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Author | SHA1 | Date | |
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f6b61f83ae | ||
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d3d973dd4b |
@ -48,12 +48,17 @@ Blueprints:
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- [ ] scan & inject on load
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- [ ] scan & inject on save
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- [ ] decide where & when to do & store blueprints data
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General things to solve:
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- [x] save settings
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- [x] load settings
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- [ ] add_blueprints_data
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- [ ] rename all path stuff using the old naming convention : "export_blueprints_path_full"
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- [ ] generate the full paths directly when setting them in the UI
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- [ ] problem : how to deal with defaults: do it on start/load ?
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General issues:
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- there is no safeguard for naming collisions for naming across blender files
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- this can cause an issue for assets list "parent"
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@ -8,7 +8,7 @@ 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, addon_prefs):
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export_marked_assets = getattr(addon_prefs,"export_marked_assets")
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export_marked_assets = getattr(addon_prefs.auto_export,"export_marked_assets")
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blueprints = {}
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blueprints_from_objects = {}
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@ -7,6 +7,8 @@ import blenvy.gltf_auto_export.settings as auto_export_settings
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def update_scene_lists(self, context):
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blenvy = self# context.window_manager.blenvy
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blenvy.main_scene_names = [scene.name for scene in blenvy.main_scenes] # FIXME: unsure
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blenvy.library_scene_names = [scene.name for scene in blenvy.library_scenes] # FIXME: unsure
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upsert_settings(blenvy.settings_save_path, {"common_main_scene_names": [scene.name for scene in blenvy.main_scenes]})
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upsert_settings(blenvy.settings_save_path, {"common_library_scene_names": [scene.name for scene in blenvy.library_scenes]})
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@ -74,13 +76,15 @@ class BlenvyManager(PropertyGroup):
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main_scenes: CollectionProperty(name="main scenes", type=SceneSelector) # type: ignore
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main_scenes_index: IntProperty(name = "Index for main scenes list", default = 0, update=update_scene_lists) # type: ignore
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main_scene_names = [] # FIXME: unsure
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library_scenes: CollectionProperty(name="library scenes", type=SceneSelector) # type: ignore
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library_scenes_index: IntProperty(name = "Index for library scenes list", default = 0, update=update_scene_lists) # type: ignore
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library_scene_names = [] # FIXME: unsure
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# sub ones
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auto_export: PointerProperty(type=auto_export_settings.AutoExportSettings) # type: ignore
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#components: PointerProperty(type=auto_export_settings.AutoExportSettings) # type: ignore
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#components: PointerProperty(type=bevy_component_settings.ComponentSettings) # type: ignore
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def is_scene_ok(self, scene):
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try:
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@ -28,16 +28,16 @@ def auto_export(changes_per_scene, changed_export_parameters, addon_prefs):
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# Get the folder
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blend_file_path = os.path.dirname(file_path)
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print("settings", dict(addon_prefs))
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# get the preferences for our addon
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project_root_path = getattr(addon_prefs, "project_root_path")
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assets_path = getattr(addon_prefs,"assets_path")
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#should we use change detection or not
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export_change_detection = getattr(addon_prefs, "export_change_detection")
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export_scene_settings = getattr(addon_prefs,"export_scene_settings")
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do_export_blueprints = getattr(addon_prefs,"export_blueprints")
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export_materials_library = getattr(addon_prefs,"export_materials_library")
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change_detection = getattr(addon_prefs.auto_export, "change_detection")
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export_scene_settings = getattr(addon_prefs.auto_export,"export_scene_settings")
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do_export_blueprints = getattr(addon_prefs.auto_export,"export_blueprints")
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export_materials_library = getattr(addon_prefs.auto_export,"export_materials_library")
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print("export_materials_library", export_materials_library)
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# standard gltf export settings are stored differently
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@ -45,21 +45,6 @@ def auto_export(changes_per_scene, changed_export_parameters, addon_prefs):
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gltf_extension = standard_gltf_exporter_settings.get("export_format", 'GLB')
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gltf_extension = '.glb' if gltf_extension == 'GLB' else '.gltf'
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# here we do a bit of workaround by creating an override # TODO: do this at the "UI" level
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print("collection_instances_combine_mode", addon_prefs.collection_instances_combine_mode)
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"""if hasattr(addon_prefs, "__annotations__") :
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tmp = {}
