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Author | SHA1 | Date | |
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4b1268f0a3 | ||
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ed5dfeb3cd | ||
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c162c33575 |
@ -20,7 +20,7 @@ pub struct LocalAssets(pub Vec<MyAsset>);
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/// helper component, is used to store the list of sub blueprints to enable automatic loading of dependend blueprints
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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pub struct AllAssets(pub Vec<MyAsset>);
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pub struct BlenvyAssets(pub Vec<MyAsset>);
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|
@ -123,7 +123,7 @@ impl Plugin for BlueprintsPlugin {
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.register_type::<Vec<MyAsset>>()
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.register_type::<Vec<String>>()
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.register_type::<LocalAssets>()
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.register_type::<AllAssets>()
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.register_type::<BlenvyAssets>()
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.register_type::<HashMap<String, Vec<String>>>()
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|
@ -2,7 +2,7 @@ use std::path::{Path, PathBuf};
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use bevy::{gltf::Gltf, prelude::*, utils::hashbrown::HashMap};
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use crate::{AllAssets, AssetsToLoad, AssetLoadTracker, BluePrintsConfig, BlueprintAnimations, BlueprintAssetsLoaded, BlueprintAssetsNotLoaded};
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use crate::{BlenvyAssets, AssetsToLoad, AssetLoadTracker, BluePrintsConfig, BlueprintAnimations, BlueprintAssetsLoaded, BlueprintAssetsNotLoaded};
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/// this is a flag component for our levels/game world
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#[derive(Component)]
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@ -76,9 +76,9 @@ pub(crate) fn test_thingy(
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&BlueprintPath,
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Option<&Parent>,*/
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Option<&Name>,
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Option<&AllAssets>,
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Option<&BlenvyAssets>,
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),
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(Added<AllAssets>), // Added<AllAssets>
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(Added<BlenvyAssets>), // Added<BlenvyAssets>
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>,
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|
@ -18,6 +18,19 @@ bevy = { version = "0.14.0-rc.3", default-features = false, features = ["bevy_as
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serde = "1.0.188"
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ron = "0.8.1"
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serde_json = "1.0.108"
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gltf = { version = "1.4.0", default-features = false, features = [
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"KHR_lights_punctual",
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"KHR_materials_transmission",
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"KHR_materials_ior",
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"KHR_materials_volume",
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"KHR_materials_unlit",
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"KHR_materials_emissive_strength",
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"KHR_texture_transform",
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"extras",
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"extensions",
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"names",
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"utils",
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] }
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[dev-dependencies]
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@ -15,12 +15,7 @@ pub struct MyAsset{
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/// helper component, is used to store the list of sub blueprints to enable automatic loading of dependend blueprints
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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pub struct LocalAssets(pub Vec<MyAsset>);
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/// helper component, is used to store the list of sub blueprints to enable automatic loading of dependend blueprints
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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pub struct AllAssets(pub Vec<MyAsset>);
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pub struct BlenvyAssets(pub Vec<MyAsset>);
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@ -50,26 +50,6 @@ impl Default for BluePrintBundle {
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}
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#[derive(Debug, Clone, Copy, Eq, PartialEq, Hash, Default)]
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pub enum GltfFormat {
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#[default]
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GLB,
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GLTF,
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}
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impl fmt::Display for GltfFormat {
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fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
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match self {
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GltfFormat::GLB => {
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write!(f, "glb",)
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}
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GltfFormat::GLTF => {
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write!(f, "gltf")
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}
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}
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}
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}
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#[derive(Debug, Clone)]
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/// Plugin for gltf blueprints
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pub struct BlueprintsPlugin {
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@ -112,8 +92,7 @@ impl Plugin for BlueprintsPlugin {
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.register_type::<MyAsset>()
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.register_type::<Vec<MyAsset>>()
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.register_type::<Vec<String>>()
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.register_type::<LocalAssets>()
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.register_type::<AllAssets>()
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.register_type::<BlenvyAssets>()
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.add_event::<BlueprintEvent>()
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|
@ -2,7 +2,7 @@ use std::path::{Path, PathBuf};
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use bevy::{gltf::Gltf, prelude::*, utils::hashbrown::HashMap};
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use crate::{AllAssets, AssetsToLoad, AssetLoadTracker, BlenvyConfig, BlueprintAnimations, BlueprintAssetsLoaded, BlueprintAssetsNotLoaded};
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use crate::{BlenvyAssets, AssetsToLoad, AssetLoadTracker, BlenvyConfig, BlueprintAnimations, BlueprintAssetsLoaded, BlueprintAssetsNotLoaded};
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/// this is a flag component for our levels/game world
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#[derive(Component)]
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@ -99,9 +99,9 @@ pub(crate) fn blueprints_prepare_spawn(
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&BlueprintPath,
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Option<&Parent>,*/
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Option<&Name>,
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Option<&AllAssets>,
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Option<&BlenvyAssets>,
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),
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(Added<AllAssets>), // Added<AllAssets>
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(Added<BlenvyAssets>), // Added<BlenvyAssets>
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>,
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@ -111,7 +111,7 @@ pub(crate) fn blueprints_prepare_spawn(
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&BlueprintName,
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&BlueprintPath,
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Option<&Parent>,
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Option<&AllAssets>,
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Option<&BlenvyAssets>,
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),(Added<BlueprintPath>)
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>,
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mut commands: Commands,
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@ -1,5 +1,7 @@
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use bevy::core_pipeline::tonemapping::Tonemapping;
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use bevy::pbr::DirectionalLightShadowMap;
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use bevy::prelude::*;
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use bevy::render::view::{ColorGrading, ColorGradingGlobal, ColorGradingSection};
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use crate::GltfComponentsSet;
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@ -7,9 +9,12 @@ pub(crate) fn plugin(app: &mut App) {
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app.register_type::<BlenderBackgroundShader>()
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.register_type::<BlenderShadowSettings>()
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.register_type::<BlenderLightShadows>()
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.register_type::<BlenderToneMapping>()
