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https://github.com/kaosat-dev/Blender_bevy_components_workflow.git
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feat(Blenvy:Blender):
* cleanups to dynamic/static object detection * filtered out MaterialInfos from "fixable" Components * will now attempt to inject actual component for materialInfos * if it fails, falls back to previous custom property logic * added ability to disable ui for certain components * added display of "internal" components * internal components such as MaterialInfos are now viewable but disabled (non editable) for more clarity * experimenting with auto_reload of registry if missing (wip) * minor tweaks
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17
TODO.md
17
TODO.md
@ -259,6 +259,23 @@ Blender side:
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- [x] make sure the "add scene" button is not available unless you have actually selected one
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- [x] make auto export be on by default, however bail out early by detecting if there are any level/blueprint scenes
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- [x] remove custom components to filter out correctly from exported blueprints list
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- [ ] for built in Component types that need to be injected to be used by blueprints,
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namely:
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- BlueprintInfos (not 100% sure for this one)
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- MaterialInfos
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- the various scene Components
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- BlueprintAssets (although not really needed anymore with the meta files)
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- [ ] Inject real components instead of just custom properties
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- [ ] add boilerplate to generate real component values from type definitions instead of hacking pseudo ron strings
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- [ ] fall back to bevy_components if that fails (missing registry) or just basic custom properties
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- [ ] If that fails as well ?
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- [ ] auto reload registry if absent/possible
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- cannot be done from UI possibly polling with increasing timeout
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- bpy.ops.blenvy.components_registry_reload()
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- [x] filter out MaterialInfos from list of "fixable components"
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Bevy Side:
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- [x] deprecate BlueprintName & BlueprintPath & use BlueprintInfo instead
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@ -3,7 +3,6 @@ import bpy
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from ...bevy_components.components.metadata import get_bevy_component_value_by_long_name
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# checks if an object is dynamic
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# TODO: for efficiency, it might make sense to write this flag semi automatically at the root level of the object so we can skip the inner loop
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# TODO: we need to recompute these on blueprint changes too
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# even better, keep a list of dynamic objects per scene , updated only when needed ?
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def is_object_dynamic(object):
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@ -15,17 +14,9 @@ def is_object_dynamic(object):
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# get the name of the collection this is an instance of
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collection_name = object.instance_collection.name
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original_collection = bpy.data.collections[collection_name]
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is_dynamic = get_bevy_component_value_by_long_name(original_collection, 'blenvy::save_load::Dynamic') is not None
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# scan original collection, look for a 'Dynamic' flag
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"""for object in original_collection.objects:
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#print(" inner", object)
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if object.type == 'EMPTY': #and object.name.endswith("components"):
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for component_name in object.keys():
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#print(" compo", component_name)
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if component_name == 'Dynamic':
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is_dynamic = True
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break"""
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is_dynamic = get_bevy_component_value_by_long_name(original_collection, 'blenvy::save_load::Dynamic') is not None
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#print("IS OBJECT DYNAMIC", object, is_dynamic)
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return is_dynamic
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@ -5,7 +5,7 @@ from ..utils import get_selected_item, get_selection_type
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from .metadata import do_item_custom_properties_have_missing_metadata, get_bevy_components
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def draw_propertyGroup( propertyGroup, layout, nesting =[], rootName=None, item_type="OBJECT", item_name=""):
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def draw_propertyGroup( propertyGroup, layout, nesting =[], rootName=None, item_type="OBJECT", item_name="", enabled=True):
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is_enum = getattr(propertyGroup, "with_enum")
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is_list = getattr(propertyGroup, "with_list")
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is_map = getattr(propertyGroup, "with_map")
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@ -13,6 +13,7 @@ def draw_propertyGroup( propertyGroup, layout, nesting =[], rootName=None, item_
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# if it is an enum, the first field name is always the list of enum variants, the others are the variants
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field_names = propertyGroup.field_names
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layout.enabled = enabled
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#print("")
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#print("drawing", propertyGroup, nesting, "component_name", rootName)
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if is_enum:
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@ -31,7 +32,7 @@ def draw_propertyGroup( propertyGroup, layout, nesting =[], rootName=None, item_
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nested = getattr(nestedPropertyGroup, "nested", False)
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#print("nestedPropertyGroup", nestedPropertyGroup, fname, nested)
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if nested:
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draw_propertyGroup(nestedPropertyGroup, subrow.column(), nesting + [fname], rootName, item_type, item_name )
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draw_propertyGroup(nestedPropertyGroup, subrow.column(), nesting + [fname], rootName, item_type, item_name, enabled=enabled )
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# if an enum variant is not a propertyGroup
