mirror of
https://github.com/kaosat-dev/Blender_bevy_components_workflow.git
synced 2024-11-24 04:40:53 +00:00
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:
parent
e83ef32b9f
commit
dfc2be8c50
@ -16,7 +16,9 @@ members = [
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"examples/bevy_gltf_save_load/basic/",
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"examples/bevy_registry_export/basic",
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"testing/bevy_registry_export/basic"
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"testing/bevy_registry_export/basic",
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"testing/bevy_example"
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]
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resolver = "2"
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BIN
testing/auto_export_template.blend
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BIN
testing/auto_export_template.blend
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Binary file not shown.
16
testing/bevy_example/Cargo.toml
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16
testing/bevy_example/Cargo.toml
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@ -0,0 +1,16 @@
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[package]
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name = "bevy_example"
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version = "0.3.0"
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edition = "2021"
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license = "MIT OR Apache-2.0"
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[dependencies]
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bevy="0.12"
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bevy_gltf_blueprints = { path = "../../crates/bevy_gltf_blueprints" }
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bevy_registry_export = { path = "../../crates/bevy_registry_export" }
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bevy_gltf_worlflow_examples_common = { path = "../../examples/common" }
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bevy_rapier3d = { version = "0.23.0", features = [ "serde-serialize", "debug-render-3d", "enhanced-determinism"] }
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bevy_asset_loader = { version = "0.18", features = ["standard_dynamic_assets" ]}
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bevy_editor_pls = { version = "0.6" }
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rand = "0.8.5"
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15
testing/bevy_example/README.md
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15
testing/bevy_example/README.md
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@ -0,0 +1,15 @@
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# Bevy registry export example/demo
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This example showcases
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* the use of the bevy_registry_export crate to extract all components & types information into a json file.
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* 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,
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to be able to add & edit Bevy components easilly in Blender !
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## Running this example
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```
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cargo run --features bevy/dynamic_linking
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```
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Running the example also regenerates the registry.json file.
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1
testing/bevy_example/assets/assets_core.assets.ron
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1
testing/bevy_example/assets/assets_core.assets.ron
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@ -0,0 +1 @@
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({})
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6
testing/bevy_example/assets/assets_game.assets.ron
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6
testing/bevy_example/assets/assets_game.assets.ron
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({
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"world":File (path: "models/World.glb"),
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"models": Folder (
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path: "models/library",
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),
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})
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10732
testing/bevy_example/assets/registry.json
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10732
testing/bevy_example/assets/registry.json
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File diff suppressed because it is too large
Load Diff
BIN
testing/bevy_example/assets/testing.blend
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BIN
testing/bevy_example/assets/testing.blend
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Binary file not shown.
22
testing/bevy_example/src/core/mod.rs
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22
testing/bevy_example/src/core/mod.rs
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@ -0,0 +1,22 @@
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use bevy::prelude::*;
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use bevy_gltf_blueprints::*;
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use bevy_registry_export::*;
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pub struct CorePlugin;
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impl Plugin for CorePlugin {
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fn build(&self, app: &mut App) {
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app.add_plugins((
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ExportRegistryPlugin {
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save_path: "assets/registry.json".into(),
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..Default::default()
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},
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BlueprintsPlugin {
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legacy_mode: false,
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library_folder: "models/library".into(),
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format: GltfFormat::GLB,
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aabbs: true,
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..Default::default()
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},
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));
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}
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}
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84
testing/bevy_example/src/game/in_game.rs
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84
testing/bevy_example/src/game/in_game.rs
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@ -0,0 +1,84 @@
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use bevy::prelude::*;
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use bevy_gltf_blueprints::{BluePrintBundle, BlueprintName, GameWorldTag};
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use bevy_gltf_worlflow_examples_common::{assets::GameAssets, GameState, InAppRunning};
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use bevy_rapier3d::prelude::Velocity;
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use rand::Rng;
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pub fn setup_game(
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mut commands: Commands,
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game_assets: Res<GameAssets>,
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models: Res<Assets<bevy::gltf::Gltf>>,
