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297 lines
11 KiB
Markdown
297 lines
11 KiB
Markdown
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# Bevy components
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This [Blender addon](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/tools/bevy_components) gives you an easy to use UI to add and configure your [Bevy](https://bevyengine.org/) components inside Blender !
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- **automatically generates a simple UI** to add/configure components based on a **registry schema** file (an export of all your Bevy components's information, generated)
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by the [bevy_registry_export](https://crates.io/crates/bevy_registry_export) crate/plugin
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- no more need to specify components manually using custom_properties, with error prone naming etc
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- adds **metadata** to objects containing information about what components it uses + some extra information
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- uses Blender's **PropertyGroups** to generate custom UIs & connects those groups with the custom properties so that no matter the complexity
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of your Bevy components you get a nicely packed custom_property to use with ...
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- the ideal companion to the [gltf_auto_export](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/tools/gltf_auto_export) to embed your Bevy components inside your gltf files
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<!-- - adds the ability to **toggle components** on/off without having to remove the component from the object -->
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> Important:
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the tooling is still in the early stages, even if it is feature complete : use with caution!.
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> IMPORTANT !! if you have previously used v0.1 , v0.2 had a breaking change, please see [this](#regenerate-ui-values) section on how to upgrade your data to v0.2.\
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This problem should not be present going forward
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> IMPORTANT !! if you have previously used v0.2 , v0.3 had a breaking change, please see [this](#regenerate-custom-property-values) section on how to upgrade your data to v0.3.
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## Installation:
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* grab the latest release zip file from the releases tab (choose the bevy_components releases !)
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<!--![blender addon install](./docs/blender_addon_install_zip.png)-->
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* in Blender go to edit => preferences => install
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![blender addon install](./docs/blender_addon_install.png)
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* choose the path where ```bevy_components.zip``` is stored
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![blender addon install](./docs/blender_addon_install2.png)
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## Configuration & overview
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Before you can use the add-on you need to configure it
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### Bevy side
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- setup [bevy_registry_export](https://crates.io/crates/bevy_registry_export) for your project (see the crate's documentation for that), and compile/run it to get the ```registry.json``` file
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### Blender side
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- Go to the new Bevy Components tab in the 3D view
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![configuration](./docs/configuration.png)
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- click on the button to select your registry.json file (in the "configuration" panel)
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![configuration 2](./docs/configuration2.png)
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- the list of available components will appear
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![configuration 3](./docs/configuration3.png)
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#### registry file polling
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* by default, the add-on will check for changes in your registry file every second, and refresh the UI accordingly
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* you can set the polling frequency or turn it off if you do not want auto-refresh
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![registry file polling](./docs/registry_polling.png)
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## Use
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### Existing components & custom properties
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* If you already have components defined manualy in Blender inside **custom properties** you will need to define them again using the UI!
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* avoid mixing & matching: if you change the values of **custom properties** that also have a component, the custom property will be **overriden** every time
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you change the component's value
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* you can of course still use non component custom properties as always, this add-on will only impact those that have corresponding Bevy components
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### adding components
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- to add a component, select an object and then select the component from the components list: (the full type information will be displayed as tooltip)
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![components list](./docs/components_list.png)
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- click on the dropdown to get the full list of available components
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![components list](./docs/components_list2.png)
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- you can also filter components by name for convenience
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![filter components](./docs/filter_components.png)
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- add a component by clicking on the "add component" button once you have selected your desired component
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it will appear in the component list for that object
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![add component](./docs/add_component.png)
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### edit components
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- to edit a component's value just use the UI:
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![edit component](./docs/edit_component.png)
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it will automatically update the value of the corresponding custom property
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![edit component](./docs/edit_component2.png)
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### Create components from custom properties
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- IF you have a valid component type and the correct corresponding RON string in the custom_property value (this button will not appear if not), this add-on can automatically
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generate the corresponding component for you:
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- Fill/check your custom property (here for Aabb)
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![generate_components 2](./docs/generate_components2.png)
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- click on the button
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![generate_components](./docs/generate_components.png)
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-voila !
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![generate_components 3](./docs/generate_components3.png)
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### copy & pasting
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- you can also copy & paste components between objects
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- click on the "copy component button" of the component you want to copy
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![copy component](./docs/copy_component.png)
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- then select the object you want to copy the component (& its value) to, and click on the paste button.
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It will add the component to the select object
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![paste component](./docs/paste_component.png)
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> if the target object already has the same component, its values will be overwritten
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## Additional components UI features
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- for large/ complex components you can toggle the details of that component:
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![toggle details](./docs/toggle_details.png)
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## Supported components
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- normally (minus any bugs, please report those!) all components using **registered** types should be useable and editable
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- this includes (non exhaustive list):
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* enums (even complex ones !)
