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Author | SHA1 | Date |
---|---|---|
Mark Moissette | 58ac8d206e | |
kaosat.dev | ab7a0cab65 | |
kaosat.dev | 55a4deac1c | |
kaosat.dev | ce17f723b1 | |
kaosat.dev | 4865d432d9 |
11
TODO.md
11
TODO.md
|
@ -226,10 +226,13 @@ Blender side:
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- [ ] materials_path custom property should be ignored both in the list of fixable component AND on export
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- [ ] if we want to add material_infos & others as normal components they should not be editable, so we need another attribute, and adapt the UI for that
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- [ ] if material library is toggled, then changes to materials should not change the blueprints that are using them => not really: as the name & co might change
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- [x] if material library is toggled, then changes to materials should not change the blueprints that are using them => not really: as the name & co might change
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- [ ] material assets seem to be added to list regardless of whether material exports are enabled or not
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- [ ] review & upgrade overall logic of material libraries, their names & output path
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- [ ] persist exported materials path in blueprints so that it can be read from library file users
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- [x] review & upgrade overall logic of material libraries, their names & output path
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- [x] change materials logic to work with multiple materials per mesh
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- [x] the index of the generated gltf files is reliable, and can be used both in Blender & Bevy
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- [x] change MaterialInfo to MaterialInfos & turn it into a vec/list & updated logic both on Blender & Bevy side
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- [ ] persist exported materials paths in blueprints so that it can be read from library file users
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- [ ] just like "export_path" write it into each blueprint's collection
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- [ ] scan for used materials per blueprint !
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- [ ] for scenes, scan for used materials of all non instance objects (TODO: what about overrides ?)
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@ -323,7 +326,7 @@ Bevy Side:
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- [x] fix "remove component" operator from the rename/fix/update components panel
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- [ ] replace string in BlueprintInfo path with PathBuf ?
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- [ ] update main docs
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- [x] update main docs
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- [x] rename project to Blenvy
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- [x] replace all references to the old 2 add-ons with those to Blenvy
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- [x] rename repo to "Blenvy"
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@ -2,22 +2,26 @@ use bevy::prelude::*;
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use crate::BlenvyConfig;
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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#[derive(Reflect, Default, Debug)]
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/// struct containing the name & path of the material to apply
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pub struct MaterialInfo {
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pub name: String,
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pub path: String,
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}
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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/// component containing the full list of MaterialInfos for a given entity/object
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pub struct MaterialInfos(Vec<MaterialInfo>);
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#[derive(Component, Default, Debug)]
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pub struct MaterialProcessed;
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/// system that injects / replaces materials from material library
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pub(crate) fn inject_materials(
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mut blenvy_config: ResMut<BlenvyConfig>,
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material_infos: Query<
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(Entity, &MaterialInfo, &Children),
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material_infos_query: Query<
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(Entity, &MaterialInfos, &Children),
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Without<MaterialProcessed>, // (With<BlueprintReadyForPostProcess>)
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/*(
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Added<BlueprintMaterialAssetsLoaded>,
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@ -37,57 +41,64 @@ pub(crate) fn inject_materials(
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mut commands: Commands,
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) {
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for (entity, material_info, children) in material_infos.iter() {
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let material_full_path = format!("{}#{}", material_info.path, material_info.name);
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let mut material_found: Option<&Handle<StandardMaterial>> = None;
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if blenvy_config
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.materials_cache
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.contains_key(&material_full_path)
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{
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debug!("material is cached, retrieving");
