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@ -171,26 +171,8 @@ Blender side:
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- [x] in theory, srgba, linearrgba , and hsva should be able to be represented visually
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- [x] bevy_render::color::Color => bevy_color::color::Color
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- [x] fix weird issue with hashmaps with enums as values
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- [x] prevent attempting to add unexisting components to targets (ie when using the component search)
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- [x] also for the bulk fix actions
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- [x] selection of nested objects in collections IS NOT WORKING !!! AHH
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- [ ] fix/ overhaul upgreadable components
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- [x] add listing of upgradeable components for
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- [x] meshes
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- [x] materials
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- [x] fix display of upgradeaeble components & co
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- [x] add clear visual distinction between internal (selectable) & non selectable ones
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- [x] do not make selection button available for external blueprints/collections
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- [ ] perhaps do not show the other buttons & inputs either ? we cannot change the values of an external library file anyway
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- [ ] prevent attempting to add unexisting components to targets (ie when using the component search)
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- [ ] BLENVY_OT_item_select is missing handling for the other types (outside of object & collection)
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- [ ] fix selection logic
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- [ ] hidden objects/collections only semi respected at export
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- this is because blueprints are external ?
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- [ ] verify based on gltf settings
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- [ ] add "Visibility::Hidden" component otherwise
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https://devtalk.blender.org/t/how-to-get-render-visibility-for-object/23717
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- [ ] inject_export_path_into_internal_blueprints should be called on every asset/blueprint scan !! Not just on export
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- [ ] undo after a save removes any saved "serialized scene" data ? DIG into this
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@ -199,9 +181,11 @@ Blender side:
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- [ ] disabled components
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- [ ] blueprint instances as children of blueprint instances
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- [ ] blueprint instances as children of empties
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- [x] update testing files
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- [ ] hidden objects/collections not respected at export !!!?
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- [ ] verify based on gltf settings
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- [ ] add "hidden" component otherwise ?
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https://devtalk.blender.org/t/how-to-get-render-visibility-for-object/23717
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- [ ] add option to 'split out' meshes from blueprints ?
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- [ ] ie considering meshletts etc , it would make sense to keep blueprints seperate from purely mesh gltfs
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- [ ] persist exported materials path in blueprints so that it can be read from library file users
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@ -211,16 +195,11 @@ Blender side:
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Bevy Side:
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- [x] deprecate BlueprintName & BlueprintPath & use BlueprintInfo instead
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- [ ] make blueprint instances invisible until spawning is done to avoid "spawn flash"?
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- [ ] should "blueprint spawned" only be triggered after all its sub blueprints have spawned ?
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- [ ] simplify testing example:
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- [x] remove use of rapier physics (or even the whole common boilerplate ?)
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- [ ] remove/replace bevy editor pls with some native ui to display hierarchies
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- [x] try out hot reloading
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- [ ] add a way of overriding assets for collection instances
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- [ ] add a way of visualizing per blueprint instances
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- [ ] cleanup all the spurious debug messages
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- [ ] fix animation handling
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- [ ] simplify examples:
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- [ ] a full fledged demo (including physics & co)
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- [ ] other examples without interactions or physics
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@ -229,5 +208,9 @@ Bevy Side:
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- [ ] replace all references to the old 2 add-ons with those to Blenvy
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- [ ] rename repo to "Blenvy"
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- [ ] do a deprecation release of all bevy_gltf_xxx crates to point at the new Blenvy crate
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- [ ] add a way of overriding assets for collection instances
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- [ ] add a way of visualizing per blueprint instances
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- [ ] cleanup all the spurious debug messages
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- [ ] fix animation handling
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clear && pytest -svv --blender-template ../../testing/bevy_example/art/testing_library.blend --blender-executable /home/ckaos/tools/blender/blender-4.1.0-linux-x64/blender tests/test_bevy_integration_prepare.py && pytest -svv --blender-executable /home/ckaos/tools/blender/blender-4.1.0-linux-x64/blender tests/test_bevy_integration.py
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@ -15,7 +15,7 @@ def draw_settings_ui(layout, auto_export_settings):
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#op.export_format = 'GLTF_SEPARATE'
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op.use_selection=True
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op.will_save_settings=True
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op.use_visible=True
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op.use_visible=True # Export visible and hidden objects. See Object/Batch Export to skip.