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mut next_game_state: ResMut<NextState<GameState>>,
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) {
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println!("setting up all stuff");
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commands.insert_resource(AmbientLight {
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color: Color::WHITE,
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brightness: 0.2,
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});
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// here we actually spawn our game world/level
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commands.spawn((
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SceneBundle {
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// note: because of this issue https://github.com/bevyengine/bevy/issues/10436, "world" is now a gltf file instead of a scene
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scene: models
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.get(game_assets.world.id())
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.expect("main level should have been loaded")
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.scenes[0]
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.clone(),
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..default()
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},
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bevy::prelude::Name::from("world"),
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GameWorldTag,
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InAppRunning,
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));
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next_game_state.set(GameState::InGame)
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}
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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struct UnregisteredComponent;
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pub fn spawn_test(
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keycode: Res<Input<KeyCode>>,
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mut commands: Commands,
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mut game_world: Query<(Entity, &Children), With<GameWorldTag>>,
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) {
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if keycode.just_pressed(KeyCode::T) {
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let world = game_world.single_mut();
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let world = world.1[0];
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let mut rng = rand::thread_rng();
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let range = 5.5;
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let x: f32 = rng.gen_range(-range..range);
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let y: f32 = rng.gen_range(-range..range);
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let mut rng = rand::thread_rng();
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let range = 0.8;
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let vel_x: f32 = rng.gen_range(-range..range);
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let vel_y: f32 = rng.gen_range(2.0..2.5);
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let vel_z: f32 = rng.gen_range(-range..range);
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let name_index: u64 = rng.gen();
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let new_entity = commands
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.spawn((
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BluePrintBundle {
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blueprint: BlueprintName("Health_Pickup".to_string()),
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..Default::default()
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},
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bevy::prelude::Name::from(format!("test{}", name_index)),
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// BlueprintName("Health_Pickup".to_string()),
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// SpawnHere,
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TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)),
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Velocity {
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linvel: Vec3::new(vel_x, vel_y, vel_z),
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angvel: Vec3::new(0.0, 0.0, 0.0),
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},
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))
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.id();
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commands.entity(world).add_child(new_entity);
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}
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}
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28
testing/bevy_example/src/game/mod.rs
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28
testing/bevy_example/src/game/mod.rs
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pub mod in_game;
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use std::time::Duration;
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pub use in_game::*;
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use bevy::{prelude::*, time::common_conditions::on_timer};
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use bevy_gltf_worlflow_examples_common::{AppState, GameState};
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fn start_game(mut next_app_state: ResMut<NextState<AppState>>) {
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next_app_state.set(AppState::AppLoading);
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}
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fn exit_game(mut app_exit_events: ResMut<Events<bevy::app::AppExit>>) {
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app_exit_events.send(bevy::app::AppExit);
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}
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pub struct GamePlugin;
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impl Plugin for GamePlugin {
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fn build(&self, app: &mut App) {
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app.add_systems(Update, (spawn_test).run_if(in_state(GameState::InGame)))
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.add_systems(OnEnter(AppState::MenuRunning), start_game)
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.add_systems(
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Update,
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exit_game.run_if(on_timer(Duration::from_secs_f32(0.5))),
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) // shut down the app after this time
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.add_systems(OnEnter(AppState::AppRunning), setup_game);
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}
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}
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27
testing/bevy_example/src/main.rs
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27
testing/bevy_example/src/main.rs
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use bevy::prelude::*;
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use bevy_editor_pls::prelude::*;
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use bevy_gltf_worlflow_examples_common::CommonPlugin;
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mod core;
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use crate::core::*;
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mod game;
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use game::*;
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mod test_components;
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use test_components::*;
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fn main() {
