chore(Blenvy): more general cleanups & doc updates
* also more work done on example upgrades
This commit is contained in:
parent
30b052d4d2
commit
b756819088
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@ -1,7 +1,6 @@
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[workspace]
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members = [
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"crates/*",
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"examples/common*",
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"examples/blenvy/*",
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"testing/bevy_example/",
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]
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@ -1,6 +1,6 @@
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# Blender add-ons
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- gltf_auto_export and bevy_components have been replaced with a single add-on for simplicity
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- gltf_auto_export and bevy_components have been replaced with a single Blenvy add-on for simplicity
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## Components:
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@ -111,7 +111,7 @@ Blenvy will take care of loading all needed blueprints & other assets for you
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```
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## BlueprintDisabled
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## BlueprintInstanceDisabled
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you can now query for this component
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13
TODO.md
13
TODO.md
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@ -58,7 +58,7 @@ Components:
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- [x] BLENVY_OT_component_rename_component
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- [x] BLENVY_OT_component_fix
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- [x] add handling for core::ops::Range<f32> & other ranges
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- [x] fix is_component_valid that is used in gltf_auto_export
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- [x] fix is_component_valid that is used in blenvy
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- [x] Hashmap Support
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- [x] fix parsing of keys's type either on Bevy side (prefered) or on the Blender side
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- [x] fix weird issue with missing "0" property when adding new entry in empty hashmap => happens only if the values for the "setter" have never been set
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@ -286,7 +286,7 @@ Bevy Side:
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- [ ] invalidate despawned entity & parent entities AABB
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- [ ] add unloading/cache removal of materials
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- [ ] add back and upgrade save-load
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- [x] review & change general component insertion & spawning ordering & logic
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- GltfComponentsSet::Injection => GltfBlueprintsSet::Spawn => GltfBlueprintsSet::AfterSpawn
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@ -299,8 +299,13 @@ Bevy Side:
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- [x] how to deal with animation graphs ?
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- [ ] remove "Library" component & co
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- [ ] BlueprintDisabled => BlueprintInstanceDisabled
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- [x] remove "Library" component & co
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- [x] make "InBlueprint" non optional,
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- [ ] and perhaps rename it to "FromBlueprint(BlueprintInfo)"
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- [x] BlueprintInstanceDisabled => BlueprintInstanceDisabled
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- [x] fix "remove component" operator from the rename/fix/update components panel
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- [ ] replace string in BlueprintInfo path with PathBuf ?
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- [ ] update main docs
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- [ ] rename project to Blenvy
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@ -33,7 +33,7 @@ Its main use case is as a backbone for the [```blenvy``` Blender add-on](https:/
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* ability to specify **which resources** to save or to exclude
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* small(er) save files (only a portion of the entities is saved)
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Particularly useful when using [Blender](https://www.blender.org/) as an editor for the [Bevy](https://bevyengine.org/) game engine, combined with the [Blender plugin](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/tools/gltf_auto_export) that does a lot of the work for you (including spliting generating seperate gltf files for your static vs dynamic assets)
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Particularly useful when using [Blender](https://www.blender.org/) as an editor for the [Bevy](https://bevyengine.org/) game engine, combined with the [Blender plugin](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/tools/blenvy) that does a lot of the work for you (including spliting generating seperate gltf files for your static vs dynamic assets)
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## Usage
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@ -290,37 +290,25 @@ particularly from https://github.com/kaosat-dev/Blenvy/tree/main/examples/blenvy
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## Materials
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You have the option of using "material libraries" to share common textures/materials between blueprints, in order to avoid asset & memory bloat:
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Ff you enable it on the blender side, Blenvy will be using "material libraries" to share common textures/materials between blueprints, in order to avoid asset & memory bloat:
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Ie for example without this option, 56 different blueprints using the same material with a large texture would lead to the material/texture being embeded
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56 times !!
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you can configure this with the settings:
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```rust
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material_library: true // defaults to false, enable this to enable automatic injection of materials from material library files
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```
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> Important! you must take care of preloading your material librairy gltf files in advance, using for example ```bevy_asset_loader```since
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```blenvy``` currently does NOT take care of loading those at runtime
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see https://github.com/kaosat-dev/Blenvy/tree/main/examples/blenvy/materials for how to set it up correctly
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Generating optimised blueprints and material libraries can be automated using the latests version of the [Blender plugin](https://github.com/kaosat-dev/Blenvy/tree/main/tools/gltf_auto_export)
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Generating optimised blueprints and material libraries can be automated using the latests version of the [Blender plugin](https://github.com/kaosat-dev/Blenvy/tree/main/tools/blenvy)
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## Examples
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https://github.com/kaosat-dev/Blenvy/tree/main/examples/blenvy/basic
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https://github.com/kaosat-dev/Blenvy/tree/main/examples/blenvy/components
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https://github.com/kaosat-dev/Blenvy/tree/main/examples/blenvy/basic_xpbd_physics
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https://github.com/kaosat-dev/Blenvy/tree/main/examples/blenvy/blueprints
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https://github.com/kaosat-dev/Blenvy/tree/main/examples/blenvy/animation
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https://github.com/kaosat-dev/Blenvy/tree/main/examples/blenvy/materials
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https://github.com/kaosat-dev/Blenvy/tree/main/examples/blenvy/save_load
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https://github.com/kaosat-dev/Blenvy/tree/main/examples/blenvy/multiple_levels_multiple_blendfiles
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https://github.com/kaosat-dev/Blenvy/tree/main/examples/blenvy/demo (a full fledged demo)
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## Compatible Bevy versions
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@ -45,7 +45,7 @@ pub struct AnimationInfo {
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}
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/// Stores information about animations, to make things a bit easier api wise:
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/// these components are automatically inserted by `gltf_auto_export` on entities that have animations
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/// these components are automatically inserted by the `blenvy` Blender add-on on entities that have animations
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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pub struct AnimationInfos {
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@ -2,7 +2,7 @@
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# Materials example/demo
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Example of materials use & reuse (including textures) to avoid redundant materials in blueprints gltfs that lead to asset & memory bloat
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- to be used together with ```gltf_auto_export``` version >0.6 with the "materials library" option for exports
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- to be used together with ```blenvy``` version >0.6 with the "materials library" option for exports