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op.use_renderable=True
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op.use_active_collection = True
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op.use_active_collection_with_nested=True
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@ -209,7 +209,7 @@ def draw_component_ui(layout, object_or_collection, registry, selected_component
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row = layout.row(align=True)
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op = row.operator("blenvy.component_add", text="Add", icon="ADD")
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op.component_type = selected_component
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row.enabled = selected_component != '' and selected_component in list(registry.type_infos.keys())
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row.enabled = selected_component != ''
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layout.separator()
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@ -343,13 +343,9 @@ class BLENVY_PT_component_tools_panel(bpy.types.Panel):
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row = layout.row()
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col = row.column()
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selector_text = f"{target.name}({item_type_short})"
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if target.library is None:
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operator = col.operator("blenvy.select_item", text=selector_text, icon="FILE_BLEND")
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operator.target_name = target.name
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operator.item_type = item_type
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else:
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col.label(text=selector_text, icon="LIBRARY_DATA_DIRECT")
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operator = col.operator("blenvy.select_item", text=f"{target.name}({item_type_short})")
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operator.target_name = target.name
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operator.item_type = item_type
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col = row.column()
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col.label(text=status)
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@ -381,16 +377,18 @@ class BLENVY_PT_component_tools_panel(bpy.types.Panel):
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def draw_invalid_items(self, layout, upgreadable_entries):
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for entry in upgreadable_entries:
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(status, custom_property, item, item_type) = entry
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print("ENTRY", entry)
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self.draw_invalid_or_unregistered(layout, status, custom_property, item, item_type)
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def gather_invalid_item_data(self, item, invalid_component_names, items_with_invalid_components, items_with_original_components, original_name, item_type):
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blenvy_custom_properties = ['components_meta', 'bevy_components', 'user_assets', 'generated_assets' ] # some of our own hard coded custom properties that should be ignored
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upgreadable_entries = []
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if "components_meta" in item or hasattr(item, "components_meta"): # FIXME; wrong way of determining
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if "components_meta" in item:
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components_metadata = item.components_meta.components
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object_component_names = []
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for index, component_meta in enumerate(components_metadata):
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long_name = component_meta.long_name
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if component_meta.invalid:
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@ -411,12 +409,10 @@ class BLENVY_PT_component_tools_panel(bpy.types.Panel):
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# Invalid (something is wrong)
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# Unregistered (not in registry)
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# Upgrade Needed (Old-style component)
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status = None
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if custom_property not in blenvy_custom_properties:
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if custom_property not in object_component_names:
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status = "Upgrade Needed"
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else:
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status = "Other issue"
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if custom_property not in blenvy_custom_properties and custom_property not in object_component_names:
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status = "Upgrade Needed"
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if status is not None:
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upgreadable_entries.append((status, custom_property, item, item_type))
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@ -432,7 +428,8 @@ class BLENVY_PT_component_tools_panel(bpy.types.Panel):
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layout = self.layout
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registry = bpy.context.window_manager.components_registry
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registry_has_type_infos = registry.has_type_infos()
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type_infos = list(registry.type_infos.keys())
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selected_object = context.selected_objects[0] if len(context.selected_objects) > 0 else None