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![enums](./docs/enums.png)
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![enums](./docs/enums2.png)
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* complex structs, with various types of fields (including nested ones)
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![complex](./docs/complex_components2.png)
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* lists/ vecs (here a vec of tuples)
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![lists](./docs/vecs_lists.png)
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* etc !
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## Unregistered types & error handling
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- non registered types can be viewed in this panel : (can be practical to see if you have any missing registrations too!)
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![unregistered types](./docs/unregistered_types.png)
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- if you have a component made up of unregistered structs/enums etc, you will get visual feedback & the component will be deactivated
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![invalid component](./docs/invalid_components.png)
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> see [here](#invalidunregistered-type-renaming--conversion) for ways to convert invalid / unregistered components to other types.
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- if you are encountering this type of view: don't panic your component data is not gone ! It just means you need to reload the registry data by clicking on the relevant button
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![missing registry data](./docs/missing_registry_data.png)
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## Advanced Tools
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In this section you will find various additional more advanced tooling
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### Invalid/unregistered type renaming / conversion
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If you have components that are
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* invalid : ie some error was diagnosed
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* unregistered: a custom property is present on the object, but there is no matching type in the registry
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Here you will get an overview, of ALL invalid and unregistered components in your Blender project, so you can find them, rename/convert them,
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or delete them, also in bulk
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![component rename overview](./docs/component_rename_overview2.png)
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* you can click on the button to select the object in your outliner (this also works across scenes, so you will be taken to the scene where the
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given object is located)
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![update custom properties](./docs/component_rename_object_select.png)
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#### Single object component renaming/ conversion
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- to rename/convert a single component for a single object:
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* go to the row of the object you want to convert the component of
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* in the dropdown menu, choose the target component
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* click on the button with the magic wand to convert the component
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![single rename](./docs/component_rename_single.png)
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> the tool will attempt to automatically convert the source component, including the field names/values, if the target component has the same ones
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If it fails to do the conversion, you will get an error message, and you will either have to change the custom property yourself, or you can simply
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change the values in the UI, which will automatically generate the custom property value
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- to delete a single component for a single object:
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* go to the row of the object you want to remove the component from
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* click on the button with the "x" to remove the component
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![single delete](./docs/component_remove_single.png)
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#### Bulk component renaming/ conversion
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- use this method if you want to convert ALL components of a given type of ALL objects
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* click on this button to pick your source component
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![bulk convert remove](./docs/component_rename_remove_bulk.png)
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* for conversion: in the dropdown menu, choose the target component & click apply to convert all matching components
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* for deletion: clic on the "x" to remove all matching components
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![bulk convert remove](./docs/component_rename_remove_bulk2.png)
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### For conversion between custom properties & components & vice-versa
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#### regenerate custom property values
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- "update custom properties of current object" : will go over **all components** that you have defined for the **currently selected object**, and re-generate the
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corresponding custom property values
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![update custom properties](./docs/other_options.png)
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- "update custom properties of ALL objects" : same as above but it will do so for the **ALL objects in your blend file** (so can be slow!), and re-generate the
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corresponding custom property values
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![update custom properties for all](./docs/other_options2.png)
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> IMPORTANT !! use this if you have previously used v0.1 or v0.2 , as v0.3 had a breaking change, that makes it **necessary** to use this **once** to upgrade components data
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You should also re-export your gltf files , otherwise you might run into issues
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#### regenerate component/ UI values
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- since v0.2, you have the option to regenerate (for the selected object or all objects, as above) to regenerate your UI values from the custom property values
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![update UI FROM custom properties](./docs/update_ui_from_custom_properties.png)
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> IMPORTANT !! use this if you have previously used v0.1 , as v0.2 had a breaking change, that makes it **necessary** to use this **once** to upgrade the UI data
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> Note: the legacy mode support has been removed since version
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## Examples
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you can find an example [here](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_registry_export/)
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## Known issues & limitations:
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* **Range** data (ie ```Range<f32>``` etc) are not handled at this time (issue seems to be on the Bevy side)
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* **Entity** structs are always set to 0 (setting entity values on the Blender side at this time does not make much sense anyway)
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## License
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This tool, all its code, contents & assets is Dual-licensed under either of
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- Apache License, Version 2.0, ([LICENSE-APACHE](../LICENSE_APACHE.md) or https://www.apache.org/licenses/LICENSE-2.0)
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- MIT license ([LICENSE-MIT](../LICENSE_MIT.md) or https://opensource.org/licenses/MIT)
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