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https://github.com/kaosat-dev/Blender_bevy_components_workflow.git
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53e68ad58f
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fa4386a185
@ -3576,22 +3576,6 @@
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"type": "array",
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"typeInfo": "TupleStruct"
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},
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"bevy_gltf_blueprints::spawn_from_blueprints::BlueprintsList": {
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"isComponent": true,
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"isResource": false,
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"items": false,
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"prefixItems": [
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{
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"type": {
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"$ref": "#/$defs/bevy_utils::hashbrown::HashMap<alloc::string::String, alloc::vec::Vec<alloc::string::String>, bevy_utils::hashbrown::hash_map::DefaultHashBuilder>"
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}
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}
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],
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"short_name": "BlueprintsList",
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"title": "bevy_gltf_blueprints::spawn_from_blueprints::BlueprintsList",
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"type": "array",
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"typeInfo": "TupleStruct"
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},
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"bevy_gltf_blueprints::spawn_from_blueprints::SpawnHere": {
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"additionalProperties": false,
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"isComponent": true,
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@ -10850,19 +10834,6 @@
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"type": "object",
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"typeInfo": "Value"
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},
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"bevy_utils::hashbrown::HashMap<alloc::string::String, alloc::vec::Vec<alloc::string::String>, bevy_utils::hashbrown::hash_map::DefaultHashBuilder>": {
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"additionalProperties": {
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"type": {
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"$ref": "#/$defs/alloc::vec::Vec<alloc::string::String>"
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}
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},
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"isComponent": false,
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"isResource": false,
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"short_name": "HashMap<String, Vec<String>, DefaultHashBuilder>",
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"title": "bevy_utils::hashbrown::HashMap<alloc::string::String, alloc::vec::Vec<alloc::string::String>, bevy_utils::hashbrown::hash_map::DefaultHashBuilder>",
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"type": "object",
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"typeInfo": "Map"
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},
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"bevy_utils::smallvec::SmallVec<[bevy_ecs::entity::Entity; 8]>": {
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"isComponent": false,
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"isResource": false,
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@ -99,12 +99,13 @@ impl Plugin for GamePlugin {
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.add_systems(Update, validate_export)
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.add_systems(OnEnter(AppState::MenuRunning), start_game)
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.add_systems(OnEnter(AppState::AppRunning), setup_game)
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/* .add_systems(Update, generate_screenshot.run_if(on_timer(Duration::from_secs_f32(0.2)))) // TODO: run once
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.add_systems(Update, generate_screenshot.run_if(on_timer(Duration::from_secs_f32(0.2)))) // TODO: run once
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.add_systems(
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Update,
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exit_game.run_if(on_timer(Duration::from_secs_f32(0.5))),
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) // shut down the app after this time
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) // shut down the app after this time*/
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;
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}
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}
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@ -46,13 +46,13 @@ def get_sub_collections(collections, parent=None, children_per_collection=None):
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used_collections = []
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for root_collection in collections:
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#print("collections", collections)
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print("collections", collections)
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node = CollectionNode(name=root_collection.name, parent=parent)
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parent.children.append(node)
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#print("root collection", root_collection.name)
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for collection in traverse_tree(root_collection): # TODO: filter out COLLECTIONS that have the flatten flag (unlike the flatten flag on colleciton instances themselves)
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#print("sub", collection)
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print("sub", collection)
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node_name = collection.name
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children_per_collection[node_name] = []
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#print(" scanning", collection.name)
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@ -60,12 +60,14 @@ def get_sub_collections(collections, parent=None, children_per_collection=None):
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#print("FLATTEN", object.name, 'Flatten' in object)
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if object.instance_type == 'COLLECTION' : # and not 'Flatten' in object:
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collection_name = object.instance_collection.name
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#print("sub obj", collection_name)
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print("sub obj", collection_name)
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# FIXME: not sure:
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children_per_collection[node_name].append(collection_name)
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(sub_names, sub_collections) = get_sub_collections([object.instance_collection], node, children_per_collection)
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print("gna", sub_names, sub_collections)
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if len(list(sub_names)) > 0:
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print("toto")
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children_per_collection[node_name] += (list(sub_names))
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#print(" found sub collection in use", object.name, object.instance_collection)
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@ -160,7 +160,7 @@ def get_scenes(addon_prefs):
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def inject_blueprints_list_into_main_scene(scene):
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print("injecting assets/blueprints data into scene")
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print("injecting assets data")
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root_collection = scene.collection
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assets_list = None
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for object in scene.objects:
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@ -187,5 +187,5 @@ def inject_blueprints_list_into_main_scene(scene):
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#assets_list["blueprints_direct"] = list(collection_names)
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assets_list["BlueprintsList"] = f"({json.dumps(dict(children_per_collection))})"
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#assets_list["Materials"]= '()'
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# print("assets list", assets_list["BlueprintsList"], children_per_collection)
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assets_list["Materials"]= '()'
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print("assets list", assets_list["BlueprintsList"], children_per_collection)
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@ -19,8 +19,6 @@ def setup_data(request):
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def finalizer():
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print("\nPerforming teardown...")
