feat(gltf_auto_export): component filtering for exports, bug-fixes and tests(#143)

* added filtering out of invalid components/ custom properties:
  * includes filtering out of invalid / disabled components as defined in bevy_components, components_meta etc
 * completely changed handling of "unique" (non blueprint) objects by copying them instead of moving/renaming them & manipulating their custom properties : much cleaner, much simpler !
 * disabled default gltf export of optimised animations
 * added tests !
 * closes #139 
 * closes #141 
 * closes #142 
 * closes #146
This commit is contained in:
Mark Moissette 2024-02-27 00:12:14 +01:00 committed by GitHub
parent e83ef32b9f
commit dfc2be8c50
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24 changed files with 11518 additions and 72 deletions

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@ -16,7 +16,9 @@ members = [
"examples/bevy_gltf_save_load/basic/",
"examples/bevy_registry_export/basic",
"testing/bevy_registry_export/basic"
"testing/bevy_registry_export/basic",
"testing/bevy_example"
]
resolver = "2"

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@ -0,0 +1,16 @@
[package]
name = "bevy_example"
version = "0.3.0"
edition = "2021"
license = "MIT OR Apache-2.0"
[dependencies]
bevy="0.12"
bevy_gltf_blueprints = { path = "../../crates/bevy_gltf_blueprints" }
bevy_registry_export = { path = "../../crates/bevy_registry_export" }
bevy_gltf_worlflow_examples_common = { path = "../../examples/common" }
bevy_rapier3d = { version = "0.23.0", features = [ "serde-serialize", "debug-render-3d", "enhanced-determinism"] }
bevy_asset_loader = { version = "0.18", features = ["standard_dynamic_assets" ]}
bevy_editor_pls = { version = "0.6" }
rand = "0.8.5"

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@ -0,0 +1,15 @@
# Bevy registry export example/demo
This example showcases
* the use of the bevy_registry_export crate to extract all components & types information into a json file.
* That file is then used by the [Blender addon](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/tools/bevy_components) to create Uis for each component,
to be able to add & edit Bevy components easilly in Blender !
## Running this example
```
cargo run --features bevy/dynamic_linking
```
Running the example also regenerates the registry.json file.

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@ -0,0 +1 @@
({})

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@ -0,0 +1,6 @@
({
"world":File (path: "models/World.glb"),
"models": Folder (
path: "models/library",
),
})

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@ -0,0 +1,22 @@
use bevy::prelude::*;
use bevy_gltf_blueprints::*;
use bevy_registry_export::*;
pub struct CorePlugin;
impl Plugin for CorePlugin {
fn build(&self, app: &mut App) {
app.add_plugins((
ExportRegistryPlugin {
save_path: "assets/registry.json".into(),
..Default::default()
},
BlueprintsPlugin {
legacy_mode: false,
library_folder: "models/library".into(),
format: GltfFormat::GLB,
aabbs: true,
..Default::default()
},
));
}
}

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@ -0,0 +1,84 @@
use bevy::prelude::*;
use bevy_gltf_blueprints::{BluePrintBundle, BlueprintName, GameWorldTag};
use bevy_gltf_worlflow_examples_common::{assets::GameAssets, GameState, InAppRunning};
use bevy_rapier3d::prelude::Velocity;
use rand::Rng;
pub fn setup_game(
mut commands: Commands,
game_assets: Res<GameAssets>,
models: Res<Assets<bevy::gltf::Gltf>>,
mut next_game_state: ResMut<NextState<GameState>>,
) {
println!("setting up all stuff");
commands.insert_resource(AmbientLight {
color: Color::WHITE,
brightness: 0.2,
});
// here we actually spawn our game world/level
commands.spawn((
SceneBundle {
// note: because of this issue https://github.com/bevyengine/bevy/issues/10436, "world" is now a gltf file instead of a scene
scene: models
.get(game_assets.world.id())
.expect("main level should have been loaded")
.scenes[0]
.clone(),
..default()
},
bevy::prelude::Name::from("world"),
GameWorldTag,
InAppRunning,
));
next_game_state.set(GameState::InGame)
}
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
struct UnregisteredComponent;
pub fn spawn_test(
keycode: Res<Input<KeyCode>>,
mut commands: Commands,
mut game_world: Query<(Entity, &Children), With<GameWorldTag>>,
) {
if keycode.just_pressed(KeyCode::T) {
let world = game_world.single_mut();
let world = world.1[0];
let mut rng = rand::thread_rng();
let range = 5.5;
let x: f32 = rng.gen_range(-range..range);
let y: f32 = rng.gen_range(-range..range);
let mut rng = rand::thread_rng();
let range = 0.8;
let vel_x: f32 = rng.gen_range(-range..range);
let vel_y: f32 = rng.gen_range(2.0..2.5);
let vel_z: f32 = rng.gen_range(-range..range);
let name_index: u64 = rng.gen();
let new_entity = commands
.spawn((
BluePrintBundle {
blueprint: BlueprintName("Health_Pickup".to_string()),
..Default::default()
},
bevy::prelude::Name::from(format!("test{}", name_index)),
// BlueprintName("Health_Pickup".to_string()),
// SpawnHere,
TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)),
Velocity {
linvel: Vec3::new(vel_x, vel_y, vel_z),
angvel: Vec3::new(0.0, 0.0, 0.0),
},
))
.id();
commands.entity(world).add_child(new_entity);
}
}