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.register_type::<BlenderColorGrading>()
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.add_systems(
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Update,
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(process_lights, process_shadowmap, process_background_shader)
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(process_lights, process_shadowmap, process_background_shader, process_tonemapping, process_colorgrading)
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.after(GltfComponentsSet::Injection),
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);
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}
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@ -40,6 +45,26 @@ pub struct BlenderShadowSettings {
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pub cascade_size: usize,
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}
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/// Not all possible Blender ToneMappings are available in Bevy & vice versa
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#[derive(Component, Reflect, Default, Debug, PartialEq, Clone)]
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#[reflect(Component)]
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#[non_exhaustive]
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pub enum BlenderToneMapping {
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#[default]
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None,
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AgX,
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Filmic
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}
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#[derive(Component, Reflect, Default, Debug, PartialEq, Clone)]
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#[reflect(Component)]
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#[non_exhaustive]
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pub struct BlenderColorGrading {
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exposure: f32,
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gamma: f32,
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}
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fn process_lights(
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mut directional_lights: Query<
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(&mut DirectionalLight, Option<&BlenderLightShadows>),
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@ -51,23 +76,17 @@ fn process_lights(
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for (mut light, blender_light_shadows) in directional_lights.iter_mut() {
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if let Some(blender_light_shadows) = blender_light_shadows {
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light.shadows_enabled = blender_light_shadows.enabled;
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} else {
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light.shadows_enabled = true;
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}
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}
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}
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for (mut light, blender_light_shadows) in spot_lights.iter_mut() {
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if let Some(blender_light_shadows) = blender_light_shadows {
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light.shadows_enabled = blender_light_shadows.enabled;
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} else {
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light.shadows_enabled = true;
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}
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}
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}
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for (mut light, blender_light_shadows) in point_lights.iter_mut() {
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if let Some(blender_light_shadows) = blender_light_shadows {
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light.shadows_enabled = blender_light_shadows.enabled;
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} else {
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light.shadows_enabled = true;
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}
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}
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}
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@ -88,10 +107,76 @@ fn process_background_shader(
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mut commands: Commands,
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) {
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for background_shader in background_shaders.iter() {
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println!("HEYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYY {:?}", background_shader.color);
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commands.insert_resource(AmbientLight {
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color: background_shader.color,
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// Just a guess, see <https://github.com/bevyengine/bevy/issues/12280>
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brightness: background_shader.strength * 400.0,
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});
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commands.insert_resource(ClearColor(background_shader.color));
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}
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}
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// FIXME: this logic should not depend on if toneMapping or Cameras where added first
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fn process_tonemapping(
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tonemappings: Query<&BlenderToneMapping , Added<BlenderToneMapping>>,
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cameras: Query<Entity, With<Camera>>,
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mut commands: Commands,
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){
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for entity in cameras.iter(){
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for tone_mapping in tonemappings.iter(){
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match tone_mapping {
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BlenderToneMapping::None => {
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println!("TONEMAPPING NONE");
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commands.entity(entity).remove::<Tonemapping>();
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}
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BlenderToneMapping::AgX => {
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println!("TONEMAPPING Agx");
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commands.entity(entity).insert(Tonemapping::AgX);
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}
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BlenderToneMapping::Filmic => {
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println!("TONEMAPPING Filmic");
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commands.entity(entity).insert(Tonemapping::BlenderFilmic);
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}
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}
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}
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}
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}
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// FIXME: this logic should not depend on if toneMapping or Cameras where added first
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fn process_colorgrading(
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blender_colorgradings: Query<&BlenderColorGrading , Added<BlenderColorGrading>>,
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cameras: Query<Entity, With<Camera>>,
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mut commands: Commands,
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){
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for entity in cameras.iter(){
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for blender_colorgrading in blender_colorgradings.iter(){
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println!("COLOR GRADING");
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commands.entity(entity).insert(
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ColorGrading{
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global: ColorGradingGlobal{
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exposure: blender_colorgrading.exposure,
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..Default::default()
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},
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shadows: ColorGradingSection{
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gamma: blender_colorgrading.gamma,
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..Default::default()
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},
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midtones: ColorGradingSection{
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gamma: blender_colorgrading.gamma,
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..Default::default()
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},
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highlights: ColorGradingSection{
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gamma: blender_colorgrading.gamma,
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..Default::default()
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},
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..Default::default()
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}
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);
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}
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}
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}
|
@ -16,14 +16,14 @@ use bevy::{
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use crate::{ronstring_to_reflect_component, GltfProcessed};
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// , mut entity_components: HashMap<Entity, Vec<(Box<dyn Reflect>, TypeRegistration)>>
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fn find_entity_components(entity: Entity, name: &Name, parent: &Parent, reflect_components: Vec<(Box<dyn Reflect>, TypeRegistration)>, entity_components: &HashMap<Entity, Vec<(Box<dyn Reflect>, TypeRegistration)>>) -> (Entity, Vec<(Box<dyn Reflect>, TypeRegistration)>){
