mirror of
https://github.com/kaosat-dev/Blender_bevy_components_workflow.git
synced 2024-11-22 20:00:53 +00:00
feat(Blenvy): a ton of minor & bigger improvements
* fixes & experiment to auto export * added support for "always export" functionality for blueprints & levels * fixed issues with asset management * fixed issues with tracker * more ui improvements (display of the number of assets etc) * a lot more minor tweaks
This commit is contained in:
parent
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commit
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@ -65,10 +65,10 @@ Components:
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- [ ] handle missing types in registry for keys & values
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- [ ] handle missing types in registry for keys & values
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- [ ] Add correct upgrade handling from individual component to bevy_components
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- [ ] Add correct upgrade handling from individual component to bevy_components
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- [ ] Settings handling:
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- [x] Settings handling:
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- [ ] move saveable settings out to a settings file
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- [x] move saveable settings out to a settings file
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- [ ] update save & load
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- [x] update save & load
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- [ ] add handling of polling frequency & enabling
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- [x] add handling of polling frequency & enabling
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General things to solve:
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General things to solve:
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@ -103,7 +103,7 @@ General issues:
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- [x] fix auto export workflow
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- [x] fix auto export workflow
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- [ ] should we write the previous _xxx data only AFTER a sucessfull export only ?
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- [ ] should we write the previous _xxx data only AFTER a sucessfull export only ?
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- [x] add hashing of modifiers/ geometry nodes in serialize scene
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- [x] add hashing of modifiers/ geometry nodes in serialize scene
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- [ ] add ability to FORCE export specific blueprints & levels
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- [x] add ability to FORCE export specific blueprints & levels
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- [ ] undo after a save removes any saved "serialized scene" data ? DIG into this
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- [ ] undo after a save removes any saved "serialized scene" data ? DIG into this
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- [ ] handle scene renames between saves (breaks diffing)
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- [ ] handle scene renames between saves (breaks diffing)
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- [ ] change scene selector to work on actual scenes aka to deal with renamed scenes
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- [ ] change scene selector to work on actual scenes aka to deal with renamed scenes
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@ -2,7 +2,11 @@
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from blenvy.core.scene_helpers import get_main_and_library_scenes
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from blenvy.core.scene_helpers import get_main_and_library_scenes
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from blenvy.blueprints.blueprint_helpers import find_blueprints_not_on_disk
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from blenvy.blueprints.blueprint_helpers import find_blueprints_not_on_disk
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# TODO: this should also take the split/embed mode into account: if a nested collection changes AND embed is active, its container collection should also be exported
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def is_blueprint_always_export(blueprint):
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return blueprint.collection['always_export'] if 'always_export' in blueprint.collection else False
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# this also takes the split/embed mode into account: if a nested collection changes AND embed is active, its container collection should also be exported
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def get_blueprints_to_export(changes_per_scene, changed_export_parameters, blueprints_data, settings):
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def get_blueprints_to_export(changes_per_scene, changed_export_parameters, blueprints_data, settings):
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export_gltf_extension = getattr(settings, "export_gltf_extension", ".glb")
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export_gltf_extension = getattr(settings, "export_gltf_extension", ".glb")
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blueprints_path_full = getattr(settings,"blueprints_path_full", "")
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blueprints_path_full = getattr(settings,"blueprints_path_full", "")
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@ -33,8 +37,10 @@ def get_blueprints_to_export(changes_per_scene, changed_export_parameters, bluep
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# FIXME: double check this: why are we combining these two ?
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# FIXME: double check this: why are we combining these two ?
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changed_blueprints += changed_local_blueprints
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changed_blueprints += changed_local_blueprints
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# also deal with blueprints that are always marked as "always_export"
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blueprints_always_export = [blueprint for blueprint in internal_blueprints if is_blueprint_always_export(blueprint)]
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blueprints_to_export = list(set(changed_blueprints + blueprints_not_on_disk))
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blueprints_to_export = list(set(changed_blueprints + blueprints_not_on_disk + blueprints_always_export))
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# filter out blueprints that are not marked & deal with the different combine modes
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# filter out blueprints that are not marked & deal with the different combine modes
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@ -15,9 +15,10 @@ def prepare_and_export():
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# determine changed objects
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# determine changed objects
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per_scene_changes = get_changes_per_scene(settings=blenvy)
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per_scene_changes = get_changes_per_scene(settings=blenvy)
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# determine changed parameters
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# determine changed parameters
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setting_changes = get_setting_changes()
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setting_changes = False # get_setting_changes()
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# do the actual export
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# do the actual export
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# auto_export(per_scene_changes, setting_changes, blenvy)
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blenvy.auto_export.dry_run = 'NO_EXPORT'#'DISABLED'#
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auto_export(per_scene_changes, setting_changes, blenvy)
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# cleanup
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# cleanup
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# TODO: these are likely obsolete
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# TODO: these are likely obsolete
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@ -77,14 +77,14 @@ class AutoExportTracker(PropertyGroup):
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@classmethod
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@classmethod
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def deps_post_update_handler(cls, scene, depsgraph):
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def deps_post_update_handler(cls, scene, depsgraph):
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# print("change detection enabled", cls.change_detection_enabled)
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# print("change detection enabled", cls.change_detection_enabled)
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print("change detected", list(map(lambda x: x.name, list(bpy.data.scenes))))
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#print("change detected", list(map(lambda x: x.name, list(bpy.data.scenes))))
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"""ops = bpy.context.window_manager.operators
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"""ops = bpy.context.window_manager.operators
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print("last operators", ops)
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print("last operators", ops)
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for op in ops:
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for op in ops:
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print("operator", op)"""
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print("operator", op)"""
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active_operator = bpy.context.active_operator
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active_operator = getattr(bpy.context.active_operator, 'active_operator' , None)
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if active_operator:
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if active_operator is not None:
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#print("Operator", active_operator.bl_label, active_operator.bl_idname)
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#print("Operator", active_operator.bl_label, active_operator.bl_idname)
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if active_operator.bl_idname == "EXPORT_SCENE_OT_gltf" and active_operator.gltf_export_id == "gltf_auto_export":
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if active_operator.bl_idname == "EXPORT_SCENE_OT_gltf" and active_operator.gltf_export_id == "gltf_auto_export":
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# we backup any existing gltf export settings, if there were any
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# we backup any existing gltf export settings, if there were any
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@ -1,3 +1,4 @@
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import bpy
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from blenvy.core.scene_helpers import get_main_and_library_scenes
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from blenvy.core.scene_helpers import get_main_and_library_scenes
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from blenvy.blueprints.blueprint_helpers import check_if_blueprint_on_disk
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from blenvy.blueprints.blueprint_helpers import check_if_blueprint_on_disk
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@ -33,19 +34,32 @@ def changed_object_in_scene(scene_name, changes_per_scene, blueprints_data, coll
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return level_needs_export
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return level_needs_export
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return False
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return False
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def is_level_always_export(scene_name):
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scene = bpy.data.scenes[scene_name]
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return scene['always_export'] if 'always_export' in scene else False
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# this also takes the split/embed mode into account: if a collection instance changes AND embed is active, its container level/world should also be exported