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@ -0,0 +1,28 @@
pub mod in_game;
use std::time::Duration;
pub use in_game::*;
use bevy::{prelude::*, time::common_conditions::on_timer};
use bevy_gltf_worlflow_examples_common::{AppState, GameState};
fn start_game(mut next_app_state: ResMut<NextState<AppState>>) {
next_app_state.set(AppState::AppLoading);
}
fn exit_game(mut app_exit_events: ResMut<Events<bevy::app::AppExit>>) {
app_exit_events.send(bevy::app::AppExit);
}
pub struct GamePlugin;
impl Plugin for GamePlugin {
fn build(&self, app: &mut App) {
app.add_systems(Update, (spawn_test).run_if(in_state(GameState::InGame)))
.add_systems(OnEnter(AppState::MenuRunning), start_game)
.add_systems(
Update,
exit_game.run_if(on_timer(Duration::from_secs_f32(0.5))),
) // shut down the app after this time
.add_systems(OnEnter(AppState::AppRunning), setup_game);
}
}

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@ -0,0 +1,27 @@
use bevy::prelude::*;
use bevy_editor_pls::prelude::*;
use bevy_gltf_worlflow_examples_common::CommonPlugin;
mod core;
use crate::core::*;
mod game;
use game::*;
mod test_components;
use test_components::*;
fn main() {
App::new()
.add_plugins((
DefaultPlugins.set(AssetPlugin::default()),
// editor
EditorPlugin::default(),
// our custom plugins
CommonPlugin,
CorePlugin, // reusable plugins
GamePlugin, // specific to our game
ComponentsTestPlugin, // Showcases different type of components /structs
))
.run();
}

