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3 Commits

Author SHA1 Message Date
kaosat.dev
cdab4c50f7 feat(blenvy):
* restructured & cleaned up auto export code
 * added very very basic serialization of modifiers (wip)
2024-05-29 23:34:47 +02:00
kaosat.dev
a0b1959a43 feat(Blenvy): fixed all broken/ missing auto export elements
* fixed overhauled, cleaned up and improved settings change detection
 * serialize_scene now generate a hash per object instead of keeping the details (useless)
 * changed handling of gltf settings, so that only the actual non default, changed settings are saved
 * a ton of minor changes & cleanups to get export working correctly: it works !
 * started adding materials_in_depth_scan (wip) to be able to control more detailed (but costly) materials diffing for change detection
2024-05-28 16:56:28 +02:00
kaosat.dev
2187fee4c8 feat(Blenvy):
* migrated gltf settings handling to the new "generate_complete_settings_dict" helper
 * tweaks/fixed to the internals of that function to get the actual correct data
 * minor related tweaks & fixes
2024-05-27 06:47:23 +02:00
34 changed files with 380 additions and 387 deletions

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@ -11,7 +11,6 @@ Auto export
- blueprints/levels/blueprints path => relative to assets path
- [ ] add error handling for de/serialization of project, so that in case of error, the previous saved serialized project is thrown away
- move out some parameters from auto export to a higher level (as they are now used in multiple places)
- [x] main/ library scene names
- [x] paths
@ -91,9 +90,16 @@ General issues:
- [x] addon-prefs => settings
- [x] generate_gltf_export_preferences => should not use add-on prefs at all ? since we are not overriding gltf settings that way anymore ?
- [x] generate_gltf_export_settings => should not use add-on prefs at all ? since we are not overriding gltf settings that way anymore ?
- [x] remove hard coded path for standard gltf settings
- [x] load settings on file load
- [x] auto_export
- [x] components
- [ ] add handling of errors when trying to load settings
- [ ] add handling of errors when trying to load settings
- [ ] force overwrite of settings files instead of partial updates ?
- [ ] add tests for disabled components
- [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

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@ -30,7 +30,7 @@ from .add_ons.bevy_components.settings import ComponentsSettings
# auto export
from .add_ons.auto_export import gltf_post_export_callback
from .add_ons.auto_export.export.tracker import AutoExportTracker
from .add_ons.auto_export.common.tracker import AutoExportTracker
from .add_ons.auto_export.settings import AutoExportSettings
# asset management

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@ -1,7 +1,9 @@
import os
import json
import bpy
from .helpers.generate_complete_preferences_dict import generate_complete_preferences_dict_gltf
from blenvy.settings import generate_complete_settings_dict
from io_scene_gltf2 import ExportGLTF2_Base
def cleanup_file():
gltf_filepath = bpy.context.window_manager.auto_export_tracker.dummy_file_path
@ -36,7 +38,8 @@ def gltf_post_export_callback(data):
# now write new settings
gltf_export_settings.clear()
current_gltf_settings = generate_complete_preferences_dict_gltf(dict(settings))
settings = dict(settings)
current_gltf_settings = generate_complete_settings_dict(settings, presets=ExportGLTF2_Base, ignore_list=["use_active_collection", "use_active_collection_with_nested", "use_active_scene", "use_selection", "will_save_settings", "gltf_export_id"], preset_defaults=False)
gltf_export_settings.write(json.dumps(current_gltf_settings))
# now reset the original gltf_settings
if gltf_settings_backup != "":

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@ -1,15 +1,12 @@
import os
import bpy
from ..constants import TEMPSCENE_PREFIX
from ..helpers.generate_and_export import generate_and_export
from .export_gltf import (generate_gltf_export_preferences)
from ..helpers.helpers_scenes import clear_hollow_scene, copy_hollowed_collection_into
from ..common.generate_temporary_scene_and_export import generate_temporary_scene_and_export, copy_hollowed_collection_into, clear_hollow_scene
from ..common.export_gltf import generate_gltf_export_settings
def export_blueprints(blueprints, settings, blueprints_data):
blueprints_path_full = getattr(settings, "blueprints_path_full")
gltf_export_preferences = generate_gltf_export_preferences(settings)
gltf_export_settings = generate_gltf_export_settings(settings)
try:
# save current active collection
@ -19,7 +16,7 @@ def export_blueprints(blueprints, settings, blueprints_data):
for blueprint in blueprints:
print("exporting collection", blueprint.name)
gltf_output_path = os.path.join(blueprints_path_full, blueprint.name)
gltf_export_settings = { **gltf_export_preferences, 'use_active_scene': True, 'use_active_collection': True, 'use_active_collection_with_nested':True}
gltf_export_settings = { **gltf_export_settings, 'use_active_scene': True, 'use_active_collection': True, 'use_active_collection_with_nested':True}
# if we are using the material library option, do not export materials, use placeholder instead
if export_materials_library:
@ -27,7 +24,7 @@ def export_blueprints(blueprints, settings, blueprints_data):
collection = bpy.data.collections[blueprint.name]
# do the actual export
generate_and_export(
generate_temporary_scene_and_export(
settings,
temp_scene_name=TEMPSCENE_PREFIX+collection.name,
gltf_export_settings=gltf_export_settings,

View File

@ -7,14 +7,14 @@ from blenvy.core.scene_helpers import get_main_and_library_scenes
from blenvy.blueprints.blueprints_scan import blueprints_scan
from blenvy.blueprints.blueprint_helpers import inject_export_path_into_internal_blueprints
from .get_blueprints_to_export import get_blueprints_to_export
from .get_levels_to_export import get_levels_to_export
from ..blueprints.get_blueprints_to_export import get_blueprints_to_export
from ..levels.get_levels_to_export import get_levels_to_export
from .export_gltf import get_standard_exporter_settings
from .export_main_scenes import export_main_scene
from .export_blueprints import export_blueprints
from ..levels.export_main_scenes import export_main_scene
from ..blueprints.export_blueprints import export_blueprints
from .export_materials import cleanup_materials, export_materials
from ..modules.bevy_scene_components import remove_scene_components, upsert_scene_components
from ..levels.bevy_scene_components import remove_scene_components, upsert_scene_components
"""this is the main 'central' function for all auto export """
@ -41,8 +41,9 @@ def auto_export(changes_per_scene, changed_export_parameters, settings):
[main_scene_names, level_scenes, library_scene_names, library_scenes] = get_main_and_library_scenes(settings)
bpy.context.window_manager.blueprints_registry.refresh_blueprints()
blueprints_data = bpy.context.window_manager.blueprints_registry.blueprints_data
blueprints_data = bpy.context.window_manager.blueprints_registry.refresh_blueprints()
#blueprints_data = bpy.context.window_manager.blueprints_registry.blueprints_data
#print("blueprints_data", blueprints_data)
blueprints_per_scene = blueprints_data.blueprints_per_scenes
internal_blueprints = [blueprint.name for blueprint in blueprints_data.internal_blueprints]
external_blueprints = [blueprint.name for blueprint in blueprints_data.external_blueprints]

