feat(Blenvy:blender):
* fixed issues with selections * discovered more issues with selection button in "upgrade/rename" screen, partially fixed * improved visualization of selections for objects, collections, meshes & materials, including auto-switching to the correct properties tab for clarity * fixed ui issues in the upgrade components screen * made distinction between local & remote ones clearer * minor tweaks & improvements
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49e797fea7
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@ -173,6 +173,19 @@ Blender side:
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- [x] fix weird issue with hashmaps with enums as values
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- [x] prevent attempting to add unexisting components to targets (ie when using the component search)
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- [x] also for the bulk fix actions
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- [x] selection of nested objects in collections IS NOT WORKING !!! AHH
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- [ ] fix/ overhaul upgreadable components
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- [x] add listing of upgradeable components for
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- [x] meshes
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- [x] materials
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- [x] fix display of upgradeaeble components & co
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- [x] add clear visual distinction between internal (selectable) & non selectable ones
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- [x] do not make selection button available for external blueprints/collections
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- [ ] perhaps do not show the other buttons & inputs either ? we cannot change the values of an external library file anyway
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- [ ] BLENVY_OT_item_select is missing handling for the other types (outside of object & collection)
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- [ ] fix selection logic
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- [ ] hidden objects/collections only semi respected at export
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- this is because blueprints are external ?
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- [ ] verify based on gltf settings
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@ -186,7 +199,7 @@ Blender side:
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- [ ] disabled components
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- [ ] blueprint instances as children of blueprint instances
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- [ ] blueprint instances as children of empties
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- [ ] update testing files
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- [x] update testing files
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- [ ] add option to 'split out' meshes from blueprints ?
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@ -343,9 +343,13 @@ class BLENVY_PT_component_tools_panel(bpy.types.Panel):
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row = layout.row()
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col = row.column()
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operator = col.operator("blenvy.select_item", text=f"{target.name}({item_type_short})")
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operator.target_name = target.name
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operator.item_type = item_type
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selector_text = f"{target.name}({item_type_short})"
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if target.library is None:
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operator = col.operator("blenvy.select_item", text=selector_text, icon="FILE_BLEND")
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operator.target_name = target.name
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operator.item_type = item_type
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else:
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col.label(text=selector_text, icon="LIBRARY_DATA_DIRECT")
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col = row.column()
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col.label(text=status)
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@ -383,11 +387,10 @@ class BLENVY_PT_component_tools_panel(bpy.types.Panel):
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blenvy_custom_properties = ['components_meta', 'bevy_components', 'user_assets', 'generated_assets' ] # 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:
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if "components_meta" in item or hasattr(item, "components_meta"): # FIXME; wrong way of determining
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components_metadata = item.components_meta.components
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object_component_names = []
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for index, component_meta in enumerate(components_metadata):
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long_name = component_meta.long_name
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if component_meta.invalid:
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@ -408,10 +411,12 @@ class BLENVY_PT_component_tools_panel(bpy.types.Panel):
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# Invalid (something is wrong)
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# Unregistered (not in registry)
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# Upgrade Needed (Old-style component)
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status = None
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if custom_property not in blenvy_custom_properties and custom_property not in object_component_names:
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status = "Upgrade Needed"
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if custom_property not in blenvy_custom_properties:
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if custom_property not in object_component_names:
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status = "Upgrade Needed"
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else:
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status = "Other issue"
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if status is not None:
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upgreadable_entries.append((status, custom_property, item, item_type))
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@ -447,6 +452,12 @@ class BLENVY_PT_component_tools_panel(bpy.types.Panel):
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for collection in bpy.data.collections:
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if len(collection.keys()) > 0:
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upgreadable_entries += self.gather_invalid_item_data(collection, invalid_component_names, items_with_invalid_components, items_with_original_components, original_name, "COLLECTION")
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for mesh in bpy.data.meshes:
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if len(mesh.keys()) > 0:
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upgreadable_entries += self.gather_invalid_item_data(mesh, invalid_component_names, items_with_invalid_components, items_with_original_components, original_name, "MESH")
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for material in bpy.data.materials:
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if len(material.keys()) > 0:
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upgreadable_entries += self.gather_invalid_item_data(material, invalid_component_names, items_with_invalid_components, items_with_original_components, original_name, "MATERIAL")
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if len(items_with_invalid_components) > 0:
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self.draw_invalid_or_unregistered_header(layout, ["Item","Status", "Component", "Target"])
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@ -4,12 +4,49 @@ from bpy.props import StringProperty, EnumProperty
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from bpy_types import Operator
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from blenvy.core.helpers_collections import (set_active_collection)
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import json
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def select_area(context, area_name):
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for area in context.screen.areas:
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#if area.type == 'PROPERTIES' and context.object is not None and context.object.type not in ('LIGHT_PROBE', 'CAMERA', 'LIGHT', 'SPEAKER'):
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# Set it the active space
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print("SELECT AREA", area_name)
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try:
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area.spaces.active.context = area_name #'MATERIAL' # 'VIEW_LAYER', 'SCENE' etc.
