fix(gltf_auto_export): fix animation export (#148)
* fix(gltf_auto_export): added fix for correct "deep-copying" of objects & hierarchy so that animated meshes & nested hierarchies get exported correctly * test(gltf_auto_export): * added visual testing to check for overall regression : * added screenshoting in bevy app * added visual compare with reference screenshot on python side * added testing of correct export of animated models * added testing of correct export of empties * added testing of correct export of nested hierarchies * added testing of correct export of blueprints, with & without components etc * fixes #147
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@ -1,15 +1,93 @@
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pub mod in_game;
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use std::time::Duration;
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use std::{
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fs::{self},
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time::Duration,
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};
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use bevy_gltf_blueprints::{AnimationPlayerLink, BlueprintName};
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pub use in_game::*;
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use bevy::{prelude::*, time::common_conditions::on_timer};
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use bevy::{
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prelude::*, render::view::screenshot::ScreenshotManager, time::common_conditions::on_timer,
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window::PrimaryWindow,
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};
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use bevy_gltf_worlflow_examples_common::{AppState, GameState};
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use crate::{TupleTestF32, UnitTest};
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fn start_game(mut next_app_state: ResMut<NextState<AppState>>) {
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next_app_state.set(AppState::AppLoading);
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}
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// if the export from Blender worked correctly, we should have animations (simplified here by using AnimationPlayerLink)
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// if the export from Blender worked correctly, we should have an Entity called "Cylinder" that has two components: UnitTest, TupleTestF32
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// if the export from Blender worked correctly, we should have an Entity called "Blueprint4_nested" that has a child called "Blueprint3" that has a "BlueprintName" component with value Blueprint3
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fn validate_export(
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parents: Query<&Parent>,
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children: Query<&Children>,
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names: Query<&Name>,
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blueprints: Query<(Entity, &Name, &BlueprintName)>,
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animation_player_links: Query<(Entity, &AnimationPlayerLink)>,
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exported_cylinder: Query<(Entity, &Name, &UnitTest, &TupleTestF32)>,
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empties_candidates: Query<(Entity, &Name, &GlobalTransform)>,
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) {
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let animations_found = !animation_player_links.is_empty();
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let mut cylinder_found = false;
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if let Ok(nested_cylinder) = exported_cylinder.get_single() {
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let parent_name = names
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.get(parents.get(nested_cylinder.0).unwrap().get())
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.unwrap();
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cylinder_found = parent_name.to_string() == *"Cube.001"
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&& nested_cylinder.1.to_string() == *"Cylinder"
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&& nested_cylinder.3 .0 == 75.1;
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}
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let mut nested_blueprint_found = false;
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for (entity, name, blueprint_name) in blueprints.iter() {
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if name.to_string() == *"Blueprint4_nested" && blueprint_name.0 == *"Blueprint4_nested" {
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if let Ok(cur_children) = children.get(entity) {
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for child in cur_children.iter() {
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if let Ok((_, child_name, child_blueprint_name)) = blueprints.get(*child) {
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if child_name.to_string() == *"Blueprint3"
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&& child_blueprint_name.0 == *"Blueprint3"
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{
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nested_blueprint_found = true;
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}
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}
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}
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}
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}
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}
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let mut empty_found = false;
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for (_, name, _) in empties_candidates.iter() {
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if name.to_string() == *"Empty" {
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empty_found = true;
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break;
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}
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}
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fs::write(
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"bevy_diagnostics.json",
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format!(
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"{{ \"animations\": {}, \"cylinder_found\": {} , \"nested_blueprint_found\": {}, \"empty_found\": {} }}",
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animations_found, cylinder_found, nested_blueprint_found, empty_found
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),
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)
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.expect("Unable to write file");
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}
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fn generate_screenshot(
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main_window: Query<Entity, With<PrimaryWindow>>,
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mut screenshot_manager: ResMut<ScreenshotManager>,
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) {
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screenshot_manager
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.save_screenshot_to_disk(main_window.single(), "screenshot.png")
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.unwrap();
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}
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fn exit_game(mut app_exit_events: ResMut<Events<bevy::app::AppExit>>) {
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app_exit_events.send(bevy::app::AppExit);
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}
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@ -18,11 +96,14 @@ pub struct GamePlugin;
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impl Plugin for GamePlugin {
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fn build(&self, app: &mut App) {
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app.add_systems(Update, (spawn_test).run_if(in_state(GameState::InGame)))
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.add_systems(Update, validate_export)
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.add_systems(Update, generate_screenshot.run_if(on_timer(Duration::from_secs_f32(0.2)))) // TODO: run once
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.add_systems(OnEnter(AppState::MenuRunning), start_game)
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.add_systems(OnEnter(AppState::AppRunning), setup_game)
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.add_systems(
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Update,
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exit_game.run_if(on_timer(Duration::from_secs_f32(0.5))),
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) // shut down the app after this time
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.add_systems(OnEnter(AppState::AppRunning), setup_game);
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;
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}
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}
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@ -7,11 +7,11 @@ use std::ops::Range;
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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struct UnitTest;
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pub struct UnitTest;
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#[derive(Component, Reflect, Default, Debug, Deref, DerefMut)]
