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TODO.md
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TODO.md
@ -226,7 +226,7 @@ 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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- [ ] 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 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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- [ ] if material library is toggled, then changes to materials should not change the blueprints that are using them ?
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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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- [ ] 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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- [ ] 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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- [ ] persist exported materials path in blueprints so that it can be read from library file users
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@ -253,7 +253,6 @@ Blender side:
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- [x] rename all "main scene xx" to "level scene"
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- [x] rename all "main scene xx" to "level scene"
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- [x] make sure the "add scene" button is not available unless you have actually selected one
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- [x] make sure the "add scene" button is not available unless you have actually selected one
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- [x] make auto export be on by default, however bail out early by detecting if there are any level/blueprint scenes
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- [x] make auto export be on by default, however bail out early by detecting if there are any level/blueprint scenes
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- [x] remove custom components to filter out correctly from exported blueprints list
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Bevy Side:
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Bevy Side:
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- [x] deprecate BlueprintName & BlueprintPath & use BlueprintInfo instead
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- [x] deprecate BlueprintName & BlueprintPath & use BlueprintInfo instead
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@ -3,7 +3,16 @@ import bpy
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from blenvy.core.object_makers import (make_empty)
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from blenvy.core.object_makers import (make_empty)
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from blenvy.add_ons.bevy_components.utils import is_component_valid_and_enabled
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from blenvy.add_ons.bevy_components.utils import is_component_valid_and_enabled
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from ..constants import custom_properties_to_filter_out
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from ..constants import custom_properties_to_filter_out
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from ..utils import remove_unwanted_custom_properties
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def remove_unwanted_custom_properties(object):
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to_remove = []
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component_names = list(object.keys()) # to avoid 'IDPropertyGroup changed size during iteration' issues
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for component_name in component_names:
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if not is_component_valid_and_enabled(object, component_name):
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to_remove.append(component_name)
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for cp in custom_properties_to_filter_out + to_remove:
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if cp in object:
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del object[cp]
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# TODO: rename actions ?
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# TODO: rename actions ?
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# reference https://github.com/KhronosGroup/glTF-Blender-IO/blob/main/addons/io_scene_gltf2/blender/exp/animation/gltf2_blender_gather_action.py#L481
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# reference https://github.com/KhronosGroup/glTF-Blender-IO/blob/main/addons/io_scene_gltf2/blender/exp/animation/gltf2_blender_gather_action.py#L481
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@ -6,9 +6,6 @@ from .duplicate_object import duplicate_object
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from .export_gltf import export_gltf
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from .export_gltf import export_gltf
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from blenvy.core.scene_helpers import add_scene_property
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from blenvy.core.scene_helpers import add_scene_property
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from ..constants import custom_properties_to_filter_out
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from ..constants import custom_properties_to_filter_out
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from ..utils import remove_unwanted_custom_properties
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"""
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"""
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generates a temporary scene, fills it with data, cleans up after itself
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generates a temporary scene, fills it with data, cleans up after itself
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* named using temp_scene_name
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* named using temp_scene_name
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@ -30,9 +27,6 @@ def generate_temporary_scene_and_export(settings, gltf_export_settings, gltf_out
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print("entry in additional data", entry, "value", additional_data[entry], "in", additional_data.name)
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print("entry in additional data", entry, "value", additional_data[entry], "in", additional_data.name)
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temp_scene[entry] = additional_data[entry]
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temp_scene[entry] = additional_data[entry]
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# we remove everything from the black list
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remove_unwanted_custom_properties(temp_scene)
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# save active scene
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# save active scene
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active_scene = bpy.context.window.scene
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active_scene = bpy.context.window.scene
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# and selected collection
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# and selected collection
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@ -7,5 +7,5 @@ custom_properties_to_filter_out = [
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'components_meta', 'Components_meta',
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'components_meta', 'Components_meta',
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'_combine', 'template',
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'_combine', 'template',
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'Blenvy_scene_type', 'blenvy_scene_type',
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'Blenvy_scene_type', 'blenvy_scene_type',
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'materials_path', 'export_path',
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'Materials_path', 'Export_path'
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]
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]
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@ -58,6 +58,9 @@ def draw_settings_ui(layout, auto_export_settings):
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# materials
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# materials
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section.prop(auto_export_settings, "export_materials_library")
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section.prop(auto_export_settings, "export_materials_library")
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section = section.box()
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section.enabled = controls_enabled and auto_export_settings.export_materials_library
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#section.prop(auto_export_settings, "materials_path")
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@ -2,18 +2,6 @@ import posixpath
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import bpy
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import bpy
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from pathlib import Path
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from pathlib import Path
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from blenvy.assets.assets_scan import get_blueprint_asset_tree, get_level_scene_assets_tree2
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from blenvy.assets.assets_scan import get_blueprint_asset_tree, get_level_scene_assets_tree2
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from blenvy.add_ons.bevy_components.utils import is_component_valid_and_enabled
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from .constants import custom_properties_to_filter_out
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def remove_unwanted_custom_properties(object):
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to_remove = []
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component_names = list(object.keys()) # to avoid 'IDPropertyGroup changed size during iteration' issues
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for component_name in component_names:
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if not is_component_valid_and_enabled(object, component_name):
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to_remove.append(component_name)
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for cp in custom_properties_to_filter_out + to_remove:
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if cp in object:
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del object[cp]
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def assets_to_fake_ron(list_like):
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def assets_to_fake_ron(list_like):
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result = []
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result = []
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@ -183,6 +183,13 @@ class BlenvyManager(PropertyGroup):
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print("setting", setting, settings[setting])
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print("setting", setting, settings[setting])
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setattr(self, setting, settings[setting])
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setattr(self, setting, settings[setting])
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except:pass
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except:pass
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"""if "mode" in settings:
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self.mode = settings["mode"]
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asset_path_names = ['project_root_path', 'assets_path', 'blueprints_path', 'levels_path', 'materials_path']
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for asset_path_name in asset_path_names:
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if asset_path_name in settings:
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setattr(self, asset_path_name, settings[asset_path_name])"""
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self.settings_save_enabled = True
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self.settings_save_enabled = True
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