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Mark Moissette 2024-03-21 14:27:31 +00:00 committed by GitHub
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11 changed files with 246 additions and 87 deletions

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@ -14,3 +14,9 @@ pub struct Animations {
/// this is for convenience, because currently , Bevy's gltf parsing inserts `AnimationPlayers` "one level down"
/// ie armature/root for animated models, which means more complex queries to trigger animations that we want to avoid
pub struct AnimationPlayerLink(pub Entity);
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
pub struct Animated{
pub animations: Vec<String>
}

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@ -120,6 +120,7 @@ impl Plugin for BlueprintsPlugin {
.register_type::<MaterialInfo>()
.register_type::<SpawnHere>()
.register_type::<Animations>()
.register_type::<Animated>()
.register_type::<BlueprintsList>()
.register_type::<Vec<String>>()
.register_type::<HashMap<String, Vec<String>>>()

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@ -14,3 +14,4 @@ bevy_rapier3d = { version = "0.25.0", features = ["serde-serialize", "debug-rend
bevy_asset_loader = { version = "0.20", features = ["standard_dynamic_assets"] }
bevy_editor_pls = { version = "0.8" }
rand = "0.8.5"
json-writer ="0.3"

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@ -3516,6 +3516,25 @@
"type": "object",
"typeInfo": "Struct"
},
"bevy_gltf_blueprints::animation::Animated": {
"additionalProperties": false,
"isComponent": true,
"isResource": false,
"properties": {
"animations": {
"type": {
"$ref": "#/$defs/alloc::vec::Vec<alloc::string::String>"
}
}
},
"required": [
"animations"
],
"short_name": "Animated",
"title": "bevy_gltf_blueprints::animation::Animated",
"type": "object",
"typeInfo": "Struct"
},
"bevy_gltf_blueprints::animation::Animations": {
"additionalProperties": false,
"isComponent": true,

