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5 changed files with 28 additions and 327 deletions

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@ -41,7 +41,7 @@ pub struct AnimationInfo {
} }
/// Stores information about animations, to make things a bit easier api wise: /// Stores information about animations, to make things a bit easier api wise:
/// these components are automatically inserted by `gltf_auto_export` on entities that have animations /// these components are automatically inserted by gltf_auto_export on entities that have animations
#[derive(Component, Reflect, Default, Debug)] #[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)] #[reflect(Component)]
pub struct AnimationInfos { pub struct AnimationInfos {
@ -56,7 +56,7 @@ pub struct AnimationMarker {
} }
/// Stores information about animation markers: practical for adding things like triggering events at specific keyframes etc /// Stores information about animation markers: practical for adding things like triggering events at specific keyframes etc
/// it is essentiall a hashmap of `AnimationName` => `HashMap`<`FrameNumber`, Vec of marker names> /// it is essentiall a hashmap of AnimationName => HashMap<FrameNumber, Vec of marker names>
#[derive(Component, Reflect, Default, Debug)] #[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)] #[reflect(Component)]
pub struct AnimationMarkers(pub HashMap<String, HashMap<u32, Vec<String>>>); pub struct AnimationMarkers(pub HashMap<String, HashMap<u32, Vec<String>>>);
@ -115,23 +115,23 @@ pub fn trigger_instance_animation_markers_events(
let time_in_animation = animation_player.elapsed() let time_in_animation = animation_player.elapsed()
- (animation_player.completions() as f32) * animation_length_seconds; - (animation_player.completions() as f32) * animation_length_seconds;
let frame_seconds = let frame_seconds =
(animation_length_frames / animation_length_seconds) * time_in_animation; (animation_length_frames as f32 / animation_length_seconds) * time_in_animation;
let frame = frame_seconds as u32; let frame = frame_seconds as u32;
let matching_animation_marker = &markers.0[animation_name]; let matching_animation_marker = &markers.0[animation_name];
if matching_animation_marker.contains_key(&frame) { if matching_animation_marker.contains_key(&frame) {
let matching_markers_per_frame = matching_animation_marker.get(&frame).unwrap(); let matching_markers_per_frame = matching_animation_marker.get(&frame).unwrap();
// let timediff = animation_length_seconds - time_in_animation; let foo = animation_length_seconds - time_in_animation;
// println!("timediff {}", timediff); println!("foo {}", foo);
// println!("FOUND A MARKER {:?} at frame {}", matching_markers_per_frame, frame); // println!("FOUND A MARKER {:?} at frame {}", matching_markers_per_frame, frame);
// emit an event AnimationMarkerReached(entity, animation_name, frame, marker_name) // emit an event AnimationMarkerReached(entity, animation_name, frame, marker_name)
// FIXME: problem, this can fire multiple times in a row, depending on animation length , speed , etc // FIXME: problem, this can fire multiple times in a row, depending on animation length , speed , etc
for marker in matching_markers_per_frame { for marker in matching_markers_per_frame {
animation_marker_events.send(AnimationMarkerReached { animation_marker_events.send(AnimationMarkerReached {
entity, entity: entity,
animation_name: animation_name.clone(), animation_name: animation_name.clone(),
frame, frame: frame,
marker_name: marker.clone(), marker_name: marker.clone(),
}); });
} }
@ -199,9 +199,9 @@ pub fn trigger_blueprint_animation_markers_events(
if diff < 0.1 { if diff < 0.1 {
for marker in matching_markers_per_frame { for marker in matching_markers_per_frame {
