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d99a7ccd45
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0fb35d6e6a
@ -1,55 +1,11 @@
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Auto export
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- [x] the original blueprints & levels path are now left as is, and there is an auto injection of xxxpath_full for absolute paths
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- [x] replace all uses of the paths with the correct ones above
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- [ ] the original blueprints & levels path are now left as is, and there is an auto injection of xxxpath_full for absolute paths
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- [ ] replace all uses of the paths with the correct ones above
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- [x] levels
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- [x] blueprints
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- [x] materials
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- [ ] materials
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- [x] move out the UI for "assets" folder out of "blueprints condition"
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- [ ] fix asset path calculations
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- root path => relative to blend file path
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- asset path => relative to root path
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- blueprints/levels/blueprints path => relative to assets path
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- move out some parameters from auto export to a higher level (as they are now used in multiple places)
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- [ ] main/ library scene names
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- [ ] paths
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Data storage:
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- for scenes (main scenes)
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- at scene level
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- for blueprints
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- at collection level
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- Note: these should be COPIED to the scene level when exporting, into the temp_scene's properties
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> NOTE: UP until we manage to create a PR for Bevy to directly support the scene level gltf_extras, the auto exporter should automatically create (& remove)
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an additional object with scene_<scene_name>_components to copy that data to
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Assets:
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- blueprint assets should be auto_generated & inserted into the list of assets : these assets are NOT removable by the user
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- should not change the list of manually added assets
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- [x] store assets
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- [x] per main scene for level/world assets
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- [x] per blueprint for blueprint in lib scene
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- [ ] UI:
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- [x] we need to display all direct assets (stored in the scene)
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- [ ] indirect assets:
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- QUESTION : do we want to include them in the list of assets per level ?
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- this would enable pre-loading ALL the assets, but is not ideal in most other cases
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- so add an option ?
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- [ ] the assets of local blueprints
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Blueprints:
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- [x] on save: write IN THE COLLECTION PROPERTIES
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- list of assets
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- export path
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- [ ] blueprint selection for nested blueprints is broken
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General issues:
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- there is no safeguard for naming collisions for naming across blender files
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- this can cause an issue for assets list "parent"
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- "parents" can only be blueprints
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- they normally need/have unique export paths (otherwise, user error, perhaps show it ?)
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- perhaps a simple hashing of the parent's path would be enought
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@ -33,6 +33,7 @@ from .bevy_components.components.ui import (BEVY_COMPONENTS_PT_ComponentsPanel)
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from .gltf_auto_export import gltf_post_export_callback
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from .gltf_auto_export.auto_export.operators import AutoExportGLTF
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from .gltf_auto_export.auto_export.tracker import AutoExportTracker
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from .gltf_auto_export.auto_export.preferences import (AutoExportGltfAddonPreferences)
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from .gltf_auto_export.auto_export.internals import (SceneLink,
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SceneLinks,
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@ -40,7 +41,7 @@ from .gltf_auto_export.auto_export.internals import (SceneLink,
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BlueprintsToExport,
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CUSTOM_PG_sceneName
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)
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from .gltf_auto_export.ui.main import (GLTF_PT_auto_export_change_detection, GLTF_PT_auto_export_main,
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from .gltf_auto_export.ui.main import (GLTF_PT_auto_export_change_detection, GLTF_PT_auto_export_changes_list, GLTF_PT_auto_export_main,
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GLTF_PT_auto_export_root,
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GLTF_PT_auto_export_general,
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GLTF_PT_auto_export_scenes,
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@ -52,9 +53,9 @@ from .gltf_auto_export.ui.main import (GLTF_PT_auto_export_change_detection, GLT
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from .gltf_auto_export.ui.operators import (OT_OpenFolderbrowser, SCENES_LIST_OT_actions)
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# asset management
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from .assets.ui import Blenvy_assets
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from .assets.ui import GLTF_PT_auto_export_assets
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from .assets.assets_registry import AssetsRegistry
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from .assets.operators import OT_Add_asset_filebrowser, OT_add_bevy_asset, OT_remove_bevy_asset, OT_test_bevy_assets
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from .assets.operators import OT_Add_asset_filebrowser, OT_add_bevy_asset, OT_remove_bevy_asset
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# blueprints management
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from .blueprints.ui import GLTF_PT_auto_export_blueprints_list
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@ -149,9 +150,8 @@ classes = [
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AssetsRegistry,
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OT_add_bevy_asset,
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OT_remove_bevy_asset,
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OT_test_bevy_assets,
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OT_Add_asset_filebrowser,
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Blenvy_assets,
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GLTF_PT_auto_export_assets,
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BlueprintsRegistry,
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OT_select_blueprint,
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@ -1,10 +0,0 @@
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import json
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def get_assets(scene_or_collection):
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assets = json.loads(scene_or_collection.get('assets')) if 'assets' in scene_or_collection else []
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return assets
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def does_asset_exist(assets, asset_path):
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in_list = [asset for asset in assets if (asset["path"] == asset_path)]
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in_list = len(in_list) > 0
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return in_list
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@ -7,6 +7,50 @@ from bpy_types import (PropertyGroup)
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from bpy.props import (StringProperty, BoolProperty, FloatProperty, FloatVectorProperty, IntProperty, IntVectorProperty, EnumProperty, PointerProperty, CollectionProperty)
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def get_assets(scene, blueprints_data, addon_prefs):
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export_root_path = getattr(addon_prefs, "export_root_path")
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export_output_folder = getattr(addon_prefs,"export_output_folder")
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export_levels_path = getattr(addon_prefs,"export_levels_path")
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export_blueprints_path = getattr(addon_prefs, "export_blueprints_path")
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export_gltf_extension = getattr(addon_prefs, "export_gltf_extension")
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relative_blueprints_path = os.path.relpath(export_blueprints_path, export_root_path)
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blueprint_instance_names_for_scene = blueprints_data.blueprint_instances_per_main_scene.get(scene.name, None)
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blueprint_assets_list = []
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if blueprint_instance_names_for_scene:
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for blueprint_name in blueprint_instance_names_for_scene:
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blueprint = blueprints_data.blueprints_per_name.get(blueprint_name, None)
