diff --git a/tools/blender_auto_export/__init__.py b/tools/blender_auto_export/__init__.py new file mode 100644 index 0000000..2cf9e04 --- /dev/null +++ b/tools/blender_auto_export/__init__.py @@ -0,0 +1,46 @@ +#TODO: this is not actually in use yet, just use the blender_auto_export_gltf.py file +bl_info = { + "name": "Test glTF/glb auto-export", + "author": "kaosigh", + "version": (0, 1), + "blender": (3, 4, 0), + "location": "File > Import-Export", + "description": "glTF/glb auto-export", + "warning": "", + "wiki_url": "", + "tracker_url": "", + "category": "Import-Export" + } + +import bpy + +from .blender_auto_export_gltf import TEST_AUTO_OT_gltf +from .blender_auto_export_gltf import deps_update_handler +from .blender_auto_export_gltf import save_handler +from .blender_auto_export_gltf import get_changedScene +from .blender_auto_export_gltf import set_ChangedScene + + +# Only needed if you want to add into a dynamic menu +def menu_func_import(self, context): + self.layout.operator(TEST_AUTO_OT_gltf.bl_idname, text="glTF auto Export (.glb/gltf)") + + +def register(): + bpy.utils.register_class(TEST_AUTO_OT_gltf) + bpy.types.TOPBAR_MT_file_export.append(menu_func_import) + + bpy.app.handlers.depsgraph_update_post.append(deps_update_handler) + bpy.app.handlers.save_post.append(save_handler) + #bpy.types.TOPBAR_MT_file_export.append(menu_func_import) + bpy.types.Scene.changedScene = bpy.props.StringProperty(get=get_changedScene, set=set_ChangedScene) + + +def unregister(): + bpy.utils.unregister_class(TEST_AUTO_OT_gltf) + bpy.types.TOPBAR_MT_file_export.remove(menu_func_import) + + bpy.app.handlers.depsgraph_update_post.remove(deps_update_handler) + bpy.app.handlers.save_post.remove(save_handler) + #bpy.types.TOPBAR_MT_file_export.remove(menu_func_import) + del bpy.types.Scene.changedScene \ No newline at end of file diff --git a/tools/blender_auto_export/blender_auto_export_gltf.py b/tools/blender_auto_export/blender_auto_export_gltf.py new file mode 100644 index 0000000..47ed44a --- /dev/null +++ b/tools/blender_auto_export/blender_auto_export_gltf.py @@ -0,0 +1,744 @@ +bl_info = { + "name": "blender_auto_export_gltf", + "author": "kaosigh", + "version": (0, 1), + "blender": (3, 6, 0), + "location": "File > Import-Export", + "description": "glTF/glb auto-export", + "warning": "", + "wiki_url": "", + "tracker_url": "", + "category": "Import-Export" + } + +import os +import bpy +from bpy.types import Operator, AddonPreferences +from bpy.app.handlers import persistent +from bpy_extras.io_utils import ExportHelper +from bpy.props import (BoolProperty, + IntProperty, + StringProperty, + EnumProperty, + CollectionProperty + ) + +#see here for original gltf exporter infos https://github.com/KhronosGroup/glTF-Blender-IO/blob/main/addons/io_scene_gltf2/__init__.py + +@persistent +def deps_update_handler(scene): + print("-------------") + print("depsgraph_update_post", scene.name) + + changed = scene.name or "" + print("changed", changed) + bpy.context.scene.changedScene = changed + #set_ChangedScene(changed) + #auto_export() + + + +#https://docs.blender.org/api/current/bpy.ops.export_scene.html#bpy.ops.export_scene.gltf +def export_gltf (path, export_settings): + settings = {**export_settings, "filepath": path} + bpy.ops.export_scene.gltf(**settings) + +def get_collection_hierarchy(root_col, levels=1): + """Read hierarchy of the collections in the scene""" + level_lookup = {} + def recurse(root_col, parent, depth): + if depth > levels: + return + if isinstance(parent, bpy.types.Collection): + level_lookup.setdefault(parent, []).append(root_col) + for child in root_col.children: + recurse(child, root_col, depth + 1) + recurse(root_col, root_col.children, 0) + return level_lookup + +""" +This exports the library's collections into seperate gltf files +""" +def export_library_split(scene, folder_path, gltf_export_preferences): + # backup current active scene + old_current_scene = bpy.context.scene + # set active scene to be the given scene + bpy.context.window.scene = scene + + export_settings = { **gltf_export_preferences, 'use_active_scene': True} + + root_collection = scene.collection + collections_lookup = get_collection_hierarchy(root_collection, 3) + + children_to_parent_collections = {i : k for k, v in collections_lookup.items() for i in v} + scene_objects = [o for o in root_collection.objects] + candidates = [x for v in collections_lookup.values() for x in v] + """ + print("prt_col", children_to_parent_collections) + print("scene objects", scene_objects) + print("candidate", candidates) + """ + + if not candidates: + # self.report({'INFO'}, "Nothing to export") + # reset current scene from backup + bpy.context.window.scene = old_current_scene + return #{'CANCELLED'} + + # Unlink all Collections and objects + for canditate in candidates: + children_to_parent_collections.get(canditate).children.unlink(canditate) + for object in scene_objects: + scene_objects.objects.unlink(object) + + # (Re-)link collections of choice to root level and export + for canditate in candidates: + root_collection.children.link(canditate) + collection_name = canditate.name + gltf_output_path = os.path.join(folder_path, collection_name) + export_gltf(gltf_output_path, export_settings) + print("exporting", collection_name, "to", gltf_output_path) + root_collection.children.unlink(canditate) + + # Reset all back + for object in scene_objects: + scene_objects.objects.link(object) + for canditate in candidates: + children_to_parent_collections.get(canditate).children.link(canditate) + + # reset current scene from backup + bpy.context.window.scene = old_current_scene + + +def debug_test(scene): + root_collection = scene.collection + collections_lookup = get_collection_hierarchy(root_collection, 1) + + children_to_parent_collections = {i : k for k, v in collections_lookup.items() for i in v} + scene_objects = [o for o in root_collection.objects] + candidates = [x for v in collections_lookup.values() for x in v] + print("prt_col", children_to_parent_collections) + print("scene objects", scene_objects) + print("candidates", candidates) + +""" +export the library into only a few gltf files ie + scene_collection + asset_pack1 + asset_a + asset_b + asset_c + + asset_pack2 + asset_d + asset_e + +would export 2 gltf files + asset_pack1.glb + with three scenes: + asset_a + asset_b + asset_c + + asset_pack2.glb + with two scenes: + asset_d + asset_f +""" +def export_library_merged(scene, folder_path, gltf_export_preferences): + # backup current active scene + old_current_scene = bpy.context.scene + # set active scene to be the given scene + bpy.context.window.scene = scene + + export_settings = { + **gltf_export_preferences, + 'use_active_scene': False, + 'use_visible': False, + } + + root_collection = scene.collection + collections_lookup = get_collection_hierarchy(root_collection, 3) + + children_to_parent_collections = {i : k for k, v in collections_lookup.items() for i in v} + scene_objects = [o for o in root_collection.objects] + candidates = [x for v in collections_lookup.values() for x in v] + + """ + print("prt_col", children_to_parent_collections) + print("scene objects", scene_objects) + print("candidate", candidates) + """ + + virtual_scenes = [] + if not candidates: + # self.report({'INFO'}, "Nothing to export") + return #{'CANCELLED'} + + for canditate in candidates: + #print("candidate collection", canditate) + virtual_scene = bpy.data.scenes.new(name=canditate.name) + virtual_scenes.append(virtual_scene) + virtual_scene.collection.children.link(canditate) + try: + gltf_output_path = os.path.join(folder_path, "library") + export_gltf(gltf_output_path, export_settings) + except Exception: + print("failed to export to gltf") + + for virtual_scene in virtual_scenes: + bpy.data.scenes.remove(virtual_scene) + + # TODO: we want to exclude the library and the