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break
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elif is_list:
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@ -39,12 +40,13 @@ def draw_propertyGroup( propertyGroup, layout, nesting =[], rootName=None, item_
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list_index = getattr(propertyGroup, "list_index")
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box = layout.box()
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split = box.split(factor=0.9)
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box.enabled = enabled
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list_column, buttons_column = (split.column(),split.column())
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list_column = list_column.box()
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for index, item in enumerate(item_list):
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row = list_column.row()
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draw_propertyGroup(item, row, nesting, rootName, item_type)
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draw_propertyGroup(item, row, nesting, rootName, item_type, enabled=enabled)
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icon = 'CHECKBOX_HLT' if list_index == index else 'CHECKBOX_DEHLT'
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op = row.operator('blenvy.component_list_actions', icon=icon, text="")
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op.action = 'SELECT'
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@ -100,10 +102,10 @@ def draw_propertyGroup( propertyGroup, layout, nesting =[], rootName=None, item_
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row = box.row()
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row.label(text="Add entry:")
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keys_setter = getattr(propertyGroup, "keys_setter")
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draw_propertyGroup(keys_setter, row, nesting, rootName, item_type, item_name)
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draw_propertyGroup(keys_setter, row, nesting, rootName, item_type, item_name, enabled=enabled)
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values_setter = getattr(propertyGroup, "values_setter")
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draw_propertyGroup(values_setter, row, nesting, rootName, item_type, item_name)
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draw_propertyGroup(values_setter, row, nesting, rootName, item_type, item_name, enabled=enabled)
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op = row.operator('blenvy.component_map_actions', icon='ADD', text="")
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op.action = 'ADD'
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@ -119,10 +121,10 @@ def draw_propertyGroup( propertyGroup, layout, nesting =[], rootName=None, item_
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for index, item in enumerate(keys_list):
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row = list_column.row()
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draw_propertyGroup(item, row, nesting, rootName, item_type, item_name)
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draw_propertyGroup(item, row, nesting, rootName, item_type, item_name, enabled=enabled)
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value = values_list[index]
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draw_propertyGroup(value, row, nesting, rootName, item_type, item_name)
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draw_propertyGroup(value, row, nesting, rootName, item_type, item_name, enabled=enabled)
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op = row.operator('blenvy.component_map_actions', icon='REMOVE', text="")
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op.action = 'REMOVE'
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@ -151,7 +153,7 @@ def draw_propertyGroup( propertyGroup, layout, nesting =[], rootName=None, item_
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layout.label(text=display_name) # this is the name of the field/sub field
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layout.separator()
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subrow = layout.row()
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draw_propertyGroup(nestedPropertyGroup, subrow, nesting + [fname], rootName, item_type, item_name )
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draw_propertyGroup(nestedPropertyGroup, subrow, nesting + [fname], rootName, item_type, item_name, enabled )
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else:
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subrow = layout.row()
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subrow.prop(propertyGroup, fname, text=display_name)
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@ -233,6 +235,9 @@ def draw_component_ui(layout, object_or_collection, registry, selected_component
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item_name = object_or_collection.name
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#print("components_names", dict(components_bla).keys())
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#FIXME: move out, highly inneficient
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internal_components = ['BlueprintInfos', 'blenvy::blueprints::materials::MaterialInfos']
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for component_name in sorted(get_bevy_components(object_or_collection)) : # sorted by component name, practical
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if component_name == "components_meta":
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continue
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@ -244,7 +249,9 @@ def draw_component_ui(layout, object_or_collection, registry, selected_component
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component_invalid = getattr(component_meta, "invalid")
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invalid_details = getattr(component_meta, "invalid_details")
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component_visible = getattr(component_meta, "visible")
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component_internal = component_name in internal_components # internal components are not editable ?
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single_field = False
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label = f"{component_name}{' (internal)' if component_internal else ''}"
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# our whole row
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box = layout.box()
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@ -252,7 +259,8 @@ def draw_component_ui(layout, object_or_collection, registry, selected_component
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# "header"
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row.alert = component_invalid
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row.prop(component_meta, "enabled", text="")
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row.label(text=component_name)
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row.label(text=label)
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#row.enabled = not component_internal
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# we fetch the matching ui property group
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root_propertyGroup_name = registry.get_propertyGroupName_from_longName(component_name)
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@ -272,7 +280,7 @@ def draw_component_ui(layout, object_or_collection, registry, selected_component
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error_message = invalid_details if component_invalid else "Missing component UI data, please reload registry !"