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if blueprint is not None:
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print("BLUEPRINT", blueprint)
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blueprint_exported_path = None
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if blueprint.local:
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blueprint_exported_path = os.path.join(relative_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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print("foo", dict(blueprint.collection))
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if blueprint_exported_path is not None:
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blueprint_assets_list.append({"name": blueprint.name, "path": blueprint_exported_path})
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# fetch images/textures
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# see https://blender.stackexchange.com/questions/139859/how-to-get-absolute-file-path-for-linked-texture-image
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textures = []
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for ob in bpy.data.objects:
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if ob.type == "MESH":
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for mat_slot in ob.material_slots:
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if mat_slot.material:
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if mat_slot.material.node_tree:
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textures.extend([x.image.filepath for x in mat_slot.material.node_tree.nodes if x.type=='TEX_IMAGE'])
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print("textures", textures)
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assets_list_name = f"assets_{scene.name}"
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assets_list_data = {"blueprints": json.dumps(blueprint_assets_list), "sounds":[], "images":[]}
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print("blueprint assets", blueprint_assets_list)
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# this is where we store the information for all available assets
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#
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class AssetsRegistry(PropertyGroup):
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@ -51,4 +95,3 @@ class AssetsRegistry(PropertyGroup):
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def remove_asset(self, path):
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self.assets_list[:] = [asset for asset in self.assets_list if (asset["path"] != path)]
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@ -1,101 +0,0 @@
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import os
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import json
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import bpy
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from .asset_helpers import does_asset_exist, get_assets
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def scan_assets(scene, blueprints_data, addon_prefs):
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export_root_path = getattr(addon_prefs, "export_root_path")
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export_output_folder = getattr(addon_prefs,"export_output_folder")
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export_levels_path = getattr(addon_prefs,"export_levels_path")
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export_blueprints_path = getattr(addon_prefs, "export_blueprints_path")
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export_gltf_extension = getattr(addon_prefs, "export_gltf_extension")
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relative_blueprints_path = os.path.relpath(export_blueprints_path, export_root_path)
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blueprint_instance_names_for_scene = blueprints_data.blueprint_instances_per_main_scene.get(scene.name, None)
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blueprint_assets_list = []
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if blueprint_instance_names_for_scene:
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for blueprint_name in blueprint_instance_names_for_scene:
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blueprint = blueprints_data.blueprints_per_name.get(blueprint_name, None)
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if blueprint is not None:
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print("BLUEPRINT", blueprint)
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blueprint_exported_path = None
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if blueprint.local:
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blueprint_exported_path = os.path.join(relative_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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print("foo", dict(blueprint.collection))
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if blueprint_exported_path is not None:
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blueprint_assets_list.append({"name": blueprint.name, "path": blueprint_exported_path})
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# fetch images/textures
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# see https://blender.stackexchange.com/questions/139859/how-to-get-absolute-file-path-for-linked-texture-image
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textures = []
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for ob in bpy.data.objects:
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if ob.type == "MESH":
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for mat_slot in ob.material_slots:
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if mat_slot.material:
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if mat_slot.material.node_tree:
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textures.extend([x.image.filepath for x in mat_slot.material.node_tree.nodes if x.type=='TEX_IMAGE'])
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print("textures", textures)
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assets_list_name = f"assets_{scene.name}"
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assets_list_data = {"blueprints": json.dumps(blueprint_assets_list), "sounds":[], "images":[]}
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print("blueprint assets", blueprint_assets_list)
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def get_blueprint_assets_tree(blueprint, blueprints_data, parent, addon_prefs):
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export_blueprints_path = getattr(addon_prefs, "export_blueprints_path")
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export_gltf_extension = getattr(addon_prefs, "export_gltf_extension")
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assets_list = []
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for blueprint_name in blueprint.nested_blueprints:
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child_blueprint = blueprints_data.blueprints_per_name.get(blueprint_name, None)
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if child_blueprint:
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blueprint_exported_path = None
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if blueprint.local:
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blueprint_exported_path = os.path.join(export_blueprints_path, f"{child_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 = child_blueprint.collection['export_path'] if 'export_path' in child_blueprint.collection else None
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if blueprint_exported_path is not None:
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assets_list.append({"name": child_blueprint.name, "path": blueprint_exported_path, "type": "MODEL", "internal": True, "parent": blueprint.name})
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# and add sub stuff
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sub_assets_lists = get_blueprint_assets_tree(child_blueprint, blueprints_data, parent=child_blueprint.name, addon_prefs=addon_prefs)
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assets_list += sub_assets_lists
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direct_assets = get_assets(blueprint.collection)
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for asset in direct_assets:
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asset["parent"] = parent
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assets_list += direct_assets
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return assets_list
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def get_main_scene_assets_tree(main_scene, blueprints_data, addon_prefs):
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export_blueprints_path = getattr(addon_prefs, "export_blueprints_path")
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export_gltf_extension = getattr(addon_prefs, "export_gltf_extension")
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blueprint_instance_names_for_scene = blueprints_data.blueprint_instances_per_main_scene.get(main_scene.name, None)
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assets_list = get_assets(main_scene) # FIXME: problem, we already have the blueprint assets stored there
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if blueprint_instance_names_for_scene:
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for blueprint_name in blueprint_instance_names_for_scene:
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blueprint = blueprints_data.blueprints_per_name.get(blueprint_name, None)
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if blueprint is not None:
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blueprint_exported_path = None
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if blueprint.local:
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blueprint_exported_path = os.path.join(export_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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if blueprint_exported_path is not None and not does_asset_exist(assets_list, blueprint_exported_path):
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assets_list.append({"name": blueprint.name, "path": blueprint_exported_path, "type": "MODEL", "internal": True, "parent": None})
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assets_list += get_blueprint_assets_tree(blueprint, blueprints_data, parent=blueprint.name, addon_prefs=addon_prefs)
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print("TOTAL ASSETS", assets_list)
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return assets_list
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@ -4,9 +4,6 @@ import bpy
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from bpy_types import (Operator)
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from bpy.props import (BoolProperty, StringProperty, EnumProperty)
