +174,8 @@ def generic_fields_hasher_evolved(data, fields_to_ignore, scan_node_tree=True):
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raw_value = getattr(data, field_name, None)
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#print("raw value", raw_value, "type", type(raw_value), isinstance(raw_value, Color), isinstance(raw_value, bpy.types.bpy_prop_array))
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field_value = convert_field(raw_value, field_name, scan_node_tree)
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#print("field name", field_name, "raw", raw_value, "converted", field_value)
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field_values.append(str(field_value))
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return str(dict_data) + str(field_values)
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@ -163,7 +186,7 @@ def mesh_hash(obj):
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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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h = str(h1_hash(vertices_np.tobytes()))
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return h
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# TODO: redo this one, this is essentially modifiec copy & pasted data, not fitting
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@ -202,7 +225,7 @@ def animation_hash(obj):
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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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compact_result = hash(str((blender_actions, blender_tracks, markers_per_animation, animations_infos)))
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compact_result = h1_hash(str((blender_actions, blender_tracks, markers_per_animation, animations_infos)))
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return compact_result
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@ -213,7 +236,7 @@ def custom_properties_hash(obj):
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for property_name in obj.keys():
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if property_name not in '_RNA_UI' and property_name != 'components_meta':
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custom_properties[property_name] = obj[property_name]
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return str(hash(str(custom_properties)))
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return str(h1_hash(str(custom_properties)))
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def camera_hash(obj):
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camera_data = obj.data
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@ -233,7 +256,7 @@ def bones_hash(bones):
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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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return str(h1_hash(str(bones_result)))
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# fixme: not good enough ?
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def armature_hash(obj):
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@ -250,8 +273,10 @@ def armature_hash(obj):
|
||||
|
||||
def material_hash(material, settings):
|
||||
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)
|
||||
return str(hashed_material_except_node_tree)
|
||||
#print("HASHING MATERIAL", material.name)
|
||||
hashed_material = generic_fields_hasher_evolved(material, fields_to_ignore_generic, scan_node_tree=scan_node_tree)
|
||||
#print("HASHED MATERIAL", hashed_material)
|
||||
return str(hashed_material)
|
||||
|
||||
# TODO: this is partially taken from export_materials utilities, perhaps we could avoid having to fetch things multiple times ?
|
||||
def materials_hash(obj, cache, settings):
|
||||
@ -271,21 +296,23 @@ def materials_hash(obj, cache, settings):
|
||||
cache['materials'][material.name] = mat
|
||||
materials.append(mat)
|
||||
|
||||
return str(hash(str(materials)))
|
||||
return str(h1_hash(str(materials)))
|
||||
|
||||
def modifier_hash(modifier_data, settings):
|
||||
scan_node_tree = settings.auto_export.modifiers_in_depth_scan
|
||||
#print("HASHING MODIFIER", modifier_data.name)
|
||||
hashed_modifier = generic_fields_hasher_evolved(modifier_data, fields_to_ignore_generic, scan_node_tree=scan_node_tree)