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- It shows you how ou can configure```Bevy_gltf_blueprints``` to support material libraries
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- material library is [here](./assets/materials/)
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@ -7,4 +7,3 @@ license = "MIT OR Apache-2.0"
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[dependencies]
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bevy = { version = "0.14", features = ["dynamic_linking"] }
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blenvy = { path = "../../../crates/blenvy" }
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#bevy_gltf_worlflow_examples_common_rapier = { path = "../../common_rapier" }
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@ -5,12 +5,9 @@ edition = "2021"
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license = "MIT OR Apache-2.0"
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[dependencies]
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bevy = { version = "0.13", features = ["dynamic_linking"] }
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bevy_gltf_blueprints = { path = "../../../crates/bevy_gltf_blueprints" }
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bevy_gltf_save_load = { path = "../../../crates/bevy_gltf_save_load" }
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bevy_gltf_worlflow_examples_common_rapier = { path = "../../common_rapier" }
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bevy = { version = "0.14", features = ["dynamic_linking"] }
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blenvy = { path = "../../../crates/blenvy" }
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serde_json = "1.0.108"
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serde = "1.0.193"
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bevy_rapier3d = { version = "0.25.0", features = ["serde-serialize", "debug-render-3d", "enhanced-determinism"] }
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rand = "0.8.5"
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@ -60,8 +60,8 @@ pub enum EnumTest {
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None,
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}
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pub struct ComponentsTestPlugin;
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impl Plugin for ComponentsTestPlugin {
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pub struct ComponentsExamplesPlugin;
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impl Plugin for ComponentsExamplesPlugin {
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fn build(&self, app: &mut App) {
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app.register_type::<BasicTest>()
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.register_type::<UnitTest>()
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@ -1,43 +0,0 @@
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use bevy::{
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core_pipeline::tonemapping::Tonemapping,
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prelude::*,
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render::{camera::CameraRenderGraph, primitives::Frustum, view::VisibleEntities},
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utils::HashSet,
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};
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use bevy_gltf_blueprints::*;
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use bevy_gltf_save_load::*;
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use bevy_gltf_worlflow_examples_common_rapier::{CameraTrackingOffset, Pickable};
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use bevy_rapier3d::dynamics::Velocity;
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use std::any::TypeId;
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pub struct CorePlugin;
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impl Plugin for CorePlugin {
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fn build(&self, app: &mut App) {
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app.add_plugins((
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SaveLoadPlugin {
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save_path: "scenes".into(),
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component_filter: SceneFilter::Allowlist(HashSet::from([
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TypeId::of::<Name>(),
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TypeId::of::<Transform>(),
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TypeId::of::<Velocity>(),
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TypeId::of::<InheritedVisibility>(),
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TypeId::of::<Camera>(),
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TypeId::of::<Camera3d>(),
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TypeId::of::<Tonemapping>(),
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TypeId::of::<CameraTrackingOffset>(),
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TypeId::of::<Projection>(),
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TypeId::of::<CameraRenderGraph>(),
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TypeId::of::<Frustum>(),
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TypeId::of::<GlobalTransform>(),
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TypeId::of::<VisibleEntities>(),
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TypeId::of::<Pickable>(),
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])),
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..Default::default()
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},
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BlueprintsPlugin {
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aabbs: true,
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..Default::default()
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},
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));
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}
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}
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use bevy::prelude::*;
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use bevy_gltf_worlflow_examples_common_rapier::CommonPlugin;
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use std::any::TypeId;
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use bevy::{prelude::*, utils::hashbrown::HashSet};
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use blenvy::{AddToGameWorld, BlenvyPlugin, BluePrintBundle, BlueprintInfo, DynamicBlueprintInstance, GameWorldTag, HideUntilReady, SpawnBlueprint};
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use rand::Rng;
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mod core;
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use crate::core::*;
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mod game;
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use game::*;
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mod test_components;
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use test_components::*;
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mod component_examples;
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use component_examples::*;
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fn main() {
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App::new()
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.add_plugins((
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DefaultPlugins.set(AssetPlugin::default()),
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BlenvyPlugin {
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save_component_filter: SceneFilter::Allowlist(HashSet::from([
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TypeId::of::<Name>(),
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TypeId::of::<Transform>(),
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//TypeId::of::<Velocity>(),
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TypeId::of::<InheritedVisibility>(),
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TypeId::of::<Camera>(),
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TypeId::of::<Camera3d>(),
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//TypeId::of::<Tonemapping>(),
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//TypeId::of::<CameraTrackingOffset>(),
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TypeId::of::<Projection>(),
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//TypeId::of::<CameraRenderGraph>(),
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//TypeId::of::<Frustum>(),
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TypeId::of::<GlobalTransform>(),
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//TypeId::of::<VisibleEntities>(),
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//TypeId::of::<Pickable>(),
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])),
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..Default::default()
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},
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// our custom plugins
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CommonPlugin,
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CorePlugin, // reusable plugins
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GamePlugin, // specific to our game
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ComponentsTestPlugin, // Showcases different type of components /structs
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ComponentsExamplesPlugin, // Showcases different type of components /structs
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))
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.add_systems(Startup, setup_game)
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.add_systems(Update, (spawn_blueprint_instance, save_game, load_game))
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.run();
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}
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// this is how you setup & spawn a level from a blueprint
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fn setup_game(
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mut commands: Commands,
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) {
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// here we spawn our game world/level, which is also a blueprint !
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commands.spawn((
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BlueprintInfo::from_path("levels/World.glb"), // all we need is a Blueprint info...