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@ -1,10 +1,7 @@
import json
import bpy
from blenvy.core.object_makers import (make_empty)
# these are mostly for when using this add-on together with the bevy_components add-on
custom_properties_to_filter_out = ['_combine', 'template', 'components_meta']
from ..constants import custom_properties_to_filter_out
def is_component_valid_and_enabled(object, component_name):
if "components_meta" in object or hasattr(object, "components_meta"):
@ -89,7 +86,6 @@ def copy_animation_data(source, target):
markers_formated += '}, '
markers_formated += '}'
target["AnimationMarkers"] = f'( {markers_formated} )'
def duplicate_object(object, parent, combine_mode, destination_collection, blueprints_data, nester=""):
copy = None
@ -97,19 +93,21 @@ def duplicate_object(object, parent, combine_mode, destination_collection, bluep
# print("COMBINE MODE", combine_mode)
if object.instance_type == 'COLLECTION' and (combine_mode == 'Split' or (combine_mode == 'EmbedExternal' and (object.instance_collection.name in internal_blueprint_names)) ):
#print("creating empty for", object.name, object.instance_collection.name, internal_blueprint_names, combine_mode)
collection_name = object.instance_collection.name
original_collection = object.instance_collection
original_name = object.name
blueprint_name = original_collection.name
blueprint_path = original_collection['export_path'] if 'export_path' in original_collection else f'./{blueprint_name}' # TODO: the default requires the currently used extension !!
object.name = original_name + "____bak"
empty_obj = make_empty(original_name, object.location, object.rotation_euler, object.scale, destination_collection)
"""we inject the collection/blueprint name, as a component called 'BlueprintName', but we only do this in the empty, not the original object"""
empty_obj['BlueprintName'] = '("'+collection_name+'")'
empty_obj["BlueprintPath"] = ''
empty_obj['BlueprintName'] = f'("{blueprint_name}")'
empty_obj["BlueprintPath"] = f'("{blueprint_path}")'
empty_obj['SpawnHere'] = '()'
# we also inject a list of all sub blueprints, so that the bevy side can preload them
blueprint_name = collection_name
children_per_blueprint = {}
blueprint = blueprints_data.blueprints_per_name.get(blueprint_name, None)
if blueprint:
@ -131,10 +129,6 @@ def duplicate_object(object, parent, combine_mode, destination_collection, bluep
destination_collection.objects.link(copy)
"""if object.parent == None:
if parent_empty is not None:
copy.parent = parent_empty
"""
# do this both for empty replacements & normal copies
if parent is not None:
copy.parent = parent
@ -143,64 +137,3 @@ def duplicate_object(object, parent, combine_mode, destination_collection, bluep
for child in object.children:
duplicate_object(child, copy, combine_mode, destination_collection, blueprints_data, nester+" ")
# copies the contents of a collection into another one while replacing library instances with empties
def copy_hollowed_collection_into(source_collection, destination_collection, parent_empty=None, filter=None, blueprints_data=None, settings={}):
collection_instances_combine_mode = getattr(settings.auto_export, "collection_instances_combine_mode")
for object in source_collection.objects:
if object.name.endswith("____bak"): # some objects could already have been handled, ignore them
continue
if filter is not None and filter(object) is False:
continue
#check if a specific collection instance does not have an ovveride for combine_mode
combine_mode = object['_combine'] if '_combine' in object else collection_instances_combine_mode
parent = parent_empty
duplicate_object(object, parent, combine_mode, destination_collection, blueprints_data)
# for every child-collection of the source, copy its content into a new sub-collection of the destination
for collection in source_collection.children:
original_name = collection.name
collection.name = original_name + "____bak"
collection_placeholder = make_empty(original_name, [0,0,0], [0,0,0], [1,1,1], destination_collection)
if parent_empty is not None:
collection_placeholder.parent = parent_empty
copy_hollowed_collection_into(
source_collection = collection,
destination_collection = destination_collection,
parent_empty = collection_placeholder,
filter = filter,
blueprints_data = blueprints_data,
settings=settings
)
return {}
# clear & remove "hollow scene"
def clear_hollow_scene(temp_scene, original_root_collection):
def restore_original_names(collection):
if collection.name.endswith("____bak"):
collection.name = collection.name.replace("____bak", "")
for object in collection.objects:
if object.instance_type == 'COLLECTION':
if object.name.endswith("____bak"):
object.name = object.name.replace("____bak", "")
else:
if object.name.endswith("____bak"):
object.name = object.name.replace("____bak", "")
for child_collection in collection.children:
restore_original_names(child_collection)
# remove any data we created
temp_root_collection = temp_scene.collection
temp_scene_objects = [o for o in temp_root_collection.all_objects]
for object in temp_scene_objects:
#print("removing", object.name)
bpy.data.objects.remove(object, do_unlink=True)
# remove the temporary scene
bpy.data.scenes.remove(temp_scene, do_unlink=True)
# reset original names
restore_original_names(original_root_collection)

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@ -8,9 +8,9 @@ def get_standard_exporter_settings():
standard_gltf_exporter_settings = load_settings(".blenvy_gltf_settings")
return standard_gltf_exporter_settings if standard_gltf_exporter_settings is not None else {}
def generate_gltf_export_preferences(settings):
def generate_gltf_export_settings(settings):
# default values
gltf_export_preferences = dict(
gltf_export_settings = dict(
# export_format= 'GLB', #'GLB', 'GLTF_SEPARATE', 'GLTF_EMBEDDED'
check_existing=False,
@ -49,7 +49,7 @@ def generate_gltf_export_preferences(settings):
"""for key in settings.__annotations__.keys():
if str(key) not in AutoExportGltfPreferenceNames:
#print("overriding setting", key, "value", getattr(settings,key))
pass#gltf_export_preferences[key] = getattr(settings, key)"""
pass#gltf_export_settings[key] = getattr(settings, key)"""
standard_gltf_exporter_settings = get_standard_exporter_settings()
@ -68,8 +68,10 @@ def generate_gltf_export_preferences(settings):
# a certain number of essential params should NEVER be overwritten , no matter the settings of the standard exporter
for key in standard_gltf_exporter_settings.keys():
if str(key) not in constant_keys:
gltf_export_preferences[key] = standard_gltf_exporter_settings.get(key)
return gltf_export_preferences
gltf_export_settings[key] = standard_gltf_exporter_settings.get(key)
print("GLTF EXPORT SETTINGS", gltf_export_settings)
return gltf_export_settings
#https://docs.blender.org/api/current/bpy.ops.export_scene.html#bpy.ops.export_scene.gltf

