feat(Blenvy): total overhaul of main/library scene handling

* main/library/nothing is now an enumProperty on scenes themselves
 * main/library scene listing is a dynamic property of the Blenvy core class instead of CollectionProperties
 * this means that removing / renaming scenes using the normal blender workflow automatically changes things for Blenvy as well !
 * overhauled & simplified main/library scenes ui accordingly
 * same for all the code that needed access to the main/library scenes
 * added main/library scene NAMES computed property for convenience
This commit is contained in:
kaosat.dev 2024-06-07 13:55:00 +02:00
parent 29c8eba49c
commit 6f6b813474
12 changed files with 89 additions and 176 deletions

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@ -15,7 +15,7 @@ Auto export
- [x] main/ library scene names
- [x] paths
Data storage for custom properties:
- [ ] Data storage for custom properties:
- for scenes (main scenes)
- at scene level
- for blueprints
@ -106,7 +106,8 @@ General issues:
- [x] add ability to FORCE export specific blueprints & levels
- [ ] undo after a save removes any saved "serialized scene" data ? DIG into this
- [ ] handle scene renames between saves (breaks diffing)
- [ ] change scene selector to work on actual scenes aka to deal with renamed scenes
- [x] change scene selector to work on actual scenes aka to deal with renamed scenes
- [x] remove get_main_and_library_scenes as it should not be needed anymore
- [x] fix asset file selection
- [x] change "assets" tab to "levels"/worlds tab & modify UI accordingly
- [ ] add option to 'split out' meshes from blueprints ?

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@ -50,9 +50,8 @@ from .blueprints.operators import OT_select_blueprint
# blenvy core
from .core.blenvy_manager import BlenvyManager
from .core.operators import OT_switch_bevy_tooling
from .core.scene_helpers import (SceneSelector)
from .core.ui.ui import (BLENVY_PT_SidePanel)
from .core.ui.scenes_list import SCENES_LIST_OT_actions, SCENE_UL_Blenvy
from .core.ui.scenes_list import SCENES_LIST_OT_actions
from .core.ui.assets_folder_browser import OT_OpenAssetsFolderBrowser
@ -63,8 +62,6 @@ def glTF2_post_export_callback(data):
classes = [
# common/core
SceneSelector,
SCENE_UL_Blenvy,
SCENES_LIST_OT_actions,
OT_OpenAssetsFolderBrowser,

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@ -1,5 +1,4 @@
from blenvy.core.scene_helpers import get_main_and_library_scenes
from blenvy.blueprints.blueprint_helpers import find_blueprints_not_on_disk
@ -13,7 +12,6 @@ def get_blueprints_to_export(changes_per_scene, changed_export_parameters, bluep
change_detection = getattr(settings.auto_export, "change_detection")
collection_instances_combine_mode = getattr(settings.auto_export, "collection_instances_combine_mode")
[main_scene_names, level_scenes, library_scene_names, library_scenes] = get_main_and_library_scenes(settings)
internal_blueprints = blueprints_data.internal_blueprints
blueprints_to_export = internal_blueprints # just for clarity
@ -28,7 +26,7 @@ def get_blueprints_to_export(changes_per_scene, changed_export_parameters, bluep
# in your current Blender session for example)
blueprints_not_on_disk = find_blueprints_not_on_disk(internal_blueprints, blueprints_path_full, export_gltf_extension)
for scene in library_scenes:
for scene in settings.library_scenes:
if scene.name in changes_per_scene:
changed_objects = list(changes_per_scene[scene.name].keys())
changed_blueprints = [blueprints_data.blueprints_from_objects[changed] for changed in changed_objects if changed in blueprints_data.blueprints_from_objects]