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from .assets_scan import get_main_scene_assets_tree
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from ..core.path_helpers import absolute_path_from_blend_file
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from ..settings import load_settings
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class OT_add_bevy_asset(Operator):
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@ -151,10 +148,9 @@ class OT_Add_asset_filebrowser(Operator, ImportHelper):
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export_assets_path = current_auto_settings.get("export_assets_path", "assets")
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# FIXME: not sure
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print("export_root_path", export_root_path, "export_assets_path", export_assets_path)
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export_assets_path_absolute = absolute_path_from_blend_file(os.path.join(export_root_path, export_assets_path))
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export_assets_path_absolute = os.path.join(export_root_path, export_assets_path)
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asset_path = os.path.relpath(self.filepath, export_assets_path_absolute)
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print("asset path", asset_path)
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assets_registry = context.window_manager.assets_registry
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assets_registry.asset_path_selector = asset_path
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@ -162,26 +158,3 @@ class OT_Add_asset_filebrowser(Operator, ImportHelper):
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print("SELECTED ASSET PATH", asset_path)
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return {'FINISHED'}
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|
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|
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from types import SimpleNamespace
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class OT_test_bevy_assets(Operator):
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"""Test assets"""
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bl_idname = "bevyassets.test"
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bl_label = "test bevy assets"
|
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bl_options = {"UNDO"}
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|
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def execute(self, context):
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blueprints_registry = context.window_manager.blueprints_registry
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blueprints_registry.add_blueprints_data()
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blueprints_data = blueprints_registry.blueprints_data
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|
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settings = {"export_blueprints_path": "blueprints", "export_gltf_extension": ".glb"}
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settings = SimpleNamespace(**settings)
|
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for scene in bpy.data.scenes:
|
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if scene.name != "Library":
|
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assets_hierarchy = get_main_scene_assets_tree(scene, blueprints_data, settings)
|
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scene["assets_hierarchy"] = json.dumps(assets_hierarchy)
|
||||
return {'FINISHED'}
|
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|
@ -1,34 +1,31 @@
|
||||
from types import SimpleNamespace
|
||||
import bpy
|
||||
from .assets_scan import get_main_scene_assets_tree
|
||||
from .asset_helpers import get_assets
|
||||
import json
|
||||
|
||||
|
||||
def draw_assets(layout, name, title, asset_registry, assets, target_type, target_name, editable=True):
|
||||
def draw_assets(layout, name, title, asset_registry, assets, target_type, target_name):
|
||||
header, panel = layout.box().panel(f"assets{name}", default_closed=False)
|
||||
header.label(text=title)
|
||||
if panel:
|
||||
if editable:
|
||||
row = panel.row()
|
||||
row.prop(asset_registry, "asset_name_selector", text="")
|
||||
row.prop(asset_registry, "asset_type_selector", text="")
|
||||
asset_selector = row.operator(operator="asset.open_filebrowser", text="", icon="FILE_FOLDER")
|
||||
row = panel.row()
|
||||
row.prop(asset_registry, "asset_name_selector", text="")
|
||||
row.prop(asset_registry, "asset_type_selector", text="")
|
||||
asset_selector = row.operator(operator="asset.open_filebrowser", text="", icon="FILE_FOLDER")
|
||||
|
||||
if asset_registry.asset_type_selector == 'IMAGE':
|
||||
asset_selector.filter_glob = '*.jpg;*.jpeg;*.png;*.bmp'
|
||||
if asset_registry.asset_type_selector == 'MODEL':
|
||||
asset_selector.filter_glob="*.glb;*.gltf"
|
||||
if asset_registry.asset_type_selector == 'TEXT':
|
||||
asset_selector.filter_glob="*.txt;*.md;*.ron;*.json"
|
||||
if asset_registry.asset_type_selector == 'AUDIO':
|
||||
asset_selector.filter_glob="*.mp3;*.wav;*.flac"
|
||||
if asset_registry.asset_type_selector == 'IMAGE':
|
||||
asset_selector.filter_glob = '*.jpg;*.jpeg;*.png;*.bmp'
|
||||
if asset_registry.asset_type_selector == 'MODEL':
|
||||
asset_selector.filter_glob="*.glb;*.gltf"
|
||||
if asset_registry.asset_type_selector == 'TEXT':
|
||||
asset_selector.filter_glob="*.txt;*.md;*.ron;*.json"
|
||||
if asset_registry.asset_type_selector == 'AUDIO':
|
||||
asset_selector.filter_glob="*.mp3;*.wav;*.flac"
|
||||
|
||||
add_asset = row.operator(operator="bevyassets.add", text="", icon="ADD")
|
||||
add_asset.target_type = target_type
|
||||
add_asset.target_name = target_name
|
||||
add_asset.asset_name = asset_registry.asset_name_selector
|
||||
add_asset.asset_type = asset_registry.asset_type_selector
|
||||
add_asset.asset_path = asset_registry.asset_path_selector
|
||||
add_asset = row.operator(operator="bevyassets.add", text="", icon="ADD")
|
||||
add_asset.target_type = target_type
|
||||
add_asset.target_name = target_name
|
||||
add_asset.asset_name = asset_registry.asset_name_selector
|
||||
add_asset.asset_type = asset_registry.asset_type_selector
|
||||
add_asset.asset_path = asset_registry.asset_path_selector
|
||||
|
||||
#assets = json.loads(blueprint.collection["assets"]) if "assets" in blueprint.collection else []
|
||||
for asset in assets:
|
||||
@ -36,7 +33,7 @@ def draw_assets(layout, name, title, asset_registry, assets, target_type, target
|
||||
row.label(text=asset["name"])
|
||||
row.label(text=asset["type"])
|
||||
row.label(text=asset["path"])
|
||||
if not asset["internal"] and editable:
|
||||
if not asset["internal"]:
|
||||
remove_asset = row.operator(operator="bevyassets.remove", text="", icon="TRASH")
|
||||
remove_asset.target_type = target_type
|
||||
remove_asset.target_name = target_name
|
||||
@ -44,9 +41,7 @@ def draw_assets(layout, name, title, asset_registry, assets, target_type, target
|
||||
else:
|
||||
row.label(text="")
|
||||
|
||||
return panel
|
||||
|
||||
class Blenvy_assets(bpy.types.Panel):
|
||||
class GLTF_PT_auto_export_assets(bpy.types.Panel):
|
||||
bl_space_type = 'VIEW_3D'
|
||||
bl_region_type = 'UI'
|
||||
bl_label = ""
|
||||
@ -56,37 +51,29 @@ class Blenvy_assets(bpy.types.Panel):
|
||||
def poll(cls, context):
|
||||
return context.window_manager.blenvy.mode == 'ASSETS'
|
||||
|
||||
"""def draw_header(self, context):
|
||||
layout = self.layout
|
||||
name = ""
|
||||
if context.collection is not None and context.collection.name == 'Scene Collection':
|
||||
name = f"WORLD/LEVEL: {context.scene.name}"
|
||||
else:
|
||||
name = f"BLUEPRINT: {context.collection.name}"
|
||||
layout.label(text=f"Assets For {name}")"""
|
||||
|
||||
def draw(self, context):
|
||||
layout = self.layout
|
||||
layout.use_property_split = True
|
||||
layout.use_property_decorate = False # No animation.
|
||||
|
||||
layout.operator(operator="bevyassets.test")
|
||||
|
||||
asset_registry = context.window_manager.assets_registry
|
||||
blueprints_registry = context.window_manager.blueprints_registry
|
||||
blueprints_registry.add_blueprints_data()
|
||||
blueprints_data = blueprints_registry.blueprints_data
|
||||
|
||||
name = "world"
|
||||
header, panel = layout.box().panel(f"assets{name}", default_closed=False)
|
||||
header.label(text="World/Level Assets")
|
||||
|
||||
settings = {"export_blueprints_path": "blueprints", "export_gltf_extension": ".glb"}
|
||||
settings = SimpleNamespace(**settings)
|
||||
|
||||
if panel:
|
||||
for scene in bpy.data.scenes:
|
||||
if scene.name != "Library": # FIXME: hack for testing
|
||||
get_main_scene_assets_tree(scene, blueprints_data, settings)
|
||||
|
||||
direct_assets = get_assets(scene)
|
||||
assets = json.loads(scene.get('assets')) if 'assets' in scene else []
|
||||
row = panel.row()
|
||||
scene_assets_panel = draw_assets(layout=row, name=scene.name, title=f"{scene.name} Assets", asset_registry=asset_registry, assets=direct_assets, target_type="SCENE", target_name=scene.name)
|
||||
if scene.name in blueprints_data.blueprint_instances_per_main_scene:
|
||||
for blueprint_name in blueprints_data.blueprint_instances_per_main_scene[scene.name].keys():
|
||||
blueprint = blueprints_data.blueprints_per_name[blueprint_name]
|
||||
blueprint_assets = get_assets(blueprint.collection)
|
||||
if scene_assets_panel:
|
||||
row = scene_assets_panel.row()
|
||||
draw_assets(layout=row, name=blueprint.name, title=f"{blueprint.name} Assets", asset_registry=asset_registry, assets=blueprint_assets, target_type="BLUEPRINT", target_name=blueprint.name)
|
||||
draw_assets(layout=row, name=scene.name, title=f"{scene.name} Assets", asset_registry=asset_registry, assets=assets, target_type="SCENE", target_name=scene.name)
|
||||
|
19
tools/blenvy/bevy_components/helpers.py
Normal file
19
tools/blenvy/bevy_components/helpers.py
Normal file
@ -0,0 +1,19 @@
|
||||
import bpy
|
||||
import json
|
||||
|
||||
# Makes an empty, at the specified location, rotation, scale stores it in existing collection, from https://blender.stackexchange.com/questions/51290/how-to-add-empty-object-not-using-bpy-ops
|
||||
def make_empty(name, location, rotation, scale, collection):
|
||||
object_data = None
|
||||
empty_obj = bpy.data.objects.new( name, object_data )
|
||||
|
||||
empty_obj.empty_display_size = 2
|
||||
empty_obj.empty_display_type = 'PLAIN_AXES'
|
||||
|
||||
empty_obj.name = name
|
||||
empty_obj.location = location
|
||||
empty_obj.scale = scale
|
||||
empty_obj.rotation_euler = rotation
|
||||
|
||||
collection.objects.link( empty_obj )
|
||||
#bpy.context.view_layer.update()
|
||||
return empty_obj
|
@ -1,18 +0,0 @@
|
||||
class Blueprint:
|
||||
def __init__(self, name):
|
||||
self.name = name
|
||||
self.local = True
|
||||
self.marked = False # If marked as asset or with auto_export flag, always export if changed
|
||||
self.scene = None # Not sure, could be usefull for tracking
|
||||
|
||||
self.instances = []
|
||||
self.objects = []
|
||||
self.nested_blueprints = []
|
||||
|
||||
self.collection = None # should we just sublclass ?