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prop_group_location.label(text=error_message)
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else:
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draw_propertyGroup(propertyGroup, prop_group_location, [root_propertyGroup_name], component_name, item_type, item_name)
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draw_propertyGroup(propertyGroup, prop_group_location, [root_propertyGroup_name], component_name, item_type, item_name, enabled=not component_internal)
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else :
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row.label(text="details hidden, click on toggle to display")
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else:
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@ -293,17 +301,18 @@ def draw_component_ui(layout, object_or_collection, registry, selected_component
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op.component_name = component_name
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row.separator()
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op = row.operator("blenvy.component_remove", text="", icon="X")
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op.component_name = component_name
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op.item_name = object_or_collection.name
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op.item_type = get_selection_type(object_or_collection)
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row.separator()
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op = row.operator("blenvy.component_copy", text="", icon="COPYDOWN")
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op.source_component_name = component_name
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op.source_item_name = object_or_collection.name
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op.source_item_type = get_selection_type(object_or_collection)
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row.separator()
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if not component_internal:
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op = row.operator("blenvy.component_remove", text="", icon="X")
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op.component_name = component_name
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op.item_name = object_or_collection.name
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op.item_type = get_selection_type(object_or_collection)
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row.separator()
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op = row.operator("blenvy.component_copy", text="", icon="COPYDOWN")
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op.source_component_name = component_name
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op.source_item_name = object_or_collection.name
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op.source_item_type = get_selection_type(object_or_collection)
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row.separator()
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#if not single_field:
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toggle_icon = "TRIA_DOWN" if component_visible else "TRIA_RIGHT"
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@ -388,7 +397,7 @@ class BLENVY_PT_component_tools_panel(bpy.types.Panel):
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self.draw_invalid_or_unregistered(layout, status, custom_property, item, item_type)
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def gather_invalid_item_data(self, item, invalid_component_names, items_with_invalid_components, items_with_original_components, original_name, item_type):
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blenvy_custom_properties = ['components_meta', 'bevy_components', 'user_assets', 'generated_assets', 'BlueprintAssets', 'export_path' ] # some of our own hard coded custom properties that should be ignored
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blenvy_custom_properties = ['components_meta', 'bevy_components', 'user_assets', 'generated_assets', 'BlueprintAssets', 'export_path', 'MaterialInfos' ] # some of our own hard coded custom properties that should be ignored
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upgreadable_entries = []
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if "components_meta" in item or hasattr(item, "components_meta"): # FIXME; wrong way of determining
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@ -32,6 +32,7 @@ def watch_schema():
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blenvy = bpy.context.window_manager.blenvy
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component_settings = blenvy.components
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#print("watching schema file for changes")
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reloading_registry = False
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try:
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stamp = os.stat(component_settings.schema_path_full).st_mtime
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stamp = str(stamp)
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@ -47,11 +48,19 @@ def watch_schema():
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# we need to add an additional delay as the file might not have loaded yet
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bpy.app.timers.register(lambda: bpy.ops.blenvy.components_registry_reload(), first_interval=1)
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component_settings.schemaTimeStamp = stamp
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reloading_registry = True
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if component_settings.schemaTimeStamp == "":
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component_settings.schemaTimeStamp = stamp
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except Exception as error:
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pass
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# if there is no registry loaded yet, try to load it
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"""registry = bpy.context.window_manager.components_registry
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if not reloading_registry and len(list(registry.type_infos.keys())) == 0:
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print("reload registry here")
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bpy.app.timers.register(lambda: bpy.ops.blenvy.components_registry_reload(), first_interval=1)"""
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return component_settings.watcher_poll_frequency if component_settings.watcher_enabled else None
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class ComponentsSettings(PropertyGroup):
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@ -1,6 +1,7 @@
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import os
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import posixpath
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from ..core.helpers_collections import (traverse_tree)
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from ..add_ons.bevy_components.components.metadata import apply_propertyGroup_values_to_item_customProperties_for_component, upsert_bevy_component, get_bevy_component_value_by_long_name
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def find_materials_not_on_disk(materials, materials_path_full, extension):
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not_found_materials = []
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@ -79,6 +80,7 @@ def get_all_materials(collection_names, library_scenes):
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used_material_names = list(set(used_material_names))
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return (used_material_names, materials_per_object)
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import bpy
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def add_material_info_to_objects(materials_per_object, settings):
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materials_path = getattr(settings, "materials_path")
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export_gltf_extension = getattr(settings, "export_gltf_extension", ".glb")
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@ -90,8 +92,13 @@ def add_material_info_to_objects(materials_per_object, settings):
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material_infos.append(material_info)
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# problem with using actual components: you NEED the type registry/component infos, so if there is none , or it is not loaded yet, it does not work
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# for a few components we could hardcode this
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#bpy.ops.blenvy.component_add(target_item_name=object.name, target_item_type="OBJECT", component_type="blenvy::blueprints::materials::MaterialInfos", component_value=component_value)
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object['MaterialInfos'] = f"({material_infos})".replace("'","")
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component_value = f"({material_infos})".replace("'","")
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try:
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bpy.ops.blenvy.component_add(target_item_name=object.name, target_item_type="OBJECT", component_type="blenvy::blueprints::materials::MaterialInfos", component_value=component_value )
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except:
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object['MaterialInfos'] = f"({material_infos})".replace("'","")
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#upsert_bevy_component(object, "blenvy::blueprints::materials::MaterialInfos", f"({material_infos})".replace("'","") )
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#apply_propertyGroup_values_to_item_customProperties_for_component(object, "MaterialInfos")
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print("adding materialInfos to object", object, "material infos", material_infos)
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