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TODO.md
2
TODO.md
@ -226,6 +226,8 @@ 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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- [x] injection of materials_infos should be done outside of export_materials as it should run even if materials do not need exporting
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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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- [x] review & upgrade overall logic of material libraries, their names & output path
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@ -60,6 +60,7 @@ impl Plugin for BlenvyPlugin {
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fn build(&self, app: &mut App) {
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app.add_plugins((
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ComponentsFromGltfPlugin::default(),
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#[cfg(not(target_arch = "wasm32"))]
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ExportRegistryPlugin::default(),
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BlueprintsPlugin::default(),
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))
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@ -2,6 +2,7 @@ import os
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import bpy
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from blenvy.assets.assets_scan import get_blueprint_asset_tree
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from blenvy.assets.generate_asset_file import write_ron_assets_file
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from ....materials.materials_helpers import add_material_info_to_objects, get_blueprint_materials
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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
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@ -26,7 +27,11 @@ def export_blueprints(blueprints, settings, blueprints_data):
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if export_materials_library:
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gltf_export_settings['export_materials'] = 'PLACEHOLDER'
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# inject blueprint asset data
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upsert_blueprint_assets(blueprint, blueprints_data=blueprints_data, settings=settings)
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# upsert material infos if needed
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(_, materials_per_object) = get_blueprint_materials(blueprint)
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add_material_info_to_objects(materials_per_object, settings)
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# do the actual export
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generate_temporary_scene_and_export(
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@ -26,7 +26,7 @@ def auto_export(changes_per_scene, changes_per_collection, changes_per_material,
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#should we use change detection or not
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change_detection = getattr(settings.auto_export, "change_detection")
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export_scene_settings = getattr(settings.auto_export, "export_scene_settings")
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do_export_blueprints = getattr(settings.auto_export, "export_blueprints")
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export_blueprints_enabled = getattr(settings.auto_export, "export_blueprints")
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export_materials_library = getattr(settings.auto_export, "export_materials_library")
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# standard gltf export settings are stored differently
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@ -62,7 +62,7 @@ def auto_export(changes_per_scene, changes_per_collection, changes_per_material,
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light['BlenderLightShadows'] = f"(enabled: {enabled}, buffer_bias: {light.shadow_buffer_bias})"
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# export
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if do_export_blueprints:
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if export_blueprints_enabled:
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print("EXPORTING")
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# get blueprints/collections infos
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(blueprints_to_export) = get_blueprints_to_export(changes_per_scene, changes_per_collection, changed_export_parameters, blueprints_data, settings)
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@ -102,20 +102,19 @@ 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 and len(materials_to_export) > 0:
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if export_materials_library and (not change_detection or changed_export_parameters or 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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# export any level/world scenes
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if len(level_scenes_to_export) > 0:
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if not change_detection or changed_export_parameters or len(level_scenes_to_export) > 0:
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print("export LEVELS")
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for scene_name in level_scenes_to_export:
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print(" exporting scene:", scene_name)
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export_level_scene(bpy.data.scenes[scene_name], settings, blueprints_data)
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# now deal with blueprints/collections
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do_export_blueprints = not change_detection or changed_export_parameters or len(blueprints_to_export) > 0
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if do_export_blueprints:
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if not change_detection or changed_export_parameters or len(blueprints_to_export) > 0:
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print("export BLUEPRINTS")
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export_blueprints(blueprints_to_export, settings, blueprints_data)
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@ -74,13 +74,9 @@ def clear_materials_scene(temp_scene):
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# exports the materials used inside the current project:
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# the name of the output path is <materials_folder>/<name_of_your_blend_file>_materials_library.gltf/glb
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def export_materials(materials_to_export, settings, blueprints_data):
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if len(materials_to_export) > 0:
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gltf_export_settings = generate_gltf_export_settings(settings)
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materials_path_full = getattr(settings,"materials_path_full")
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(used_material_names, materials_per_object) = get_all_materials(blueprints_data.blueprint_names, settings.library_scenes)
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add_material_info_to_objects(materials_per_object, settings)
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gltf_export_settings = { **gltf_export_settings,
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'use_active_scene': True,
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'use_active_collection':True,
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@ -17,19 +17,50 @@ def check_if_material_on_disk(scene_name, folder_path, extension):
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found = os.path.exists(gltf_output_path) and os.path.isfile(gltf_output_path)
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return found
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# get materials per object, and injects the materialInfo component
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def get_materials(object, materials_per_object):
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material_slots = object.material_slots
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used_materials_names = []
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for m in material_slots:
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material = m.material
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# print(" slot", m, "material", material)
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if not hasattr(object, "data"):
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return used_materials_names
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if not hasattr(object.data,"materials"):
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return used_materials_names
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if len(object.data.materials) == 0:
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return used_materials_names
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# since we are scanning polygons to get the actually used materials, we do not get them in the correct order
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materials_per_object_unordered = []
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"""materials_count = len(material_slots)
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print("materials_count", materials_count)
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material_indices = np.empty(materials_count, dtype=np.int64)
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object.data.polygons.foreach_get("material_index", material_indices)
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#for material_index in object.data.polygons.foreach_get("material_index", storage):
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print("polygon material_indices", material_indices)"""
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# TODO: perhaps optimise it using foreach_get
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for polygon in object.data.polygons:
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slot = material_slots[polygon.material_index]
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material = slot.material
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if not material.name in used_materials_names:
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used_materials_names.append(material.name)
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# TODO:, also respect slots & export multiple materials if applicable !
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materials_per_object_unordered.append((material, polygon.material_index))
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if len(used_materials_names) == len(material_slots): # we found all materials, bail out
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break
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# now re-order the materials as per the object's material slots
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sorted_materials = sorted(materials_per_object_unordered, key=lambda tup: tup[1])
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# and add them
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if not object in materials_per_object:
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materials_per_object[object] = []
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materials_per_object[object].append(material)
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materials_per_object[object] = [material[0] for material in sorted_materials]#.append(material)
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"""for m in material_slots:
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material = m.material"""
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return used_materials_names
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