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def should_level_be_exported(scene_name, changed_export_parameters, changes_per_scene, blueprints_data, settings):
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def get_levels_to_export(changes_per_scene, changed_export_parameters, blueprints_data, settings):
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export_gltf_extension = getattr(settings, "export_gltf_extension")
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export_gltf_extension = getattr(settings, "export_gltf_extension")
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levels_path_full = getattr(settings, "levels_path_full")
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levels_path_full = getattr(settings, "levels_path_full")
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change_detection = getattr(settings.auto_export, "change_detection")
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change_detection = getattr(settings.auto_export, "change_detection")
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collection_instances_combine_mode = getattr(settings.auto_export, "collection_instances_combine_mode")
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collection_instances_combine_mode = getattr(settings.auto_export, "collection_instances_combine_mode")
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[main_scene_names, level_scenes, library_scene_names, library_scenes] = get_main_and_library_scenes(settings)
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# the list of conditions to determine IF a level should be exported or not
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return (
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not change_detection
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or changed_export_parameters
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or is_level_always_export(scene_name)
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or scene_name in changes_per_scene.keys()
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or changed_object_in_scene(scene_name, changes_per_scene, blueprints_data, collection_instances_combine_mode)
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or not check_if_blueprint_on_disk(scene_name, levels_path_full, export_gltf_extension)
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)
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# this also takes the split/embed mode into account: if a collection instance changes AND embed is active, its container level/world should also be exported
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def get_levels_to_export(changes_per_scene, changed_export_parameters, blueprints_data, settings):
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[main_scene_names, level_scenes, library_scene_names, library_scenes] = get_main_and_library_scenes(settings)
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# determine list of main scenes to export
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# determine list of main scenes to export
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# 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)
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# 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)
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main_scenes_to_export = [scene_name for scene_name in main_scene_names if not change_detection or changed_export_parameters or scene_name in changes_per_scene.keys() or changed_object_in_scene(scene_name, changes_per_scene, blueprints_data, collection_instances_combine_mode) or not check_if_blueprint_on_disk(scene_name, levels_path_full, export_gltf_extension) ]
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main_scenes_to_export = [scene_name for scene_name in main_scene_names if should_level_be_exported(scene_name, changed_export_parameters, changes_per_scene, blueprints_data, settings)]
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return (main_scenes_to_export)
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return (main_scenes_to_export)
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@ -5,7 +5,7 @@ def get_user_assets(scene_or_collection):
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return user_assets
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return user_assets
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def get_generated_assets(scene_or_collection):
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def get_generated_assets(scene_or_collection):
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generated_assets = []
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generated_assets = getattr(scene_or_collection, 'generated_assets', [])
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return generated_assets
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return generated_assets
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def get_user_assets_as_list(scene_or_collection):
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def get_user_assets_as_list(scene_or_collection):
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@ -40,6 +40,10 @@ class AssetsRegistry(PropertyGroup):
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def register(cls):
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def register(cls):
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bpy.types.Scene.user_assets = CollectionProperty(name="user assets", type=Asset)
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bpy.types.Scene.user_assets = CollectionProperty(name="user assets", type=Asset)
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bpy.types.Collection.user_assets = CollectionProperty(name="user assets", type=Asset)
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bpy.types.Collection.user_assets = CollectionProperty(name="user assets", type=Asset)
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bpy.types.Scene.generated_assets = CollectionProperty(name="generated assets", type=Asset)
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bpy.types.Collection.generated_assets = CollectionProperty(name="generated assets", type=Asset)
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bpy.types.WindowManager.assets_registry = PointerProperty(type=AssetsRegistry)
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bpy.types.WindowManager.assets_registry = PointerProperty(type=AssetsRegistry)
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@ -49,6 +53,9 @@ class AssetsRegistry(PropertyGroup):
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del bpy.types.Scene.user_assets
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del bpy.types.Scene.user_assets
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del bpy.types.Collection.user_assets
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del bpy.types.Collection.user_assets
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del bpy.types.Scene.generated_assets