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let material = blenvy_config
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for (entity, material_infos, children) in material_infos_query.iter() {
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for (material_index, material_info) in material_infos.0.iter().enumerate() {
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let material_full_path = format!("{}#{}", material_info.path, material_info.name);
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let mut material_found: Option<&Handle<StandardMaterial>> = None;
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if blenvy_config
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.materials_cache
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.get(&material_full_path)
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.expect("we should have the material available");
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material_found = Some(material);
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} else {
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let model_handle: Handle<Gltf> = asset_server.load(material_info.path.clone()); // FIXME: kinda weird now
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let mat_gltf = assets_gltf.get(model_handle.id()).unwrap_or_else(|| {
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panic!(
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"materials file {} should have been preloaded",
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material_info.path
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)
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});
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if mat_gltf
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.named_materials
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.contains_key(&material_info.name as &str)
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.contains_key(&material_full_path)
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{
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let material = mat_gltf
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.named_materials
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.get(&material_info.name as &str)
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.expect("this material should have been loaded at this stage, please make sure you are correctly preloading them");
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blenvy_config
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debug!("material is cached, retrieving");
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let material = blenvy_config
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.materials_cache
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.insert(material_full_path, material.clone());
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.get(&material_full_path)
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.expect("we should have the material available");
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material_found = Some(material);
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} else {
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let model_handle: Handle<Gltf> = asset_server.load(material_info.path.clone()); // FIXME: kinda weird now
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let mat_gltf = assets_gltf.get(model_handle.id()).unwrap_or_else(|| {
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panic!(
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"materials file {} should have been preloaded",
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material_info.path
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)
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});
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if mat_gltf
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.named_materials
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.contains_key(&material_info.name as &str)
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{
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let material = mat_gltf
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.named_materials
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.get(&material_info.name as &str)
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.expect("this material should have been loaded at this stage, please make sure you are correctly preloading them");
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blenvy_config
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.materials_cache
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.insert(material_full_path, material.clone());
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material_found = Some(material);
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}
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}
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}
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commands.entity(entity).insert(MaterialProcessed);
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if let Some(material) = material_found {
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for child in children.iter() {
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if with_materials_and_meshes.contains(*child) {
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info!(
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"injecting material {}, path: {:?}",
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material_info.name,
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material_info.path.clone()
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);
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commands.entity(*child).insert(material.clone());
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if let Some(material) = material_found {
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for (child_index, child) in children.iter().enumerate() {
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if child_index == material_index {
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if with_materials_and_meshes.contains(*child) {
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info!(
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"injecting material {}, path: {:?}",
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material_info.name,
