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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Mark Moissette 2023-10-23 18:46:22 +02:00 committed by GitHub
parent 6a40cdfd3f
commit ea1d6cd78f
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@ -1,7 +1,7 @@
bl_info = { bl_info = {
"name": "gltf_auto_export", "name": "gltf_auto_export",
"author": "kaosigh", "author": "kaosigh",
"version": (0, 5), "version": (0, 5, 1),
"blender": (3, 4, 0), "blender": (3, 4, 0),
"location": "File > Import-Export", "location": "File > Import-Export",
"description": "glTF/glb auto-export", "description": "glTF/glb auto-export",
@ -175,7 +175,8 @@ def save_handler(dummy):
if k not in AutoExportGltfPreferenceNames: if k not in AutoExportGltfPreferenceNames:
prefs[k] = v prefs[k] = v
set1 = set(bpy.context.window_manager['previous_params'].items()) previous_params = bpy.context.window_manager['previous_params'] if 'previous_params' in bpy.context.window_manager else {}
set1 = set(previous_params.items())
set2 = set(prefs.items()) set2 = set(prefs.items())
difference = dict(set1 ^ set2) difference = dict(set1 ^ set2)
@ -206,6 +207,7 @@ def set_changedScene(self, value):
#https://docs.blender.org/api/current/bpy.ops.export_scene.html#bpy.ops.export_scene.gltf #https://docs.blender.org/api/current/bpy.ops.export_scene.html#bpy.ops.export_scene.gltf
def export_gltf (path, export_settings): def export_gltf (path, export_settings):
settings = {**export_settings, "filepath": path} settings = {**export_settings, "filepath": path}
os.makedirs(os.path.dirname(path), exist_ok=True)
bpy.ops.export_scene.gltf(**settings) bpy.ops.export_scene.gltf(**settings)
@ -456,6 +458,13 @@ def check_if_blueprints_exist(collections, folder_path, extension):
not_found_blueprints.append(collection_name) not_found_blueprints.append(collection_name)
return not_found_blueprints return not_found_blueprints
def check_if_level_on_disk(scene_name, folder_path, extension):
gltf_output_path = os.path.join(folder_path, scene_name + extension)
found = os.path.exists(gltf_output_path) and os.path.isfile(gltf_output_path)
print("level", scene_name, "found", found, "path", gltf_output_path)
return found
###################################################### ######################################################
#### Export logic ##### #### Export logic #####
@ -593,14 +602,12 @@ def auto_export(changes_per_scene, changed_export_parameters):
export_blueprints = getattr(addon_prefs,"export_blueprints") export_blueprints = getattr(addon_prefs,"export_blueprints")
export_output_folder = getattr(addon_prefs,"export_output_folder") export_output_folder = getattr(addon_prefs,"export_output_folder")
main_scene_names= list(map(lambda scene: scene.name, getattr(addon_prefs,"main_scenes"))) [main_scene_names, level_scenes, library_scene_names, library_scenes] = get_scenes(addon_prefs)
library_scene_names = list(map(lambda scene: scene.name, getattr(addon_prefs,"library_scenes")))
print("main scenes", main_scene_names, "library_scenes", library_scene_names) print("main scenes", main_scene_names, "library_scenes", library_scene_names)
print("export_output_folder", export_output_folder) print("export_output_folder", export_output_folder)
# export the main game world
level_scenes = list(map(lambda name: bpy.data.scenes[name], main_scene_names))
library_scenes = list(map(lambda name: bpy.data.scenes[name], library_scene_names))
# export everything everytime # export everything everytime
if export_blueprints: if export_blueprints:
@ -610,6 +617,7 @@ def auto_export(changes_per_scene, changed_export_parameters):
# first check if all collections have already been exported before (if this is the first time the exporter is run # first check if all collections have already been exported before (if this is the first time the exporter is run
# in your current Blender session for example) # in your current Blender session for example)
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 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
export_levels_path = os.path.join(folder_path, export_output_folder)
gltf_extension = getattr(addon_prefs, "export_format") gltf_extension = getattr(addon_prefs, "export_format")
gltf_extension = '.glb' if gltf_extension == 'GLB' else '.gltf' gltf_extension = '.glb' if gltf_extension == 'GLB' else '.gltf'
@ -651,7 +659,7 @@ def auto_export(changes_per_scene, changed_export_parameters):
# first export any main/level/world scenes # first export any main/level/world scenes
print("export MAIN scenes") print("export MAIN scenes")
for scene_name in main_scene_names: for scene_name in main_scene_names:
do_export_main_scene = changed_export_parameters or (scene_name in changes_per_scene.keys() and len(changes_per_scene[scene_name].keys()) > 0) 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)
if do_export_main_scene: if do_export_main_scene:
print(" exporting scene:", scene_name) print(" exporting scene:", scene_name)
export_main_scene(bpy.data.scenes[scene_name], folder_path, addon_prefs) export_main_scene(bpy.data.scenes[scene_name], folder_path, addon_prefs)
@ -688,8 +696,18 @@ def auto_export(changes_per_scene, changed_export_parameters):
bpy.context.window_manager.popup_menu(error_message, title="Error", icon='ERROR') bpy.context.window_manager.popup_menu(error_message, title="Error", icon='ERROR')
# 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(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))
level_scenes = list(map(lambda name: bpy.data.scenes[name], level_scene_names))
library_scenes = list(map(lambda name: bpy.data.scenes[name], library_scene_names))
return [level_scene_names, level_scenes, library_scene_names, library_scenes]
###################################################### ######################################################
## ui logic & co ## ui logic & co
@ -1092,11 +1110,7 @@ class AutoExportGLTF(Operator, AutoExportGltfAddonPreferences, ExportHelper):
addon_prefs = bpy.context.preferences.addons[__name__].preferences addon_prefs = bpy.context.preferences.addons[__name__].preferences
main_scene_names= list(map(lambda scene: scene.name, getattr(addon_prefs,"main_scenes"))) [main_scene_names, level_scenes, library_scene_names, library_scenes]=get_scenes(addon_prefs)
library_scene_names = list(map(lambda scene: scene.name, getattr(addon_prefs,"library_scenes")))
level_scenes = list(map(lambda name: bpy.data.scenes[name], main_scene_names))
library_scenes = list(map(lambda name: bpy.data.scenes[name], library_scene_names))
collections = get_exportable_collections(level_scenes, library_scenes) collections = get_exportable_collections(level_scenes, library_scenes)
try: try: