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synced 2024-12-22 15:44:11 +00:00
feat(Blenvy):changed materials system to generate one gltf file per material
* modified materials detection & export accordingly * modified material paths & co accordingly (all much simpler !) * modified assets_scan helpers to also include material assets * modified & massively cleaned up BlueprintAsset injection * further cleanups & fixes for materials handling * also removed a lot of obsolete code dealing with assets * ever more cleanups !
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11
TODO.md
11
TODO.md
@ -226,10 +226,13 @@ Blender side:
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- [ ] materials_path custom property should be ignored both in the list of fixable component AND on export
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- [ ] if we want to add material_infos & others as normal components they should not be editable, so we need another attribute, and adapt the UI for that
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- [ ] if material library is toggled, then changes to materials should not change the blueprints that are using them => not really: as the name & co might change
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- [x] if material library is toggled, then changes to materials should not change the blueprints that are using them => not really: as the name & co might change
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- [ ] material assets seem to be added to list regardless of whether material exports are enabled or not
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- [ ] review & upgrade overall logic of material libraries, their names & output path
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- [ ] persist exported materials path in blueprints so that it can be read from library file users
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- [x] review & upgrade overall logic of material libraries, their names & output path
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- [x] change materials logic to work with multiple materials per mesh
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- [x] the index of the generated gltf files is reliable, and can be used both in Blender & Bevy
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- [x] change MaterialInfo to MaterialInfos & turn it into a vec/list & updated logic both on Blender & Bevy side
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- [ ] persist exported materials paths in blueprints so that it can be read from library file users
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- [ ] just like "export_path" write it into each blueprint's collection
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- [ ] scan for used materials per blueprint !
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- [ ] for scenes, scan for used materials of all non instance objects (TODO: what about overrides ?)
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@ -323,7 +326,7 @@ Bevy Side:
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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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- [x] update main docs
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- [x] rename project to Blenvy
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- [x] replace all references to the old 2 add-ons with those to Blenvy
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- [x] rename repo to "Blenvy"
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@ -2,8 +2,7 @@ use bevy::prelude::*;
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use crate::BlenvyConfig;
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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#[derive(Reflect, Default, Debug)]
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/// struct containing the name & path of the material to apply
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pub struct MaterialInfo {
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pub name: String,
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@ -12,6 +11,7 @@ pub struct MaterialInfo {
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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/// component containing the full list of MaterialInfos for a given entity/object
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pub struct MaterialInfos(Vec<MaterialInfo>);
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#[derive(Component, Default, Debug)]
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@ -45,7 +45,6 @@ pub(crate) fn inject_materials(
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for (material_index, material_info) in material_infos.0.iter().enumerate() {
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let material_full_path = format!("{}#{}", material_info.path, material_info.name);
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let mut material_found: Option<&Handle<StandardMaterial>> = None;
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if blenvy_config
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.materials_cache
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.contains_key(&material_full_path)
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BIN
tools/blenvy.zip
BIN
tools/blenvy.zip
Binary file not shown.
@ -8,4 +8,4 @@ custom_properties_to_filter_out = [
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'_combine', 'template',
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'Blenvy_scene_type', 'blenvy_scene_type',
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'materials_path', 'export_path',
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]
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]
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@ -1,5 +1,4 @@
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import os
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from blenvy.blueprints.blueprint_helpers import inject_blueprints_list_into_level_scene, remove_blueprints_list_from_level_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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@ -26,8 +25,8 @@ def export_level_scene(scene, 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_level_scene(scene, blueprints_data, settings)
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# we inject assets into the scene before it gets exported
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# TODO: this should be done in the temporary scene !