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@ -3,7 +3,6 @@ import os
import bpy
import traceback
from blenvy.core.scene_helpers import get_main_and_library_scenes
from blenvy.blueprints.blueprints_scan import blueprints_scan
from blenvy.blueprints.blueprint_helpers import inject_export_path_into_internal_blueprints
@ -39,8 +38,6 @@ def auto_export(changes_per_scene, changed_export_parameters, settings):
gltf_extension = '.glb' if gltf_extension == 'GLB' else '.gltf'
settings.export_gltf_extension = gltf_extension
[main_scene_names, level_scenes, library_scene_names, library_scenes] = get_main_and_library_scenes(settings)
blueprints_data = bpy.context.window_manager.blueprints_registry.refresh_blueprints()
#blueprints_data = bpy.context.window_manager.blueprints_registry.blueprints_data
#print("blueprints_data", blueprints_data)
@ -58,7 +55,7 @@ def auto_export(changes_per_scene, changed_export_parameters, settings):
if export_scene_settings:
# inject/ update scene components
upsert_scene_components(level_scenes)
upsert_scene_components(settings.main_scenes)
#inject/ update light shadow information
for light in bpy.data.lights:
enabled = 'true' if light.use_shadow else 'false'
@ -76,7 +73,7 @@ def auto_export(changes_per_scene, changed_export_parameters, settings):
# since materials export adds components we need to call this before blueprints are exported
# export materials & inject materials components into relevant objects
if export_materials_library:
export_materials(blueprints_data.blueprint_names, library_scenes, settings)
export_materials(blueprints_data.blueprint_names, settings.library_scenes, settings)
# update the list of tracked exports
exports_total = len(blueprints_to_export) + len(main_scenes_to_export) + (1 if export_materials_library else 0)
@ -123,11 +120,11 @@ def auto_export(changes_per_scene, changed_export_parameters, settings):
for obj in old_selections:
obj.select_set(True)
if export_materials_library:
cleanup_materials(blueprints_data.blueprint_names, library_scenes)
cleanup_materials(blueprints_data.blueprint_names, settings.library_scenes)
else:
for scene_name in main_scene_names:
export_main_scene(bpy.data.scenes[scene_name], blend_file_path, settings, [])
for scene in settings.main_scenes:
export_main_scene(scene, blend_file_path, settings, [])
@ -141,9 +138,7 @@ def auto_export(changes_per_scene, changed_export_parameters, settings):
finally:
# FIXME: error handling ? also redundant
[main_scene_names, main_scenes, library_scene_names, library_scenes] = get_main_and_library_scenes(settings)
if export_scene_settings:
# inject/ update scene components
remove_scene_components(main_scenes)
remove_scene_components(settings.main_scenes)

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@ -1,5 +1,4 @@
import bpy
from blenvy.core.scene_helpers import get_main_and_library_scenes
from blenvy.blueprints.blueprint_helpers import check_if_blueprint_on_disk
# IF collection_instances_combine_mode is not 'split' check for each scene if any object in changes_per_scene has an instance in the scene
@ -57,9 +56,8 @@ def should_level_be_exported(scene_name, changed_export_parameters, changes_per_
# this also takes the split/embed mode into account: if a collection instance changes AND embed is active, its container level/world should also be exported
def get_levels_to_export(changes_per_scene, changed_export_parameters, blueprints_data, settings):
[main_scene_names, level_scenes, library_scene_names, library_scenes] = get_main_and_library_scenes(settings)
# determine list of main scenes to export
# we have more relaxed rules to determine if the main scenes have changed : any change is ok, (allows easier handling of changes, render settings etc)
main_scenes_to_export = [scene_name for scene_name in main_scene_names if should_level_be_exported(scene_name, changed_export_parameters, changes_per_scene, blueprints_data, settings)]
main_scenes_to_export = [scene_name for scene_name in settings.main_scenes_names if should_level_be_exported(scene_name, changed_export_parameters, changes_per_scene, blueprints_data, settings)]
return (main_scenes_to_export)

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@ -131,9 +131,7 @@ class Blenvy_assets(bpy.types.Panel):
settings = SimpleNamespace(**settings)
if panel:
#print("dfs")
for scene_selector in blenvy.main_scenes:
scene = bpy.data.scenes[scene_selector.name]
for scene in blenvy.main_scenes:
user_assets = get_user_assets(scene)
row = panel.row()

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@ -8,7 +8,6 @@ from bpy_types import (PropertyGroup)
from bpy.props import (StringProperty, BoolProperty, FloatProperty, FloatVectorProperty, IntProperty, IntVectorProperty, EnumProperty, PointerProperty, CollectionProperty)
from ..settings import load_settings
from ..core.scene_helpers import get_main_and_library_scenes
from .blueprints_scan import blueprints_scan
@ -68,7 +67,6 @@ class BlueprintsRegistry(PropertyGroup):
#print("titi", self)
blenvy = bpy.context.window_manager.blenvy
settings = blenvy
[main_scene_names, level_scenes, library_scene_names, library_scenes] = get_main_and_library_scenes(settings)
blueprints_data = blueprints_scan(level_scenes, library_scenes, settings)
blueprints_data = blueprints_scan(settings.main_scenes, settings.library_scenes, settings)
self.blueprints_data = blueprints_data
return blueprints_data

