feat(Blenvy:Blender): fixed a number of remaining issues with project serialization & attempted to fix scene rename detection
* moved out collections serialization from scenes loop * fixed issue with materials hashing * fixed issue with custom properties hashing * fixed issue with scene properties hashing * minor related tweaks * still pulling my hair out over weirdness with scene rename detection and handling
This commit is contained in:
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1059858363
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@ -153,7 +153,16 @@ Blender side:
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- [x] filter out xxx_ui propgroups
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- [x] fix missing main/lib scene names in blenvy_common_settings
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- [x] fix incorect updating of main/lib scenes list in settings
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- [ ] and what about scene renames ?? perhaps tigger a forced "save settings" before doing the export ?
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- [ ] add handling of scene renames
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- [x] store (on load) a mapping of scene objects to scene names
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- [x] on save, calculate another mapping of scene objects to scene names
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- if there is a mismatch between the stored version & the new version for a given scene, it has been renamed !
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- [x] pass this information to scene diffing to remap old/new scene names
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- [ ] move the rename detection to AFTER scene serialization, otherwise we could have a naming mistmatch
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- weird behaviour, perhaps find another way , ie for example replace scene name in saved previous data
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- is post save causing the issue ? review
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- [ ] investigate weird issue of changes detected to all after a reload
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- [x] should we write the previous _xxx data only AFTER a sucessfull export only ?
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- [x] finer grained control of setting changes to trigger a re-export:
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- [x] common: any of them should trigger
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@ -187,11 +196,11 @@ Blender side:
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- [x] fix selection logic
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- [x] update testing blend files
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- [x] disable 'export_hierarchy_full_collections' for all cases: not reliable and redudant
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- [ ] fix systematic material exports despite no changes
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- [ ] investigate lack of detection of changes of adding/changing components
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- [x] fix systematic material exports despite no changes
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- [x] investigate lack of detection of changes of adding/changing components
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- [x] change scene serialization to account for collections ...sigh
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- [x] also add one NOT PER scene for materials, to fix the above issue with materials
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- [ ] move material caching into hash material
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- [x] move material caching into hash material
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- [ ] also remove ____dummy____.bin when export format is gltf
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- [ ] fix/cleanup asset information injection (also needed for hot reload)
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@ -226,7 +235,6 @@ Blender side:
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- [ ] inject_export_path_into_internal_blueprints should be called on every asset/blueprint scan !! Not just on export
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- [ ] undo after a save removes any saved "serialized scene" data ? DIG into this
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- [ ] handle scene renames between saves (breaks diffing) => very hard to achieve
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- [ ] add tests for
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- [ ] disabled components
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- [ ] blueprint instances as children of blueprint instances
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@ -271,11 +279,13 @@ Bevy Side:
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- [x] account for changes impact both parent & children (ie "world" and "blueprint3") for example, which leads to a crash as there is double despawn /respawn so we need to filter things out
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- [x] if there are many assets/blueprints that have changed at the same time, it causes issues similar to the above, so apply a similar fix
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- [x] also ignore any entities currently spawning (better to loose some information, than cause a crash)
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- [x] for sub blueprint tracking: do not propagate/ deal with parent blueprints if they are not themselves Spawning (ie filter out by "BlueprintSpawning")
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- [x] cleanup internals
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- [ ] analyse what is off with blueprint level components
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- [ ] add the root blueprint itself to the assets either on the blender side or on the bevy side programatically
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- [x] for sub blueprint tracking: do not propagate/ deal with parent blueprints if they are not themselves Spawning (ie filter out by "BlueprintSpawning")
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- [ ] invalidate despawned entity & parent entities AABB
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- [x] cleanup internals
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- [ ] add unloading/cache removal of materials
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- [x] review & change general component insertion & spawning ordering & logic
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@ -152,6 +152,28 @@ def register():
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bpy.app.handlers.depsgraph_update_post.append(post_update)
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bpy.app.handlers.save_post.append(post_save)
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""" handle = object()
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subscribe_to = bpy.types.Scene, "name" #
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def notify_test(context):
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#if (context.scene.type == 'MESH'):
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print("Renamed", dir(context), context.scenes)
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bpy.msgbus.subscribe_rna(
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key=subscribe_to,
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owner=bpy,
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args=(bpy.context,),
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notify=notify_test,
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)"""
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#bpy.msgbus.publish_rna(key=subscribe_to)
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def unregister():
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for cls in classes:
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bpy.utils.unregister_class(cls)
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@ -13,6 +13,7 @@ def prepare_and_export():
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auto_export_settings = blenvy.auto_export
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if auto_export_settings.auto_export: # only do the actual exporting if auto export is actually enabled
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# determine changed objects
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per_scene_changes, per_collection_changes, per_material_changes, project_hash = get_changes_per_scene(settings=blenvy)
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# determine changed parameters
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@ -22,14 +23,15 @@ def prepare_and_export():
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print("changes: collections:", per_collection_changes)
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print("changes: materials:", per_material_changes)
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print("project_hash", project_hash)
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# do the actual export
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# blenvy.auto_export.dry_run = 'NO_EXPORT'#'DISABLED'#
