feat(Blenvy): more work done on materials handling overhaul (wip)
* split out materials scan from injection of materialInfo into objects * added material Asset injection into list of assets at scene level * related tweaks & cleanups * continued overhaul on the bevy side
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1fdb45bab6
commit
ed0c85b66e
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@ -17,14 +17,14 @@ use bevy::{
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render::mesh::Mesh,
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};
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use crate::{AssetLoadTracker, AssetsToLoad, BluePrintsConfig};
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use crate::{AssetLoadTracker, AssetsToLoad, BluePrintsConfig, BlueprintInstanceReady};
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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/// struct containing the name & source of the material to apply
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/// struct containing the name & path of the material to apply
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pub struct MaterialInfo {
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pub name: String,
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pub source: String,
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pub path: String,
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}
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/// flag component
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@ -37,21 +37,21 @@ pub(crate) struct BlueprintMaterialAssetsNotLoaded;
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/// system that injects / replaces materials from material library
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pub(crate) fn materials_inject(
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blueprints_config: ResMut<BluePrintsConfig>,
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material_infos: Query<(Entity, &MaterialInfo), Added<MaterialInfo>>,
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ready_blueprints: Query<(Entity, &Children), (With<BlueprintInstanceReady>)>,
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material_infos: Query<(Entity, &MaterialInfo, &Parent), Added<MaterialInfo>>,
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asset_server: Res<AssetServer>,
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mut commands: Commands,
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) {
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for (entity, material_info) in material_infos.iter() {
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let model_file_name = format!(
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"{}_materials_library.{}",
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&material_info.source, &blueprints_config.format
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);
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let materials_path = Path::new(&blueprints_config.material_library_folder)
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.join(Path::new(model_file_name.as_str()));
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let material_name = &material_info.name;
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let material_full_path = materials_path.to_str().unwrap().to_string() + "#" + material_name; // TODO: yikes, cleanup
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if blueprints_config
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/*for(entity, children) in ready_blueprints.iter() {
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println!("Blueprint ready !");
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} */
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for (entity, material_info, parent) in material_infos.iter() {
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println!("Entity with material info {:?} {:?}", entity, material_info);
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let parent_blueprint = ready_blueprints.get(parent.get());
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println!("Parent blueprint {:?}", parent_blueprint)
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/*if blueprints_config
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.material_library_cache
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.contains_key(&material_full_path)
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{
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@ -68,7 +68,7 @@ pub(crate) fn materials_inject(
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let material_file_id = material_file_handle.id();
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// FIXME: fix this stuff
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/*let asset_infos: Vec<AssetLoadTracker> = vec![AssetLoadTracker {
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let asset_infos: Vec<AssetLoadTracker> = vec![AssetLoadTracker {
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name: material_full_path,
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id: material_file_id,
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loaded: false,
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@ -83,17 +83,17 @@ pub(crate) fn materials_inject(
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..Default::default()
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})
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.insert(BlueprintMaterialAssetsNotLoaded);
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*/
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}
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} */
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}
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}
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// TODO, merge with check_for_loaded, make generic ?