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@ -0,0 +1,190 @@
use bevy::{
pbr::{ExtendedMaterial, MaterialExtension},
prelude::*,
render::render_resource::*,
};
use std::ops::Range;
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
struct UnitTest;
#[derive(Component, Reflect, Default, Debug, Deref, DerefMut)]
#[reflect(Component)]
struct TupleTestF32(f32);
#[derive(Component, Reflect, Default, Debug, Deref, DerefMut)]
#[reflect(Component)]
struct TupleTestU64(u64);
#[derive(Component, Reflect, Default, Debug, Deref, DerefMut)]
#[reflect(Component)]
pub struct TupleTestStr(String);
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
struct TupleTest2(f32, u64, String);
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
struct TupleTestBool(bool);
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
struct TupleVec2(Vec2);
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
struct TupleVec3(Vec3);
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
struct TupleVec(Vec<String>);
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
struct TupleVecF32F32(Vec<(f32, f32)>);
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
struct TupleTestColor(Color);
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
pub struct BasicTest {
a: f32,
b: u64,
c: String,
}
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
pub enum EnumTest {
Metal,
Wood,
Rock,
Cloth,
Squishy,
#[default]
None,
}
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
pub struct NestingTestLevel2 {
text: String,
enable: bool,
enum_inner: EnumTest,
color: TupleTestColor,
toggle: TupleTestBool,
basic: BasicTest,
pub nested: NestingTestLevel3,
colors_list: VecOfColors,
}
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
pub struct NestingTestLevel3 {
vec: TupleVec3,
}
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
pub struct NestedTupleStuff(f32, u64, NestingTestLevel2);
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
pub enum EnumComplex {
Float(f32),
Wood(String),
Vec(BasicTest),
SomeThing,
StructLike {
a: f32,
b: u32,
c: String,
},
#[default]
None,
}
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
pub struct VecOfVec3s2(Vec<TupleVec3>);
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
pub struct VecOfColors(Vec<Color>);
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
pub struct AAAAddedCOMPONENT;
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
pub struct AComponentWithAnExtremlyExageratedOrMaybeNotButCouldBeNameOrWut;
/* fn toto(){
let bla:core::ops::Range<f32> = Range { start: 0.1, end: 5.0};
} */
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
pub struct VecOfF32s(Vec<f32>);
// test for extended materials
#[derive(Asset, AsBindGroup, Reflect, Debug, Clone)]
struct MyExtension {
// We need to ensure that the bindings of the base material and the extension do not conflict,
// so we start from binding slot 100, leaving slots 0-99 for the base material.
#[uniform(100)]
quantize_steps: u32,
}
impl MaterialExtension for MyExtension {
fn fragment_shader() -> ShaderRef {
"shaders/extended_material.wgsl".into()
}
fn deferred_fragment_shader() -> ShaderRef {
"shaders/extended_material.wgsl".into()
}
}
pub struct ComponentsTestPlugin;
impl Plugin for ComponentsTestPlugin {
fn build(&self, app: &mut App) {
app.register_type::<BasicTest>()
.register_type::<UnitTest>()
.register_type::<TupleTestF32>()
.register_type::<TupleTestU64>()
.register_type::<TupleTestStr>()
.register_type::<TupleTestBool>()
.register_type::<TupleTest2>()
.register_type::<TupleVec2>()
.register_type::<TupleVec3>()
.register_type::<EnumTest>()
.register_type::<TupleTestColor>()
.register_type::<TupleVec>()
.register_type::<Vec<String>>()
.register_type::<NestingTestLevel2>()
.register_type::<NestingTestLevel3>()
.register_type::<NestedTupleStuff>()
.register_type::<EnumComplex>()
.register_type::<VecOfVec3s2>()
.register_type::<TupleVecF32F32>()
.register_type::<(f32, f32)>()
.register_type::<Vec<(f32, f32)>>()
.register_type::<Vec<TupleVec3>>()
.register_type::<Vec<Color>>()
.register_type::<VecOfColors>()
.register_type::<Range<f32>>()
.register_type::<VecOfF32s>()
.register_type::<Vec<f32>>()
// .register_type::<AAAAddedCOMPONENT>()
.register_type::<AComponentWithAnExtremlyExageratedOrMaybeNotButCouldBeNameOrWut>()
.add_plugins(MaterialPlugin::<
ExtendedMaterial<StandardMaterial, MyExtension>,
>::default());
}
}

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@ -1,7 +1,7 @@
bl_info = {
"name": "gltf_auto_export",
"author": "kaosigh",
"version": (0, 12, 1),
"version": (0, 13, 0),
"blender": (3, 4, 0),
"location": "File > Import-Export",
"description": "glTF/glb auto-export",

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@ -21,6 +21,9 @@ def auto_export(changes_per_scene, changed_export_parameters, addon_prefs):
folder_path = os.path.dirname(file_path)
# get the preferences for our addon
#should we use change detection or not
export_change_detection = getattr(addon_prefs, "export_change_detection")
export_blueprints = getattr(addon_prefs,"export_blueprints")
export_output_folder = getattr(addon_prefs,"export_output_folder")
@ -75,7 +78,7 @@ def auto_export(changes_per_scene, changed_export_parameters, addon_prefs):
if matching_collection is not None:
changed_collections.append(matching_collection)
collections_to_export = list(set(changed_collections + collections_not_on_disk))
collections_to_export = list(set(changed_collections + collections_not_on_disk)) if export_change_detection else collections
# we need to re_export everything if the export parameters have been changed
collections_to_export = collections if changed_export_parameters else collections_to_export
@ -110,14 +113,14 @@ def auto_export(changes_per_scene, changed_export_parameters, addon_prefs):
print("export MAIN scenes")
for scene_name in main_scene_names:
# we have more relaxed rules to determine if the main scenes have changed : any change is ok, (allows easier handling of changes, render settings etc)
do_export_main_scene = changed_export_parameters or scene_name in changes_per_scene.keys() or not check_if_blueprint_on_disk(scene_name, export_levels_path, gltf_extension)
do_export_main_scene = not export_change_detection or changed_export_parameters or scene_name in changes_per_scene.keys() or not check_if_blueprint_on_disk(scene_name, export_levels_path, gltf_extension)
if do_export_main_scene:
print(" exporting scene:", scene_name)
export_main_scene(bpy.data.scenes[scene_name], folder_path, addon_prefs, library_collections)
# now deal with blueprints/collections
do_export_library_scene = changed_export_parameters or len(collections_to_export) > 0 # export_library_scene_name in changes_per_scene.keys()
do_export_library_scene = not export_change_detection or changed_export_parameters or len(collections_to_export) > 0 # export_library_scene_name in changes_per_scene.keys()
print("export LIBRARY")
if do_export_library_scene:
# we only want to go through the library scenes where our collections to export are present