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upsert_scene_assets(scene, blueprints_data=blueprints_data, settings=settings)
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if export_separate_dynamic_and_static_objects:
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@ -67,8 +66,6 @@ def export_level_scene(scene, settings, blueprints_data):
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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_level_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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@ -90,8 +90,6 @@ def export_materials(materials_to_export, settings, blueprints_data):
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'export_apply':True
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}
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for material in materials_to_export:
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print("exporting material", material.name)
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gltf_output_path = os.path.join(materials_path_full, material.name)
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@ -105,22 +103,7 @@ def export_materials(materials_to_export, settings, blueprints_data):
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tempScene_cleaner= lambda temp_scene, params: clear_materials_scene(temp_scene=temp_scene)
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)
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current_project_name = Path(bpy.context.blend_data.filepath).stem
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gltf_output_path = os.path.join(materials_path_full, current_project_name + "_materials")
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print(" exporting Materials to", gltf_output_path, ".gltf/glb")
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generate_temporary_scene_and_export(
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settings=settings,
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gltf_export_settings=gltf_export_settings,
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temp_scene_name="__materials_scene",
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gltf_output_path=gltf_output_path,
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tempScene_filler= lambda temp_collection: generate_materials_scene_content(temp_collection, used_material_names),
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tempScene_cleaner= lambda temp_scene, params: clear_materials_scene(temp_scene=temp_scene)
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)
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def cleanup_materials(collections, library_scenes):
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# remove temporary components
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clear_material_info(collections, library_scenes)
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@ -24,63 +24,14 @@ def assets_to_fake_ron(list_like):
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# TODO : move to assets
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def upsert_scene_assets(scene, blueprints_data, settings):
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"""print("level 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_level_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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level_assets = []
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all_assets = []
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export_gltf_extension = getattr(settings, "export_gltf_extension", ".glb")
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blueprints_path = getattr(settings, "blueprints_path")
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for blueprint in blueprints_in_scene:
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if blueprint.local:
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blueprint_exported_path = posixpath.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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# add their material path
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materials_exported_path = blueprint.collection['materials_path'] if 'materials_path' in blueprint.collection else None
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level_assets.append({"name": blueprint.name+"_material", "path": materials_exported_path})#, "generated": True, "internal":blueprint.local, "parent": 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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level_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 level_assets:
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print(" generated asset", asset.name, asset.path)"""
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materials_path = getattr(settings, "materials_path")
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current_project_name = Path(bpy.context.blend_data.filepath).stem
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materials_library_name = f"{current_project_name}_materials"
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materials_exported_path = posixpath.join(materials_path, f"{materials_library_name}{export_gltf_extension}")
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material_assets = [{"name": materials_library_name, "path": materials_exported_path}] # we also add the material library as an asset
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print("material_assets", material_assets, "extension", export_gltf_extension)
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all_assets_raw = get_level_scene_assets_tree2(level_scene=scene, blueprints_data=blueprints_data, settings=settings)
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local_assets = [{"name": asset["name"], "path": asset["path"]} for asset in all_assets_raw if asset['parent'] is None and asset["path"] != "" ]
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all_assets = [{"name": asset["name"], "path": asset["path"]} for asset in all_assets_raw if asset["path"] != "" ]
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print("all_assets_raw", all_assets_raw)
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print("all_assets", all_assets)
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print("local assets", local_assets + material_assets)
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scene["BlueprintAssets"] = assets_to_fake_ron(local_assets + material_assets)
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#scene["BlueprintAssets"] = assets_to_fake_ron(all_assets + [{"name": asset.name, "path": asset.path} for asset in scene.user_assets] + level_assets + material_assets)
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#scene["BlueprintAssets"] = assets_to_fake_ron([{'name':'foo', 'path':'bar'}])
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print("local assets", local_assets)
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scene["BlueprintAssets"] = assets_to_fake_ron(all_assets) #local_assets
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def upsert_blueprint_assets(blueprint, blueprints_data, settings):
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all_assets_raw = get_blueprint_asset_tree(blueprint=blueprint, blueprints_data=blueprints_data, settings=settings)
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@ -3,6 +3,7 @@ import json
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import posixpath
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import bpy
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from ..materials.materials_helpers import get_blueprint_materials
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from .asset_helpers import does_asset_exist, get_user_assets, get_user_assets_as_list
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def scan_assets(scene, blueprints_data, settings):
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@ -62,6 +63,7 @@ def get_userTextures():
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print("textures", textures)
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def get_blueprint_assets_tree(blueprint, blueprints_data, parent, settings):
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print("blueprint", blueprint.name)
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blueprints_path = getattr(settings, "blueprints_path")
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export_gltf_extension = getattr(settings, "export_gltf_extension", ".glb")
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assets_list = []
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@ -88,6 +90,15 @@ def get_blueprint_assets_tree(blueprint, blueprints_data, parent, settings):
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asset["parent"] = parent
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asset["internal"] = blueprint.local
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assets_list += direct_assets
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# now get materials used by this blueprint
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(blueprint_materials_names, materials_per_object) = get_blueprint_materials(blueprint=blueprint)
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print("blueprint_materials", blueprint_materials_names)
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for material_name in blueprint_materials_names:
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materials_path = getattr(settings, "materials_path")
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materials_exported_path = posixpath.join(materials_path, f"{material_name}{export_gltf_extension}")
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assets_list.append({"name": material_name, "path": materials_exported_path, "type": "MATERIAL", "generated": True,"internal":blueprint.local, "parent": blueprint.name})
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return assets_list
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def get_level_scene_assets_tree(level_scene, blueprints_data, settings):
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@ -70,11 +70,6 @@ class BLENVY_OT_assets_add(Operator):
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context.window_manager.assets_registry.asset_type_selector = "MODEL"
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context.window_manager.assets_registry.asset_path_selector = ""
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"""if blueprint_assets:
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bpy.data.collections[self.target_name]["assets"] = json.dumps(assets)
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else:
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bpy.data.scenes[self.target_name]["assets"] = json.dumps(assets)"""