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// FIXME: fix this:
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/*
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pub(crate) fn check_for_material_loaded(
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mut blueprint_assets_to_load: Query<
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(Entity, &mut AssetsToLoad<Gltf>),
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(Entity, &mut AssetsToLoad),
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With<BlueprintMaterialAssetsNotLoaded>,
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>,
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asset_server: Res<AssetServer>,
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@ -125,7 +125,7 @@ pub(crate) fn check_for_material_loaded(
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}
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}
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}
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*/
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/// system that injects / replaces materials from material library
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pub(crate) fn materials_inject2(
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mut blueprints_config: ResMut<BluePrintsConfig>,
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@ -152,7 +152,7 @@ pub(crate) fn materials_inject2(
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for (material_info, children) in material_infos.iter() {
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let model_file_name = format!(
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"{}_materials_library.{}",
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&material_info.source, &blueprints_config.format
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&material_info.path, &blueprints_config.format
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);
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let materials_path = Path::new(&blueprints_config.material_library_folder)
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.join(Path::new(model_file_name.as_str()));
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@ -27,6 +27,13 @@ pub struct SpawnHere;
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/// flag component for dynamically spawned scenes
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pub struct Spawned;
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#[derive(Component)]
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/// flag component added when a Blueprint instance ist Ready : ie :
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/// - its assets have loaded
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/// - it has finished spawning
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pub struct BlueprintInstanceReady;
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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/// flag component marking any spwaned child of blueprints ..unless the original entity was marked with the `NoInBlueprint` marker component
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@ -298,6 +305,7 @@ pub(crate) fn spawn_from_blueprints2(
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..Default::default()
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},
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Spawned,
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BlueprintInstanceReady, // FIXME: not sure if this is should be added here or in the post process
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OriginalChildren(original_children),
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BlueprintAnimations {
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// these are animations specific to the inside of the blueprint
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@ -113,10 +113,14 @@ General issues:
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- [ ] add option to 'split out' meshes from blueprints ?
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- [ ] ie considering meshletts etc , it would make sense to keep blueprints seperate from purely mesh gltfs
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- [ ] remove 'export_marked_assets' it should be a default setting
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- [x] remove 'export_marked_assets' it should be a default setting
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- [x] disable/ hide asset editing ui for external assets
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- [ ] inject_export_path_into_internal_blueprints should be called on every asset/blueprint scan !! Not just on export
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- [x] fix level asets UI
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- [ ] persist exported materials path in blueprints so that it can be read from library file users
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- [ ] just like "export_path" write it into each blueprint's collection
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- [ ] scan for used materials per blueprint !
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- [ ] for scenes, scan for used materials of all non instance objects (TODO: what about overrides ?)
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- [x] remove BlueprintsList & replace is with assets list
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@ -4,7 +4,7 @@ from pathlib import Path
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from blenvy.core.helpers_collections import (traverse_tree)
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from blenvy.core.object_makers import make_cube
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from blenvy.materials.materials_helpers import get_all_materials
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from blenvy.materials.materials_helpers import add_material_info_to_objects, get_all_materials
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from .generate_temporary_scene_and_export import generate_temporary_scene_and_export
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from .export_gltf import (generate_gltf_export_settings)
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@ -69,8 +69,8 @@ def export_materials(collections, library_scenes, settings):
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gltf_export_settings = generate_gltf_export_settings(settings)
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materials_path_full = getattr(settings,"materials_path_full")
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used_material_names = get_all_materials(collections, library_scenes)
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current_project_name = Path(bpy.context.blend_data.filepath).stem
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(used_material_names, materials_per_object) = get_all_materials(collections, library_scenes)
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add_material_info_to_objects(materials_per_object, settings)
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gltf_export_settings = { **gltf_export_settings,
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'use_active_scene': True,
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@ -81,7 +81,8 @@ def export_materials(collections, library_scenes, settings):
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'export_apply':True
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}
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gltf_output_path = os.path.join(materials_path_full, current_project_name + "_materials_library")
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current_project_name = Path(bpy.context.blend_data.filepath).stem
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gltf_output_path = os.path.join(materials_path_full, current_project_name + "_materials")
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print(" exporting Materials to", gltf_output_path, ".gltf/glb")
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@ -21,7 +21,6 @@ parameter_names_whitelist_auto_export = [
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'export_separate_dynamic_and_static_objects',
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'export_materials_library',
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'collection_instances_combine_mode',
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'export_marked_assets'
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]
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def get_setting_changes():
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@ -1,6 +1,9 @@
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import json
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import os
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from pathlib import Path
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from types import SimpleNamespace
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import bpy
