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@ -111,6 +111,15 @@ FCURVE_TARGET_NAMES = {
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current_output = None
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class BuildExportCache:
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"""Shared cache across all scene exports in a single build.
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Created once in make.py, passed to each LeenkxExporter instance."""
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def __init__(self):
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self.exported_mesh_files: set = set()
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self.exported_action_files: set = set()
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self.processed_mesh_names: set = set()
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class LeenkxExporter:
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"""Export to Leenkx format.
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@ -131,9 +140,11 @@ class LeenkxExporter:
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# Class names of referenced traits
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import_traits: List[str] = []
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def __init__(self, context: bpy.types.Context, filepath: str, scene: bpy.types.Scene = None, depsgraph: bpy.types.Depsgraph = None):
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def __init__(self, context: bpy.types.Context, filepath: str, scene: bpy.types.Scene = None, depsgraph: bpy.types.Depsgraph = None, build_cache=None):
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global current_output
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self.build_cache = build_cache or BuildExportCache()
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self.filepath = filepath
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self.scene = context.scene if scene is None else scene
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self.depsgraph = context.evaluated_depsgraph_get() if depsgraph is None else depsgraph
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@ -185,12 +196,12 @@ class LeenkxExporter:
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LeenkxExporter.preprocess()
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@classmethod
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def export_scene(cls, context: bpy.types.Context, filepath: str, scene: bpy.types.Scene = None, depsgraph: bpy.types.Depsgraph = None) -> None:
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def export_scene(cls, context: bpy.types.Context, filepath: str, scene: bpy.types.Scene = None, depsgraph: bpy.types.Depsgraph = None, build_cache=None) -> None:
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"""Exports the given scene to the given file path. This is the
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function that is called in make.py and the entry point of the
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exporter."""
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with lnx.profiler.Profile('profile_exporter.prof', lnx.utils.get_pref_or_default('profile_exporter', False)):
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cls(context, filepath, scene, depsgraph).execute()
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cls(context, filepath, scene, depsgraph, build_cache).execute()
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@classmethod
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def preprocess(cls):
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@ -473,7 +484,6 @@ class LeenkxExporter:
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if btype is not NodeType.MESH and LeenkxExporter.option_mesh_only:
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return
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is_local_to_linked_scene = bobject.name in self.scene.objects and bobject.name not in self.scene.collection.children and self.scene.library
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if bobject.type == 'CAMERA' and bobject.library:
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struct_name = bobject.name + '_' + (os.path.basename(self.scene.library.filepath) if self.scene.library else self.scene.name)
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else:
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@ -1149,8 +1159,9 @@ class LeenkxExporter:
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self.export_particle_system_ref(bobject.particle_systems[i], out_object)
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aabb = bobject.data.lnx_aabb
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if aabb[0] == 0 and aabb[1] == 0 and aabb[2] == 0:
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if oid not in self.build_cache.processed_mesh_names or (aabb[0] == 0 and aabb[1] == 0 and aabb[2] == 0):
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self.calc_aabb(bobject)
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self.build_cache.processed_mesh_names.add(oid)
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out_object['dimensions'] = [aabb[0], aabb[1], aabb[2]]
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# shapeKeys = LeenkxExporter.get_shape_keys(objref)
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@ -1295,7 +1306,7 @@ class LeenkxExporter:
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skelobj.animation_data.action = action
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fp = self.get_meshes_file_path('action_' + armatureid + '_' + aname, compressed=LeenkxExporter.compress_enabled)
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assets.add(fp)
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if not bdata.lnx_cached or not os.path.exists(fp):
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if (not bdata.lnx_cached or not os.path.exists(fp)) and fp not in self.build_cache.exported_action_files:
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# Store action to use it after autobake was handled
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original_action = action
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@ -1357,6 +1368,7 @@ class LeenkxExporter:
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# Save action separately
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action_obj = {'name': aname, 'objects': bones}
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lnx.utils.write_lnx(fp, action_obj)
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self.build_cache.exported_action_files.add(fp)
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# Use relative bone constraints
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out_object['relative_bone_constraints'] = bdata.lnx_relative_bone_constraints
