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190 lines
6.9 KiB
Markdown
190 lines
6.9 KiB
Markdown
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# Components
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## Configuration
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The second tab in the settings contains the component settings:
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![blenvy component settings](./docs/blenvy_configuration_components.png)
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> you normally do not need to do anything, as the defaults are already pre-set to match those on the Bevy side for the location of the ```registry.json``` file, unless you want to store it somewhere other than ```assets/registry.json```
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###### registry file (default: assets/registry.json)
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- click on the button to select your registry.json file (in the "configuration" panel)
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###### reload registry
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- click on the button to force refresh the list of components from the registry.json file
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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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## 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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* complex structs, with various types of fields (including nested ones)
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* lists/ vecs
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* hashmaps
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* etc !
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![suported types](./docs/components_suported_types.png)
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## Supported items for components
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you can add components to
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- objects
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- collections/ blueprints
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- meshes
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- materials
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These will be all applied correctly to the resulting entities on the Bevy side
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### Blueprints & components:
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- to add components to a blueprint, select your blueprint's collection and add the desired component
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![blueprint components](./docs/components_blueprints.png)
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- when you select a blueprint/collection **instance** you can view both the **blueprint** level components (for all instances) ...
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![blueprint components](./docs/components_blueprints_blueprint.png)
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- and the components specific to that **instance**
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![blueprint components](./docs/components_blueprints_instance.png)
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> if the instance and blueprint have the same component, the component value of the **instance** takes precedence & overwrites that of the blueprint ! In the case above, the component will have the value ```Metal``` for that instance.
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## adding components
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- to add a component, select any object, collection, mesh or material and then select the component from the components list: (the full type information will be displayed as tooltip)
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- click on the dropdown to get the full list of available components
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![components list](./docs/components_list.png)
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- the list of components is searchable !
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![filter components](./docs/components_search.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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![add component](./docs/components_add.png)
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it will appear in the component list for that object
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![add component](./docs/components_add2.png)
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## editing components
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- to edit a component's value just use the UI:
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![edit component](./docs/components_edit.png)
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## copy & pasting
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- you can also copy & paste components between objects/collections/meshes/materials
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- click on the "copy component button" of the component you want to copy
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![copy component](./docs/components_copy.png)
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- then select the item 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 item
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![paste component](./docs/components_paste.png)
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> if the target item already has the same component, its values will be overwritten
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## Toggling component details
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- for large/ complex components you can toggle the details of that component:
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![toggle details](./docs/components_details.png)
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## Error handling & unregistered types
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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/components_invalid.png)
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> see [here](#renamingupgradingfixing-components) 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/components_missing_registry_data.png)
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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/components_unregistered_types.png)
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## Renaming/upgrading/fixing components
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![rename and fix](./docs/components_rename_fix.png)
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### Single item actions
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this panel shows you the list of components that either
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* are not in the registry anymore
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* are invalid (there is some error in the component that makes it unavailable in Blenvy)
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* need upgrading (ie they where stored as a custom property instead of Blenvy metadata for example)
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> The last case is also for components that where created before Blenvy , using the legacy **bevy_components** Blender add-on
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> The objects & components in this panel are not related to your current selection
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- select the target component for a given source item/component:
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![rename and fix](./docs/components_rename_fix2.png)
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- click on the apply button
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![rename and fix](./docs/components_rename_fix3.png)
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- you will get a notification depending on how the process went, and if all went well, the entry will be deleted from the list of items that need fixing/upgrades
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![rename and fix](./docs/components_rename_fix4.png)
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### Bulk actions:
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- you can rename/convert/upgrade or delete a given type of component to another for ALL of your objects, collections, meshes and materials in one go
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by choosing an original and a target component & clicking on apply or delete
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## Known issues & limitations:
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* **Range** data (ie ```Range<f32>``` etc) are not handled at this time
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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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## Technical details
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- Blenvy's component system uses the data from the exported **type registry** in the registry.json file to add **metadata** to objects/collection/meshes/etc 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
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- in order to avoid name clashes, it uses the full paths of components & stores the data in the ```bevy_components``` custom property
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- changing the values of a component in the UI will automatically update the value of the underlying entry in the ```bevy_components``` custom property
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- different item types in Blender result in different types of GltfExtra components in Bevy (this all happens under the hood):
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- objects : GltfExtras
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- collections/ blueprints: SceneGltfExtras (as the Blueprints get exported as seperate scenes)
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- meshes: MeshGltfExtras
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- materials: MaterialGltfExtras
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