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fn find_entity_components(entity: Entity, name: &Name, parent: Option<&Parent>, reflect_components: Vec<(Box<dyn Reflect>, TypeRegistration)>, entity_components: &HashMap<Entity, Vec<(Box<dyn Reflect>, TypeRegistration)>>) -> (Entity, Vec<(Box<dyn Reflect>, TypeRegistration)>){
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// we assign the components specified /xxx_components objects to their parent node
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let mut target_entity = entity;
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// if the node contains "components" or ends with "_pa" (ie add to parent), the components will not be added to the entity itself but to its parent
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// this is mostly used for Blender collections
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if name.as_str().contains("components") || name.as_str().ends_with("_pa") {
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if parent.is_some() && (name.as_str().contains("components") || name.as_str().ends_with("_pa")) {
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debug!("adding components to parent");
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target_entity = parent.get();
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target_entity = parent.expect("the target entity had a parent ").get();
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}
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debug!("adding to {:?}", target_entity);
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@ -50,12 +50,10 @@ fn find_entity_components(entity: Entity, name: &Name, parent: &Parent, reflect_
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/// main function: injects components into each entity in gltf files that have `gltf_extras`, using reflection
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pub fn add_components_from_gltf_extras(world: &mut World) {
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let mut extras =
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world.query_filtered::<(Entity, &Name, &GltfExtras, &Parent), (Added<GltfExtras>, Without<GltfProcessed>)>();
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let mut scene_extras = world.query_filtered::<(Entity, &Name, &GltfSceneExtras, &Parent), (Added<GltfSceneExtras>, Without<GltfProcessed>)>();
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let mut mesh_extras = world.query_filtered::<(Entity, &Name, &GltfMeshExtras, &Parent), (Added<GltfMeshExtras>, Without<GltfProcessed>)>();
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let mut material_extras = world.query_filtered::<(Entity, &Name, &GltfMaterialExtras, &Parent), (Added<GltfMaterialExtras>, Without<GltfProcessed>)>();
|
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let mut extras = world.query_filtered::<(Entity, &Name, &GltfExtras, Option<&Parent>), (Added<GltfExtras>, Without<GltfProcessed>)>();
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let mut scene_extras = world.query_filtered::<(Entity, &Name, &GltfSceneExtras, Option<&Parent>), (Added<GltfSceneExtras>, Without<GltfProcessed>)>();
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let mut mesh_extras = world.query_filtered::<(Entity, &Name, &GltfMeshExtras, Option<&Parent>), (Added<GltfMeshExtras>, Without<GltfProcessed>)>();
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let mut material_extras = world.query_filtered::<(Entity, &Name, &GltfMaterialExtras, Option<&Parent>), (Added<GltfMaterialExtras>, Without<GltfProcessed>)>();
|
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|
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let mut entity_components: HashMap<Entity, Vec<(Box<dyn Reflect>, TypeRegistration)>> =
|
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HashMap::new();
|
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@ -63,6 +61,7 @@ pub fn add_components_from_gltf_extras(world: &mut World) {
|
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// let gltf_components_config = world.resource::<GltfComponentsConfig>();
|
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|
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for (entity, name, extra, parent) in extras.iter(world) {
|
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println!("GLTF EXTRA !!!!");
|
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debug!(
|
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"Name: {}, entity {:?}, parent: {:?}, extras {:?}",
|
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name, entity, parent, extra
|
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@ -78,6 +77,8 @@ pub fn add_components_from_gltf_extras(world: &mut World) {
|
||||
|
||||
|
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for (entity, name, extra, parent) in scene_extras.iter(world) {
|
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println!("GLTF SCENE EXTRA !!!!");
|
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|
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debug!(
|
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"Name: {}, entity {:?}, parent: {:?}, scene_extras {:?}",
|
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name, entity, parent, extra
|
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@ -92,6 +93,8 @@ pub fn add_components_from_gltf_extras(world: &mut World) {
|
||||
}
|
||||
|
||||
for (entity, name, extra, parent) in mesh_extras.iter(world) {
|
||||
println!("GLTF MESH EXTRA !!!!");
|
||||
|
||||
debug!(
|
||||
"Name: {}, entity {:?}, parent: {:?}, mesh_extras {:?}",
|
||||
name, entity, parent, extra
|
||||
|
@ -1,5 +1,5 @@
|
||||
use bevy::log::{debug, warn};
|
||||
use bevy::reflect::serde::ReflectDeserializer;
|
||||
use bevy::reflect::serde::{ReflectDeserializer, ReflectSerializer};
|
||||
use bevy::reflect::{Reflect, TypeRegistration, TypeRegistry};
|
||||
use bevy::utils::HashMap;
|
||||
use ron::Value;
|
||||
@ -58,12 +58,16 @@ fn components_string_to_components(
|
||||
parsed_value
|
||||
);
|
||||
|
||||
/*
|
||||
// usefull to determine what an entity looks like Serialized
|
||||
/*let test_struct = CameraRenderGraph::new("name");
|
||||
let test_struct = Color::Srgba(Srgba { red: 0.2, green: 0.2, blue: 0.2, alpha: 0.2 });
|
||||
//CameraRenderGraph::new("name");
|
||||
let serializer = ReflectSerializer::new(&test_struct, &type_registry);
|
||||
let serialized =
|
||||
ron::ser::to_string_pretty(&serializer, ron::ser::PrettyConfig::default()).unwrap();
|
||||
println!("serialized Component {}", serialized);*/
|
||||
println!("serialized Component {}", serialized);
|
||||
*/
|
||||
|
||||
|
||||
debug!("component data ron string {}", ron_string);
|
||||
let mut deserializer = ron::Deserializer::from_str(ron_string.as_str())
|
||||
|
@ -13231,11 +13231,11 @@
|
||||
"type": "object",
|
||||
"typeInfo": "Struct"
|
||||
},
|
||||
"blenvy::blueprints::assets::AllAssets": {
|
||||
"blenvy::blueprints::assets::BlenvyAssets": {
|
||||
"isComponent": true,
|
||||
"isResource": false,
|
||||
"items": false,
|
||||
"long_name": "blenvy::blueprints::assets::AllAssets",
|
||||
"long_name": "blenvy::blueprints::assets::BlenvyAssets",
|
||||
"prefixItems": [
|
||||
{
|
||||
"type": {
|
||||
@ -13243,23 +13243,7 @@
|
||||
}
|
||||
}
|
||||
],
|
||||
"short_name": "AllAssets",
|
||||
"type": "array",
|
||||
"typeInfo": "TupleStruct"
|
||||
},
|
||||
"blenvy::blueprints::assets::LocalAssets": {
|
||||
"isComponent": true,
|
||||
"isResource": false,
|
||||
"items": false,
|
||||
"long_name": "blenvy::blueprints::assets::LocalAssets",
|
||||
"prefixItems": [
|
||||
{
|
||||
"type": {
|
||||
"$ref": "#/$defs/alloc::vec::Vec<blenvy::blueprints::assets::MyAsset>"
|
||||
}
|
||||
}
|
||||
],
|
||||
"short_name": "LocalAssets",
|
||||
"short_name": "BlenvyAssets",
|
||||
"type": "array",
|
||||
"typeInfo": "TupleStruct"
|
||||
},
|
||||
|
@ -7,7 +7,7 @@ pub use animation::*;
|
||||
use std::{collections::HashMap, fs, time::Duration};
|
||||
|
||||
use blenvy::{
|
||||
AllAssets, BlueprintAnimationPlayerLink, BlueprintEvent, BlueprintName, GltfBlueprintsSet, SceneAnimations
|
||||
BlenvyAssets, BlueprintAnimationPlayerLink, BlueprintEvent, BlueprintName, GltfBlueprintsSet, SceneAnimations
|
||||
};
|
||||
|
||||
use bevy::{
|
||||
@ -39,7 +39,7 @@ fn validate_export(
|
||||
scene_animations: Query<(Entity, &SceneAnimations)>,
|
||||
empties_candidates: Query<(Entity, &Name, &GlobalTransform)>,
|
||||
|
||||
assets_list: Query<(Entity, &AllAssets)>,
|
||||
assets_list: Query<(Entity, &BlenvyAssets)>,
|
||||
root: Query<(Entity, &Name, &Children), (Without<Parent>, With<Children>)>,
|
||||
) {
|
||||
let animations_found =
|
||||
|
@ -1,5 +1,5 @@
|
||||
use bevy::{gltf::{GltfMaterialExtras, GltfMeshExtras, GltfSceneExtras}, prelude::*};
|
||||
use blenvy::{AllAssets, BlueprintInstanceReady};
|
||||
use blenvy::{BlenvyAssets, BlueprintInstanceReady};
|
||||
|
||||
use crate::BasicTest;
|
||||
|
||||
@ -32,7 +32,7 @@ pub fn get_descendants(
|
||||
all_children: &Query<&Children>,
|
||||
all_names:&Query<&Name>, root: &Entity,
|
||||
nesting: usize,
|
||||
to_check: &Query<&BasicTest>//&Query<(&BlueprintInstanceReady, &AllAssets)>,
|
||||
to_check: &Query<&BasicTest>//&Query<(&BlueprintInstanceReady, &BlenvyAssets)>,
|
||||
)
|
||||
-> String
|
||||
{
|
||||
@ -67,7 +67,7 @@ pub fn draw_hierarchy_debug(
|
||||
all_children: Query<&Children>,
|
||||
all_names:Query<&Name>,
|
||||
|
||||
to_check: Query<&BasicTest>,//Query<(&BlueprintInstanceReady, &AllAssets)>,
|
||||
to_check: Query<&BasicTest>,//Query<(&BlueprintInstanceReady, &BlenvyAssets)>,
|
||||
mut display: Query<&mut Text, With<HiearchyDebugTag>>,
|
||||
){
|
||||
let mut hierarchy_display: Vec<String> = vec![];
|
||||
|
@ -15,7 +15,7 @@ Auto export
|
||||
- [x] main/ library scene names
|
||||
- [x] paths
|
||||
|
||||
- [ ] Data storage for custom properties:
|
||||
- [x] Data storage for custom properties:
|
||||
- for scenes (main scenes)
|
||||
- at scene level
|
||||
- for blueprints
|
||||
@ -59,12 +59,11 @@ Components:
|
||||
- [x] BLENVY_OT_component_fix
|
||||
- [x] add handling for core::ops::Range<f32> & other ranges
|
||||
- [x] fix is_component_valid that is used in gltf_auto_export
|
||||
- Hashmap Support
|
||||
- [x] Hashmap Support
|
||||
- [x] fix parsing of keys's type either on Bevy side (prefered) or on the Blender side
|
||||
- [x] fix weird issue with missing "0" property when adding new entry in empty hashmap => happens only if the values for the "setter" have never been set
|
||||
- [ ] handle missing types in registry for keys & values
|
||||
- [x] adding a hashmap nukes every existing component ??
