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fix(tools/gltf_auto_export): various fixes (#31)
* fix exporter settings when changing blender project breaking the exporter * add auto creation of library folder if it does not exist (also any gltf export path where folders are missing) * main/level scene(s) now gets generated if there was no change, and they have never been generated before
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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, 5),
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"version": (0, 5, 1),
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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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@ -175,7 +175,8 @@ def save_handler(dummy):
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if k not in AutoExportGltfPreferenceNames:
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prefs[k] = v
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set1 = set(bpy.context.window_manager['previous_params'].items())
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previous_params = bpy.context.window_manager['previous_params'] if 'previous_params' in bpy.context.window_manager else {}
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set1 = set(previous_params.items())
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set2 = set(prefs.items())
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difference = dict(set1 ^ set2)
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@ -206,6 +207,7 @@ def set_changedScene(self, value):
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#https://docs.blender.org/api/current/bpy.ops.export_scene.html#bpy.ops.export_scene.gltf
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def export_gltf (path, export_settings):
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settings = {**export_settings, "filepath": path}
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os.makedirs(os.path.dirname(path), exist_ok=True)
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bpy.ops.export_scene.gltf(**settings)
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@ -456,6 +458,13 @@ def check_if_blueprints_exist(collections, folder_path, extension):
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not_found_blueprints.append(collection_name)
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return not_found_blueprints
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def check_if_level_on_disk(scene_name, folder_path, extension):
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gltf_output_path = os.path.join(folder_path, scene_name + extension)
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found = os.path.exists(gltf_output_path) and os.path.isfile(gltf_output_path)
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print("level", scene_name, "found", found, "path", gltf_output_path)
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return found
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######################################################
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#### Export logic #####
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@ -593,14 +602,12 @@ def auto_export(changes_per_scene, changed_export_parameters):
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export_blueprints = getattr(addon_prefs,"export_blueprints")
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export_output_folder = getattr(addon_prefs,"export_output_folder")
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main_scene_names= list(map(lambda scene: scene.name, getattr(addon_prefs,"main_scenes")))
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library_scene_names = list(map(lambda scene: scene.name, getattr(addon_prefs,"library_scenes")))
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[main_scene_names, level_scenes, library_scene_names, library_scenes] = get_scenes(addon_prefs)
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print("main scenes", main_scene_names, "library_scenes", library_scene_names)
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print("export_output_folder", export_output_folder)
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# export the main game world
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level_scenes = list(map(lambda name: bpy.data.scenes[name], main_scene_names))
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library_scenes = list(map(lambda name: bpy.data.scenes[name], library_scene_names))
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# export everything everytime
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if export_blueprints:
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@ -610,6 +617,7 @@ def auto_export(changes_per_scene, changed_export_parameters):
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# first check if all collections have already been exported before (if this is the first time the exporter is run
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# in your current Blender session for example)
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export_blueprints_path = os.path.join(folder_path, export_output_folder, getattr(addon_prefs,"export_blueprints_path")) if getattr(addon_prefs,"export_blueprints_path") != '' else folder_path
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export_levels_path = os.path.join(folder_path, export_output_folder)
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gltf_extension = getattr(addon_prefs, "export_format")
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gltf_extension = '.glb' if gltf_extension == 'GLB' else '.gltf'
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@ -651,7 +659,7 @@ def auto_export(changes_per_scene, changed_export_parameters):
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# first export any main/level/world scenes
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print("export MAIN scenes")
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for scene_name in main_scene_names:
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do_export_main_scene = changed_export_parameters or (scene_name in changes_per_scene.keys() and len(changes_per_scene[scene_name].keys()) > 0)
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do_export_main_scene = changed_export_parameters or (scene_name in changes_per_scene.keys() and len(changes_per_scene[scene_name].keys()) > 0) or not check_if_level_on_disk(scene_name, export_levels_path, gltf_extension)
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if do_export_main_scene:
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print(" exporting scene:", scene_name)
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export_main_scene(bpy.data.scenes[scene_name], folder_path, addon_prefs)
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@ -688,8 +696,18 @@ def auto_export(changes_per_scene, changed_export_parameters):
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bpy.context.window_manager.popup_menu(error_message, title="Error", icon='ERROR')
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# convenience utility to get lists of scenes
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def get_scenes(addon_prefs):
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level_scene_names= list(map(lambda scene: scene.name, getattr(addon_prefs,"main_scenes")))
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library_scene_names = list(map(lambda scene: scene.name, getattr(addon_prefs,"library_scenes")))
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level_scene_names = list(filter(lambda name: name in bpy.data.scenes, level_scene_names))
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library_scene_names = list(filter(lambda name: name in bpy.data.scenes, library_scene_names))
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level_scenes = list(map(lambda name: bpy.data.scenes[name], level_scene_names))
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library_scenes = list(map(lambda name: bpy.data.scenes[name], library_scene_names))
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return [level_scene_names, level_scenes, library_scene_names, library_scenes]
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######################################################
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## ui logic & co
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@ -1092,11 +1110,7 @@ class AutoExportGLTF(Operator, AutoExportGltfAddonPreferences, ExportHelper):
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addon_prefs = bpy.context.preferences.addons[__name__].preferences
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main_scene_names= list(map(lambda scene: scene.name, getattr(addon_prefs,"main_scenes")))
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library_scene_names = list(map(lambda scene: scene.name, getattr(addon_prefs,"library_scenes")))
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level_scenes = list(map(lambda name: bpy.data.scenes[name], main_scene_names))
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library_scenes = list(map(lambda name: bpy.data.scenes[name], library_scene_names))
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[main_scene_names, level_scenes, library_scene_names, library_scenes]=get_scenes(addon_prefs)
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collections = get_exportable_collections(level_scenes, library_scenes)
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try:
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