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@ -1,24 +1,30 @@
pub mod in_game;
use std::{
fs::{self},
time::Duration,
collections::HashMap, fs, time::Duration
};
use bevy_gltf_blueprints::{AnimationPlayerLink, BlueprintName, BlueprintsList};
use bevy_gltf_blueprints::{AnimationPlayerLink, Animations, BlueprintName, BlueprintsList};
pub use in_game::*;
use bevy::{
prelude::*, render::view::screenshot::ScreenshotManager, time::common_conditions::on_timer,
window::PrimaryWindow,
ecs::query, prelude::*, render::view::screenshot::ScreenshotManager, time::common_conditions::on_timer, window::PrimaryWindow
};
use bevy_gltf_worlflow_examples_common_rapier::{AppState, GameState};
use crate::{TupleTestF32, UnitTest};
use json_writer::to_json_string;
fn start_game(mut next_app_state: ResMut<NextState<AppState>>) {
next_app_state.set(AppState::AppLoading);
}
#[derive(Debug)]
struct Node {
value: String,
children: Vec<String>,
}
// if the export from Blender worked correctly, we should have animations (simplified here by using AnimationPlayerLink)
// if the export from Blender worked correctly, we should have an Entity called "Cylinder" that has two components: UnitTest, TupleTestF32
// 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
@ -34,19 +40,10 @@ fn validate_export(
empties_candidates: Query<(Entity, &Name, &GlobalTransform)>,
blueprints_list: Query<(Entity, &BlueprintsList)>,
root: Query<(Entity, &Name, &Children), (Without<Parent>, With<Children>)>
) {
let animations_found = !animation_player_links.is_empty();
let mut cylinder_found = false;
if let Ok(nested_cylinder) = exported_cylinder.get_single() {
let parent_name = names
.get(parents.get(nested_cylinder.0).unwrap().get())
.unwrap();
cylinder_found = parent_name.to_string() == *"Cube.001"
&& nested_cylinder.1.to_string() == *"Cylinder"
&& nested_cylinder.3 .0 == 75.1;
}
let mut nested_blueprint_found = false;
for (entity, name, blueprint_name) in blueprints.iter() {
if name.to_string() == *"Blueprint4_nested" && blueprint_name.0 == *"Blueprint4_nested" {
@ -71,14 +68,46 @@ fn validate_export(
break;
}
}
// check if there are blueprints_list components
let blueprints_list_found = !blueprints_list.is_empty();
// there should be no entity named xxx____bak as it means an error in the Blender side export process
let mut exported_names_correct = true;
for name in names.iter() {
if name.to_string().ends_with("___bak") {
exported_names_correct = false;
break;
}
}
// generate parent/child tree
if !root.is_empty() {
let root = root.single();
let mut tree: HashMap<String, Vec<String>> = HashMap::new();
// println!("root {}", root.1);
for child in children.iter_descendants(root.0) {
let child_name:String = names.get(child).map_or(String::from("no_name"), |e| e.to_string() ); //|e| e.to_string(), || "no_name".to_string());
//println!(" child {}", child_name);
let parent = parents.get(child).unwrap();
let parent_name:String = names.get(parent.get()).map_or(String::from("no_name"), |e| e.to_string() ); //|e| e.to_string(), || "no_name".to_string());
tree.entry(parent_name).or_default().push(child_name.clone());
}
let hierarchy = to_json_string(&tree);
fs::write(
"bevy_hierarchy.json",
hierarchy
)
.expect("unable to write hierarchy file")
}
fs::write(
"bevy_diagnostics.json",
format!(
"{{ \"animations\": {}, \"cylinder_found\": {} , \"nested_blueprint_found\": {}, \"empty_found\": {}, \"blueprints_list_found\": {} }}",
animations_found, cylinder_found, nested_blueprint_found, empty_found, blueprints_list_found
"{{ \"animations\": {}, \"nested_blueprint_found\": {}, \"empty_found\": {}, \"blueprints_list_found\": {}, \"exported_names_correct\": {} }}",
animations_found, nested_blueprint_found, empty_found, blueprints_list_found, exported_names_correct
),
)
.expect("Unable to write file");
@ -97,6 +126,35 @@ fn exit_game(mut app_exit_events: ResMut<Events<bevy::app::AppExit>>) {
app_exit_events.send(bevy::app::AppExit);
}
/*
#[derive(Resource)]
struct Animations(Vec<Handle<AnimationClip>>);
*/
fn animations(
foo:Query<(Entity, &Name, &AnimationPlayer),(Added<AnimationPlayer>)>,
asset_server: Res<AssetServer>,
mut commands: Commands,
) {
for bla in foo.iter() {
let mut counter = 0;
counter +=1;
println!("found some animations {} {}", counter, bla.1);
if bla.1.to_string() == "Collection".to_string(){
/*commands.insert_resource(Animations(vec![
asset_server.load("models/World.glb#Animation0"),
asset_server.load("models/World.glb#Animation1"),
]));*/
/*commands.entity(bla.0).insert(Animations {
named_animations:
})*/
}
}
}
pub struct GamePlugin;
impl Plugin for GamePlugin {
fn build(&self, app: &mut App) {
@ -104,6 +162,7 @@ impl Plugin for GamePlugin {
.add_systems(Update, validate_export)
.add_systems(OnEnter(AppState::MenuRunning), start_game)
.add_systems(OnEnter(AppState::AppRunning), setup_game)
.add_systems(Update, animations)
.add_systems(Update, generate_screenshot.run_if(on_timer(Duration::from_secs_f32(0.2)))) // TODO: run once
.add_systems(
Update,

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@ -0,0 +1,6 @@
import bpy
def get_standard_exporter_settings():
for scene in bpy.data.scenes:
if 'glTF2ExportSettings' in scene:
print("standard exporter settings", scene['glTF2ExportSettings'])

