mirror of
https://github.com/kaosat-dev/Blender_bevy_components_workflow.git
synced 2024-11-22 11:50:53 +00:00
feat(Blenvy:Blender):
* fixed issue with parenting due to Blender's very weird matrix_parent_inverse ... solves all issues with children of empties blueprint instances within blueprint instances etc having the wrong transforms in some cases * fixed bad gltf format propagation: semi ok solution, but a cleaner one would be better * added additional custom properties to the blacklist , level/blueprint exports are now using the one in the constants instead of a local copy * minor tweaks & cleanups
This commit is contained in:
parent
fbcd025dc1
commit
478be88a55
@ -199,7 +199,8 @@ Blender side:
|
||||
- [ ] disabled components
|
||||
- [ ] blueprint instances as children of blueprint instances
|
||||
- [ ] blueprint instances as children of empties
|
||||
- [x] update testing files
|
||||
- [x] update testing blend files
|
||||
- [ ] disable 'export_hierarchy_full_collections' for all cases: not reliable and redudant
|
||||
|
||||
|
||||
- [ ] add option to 'split out' meshes from blueprints ?
|
||||
|
@ -21,16 +21,11 @@ def auto_export(changes_per_scene, changed_export_parameters, settings):
|
||||
# have the export parameters (not auto export, just gltf export) have changed: if yes (for example switch from glb to gltf, compression or not, animations or not etc), we need to re-export everything
|
||||
print ("changed_export_parameters", changed_export_parameters)
|
||||
try:
|
||||
# path to the current blend file
|
||||
file_path = bpy.data.filepath
|
||||
# Get the folder
|
||||
blend_file_path = os.path.dirname(file_path)
|
||||
|
||||
#should we use change detection or not
|
||||
change_detection = getattr(settings.auto_export, "change_detection")
|
||||
export_scene_settings = getattr(settings.auto_export,"export_scene_settings")
|
||||
do_export_blueprints = getattr(settings.auto_export,"export_blueprints")
|
||||
export_materials_library = getattr(settings.auto_export,"export_materials_library")
|
||||
export_scene_settings = getattr(settings.auto_export, "export_scene_settings")
|
||||
do_export_blueprints = getattr(settings.auto_export, "export_blueprints")
|
||||
export_materials_library = getattr(settings.auto_export, "export_materials_library")
|
||||
|
||||
# standard gltf export settings are stored differently
|
||||
standard_gltf_exporter_settings = get_standard_exporter_settings()
|
||||
@ -47,7 +42,10 @@ def auto_export(changes_per_scene, changed_export_parameters, settings):
|
||||
|
||||
# we inject the blueprints export path
|
||||
blueprints_path = getattr(settings,"blueprints_path")
|
||||
inject_export_path_into_internal_blueprints(internal_blueprints=blueprints_data.internal_blueprints, blueprints_path=blueprints_path, gltf_extension=gltf_extension)
|
||||
# inject the "export_path" and "material_path" properties into the internal blueprints
|
||||
inject_export_path_into_internal_blueprints(internal_blueprints=blueprints_data.internal_blueprints, blueprints_path=blueprints_path, gltf_extension=gltf_extension, settings=settings)
|
||||
|
||||
|
||||
for blueprint in blueprints_data.blueprints:
|
||||
bpy.context.window_manager.blueprints_registry.add_blueprint(blueprint)
|
||||
#bpy.context.window_manager.blueprints_registry.refresh_blueprints()
|
||||
|
@ -119,6 +119,10 @@ def duplicate_object(object, parent, combine_mode, destination_collection, bluep
|
||||
# do this both for empty replacements & normal copies
|
||||
if parent is not None:
|
||||
copy.parent = parent
|
||||
# without this, the copy"s offset from parent (if any ) will not be set correctly !
|
||||
# see here for example https://blender.stackexchange.com/questions/3763/parenting-messes-up-transforms-where-is-the-offset-stored
|
||||
copy.matrix_parent_inverse = object.matrix_parent_inverse
|
||||
|
||||
remove_unwanted_custom_properties(copy)
|
||||
copy_animation_data(object, copy)
|
||||
|
||||
|
@ -24,6 +24,7 @@ def generate_gltf_export_settings(settings):
|
||||
export_cameras=True,
|
||||
export_extras=True, # For custom exported properties.
|
||||
export_lights=True,
|
||||
export_hierarchy_full_collections=False
|
||||
|
||||
#export_texcoords=True,
|
||||
#export_normals=True,
|
||||
@ -54,6 +55,7 @@ def generate_gltf_export_settings(settings):
|
||||
|
||||
standard_gltf_exporter_settings = get_standard_exporter_settings()
|
||||
|
||||
# these essential params should NEVER be overwritten , no matter the settings of the standard exporter
|
||||
constant_keys = [
|
||||
'use_selection',
|
||||
'use_visible',
|
||||
@ -63,9 +65,10 @@ def generate_gltf_export_settings(settings):
|
||||
'export_cameras',
|
||||
'export_extras', # For custom exported properties.