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@ -33,7 +33,8 @@ def generate_gltf_export_preferences(addon_prefs):
export_skins=True,
export_morph=False,
export_apply=False,
export_animations=False
export_animations=False,
export_optimize_animation_size=False
)
for key in addon_prefs.__annotations__.keys():

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@ -9,7 +9,8 @@ from ..helpers.helpers_collections import (get_exportable_collections)
from .auto_export import auto_export
class AutoExportGLTF(Operator, AutoExportGltfAddonPreferences, ExportHelper):
"""test"""
"""auto export gltf"""
#bl_idname = "object.xxx"
bl_idname = "export_scenes.auto_gltf"
bl_label = "Apply settings"
bl_options = {'PRESET', 'UNDO'}
@ -21,7 +22,7 @@ class AutoExportGLTF(Operator, AutoExportGltfAddonPreferences, ExportHelper):
'export_main_scene_name',
'export_output_folder',
'export_library_scene_name',
'export_change_detection',
'export_blueprints',
'export_blueprints_path',
@ -79,7 +80,17 @@ class AutoExportGLTF(Operator, AutoExportGltfAddonPreferences, ExportHelper):
# we inject all that we need, the above is not sufficient
for (k, v) in self.properties.items():
if k in self.white_list or k not in AutoExportGltfPreferenceNames:
export_props[k] = v
value = v
# FIXME: really weird having to do this
if k == "collection_instances_combine_mode":
value = self.collection_instances_combine_mode
if k == "export_format":
value = self.export_format
if k == "export_image_format":
value = self.export_image_format
if k == "export_materials":
value = self.export_materials
export_props[k] = value
# we add main & library scene names to our preferences
export_props['main_scene_names'] = list(map(lambda scene_data: scene_data.name, getattr(self,"main_scenes")))
@ -93,7 +104,7 @@ class AutoExportGLTF(Operator, AutoExportGltfAddonPreferences, ExportHelper):
#print("saving settings", bpy.data.texts[".gltf_auto_export_settings"].as_string(), "raw", json.dumps(export_props))
def load_settings(self, context):
#print("loading settings")
# print("loading settings")
settings = None
try:
settings = bpy.data.texts[".gltf_auto_export_settings"].as_string()
@ -102,10 +113,10 @@ class AutoExportGLTF(Operator, AutoExportGltfAddonPreferences, ExportHelper):
self.will_save_settings = False
if settings:
#print("loading settings in invoke AutoExportGLTF", settings)
print("loading settings in invoke AutoExportGLTF", settings)
try:
for (k, v) in settings.items():
#print("loading setting", k, v)
print("loading setting", k, v)
setattr(self, k, v)
self.will_save_settings = True
@ -128,7 +139,8 @@ class AutoExportGLTF(Operator, AutoExportGltfAddonPreferences, ExportHelper):
item = library_scenes.add()
item.name = item_name
except (AttributeError, TypeError):
except Exception as error:
print("error", error)
self.report({"ERROR"}, "Loading export settings failed. Removed corrupted settings")
bpy.data.texts.remove(bpy.data.texts[".gltf_auto_export_settings"])

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@ -15,6 +15,7 @@ AutoExportGltfPreferenceNames = [
'export_main_scene_name',
'export_output_folder',
'export_library_scene_name',
'export_change_detection',
'export_blueprints',
'export_blueprints_path',
@ -39,7 +40,7 @@ AutoExportGltfPreferenceNames = [
'library_scene_names',
'previous_export_settings',
'filter_glob',
'will_save_settings'
'will_save_settings',
]
class AutoExportGltfAddonPreferences(AddonPreferences):
@ -86,6 +87,11 @@ class AutoExportGltfAddonPreferences(AddonPreferences):
description='The name of the library scene to auto export',
default='Library'
)
export_change_detection: BoolProperty(
name='Change detection',
description='Use change detection to determine what/if should be exported',
default=True
)
# scene components
export_scene_settings: BoolProperty(
name='Export scene settings',