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@ -5,8 +5,8 @@ from pathlib import Path
from blenvy.core.helpers_collections import (traverse_tree)
from blenvy.core.object_makers import make_cube
from blenvy.materials.materials_helpers import get_all_materials
from ..helpers.generate_and_export import generate_and_export
from .export_gltf import (generate_gltf_export_preferences)
from .generate_temporary_scene_and_export import generate_temporary_scene_and_export
from .export_gltf import (generate_gltf_export_settings)
def clear_material_info(collection_names, library_scenes):
for scene in library_scenes:
@ -60,13 +60,13 @@ def clear_materials_scene(temp_scene):
# exports the materials used inside the current project:
# the name of the output path is <materials_folder>/<name_of_your_blend_file>_materials_library.gltf/glb
def export_materials(collections, library_scenes, settings):
gltf_export_preferences = generate_gltf_export_preferences(settings)
gltf_export_settings = generate_gltf_export_settings(settings)
materials_path_full = getattr(settings,"materials_path_full")
used_material_names = get_all_materials(collections, library_scenes)
current_project_name = Path(bpy.context.blend_data.filepath).stem
gltf_export_settings = { **gltf_export_preferences,
gltf_export_settings = { **gltf_export_settings,
'use_active_scene': True,
'use_active_collection':True,
'use_active_collection_with_nested':True,
@ -79,7 +79,7 @@ def export_materials(collections, library_scenes, settings):
print(" exporting Materials to", gltf_output_path, ".gltf/glb")
generate_and_export(
generate_temporary_scene_and_export(
settings=settings,
gltf_export_settings=gltf_export_settings,
temp_scene_name="__materials_scene",

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@ -0,0 +1,124 @@
import bpy
from blenvy.core.helpers_collections import (set_active_collection)
from blenvy.core.object_makers import (make_empty)
from .duplicate_object import duplicate_object
from .export_gltf import export_gltf
"""
generates a temporary scene, fills it with data, cleans up after itself
* named using temp_scene_name
* filled using the tempScene_filler
* written on disk to gltf_output_path, with the gltf export parameters in gltf_export_settings
* cleaned up using tempScene_cleaner
"""
def generate_temporary_scene_and_export(settings, gltf_export_settings, gltf_output_path, temp_scene_name="__temp_scene", tempScene_filler=None, tempScene_cleaner=None):
temp_scene = bpy.data.scenes.new(name=temp_scene_name)
temp_root_collection = temp_scene.collection
# save active scene
original_scene = bpy.context.window.scene
# and selected collection
original_collection = bpy.context.view_layer.active_layer_collection
# and mode
original_mode = bpy.context.active_object.mode if bpy.context.active_object != None else None
# we change the mode to object mode, otherwise the gltf exporter is not happy
if original_mode != None and original_mode != 'OBJECT':
print("setting to object mode", original_mode)
bpy.ops.object.mode_set(mode='OBJECT')
# we set our active scene to be this one : this is needed otherwise the stand-in empties get generated in the wrong scene
bpy.context.window.scene = temp_scene
area = [area for area in bpy.context.screen.areas if area.type == "VIEW_3D"][0]
region = [region for region in area.regions if region.type == 'WINDOW'][0]
with bpy.context.temp_override(scene=temp_scene, area=area, region=region):
# detect scene mistmatch
scene_mismatch = bpy.context.scene.name != bpy.context.window.scene.name
if scene_mismatch:
raise Exception("Context scene mismatch, aborting", bpy.context.scene.name, bpy.context.window.scene.name)
set_active_collection(bpy.context.scene, temp_root_collection.name)
# generate contents of temporary scene
scene_filler_data = tempScene_filler(temp_root_collection)
# export the temporary scene
try:
if settings.auto_export.dry_run == "DISABLED":
export_gltf(gltf_output_path, gltf_export_settings)
except Exception as error:
print("failed to export gltf !", error)
raise error
# restore everything
tempScene_cleaner(temp_scene, scene_filler_data)
# reset active scene
bpy.context.window.scene = original_scene
# reset active collection
bpy.context.view_layer.active_layer_collection = original_collection
# reset mode
if original_mode != None:
bpy.ops.object.mode_set( mode = original_mode )
# copies the contents of a collection into another one while replacing library instances with empties
def copy_hollowed_collection_into(source_collection, destination_collection, parent_empty=None, filter=None, blueprints_data=None, settings={}):
collection_instances_combine_mode = getattr(settings.auto_export, "collection_instances_combine_mode")
for object in source_collection.objects:
if object.name.endswith("____bak"): # some objects could already have been handled, ignore them
continue
if filter is not None and filter(object) is False:
continue
#check if a specific collection instance does not have an ovveride for combine_mode
combine_mode = object['_combine'] if '_combine' in object else collection_instances_combine_mode
parent = parent_empty
duplicate_object(object, parent, combine_mode, destination_collection, blueprints_data)
# for every child-collection of the source, copy its content into a new sub-collection of the destination
for collection in source_collection.children:
original_name = collection.name
collection.name = original_name + "____bak"
collection_placeholder = make_empty(original_name, [0,0,0], [0,0,0], [1,1,1], destination_collection)
if parent_empty is not None:
collection_placeholder.parent = parent_empty
copy_hollowed_collection_into(
source_collection = collection,
destination_collection = destination_collection,
parent_empty = collection_placeholder,
filter = filter,
blueprints_data = blueprints_data,
settings=settings
)
return {}
# clear & remove "hollow scene"
def clear_hollow_scene(temp_scene, original_root_collection):
def restore_original_names(collection):
if collection.name.endswith("____bak"):
collection.name = collection.name.replace("____bak", "")
for object in collection.objects:
if object.instance_type == 'COLLECTION':
if object.name.endswith("____bak"):
object.name = object.name.replace("____bak", "")
else:
if object.name.endswith("____bak"):
object.name = object.name.replace("____bak", "")
for child_collection in collection.children:
restore_original_names(child_collection)
# remove any data we created
temp_root_collection = temp_scene.collection
temp_scene_objects = [o for o in temp_root_collection.all_objects]
for object in temp_scene_objects:
#print("removing", object.name)
bpy.data.objects.remove(object, do_unlink=True)
# remove the temporary scene
bpy.data.scenes.remove(temp_scene, do_unlink=True)
# reset original names
restore_original_names(original_root_collection)

