feat(Blenvy:Blender): started upgrading code relevant to save/load, dynamic entities etc
* using some of the newer components api to determine if an object/its collection is dynamic or not
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@ -1,12 +1,14 @@
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import bpy
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from ...bevy_components.components.metadata import get_bevy_component_value_by_long_name
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# checks if an object is dynamic
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# TODO: for efficiency, it might make sense to write this flag semi automatically at the root level of the object so we can skip the inner loop
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# TODO: we need to recompute these on blueprint changes too
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# even better, keep a list of dynamic objects per scene , updated only when needed ?
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def is_object_dynamic(object):
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is_dynamic = object['Dynamic'] if 'Dynamic' in object else False
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is_dynamic = get_bevy_component_value_by_long_name(object, 'blenvy::save_load::Dynamic') is not None
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#is_dynamic = object['Dynamic'] if 'Dynamic' in object else False
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# only look for data in the original collection if it is not alread marked as dynamic at instance level
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if not is_dynamic and object.type == 'EMPTY' and hasattr(object, 'instance_collection') and object.instance_collection is not None :
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#print("collection", object.instance_collection, "object", object.name)
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@ -14,15 +16,18 @@ def is_object_dynamic(object):
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collection_name = object.instance_collection.name
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original_collection = bpy.data.collections[collection_name]
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is_dynamic = get_bevy_component_value_by_long_name(original_collection, 'blenvy::save_load::Dynamic') is not None
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# scan original collection, look for a 'Dynamic' flag
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for object in original_collection.objects:
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"""for object in original_collection.objects:
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#print(" inner", object)
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if object.type == 'EMPTY' and object.name.endswith("components"):
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if object.type == 'EMPTY': #and object.name.endswith("components"):
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for component_name in object.keys():
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#print(" compo", component_name)
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if component_name == 'Dynamic':
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is_dynamic = True
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break
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break"""
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print("IS OBJECT DYNAMIC", object, is_dynamic)
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return is_dynamic
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def is_object_static(object):
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@ -1,10 +1,8 @@
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import os
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import bpy
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from pathlib import Path
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from blenvy.core.helpers_collections import (traverse_tree)
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from blenvy.core.object_makers import make_cube
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from blenvy.materials.materials_helpers import add_material_info_to_objects, get_all_materials
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from ..common.generate_temporary_scene_and_export import generate_temporary_scene_and_export
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from ..common.export_gltf import (generate_gltf_export_settings)
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