|
||||
|
||||
- [x] Add correct upgrade handling from individual component to bevy_components
|
||||
- [x] Settings handling:
|
||||
- [x] move saveable settings out to a settings file
|
||||
@ -77,8 +76,6 @@ Components:
|
||||
- perhaps just add a display list of all NON component custom properties, so the user can find them easilly ?
|
||||
- [x] status "unregistered" is often false and misleading
|
||||
-> see in registry ui "for custom_property in object.keys():"
|
||||
|
||||
|
||||
- [x] overhaul / improve the component selector (with built in searching, etc)
|
||||
- [x] remove select_component_name_to_replace
|
||||
- [x] display of invalid components is not working ?
|
||||
@ -87,7 +84,6 @@ Components:
|
||||
- BLENVY_OT_component_list_add_item
|
||||
- BLENVY_OT_component_list_remove_item
|
||||
- BLENVY_OT_component_list_select_item: merge it into the rest of the actions
|
||||
|
||||
- [x] clearing invalid flag after a registry change does not work correctly (ie the ui still says the component is invalid)
|
||||
- [x] should reset ALL "invalid" flags IF they have the matching data
|
||||
- [x] registry auto reload not working ?
|
||||
@ -96,7 +92,6 @@ Components:
|
||||
- now switched to tiger_hash
|
||||
- [x] add warning about hash colision (not much we can/ could do if it is the case ?)
|
||||
- [x] double check weird collisions AND/OR reuse existing if applicable
|
||||
|
||||
- [x] annoying default path for registry, should be relative to the assets path
|
||||
|
||||
|
||||
@ -127,53 +122,55 @@ General issues:
|
||||
- [ ] add handling of errors when trying to load settings
|
||||
|
||||
|
||||
- [ ] force overwrite of settings files instead of partial updates ?
|
||||
- [ ] add tests for disabled components
|
||||
- [x] fix auto export workflow
|
||||
- [ ] should we write the previous _xxx data only AFTER a sucessfull export only ?
|
||||
- [x] add hashing of modifiers/ geometry nodes in serialize scene
|
||||
- [x] add ability to FORCE export specific blueprints & levels
|
||||
- [ ] undo after a save removes any saved "serialized scene" data ? DIG into this
|
||||
- [ ] handle scene renames between saves (breaks diffing)
|
||||
- [x] change scene selector to work on actual scenes aka to deal with renamed scenes
|
||||
- [x] remove get_main_and_library_scenes as it should not be needed anymore
|
||||
- [x] fix asset file selection
|
||||
- [x] change "assets" tab to "levels"/worlds tab & modify UI accordingly
|
||||
- [ ] add option to 'split out' meshes from blueprints ?
|
||||
- [ ] ie considering meshletts etc , it would make sense to keep blueprints seperate from purely mesh gltfs
|
||||
|
||||
- [x] remove local assets, useless
|
||||
- [x] remove 'export_marked_assets' it should be a default setting
|
||||
- [x] disable/ hide asset editing ui for external assets
|
||||
- [ ] inject_export_path_into_internal_blueprints should be called on every asset/blueprint scan !! Not just on export
|
||||
- [x] fix level asets UI
|
||||
- [x] remove BlueprintsList & replace is with assets list
|
||||
- [x] switch to bevy 0.14 rc2
|
||||
- [x] trigger events when assets are loaded, blueprints are spawned & co
|
||||
- [x] overall cleanup
|
||||
- [x] object.add_bevy_component => blenvy.component_add
|
||||
|
||||
|
||||
- [ ] inject_export_path_into_internal_blueprints should be called on every asset/blueprint scan !! Not just on export
|
||||
- [ ] undo after a save removes any saved "serialized scene" data ? DIG into this
|
||||
- [ ] handle scene renames between saves (breaks diffing) => very hard to achieve
|
||||
- [ ] force overwrite of settings files instead of partial updates ?
|
||||
- [ ] add tests for disabled components
|
||||
- [ ] should we write the previous _xxx data only AFTER a sucessfull export only ?
|
||||
- [ ] add option to 'split out' meshes from blueprints ?
|
||||
- [ ] ie considering meshletts etc , it would make sense to keep blueprints seperate from purely mesh gltfs
|
||||
- [ ] persist exported materials path in blueprints so that it can be read from library file users
|
||||
- [ ] just like "export_path" write it into each blueprint's collection
|
||||
- [ ] scan for used materials per blueprint !
|
||||
- [ ] for scenes, scan for used materials of all non instance objects (TODO: what about overrides ?)
|
||||
|
||||
- [x] remove BlueprintsList & replace is with assets list
|
||||
- [ ] update main docs
|
||||
- [ ] rename project to Blenvy
|
||||
- [ ] replace all references to the old 2 add-ons with those to Blenvy
|
||||
- [ ] rename repo to "Blenvy"
|
||||
- [x] switch to bevy 0.14 rc2
|
||||
- [ ] find a solution for the new color handling
|
||||
- [ ] add back lighting_components
|
||||
- [ ] check if scene components are being deleted through our scene re-orgs in the spawn post process
|
||||
- [x] trigger events when assets are loaded, blueprints are spawned & co
|
||||
- [ ] should "blueprint spawned" only be triggered after all its sub blueprints have spawned ?
|
||||
|
||||
- [ ] simplify testing example:
|
||||
- [x] remove use of rapier physics (or even the whole common boilerplate ?)
|
||||
- [ ] remove/replace bevy editor pls with some native ui to display hierarchies
|
||||
- [ ] do a deprecation release of all bevy_gltf_xxx crates to point at the new Blenvy crate
|
||||
- [ ] try out hot reloading
|
||||
|
||||
- [ ] simplify examples:
|
||||
- [ ] a full fledged demo (including physics & co)
|
||||
- [ ] other examples without interactions or physics
|
||||
- [ ] update main docs
|
||||
- [ ] rename project to Blenvy
|
||||
- [ ] replace all references to the old 2 add-ons with those to Blenvy
|
||||
- [ ] rename repo to "Blenvy"
|
||||
- [ ] do a deprecation release of all bevy_gltf_xxx crates to point at the new Blenvy crate
|
||||
- [ ] hidden objects/collections not respected at export !!!
