Merge b51a0d38e2
into 9f21df035b
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commit
733628ec9f
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@ -14,3 +14,7 @@ pub struct Animations {
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/// this is for convenience, because currently , Bevy's gltf parsing inserts `AnimationPlayers` "one level down"
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/// ie armature/root for animated models, which means more complex queries to trigger animations that we want to avoid
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pub struct AnimationPlayerLink(pub Entity);
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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pub struct Animated;
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@ -120,6 +120,7 @@ impl Plugin for BlueprintsPlugin {
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.register_type::<MaterialInfo>()
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.register_type::<SpawnHere>()
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.register_type::<Animations>()
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.register_type::<Animated>()
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.register_type::<BlueprintsList>()
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.register_type::<Vec<String>>()
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.register_type::<HashMap<String, Vec<String>>>()
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@ -20,87 +20,113 @@ def remove_unwanted_custom_properties(object):
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for component_name in object.keys():
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if not is_component_valid(object, component_name):
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to_remove.append(component_name)
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for cp in custom_properties_to_filter_out + to_remove:
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if cp in object:
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del object[cp]
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def duplicate_object(object):
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obj_copy = object.copy()
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if object.data:
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# TODO: rename actions ?
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def copy_animation_data(source, target):
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"""if source.data:
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data = source.data.copy()
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target.data = data"""
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if source.animation_data and source.animation_data:
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#print("copying animation data from", source.name, "to", target.name)
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"""print("I have animation data")
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ad = source.animation_data
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if ad.action:
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print(source.name,'uses',ad.action.name)
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for t in ad.nla_tracks:
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for s in t.strips:
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print(source.name,'uses',s.action.name)"""
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"""if target.animation_data == None:
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target.animation_data_create()
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target.animation_data.action = source.animation_data.action.copy()"""
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# alternative method, using the build in link animation operator
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with bpy.context.temp_override(active_object=source, selected_editable_objects=[target]):
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bpy.ops.object.make_links_data(type='ANIMATION')
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# we add an "animated" flag component
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target['Animated'] = '()'
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"""print("copying animation data for", source.name, target.animation_data)
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properties = [p.identifier for p in source.animation_data.bl_rna.properties if not p.is_readonly]
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for prop in properties:
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print("copying stuff", prop)
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setattr(target.animation_data, prop, getattr(source.animation_data, prop))"""
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def duplicate_object(object, parent, combine_mode, destination_collection, library_collections, legacy_mode, nester=""):
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copy = None
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if object.instance_type == 'COLLECTION' and (combine_mode == 'Split' or (combine_mode == 'EmbedExternal' and (object.instance_collection.name in library_collections)) ):
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#print("creating empty for", object.name, object.instance_collection.name, library_collections, combine_mode)
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collection_name = object.instance_collection.name
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original_name = object.name
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object.name = original_name + "____bak"
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empty_obj = make_empty(original_name, object.location, object.rotation_euler, object.scale, destination_collection)
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"""we inject the collection/blueprint name, as a component called 'BlueprintName', but we only do this in the empty, not the original object"""
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empty_obj['BlueprintName'] = '"'+collection_name+'"' if legacy_mode else '("'+collection_name+'")'
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empty_obj['SpawnHere'] = '()'
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# we also inject a list of all sub blueprints, so that the bevy side can preload them
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if not legacy_mode:
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root_node = CollectionNode()
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root_node.name = "root"
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children_per_collection = {}
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get_sub_collections([object.instance_collection], root_node, children_per_collection)
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empty_obj["BlueprintsList"] = f"({json.dumps(dict(children_per_collection))})"
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#empty_obj["Assets"] = {"Animations": [], "Materials": [], "Models":[], "Textures":[], "Audio":[], "Other":[]}
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# we copy custom properties over from our original object to our empty
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for component_name, component_value in object.items():
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if component_name not in custom_properties_to_filter_out and is_component_valid(object, component_name): #copy only valid properties
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empty_obj[component_name] = component_value
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copy = empty_obj
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else:
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# for objects which are NOT collection instances
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# we create a copy of our object and its children, to leave the original one as it is
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original_name = object.name
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object.name = original_name + "____bak"
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copy = object.copy()
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copy.name = original_name
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# FIXME: orphan data comes from this one, not even sure if this copying is needed at all
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"""if object.data:
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data = object.data.copy()
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obj_copy.data = data
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if object.animation_data and object.animation_data.action:
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obj_copy.animation_data.action = object.animation_data.action.copy()
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return obj_copy
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obj_copy.data = data"""
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#also removes unwanted custom_properties for all objects in hiearchy
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def duplicate_object_recursive(object, parent, collection):
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original_name = object.name
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object.name = original_name + "____bak"
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copy = duplicate_object(object)
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copy.name = original_name
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collection.objects.link(copy)
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destination_collection.objects.link(copy)
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remove_unwanted_custom_properties(copy)