|
||||
#print("modifier", modifier_data.name, "hashed", hashed_modifier)
|
||||
return str(hashed_modifier)
|
||||
|
||||
|
||||
def modifiers_hash(object, settings):
|
||||
modifiers = []
|
||||
for modifier in object.modifiers:
|
||||
print("modifier", modifier )# modifier.node_group)
|
||||
#print("modifier", modifier )# modifier.node_group)
|
||||
modifiers.append(modifier_hash(modifier, settings))
|
||||
print(" ")
|
||||
return str(hash(str(modifiers)))
|
||||
#print(" ")
|
||||
return str(h1_hash(str(modifiers)))
|
||||
|
||||
def serialize_scene(settings):
|
||||
cache = {"materials":{}}
|
||||
@ -309,16 +336,15 @@ def serialize_scene(settings):
|
||||
"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)))
|
||||
# FIXME: how to deal with this cleanly
|
||||
print("SCENE CUSTOM PROPS", custom_properties)
|
||||
data[scene.name]["____scene_settings"] = str(h1_hash(str(scene_field_hashes)))
|
||||
|
||||
|
||||
for object in scene.objects:
|
||||
object = bpy.data.objects[object.name]
|
||||
|
||||
#loc, rot, scale = bpy.context.object.matrix_world.decompose()
|
||||
|
||||
transform = str((object.location, object.rotation_euler, object.scale)) #str((object.matrix_world.to_translation(), object.matrix_world.to_euler('XYZ'), object.matrix_world.to_quaternion()))#
|
||||
visibility = object.visible_get()
|
||||
custom_properties = custom_properties_hash(object) if len(object.keys()) > 0 else None
|
||||
@ -332,7 +358,6 @@ def serialize_scene(settings):
|
||||
materials = materials_hash(object, cache, settings) if len(object.material_slots) > 0 else None
|
||||
modifiers = modifiers_hash(object, settings) if len(object.modifiers) > 0 else None
|
||||
|
||||
|
||||
object_field_hashes = {
|
||||
"name": object.name,
|
||||
"transforms": transform,
|
||||
@ -348,8 +373,9 @@ def serialize_scene(settings):
|
||||
"materials": materials,
|
||||
"modifiers":modifiers
|
||||
}
|
||||
|
||||
object_field_hashes_filtered = {key: object_field_hashes[key] for key in object_field_hashes.keys() if object_field_hashes[key] is not None}
|
||||
objectHash = str(hash(str(object_field_hashes_filtered)))
|
||||
objectHash = str(h1_hash(str(object_field_hashes_filtered)))
|
||||
data[scene.name][object.name] = objectHash
|
||||
|
||||
"""print("data", data)
|
||||
|
@ -1,56 +0,0 @@
|
||||
#print("THIS IS A GEOMETRY NODE")
|
||||
|
||||
# storage for hashing
|
||||
links_hashes = []
|
||||
nodes_hashes = []
|
||||
modifier_inputs = dict(modifier_data)
|
||||
|
||||
for node in node_group.nodes:
|
||||
#print("node", node, node.type, node.name, node.label)
|
||||
#print("node info", dir(node))
|
||||
|
||||
input_hashes = []
|
||||
for input in node.inputs:
|
||||
#print(" input", input, "label", input.label, "name", input.name)
|
||||
input_hash = f"{getattr(input, 'default_value', None)}"
|
||||
input_hashes.append(input_hash)
|
||||
"""if hasattr(input, "default_value"):
|
||||
print("YOHO", dict(input), input.default_value)"""
|
||||
|
||||
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}")
|
||||
output_hash = f"{getattr(output, 'default_value', None)}"
|
||||
output_hashes.append(output_hash)
|
||||
"""if hasattr(output, "default_value"):
|
||||
print("YOHO", output.default_value)"""
|
||||
node_in_use = node_in_use and hasattr(output, "default_value")
|
||||
#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(node, node_fields_to_ignore)}_{str(input_hashes)}_{str(output_hashes)}"
|
||||
#print("node hash", node_hash)
|
||||
nodes_hashes.append(node_hash)
|
||||
#print(" ")
|
||||
|
||||
for link in node_group.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}"
|
||||
|
||||
"""if hasattr(link.from_socket, "default_value"):
|
||||
print("[FROM SOCKET]", link.from_socket.default_value)
|
||||
if hasattr(link.to_socket, "default_value"):
|
||||
print("[TO SOCKET]", link.to_socket.default_value)"""
|
||||
|
||||
links_hashes.append(link_hash)
|
||||
#print("link_hash", link_hash)
|
||||
|
||||
return f"{str(modifier_inputs)}_{str(nodes_hashes)}_{str(links_hashes)}"
|
@ -1,8 +1,8 @@
|
||||
import bpy
|
||||
|
||||
from blenvy.settings import are_settings_identical, load_settings, upsert_settings
|
||||
from blenvy.settings import are_settings_identical, load_settings, changed_settings
