mirror of
https://github.com/kaosat-dev/Blender_bevy_components_workflow.git
synced 2024-11-26 21:37:01 +00:00
ce17f723b1
* modified materials detection & export accordingly * modified material paths & co accordingly (all much simpler !) * modified assets_scan helpers to also include material assets * modified & massively cleaned up BlueprintAsset injection * further cleanups & fixes for materials handling * also removed a lot of obsolete code dealing with assets * ever more cleanups !
92 lines
4.1 KiB
Python
92 lines
4.1 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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for m in material_slots:
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material = m.material
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# print(" slot", m, "material", material)
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used_materials_names.append(material.name)
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# TODO:, also respect slots & export multiple materials if applicable !
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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].append(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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