|
||||
|
||||
|
||||
- [x] overall cleanup
|
||||
- [x] object.add_bevy_component => blenvy.component_add
|
||||
|
||||
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
|
@ -1,5 +1,7 @@
|
||||
import os
|
||||
import bpy
|
||||
from blenvy.assets.assets_scan import get_blueprint_asset_tree
|
||||
from blenvy.assets.generate_asset_file import write_ron_assets_file
|
||||
from ..constants import TEMPSCENE_PREFIX
|
||||
from ..common.generate_temporary_scene_and_export import generate_temporary_scene_and_export, copy_hollowed_collection_into, clear_hollow_scene
|
||||
from ..common.export_gltf import generate_gltf_export_settings
|
||||
@ -37,8 +39,7 @@ def export_blueprints(blueprints, settings, blueprints_data):
|
||||
|
||||
all_assets = []
|
||||
auto_assets = []
|
||||
collection["local_assets"] = assets_to_fake_ron([{"name": asset.name, "path": asset.path} for asset in collection.user_assets] + auto_assets)
|
||||
collection["AllAssets"] = assets_to_fake_ron([{"name": asset.name, "path": asset.path} for asset in collection.user_assets]) #all_assets + [{"name": asset.name, "path": asset.path} for asset in collection.user_assets] + auto_assets)
|
||||
collection["BlenvyAssets"] = assets_to_fake_ron([{"name": asset.name, "path": asset.path} for asset in collection.user_assets] + auto_assets) #all_assets + [{"name": asset.name, "path": asset.path} for asset in collection.user_assets] + auto_assets)
|
||||
|
||||
|
||||
# do the actual export
|
||||
@ -52,6 +53,9 @@ def export_blueprints(blueprints, settings, blueprints_data):
|
||||
tempScene_cleaner= lambda temp_scene, params: clear_hollow_scene(original_root_collection=collection, temp_scene=temp_scene, **params)
|
||||
)
|
||||
|
||||
#blueprint_asset_tree = get_blueprint_asset_tree(blueprint=blueprint, blueprints_data=blueprints_data, settings=settings)
|
||||
#write_ron_assets_file(blueprint.name, blueprint_asset_tree, output_path_full = blueprints_path_full)
|
||||
|
||||
# reset active collection to the one we save before
|
||||
bpy.context.view_layer.active_layer_collection = active_collection
|
||||
|
||||
|
@ -20,7 +20,7 @@ def generate_temporary_scene_and_export(settings, gltf_export_settings, gltf_out
|
||||
temp_root_collection = temp_scene.collection
|
||||
|
||||
print("additional_dataAAAAAAAAAAAAAAAH", additional_data)
|
||||
properties_black_list = ['user_assets', 'components_meta']
|
||||
properties_black_list = ['glTF2ExportSettings', 'user_assets', 'components_meta']
|
||||
if additional_data is not None: # FIXME not a fan of having this here
|
||||
for entry in dict(additional_data):
|
||||
# we copy everything over except those on the black list
|
||||
|
@ -5,14 +5,12 @@ from blenvy.core.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):
|
||||
for scene in main_scenes:
|
||||
"""lighting_components_name = f"lighting_components_{scene.name}"
|
||||
lighting_components = bpy.data.objects.get(lighting_components_name, None)
|
||||
if not lighting_components:
|
||||
root_collection = scene.collection
|
||||
lighting_components = make_empty('lighting_components_'+scene.name, [0,0,0], [0,0,0], [0,0,0], root_collection)"""
|
||||
|
||||
"""if scene.world is not None:
|
||||
lighting_components['BlenderBackgroundShader'] = ambient_color_to_component(scene.world)""" # FIXME add back
|
||||
if scene.world is not None:
|
||||
scene['BlenderBackgroundShader'] = ambient_color_to_component(scene.world)
|
||||
print("FOOOOO WORLD", dir(scene.world))
|
||||
print("FOOOO scene", dir(scene))
|
||||
print("foooo", dir(scene.view_settings))
|
||||
print("GNAAA", scene.view_settings.view_transform)
|
||||
scene['BlenderShadowSettings'] = scene_shadows_to_component(scene)
|
||||
|
||||
if scene.eevee.use_bloom:
|
||||
@ -25,13 +23,24 @@ def upsert_scene_components(main_scenes):
|
||||
elif 'SSAOSettings' in scene:
|
||||
del scene['SSAOSettings']
|
||||
|
||||
scene['BlenderToneMapping'] = scene_tonemapping_to_component(scene)
|
||||
scene['BlenderColorGrading'] = scene_colorgrading_to_component(scene)
|
||||
|
||||
def remove_scene_components(main_scenes):
|
||||
pass
|
||||
"""for scene in main_scenes:
|
||||
lighting_components_name = f"lighting_components_{scene.name}"
|
||||
lighting_components = bpy.data.objects.get(lighting_components_name, None)
|
||||
if lighting_components:
|
||||
bpy.data.objects.remove(lighting_components, do_unlink=True)"""
|
||||
|
||||
def scene_tonemapping_to_component(scene):
|
||||
tone_mapping = scene.view_settings.view_transform
|
||||
blender_to_bevy = {
|
||||
'NONE': '',
|
||||
'AgX': 'AgX',
|
||||
'Filmic': 'Filmic',
|
||||
}
|
||||
bevy_tone_mapping = blender_to_bevy[tone_mapping] if tone_mapping in blender_to_bevy else None
|
||||
return bevy_tone_mapping
|
||||
|
||||
def scene_colorgrading_to_component(scene):
|
||||
return f"(exposure: {scene.view_settings.exposure}, gamma: {scene.view_settings.gamma})"
|
||||
|
||||
|
||||
def ambient_color_to_component(world):
|
||||
@ -43,9 +52,8 @@ def ambient_color_to_component(world):
|
||||
except Exception as ex:
|
||||
print("failed to parse ambient color: Only background is supported")
|
||||
|
||||
|
||||
if color is not None and strength is not None:
|
||||
colorRgba = f"LinearRgba(red: {color[0]}, green: {color[1]}, blue: {color[2]}, alpha: {color[3]})"
|
||||
colorRgba = f"LinearRgba((red: {color[0]}, green: {color[1]}, blue: {color[2]}, alpha: {color[3]}))"
|
||||
component = f"( color: {colorRgba}, strength: {strength})"
|
||||
return component
|
||||
return None
|
||||
@ -62,4 +70,4 @@ def scene_bloom_to_component(scene):
|
||||
def scene_ao_to_component(scene):
|
||||
ssao = scene.eevee.use_gtao
|
||||
component= "SSAOSettings()"
|
||||
return component
|
||||
return component
|
||||
|
@ -78,9 +78,7 @@ def export_main_scene(scene, settings, blueprints_data):
|
||||