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auto_export(per_scene_changes, per_collection_changes, per_material_changes, setting_changes, blenvy)
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# -------------------------------------
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# now that this point is reached, the export should have run correctly, so we can save all the current state to the "previous one"
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for scene in bpy.data.scenes:
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blenvy.scenes_to_scene_names[scene] = scene.name
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print("bla", blenvy.scenes_to_scene_names, "hash", project_hash)
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# save the current project hash as previous
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upsert_settings(".blenvy.project_serialized_previous", project_hash, overwrite=True)
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# write the new settings to the old settings
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@ -1,4 +1,5 @@
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import json
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import traceback
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import bpy
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from .serialize_project import serialize_project
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from blenvy.settings import load_settings, upsert_settings
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@ -18,6 +19,7 @@ def serialize_current(settings):
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print("GENERATE ID")
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scene.id_test = str(uuid.uuid4())
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print("SCENE ID", scene.id_test)
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#https://blender.stackexchange.com/questions/216411/whats-the-replacement-for-id-or-hash-on-bpy-objects
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current_scene = bpy.context.window.scene
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bpy.context.window.scene = bpy.data.scenes[0]
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@ -39,19 +41,38 @@ def get_changes_per_scene(settings):
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previous = load_settings(".blenvy.project_serialized_previous")
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current = serialize_current(settings)
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# so in Blender, there is no uuid per object, hash changes on undo redo, adress/pointer to object may change at any undo / redo without possible way of knowing when
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# so... ugh
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scenes_to_scene_names = {}
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for scene in bpy.data.scenes:
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scenes_to_scene_names[scene] = scene.name
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print("cur scenes_to_scene_names", scenes_to_scene_names)
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print("pre fpp", settings.scenes_to_scene_names)
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scene_renames = {}
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for scene in settings.scenes_to_scene_names:
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if scene in scenes_to_scene_names:
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previous_name_of_scene = settings.scenes_to_scene_names[scene]
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current_name_of_scene = scenes_to_scene_names[scene]
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if previous_name_of_scene != current_name_of_scene:
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scene_renames[current_name_of_scene] = previous_name_of_scene
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print("SCENE RENAMED !previous", previous_name_of_scene, "current", current_name_of_scene)
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print("scene new name to old name", scene_renames)
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# determine changes
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changes_per_scene = {}
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changes_per_collection = {}
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changes_per_material = {}
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try:
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(changes_per_scene, changes_per_collection, changes_per_material) = project_diff(previous, current, settings)
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(changes_per_scene, changes_per_collection, changes_per_material) = project_diff(previous, current, scene_renames, settings)
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except Exception as error:
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print(traceback.format_exc())
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print("failed to compare current serialized scenes to previous ones: Error:", error)
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return changes_per_scene, changes_per_collection, changes_per_material, current
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def project_diff(previous, current, settings):
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def project_diff(previous, current, scene_renames, settings):
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"""print("previous", previous)
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print("current", current)"""
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if previous is None or current is None:
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@ -61,46 +82,54 @@ def project_diff(previous, current, settings):
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changes_per_collection = {}
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changes_per_material = {}
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# TODO : how do we deal with changed scene names ???
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# possible ? on each save, inject an id into each scene, that cannot be copied over
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current_scenes = current["scenes"]
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previous_scenes = previous["scenes"]
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for scene in current_scenes:
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current_object_names =list(current_scenes[scene].keys())
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if scene in previous_scenes: # we can only compare scenes that are in both previous and current data
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print("previous scenes", previous_scenes.keys())
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print("current scenes", current_scenes.keys())
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print("new names to old names", scene_renames)
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print("")
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for scene_name in current_scenes:
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print("scene name", scene_name, scene_name in scene_renames)
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current_scene = current_scenes[scene_name]
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previous_scene = previous_scenes[scene_name] if not scene_name in scene_renames else previous_scenes[scene_renames[scene_name]]
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current_object_names =list(current_scene.keys())
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previous_object_names = list(previous_scenes[scene].keys())
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updated_scene_name = scene_name if not scene_name in scene_renames else scene_renames[scene_name]
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if updated_scene_name in previous_scenes: # we can only compare scenes that are in both previous and current data, with the above we also account for renames
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previous_object_names = list(previous_scene.keys())
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added = list(set(current_object_names) - set(previous_object_names))
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removed = list(set(previous_object_names) - set(current_object_names))
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for obj in added:
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if not scene in changes_per_scene:
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changes_per_scene[scene] = {}
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changes_per_scene[scene][obj] = bpy.data.objects[obj] if obj in bpy.data.objects else None
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if not scene_name in changes_per_scene:
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changes_per_scene[scene_name] = {}
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changes_per_scene[scene_name][obj] = bpy.data.objects[obj] if obj in bpy.data.objects else None
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# TODO: how do we deal with this, as we obviously do not have data for removed objects ?