animation_marker_events.send(AnimationMarkerReached { animation_marker_events.send(AnimationMarkerReached {
entity, entity: entity,
animation_name: animation_name.clone(), animation_name: animation_name.clone(),
frame, frame: frame,
marker_name: marker.clone(), marker_name: marker.clone(),
}); });
} }

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@ -8,7 +8,7 @@ use std::time::Duration;
use bevy::prelude::*; use bevy::prelude::*;
use bevy_gltf_blueprints::{ use bevy_gltf_blueprints::{
BluePrintBundle, BlueprintAnimationPlayerLink, BlueprintAnimations, BlueprintName, GameWorldTag, AnimationPlayerLink, Animations, BluePrintBundle, BlueprintName, GameWorldTag,
}; };
use super::{Fox, Robot}; use super::{Fox, Robot};
@ -90,14 +90,7 @@ pub fn spawn_test(
// example of changing animation of entities based on proximity to the player, for "fox" entities (Tag component) // example of changing animation of entities based on proximity to the player, for "fox" entities (Tag component)
pub fn animation_change_on_proximity_foxes( pub fn animation_change_on_proximity_foxes(
players: Query<&GlobalTransform, With<Player>>, players: Query<&GlobalTransform, With<Player>>,
animated_foxes: Query< animated_foxes: Query<(&GlobalTransform, &AnimationPlayerLink, &Animations), With<Fox>>,
(
&GlobalTransform,
&BlueprintAnimationPlayerLink,
&BlueprintAnimations,
),
With<Fox>,
>,
mut animation_players: Query<&mut AnimationPlayer>, mut animation_players: Query<&mut AnimationPlayer>,
) { ) {
@ -133,14 +126,7 @@ pub fn animation_change_on_proximity_foxes(
// example of changing animation of entities based on proximity to the player, this time for the "robot" entities (Tag component) // example of changing animation of entities based on proximity to the player, this time for the "robot" entities (Tag component)
pub fn animation_change_on_proximity_robots( pub fn animation_change_on_proximity_robots(
players: Query<&GlobalTransform, With<Player>>, players: Query<&GlobalTransform, With<Player>>,
animated_robots: Query< animated_robots: Query<(&GlobalTransform, &AnimationPlayerLink, &Animations), With<Robot>>,
(
&GlobalTransform,
&BlueprintAnimationPlayerLink,
&BlueprintAnimations,
),
With<Robot>,
>,
mut animation_players: Query<&mut AnimationPlayer>, mut animation_players: Query<&mut AnimationPlayer>,
) { ) {
@ -176,13 +162,13 @@ pub fn animation_change_on_proximity_robots(
} }
pub fn animation_control( pub fn animation_control(
animated_enemies: Query<(&BlueprintAnimationPlayerLink, &BlueprintAnimations), With<Robot>>, animated_enemies: Query<(&AnimationPlayerLink, &Animations), With<Robot>>,
animated_foxes: Query<(&BlueprintAnimationPlayerLink, &BlueprintAnimations), With<Fox>>, animated_foxes: Query<(&AnimationPlayerLink, &Animations), With<Fox>>,
mut animation_players: Query<&mut AnimationPlayer>, mut animation_players: Query<&mut AnimationPlayer>,
keycode: Res<ButtonInput<KeyCode>>, keycode: Res<ButtonInput<KeyCode>>,
// mut entities_with_animations : Query<(&mut AnimationPlayer, &mut BlueprintAnimations)>, // mut entities_with_animations : Query<(&mut AnimationPlayer, &mut Animations)>,
) { ) {
// robots // robots
if keycode.just_pressed(KeyCode::KeyB) { if keycode.just_pressed(KeyCode::KeyB) {

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@ -34,7 +34,6 @@ pub fn setup_main_scene_animations(asset_server: Res<AssetServer>, mut commands:
commands.insert_resource(AnimTest(asset_server.load("models/World.glb"))); commands.insert_resource(AnimTest(asset_server.load("models/World.glb")));
} }
#[allow(clippy::type_complexity)]
pub fn animations( pub fn animations(
added_animation_players: Query<(Entity, &Name, &AnimationPlayer)>, added_animation_players: Query<(Entity, &Name, &AnimationPlayer)>,