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@ -1,6 +1,6 @@
import bpy
from .project_diff import get_changes_per_scene, project_diff, serialize_current
from .project_diff import get_changes_per_scene
from .auto_export import auto_export
from .settings_diff import get_setting_changes
@ -13,11 +13,11 @@ def prepare_and_export():
if auto_export_settings.auto_export: # only do the actual exporting if auto export is actually enabled
# determine changed objects
per_scene_changes = get_changes_per_scene()
per_scene_changes = get_changes_per_scene(settings=blenvy)
# determine changed parameters
setting_changes = get_setting_changes(auto_export_settings)
setting_changes = get_setting_changes()
# do the actual export
auto_export(per_scene_changes, setting_changes, blenvy)
# auto_export(per_scene_changes, setting_changes, blenvy)
# cleanup
# TODO: these are likely obsolete

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@ -1,29 +1,14 @@
import json
import bpy
from ..helpers.serialize_scene import serialize_scene
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:
changes_per_scene[object.parent.name] = bpy.data.objects[object.parent.name]
bubble_up_changes(object.parent, changes_per_scene)
def foo():
current = json.loads(current)
previous_stored = bpy.data.texts[".TESTING"] if ".TESTING" in bpy.data.texts else None # bpy.data.texts.new(".TESTING")
if previous_stored == None:
previous_stored = bpy.data.texts.new(".TESTING")
previous_stored.write(current)
return {}
previous = json.loads(previous_stored.as_string())
previous_stored.clear()
previous_stored.write(json.dumps(current))
def serialize_current():
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:
@ -34,7 +19,7 @@ def serialize_current():
#serialize scene at frame 0
"""with bpy.context.temp_override(scene=bpy.data.scenes[1]):
bpy.context.scene.frame_set(0)"""
current = serialize_scene()
current = serialize_scene(settings)
bpy.context.window.scene = current_scene
# reset previous frames
@ -43,27 +28,26 @@ def serialize_current():
return current
def get_changes_per_scene():
current = serialize_current()
def get_changes_per_scene(settings):
previous = load_settings(".blenvy.project_serialized_previous")
current = serialize_current(settings)
previous_stored = bpy.data.texts[".blenvy.project.serialized"] if ".blenvy.project.serialized" in bpy.data.texts else None
if previous_stored == None:
previous_stored = bpy.data.texts.new(".blenvy.project.serialized")
previous_stored.write(json.dumps(current))
return {}
previous = json.loads(previous_stored.as_string())
# determin changes
# determine changes
changes_per_scene = project_diff(previous, current)
# save the current project as previous
previous_stored.clear()
previous_stored.write(json.dumps(current))
upsert_settings(".blenvy.project_serialized_previous", current, overwrite=True)
print("changes per scene", changes_per_scene)
return changes_per_scene
def project_diff(previous, current):
"""print("previous", previous)
print("current", current)"""
if previous is None or current is None:
return {}
print("HERE")
changes_per_scene = {}
@ -100,5 +84,4 @@ def project_diff(previous, current):
bubble_up_changes(bpy.data.objects[object_name], changes_per_scene[scene])
# now bubble up for instances & parents
print("changes per scene", changes_per_scene)
return changes_per_scene

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@ -4,11 +4,14 @@ import numpy as np
import bpy
from ..constants import TEMPSCENE_PREFIX
fields_to_ignore_generic = ["tag", "type", "update_tag", "use_extra_user", "use_fake_user", "user_clear", "user_of_id", "user_remap", "users",
'animation_data_clear', 'animation_data_create', 'asset_clear', 'asset_data', 'asset_generate_preview', 'asset_mark', 'bl_rna', 'evaluated_get',
'library', 'library_weak_reference', 'make_local','name', 'name_full', 'original',
'override_create', 'override_hierarchy_create', 'override_library', 'preview', 'preview_ensure', 'rna_type',
'session_uid', 'copy', 'id_type', 'is_embedded_data', 'is_evaluated', 'is_library_indirect', 'is_missing', 'is_runtime_data']
fields_to_ignore_generic = [
"tag", "type", "update_tag", "use_extra_user", "use_fake_user", "user_clear", "user_of_id", "user_remap", "users",
'animation_data_clear', 'animation_data_create', 'asset_clear', 'asset_data', 'asset_generate_preview', 'asset_mark', 'bl_rna', 'evaluated_get',
'library', 'library_weak_reference', 'make_local','name', 'name_full', 'original',
'override_create', 'override_hierarchy_create', 'override_library', 'preview', 'preview_ensure', 'rna_type',
'session_uid', 'copy', 'id_type', 'is_embedded_data', 'is_evaluated', 'is_library_indirect', 'is_missing', 'is_runtime_data'
]
# possible alternatives https://blender.stackexchange.com/questions/286010/bpy-detect-modified-mesh-data-vertices-edges-loops-or-polygons-for-cachin
def mesh_hash(obj):
@ -118,6 +121,13 @@ def lineart(lineart_data):
return str(fields)
def node_tree(nodetree_data):
print("SCANNING NODE TREE", nodetree_data)
# output node:
output = nodetree_data.get_output_node("ALL")
print("output", output)
fields_to_ignore = fields_to_ignore_generic+ ['contains_tree','get_output_node', 'interface_update', 'override_template_create']
all_field_names = dir(nodetree_data)
fields = [getattr(nodetree_data, prop, None) for prop in all_field_names if not prop.startswith("__") and not prop in fields_to_ignore and not prop.startswith("show_")]
@ -141,7 +151,6 @@ def material_hash(material):
type_of = [type(getattr(material, prop, None)) for prop in all_field_names if not prop.startswith("__") and not prop in fields_to_ignore and not prop.startswith("show_")]
names = [prop for prop in all_field_names if not prop.startswith("__") and not prop in fields_to_ignore and not prop.startswith("show_")]
tutu = [t == Color for t in type_of] # bpy.types.MaterialLineArt bpy.types.ShaderNodeTree
#print("fields", type_of)
@ -152,11 +161,10 @@ def material_hash(material):
print("types", type(bla) == bpy.types.bpy_prop_collection, type(bla) == bpy.types.FloatColorAttributeValue)"""
# print("oooooh", material, material.bl_rna.properties.items())
return str(fields)#str(hash(str(fields)))
# TODO: this is partially taken from export_materials utilities, perhaps we could avoid having to fetch things multiple times ?
def materials_hash(obj, cache):
def materials_hash(obj, cache, settings):
# print("materials")
materials = []
for material_slot in obj.material_slots:
@ -170,20 +178,54 @@ def materials_hash(obj, cache):
cache['materials'][material.name] = mat
materials.append(mat)
# print("NOT CACHHH", mat)
# materials = [material_hash(material_slot.material) if not material_slot.material.name in cache["materials"] else cache["materials"][material_slot.material.name] for material_slot in obj.material_slots]
return str(hash(str(materials)))
# TODO : we should also check for custom props on scenes, meshes, materials
def custom_properties_hash(obj):
custom_properties = {}
for property_name in obj.keys():
if property_name not in '_RNA_UI' and property_name != 'components_meta':
custom_properties[property_name] = obj[property_name]
return str(hash(str(custom_properties)))
def modifier_hash(modifier_data, settings):
fields_to_ignore = fields_to_ignore_generic
all_field_names = dir(modifier_data)
fields = [getattr(modifier_data, prop, None) for prop in all_field_names if not prop.startswith("__") and not prop in fields_to_ignore and not prop.startswith("show_")]
def serialize_scene():
filtered_field_names = [prop for prop in all_field_names if not prop.startswith("__") and not prop in fields_to_ignore and not prop.startswith("show_")]
print("fields", fields, "field names", filtered_field_names)
node_group = getattr(modifier_data, "node_group", None)
if node_group is not None:
print("THIS IS A GEOMETRY NODE")
for node in node_group.nodes:
print("node", node)
print("node type", node.type)
try:
print("node value", node.values())
except:pass
for input in node.inputs:
print(" input", input, input.name, input.label)
if hasattr(input, "default_value"):
print("YOHO", dict(input), input.default_value)
return str(fields)
def modifiers_hash(object, settings):
print("modifiers", object.modifiers)
modifiers = []
for modifier in object.modifiers:
print("modifier", modifier )# modifier.node_group)
try:
print("MODIFIER FIEEEEEEELD", modifier.ratio) # apparently this only works for non geometry nodes ??
except: pass
modifiers.append(modifier_hash(modifier, settings))
return str(hash(str(modifiers)))
def serialize_scene(settings):
cache = {"materials":{}}
print("serializing scene")
data = {}
@ -206,9 +248,11 @@ def serialize_scene():
armature = armature_hash(object) if object.type == 'ARMATURE' else None
parent = object.parent.name if object.parent else None
collections = [collection.name for collection in object.users_collection]
materials = materials_hash(object, cache) if len(object.material_slots) > 0 else None
materials = materials_hash(object, cache, settings) if len(object.material_slots) > 0 else None
modifiers = modifiers_hash(object, settings) if len(object.modifiers) > 0 else None
data[scene.name][object.name] = {
object_field_hashes = {
"name": object.name,
"transforms": transform,
"visibility": visibility,
@ -220,8 +264,12 @@ def serialize_scene():
"armature": armature,
"parent": parent,
"collections": collections,
"materials": materials
"materials": materials,
"modifiers":modifiers
}
object_field_hashes_filtered = {key: object_field_hashes[key] for key in object_field_hashes.keys() if object_field_hashes[key] is not None}
objectHash = str(hash(str(object_field_hashes_filtered)))
data[scene.name][object.name] = objectHash
"""print("data", data)
print("")