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get_orphan_data()
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if os.path.exists(models_path):
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shutil.rmtree(models_path)
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@ -35,11 +33,6 @@ def setup_data(request):
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return None
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def get_orphan_data():
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orphan_meshes = [m.name for m in bpy.data.meshes if m.users == 0]
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# print("orphan meshes before", orphan_meshes)
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def test_export_do_not_export_blueprints(setup_data):
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auto_export_operator = bpy.ops.export_scenes.auto_gltf
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@ -64,6 +57,7 @@ def test_export_do_not_export_blueprints(setup_data):
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def test_export_custom_blueprints_path(setup_data):
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auto_export_operator = bpy.ops.export_scenes.auto_gltf
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# first, configure things
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# we use the global settings for that
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export_props = {
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@ -216,27 +210,3 @@ def test_export_separate_dynamic_and_static_objects(setup_data):
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assert os.path.exists(os.path.join(setup_data["models_path"], "World.glb")) == True
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assert os.path.exists(os.path.join(setup_data["models_path"], "World_dynamic.glb")) == True
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def test_export_should_not_generate_orphan_data(setup_data):
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auto_export_operator = bpy.ops.export_scenes.auto_gltf
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# first, configure things
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# we use the global settings for that
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export_props = {
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"main_scene_names" : ['World'],
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"library_scene_names": ['Library']
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}
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stored_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")
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stored_settings.clear()
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stored_settings.write(json.dumps(export_props))
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auto_export_operator(
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direct_mode=True,
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export_output_folder="./models",
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export_scene_settings=True,
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export_blueprints=False,
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)
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assert os.path.exists(os.path.join(setup_data["models_path"], "World.glb")) == True
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assert os.path.exists(os.path.join(setup_data["models_path"], "library", "Blueprint1.glb")) == False
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@ -20,19 +20,21 @@ def setup_data(request):
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#other_materials_path = os.path.join("../../testing", "other_materials")
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print("\nPerforming teardown...")
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if os.path.exists(models_path):
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'''if os.path.exists(models_path):
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shutil.rmtree(models_path)
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if os.path.exists(materials_path):
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"""if os.path.exists(materials_path):
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shutil.rmtree(materials_path)
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if os.path.exists(other_materials_path):
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shutil.rmtree(other_materials_path)"""
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diagnostics_file_path = os.path.join(root_path, "bevy_diagnostics.json")
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if os.path.exists(diagnostics_file_path):
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os.remove(diagnostics_file_path)
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screenshot_observed_path = os.path.join(root_path, "screenshot.png")
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if os.path.exists(screenshot_observed_path):
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os.remove(screenshot_observed_path)
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os.remove(screenshot_observed_path)'''
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request.addfinalizer(finalizer)
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@ -94,7 +96,11 @@ def test_export_complex(setup_data):
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# now run bevy
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command = "cargo run --features bevy/dynamic_linking"
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# assert getattr(propertyGroup, 'a') == 0.5714026093482971
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FNULL = open(os.devnull, 'w') #use this if you want to suppress output to stdout from the subprocess
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filename = "my_file.dat"
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args = command
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#subprocess.call(args, stdout=FNULL, stderr=FNULL, shell=False, cwd=bevy_run_exec_path)
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return_code = subprocess.call(["cargo", "run", "--features", "bevy/dynamic_linking"], cwd=root_path)
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print("RETURN CODE OF BEVY APP", return_code)
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assert return_code == 0
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