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App::new()
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.add_plugins((
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DefaultPlugins.set(AssetPlugin::default()),
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// editor
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EditorPlugin::default(),
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// our custom plugins
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CommonPlugin,
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CorePlugin, // reusable plugins
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GamePlugin, // specific to our game
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ComponentsTestPlugin, // Showcases different type of components /structs
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))
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.run();
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}
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190
testing/bevy_example/src/test_components.rs
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190
testing/bevy_example/src/test_components.rs
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use bevy::{
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pbr::{ExtendedMaterial, MaterialExtension},
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prelude::*,
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render::render_resource::*,
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};
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use std::ops::Range;
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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struct UnitTest;
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#[derive(Component, Reflect, Default, Debug, Deref, DerefMut)]
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#[reflect(Component)]
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struct TupleTestF32(f32);
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#[derive(Component, Reflect, Default, Debug, Deref, DerefMut)]
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#[reflect(Component)]
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struct TupleTestU64(u64);
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#[derive(Component, Reflect, Default, Debug, Deref, DerefMut)]
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#[reflect(Component)]
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pub struct TupleTestStr(String);
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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struct TupleTest2(f32, u64, String);
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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struct TupleTestBool(bool);
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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struct TupleVec2(Vec2);
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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struct TupleVec3(Vec3);
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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struct TupleVec(Vec<String>);
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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struct TupleVecF32F32(Vec<(f32, f32)>);
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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struct TupleTestColor(Color);
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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pub struct BasicTest {
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a: f32,
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b: u64,
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c: String,
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}
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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pub enum EnumTest {
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Metal,
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Wood,
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Rock,
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Cloth,
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Squishy,
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#[default]
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None,
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}
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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pub struct NestingTestLevel2 {
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text: String,
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enable: bool,
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enum_inner: EnumTest,
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color: TupleTestColor,
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toggle: TupleTestBool,
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basic: BasicTest,
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pub nested: NestingTestLevel3,
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colors_list: VecOfColors,
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}
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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pub struct NestingTestLevel3 {
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vec: TupleVec3,
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}
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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pub struct NestedTupleStuff(f32, u64, NestingTestLevel2);
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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pub enum EnumComplex {
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Float(f32),
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Wood(String),
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Vec(BasicTest),
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SomeThing,
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StructLike {
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a: f32,
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b: u32,
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c: String,
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},
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#[default]
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None,
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}
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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pub struct VecOfVec3s2(Vec<TupleVec3>);
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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pub struct VecOfColors(Vec<Color>);
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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pub struct AAAAddedCOMPONENT;
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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pub struct AComponentWithAnExtremlyExageratedOrMaybeNotButCouldBeNameOrWut;
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/* fn toto(){
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let bla:core::ops::Range<f32> = Range { start: 0.1, end: 5.0};
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} */
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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pub struct VecOfF32s(Vec<f32>);
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// test for extended materials
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#[derive(Asset, AsBindGroup, Reflect, Debug, Clone)]
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struct MyExtension {
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// We need to ensure that the bindings of the base material and the extension do not conflict,
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// so we start from binding slot 100, leaving slots 0-99 for the base material.
