Commit Graph

68 Commits

Author SHA1 Message Date
kaosat.dev
bde945a093 feat(auto_export): further experiments, looking good ! 2024-04-19 22:48:00 +02:00
kaosat.dev
17248247a3 feat(auto_export): further experiments & cleanups 2024-04-19 13:25:58 +02:00
kaosat.dev
4c6ed3bc2a feat(auto_export): lots of cleanups , tweaks etc
* additions to tests
 * ui changes
 * etc etc
2024-04-16 23:26:42 +02:00
kaosat.dev
7a8b91f4ec tests(auto-export): fixed one test, fleshed out some others, added more specific tests 2024-04-15 22:43:53 +02:00
kaosat.dev
db1a15ec63 feat(auto_export): fixes, improvements etc etc
* fixed issues with renaming after export (should have always been broken ???)
 * fleshed out scene serialisation some more (parents & collections handling) + bubbling
 * disabled bulk of tracker
 * added notes for  get collections & scenes about combine mode
 * fixed some issues with main operator
 * updated tests for more correctness
 * etc
2024-04-15 15:07:25 +02:00
kaosat.dev
2f54bea7c9 feat(auto_export): since all variations of using depsgraphs_update & co failed to be reliable, switching to brute force
* aka added basics of serialization of scene(s) & brute compare
 	* added basics for transforms, custom properties, meshes, cameras & lights, & armatures
 * should only run on save as I can imagine it could get quite costly, computation wise
 * added some boilerplate for determining changed objects
 * not hooked up to actual exporter yet
 * already way more reliable than the depsgraph:
  * ignores selections & related weird issues
  * undo /redo proof
  * expandable
2024-04-13 14:20:18 +02:00
kaosat.dev
9ec60a783b feat(auto_export): more preferences handling tweaks, tracker changes etc 2024-04-12 14:02:41 +02:00
kaosat.dev
98930af5f5 feat(auto_export): more work on correct parameter change detection from gltf & auto export
* forcing depsgraph update when applying changes to gltf export settings
 * lots of additional boilerplate for params change detection
 * further updates to get information about changed parameters & objects in tracker
 * a lot of related tweaks & changes
chore(bevy_components): removed annoying verbose info messages
2024-04-12 12:29:32 +02:00
kaosat.dev
6a1594188e feat(auto_export): continued refactoring & internal improvements
* continued restructure of auto_export internals
 * split out get_levels_to_export
 * simplified, cleaned up & made get_collections_to_export more efficient (skipping useless computations based
on settings)
 * moved more settings to addon_prefs, created boilerplate to create copies & inject additional params
 * modified tracker's use of the above, so that the actual list of future exports is displayed
 * a lot of other tweaks & cleanups
2024-04-10 22:06:54 +02:00
kaosat.dev
a630494f88 feat(auto_export): continued fixes & tons of restructuring
* cleaned up most of the change detection tracking
 * updated/ fleshed out & improved the tests
 * improved sidebar ui (wip)
   * moved listing of blueprints to export to sidebar
   * improved display of changed objects
   * currently restructuring rest of the code to be able to display BEFORE saving
what will get exported & what not
 * a ton of other cleanups & tweaks
2024-04-10 00:18:34 +02:00
kaosat.dev
cf4673c1e3 feat(auto_export): MORE experimenting, cleanup & analysis attempts
* moved temp scene prefix to new 'constants' file, updated code accordingly
 * fixed, updated & refactored handling of auto export & gltf parameters
 * added additional tests to changed_parameters
 * added display of changes since last save in new side tab
 * more investigation & fix attempts for change detection...
 * various related tweaks & cleanups
2024-04-08 23:41:17 +02:00
kaosat.dev
64fd308fd3 feat(auto_export): exploration, changes, debug etc for change detection weirdness 2024-04-08 00:08:06 +02:00
kaosat.dev
11e8786b59 fix(auto_export): first draft, working ! but horribly convoluted solution to the correct reseting of change detection state 2024-04-06 01:29:41 +02:00
kaosat.dev
86a1a4d717 test(auto_export): added tests for changed parameters tracking & change tracking
* added testing based on timestamps of generated files
 * found a (few ?) bugs in change tracking based on these, fixing next
2024-04-06 01:00:24 +02:00
kaosat.dev
9645e812ef fix(auto_export): fixed changed gltf parameters handling 2024-04-05 23:32:41 +02:00
kaosat.dev
ccaeecf6f1 chore(auto_export): more minor tweaks 2024-04-05 23:21:39 +02:00
kaosat.dev
e139a1496d chore(auto_export): cleanups 2024-04-05 23:19:29 +02:00
kaosat.dev
ed09ab7d48 feat(tools):
* auto_export now defaults to being disabled (otherwise you will get export attempts etc even if you only
had the add-on installed !
 * modified logic accordingly
 * various related tweaks
 * adjusted tests
2024-04-05 23:14:38 +02:00
kaosat.dev
1cf47d36b1 refactor(): cleanups 2024-04-05 10:52:14 +02:00
kaosat.dev
0998decb39 feat(animation): changes & some reverts of the latests experiments 2024-04-05 00:17:07 +02:00
kaosat.dev
b19e54b3bd refactor(auto_export): cleanups 2024-04-03 13:07:13 +02:00
kaosat.dev
2dae2c41b4 feat(auto_export): a ton of finicky annoying workarounds !
* added workaround for backing up & restoring gltf export settings if there where any,
because it turns out in the glTF2_pre_export_callback, they already get created !
 * added workaround for deleting the temporary gltf file, aka it needs an additional timer, because
the post export callback fires too early !
 * added workaround to deal with the fact that operator uis have global state !!
aka make sure the settings used when calling the gltf exporter do not "contaminate" the normal exporter
 * it all works, but sigh ...
2024-04-03 00:46:45 +02:00