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"""if object.parent == None:
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if parent_empty is not None:
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copy.parent = parent_empty
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if object.animation_data:
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copy['Animated'] = '()'"""
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if parent:
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print(nester, "copy", copy)
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# do this both for empty replacements & normal copies
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if parent is not None:
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copy.parent = parent
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remove_unwanted_custom_properties(copy)
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copy_animation_data(object, copy)
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for child in object.children:
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duplicate_object_recursive(child, copy, collection)
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return copy
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duplicate_object(child, copy, combine_mode, destination_collection, library_collections, legacy_mode, nester+" ")
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# copies the contents of a collection into another one while replacing library instances with empties
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def copy_hollowed_collection_into(source_collection, destination_collection, parent_empty=None, filter=None, library_collections=[], addon_prefs={}):
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collection_instances_combine_mode = getattr(addon_prefs, "collection_instances_combine_mode")
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legacy_mode = getattr(addon_prefs, "export_legacy_mode")
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collection_instances_combine_mode= collection_instances_combine_mode
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for object in source_collection.objects:
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if object.name.endswith("____bak"): # some objects could already have been handled, ignore them
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continue
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if filter is not None and filter(object) is False:
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continue
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#check if a specific collection instance does not have an ovveride for combine_mode
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combine_mode = object['_combine'] if '_combine' in object else collection_instances_combine_mode
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if object.instance_type == 'COLLECTION' and (combine_mode == 'Split' or (combine_mode == 'EmbedExternal' and (object.instance_collection.name in library_collections)) ):
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#print("creating empty for", object.name, object.instance_collection.name, library_collections, combine_mode)
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collection_name = object.instance_collection.name
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original_name = object.name
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object.name = original_name + "____bak"
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empty_obj = make_empty(original_name, object.location, object.rotation_euler, object.scale, destination_collection)
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"""we inject the collection/blueprint name, as a component called 'BlueprintName', but we only do this in the empty, not the original object"""
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empty_obj['BlueprintName'] = '"'+collection_name+'"' if legacy_mode else '("'+collection_name+'")'
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empty_obj['SpawnHere'] = '()'
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# we also inject a list of all sub blueprints, so that the bevy side can preload them
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if not legacy_mode:
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root_node = CollectionNode()
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root_node.name = "root"
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children_per_collection = {}
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print("collection stuff", original_name)
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get_sub_collections([object.instance_collection], root_node, children_per_collection)
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empty_obj["BlueprintsList"] = f"({json.dumps(dict(children_per_collection))})"
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#empty_obj["Assets"] = {"Animations": [], "Materials": [], "Models":[], "Textures":[], "Audio":[], "Other":[]}
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# we copy custom properties over from our original object to our empty
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for component_name, component_value in object.items():
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if component_name not in custom_properties_to_filter_out and is_component_valid(object, component_name): #copy only valid properties
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empty_obj[component_name] = component_value
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if parent_empty is not None:
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empty_obj.parent = parent_empty
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else:
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# we create a copy of our object and its children, to leave the original one as it is
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if object.parent == None:
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copy = duplicate_object_recursive(object, None, destination_collection)
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if parent_empty is not None:
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copy.parent = parent_empty
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# for every sub-collection of the source, copy its content into a new sub-collection of the destination
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parent = parent_empty
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duplicate_object(object, parent, combine_mode, destination_collection, library_collections, legacy_mode)
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# for every child-collection of the source, copy its content into a new sub-collection of the destination
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for collection in source_collection.children:
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original_name = collection.name
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collection.name = original_name + "____bak"
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@ -108,7 +134,6 @@ def copy_hollowed_collection_into(source_collection, destination_collection, par
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if parent_empty is not None:
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collection_placeholder.parent = parent_empty
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copy_hollowed_collection_into(
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source_collection = collection,
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destination_collection = destination_collection,
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@ -117,6 +142,8 @@ def copy_hollowed_collection_into(source_collection, destination_collection, par
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library_collections = library_collections,
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addon_prefs=addon_prefs
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)
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return {}
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@ -138,14 +165,14 @@ def clear_hollow_scene(temp_scene, original_root_collection):
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# reset original names
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restore_original_names(original_root_collection)
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# remove empties (only needed when we go via ops ????)
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# remove any data we created
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temp_root_collection = temp_scene.collection
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temp_scene_objects = [o for o in temp_root_collection.objects]
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temp_scene_objects = [o for o in temp_root_collection.all_objects]
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for object in temp_scene_objects:
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print("removing", object.name)
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bpy.data.objects.remove(object, do_unlink=True)
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# remove the temporary scene
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bpy.data.scenes.remove(temp_scene)
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bpy.data.scenes.remove(temp_scene, do_unlink=True)
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# convenience utility to get lists of scenes
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def get_scenes(addon_prefs):
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@ -19,7 +19,6 @@ def setup_data(request):
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def finalizer():
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print("\nPerforming teardown...")