materials_exported_path = os.path.join(materials_path, f"{materials_library_name}{export_gltf_extension}")
|
||||
material_assets = [{"name": materials_library_name, "path": materials_exported_path}] # we also add the material library as an asset
|
||||
|
||||
|
||||
scene["local_assets"] = assets_to_fake_ron([{"name": asset.name, "path": asset.path} for asset in scene.user_assets] + auto_assets + material_assets)
|
||||
scene["AllAssets"] = assets_to_fake_ron(all_assets + [{"name": asset.name, "path": asset.path} for asset in scene.user_assets] + auto_assets + material_assets)
|
||||
#scene["BlenvyAssets"] = assets_to_fake_ron(all_assets + [{"name": asset.name, "path": asset.path} for asset in scene.user_assets] + auto_assets + material_assets)
|
||||
|
||||
|
||||
if export_separate_dynamic_and_static_objects:
|
||||
@ -89,6 +87,7 @@ def export_main_scene(scene, settings, blueprints_data):
|
||||
generate_temporary_scene_and_export(
|
||||
settings,
|
||||
temp_scene_name=TEMPSCENE_PREFIX,
|
||||
additional_data = scene,
|
||||
gltf_export_settings=gltf_export_settings,
|
||||
gltf_output_path=gltf_output_path,
|
||||
tempScene_filler= lambda temp_collection: copy_hollowed_collection_into(scene.collection, temp_collection, blueprints_data=blueprints_data, filter=is_object_static, settings=settings),
|
||||
@ -100,6 +99,7 @@ def export_main_scene(scene, settings, blueprints_data):
|
||||
generate_temporary_scene_and_export(
|
||||
settings,
|
||||
temp_scene_name=TEMPSCENE_PREFIX,
|
||||
additional_data = scene,
|
||||
gltf_export_settings=gltf_export_settings,
|
||||
gltf_output_path=gltf_output_path,
|
||||
tempScene_filler= lambda temp_collection: copy_hollowed_collection_into(scene.collection, temp_collection, blueprints_data=blueprints_data, filter=is_object_dynamic, settings=settings),
|
||||
|
@ -42,6 +42,8 @@ class BLENVY_OT_component_list_actions(Operator):
|
||||
items=(
|
||||
('OBJECT', "Object", ""),
|
||||
('COLLECTION', "Collection", ""),
|
||||
('MESH', "Mesh", ""),
|
||||
('MATERIAL', "Material", ""),
|
||||
),
|
||||
default="OBJECT"
|
||||
) # type: ignore
|
||||
|
@ -37,6 +37,8 @@ class BLENVY_OT_component_map_actions(Operator):
|
||||
items=(
|
||||
('OBJECT', "Object", ""),
|
||||
('COLLECTION', "Collection", ""),
|
||||
('MESH', "Mesh", ""),
|
||||
('MATERIAL', "Material", ""),
|
||||
),
|
||||
default="OBJECT"
|
||||
) # type: ignore
|
||||
|
@ -61,14 +61,18 @@ class ComponentsMeta(PropertyGroup):
|
||||
|
||||
@classmethod
|
||||
def register(cls):
|
||||
# you can add components to both objects & collections
|
||||
# you can add components to both objects , collections , meshes & materials
|
||||
bpy.types.Object.components_meta = PointerProperty(type=ComponentsMeta)
|
||||
bpy.types.Collection.components_meta = PointerProperty(type=ComponentsMeta)
|
||||
bpy.types.Mesh.components_meta = PointerProperty(type=ComponentsMeta)
|
||||
bpy.types.Material.components_meta = PointerProperty(type=ComponentsMeta)
|
||||
|
||||
@classmethod
|
||||
def unregister(cls):
|
||||
del bpy.types.Object.components_meta
|
||||
del bpy.types.Collection.components_meta
|
||||
del bpy.types.Mesh.components_meta
|
||||
del bpy.types.Material.components_meta
|
||||
|
||||
# remove no longer valid metadata from item
|
||||
def cleanup_invalid_metadata(item):
|
||||
|
@ -6,7 +6,7 @@ from bpy.props import (StringProperty, EnumProperty)
|
||||
|
||||
from .metadata import add_component_from_custom_property, add_component_to_item, apply_customProperty_values_to_item_propertyGroups, apply_propertyGroup_values_to_item_customProperties, apply_propertyGroup_values_to_item_customProperties_for_component, copy_propertyGroup_values_to_another_item, get_bevy_component_value_by_long_name, get_bevy_components, is_bevy_component_in_item, remove_component_from_item, rename_component, toggle_component
|
||||
|
||||
from ..utils import get_selected_object_or_collection
|
||||
from ..utils import get_item_by_type, get_selected_item
|
||||
|
||||
class BLENVY_OT_component_add(Operator):
|
||||
"""Add Bevy component to object/collection"""
|
||||
@ -20,7 +20,7 @@ class BLENVY_OT_component_add(Operator):
|
||||
) # type: ignore
|
||||
|
||||
def execute(self, context):
|
||||
target = get_selected_object_or_collection(context)
|
||||
target = get_selected_item(context)
|
||||
print("adding component ", self.component_type, "to target '"+target.name+"'")
|
||||
|
||||
has_component_type = self.component_type != ""
|
||||
@ -53,6 +53,8 @@ class BLENVY_OT_component_copy(Operator):
|
||||
items=(
|
||||
('OBJECT', "Object", ""),
|
||||
('COLLECTION', "Collection", ""),
|
||||
('MESH', "Mesh", ""),
|
||||
('MATERIAL', "Material", ""),
|
||||
),
|
||||
default="OBJECT"
|
||||
) # type: ignore
|
||||
@ -90,12 +92,14 @@ class BLENVY_OT_component_paste(Operator):
|
||||
def execute(self, context):
|
||||
source_item_name = context.window_manager.copied_source_item_name
|
||||
source_item_type = context.window_manager.copied_source_item_type
|
||||
if source_item_type == 'Object':
|
||||
source_item = get_item_by_type(source_item_type, source_item_name)
|
||||
print("HEEEERRE", source_item_name, source_item_type, source_item)
|
||||
"""if source_item_type == 'Object':
|
||||
source_item = bpy.data.objects.get(source_item_name, None)
|
||||
elif source_item_type == 'Collection':
|
||||
source_item = bpy.data.collections.get(source_item_name, None)
|
||||
source_item = bpy.data.collections.get(source_item_name, None)"""
|
||||
|
||||
if source_item == None:
|
||||
if source_item is None:
|
||||
self.report({"ERROR"}, "The source object to copy a component from does not exist")
|
||||
else:
|
||||
component_name = context.window_manager.copied_source_component_name
|
||||
@ -105,7 +109,7 @@ class BLENVY_OT_component_paste(Operator):
|
||||
else:
|
||||