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SpawnBlueprint, // and spawnblueprint to tell blenvy to spawn the blueprint now
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HideUntilReady, // only reveal the level once it is ready
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GameWorldTag,
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));
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}
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// you can also spawn blueprint instances at runtime
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fn spawn_blueprint_instance(
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keycode: Res<ButtonInput<KeyCode>>,
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mut commands: Commands,
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) {
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if keycode.just_pressed(KeyCode::KeyT) {
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// random position
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let mut rng = rand::thread_rng();
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let range = 5.5;
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let x: f32 = rng.gen_range(-range..range);
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let y: f32 = rng.gen_range(-range..range);
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// random name
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let name_index: u64 = rng.gen();
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commands
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.spawn((
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BlueprintInfo::from_path("blueprints/test.glb"),
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SpawnBlueprint,
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DynamicBlueprintInstance,
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bevy::prelude::Name::from(format!("test{}", name_index)),
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HideUntilReady,
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AddToGameWorld,
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TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)),
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));
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}
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}
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fn save_game(
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keycode: Res<ButtonInput<KeyCode>>,
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) {
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if keycode.just_pressed(KeyCode::KeyS) {
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}
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}
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fn load_game(
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keycode: Res<ButtonInput<KeyCode>>,
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) {
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if keycode.just_pressed(KeyCode::KeyL) {
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}
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}
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|
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@ -1,12 +1,11 @@
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[package]
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name = "bevy_gltf_blueprints_multiple_levels_multiple_blendfiles"
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name = "blenvy_demo"
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version = "0.3.0"
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edition = "2021"
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license = "MIT OR Apache-2.0"
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[dependencies]
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bevy = { version = "0.13", features = ["dynamic_linking"] }
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bevy_gltf_blueprints = { path = "../../../crates/bevy_gltf_blueprints" }
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bevy_gltf_worlflow_examples_common_rapier = { path = "../../common_rapier" }
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bevy = { version = "0.14", features = ["dynamic_linking"] }
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blenvy = { path = "../../../crates/blenvy" }
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bevy_rapier3d = { version = "0.25.0", features = ["serde-serialize", "debug-render-3d", "enhanced-determinism"] }
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rand = "0.8.5"
|
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@ -7,13 +7,6 @@ license = "MIT OR Apache-2.0"
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[dependencies]
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bevy = { version = "0.14", features = ["dynamic_linking"] }
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blenvy = { path = "../../crates/blenvy" }
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# bevy_gltf_blueprints = { path = "../../crates/bevy_gltf_blueprints" }
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# bevy_registry_export = { path = "../../crates/bevy_registry_export" }
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# bevy_gltf_worlflow_examples_common_rapier = { path = "../../examples/common_rapier" }
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#bevy_gltf_worlflow_examples_common = { path = "../../examples/common" }
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#evy_rapier3d = { version = "0.25.0", features = ["serde-serialize", "debug-render-3d", "enhanced-determinism"] }
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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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@ -9,7 +9,7 @@ use bevy::{animation::RepeatAnimation, gltf::Gltf, prelude::*};
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use blenvy::{
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AnimationInfos, AnimationMarkerReached, BlueprintAnimationPlayerLink, BlueprintAnimations,
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BlueprintDisabled, SceneAnimationPlayerLink, SceneAnimations,
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BlueprintInstanceDisabled, SceneAnimationPlayerLink, SceneAnimations,
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};
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#[derive(Component, Reflect, Default, Debug)]
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|
@ -87,7 +87,7 @@ pub fn check_animations(
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Option<&BlueprintAnimationPlayerLink>,
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Option<&SceneAnimationPlayerLink>,
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),
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(With<MarkerAllFoxes>, Without<BlueprintDisabled>),
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(With<MarkerAllFoxes>, Without<BlueprintInstanceDisabled>),
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>,
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foo: Query<
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|
@ -96,7 +96,7 @@ pub fn check_animations(
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Option<&BlueprintAnimationPlayerLink>,
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Option<&SceneAnimationPlayerLink>,
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),
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(With<Marker1>, Without<BlueprintDisabled>),
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(With<Marker1>, Without<BlueprintInstanceDisabled>),
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>,
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bar: Query<
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(
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|
@ -104,7 +104,7 @@ pub fn check_animations(
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Option<&BlueprintAnimationPlayerLink>,
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Option<&SceneAnimationPlayerLink>,
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),
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(With<Marker2>, Without<BlueprintDisabled>),
|
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(With<Marker2>, Without<BlueprintInstanceDisabled>),
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||||
>,
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||||
baz: Query<
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(
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|
@ -112,7 +112,7 @@ pub fn check_animations(
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Option<&BlueprintAnimationPlayerLink>,
|
||||
Option<&SceneAnimationPlayerLink>,
|
||||
),
|
||||
(With<Marker3>, Without<BlueprintDisabled>),
|
||||
(With<Marker3>, Without<BlueprintInstanceDisabled>),
|
||||
>,
|
||||
|
||||
bli: Query<(Entity, &AnimationInfos)>,
|
||||
|
|
|
@ -1,229 +0,0 @@
|
|||
Basics
|
||||
- [x] add panel
|
||||
- [x] add a "create blueprint" button
|
||||
- [x] when clicked:
|
||||
- [x] create collection
|
||||
- [x] add an empty inside collection and name it <COLLECTION_NAME>_components
|
||||
- [x] add a **AutoExport** Boolean property to collection
|
||||
- [x] add name imput(popup for name input ?)
|
||||
|
||||
- [x] add a list of existing components/custom properties
|
||||
- [x] add an "edit blueprint" section
|
||||
- [x] only filled when there is ONE selection, and that selection is a collection
|
||||
- [x] add a dropdown of possible components
|
||||
- [x] add a checkbox for enabling disabling a component (enabled by default)
|
||||
- [x] add a button for copying a component
|
||||
- [x] add a button for pasting a component
|
||||
|
||||
|
||||
UI:
|
||||
- [x] filterable list of components to DISPLAY for selection : ComponentDefinitionsList
|
||||
|
||||
- Filter out invalid objects for components that have no _components suffix ? (that is too limiting I think)
|
||||
- -[x] How to deal with pre-existing custom properties that have NO metadata
|
||||
* if there is one without metadata: find if there is an available component with the same name & type ?
|
||||
* if there is , insert metadata
|
||||
* otherwise, mark it in some way visually ?
|
||||
|
||||
- [x] for OBJECT enums: add two ui pieces
|
||||
- [x] one for selecting the TYPE to choose (ie normal enum)
|
||||
- [x] one for setting the VALUE inside that
|
||||
|
||||
|
||||
- [x] vecs => (not vec2, vec3 etc) more complex UI to add items in a list
|
||||
- [x] generate contained CollectionGroup
|
||||
- [x] CollectionProperty => type = the above
|
||||
- [x] find ways to "collapse" the different levels of nested data of structs/tupples into a single custom property (ideally on the fly, but we can do without)
|
||||
|
||||
- [x] for single tupple components that represent a single unit type, re_use the base type's UIPropertyGroup instead of creating specific ones (ie TuppleTestF32_ui...) => will not work, would cause overriden "update callback"
|
||||
- [x] pre_generate default values/values for each main type
|
||||
|
||||
- [x] fix issues with vec2 etc not having the correct number of items
|
||||
- [x] fix bad defaults in ui group
|
||||
- [x] fix object enums handling on updates (??)