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#[reflect(Component)]
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struct TupleTestF32(f32);
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pub struct TupleTestF32(pub f32);
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#[derive(Component, Reflect, Default, Debug, Deref, DerefMut)]
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#[reflect(Component)]
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@ -24,12 +24,38 @@ def remove_unwanted_custom_properties(object):
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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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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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#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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remove_unwanted_custom_properties(copy)
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if parent:
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copy.parent = parent
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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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# 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 filter is not None and filter(object) is False:
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continue
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@ -54,19 +80,13 @@ def copy_hollowed_collection_into(source_collection, destination_collection, par
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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, 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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remove_unwanted_custom_properties(copy)
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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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destination_collection.objects.link(copy)
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else:
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# root_objects.append(object)
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destination_collection.objects.link(copy)
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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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for collection in source_collection.children:
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@ -220,3 +220,23 @@ def did_export_parameters_change(current_params, previous_params):
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if not key in components_holder:
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components_holder[key] = components[key]
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"""
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# potentially useful alternative
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def duplicate_object2(object, original_name):
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print("copy object", object)
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with bpy.context.temp_override(object=object, active_object = object):
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bpy.ops.object.duplicate(linked=False)
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new_obj = bpy.context.active_object
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print("new obj", new_obj, "bpy.context.view_layer", bpy.context.view_layer.objects)
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for obj in bpy.context.view_layer.objects:
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print("obj", obj)
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bpy.context.view_layer.update()
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new_obj.name = original_name
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if object.animation_data:
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print("OJECT ANIMATION")
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new_obj.animation_data.action = object.animation_data.action.copy()
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return new_obj
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@ -4,3 +4,6 @@ addopts = -svv
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testpaths =
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tests
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# dependencies:
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# pytest_blender
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# pixelmatch
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@ -5,6 +5,9 @@ import json
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import pytest
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import shutil
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from PIL import Image
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from pixelmatch.contrib.PIL import pixelmatch
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@pytest.fixture
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def setup_data(request):
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print("\nSetting up resources...")
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if os.path.exists(other_materials_path):
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shutil.rmtree(other_materials_path)"""
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diagnostics_file_path = os.path.join(root_path, "bevy_diagnostics.json")
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if os.path.exists(diagnostics_file_path):
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os.remove(diagnostics_file_path)
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screenshot_observed_path = os.path.join(root_path, "screenshot.png")
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if os.path.exists(screenshot_observed_path):
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os.remove(screenshot_observed_path)
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request.addfinalizer(finalizer)
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@ -65,7 +74,8 @@ def test_export_complex(setup_data):
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export_output_folder="./models",
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export_scene_settings=True,
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export_blueprints=True,
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export_legacy_mode=False
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export_legacy_mode=False,
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export_animations=True
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)
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# blueprint1 => has an instance, got changed, should export
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# blueprint2 => has NO instance, but marked as asset, should export
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assert os.path.exists(os.path.join(models_path, "library", "Blueprint3.glb")) == True
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assert os.path.exists(os.path.join(models_path, "library", "Blueprint4_nested.glb")) == True
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assert os.path.exists(os.path.join(models_path, "library", "Blueprint5.glb")) == False
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assert os.path.exists(os.path.join(models_path, "library", "Blueprint6_animated.glb")) == True
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assert os.path.exists(os.path.join(models_path, "library", "Blueprint7_hierarchy.glb")) == True
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# now run bevy
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bla = "cargo run --features bevy/dynamic_linking"
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return_code = subprocess.call(["cargo", "run", "--features", "bevy/dynamic_linking"], cwd=root_path)
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print("RETURN CODE OF BEVY APP", return_code)
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assert return_code == 0
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with open(os.path.join(root_path, "bevy_diagnostics.json")) as diagnostics_file:
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diagnostics = json.load(diagnostics_file)
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print("diagnostics", diagnostics)
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assert diagnostics["animations"] == True
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assert diagnostics["cylinder_found"] == True
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assert diagnostics["empty_found"] == True
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# last but not least, do a visual compare
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screenshot_expected_path = os.path.join(root_path, "expected_screenshot.png")
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screenshot_observed_path = os.path.join(root_path, "screenshot.png")
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img_a = Image.open(screenshot_expected_path)
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img_b = Image.open(screenshot_observed_path)
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img_diff = Image.new("RGBA", img_a.size)
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mismatch = pixelmatch(img_a, img_b, img_diff, includeAA=True)
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print("image mismatch", mismatch)
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assert mismatch < 50
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