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for obj in removed:
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if not scene in changes_per_scene:
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changes_per_scene[scene] = {}
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changes_per_scene[scene][obj] = None
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if not scene_name in changes_per_scene:
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changes_per_scene[scene_name] = {}
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changes_per_scene[scene_name][obj] = None
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for object_name in list(current_scenes[scene].keys()): # TODO : exclude directly added/removed objects
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if object_name in previous_scenes[scene]:
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current_obj = current_scenes[scene][object_name]
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prev_obj = previous_scenes[scene][object_name]
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for object_name in list(current_scene.keys()): # TODO : exclude directly added/removed objects
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if object_name in previous_scene:
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current_obj = current_scene[object_name]
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prev_obj = previous_scene[object_name]
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same = str(current_obj) == str(prev_obj)
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if not same:
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if not scene in changes_per_scene:
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changes_per_scene[scene] = {}
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if not scene_name in changes_per_scene:
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changes_per_scene[scene_name] = {}
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target_object = bpy.data.objects[object_name] if object_name in bpy.data.objects else None
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changes_per_scene[scene][object_name] = target_object
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bubble_up_changes(target_object, changes_per_scene[scene])
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changes_per_scene[scene_name][object_name] = target_object
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bubble_up_changes(target_object, changes_per_scene[scene_name])
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# now bubble up for instances & parents
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else:
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print(f"scene {scene} not present in previous data")
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print(f"scene {scene_name} not present in previous data")
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@ -126,7 +126,10 @@ type_lookups = {
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bpy.types.bpy_prop_collection: _lookup_collection,
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bpy.types.MaterialLineArt: _lookup_materialLineArt,
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bpy.types.NodeTree: node_tree,
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bpy.types.CurveProfile: _lookup_generic
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bpy.types.CurveProfile: _lookup_generic,
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bpy.types.RaytraceEEVEE: _lookup_generic,
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bpy.types.CurveMapping: _lookup_generic,
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bpy.types.MaterialGPencilStyle: _lookup_generic,
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}
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def convert_field(raw_value, field_name="", scan_node_tree=True):
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@ -234,10 +237,11 @@ def animation_hash(obj):
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def custom_properties_hash(obj):
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custom_properties = {}
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for property_name in obj.keys():
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if property_name not in '_RNA_UI' and property_name != 'components_meta':
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print("custom properties stuff for", obj, property_name)
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custom_properties[property_name] = obj[property_name]
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print("custom props for hashing", custom_properties, str(h1_hash(str(custom_properties))) )
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if property_name not in '_RNA_UI' and property_name != 'components_meta' and property_name != 'user_assets':
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custom_properties[property_name] = obj[property_name] #generic_fields_hasher_evolved(data=obj[property_name],fields_to_ignore=fields_to_ignore_generic)
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"""if property_name == "user_assets":
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print("tptp")
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custom_properties[property_name] = generic_fields_hasher_evolved(data=obj[property_name],fields_to_ignore=fields_to_ignore_generic)"""
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return str(h1_hash(str(custom_properties)))
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def camera_hash(obj):
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@ -273,12 +277,18 @@ def armature_hash(obj):
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print("bone", bone, bone_hash(bone))"""
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return str(fields)
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def material_hash(material, settings):
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def material_hash(material, cache, settings):
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cached_hash = cache['materials'].get(material.name, None)
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if cached_hash:
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return cached_hash
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else:
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scan_node_tree = settings.auto_export.materials_in_depth_scan
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#print("HASHING MATERIAL", material.name)
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hashed_material = generic_fields_hasher_evolved(material, fields_to_ignore_generic, scan_node_tree=scan_node_tree)
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#print("HASHED MATERIAL", hashed_material)
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return str(hashed_material)
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hashed_material = str(hashed_material)
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cache['materials'][material.name] = hashed_material
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return hashed_material
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# TODO: this is partially taken from export_materials utilities, perhaps we could avoid having to fetch things multiple times ?