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for k in AutoExportGltfAddonPreferences.__annotations__:
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item = AutoExportGltfAddonPreferences.__annotations__[k]
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#print("tutu",k, item.keywords.get('default', None) )
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default = item.keywords.get('default', None)
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tmp[k] = default
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for (k, v) in addon_prefs.properties.items():
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tmp[k] = v
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addon_prefs = SimpleNamespace(**tmp) #copy.deepcopy(addon_prefs)
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addon_prefs.__annotations__ = tmp"""
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# generate the actual complete output paths
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addon_prefs.export_assets_path_full = os.path.join(blend_file_path, project_root_path, assets_path)
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addon_prefs.export_blueprints_path_full = os.path.join(addon_prefs.export_assets_path_full, getattr(addon_prefs,"blueprints_path"))
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@ -80,7 +65,7 @@ def auto_export(changes_per_scene, changed_export_parameters, addon_prefs):
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inject_export_path_into_internal_blueprints(internal_blueprints=blueprints_data.internal_blueprints, blueprints_path=blueprints_path, gltf_extension=gltf_extension)
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for blueprint in blueprints_data.blueprints:
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bpy.context.window_manager.blueprints_registry.add_blueprint(blueprint)
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bpy.context.window_manager.blueprints_registry.add_blueprints_data()
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#bpy.context.window_manager.blueprints_registry.add_blueprints_data()
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if export_scene_settings:
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# inject/ update scene components
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@ -92,7 +77,7 @@ def auto_export(changes_per_scene, changed_export_parameters, addon_prefs):
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# export
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if do_export_blueprints:
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print("EXPORTING")
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print("EXPORTING", blueprints_data)
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# get blueprints/collections infos
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(blueprints_to_export) = get_blueprints_to_export(changes_per_scene, changed_export_parameters, blueprints_data, addon_prefs)
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@ -137,7 +122,7 @@ def auto_export(changes_per_scene, changed_export_parameters, addon_prefs):
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export_main_scene(bpy.data.scenes[scene_name], blend_file_path, addon_prefs, blueprints_data)
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# now deal with blueprints/collections
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do_export_library_scene = not export_change_detection or changed_export_parameters or len(blueprints_to_export) > 0
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do_export_library_scene = not change_detection or changed_export_parameters or len(blueprints_to_export) > 0
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if do_export_library_scene:
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print("export LIBRARY")
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export_blueprints(blueprints_to_export, addon_prefs, blueprints_data)
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@ -14,7 +14,7 @@ def export_blueprints(blueprints, addon_prefs, blueprints_data):
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try:
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# save current active collection
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active_collection = bpy.context.view_layer.active_layer_collection
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export_materials_library = getattr(addon_prefs,"export_materials_library")
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export_materials_library = getattr(addon_prefs.auto_export, "export_materials_library")
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for blueprint in blueprints:
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print("exporting collection", blueprint.name)
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@ -14,8 +14,8 @@ def export_main_scene(scene, blend_file_path, addon_prefs, blueprints_data):
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export_assets_path_full = getattr(addon_prefs,"export_assets_path_full")
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export_levels_path_full = getattr(addon_prefs,"export_levels_path_full")
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export_blueprints = getattr(addon_prefs,"export_blueprints")
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export_separate_dynamic_and_static_objects = getattr(addon_prefs, "export_separate_dynamic_and_static_objects")
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export_blueprints = getattr(addon_prefs.auto_export,"export_blueprints")
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export_separate_dynamic_and_static_objects = getattr(addon_prefs.auto_export, "export_separate_dynamic_and_static_objects")
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export_settings = { **gltf_export_preferences,
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'use_active_scene': True,
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@ -5,20 +5,20 @@ from ...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 get_blueprints_to_export(changes_per_scene, changed_export_parameters, blueprints_data, addon_prefs):
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export_change_detection = getattr(addon_prefs, "export_change_detection")
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export_gltf_extension = getattr(addon_prefs, "export_gltf_extension", ".glb")
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export_blueprints_path_full = getattr(addon_prefs,"export_blueprints_path_full", "")
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collection_instances_combine_mode = getattr(addon_prefs, "collection_instances_combine_mode")
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change_detection = getattr(addon_prefs.auto_export, "change_detection")
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collection_instances_combine_mode = getattr(addon_prefs.auto_export, "collection_instances_combine_mode")
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[main_scene_names, level_scenes, library_scene_names, library_scenes] = get_scenes(addon_prefs)
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internal_blueprints = blueprints_data.internal_blueprints
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blueprints_to_export = internal_blueprints # just for clarity
