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2 Commits

Author SHA1 Message Date
kaosat.dev
0432769bda chore(testing): added missing component filtering 2024-05-12 11:05:45 +02:00
kaosat.dev
0172bbe511 feat(tools): a ton of experiments for assets & blueprints ... wip 2024-05-12 11:05:11 +02:00
19 changed files with 447 additions and 44 deletions

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@ -10,14 +10,15 @@ pub struct CorePlugin;
impl Plugin for CorePlugin {
fn build(&self, app: &mut App) {
app.add_plugins((
ExportRegistryPlugin{
component_filter: SceneFilter::Denylist(HashSet::from([ // this is using Bevy's build in SceneFilter, you can compose what components you want to allow/deny
ExportRegistryPlugin {
component_filter: SceneFilter::Denylist(HashSet::from([
// this is using Bevy's build in SceneFilter, you can compose what components you want to allow/deny
TypeId::of::<ComponentAToFilterOut>(),
TypeId::of::<ComponentBToFilterOut>(),
// and any other commponent you want to include/exclude
])),
..Default::default()},
..Default::default()
},
BlueprintsPlugin {
library_folder: "blueprints".into(),
format: GltfFormat::GLB,

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@ -226,4 +226,4 @@ Restructuring of storage of components
- [x] fix weird issue with missing "0" property when adding new entry in empty hashmap => happens only if the values for the "setter" have never been set
- [ ] handle missing types in registry for keys & values
- Add correct upgrade handling from individual component to bevy_components
- [ ] Add correct upgrade handling from individual component to bevy_components

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@ -150,8 +150,8 @@ class BEVY_COMPONENTS_PT_AdvancedToolsPanel(bpy.types.Panel):
if not object.name in objects_with_invalid_components:
objects_with_invalid_components.append(object.name)
if not long_name in invalid_component_names:
invalid_component_names.append(custom_property)
"""if not long_name in invalid_component_names:
invalid_component_names.append(custom_property)""" # FIXME
layout.separator()
layout.separator()
original_name = bpy.context.window_manager.bevy_component_rename_helper.original_name

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@ -55,4 +55,19 @@
- [ ] remove bulk of tracker related code
- [ ] clean up
- [x] split up change detection in settings to its own panel
- [x] split up change detection in settings to its own panel
Change storage of 'blueprint' assets : (from BlueprintsList)
- store at the SCENE level: a list/map of assets
- asset name + asset path
- the asset PATH is determined by the export output folder parameters
- make asset storage generic enough to allow adding additional asset types
- get inspired by bevy_asset_loader ?
Assets:
- [ ] store assets
- [ ] per main scene for level/world assets
- [ ] per blueprint for blueprint in lib scene

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@ -11,12 +11,11 @@ bl_info = {
"category": "Import-Export"
}
import os
from pathlib import Path
import json
import bpy
from bpy.types import Context
from bpy.props import (StringProperty, BoolProperty, IntProperty, PointerProperty)
import rna_prop_ui
# from .extension import ExampleExtensionProperties, GLTF_PT_UserExtensionPanel, unregister_panel
@ -36,12 +35,20 @@ from .ui.main import (GLTF_PT_auto_export_change_detection, GLTF_PT_auto_export_
GLTF_PT_auto_export_general,
GLTF_PT_auto_export_scenes,
GLTF_PT_auto_export_blueprints,
GLTF_PT_auto_export_blueprints_list,
SCENE_UL_GLTF_auto_export,
GLTF_PT_auto_export_SidePanel
)
from .ui.operators import (OT_OpenFolderbrowser, SCENES_LIST_OT_actions)
from .assets.ui import GLTF_PT_auto_export_assets
from .assets.assets_registry import AssetsRegistry
from .assets.operators import OT_add_bevy_asset, OT_remove_bevy_asset
from .blueprints.ui import GLTF_PT_auto_export_blueprints_list
from .blueprints.blueprints_registry import BlueprintsRegistry
from .blueprints.operators import OT_select_blueprint
from .helpers.generate_complete_preferences_dict import generate_complete_preferences_dict_gltf
@ -104,10 +111,8 @@ classes = [
SCENE_UL_GLTF_auto_export,
SCENES_LIST_OT_actions,
OT_OpenFolderbrowser,
AutoExportGLTF,
#AutoExportGltfAddonPreferences,
CollectionToExport,
BlueprintsToExport,
@ -119,8 +124,17 @@ classes = [
GLTF_PT_auto_export_scenes,
GLTF_PT_auto_export_blueprints,
GLTF_PT_auto_export_SidePanel,
GLTF_PT_auto_export_blueprints_list,
AutoExportTracker,
AssetsRegistry,
OT_add_bevy_asset,
OT_remove_bevy_asset,
GLTF_PT_auto_export_assets,
BlueprintsRegistry,
OT_select_blueprint,
GLTF_PT_auto_export_blueprints_list,
]
def glTF2_pre_export_callback(data):