|
||||
- [x] fix issues with lambads in loops
|
||||
|
||||
- [x] object enum should be <EntryName>(params)
|
||||
ie *Collider:
|
||||
* Cuboid(Vec3)
|
||||
* Sphere(radius)
|
||||
- [x] deal with enums variants that do not have any data: ex {
|
||||
"long_name": "Mesh"
|
||||
}
|
||||
|
||||
- [x] remove / change use of ComponentDefinitionsList
|
||||
- when filling the list, use the long_name as index ie items.append((str(index), item.name, item.long_name)) => items.append((item.long_name, item.name, item.long_name))
|
||||
- [x] when removing a component, reset the value of the attribute in the property group (or not ? could be a feature)
|
||||
- [x] deal correctly with fields of types that are NOT in the schema.json (for ex PlayingAnimation in AnimationPlayer)
|
||||
- [ ] deal correctly with complex types
|
||||
CascadeShadowConfig: has an array/list
|
||||
ClusterConfig: one of the enum variants is an object
|
||||
- [ ] possibly allow Color to be an enum as it should be ?
|
||||
- [x] for sub items , the update functions "Name" should be the one of the root object
|
||||
- [x] fix copy & pasting
|
||||
- it actually works, but the value of the custom property are not copied back to the UI, need to implement property_group_value_from_custom_property_value
|
||||
- [ ] we need a notion of "root propertyGroup" =?
|
||||
- [x] notify user of missing entries in schema (ie , unregistered data types)
|
||||
- [x] clarify propgroup_ui vs named nested fields
|
||||
- [x] fix basic enums handling
|
||||
- [x] add a list of not found components to the registry, add to them on the fly
|
||||
- [x] add configuration panel (open the first time, closed on further user once configured)
|
||||
|
||||
- [x] add limits to ixxx types vs utypes
|
||||
- [x] only display the "generate components xx" when relevant ie:
|
||||
- go through list of custom properties in current object
|
||||
- if one does not have metadata and / or propgroup:
|
||||
break
|
||||
|
||||
- [x] remove custom property of disabled component ? => NOpe, as we need custom properties to iterate over
|
||||
- [x] what to do with components with n/a fields ? perhaps disable the component ? add a "invalid" field to meta ?
|
||||
- [x] format output as correct RON
|
||||
- [x] fix issue with empty strings
|
||||
- [x] change custom property => propGroup to convert RON => Json first => obsolete
|
||||
- [x] cleanup process_lists
|
||||
|
||||
- [x] fix issues with enum variants with only a long_name
|
||||
|
||||
- [x] display single item enums inline, others in a seperate row
|
||||
|
||||
- [x] add button to "apply all" (in configuration), to apply/update all custom properties to ALL objects where relevant
|
||||
- [x] add button to "apply to current" to do the same with current
|
||||
- [x] add warning sign to the above
|
||||
|
||||
- [x] what about metadata ?
|
||||
- [x] only upgrade custom properties to metadata when asked/relevant
|
||||
- [x] implement move list up/down
|
||||
- [ ] change property_group_value_from_custom_property_value => just disregard it for now, its point is very limited (helping people with old custom properties by attempting to generate real values)
|
||||
and give the change to a real ron format, it is too limiting
|
||||
- [x] fix reload registry clearing list of missing types
|
||||
- [x] clean up metadata module, a lot of repeated code
|
||||
- [x] some fields when original is 0 or 0.0 are not copyable ? (seems like a bad boolean check )
|
||||
- [x] fix issues with object variants in enums (see clusterconfig)
|
||||
|
||||
|
||||
- perhaps directly export default values within the schema.json ?
|
||||
- for most types , it is straighforward, but others, not so much: like the default color in Bevy , etc
|
||||
|
||||
- [x] change default schema.json to registry.json
|
||||
- [x] pasted components do not get updated value in custom_property
|
||||
- [x] finish documentation
|
||||
- [x] add storage of registry path
|
||||
- [x] save after setting the data (browse for)
|
||||
- [x] load after each reload ?
|
||||
|
||||
# Additional
|
||||
- [x] check if output "string" in custom properties are correct
|
||||
|
||||
- gltf_auto_export
|
||||
- [x] add support for "enabled" flag
|
||||
- [ ] add special components
|
||||
- "AutoExport" => Needed
|
||||
- "Dynamic" ? naah wait that should be exported by the Bevy side
|
||||
- [x] filter out Components_meta ??
|
||||
- [x] add legacy mode to the persisted parameters
|
||||
|
||||
- bevy_gltf_components:
|
||||
- [x] first release patch for current issues
|
||||
- [x] make configurable
|
||||
- [x] add "compatibility mode" and deprecation warnings for the current hack-ish conversion of fake ron
|
||||
- [x] update docs to show we need to use ComponentsFromGltfPlugin::default
|
||||
|
||||
- bevy_gltf_blueprints
|
||||
- [x] update dependency
|
||||
- [x] update version
|
||||
- [x] add ability to set legacy mode for bevy_gltf_components ?
|
||||
|
||||
- [x] release all versions
|
||||
- [x] update main documentation, add compatibility version grid
|
||||
|
||||
|
||||
## Phase 2
|
||||
|
||||
- [x] fix handling of long component names
|
||||
- [x] fix nesting level handling issue for new system : ie basic component DOES NOT work, but nestedLevel2 does
|
||||
- add goddam tests !
