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https://github.com/kaosat-dev/Blender_bevy_components_workflow.git
synced 2024-12-25 17:14:10 +00:00
feat(Blenvy): added basics of correct multi-material meshes support
* relying on the fact that the mesh-per-material generated by the gltf exporter is deterministic: ie always uses the ordering of materials in an object * added new component MaterialInfos (plural) with a vec of MaterialInfo's * modified how materials per object are gathered on the Blender side * and modified the processing on the Bevy side to also use the ordered approach * seems to work well so far !
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@ -10,14 +10,18 @@ pub struct MaterialInfo {
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pub path: String,
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}
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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pub struct MaterialInfos(Vec<MaterialInfo>);
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#[derive(Component, Default, Debug)]
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pub struct MaterialProcessed;
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/// system that injects / replaces materials from material library
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pub(crate) fn inject_materials(
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mut blenvy_config: ResMut<BlenvyConfig>,
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material_infos: Query<
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(Entity, &MaterialInfo, &Children),
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material_infos_query: Query<
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(Entity, &MaterialInfos, &Children),
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Without<MaterialProcessed>, // (With<BlueprintReadyForPostProcess>)
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/*(
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Added<BlueprintMaterialAssetsLoaded>,
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@ -37,57 +41,65 @@ pub(crate) fn inject_materials(
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mut commands: Commands,
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) {
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for (entity, material_info, children) in material_infos.iter() {
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let material_full_path = format!("{}#{}", material_info.path, material_info.name);
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let mut material_found: Option<&Handle<StandardMaterial>> = None;
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if blenvy_config
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.materials_cache
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.contains_key(&material_full_path)
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{
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debug!("material is cached, retrieving");
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let material = blenvy_config
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for (entity, material_infos, children) in material_infos_query.iter() {
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for (material_index, material_info) in material_infos.0.iter().enumerate() {
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let material_full_path = format!("{}#{}", material_info.path, material_info.name);
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let mut material_found: Option<&Handle<StandardMaterial>> = None;
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if blenvy_config
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.materials_cache
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.get(&material_full_path)
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.expect("we should have the material available");
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material_found = Some(material);
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} else {
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let model_handle: Handle<Gltf> = asset_server.load(material_info.path.clone()); // FIXME: kinda weird now
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let mat_gltf = assets_gltf.get(model_handle.id()).unwrap_or_else(|| {
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panic!(
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"materials file {} should have been preloaded",
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material_info.path
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)
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});
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if mat_gltf
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.named_materials
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.contains_key(&material_info.name as &str)
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.contains_key(&material_full_path)
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{
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let material = mat_gltf
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.named_materials
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.get(&material_info.name as &str)
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.expect("this material should have been loaded at this stage, please make sure you are correctly preloading them");
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blenvy_config
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debug!("material is cached, retrieving");
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let material = blenvy_config
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.materials_cache
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.insert(material_full_path, material.clone());
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.get(&material_full_path)
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.expect("we should have the material available");
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material_found = Some(material);
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} else {
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let model_handle: Handle<Gltf> = asset_server.load(material_info.path.clone()); // FIXME: kinda weird now
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let mat_gltf = assets_gltf.get(model_handle.id()).unwrap_or_else(|| {
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panic!(
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"materials file {} should have been preloaded",
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material_info.path
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)
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});
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if mat_gltf
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.named_materials
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.contains_key(&material_info.name as &str)
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{
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let material = mat_gltf
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.named_materials
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.get(&material_info.name as &str)
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.expect("this material should have been loaded at this stage, please make sure you are correctly preloading them");
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blenvy_config
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.materials_cache
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.insert(material_full_path, material.clone());
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material_found = Some(material);
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}
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}
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}
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commands.entity(entity).insert(MaterialProcessed);
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if let Some(material) = material_found {
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for child in children.iter() {
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if with_materials_and_meshes.contains(*child) {
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info!(
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"injecting material {}, path: {:?}",
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material_info.name,
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material_info.path.clone()
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);
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commands.entity(*child).insert(material.clone());
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if let Some(material) = material_found {
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for (child_index, child) in children.iter().enumerate() {
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if child_index == material_index {
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if with_materials_and_meshes.contains(*child) {
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info!(
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"injecting material {}, path: {:?}",
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material_info.name,
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material_info.path.clone()
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);
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commands.entity(*child).insert(material.clone());
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}
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}
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}
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}
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}
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commands.entity(entity).insert(MaterialProcessed);
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}
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}
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@ -91,6 +91,8 @@ impl Plugin for BlueprintsPlugin {
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.add_event::<BlueprintEvent>()
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.register_type::<BlueprintInfo>()
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.register_type::<MaterialInfo>()
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.register_type::<MaterialInfos>()
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.register_type::<SpawnBlueprint>()
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.register_type::<BlueprintInstanceDisabled>()
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.register_type::<HideUntilReady>()
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BIN
tools/blenvy.zip
Normal file
BIN
tools/blenvy.zip
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Binary file not shown.