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@ -2,12 +2,12 @@ import os
import bpy
from bpy_types import (PropertyGroup)
from bpy.props import (BoolProperty, EnumProperty, PointerProperty, StringProperty, CollectionProperty, IntProperty)
from .scene_helpers import SceneSelector
from ..settings import upsert_settings, load_settings, generate_complete_settings_dict
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', ''
@ -35,7 +35,10 @@ def update_mode(blenvy, context):
def is_scene_already_in_use(self, scene):
try:
return scene.name not in self.main_scenes and scene.name not in self.library_scenes
current_main_scene_names = list(map(lambda x: x.name, self.main_scenes))
current_library_scene_names = list(map(lambda x: x.name, self.library_scenes))
#print("scene ", scene.name, current_main_scene_names, current_library_scene_names)
return scene.name not in current_main_scene_names and scene.name not in current_library_scene_names
except:
return True
@ -117,14 +120,6 @@ class BlenvyManager(PropertyGroup):
get=lambda self: os.path.abspath(os.path.join(os.path.dirname(bpy.data.filepath), self.project_root_path, self.assets_path, self.materials_path))
) # type: ignore
main_scenes: CollectionProperty(name="main scenes", type=SceneSelector) # type: ignore
main_scenes_index: IntProperty(name = "Index for main scenes list", default = 0, update=update_scene_lists) # type: ignore
#main_scene_names = [] # FIXME: unsure
library_scenes: CollectionProperty(name="library scenes", type=SceneSelector) # type: ignore
library_scenes_index: IntProperty(name = "Index for library scenes list", default = 0, update=update_scene_lists) # type: ignore
#library_scene_names = [] # FIXME: unsure
# sub ones
auto_export: PointerProperty(type=auto_export_settings.AutoExportSettings) # type: ignore
components: PointerProperty(type=component_settings.ComponentsSettings) # type: ignore
@ -132,6 +127,22 @@ class BlenvyManager(PropertyGroup):
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
@property
def main_scenes(self):
return [scene for scene in bpy.data.scenes if scene.blenvy_scene_type == 'Level']
@property
def main_scenes_names(self):
return [scene.name for scene in self.main_scenes]
@property
def library_scenes(self):
return [scene for scene in bpy.data.scenes if scene.blenvy_scene_type == 'Library']
@property
def library_scenes_names(self):
return [scene.name for scene in self.library_scenes]
@classmethod
def register(cls):
bpy.types.WindowManager.blenvy = PointerProperty(type=BlenvyManager)
@ -139,6 +150,14 @@ class BlenvyManager(PropertyGroup):
# unsure
bpy.types.Collection.always_export = BoolProperty(default=False, description="always export this blueprint, regardless of changed status") # FIXME: not sure about this one
bpy.types.Scene.always_export = BoolProperty(default=False, description="always export this blueprint, regardless of changed status") # FIXME: not sure about this one
bpy.types.Scene.blenvy_scene_type = EnumProperty(
items= (
('None', 'None', 'No blenvy type specified'),
('Level', 'Level','Main/ Level scene'),
('Library', 'Library', 'Library scene'),
),
default='None'
)
@classmethod
def unregister(cls):
@ -146,6 +165,7 @@ class BlenvyManager(PropertyGroup):
del bpy.types.Collection.always_export
del bpy.types.Scene.always_export
del bpy.types.Scene.blenvy_scene_type
def load_settings(self):
print("LOAD SETTINGS")
@ -153,14 +173,6 @@ class BlenvyManager(PropertyGroup):
if settings is not None:
if "mode" in settings:
self.mode = settings["mode"]
if "main_scene_names" in settings:
for main_scene_name in settings["main_scene_names"]:
added = self.main_scenes.add()
added.name = main_scene_name
if "library_scene_names" in settings:
for main_scene_name in settings["library_scene_names"]:
added = self.library_scenes.add()
added.name = main_scene_name
asset_path_names = ['project_root_path', 'assets_path', 'blueprints_path', 'levels_path', 'materials_path']
for asset_path_name in asset_path_names:

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@ -1,29 +1,7 @@
import bpy
from bpy.props import (PointerProperty)
from .object_makers import make_empty
class SceneSelector(bpy.types.PropertyGroup):
name: bpy.props.StringProperty() # type: ignore
display: bpy.props.BoolProperty() # type: ignore
# convenience utility to get lists of scenes
def get_main_and_library_scenes(settings):
level_scene_names= getattr(settings, "main_scene_names", []) #list(map(lambda scene: scene.name, getattr(settings,"main_scenes")))
library_scene_names = getattr(settings, "library_scene_names", []) #list(map(lambda scene: scene.name, getattr(settings,"library_scenes")))
level_scene_names= list(map(lambda scene: scene.name, getattr(settings,"main_scenes")))
library_scene_names = list(map(lambda scene: scene.name, getattr(settings,"library_scenes")))
level_scene_names = list(filter(lambda name: name in bpy.data.scenes, level_scene_names))
library_scene_names = list(filter(lambda name: name in bpy.data.scenes, library_scene_names))
level_scenes = list(map(lambda name: bpy.data.scenes[name], level_scene_names))
library_scenes = list(map(lambda name: bpy.data.scenes[name], library_scene_names))
return [level_scene_names, level_scenes, library_scene_names, library_scenes]
def add_scene_property(scene, scene_component_name, property_data, limit_to=None):
root_collection = scene.collection
scene_property = None

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@ -1,39 +1,6 @@
import bpy
from bpy.types import Operator
class SCENE_UL_Blenvy(bpy.types.UIList):
# The draw_item function is called for each item of the collection that is visible in the list.
# data is the RNA object containing the collection,
# item is the current drawn item of the collection,
# icon is the "computed" icon for the item (as an integer, because some objects like materials or textures
# have custom icons ID, which are not available as enum items).
# active_data is the RNA object containing the active property for the collection (i.e. integer pointing to the
# active item of the collection).
# active_propname is the name of the active property (use 'getattr(active_data, active_propname)').
# index is index of the current item in the collection.
# flt_flag is the result of the filtering process for this item.
# Note: as index and flt_flag are optional arguments, you do not have to use/declare them here if you don't
# need them.
def draw_item(self, context, layout, data, item, icon, active_data, active_propname):
ob = data
# draw_item must handle the three layout types... Usually 'DEFAULT' and 'COMPACT' can share the same code.
if self.layout_type in {'DEFAULT', 'COMPACT'}:
# You should always start your row layout by a label (icon + text), or a non-embossed text field,
# this will also make the row easily selectable in the list! The later also enables ctrl-click rename.
# We use icon_value of label, as our given icon is an integer value, not an enum ID.
# Note "data" names should never be translated!
#if ma:
# layout.prop(ma, "name", text="", emboss=False, icon_value=icon)
#else:
# layout.label(text="", translate=False, icon_value=icon)
layout.label(text=item.name, icon_value=icon)
#layout.prop(item, "name", text="", emboss=False, icon_value=icon)
# 'GRID' layout type should be as compact as possible (typically a single icon!).
elif self.layout_type == 'GRID':
layout.alignment = 'CENTER'
layout.label(text="", icon_value=icon)
class SCENES_LIST_OT_actions(Operator):
"""Move items up and down, add and remove"""
bl_idname = "scene_list.list_action"
@ -56,64 +23,40 @@ class SCENES_LIST_OT_actions(Operator):
)
) # type: ignore
scene_name : bpy.props.StringProperty(name="scene_name")# type: ignore
def invoke(self, context, event):
source = context.window_manager.blenvy
target_name = "library_scenes"
target_index = "library_scenes_index"
if self.scene_type == "LEVEL":
target_name = "main_scenes"
target_index = "main_scenes_index"
if self.action == 'REMOVE':
bpy.data.scenes[self.scene_name].blenvy_scene_type = 'None'
"""info = 'Item "%s" removed from list' % (target[idx].name)
target.remove(idx)
target = getattr(source, target_name)
idx = getattr(source, target_index)
current_index = getattr(source, target_index)
try:
item = target[idx]
except IndexError:
pass
else:
if self.action == 'DOWN' and idx < len(target) - 1:
target.move(idx, idx + 1)
setattr(source, target_index, current_index +1 )
info = 'Item "%s" moved to position %d' % (item.name, current_index + 1)
self.report({'INFO'}, info)
elif self.action == 'UP' and idx >= 1:
target.move(idx, idx - 1)
setattr(source, target_index, current_index -1 )
info = 'Item "%s" moved to position %d' % (item.name, current_index + 1)
self.report({'INFO'}, info)
elif self.action == 'REMOVE':
info = 'Item "%s" removed from list' % (target[idx].name)
target.remove(idx)
setattr(source, target_index, current_index -1 )
self.report({'INFO'}, info)
setattr(source, target_index, current_index -1 )
self.report({'INFO'}, info)"""
if self.action == 'ADD':
new_scene_name = None
scene_to_add = None
if self.scene_type == "LEVEL":
if context.window_manager.blenvy.main_scene_selector:
new_scene_name = context.window_manager.blenvy.main_scene_selector.name
scene_to_add = context.window_manager.blenvy.main_scene_selector
scene_to_add.blenvy_scene_type = "Level"
else:
if context.window_manager.blenvy.library_scene_selector:
new_scene_name = context.window_manager.blenvy.library_scene_selector.name
if new_scene_name:
item = target.add()
item.name = new_scene_name
scene_to_add = context.window_manager.blenvy.library_scene_selector
scene_to_add.blenvy_scene_type = "Library"
if scene_to_add is not None:
print("adding scene", scene_to_add)
if self.scene_type == "LEVEL":
context.window_manager.blenvy.main_scene_selector = None
else:
context.window_manager.blenvy.library_scene_selector = None
setattr(source, target_index, len(target) - 1)
#setattr(source, target_index, len(target) - 1)
info = '"%s" added to list' % (item.name)
self.report({'INFO'}, info)
#info = '"%s" added to list' % (item.name)
#self.report({'INFO'}, info)
return {"FINISHED"}