|
||||
- [ ] verify some weird prop => custom property values (Calculated Clip for example)
|
||||
|
||||
- [x] fix "reload registry" not clearing all previous data (reloading registry does not seem to account for added/removed components in the registry )
|
||||
- add file watcher for registry
|
||||
- [x] have the watcher work as expected
|
||||
- [ ] add handling of removed registry file
|
||||
- [ ] clear & reset handler when the file browser for the registry is used
|
||||
- [ ] re-enable watcher
|
||||
|
||||
- tests
|
||||
clear && pytest -svv --blender-executable <path_to_blender>/blender/blender-4.0.2-linux-x64/blender
|
||||
|
||||
- [x] load registry
|
||||
- just check list of components vs lists in registry
|
||||
- [x] try adding all components
|
||||
- [x] select an object
|
||||
- [x] call the add_component operator
|
||||
|
||||
- [x] change params
|
||||
- use field names + component definitions to set values
|
||||
- [x] find a way to shuffle params of ALL components based on a reliable, repeatable seed
|
||||
|
||||
- [x] test propgroup values => custom property values
|
||||
- [x] test custom property value => propgroup value
|
||||
|
||||
- check if all went well
|
||||
|
||||
- [x] fix issues with incorect custom_property generation
|
||||
- [x] fix issue with object variants for enums
|
||||
|
||||
- [ ] add handling for core::ops::Range<f32> & other ranges
|
||||
- [x] add handling for alloc::borrow::Cow<str>
|
||||
- [x] add handling of isize
|
||||
|
||||
- [x] indirection level
|
||||
- currently
|
||||
- short_name +_"ui => direct lookup
|
||||
- problem : max 64 chars for propertyGroupNames
|
||||
- possible solution
|
||||
- propertyGroupName storage: simple , incremented INT (call it propGroupId for ex)
|
||||
- lookup shortName => propGroupId
|
||||
|
||||
- do a first pass, by replacing manual propGroupNames creation with a function
|
||||
- in a second pass, replace the innards
|
||||
|
||||
- add button to regenerate cutom prop values from custom properties (allows us to sidestep any future issues with internals changing)
|
||||
- [x] fix lists
|
||||
- [x] fix enums (see Clusterconfig)
|
||||
- [x] need an example with one tupple one struct
|
||||
- [x] projection
|
||||
- [x] additionalmassproperties
|
||||
- [x] fix tupleStructs (see TupleVecF32F32) => always the same problem of having us pre-parse data without knowing what we have inside
|
||||
- find a way to only split by level 0 (highest level) nesting "," seperators, ignoring any level of nesting until we dig one level deeper
|
||||
- solve nesting level use issues
|
||||
|
||||
- [x] remove metadata when deleting components
|
||||
- [x] add try catch around custom_prop => propGroup
|
||||
- [x] enhance the BLENVY_OT_component_from_custom_property to use the new system to actually generate the stuff
|
||||
|
||||
- coherence in operators:
|
||||
- component_name vs component_type
|
||||
- [x] delete => remove
|
||||
|
||||
- [x] clean up reloading of registry settings
|
||||
- [x] clean up file watcher
|
||||
|
||||
|
||||
=========================================
|
||||
Restructuring of storage of components
|
||||
- [x] marking of invalid root propgroups/components should be based on long name
|
||||
- [x] overhaul & check each prop group type's use of short names => long names
|
||||
- [x] lists
|
||||
- [x] property_name = short_name in process enum: will likely require to use another indirection helper to keep the propery names short
|
||||
|
||||
- [x] in conversions from propgroups
|
||||
component_name = definition["short_name"]
|
||||
- [ ] fix is_component_valid that is used in gltf_auto_export
|
||||
- [x] update all tests
|
||||
|
||||
- Hashmap Support
|
||||
- [x] fix parsing of keys's type either on Bevy side (prefered) or on the Blender side
|
||||
- [x] fix weird issue with missing "0" property when adding new entry in empty hashmap => happens only if the values for the "setter" have never been set
|
||||
- [ ] handle missing types in registry for keys & values
|
||||
|
||||
- [ ] Add correct upgrade handling from individual component to bevy_components
|
|
@ -28,7 +28,7 @@ def gltf_post_export_callback(data):
|
|||
gltf_settings_backup = tracker.gltf_settings_backup
|
||||
gltf_filepath = data["gltf_filepath"]
|
||||
gltf_export_id = data['gltf_export_id']
|
||||
if gltf_export_id == "gltf_auto_export":
|
||||
if gltf_export_id == "blenvy":
|
||||
# some more absurdity: apparently the file is not QUITE done when the export callback is called, so we have to introduce this timer to remove the temporary file correctly
|
||||
tracker.dummy_file_path = gltf_filepath
|
||||
try:
|
||||
|
|
|
@ -1,402 +0,0 @@
|
|||
bl_info = {
|
||||
"name": "gltf_auto_export",
|
||||
"author": "kaosigh",
|
||||
"version": (0, 10, 0),
|
||||
"blender": (3, 4, 0),
|
||||
"location": "File > Import-Export",
|
||||
"description": "glTF/glb auto-export",
|
||||
"warning": "",
|
||||
"wiki_url": "https://github.com/kaosat-dev/Blender_bevy_components_workflow",
|
||||
"tracker_url": "https://github.com/kaosat-dev/Blender_bevy_components_workflow/issues/new",
|
||||
"category": "Import-Export"
|
||||
}
|
||||
|
||||
import bpy
|
||||
from bpy.props import (BoolProperty,
|
||||
IntProperty,
|
||||
StringProperty,
|
||||
EnumProperty,
|
||||
CollectionProperty
|
||||
)
|
||||
|
||||
|
||||
# glTF extensions are named following a convention with known prefixes.
|
||||
# See: https://github.com/KhronosGroup/glTF/tree/main/extensions#about-gltf-extensions
|
||||
# also: https://github.com/KhronosGroup/glTF/blob/main/extensions/Prefixes.md
|
||||
glTF_extension_name = "EXT_auto_export"