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material_info.path.clone()
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);
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commands.entity(*child).insert(material.clone());
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}
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}
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}
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}
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}
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commands.entity(entity).insert(MaterialProcessed);
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}
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}
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@ -91,6 +91,8 @@ impl Plugin for BlueprintsPlugin {
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.add_event::<BlueprintEvent>()
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.register_type::<BlueprintInfo>()
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.register_type::<MaterialInfo>()
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.register_type::<MaterialInfos>()
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.register_type::<SpawnBlueprint>()
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.register_type::<BlueprintInstanceDisabled>()
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.register_type::<HideUntilReady>()
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@ -69,14 +69,21 @@ fn components_string_to_components(
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let mut deserializer = ron::Deserializer::from_str(ron_string.as_str())
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.expect("deserialzer should have been generated from string");
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let reflect_deserializer = ReflectDeserializer::new(type_registry);
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let component = reflect_deserializer
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/*let component = reflect_deserializer
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.deserialize(&mut deserializer)
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.unwrap_or_else(|_| {
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panic!(
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"failed to deserialize component {} with value: {:?}",
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name, value
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)
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});
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});*/
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let Ok(component) = reflect_deserializer.deserialize(&mut deserializer) else {
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warn!(
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"failed to deserialize component {} with value: {:?}",
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name, value
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);
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return;
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};
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debug!("component {:?}", component);
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debug!("real type {:?}", component.get_represented_type_info());
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@ -102,7 +102,7 @@ def auto_export(changes_per_scene, changes_per_collection, changes_per_material,
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old_selections = bpy.context.selected_objects
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# deal with materials
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if export_materials_library:
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if export_materials_library and len(materials_to_export) > 0:
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print("export MATERIALS")
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export_materials(materials_to_export, settings, blueprints_data)
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@ -73,7 +73,7 @@ def generate_gltf_export_settings(settings):
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if str(key) not in constant_keys:
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gltf_export_settings[key] = standard_gltf_exporter_settings.get(key)
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print("GLTF EXPORT SETTINGS", gltf_export_settings)
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#print("GLTF EXPORT SETTINGS", gltf_export_settings)
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return gltf_export_settings
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@ -81,11 +81,14 @@ def generate_temporary_scene_and_export(settings, gltf_export_settings, gltf_out
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# copies the contents of a collection into another one while replacing library instances with empties
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def copy_hollowed_collection_into(source_collection, destination_collection, parent_empty=None, filter=None, blueprints_data=None, settings={}):
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collection_instances_combine_mode = getattr(settings.auto_export, "collection_instances_combine_mode")
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for object in source_collection.objects:
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if object.name.endswith("____bak"): # some objects could already have been handled, ignore them
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continue
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if filter is not None and filter(object) is False:
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continue
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if object.parent is not None: # if there is a parent, this object is not a direct child of the collection, and should be ignored (it will get picked up by the recursive scan inside duplicate_object)
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continue
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#check if a specific collection instance does not have an ovveride for combine_mode
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combine_mode = object['_combine'] if '_combine' in object else collection_instances_combine_mode