added_animation_infos: Query<(Entity, &Name, &AnimationInfos), Added<AnimationInfos>>, added_animation_infos: Query<(Entity, &Name, &AnimationInfos), Added<AnimationInfos>>,
@ -72,10 +71,10 @@ pub fn animations(
// info!("{:?} is an ancestor of {:?}", ancestor, player); // info!("{:?} is an ancestor of {:?}", ancestor, player);
} }
} }
println!("");
} }
} }
#[allow(clippy::type_complexity)]
pub fn play_animations( pub fn play_animations(
animated_marker1: Query< animated_marker1: Query<
(&SceneAnimationPlayerLink, &SceneAnimations), (&SceneAnimationPlayerLink, &SceneAnimations),

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@ -6,12 +6,12 @@ pub use in_game::*;
use std::{collections::HashMap, fs, time::Duration}; use std::{collections::HashMap, fs, time::Duration};
use bevy_gltf_blueprints::{ use bevy_gltf_blueprints::{
BlueprintAnimationPlayerLink, BlueprintName, BlueprintsList, GltfBlueprintsSet, SceneAnimations, BlueprintAnimationPlayerLink, BlueprintName, BlueprintsList,
GltfBlueprintsSet,
}; };
use bevy::{ use bevy::{
prelude::*, render::view::screenshot::ScreenshotManager, time::common_conditions::on_timer, prelude::*, render::view::screenshot::ScreenshotManager, time::common_conditions::on_timer, window::PrimaryWindow
window::PrimaryWindow,
}; };
use bevy_gltf_worlflow_examples_common_rapier::{AppState, GameState}; use bevy_gltf_worlflow_examples_common_rapier::{AppState, GameState};
@ -26,21 +26,18 @@ fn start_game(mut next_app_state: ResMut<NextState<AppState>>) {
// if the export from Blender worked correctly, we should have a blueprints_list // if the export from Blender worked correctly, we should have a blueprints_list
// if the export from Blender worked correctly, we should have the correct tree of entities // if the export from Blender worked correctly, we should have the correct tree of entities
#[allow(clippy::too_many_arguments)] #[allow(clippy::too_many_arguments)]
#[allow(clippy::type_complexity)]
fn validate_export( fn validate_export(
parents: Query<&Parent>, parents: Query<&Parent>,
children: Query<&Children>, children: Query<&Children>,
names: Query<&Name>, names: Query<&Name>,
blueprints: Query<(Entity, &Name, &BlueprintName)>, blueprints: Query<(Entity, &Name, &BlueprintName)>,
animation_player_links: Query<(Entity, &BlueprintAnimationPlayerLink)>, animation_player_links: Query<(Entity, &BlueprintAnimationPlayerLink)>,
scene_animations: Query<(Entity, &SceneAnimations)>,
empties_candidates: Query<(Entity, &Name, &GlobalTransform)>, empties_candidates: Query<(Entity, &Name, &GlobalTransform)>,
blueprints_list: Query<(Entity, &BlueprintsList)>, blueprints_list: Query<(Entity, &BlueprintsList)>,
root: Query<(Entity, &Name, &Children), (Without<Parent>, With<Children>)>, root: Query<(Entity, &Name, &Children), (Without<Parent>, With<Children>)>,
) { ) {
let animations_found = let animations_found = !animation_player_links.is_empty();
!animation_player_links.is_empty() && scene_animations.into_iter().len() == 4;
let mut nested_blueprint_found = false; let mut nested_blueprint_found = false;
for (entity, name, blueprint_name) in blueprints.iter() { for (entity, name, blueprint_name) in blueprints.iter() {

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@ -5,6 +5,7 @@ import mathutils
import pytest import pytest
import shutil import shutil
import pathlib import pathlib
import rna_prop_ui
@pytest.fixture @pytest.fixture
def setup_data(request): def setup_data(request):
@ -135,83 +136,12 @@ def test_export_change_tracking_custom_properties(setup_data):
print("main scene change (custom property)") print("main scene change (custom property)")
print("----------------") print("----------------")
bpy.context.window_manager.auto_export_tracker.enable_change_detection() # FIXME: should not be needed, but ..
