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TODO.md
2
TODO.md
@ -222,9 +222,7 @@ 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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- [ ] 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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- [ ] persist exported materials path in blueprints so that it can be read from library file users
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- [ ] just like "export_path" write it into each blueprint's collection
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- [ ] scan for used materials per blueprint !
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@ -49,7 +49,8 @@ impl Default for BluePrintBundle {
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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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pub struct BlueprintsPlugin {
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}
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impl Default for BlueprintsPlugin {
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fn default() -> Self {
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@ -57,6 +58,7 @@ impl Default for BlueprintsPlugin {
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}
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}
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fn hot_reload(watching_for_changes: Res<WatchingForChanges>) -> bool {
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// println!("hot reload ? {}", watching_for_changes.0);
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watching_for_changes.0
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@ -108,8 +110,6 @@ impl Plugin for BlueprintsPlugin {
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.register_type::<Vec<String>>()
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.register_type::<BlueprintAssets>()
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.register_type::<HashMap<String, Vec<String>>>()
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.init_asset::<RawGltfAsset>()
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.init_asset_loader::<RawGltfAssetLoader>()
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.configure_sets(
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Update,
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(GltfBlueprintsSet::Spawn, GltfBlueprintsSet::AfterSpawn)
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@ -119,7 +119,6 @@ impl Plugin for BlueprintsPlugin {
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.add_systems(
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Update,
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(
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load_raw_gltf,
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blueprints_prepare_spawn,
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blueprints_check_assets_loading,
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blueprints_assets_loaded,
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@ -133,14 +132,16 @@ impl Plugin for BlueprintsPlugin {
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.chain()
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.in_set(GltfBlueprintsSet::Spawn),
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)
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// animation
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.add_systems(
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Update,
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(
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trigger_blueprint_animation_markers_events,
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trigger_instance_animation_markers_events,
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trigger_instance_animation_markers_events
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),
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)
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// hot reload
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.add_systems(Update, react_to_asset_changes.run_if(hot_reload));
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}
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@ -1,12 +1,6 @@
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use std::path::Path;
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use bevy::{
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asset::{io::Reader, AssetLoader, AsyncReadExt, LoadContext},
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gltf::Gltf,
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prelude::*,
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scene::SceneInstance,
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utils::hashbrown::HashMap,
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};
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use bevy::{gltf::Gltf, prelude::*, scene::SceneInstance, utils::hashbrown::HashMap};
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use serde_json::Value;
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use crate::{
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@ -121,59 +115,17 @@ Overview of the Blueprint Spawning process
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=> distinguish between blueprint instances inside blueprint instances vs blueprint instances inside blueprints ??
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*/
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#[derive(Asset, TypePath, Debug)]
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pub struct RawGltfAsset(pub RawGltf);
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#[derive(Default)]
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pub(super) struct RawGltfAssetLoader;
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impl AssetLoader for RawGltfAssetLoader {
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type Asset = RawGltfAsset;
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type Settings = ();
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type Error = gltf::Error;
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async fn load<'a>(
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&'a self,
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reader: &'a mut Reader<'_>,
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_settings: &'a (),
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_load_context: &'a mut LoadContext<'_>,
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) -> Result<Self::Asset, Self::Error> {
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let mut bytes = Vec::new();
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reader.read_to_end(&mut bytes).await?;
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let gltf = RawGltf::from_slice_without_validation(&bytes)?;
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Ok(RawGltfAsset(gltf))
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}
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}
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#[derive(Debug, Component, Deref, DerefMut)]
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#[component(storage = "SparseSet")]
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pub(super) struct AssociatedRawGltfHandle(Handle<RawGltfAsset>);
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pub(super) fn load_raw_gltf(
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pub(crate) fn blueprints_prepare_spawn(
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blueprint_instances_to_spawn: Query<(Entity, &BlueprintInfo), Added<SpawnBlueprint>>,
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asset_server: Res<AssetServer>,
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mut commands: Commands,
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) {
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for (entity, blueprint_info) in blueprint_instances_to_spawn.iter() {
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let gltf_handle: Handle<RawGltfAsset> = asset_server.load(&blueprint_info.path);
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commands
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.entity(entity)
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.insert(AssociatedRawGltfHandle(gltf_handle));
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}
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}