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@ -109,44 +109,40 @@ class BLENVY_PT_SidePanel(bpy.types.Panel):
row = section.row()
row.label(text="main scenes")
row.prop(blenvy, "main_scene_selector", text='')
row = section.row()
row.template_list("SCENE_UL_Blenvy", "level scenes", blenvy, "main_scenes", blenvy, "main_scenes_index", rows=rows)
col = row.column(align=True)
sub_row = col.row()
add_operator = sub_row.operator("scene_list.list_action", icon='ADD', text="")
add_operator = row.operator("scene_list.list_action", icon='ADD', text="")
add_operator.action = 'ADD'
add_operator.scene_type = 'LEVEL'
#add_operator.operator = operator
sub_row.enabled = blenvy.main_scene_selector is not None
#sub_row.enabled = blenvy.main_scene_selector is not None
row = section.row()
col = row.column()
for scene in blenvy.main_scenes:
sub_row = col.box().row()
sub_row.label(text=scene.name)
remove_operator = sub_row.operator("scene_list.list_action", icon='TRASH', text="")
remove_operator.action = 'REMOVE'
remove_operator.scene_type = 'LEVEL'
remove_operator.scene_name = scene.name
sub_row = col.row()
remove_operator = sub_row.operator("scene_list.list_action", icon='REMOVE', text="")
remove_operator.action = 'REMOVE'
remove_operator.scene_type = 'LEVEL'
col.separator()
# library scenes
row = section.row()
row.label(text="library scenes")
row.prop(blenvy, "library_scene_selector", text='')
row = section.row()
row.template_list("SCENE_UL_Blenvy", "library scenes", blenvy, "library_scenes", blenvy, "library_scenes_index", rows=rows)
col = row.column(align=True)
sub_row = col.row()
add_operator = sub_row.operator("scene_list.list_action", icon='ADD', text="")
add_operator = row.operator("scene_list.list_action", icon='ADD', text="")
add_operator.action = 'ADD'
add_operator.scene_type = 'LIBRARY'
sub_row.enabled = blenvy.library_scene_selector is not None
sub_row = col.row()
remove_operator = sub_row.operator("scene_list.list_action", icon='REMOVE', text="")
remove_operator.action = 'REMOVE'
remove_operator.scene_type = 'LIBRARY'
row = section.row()
col = row.column()
for scene in blenvy.library_scenes:
sub_row = col.box().row()
sub_row.label(text=scene.name)
remove_operator = sub_row.operator("scene_list.list_action", icon='TRASH', text="")
remove_operator.action = 'REMOVE'
remove_operator.scene_type = 'LEVEL'
remove_operator.scene_name = scene.name
col.separator()
header, panel = layout.panel("components", default_closed=False)

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@ -26,8 +26,7 @@ class Blenvy_levels(bpy.types.Panel):
#blueprints_registry.refresh_blueprints()
blueprints_data = blueprints_registry.blueprints_data
for scene_selector in blenvy.main_scenes:
scene = bpy.data.scenes[scene_selector.name]
for scene in blenvy.main_scenes:
header, panel = layout.box().panel(f"level_assets{scene.name}", default_closed=False)
if header:
header.label(text=scene.name)#, icon="HIDE_OFF")