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@ -0,0 +1,96 @@
import bpy
import json
import os
import uuid
from pathlib import Path
from bpy_types import (PropertyGroup)
from bpy.props import (StringProperty, BoolProperty, FloatProperty, FloatVectorProperty, IntProperty, IntVectorProperty, EnumProperty, PointerProperty, CollectionProperty)
def get_assets(scene, blueprints_data, addon_prefs):
export_root_folder = getattr(addon_prefs, "export_root_folder")
export_output_folder = getattr(addon_prefs,"export_output_folder")
export_levels_path = getattr(addon_prefs,"export_levels_path")
export_blueprints_path = getattr(addon_prefs, "export_blueprints_path")
export_gltf_extension = getattr(addon_prefs, "export_gltf_extension")
relative_blueprints_path = os.path.relpath(export_blueprints_path, export_root_folder)
blueprint_instance_names_for_scene = blueprints_data.blueprint_instances_per_main_scene.get(scene.name, None)
blueprint_assets_list = []
if blueprint_instance_names_for_scene:
for blueprint_name in blueprint_instance_names_for_scene:
blueprint = blueprints_data.blueprints_per_name.get(blueprint_name, None)
if blueprint is not None:
print("BLUEPRINT", blueprint)
blueprint_exported_path = None
if blueprint.local:
blueprint_exported_path = os.path.join(relative_blueprints_path, f"{blueprint.name}{export_gltf_extension}")
else:
# get the injected path of the external blueprints
blueprint_exported_path = blueprint.collection['Export_path'] if 'Export_path' in blueprint.collection else None
print("foo", dict(blueprint.collection))
if blueprint_exported_path is not None:
blueprint_assets_list.append({"name": blueprint.name, "path": blueprint_exported_path})
# fetch images/textures
# see https://blender.stackexchange.com/questions/139859/how-to-get-absolute-file-path-for-linked-texture-image
textures = []
for ob in bpy.data.objects:
if ob.type == "MESH":
for mat_slot in ob.material_slots:
if mat_slot.material:
if mat_slot.material.node_tree:
textures.extend([x.image.filepath for x in mat_slot.material.node_tree.nodes if x.type=='TEX_IMAGE'])
print("textures", textures)
assets_list_name = f"assets_{scene.name}"
assets_list_data = {"blueprints": json.dumps(blueprint_assets_list), "sounds":[], "images":[]}
print("blueprint assets", blueprint_assets_list)
# this is where we store the information for all available assets
#
class AssetsRegistry(PropertyGroup):
assets_list = []
asset_name_selector: StringProperty(
name="asset name",
description="name of asset to add",
) # type: ignore
asset_type_selector: EnumProperty(
name="asset type",
description="type of asset to add",
items=(
('MODEL', "Model", ""),
('AUDIO', "Audio", ""),
('IMAGE', "Image", ""),
)
) # type: ignore
asset_path_selector: StringProperty(
name="asset path",
description="path of asset to add",
subtype='FILE_PATH'
) # type: ignore
@classmethod
def register(cls):
bpy.types.WindowManager.assets_registry = PointerProperty(type=AssetsRegistry)
@classmethod
def unregister(cls):
del bpy.types.WindowManager.assets_registry
def add_asset(self, name, type, path, internal): # internal means it cannot be edited by the user, aka auto generated
in_list = [asset for asset in self.assets_list if (asset["path"] == path)]
in_list = len(in_list) > 0
if not in_list:
self.assets_list.append({"name": name, "type": type, "path": path, "internal": internal})
def remove_asset(self, path):
self.assets_list[:] = [asset for asset in self.assets_list if (asset["path"] != path)]

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@ -0,0 +1,50 @@
import os
import bpy
from bpy_types import (Operator)
from bpy.props import (StringProperty, EnumProperty)
class OT_add_bevy_asset(Operator):
"""Add asset"""
bl_idname = "bevyassets.add"
bl_label = "Add bevy asset"
bl_options = {"UNDO"}
asset_name: StringProperty(
name="asset name",
description="name of asset to add",
) # type: ignore
asset_type: bpy.types.WindowManager.asset_type_selector = EnumProperty(
items=(
('MODEL', "Model", ""),
('AUDIO', "Audio", ""),
('IMAGE', "Image", ""),
)
) # type: ignore
asset_path: StringProperty(
name="asset path",
description="path of asset to add",
subtype='FILE_PATH'
) # type: ignore
def execute(self, context):
context.window_manager.assets_registry.add_asset(self.asset_name, self.asset_type, self.asset_path, False)
return {'FINISHED'}
class OT_remove_bevy_asset(Operator):
"""Remove asset"""
bl_idname = "bevyassets.remove"
bl_label = "remove bevy asset"
bl_options = {"UNDO"}
asset_path: StringProperty(
name="asset path",
description="path of asset to add",
subtype='FILE_PATH'
) # type: ignore
def execute(self, context):
context.window_manager.assets_registry.remove_asset(self.asset_path)
return {'FINISHED'}

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@ -0,0 +1,43 @@
import bpy
class GLTF_PT_auto_export_assets(bpy.types.Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_label = "Assets"
bl_parent_id = "GLTF_PT_auto_export_SidePanel"
bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
#if "auto_export_tracker" in context.window_manager:
asset_registry = context.window_manager.assets_registry
row = layout.row()
row.prop(asset_registry, "asset_name_selector", text="")
row.prop(asset_registry, "asset_type_selector", text="")
row.prop(asset_registry, "asset_path_selector", text="")
add_assets = row.operator(operator="bevyassets.add", text="Add asset")
add_assets.asset_name = asset_registry.asset_name_selector
add_assets.asset_type = asset_registry.asset_type_selector
add_assets.asset_path = asset_registry.asset_path_selector
layout.separator()
row = layout.row()
row.label(text="Name")
row.label(text="Type")
row.label(text="Path")
row.label(text="Remove")
for asset in asset_registry.assets_list:
row = layout.row()
row.label(text=asset["name"])
row.label(text=asset["type"])
row.label(text=asset["path"])
if not asset["internal"]:
remove_asset = row.operator(operator="bevyassets.remove", text="remove")
remove_asset.asset_path = asset["path"]
else:
row.label(text="")

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@ -74,4 +74,4 @@ def export_gltf (path, export_settings):
settings = {**export_settings, "filepath": path}
# print("export settings",settings)
os.makedirs(os.path.dirname(path), exist_ok=True)
bpy.ops.export_scene.gltf(**settings)
#bpy.ops.export_scene.gltf(**settings)

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@ -9,11 +9,6 @@ from ..modules.bevy_dynamic import is_object_dynamic, is_object_static
from ..helpers.helpers_scenes import clear_hollow_scene, copy_hollowed_collection_into
from ..helpers.helpers_blueprints import inject_blueprints_list_into_main_scene, remove_blueprints_list_from_main_scene
# export all main scenes
def export_main_scenes(scenes, blend_file_path, addon_prefs):
for scene in scenes:
export_main_scene(scene, blend_file_path, addon_prefs)
def export_main_scene(scene, blend_file_path, addon_prefs, blueprints_data):
gltf_export_preferences = generate_gltf_export_preferences(addon_prefs)
export_root_folder = getattr(addon_prefs, "export_root_folder")
@ -35,8 +30,8 @@ def export_main_scene(scene, blend_file_path, addon_prefs, blueprints_data):
if export_blueprints :
gltf_output_path = os.path.join(export_levels_path, scene.name)
inject_blueprints_list_into_main_scene(scene, blueprints_data)
inject_blueprints_list_into_main_scene(scene, blueprints_data, addon_prefs)
return
if export_separate_dynamic_and_static_objects:
#print("SPLIT STATIC AND DYNAMIC")
# first export static objects

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@ -0,0 +1,49 @@
import bpy
import json
import os
import uuid
from pathlib import Path
from bpy_types import (PropertyGroup)
from bpy.props import (StringProperty, BoolProperty, FloatProperty, FloatVectorProperty, IntProperty, IntVectorProperty, EnumProperty, PointerProperty, CollectionProperty)
# this is where we store the information for all available Blueprints
#
class BlueprintsRegistry(PropertyGroup):
blueprints_data = {}
blueprints_list = []
asset_name_selector: StringProperty(
name="asset name",
description="name of asset to add",
) # type: ignore
asset_type_selector: EnumProperty(
name="asset type",
description="type of asset to add",
items=(
('MODEL', "Model", ""),
('AUDIO', "Audio", ""),
('IMAGE', "Image", ""),
)
) # type: ignore
asset_path_selector: StringProperty(
name="asset path",
description="path of asset to add",
subtype='FILE_PATH'
) # type: ignore
@classmethod
def register(cls):
bpy.types.WindowManager.blueprints_registry = PointerProperty(type=BlueprintsRegistry)
@classmethod
def unregister(cls):
del bpy.types.WindowManager.blueprints_registry
def add_blueprint(self, blueprint):
self.blueprints_list.append(blueprint)