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pub(super) fn blueprints_prepare_spawn(
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blueprint_instances_to_spawn: Query<(Entity, &BlueprintInfo, &AssociatedRawGltfHandle)>,
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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// for hot reload
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watching_for_changes: Res<WatchingForChanges>,
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mut assets_to_blueprint_instances: ResMut<AssetToBlueprintInstancesMapper>,
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raw_gltf_assets: Res<Assets<RawGltfAsset>>,
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// for debug
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// all_names: Query<&Name>
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) {
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for (entity, blueprint_info, raw_gltf_handle) in blueprint_instances_to_spawn.iter() {
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for (entity, blueprint_info) in blueprint_instances_to_spawn.iter() {
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info!(
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"BLUEPRINT: to spawn detected: {:?} path:{:?}",
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blueprint_info.name, blueprint_info.path
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@ -197,9 +149,7 @@ pub(super) fn blueprints_prepare_spawn(
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// and we also add all its assets
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/* prefetch attempt */
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let Some(RawGltfAsset(gltf)) = raw_gltf_assets.get(&raw_gltf_handle.0) else {
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continue;
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};
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let gltf = RawGltf::open(format!("assets/{}", blueprint_info.path)).unwrap();
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for scene in gltf.scenes() {
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if let Some(scene_extras) = scene.extras().clone() {
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let lookup: HashMap<String, Value> =
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@ -304,10 +254,7 @@ pub(super) fn blueprints_prepare_spawn(
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.entity(entity)
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.insert(bevy::prelude::Name::from(blueprint_info.name.clone()));
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// add the blueprint spawning marker
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commands
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.entity(entity)
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.insert(BlueprintSpawning)
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.remove::<AssociatedRawGltfHandle>();
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commands.entity(entity).insert(BlueprintSpawning);
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}
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}
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@ -13340,11 +13340,11 @@
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"type": "object",
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"typeInfo": "Struct"
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},
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"blenvy::blueprints::animation::InstanceAnimations": {
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"blenvy::blueprints::animation::SceneAnimations": {
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"additionalProperties": false,
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"isComponent": true,
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"isResource": false,
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"long_name": "blenvy::blueprints::animation::InstanceAnimations",
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"long_name": "blenvy::blueprints::animation::SceneAnimations",
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"properties": {
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"graph": {
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"type": {
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@ -13367,7 +13367,7 @@
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"named_indices",
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"graph"
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],
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"short_name": "InstanceAnimations",
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"short_name": "SceneAnimations",
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"type": "object",
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"typeInfo": "Struct"
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},
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@ -12,9 +12,11 @@ def get_materials_to_export(changes_per_material, changed_export_parameters, blu
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all_materials = bpy.data.materials
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local_materials = [material for material in all_materials if material.library is None]
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#and (changed_export_parameters or len(changes_per_material.keys()) > 0 )
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materials_to_export = []
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if change_detection and not changed_export_parameters:
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changed_materials = [bpy.data.materials[material_name] for material_name in list(changes_per_material.keys())]
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changed_materials = []
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# first check if all materials have already been exported before (if this is the first time the exporter is run
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# in your current Blender session for example)
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@ -25,4 +27,5 @@ def get_materials_to_export(changes_per_material, changed_export_parameters, blu
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materials_always_export = []
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materials_to_export = list(set(changed_materials + materials_not_on_disk + materials_always_export))
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return materials_to_export
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@ -4,24 +4,14 @@ 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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def find_materials_not_on_disk(materials, folder_path, extension):
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not_found_materials = []
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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 = os.path.join(materials_path_full, f"{materials_library_name}{extension}")
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found = os.path.exists(materials_exported_path) and os.path.isfile(materials_exported_path)
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for material in materials:
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if not found:
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not_found_materials.append(material)
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"""for material in materials:
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gltf_output_path = os.path.join(materials_path_full, material.name + extension)
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gltf_output_path = os.path.join(folder_path, material.name + extension)
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# print("gltf_output_path", gltf_output_path)
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found = os.path.exists(gltf_output_path) and os.path.isfile(gltf_output_path)
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if not found:
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not_found_materials.append(material)"""
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not_found_materials.append(material)
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return not_found_materials
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def check_if_material_on_disk(scene_name, folder_path, extension):
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