mirror of
https://github.com/kaosat-dev/Blender_bevy_components_workflow.git
synced 2024-12-23 16:14:10 +00:00
94fe3f6d3c
* now correctly handling multi material meshes that have more materials in their slots as there are actual materials applied * per-blueprint materials are now correctly inserted/updated even when there are no material changes (ie cases where the ordering of slots etc is changed on a mesh) * conditions for trigerring exports of levels & materials are more coherent and exports are now trigerred on export setting changes (as they should have been !) * minor cleanups
123 lines
5.3 KiB
Python
123 lines
5.3 KiB
Python
import os
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import posixpath
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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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not_found_materials = []
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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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# 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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return not_found_materials
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def check_if_material_on_disk(scene_name, folder_path, extension):
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gltf_output_path = os.path.join(folder_path, scene_name + extension)
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found = os.path.exists(gltf_output_path) and os.path.isfile(gltf_output_path)
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return found
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# get materials per object, and injects the materialInfo component
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def get_materials(object, materials_per_object):
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material_slots = object.material_slots
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used_materials_names = []
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if not hasattr(object, "data"):
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return used_materials_names
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if not hasattr(object.data,"materials"):
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return used_materials_names
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if len(object.data.materials) == 0:
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return used_materials_names
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# since we are scanning polygons to get the actually used materials, we do not get them in the correct order
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materials_per_object_unordered = []
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"""materials_count = len(material_slots)
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print("materials_count", materials_count)
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material_indices = np.empty(materials_count, dtype=np.int64)
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object.data.polygons.foreach_get("material_index", material_indices)
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#for material_index in object.data.polygons.foreach_get("material_index", storage):
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print("polygon material_indices", material_indices)"""
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# TODO: perhaps optimise it using foreach_get
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for polygon in object.data.polygons:
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slot = material_slots[polygon.material_index]
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material = slot.material
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if not material.name in used_materials_names:
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used_materials_names.append(material.name)
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materials_per_object_unordered.append((material, polygon.material_index))
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if len(used_materials_names) == len(material_slots): # we found all materials, bail out
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break
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# now re-order the materials as per the object's material slots
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sorted_materials = sorted(materials_per_object_unordered, key=lambda tup: tup[1])
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# and add them
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if not object in materials_per_object:
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materials_per_object[object] = []
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materials_per_object[object] = [material[0] for material in sorted_materials]#.append(material)
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"""for m in material_slots:
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material = m.material"""
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return used_materials_names
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def get_all_materials(collection_names, library_scenes):
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used_material_names = []
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materials_per_object = {}
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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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if cur_collection.name in collection_names:
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for object in cur_collection.all_objects:
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used_material_names = used_material_names + get_materials(object, materials_per_object)
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# we only want unique names
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used_material_names = list(set(used_material_names))
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return (used_material_names, materials_per_object)
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def add_material_info_to_objects(materials_per_object, settings):
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materials_path = getattr(settings, "materials_path")
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export_gltf_extension = getattr(settings, "export_gltf_extension", ".glb")
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for object in materials_per_object.keys():
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material_infos = []
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for material in materials_per_object[object]:
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materials_exported_path = posixpath.join(materials_path, f"{material.name}{export_gltf_extension}")
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material_info = f'(name: "{material.name}", path: "{materials_exported_path}")'
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material_infos.append(material_info)
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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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#bpy.ops.blenvy.component_add(target_item_name=object.name, target_item_type="OBJECT", component_type="blenvy::blueprints::materials::MaterialInfos", component_value=component_value)
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object['MaterialInfos'] = f"({material_infos})".replace("'","")
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print("adding materialInfos to object", object, "material infos", material_infos)
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# get all the materials of all objects in a given scene
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def get_scene_materials(scene):
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used_material_names = []
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materials_per_object = {}
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root_collection = scene.collection
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for cur_collection in traverse_tree(root_collection):
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for object in cur_collection.all_objects:
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used_material_names = used_material_names + get_materials(object, materials_per_object)
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# we only want unique names
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used_material_names = list(set(used_material_names))
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return (used_material_names, materials_per_object)
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# get all the materials of all objects used by a given blueprint
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def get_blueprint_materials(blueprint):
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materials_per_object = {}
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used_material_names = []
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for object in blueprint.collection.all_objects:
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used_material_names = used_material_names + get_materials(object, materials_per_object)
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# we only want unique names
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used_material_names = list(set(used_material_names))
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return (used_material_names, materials_per_object)
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