View File

@ -0,0 +1,57 @@
import bpy
from blenvy.settings import are_settings_identical, load_settings, upsert_settings
# which settings are specific to auto_export # TODO: can we infer this ?
parameter_names_whitelist_common = [
# blenvy core
'project_root_path',
'assets_path',
'blueprints_path',
'levels_path',
'materials_path',
'main_scene_names',
'library_scene_names',
]
parameter_names_whitelist_auto_export = [
# auto export
'export_scene_settings',
'export_blueprints',
'export_separate_dynamic_and_static_objects',
'export_materials_library',
'collection_instances_combine_mode',
'export_marked_assets'
]
def get_setting_changes():
print("get setting changes")
previous_common_settings = load_settings(".blenvy_common_settings_previous")
current_common_settings = load_settings(".blenvy_common_settings")
common_settings_changed = not are_settings_identical(previous_common_settings, current_common_settings, white_list=parameter_names_whitelist_common)
previous_export_settings = load_settings(".blenvy_export_settings_previous")
current_export_settings = load_settings(".blenvy_export_settings")
export_settings_changed = not are_settings_identical(previous_export_settings, current_export_settings, white_list=parameter_names_whitelist_auto_export)
previous_gltf_settings = load_settings(".blenvy_gltf_settings_previous")
current_gltf_settings = load_settings(".blenvy_gltf_settings")
gltf_settings_changed = not are_settings_identical(previous_gltf_settings, current_gltf_settings)
# write the new settings to the old settings
upsert_settings(".blenvy_common_settings_previous", current_common_settings, overwrite=True)
upsert_settings(".blenvy_export_settings_previous", current_export_settings, overwrite=True)
upsert_settings(".blenvy_gltf_settings_previous", current_gltf_settings, overwrite=True)
print("common_settings_changed", common_settings_changed,"export_settings_changed", export_settings_changed, "gltf_settings_changed", gltf_settings_changed, )
# if there were no setting before, it is new, we need export # TODO: do we even need this ? I guess in the case where both the previous & the new one are both none ? very unlikely, but still
if previous_common_settings is None:
return True
if previous_export_settings is None:
return True
if previous_gltf_settings is None:
return True
return common_settings_changed or gltf_settings_changed or export_settings_changed

View File

@ -1 +1,4 @@
TEMPSCENE_PREFIX = "__temp_scene"
#hard coded custom properties to ignore
custom_properties_to_filter_out = ['_combine', 'template', 'components_meta']