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@ -20,87 +20,133 @@ def remove_unwanted_custom_properties(object):
for component_name in object.keys():
if not is_component_valid(object, component_name):
to_remove.append(component_name)
for cp in custom_properties_to_filter_out + to_remove:
if cp in object:
del object[cp]
def duplicate_object(object):
obj_copy = object.copy()
if object.data:
# TODO: rename actions ?
# reference https://github.com/KhronosGroup/glTF-Blender-IO/blob/main/addons/io_scene_gltf2/blender/exp/animation/gltf2_blender_gather_action.py#L481
def copy_animation_data(source, target):
"""if source.data:
data = source.data.copy()
target.data = data"""
if source.animation_data and source.animation_data:
#print("copying animation data from", source.name, "to", target.name)
print("I have animation data")
ad = source.animation_data
"""if ad.action:
print(source.name,'uses',ad.action.name)"""
animations = []
blender_actions = []
blender_tracks = {}
# TODO: this might need to be modified/ adapted to match the standard gltf exporter settings
for track in ad.nla_tracks:
#print("track", track.name, track.active)
non_muted_strips = [strip for strip in track.strips if strip.action is not None and strip.mute is False]
for strip in non_muted_strips: #t.strips:
print(" ", source.name,'uses',strip.action.name, "active", strip.active, "action", strip.action)
blender_actions.append(strip.action)
blender_tracks[strip.action.name] = track.name
# Remove duplicate actions.
blender_actions = list(set(blender_actions))
# sort animations alphabetically (case insensitive) so they have a defined order and match Blender's Action list
blender_actions.sort(key = lambda a: a.name.lower())
for action in blender_actions:
animations.append(blender_tracks[action.name])
print("animations", animations)
"""if target.animation_data == None:
target.animation_data_create()
target.animation_data.action = source.animation_data.action.copy()"""
# alternative method, using the build in link animation operator
with bpy.context.temp_override(active_object=source, selected_editable_objects=[target]):
bpy.ops.object.make_links_data(type='ANIMATION')
# we add an "animated" flag component
target['Animated'] = f'(animations: {animations})'.replace("'", '"') #'(animations: [])' #
"""print("copying animation data for", source.name, target.animation_data)
properties = [p.identifier for p in source.animation_data.bl_rna.properties if not p.is_readonly]
for prop in properties:
print("copying stuff", prop)
setattr(target.animation_data, prop, getattr(source.animation_data, prop))"""
def duplicate_object(object, parent, combine_mode, destination_collection, library_collections, legacy_mode, nester=""):
copy = None
if object.instance_type == 'COLLECTION' and (combine_mode == 'Split' or (combine_mode == 'EmbedExternal' and (object.instance_collection.name in library_collections)) ):
#print("creating empty for", object.name, object.instance_collection.name, library_collections, combine_mode)
collection_name = object.instance_collection.name
original_name = object.name
object.name = original_name + "____bak"
empty_obj = make_empty(original_name, object.location, object.rotation_euler, object.scale, destination_collection)
"""we inject the collection/blueprint name, as a component called 'BlueprintName', but we only do this in the empty, not the original object"""
empty_obj['BlueprintName'] = '"'+collection_name+'"' if legacy_mode else '("'+collection_name+'")'
empty_obj['SpawnHere'] = '()'
# we also inject a list of all sub blueprints, so that the bevy side can preload them
if not legacy_mode:
root_node = CollectionNode()
root_node.name = "root"
children_per_collection = {}
get_sub_collections([object.instance_collection], root_node, children_per_collection)
empty_obj["BlueprintsList"] = f"({json.dumps(dict(children_per_collection))})"
#empty_obj["Assets"] = {"Animations": [], "Materials": [], "Models":[], "Textures":[], "Audio":[], "Other":[]}
# we copy custom properties over from our original object to our empty
for component_name, component_value in object.items():
if component_name not in custom_properties_to_filter_out and is_component_valid(object, component_name): #copy only valid properties
empty_obj[component_name] = component_value
copy = empty_obj
else:
# for objects which are NOT collection instances
# we create a copy of our object and its children, to leave the original one as it is
original_name = object.name
object.name = original_name + "____bak"
copy = object.copy()
copy.name = original_name
# FIXME: orphan data comes from this one, not even sure if this copying is needed at all
"""if object.data:
data = object.data.copy()
obj_copy.data = data
if object.animation_data and object.animation_data.action:
obj_copy.animation_data.action = object.animation_data.action.copy()
return obj_copy
obj_copy.data = data"""
#also removes unwanted custom_properties for all objects in hiearchy
def duplicate_object_recursive(object, parent, collection):
original_name = object.name
object.name = original_name + "____bak"
copy = duplicate_object(object)
copy.name = original_name
collection.objects.link(copy)
destination_collection.objects.link(copy)
remove_unwanted_custom_properties(copy)
"""if object.parent == None:
if parent_empty is not None:
copy.parent = parent_empty
"""
if parent:
print(nester, "copy", copy)
# do this both for empty replacements & normal copies
if parent is not None:
copy.parent = parent
remove_unwanted_custom_properties(copy)
copy_animation_data(object, copy)
for child in object.children:
duplicate_object_recursive(child, copy, collection)
return copy
duplicate_object(child, copy, combine_mode, destination_collection, library_collections, legacy_mode, nester+" ")
# copies the contents of a collection into another one while replacing library instances with empties
def copy_hollowed_collection_into(source_collection, destination_collection, parent_empty=None, filter=None, library_collections=[], addon_prefs={}):
collection_instances_combine_mode = getattr(addon_prefs, "collection_instances_combine_mode")
legacy_mode = getattr(addon_prefs, "export_legacy_mode")
collection_instances_combine_mode= collection_instances_combine_mode
for object in source_collection.objects:
if object.name.endswith("____bak"): # some objects could already have been handled, ignore them
continue
if filter is not None and filter(object) is False:
continue
#check if a specific collection instance does not have an ovveride for combine_mode
combine_mode = object['_combine'] if '_combine' in object else collection_instances_combine_mode
parent = parent_empty
duplicate_object(object, parent, combine_mode, destination_collection, library_collections, legacy_mode)
if object.instance_type == 'COLLECTION' and (combine_mode == 'Split' or (combine_mode == 'EmbedExternal' and (object.instance_collection.name in library_collections)) ):
#print("creating empty for", object.name, object.instance_collection.name, library_collections, combine_mode)
collection_name = object.instance_collection.name
original_name = object.name
object.name = original_name + "____bak"
empty_obj = make_empty(original_name, object.location, object.rotation_euler, object.scale, destination_collection)
"""we inject the collection/blueprint name, as a component called 'BlueprintName', but we only do this in the empty, not the original object"""
empty_obj['BlueprintName'] = '"'+collection_name+'"' if legacy_mode else '("'+collection_name+'")'
empty_obj['SpawnHere'] = '()'
# we also inject a list of all sub blueprints, so that the bevy side can preload them
if not legacy_mode:
root_node = CollectionNode()
root_node.name = "root"
children_per_collection = {}
print("collection stuff", original_name)
get_sub_collections([object.instance_collection], root_node, children_per_collection)
empty_obj["BlueprintsList"] = f"({json.dumps(dict(children_per_collection))})"
#empty_obj["Assets"] = {"Animations": [], "Materials": [], "Models":[], "Textures":[], "Audio":[], "Other":[]}
# we copy custom properties over from our original object to our empty
for component_name, component_value in object.items():
if component_name not in custom_properties_to_filter_out and is_component_valid(object, component_name): #copy only valid properties
empty_obj[component_name] = component_value
if parent_empty is not None:
empty_obj.parent = parent_empty
else:
# we create a copy of our object and its children, to leave the original one as it is
if object.parent == None:
copy = duplicate_object_recursive(object, None, destination_collection)
if parent_empty is not None:
copy.parent = parent_empty
# for every sub-collection of the source, copy its content into a new sub-collection of the destination
# for every child-collection of the source, copy its content into a new sub-collection of the destination
for collection in source_collection.children:
original_name = collection.name
collection.name = original_name + "____bak"
@ -108,7 +154,6 @@ def copy_hollowed_collection_into(source_collection, destination_collection, par
if parent_empty is not None:
collection_placeholder.parent = parent_empty
copy_hollowed_collection_into(
source_collection = collection,
destination_collection = destination_collection,
@ -118,6 +163,8 @@ def copy_hollowed_collection_into(source_collection, destination_collection, par
addon_prefs=addon_prefs
)
return {}
# clear & remove "hollow scene"
@ -138,14 +185,14 @@ def clear_hollow_scene(temp_scene, original_root_collection):
# reset original names
restore_original_names(original_root_collection)
# remove empties (only needed when we go via ops ????)
# remove any data we created
temp_root_collection = temp_scene.collection
temp_scene_objects = [o for o in temp_root_collection.objects]
temp_scene_objects = [o for o in temp_root_collection.all_objects]
for object in temp_scene_objects:
print("removing", object.name)
bpy.data.objects.remove(object, do_unlink=True)
# remove the temporary scene
bpy.data.scenes.remove(temp_scene)
bpy.data.scenes.remove(temp_scene, do_unlink=True)
# convenience utility to get lists of scenes
def get_scenes(addon_prefs):