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parent = parent_empty
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@ -8,4 +8,4 @@ custom_properties_to_filter_out = [
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'_combine', 'template',
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'Blenvy_scene_type', 'blenvy_scene_type',
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'materials_path', 'export_path',
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]
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]
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@ -1,5 +1,4 @@
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import os
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from blenvy.blueprints.blueprint_helpers import inject_blueprints_list_into_level_scene, remove_blueprints_list_from_level_scene
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from ..constants import TEMPSCENE_PREFIX
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from ..common.generate_temporary_scene_and_export import generate_temporary_scene_and_export, copy_hollowed_collection_into, clear_hollow_scene
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from ..common.export_gltf import (generate_gltf_export_settings, export_gltf)
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@ -26,8 +25,8 @@ def export_level_scene(scene, settings, blueprints_data):
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if export_blueprints :
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gltf_output_path = os.path.join(levels_path_full, scene.name)
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inject_blueprints_list_into_level_scene(scene, blueprints_data, settings)
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# we inject assets into the scene before it gets exported
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# TODO: this should be done in the temporary scene !
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upsert_scene_assets(scene, blueprints_data=blueprints_data, settings=settings)
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if export_separate_dynamic_and_static_objects:
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@ -67,8 +66,6 @@ def export_level_scene(scene, settings, blueprints_data):
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tempScene_cleaner= lambda temp_scene, params: clear_hollow_scene(original_root_collection=scene.collection, temp_scene=temp_scene, **params)
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)
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remove_blueprints_list_from_level_scene(scene)
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else:
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gltf_output_path = os.path.join(assets_path_full, scene.name)
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print(" exporting gltf to", gltf_output_path, ".gltf/glb")
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@ -46,6 +46,13 @@ def generate_materials_scene_content(root_collection, used_material_names):
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make_material_object("Material_"+material_name, [index * 0.2,0,0], material=material, collection=root_collection)
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return {}
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# generates a scene for a given material
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def generate_material_scene_content(root_collection, material_name):
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material = bpy.data.materials[material_name]
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make_material_object(f"Material_{material_name}", [0,0,0], material=material, collection=root_collection)
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return {}
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def clear_materials_scene(temp_scene):
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root_collection = temp_scene.collection
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scene_objects = [o for o in root_collection.objects]
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@ -83,23 +90,20 @@ def export_materials(materials_to_export, settings, blueprints_data):
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'export_apply':True
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}
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current_project_name = Path(bpy.context.blend_data.filepath).stem
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gltf_output_path = os.path.join(materials_path_full, current_project_name + "_materials")
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for material in materials_to_export:
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print("exporting material", material.name)
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gltf_output_path = os.path.join(materials_path_full, material.name)
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print(" exporting Materials to", gltf_output_path, ".gltf/glb")
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generate_temporary_scene_and_export(
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settings=settings,
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gltf_export_settings=gltf_export_settings,
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temp_scene_name="__materials_scene",
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gltf_output_path=gltf_output_path,
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tempScene_filler= lambda temp_collection: generate_material_scene_content(temp_collection, material.name),
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tempScene_cleaner= lambda temp_scene, params: clear_materials_scene(temp_scene=temp_scene)
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)
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generate_temporary_scene_and_export(
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settings=settings,
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gltf_export_settings=gltf_export_settings,
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temp_scene_name="__materials_scene",
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gltf_output_path=gltf_output_path,
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tempScene_filler= lambda temp_collection: generate_materials_scene_content(temp_collection, used_material_names),