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del bpy.types.Collection.generated_assets
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def add_asset(self, name, type, path, internal): # internal means it cannot be edited by the user, aka auto generated
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def add_asset(self, name, type, path, internal): # internal means it cannot be edited by the user, aka auto generated
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in_list = [asset for asset in self.assets_list if (asset["path"] == path)]
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in_list = [asset for asset in self.assets_list if (asset["path"] == path)]
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in_list = len(in_list) > 0
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in_list = len(in_list) > 0
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@ -63,7 +63,7 @@ def get_userTextures():
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def get_blueprint_assets_tree(blueprint, blueprints_data, parent, settings):
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def get_blueprint_assets_tree(blueprint, blueprints_data, parent, settings):
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blueprints_path = getattr(settings, "blueprints_path")
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blueprints_path = getattr(settings, "blueprints_path")
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export_gltf_extension = getattr(settings, "export_gltf_extension")
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export_gltf_extension = getattr(settings.auto_export, "export_gltf_extension", ".glb")
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assets_list = []
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assets_list = []
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@ -92,7 +92,7 @@ def get_blueprint_assets_tree(blueprint, blueprints_data, parent, settings):
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def get_main_scene_assets_tree(main_scene, blueprints_data, settings):
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def get_main_scene_assets_tree(main_scene, blueprints_data, settings):
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blueprints_path = getattr(settings, "blueprints_path")
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blueprints_path = getattr(settings, "blueprints_path")
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export_gltf_extension = getattr(settings, "export_gltf_extension")
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export_gltf_extension = getattr(settings.auto_export, "export_gltf_extension", ".glb")
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blueprint_instance_names_for_scene = blueprints_data.blueprint_instances_per_main_scene.get(main_scene.name, None)
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blueprint_instance_names_for_scene = blueprints_data.blueprint_instances_per_main_scene.get(main_scene.name, None)
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assets_list = get_user_assets_as_list(main_scene)
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assets_list = get_user_assets_as_list(main_scene)
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@ -4,8 +4,11 @@ from .assets_scan import get_main_scene_assets_tree
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from .asset_helpers import get_user_assets, does_asset_exist
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from .asset_helpers import get_user_assets, does_asset_exist
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def draw_assets(layout, name, title, asset_registry, target_type, target_name, editable=True, user_assets= [], generated_assets = []):
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def draw_assets(layout, name, title, asset_registry, target_type, target_name, editable=True, user_assets= [], generated_assets = []):
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number_of_user_assets = len(user_assets)
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number_of_generated_assets = len(generated_assets)
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header, panel = layout.panel(f"assets{name}", default_closed=False)
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header, panel = layout.panel(f"assets{name}", default_closed=False)
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header.label(text=title, icon="ASSET_MANAGER")
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header.label(text=title + f"({number_of_user_assets + number_of_generated_assets})", icon="ASSET_MANAGER")
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if panel:
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if panel:
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if editable:
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if editable:
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@ -92,9 +95,8 @@ class Blenvy_assets(bpy.types.Panel):
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#print("dfs")
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#print("dfs")
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for scene_selector in blenvy.main_scenes:
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for scene_selector in blenvy.main_scenes:
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scene = bpy.data.scenes[scene_selector.name]
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scene = bpy.data.scenes[scene_selector.name]
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#get_main_scene_assets_tree(scene, blueprints_data, settings)
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user_assets = get_user_assets(scene)
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user_assets = get_user_assets(scene)
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#print("user assets", user_assets, scene)
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row = panel.row()
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row = panel.row()
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row.prop(scene, "always_export")
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row.prop(scene, "always_export")
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@ -72,6 +72,3 @@ class BlueprintsRegistry(PropertyGroup):
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blueprints_data = blueprints_scan(level_scenes, library_scenes, settings)
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blueprints_data = blueprints_scan(level_scenes, library_scenes, settings)
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self.blueprints_data = blueprints_data
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self.blueprints_data = blueprints_data
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return blueprints_data
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return blueprints_data
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#print("bla", self.blueprints_data)
