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TODO.md
4
TODO.md
@ -222,6 +222,10 @@ Blender side:
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- [ ] materials fixes & upgrades
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- [x] materials do not get exported again if the files are missing, until you change a material
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- [x] materials do not get exported when a material is added ?
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- [x] add_material_info_to_objects is now called AFTER the blueprint export, making it useless, needs change !
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- [ ] materials_path custom property should be ignored both in the list of fixable component AND on export
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- [ ] if we want to add material_infos & others as normal components they should not be editable, so we need another attribute, and adapt the UI for that
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- [ ] if material library is toggled, then changes to materials should not change the blueprints that are using them ?
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- [ ] material assets seem to be added to list regardless of whether material exports are enabled or not
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- [ ] review & upgrade overall logic of material libraries, their names & output path
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@ -101,23 +101,24 @@ def auto_export(changes_per_scene, changes_per_collection, changes_per_material,
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# backup current selections
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old_selections = bpy.context.selected_objects
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# first export any level/world scenes
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# deal with materials
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if export_materials_library:
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print("export MATERIALS")
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export_materials(materials_to_export, settings, blueprints_data)
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# export any level/world scenes
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if len(level_scenes_to_export) > 0:
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print("export MAIN scenes")
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print("export LEVELS")
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for scene_name in level_scenes_to_export:
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print(" exporting scene:", scene_name)
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export_level_scene(bpy.data.scenes[scene_name], settings, blueprints_data)
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# now deal with blueprints/collections
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do_export_library_scene = not change_detection or changed_export_parameters or len(blueprints_to_export) > 0
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if do_export_library_scene:
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print("export LIBRARY")
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do_export_blueprints = not change_detection or changed_export_parameters or len(blueprints_to_export) > 0
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if do_export_blueprints:
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print("export BLUEPRINTS")
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export_blueprints(blueprints_to_export, settings, blueprints_data)
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# then deal with materials
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if export_materials_library:
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export_materials(materials_to_export, settings, blueprints_data)#blueprints_data.blueprint_names, settings.library_scenes, settings)
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# reset current scene from backup
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bpy.context.window.scene = old_current_scene
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@ -15,6 +15,7 @@ from ..common.export_gltf import (generate_gltf_export_settings)
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#
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def clear_material_info(collection_names, library_scenes):
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pass
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for scene in library_scenes:
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root_collection = scene.collection
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for cur_collection in traverse_tree(root_collection):
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@ -170,7 +170,11 @@ def add_metadata_to_components_without_metadata(item):
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if component_name == "components_meta":
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continue
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upsert_component_in_item(item, component_name, registry)
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# adds a component to an item (including metadata) WITHOUT a component definition
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def add_component_to_item_without_registry():
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pass
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# adds a component to an item (including metadata) using the provided component definition & optional value
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def add_component_to_item(item, component_definition, value=None):
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warnings = []
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@ -19,15 +19,42 @@ class BLENVY_OT_component_add(Operator):
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description="component type to add",
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) # type: ignore
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component_value: StringProperty(
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name="component_value",
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description="value of the newly added component"
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) # type: ignore
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target_item_name: StringProperty(
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name="target item name",
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description="name of the object/collection/mesh/material to add the component to",
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) # type: ignore
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target_item_type: EnumProperty(
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name="target item type",
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description="type of the object/collection/mesh/material to add the component to",
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items=(
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('OBJECT', "Object", ""),
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('COLLECTION', "Collection", ""),
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('MESH', "Mesh", ""),
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('MATERIAL', "Material", ""),
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),
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default="OBJECT"
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) # type: ignore
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def execute(self, context):
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target = get_selected_item(context)
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print("adding component ", self.component_type, "to target '"+target.name+"'")
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if self.target_item_name == "" or self.target_item_type == "":
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target_item = get_selected_item(context)
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print("adding component ", self.component_type, "to target '"+target_item.name+"'")
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else:
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target_item = get_item_by_type(self.target_item_type, self.target_item_name)
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print("adding component ", self.component_type, "to target '"+target_item.name+"'")
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has_component_type = self.component_type != ""
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if has_component_type and target is not None:
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if has_component_type and target_item is not None:
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type_infos = context.window_manager.components_registry.type_infos
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component_definition = type_infos[self.component_type]
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add_component_to_item(target, component_definition)
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component_value = self.component_value if self.component_value != "" else None
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add_component_to_item(target_item, component_definition, value=component_value)
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return {'FINISHED'}
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@ -2,6 +2,7 @@ import os
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import posixpath
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import bpy
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from pathlib import Path
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from ..core.helpers_collections import (traverse_tree)
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def find_materials_not_on_disk(materials, materials_path_full, extension):
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@ -65,11 +66,18 @@ def add_material_info_to_objects(materials_per_object, settings):
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current_project_name = Path(bpy.context.blend_data.filepath).stem
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materials_library_name = f"{current_project_name}_materials"
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materials_exported_path = posixpath.join(materials_path, f"{materials_library_name}{export_gltf_extension}")
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#print("ADDING MAERIAL INFOS")
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for object in materials_per_object.keys():
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material = materials_per_object[object]
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# TODO: switch to using actual components ?
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# problem with using actual components: you NEED the type registry/component infos, so if there is none , or it is not loaded yet, it does not work
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# for a few components we could hardcode this
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component_value = f'(name: "{material.name}", path: "{materials_exported_path}")'
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#bpy.ops.blenvy.component_add(target_item_name=object.name, target_item_type="OBJECT", component_type="blenvy::blueprints::materials::MaterialInfo", component_value=component_value)
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materials_exported_path = posixpath.join(materials_path, f"{materials_library_name}{export_gltf_extension}")
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object['MaterialInfo'] = f'(name: "{material.name}", path: "{materials_exported_path}")'
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object['MaterialInfo'] = component_value
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print("adding materialInfo to object", object, "material info", component_value)
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# get all the materials of all objects in a given scene
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