game scene ??? + """ + #backup test + backup = bpy.data.scenes["toto"] + ## add back the scene + #bpy.data.scenes["toto"] = backup + collection = "" + try: + collection = bpy.data.collections["virtual"] + bpy.data.collections.remove(collection) + collection = bpy.data.collections.new("virtual") + except Exception: + collection = bpy.data.collections.new("virtual") + raise + + #bpy.data.scenes["toto"].collection.children.unlink(bpy.data.scenes["toto"].collection) + #print("copy", collection) + + # nuke the scene + toto = bpy.data.scenes["toto"] + print(" toto.collection", toto.collection.children) + for child in toto.collection.children: + print("child ", child) + for child in toto.collection.objects: + print("child ", child) + + collection.children.link(toto.collection) + + for child in collection.children: + print("child 2 ", child) + + for child in toto.collection.objects: + print("child ", child) + toto.collection.objects.unlink(child) + + #toto.collection.children.unlink(toto.collection) + + bpy.data.scenes.remove(toto) + + # now recreate it + toto = bpy.data.scenes.new(name="toto") + toto.collection.children.link(collection) + for child in collection.objects: + print("adding back child ", child) + toto.collection.objects.link(child) + """ + # reset current scene from backup + bpy.context.window.scene = old_current_scene + +def export_main(scene, folder_path, gltf_export_preferences, output_name): + print("exporting to", folder_path, output_name) + # backup current active scene + old_current_scene = bpy.context.scene + # set active scene to be the given scene + bpy.context.window.scene = scene + + gltf_output_path = os.path.join(folder_path, output_name) + + export_settings = { **gltf_export_preferences, 'use_active_scene': True} + export_gltf(gltf_output_path, export_settings) + + # reset current scene from backup + bpy.context.window.scene = old_current_scene + +def auto_export(): + file_path = bpy.data.filepath + # Get the folder + folder_path = os.path.dirname(file_path) + addon_prefs = bpy.context.preferences.addons[__name__].preferences + + + library_scene = bpy.data.scenes["library"] + + """ + print("folder", folder_path) + scn_col = bpy.context.scene.collection + + print("scene", scn_col) + print("scenes", library_scene, game_scene) + + library_root_collection = library_scene.collection + library_base_collections_lookup = get_collection_hierarchy(library_root_collection, 3) + print("lib root collection", library_root_collection) + print("all collections", library_base_collections_lookup) + """ + + """ + lkp_col = get_collection_hierarchy(scn_col, levels=3) + prt_col = {i : k for k, v in lkp_col.items() for i in v} + scn_obj = [o for o in scn_col.objects] + candidates = [x for v in lkp_col.values() for x in v] + print("scn_col", scn_col) + + print("lkp_col", lkp_col) + print("prt_col", prt_col) + print("scene objects", scn_obj) + print("candidate", candidates) + """ + + print("-------------") + + gltf_export_preferences = dict( + export_format= 'GLB', #'GLB', 'GLTF_SEPARATE', 'GLTF_EMBEDDED' + check_existing=False, + + use_selection=False, + use_visible=True, # Export visible and hidden objects. See Object/Batch Export to skip. + use_renderable=False, + use_active_collection= False, + use_active_collection_with_nested=False, + use_active_scene = False, + + export_texcoords=True, + export_normals=True, + # here add draco settings + export_draco_mesh_compression_enable = False, + + export_tangents=False, + #export_materials + export_colors=True, + export_attributes=True, + #use_mesh_edges + #use_mesh_vertices + export_cameras=True, + export_extras=True, # For custom exported properties. + export_lights=True, + export_yup=False, + export_skins=True, + export_morph=False, + export_apply=False, + export_animations=False + ) + + for key in addon_prefs.