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tempScene_cleaner= lambda temp_scene, params: clear_materials_scene(temp_scene=temp_scene)
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)
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def cleanup_materials(collections, library_scenes):
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# remove temporary components
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clear_material_info(collections, library_scenes)
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@ -8,21 +8,26 @@ def get_materials_to_export(changes_per_material, changed_export_parameters, blu
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materials_path_full = getattr(settings,"materials_path_full", "")
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change_detection = getattr(settings.auto_export, "change_detection")
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export_materials_library = getattr(settings.auto_export, "export_materials_library")
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collection_instances_combine_mode = getattr(settings.auto_export, "collection_instances_combine_mode")
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all_materials = bpy.data.materials
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local_materials = [material for material in all_materials if material.library is None]
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materials_to_export = []
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if change_detection and not changed_export_parameters:
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changed_materials = [bpy.data.materials[material_name] for material_name in list(changes_per_material.keys())]
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# first check if all materials have already been exported before (if this is the first time the exporter is run
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# in your current Blender session for example)
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materials_not_on_disk = find_materials_not_on_disk(local_materials, materials_path_full, export_gltf_extension)
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if export_materials_library and change_detection:
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if changed_export_parameters:
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materials_to_export = [bpy.data.materials[material_name] for material_name in list(changes_per_material.keys())] # TODO: should be based on the list of materials in use
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else :
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changed_materials = [bpy.data.materials[material_name] for material_name in list(changes_per_material.keys())]
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# also deal with blueprints that are always marked as "always_export"
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#materials_always_export = [material for material in internal_materials if is_material_always_export(material)]
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materials_always_export = []
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materials_to_export = list(set(changed_materials + materials_not_on_disk + materials_always_export))
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# first check if all materials have already been exported before (if this is the first time the exporter is run
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# in your current Blender session for example)
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materials_not_on_disk = find_materials_not_on_disk(local_materials, materials_path_full, export_gltf_extension)
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# also deal with blueprints that are always marked as "always_export"
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#materials_always_export = [material for material in internal_materials if is_material_always_export(material)]
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materials_always_export = []
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materials_to_export = list(set(changed_materials + materials_not_on_disk + materials_always_export))
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print("materials_to_export", materials_to_export, local_materials)
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return materials_to_export
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|
|
|
@ -24,63 +24,14 @@ def assets_to_fake_ron(list_like):
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|
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# TODO : move to assets
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def upsert_scene_assets(scene, blueprints_data, settings):
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"""print("level scene", scene)
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for asset in scene.user_assets:
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print(" user asset", asset.name, asset.path)
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for asset in scene.generated_assets:
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print(" generated asset", asset)"""
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"""for blueprint in blueprints_data.blueprints_per_scenes[scene.name]:
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print("BLUEPRINT", blueprint)"""
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blueprint_instances_in_scene = blueprints_data.blueprint_instances_per_level_scene.get(scene.name, {}).keys()
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blueprints_in_scene = [blueprints_data.blueprints_per_name[blueprint_name] for blueprint_name in blueprint_instances_in_scene]
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#yala = [blueprint.collection.user_assets for blueprint in blueprints_in_scene]
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#print("dsfsdf", yala)
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level_assets = []
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all_assets = []
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export_gltf_extension = getattr(settings, "export_gltf_extension", ".glb")
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|