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return {'FINISHED'}
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@ -5,8 +5,6 @@ import bpy
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from pathlib import Path
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import posixpath
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from ..core.scene_helpers import add_scene_property
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def find_blueprints_not_on_disk(blueprints, folder_path, extension):
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not_found_blueprints = []
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for blueprint in blueprints:
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@ -23,64 +21,9 @@ def check_if_blueprint_on_disk(scene_name, folder_path, extension):
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return found
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def inject_export_path_into_internal_blueprints(internal_blueprints, blueprints_path, gltf_extension, settings):
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export_materials_library = getattr(settings.auto_export, "export_materials_library")
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# FIXME: duplicate of materials stuff
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export_gltf_extension = getattr(settings, "export_gltf_extension", ".glb")
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materials_path = getattr(settings, "materials_path")
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current_project_name = Path(bpy.context.blend_data.filepath).stem
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materials_library_name = f"{current_project_name}_materials"
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materials_exported_path = posixpath.join(materials_path, f"{materials_library_name}{export_gltf_extension}")
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for blueprint in internal_blueprints:
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blueprint_exported_path = posixpath.join(blueprints_path, f"{blueprint.name}{gltf_extension}")
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# print("injecting blueprint path", blueprint_exported_path, "for", blueprint.name)
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blueprint.collection["export_path"] = blueprint_exported_path
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if export_materials_library:
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blueprint.collection["materials_path"] = materials_exported_path
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def inject_blueprints_list_into_level_scene(scene, blueprints_data, settings):
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project_root_path = getattr(settings, "project_root_path")
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assets_path = getattr(settings,"assets_path")
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levels_path = getattr(settings,"levels_path")
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blueprints_path = getattr(settings, "blueprints_path")
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export_gltf_extension = getattr(settings, "export_gltf_extension")
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# print("injecting assets/blueprints data into scene")
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assets_list_name = f"assets_list_{scene.name}_components"
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assets_list_data = {}
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blueprint_instance_names_for_scene = blueprints_data.blueprint_instances_per_level_scene.get(scene.name, None)
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blueprint_assets_list = []
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if blueprint_instance_names_for_scene:
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for blueprint_name in blueprint_instance_names_for_scene:
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blueprint = blueprints_data.blueprints_per_name.get(blueprint_name, None)
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if blueprint is not None:
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#print("BLUEPRINT", blueprint)
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blueprint_exported_path = None
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if blueprint.local:
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blueprint_exported_path = posixpath.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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#print("foo", dict(blueprint.collection))
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if blueprint_exported_path is not None:
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blueprint_assets_list.append({"name": blueprint.name, "path": blueprint_exported_path, "type": "MODEL", "internal": True})
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assets_list_name = f"assets_{scene.name}"
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scene["assets"] = json.dumps(blueprint_assets_list)
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#print("blueprint assets", blueprint_assets_list)
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def remove_blueprints_list_from_level_scene(scene):
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assets_list = None
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assets_list_name = f"assets_list_{scene.name}_components"
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for object in scene.objects:
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if object.name == assets_list_name:
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assets_list = object
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if assets_list is not None:
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bpy.data.objects.remove(assets_list, do_unlink=True)
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"""if export_materials_library:
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blueprint.collection["materials_path"] = materials_exported_path"""
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@ -1,28 +1,15 @@
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import os
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import posixpath
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import bpy
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from pathlib import Path
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from ..core.helpers_collections import (traverse_tree)
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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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current_project_name = Path(bpy.context.blend_data.filepath).stem
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materials_library_name = f"{current_project_name}_materials"
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materials_exported_path = os.path.join(materials_path_full, f"{materials_library_name}{extension}")
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found = os.path.exists(materials_exported_path) and os.path.isfile(materials_exported_path)
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for material in materials:
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if not found:
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not_found_materials.append(material)
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"""for material in materials:
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gltf_output_path = os.path.join(materials_path_full, material.name + extension)
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# print("gltf_output_path", gltf_output_path)
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found = os.path.exists(gltf_output_path) and os.path.isfile(gltf_output_path)
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if not found:
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not_found_materials.append(material)"""
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not_found_materials.append(material)
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return not_found_materials
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def check_if_material_on_disk(scene_name, folder_path, extension):
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@ -64,22 +51,15 @@ def get_all_materials(collection_names, library_scenes):
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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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current_project_name = Path(bpy.context.blend_data.filepath).stem
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materials_library_name = f"{current_project_name}_materials"
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materials_exported_path = posixpath.join(materials_path, f"{materials_library_name}{export_gltf_extension}")
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#print("ADDING MAERIAL INFOS")
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for object in materials_per_object.keys():
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material_infos = []
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for material in materials_per_object[object]:
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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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materials_exported_path = posixpath.join(materials_path, f"{material.name}{export_gltf_extension}")
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material_info = f'(name: "{material.name}", path: "{materials_exported_path}")'
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#bpy.ops.blenvy.component_add(target_item_name=object.name, target_item_type="OBJECT", component_type="blenvy::blueprints::materials::MaterialInfo", component_value=component_value)
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materials_exported_path = posixpath.join(materials_path, f"{materials_library_name}{export_gltf_extension}")
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#object['MaterialInfo'] = component_value
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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
|
||||
# for a few components we could hardcode this
|
||||
#bpy.ops.blenvy.component_add(target_item_name=object.name, target_item_type="OBJECT", component_type="blenvy::blueprints::materials::MaterialInfos", component_value=component_value)
|
||||
object['MaterialInfos'] = f"({material_infos})".replace("'","")
|
||||
print("adding materialInfos to object", object, "material infos", material_infos)
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user