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def materials_hash(obj, cache, settings):
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@ -286,16 +296,7 @@ def materials_hash(obj, cache, settings):
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materials = []
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for material_slot in obj.material_slots:
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material = material_slot.material
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"""cached_hash = cache['materials'].get(material.name, None)
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if cached_hash:
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materials.append(cached_hash)
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print("CAACHED")
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else:
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mat = material_hash(material, settings)
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cache['materials'][material.name] = mat
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materials.append(mat)"""
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mat = material_hash(material, settings)
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cache['materials'][material.name] = mat
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mat = material_hash(material, cache, settings)
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materials.append(mat)
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return str(h1_hash(str(materials)))
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#print("modifier", modifier_data.name, "hashed", hashed_modifier)
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return str(hashed_modifier)
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def modifiers_hash(object, settings):
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modifiers = []
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for modifier in object.modifiers:
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#print(" ")
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return str(h1_hash(str(modifiers)))
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def serialize_project(settings):
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cache = {"materials":{}}
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print("serializing scenes")
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print("serializing project")
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per_scene = {}
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# render settings are injected into each scene
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# TODO: only go through scenes actually in our list
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for scene in bpy.data.scenes:
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for scene in settings.main_scenes + settings.library_scenes: #bpy.data.scenes:
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print("scene", scene.name)
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# ignore temporary scenes
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if scene.name.startswith(TEMPSCENE_PREFIX):
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continue
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per_scene[scene.name] = {}
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custom_properties = custom_properties_hash(scene) if len(scene.keys()) > 0 else None
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# render settings are injected into each scene
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eevee_settings = generic_fields_hasher_evolved(scene.eevee, fields_to_ignore=fields_to_ignore_generic) # TODO: ignore most of the fields
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view_settings = generic_fields_hasher_evolved(scene.view_settings, fields_to_ignore=fields_to_ignore_generic)
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}
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#generic_fields_hasher_evolved(scene.eevee, fields_to_ignore=fields_to_ignore_generic)
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# FIXME: how to deal with this cleanly
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print("SCENE CUSTOM PROPS", custom_properties)
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per_scene[scene.name]["____scene_settings"] = str(h1_hash(str(scene_field_hashes)))
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@ -389,7 +384,7 @@ def serialize_project(settings):
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per_collection = {}
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# also hash collections (important to catch component changes per blueprints/collections)
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collections_in_scene = [collection for collection in bpy.data.collections if scene.user_of_id(collection)]
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# collections_in_scene = [collection for collection in bpy.data.collections if scene.user_of_id(collection)]
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for collection in bpy.data.collections:# collections_in_scene:
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#loc, rot, scale = bpy.context.object.matrix_world.decompose()
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#visibility = collection.visible_get()
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@ -406,6 +401,7 @@ def serialize_project(settings):
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}
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collection_field_hashes_filtered = {key: collection_field_hashes[key] for key in collection_field_hashes.keys() if collection_field_hashes[key] is not None}
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collectionHash = str(h1_hash(str(collection_field_hashes_filtered)))
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per_collection[collection.name] = collectionHash
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@ -413,13 +409,7 @@ def serialize_project(settings):
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# actually this should be similar to change detections for scenes
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per_material = {}
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for material in bpy.data.materials:
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per_material[material.name] = str(h1_hash(material_hash(material, settings)))
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print("materials_hash", per_material)
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"""print("data", data)
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print("")
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print("")
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print("data json", json.dumps(data))"""
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per_material[material.name] = str(h1_hash(material_hash(material, cache, settings)))
|
||||
|
||||
return {"scenes": per_scene, "collections": per_collection, "materials": per_material}
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||||
|
||||
|
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@ -33,7 +33,6 @@ def inject_export_path_into_internal_blueprints(internal_blueprints, blueprints_
|
|||
for blueprint in internal_blueprints:
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||||
blueprint_exported_path = os.path.join(blueprints_path, f"{blueprint.name}{gltf_extension}")
|
||||
# print("injecting blueprint path", blueprint_exported_path, "for", blueprint.name)
|
||||
print("blueprint_exported_path", blueprint_exported_path)
|
||||
blueprint.collection["export_path"] = blueprint_exported_path
|
||||
if export_materials_library:
|
||||
blueprint.collection["materials_path"] = materials_exported_path
|
||||
|
|
|
@ -37,9 +37,9 @@ def is_scene_already_in_use(self, scene):
|
|||
return True
|
||||
|
||||
class BlenvyManager(PropertyGroup):
|
||||
|
||||
settings_save_path = ".blenvy_common_settings" # where to store data in bpy.texts
|
||||
settings_save_enabled: BoolProperty(name="settings save enabled", default=True) # type: ignore
|
||||
scenes_to_scene_names = {} # used to map scenes to scene names to detect scene renames for diffing
|
||||
|
||||
mode: EnumProperty(
|
||||
items=(
|
||||
|
@ -187,3 +187,7 @@ class BlenvyManager(PropertyGroup):
|
|||
|
||||
# now load component settings
|
||||
self.components.load_settings()
|
||||
|
||||
|
||||
for scene in bpy.data.scenes:
|
||||
self.scenes_to_scene_names[scene] = scene.name
|
||||
|
|
Loading…
Reference in New Issue