bpy.data.objects["Cube"]["test_property"] = 42 bpy.data.objects["Cube"]["test_property"] = 42
auto_export_operator( #force an update
auto_export=True, rna_prop_ui.rna_idprop_ui_create(bpy.data.objects["Cube"], "________temp", default=0)
direct_mode=True, rna_prop_ui.rna_idprop_ui_prop_clear(bpy.data.objects["Cube"], "________temp")
export_output_folder="./models",
export_scene_settings=True,
export_blueprints=True,
export_legacy_mode=False,
export_materials_library=False
)
modification_times = list(map(lambda file_path: os.path.getmtime(file_path), model_library_file_paths + [world_file_path]))
assert modification_times != modification_times_first
# only the "world" file should have changed
world_file_index = mapped_files_to_timestamps_and_index["World"][1]
other_files_modification_times = [value for index, value in enumerate(modification_times) if index not in [world_file_index]]
other_files_modification_times_first = [value for index, value in enumerate(modification_times_first) if index not in [world_file_index]]
assert modification_times[world_file_index] != modification_times_first[world_file_index]
assert other_files_modification_times == other_files_modification_times_first
def test_export_change_tracking_light_properties(setup_data):
root_path = "../../testing/bevy_example"
assets_root_path = os.path.join(root_path, "assets")
models_path = os.path.join(assets_root_path, "models")
auto_export_operator = bpy.ops.export_scenes.auto_gltf
# with change detection
# first, configure things
# we use the global settings for that
export_props = {
"main_scene_names" : ['World'],
"library_scene_names": ['Library'],
}
# store settings for the auto_export part
stored_auto_settings = bpy.data.texts[".gltf_auto_export_settings"] if ".gltf_auto_export_settings" in bpy.data.texts else bpy.data.texts.new(".gltf_auto_export_settings")
stored_auto_settings.clear()
stored_auto_settings.write(json.dumps(export_props))
gltf_settings = {
"export_animations": False,
"export_optimize_animation_size": False
}
# and store settings for the gltf part
stored_gltf_settings = bpy.data.texts[".gltf_auto_export_gltf_settings"] if ".gltf_auto_export_gltf_settings" in bpy.data.texts else bpy.data.texts.new(".gltf_auto_export_gltf_settings")
stored_gltf_settings.clear()
stored_gltf_settings.write(json.dumps(gltf_settings))
auto_export_operator(
auto_export=True,
direct_mode=True,
export_output_folder="./models",
export_scene_settings=True,
export_blueprints=True,
export_legacy_mode=False,
export_materials_library=False
)
world_file_path = os.path.join(models_path, "World.glb")
assert os.path.exists(world_file_path) == True
models_library_path = os.path.join(models_path, "library")
model_library_file_paths = list(map(lambda file_name: os.path.join(models_library_path, file_name), sorted(os.listdir(models_library_path))))
modification_times_first = list(map(lambda file_path: os.path.getmtime(file_path), model_library_file_paths + [world_file_path]))
mapped_files_to_timestamps_and_index = {}
for (index, file_path) in enumerate(model_library_file_paths+ [world_file_path]):
file_path = pathlib.Path(file_path).stem
mapped_files_to_timestamps_and_index[file_path] = (modification_times_first[index], index)
print("----------------")
print("main scene change (light, energy)")
print("----------------")
bpy.data.lights["Light"].energy = 100
auto_export_operator( auto_export_operator(
auto_export=True, auto_export=True,
@ -232,220 +162,9 @@ def test_export_change_tracking_light_properties(setup_data):
assert modification_times[world_file_index] != modification_times_first[world_file_index] assert modification_times[world_file_index] != modification_times_first[world_file_index]
assert other_files_modification_times == other_files_modification_times_first assert other_files_modification_times == other_files_modification_times_first
# reset the comparing # reset the comparing
modification_times_first = modification_times modification_times_first = modification_times
print("----------------")
print("main scene change (light, shadow_cascade_count)")
print("----------------")
bpy.data.lights["Light"].shadow_cascade_count = 2
auto_export_operator(
auto_export=True,
direct_mode=True,
export_output_folder="./models",
export_scene_settings=True,
export_blueprints=True,
export_legacy_mode=False,
export_materials_library=False
)
modification_times = list(map(lambda file_path: os.path.getmtime(file_path), model_library_file_paths + [world_file_path]))
assert modification_times != modification_times_first
# only the "world" file should have changed
world_file_index = mapped_files_to_timestamps_and_index["World"][1]
other_files_modification_times = [value for index, value in enumerate(modification_times) if index not in [world_file_index]]