|
||||
|
||||
# which settings are specific to auto_export # TODO: can we infer this ?
|
||||
# which common settings changes should trigger a re-export
|
||||
parameter_names_whitelist_common = [
|
||||
# blenvy core
|
||||
'project_root_path',
|
||||
@ -14,6 +14,7 @@ parameter_names_whitelist_common = [
|
||||
'library_scene_names',
|
||||
]
|
||||
|
||||
# which auto export settings changes should trigger a re-export
|
||||
parameter_names_whitelist_auto_export = [
|
||||
# auto export
|
||||
'export_scene_settings',
|
||||
@ -24,34 +25,29 @@ parameter_names_whitelist_auto_export = [
|
||||
]
|
||||
|
||||
def get_setting_changes():
|
||||
print("get setting changes")
|
||||
previous_common_settings = load_settings(".blenvy_common_settings_previous")
|
||||
current_common_settings = load_settings(".blenvy_common_settings")
|
||||
changed_common_settings_fields = changed_settings(previous_common_settings, current_common_settings, white_list=parameter_names_whitelist_common)
|
||||
common_settings_changed = len(changed_common_settings_fields) > 0
|
||||
|
||||
previous_common_settings = load_settings(".blenvy_common_settings_previous")
|
||||
current_common_settings = load_settings(".blenvy_common_settings")
|
||||
common_settings_changed = not are_settings_identical(previous_common_settings, current_common_settings, white_list=parameter_names_whitelist_common)
|
||||
previous_export_settings = load_settings(".blenvy_export_settings_previous")
|
||||
current_export_settings = load_settings(".blenvy_export_settings")
|
||||
changed_export_settings_fields = changed_settings(previous_export_settings, current_export_settings, white_list=parameter_names_whitelist_auto_export)
|
||||
export_settings_changed = len(changed_export_settings_fields) > 0
|
||||
|
||||
previous_export_settings = load_settings(".blenvy_export_settings_previous")
|
||||
current_export_settings = load_settings(".blenvy_export_settings")
|
||||
export_settings_changed = not are_settings_identical(previous_export_settings, current_export_settings, white_list=parameter_names_whitelist_auto_export)
|
||||
previous_gltf_settings = load_settings(".blenvy_gltf_settings_previous")
|
||||
current_gltf_settings = load_settings(".blenvy_gltf_settings")
|
||||
gltf_settings_changed = not are_settings_identical(previous_gltf_settings, current_gltf_settings)
|
||||
|
||||
previous_gltf_settings = load_settings(".blenvy_gltf_settings_previous")
|
||||
current_gltf_settings = load_settings(".blenvy_gltf_settings")
|
||||
print("previous_gltf_settings", previous_gltf_settings, "current_gltf_settings", current_gltf_settings)
|
||||
gltf_settings_changed = not are_settings_identical(previous_gltf_settings, current_gltf_settings)
|
||||
settings_changed = common_settings_changed or gltf_settings_changed or export_settings_changed
|
||||
|
||||
# write the new settings to the old settings
|
||||
upsert_settings(".blenvy_common_settings_previous", current_common_settings, overwrite=True)
|
||||
upsert_settings(".blenvy_export_settings_previous", current_export_settings, overwrite=True)
|
||||
upsert_settings(".blenvy_gltf_settings_previous", current_gltf_settings, overwrite=True)
|
||||
# if there were no setting before, it is new, we need export # TODO: do we even need this ? I guess in the case where both the previous & the new one are both none ? very unlikely, but still
|
||||
if previous_common_settings is None:
|
||||
settings_changed = True
|
||||
if previous_export_settings is None:
|
||||
settings_changed = True
|
||||
if previous_gltf_settings is None:
|
||||
settings_changed = True
|
||||
|
||||
print("common_settings_changed", common_settings_changed,"export_settings_changed", export_settings_changed, "gltf_settings_changed", gltf_settings_changed, )
|
||||
|
||||
# if there were no setting before, it is new, we need export # TODO: do we even need this ? I guess in the case where both the previous & the new one are both none ? very unlikely, but still
|
||||
if previous_common_settings is None:
|
||||
return True
|
||||
if previous_export_settings is None:
|
||||
return True