View File

@ -1,97 +0,0 @@
import bpy
from blenvy.settings import are_settings_identical, load_settings, upsert_settings
# which settings are specific to auto_export # TODO: can we infer this ?
auto_export_parameter_names = [
# blenvy core
'project_root_path',
'assets_path',
'blueprints_path',
'levels_path',
'materials_path',
#'main_scene_names',
#'library_scene_names',
# auto export
'export_scene_settings',
'export_blueprints',
'export_separate_dynamic_and_static_objects',
'export_materials_library',
'collection_instances_combine_mode',
'export_marked_assets'
]
def get_setting_changes(auto_export_settings):
print("get setting changes", dict(auto_export_settings))
previous_gltf_settings = load_settings(".blenvy_gltf_settings_previous")
current_gltf_settings = load_settings(".blenvy_gltf_settings")
gltf_settings_changed = not are_settings_identical(previous_gltf_settings, current_gltf_settings)
previous_export_settings = load_settings(".blenvy_export_settings_previous")
current_export_settings = dict(auto_export_settings) #load_settings(".blenvy_export_settings")
export_settings_changed = not are_settings_identical(previous_export_settings, current_export_settings)
# if there were no setting before, it is new, we need export
if previous_gltf_settings is None:
pass
if previous_export_settings is None:
pass
# write the new settings to the old settings
upsert_settings(".blenvy_gltf_settings_previous", current_gltf_settings)
upsert_settings(".blenvy_export_settings_previous", current_export_settings)
return gltf_settings_changed or export_settings_changed
def did_export_settings_change(self):
return True
# compare both the auto export settings & the gltf settings
previous_auto_settings = bpy.data.texts[".gltf_auto_export_settings_previous"] if ".gltf_auto_export_settings_previous" in bpy.data.texts else None
previous_gltf_settings = bpy.data.texts[".blenvy_gltf_settings_previous"] if ".blenvy_gltf_settings_previous" in bpy.data.texts else None
current_auto_settings = bpy.data.texts[".gltf_auto_export_settings"] if ".gltf_auto_export_settings" in bpy.data.texts else None
current_gltf_settings = bpy.data.texts[".blenvy_gltf_settings"] if ".blenvy_gltf_settings" in bpy.data.texts else None
#check if params have changed
# if there were no setting before, it is new, we need export
changed = False
if previous_auto_settings == None:
#print("previous settings missing, exporting")
changed = True
elif previous_gltf_settings == None:
#print("previous gltf settings missing, exporting")
previous_gltf_settings = bpy.data.texts.new(".blenvy_gltf_settings_previous")
previous_gltf_settings.write(json.dumps({}))
if current_gltf_settings == None:
current_gltf_settings = bpy.data.texts.new(".blenvy_gltf_settings")
current_gltf_settings.write(json.dumps({}))
changed = True
else:
auto_settings_changed = sorted(json.loads(previous_auto_settings.as_string()).items()) != sorted(json.loads(current_auto_settings.as_string()).items()) if current_auto_settings != None else False
gltf_settings_changed = sorted(json.loads(previous_gltf_settings.as_string()).items()) != sorted(json.loads(current_gltf_settings.as_string()).items()) if current_gltf_settings != None else False
"""print("auto settings previous", sorted(json.loads(previous_auto_settings.as_string()).items()))
print("auto settings current", sorted(json.loads(current_auto_settings.as_string()).items()))
print("auto_settings_changed", auto_settings_changed)
print("gltf settings previous", sorted(json.loads(previous_gltf_settings.as_string()).items()))
print("gltf settings current", sorted(json.loads(current_gltf_settings.as_string()).items()))
print("gltf_settings_changed", gltf_settings_changed)"""
changed = auto_settings_changed or gltf_settings_changed
# now write the current settings to the "previous settings"
if current_auto_settings != None:
previous_auto_settings = bpy.data.texts[".gltf_auto_export_settings_previous"] if ".gltf_auto_export_settings_previous" in bpy.data.texts else bpy.data.texts.new(".gltf_auto_export_settings_previous")
previous_auto_settings.clear()
previous_auto_settings.write(current_auto_settings.as_string()) # TODO : check if this is always valid
if current_gltf_settings != None:
previous_gltf_settings = bpy.data.texts[".blenvy_gltf_settings_previous"] if ".blenvy_gltf_settings_previous" in bpy.data.texts else bpy.data.texts.new(".blenvy_gltf_settings_previous")
previous_gltf_settings.clear()
previous_gltf_settings.write(current_gltf_settings.as_string())
return changed

View File

@ -1,59 +0,0 @@
import bpy
from blenvy.core.helpers_collections import (set_active_collection)
from ..export.export_gltf import export_gltf
"""
generates a temporary scene, fills it with data, cleans up after itself
* named using temp_scene_name
* filled using the tempScene_filler
* written on disk to gltf_output_path, with the gltf export parameters in gltf_export_settings
* cleaned up using tempScene_cleaner
"""
def generate_and_export(settings, gltf_export_settings, gltf_output_path, temp_scene_name="__temp_scene", tempScene_filler=None, tempScene_cleaner=None):
temp_scene = bpy.data.scenes.new(name=temp_scene_name)
temp_root_collection = temp_scene.collection
# save active scene
original_scene = bpy.context.window.scene
# and selected collection
original_collection = bpy.context.view_layer.active_layer_collection
# and mode
original_mode = bpy.context.active_object.mode if bpy.context.active_object != None else None
# we change the mode to object mode, otherwise the gltf exporter is not happy
if original_mode != None and original_mode != 'OBJECT':
print("setting to object mode", original_mode)
bpy.ops.object.mode_set(mode='OBJECT')
# we set our active scene to be this one : this is needed otherwise the stand-in empties get generated in the wrong scene
bpy.context.window.scene = temp_scene
area = [area for area in bpy.context.screen.areas if area.type == "VIEW_3D"][0]
region = [region for region in area.regions if region.type == 'WINDOW'][0]
with bpy.context.temp_override(scene=temp_scene, area=area, region=region):
# detect scene mistmatch
scene_mismatch = bpy.context.scene.name != bpy.context.window.scene.name
if scene_mismatch:
raise Exception("Context scene mismatch, aborting", bpy.context.scene.name, bpy.context.window.scene.name)
set_active_collection(bpy.context.scene, temp_root_collection.name)
# generate contents of temporary scene
scene_filler_data = tempScene_filler(temp_root_collection)
# export the temporary scene
try:
if settings.auto_export.dry_run == "DISABLED":
export_gltf(gltf_output_path, gltf_export_settings)
except Exception as error:
print("failed to export gltf !", error)
raise error
# restore everything
tempScene_cleaner(temp_scene, scene_filler_data)
# reset active scene
bpy.context.window.scene = original_scene
# reset active collection
bpy.context.view_layer.active_layer_collection = original_collection
# reset mode
if original_mode != None:
bpy.ops.object.mode_set( mode = original_mode )

View File

@ -1,28 +0,0 @@
from io_scene_gltf2 import (ExportGLTF2_Base)
# given the input (actual) gltf settings, filters out any invalid/useless params & params that are equal to defaults
def generate_complete_preferences_dict_gltf(settings):
complete_preferences = {}
defaults = {}
gltf_parameters_to_ignore = ["use_active_collection", "use_active_collection_with_nested", "use_active_scene", "use_selection", "will_save_settings", "gltf_export_id"]
def filter_out(pair):
key, value = pair
if key in gltf_parameters_to_ignore:
return False
return True
for k in ExportGLTF2_Base.__annotations__: # we use parameters from the base class of the standard gltf exporter, that contains all relevant parameters
item = ExportGLTF2_Base.__annotations__[k]
#print("item", item)
default = item.keywords.get('default', None)
#complete_preferences[k] = default
defaults[k] = default
for key in list(settings.keys()):
if key in defaults and settings[key] != defaults[key]: # only write out values different from defaults
complete_preferences[key] = settings[key]
complete_preferences = dict(filter(filter_out, dict(complete_preferences).items()))
return complete_preferences