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@ -0,0 +1,33 @@
import os
import bpy
from bpy_types import (Operator)
from bpy.props import (StringProperty)
class OT_select_blueprint(Operator):
"""Select blueprint """
bl_idname = "blueprint.select"
bl_label = "Select blueprint"
bl_options = {"UNDO"}
blueprint_collection_name: StringProperty(
name="blueprint collection name",
description="blueprints to select's collection name ",
) # type: ignore
blueprint_scene_name: StringProperty(
name="blueprint scene name",
description="blueprints to select's collection name ",
) # type: ignore
def execute(self, context):
if self.blueprint_collection_name:
collection = bpy.data.collections[self.blueprint_collection_name]
scene = bpy.data.scenes[self.blueprint_scene_name]
if scene:
bpy.ops.object.select_all(action='DESELECT')
bpy.context.window.scene = scene
bpy.context.view_layer.objects.active = None
bpy.context.view_layer.active_layer_collection = bpy.context.view_layer.layer_collection.children[self.blueprint_collection_name]
# bpy.context.view_layer.active_layer_collection = collection
return {'FINISHED'}

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@ -0,0 +1,28 @@
import bpy
class GLTF_PT_auto_export_blueprints_list(bpy.types.Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_label = "Blueprints"
bl_parent_id = "GLTF_PT_auto_export_SidePanel"
bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
for blueprint in context.window_manager.blueprints_registry.blueprints_list:
row = layout.row()
row.label(text=blueprint.name)
if blueprint.local:
select_blueprint = row.operator(operator="blueprint.select", text="Select")
select_blueprint.blueprint_collection_name = blueprint.collection.name
select_blueprint.blueprint_scene_name = blueprint.scene.name
else:
row.label(text="External")
for collection in bpy.context.window_manager.exportedCollections:
row = layout.row()
row.label(text=collection.name)

