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2 Commits

Author SHA1 Message Date
kaosat.dev
f9cb6de4bc feat(Blenvy): added "levels" tab (likely going to be replacing the "assets" tab)
* added basic logic, ui, level selector operator etc
 * fixed issues with asset dialog
 * added experimental "always_export" flags for collections & scenes to enable always
exporting on save for select blueprints & levels (no logic yet, just UI)
 * various tweaks & minor experiments
2024-06-04 23:16:16 +02:00
kaosat.dev
2b6e17a6b7 feat(Blenvy): improvements to change detection & co
* node trees are now using the same logic as other types
 * cleaned up & restructured code accordingly
 * added more failure handling for project serialization & diffing
 * experimenting with ways to deal with scene renaming
 * minor tweaks
2024-06-04 14:37:29 +02:00
14 changed files with 275 additions and 97 deletions

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@ -74,7 +74,7 @@ Components:
General things to solve:
- [x] save settings
- [x] load settings
- [ ] add blueprints data
- [x] add blueprints data
- [x] rename all path stuff using the old naming convention : "blueprints_path_full"
- [x] generate the full paths directly when setting them in the UI
@ -100,8 +100,12 @@ General issues:
- [ ] force overwrite of settings files instead of partial updates ?
- [ ] add tests for disabled components
- [x] fix auto export workflow
- [x] fix auto export workflow
- [ ] should we write the previous _xxx data only AFTER a sucessfull export only ?
- [ ] add hashing of modifiers/ geometry nodes in serialize scene
- [x] add hashing of modifiers/ geometry nodes in serialize scene
- [ ] add ability to FORCE export specific blueprints & levels
- [ ] undo after a save removes any saved "serialized scene" data ? DIG into this
- [ ] undo after a save removes any saved "serialized scene" data ? DIG into this
- [ ] handle scene renames between saves (breaks diffing)
- [ ] change scene selector to work on actual scenes aka to deal with renamed scenes
- [x] fix asset file selection
- [x] change "assets" tab to "levels"/worlds tab & modify UI accordingly

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@ -38,6 +38,10 @@ from .assets.ui import Blenvy_assets
from .assets.assets_registry import Asset, AssetsRegistry
from .assets.operators import OT_Add_asset_filebrowser, OT_add_bevy_asset, OT_remove_bevy_asset, OT_test_bevy_assets
# levels management
from .levels.ui import Blenvy_levels
from .levels.operators import OT_select_level
# blueprints management
from .blueprints.ui import GLTF_PT_auto_export_blueprints_list
from .blueprints.blueprints_registry import BlueprintsRegistry
@ -129,6 +133,9 @@ classes = [
OT_Add_asset_filebrowser,
Blenvy_assets,
Blenvy_levels,
OT_select_level,
BlueprintsRegistry,
OT_select_blueprint,
GLTF_PT_auto_export_blueprints_list,

View File

@ -4,21 +4,27 @@ from .serialize_scene import serialize_scene
from blenvy.settings import load_settings, upsert_settings
def bubble_up_changes(object, changes_per_scene):
if object.parent:
if object is not None and object.parent:
changes_per_scene[object.parent.name] = bpy.data.objects[object.parent.name]
bubble_up_changes(object.parent, changes_per_scene)
import uuid
def serialize_current(settings):
# sigh... you need to save & reset the frame otherwise it saves the values AT THE CURRENT FRAME WHICH CAN DIFFER ACROSS SCENES
current_frames = [scene.frame_current for scene in bpy.data.scenes]
for scene in bpy.data.scenes:
scene.frame_set(0)
if scene.id_test == '':
print("GENERATE ID")
scene.id_test = str(uuid.uuid4())
print("SCENE ID", scene.id_test)
current_scene = bpy.context.window.scene
bpy.context.window.scene = bpy.data.scenes[0]
#serialize scene at frame 0
"""with bpy.context.temp_override(scene=bpy.data.scenes[1]):
bpy.context.scene.frame_set(0)"""
current = serialize_scene(settings)
bpy.context.window.scene = current_scene
@ -32,8 +38,13 @@ def get_changes_per_scene(settings):
previous = load_settings(".blenvy.project_serialized_previous")
current = serialize_current(settings)
# determine changes
changes_per_scene = project_diff(previous, current)
changes_per_scene = {}
try:
changes_per_scene = project_diff(previous, current, settings)
except Exception as error:
print("failed to compare current serialized scenes to previous ones", error)
# save the current project as previous
upsert_settings(".blenvy.project_serialized_previous", current, overwrite=True)
@ -42,46 +53,56 @@ def get_changes_per_scene(settings):
return changes_per_scene
def project_diff(previous, current):
def project_diff(previous, current, settings):
"""print("previous", previous)
print("current", current)"""
if previous is None or current is None:
return {}
print("HERE")
print("Settings", settings,"current", current, "previous", previous)
changes_per_scene = {}
# TODO : how do we deal with changed scene names ???
# possible ? on each save, inject an id into each scene, that cannot be copied over
print('TEST SCENE', bpy.data.scenes.get("ULTRA LEVEL2"), None)
for scene in current:
print("SCENE", scene)
previous_object_names = list(previous[scene].keys())
current_object_names =list(current[scene].keys())
added = list(set(current_object_names) - set(previous_object_names))
removed = list(set(previous_object_names) - set(current_object_names))
for obj in added:
if not scene in changes_per_scene:
changes_per_scene[scene] = {}
changes_per_scene[scene][obj] = bpy.data.objects[obj]
# TODO: how do we deal with this, as we obviously do not have data for removed objects ?
for obj in removed:
if not scene in changes_per_scene:
changes_per_scene[scene] = {}
changes_per_scene[scene][obj] = None
for object_name in list(current[scene].keys()): # TODO : exclude directly added/removed objects
if object_name in previous[scene]:
current_obj = current[scene][object_name]
prev_obj = previous[scene][object_name]
same = str(current_obj) == str(prev_obj)
if scene in previous: # we can only compare scenes that are in both previous and current data
if not same:
if not scene in changes_per_scene:
changes_per_scene[scene] = {}
previous_object_names = list(previous[scene].keys())
added = list(set(current_object_names) - set(previous_object_names))
removed = list(set(previous_object_names) - set(current_object_names))
for obj in added:
if not scene in changes_per_scene:
changes_per_scene[scene] = {}
changes_per_scene[scene][obj] = bpy.data.objects[obj] if obj in bpy.data.objects else None
# TODO: how do we deal with this, as we obviously do not have data for removed objects ?
for obj in removed:
if not scene in changes_per_scene:
changes_per_scene[scene] = {}
changes_per_scene[scene][obj] = None
changes_per_scene[scene][object_name] = bpy.data.objects[object_name]
bubble_up_changes(bpy.data.objects[object_name], changes_per_scene[scene])
# now bubble up for instances & parents
for object_name in list(current[scene].keys()): # TODO : exclude directly added/removed objects
if object_name in previous[scene]:
current_obj = current[scene][object_name]
prev_obj = previous[scene][object_name]
same = str(current_obj) == str(prev_obj)
if not same:
if not scene in changes_per_scene:
changes_per_scene[scene] = {}
target_object = bpy.data.objects[object_name] if object_name in bpy.data.objects else None
changes_per_scene[scene][object_name] = target_object
bubble_up_changes(target_object, changes_per_scene[scene])
# now bubble up for instances & parents
else:
print(f"scene {scene} not present in previous data")
return changes_per_scene

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@ -50,22 +50,75 @@ def _lookup_collection(data):
def _lookup_materialLineArt(data):
return generic_fields_hasher_evolved(data, fields_to_ignore=fields_to_ignore_generic)
# used for various node trees: shaders, modifiers etc
def node_tree(node_tree):
print("SCANNING NODE TREE", node_tree)
# storage for hashing
links_hashes = []
nodes_hashes = []
root_inputs = dict(node_tree) # probably useless for materials, contains settings for certain modifiers
for node in node_tree.nodes:
#print("node", node, node.type, node.name, node.label)
input_hashes = []
for input in node.inputs:
#print(" input", input, "label", input.label, "name", input.name, dir(input))
default_value = getattr(input, 'default_value', None)
input_hash = f"{convert_field(default_value)}"
input_hashes.append(input_hash)
output_hashes = []
# IF the node itself is a group input, its outputs are the inputs of the geometry node (yes, not easy)
node_in_use = True
for (index, output) in enumerate(node.outputs):
# print(" output", output, "label", output.label, "name", output.name, "generated name", f"Socket_{index+1}")
default_value = getattr(output, 'default_value', None)
output_hash = f"{convert_field(default_value)}"
output_hashes.append(output_hash)
node_in_use = node_in_use and default_value is not None
#print("NODE IN USE", node_in_use)
node_fields_to_ignore = fields_to_ignore_generic + ['internal_links', 'inputs', 'outputs']
node_hash = f"{generic_fields_hasher_evolved(node, node_fields_to_ignore)}_{str(input_hashes)}_{str(output_hashes)}"
#print("node hash", node_hash)
#print("node hash", str(input_hashes))
nodes_hashes.append(node_hash)
for link in node_tree.links:
"""print("LINK", link, dir(link))
print("FROM", link.from_node, link.from_socket)
print("TO", link.to_node, link.to_socket)"""
from_socket_default = link.from_socket.default_value if hasattr(link.from_socket, "default_value") else None
to_socket_default = link.to_socket.default_value if hasattr(link.to_socket, "default_value") else None
link_hash = f"{link.from_node.name}_{link.from_socket.name}_{from_socket_default}+{link.to_node.name}_{link.to_socket.name}_{to_socket_default}"
links_hashes.append(link_hash)
#print("node hashes",nodes_hashes, "links_hashes", links_hashes)
print("root_inputs", root_inputs)
return f"{str(root_inputs)}_{str(nodes_hashes)}_{str(links_hashes)}"
type_lookups = {
Color: _lookup_color,#lambda input: print("dsf")',
bpy.types.FloatVectorAttribute: _lookup_array2,
bpy.types.bpy_prop_array: _lookup_array,
bpy.types.PropertyGroup: _lookup_prop_group,
bpy.types.bpy_prop_collection: _lookup_collection,
bpy.types.MaterialLineArt: _lookup_materialLineArt
bpy.types.MaterialLineArt: _lookup_materialLineArt,
bpy.types.NodeTree: node_tree,
}
def convert_field(raw_value, field_name="", scan_node_tree=True):
# nodes are a special case: # TODO: find out their types & move these to type lookups
"""# nodes are a special case: # TODO: find out their types & move these to type lookups
if field_name in ["node_tree", "node_group"] and scan_node_tree:
print("scan node tree")
print("scan node tree", inspect.getmro(type(raw_value)))
return node_tree(raw_value)
"""
conversion_lookup = None # type_lookups.get(type(raw_value), None)
all_types = inspect.getmro(type(raw_value))
for s_type in all_types:
@ -83,6 +136,7 @@ def convert_field(raw_value, field_name="", scan_node_tree=True):
return field_value
# just a helper , for shorthand
def obj_to_dict(object):
try:
return dict(object)
@ -194,59 +248,6 @@ def armature_hash(obj):
print("bone", bone, bone_hash(bone))"""
return str(fields)
# used for various node trees: shaders, modifiers etc
def node_tree(node_tree):
print("SCANNING NODE TREE", node_tree)
# storage for hashing
links_hashes = []
nodes_hashes = []
root_inputs = dict(node_tree) # probably useless for materials, contains settings for certain modifiers
for node in node_tree.nodes:
#print("node", node, node.type, node.name, node.label)
input_hashes = []
for input in node.inputs:
#print(" input", input, "label", input.label, "name", input.name, dir(input))
default_value = getattr(input, 'default_value', None)
input_hash = f"{convert_field(default_value)}"
input_hashes.append(input_hash)
output_hashes = []
# IF the node itself is a group input, its outputs are the inputs of the geometry node (yes, not easy)
node_in_use = True
for (index, output) in enumerate(node.outputs):
# print(" output", output, "label", output.label, "name", output.name, "generated name", f"Socket_{index+1}")
default_value = getattr(output, 'default_value', None)
output_hash = f"{convert_field(default_value)}"
output_hashes.append(output_hash)
node_in_use = node_in_use and default_value is not None
#print("NODE IN USE", node_in_use)
node_fields_to_ignore = fields_to_ignore_generic + ['internal_links', 'inputs', 'outputs']
node_hash = f"{generic_fields_hasher_evolved(node, node_fields_to_ignore)}_{str(input_hashes)}_{str(output_hashes)}"
#print("node hash", node_hash)
#print("node hash", str(input_hashes))
nodes_hashes.append(node_hash)
for link in node_tree.links:
"""print("LINK", link, dir(link))
print("FROM", link.from_node, link.from_socket)
print("TO", link.to_node, link.to_socket)"""
from_socket_default = link.from_socket.default_value if hasattr(link.from_socket, "default_value") else None
to_socket_default = link.to_socket.default_value if hasattr(link.to_socket, "default_value") else None
link_hash = f"{link.from_node.name}_{link.from_socket.name}_{from_socket_default}+{link.to_node.name}_{link.to_socket.name}_{to_socket_default}"
links_hashes.append(link_hash)
#print("node hashes",nodes_hashes, "links_hashes", links_hashes)
print("root_inputs", root_inputs)
return f"{str(root_inputs)}_{str(nodes_hashes)}_{str(links_hashes)}"
def material_hash(material, settings):
scan_node_tree = settings.auto_export.materials_in_depth_scan
hashed_material_except_node_tree = generic_fields_hasher_evolved(material, fields_to_ignore_generic, scan_node_tree=scan_node_tree)
@ -290,10 +291,29 @@ def serialize_scene(settings):
cache = {"materials":{}}
print("serializing scene")
data = {}
# render settings are injected into each scene
# TODO: only go through scenes actually in our list
for scene in bpy.data.scenes:
# ignore temporary scenes
if scene.name.startswith(TEMPSCENE_PREFIX):
continue
data[scene.name] = {}
custom_properties = custom_properties_hash(scene) if len(scene.keys()) > 0 else None
eevee_settings = generic_fields_hasher_evolved(scene.eevee, fields_to_ignore=fields_to_ignore_generic) # TODO: ignore most of the fields
scene_field_hashes = {
"custom_properties": custom_properties,
"eevee": eevee_settings
}
print("SCENE WORLD", scene.world, dir(scene.eevee))
#generic_fields_hasher_evolved(scene.eevee, fields_to_ignore=fields_to_ignore_generic)
data[scene.name]["____scene_settings"] = str(hash(str(scene_field_hashes)))
for object in scene.objects:
object = bpy.data.objects[object.name]

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@ -43,6 +43,8 @@ class AutoExportTracker(PropertyGroup):
def register(cls):
bpy.types.WindowManager.auto_export_tracker = PointerProperty(type=AutoExportTracker)
bpy.types.Scene.id_test = StringProperty(default="")
# setup handlers for updates & saving
#bpy.app.handlers.save_post.append(cls.save_handler)
#bpy.app.handlers.depsgraph_update_post.append(cls.deps_update_handler)
@ -58,6 +60,8 @@ class AutoExportTracker(PropertyGroup):
except:pass"""
del bpy.types.WindowManager.auto_export_tracker
del bpy.types.Scene.id_test
@classmethod
def save_handler(cls, scene, depsgraph):
print("-------------")
@ -73,6 +77,7 @@ class AutoExportTracker(PropertyGroup):
@classmethod
def deps_post_update_handler(cls, scene, depsgraph):
# print("change detection enabled", cls.change_detection_enabled)
print("change detected", list(map(lambda x: x.name, list(bpy.data.scenes))))
"""ops = bpy.context.window_manager.operators
print("last operators", ops)

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@ -144,10 +144,10 @@ class OT_Add_asset_filebrowser(Operator, ImportHelper):
# Filters files
filter_glob: StringProperty(options={'HIDDEN'}, default='*.jpg;*.jpeg;*.png;*.bmp') # type: ignore
def execute(self, context):
current_auto_settings = load_settings(".gltf_auto_export_settings")
project_root_path = current_auto_settings.get("project_root_path", "../")
assets_path = current_auto_settings.get("assets_path", "assets")
def execute(self, context):
blenvy = context.window_manager.blenvy
project_root_path = blenvy.project_root_path
assets_path = blenvy.assets_path
# FIXME: not sure
print("project_root_path", project_root_path, "assets_path", assets_path)
export_assets_path_absolute = absolute_path_from_blend_file(os.path.join(project_root_path, assets_path))

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@ -5,7 +5,7 @@ from .asset_helpers import get_user_assets
def draw_assets(layout, name, title, asset_registry, target_type, target_name, editable=True, user_assets= [], generated_assets = []):
header, panel = layout.box().panel(f"assets{name}", default_closed=False)
header, panel = layout.panel(f"assets{name}", default_closed=False)
header.label(text=title)
if panel:
if editable:
@ -92,6 +92,8 @@ class Blenvy_assets(bpy.types.Panel):
user_assets = get_user_assets(scene)
#print("user assets", user_assets, scene)
row = panel.row()
row.prop(scene, "always_export")
scene_assets_panel = draw_assets(layout=row, name=scene.name, title=f"{scene.name} Assets", asset_registry=asset_registry, user_assets=user_assets, target_type="SCENE", target_name=scene.name)
"""if scene.name in blueprints_data.blueprint_instances_per_main_scene:
for blueprint_name in blueprints_data.blueprint_instances_per_main_scene[scene.name].keys():

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@ -30,6 +30,8 @@ class GLTF_PT_auto_export_blueprints_list(bpy.types.Panel):
row.label(icon="RIGHTARROW")
row.label(text=blueprint.name)
row.prop(blueprint.collection, "always_export")
if blueprint.local:
select_blueprint = row.operator(operator="blueprint.select", text="", icon="RESTRICT_SELECT_OFF")

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@ -48,6 +48,7 @@ class BlenvyManager(PropertyGroup):
items=(
('COMPONENTS', "Components", ""),
('BLUEPRINTS', "Blueprints", ""),
('LEVELS', "Levels", ""),
('ASSETS', "Assets", ""),
('SETTINGS', "Settings", ""),
('TOOLS', "Tools", ""),
@ -135,10 +136,19 @@ class BlenvyManager(PropertyGroup):
def register(cls):
bpy.types.WindowManager.blenvy = PointerProperty(type=BlenvyManager)
# unsure
# you can add components to both objects & collections
#bpy.types.Object.components_meta = PointerProperty(type=ComponentsMeta)
bpy.types.Collection.always_export = BoolProperty(default=False, description="always export this blueprint, regardless of changed status") # FIXME: not sure about this one
bpy.types.Scene.always_export = BoolProperty(default=False, description="always export this blueprint, regardless of changed status") # FIXME: not sure about this one
@classmethod
def unregister(cls):
del bpy.types.WindowManager.blenvy
del bpy.types.Collection.always_export
del bpy.types.Scene.always_export
def load_settings(self):
print("LOAD SETTINGS")
settings = load_settings(self.settings_save_path)

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@ -10,11 +10,11 @@ class OT_switch_bevy_tooling(Operator):
bl_label = "Switch bevy tooling"
#bl_options = {}
tool: EnumProperty(
items=(
('COMPONENTS', "Components", "Switch to components"),
('BLUEPRINTS', "Blueprints", ""),
('LEVELS', "Levels", ""),
('ASSETS', "Assets", ""),
('SETTINGS', "Settings", ""),
('TOOLS', "Tools", ""),

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@ -57,6 +57,10 @@ class BLENVY_PT_SidePanel(bpy.types.Panel):
tool_switch_components = target.operator(operator="bevy.tooling_switch", text="", icon="PACKAGE")
tool_switch_components.tool = "BLUEPRINTS"
target = row.box() if active_mode == 'LEVELS' else row
tool_switch_components = target.operator(operator="bevy.tooling_switch", text="", icon="PACKAGE")
tool_switch_components.tool = "LEVELS"
target = row.box() if active_mode == 'ASSETS' else row
tool_switch_components = target.operator(operator="bevy.tooling_switch", text="", icon="ASSET_MANAGER")
tool_switch_components.tool = "ASSETS"

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@ -0,0 +1,26 @@
import os
import bpy
from bpy_types import (Operator)
from bpy.props import (StringProperty)
class OT_select_level(Operator):
"""Select level """
bl_idname = "level.select"
bl_label = "Select level"
bl_options = {"UNDO"}
level_name: StringProperty(
name="level name",
description="level to select",
) # type: ignore
def execute(self, context):
if self.level_name:
scene = bpy.data.scenes[self.level_name]
if scene:
# bpy.ops.object.select_all(action='DESELECT')
bpy.context.window.scene = scene
return {'FINISHED'}

77
tools/blenvy/levels/ui.py Normal file
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@ -0,0 +1,77 @@
from types import SimpleNamespace
import bpy
from ..assets.assets_scan import get_main_scene_assets_tree
from ..assets.asset_helpers import get_user_assets
from ..assets.ui import draw_assets
class Blenvy_levels(bpy.types.Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_label = ""
bl_parent_id = "BLENVY_PT_SidePanel"
bl_options = {'DEFAULT_CLOSED','HIDE_HEADER'}
@classmethod
def poll(cls, context):
return context.window_manager.blenvy.mode == 'LEVELS'
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
blenvy = context.window_manager.blenvy
layout.operator(operator="bevyassets.test")
asset_registry = context.window_manager.assets_registry
blueprints_registry = context.window_manager.blueprints_registry
#blueprints_registry.refresh_blueprints()
blueprints_data = blueprints_registry.blueprints_data
for scene_selector in blenvy.main_scenes:
scene = bpy.data.scenes[scene_selector.name]
header, panel = layout.box().panel(f"assets{scene.name}", default_closed=False)
if header:
header.label(text=scene.name, icon="HIDE_OFF")
header.prop(scene, "always_export")
select_level = header.operator(operator="level.select", text="", icon="RESTRICT_SELECT_OFF")
select_level.level_name = scene.name
if panel:
user_assets = get_user_assets(scene)
row = panel.row()
#row.label(text="row")
"""col = row.column()
col.label(text=" ")
col = row.column()
col.label(text="col in row 2")
column = panel.column()
column.label(text="col")"""
split = panel.split(factor=0.005)
col = split.column()
col.label(text=" ")
col = split.column()
#col.label(text="col in row 2")
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)
settings = {"blueprints_path": "blueprints", "export_gltf_extension": ".glb"}
settings = SimpleNamespace(**settings)
"""if panel:
for scene_selector in blenvy.main_scenes:
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)
"""