View File

@ -1,23 +1,19 @@
import os
import bpy
from pathlib import Path
from blenvy.blueprints.blueprint_helpers import inject_blueprints_list_into_main_scene, remove_blueprints_list_from_main_scene
from ..constants import TEMPSCENE_PREFIX
from ..helpers.generate_and_export import generate_and_export
from .export_gltf import (generate_gltf_export_preferences, export_gltf)
from ..modules.bevy_dynamic import is_object_dynamic, is_object_static
from ..helpers.helpers_scenes import clear_hollow_scene, copy_hollowed_collection_into
from ..common.generate_temporary_scene_and_export import generate_temporary_scene_and_export, copy_hollowed_collection_into, clear_hollow_scene
from ..common.export_gltf import (generate_gltf_export_settings, export_gltf)
from .is_object_dynamic import is_object_dynamic, is_object_static
def export_main_scene(scene, blend_file_path, settings, blueprints_data):
gltf_export_preferences = generate_gltf_export_preferences(settings)
gltf_export_settings = generate_gltf_export_settings(settings)
assets_path_full = getattr(settings,"assets_path_full")
levels_path_full = getattr(settings,"levels_path_full")
export_blueprints = getattr(settings.auto_export,"export_blueprints")
export_separate_dynamic_and_static_objects = getattr(settings.auto_export, "export_separate_dynamic_and_static_objects")
gltf_export_settings = { **gltf_export_preferences,
gltf_export_settings = { **gltf_export_settings,
'use_active_scene': True,
'use_active_collection':True,
'use_active_collection_with_nested':True,
@ -33,7 +29,7 @@ def export_main_scene(scene, blend_file_path, settings, blueprints_data):
if export_separate_dynamic_and_static_objects:
#print("SPLIT STATIC AND DYNAMIC")
# first export static objects
generate_and_export(
generate_temporary_scene_and_export(
settings,
temp_scene_name=TEMPSCENE_PREFIX,
gltf_export_settings=gltf_export_settings,
@ -44,7 +40,7 @@ def export_main_scene(scene, blend_file_path, settings, blueprints_data):
# then export all dynamic objects
gltf_output_path = os.path.join(levels_path_full, scene.name+ "_dynamic")
generate_and_export(
generate_temporary_scene_and_export(
settings,
temp_scene_name=TEMPSCENE_PREFIX,
gltf_export_settings=gltf_export_settings,
@ -55,7 +51,7 @@ def export_main_scene(scene, blend_file_path, settings, blueprints_data):
else:
#print("NO SPLIT")
generate_and_export(
generate_temporary_scene_and_export(
settings,
temp_scene_name=TEMPSCENE_PREFIX,
gltf_export_settings=gltf_export_settings,

View File

@ -1,16 +1,16 @@
import bpy
from bpy_types import (PropertyGroup)
from bpy.props import (EnumProperty, PointerProperty, StringProperty, BoolProperty, CollectionProperty, IntProperty)
from blenvy.settings import load_settings, upsert_settings, generate_complete_preferences_dict
from blenvy.settings import load_settings, upsert_settings, generate_complete_settings_dict
# list of settings we do NOT want to save
settings_black_list = ['settings_save_enabled', 'dry_run']
def save_settings(settings, context):
if settings.settings_save_enabled:
settings_dict = generate_complete_preferences_dict(settings, AutoExportSettings, [])
settings_dict = generate_complete_settings_dict(settings, AutoExportSettings, [])
print("save settings", settings, context, settings_dict)
upsert_settings(settings.settings_save_path, {key: settings_dict[key] for key in settings_dict.keys() if key not in settings_black_list})
upsert_settings(settings.settings_save_path, {key: settings_dict[key] for key in settings_dict.keys() if key not in settings_black_list}, overwrite=True)
class AutoExportSettings(PropertyGroup):
@ -24,7 +24,7 @@ class AutoExportSettings(PropertyGroup):
update=save_settings
) # type: ignore
#### general
#### change detection
change_detection: BoolProperty(
name='Change detection',
description='Use change detection to determine what/if should be exported',
@ -32,6 +32,13 @@ class AutoExportSettings(PropertyGroup):
update=save_settings
) # type: ignore
materials_in_depth_scan : BoolProperty(
name='In depth scan of materials (could be slow)',
description='serializes more details of materials in order to detect changes (slower, but more accurate in detecting changes)',
default=False,
update=save_settings
) # type: ignore
# scenes
# scene components

View File

@ -32,6 +32,9 @@ def draw_settings_ui(layout, auto_export_settings):
section.enabled = controls_enabled
section.prop(auto_export_settings, "change_detection", text="Use change detection")
section.prop(auto_export_settings, "materials_in_depth_scan", text="Detailed materials scan")
header, panel = layout.panel("Blueprints", default_closed=False)
header.label(text="Blueprints")
if panel:

View File

@ -193,7 +193,7 @@ class OT_OpenSchemaFileBrowser(Operator, ImportHelper):
blenvy = context.window_manager.blenvy
blenvy.components.schema_path = relative_path
upsert_settings(blenvy.settings_save_path, {"components_schemaPath": relative_path})
upsert_settings(blenvy.components.settings_save_path, {"schema_path": relative_path})
return {'FINISHED'}

View File

@ -2,7 +2,7 @@ import os
import bpy
from bpy_types import (PropertyGroup)
from bpy.props import (EnumProperty, PointerProperty, StringProperty, BoolProperty, CollectionProperty, IntProperty)
from blenvy.settings import load_settings, upsert_settings, generate_complete_preferences_dict
from blenvy.settings import load_settings, upsert_settings, generate_complete_settings_dict
from .propGroups.prop_groups import generate_propertyGroups_for_components
from .components.metadata import ensure_metadata_for_all_items
@ -11,9 +11,9 @@ settings_black_list = ['settings_save_enabled', 'watcher_active']
def save_settings(settings, context):
if settings.settings_save_enabled:
settings_dict = generate_complete_preferences_dict(settings, ComponentsSettings, [])
settings_dict = generate_complete_settings_dict(settings, ComponentsSettings, [])
print("save settings", settings, context,settings_dict)
upsert_settings(settings.settings_save_path, {key: settings_dict[key] for key in settings_dict.keys() if key not in settings_black_list})
upsert_settings(settings.settings_save_path, {key: settings_dict[key] for key in settings_dict.keys() if key not in settings_black_list}, overwrite=True)
# helper function to deal with timer
def toggle_watcher(self, context):