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selected_component = bpy.context.window_manager.blenvy.components.component_selector
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row = layout.row()
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row.label(text= "* Single item actions: Rename / Fix / Upgrade")#"Invalid/ unregistered components")
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@ -452,12 +449,6 @@ class BLENVY_PT_component_tools_panel(bpy.types.Panel):
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for collection in bpy.data.collections:
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if len(collection.keys()) > 0:
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upgreadable_entries += self.gather_invalid_item_data(collection, invalid_component_names, items_with_invalid_components, items_with_original_components, original_name, "COLLECTION")
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for mesh in bpy.data.meshes:
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if len(mesh.keys()) > 0:
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upgreadable_entries += self.gather_invalid_item_data(mesh, invalid_component_names, items_with_invalid_components, items_with_original_components, original_name, "MESH")
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for material in bpy.data.materials:
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if len(material.keys()) > 0:
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upgreadable_entries += self.gather_invalid_item_data(material, invalid_component_names, items_with_invalid_components, items_with_original_components, original_name, "MATERIAL")
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if len(items_with_invalid_components) > 0:
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self.draw_invalid_or_unregistered_header(layout, ["Item","Status", "Component", "Target"])
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@ -493,7 +484,7 @@ class BLENVY_PT_component_tools_panel(bpy.types.Panel):
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operator.original_name = original_name
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operator.target_name = target_component_name
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operator.target_items = json.dumps(items_with_original_components)
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col.enabled = registry_has_type_infos and original_name != "" and original_name != target_component_name and original_name in type_infos and target_component_name in type_infos
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col.enabled = registry_has_type_infos and original_name != "" and original_name != target_component_name
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else:
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if hasattr(layout,"progress") : # only for Blender > 4.0
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col.progress(factor = components_rename_progress, text=f"updating {components_rename_progress * 100.0:.2f}%")
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@ -43,11 +43,14 @@ def process_map(registry, definition, update, nesting_long_names=[]):
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#if the content of the list is a unit type, we need to generate a fake wrapper, otherwise we cannot use layout.prop(group, "propertyName") as there is no propertyName !
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if is_value_value_type:
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print("WRAPPPER, property group", definition["short_name"])
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values_property_group_class = generate_wrapper_propertyGroup(f"{long_name}_values", original_long_name, definition_link, registry, update, nesting_long_names)
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else:
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(_, list_content_group_class) = process_component.process_component(registry, value_definition, update, {"nested": True, "long_name": original_long_name}, nesting_long_names)
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values_property_group_class = list_content_group_class
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print("COMPONENT, property group", definition["short_name"], values_property_group_class)
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values_collection = CollectionProperty(type=values_property_group_class)
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values_property_group_pointer = PointerProperty(type=values_property_group_class)
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@ -93,8 +93,7 @@ class ComponentsSettings(PropertyGroup):
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component_selector: StringProperty(
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search=add_component_to_ui_list,
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description="component selector: only components present in the registry are accepted"
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search=add_component_to_ui_list
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)# type: ignore
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@ -4,49 +4,12 @@ from bpy.props import StringProperty, EnumProperty
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from bpy_types import Operator
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from blenvy.core.helpers_collections import (set_active_collection)
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import json
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def select_area(context, area_name):
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for area in context.screen.areas:
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#if area.type == 'PROPERTIES' and context.object is not None and context.object.type not in ('LIGHT_PROBE', 'CAMERA', 'LIGHT', 'SPEAKER'):
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# Set it the active space
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print("SELECT AREA", area_name)
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try:
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area.spaces.active.context = area_name #'MATERIAL' # 'VIEW_LAYER', 'SCENE' etc.