other_files_modification_times_first = [value for index, value in enumerate(modification_times_first) if index not in [world_file_index]]
assert modification_times[world_file_index] != modification_times_first[world_file_index]
assert other_files_modification_times == other_files_modification_times_first
# reset the comparing
modification_times_first = modification_times
print("----------------")
print("main scene change (light, use_shadow)")
print("----------------")
bpy.data.lights["Light"].use_shadow = False
auto_export_operator(
auto_export=True,
direct_mode=True,
export_output_folder="./models",
export_scene_settings=True,
export_blueprints=True,
export_legacy_mode=False,
export_materials_library=False
)
modification_times = list(map(lambda file_path: os.path.getmtime(file_path), model_library_file_paths + [world_file_path]))
assert modification_times != modification_times_first
# only the "world" file should have changed
world_file_index = mapped_files_to_timestamps_and_index["World"][1]
other_files_modification_times = [value for index, value in enumerate(modification_times) if index not in [world_file_index]]
other_files_modification_times_first = [value for index, value in enumerate(modification_times_first) if index not in [world_file_index]]
assert modification_times[world_file_index] != modification_times_first[world_file_index]
assert other_files_modification_times == other_files_modification_times_first
def test_export_change_tracking_camera_properties(setup_data):
root_path = "../../testing/bevy_example"
assets_root_path = os.path.join(root_path, "assets")
models_path = os.path.join(assets_root_path, "models")
auto_export_operator = bpy.ops.export_scenes.auto_gltf
# with change detection
# first, configure things
# we use the global settings for that
export_props = {
"main_scene_names" : ['World'],
"library_scene_names": ['Library'],
}
# store settings for the auto_export part
stored_auto_settings = bpy.data.texts[".gltf_auto_export_settings"] if ".gltf_auto_export_settings" in bpy.data.texts else bpy.data.texts.new(".gltf_auto_export_settings")
stored_auto_settings.clear()
stored_auto_settings.write(json.dumps(export_props))
gltf_settings = {
"export_animations": False,
"export_optimize_animation_size": False
}
# and store settings for the gltf part
stored_gltf_settings = bpy.data.texts[".gltf_auto_export_gltf_settings"] if ".gltf_auto_export_gltf_settings" in bpy.data.texts else bpy.data.texts.new(".gltf_auto_export_gltf_settings")
stored_gltf_settings.clear()
stored_gltf_settings.write(json.dumps(gltf_settings))
auto_export_operator(
auto_export=True,
direct_mode=True,
export_output_folder="./models",
export_scene_settings=True,
export_blueprints=True,
export_legacy_mode=False,
export_materials_library=False
)
world_file_path = os.path.join(models_path, "World.glb")
assert os.path.exists(world_file_path) == True
models_library_path = os.path.join(models_path, "library")
model_library_file_paths = list(map(lambda file_name: os.path.join(models_library_path, file_name), sorted(os.listdir(models_library_path))))
modification_times_first = list(map(lambda file_path: os.path.getmtime(file_path), model_library_file_paths + [world_file_path]))
mapped_files_to_timestamps_and_index = {}
for (index, file_path) in enumerate(model_library_file_paths+ [world_file_path]):
file_path = pathlib.Path(file_path).stem
mapped_files_to_timestamps_and_index[file_path] = (modification_times_first[index], index)
print("----------------")
print("main scene change (camera)")
print("----------------")
bpy.data.cameras["Camera"].angle = 0.5
auto_export_operator(
auto_export=True,
direct_mode=True,
export_output_folder="./models",
export_scene_settings=True,
export_blueprints=True,
export_legacy_mode=False,
export_materials_library=False
)
modification_times = list(map(lambda file_path: os.path.getmtime(file_path), model_library_file_paths + [world_file_path]))
assert modification_times != modification_times_first
# only the "world" file should have changed
world_file_index = mapped_files_to_timestamps_and_index["World"][1]
other_files_modification_times = [value for index, value in enumerate(modification_times) if index not in [world_file_index]]
other_files_modification_times_first = [value for index, value in enumerate(modification_times_first) if index not in [world_file_index]]
assert modification_times[world_file_index] != modification_times_first[world_file_index]
assert other_files_modification_times == other_files_modification_times_first
def test_export_change_tracking_material_properties(setup_data):
root_path = "../../testing/bevy_example"
assets_root_path = os.path.join(root_path, "assets")