kaosat.dev
73441f34a4 feat(auto_export): restructured & improved changed parameters detection
* now all centralized in the operator's did_export_settings_change() function
 * now works correctly ! ie only compares the parameters for auto & gltf
at the time of exporting ! ie it does not matter anymore how many parameters you changed, until you save/export
 * this solves a lot of randomness bugs in change detection
 * related & various cleanups
2024-04-02 16:45:01 +02:00
kaosat.dev
73e81c2b64 feat(auto_export): continued cleaning up overhaul
* added both gltf exporter button AND auto export button to side bar
 * added storage of gltf settings
 * auto_export now uses stored gltf settings
 * updated override strategies of defaults vs gltf settings
 * removed all gltf specific (not auto export) parameters from preferences
 * updated auto export operator params changed logic to use updated system
 * updated bevy integration test
 * ui improvements
 * various tweaks
2024-04-02 14:15:56 +02:00
kaosat.dev
4a0479fbf0 feat(auto_export): further experimenting with standard gltf exporter integration 2024-04-02 00:46:09 +02:00
kaosat.dev
66a893e5b6 feat(auto_export): experimenting with the insane workarounds needed to get access to standard gltf exporter settings
* got a basic working version that runs the standard exporter with some overrides,
deletes the temporary exported gltf file, extracts the scene level settings etc
 * convoluted as hell , but still better than the alternatives
2024-04-01 16:12:05 +02:00
kaosat.dev
df3e335114 feat(animation):
* renamed Animated component to AnimationInfos, fleshed it out with additional
frame informations etc
 * restructured & cleaned up Bevy & Blender code in those areas a bit
 * various related minor tweaks
2024-03-30 18:29:43 +01:00
kaosat.dev
c44d82e7dc feat(animation): added basic handling of animation markers
* added additional component on the Bevy side + experimented with handling the data in the testing setup
 * added parsing of animation markers on the Blender side + injection of custom property/ component
 * rough around the edges, but the basics work !
2024-03-30 02:40:52 +01:00
kaosat.dev
37dd6a990c feat(auto_export): experimenting with ways of getting standard gltf export settings & using them 2024-03-22 23:35:10 +01:00
kaosat.dev
4f5f3be317 chore(): minor tweaks 2024-03-21 21:37:10 +01:00
kaosat.dev
4f50c4f6d2 feat():
* auto_export now injecting the list of available animations into the "Animated" component
  for any object with animations
 * modified bevy side struct to match
2024-03-21 15:25:50 +01:00
kaosat.dev
a001ee21f6 test(auto_export):
* fleshed out testing of hierarchy
  * added export of serialized hierarchy from the bevy side & comparing it with a reference
 one on the python side
  * various tweaks
2024-03-20 17:57:06 +01:00
kaosat.dev
83258dbd07 fix(auto_export): found & fixed a huge issue with handling of hierarchies
* now various forms of nesting with parenting (not within collections) should be handled correctly
 * restructured a large part of creating copies / duplicates
 * removed some obsolete code
 * related cleanups
2024-03-20 12:29:39 +01:00
kaosat.dev
c2f09fbf22 feat(): added 'animated' flag component (wip) to mark any worlds/blueprints entities that have animations
* allows to not be restricted by bevy's a bit weird logic for AnimationPlayers
 * updated crate & tooling
 * updated testing example with a bit more complex nesting cases for testing
2024-03-19 22:12:37 +01:00
kaosat.dev
87c03657e5 chore(auto_export): further experimentation 2024-03-19 14:19:32 +01:00
kaosat.dev
1c51d10da7 chore(auto_export): further exploration & experimenting
* now trying to copy the animation to the "empty" placeholder using animation linking operator
 * now in gltf viewer we can see the two animations/actions, but still nothing in Bevy
2024-03-18 22:26:06 +01:00
kaosat.dev
c6468f2b0b feat(auto_export):
* added tests for orphan data
 * changed handling of animation data slightly
 * trying to figure out source of various issues
2024-03-18 20:05:01 +01:00
Mark Moissette
9f21df035b
feat(): Asset preloading basics (#169)
* closes #80 
* preliminary work for further asset management from the Blender side without needing additional dependencies & boilerplate on the Bevy side 
* feat(auto_export): 
     * now injecting list/tree of sub blueprints to main scenes/levels & blueprints
     * made blueprints/asset list conditional on NOT legacy mode
* feat(gltf_blueprints): 
    * basics of dynamic loading of sub_blueprints
    * added same kind of logic to the loading of material files
    * also made a more generic variant of the BlueprintAssetLoadTracker 
    * added gltf file path for more informative error in case a gltf is missing
* refactor(): 
   * made the various gltf assets loaded by bevy_asset_loader optional (to handle the case where they are not present)
   * updated all examples accordingly
* chore(crates): fixed links, slight tweaks, bumped versions
2024-03-18 18:00:19 +01:00
Mark Moissette
09915f521d
chore(Bevy): Update to bevy 0.13 (#136)
* chore(crates): updated crates to Bevy 0.13
   * updated deps
   * updated / changed code where relevant
   * updated README files
   * bumped version numbers for upcoming release
   * updated rust-toolchain
   * updated assets where relevant
   * closes #132 
* feat(bevy_gltf_components): 
  * added GltfProcessed flag component to improve performance of iteration over added<gltfExtras>
  * closes #144 
  * light & shadow processing is now integrated,  to match  lights coming from Blender: you can now control whether 
  lights cast shadows, the cascade resolution , background color etc  from Blender
   * closes #155 