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except Exception as error:
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print(f"failed to switch to area {area_name}: {error}")
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break # OPTIONAL
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def get_collection_scene(collection):
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for scene in bpy.data.scenes:
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if scene.user_of_id(collection):
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return scene
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return None
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def get_object_by_name(name):
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object = bpy.data.objects.get(name, None)
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return object
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def get_object_scene(object):
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object = bpy.data.objects.get(object.name, None)
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if object is not None:
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scenes_of_object = list(object.users_scene)
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if len(scenes_of_object) > 0:
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return scenes_of_object[0]
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return None
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def get_mesh_object(mesh):
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for object in bpy.data.objects:
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if isinstance(object.data, bpy.types.Mesh) and mesh.name == object.data.name:
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return object
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def get_material_object(material):
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for object in bpy.data.objects:
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if isinstance(object.data, bpy.types.Mesh) and material.name in object.data.materials:
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return object
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class BLENVY_OT_item_select(Operator):
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"""Select object by name"""
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bl_idname = "blenvy.select_item"
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@ -70,121 +33,52 @@ class BLENVY_OT_item_select(Operator):
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description="target to select's name ",
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) # type: ignore
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@classmethod
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def register(cls):
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bpy.types.WindowManager.blenvy_item_selected_ids = StringProperty(default="{}")
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@classmethod
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def unregister(cls):
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del bpy.types.WindowManager.blenvy_item_selected_ids
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def execute(self, context):
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if self.target_name:
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if self.item_type == 'OBJECT':
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if self.item_type == "OBJECT":
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object = bpy.data.objects[self.target_name]
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scenes_of_object = list(object.users_scene)
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if len(scenes_of_object) > 0:
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bpy.ops.object.select_all(action='DESELECT')
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bpy.context.window.scene = scenes_of_object[0]
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object.select_set(True)
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context.window_manager.blenvy_item_selected_ids = json.dumps({"name": object.name, "type": self.item_type})
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bpy.context.view_layer.objects.active = object
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select_area(context=context, area_name="OBJECT")
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elif self.item_type == 'COLLECTION':
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elif self.item_type == "COLLECTION":
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collection = bpy.data.collections[self.target_name]
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scene_of_collection = get_collection_scene(collection)
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if scene_of_collection is not None:
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bpy.ops.object.select_all(action='DESELECT')
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bpy.context.window.scene = scene_of_collection
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#bpy.context.view_layer.objects.active = None
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#
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context.window_manager.blenvy_item_selected_ids = json.dumps({"name": collection.name, "type": self.item_type})
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bpy.context.view_layer.objects.active = None
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set_active_collection(bpy.context.window.scene, collection.name)
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select_area(context=context, area_name="COLLECTION")
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elif self.item_type == 'MESH':
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mesh = bpy.data.meshes[self.target_name]
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mesh_object = get_mesh_object(mesh)
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scene_of_item = get_object_scene(mesh_object)
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if scene_of_item is not None:
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bpy.ops.object.select_all(action='DESELECT')
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bpy.context.window.scene = scene_of_item