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@ -158,6 +158,7 @@ def blueprints_scan(main_scenes, library_scenes, addon_prefs):
blueprint.collection = collection
blueprint.instances = external_collection_instances[collection.name] if collection.name in external_collection_instances else []
blueprints[collection.name] = blueprint
#print("EXTERNAL COLLECTION", collection, dict(collection))
# add nested collections to internal/external_collection instances
# FIXME: inneficient, third loop over all_objects
@ -280,11 +281,95 @@ def blueprints_scan(main_scenes, library_scenes, addon_prefs):
import json
from .object_makers import (make_empty)
def inject_blueprints_list_into_main_scene(scene, blueprints_data):
# print("injecting assets/blueprints data into scene")
def add_scene_property(scene, property_name, property_data):
root_collection = scene.collection
assets_list = None
scene_property = None
for object in scene.objects:
if object.name == property_name:
scene_property = object
break
if scene_property is None:
scene_property = make_empty(property_name, [0,0,0], [0,0,0], [0,0,0], root_collection)
for key in property_data.keys():
scene_property[key] = property_data[key]
def inject_blueprints_list_into_main_scene(scene, blueprints_data, addon_prefs):
export_root_folder = getattr(addon_prefs, "export_root_folder")
export_output_folder = getattr(addon_prefs,"export_output_folder")
export_levels_path = getattr(addon_prefs,"export_levels_path")
export_blueprints_path = getattr(addon_prefs, "export_blueprints_path")
export_gltf_extension = getattr(addon_prefs, "export_gltf_extension")
# print("injecting assets/blueprints data into scene")
assets_list_name = f"assets_list_{scene.name}_components"
assets_list_data = {}
# FIXME: temporary hack
for blueprint in blueprints_data.blueprints:
bpy.context.window_manager.blueprints_registry.add_blueprint(blueprint)
blueprint_instance_names_for_scene = blueprints_data.blueprint_instances_per_main_scene.get(scene.name, None)
# find all blueprints used in a scene
blueprints_in_scene = []
if blueprint_instance_names_for_scene: # what are the blueprints used in this scene, inject those into the assets list component
children_per_blueprint = {}
for blueprint_name in blueprint_instance_names_for_scene:
blueprint = blueprints_data.blueprints_per_name.get(blueprint_name, None)
if blueprint:
children_per_blueprint[blueprint_name] = blueprint.nested_blueprints
blueprints_in_scene += blueprint.nested_blueprints
assets_list_data["BlueprintsList"] = f"({json.dumps(dict(children_per_blueprint))})"
print(blueprint_instance_names_for_scene)
add_scene_property(scene, assets_list_name, assets_list_data)
relative_blueprints_path = os.path.relpath(export_blueprints_path, export_root_folder)
blueprint_assets_list = []
if blueprint_instance_names_for_scene:
for blueprint_name in blueprint_instance_names_for_scene:
blueprint = blueprints_data.blueprints_per_name.get(blueprint_name, None)
if blueprint is not None:
print("BLUEPRINT", blueprint)
blueprint_exported_path = None
if blueprint.local:
blueprint_exported_path = os.path.join(relative_blueprints_path, f"{blueprint.name}{export_gltf_extension}")
else:
# get the injected path of the external blueprints
blueprint_exported_path = blueprint.collection['Export_path'] if 'Export_path' in blueprint.collection else None
print("foo", dict(blueprint.collection))
if blueprint_exported_path is not None:
blueprint_assets_list.append({"name": blueprint.name, "path": blueprint_exported_path, "type": "MODEL", "internal": True})
# fetch images/textures
# see https://blender.stackexchange.com/questions/139859/how-to-get-absolute-file-path-for-linked-texture-image
textures = []
for ob in bpy.data.objects:
if ob.type == "MESH":
for mat_slot in ob.material_slots:
if mat_slot.material:
if mat_slot.material.node_tree:
textures.extend([x.image.filepath for x in mat_slot.material.node_tree.nodes if x.type=='TEX_IMAGE'])
print("textures", textures)
assets_list_name = f"assets_{scene.name}"
assets_list_data = {"blueprints": json.dumps(blueprint_assets_list), "sounds":[], "images":[]}
print("blueprint assets", blueprint_assets_list)
add_scene_property(scene, assets_list_name, assets_list_data)
for blueprint in blueprint_assets_list:
bpy.context.window_manager.assets_registry.add_asset(**blueprint)
'''root_collection = scene.collection
assets_list = None
for object in scene.objects:
if object.name == assets_list_name:
assets_list = object
@ -301,7 +386,7 @@ def inject_blueprints_list_into_main_scene(scene, blueprints_data):
blueprint = blueprints_data.blueprints_per_name.get(blueprint_name, None)
if blueprint:
children_per_blueprint[blueprint_name] = blueprint.nested_blueprints
assets_list["BlueprintsList"] = f"({json.dumps(dict(children_per_blueprint))})"
assets_list["BlueprintsList"] = f"({json.dumps(dict(children_per_blueprint))})"'''
def remove_blueprints_list_from_main_scene(scene):
assets_list = None

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@ -9,7 +9,7 @@ custom_properties_to_filter_out = ['_combine', 'template', 'components_meta']
def is_component_valid(object, component_name):
if "components_meta" in object or hasattr(object, "components_meta"):
target_components_metadata = object.components_meta.components
component_meta = next(filter(lambda component: component["name"] == component_name, target_components_metadata), None)
component_meta = next(filter(lambda component: component["long_name"] == component_name, target_components_metadata), None)
if component_meta != None:
return component_meta.enabled and not component_meta.invalid
return True
@ -105,6 +105,7 @@ def duplicate_object(object, parent, combine_mode, destination_collection, bluep
"""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['SpawnHere'] = '()'
# we also inject a list of all sub blueprints, so that the bevy side can preload them

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@ -55,22 +55,6 @@ class GLTF_PT_auto_export_changes_list(bpy.types.Panel):
row = layout.row()
row.label(text=f' {object_name}')
class GLTF_PT_auto_export_blueprints_list(bpy.types.Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_label = "Blueprints"
bl_parent_id = "GLTF_PT_auto_export_SidePanel"
bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
for collection in bpy.context.window_manager.exportedCollections:
row = layout.row()
row.label(text=collection.name)
# main ui in the file => export
class GLTF_PT_auto_export_main(bpy.types.Panel):
bl_space_type = 'FILE_BROWSER'

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@ -2,6 +2,15 @@
import bpy
from bpy.types import Operator
class ASSETS_LIST_OT_actions(Operator):
"""Add / remove etc assets"""
bl_idname = "asset_list.list_action"
bl_label = "Asset Actions"
bl_description = "Move items up and down, add and remove"
bl_options = {'REGISTER'}
class SCENES_LIST_OT_actions(Operator):
"""Move items up and down, add and remove"""
bl_idname = "scene_list.list_action"