feat(Blenvy): experimenting with injection of assets data into exported scenes/gltf files
* added extraction of local/all (wip) assets into auto export * added injection of LocalAssets & AllAssets (unsure) * related tweaks & experiments * also cleaned up asset ui for external assets * started updating the bevy integration tests
This commit is contained in:
parent
6f6b813474
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ba25c3cb20
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@ -111,4 +111,9 @@ General issues:
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- [x] fix asset file selection
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- [x] change "assets" tab to "levels"/worlds tab & modify UI accordingly
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- [ ] add option to 'split out' meshes from blueprints ?
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- [ ] ie considering meshletts etc , it would make sense to keep blueprints seperate from purely mesh gltfs
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- [ ] ie considering meshletts etc , it would make sense to keep blueprints seperate from purely mesh gltfs
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- [ ] remove 'export_marked_assets' it should be a default setting
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- [x] disable/ hide asset editing ui for external assets
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clear && pytest -svv --blender-template ../../testing/bevy_example/art/testing_library.blend --blender-executable /home/ckaos/tools/blender/blender-4.1.0-linux-x64/blender tests/test_bevy_integration_prepare.py && pytest -svv --blender-executable /home/ckaos/tools/blender/blender-4.1.0-linux-x64/blender tests/test_bevy_integration.py
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@ -105,7 +105,7 @@ def auto_export(changes_per_scene, changed_export_parameters, settings):
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print("export MAIN scenes")
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for scene_name in main_scenes_to_export:
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print(" exporting scene:", scene_name)
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export_main_scene(bpy.data.scenes[scene_name], blend_file_path, settings, blueprints_data)
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export_main_scene(bpy.data.scenes[scene_name], settings, blueprints_data)
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# now deal with blueprints/collections
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do_export_library_scene = not change_detection or changed_export_parameters or len(blueprints_to_export) > 0
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@ -124,7 +124,7 @@ def auto_export(changes_per_scene, changed_export_parameters, settings):
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else:
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for scene in settings.main_scenes:
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export_main_scene(scene, blend_file_path, settings, [])
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export_main_scene(scene, settings, [])
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@ -1,8 +1,10 @@
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import json
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import bpy
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from blenvy.core.helpers_collections import (set_active_collection)
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from blenvy.core.object_makers import (make_empty)
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from .duplicate_object import duplicate_object
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from .export_gltf import export_gltf
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from blenvy.core.scene_helpers import add_scene_property
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"""
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generates a temporary scene, fills it with data, cleans up after itself
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@ -12,11 +14,26 @@ generates a temporary scene, fills it with data, cleans up after itself
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* cleaned up using tempScene_cleaner
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"""
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def generate_temporary_scene_and_export(settings, gltf_export_settings, gltf_output_path, temp_scene_name="__temp_scene", tempScene_filler=None, tempScene_cleaner=None):
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def generate_temporary_scene_and_export(settings, gltf_export_settings, gltf_output_path, temp_scene_name="__temp_scene", tempScene_filler=None, tempScene_cleaner=None, additional_data=None):
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temp_scene = bpy.data.scenes.new(name=temp_scene_name)
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temp_root_collection = temp_scene.collection
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print("additional_dataAAAAAAAAAAAAAAAH", additional_data)
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if additional_data is not None: # FIXME not a fan of having this here
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for entry in dict(additional_data):
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print("entry in additional data", entry)
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if entry == "local_assets":
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temp_scene["local_assets"] = additional_data[entry] # this is for bevy 0.14
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temp_root_collection["local_assets"] = additional_data[entry] # for previous bevy versions, remove when migration done
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bla = "[(name: \"test_asset\", path: \"audio/fake.mp3\")]"
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add_scene_property(temp_scene, 'assets_components', {"LocalAssets": f"LocalAssets({additional_data[entry]})".replace("'", '')})
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if entry == entry == "AllAssets":
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temp_scene["AllAssets"] = additional_data[entry]
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temp_root_collection["AllAssets"] = additional_data[entry] # for previous bevy versions, remove when migration done
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add_scene_property(temp_scene, 'assets_components', {"AllAssets": f"AllAssets({additional_data[entry]})".replace("'", '')})
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# save active scene
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original_scene = bpy.context.window.scene
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# and selected collection
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@ -43,6 +60,7 @@ def generate_temporary_scene_and_export(settings, gltf_export_settings, gltf_out
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scene_filler_data = tempScene_filler(temp_root_collection)
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# export the temporary scene
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try:
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print("dry_run MODE", settings.auto_export.dry_run)
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if settings.auto_export.dry_run == "DISABLED":
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export_gltf(gltf_output_path, gltf_export_settings)
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except Exception as error:
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@ -18,7 +18,7 @@ def prepare_and_export():
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setting_changes = get_setting_changes()
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print("setting_changes", setting_changes)
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# do the actual export
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blenvy.auto_export.dry_run = 'NO_EXPORT'#'DISABLED'#
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# blenvy.auto_export.dry_run = 'NO_EXPORT'#'DISABLED'#
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auto_export(per_scene_changes, setting_changes, blenvy)
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# cleanup
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@ -1,11 +1,20 @@
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import json
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import os
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from types import SimpleNamespace
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from blenvy.blueprints.blueprint_helpers import inject_blueprints_list_into_main_scene, remove_blueprints_list_from_main_scene
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from ..constants import TEMPSCENE_PREFIX
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from ..common.generate_temporary_scene_and_export import generate_temporary_scene_and_export, copy_hollowed_collection_into, clear_hollow_scene
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from ..common.export_gltf import (generate_gltf_export_settings, export_gltf)
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from .is_object_dynamic import is_object_dynamic, is_object_static
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def export_main_scene(scene, blend_file_path, settings, blueprints_data):
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def assets_to_fake_ron(list_like):
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result = []
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for item in list_like:
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result.append(f"(name: \"{item['name']}\", path: \"{item['path']}\")")
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return result#.join(", ")
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def export_main_scene(scene, settings, blueprints_data):
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gltf_export_settings = generate_gltf_export_settings(settings)
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assets_path_full = getattr(settings,"assets_path_full")
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levels_path_full = getattr(settings,"levels_path_full")
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@ -25,7 +34,44 @@ def export_main_scene(scene, blend_file_path, settings, blueprints_data):
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if export_blueprints :
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gltf_output_path = os.path.join(levels_path_full, scene.name)
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#inject_blueprints_list_into_main_scene(scene, blueprints_data, settings)
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inject_blueprints_list_into_main_scene(scene, blueprints_data, settings)
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print("main scene", scene)
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for asset in scene.user_assets:
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print(" user asset", asset.name, asset.path)
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for asset in scene.generated_assets:
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print(" generated asset", asset)
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"""for blueprint in blueprints_data.blueprints_per_scenes[scene.name]:
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print("BLUEPRINT", blueprint)"""
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blueprint_instances_in_scene = blueprints_data.blueprint_instances_per_main_scene.get(scene.name, {}).keys()
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blueprints_in_scene = [blueprints_data.blueprints_per_name[blueprint_name] for blueprint_name in blueprint_instances_in_scene]
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#yala = [blueprint.collection.user_assets for blueprint in blueprints_in_scene]
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#print("dsfsdf", yala)
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auto_assets = []
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all_assets = []
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blueprints_path = getattr(settings, "blueprints_path")
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export_gltf_extension = getattr(settings.auto_export, "export_gltf_extension", ".glb")
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for blueprint in blueprints_in_scene:
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if blueprint.local:
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blueprint_exported_path = os.path.join(blueprints_path, f"{blueprint.name}{export_gltf_extension}")
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else:
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# get the injected path of the external blueprints
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blueprint_exported_path = blueprint.collection['export_path'] if 'export_path' in blueprint.collection else None
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if blueprint_exported_path is not None: # and not does_asset_exist(assets_list, blueprint_exported_path):
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auto_assets.append({"name": blueprint.name, "path": blueprint_exported_path})#, "generated": True, "internal":blueprint.local, "parent": None})
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# now also add the assets of the blueprints # TODO: wait no , these should not be a part of the (scene) local assets
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for asset in blueprint.collection.user_assets:
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print("adding assets of blueprint", asset.name)
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all_assets.append({"name": asset.name, "path": asset.path})
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"""for asset in auto_assets:
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print(" generated asset", asset.name, asset.path)"""
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scene["local_assets"] = assets_to_fake_ron([{"name": asset.name, "path": asset.path} for asset in scene.user_assets] + auto_assets)
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scene["AllAssets"] = assets_to_fake_ron(all_assets + [{"name": asset.name, "path": asset.path} for asset in scene.user_assets] + auto_assets)
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if export_separate_dynamic_and_static_objects:
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#print("SPLIT STATIC AND DYNAMIC")
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# first export static objects
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@ -54,19 +100,21 @@ def export_main_scene(scene, blend_file_path, settings, blueprints_data):
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generate_temporary_scene_and_export(
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settings,
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temp_scene_name=TEMPSCENE_PREFIX,
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additional_data = scene,
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gltf_export_settings=gltf_export_settings,
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gltf_output_path=gltf_output_path,
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tempScene_filler= lambda temp_collection: copy_hollowed_collection_into(scene.collection, temp_collection, blueprints_data=blueprints_data, settings=settings),