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@ -2,16 +2,32 @@ import bpy
from .helpers_collections import (set_active_collection)
from .object_makers import (make_empty)
# these are mostly for when using this add-on together with the bevy_components add-on
custom_properties_to_filter_out = ['_combine', 'template', 'components_meta']
def is_component_valid(object, component_name):
if "components_meta" in object:
target_components_metadata = object.components_meta.components
component_meta = next(filter(lambda component: component["name"] == component_name, target_components_metadata), None)
if component_meta != None:
return component_meta.enabled and not component_meta.invalid
return True
def remove_unwanted_custom_properties(object):
to_remove = []
for component_name in object.keys():
if not is_component_valid(object, component_name):
to_remove.append(component_name)
for cp in custom_properties_to_filter_out + to_remove:
if cp in object:
del object[cp]
# copies the contents of a collection into another one while replacing library instances with empties
def copy_hollowed_collection_into(source_collection, destination_collection, parent_empty=None, filter=None, library_collections=[], addon_prefs={}):
collection_instances_combine_mode = getattr(addon_prefs, "collection_instances_combine_mode")
legacy_mode = getattr(addon_prefs, "export_legacy_mode")
root_objects = []
special_properties= { # to be able to reset any special property afterwards
"combine": [],
}
collection_instances_combine_mode= collection_instances_combine_mode
for object in source_collection.objects:
@ -31,23 +47,26 @@ def copy_hollowed_collection_into(source_collection, destination_collection, par
empty_obj['BlueprintName'] = '"'+collection_name+'"' if legacy_mode else '("'+collection_name+'")'
empty_obj['SpawnHere'] = ''
for k, v in object.items():
if k != 'template' or k != '_combine': # do not copy these properties
empty_obj[k] = v
# we copy custom properties over from our original object to our empty
for component_name, component_value in object.items():
if component_name not in custom_properties_to_filter_out and is_component_valid(object, component_name): #copy only valid properties
empty_obj[component_name] = component_value
if parent_empty is not None:
empty_obj.parent = parent_empty
else:
# we backup special properties that we do not want to export, and remove them
if '_combine' in object:
special_properties["combine"].append((object, object['_combine']))
del object['_combine']
else:
# we create a copy of our object, to leave the original one as it is
original_name = object.name
object.name = original_name + "____bak"
copy = object.copy()
copy.name = original_name
remove_unwanted_custom_properties(copy)
if parent_empty is not None:
object.parent = parent_empty
destination_collection.objects.link(object)
copy.parent = parent_empty
destination_collection.objects.link(copy)
else:
root_objects.append(object)
destination_collection.objects.link(object)
# root_objects.append(object)
destination_collection.objects.link(copy)
# for every sub-collection of the source, copy its content into a new sub-collection of the destination
for collection in source_collection.children:
@ -58,7 +77,7 @@ def copy_hollowed_collection_into(source_collection, destination_collection, par
if parent_empty is not None:
collection_placeholder.parent = parent_empty
nested_results = copy_hollowed_collection_into(
copy_hollowed_collection_into(
source_collection = collection,
destination_collection = destination_collection,
parent_empty = collection_placeholder,
@ -66,19 +85,11 @@ def copy_hollowed_collection_into(source_collection, destination_collection, par
library_collections = library_collections,
addon_prefs=addon_prefs
)
sub_root_objects = nested_results["root_objects"]
sub_special_properties = nested_results["special_properties"]
root_objects.extend(sub_root_objects)
for s in sub_special_properties.keys():
if not s in special_properties.keys():
special_properties[s] = []
special_properties[s].extend(sub_special_properties[s])
return {"root_objects": root_objects, "special_properties": special_properties}
return {}
# clear & remove "hollow scene"
def clear_hollow_scene(temp_scene, original_root_collection, root_objects, special_properties):
def clear_hollow_scene(temp_scene, original_root_collection):
def restore_original_names(collection):
if collection.name.endswith("____bak"):
collection.name = collection.name.replace("____bak", "")
@ -86,6 +97,9 @@ def clear_hollow_scene(temp_scene, original_root_collection, root_objects, speci
if object.instance_type == 'COLLECTION':
if object.name.endswith("____bak"):
object.name = object.name.replace("____bak", "")
else:
if object.name.endswith("____bak"):
object.name = object.name.replace("____bak", "")
for child_collection in collection.children:
restore_original_names(child_collection)
@ -96,37 +110,15 @@ def clear_hollow_scene(temp_scene, original_root_collection, root_objects, speci
temp_root_collection = temp_scene.collection
temp_scene_objects = [o for o in temp_root_collection.objects]
for object in temp_scene_objects:
if object.type == 'EMPTY':
if hasattr(object, "SpawnHere"):
bpy.data.objects.remove(object, do_unlink=True)
else:
try:
temp_root_collection.objects.unlink(object)
except:
print("failed to unlink", object)
if object in root_objects:
pass
else:
bpy.data.objects.remove(object, do_unlink=True)
else:
temp_root_collection.objects.unlink(object)
# remove temporary collections
"""for collection in temporary_collections:
bpy.data.collections.remove(collection)"""
# put back special properties
for (object, value) in special_properties["combine"]:
object['_combine'] = value
bpy.data.objects.remove(object, do_unlink=True)
# remove the temporary scene
bpy.data.scenes.remove(temp_scene)
# convenience utility to get lists of scenes
def get_scenes(addon_prefs):
level_scene_names= list(map(lambda scene: scene.name, getattr(addon_prefs,"main_scenes")))
library_scene_names = list(map(lambda scene: scene.name, getattr(addon_prefs,"library_scenes")))
level_scene_names= list(map(lambda scene: scene.name, getattr(addon_prefs,"main_scenes"))) # getattr(addon_prefs, "main_scene_names_compact").split(',')#
library_scene_names = list(map(lambda scene: scene.name, getattr(addon_prefs,"library_scenes"))) #getattr(addon_prefs, "main_scene_names_compact").split(',')#
level_scene_names = list(filter(lambda name: name in bpy.data.scenes, level_scene_names))
library_scene_names = list(filter(lambda name: name in bpy.data.scenes, library_scene_names))