|
||||
|
||||
# Support for an extension is "required" if a typical glTF viewer cannot be expected
|
||||
# to load a given model without understanding the contents of the extension.
|
||||
# For example, a compression scheme or new image format (with no fallback included)
|
||||
# would be "required", but physics metadata or app-specific settings could be optional.
|
||||
extension_is_required = False
|
||||
from io_scene_gltf2 import (GLTF_PT_export_main, GLTF_PT_export_include)
|
||||
|
||||
class ExampleExtensionProperties(bpy.types.PropertyGroup):
|
||||
enabled: bpy.props.BoolProperty(
|
||||
name=bl_info["name"],
|
||||
description='Include this extension in the exported glTF file.',
|
||||
default=True
|
||||
)
|
||||
|
||||
auto_export_main_scene_name: StringProperty(
|
||||
name='Main scene',
|
||||
description='The name of the main scene/level/world to auto export',
|
||||
default='Scene'
|
||||
)
|
||||
auto_export_output_folder: StringProperty(
|
||||
name='Export folder (relative)',
|
||||
description='The root folder for all exports(relative to current file) Defaults to current folder',
|
||||
default=''
|
||||
)
|
||||
auto_export_library_scene_name: StringProperty(
|
||||
name='Library scene',
|
||||
description='The name of the library scene to auto export',
|
||||
default='Library'
|
||||
)
|
||||
# scene components
|
||||
auto_export_scene_settings: BoolProperty(
|
||||
name='Export scene settings',
|
||||
description='Export scene settings ie AmbientLighting, Bloom, AO etc',
|
||||
default=False
|
||||
)
|
||||
|
||||
# blueprint settings
|
||||
auto_export_blueprints: BoolProperty(
|
||||
name='Export Blueprints',
|
||||
description='Replaces collection instances with an Empty with a BlueprintInfo custom property',
|
||||
default=True
|
||||
)
|
||||
auto_export_blueprints_path: StringProperty(
|
||||
name='Blueprints path',
|
||||
description='path to export the blueprints to (relative to the Export folder)',
|
||||
default='library'
|
||||
)
|
||||
|
||||
auto_export_materials_library: BoolProperty(
|
||||
name='Export materials library',
|
||||
description='remove materials from blueprints and use the material library instead',
|
||||
default=False
|
||||
)
|
||||
auto_export_materials_path: StringProperty(
|
||||
name='Materials path',
|
||||
description='path to export the materials libraries to (relative to the root folder)',
|
||||
default='materials'
|
||||
)
|
||||
|
||||
def register():
|
||||
bpy.utils.register_class(ExampleExtensionProperties)
|
||||
bpy.types.Scene.ExampleExtensionProperties = bpy.props.PointerProperty(type=ExampleExtensionProperties)
|
||||
|
||||
def register_panel():
|
||||
# Register the panel on demand, we need to be sure to only register it once
|
||||
# This is necessary because the panel is a child of the extensions panel,
|
||||
# which may not be registered when we try to register this extension
|
||||
try:
|
||||
bpy.utils.register_class(GLTF_PT_UserExtensionPanel)
|
||||
except Exception:
|
||||
pass
|
||||
|
||||
# If the glTF exporter is disabled, we need to unregister the extension panel
|
||||
# Just return a function to the exporter so it can unregister the panel
|
||||
return unregister_panel
|
||||
|
||||
|
||||
def unregister_panel():
|
||||
# Since panel is registered on demand, it is possible it is not registered
|
||||
try:
|
||||
bpy.utils.unregister_class(GLTF_PT_UserExtensionPanel)
|
||||
except Exception:
|
||||
pass
|
||||
|
||||
|
||||
def unregister():
|
||||
unregister_panel()
|
||||
bpy.utils.unregister_class(ExampleExtensionProperties)
|
||||
del bpy.types.Scene.ExampleExtensionProperties
|
||||
|
||||
class GLTF_PT_UserExtensionPanel(bpy.types.Panel):
|
||||
|
||||
bl_space_type = 'FILE_BROWSER'
|
||||
bl_region_type = 'TOOL_PROPS'
|
||||
bl_label = "Enabled"
|
||||
bl_parent_id = "GLTF_PT_export_user_extensions"
|
||||
bl_options = {'DEFAULT_CLOSED'}
|
||||
|
||||
@classmethod
|
||||
def poll(cls, context):
|
||||
sfile = context.space_data
|
||||
operator = sfile.active_operator
|
||||
return operator.bl_idname == "EXPORT_SCENE_OT_gltf"
|
||||
|
||||
def draw_header(self, context):
|
||||
props = bpy.context.scene.ExampleExtensionProperties
|
||||
self.layout.prop(props, 'enabled')
|
||||
|
||||
def draw(self, context):
|
||||
layout = self.layout
|
||||
layout.use_property_split = True
|
||||
layout.use_property_decorate = False # No animation.
|
||||
|
||||
props = bpy.context.scene.ExampleExtensionProperties
|
||||
layout.active = props.enabled
|
||||
|
||||
props = bpy.context.scene.ExampleExtensionProperties
|
||||
for bla in props.__annotations__:
|
||||
layout.prop(props, bla)
|
||||
|
||||
|
||||
class glTF2ExportUserExtension:
|
||||
|
||||
def __init__(self):
|
||||
# We need to wait until we create the gltf2UserExtension to import the gltf2 modules
|
||||
# Otherwise, it may fail because the gltf2 may not be loaded yet
|
||||
from io_scene_gltf2.io.com.gltf2_io_extensions import Extension
|
||||
self.Extension = Extension
|
||||
self.properties = bpy.context.scene.ExampleExtensionProperties
|
||||
|
||||
def gather_node_hook(self, gltf2_object, blender_object, gltf_export_settings):
|
||||
if self.properties.enabled:
|
||||
if gltf2_object.extensions is None:
|
||||
gltf2_object.extensions = {}
|
||||
print("bla bla")
|
||||
gltf2_object.extensions[glTF_extension_name] = self.Extension(
|
||||
name=glTF_extension_name,
|
||||
extension={"auto_export_blueprints": self.properties.auto_export_blueprints},
|
||||
required=extension_is_required
|
||||
)
|
||||
|
||||
|
||||
def did_export_parameters_change(current_params, previous_params):
|
||||
set1 = set(previous_params.items())
|
||||
set2 = set(current_params.items())
|
||||
difference = dict(set1 ^ set2)
|
||||
|
||||
changed_param_names = list(set(difference.keys())- set(AutoExportGltfPreferenceNames))