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tempScene_cleaner= lambda temp_scene, params: clear_hollow_scene(original_root_collection=scene.collection, temp_scene=temp_scene, **params)
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)
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remove_blueprints_list_from_main_scene(scene)
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else:
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gltf_output_path = os.path.join(assets_path_full, scene.name)
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print(" exporting gltf to", gltf_output_path, ".gltf/glb")
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if settings.auto_export.dry_run == "DISABLED":
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export_gltf(gltf_output_path, gltf_export_settings)
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remove_blueprints_list_from_main_scene(scene)
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@ -20,7 +20,7 @@ def draw_assets(layout, name, title, asset_registry, target_type, target_name, e
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add_possible = does_asset_exist(target, {"path": asset_registry.asset_path_selector}) #"name": asset_registry.asset_name_selector,
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if header:
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if header and editable:
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row = header.row()
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row.alert = add_possible
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@ -41,23 +41,6 @@ def draw_assets(layout, name, title, asset_registry, target_type, target_name, e
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if panel:
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if editable:
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row = panel.row()
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"""row.alert = add_possible
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row.prop(asset_registry, "asset_name_selector", text="")
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row.label(text=asset_registry.asset_path_selector)
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asset_selector = row.operator(operator="asset.open_filebrowser", text="", icon="FILE_FOLDER")
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add_asset_layout = row.column()
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add_asset_layout.enabled = not add_possible
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add_asset = add_asset_layout.operator(operator="bevyassets.add", text="", icon="ADD")
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add_asset.target_type = target_type
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add_asset.target_name = target_name
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add_asset.asset_name = asset_registry.asset_name_selector
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add_asset.asset_type = asset_registry.asset_type_selector
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add_asset.asset_path = asset_registry.asset_path_selector"""
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#panel.separator()
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for asset in user_assets:
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remove_asset.target_type = target_type
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remove_asset.target_name = target_name
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remove_asset.asset_path = asset.path
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'''for asset in generated_assets:
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row = panel.row()
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#row.label(text=asset.name)
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#row.label(text=asset.path)
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split = row.split(factor=nesting_indent)
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col = split.column()
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col.label(text=" ")
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col = split.column()
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sub_header, sub_panel = col.panel(f"assets_sub{asset.name}", default_closed=False)
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sub_header.label(text=f"{asset.name} ({asset.path})", icon="XRAY")
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if sub_panel:
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sub_panel.label(text=" some stuff")
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"""remove_asset = row.operator(operator="bevyassets.remove", text="", icon="TRASH")
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remove_asset.target_type = target_type
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remove_asset.target_name = target_name
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remove_asset.asset_path = asset.path"""'''
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return panel
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class Blenvy_assets(bpy.types.Panel):
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@ -77,4 +77,4 @@ class GLTF_PT_auto_export_blueprints_list(bpy.types.Panel):
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generated_assets = get_generated_assets(blueprint.collection)
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draw_assets(layout=col, name=blueprint.name, title="Assets", asset_registry=asset_registry, user_assets=user_assets, generated_assets=generated_assets, target_type="BLUEPRINT", target_name=blueprint.name, editable=False)
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panel.label(text="External")
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panel.label(text="External blueprint, assets are not editable")
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@ -9,7 +9,7 @@ import filecmp
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from PIL import Image
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from pixelmatch.contrib.PIL import pixelmatch
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from blenvy.auto_export.export.prepare_and_export import prepare_and_export
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from blenvy.add_ons.auto_export.common.prepare_and_export import prepare_and_export
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@pytest.fixture
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def setup_data(request):
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"""
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def test_export_complex(setup_data):
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root_path = setup_data["root_path"]
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auto_export_operator = bpy.ops.export_scenes.auto_gltf
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# with change detection
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# first, configure things
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# we use the global settings for that
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export_props = {
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"main_scene_names" : ['World'],
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"library_scene_names": ['Library'],
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}
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gltf_settings = {
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"export_animations": True,
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@ -102,26 +99,29 @@ def test_export_complex(setup_data):
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# move the cube in the library