__annotations__.keys(): + if key is not "export_game" and key is not "export_game_scene_name" and key is not "export_game_output_name": #FIXME: ugh, cleanup + gltf_export_preferences[key] = getattr(addon_prefs,key) + print("overriding setting", key, "value", getattr(addon_prefs,key)) + + # testing (we want an in-memory scene, not one that is visible in the ui) + #invisible_scene = bpy.types.Scene("foo") + + + # export the library + #export_library_split(library_scene, folder_path) + #export_library_merged(library_scene, folder_path, gltf_export_preferences) + + # export the main game world + # export_main(game_scene, folder_path, gltf_export_preferences) + + export_game = getattr(addon_prefs,"export_game") + export_game_scene_name = getattr(addon_prefs,"export_game_scene_name") + export_game_output_name = getattr(addon_prefs,"export_game_output_name") + + print("exporting ??", export_game, export_game_scene_name, export_game_output_name) + print("last changed", bpy.context.scene.changedScene) + # optimised variation + last_changed = bpy.context.scene.changedScene #get_changedScene() + if last_changed == export_game_scene_name: + # export the main game world + if export_game: + game_scene = bpy.data.scenes[export_game_scene_name] + + print("game world changed, exporting game gltf only") + export_main(game_scene, folder_path, gltf_export_preferences, export_game_output_name) + if last_changed == "library": # if the library has changed, so will likely the game world that uses the library assets + print("library changed, exporting both game & library gltf") + # export the library + # export_library_merged(library_scene, folder_path, gltf_export_preferences) + # export the main game world + if export_game: + game_scene = bpy.data.scenes[export_game_scene_name] + export_main(game_scene, folder_path, gltf_export_preferences, export_game_output_name) + + return {'FINISHED'} + + + +@persistent +def save_handler(dummy): + print("-------------") + print("saved", bpy.data.filepath) + auto_export() + + +def get_changedScene(self): + return self["changedScene"] + + +def set_ChangedScene(self, value): + self["changedScene"] = value + +class AutoExportGltfAddonPreferences(AddonPreferences): + # this must match the add-on name, use '__package__' + # when defining this in a submodule of a python package. + bl_idname = __name__ + + export_format: EnumProperty( + name='Format', + items=(('GLB', 'glTF Binary (.glb)', + 'Exports a single file, with all data packed in binary form. ' + 'Most efficient and portable, but more difficult to edit later'), + ('GLTF_EMBEDDED', 'glTF Embedded (.gltf)', + 'Exports a single file, with all data packed in JSON. ' + 'Less efficient than binary, but easier to edit later'), + ('GLTF_SEPARATE', 'glTF Separate (.gltf + .bin + textures)', + 'Exports multiple files, with separate JSON, binary and texture data. ' + 'Easiest to edit later')), + description=( + 'Output format and embedding options. Binary is most efficient, ' + 'but JSON (embedded or separate) may be easier to edit later' + ), + default='GLB' + ) + + export_game: BoolProperty( + name='Export world/level', + description='Export world/level into a seperate gltf file', + default=False + ) + export_game_scene_name: StringProperty( + name='Scene to auto export', + description='The name of the main scene/level/world to auto export', + default='world' + ) + export_game_output_name: StringProperty( + name='Glb output name', + description='The glb output name for the main scene to auto export', + default='world' + ) + + export_copyright: StringProperty( + name='Copyright', + description='Legal rights and conditions for the model', + default='' + ) + + export_image_format: EnumProperty( + name='Images', + items=(('AUTO', 'Automatic', + 'Save PNGs as PNGs and JPEGs as JPEGs. ' + 'If neither one, use PNG'), + ('JPEG', 'JPEG Format (.jpg)', + 'Save images as JPEGs. (Images that need alpha are saved as PNGs though.) ' + 'Be aware of a possible loss in quality'), + ('NONE', 'None', + 'Don\'t export images'), + ), + description=( + 