|
||||
changed_parameters = len(changed_param_names) > 0
|
||||
return changed_parameters
|
||||
|
||||
# original in export_blueprints => export_collections
|
||||
# The part below is not necessary NORMALLY , but blender crashes in the "normal" case when using bpy.context.temp_override,
|
||||
#if relevant we replace sub collections instances with placeholders too
|
||||
# this is not needed if a collection/blueprint does not have sub blueprints or sub collections
|
||||
collection_in_blueprint_hierarchy = collection_name in blueprint_hierarchy and len(blueprint_hierarchy[collection_name]) > 0
|
||||
collection_has_child_collections = len(bpy.data.collections[collection_name].children) > 0
|
||||
#if collection_in_blueprint_hierarchy or collection_has_child_collections:
|
||||
|
||||
|
||||
|
||||
"""else:
|
||||
print("standard export")
|
||||
# set active scene to be the library scene
|
||||
original_scene = bpy.context.window.scene
|
||||
bpy.context.window.scene = library_scene
|
||||
with bpy.context.temp_override(scene=library_scene):
|
||||
print("active scene", bpy.context.scene)
|
||||
export_gltf(gltf_output_path, gltf_export_settings)
|
||||
bpy.context.window.scene = original_scene"""
|
||||
|
||||
"""
|
||||
blueprint_template = object['Template'] if 'Template' in object else False
|
||||
if blueprint_template and parent_empty is None: # ONLY WORKS AT ROOT LEVEL
|
||||
print("BLUEPRINT TEMPLATE", blueprint_template, destination_collection, parent_empty)
|
||||
for object in source_collection.objects:
|
||||
if object.type == 'EMPTY' and object.name.endswith("components"):
|
||||
original_collection = bpy.data.collections[collection_name]
|
||||
components_holder = object
|
||||
print("WE CAN INJECT into", object, "data from", original_collection)
|
||||
|
||||
# now we look for components inside the collection
|
||||
components = {}
|
||||
for object in original_collection.objects:
|
||||
if object.type == 'EMPTY' and object.name.endswith("components"):
|
||||
for component_name in object.keys():
|
||||
if component_name not in '_RNA_UI':
|
||||
print( component_name , "-" , object[component_name] )
|
||||
components[component_name] = object[component_name]
|
||||
|
||||
# copy template components into target object
|
||||
for key in components:
|
||||
print("copying ", key,"to", components_holder)
|
||||
if not key in components_holder:
|
||||
components_holder[key] = components[key]
|
||||
"""
|
||||
|
||||
# potentially useful alternative
|
||||
def duplicate_object2(object, original_name):
|
||||
print("copy object", object)
|
||||
|
||||
with bpy.context.temp_override(object=object, active_object = object):
|
||||
bpy.ops.object.duplicate(linked=False)
|
||||
new_obj = bpy.context.active_object
|
||||
|
||||
print("new obj", new_obj, "bpy.context.view_layer", bpy.context.view_layer.objects)
|
||||
for obj in bpy.context.view_layer.objects:
|
||||
print("obj", obj)
|
||||
bpy.context.view_layer.update()
|
||||
new_obj.name = original_name
|
||||
|
||||
if object.animation_data:
|
||||
print("OJECT ANIMATION")
|
||||
new_obj.animation_data.action = object.animation_data.action.copy()
|
||||
|
||||
return new_obj
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
if active_operator:
|
||||
# print("Operator", active_operator.bl_label, active_operator.bl_idname, "bla", bpy.context.window_manager.gltf_exporter_running)
|
||||
if active_operator.bl_idname == "EXPORT_SCENE_OT_gltf" : #and not bpy.context.window_manager.gltf_exporter_running:
|
||||
# we force saving params
|
||||
active_operator.will_save_settings = True
|
||||
if active_operator.bl_idname == "EXPORT_SCENES_OT_auto_gltf":
|
||||
# we force saving params
|
||||
active_operator.will_save_settings = True
|
||||
|
||||
|
||||
"""
|
||||
print("matching")
|
||||
try:
|
||||
bpy.app.timers.unregister(cls.gltf_exporter_handler)
|
||||
except:pass
|
||||
bpy.app.timers.register(cls.gltf_exporter_handler, first_interval=3)
|
||||
# we backup any existing gltf export settings, if there where any
|
||||
scene = bpy.context.scene
|
||||
if "glTF2ExportSettings" in scene:
|
||||
existing_setting = scene["glTF2ExportSettings"]
|
||||
cls.existing_gltf_settings = existing_setting
|
||||
bpy.context.window_manager.gltf_exporter_running = True
|
||||
|
||||
|
||||
else:
|
||||
if bpy.context.window_manager.gltf_exporter_running:
|
||||
bpy.context.window_manager.gltf_exporter_running = False"""
|
||||
|
||||
|
||||
"""@classmethod
|
||||
def gltf_exporter_handler(cls):
|
||||
# FOr some reason, the active operator here is always None, so using a workaround
|
||||
# active_operator = bpy.context.active_operator
|
||||
print("here", bpy.context.window_manager.gltf_exporter_running)
|
||||
|
||||
if bpy.context.window_manager.gltf_exporter_running:
|
||||
try:
|
||||
dummy_file_path = "/home/ckaos/projects/bevy/Blender_bevy_components_worklflow/testing/bevy_example/assets/dummy.glb"
|
||||
|
||||
import os
|
||||
if os.path.exists(dummy_file_path):
|
||||
print("dummy file exists, assuming it worked")
|
||||
os.unlink(dummy_file_path)
|
||||
|
||||
# get the parameters
|
||||
scene = bpy.context.scene
|
||||
if "glTF2ExportSettings" in scene:
|
||||
settings = scene["glTF2ExportSettings"]
|
||||
formatted_settings = dict(settings)
|
||||
|
||||
gltf_export_settings = bpy.data.texts[".blenvy_gltf_settings"] if ".blenvy_gltf_settings" in bpy.data.texts else bpy.data.texts.new(".blenvy_gltf_settings")
|
||||
|
||||
#check if params have changed
|
||||
bpy.context.window_manager.gltf_settings_changed = sorted(json.loads(gltf_export_settings.as_string()).items()) != sorted(formatted_settings.items())
|
||||
|
||||
print("gltf NEW settings", formatted_settings, "OLD settings", gltf_export_settings, "CHANGED ?", bpy.context.window_manager.gltf_settings_changed)