|
||||
'export_lights',
|
||||
'export_hierarchy_full_collections'
|
||||
]
|
||||
|
||||
# a certain number of essential params should NEVER be overwritten , no matter the settings of the standard exporter
|
||||
#
|
||||
for key in standard_gltf_exporter_settings.keys():
|
||||
if str(key) not in constant_keys:
|
||||
gltf_export_settings[key] = standard_gltf_exporter_settings.get(key)
|
||||
|
@ -5,7 +5,7 @@ from blenvy.core.object_makers import (make_empty)
|
||||
from .duplicate_object import duplicate_object
|
||||
from .export_gltf import export_gltf
|
||||
from blenvy.core.scene_helpers import add_scene_property
|
||||
|
||||
from ..constants import custom_properties_to_filter_out
|
||||
"""
|
||||
generates a temporary scene, fills it with data, cleans up after itself
|
||||
* named using temp_scene_name
|
||||
@ -19,7 +19,7 @@ def generate_temporary_scene_and_export(settings, gltf_export_settings, gltf_out
|
||||
temp_scene = bpy.data.scenes.new(name=temp_scene_name)
|
||||
temp_root_collection = temp_scene.collection
|
||||
|
||||
properties_black_list = ['glTF2ExportSettings', 'assets', 'user_assets', 'components_meta', 'Components_meta', 'Generated_assets', 'generated_assets']
|
||||
properties_black_list = custom_properties_to_filter_out
|
||||
if additional_data is not None: # FIXME not a fan of having this here
|
||||
for entry in dict(additional_data):
|
||||
# we copy everything over except those on the black list
|
||||
@ -75,7 +75,6 @@ def generate_temporary_scene_and_export(settings, gltf_export_settings, gltf_out
|
||||
# copies the contents of a collection into another one while replacing library instances with empties
|
||||
def copy_hollowed_collection_into(source_collection, destination_collection, parent_empty=None, filter=None, blueprints_data=None, settings={}):
|
||||
collection_instances_combine_mode = getattr(settings.auto_export, "collection_instances_combine_mode")
|
||||
|
||||
for object in source_collection.objects:
|
||||
if object.name.endswith("____bak"): # some objects could already have been handled, ignore them
|
||||
continue
|
||||
|
@ -1,4 +1,11 @@
|
||||
TEMPSCENE_PREFIX = "__temp_scene"
|
||||
|
||||
#hard coded custom properties to ignore
|
||||
custom_properties_to_filter_out = ['_combine', 'template', 'components_meta']
|
||||
#hard coded custom properties to ignore on export
|
||||
custom_properties_to_filter_out = [
|
||||
'glTF2ExportSettings',
|
||||
'assets', 'user_assets', 'Generated_assets', 'generated_assets',
|
||||
'components_meta', 'Components_meta',
|
||||
'_combine', 'template',
|
||||
'Blenvy_scene_type', 'blenvy_scene_type'
|
||||
]
|
||||
#['_combine', 'template', 'components_meta', 'Components_meta', 'Blenvy_scene_type']
|
||||
|
@ -55,7 +55,7 @@ def export_main_scene(scene, settings, blueprints_data):
|
||||
auto_assets = []
|
||||
|
||||
all_assets = []
|
||||
export_gltf_extension = getattr(settings.auto_export, "export_gltf_extension", ".glb")
|
||||
export_gltf_extension = getattr(settings, "export_gltf_extension", ".glb")
|
||||
|
||||
blueprints_path = getattr(settings, "blueprints_path")
|
||||
for blueprint in blueprints_in_scene:
|
||||
@ -64,6 +64,11 @@ def export_main_scene(scene, settings, blueprints_data):
|
||||
else:
|
||||
# get the injected path of the external blueprints
|
||||
blueprint_exported_path = blueprint.collection['export_path'] if 'export_path' in blueprint.collection else None
|
||||
# add their material path
|
||||
materials_exported_path = blueprint.collection['materials_path'] if 'materials_path' in blueprint.collection else None
|
||||
auto_assets.append({"name": blueprint.name+"_material", "path": materials_exported_path})#, "generated": True, "internal":blueprint.local, "parent": None})
|
||||
|
||||
|
||||
if blueprint_exported_path is not None: # and not does_asset_exist(assets_list, blueprint_exported_path):
|
||||
auto_assets.append({"name": blueprint.name, "path": blueprint_exported_path})#, "generated": True, "internal":blueprint.local, "parent": None})
|
||||
|
||||
@ -80,7 +85,7 @@ def export_main_scene(scene, settings, blueprints_data):
|
||||
materials_library_name = f"{current_project_name}_materials"
|
||||
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
|
||||
|
||||
print("material_assets", material_assets, "extension", export_gltf_extension)
|
||||
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'}])
|
||||
|
||||
|
@ -62,7 +62,7 @@ def get_userTextures():
|
||||
|
||||
def get_blueprint_assets_tree(blueprint, blueprints_data, parent, settings):