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@ -0,0 +1,6 @@
[pytest]
blender-template = ../../testing/bevy_example/assets/testing.blend
addopts = -svv
testpaths =
tests

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@ -0,0 +1,212 @@
import bpy
import os
import subprocess
import json
import pytest
import shutil
@pytest.fixture
def setup_data(request):
print("\nSetting up resources...")
root_path = "../../testing/bevy_example"
assets_root_path = os.path.join(root_path, "assets")
models_path = os.path.join(assets_root_path, "models")
materials_path = os.path.join(assets_root_path, "materials")
other_materials_path = os.path.join(assets_root_path, "other_materials")
yield {"root_path": root_path, "assets_root_path": assets_root_path, "models_path": models_path, "materials_path": materials_path, "other_materials_path": other_materials_path}
def finalizer():
print("\nPerforming teardown...")
if os.path.exists(models_path):
shutil.rmtree(models_path)
if os.path.exists(materials_path):
shutil.rmtree(materials_path)
if os.path.exists(other_materials_path):
shutil.rmtree(other_materials_path)
request.addfinalizer(finalizer)
return None
def test_export_do_not_export_blueprints(setup_data):
auto_export_operator = bpy.ops.export_scenes.auto_gltf
# first, configure things
# we use the global settings for that
export_props = {
"main_scene_names" : ['World'],
"library_scene_names": ['Library']
}
stored_settings = bpy.data.texts[".gltf_auto_export_settings"] if ".gltf_auto_export_settings" in bpy.data.texts else bpy.data.texts.new(".gltf_auto_export_settings")
stored_settings.clear()
stored_settings.write(json.dumps(export_props))
auto_export_operator(
direct_mode=True,
export_output_folder="./models",
export_scene_settings=True,
export_blueprints=False,
)
assert os.path.exists(os.path.join(setup_data["models_path"], "World.glb")) == True
assert os.path.exists(os.path.join(setup_data["models_path"], "library", "Blueprint1.glb")) == False
def test_export_custom_blueprints_path(setup_data):
auto_export_operator = bpy.ops.export_scenes.auto_gltf
# first, configure things
# we use the global settings for that
export_props = {
"main_scene_names" : ['World'],
"library_scene_names": ['Library']
}
stored_settings = bpy.data.texts[".gltf_auto_export_settings"] if ".gltf_auto_export_settings" in bpy.data.texts else bpy.data.texts.new(".gltf_auto_export_settings")
stored_settings.clear()
stored_settings.write(json.dumps(export_props))
auto_export_operator(
direct_mode=True,
export_output_folder="./models",
export_scene_settings=True,
export_blueprints=True,
export_blueprints_path = "another_library_path"
)
assert os.path.exists(os.path.join(setup_data["models_path"], "World.glb")) == True
assert os.path.exists(os.path.join(setup_data["models_path"], "another_library_path", "Blueprint1.glb")) == True
def test_export_materials_library(setup_data):
auto_export_operator = bpy.ops.export_scenes.auto_gltf
# first, configure things
# we use the global settings for that
export_props = {
"main_scene_names" : ['World'],
"library_scene_names": ['Library']
}
stored_settings = bpy.data.texts[".gltf_auto_export_settings"] if ".gltf_auto_export_settings" in bpy.data.texts else bpy.data.texts.new(".gltf_auto_export_settings")
stored_settings.clear()
stored_settings.write(json.dumps(export_props))
auto_export_operator(
direct_mode=True,
export_output_folder="./models",
export_scene_settings=True,
export_blueprints=True,
export_materials_library = True
)
assert os.path.exists(os.path.join(setup_data["models_path"], "library", "Blueprint1.glb")) == True
assert os.path.exists(os.path.join(setup_data["materials_path"], "testing_materials_library.glb")) == True
def test_export_materials_library_custom_path(setup_data):
auto_export_operator = bpy.ops.export_scenes.auto_gltf
# first, configure things
# we use the global settings for that
export_props = {