|
||||
if previous_gltf_settings is None:
|
||||
return True
|
||||
|
||||
return common_settings_changed or gltf_settings_changed or export_settings_changed
|
||||
return settings_changed, current_common_settings, current_export_settings, current_gltf_settings
|
||||
|
@ -41,11 +41,11 @@ def export_main_scene(scene, settings, blueprints_data):
|
||||
gltf_output_path = os.path.join(levels_path_full, scene.name)
|
||||
|
||||
inject_blueprints_list_into_main_scene(scene, blueprints_data, settings)
|
||||
print("main scene", scene)
|
||||
"""print("main scene", scene)
|
||||
for asset in scene.user_assets:
|
||||
print(" user asset", asset.name, asset.path)
|
||||
for asset in scene.generated_assets:
|
||||
print(" generated asset", asset)
|
||||
print(" generated asset", asset)"""
|
||||
"""for blueprint in blueprints_data.blueprints_per_scenes[scene.name]:
|
||||
print("BLUEPRINT", blueprint)"""
|
||||
blueprint_instances_in_scene = blueprints_data.blueprint_instances_per_main_scene.get(scene.name, {}).keys()
|
||||
@ -69,7 +69,7 @@ def export_main_scene(scene, settings, blueprints_data):
|
||||
|
||||
# now also add the assets of the blueprints # TODO: wait no , these should not be a part of the (scene) local assets
|
||||
for asset in blueprint.collection.user_assets:
|
||||
print("adding assets of blueprint", asset.name)
|
||||
#print("adding assets of blueprint", asset.name)
|
||||
all_assets.append({"name": asset.name, "path": asset.path})
|
||||
|
||||
"""for asset in auto_assets:
|
||||
@ -81,8 +81,8 @@ def export_main_scene(scene, settings, blueprints_data):
|
||||
materials_exported_path = os.path.join(materials_path, f"{materials_library_name}{export_gltf_extension}")
|
||||
material_assets = [{"name": materials_library_name, "path": materials_exported_path}] # we also add the material library as an asset
|
||||
|
||||
scene["BlenvyAssets"] = assets_to_fake_ron(all_assets + [{"name": asset.name, "path": asset.path} for asset in scene.user_assets] + auto_assets + material_assets)
|
||||
#scene["BlenvyAssets"] = assets_to_fake_ron([{'name':'foo', 'path':'bar'}])
|
||||
scene["BlueprintAssets"] = assets_to_fake_ron(all_assets + [{"name": asset.name, "path": asset.path} for asset in scene.user_assets] + auto_assets + material_assets)
|
||||
#scene["BlueprintAssets"] = assets_to_fake_ron([{'name':'foo', 'path':'bar'}])
|
||||
|
||||
if export_separate_dynamic_and_static_objects:
|
||||
#print("SPLIT STATIC AND DYNAMIC")
|
||||
|
@ -6,16 +6,15 @@ from blenvy.settings import load_settings, upsert_settings, generate_complete_se
|
||||
# list of settings we do NOT want to save
|
||||
settings_black_list = ['settings_save_enabled', 'dry_run']
|
||||
|
||||
def save_settings(settings, context):
|
||||
def save_settings(settings, context):
|
||||
if settings.settings_save_enabled:
|
||||
settings_dict = generate_complete_settings_dict(settings, AutoExportSettings, [])
|
||||
print("save settings", settings, context, settings_dict)
|
||||
upsert_settings(settings.settings_save_path, {key: settings_dict[key] for key in settings_dict.keys() if key not in settings_black_list}, overwrite=True)
|
||||
|
||||
class AutoExportSettings(PropertyGroup):
|
||||
|
||||
settings_save_path = ".blenvy_export_settings" # where to store data in bpy.texts
|
||||
settings_save_enabled = BoolProperty(name="settings save enabled", default=True)
|
||||
settings_save_enabled: BoolProperty(name="settings save enabled", default=True) # type: ignore
|
||||
|
||||
auto_export: BoolProperty(
|
||||
name='Auto export',
|
||||
@ -119,7 +118,6 @@ class AutoExportSettings(PropertyGroup):
|
||||
self.settings_save_enabled = False # we disable auto_saving of our settings
|
||||
try:
|
||||
for setting in settings:
|
||||
print("setting", setting, settings[setting])
|
||||
setattr(self, setting, settings[setting])
|
||||
except: pass
|
||||
# TODO: remove setting if there was a failure
|
||||
|
@ -1,7 +1,7 @@
|
||||
import os
|
||||
import bpy
|
||||
from bpy_types import (PropertyGroup)
|
||||
from bpy.props import (EnumProperty, PointerProperty, StringProperty, BoolProperty, CollectionProperty, IntProperty)