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@ -0,0 +1 @@
{"b_Tail02_013":["b_Tail03_014"],"Blueprint4_nested.001":["Blueprint3"],"Collection 2 1":["Empty_in_sub_collection"],"b_Root_00":["b_Hip_01"],"b_LeftForeArm_010":["b_LeftHand_011"],"b_Spine01_02":["b_Spine02_03"],"Blueprint7_hierarchy.001":["Blueprint4_nested.001","Cube.001"],"b_RightLeg01_019":["b_RightLeg02_020"],"b_LeftUpperArm_09":["b_LeftForeArm_010"],"no_name":["Parent_Object","lighting_components_World","assets_list_World_components","Collection","Collection 2"],"Blueprint3":["Blueprint3_mesh","Blueprint3_mesh"],"world":["no_name"],"Parent_Object":["Cube.003","Blueprint1","Cylinder.001"],"Light":["Light","DirectionalLight Gizmo"],"Blueprint1.001":["Blueprint1_mesh"],"Blueprint7_hierarchy":["Cube.001"],"Spot":["Spot"],"b_Hip_01":["b_Spine01_02","b_Tail01_012","b_LeftLeg01_015","b_RightLeg01_019"],"Cylinder":["Cylinder.001","Cylinder.001"],"Collection 2":["Collection 2 1","Empty_in_collection","Spot"],"b_RightForeArm_07":["b_RightHand_08"],"Blueprint3_mesh":["Cylinder","Cylinder"],"Blueprint4_nested":["Blueprint3"],"Fox_mesh":["fox1"],"b_LeftLeg01_015":["b_LeftLeg02_016"],"b_Neck_04":["b_Head_05"],"b_RightFoot01_021":["b_RightFoot02_022"],"Blueprint1_mesh":["Cube.001","Cube.001"],"b_Tail01_012":["b_Tail02_013"],"Fox":["Fox_mesh","_rootJoint"],"Collection":["Blueprint1.001","Blueprint4_nested","Blueprint6_animated","Blueprint7_hierarchy","Camera","Cube","Empty","Light","Plane"],"Cube":["Cube"],"_rootJoint":["b_Root_00"],"b_RightLeg02_020":["b_RightFoot01_021"],"b_RightUpperArm_06":["b_RightForeArm_07"],"Plane":["Plane"],"Camera":["Camera Gizmo"],"Blueprint6_animated":["Fox"],"b_Spine02_03":["b_Neck_04","b_RightUpperArm_06","b_LeftUpperArm_09"],"b_LeftLeg02_016":["b_LeftFoot01_017"],"b_LeftFoot01_017":["b_LeftFoot02_018"],"Cube.001":["Cube.002","Cylinder","Cube.002","Cylinder"],"Cylinder.001":["Cylinder.002","Blueprint7_hierarchy.001","Empty_as_child"],"Blueprint1":["Blueprint1_mesh"]}