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mesh_object.select_set(True)
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bpy.context.view_layer.objects.active = mesh_object
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context.window_manager.blenvy_item_selected_ids = json.dumps({"name": mesh.name, "type": self.item_type})
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select_area(context=context, area_name="DATA")
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elif self.item_type == 'MATERIAL':
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# find object that uses material
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||||
material = bpy.data.materials[self.target_name]
|
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material_object = get_material_object(material)
|
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scene_of_item = get_object_scene(material_object)
|
||||
select_area(context=context, area_name="MATERIAL")
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print("scene_of_item", scene_of_item)
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||||
if scene_of_item is not None:
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||||
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||||
bpy.ops.object.select_all(action='DESELECT')
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bpy.context.window.scene = scene_of_item
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||||
#material_object.select_set(True)
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||||
bpy.context.view_layer.objects.active = material_object
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||||
|
||||
context.window_manager.blenvy_item_selected_ids = json.dumps({"name": material.name, "type": self.item_type})
|
||||
|
||||
select_area(context=context, area_name="MATERIAL")
|
||||
|
||||
return {'FINISHED'}
|
||||
|
||||
def get_selected_item(context):
|
||||
selection = None
|
||||
|
||||
#print("original context", context)
|
||||
def get_outliner_area():
|
||||
if bpy.context.area.type!='OUTLINER':
|
||||
for area in bpy.context.screen.areas:
|
||||
if area.type == 'OUTLINER':
|
||||
return area
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||||
return None
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#print("original context", context)
|
||||
|
||||
area = get_outliner_area()
|
||||
if area is not None:
|
||||
region = next(region for region in area.regions if region.type == "WINDOW")
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|
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try:
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||||
selection_overrides = json.loads(context.window_manager.blenvy_item_selected_ids)
|
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#print("selection_overrides", selection_overrides)
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if selection_overrides["type"] == "OBJECT":
|
||||
selection = bpy.data.objects[selection_overrides["name"]]
|
||||
elif selection_overrides["type"] == "COLLECTION":
|
||||
selection = bpy.data.collections[selection_overrides["name"]]
|
||||
if selection_overrides["type"] == "MESH":
|
||||
selection = bpy.data.meshes[selection_overrides["name"]]
|
||||
elif selection_overrides["type"] == "MATERIAL":
|
||||
selection = bpy.data.materials[selection_overrides["name"]]
|
||||
#print("SELECTION", selection)
|
||||
#context.window_manager.blenvy_item_selected_ids = "{}"
|
||||
except: pass
|
||||
with bpy.context.temp_override(area=area, region=region):
|
||||
#print("overriden context", bpy.context)
|
||||
for obj in bpy.context.selected_ids:
|
||||
pass#print(f"Selected: {obj.name} - {type(obj)}")
|
||||
selection = bpy.context.selected_ids[len(bpy.context.selected_ids) - 1] if len(bpy.context.selected_ids)>0 else None #next(iter(bpy.context.selected_ids), None)
|
||||
"""if selection is not None:
|
||||
print("selection", f"Selected: {selection.name} - {type(selection)}")"""
|
||||
|
||||
if selection is None:
|
||||
area = get_outliner_area()
|
||||
if area is not None:
|
||||
region = next(region for region in area.regions if region.type == "WINDOW")
|
||||
with bpy.context.temp_override(area=area, region=region):
|
||||
#print("overriden context", bpy.context)
|
||||
for obj in bpy.context.selected_ids:
|
||||
print(f"Selected: {obj.name} - {type(obj)}")
|
||||
number_of_selections = len(bpy.context.selected_ids)
|
||||
selection = bpy.context.selected_ids[number_of_selections - 1] if number_of_selections > 0 else None #next(iter(bpy.context.selected_ids), None)
|
||||
|
||||
|
||||
|
||||
if selection is None:
|
||||
number_of_selections = len(context.selected_objects)
|
||||
selection = context.selected_objects[number_of_selections - 1] if number_of_selections > 0 else None
|
||||
#print("SELECTIONS", context.selected_objects)
|
||||
return selection
|
||||
|
||||
|
||||
|
@ -81,8 +81,7 @@ def test_export_complex(setup_data):
|
||||
}
|
||||
gltf_settings = {
|
||||
"export_animations": True,
|
||||
"export_optimize_animation_size": False,
|
||||
"export_apply":True
|
||||
"export_optimize_animation_size": False
|
||||
}
|
||||
|
||||
# store settings for the auto_export part
|
||||
@ -121,12 +120,12 @@ def test_export_complex(setup_data):
|
||||
user_asset.name = "yoho_audio"
|
||||
user_asset.path = "audio/fake.mp3"
|
||||
|
||||
# we have to cheat, since we cannot rely on the data injected when saving the library file (since we are not saving it as part of the tests)
|
||||
bpy.data.collections["External_blueprint"]["export_path"] = "blueprints/External_blueprint.glb"
|
||||
bpy.data.collections["External_blueprint2"]["export_path"] = "blueprints/External_blueprint2.glb"
|
||||
bpy.data.collections["External_blueprint3"]["export_path"] = "blueprints/External_blueprint3.glb"
|
||||
# we have to cheat, since we cannot rely on the data injected when saving the library file
|
||||
#bpy.data.collections["External_blueprint"]["export_path"] = "blueprints/External_blueprint.glb"
|
||||
#bpy.data.collections["External_blueprint2"]["export_path"] = "blueprints/External_blueprint2.glb"
|
||||
#bpy.data.collections["External_blueprint3"]["export_path"] = "blueprints/External_blueprint3.glb"
|
||||
|
||||
|
||||
# do the actual exporting
|
||||
prepare_and_export()
|
||||
|
||||
# blueprint1 => has an instance, got changed, should export
|
||||
|
Loading…
Reference in New Issue
Block a user