|
||||
|
||||
def __repr__(self):
|
||||
return f'Name: {self.name} Local: {self.local}, Scene: {self.scene}, Instances: {self.instances}, Objects: {self.objects}, nested_blueprints: {self.nested_blueprints}'
|
||||
|
||||
def __str__(self):
|
||||
return f'Name: "{self.name}", Local: {self.local}, Scene: {self.scene}, Instances: {self.instances}, Objects: {self.objects}, nested_blueprints: {self.nested_blueprints}'
|
@ -1,98 +0,0 @@
|
||||
|
||||
import os
|
||||
import json
|
||||
import bpy
|
||||
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:
|
||||
gltf_output_path = os.path.join(folder_path, blueprint.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_blueprints.append(blueprint)
|
||||
return not_found_blueprints
|
||||
|
||||
def check_if_blueprint_on_disk(scene_name, folder_path, extension):
|
||||
gltf_output_path = os.path.join(folder_path, scene_name + extension)
|
||||
found = os.path.exists(gltf_output_path) and os.path.isfile(gltf_output_path)
|
||||
print("level", scene_name, "found", found, "path", gltf_output_path)
|
||||
return found
|
||||
|
||||
def inject_export_path_into_internal_blueprints(internal_blueprints, export_blueprints_path, gltf_extension):
|
||||
for blueprint in internal_blueprints:
|
||||
blueprint_exported_path = os.path.join(export_blueprints_path, f"{blueprint.name}{gltf_extension}")
|
||||
blueprint.collection["export_path"] = blueprint_exported_path
|
||||
|
||||
def inject_blueprints_list_into_main_scene(scene, blueprints_data, addon_prefs):
|
||||
export_root_path = getattr(addon_prefs, "export_root_path")
|
||||
export_assets_path = getattr(addon_prefs,"export_assets_path")
|
||||
export_levels_path = getattr(addon_prefs,"export_levels_path")
|
||||
export_blueprints_path = getattr(addon_prefs, "export_blueprints_path")
|
||||
export_gltf_extension = getattr(addon_prefs, "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_main_scene.get(scene.name, None)
|
||||
# find all blueprints used in a scene
|
||||
blueprints_in_scene = []
|
||||
if blueprint_instance_names_for_scene: # what are the blueprints used in this scene, inject those into the assets list component
|
||||
children_per_blueprint = {}
|
||||
for blueprint_name in blueprint_instance_names_for_scene:
|
||||
blueprint = blueprints_data.blueprints_per_name.get(blueprint_name, None)
|
||||
if blueprint:
|
||||
children_per_blueprint[blueprint_name] = blueprint.nested_blueprints
|
||||
blueprints_in_scene += blueprint.nested_blueprints
|
||||
assets_list_data["BlueprintsList"] = f"({json.dumps(dict(children_per_blueprint))})"
|
||||
print(blueprint_instance_names_for_scene)
|
||||
# add_scene_property(scene, assets_list_name, assets_list_data)
|
||||
|
||||
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 = os.path.join(export_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})
|
||||
|
||||
|
||||
# fetch images/textures
|
||||
# see https://blender.stackexchange.com/questions/139859/how-to-get-absolute-file-path-for-linked-texture-image
|
||||
textures = []
|
||||
for ob in bpy.data.objects:
|
||||
if ob.type == "MESH":
|
||||
for mat_slot in ob.material_slots:
|
||||
if mat_slot.material:
|
||||
if mat_slot.material.node_tree:
|
||||
textures.extend([x.image.filepath for x in mat_slot.material.node_tree.nodes if x.type=='TEX_IMAGE'])
|
||||
print("textures", textures)
|
||||
|
||||
assets_list_name = f"assets_{scene.name}"
|
||||
assets_list_data = {"blueprints": json.dumps(blueprint_assets_list), "sounds":[], "images":[]}
|
||||
scene["assets"] = json.dumps(blueprint_assets_list)
|
||||
|
||||
print("blueprint assets", blueprint_assets_list)
|
||||
add_scene_property(scene, assets_list_name, assets_list_data)
|
||||
for blueprint in blueprint_assets_list:
|
||||
bpy.context.window_manager.assets_registry.add_asset(**blueprint)
|
||||
|
||||
def remove_blueprints_list_from_main_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)
|
@ -1,4 +1,3 @@
|
||||
from types import SimpleNamespace
|
||||
import bpy
|
||||
import json
|
||||
import os
|
||||
@ -7,11 +6,9 @@ from pathlib import Path
|
||||
from bpy_types import (PropertyGroup)
|
||||
from bpy.props import (StringProperty, BoolProperty, FloatProperty, FloatVectorProperty, IntProperty, IntVectorProperty, EnumProperty, PointerProperty, CollectionProperty)
|
||||
|
||||
from ..settings import load_settings
|
||||
from ..gltf_auto_export.helpers.helpers_scenes import get_scenes
|
||||
from .blueprints_scan import blueprints_scan
|
||||
|
||||
# this is where we store the information for all available Blueprints
|
||||
#
|
||||
class BlueprintsRegistry(PropertyGroup):
|
||||
blueprints_data = {}
|
||||
blueprints_list = []
|
||||
@ -49,12 +46,4 @@ class BlueprintsRegistry(PropertyGroup):
|
||||
def add_blueprint(self, blueprint):
|
||||
self.blueprints_list.append(blueprint)
|
||||
|
||||
def add_blueprints_data(self):
|
||||
print("adding blueprints data")
|
||||
addon_prefs = load_settings(".gltf_auto_export_settings")
|
||||
print("addon_prefs", addon_prefs)
|
||||
addon_prefs["export_marked_assets"] = False
|
||||
addon_prefs = SimpleNamespace(**addon_prefs)
|
||||
[main_scene_names, level_scenes, library_scene_names, library_scenes] = get_scenes(addon_prefs)
|
||||
blueprints_data = blueprints_scan(level_scenes, library_scenes, addon_prefs)
|
||||
self.blueprints_data = blueprints_data
|
||||
|
||||
|
@ -26,11 +26,8 @@ class GLTF_PT_auto_export_blueprints_list(bpy.types.Panel):
|
||||
row.label(text=blueprint.name)
|
||||
|
||||
if blueprint.local:
|
||||
|
||||
select_blueprint = row.operator(operator="blueprint.select", text="", icon="RESTRICT_SELECT_OFF")
|
||||
|
||||
if blueprint.collection and blueprint.collection.name:
|
||||
select_blueprint.blueprint_collection_name = blueprint.collection.name
|
||||
select_blueprint.blueprint_collection_name = blueprint.collection.name
|
||||
select_blueprint.blueprint_scene_name = blueprint.scene.name
|
||||
|
||||
assets = json.loads(blueprint.collection["assets"]) if "assets" in blueprint.collection else []
|
||||
@ -38,6 +35,8 @@ class GLTF_PT_auto_export_blueprints_list(bpy.types.Panel):
|
||||
draw_assets(layout=layout, name=blueprint.name, title="Assets", asset_registry=asset_registry, assets=assets, target_type="BLUEPRINT", target_name=blueprint.name)
|
||||
|
||||
else:
|
||||
assets = json.loads(blueprint.collection["assets"]) if "assets" in blueprint.collection else []
|
||||
draw_assets(layout=layout, name=blueprint.name, title="Assets", asset_registry=asset_registry, assets=assets, target_type="BLUEPRINT", target_name=blueprint.name, editable=False)
|
||||
row.label(text="External")
|
||||
|
||||
for collection in bpy.context.window_manager.exportedCollections:
|
||||
row = layout.row()
|
||||
row.label(text=collection.name)
|
@ -1,6 +1,6 @@
|
||||
import bpy
|
||||
from bpy_types import (PropertyGroup)
|
||||
from bpy.props import (EnumProperty, PointerProperty, StringProperty)
|
||||
from bpy.props import (EnumProperty, PointerProperty)
|
||||
|
||||
|
||||
class BlenvyManager(PropertyGroup):
|
||||
@ -15,38 +15,6 @@ class BlenvyManager(PropertyGroup):
|
||||
)
|
||||
) # type: ignore
|
||||
|
||||
|
||||
export_root_path: StringProperty(
|
||||
name = "Project Root Path",
|
||||
description="The root folder of your (Bevy) project (not assets!)",
|
||||
default='../'
|
||||
) # type: ignore
|
||||
|
||||
export_assets_path: StringProperty(
|
||||
name='Export folder',
|
||||
