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
This commit is contained in:
kaosat.dev 2024-08-03 01:27:17 +02:00
parent 3a528e447a
commit ae9f07f549
2 changed files with 9 additions and 6 deletions

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@ -1,12 +1,14 @@
import bpy import bpy
from ...bevy_components.components.metadata import get_bevy_component_value_by_long_name
# checks if an object is dynamic # checks if an object is dynamic
# 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 # 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
# TODO: we need to recompute these on blueprint changes too # TODO: we need to recompute these on blueprint changes too
# even better, keep a list of dynamic objects per scene , updated only when needed ? # even better, keep a list of dynamic objects per scene , updated only when needed ?
def is_object_dynamic(object): def is_object_dynamic(object):
is_dynamic = object['Dynamic'] if 'Dynamic' in object else False is_dynamic = get_bevy_component_value_by_long_name(object, 'blenvy::save_load::Dynamic') is not None
#is_dynamic = object['Dynamic'] if 'Dynamic' in object else False
# only look for data in the original collection if it is not alread marked as dynamic at instance level # only look for data in the original collection if it is not alread marked as dynamic at instance level
if not is_dynamic and object.type == 'EMPTY' and hasattr(object, 'instance_collection') and object.instance_collection is not None : if not is_dynamic and object.type == 'EMPTY' and hasattr(object, 'instance_collection') and object.instance_collection is not None :
#print("collection", object.instance_collection, "object", object.name) #print("collection", object.instance_collection, "object", object.name)
@ -14,15 +16,18 @@ def is_object_dynamic(object):
collection_name = object.instance_collection.name collection_name = object.instance_collection.name
original_collection = bpy.data.collections[collection_name] original_collection = bpy.data.collections[collection_name]
is_dynamic = get_bevy_component_value_by_long_name(original_collection, 'blenvy::save_load::Dynamic') is not None
# scan original collection, look for a 'Dynamic' flag # scan original collection, look for a 'Dynamic' flag
for object in original_collection.objects: """for object in original_collection.objects:
#print(" inner", object) #print(" inner", object)
if object.type == 'EMPTY' and object.name.endswith("components"): if object.type == 'EMPTY': #and object.name.endswith("components"):
for component_name in object.keys(): for component_name in object.keys():
#print(" compo", component_name) #print(" compo", component_name)
if component_name == 'Dynamic': if component_name == 'Dynamic':
is_dynamic = True is_dynamic = True
break break"""
print("IS OBJECT DYNAMIC", object, is_dynamic)
return is_dynamic return is_dynamic
def is_object_static(object): def is_object_static(object):

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@ -1,10 +1,8 @@
import os import os
import bpy import bpy
from pathlib import Path
from blenvy.core.helpers_collections import (traverse_tree) from blenvy.core.helpers_collections import (traverse_tree)
from blenvy.core.object_makers import make_cube from blenvy.core.object_makers import make_cube
from blenvy.materials.materials_helpers import add_material_info_to_objects, get_all_materials
from ..common.generate_temporary_scene_and_export import generate_temporary_scene_and_export from ..common.generate_temporary_scene_and_export import generate_temporary_scene_and_export
from ..common.export_gltf import (generate_gltf_export_settings) from ..common.export_gltf import (generate_gltf_export_settings)