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blueprints_path = getattr(settings, "blueprints_path")
|
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for blueprint in blueprints_in_scene:
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if blueprint.local:
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blueprint_exported_path = posixpath.join(blueprints_path, f"{blueprint.name}{export_gltf_extension}")
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else:
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# get the injected path of the external blueprints
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blueprint_exported_path = blueprint.collection['export_path'] if 'export_path' in blueprint.collection else None
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# add their material path
|
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materials_exported_path = blueprint.collection['materials_path'] if 'materials_path' in blueprint.collection else None
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level_assets.append({"name": blueprint.name+"_material", "path": materials_exported_path})#, "generated": True, "internal":blueprint.local, "parent": None})
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||||
|
||||
|
||||
if blueprint_exported_path is not None: # and not does_asset_exist(assets_list, blueprint_exported_path):
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||||
level_assets.append({"name": blueprint.name, "path": blueprint_exported_path})#, "generated": True, "internal":blueprint.local, "parent": None})
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||||
|
||||
# now also add the assets of the blueprints # TODO: wait no , these should not be a part of the (scene) local assets
|
||||
for asset in blueprint.collection.user_assets:
|
||||
#print("adding assets of blueprint", asset.name)
|
||||
all_assets.append({"name": asset.name, "path": asset.path})
|
||||
|
||||
"""for asset in level_assets:
|
||||
print(" generated asset", asset.name, asset.path)"""
|
||||
|
||||
materials_path = getattr(settings, "materials_path")
|
||||
current_project_name = Path(bpy.context.blend_data.filepath).stem
|
||||
materials_library_name = f"{current_project_name}_materials"
|
||||
materials_exported_path = posixpath.join(materials_path, f"{materials_library_name}{export_gltf_extension}")
|
||||
material_assets = [{"name": materials_library_name, "path": materials_exported_path}] # we also add the material library as an asset
|
||||
print("material_assets", material_assets, "extension", export_gltf_extension)
|
||||
|
||||
|
||||
all_assets_raw = get_level_scene_assets_tree2(level_scene=scene, blueprints_data=blueprints_data, settings=settings)
|
||||
local_assets = [{"name": asset["name"], "path": asset["path"]} for asset in all_assets_raw if asset['parent'] is None and asset["path"] != "" ]
|
||||
all_assets = [{"name": asset["name"], "path": asset["path"]} for asset in all_assets_raw if asset["path"] != "" ]
|
||||
print("all_assets_raw", all_assets_raw)
|
||||
print("all_assets", all_assets)
|
||||
print("local assets", local_assets + material_assets)
|
||||
scene["BlueprintAssets"] = assets_to_fake_ron(local_assets + material_assets)
|
||||
|
||||
|
||||
#scene["BlueprintAssets"] = assets_to_fake_ron(all_assets + [{"name": asset.name, "path": asset.path} for asset in scene.user_assets] + level_assets + material_assets)
|
||||
#scene["BlueprintAssets"] = assets_to_fake_ron([{'name':'foo', 'path':'bar'}])
|
||||
print("local assets", local_assets)
|
||||
scene["BlueprintAssets"] = assets_to_fake_ron(all_assets) #local_assets
|
||||
|
||||
def upsert_blueprint_assets(blueprint, blueprints_data, settings):
|
||||
all_assets_raw = get_blueprint_asset_tree(blueprint=blueprint, blueprints_data=blueprints_data, settings=settings)
|
||||
|
|
|
@ -3,6 +3,7 @@ import json
|
|||
import posixpath
|
||||
import bpy
|
||||
|
||||
from ..materials.materials_helpers import get_blueprint_materials
|
||||
from .asset_helpers import does_asset_exist, get_user_assets, get_user_assets_as_list
|
||||
|
||||
def scan_assets(scene, blueprints_data, settings):
|
||||
|
@ -62,6 +63,7 @@ def get_userTextures():
|
|||
print("textures", textures)
|
||||
|
||||
def get_blueprint_assets_tree(blueprint, blueprints_data, parent, settings):
|
||||
print("blueprint", blueprint.name)
|
||||
blueprints_path = getattr(settings, "blueprints_path")
|
||||
export_gltf_extension = getattr(settings, "export_gltf_extension", ".glb")
|
||||
assets_list = []
|
||||
|
@ -88,6 +90,15 @@ def get_blueprint_assets_tree(blueprint, blueprints_data, parent, settings):
|
|||
asset["parent"] = parent
|
||||
asset["internal"] = blueprint.local
|
||||
assets_list += direct_assets
|
||||
|
||||
# now get materials used by this blueprint
|
||||
(blueprint_materials_names, materials_per_object) = get_blueprint_materials(blueprint=blueprint)
|
||||
print("blueprint_materials", blueprint_materials_names)
|
||||
for material_name in blueprint_materials_names:
|
||||
materials_path = getattr(settings, "materials_path")
|
||||
materials_exported_path = posixpath.join(materials_path, f"{material_name}{export_gltf_extension}")
|
||||
assets_list.append({"name": material_name, "path": materials_exported_path, "type": "MATERIAL", "generated": True,"internal":blueprint.local, "parent": blueprint.name})
|
||||
|
||||
return assets_list
|
||||
|
||||
def get_level_scene_assets_tree(level_scene, blueprints_data, settings):
|
||||
|
|
|
@ -70,11 +70,6 @@ class BLENVY_OT_assets_add(Operator):
|
|||
context.window_manager.assets_registry.asset_type_selector = "MODEL"
|
||||
context.window_manager.assets_registry.asset_path_selector = ""
|
||||
|
||||
"""if blueprint_assets:
|
||||
bpy.data.collections[self.target_name]["assets"] = json.dumps(assets)
|
||||
else:
|
||||
bpy.data.scenes[self.target_name]["assets"] = json.dumps(assets)"""
|
||||
|
||||
return {'FINISHED'}
|
||||
|
||||
|
||||
|
|
|
@ -5,8 +5,6 @@ import bpy
|
|||
from pathlib import Path
|
||||
import posixpath
|
||||
|
||||
from ..core.scene_helpers import add_scene_property
|
||||
|
||||
def find_blueprints_not_on_disk(blueprints, folder_path, extension):
|
||||
not_found_blueprints = []
|
||||
for blueprint in blueprints:
|
||||
|
@ -23,64 +21,9 @@ def check_if_blueprint_on_disk(scene_name, folder_path, extension):
|
|||
return found
|
||||
|
||||
def inject_export_path_into_internal_blueprints(internal_blueprints, blueprints_path, gltf_extension, settings):
