chore(Blenvy): minor tweaks
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@ -1,16 +1,7 @@
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import bpy
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from blenvy.core.object_makers import make_empty
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# TODO: replace this with placing scene level custom properties once support for that has been added to bevy_gltf
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def upsert_scene_components(main_scenes):
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def upsert_scene_components(main_scenes):
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for scene in main_scenes:
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for scene in main_scenes:
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if scene.world is not None:
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if scene.world is not None:
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scene['BlenderBackgroundShader'] = ambient_color_to_component(scene.world)
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scene['BlenderBackgroundShader'] = ambient_color_to_component(scene.world)
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print("FOOOOO WORLD", dir(scene.world))
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print("FOOOO scene", dir(scene))
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print("foooo", dir(scene.view_settings))
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print("GNAAA", scene.view_settings.view_transform)
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scene['BlenderShadowSettings'] = scene_shadows_to_component(scene)
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scene['BlenderShadowSettings'] = scene_shadows_to_component(scene)
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if scene.eevee.use_bloom:
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if scene.eevee.use_bloom:
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@ -32,11 +23,11 @@ def remove_scene_components(main_scenes):
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def scene_tonemapping_to_component(scene):
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def scene_tonemapping_to_component(scene):
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tone_mapping = scene.view_settings.view_transform
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tone_mapping = scene.view_settings.view_transform
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blender_to_bevy = {
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blender_to_bevy = {
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'NONE': '',
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'NONE': 'None',
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'AgX': 'AgX',
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'AgX': 'AgX',
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'Filmic': 'Filmic',
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'Filmic': 'Filmic',
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}
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}
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bevy_tone_mapping = blender_to_bevy[tone_mapping] if tone_mapping in blender_to_bevy else None
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bevy_tone_mapping = blender_to_bevy[tone_mapping] if tone_mapping in blender_to_bevy else 'None'
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return bevy_tone_mapping
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return bevy_tone_mapping
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def scene_colorgrading_to_component(scene):
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def scene_colorgrading_to_component(scene):
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