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except Exception as error:
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print(f"failed to switch to area {area_name}: {error}")
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break # OPTIONAL
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def get_collection_scene(collection):
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for scene in bpy.data.scenes:
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if scene.user_of_id(collection):
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return scene
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return None
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def get_object_by_name(name):
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object = bpy.data.objects.get(name, None)
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return object
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def get_object_scene(object):
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object = bpy.data.objects.get(object.name, None)
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if object is not None:
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scenes_of_object = list(object.users_scene)
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if len(scenes_of_object) > 0:
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return scenes_of_object[0]
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return None
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def get_mesh_object(mesh):
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for object in bpy.data.objects:
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if isinstance(object.data, bpy.types.Mesh) and mesh.name == object.data.name:
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return object
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def get_material_object(material):
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for object in bpy.data.objects:
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if isinstance(object.data, bpy.types.Mesh) and material.name in object.data.materials:
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return object
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class BLENVY_OT_item_select(Operator):
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"""Select object by name"""
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bl_idname = "blenvy.select_item"
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@ -33,52 +70,121 @@ class BLENVY_OT_item_select(Operator):
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description="target to select's name ",
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) # type: ignore
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@classmethod
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def register(cls):
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bpy.types.WindowManager.blenvy_item_selected_ids = StringProperty(default="{}")
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@classmethod
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def unregister(cls):
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del bpy.types.WindowManager.blenvy_item_selected_ids
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def execute(self, context):
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if self.target_name:
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if self.item_type == "OBJECT":
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if self.item_type == 'OBJECT':
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object = bpy.data.objects[self.target_name]
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scenes_of_object = list(object.users_scene)
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if len(scenes_of_object) > 0:
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bpy.ops.object.select_all(action='DESELECT')
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bpy.context.window.scene = scenes_of_object[0]
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object.select_set(True)
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context.window_manager.blenvy_item_selected_ids = json.dumps({"name": object.name, "type": self.item_type})
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bpy.context.view_layer.objects.active = object
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elif self.item_type == "COLLECTION":
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select_area(context=context, area_name="OBJECT")
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elif self.item_type == 'COLLECTION':
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collection = bpy.data.collections[self.target_name]
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scene_of_collection = get_collection_scene(collection)
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if scene_of_collection is not None:
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bpy.ops.object.select_all(action='DESELECT')
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bpy.context.window.scene = scene_of_collection
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bpy.context.view_layer.objects.active = None
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#bpy.context.view_layer.objects.active = None
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#
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context.window_manager.blenvy_item_selected_ids = json.dumps({"name": collection.name, "type": self.item_type})
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set_active_collection(bpy.context.window.scene, collection.name)
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select_area(context=context, area_name="COLLECTION")
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elif self.item_type == 'MESH':
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mesh = bpy.data.meshes[self.target_name]
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mesh_object = get_mesh_object(mesh)
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scene_of_item = get_object_scene(mesh_object)
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if scene_of_item is not None:
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bpy.ops.object.select_all(action='DESELECT')
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bpy.context.window.scene = scene_of_item
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mesh_object.select_set(True)
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bpy.context.view_layer.objects.active = mesh_object
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context.window_manager.blenvy_item_selected_ids = json.dumps({"name": mesh.name, "type": self.item_type})
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select_area(context=context, area_name="DATA")
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elif self.item_type == 'MATERIAL':
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# find object that uses material
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material = bpy.data.materials[self.target_name]
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material_object = get_material_object(material)
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scene_of_item = get_object_scene(material_object)
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select_area(context=context, area_name="MATERIAL")
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print("scene_of_item", scene_of_item)
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if scene_of_item is not None:
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bpy.ops.object.select_all(action='DESELECT')
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bpy.context.window.scene = scene_of_item
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#material_object.select_set(True)