description='The root folder for all exports(relative to the root folder/path) Defaults to "assets" ',
|
||||
default='./assets',
|
||||
options={'HIDDEN'}
|
||||
) # type: ignore
|
||||
|
||||
export_blueprints_path: StringProperty(
|
||||
name='Blueprints path',
|
||||
description='path to export the blueprints to (relative to the assets folder)',
|
||||
default='blueprints',
|
||||
) # type: ignore
|
||||
|
||||
export_levels_path: StringProperty(
|
||||
name='Levels path',
|
||||
description='path to export the levels (main scenes) to (relative to the assets folder)',
|
||||
default='levels',
|
||||
) # type: ignore
|
||||
|
||||
export_materials_path: StringProperty(
|
||||
name='Materials path',
|
||||
description='path to export the materials libraries to (relative to the assets folder)',
|
||||
default='materials',
|
||||
) # type: ignore
|
||||
|
||||
@classmethod
|
||||
def register(cls):
|
||||
bpy.types.WindowManager.blenvy = PointerProperty(type=BlenvyManager)
|
||||
|
@ -1,11 +0,0 @@
|
||||
import bpy
|
||||
import os
|
||||
|
||||
def absolute_path_from_blend_file(path):
|
||||
# path to the current blend file
|
||||
blend_file_path = bpy.data.filepath
|
||||
# Get the folder
|
||||
blend_file_folder_path = os.path.dirname(blend_file_path)
|
||||
|
||||
# absolute path
|
||||
return os.path.join(blend_file_folder_path, path)
|
@ -1,27 +0,0 @@
|
||||
def add_scene_property(scene, scene_component_name, property_data, limit_to=None):
|
||||
root_collection = scene.collection
|
||||
scene_property = None
|
||||
for object in scene.objects:
|
||||
if object.name == scene_component_name:
|
||||
scene_property = object
|
||||
break
|
||||
|
||||
if scene_property is None:
|
||||
scene_property = make_empty(scene_component_name, [0,0,0], [0,0,0], [0,0,0], root_collection)
|
||||
|
||||
for key in property_data.keys():
|
||||
if limit_to is not None:
|
||||
if key in limit_to:
|
||||
scene_property[key] = property_data[key]
|
||||
else:
|
||||
scene_property[key] = property_data[key]
|
||||
|
||||
|
||||
# compatibility helper until we land gltf_extras at the scene level for Bevy
|
||||
# it copies a custom property into an __components object's properties
|
||||
def copy_scene_or_collection_property_to_object_component(scene, property_name, target_object_name):
|
||||
property_value = scene.get(property_name, None)
|
||||
if property_value is not None:
|
||||
property_data = {}
|
||||
property_data[property_name] = property_value
|
||||
add_scene_property(scene=scene, scene_component_name=target_object_name, property_data=property_data)
|
@ -3,20 +3,6 @@ from ..settings import load_settings
|
||||
|
||||
######################################################
|
||||
## ui logic & co
|
||||
def draw_folder_browser(layout, label, prop_origin, target_property):
|
||||
row = layout.row()
|
||||
row.label(text=label)
|
||||
|
||||
'''box = row.box()
|
||||
box.scale_y = 0.5
|
||||
box.label(text=value)'''
|
||||
|
||||
col = row.column()
|
||||
col.enabled = False
|
||||
col.prop(prop_origin, target_property, text="")
|
||||
|
||||
folder_selector = row.operator("generic.open_folderbrowser", icon="FILE_FOLDER", text="")
|
||||
folder_selector.target_property = target_property #"export_root_path"
|
||||
|
||||
# side panel
|
||||
class BLENVY_PT_SidePanel(bpy.types.Panel):
|
||||
@ -80,21 +66,6 @@ class BLENVY_PT_SidePanel(bpy.types.Panel):
|
||||
layout.label(text="Library scene active: "+ str(library_scene_active))
|
||||
layout.label(text=blenvy.mode)"""
|
||||
|
||||
|
||||
if blenvy.mode == "SETTINGS":
|
||||
header, panel = layout.panel("auto_export", default_closed=False)
|
||||
header.label(text="Common")
|
||||
if panel:
|
||||
row = panel.row()
|
||||
draw_folder_browser(layout=row, label="Root Folder", prop_origin=blenvy, target_property="export_root_path")
|
||||
row = panel.row()
|
||||
draw_folder_browser(layout=row, label="Assets Folder", prop_origin=blenvy, target_property="export_assets_path")
|
||||
row = panel.row()
|
||||
draw_folder_browser(layout=row, label="Blueprints Folder", prop_origin=blenvy, target_property="export_blueprints_path")
|
||||
row = panel.row()
|
||||
draw_folder_browser(layout=row, label="Levels Folder", prop_origin=blenvy, target_property="export_levels_path")
|
||||
row = panel.row()
|
||||
draw_folder_browser(layout=row, label="Materials Folder", prop_origin=blenvy, target_property="export_materials_path")
|
||||
"""if blenvy.mode == "SETTINGS":
|
||||
header, panel = layout.panel("auto_export", default_closed=False)
|
||||
header.label(text="Auto Export")
|
||||
|
@ -1,9 +1,12 @@
|
||||
|
||||
import copy
|
||||
import json
|
||||
import os
|
||||
from types import SimpleNamespace
|
||||
import bpy
|
||||
import traceback
|
||||
|
||||
from ..helpers.helpers_scenes import (get_scenes, )
|
||||
|
||||
from .preferences import AutoExportGltfAddonPreferences
|
||||
|
||||
from .get_blueprints_to_export import get_blueprints_to_export
|
||||
from .get_levels_to_export import get_levels_to_export
|
||||
@ -11,12 +14,13 @@ from .get_standard_exporter_settings import get_standard_exporter_settings
|
||||
|
||||
from .export_main_scenes import export_main_scene
|
||||
from .export_blueprints import export_blueprints
|
||||
|
||||
from ..helpers.helpers_scenes import (get_scenes, )
|
||||
from ..helpers.helpers_blueprints import blueprints_scan
|
||||
|
||||
from ..modules.export_materials import cleanup_materials, export_materials
|
||||
from ..modules.bevy_scene_components import remove_scene_components, upsert_scene_components
|
||||
|
||||
from ...blueprints.blueprints_scan import blueprints_scan
|
||||
from ...blueprints.blueprint_helpers import inject_export_path_into_internal_blueprints
|
||||
|
||||
|
||||
"""this is the main 'central' function for all auto export """
|
||||
def auto_export(changes_per_scene, changed_export_parameters, addon_prefs):
|
||||
@ -64,24 +68,19 @@ def auto_export(changes_per_scene, changed_export_parameters, addon_prefs):
|
||||
addon_prefs.export_assets_path_full = os.path.join(blend_file_path, export_root_path, export_assets_path)
|
||||
addon_prefs.export_blueprints_path_full = os.path.join(addon_prefs.export_assets_path_full, getattr(addon_prefs,"export_blueprints_path"))
|
||||
addon_prefs.export_levels_path_full = os.path.join(addon_prefs.export_assets_path_full, getattr(addon_prefs,"export_levels_path"))
|
||||
addon_prefs.export_materials_path_full = os.path.join(addon_prefs.export_assets_path_full, getattr(addon_prefs,"export_materials_path"))
|
||||
addon_prefs.export_materials_path = os.path.join(addon_prefs.export_assets_path_full, getattr(addon_prefs,"export_materials_path"))
|
||||
addon_prefs.export_gltf_extension = gltf_extension
|
||||
|
||||
[main_scene_names, level_scenes, library_scene_names, library_scenes] = get_scenes(addon_prefs)
|
||||
|
||||
print("main scenes", main_scene_names, "library_scenes", library_scene_names)
|
||||
print("export_assets_path", export_assets_path)
|
||||
|
||||
blueprints_data = blueprints_scan(level_scenes, library_scenes, addon_prefs)
|
||||
blueprints_per_scene = blueprints_data.blueprints_per_scenes
|
||||
internal_blueprints = [blueprint.name for blueprint in blueprints_data.internal_blueprints]
|
||||
external_blueprints = [blueprint.name for blueprint in blueprints_data.external_blueprints]
|
||||
|
||||
|
||||
# we inject the blueprints export path
|
||||
export_blueprints_path = getattr(addon_prefs,"export_blueprints_path")