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@ -19,7 +19,6 @@ def setup_data(request):
def finalizer():
print("\nPerforming teardown...")
get_orphan_data()
if os.path.exists(models_path):
shutil.rmtree(models_path)
@ -38,7 +37,10 @@ def setup_data(request):
def get_orphan_data():
orphan_meshes = [m.name for m in bpy.data.meshes if m.users == 0]
# print("orphan meshes before", orphan_meshes)
orphan_objects = [m.name for m in bpy.data.objects if m.users == 0]
#print("orphan meshes before", orphan_meshes)
return orphan_meshes + orphan_objects
def test_export_do_not_export_blueprints(setup_data):
auto_export_operator = bpy.ops.export_scenes.auto_gltf
@ -61,6 +63,9 @@ def test_export_do_not_export_blueprints(setup_data):
)
assert os.path.exists(os.path.join(setup_data["models_path"], "World.glb")) == True
assert os.path.exists(os.path.join(setup_data["models_path"], "library", "Blueprint1.glb")) == False
orphan_data = get_orphan_data()
assert len(orphan_data) == 0
def test_export_custom_blueprints_path(setup_data):
auto_export_operator = bpy.ops.export_scenes.auto_gltf
@ -83,6 +88,7 @@ def test_export_custom_blueprints_path(setup_data):
)
assert os.path.exists(os.path.join(setup_data["models_path"], "World.glb")) == True
assert os.path.exists(os.path.join(setup_data["models_path"], "another_library_path", "Blueprint1.glb")) == True
assert len(get_orphan_data()) == 0
def test_export_materials_library(setup_data):
auto_export_operator = bpy.ops.export_scenes.auto_gltf
@ -107,7 +113,7 @@ def test_export_materials_library(setup_data):
assert os.path.exists(os.path.join(setup_data["models_path"], "library", "Blueprint1.glb")) == True
assert os.path.exists(os.path.join(setup_data["materials_path"], "testing_materials_library.glb")) == True
assert len(get_orphan_data()) == 0
def test_export_materials_library_custom_path(setup_data):
auto_export_operator = bpy.ops.export_scenes.auto_gltf
@ -134,6 +140,7 @@ def test_export_materials_library_custom_path(setup_data):
assert os.path.exists(os.path.join(setup_data["models_path"], "library", "Blueprint1.glb")) == True
assert os.path.exists(os.path.join(setup_data["materials_path"], "testing_materials_library.glb")) == False
assert os.path.exists(os.path.join(setup_data["other_materials_path"], "testing_materials_library.glb")) == True
assert len(get_orphan_data()) == 0
def test_export_collection_instances_combine_mode(setup_data): # TODO: change & check this
auto_export_operator = bpy.ops.export_scenes.auto_gltf
@ -160,6 +167,7 @@ def test_export_collection_instances_combine_mode(setup_data): # TODO: change &
assert os.path.exists(os.path.join(setup_data["models_path"], "World.glb")) == True
assert os.path.exists(os.path.join(setup_data["models_path"], "World_dynamic.glb")) == False
assert len(get_orphan_data()) == 0
def test_export_do_not_export_marked_assets(setup_data):
@ -188,6 +196,7 @@ def test_export_do_not_export_marked_assets(setup_data):
assert os.path.exists(os.path.join(setup_data["models_path"], "library", "Blueprint3.glb")) == True
assert os.path.exists(os.path.join(setup_data["models_path"], "library", "Blueprint4_nested.glb")) == True
assert os.path.exists(os.path.join(setup_data["models_path"], "library", "Blueprint5.glb")) == False
assert len(get_orphan_data()) == 0
def test_export_separate_dynamic_and_static_objects(setup_data):
@ -216,6 +225,7 @@ def test_export_separate_dynamic_and_static_objects(setup_data):
assert os.path.exists(os.path.join(setup_data["models_path"], "World.glb")) == True
assert os.path.exists(os.path.join(setup_data["models_path"], "World_dynamic.glb")) == True
assert len(get_orphan_data()) == 0
def test_export_should_not_generate_orphan_data(setup_data):
@ -239,4 +249,5 @@ def test_export_should_not_generate_orphan_data(setup_data):
)
assert os.path.exists(os.path.join(setup_data["models_path"], "World.glb")) == True
assert os.path.exists(os.path.join(setup_data["models_path"], "library", "Blueprint1.glb")) == False
assert len(get_orphan_data()) == 0