View File

@ -17,14 +17,13 @@ def refresh_blueprints():
try:
blueprints_registry = bpy.context.window_manager.blueprints_registry
blueprints_registry.refresh_blueprints()
#print('refresh blueprints')
except:pass
return 3
# this is where we store the information for all available Blueprints
class BlueprintsRegistry(PropertyGroup):
blueprints_data = {}
blueprints_data = None
blueprints_list = []
asset_name_selector: StringProperty(
@ -66,10 +65,13 @@ class BlueprintsRegistry(PropertyGroup):
self.blueprints_list.append(blueprint)
def refresh_blueprints(self):
#print("titi", self)
blenvy = bpy.context.window_manager.blenvy
settings = blenvy
[main_scene_names, level_scenes, library_scene_names, library_scenes] = get_main_and_library_scenes(settings)
blueprints_data = blueprints_scan(level_scenes, library_scenes, settings)
self.blueprints_data = blueprints_data
return blueprints_data
#print("bla", self.blueprints_data)
"""for blueprint in blueprints_data.blueprints:
self.add_blueprint(blueprint)"""

View File

@ -3,7 +3,7 @@ import bpy
from bpy_types import (PropertyGroup)
from bpy.props import (BoolProperty, EnumProperty, PointerProperty, StringProperty, CollectionProperty, IntProperty)
from .scene_helpers import SceneSelector
from ..settings import upsert_settings, load_settings, generate_complete_preferences_dict
from ..settings import upsert_settings, load_settings, generate_complete_settings_dict
import blenvy.add_ons.auto_export.settings as auto_export_settings
import blenvy.add_ons.bevy_components.settings as component_settings
@ -15,15 +15,15 @@ settings_black_list = ['settings_save_enabled', 'main_scene_selector', 'main_sce
def save_settings(settings, context):
if settings.settings_save_enabled:
settings_dict = generate_complete_preferences_dict(settings, BlenvyManager, [])
settings_dict = generate_complete_settings_dict(settings, BlenvyManager, [])
print("save settings", settings, context, settings_dict)
# upsert_settings(settings.settings_save_path, {key: settings_dict[key] for key in settings_dict.keys() if key not in settings_black_list})
def update_scene_lists(blenvy, context):
blenvy.main_scene_names = [scene.name for scene in blenvy.main_scenes] # FIXME: unsure
blenvy.library_scene_names = [scene.name for scene in blenvy.library_scenes] # FIXME: unsure
upsert_settings(blenvy.settings_save_path, {"common_main_scene_names": [scene.name for scene in blenvy.main_scenes]})
upsert_settings(blenvy.settings_save_path, {"common_library_scene_names": [scene.name for scene in blenvy.library_scenes]})
upsert_settings(blenvy.settings_save_path, {"main_scene_names": [scene.name for scene in blenvy.main_scenes]})
upsert_settings(blenvy.settings_save_path, {"library_scene_names": [scene.name for scene in blenvy.library_scenes]})
def update_asset_folders(blenvy, context):
asset_path_names = ['project_root_path', 'assets_path', 'blueprints_path', 'levels_path', 'materials_path']
@ -145,12 +145,12 @@ class BlenvyManager(PropertyGroup):
if settings is not None:
if "mode" in settings:
self.mode = settings["mode"]
if "common_main_scene_names" in settings:
for main_scene_name in settings["common_main_scene_names"]:
if "main_scene_names" in settings:
for main_scene_name in settings["main_scene_names"]:
added = self.main_scenes.add()
added.name = main_scene_name
if "common_library_scene_names" in settings:
for main_scene_name in settings["common_library_scene_names"]:
if "library_scene_names" in settings:
for main_scene_name in settings["library_scene_names"]:
added = self.library_scenes.add()
added.name = main_scene_name

View File

@ -1,16 +1,20 @@
import json
import bpy
def upsert_settings(name, data):
def upsert_settings(name, data, overwrite=False):
stored_settings = bpy.data.texts[name] if name in bpy.data.texts else None
if stored_settings is None:
stored_settings = bpy.data.texts.new(name)
stored_settings.write(json.dumps(data))
else:
current_settings = json.loads(stored_settings.as_string())
current_settings = {**current_settings, **data}
stored_settings.clear()
stored_settings.write(json.dumps(current_settings))
if overwrite:
stored_settings.clear()
stored_settings.write(json.dumps(data))
else:
current_settings = json.loads(stored_settings.as_string())
stored_settings.clear()
current_settings = {**current_settings, **data}
stored_settings.write(json.dumps(current_settings))
def load_settings(name):
stored_settings = bpy.data.texts[name] if name in bpy.data.texts else None
@ -23,7 +27,7 @@ def load_settings(name):
# given the input (actual) settings, filters out any invalid/useless params & params that are equal to defaults
def generate_complete_preferences_dict(settings, presets, ignore_list=[], preset_defaults=True):
def generate_complete_settings_dict(settings, presets, ignore_list=[], preset_defaults=True):
complete_preferences = {}
defaults = {}
@ -40,12 +44,18 @@ def generate_complete_preferences_dict(settings, presets, ignore_list=[], preset
defaults[k] = default
if preset_defaults:
complete_preferences[k] = default
# print("defaults", defaults)
#print("defaults", defaults)
for key in list(settings.keys()):
if key in defaults and settings[key] != defaults[key]: # only write out values different from defaults
complete_preferences[key] = getattr(settings, key, None)
value = getattr(settings, key, None) # this is needed for most of our settings (PropertyGroups)
if value is None:
value = settings[key] # and this for ...gltf settings
complete_preferences[key] = value
#print("setting", key, value, settings[key], settings)
complete_preferences = dict(filter(filter_out, dict(complete_preferences).items()))
return complete_preferences
@ -60,17 +70,19 @@ def are_settings_identical(old, new, white_list=None):
if old is not None and new is None:
return False
#print("TUTU", old_items, new_items)
old_items = sorted(old.items())
new_items = sorted(new.items())
if white_list is not None:
old_items_override = {}
new_items_override = {}
for key in white_list:
if key in old_items:
old_items_override[key] = old_items[key]
if key in new_items:
new_items_override[key] = new_items[key]
old_items = old_items_override
new_items = new_items_override
return old_items != new_items if new is not None else False
if key in old:
old_items_override[key] = old[key]
if key in new:
new_items_override[key] = new[key]
old_items = sorted(old_items_override.items())
new_items = sorted(new_items_override.items())
return old_items == new_items