'Output format for images. PNG is lossless and generally preferred, but JPEG might be preferable for web ' + 'applications due to the smaller file size. Alternatively they can be omitted if they are not needed' + ), + default='AUTO' + ) + + export_texture_dir: StringProperty( + name='Textures', + description='Folder to place texture files in. Relative to the .gltf file', + default='', + ) + + """ + export_jpeg_quality: IntProperty( + name='JPEG quality', + description='Quality of JPEG export', + default=75, + min=0, + max=100 + ) + """ + + export_keep_originals: BoolProperty( + name='Keep original', + description=('Keep original textures files if possible. ' + 'WARNING: if you use more than one texture, ' + 'where pbr standard requires only one, only one texture will be used. ' + 'This can lead to unexpected results' + ), + default=False, + ) + + export_texcoords: BoolProperty( + name='UVs', + description='Export UVs (texture coordinates) with meshes', + default=True + ) + + export_normals: BoolProperty( + name='Normals', + description='Export vertex normals with meshes', + default=True + ) + + export_draco_mesh_compression_enable: BoolProperty( + name='Draco mesh compression', + description='Compress mesh using Draco', + default=False + ) + + export_draco_mesh_compression_level: IntProperty( + name='Compression level', + description='Compression level (0 = most speed, 6 = most compression, higher values currently not supported)', + default=6, + min=0, + max=10 + ) + + export_draco_position_quantization: IntProperty( + name='Position quantization bits', + description='Quantization bits for position values (0 = no quantization)', + default=14, + min=0, + max=30 + ) + + export_draco_normal_quantization: IntProperty( + name='Normal quantization bits', + description='Quantization bits for normal values (0 = no quantization)', + default=10, + min=0, + max=30 + ) + + export_draco_texcoord_quantization: IntProperty( + name='Texcoord quantization bits', + description='Quantization bits for texture coordinate values (0 = no quantization)', + default=12, + min=0, + max=30 + ) + + export_draco_color_quantization: IntProperty( + name='Color quantization bits', + description='Quantization bits for color values (0 = no quantization)', + default=10, + min=0, + max=30 + ) + + export_draco_generic_quantization: IntProperty( + name='Generic quantization bits', + description='Quantization bits for generic coordinate values like weights or joints (0 = no quantization)', + default=12, + min=0, + max=30 + ) + + export_tangents: BoolProperty( + name='Tangents', + description='Export vertex tangents with meshes', + default=False + ) + + export_materials: EnumProperty( + name='Materials', + items=(('EXPORT', 'Export', + 'Export all materials used by included objects'), + ('PLACEHOLDER', 'Placeholder', + 'Do not export materials, but write multiple primitive groups per mesh, keeping material slot information'), + ('NONE', 'No export', + 'Do not export materials, and combine mesh primitive groups, losing material slot information')), + description='Export materials', + default='EXPORT' + ) + + export_original_specular: BoolProperty( + name='Export original PBR Specular', + description=( + 'Export original glTF PBR Specular, instead of Blender Principled Shader Specular' + ), + default=False, + ) + + export_colors: BoolProperty( + name='Vertex Colors', + description='Export vertex colors with meshes', + default=True + ) + + export_attributes: BoolProperty( + name='Attributes', + description='Export Attributes (when starting with underscore)', + default=False + ) + + use_mesh_edges: BoolProperty( + name='Loose Edges', + description=( + 'Export loose edges as lines, using the material from the first material slot' + ), + default=False, + ) + + use_mesh_vertices: BoolProperty( + name='Loose Points', + description=( + 'Export loose points as glTF points, using the material from the first