|
||||
export_materials_library = getattr(settings.auto_export, "export_materials_library")
|
||||
# FIXME: duplicate of materials stuff
|
||||
export_gltf_extension = getattr(settings, "export_gltf_extension", ".glb")
|
||||
materials_path = getattr(settings, "materials_path")
|
||||
current_project_name = Path(bpy.context.blend_data.filepath).stem
|
||||
materials_library_name = f"{current_project_name}_materials"
|
||||
materials_exported_path = posixpath.join(materials_path, f"{materials_library_name}{export_gltf_extension}")
|
||||
|
||||
for blueprint in internal_blueprints:
|
||||
blueprint_exported_path = posixpath.join(blueprints_path, f"{blueprint.name}{gltf_extension}")
|
||||
# print("injecting blueprint path", blueprint_exported_path, "for", blueprint.name)
|
||||
blueprint.collection["export_path"] = blueprint_exported_path
|
||||
if export_materials_library:
|
||||
blueprint.collection["materials_path"] = materials_exported_path
|
||||
|
||||
|
||||
def inject_blueprints_list_into_level_scene(scene, blueprints_data, settings):
|
||||
project_root_path = getattr(settings, "project_root_path")
|
||||
assets_path = getattr(settings,"assets_path")
|
||||
levels_path = getattr(settings,"levels_path")
|
||||
blueprints_path = getattr(settings, "blueprints_path")
|
||||
export_gltf_extension = getattr(settings, "export_gltf_extension")
|
||||
|
||||
# print("injecting assets/blueprints data into scene")
|
||||
assets_list_name = f"assets_list_{scene.name}_components"
|
||||
assets_list_data = {}
|
||||
|
||||
blueprint_instance_names_for_scene = blueprints_data.blueprint_instances_per_level_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 = posixpath.join(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})
|
||||
|
||||
|
||||
|
||||
|
||||
assets_list_name = f"assets_{scene.name}"
|
||||
scene["assets"] = json.dumps(blueprint_assets_list)
|
||||
|
||||
#print("blueprint assets", blueprint_assets_list)
|
||||
|
||||
def remove_blueprints_list_from_level_scene(scene):
|
||||
assets_list = None
|
||||
assets_list_name = f"assets_list_{scene.name}_components"
|
||||
|
||||
for object in scene.objects:
|
||||
if object.name == assets_list_name:
|
||||
assets_list = object
|
||||
if assets_list is not None:
|
||||
bpy.data.objects.remove(assets_list, do_unlink=True)
|
||||
"""if export_materials_library:
|
||||
blueprint.collection["materials_path"] = materials_exported_path"""
|
||||
|
|
|
@ -1,28 +1,15 @@
|
|||
import os
|
||||
import posixpath
|
||||
import bpy
|
||||
from pathlib import Path
|
||||
|
||||
from ..core.helpers_collections import (traverse_tree)
|
||||
|
||||
def find_materials_not_on_disk(materials, materials_path_full, extension):
|
||||
not_found_materials = []
|
||||
|
||||
current_project_name = Path(bpy.context.blend_data.filepath).stem
|
||||
materials_library_name = f"{current_project_name}_materials"
|
||||
materials_exported_path = os.path.join(materials_path_full, f"{materials_library_name}{extension}")
|
||||
|
||||
found = os.path.exists(materials_exported_path) and os.path.isfile(materials_exported_path)
|
||||
for material in materials:
|
||||
if not found:
|
||||
not_found_materials.append(material)
|
||||
|
||||
"""for material in materials:
|
||||
gltf_output_path = os.path.join(materials_path_full, material.name + extension)
|
||||
# print("gltf_output_path", gltf_output_path)
|
||||
found = os.path.exists(gltf_output_path) and os.path.isfile(gltf_output_path)
|
||||
if not found:
|
||||
not_found_materials.append(material)"""
|
||||
not_found_materials.append(material)
|
||||
return not_found_materials
|
||||
|
||||
def check_if_material_on_disk(scene_name, folder_path, extension):
|
||||
|
@ -40,7 +27,9 @@ def get_materials(object, materials_per_object):
|
|||
# print(" slot", m, "material", material)
|
||||
used_materials_names.append(material.name)
|
||||
# TODO:, also respect slots & export multiple materials if applicable !
|
||||
materials_per_object[object] = material
|
||||
if not object in materials_per_object:
|
||||
materials_per_object[object] = []
|
||||
materials_per_object[object].append(material)
|
||||
return used_materials_names
|
||||
|
||||
|
||||
|
@ -62,22 +51,17 @@ def get_all_materials(collection_names, library_scenes):
|
|||
def add_material_info_to_objects(materials_per_object, settings):
|
||||
materials_path = getattr(settings, "materials_path")
|
||||
export_gltf_extension = getattr(settings, "export_gltf_extension", ".glb")
|
||||
|
||||
current_project_name = Path(bpy.context.blend_data.filepath).stem
|
||||
materials_library_name = f"{current_project_name}_materials"
|
||||
materials_exported_path = posixpath.join(materials_path, f"{materials_library_name}{export_gltf_extension}")
|
||||
#print("ADDING MAERIAL INFOS")
|
||||
for object in materials_per_object.keys():
|
||||
material = materials_per_object[object]
|
||||
|
||||
material_infos = []
|
||||
for material in materials_per_object[object]:
|
||||
materials_exported_path = posixpath.join(materials_path, f"{material.name}{export_gltf_extension}")
|
||||
material_info = f'(name: "{material.name}", path: "{materials_exported_path}")'
|
||||
material_infos.append(material_info)
|
||||
# problem with using actual components: you NEED the type registry/component infos, so if there is none , or it is not loaded yet, it does not work
|
||||
# for a few components we could hardcode this
|
||||
component_value = f'(name: "{material.name}", path: "{materials_exported_path}")'
|
||||
#bpy.ops.blenvy.component_add(target_item_name=object.name, target_item_type="OBJECT", component_type="blenvy::blueprints::materials::MaterialInfo", component_value=component_value)
|
||||
|
||||
materials_exported_path = posixpath.join(materials_path, f"{materials_library_name}{export_gltf_extension}")
|
||||
object['MaterialInfo'] = component_value
|
||||
print("adding materialInfo to object", object, "material info", component_value)
|
||||
#bpy.ops.blenvy.component_add(target_item_name=object.name, target_item_type="OBJECT", component_type="blenvy::blueprints::materials::MaterialInfos", component_value=component_value)
|
||||
object['MaterialInfos'] = f"({material_infos})".replace("'","")
|
||||
print("adding materialInfos to object", object, "material infos", material_infos)
|
||||
|
||||
|
||||
# get all the materials of all objects in a given scene
|
||||
|
|
Loading…
Reference in New Issue