|
||||
from bpy.props import (EnumProperty, PointerProperty, StringProperty, BoolProperty, CollectionProperty, FloatProperty)
|
||||
from blenvy.settings import load_settings, upsert_settings, generate_complete_settings_dict
|
||||
from .propGroups.prop_groups import generate_propertyGroups_for_components
|
||||
from .components.metadata import ensure_metadata_for_all_items
|
||||
@ -18,7 +18,6 @@ def save_settings(settings, context):
|
||||
|
||||
# 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)
|
||||
@ -76,12 +75,12 @@ class ComponentsSettings(PropertyGroup):
|
||||
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(
|
||||
watcher_poll_frequency: FloatProperty(
|
||||
name="watcher poll frequency",
|
||||
description="frequency (s) at wich to poll for changes to the registry file",
|
||||
min=1,
|
||||
max=10,
|
||||
default=1,
|
||||
min=1.0,
|
||||
max=10.0,
|
||||
default=1.0,
|
||||
update=save_settings
|
||||
)# type: ignore
|
||||
|
||||
@ -134,7 +133,6 @@ class ComponentsSettings(PropertyGroup):
|
||||
self.settings_save_enabled = False # we disable auto_saving of our settings
|
||||
try:
|
||||
for setting in settings:
|
||||
print("setting", setting, settings[setting])
|
||||
setattr(self, setting, settings[setting])
|
||||
except:pass
|
||||
try:
|
||||
|
@ -19,14 +19,13 @@ def scan_assets(scene, blueprints_data, settings):
|
||||
for blueprint_name in blueprint_instance_names_for_scene:
|
||||
blueprint = blueprints_data.blueprints_per_name.get(blueprint_name, None)
|
||||
if blueprint is not None:
|
||||
print("BLUEPRINT", blueprint)
|
||||
#print("BLUEPRINT", blueprint)
|
||||
blueprint_exported_path = None
|
||||
if blueprint.local:
|
||||
blueprint_exported_path = os.path.join(relative_blueprints_path, f"{blueprint.name}{export_gltf_extension}")
|
||||
else:
|
||||
# get the injected path of the external blueprints
|
||||
blueprint_exported_path = blueprint.collection['Export_path'] if 'Export_path' in blueprint.collection else None
|
||||
print("foo", dict(blueprint.collection))
|
||||
if blueprint_exported_path is not None:
|
||||
blueprint_assets_list.append({"name": blueprint.name, "path": blueprint_exported_path})
|
||||
|
||||
@ -45,7 +44,7 @@ def scan_assets(scene, blueprints_data, settings):
|
||||
assets_list_name = f"assets_{scene.name}"
|
||||
assets_list_data = {"blueprints": json.dumps(blueprint_assets_list), "sounds":[], "images":[]}
|
||||
|
||||
print("blueprint assets", blueprint_assets_list)
|
||||
#print("blueprint assets", blueprint_assets_list)
|
||||
|
||||
|
||||
def get_userTextures():
|
||||
|
@ -42,9 +42,7 @@ def draw_assets(layout, name, title, asset_registry, target_type, target_name, e
|
||||
if editable:
|
||||
row = panel.row()
|
||||
#panel.separator()
|
||||
print("here", user_assets)
|
||||
for asset in user_assets:
|
||||
print("asset", asset)
|
||||
row = panel.row()
|
||||
split = row.split(factor=nesting_indent)
|
||||
col = split.column()
|
||||
|
@ -17,13 +17,12 @@ def find_blueprints_not_on_disk(blueprints, folder_path, extension):
|
||||
def check_if_blueprint_on_disk(scene_name, folder_path, extension):
|
||||
gltf_output_path = os.path.join(folder_path, scene_name + extension)
|
||||
found = os.path.exists(gltf_output_path) and os.path.isfile(gltf_output_path)
|
||||
print("level", scene_name, "found", found, "path", gltf_output_path)
|
||||
return found
|
||||
|
||||
def inject_export_path_into_internal_blueprints(internal_blueprints, blueprints_path, gltf_extension):
|
||||
for blueprint in internal_blueprints:
|
||||
blueprint_exported_path = os.path.join(blueprints_path, f"{blueprint.name}{gltf_extension}")
|
||||
print("injecting blueprint path", blueprint_exported_path, "for", blueprint.name)
|
||||
# print("injecting blueprint path", blueprint_exported_path, "for", blueprint.name)
|
||||
|
||||
blueprint.collection["export_path"] = blueprint_exported_path
|
||||
|
||||
@ -44,14 +43,14 @@ def inject_blueprints_list_into_main_scene(scene, blueprints_data, settings):
|
||||
for blueprint_name in blueprint_instance_names_for_scene:
|
||||
blueprint = blueprints_data.blueprints_per_name.get(blueprint_name, None)
|
||||
if blueprint is not None:
|
||||
print("BLUEPRINT", blueprint)
|
||||
#print("BLUEPRINT", blueprint)
|
||||
blueprint_exported_path = None
|
||||
if blueprint.local:
|
||||
blueprint_exported_path = os.path.join(blueprints_path, f"{blueprint.name}{export_gltf_extension}")
|
||||
else:
|
||||
# get the injected path of the external blueprints
|
||||
blueprint_exported_path = blueprint.collection['Export_path'] if 'Export_path' in blueprint.collection else None
|
||||
print("foo", dict(blueprint.collection))
|
||||
#print("foo", dict(blueprint.collection))
|
||||
if blueprint_exported_path is not None:
|
||||
blueprint_assets_list.append({"name": blueprint.name, "path": blueprint_exported_path, "type": "MODEL", "internal": True})
|
||||
|
||||
@ -61,9 +60,7 @@ def inject_blueprints_list_into_main_scene(scene, blueprints_data, settings):
|
||||
assets_list_name = f"assets_{scene.name}"
|
||||
scene["assets"] = json.dumps(blueprint_assets_list)
|
||||
|
||||
print("blueprint assets", blueprint_assets_list)
|
||||
"""add_scene_property(scene, assets_list_name, assets_list_data)
|
||||
"""
|
||||
#print("blueprint assets", blueprint_assets_list)
|
||||
|
||||
def remove_blueprints_list_from_main_scene(scene):
|
||||
assets_list = None
|
||||
|
@ -7,31 +7,25 @@ import blenvy.add_ons.auto_export.settings as auto_export_settings
|
||||
import blenvy.add_ons.bevy_components.settings as component_settings
|
||||
|
||||
|
||||
|
||||
# list of settings we do NOT want to save
|
||||
settings_black_list = ['settings_save_enabled', 'main_scene_selector', 'main_scenes', 'main_scenes_index', 'library_scene_selector', 'library_scenes', 'library_scenes_index',
|
||||
#'project_root_path_full', 'assets_path_full', ''
|
||||
]
|
||||
settings_black_list = ['settings_save_enabled', 'main_scene_selector', 'library_scene_selector']
|
||||
|
||||
def save_settings(settings, context):
|
||||
if settings.settings_save_enabled:
|
||||
settings_dict = generate_complete_settings_dict(settings, BlenvyManager, [])
|
||||
print("save settings", settings, context, settings_dict)
|
||||
# upsert_settings(settings.settings_save_path, {key: settings_dict[key] for key in settings_dict.keys() if key not in settings_black_list})
|
||||
raw_settings = {key: settings_dict[key] for key in settings_dict.keys() if key not in settings_black_list}
|
||||
# we need to inject the main & library scene names as they are computed properties, not blender ones
|
||||
raw_settings['main_scenes_names'] = settings.main_scenes_names
|
||||
raw_settings['library_scenes_names'] = settings.library_scenes_names
|
||||
upsert_settings(settings.settings_save_path, raw_settings, overwrite=True)
|
||||
|
||||
def update_scene_lists(blenvy, context):
|
||||
blenvy.main_scene_names = [scene.name for scene in blenvy.main_scenes] # FIXME: unsure
|
||||
blenvy.library_scene_names = [scene.name for scene in blenvy.library_scenes] # FIXME: unsure
|
||||
upsert_settings(blenvy.settings_save_path, {"main_scene_names": [scene.name for scene in blenvy.main_scenes]})
|
||||
upsert_settings(blenvy.settings_save_path, {"library_scene_names": [scene.name for scene in blenvy.library_scenes]})
|
||||
|
||||
def update_asset_folders(blenvy, context):
|
||||
def update_asset_folders(settings, context):
|
||||
asset_path_names = ['project_root_path', 'assets_path', 'blueprints_path', 'levels_path', 'materials_path']
|
||||
for asset_path_name in asset_path_names:
|
||||
upsert_settings(blenvy.settings_save_path, {asset_path_name: getattr(blenvy, asset_path_name)})
|
||||
upsert_settings(settings.settings_save_path, {asset_path_name: getattr(settings, asset_path_name)})
|
||||
settings_dict = generate_complete_settings_dict(settings, BlenvyManager, [])
|
||||
upsert_settings(settings.settings_save_path, {key: settings_dict[key] for key in settings_dict.keys() if key not in settings_black_list}, overwrite=True)
|
||||
|
||||
def update_mode(blenvy, context):
|
||||
upsert_settings(blenvy.settings_save_path, {"mode": blenvy.mode })