material slot' + ), + default=False, + ) + + export_cameras: BoolProperty( + name='Cameras', + description='Export cameras', + default=True + ) + + use_selection: BoolProperty( + name='Selected Objects', + description='Export selected objects only', + default=False + ) + + use_visible: BoolProperty( + name='Visible Objects', + description='Export visible objects only', + default=True + ) + + use_renderable: BoolProperty( + name='Renderable Objects', + description='Export renderable objects only', + default=False + ) + + + export_apply: BoolProperty( + name='Export Apply Modifiers', + description='Apply modifiers (excluding Armatures) to mesh objects -' + 'WARNING: prevents exporting shape keys', + default=True + ) + + export_yup: BoolProperty( + name='+Y Up', + description='Export using glTF convention, +Y up', + default=False + ) + + use_visible: BoolProperty( + name='Visible Objects', + description='Export visible objects only', + default=False + ) + + use_renderable: BoolProperty( + name='Renderable Objects', + description='Export renderable objects only', + default=False + ) + + export_extras: BoolProperty( + name='Custom Properties', + description='Export custom properties as glTF extras', + default=True + ) + + export_animations: BoolProperty( + name='Animations', + description='Exports active actions and NLA tracks as glTF animations', + default=False + ) + + + + + +class TEST_AUTO_OT_gltf(Operator, ExportHelper): + """test""" + bl_idname = "export_scenes.auto_gltf" + bl_label = "Apply settings" + bl_options = {'PRESET', 'UNDO'} + + # ExportHelper mixin class uses this + filename_ext = '' + + filter_glob: StringProperty( + default='*.glb;*.gltf', + options={'HIDDEN'} + ) + + # List of operator properties, the attributes will be assigned + # to the class instance from the operator setting before calling. + + def draw(self, context): + layout = self.layout + preferences = context.preferences + addon_prefs = preferences.addons[__name__].preferences + + # print("KEYS", dir(addon_prefs)) + #print("BLAS", addon_prefs.__annotations__) + #print(addon_prefs.__dict__) + for key in addon_prefs.__annotations__.keys(): + layout.prop(addon_prefs, key) + #print("key", key) + + + #def __init__(self): + # print("initializing my magic foo") + + def execute(self, context): + preferences = context.preferences + + #print("preferences", preferences.addons, __name__) + addon_prefs = preferences.addons[__name__].preferences + + #print("addon prefs", addon_prefs) + #info = ("Path: %s, Number: %d, Boolean %r" % + # (addon_prefs.filepath, addon_prefs.number, addon_prefs.boolean)) + + #self.report({'INFO'}, info) + #print(info) + + print("CHGANGED color", self) + return {'FINISHED'} + + + +# Only needed if you want to add into a dynamic menu +def menu_func_import(self, context): + self.layout.operator(TEST_AUTO_OT_gltf.bl_idname, text="glTF auto Export (.glb/gltf)") + +classes = [TEST_AUTO_OT_gltf, AutoExportGltfAddonPreferences] + +def register(): + for cls in classes: + bpy.utils.register_class(cls) + + #bpy.types.Scene.my_tool = bpy.props.PointerProperty(type=My_Settings) + #CollectionProperty + + bpy.types.TOPBAR_MT_file_export.append(menu_func_import) + + bpy.app.handlers.depsgraph_update_post.append(deps_update_handler) + bpy.app.handlers.save_post.append(save_handler) + + #bpy.types.TOPBAR_MT_file_export.append(menu_func_import) + bpy.types.Scene.changedScene = bpy.props.StringProperty(get=get_changedScene, set=set_ChangedScene) + + +def unregister(): + for cls in classes: + bpy.utils.unregister_class(cls) + + bpy.types.TOPBAR_MT_file_export.remove(menu_func_import) + + bpy.app.handlers.depsgraph_update_post.remove(deps_update_handler) + bpy.app.handlers.save_post.remove(save_handler) + #bpy.types.TOPBAR_MT_file_export.remove(menu_func_import) + del bpy.types.Scene.changedScene + #del bpy.types.Scene.my_tool + +if __name__ == "__main__": + register() \ No newline at end of file