Add Support for Geometry Node Cache #92890

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Jonas Dichelle wants to merge 14 commits from JonasDichelle/blender-asset-tracer:geonodes_support into main

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README.md
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@ -1,10 +1,6 @@
# Blender Asset Tracer BAT🦇
Script to manage assets with Blender.
Blender Asset Tracer, a.k.a. BAT🦇, is the replacement of
[BAM](https://developer.blender.org/diffusion/BAM/) and
[blender-file](https://developer.blender.org/source/blender-file/)
Blender Asset Tracer, a.k.a. BAT🦇 is a script to manage assets with Blender.
Development is driven by choices explained in [T54125](https://developer.blender.org/T54125).
@ -13,18 +9,28 @@ Development is driven by choices explained in [T54125](https://developer.blender
The `cli.py` wrapper at the root of the project can be used to directly access the command line
tools, without requiring any setup involving `venv` and so on:
```
```bash
python3 path/to/repo/cli.py list path/to/blendfile.blend
```
## Setting up development environment
```
```bash
python3.9 -m venv .venv
```
```bash
. ./.venv/bin/activate
```
```bash
pip install -U pip
```
```bash
pip install poetry black
```
```bash
poetry install
```
```bash
mypy --install-types
```
@ -34,14 +40,18 @@ mypy --install-types
BAT Pack supports uploading to S3-compatible storage. This requires a credentials file in
`~/.aws/credentials`. Replace the all-capital words to suit your situation.
[ENDPOINT]
aws_access_key_id = YOUR_ACCESS_KEY_ID
aws_secret_access_key = YOUR_SECRET
```ini
[ENDPOINT]
aws_access_key_id = YOUR_ACCESS_KEY_ID
aws_secret_access_key = YOUR_SECRET
```
You can then send a BAT Pack to the storage using a target `s3:/ENDPOINT/bucketname/path-in-bucket`,
for example:
bat pack my_blendfile.blend s3:/storage.service.cloud/jobs/awesome_work
```bash
bat pack my_blendfile.blend s3:/storage.service.cloud/jobs/awesome_work
```
This will upload the blend file and its dependencies to `awesome_work/my_blendfile.blend` in
the `jobs` bucket.
@ -76,49 +86,51 @@ Mypy likes to see the return type of `__init__` methods explicitly declared as `
BAT can be used as a Python library to inspect the contents of blend files, without having to
open Blender itself. Here is an example showing how to determine the render engine used:
#!/usr/bin/env python3.7
import json
import sys
from pathlib import Path
```python
#!/usr/bin/env python3.7
import json
import sys
from pathlib import Path
from blender_asset_tracer import blendfile
from blender_asset_tracer.blendfile import iterators
from blender_asset_tracer import blendfile
from blender_asset_tracer.blendfile import iterators
if len(sys.argv) != 2:
print(f'Usage: {sys.argv[0]} somefile.blend', file=sys.stderr)
sys.exit(1)
if len(sys.argv) != 2:
print(f'Usage: {sys.argv[0]} somefile.blend', file=sys.stderr)
sys.exit(1)
bf_path = Path(sys.argv[1])
bf = blendfile.open_cached(bf_path)
bf_path = Path(sys.argv[1])
bf = blendfile.open_cached(bf_path)
# Get the first window manager (there is probably exactly one).
window_managers = bf.find_blocks_from_code(b'WM')
assert window_managers, 'The Blend file has no window manager'
window_manager = window_managers[0]
# Get the first window manager (there is probably exactly one).
window_managers = bf.find_blocks_from_code(b'WM')
assert window_managers, 'The Blend file has no window manager'
window_manager = window_managers[0]
# Get the scene from the first window.
windows = window_manager.get_pointer((b'windows', b'first'))
for window in iterators.listbase(windows):
scene = window.get_pointer(b'scene')
break
# Get the scene from the first window.
windows = window_manager.get_pointer((b'windows', b'first'))
for window in iterators.listbase(windows):
scene = window.get_pointer(b'scene')
break
# BAT can only return simple values, so it can't return the embedded
# struct 'r'. 'r.engine' is a simple string, though.
engine = scene[b'r', b'engine'].decode('utf8')
xsch = scene[b'r', b'xsch']
ysch = scene[b'r', b'ysch']
size = scene[b'r', b'size'] / 100.0
# BAT can only return simple values, so it can't return the embedded
# struct 'r'. 'r.engine' is a simple string, though.
engine = scene[b'r', b'engine'].decode('utf8')
xsch = scene[b'r', b'xsch']
ysch = scene[b'r', b'ysch']
size = scene[b'r', b'size'] / 100.0
render_info = {
'engine': engine,
'frame_pixels': {
'x': int(xsch * size),
'y': int(ysch * size),
},
}
render_info = {
'engine': engine,
'frame_pixels': {
'x': int(xsch * size),
'y': int(ysch * size),
},
}
json.dump(render_info, sys.stdout, indent=4, sort_keys=True)
print()
json.dump(render_info, sys.stdout, indent=4, sort_keys=True)
print()
```
To understand the naming of the properties, look at Blender's `DNA_xxxx.h` files with struct
definitions. It is those names that are accessed via `blender_asset_tracer.blendfile`. The
@ -155,23 +167,29 @@ As password, use the token itself, including the `pypi-` prefix.
See https://pypi.org/help/#apitoken for help using API tokens to publish. This
is what I have in `~/.pypirc`:
```
```ini
[distutils]
index-servers =
bat
index-servers = bat
# Use `twine upload -r bat` to upload with this token.
[bat]
repository = https://upload.pypi.org/legacy/
username = __token__
password = pypi-abc-123-blablabla
repository = https://upload.pypi.org/legacy/
username = __token__
password = pypi-abc-123-blablabla
```
```
```bash
. ./.venv/bin/activate
```
```bash
pip install twine
```
```bash
poetry build
```
```bash
twine check dist/blender_asset_tracer-1.18.tar.gz dist/blender_asset_tracer-1.18-*.whl
```
```bash
twine upload -r bat dist/blender_asset_tracer-1.18.tar.gz dist/blender_asset_tracer-1.18-*.whl
```