"main_scene_names" : ['World'],
"library_scene_names": ['Library']
}
stored_settings = bpy.data.texts[".gltf_auto_export_settings"] if ".gltf_auto_export_settings" in bpy.data.texts else bpy.data.texts.new(".gltf_auto_export_settings")
stored_settings.clear()
stored_settings.write(json.dumps(export_props))
auto_export_operator(
direct_mode=True,
export_output_folder="./models",
export_scene_settings=True,
export_blueprints=True,
export_materials_library = True,
export_materials_path="other_materials"
)
assert os.path.exists(os.path.join(setup_data["models_path"], "library", "Blueprint1.glb")) == True
assert os.path.exists(os.path.join(setup_data["materials_path"], "testing_materials_library.glb")) == False
assert os.path.exists(os.path.join(setup_data["other_materials_path"], "testing_materials_library.glb")) == True
def test_export_collection_instances_combine_mode(setup_data): # TODO: change & check this
auto_export_operator = bpy.ops.export_scenes.auto_gltf
# first, configure things
# we use the global settings for that
export_props = {
"main_scene_names" : ['World'],
"library_scene_names": ['Library']
}
stored_settings = bpy.data.texts[".gltf_auto_export_settings"] if ".gltf_auto_export_settings" in bpy.data.texts else bpy.data.texts.new(".gltf_auto_export_settings")
stored_settings.clear()
stored_settings.write(json.dumps(export_props))
bpy.data.objects["Cube"]["dynamic"] = True
auto_export_operator(
direct_mode=True,
export_output_folder="./models",
export_blueprints=True,
collection_instances_combine_mode = 'Embed'
)
assert os.path.exists(os.path.join(setup_data["models_path"], "World.glb")) == True
assert os.path.exists(os.path.join(setup_data["models_path"], "World_dynamic.glb")) == False
def test_export_do_not_export_marked_assets(setup_data):
auto_export_operator = bpy.ops.export_scenes.auto_gltf
# first, configure things
# we use the global settings for that
export_props = {
"main_scene_names" : ['World'],
"library_scene_names": ['Library']
}
stored_settings = bpy.data.texts[".gltf_auto_export_settings"] if ".gltf_auto_export_settings" in bpy.data.texts else bpy.data.texts.new(".gltf_auto_export_settings")
stored_settings.clear()
stored_settings.write(json.dumps(export_props))
auto_export_operator(
direct_mode=True,
export_output_folder="./models",
export_scene_settings=True,
export_blueprints=True,
export_marked_assets = False
)
assert os.path.exists(os.path.join(setup_data["models_path"], "World.glb")) == True
assert os.path.exists(os.path.join(setup_data["models_path"], "library", "Blueprint1.glb")) == True
assert os.path.exists(os.path.join(setup_data["models_path"], "library", "Blueprint2.glb")) == False
assert os.path.exists(os.path.join(setup_data["models_path"], "library", "Blueprint3.glb")) == True
assert os.path.exists(os.path.join(setup_data["models_path"], "library", "Blueprint4_nested.glb")) == True
assert os.path.exists(os.path.join(setup_data["models_path"], "library", "Blueprint5.glb")) == False
def test_export_separate_dynamic_and_static_objects(setup_data):
auto_export_operator = bpy.ops.export_scenes.auto_gltf
# first, configure things
# we use the global settings for that
export_props = {
"main_scene_names" : ['World'],
"library_scene_names": ['Library']
}
stored_settings = bpy.data.texts[".gltf_auto_export_settings"] if ".gltf_auto_export_settings" in bpy.data.texts else bpy.data.texts.new(".gltf_auto_export_settings")
stored_settings.clear()
stored_settings.write(json.dumps(export_props))
bpy.data.objects["Cube"]["dynamic"] = True
auto_export_operator(
direct_mode=True,
export_output_folder="./models",
export_scene_settings=True,
export_blueprints=True,
export_separate_dynamic_and_static_objects = True
)
assert os.path.exists(os.path.join(setup_data["models_path"], "World.glb")) == True
assert os.path.exists(os.path.join(setup_data["models_path"], "World_dynamic.glb")) == True