@ -102,7 +102,7 @@ def auto_export(changes_per_scene, changes_per_collection, changes_per_material,
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old_selections = bpy.context.selected_objects
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# deal with materials
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if export_materials_library:
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if export_materials_library and len(materials_to_export) > 0:
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print("export MATERIALS")
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export_materials(materials_to_export, settings, blueprints_data)
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@ -73,7 +73,7 @@ def generate_gltf_export_settings(settings):
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if str(key) not in constant_keys:
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gltf_export_settings[key] = standard_gltf_exporter_settings.get(key)
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print("GLTF EXPORT SETTINGS", gltf_export_settings)
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#print("GLTF EXPORT SETTINGS", gltf_export_settings)
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return gltf_export_settings
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@ -46,6 +46,13 @@ def generate_materials_scene_content(root_collection, used_material_names):
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make_material_object("Material_"+material_name, [index * 0.2,0,0], material=material, collection=root_collection)
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return {}
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# generates a scene for a given material
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def generate_material_scene_content(root_collection, material_name):
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material = bpy.data.materials[material_name]
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make_material_object(f"Material_{material_name}", [0,0,0], material=material, collection=root_collection)
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return {}
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def clear_materials_scene(temp_scene):
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root_collection = temp_scene.collection
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scene_objects = [o for o in root_collection.objects]
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@ -83,9 +90,23 @@ def export_materials(materials_to_export, settings, blueprints_data):
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'export_apply':True
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}
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for material in materials_to_export:
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print("exporting material", material.name)
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gltf_output_path = os.path.join(materials_path_full, material.name)
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generate_temporary_scene_and_export(
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settings=settings,
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gltf_export_settings=gltf_export_settings,
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temp_scene_name="__materials_scene",
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gltf_output_path=gltf_output_path,
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tempScene_filler= lambda temp_collection: generate_material_scene_content(temp_collection, material.name),
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tempScene_cleaner= lambda temp_scene, params: clear_materials_scene(temp_scene=temp_scene)
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)
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current_project_name = Path(bpy.context.blend_data.filepath).stem
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gltf_output_path = os.path.join(materials_path_full, current_project_name + "_materials")
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print(" exporting Materials to", gltf_output_path, ".gltf/glb")
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generate_temporary_scene_and_export(
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@ -8,21 +8,26 @@ def get_materials_to_export(changes_per_material, changed_export_parameters, blu
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materials_path_full = getattr(settings,"materials_path_full", "")
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change_detection = getattr(settings.auto_export, "change_detection")
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export_materials_library = getattr(settings.auto_export, "export_materials_library")
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collection_instances_combine_mode = getattr(settings.auto_export, "collection_instances_combine_mode")
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all_materials = bpy.data.materials
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local_materials = [material for material in all_materials if material.library is None]
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materials_to_export = []
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if change_detection and not changed_export_parameters:
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changed_materials = [bpy.data.materials[material_name] for material_name in list(changes_per_material.keys())]
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# first check if all materials have already been exported before (if this is the first time the exporter is run
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# in your current Blender session for example)
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materials_not_on_disk = find_materials_not_on_disk(local_materials, materials_path_full, export_gltf_extension)
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if export_materials_library and change_detection:
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if changed_export_parameters:
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materials_to_export = [bpy.data.materials[material_name] for material_name in list(changes_per_material.keys())] # TODO: should be based on the list of materials in use
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else :
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changed_materials = [bpy.data.materials[material_name] for material_name in list(changes_per_material.keys())]
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# also deal with blueprints that are always marked as "always_export"
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#materials_always_export = [material for material in internal_materials if is_material_always_export(material)]
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materials_always_export = []
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materials_to_export = list(set(changed_materials + materials_not_on_disk + materials_always_export))
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# first check if all materials have already been exported before (if this is the first time the exporter is run
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# in your current Blender session for example)
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materials_not_on_disk = find_materials_not_on_disk(local_materials, materials_path_full, export_gltf_extension)
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# also deal with blueprints that are always marked as "always_export"
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#materials_always_export = [material for material in internal_materials if is_material_always_export(material)]
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materials_always_export = []
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materials_to_export = list(set(changed_materials + materials_not_on_disk + materials_always_export))
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print("materials_to_export", materials_to_export, local_materials)
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return materials_to_export
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@ -40,7 +40,9 @@ def get_materials(object, materials_per_object):
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# print(" slot", m, "material", material)
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used_materials_names.append(material.name)
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# TODO:, also respect slots & export multiple materials if applicable !
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materials_per_object[object] = material
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if not object in materials_per_object:
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materials_per_object[object] = []
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materials_per_object[object].append(material)
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return used_materials_names
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@ -68,16 +70,18 @@ def add_material_info_to_objects(materials_per_object, settings):
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materials_exported_path = posixpath.join(materials_path, f"{materials_library_name}{export_gltf_extension}")
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#print("ADDING MAERIAL INFOS")
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for object in materials_per_object.keys():
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material = materials_per_object[object]
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material_infos = []
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for material in materials_per_object[object]:
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# problem with using actual components: you NEED the type registry/component infos, so if there is none , or it is not loaded yet, it does not work
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# for a few components we could hardcode this
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material_info = f'(name: "{material.name}", path: "{materials_exported_path}")'
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#bpy.ops.blenvy.component_add(target_item_name=object.name, target_item_type="OBJECT", component_type="blenvy::blueprints::materials::MaterialInfo", component_value=component_value)
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# problem with using actual components: you NEED the type registry/component infos, so if there is none , or it is not loaded yet, it does not work
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# for a few components we could hardcode this
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component_value = f'(name: "{material.name}", path: "{materials_exported_path}")'
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#bpy.ops.blenvy.component_add(target_item_name=object.name, target_item_type="OBJECT", component_type="blenvy::blueprints::materials::MaterialInfo", component_value=component_value)
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materials_exported_path = posixpath.join(materials_path, f"{materials_library_name}{export_gltf_extension}")
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object['MaterialInfo'] = component_value
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print("adding materialInfo to object", object, "material info", component_value)
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materials_exported_path = posixpath.join(materials_path, f"{materials_library_name}{export_gltf_extension}")
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#object['MaterialInfo'] = component_value
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material_infos.append(material_info)
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object['MaterialInfos'] = f"({material_infos})".replace("'","")
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print("adding materialInfos to object", object, "material infos", material_infos)
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# get all the materials of all objects in a given scene
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