print("pasting component to item:", source_item, "component name:", str(component_name), "component value:" + str(component_value))
|
||||
registry = context.window_manager.components_registry
|
||||
target_item = get_selected_object_or_collection(context)
|
||||
target_item = get_selected_item(context)
|
||||
copy_propertyGroup_values_to_another_item(source_item, target_item, component_name, registry)
|
||||
|
||||
return {'FINISHED'}
|
||||
@ -133,7 +137,9 @@ class BLENVY_OT_component_remove(Operator):
|
||||
items=(
|
||||
('OBJECT', "Object", ""),
|
||||
('COLLECTION', "Collection", ""),
|
||||
),
|
||||
('MESH', "Mesh", ""),
|
||||
('MATERIAL', "Material", ""),
|
||||
),
|
||||
default="OBJECT"
|
||||
) # type: ignore
|
||||
|
||||
@ -142,10 +148,7 @@ class BLENVY_OT_component_remove(Operator):
|
||||
if self.item_name == "":
|
||||
self.report({"ERROR"}, "The target to remove ("+ self.component_name +") from does not exist")
|
||||
else:
|
||||
if self.item_type == 'OBJECT':
|
||||
target = bpy.data.objects[self.item_name]
|
||||
elif self.item_type == 'COLLECTION':
|
||||
target = bpy.data.collections[self.item_name]
|
||||
target = get_item_by_type(self.item_type, self.item_name)
|
||||
|
||||
print("removing component ", self.component_name, "from object '"+target.name+"'")
|
||||
|
||||
@ -260,11 +263,7 @@ class BLENVY_OT_component_rename_component(Operator):
|
||||
if original_name != '' and target_name != '' and original_name != target_name and len(target_items) > 0:
|
||||
for index, item_data in enumerate(target_items):
|
||||
[item_name, item_type] = item_data
|
||||
item = None
|
||||
if item_type == "OBJECT":
|
||||
item = bpy.data.objects[item_name]
|
||||
elif item_type == "COLLECTION":
|
||||
item = bpy.data.collections[item_name]
|
||||
item = get_item_by_type(item_type, item_name)
|
||||
|
||||
if item and original_name in get_bevy_components(item) or original_name in item:
|
||||
try:
|
||||
@ -367,7 +366,7 @@ class BLENVY_OT_component_toggle_visibility(Operator):
|
||||
) # type: ignore
|
||||
|
||||
def execute(self, context):
|
||||
target = get_selected_object_or_collection(context)
|
||||
target = get_selected_item(context)
|
||||
toggle_component(target, self.component_name)
|
||||
return {'FINISHED'}
|
||||
|
||||
|
@ -1,7 +1,7 @@
|
||||
import json
|
||||
import bpy
|
||||
|
||||
from ..utils import get_selection_type
|
||||
from ..utils import get_selected_item, get_selection_type
|
||||
from .metadata import do_item_custom_properties_have_missing_metadata, get_bevy_components
|
||||
|
||||
|
||||
@ -176,22 +176,17 @@ class BLENVY_PT_components_panel(bpy.types.Panel):
|
||||
layout = self.layout
|
||||
name = ""
|
||||
target_type = ""
|
||||
object = next(iter(context.selected_objects), None)
|
||||
collection = context.collection
|
||||
if object is not None:
|
||||
name = object.name
|
||||
target_type = "Object"
|
||||
elif collection is not None:
|
||||
name = collection.name
|
||||
target_type = "Collection"
|
||||
selected_item = get_selected_item(context)
|
||||
target_type = get_selection_type(selected_item)
|
||||
name = selected_item.name if selected_item is not None else ''
|
||||
|
||||
# name = context.object.name if context.object is not None else ''
|
||||
layout.label(text=f"Components for {name} ({target_type})")
|
||||
|
||||
#print("object", context.object, "active", context.active_object, "objects", context.selected_objects)
|
||||
|
||||
def draw(self, context):
|
||||
object = next(iter(context.selected_objects), None)
|
||||
collection = context.collection
|
||||
selected_item = get_selected_item(context)
|
||||
layout = self.layout
|
||||
|
||||
# we get & load our component registry
|
||||
@ -199,10 +194,8 @@ class BLENVY_PT_components_panel(bpy.types.Panel):
|
||||
selected_component = bpy.context.window_manager.blenvy.components.component_selector
|
||||
registry_has_type_infos = registry.has_type_infos()
|
||||
|
||||
if object is not None:
|
||||
draw_component_ui(layout, object, registry, selected_component, registry_has_type_infos, context)
|
||||
elif collection is not None:
|
||||
draw_component_ui(layout, collection, registry, selected_component, registry_has_type_infos, context)
|
||||
if selected_item is not None:
|
||||
draw_component_ui(layout, selected_item, registry, selected_component, registry_has_type_infos, context)
|
||||
else:
|
||||
layout.label(text ="Select an object to edit its components")
|
||||
|
||||
|
@ -4,13 +4,13 @@ import bpy
|
||||
from .conversions_from_prop_group import property_group_value_to_custom_property_value
|
||||
from .process_component import process_component
|
||||
from .utils import update_calback_helper
|
||||
from ..utils import get_selected_object_or_collection
|
||||
from ..utils import get_selected_item
|
||||
|
||||
## main callback function, fired whenever any property changes, no matter the nesting level
|
||||
def update_component(self, context, definition, component_name):
|
||||
registry = bpy.context.window_manager.components_registry
|
||||
|
||||
current_object_or_collection = get_selected_object_or_collection(context)
|
||||
current_object_or_collection = get_selected_item(context)
|
||||
update_disabled = current_object_or_collection["__disable__update"] if "__disable__update" in current_object_or_collection else False
|
||||
update_disabled = registry.disable_all_object_updates or update_disabled # global settings
|
||||
if update_disabled:
|
||||
|
@ -22,6 +22,8 @@ class BLENVY_OT_item_select(Operator):
|
||||
items=(
|
||||
('OBJECT', "Object", ""),
|
||||
('COLLECTION', "Collection", ""),
|
||||
('MESH', "Mesh", ""),
|
||||
('MATERIAL', "Material", ""),
|
||||
),
|
||||
default="OBJECT"
|
||||
) # type: ignore
|
||||
@ -53,19 +55,39 @@ class BLENVY_OT_item_select(Operator):
|
||||
|
||||
return {'FINISHED'}
|
||||
|
||||
#FIXME: does not work if object is hidden !!