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get_orphan_data()
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if os.path.exists(models_path):
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shutil.rmtree(models_path)
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@ -38,7 +37,10 @@ def setup_data(request):
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def get_orphan_data():
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orphan_meshes = [m.name for m in bpy.data.meshes if m.users == 0]
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# print("orphan meshes before", orphan_meshes)
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orphan_objects = [m.name for m in bpy.data.objects if m.users == 0]
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#print("orphan meshes before", orphan_meshes)
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return orphan_meshes + orphan_objects
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def test_export_do_not_export_blueprints(setup_data):
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auto_export_operator = bpy.ops.export_scenes.auto_gltf
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@ -61,6 +63,9 @@ def test_export_do_not_export_blueprints(setup_data):
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)
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assert os.path.exists(os.path.join(setup_data["models_path"], "World.glb")) == True
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assert os.path.exists(os.path.join(setup_data["models_path"], "library", "Blueprint1.glb")) == False
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orphan_data = get_orphan_data()
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assert len(orphan_data) == 0
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def test_export_custom_blueprints_path(setup_data):
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auto_export_operator = bpy.ops.export_scenes.auto_gltf
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@ -83,6 +88,7 @@ def test_export_custom_blueprints_path(setup_data):
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)
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assert os.path.exists(os.path.join(setup_data["models_path"], "World.glb")) == True
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assert os.path.exists(os.path.join(setup_data["models_path"], "another_library_path", "Blueprint1.glb")) == True
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assert len(get_orphan_data()) == 0
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def test_export_materials_library(setup_data):
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auto_export_operator = bpy.ops.export_scenes.auto_gltf
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@ -107,7 +113,7 @@ def test_export_materials_library(setup_data):
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assert os.path.exists(os.path.join(setup_data["models_path"], "library", "Blueprint1.glb")) == True
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assert os.path.exists(os.path.join(setup_data["materials_path"], "testing_materials_library.glb")) == True
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assert len(get_orphan_data()) == 0
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def test_export_materials_library_custom_path(setup_data):
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auto_export_operator = bpy.ops.export_scenes.auto_gltf
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@ -134,6 +140,7 @@ def test_export_materials_library_custom_path(setup_data):
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assert os.path.exists(os.path.join(setup_data["models_path"], "library", "Blueprint1.glb")) == True
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assert os.path.exists(os.path.join(setup_data["materials_path"], "testing_materials_library.glb")) == False
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assert os.path.exists(os.path.join(setup_data["other_materials_path"], "testing_materials_library.glb")) == True
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assert len(get_orphan_data()) == 0
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def test_export_collection_instances_combine_mode(setup_data): # TODO: change & check this
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auto_export_operator = bpy.ops.export_scenes.auto_gltf
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@ -160,6 +167,7 @@ def test_export_collection_instances_combine_mode(setup_data): # TODO: change &
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assert os.path.exists(os.path.join(setup_data["models_path"], "World.glb")) == True
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assert os.path.exists(os.path.join(setup_data["models_path"], "World_dynamic.glb")) == False
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assert len(get_orphan_data()) == 0
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def test_export_do_not_export_marked_assets(setup_data):
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@ -188,6 +196,7 @@ def test_export_do_not_export_marked_assets(setup_data):
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assert os.path.exists(os.path.join(setup_data["models_path"], "library", "Blueprint3.glb")) == True
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assert os.path.exists(os.path.join(setup_data["models_path"], "library", "Blueprint4_nested.glb")) == True
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assert os.path.exists(os.path.join(setup_data["models_path"], "library", "Blueprint5.glb")) == False
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assert len(get_orphan_data()) == 0
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def test_export_separate_dynamic_and_static_objects(setup_data):
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@ -216,6 +225,7 @@ def test_export_separate_dynamic_and_static_objects(setup_data):
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assert os.path.exists(os.path.join(setup_data["models_path"], "World.glb")) == True
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assert os.path.exists(os.path.join(setup_data["models_path"], "World_dynamic.glb")) == True
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assert len(get_orphan_data()) == 0
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def test_export_should_not_generate_orphan_data(setup_data):
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@ -239,4 +249,5 @@ def test_export_should_not_generate_orphan_data(setup_data):
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)
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assert os.path.exists(os.path.join(setup_data["models_path"], "World.glb")) == True
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assert os.path.exists(os.path.join(setup_data["models_path"], "library", "Blueprint1.glb")) == False
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assert len(get_orphan_data()) == 0
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@ -56,7 +56,8 @@ def test_export_complex(setup_data):
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# we use the global settings for that
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export_props = {
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"main_scene_names" : ['World'],
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"library_scene_names": ['Library']
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"library_scene_names": ['Library'],
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# "export_format":'GLTF_SEPARATE'
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}
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stored_settings = bpy.data.texts[".gltf_auto_export_settings"] if ".gltf_auto_export_settings" in bpy.data.texts else bpy.data.texts.new(".gltf_auto_export_settings")
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stored_settings.clear()
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