|
||||
|
||||
# now write new settings
|
||||
gltf_export_settings.clear()
|
||||
gltf_export_settings.write(json.dumps(formatted_settings))
|
||||
|
||||
|
||||
# now reset the original gltf_settings
|
||||
if getattr(cls, "existing_gltf_settings", None) is not None:
|
||||
print("resetting original gltf settings")
|
||||
scene["glTF2ExportSettings"] = cls.existing_gltf_settings
|
||||
else:
|
||||
print("no pre_existing settings")
|
||||
if "glTF2ExportSettings" in scene:
|
||||
del scene["glTF2ExportSettings"]
|
||||
cls.existing_gltf_settings = None
|
||||
except:pass
|
||||
bpy.context.window_manager.gltf_exporter_running = False
|
||||
return None
|
||||
|
||||
|
||||
else:
|
||||
try:
|
||||
bpy.app.timers.unregister(cls.gltf_exporter_handler)
|
||||
except:pass
|
||||
return None
|
||||
return 1"""
|
||||
|
||||
|
||||
def invoke_override(self, context, event):
|
||||
settings = context.scene.get(self.scene_key)
|
||||
self.will_save_settings = False
|
||||
if settings:
|
||||
try:
|
||||
for (k, v) in settings.items():
|
||||
setattr(self, k, v)
|
||||
self.will_save_settings = True
|
||||
|
||||
# Update filter if user saved settings
|
||||
if hasattr(self, 'export_format'):
|
||||
self.filter_glob = '*.glb' if self.export_format == 'GLB' else '*.gltf'
|
||||
|
||||
except (AttributeError, TypeError):
|
||||
self.report({"ERROR"}, "Loading export settings failed. Removed corrupted settings")
|
||||
del context.scene[self.scene_key]
|
||||
|
||||
import sys
|
||||
preferences = bpy.context.preferences
|
||||
for addon_name in preferences.addons.keys():
|
||||
try:
|
||||
if hasattr(sys.modules[addon_name], 'glTF2ExportUserExtension') or hasattr(sys.modules[addon_name], 'glTF2ExportUserExtensions'):
|
||||
pass #exporter_extension_panel_unregister_functors.append(sys.modules[addon_name].register_panel())
|
||||
except Exception:
|
||||
pass
|
||||
|
||||
# self.has_active_exporter_extensions = len(exporter_extension_panel_unregister_functors) > 0
|
||||
print("ovverride")
|
||||
wm = context.window_manager
|
||||
wm.fileselect_add(self)
|
||||
return {'RUNNING_MODAL'}
|
||||
|
||||
|
||||
|
||||
from io_scene_gltf2 import (ExportGLTF2, GLTF_PT_export_main, GLTF_PT_export_include)
|
||||
|
||||
|
||||
from io_scene_gltf2 import (ExportGLTF2, GLTF_PT_export_main,ExportGLTF2_Base, GLTF_PT_export_include)
|
||||
import io_scene_gltf2 as gltf_exporter_original
|
||||
#import io_scene_gltf2.GLTF_PT_export_data_scene as GLTF_PT_export_data_scene_original
|
||||
"""
|
||||
class GLTF_PT_export_data(gltf_exporter_original.GLTF_PT_export_data):
|
||||
bl_space_type = 'FILE_BROWSER'
|
||||
bl_region_type = 'TOOL_PROPS'
|
||||
bl_label = "Data"
|
||||
bl_parent_id = "GLTF_PT_auto_export_gltf"
|
||||
bl_options = {'DEFAULT_CLOSED'}
|
||||
|
||||
@classmethod
|
||||
def poll(cls, context):
|
||||
sfile = context.space_data
|
||||
operator = sfile.active_operator
|
||||
|
||||
return operator.bl_idname == "EXPORT_SCENES_OT_auto_gltf"
|
||||
|
||||
class GLTF_PT_export_data_scene(gltf_exporter_original.GLTF_PT_export_data_scene):
|
||||
bl_space_type = 'FILE_BROWSER'
|
||||
bl_region_type = 'TOOL_PROPS'
|
||||
bl_label = "Scene Graph"
|
||||
bl_parent_id = "GLTF_PT_export_data"
|
||||
bl_options = {'DEFAULT_CLOSED'}
|
||||
|
||||
@classmethod
|
||||
def poll(cls, context):
|
||||
sfile = context.space_data
|
||||
operator = sfile.active_operator
|
||||
return operator.bl_idname == "EXPORT_SCENES_OT_auto_gltf"
|
||||
|
||||
def draw(self, context):
|
||||
return super().draw(context)"""
|
|
@ -86,7 +86,7 @@ class AutoExportTracker(PropertyGroup):
|
|||
active_operator = getattr(bpy.context, 'active_operator' , None)
|
||||
if active_operator is not None:
|
||||
#print("Operator", active_operator.bl_label, active_operator.bl_idname)
|
||||
if active_operator.bl_idname == "EXPORT_SCENE_OT_gltf" and active_operator.gltf_export_id == "gltf_auto_export":
|
||||
if active_operator.bl_idname == "EXPORT_SCENE_OT_gltf" and active_operator.gltf_export_id == "blenvy":
|
||||
# we backup any existing gltf export settings, if there were any
|
||||
scene = bpy.context.scene
|
||||
if "glTF2ExportSettings" in scene:
|
||||
|
|
|
@ -21,7 +21,7 @@ def draw_settings_ui(layout, auto_export_settings):
|
|||
op.use_active_collection_with_nested=True
|
||||
op.use_active_scene = True
|
||||
op.filepath="____dummy____"
|
||||
op.gltf_export_id = "gltf_auto_export" # we specify that we are in a special case
|
||||
op.gltf_export_id = "blenvy" # we specify that we are in a special case
|
||||
|
||||
section.prop(auto_export_settings, "export_scene_settings")
|
||||
|
||||
|
|
|
@ -1,6 +0,0 @@
|
|||
import rna_prop_ui
|
||||
|
||||
# fake way to make our operator's changes be visible to the change/depsgraph update handler in gltf_auto_export
|
||||
def ping_depsgraph_update(object):
|
||||
rna_prop_ui.rna_idprop_ui_create(object, "________temp", default=0)
|
||||
rna_prop_ui.rna_idprop_ui_prop_clear(object, "________temp")
|
|
@ -1,10 +0,0 @@
|
|||
import bpy
|
||||
import rna_prop_ui
|
||||
|
||||
# fake way to make our operator's changes be visible to the change/depsgraph update handler in gltf_auto_export
|
||||
def ping_depsgraph_update(object=None):
|
||||
if object == None:
|
||||
object = bpy.data.scenes[0]
|
||||
rna_prop_ui.rna_idprop_ui_create(object, "________temp", default=0)
|
||||
rna_prop_ui.rna_idprop_ui_prop_clear(object, "________temp")
|
||||
return None
|
|
@ -26,7 +26,7 @@ class BLENVY_PT_SidePanel(bpy.types.Panel):
|
|||
bl_label = ""
|
||||
bl_space_type = 'VIEW_3D'
|
||||
bl_region_type = 'UI'
|
||||
bl_category = "Bevy"
|
||||
bl_category = "Blenvy"
|
||||
#bl_context = "objectmode"
|
||||
|
||||
def draw_header(self, context):
|
||||
|
|
Loading…
Reference in New Issue