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@ -0,0 +1,93 @@
import bpy
import os
import subprocess
import json
import pytest
import shutil
@pytest.fixture
def setup_data(request):
print("\nSetting up resources...")
def finalizer():
root_path = "../../testing/bevy_example"
assets_root_path = os.path.join(root_path, "assets")
models_path = os.path.join(assets_root_path, "models")
#materials_path = os.path.join("../../testing", "materials")
#other_materials_path = os.path.join("../../testing", "other_materials")
print("\nPerforming teardown...")
if os.path.exists(models_path):
shutil.rmtree(models_path)
"""if os.path.exists(materials_path):
shutil.rmtree(materials_path)
if os.path.exists(other_materials_path):
shutil.rmtree(other_materials_path)"""
request.addfinalizer(finalizer)
return None
"""
- removes existing gltf files if needed
- calls exporter on the testing scene
- launches bevy app & checks for output
- if all worked => test is a-ok
"""
def test_export_complex(setup_data):
root_path = "../../testing/bevy_example"
assets_root_path = os.path.join(root_path, "assets")
models_path = os.path.join(assets_root_path, "models")
auto_export_operator = bpy.ops.export_scenes.auto_gltf
# with change detection
# first, configure things
# we use the global settings for that
export_props = {
"main_scene_names" : ['World'],
"library_scene_names": ['Library']
}
stored_settings = bpy.data.texts[".gltf_auto_export_settings"] if ".gltf_auto_export_settings" in bpy.data.texts else bpy.data.texts.new(".gltf_auto_export_settings")
stored_settings.clear()
stored_settings.write(json.dumps(export_props))
# move the main cube
bpy.data.objects["Cube"].location = [1, 0, 0]
# move the cube in the library
bpy.data.objects["Blueprint1_mesh"].location = [1, 2, 1]
auto_export_operator(
direct_mode=True,
export_output_folder="./models",
export_scene_settings=True,
export_blueprints=True,
export_legacy_mode=False
)
# blueprint1 => has an instance, got changed, should export
# blueprint2 => has NO instance, but marked as asset, should export
# blueprint3 => has NO instance, not marked as asset, used inside blueprint 4: should export
# blueprint4 => has an instance, with nested blueprint3, should export
# blueprint5 => has NO instance, not marked as asset, should NOT export
assert os.path.exists(os.path.join(models_path, "World.glb")) == True
assert os.path.exists(os.path.join(models_path, "library", "Blueprint1.glb")) == True
assert os.path.exists(os.path.join(models_path, "library", "Blueprint2.glb")) == True
assert os.path.exists(os.path.join(models_path, "library", "Blueprint3.glb")) == True
assert os.path.exists(os.path.join(models_path, "library", "Blueprint4_nested.glb")) == True
assert os.path.exists(os.path.join(models_path, "library", "Blueprint5.glb")) == False
# now run bevy
bla = "cargo run --features bevy/dynamic_linking"
# assert getattr(propertyGroup, 'a') == 0.5714026093482971
FNULL = open(os.devnull, 'w') #use this if you want to suppress output to stdout from the subprocess
filename = "my_file.dat"
args = bla
#subprocess.call(args, stdout=FNULL, stderr=FNULL, shell=False, cwd=bevy_run_exec_path)
return_code = subprocess.call(["cargo", "run", "--features", "bevy/dynamic_linking"], cwd=root_path)
print("RETURN CODE OF BEVY APP", return_code)
assert return_code == 0

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@ -37,7 +37,6 @@ class GLTF_PT_auto_export_main(bpy.types.Panel):
sfile = context.space_data
class GLTF_PT_auto_export_root(bpy.types.Panel):
bl_space_type = 'FILE_BROWSER'
bl_region_type = 'TOOL_PROPS'
@ -66,6 +65,7 @@ class GLTF_PT_auto_export_root(bpy.types.Panel):
layout.active = operator.auto_export
layout.prop(operator, 'will_save_settings')
layout.prop(operator, "export_change_detection")
layout.prop(operator, "export_output_folder")
layout.prop(operator, "export_scene_settings")
layout.prop(operator, "export_legacy_mode")
@ -124,8 +124,6 @@ class GLTF_PT_auto_export_root(bpy.types.Panel):
remove_operator.action = 'REMOVE'
remove_operator.scene_type = 'library'
col.separator()
class GLTF_PT_auto_export_blueprints(bpy.types.Panel):
bl_space_type = 'FILE_BROWSER'