|
||||
blueprints_path = getattr(settings, "blueprints_path")
|
||||
export_gltf_extension = getattr(settings.auto_export, "export_gltf_extension", ".glb")
|
||||
export_gltf_extension = getattr(settings, "export_gltf_extension", ".glb")
|
||||
assets_list = []
|
||||
|
||||
|
||||
@ -91,7 +91,7 @@ def get_blueprint_assets_tree(blueprint, blueprints_data, parent, settings):
|
||||
|
||||
def get_main_scene_assets_tree(main_scene, blueprints_data, settings):
|
||||
blueprints_path = getattr(settings, "blueprints_path")
|
||||
export_gltf_extension = getattr(settings.auto_export, "export_gltf_extension", ".glb")
|
||||
export_gltf_extension = getattr(settings, "export_gltf_extension", ".glb")
|
||||
blueprint_instance_names_for_scene = blueprints_data.blueprint_instances_per_main_scene.get(main_scene.name, None)
|
||||
|
||||
assets_list = get_user_assets_as_list(main_scene)
|
||||
@ -123,7 +123,7 @@ def get_main_scene_assets_tree(main_scene, blueprints_data, settings):
|
||||
|
||||
def get_blueprint_asset_tree(blueprint, blueprints_data, settings):
|
||||
blueprints_path = getattr(settings, "blueprints_path")
|
||||
export_gltf_extension = getattr(settings.auto_export, "export_gltf_extension", ".glb")
|
||||
export_gltf_extension = getattr(settings, "export_gltf_extension", ".glb")
|
||||
|
||||
assets_list = get_user_assets_as_list(blueprint.collection)
|
||||
|
||||
|
@ -2,6 +2,8 @@
|
||||
import os
|
||||
import json
|
||||
import bpy
|
||||
from pathlib import Path
|
||||
|
||||
from ..core.scene_helpers import add_scene_property
|
||||
|
||||
def find_blueprints_not_on_disk(blueprints, folder_path, extension):
|
||||
@ -19,12 +21,23 @@ def check_if_blueprint_on_disk(scene_name, folder_path, extension):
|
||||
found = os.path.exists(gltf_output_path) and os.path.isfile(gltf_output_path)
|
||||
return found
|
||||
|
||||
def inject_export_path_into_internal_blueprints(internal_blueprints, blueprints_path, gltf_extension):
|
||||
def inject_export_path_into_internal_blueprints(internal_blueprints, blueprints_path, gltf_extension, settings):
|
||||
export_materials_library = getattr(settings.auto_export, "export_materials_library")
|
||||
# FIXME: duplicate of materials stuff
|
||||
export_gltf_extension = getattr(settings, "export_gltf_extension", ".glb")
|
||||
materials_path = getattr(settings, "materials_path")
|
||||
current_project_name = Path(bpy.context.blend_data.filepath).stem
|
||||
materials_library_name = f"{current_project_name}_materials"
|
||||
materials_exported_path = os.path.join(materials_path, f"{materials_library_name}{export_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("blueprint_exported_path", blueprint_exported_path)
|
||||
blueprint.collection["export_path"] = blueprint_exported_path
|
||||
if export_materials_library:
|
||||
blueprint.collection["materials_path"] = materials_exported_path
|
||||
|
||||
|
||||
def inject_blueprints_list_into_main_scene(scene, blueprints_data, settings):
|
||||
project_root_path = getattr(settings, "project_root_path")
|
||||
|
@ -34,7 +34,7 @@ def get_all_materials(collection_names, library_scenes):
|
||||
|
||||
def add_material_info_to_objects(materials_per_object, settings):
|
||||
materials_path = getattr(settings, "materials_path")
|
||||
export_gltf_extension = getattr(settings.auto_export, "export_gltf_extension", ".glb")
|
||||
export_gltf_extension = getattr(settings, "export_gltf_extension", ".glb")
|
||||
|
||||
current_project_name = Path(bpy.context.blend_data.filepath).stem
|
||||
materials_library_name = f"{current_project_name}_materials"
|
||||
|
@ -122,9 +122,13 @@ 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 (since we are not saving it as part of the tests)
|
||||
#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"
|
||||
|
||||
bpy.data.collections["External_blueprint"]["materials_path"] = "materials/testing_library_materials.glb"
|
||||
bpy.data.collections["External_blueprint2"]["materials_path"] = "materials/testing_library_materials.glb"
|
||||
bpy.data.collections["External_blueprint3"]["materials_path"] = "materials/testing_library_materials.glb"
|
||||
|
||||
# do the actual exporting
|
||||
prepare_and_export()
|
||||
|
@ -80,6 +80,7 @@ def test_export_complex(setup_data):
|
||||
export_props = {
|
||||
}
|
||||
gltf_settings = {
|
||||
"export_format":"GLTF_SEPARATE",
|
||||
"export_animations": True,
|
||||
"export_optimize_animation_size": False,
|
||||
"export_apply":True
|
||||
|
Loading…
Reference in New Issue
Block a user