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from blenvy.blueprints.blueprint_helpers import inject_blueprints_list_into_main_scene, remove_blueprints_list_from_main_scene
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from ..constants import TEMPSCENE_PREFIX
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from ..common.generate_temporary_scene_and_export import generate_temporary_scene_and_export, copy_hollowed_collection_into, clear_hollow_scene
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@ -49,9 +52,9 @@ def export_main_scene(scene, settings, blueprints_data):
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auto_assets = []
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all_assets = []
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export_gltf_extension = getattr(settings.auto_export, "export_gltf_extension", ".glb")
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blueprints_path = getattr(settings, "blueprints_path")
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export_gltf_extension = getattr(settings.auto_export, "export_gltf_extension", ".glb")
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for blueprint in blueprints_in_scene:
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if blueprint.local:
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blueprint_exported_path = os.path.join(blueprints_path, f"{blueprint.name}{export_gltf_extension}")
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@ -69,8 +72,15 @@ def export_main_scene(scene, settings, blueprints_data):
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"""for asset in auto_assets:
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print(" generated asset", asset.name, asset.path)"""
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scene["local_assets"] = assets_to_fake_ron([{"name": asset.name, "path": asset.path} for asset in scene.user_assets] + auto_assets)
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scene["AllAssets"] = assets_to_fake_ron(all_assets + [{"name": asset.name, "path": asset.path} for asset in scene.user_assets] + auto_assets)
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materials_path = getattr(settings, "materials_path")
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current_project_name = Path(bpy.context.blend_data.filepath).stem
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materials_library_name = f"{current_project_name}_materials"
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materials_exported_path = os.path.join(materials_path, f"{materials_library_name}{export_gltf_extension}")
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material_assets = [{"name": materials_library_name, "path": materials_exported_path}] # we also add the material library as an asset
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scene["local_assets"] = assets_to_fake_ron([{"name": asset.name, "path": asset.path} for asset in scene.user_assets] + auto_assets + material_assets)
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scene["AllAssets"] = assets_to_fake_ron(all_assets + [{"name": asset.name, "path": asset.path} for asset in scene.user_assets] + auto_assets + material_assets)
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if export_separate_dynamic_and_static_objects:
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@ -101,13 +101,6 @@ class AutoExportSettings(PropertyGroup):
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update=save_settings
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) # type: ignore
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export_marked_assets: BoolProperty(
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name='Auto export marked assets',
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description='Collections that have been marked as assets will be systematically exported, even if not in use in another scene',
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default=True,
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update=save_settings
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) # type: ignore
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dry_run: EnumProperty(
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name="dry run",
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description="debug/ develop helper to enable everything but the actual exporting of files",
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@ -51,7 +51,6 @@ def draw_settings_ui(layout, auto_export_settings):
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# collections/blueprints
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section.prop(auto_export_settings, "collection_instances_combine_mode")
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section.prop(auto_export_settings, "export_marked_assets")
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section.separator()
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section.prop(auto_export_settings, "export_separate_dynamic_and_static_objects")
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@ -8,8 +8,6 @@ from .blueprint import Blueprint
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# - with the "auto_export" flag
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# https://blender.stackexchange.com/questions/167878/how-to-get-all-collections-of-the-current-scene
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def blueprints_scan(main_scenes, library_scenes, settings):
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export_marked_assets = getattr(settings.auto_export, "export_marked_assets")
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blueprints = {}
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blueprints_from_objects = {}
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blueprint_name_from_instances = {}
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@ -84,12 +82,12 @@ def blueprints_scan(main_scenes, library_scenes, settings):
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if (
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'AutoExport' in collection and collection['AutoExport'] == True # get marked collections
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or export_marked_assets and collection.asset_data is not None # or if you have marked collections as assets you can auto export them too
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or collection.asset_data is not None # or if you have marked collections as assets you can auto export them too
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or collection.name in list(internal_collection_instances.keys()) # or if the collection has an instance in one of the main scenes
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):
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blueprint = Blueprint(collection.name)
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blueprint.local = True
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blueprint.marked = 'AutoExport' in collection and collection['AutoExport'] == True or export_marked_assets and collection.asset_data is not None
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blueprint.marked = 'AutoExport' in collection and collection['AutoExport'] == True or collection.asset_data is not None
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blueprint.objects = [object.name for object in collection.all_objects if not object.instance_type == 'COLLECTION'] # inneficient, double loop
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blueprint.nested_blueprints = [object.instance_collection.name for object in collection.all_objects if object.instance_type == 'COLLECTION'] # FIXME: not precise enough, aka "what is a blueprint"
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blueprint.collection = collection
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@ -4,32 +4,43 @@ from pathlib import Path
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from ..core.helpers_collections import (traverse_tree)
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# get materials per object, and injects the materialInfo component
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def get_materials(object):
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def get_materials(object, materials_per_object):
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material_slots = object.material_slots
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used_materials_names = []
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#materials_per_object = {}
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current_project_name = Path(bpy.context.blend_data.filepath).stem
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for m in material_slots:
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material = m.material
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# print(" slot", m, "material", material)
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used_materials_names.append(material.name)
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# TODO:, also respect slots & export multiple materials if applicable !