models_path = os.path.join(assets_root_path, "models")
auto_export_operator = bpy.ops.export_scenes.auto_gltf
# with change detection
# first, configure things
# we use the global settings for that
export_props = {
"main_scene_names" : ['World'],
"library_scene_names": ['Library'],
}
# store settings for the auto_export part
stored_auto_settings = bpy.data.texts[".gltf_auto_export_settings"] if ".gltf_auto_export_settings" in bpy.data.texts else bpy.data.texts.new(".gltf_auto_export_settings")
stored_auto_settings.clear()
stored_auto_settings.write(json.dumps(export_props))
gltf_settings = {
"export_animations": False,
"export_optimize_animation_size": False
}
# and store settings for the gltf part
stored_gltf_settings = bpy.data.texts[".gltf_auto_export_gltf_settings"] if ".gltf_auto_export_gltf_settings" in bpy.data.texts else bpy.data.texts.new(".gltf_auto_export_gltf_settings")
stored_gltf_settings.clear()
stored_gltf_settings.write(json.dumps(gltf_settings))
auto_export_operator(
auto_export=True,
direct_mode=True,
export_output_folder="./models",
export_scene_settings=True,
export_blueprints=True,
export_legacy_mode=False,
export_materials_library=False
)
world_file_path = os.path.join(models_path, "World.glb")
assert os.path.exists(world_file_path) == True
models_library_path = os.path.join(models_path, "library")
model_library_file_paths = list(map(lambda file_name: os.path.join(models_library_path, file_name), sorted(os.listdir(models_library_path))))
modification_times_first = list(map(lambda file_path: os.path.getmtime(file_path), model_library_file_paths + [world_file_path]))
mapped_files_to_timestamps_and_index = {}
for (index, file_path) in enumerate(model_library_file_paths+ [world_file_path]):
file_path = pathlib.Path(file_path).stem
mapped_files_to_timestamps_and_index[file_path] = (modification_times_first[index], index)
print("----------------")
print("main scene change (material)")
print("----------------")
bpy.data.materials["Material.001"].blend_method = 'CLIP'
auto_export_operator(
auto_export=True,
direct_mode=True,
export_output_folder="./models",
export_scene_settings=True,
export_blueprints=True,
export_legacy_mode=False,
export_materials_library=False
)
modification_times = list(map(lambda file_path: os.path.getmtime(file_path), model_library_file_paths + [world_file_path]))
assert modification_times != modification_times_first
# only the "world" file should have changed
world_file_index = mapped_files_to_timestamps_and_index["World"][1]
other_files_modification_times = [value for index, value in enumerate(modification_times) if index not in [world_file_index]]
other_files_modification_times_first = [value for index, value in enumerate(modification_times_first) if index not in [world_file_index]]
assert modification_times[world_file_index] != modification_times_first[world_file_index]
assert other_files_modification_times == other_files_modification_times_first
""" """
- setup gltf parameters & auto_export parameters - setup gltf parameters & auto_export parameters
- calls exporter on the testing scene - calls exporter on the testing scene
@ -456,7 +175,7 @@ def test_export_change_tracking_material_properties(setup_data):
- removes generated files - removes generated files
""" """
def test_export_various_changes(setup_data): def test_export_changed_parameters(setup_data):
root_path = "../../testing/bevy_example" root_path = "../../testing/bevy_example"
assets_root_path = os.path.join(root_path, "assets") assets_root_path = os.path.join(root_path, "assets")
models_path = os.path.join(assets_root_path, "models") models_path = os.path.join(assets_root_path, "models")
@ -635,7 +354,7 @@ def test_export_various_changes(setup_data):
print("----------------") print("----------------")
bpy.context.window_manager.auto_export_tracker.enable_change_detection() # FIXME: should not be needed, but .. bpy.context.window_manager.auto_export_tracker.enable_change_detection() # FIXME: should not be needed, but ..
with bpy.context.temp_override(active_object=bpy.data.objects["Cube"], selected_objects=[bpy.data.objects["Cube"]]): with bpy.context.temp_override(active_object=bpy.data.objects["Cube"]):
print("translate using operator") print("translate using operator")
bpy.ops.transform.translate(value=mathutils.Vector((2.0, 1.0, -5.0))) bpy.ops.transform.translate(value=mathutils.Vector((2.0, 1.0, -5.0)))
bpy.ops.transform.rotate(value=0.378874, constraint_axis=(False, False, True), mirror=False, proportional_edit_falloff='SMOOTH', proportional_size=1) bpy.ops.transform.rotate(value=0.378874, constraint_axis=(False, False, True), mirror=False, proportional_edit_falloff='SMOOTH', proportional_size=1)