* feat(bevy_registry_export): added boilerplate to make registry path relative to assets folder 
  * closes #137 
* feat(tools): added boilerplate for internal tools
   * clean zip file generator for blender add-on releases
   * example gltf file generator
* feat(lighting): added components, exporter support & testing for blender-configurable shadows
   * added BlenderLightShadows component to bevy_gltf_components
   * added writing shadow information to gltf_auto_export
   * updated tests
   * closes #157 

Co-authored-by: Jan Hohenheim <jan@hohenheim.ch>
2024-03-04 22:16:31 +01:00
Mark Moissette
9cb9dda5d3
fix(bevy components): fix handling of unit/empty structs (#151)
* closes #133 
* fix(gltf_auto_export): corrected ron value for "spawnHere" components
* fix(bevy_components): fixed handling of empty/ unit structs
   * updated to/from prop_groups
   * updated tests/ expected files
   * bumped version
   * removed verbose "watching schema file for changes"
* fix(bevy_gltf_components): fixed issue of incorect handling of empty component values in non legacy mode:
   * aka: replacing empty component values (ron strings) with '()' should ONLY happen in legacy mode
   * even more aka: ron strings for component values should not be altered when not in legacy mode (provided ron
  strings should be valid)
* tests():
   * changed bevy_component tests to use testing/bevy_example as source for registry data
   * removed testing/bevy_registry_export, as it is redudant
   * related tweaks & cleanups
* chore(crates): bumped up versions because of breaking change
* chore(examples): updated registry export example to use up-to-date / fixed components data
* chore(bevy_gltf_components): added back warning about legacy mode, in a less spammy way
* docs(bevy_components): added notes about v0.3 breaking changes
2024-03-04 08:20:00 +01:00
Mark Moissette
b40ab4983f
chore(gltf_auto_export): bumped version for release (#150) 2024-02-29 15:32:19 +01:00
Mark Moissette
7ffcd55f5d
fix(gltf_auto_export): fix animation export (#148)
* fix(gltf_auto_export): added  fix for correct "deep-copying" of objects & hierarchy so that animated
 meshes & nested hierarchies get exported correctly
* test(gltf_auto_export):
   * added visual testing to check for overall regression :
       * added screenshoting in bevy app
       * added visual compare with reference screenshot on python side
    * added testing of correct export of animated models 
    * added testing of correct export of empties
    * added testing of correct export of nested hierarchies
    * added testing of correct export of blueprints, with & without components etc 
* fixes #147
2024-02-29 15:27:02 +01:00
Mark Moissette
dfc2be8c50
feat(gltf_auto_export): component filtering for exports, bug-fixes and tests(#143)
* added filtering out of invalid components/ custom properties:
  * includes filtering out of invalid / disabled components as defined in bevy_components, components_meta etc
 * completely changed handling of "unique" (non blueprint) objects by copying them instead of moving/renaming them & manipulating their custom properties : much cleaner, much simpler !
 * disabled default gltf export of optimised animations
 * added tests !
 * closes #139 
 * closes #141 
 * closes #142 
 * closes #146
2024-02-27 00:12:14 +01:00
Mark Moissette
0083295a4d
fix(gltf_auto_export): fixed nested collections export (#126) 2024-02-07 14:22:53 +01:00
Mark Moissette
537f08b959
chore(tools/gltf_auto_export): fixed missing version bump & minor cleanup (#120) 2024-02-06 09:46:55 +01:00
Mark Moissette
cfbda24da7
feat(tools/bevy_blueprints): bevy plugin + blender addon for components UI to more easily create components (#70)
* adds a new crate: ```bevy_registry_export``` to be able to create a json import of the registered component/type definitions
* adds a new Blender addon: ```bevy_components``` that takes that json data to generate custom UIs for components , to be to add & edit components easily in Blender 
   * also adds component metadata per object for more advanced features
   * etc
* updates to bevy_gltf_components & bevy_gltf_blueprints to add legacy_mode to support the "old"/current style component definitions
* same with gltf_auto_export Blender add_on
* closes #60
2024-02-05 23:01:19 +01:00
Mark Moissette
5c8f41b4a6
fix(gltf_auto_export): bumped version (#117) 2024-02-05 10:23:53 +01:00
Mark Moissette
2ae8351e0f
feat(gltf_auto_export): rewrite for more cleaner code & a lot of bug fixes (#109)
* fundamental rewrite of a lot of aspects of the exporter, for cleaner code & to solve a number of issues
* set export_separate_dynamic_and_static_objects default to FALSE, as it is an edge use case
* added central tracker class, to track the post save & depsgraph changes
* auto_export is now more operator centric, with functional undo
* now storing add-on configuration at the blend file level  (bpy.data.texts)
* found source of export issues ! mismatch between context.scene & context.window.scene (the last we can set, the other not)
* overhauled & cleaned up materials handling to avoid context issues & reliance on bpy.ops
* huge restructure of how temporary scenes are created & cleaned up
* added support for exports in edit_mode
* updated examples
* a lot more
* fixes #103 
* fixes #112 
* fixes #113 
* fixes #114 
* fixes #115 
* fixes #116
2024-02-05 09:49:19 +01:00
Mark Moissette
5429bf4779
feat(Save & load): new crate bevy_gltf_save_load + lots of upgrades & improvements (#95)
* feat(bevy_gltf_save_load): saving & loading implemented
   * created new crate for save & load features, uses & filters out blueprints for efficient loading
   * saving & loading, even with dynamically spawned nested hierarchies works 
   * component filter , resource filter & save path root are configurable
   * for saving: added removal & cleanup logic for children component with children
  that have been filtered out: ie no more invalid children getting stored in the save files !
   * added sending of event once saving is done

* feat(examples/save-load): example for the new crate
   * loading level static & dynamic data as blueprints
   * added a bit of ui when entering saving & loading states & cleanup when exiting

* feat(bevy_gltf_blueprints): significant rewrite of how the crate works
     * simplified spawning process, no more spawning children containing blueprints etc
     * simplified post process : instead of copying original entity  into blueprint root
      we now copy blueprint root data (components & children) into the original entity ! fixes #96 
     * much simpler code wise
     * solves issue with needing to register components that we only use on the bevy side (not gltf)
    since we are not copying the bevy data into the blueprints data
     * added **copyComponents** helper to copy components from one entity to another, excluding existing
     components on the target entity, & some bells & whistles
     * **Name** is now optional when spawning a blueprint: closes #97 
     * **Transform** is now optional when spawning a blueprint: closes #98 
     * removed transform from bundle (BREAKING change)
     * added (optional)  **NoInBlueprint** component to have finer control over whether to inject the **InBlueprint** component inside spawned blueprint entities
     * added (optional) **Library**  component, so we can override library path when we want
     * added (optional) **AddToGameWorld** component for convenience   to automatically add entities to the game world, if there is one

* chore(bevy_gltf_components): removed verbose output, cleaned it up a bit

* feat(tools/auto_export): added option to split out "dynamic" objects in main scenes
   * ie if a collection instance (or its original collection) has a "dynamic" (aka mutable, saveable etc)
     flag it can get exported to a seperate gltf file (essentially acting like an "initial save")
   * the rest of the levels (the "static" data) is exported without the dynamic objects and
     can be reused with save files !
2024-01-10 14:49:29 +01:00
Mark Moissette
42c1c71b03
fix(tools/gltf_auto_export): correctly scan for sub collections in main scenes (#94)
* scans for 'in-use' collections now correctly looks inside sub collections as well
 * removed obsolete .gltf output (keeping only .glb & .gltf+bin+textures
 * closes #92 
 * closes #93
2024-01-03 10:45:03 +01:00