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# TODO: add back bpy.data.objects["Blueprint1_mesh"].location = [1, 2, 1]
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registry = bpy.context.window_manager.components_registry
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blenvy = bpy.context.window_manager.blenvy
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main_scene = blenvy.main_scenes.add()
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main_scene.name = "World"
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#blenvy.project_root_path =
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#blenvy.blueprints_path
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blenvy.auto_export.auto_export = True
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blenvy.auto_export.export_scene_settings = True
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blenvy.auto_export.export_blueprints = True
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blenvy.auto_export.export_materials_library = True
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bpy.data.scenes['World'].blenvy_scene_type = 'Level' # set scene as main/level scene
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bpy.data.scenes['Library'].blenvy_scene_type = 'Library' # set scene as Library scene
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# scene asset
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user_asset = bpy.data.scenes['World'].user_assets.add()
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user_asset.name = "test_asset"
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user_asset.path = "audio/fake.mp3"
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# blueprint asset
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user_asset = bpy.data.collections['Blueprint4_nested'].user_assets.add()
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user_asset.name = "yoho_audio"
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user_asset.path = "audio/fake.mp3"
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prepare_and_export()
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"""auto_export_operator(
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auto_export=True,
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direct_mode=True,
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project_root_path = os.path.abspath(root_path),
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#blueprints_path = os.path.join("assets", "models", "library"),
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export_output_folder = os.path.join("assets", "models"), #"./models",
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#levels_path = os.path.join("assets", "models"),
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export_scene_settings=True,
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export_blueprints=True,
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export_materials_library=True
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)"""
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# blueprint1 => has an instance, got changed, should export
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# blueprint2 => has NO instance, but marked as asset, should export
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# blueprint3 => has NO instance, not marked as asset, used inside blueprint 4: should export
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@ -2,6 +2,7 @@ import os
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import json
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import pytest
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import bpy
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from blenvy.add_ons.auto_export.common.prepare_and_export import prepare_and_export
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@pytest.fixture
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def setup_data(request):
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# this runs the external blueprints file
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def test_export_external_blueprints(setup_data):
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root_path = setup_data["root_path"]
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auto_export_operator = bpy.ops.export_scenes.auto_gltf
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# with change detection
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# first, configure things
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# we use the global settings for that
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export_props = {
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"main_scene_names" : [],
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"library_scene_names": ['Library'],
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}
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gltf_settings = {
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"export_animations": True,
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stored_gltf_settings.clear()
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stored_gltf_settings.write(json.dumps(gltf_settings))
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blenvy = bpy.context.window_manager.blenvy
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#blenvy.project_root_path =
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#blenvy.blueprints_path
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blenvy.auto_export.auto_export = True
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blenvy.auto_export.export_scene_settings = True
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blenvy.auto_export.export_blueprints = True
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blenvy.auto_export.export_materials_library = True
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auto_export_operator(
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auto_export=True,
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direct_mode=True,
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project_root_path = os.path.abspath(root_path),
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#blueprints_path = os.path.join("assets", "models", "library"),
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#export_output_folder = os.path.join("assets", "models"), #"./models",
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#levels_path = os.path.join("assets", "models"),
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export_scene_settings=False,
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export_blueprints=True,
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export_materials_library=True,
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export_marked_assets= True
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)
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print("SCENES", bpy.data.scenes)
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for scene in bpy.data.scenes:
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print("SCNE", scene)
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bpy.data.scenes['Library'].blenvy_scene_type = 'Library' # set scene as Library scene
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# do the actual export
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prepare_and_export()
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assert os.path.exists(os.path.join(setup_data["blueprints_path"], "External_blueprint.glb")) == True
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assert os.path.exists(os.path.join(setup_data["blueprints_path"], "External_blueprint2.glb")) == True
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