|
||||
def get_selected_object_or_collection(context):
|
||||
target = None
|
||||
object = next(iter(context.selected_objects), None)
|
||||
collection = context.collection
|
||||
if object is not None:
|
||||
target = object
|
||||
elif collection is not None:
|
||||
target = collection
|
||||
return target
|
||||
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
|
||||
return 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:
|
||||
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)}")"""
|
||||
|
||||
#print("SELECTIONS", context.selected_objects)
|
||||
return selection
|
||||
|
||||
|
||||
def get_selection_type(selection):
|
||||
#print("bla mesh", isinstance(selection, bpy.types.Mesh), "bli bli", selection.type)
|
||||
if isinstance(selection, bpy.types.Material):
|
||||
return 'MATERIAL'
|
||||
if isinstance(selection, bpy.types.Mesh):
|
||||
return 'MESH'
|
||||
if isinstance(selection, bpy.types.Object):
|
||||
return 'OBJECT'
|
||||
if isinstance(selection, bpy.types.Collection):
|
||||
@ -76,18 +98,13 @@ def get_item_by_type(item_type, item_name):
|
||||
if item_type == 'OBJECT':
|
||||
item = bpy.data.objects[item_name]
|
||||
elif item_type == 'COLLECTION':
|
||||
print("item NAME", item_name)
|
||||
item = bpy.data.collections[item_name]
|
||||
elif item_type == "MESH":
|
||||
item = bpy.data.meshes[item_name]
|
||||
elif item_type == 'MATERIAL':
|
||||
item = bpy.data.materials[item_name]
|
||||
return item
|
||||
|
||||
def get_selected_object_or_collection_by_item_type(context, item_type):
|
||||
item = None
|
||||
if item_type == 'OBJECT':
|
||||
object = next(iter(context.selected_objects), None)
|
||||
return object
|
||||
elif item_type == 'COLLECTION':
|
||||
return context.collection
|
||||
|
||||
def add_component_to_ui_list(self, context, _):
|
||||
items = []
|
||||
type_infos = context.window_manager.components_registry.type_infos
|
||||
|
@ -121,3 +121,26 @@ def get_main_scene_assets_tree(main_scene, blueprints_data, settings):
|
||||
added_asset.name = asset["name"]
|
||||
added_asset.path = asset["path"]
|
||||
return assets_list
|
||||
|
||||
def get_blueprint_asset_tree(blueprint, blueprints_data, settings):
|
||||
blueprints_path = getattr(settings, "blueprints_path")
|
||||
export_gltf_extension = getattr(settings.auto_export, "export_gltf_extension", ".glb")
|
||||
|
||||
assets_list = get_user_assets_as_list(blueprint.collection)
|
||||
|
||||
for blueprint_name in blueprint.nested_blueprints:
|
||||
sub_blueprint = blueprints_data.blueprints_per_name.get(blueprint_name, None)
|
||||
if sub_blueprint is not None:
|
||||
sub_blueprint_exported_path = None
|
||||
if sub_blueprint.local:
|
||||
sub_blueprint_exported_path = os.path.join(blueprints_path, f"{sub_blueprint.name}{export_gltf_extension}")
|
||||
else:
|
||||
# get the injected path of the external blueprints
|
||||
sub_blueprint_exported_path = sub_blueprint.collection['export_path'] if 'export_path' in sub_blueprint.collection else None
|
||||
|
||||
if sub_blueprint_exported_path is not None and not does_asset_exist(assets_list, sub_blueprint_exported_path):
|
||||
assets_list.append({"name": sub_blueprint.name, "path": sub_blueprint_exported_path, "type": "MODEL", "generated": True, "internal": sub_blueprint.local, "parent": None})
|
||||
|
||||
assets_list += get_blueprint_assets_tree(sub_blueprint, blueprints_data, parent=sub_blueprint.name, settings=settings)
|
||||
|
||||
return assets_list
|
||||
|
28
tools/blenvy/assets/generate_asset_file.py
Normal file
28
tools/blenvy/assets/generate_asset_file.py
Normal file
@ -0,0 +1,28 @@
|
||||
|
||||
|
||||
def write_ron_assets_file(name, assets_hierarchy, internal_only=False, output_path_full="."):
|
||||
# just for testing, this uses the format of bevy_asset_loader's asset files
|
||||
'''
|
||||
({
|
||||
"world":File (path: "models/StartLevel.glb"),
|
||||
"level1":File (path: "models/Level1.glb"),
|
||||
"level2":File (path: "models/Level2.glb"),
|
||||
|
||||
"models": Folder (
|
||||
path: "models/library",
|
||||
),
|
||||
"materials": Folder (
|
||||
path: "materials",
|
||||
),
|
||||
})
|
||||
'''
|
||||
formated_assets = []
|
||||
for asset in assets_hierarchy:
|
||||
if asset["internal"] or not internal_only:
|
||||
formated_asset = f'\n "{asset["name"]}": File ( path: "{asset["path"]}" ),'
|
||||
formated_assets.append(formated_asset)
|
||||
|
||||
with open(f"{output_path_full}/{name}.assets.ron", "w") as assets_file:
|
||||
assets_file.write("({")
|
||||
assets_file.writelines(formated_assets)
|
||||
assets_file.write("\n})")
|
@ -7,6 +7,7 @@ from bpy.props import (BoolProperty, StringProperty, EnumProperty)
|
||||
from .asset_helpers import does_asset_exist, get_user_assets, remove_asset, upsert_asset
|
||||
from .assets_scan import get_main_scene_assets_tree
|
||||
from ..core.path_helpers import absolute_path_from_blend_file
|
||||
from .generate_asset_file import write_ron_assets_file
|
||||
|
||||
class BLENVY_OT_assets_add(Operator):
|
||||
"""Add asset"""
|
||||
@ -172,32 +173,6 @@ class BLENVY_OT_assets_browse(Operator, ImportHelper):
|
||||
from types import SimpleNamespace
|
||||
|
||||
|
||||
def write_ron_assets_file(level_name, assets_hierarchy, internal_only=False, levels_path_full="."):
|
||||
# just for testing, this uses the format of bevy_asset_loader's asset files
|
||||
'''
|
||||
({
|
||||
"world":File (path: "models/StartLevel.glb"),
|
||||
"level1":File (path: "models/Level1.glb"),
|
||||
"level2":File (path: "models/Level2.glb"),
|
||||
|
||||
"models": Folder (
|
||||
path: "models/library",
|
||||
),
|
||||
"materials": Folder (
|
||||
path: "materials",
|
||||
),
|
||||
})
|
||||
'''
|
||||
formated_assets = []
|
||||
for asset in assets_hierarchy:
|
||||
if asset["internal"] or not internal_only:
|
||||
bla = f'\n "{asset["name"]}": File ( path: "{asset["path"]}" ),'
|
||||
formated_assets.append(bla)
|
||||
with open(f"{levels_path_full}/{level_name}.assets.ron", "w") as assets_file:
|
||||
assets_file.write("({")
|
||||
assets_file.writelines(formated_assets)
|
||||
assets_file.write("\n})")
|
||||
|
||||
class BLENVY_OT_assets_generate_files(Operator):
|
||||
"""Test assets"""
|
||||
bl_idname = "blenvy.assets_generate_files"
|
||||
@ -213,7 +188,7 @@ class BLENVY_OT_assets_generate_files(Operator):
|
||||
|
||||
for scene in blenvy.main_scenes:
|
||||
assets_hierarchy = get_main_scene_assets_tree(scene, blueprints_data, settings)
|
||||
scene["assets"] = json.dumps(assets_hierarchy)
|
||||
write_ron_assets_file(scene.name, assets_hierarchy, internal_only = False, levels_path_full = blenvy.levels_path_full)
|
||||
# scene["assets"] = json.dumps(assets_hierarchy)
|
||||
write_ron_assets_file(scene.name, assets_hierarchy, internal_only = False, output_path_full = blenvy.levels_path_full)
|
||||
|
||||
return {'FINISHED'}
|
||||
|
Loading…
Reference in New Issue
Block a user