|
||||
inject_export_path_into_internal_blueprints(internal_blueprints=blueprints_data.internal_blueprints, export_blueprints_path=export_blueprints_path, gltf_extension=gltf_extension)
|
||||
for blueprint in blueprints_data.blueprints:
|
||||
bpy.context.window_manager.blueprints_registry.add_blueprint(blueprint)
|
||||
bpy.context.window_manager.blueprints_registry.add_blueprints_data()
|
||||
|
||||
if export_scene_settings:
|
||||
# inject/ update scene components
|
||||
upsert_scene_components(level_scenes)
|
||||
@ -102,7 +101,7 @@ def auto_export(changes_per_scene, changed_export_parameters, addon_prefs):
|
||||
# since materials export adds components we need to call this before blueprints are exported
|
||||
# export materials & inject materials components into relevant objects
|
||||
if export_materials_library:
|
||||
export_materials(blueprints_data.blueprint_names, library_scenes, addon_prefs)
|
||||
export_materials(blueprints_data.blueprint_names, library_scenes, blend_file_path, addon_prefs)
|
||||
|
||||
# update the list of tracked exports
|
||||
exports_total = len(blueprints_to_export) + len(main_scenes_to_export) + (1 if export_materials_library else 0)
|
||||
@ -140,7 +139,11 @@ def auto_export(changes_per_scene, changed_export_parameters, addon_prefs):
|
||||
do_export_library_scene = not export_change_detection or changed_export_parameters or len(blueprints_to_export) > 0
|
||||
if do_export_library_scene:
|
||||
print("export LIBRARY")
|
||||
export_blueprints(blueprints_to_export, addon_prefs, blueprints_data)
|
||||
# we only want to go through the library scenes where our blueprints to export are present
|
||||
"""for (scene_name, blueprints_to_export) in blueprints_per_scene.items():
|
||||
print(" exporting blueprints from scene:", scene_name)
|
||||
print(" blueprints to export", blueprints_to_export)"""
|
||||
export_blueprints(blueprints_to_export, blend_file_path, addon_prefs, blueprints_data)
|
||||
|
||||
# reset current scene from backup
|
||||
bpy.context.window.scene = old_current_scene
|
||||
|
@ -7,7 +7,7 @@ from .export_gltf import (generate_gltf_export_preferences)
|
||||
from ..helpers.helpers_scenes import clear_hollow_scene, copy_hollowed_collection_into
|
||||
|
||||
|
||||
def export_blueprints(blueprints, addon_prefs, blueprints_data):
|
||||
def export_blueprints(blueprints, blend_file_path, addon_prefs, blueprints_data):
|
||||
export_blueprints_path_full = getattr(addon_prefs,"export_blueprints_path_full")
|
||||
gltf_export_preferences = generate_gltf_export_preferences(addon_prefs)
|
||||
|
||||
@ -26,7 +26,6 @@ def export_blueprints(blueprints, addon_prefs, blueprints_data):
|
||||
export_settings['export_materials'] = 'PLACEHOLDER'
|
||||
|
||||
collection = bpy.data.collections[blueprint.name]
|
||||
# do the actual export
|
||||
generate_and_export(
|
||||
addon_prefs,
|
||||
temp_scene_name=TEMPSCENE_PREFIX+collection.name,
|
||||
|
@ -7,7 +7,7 @@ from ..helpers.generate_and_export import generate_and_export
|
||||
from .export_gltf import (generate_gltf_export_preferences, export_gltf)
|
||||
from ..modules.bevy_dynamic import is_object_dynamic, is_object_static
|
||||
from ..helpers.helpers_scenes import clear_hollow_scene, copy_hollowed_collection_into
|
||||
from ...blueprints.blueprint_helpers import inject_blueprints_list_into_main_scene, remove_blueprints_list_from_main_scene
|
||||
from ..helpers.helpers_blueprints import inject_blueprints_list_into_main_scene, remove_blueprints_list_from_main_scene
|
||||
|
||||
def export_main_scene(scene, blend_file_path, addon_prefs, blueprints_data):
|
||||
gltf_export_preferences = generate_gltf_export_preferences(addon_prefs)
|
||||
|
@ -1,7 +1,7 @@
|
||||
import bpy
|
||||
import os
|
||||
from ..helpers.helpers_scenes import (get_scenes, )
|
||||
from ...blueprints.blueprint_helpers import find_blueprints_not_on_disk
|
||||
from ..helpers.helpers_blueprints import find_blueprints_not_on_disk
|
||||
|
||||
# TODO: this should also take the split/embed mode into account: if a nested collection changes AND embed is active, its container collection should also be exported
|
||||
def get_blueprints_to_export(changes_per_scene, changed_export_parameters, blueprints_data, addon_prefs):
|
||||
|
@ -1,5 +1,5 @@
|
||||
import bpy
|
||||
from ...blueprints.blueprint_helpers import check_if_blueprint_on_disk
|
||||
from ..helpers.helpers_blueprints import check_if_blueprint_on_disk
|
||||
from ..helpers.helpers_scenes import (get_scenes, )
|
||||
|
||||
# IF collection_instances_combine_mode is not 'split' check for each scene if any object in changes_per_scene has an instance in the scene
|
||||
|
@ -1,6 +1,43 @@
|
||||
|
||||
import os
|
||||
from types import SimpleNamespace
|
||||
import bpy
|
||||
from .blueprint import Blueprint
|
||||
|
||||
class Blueprint:
|
||||
def __init__(self, name):
|
||||
self.name = name
|
||||
self.local = True
|
||||
self.marked = False # If marked as asset or with auto_export flag, always export if changed
|
||||
self.scene = None # Not sure, could be usefull for tracking
|
||||
|
||||
self.instances = []
|
||||
self.objects = []
|
||||
self.nested_blueprints = []
|
||||
|
||||
self.collection = None # should we just sublclass ?
|
||||
|
||||
def __repr__(self):
|
||||
return f'Name: {self.name} Local: {self.local}, Scene: {self.scene}, Instances: {self.instances}, Objects: {self.objects}, nested_blueprints: {self.nested_blueprints}'
|
||||
|
||||
def __str__(self):
|
||||
return f'Name: "{self.name}", Local: {self.local}, Scene: {self.scene}, Instances: {self.instances}, Objects: {self.objects}, nested_blueprints: {self.nested_blueprints}'
|
||||
|
||||
|
||||
def find_blueprints_not_on_disk(blueprints, folder_path, extension):
|
||||
not_found_blueprints = []
|
||||
for blueprint in blueprints:
|
||||
gltf_output_path = os.path.join(folder_path, blueprint.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_blueprints.append(blueprint)
|
||||
return not_found_blueprints
|
||||
|
||||
def check_if_blueprint_on_disk(scene_name, folder_path, extension):
|
||||
gltf_output_path = os.path.join(folder_path, scene_name + extension)
|
||||
found = os.path.exists(gltf_output_path) and os.path.isfile(gltf_output_path)
|
||||
print("level", scene_name, "found", found, "path", gltf_output_path)
|
||||
return found
|
||||
|
||||
# blueprints: any collection with either
|
||||
# - an instance
|
||||
@ -110,7 +147,7 @@ def blueprints_scan(main_scenes, library_scenes, addon_prefs):
|
||||
#
|
||||
collections.append(collection)
|
||||
|
||||
# EXTERNAL COLLECTIONS: add any collection that has an instance in the main scenes, but is not present in any of the scenes (IE NON LOCAL/ EXTERNAL)
|
||||
# add any collection that has an instance in the main scenes, but is not present in any of the scenes (IE NON LOCAL/ EXTERNAL)
|
||||
for collection_name in external_collection_instances:
|
||||
collection = bpy.data.collections[collection_name]
|
||||
blueprint = Blueprint(collection.name)
|
||||
@ -239,3 +276,126 @@ def blueprints_scan(main_scenes, library_scenes, addon_prefs):
|
||||
}
|
||||
|
||||
return SimpleNamespace(**data)
|
||||
|
||||
|
||||
import json
|
||||
from .object_makers import (make_empty)
|
||||
|
||||
|
||||
def add_scene_property(scene, property_name, property_data):
|
||||
root_collection = scene.collection
|
||||
scene_property = None
|
||||
for object in scene.objects:
|
||||
if object.name == property_name:
|
||||
scene_property = object
|
||||
break
|
||||
|
||||
if scene_property is None:
|
||||
scene_property = make_empty(property_name, [0,0,0], [0,0,0], [0,0,0], root_collection)
|
||||
|
||||
for key in property_data.keys():
|
||||
scene_property[key] = property_data[key]
|
||||
|
||||
|
||||
def inject_blueprints_list_into_main_scene(scene, blueprints_data, addon_prefs):
|
||||
export_root_path = getattr(addon_prefs, "export_root_path")
|
||||
export_assets_path = getattr(addon_prefs,"export_assets_path")
|
||||
export_levels_path = getattr(addon_prefs,"export_levels_path")
|
||||
export_blueprints_path = getattr(addon_prefs, "export_blueprints_path")
|
||||
export_gltf_extension = getattr(addon_prefs, "export_gltf_extension")
|
||||
|
||||
# print("injecting assets/blueprints data into scene")
|
||||
assets_list_name = f"assets_list_{scene.name}_components"
|
||||
assets_list_data = {}
|
||||
|
||||
|
||||
# FIXME: temporary hack
|
||||
for blueprint in blueprints_data.blueprints:
|
||||
bpy.context.window_manager.blueprints_registry.add_blueprint(blueprint)
|
||||
|
||||
blueprint_instance_names_for_scene = blueprints_data.blueprint_instances_per_main_scene.get(scene.name, None)
|
||||
# find all blueprints used in a scene
|
||||
blueprints_in_scene = []
|
||||
if blueprint_instance_names_for_scene: # what are the blueprints used in this scene, inject those into the assets list component
|
||||
children_per_blueprint = {}
|
||||
for blueprint_name in blueprint_instance_names_for_scene:
|
||||
blueprint = blueprints_data.blueprints_per_name.get(blueprint_name, None)
|
||||
if blueprint:
|
||||
children_per_blueprint[blueprint_name] = blueprint.nested_blueprints
|
||||
blueprints_in_scene += blueprint.nested_blueprints
|
||||
assets_list_data["BlueprintsList"] = f"({json.dumps(dict(children_per_blueprint))})"
|
||||
print(blueprint_instance_names_for_scene)
|
||||
add_scene_property(scene, assets_list_name, assets_list_data)
|
||||
|
||||
|
||||
blueprints_path_full = os.path.join(export_assets_path, export_blueprints_path)
|
||||
relative_blueprints_path = os.path.relpath(export_blueprints_path, export_root_path)
|
||||
|
||||
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 = os.path.join(export_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})
|
||||
|
||||
|
||||
# fetch images/textures
|
||||
# see https://blender.stackexchange.com/questions/139859/how-to-get-absolute-file-path-for-linked-texture-image
|
||||
textures = []
|
||||
for ob in bpy.data.objects:
|
||||
if ob.type == "MESH":
|
||||
for mat_slot in ob.material_slots:
|
||||
if mat_slot.material:
|
||||
if mat_slot.material.node_tree:
|
||||
textures.extend([x.image.filepath for x in mat_slot.material.node_tree.nodes if x.type=='TEX_IMAGE'])
|
||||
print("textures", textures)
|
||||
|
||||
assets_list_name = f"assets_{scene.name}"
|
||||
assets_list_data = {"blueprints": json.dumps(blueprint_assets_list), "sounds":[], "images":[]}
|
||||
scene["assets"] = json.dumps(blueprint_assets_list)
|
||||
|
||||
print("blueprint assets", blueprint_assets_list)
|
||||
add_scene_property(scene, assets_list_name, assets_list_data)
|
||||
for blueprint in blueprint_assets_list:
|
||||
bpy.context.window_manager.assets_registry.add_asset(**blueprint)
|
||||
|
||||
|
||||
'''root_collection = scene.collection
|
||||
|
||||
assets_list = None
|
||||
for object in scene.objects:
|
||||
if object.name == assets_list_name:
|
||||
assets_list = object
|
||||
break
|
||||
|
||||
if assets_list is None:
|
||||
assets_list = make_empty(assets_list_name, [0,0,0], [0,0,0], [0,0,0], root_collection)
|
||||
|
||||
blueprint_names_for_scene = blueprints_data.blueprint_instances_per_main_scene.get(scene.name, None)
|
||||
# find all blueprints used in a scene
|
||||
if blueprint_names_for_scene: # what are the blueprints used in this scene, inject those into the assets list component
|
||||
children_per_blueprint = {}
|
||||
for blueprint_name in blueprint_names_for_scene:
|
||||
blueprint = blueprints_data.blueprints_per_name.get(blueprint_name, None)
|
||||
if blueprint:
|
||||
children_per_blueprint[blueprint_name] = blueprint.nested_blueprints
|
||||
assets_list["BlueprintsList"] = f"({json.dumps(dict(children_per_blueprint))})"'''
|
||||
|
||||
def remove_blueprints_list_from_main_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)
|
@ -1,12 +1,12 @@
|
||||
import json
|
||||
import bpy
|
||||
from ...core.object_makers import (make_empty)
|
||||
from .object_makers import (make_empty)
|
||||
|
||||
|
||||
# these are mostly for when using this add-on together with the bevy_components add-on
|
||||
custom_properties_to_filter_out = ['_combine', 'template', 'components_meta']
|
||||
|
||||
def is_component_valid_and_enabled(object, component_name):
|
||||
def is_component_valid(object, component_name):
|
||||
if "components_meta" in object or hasattr(object, "components_meta"):
|
||||
target_components_metadata = object.components_meta.components
|
||||
component_meta = next(filter(lambda component: component["long_name"] == component_name, target_components_metadata), None)
|
||||
@ -18,7 +18,7 @@ def remove_unwanted_custom_properties(object):
|
||||
to_remove = []
|
||||
component_names = list(object.keys()) # to avoid 'IDPropertyGroup changed size during iteration' issues
|
||||
for component_name in component_names:
|
||||
if not is_component_valid_and_enabled(object, component_name):
|
||||
if not is_component_valid(object, component_name):
|
||||
to_remove.append(component_name)
|
||||
for cp in custom_properties_to_filter_out + to_remove:
|
||||
if cp in object:
|
||||
@ -118,7 +118,7 @@ def duplicate_object(object, parent, combine_mode, destination_collection, bluep
|
||||
|
||||
# we copy custom properties over from our original object to our empty
|
||||
for component_name, component_value in object.items():
|
||||
if component_name not in custom_properties_to_filter_out and is_component_valid_and_enabled(object, component_name): #copy only valid properties
|
||||
if component_name not in custom_properties_to_filter_out and is_component_valid(object, component_name): #copy only valid properties
|
||||
empty_obj[component_name] = component_value
|
||||
copy = empty_obj
|
||||
else:
|
||||
@ -174,6 +174,9 @@ def copy_hollowed_collection_into(source_collection, destination_collection, par
|
||||
blueprints_data = blueprints_data,
|
||||
addon_prefs=addon_prefs
|
||||
)
|
||||
|
||||
|
||||
|
||||
return {}
|
||||
|
||||
# clear & remove "hollow scene"
|
||||
|
@ -45,26 +45,3 @@ def make_cube(name, location=[0,0,0], rotation=[0,0,0], scale=[1,1,1], collectio
|
||||
if collection != None:
|
||||
collection.objects.link( new_object )
|
||||
return new_object
|
||||
|
||||
|
||||
|
||||
"""import bpy
|
||||
import json
|
||||
|
||||
# Makes an empty, at the specified location, rotation, scale stores it in existing collection, from https://blender.stackexchange.com/questions/51290/how-to-add-empty-object-not-using-bpy-ops
|
||||
def make_empty(name, location, rotation, scale, collection):
|
||||
object_data = None
|
||||
empty_obj = bpy.data.objects.new( name, object_data )
|
||||
|
||||
empty_obj.empty_display_size = 2
|
||||
empty_obj.empty_display_type = 'PLAIN_AXES'
|
||||
|
||||
empty_obj.name = name
|
||||
empty_obj.location = location
|
||||
empty_obj.scale = scale
|
||||
empty_obj.rotation_euler = rotation
|
||||
|
||||
collection.objects.link( empty_obj )