|
||||
|
||||
def is_scene_already_in_use(self, scene):
|
||||
try:
|
||||
@ -45,7 +39,7 @@ def is_scene_already_in_use(self, scene):
|
||||
class BlenvyManager(PropertyGroup):
|
||||
|
||||
settings_save_path = ".blenvy_common_settings" # where to store data in bpy.texts
|
||||
settings_save_enabled = BoolProperty(name="settings save enabled", default=True)
|
||||
settings_save_enabled: BoolProperty(name="settings save enabled", default=True) # type: ignore
|
||||
|
||||
mode: EnumProperty(
|
||||
items=(
|
||||
@ -56,14 +50,15 @@ class BlenvyManager(PropertyGroup):
|
||||
('SETTINGS', "Settings", ""),
|
||||
('TOOLS', "Tools", ""),
|
||||
),
|
||||
update=update_mode
|
||||
default="SETTINGS",
|
||||
update=save_settings
|
||||
) # type: ignore
|
||||
|
||||
project_root_path: StringProperty(
|
||||
name = "Project Root Path",
|
||||
description="The root folder of your (Bevy) project (not assets!)",
|
||||
default='../',
|
||||
update= update_asset_folders
|
||||
update= save_settings
|
||||
) # type: ignore
|
||||
|
||||
# computed property for the absolute path of assets
|
||||
@ -76,7 +71,7 @@ class BlenvyManager(PropertyGroup):
|
||||
description='The root folder for all exports(relative to the root folder/path) Defaults to "assets" ',
|
||||
default='./assets',
|
||||
options={'HIDDEN'},
|
||||
update= update_asset_folders
|
||||
update= save_settings
|
||||
) # type: ignore
|
||||
|
||||
# computed property for the absolute path of assets
|
||||
@ -88,7 +83,7 @@ class BlenvyManager(PropertyGroup):
|
||||
name='Blueprints path',
|
||||
description='path to export the blueprints to (relative to the assets folder)',
|
||||
default='blueprints',
|
||||
update= update_asset_folders
|
||||
update= save_settings
|
||||
) # type: ignore
|
||||
|
||||
# computed property for the absolute path of blueprints
|
||||
@ -100,7 +95,7 @@ class BlenvyManager(PropertyGroup):
|
||||
name='Levels path',
|
||||
description='path to export the levels (main scenes) to (relative to the assets folder)',
|
||||
default='levels',
|
||||
update= update_asset_folders
|
||||
update= save_settings
|
||||
) # type: ignore
|
||||
|
||||
# computed property for the absolute path of blueprints
|
||||
@ -112,7 +107,7 @@ class BlenvyManager(PropertyGroup):
|
||||
name='Materials path',
|
||||
description='path to export the materials libraries to (relative to the assets folder)',
|
||||
default='materials',
|
||||
update= update_asset_folders
|
||||
update= save_settings
|
||||
) # type: ignore
|
||||
|
||||
# computed property for the absolute path of blueprints
|
||||
@ -124,8 +119,8 @@ class BlenvyManager(PropertyGroup):
|
||||
auto_export: PointerProperty(type=auto_export_settings.AutoExportSettings) # type: ignore
|
||||
components: PointerProperty(type=component_settings.ComponentsSettings) # type: ignore
|
||||
|
||||
main_scene_selector: PointerProperty(type=bpy.types.Scene, name="main scene", description="main_scene_picker", poll=is_scene_already_in_use)# type: ignore
|
||||
library_scene_selector: PointerProperty(type=bpy.types.Scene, name="library scene", description="library_scene_picker", poll=is_scene_already_in_use)# type: ignore
|
||||
main_scene_selector: PointerProperty(type=bpy.types.Scene, name="main scene", description="main_scene_picker", poll=is_scene_already_in_use, update=save_settings)# type: ignore
|
||||
library_scene_selector: PointerProperty(type=bpy.types.Scene, name="library scene", description="library_scene_picker", poll=is_scene_already_in_use, update=save_settings)# type: ignore
|
||||
|
||||
@property
|
||||
def main_scenes(self):
|
||||
@ -171,14 +166,22 @@ class BlenvyManager(PropertyGroup):
|
||||
print("LOAD SETTINGS")
|
||||
settings = load_settings(self.settings_save_path)
|
||||
if settings is not None:
|
||||
if "mode" in settings:
|
||||
self.settings_save_enabled = False # we disable auto_saving of our settings
|
||||
try:
|
||||
for setting in settings:
|
||||
print("setting", setting, settings[setting])
|
||||
setattr(self, setting, settings[setting])
|
||||
except:pass
|
||||
"""if "mode" in settings:
|
||||
self.mode = settings["mode"]
|
||||
|
||||
asset_path_names = ['project_root_path', 'assets_path', 'blueprints_path', 'levels_path', 'materials_path']
|
||||
for asset_path_name in asset_path_names:
|
||||
if asset_path_name in settings:
|
||||
setattr(self, asset_path_name, settings[asset_path_name])
|
||||
|
||||
setattr(self, asset_path_name, settings[asset_path_name])"""
|
||||
|
||||
self.settings_save_enabled = True
|
||||
|
||||
# now load auto_export settings
|
||||
self.auto_export.load_settings()
|
||||
|
||||
|
@ -28,6 +28,8 @@ class BLENVY_OT_scenes_list_actions(Operator):
|
||||
def invoke(self, context, event):
|
||||
if self.action == 'REMOVE':
|
||||
bpy.data.scenes[self.scene_name].blenvy_scene_type = 'None'
|
||||
context.window_manager.blenvy.main_scene_selector = None # we use these to force update/save the list of main/library scenes
|
||||
context.window_manager.blenvy.library_scene_selector = None # we use these to force update/save the list of main/library scenes
|
||||
"""info = 'Item "%s" removed from list' % (target[idx].name)
|
||||
target.remove(idx)
|
||||
|
||||
@ -49,9 +51,9 @@ class BLENVY_OT_scenes_list_actions(Operator):
|
||||
print("adding scene", scene_to_add)
|
||||
|
||||
if self.scene_type == "LEVEL":
|
||||
context.window_manager.blenvy.main_scene_selector = None
|
||||
context.window_manager.blenvy.main_scene_selector = None # we use these to force update/save the list of main/library scenes
|
||||
else:
|
||||
context.window_manager.blenvy.library_scene_selector = None
|
||||
context.window_manager.blenvy.library_scene_selector = None # we use these to force update/save the list of main/library scenes
|
||||
|
||||
#setattr(source, target_index, len(target) - 1)
|
||||
|
||||
|
@ -70,7 +70,6 @@ def are_settings_identical(old, new, white_list=None):
|
||||
if old is not None and new is None:
|
||||
return False
|
||||
|
||||
#print("TUTU", old_items, new_items)
|
||||
old_items = sorted(old.items())
|
||||
new_items = sorted(new.items())
|
||||
|
||||
@ -85,4 +84,34 @@ def are_settings_identical(old, new, white_list=None):
|
||||
old_items = sorted(old_items_override.items())
|
||||
new_items = sorted(new_items_override.items())
|
||||
|
||||
return old_items == new_items
|
||||
return old_items == new_items
|
||||
|
||||
|
||||
# if one of the changed settings is not in the white list, it gets discarded
|
||||
def changed_settings(old, new, white_list=[]):
|
||||
if old is None and new is None:
|
||||
return []
|
||||
if old is None and new is not None:
|
||||
return new.keys()
|
||||
if old is not None and new is None:
|
||||
return []
|
||||
|
||||
old_items = sorted(old.items())
|
||||
new_items = sorted(new.items())
|
||||
|
||||
result = []
|
||||
old_keys = list(old.keys())
|
||||
new_keys =list(new.keys())
|
||||
added = list(set(new_keys) - set(old_keys))
|
||||
removed = list(set(old_keys) - set(new_keys))
|
||||
|
||||
result += added
|
||||
result += removed
|
||||
for key in new.keys():
|
||||
if key in old:
|
||||
if new[key] != old[key]:
|
||||
result.append(key)
|
||||
|
||||
|
||||
|
||||
return [key for key in list(set(result)) if key in white_list]
|
||||
|
@ -121,9 +121,9 @@ def test_export_complex(setup_data):
|
||||
user_asset.path = "audio/fake.mp3"
|
||||
|
||||
# we have to cheat, since we cannot rely on the data injected when saving the library file
|
||||
bpy.data.collections["External_blueprint"]["export_path"] = "blueprints/External_blueprint.glb"
|
||||
bpy.data.collections["External_blueprint2"]["export_path"] = "blueprints/External_blueprint2.glb"
|
||||
bpy.data.collections["External_blueprint3"]["export_path"] = "blueprints/External_blueprint3.glb"
|
||||
#bpy.data.collections["External_blueprint"]["export_path"] = "blueprints/External_blueprint.glb"
|
||||
#bpy.data.collections["External_blueprint2"]["export_path"] = "blueprints/External_blueprint2.glb"
|
||||
#bpy.data.collections["External_blueprint3"]["export_path"] = "blueprints/External_blueprint3.glb"
|
||||
|
||||
|
||||
prepare_and_export()
|
||||
|
Loading…
Reference in New Issue
Block a user