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"""for blueprint in blueprints_data.blueprints:
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self.add_blueprint(blueprint)"""
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@ -2,6 +2,7 @@ import os
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import bpy
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import bpy
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from bpy_types import (Operator)
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from bpy_types import (Operator)
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from bpy.props import (StringProperty)
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from bpy.props import (StringProperty)
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from blenvy.core.helpers_collections import set_active_collection
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class OT_select_blueprint(Operator):
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class OT_select_blueprint(Operator):
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"""Select blueprint """
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"""Select blueprint """
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@ -27,7 +28,8 @@ class OT_select_blueprint(Operator):
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bpy.ops.object.select_all(action='DESELECT')
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bpy.ops.object.select_all(action='DESELECT')
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bpy.context.window.scene = scene
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bpy.context.window.scene = scene
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bpy.context.view_layer.objects.active = None
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bpy.context.view_layer.objects.active = None
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bpy.context.view_layer.active_layer_collection = bpy.context.view_layer.layer_collection.children[self.blueprint_collection_name]
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set_active_collection(scene, self.blueprint_collection_name)
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#bpy.context.view_layer.active_layer_collection = bpy.context.view_layer.layer_collection.children[self.blueprint_collection_name]
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#bpy.context.view_layer.collections.active = collection
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#bpy.context.view_layer.collections.active = collection
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# bpy.context.view_layer.active_layer_collection = collection
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# bpy.context.view_layer.active_layer_collection = collection
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"""for o in collection.objects:
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"""for o in collection.objects:
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from types import SimpleNamespace
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from types import SimpleNamespace
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import bpy
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import bpy
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from ..assets.assets_scan import get_main_scene_assets_tree
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from ..assets.asset_helpers import get_generated_assets, get_user_assets
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from ..assets.asset_helpers import get_user_assets
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from ..assets.ui import draw_assets
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from ..assets.ui import draw_assets
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class Blenvy_levels(bpy.types.Panel):
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class Blenvy_levels(bpy.types.Panel):
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@ -37,6 +36,7 @@ class Blenvy_levels(bpy.types.Panel):
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if panel:
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if panel:
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user_assets = get_user_assets(scene)
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user_assets = get_user_assets(scene)
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generated_assets = get_generated_assets(scene)
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row = panel.row()
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row = panel.row()
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#row.label(text="row")
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#row.label(text="row")
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"""col = row.column()
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"""col = row.column()
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@ -54,23 +54,8 @@ class Blenvy_levels(bpy.types.Panel):
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col = split.column()
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col = split.column()
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scene_assets_panel = draw_assets(layout=col, name=f"{scene.name}_assets", title=f"Assets", asset_registry=asset_registry, user_assets=user_assets, target_type="SCENE", target_name=scene.name)
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scene_assets_panel = draw_assets(layout=col, name=f"{scene.name}_assets", title=f"Assets", asset_registry=asset_registry, user_assets=user_assets, generated_assets=generated_assets, target_type="SCENE", target_name=scene.name)
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settings = {"blueprints_path": "blueprints", "export_gltf_extension": ".glb"}
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settings = {"blueprints_path": "blueprints", "export_gltf_extension": ".glb"}
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settings = SimpleNamespace(**settings)
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settings = SimpleNamespace(**settings)
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"""if panel:
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for scene_selector in blenvy.main_scenes:
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scene = bpy.data.scenes[scene_selector.name]
|
|
||||||
#get_main_scene_assets_tree(scene, blueprints_data, settings)
|
|
||||||
user_assets = get_user_assets(scene)
|
|
||||||
#print("user assets", user_assets, scene)
|
|
||||||
row = panel.row()
|
|
||||||
header.prop(scene, "always_export")
|
|
||||||
|
|
||||||
sub_header, sub_panel = row.box().panel(f"assets{name}", default_closed=False)
|
|
||||||
|
|
||||||
|
|
||||||
scene_assets_panel = draw_assets(layout=sub_panel, name=scene.name, title=f"{scene.name} Assets", asset_registry=asset_registry, user_assets=user_assets, target_type="SCENE", target_name=scene.name)
|
|
||||||
"""
|
|
Loading…
Reference in New Issue
Block a user