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# print("export_change_detection", export_change_detection, "changed_export_parameters", changed_export_parameters, "changes_per_scene", changes_per_scene)
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# print("change_detection", change_detection, "changed_export_parameters", changed_export_parameters, "changes_per_scene", changes_per_scene)
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# if the export parameters have changed, bail out early
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# we need to re_export everything if the export parameters have been changed
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if export_change_detection and not changed_export_parameters:
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if change_detection and not changed_export_parameters:
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changed_blueprints = []
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# first check if all collections have already been exported before (if this is the first time the exporter is run
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@ -37,15 +37,16 @@ def changed_object_in_scene(scene_name, changes_per_scene, blueprints_data, coll
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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, addon_prefs):
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export_change_detection = getattr(addon_prefs, "export_change_detection")
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export_gltf_extension = getattr(addon_prefs, "export_gltf_extension")
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export_levels_path_full = getattr(addon_prefs, "export_levels_path_full")
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collection_instances_combine_mode = getattr(addon_prefs, "collection_instances_combine_mode")
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change_detection = getattr(addon_prefs.auto_export, "change_detection")
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collection_instances_combine_mode = getattr(addon_prefs.auto_export, "collection_instances_combine_mode")
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[main_scene_names, level_scenes, library_scene_names, library_scenes] = get_scenes(addon_prefs)
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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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main_scenes_to_export = [scene_name for scene_name in main_scene_names if not export_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, export_levels_path_full, export_gltf_extension) ]
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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, export_levels_path_full, export_gltf_extension) ]
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return (main_scenes_to_export)
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@ -22,7 +22,7 @@ class AutoExportGLTF(Operator, AutoExportGltfAddonPreferences):#, ExportHelper):
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'auto_export',
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'project_root_path',
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'assets_path',
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'export_change_detection',
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'change_detection',
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'export_scene_settings',
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'main_scene_names',
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@ -132,6 +132,7 @@ class AutoExportGLTF(Operator, AutoExportGltfAddonPreferences):#, ExportHelper):
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This should ONLY be run when actually doing exports/aka calling auto_export function, because we only care about the difference in settings between EXPORTS
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"""
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def did_export_settings_change(self):
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return True
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# compare both the auto export settings & the gltf settings
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previous_auto_settings = bpy.data.texts[".gltf_auto_export_settings_previous"] if ".gltf_auto_export_settings_previous" in bpy.data.texts else None
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previous_gltf_settings = bpy.data.texts[".gltf_auto_export_gltf_settings_previous"] if ".gltf_auto_export_gltf_settings_previous" in bpy.data.texts else None
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@ -183,24 +184,28 @@ class AutoExportGLTF(Operator, AutoExportGltfAddonPreferences):#, ExportHelper):
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return changed
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def did_objects_change(self):
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pass
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# FIXME: add it back
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return {}
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def execute(self, context):
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print("execute auto export", context.window_manager.blenvy.auto_export)
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blenvy = context.window_manager.blenvy
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auto_export_settings = blenvy.auto_export
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bpy.context.window_manager.auto_export_tracker.disable_change_detection()
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if self.direct_mode:
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self.load_settings(context)
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if self.will_save_settings:
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self.save_settings(context)
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#print("self", self.auto_export)
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if self.auto_export: # only do the actual exporting if auto export is actually enabled
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if auto_export_settings.auto_export: # only do the actual exporting if auto export is actually enabled
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print("auto export")
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#changes_per_scene = context.window_manager.auto_export_tracker.changed_objects_per_scene
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#& do the export
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if self.direct_mode: #Do not auto export when applying settings in the menu, do it on save only
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# determine changed objects
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changes_per_scene = self.did_objects_change()
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# determine changed parameters
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params_changed = self.did_export_settings_change()
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auto_export(changes_per_scene, params_changed, self)
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auto_export(changes_per_scene, params_changed, blenvy)
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# cleanup
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# reset the list of changes in the tracker
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bpy.context.window_manager.auto_export_tracker.clear_changes()
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@ -211,11 +216,9 @@ class AutoExportGLTF(Operator, AutoExportGltfAddonPreferences):#, ExportHelper):
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return {'FINISHED'}
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def invoke(self, context, event):
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#print("invoke")
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print("invoke")
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bpy.context.window_manager.auto_export_tracker.disable_change_detection()
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self.load_settings(context)
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wm = context.window_manager
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#wm.fileselect_add(self)
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return context.window_manager.invoke_props_dialog(self, title="Auto export", width=640)
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def cancel(self, context):
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@ -19,7 +19,7 @@ AutoExportGltfPreferenceNames = [
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'export_scene_settings',
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'show_change_detection_settings',
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'export_change_detection',
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'change_detection',
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'show_scene_settings',
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'main_scenes',
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@ -104,7 +104,7 @@ class AutoExportGltfAddonPreferences(AddonPreferences):
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default=True
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) # type: ignore
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export_change_detection: BoolProperty(
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change_detection: BoolProperty(
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name='Change detection',
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description='Use change detection to determine what/if should be exported',
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default=True
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@ -146,7 +146,7 @@ def duplicate_object(object, parent, combine_mode, destination_collection, bluep
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# copies the contents of a collection into another one while replacing library instances with empties
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def copy_hollowed_collection_into(source_collection, destination_collection, parent_empty=None, filter=None, blueprints_data=None, addon_prefs={}):
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collection_instances_combine_mode = getattr(addon_prefs, "collection_instances_combine_mode")
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collection_instances_combine_mode = getattr(addon_prefs.auto_export, "collection_instances_combine_mode")
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for object in source_collection.objects:
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if object.name.endswith("____bak"): # some objects could already have been handled, ignore them
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@ -210,6 +210,10 @@ def get_scenes(addon_prefs):
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level_scene_names= getattr(addon_prefs, "main_scene_names", []) #list(map(lambda scene: scene.name, getattr(addon_prefs,"main_scenes")))
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library_scene_names = getattr(addon_prefs, "library_scene_names", []) #list(map(lambda scene: scene.name, getattr(addon_prefs,"library_scenes")))
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level_scene_names= list(map(lambda scene: scene.name, getattr(addon_prefs,"main_scenes")))
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library_scene_names = list(map(lambda scene: scene.name, getattr(addon_prefs,"library_scenes")))
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print("level_scene_names", level_scene_names)
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level_scene_names = list(filter(lambda name: name in bpy.data.scenes, level_scene_names))
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library_scene_names = list(filter(lambda name: name in bpy.data.scenes, library_scene_names))
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@ -3,11 +3,6 @@ from bpy_types import (PropertyGroup)
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from bpy.props import (EnumProperty, PointerProperty, StringProperty, BoolProperty, CollectionProperty, IntProperty)
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class AutoExportSettings(PropertyGroup):
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# use when operator is called directly, works a bit differently than inside the ui
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direct_mode: BoolProperty(
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default=False
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) # type: ignore
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auto_export: BoolProperty(
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name='Auto export',
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description='Automatically export to gltf on save',
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@ -15,7 +10,7 @@ class AutoExportSettings(PropertyGroup):
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) # type: ignore
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#### general
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export_change_detection: BoolProperty(
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change_detection: BoolProperty(
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name='Change detection',
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description='Use change detection to determine what/if should be exported',
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default=True
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@ -29,7 +29,7 @@ def draw_settings_ui(layout, auto_export_settings):
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if panel:
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section = panel.box()
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section.enabled = controls_enabled
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section.prop(auto_export_settings, "export_change_detection", text="Use change detection")
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section.prop(auto_export_settings, "change_detection", text="Use change detection")
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header, panel = layout.panel("Blueprints", default_closed=False)
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header.label(text="Blueprints")
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|
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