View File

@ -5,6 +5,7 @@ import json
import pytest
import shutil
import filecmp
from PIL import Image
from pixelmatch.contrib.PIL import pixelmatch
@ -56,7 +57,8 @@ def test_export_complex(setup_data):
# we use the global settings for that
export_props = {
"main_scene_names" : ['World'],
"library_scene_names": ['Library']
"library_scene_names": ['Library'],
# "export_format":'GLTF_SEPARATE'
}
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")
stored_settings.clear()
@ -107,9 +109,15 @@ def test_export_complex(setup_data):
diagnostics = json.load(diagnostics_file)
print("diagnostics", diagnostics)
assert diagnostics["animations"] == True
assert diagnostics["cylinder_found"] == True
assert diagnostics["empty_found"] == True
assert diagnostics["blueprints_list_found"] == True
assert diagnostics["exported_names_correct"] == True
with open(os.path.join(root_path, "bevy_hierarchy.json")) as hierarchy_file:
with open(os.path.join(os.path.dirname(__file__), "expected_bevy_hierarchy.json")) as expexted_hierarchy_file:
hierarchy = json.load(hierarchy_file)
expected = json.load(expexted_hierarchy_file)
assert sorted(hierarchy.items()) == sorted(expected.items())
# last but not least, do a visual compare
screenshot_expected_path = os.path.join(root_path, "expected_screenshot.png")