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bpy.context.view_layer.objects.active = material_object
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context.window_manager.blenvy_item_selected_ids = json.dumps({"name": material.name, "type": self.item_type})
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select_area(context=context, area_name="MATERIAL")
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return {'FINISHED'}
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def get_selected_item(context):
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selection = None
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#print("original context", context)
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def get_outliner_area():
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if bpy.context.area.type!='OUTLINER':
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for area in bpy.context.screen.areas:
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if area.type == 'OUTLINER':
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return area
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return None
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#print("original context", context)
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area = get_outliner_area()
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if area is not None:
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region = next(region for region in area.regions if region.type == "WINDOW")
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try:
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selection_overrides = json.loads(context.window_manager.blenvy_item_selected_ids)
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#print("selection_overrides", selection_overrides)
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if selection_overrides["type"] == "OBJECT":
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selection = bpy.data.objects[selection_overrides["name"]]
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elif selection_overrides["type"] == "COLLECTION":
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selection = bpy.data.collections[selection_overrides["name"]]
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if selection_overrides["type"] == "MESH":
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selection = bpy.data.meshes[selection_overrides["name"]]
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elif selection_overrides["type"] == "MATERIAL":
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selection = bpy.data.materials[selection_overrides["name"]]
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#print("SELECTION", selection)
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#context.window_manager.blenvy_item_selected_ids = "{}"
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except: pass
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with bpy.context.temp_override(area=area, region=region):
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#print("overriden context", bpy.context)
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for obj in bpy.context.selected_ids:
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pass#print(f"Selected: {obj.name} - {type(obj)}")
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selection = bpy.context.selected_ids[len(bpy.context.selected_ids) - 1] if len(bpy.context.selected_ids)>0 else None #next(iter(bpy.context.selected_ids), None)
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"""if selection is not None:
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print("selection", f"Selected: {selection.name} - {type(selection)}")"""
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if selection is None:
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area = get_outliner_area()
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if area is not None:
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region = next(region for region in area.regions if region.type == "WINDOW")
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with bpy.context.temp_override(area=area, region=region):
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#print("overriden context", bpy.context)
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for obj in bpy.context.selected_ids:
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print(f"Selected: {obj.name} - {type(obj)}")
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number_of_selections = len(bpy.context.selected_ids)
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selection = bpy.context.selected_ids[number_of_selections - 1] if number_of_selections > 0 else None #next(iter(bpy.context.selected_ids), None)
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#print("SELECTIONS", context.selected_objects)
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if selection is None:
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number_of_selections = len(context.selected_objects)
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selection = context.selected_objects[number_of_selections - 1] if number_of_selections > 0 else None
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return selection
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@ -81,7 +81,8 @@ def test_export_complex(setup_data):
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}
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gltf_settings = {
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"export_animations": True,
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"export_optimize_animation_size": False
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"export_optimize_animation_size": False,
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"export_apply":True
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}
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# store settings for the auto_export part
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@ -120,12 +121,12 @@ def test_export_complex(setup_data):
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user_asset.name = "yoho_audio"
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user_asset.path = "audio/fake.mp3"
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# we have to cheat, since we cannot rely on the data injected when saving the library file
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#bpy.data.collections["External_blueprint"]["export_path"] = "blueprints/External_blueprint.glb"
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#bpy.data.collections["External_blueprint2"]["export_path"] = "blueprints/External_blueprint2.glb"
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#bpy.data.collections["External_blueprint3"]["export_path"] = "blueprints/External_blueprint3.glb"
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# we have to cheat, since we cannot rely on the data injected when saving the library file (since we are not saving it as part of the tests)
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bpy.data.collections["External_blueprint"]["export_path"] = "blueprints/External_blueprint.glb"
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bpy.data.collections["External_blueprint2"]["export_path"] = "blueprints/External_blueprint2.glb"
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bpy.data.collections["External_blueprint3"]["export_path"] = "blueprints/External_blueprint3.glb"
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# do the actual exporting
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prepare_and_export()
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# blueprint1 => has an instance, got changed, should export
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