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@ -1696,6 +1708,7 @@ class LeenkxExporter:
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mesh_obj = {'mesh_datas': [out_mesh]}
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lnx.utils.write_lnx(fp, mesh_obj)
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bobject.data.lnx_cached = True
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self.build_cache.exported_mesh_files.add(fp)
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@staticmethod
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def calc_aabb(bobject):
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@ -2057,7 +2070,7 @@ class LeenkxExporter:
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fp = self.get_meshes_file_path('mesh_' + oid, compressed=LeenkxExporter.compress_enabled)
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assets.add(fp)
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# No export necessary
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if bobject.data.lnx_cached and os.path.exists(fp):
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if bobject.data.lnx_cached and os.path.exists(fp) or fp in self.build_cache.exported_mesh_files:
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return
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# Mesh users have different modifier stack
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@ -2227,6 +2240,7 @@ class LeenkxExporter:
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inner_angle = math.atan(math.tan(half_angle) * (1.0 - blend))
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out_light['spot_size'] = outer_cos
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out_light['spot_blend'] = max(0.0001, math.cos(inner_angle) - outer_cos)
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out_light['fov'] = light_ref.spot_size
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if light_ref.shadow_soft_size > 0.0:
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out_light['light_size'] = light_ref.shadow_soft_size * 10
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elif objtype == 'AREA':
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@ -2282,7 +2296,6 @@ class LeenkxExporter:
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# outside the collection, then instantiate the full object
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# child tree if the collection gets spawned as a whole
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if bobject.parent is None or bobject.parent.name not in collection.objects:
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is_local_to_linked_scene = bobject.name in self.scene.objects and bobject.name not in self.scene.collection.children and self.scene.library
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if bobject.type == 'CAMERA':
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asset_name = bobject.name + '_' + (os.path.basename(self.scene.library.filepath) if self.scene.library else self.scene.name)
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else:
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@ -2925,7 +2938,7 @@ class LeenkxExporter:
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if collection.name.startswith(('RigidBodyWorld', 'Trait|')):
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continue
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if self.scene.user_of_id(collection) or collection.library and not self.scene.library or collection in self.referenced_collections:
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if self.scene.user_of_id(collection) or collection in self.referenced_collections:
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if collection not in self.inlined_collections:
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self.export_collection(collection)
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@ -19,6 +19,7 @@ import webbrowser
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import bpy
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from lnx import assets
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from lnx.exporter import BuildExportCache
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from lnx.exporter import LeenkxExporter
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import lnx.lib.make_datas
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import lnx.lib.server
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@ -265,19 +266,21 @@ def export_data_impl(fp, sdk_path):
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continue
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for o in scene.collection.all_objects:
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if o.type in ('MESH', 'EMPTY'):
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if o.name not in export_coll_names:
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if o.name not in export_coll_names or o.library:
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export_coll.objects.link(o)
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export_coll_names.add(o.name)
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depsgraph = bpy.context.evaluated_depsgraph_get()
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bpy.data.collections.remove(export_coll) # Destroy the "zoo" collection
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build_cache = BuildExportCache()
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for scene in bpy.data.scenes:
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if scene.lnx_export:
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# Reset shader comparison arrays to prevent cross-scene shader merging
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assets.reset_shader_cons()
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ext = '.lz4' if LeenkxExporter.compress_enabled else '.lnx'
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asset_path = build_dir + '/compiled/Assets/' + lnx.utils.safestr(scene.name + "_" + os.path.basename(scene.library.filepath).replace(".blend", "") if scene.library else scene.name) + ext
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LeenkxExporter.export_scene(bpy.context, asset_path, scene=scene, depsgraph=depsgraph)
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LeenkxExporter.export_scene(bpy.context, asset_path, scene=scene, depsgraph=depsgraph, build_cache=build_cache)
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if LeenkxExporter.export_physics:
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physics_found = True
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if LeenkxExporter.export_navigation:
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