|
||||
#bpy.context.view_layer.update()
|
||||
return empty_obj
|
||||
"""
|
@ -1,6 +1,6 @@
|
||||
|
||||
import bpy
|
||||
from ...core.object_makers import make_empty
|
||||
from ..helpers.object_makers import make_empty
|
||||
|
||||
# TODO: replace this with placing scene level custom properties once support for that has been added to bevy_gltf
|
||||
def upsert_scene_components(main_scenes):
|
||||
|
@ -3,9 +3,10 @@ import bpy
|
||||
from pathlib import Path
|
||||
|
||||
from ..helpers.generate_and_export import generate_and_export
|
||||
|
||||
from ..helpers.helpers_collections import (traverse_tree)
|
||||
from ..auto_export.export_gltf import (export_gltf, generate_gltf_export_preferences)
|
||||
from ...core.object_makers import make_cube
|
||||
from ..helpers.object_makers import make_cube
|
||||
|
||||
# get materials per object, and injects the materialInfo component
|
||||
def get_materials(object):
|
||||
@ -89,9 +90,11 @@ def clear_materials_scene(temp_scene):
|
||||
|
||||
# exports the materials used inside the current project:
|
||||
# the name of the output path is <materials_folder>/<name_of_your_blend_file>_materials_library.gltf/glb
|
||||
def export_materials(collections, library_scenes, addon_prefs):
|
||||
def export_materials(collections, library_scenes, folder_path, addon_prefs):
|
||||
gltf_export_preferences = generate_gltf_export_preferences(addon_prefs)
|
||||
export_materials_path_full = getattr(addon_prefs,"export_materials_path_full")
|
||||
export_materials_path = getattr(addon_prefs,"export_materials_path")
|
||||
export_root_path = getattr(addon_prefs, "export_root_path")
|
||||
|
||||
|
||||
used_material_names = get_all_materials(collections, library_scenes)
|
||||
current_project_name = Path(bpy.context.blend_data.filepath).stem
|
||||
@ -105,7 +108,7 @@ def export_materials(collections, library_scenes, addon_prefs):
|
||||
'export_apply':True
|
||||
}
|
||||
|
||||
gltf_output_path = os.path.join(export_materials_path_full, current_project_name + "_materials_library")
|
||||
gltf_output_path = os.path.join(export_root_path, export_materials_path, current_project_name + "_materials_library")
|
||||
|
||||
print(" exporting Materials to", gltf_output_path, ".gltf/glb")
|
||||
|
||||
|
@ -13,6 +13,7 @@ class GLTF_PT_auto_export_SidePanel(bpy.types.Panel):
|
||||
bl_context = "objectmode"
|
||||
bl_parent_id = "BLENVY_PT_SidePanel"
|
||||
|
||||
|
||||
@classmethod
|
||||
def poll(cls, context):
|
||||
return context.window_manager.blenvy.mode == 'SETTINGS'
|
||||
@ -39,6 +40,26 @@ class GLTF_PT_auto_export_SidePanel(bpy.types.Panel):
|
||||
op = layout.operator("EXPORT_SCENES_OT_auto_gltf", text="Auto Export Settings")
|
||||
op.auto_export = True
|
||||
|
||||
class GLTF_PT_auto_export_changes_list(bpy.types.Panel):
|
||||
bl_space_type = 'VIEW_3D'
|
||||
bl_region_type = 'UI'
|
||||
bl_label = "Changes per scene since last save "
|
||||
bl_parent_id = "GLTF_PT_auto_export_SidePanel"
|
||||
bl_options = {'DEFAULT_CLOSED'}
|
||||
|
||||
def draw(self, context):
|
||||
layout = self.layout
|
||||
layout.use_property_split = True
|
||||
layout.use_property_decorate = False # No animation.
|
||||
|
||||
#if "auto_export_tracker" in context.window_manager:
|
||||
changed_objects_per_scene = context.window_manager.auto_export_tracker.changed_objects_per_scene
|
||||
for scene_name in changed_objects_per_scene:
|
||||
layout.label(text=f'{scene_name}')
|
||||
for object_name in list(changed_objects_per_scene[scene_name].keys()):
|
||||
row = layout.row()
|
||||
row.label(text=f' {object_name}')
|
||||
|
||||
# main ui in the file => export
|
||||
class GLTF_PT_auto_export_main(bpy.types.Panel):
|
||||
bl_space_type = 'FILE_BROWSER'
|
||||
|
@ -130,7 +130,7 @@ class OT_OpenFolderbrowser(Operator, ImportHelper):
|
||||
print("blend_file_folder_path", blend_file_folder_path)
|
||||
print("new_path", self.directory, self.target_property, operator)
|
||||
|
||||
asset_path_names = ['export_assets_path', 'export_blueprints_path', 'export_levels_path', 'export_materials_path']
|
||||
path_names = ['export_assets_path', 'export_blueprints_path', 'export_levels_path', 'export_materials_path']
|
||||
export_root_path = operator.export_root_path
|
||||
export_assets_path = operator.export_assets_path
|
||||
#export_root_path_absolute = os.path.join(blend_file_folder_path, export_root_path)
|
||||
@ -142,11 +142,10 @@ class OT_OpenFolderbrowser(Operator, ImportHelper):
|
||||
new_root_path_relative = os.path.relpath(new_path, blend_file_folder_path)
|
||||
print("changing root new_path to", self.directory, blend_file_folder_path, new_root_path_relative)
|
||||
# we need to change all other relative paths before setting the new absolute path
|
||||
for path_name in asset_path_names:
|
||||
# get current relative path
|
||||
for path_name in path_names:
|
||||
# get absolute path
|
||||
relative_path = getattr(operator, path_name, None)
|
||||
if relative_path is not None:
|
||||
# and now get absolute path of asset_path
|
||||
absolute_path = os.path.join(export_assets_path_full, relative_path)
|
||||
print("absolute path for", path_name, absolute_path)
|
||||
relative_path = os.path.relpath(absolute_path, new_path)
|
||||
@ -154,8 +153,7 @@ class OT_OpenFolderbrowser(Operator, ImportHelper):
|
||||
|
||||
# store the root path as relative to the current blend file
|
||||
setattr(operator, target_path_name, new_path)
|
||||
elif target_path_name == 'export_assets_path':
|
||||
pass
|
||||
|
||||
else:
|
||||
relative_path = os.path.relpath(new_path, export_assets_path_full)
|
||||
setattr(operator, target_path_name, relative_path)
|
||||
|
@ -67,3 +67,7 @@ Change storage of 'blueprint' assets : (from BlueprintsList)
|
||||
- make asset storage generic enough to allow adding additional asset types
|
||||
- get inspired by bevy_asset_loader ?
|
||||
|
||||
Assets:
|
||||
- [ ] store assets
|
||||
- [ ] per main scene for level/world assets
|
||||
- [ ] per blueprint for blueprint in lib scene
|
@ -308,6 +308,7 @@ def inject_blueprints_list_into_main_scene(scene, blueprints_data, addon_prefs):
|
||||
assets_list_name = f"assets_list_{scene.name}_components"
|
||||
assets_list_data = {}
|
||||
|
||||
|
||||
# FIXME: temporary hack
|
||||
for blueprint in blueprints_data.blueprints:
|
||||
bpy.context.window_manager.blueprints_registry.add_blueprint(blueprint)
|
||||
@ -324,7 +325,7 @@ def inject_blueprints_list_into_main_scene(scene, blueprints_data, addon_prefs):
|
||||
blueprints_in_scene += blueprint.nested_blueprints
|
||||
assets_list_data["BlueprintsList"] = f"({json.dumps(dict(children_per_blueprint))})"
|
||||
print(blueprint_instance_names_for_scene)
|
||||
#add_scene_property(scene, assets_list_name, assets_list_data)
|
||||
add_scene_property(scene, assets_list_name, assets_list_data)
|
||||
|
||||
|
||||
relative_blueprints_path = os.path.relpath(export_blueprints_path, export_root_folder)
|
||||
@ -345,6 +346,7 @@ def inject_blueprints_list_into_main_scene(scene, blueprints_data, addon_prefs):
|
||||
if blueprint_exported_path is not None:
|
||||
blueprint_assets_list.append({"name": blueprint.name, "path": blueprint_exported_path, "type": "MODEL", "internal": True})
|
||||
|
||||
|
||||
# fetch images/textures
|
||||
# see https://blender.stackexchange.com/questions/139859/how-to-get-absolute-file-path-for-linked-texture-image
|
||||
textures = []
|
||||
|
Loading…
Reference in New Issue
Block a user