mirror of
https://github.com/kaosat-dev/Blender_bevy_components_workflow.git
synced 2024-11-26 21:37:01 +00:00
Merge 4f50c4f6d2
into 9f21df035b
This commit is contained in:
commit
a633610dc4
@ -14,3 +14,9 @@ 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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pub animations: Vec<String>
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}
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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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|
@ -14,3 +14,4 @@ bevy_rapier3d = { version = "0.25.0", features = ["serde-serialize", "debug-rend
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bevy_asset_loader = { version = "0.20", features = ["standard_dynamic_assets"] }
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bevy_editor_pls = { version = "0.8" }
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rand = "0.8.5"
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json-writer ="0.3"
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@ -3516,6 +3516,25 @@
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"type": "object",
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"typeInfo": "Struct"
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},
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"bevy_gltf_blueprints::animation::Animated": {
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"additionalProperties": false,
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"isComponent": true,
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"isResource": false,
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"properties": {
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"animations": {
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"type": {
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"$ref": "#/$defs/alloc::vec::Vec<alloc::string::String>"
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}
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}
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},
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"required": [
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"animations"
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],
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"short_name": "Animated",
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"title": "bevy_gltf_blueprints::animation::Animated",
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"type": "object",
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"typeInfo": "Struct"
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},
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"bevy_gltf_blueprints::animation::Animations": {
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"additionalProperties": false,
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"isComponent": true,
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Binary file not shown.
@ -1,24 +1,30 @@
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pub mod in_game;
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use std::{
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fs::{self},
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time::Duration,
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collections::HashMap, fs, time::Duration
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};
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use bevy_gltf_blueprints::{AnimationPlayerLink, BlueprintName, BlueprintsList};
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use bevy_gltf_blueprints::{AnimationPlayerLink, Animations, BlueprintName, BlueprintsList};
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pub use in_game::*;
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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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ecs::query, prelude::*, render::view::screenshot::ScreenshotManager, time::common_conditions::on_timer, window::PrimaryWindow
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};
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use bevy_gltf_worlflow_examples_common_rapier::{AppState, GameState};
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use crate::{TupleTestF32, UnitTest};
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use json_writer::to_json_string;
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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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#[derive(Debug)]
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struct Node {
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value: String,
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children: Vec<String>,
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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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@ -34,19 +40,10 @@ fn validate_export(
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empties_candidates: Query<(Entity, &Name, &GlobalTransform)>,
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blueprints_list: Query<(Entity, &BlueprintsList)>,
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root: Query<(Entity, &Name, &Children), (Without<Parent>, With<Children>)>
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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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@ -71,14 +68,46 @@ fn validate_export(
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break;
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}
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}
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// check if there are blueprints_list components
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let blueprints_list_found = !blueprints_list.is_empty();
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// there should be no entity named xxx____bak as it means an error in the Blender side export process
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let mut exported_names_correct = true;
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for name in names.iter() {
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if name.to_string().ends_with("___bak") {
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exported_names_correct = false;
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break;
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}
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}
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// generate parent/child tree
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if !root.is_empty() {
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let root = root.single();
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let mut tree: HashMap<String, Vec<String>> = HashMap::new();
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// println!("root {}", root.1);
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for child in children.iter_descendants(root.0) {
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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());
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//println!(" child {}", child_name);
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let parent = parents.get(child).unwrap();
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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());
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tree.entry(parent_name).or_default().push(child_name.clone());
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}
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let hierarchy = to_json_string(&tree);
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fs::write(
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"bevy_hierarchy.json",
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hierarchy
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)
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.expect("unable to write hierarchy file")
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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\": {}, \"blueprints_list_found\": {} }}",
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animations_found, cylinder_found, nested_blueprint_found, empty_found, blueprints_list_found
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"{{ \"animations\": {}, \"nested_blueprint_found\": {}, \"empty_found\": {}, \"blueprints_list_found\": {}, \"exported_names_correct\": {} }}",
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animations_found, nested_blueprint_found, empty_found, blueprints_list_found, exported_names_correct
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),
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)
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.expect("Unable to write file");
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@ -97,6 +126,35 @@ 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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/*
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#[derive(Resource)]
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struct Animations(Vec<Handle<AnimationClip>>);
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*/
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fn animations(
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foo:Query<(Entity, &Name, &AnimationPlayer),(Added<AnimationPlayer>)>,
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asset_server: Res<AssetServer>,
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mut commands: Commands,
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) {
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for bla in foo.iter() {
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let mut counter = 0;
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counter +=1;
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println!("found some animations {} {}", counter, bla.1);
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if bla.1.to_string() == "Collection".to_string(){
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/*commands.insert_resource(Animations(vec![
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asset_server.load("models/World.glb#Animation0"),
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asset_server.load("models/World.glb#Animation1"),
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]));*/
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/*commands.entity(bla.0).insert(Animations {
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named_animations:
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})*/
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}
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}
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}
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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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@ -104,6 +162,7 @@ impl Plugin for GamePlugin {
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.add_systems(Update, validate_export)
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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(Update, animations)
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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(
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Update,
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@ -0,0 +1,6 @@
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import bpy
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def get_standard_exporter_settings():
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for scene in bpy.data.scenes:
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if 'glTF2ExportSettings' in scene:
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print("standard exporter settings", scene['glTF2ExportSettings'])
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@ -20,87 +20,133 @@ 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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# reference https://github.com/KhronosGroup/glTF-Blender-IO/blob/main/addons/io_scene_gltf2/blender/exp/animation/gltf2_blender_gather_action.py#L481
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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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animations = []
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blender_actions = []
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blender_tracks = {}
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# TODO: this might need to be modified/ adapted to match the standard gltf exporter settings
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for track in ad.nla_tracks:
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#print("track", track.name, track.active)
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non_muted_strips = [strip for strip in track.strips if strip.action is not None and strip.mute is False]
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for strip in non_muted_strips: #t.strips:
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print(" ", source.name,'uses',strip.action.name, "active", strip.active, "action", strip.action)
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blender_actions.append(strip.action)
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blender_tracks[strip.action.name] = track.name
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# Remove duplicate actions.
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blender_actions = list(set(blender_actions))
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# sort animations alphabetically (case insensitive) so they have a defined order and match Blender's Action list
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blender_actions.sort(key = lambda a: a.name.lower())
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for action in blender_actions:
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animations.append(blender_tracks[action.name])
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print("animations", animations)
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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'] = f'(animations: {animations})'.replace("'", '"') #'(animations: [])' #
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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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|
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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:
|
||||
# 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
|
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original_name = object.name
|
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object.name = original_name + "____bak"
|
||||
copy = object.copy()
|
||||
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
|
||||
"""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
|
||||
|
||||
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
|
||||
parent = parent_empty
|
||||
duplicate_object(object, parent, combine_mode, destination_collection, library_collections, legacy_mode)
|
||||
|
||||
# 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,
|
||||
@ -117,6 +162,8 @@ def copy_hollowed_collection_into(source_collection, destination_collection, par
|
||||
library_collections = library_collections,
|
||||
addon_prefs=addon_prefs
|
||||
)
|
||||
|
||||
|
||||
|
||||
return {}
|
||||
|
||||
@ -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):
|
||||
|
@ -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"]}
|
@ -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
|
||||
|
||||
|
@ -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")
|
||||
|
Loading…
Reference in New Issue
Block a user