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#[uniform(100)]
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quantize_steps: u32,
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}
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impl MaterialExtension for MyExtension {
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fn fragment_shader() -> ShaderRef {
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"shaders/extended_material.wgsl".into()
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}
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fn deferred_fragment_shader() -> ShaderRef {
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"shaders/extended_material.wgsl".into()
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}
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}
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pub struct ComponentsTestPlugin;
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impl Plugin for ComponentsTestPlugin {
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fn build(&self, app: &mut App) {
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app.register_type::<BasicTest>()
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.register_type::<UnitTest>()
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.register_type::<TupleTestF32>()
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.register_type::<TupleTestU64>()
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.register_type::<TupleTestStr>()
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.register_type::<TupleTestBool>()
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.register_type::<TupleTest2>()
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.register_type::<TupleVec2>()
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.register_type::<TupleVec3>()
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.register_type::<EnumTest>()
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.register_type::<TupleTestColor>()
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.register_type::<TupleVec>()
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.register_type::<Vec<String>>()
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.register_type::<NestingTestLevel2>()
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.register_type::<NestingTestLevel3>()
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.register_type::<NestedTupleStuff>()
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.register_type::<EnumComplex>()
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.register_type::<VecOfVec3s2>()
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.register_type::<TupleVecF32F32>()
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.register_type::<(f32, f32)>()
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.register_type::<Vec<(f32, f32)>>()
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.register_type::<Vec<TupleVec3>>()
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.register_type::<Vec<Color>>()
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.register_type::<VecOfColors>()
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.register_type::<Range<f32>>()
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||||
.register_type::<VecOfF32s>()
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||||
.register_type::<Vec<f32>>()
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// .register_type::<AAAAddedCOMPONENT>()
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||||
.register_type::<AComponentWithAnExtremlyExageratedOrMaybeNotButCouldBeNameOrWut>()
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||||
.add_plugins(MaterialPlugin::<
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||||
ExtendedMaterial<StandardMaterial, MyExtension>,
|
||||
>::default());
|
||||
}
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||||
}
|
@ -1,7 +1,7 @@
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bl_info = {
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"name": "gltf_auto_export",
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||||
"author": "kaosigh",
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||||
"version": (0, 12, 1),
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||||
"version": (0, 13, 0),
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"blender": (3, 4, 0),
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"location": "File > Import-Export",
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"description": "glTF/glb auto-export",
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|
@ -21,6 +21,9 @@ def auto_export(changes_per_scene, changed_export_parameters, addon_prefs):
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folder_path = os.path.dirname(file_path)
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# get the preferences for our addon
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||||
|
||||
#should we use change detection or not
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||||
export_change_detection = getattr(addon_prefs, "export_change_detection")
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||||
|
||||
export_blueprints = getattr(addon_prefs,"export_blueprints")
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||||
export_output_folder = getattr(addon_prefs,"export_output_folder")
|
||||
|
||||
@ -75,7 +78,7 @@ def auto_export(changes_per_scene, changed_export_parameters, addon_prefs):
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||||
if matching_collection is not None:
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||||
changed_collections.append(matching_collection)
|
||||
|
||||
collections_to_export = list(set(changed_collections + collections_not_on_disk))
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||||
collections_to_export = list(set(changed_collections + collections_not_on_disk)) if export_change_detection else collections
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||||
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||||
# 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
|
||||
|
@ -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():
|
||||
|
@ -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")))
|
||||
@ -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"])
|
||||
|
||||
|
@ -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',
|
||||
|
@ -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']
|
||||
# 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
|
||||
|
||||
# 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))
|
||||
|
6
tools/gltf_auto_export/pytest.ini
Normal file
6
tools/gltf_auto_export/pytest.ini
Normal file
@ -0,0 +1,6 @@
|
||||
[pytest]
|
||||
blender-template = ../../testing/bevy_example/assets/testing.blend
|
||||
addopts = -svv
|
||||
testpaths =
|
||||
tests
|
||||
|
0
tools/gltf_auto_export/tests/__init__.py
Normal file
0
tools/gltf_auto_export/tests/__init__.py
Normal file
212
tools/gltf_auto_export/tests/test_basic.py
Normal file
212
tools/gltf_auto_export/tests/test_basic.py
Normal file
@ -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
|
93
tools/gltf_auto_export/tests/test_bevy_integration.py
Normal file
93
tools/gltf_auto_export/tests/test_bevy_integration.py
Normal file
@ -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
|
@ -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")
|
||||
@ -125,8 +125,6 @@ class GLTF_PT_auto_export_root(bpy.types.Panel):
|
||||
remove_operator.scene_type = 'library'
|
||||
col.separator()
|
||||
|
||||
|
||||
|
||||
class GLTF_PT_auto_export_blueprints(bpy.types.Panel):
|
||||
bl_space_type = 'FILE_BROWSER'
|
||||
bl_region_type = 'TOOL_PROPS'
|
||||
|
Loading…
Reference in New Issue
Block a user