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# TODO: do NOT modify objects like this !! do it in a different function
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object['MaterialInfo'] = '(name: "'+material.name+'", source: "'+current_project_name + '")'
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materials_per_object[object] = material
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return used_materials_names
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def get_all_materials(collection_names, library_scenes):
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used_material_names = []
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materials_per_object = {}
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for scene in library_scenes:
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root_collection = scene.collection
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for cur_collection in traverse_tree(root_collection):
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if cur_collection.name in collection_names:
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for object in cur_collection.all_objects:
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used_material_names = used_material_names + get_materials(object)
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used_material_names = used_material_names + get_materials(object, materials_per_object)
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# we only want unique names
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used_material_names = list(set(used_material_names))
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return used_material_names
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return (used_material_names, materials_per_object)
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def add_material_info_to_objects(materials_per_object, settings):
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materials_path = getattr(settings, "materials_path")
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export_gltf_extension = getattr(settings.auto_export, "export_gltf_extension", ".glb")
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current_project_name = Path(bpy.context.blend_data.filepath).stem
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materials_library_name = f"{current_project_name}_materials"
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materials_exported_path = os.path.join(materials_path, f"{materials_library_name}{export_gltf_extension}")
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for object in materials_per_object.keys():
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material = materials_per_object[object]
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# TODO: switch to using actual components ?
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materials_exported_path = os.path.join(materials_path, f"{materials_library_name}{export_gltf_extension}")
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object['MaterialInfo'] = f'(name: "{material.name}", path: "{materials_exported_path}")'
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@ -105,7 +105,7 @@ def test_export_complex(setup_data):
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blenvy.auto_export.auto_export = True
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blenvy.auto_export.export_scene_settings = True
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blenvy.auto_export.export_blueprints = True
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blenvy.auto_export.export_materials_library = False # TODO: switch back
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blenvy.auto_export.export_materials_library = True
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bpy.data.scenes['World'].blenvy_scene_type = 'Level' # set scene as main/level scene
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bpy.data.scenes['Library'].blenvy_scene_type = 'Library' # set scene as Library scene
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@ -53,7 +53,7 @@ def test_export_external_blueprints(setup_data):
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blenvy.auto_export.auto_export = True
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blenvy.auto_export.export_scene_settings = True
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blenvy.auto_export.export_blueprints = True
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blenvy.auto_export.export_materials_library = False # TODO switch back
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blenvy.auto_export.export_materials_library = True
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print("SCENES", bpy.data.scenes)
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for scene in bpy.data.scenes:
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@ -223,7 +223,6 @@ def test_export_do_not_export_marked_assets(setup_data):
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export_output_folder="./models",
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export_scene_settings=True,
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export_blueprints=True,
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export_marked_assets = False
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)
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assert os.path.exists(os.path.join(setup_data["levels_path"], "World.glb")) == True
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assert os.path.exists(os.path.join(setup_data["blueprints_path"], "Blueprint1.glb")) == True
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