mirror of
https://github.com/kaosat-dev/Blender_bevy_components_workflow.git
synced 2024-11-23 04:10:53 +00:00
297 lines
11 KiB
Markdown
297 lines
11 KiB
Markdown
|
# Bevy components
|
||
|
|
||
|
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 !
|
||
|
|
||
|
- **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)
|
||
|
by the [bevy_registry_export](https://crates.io/crates/bevy_registry_export) crate/plugin
|
||
|
- no more need to specify components manually using custom_properties, with error prone naming etc
|
||
|
- adds **metadata** to objects containing information about what components it uses + some extra information
|
||
|
- uses Blender's **PropertyGroups** to generate custom UIs & connects those groups with the custom properties so that no matter the complexity
|
||
|
of your Bevy components you get a nicely packed custom_property to use with ...
|
||
|
- 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
|
||
|
<!-- - adds the ability to **toggle components** on/off without having to remove the component from the object -->
|
||
|
|
||
|
|
||
|
> Important:
|
||
|
the tooling is still in the early stages, even if it is feature complete : use with caution!.
|
||
|
|
||
|
> 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.\
|
||
|
This problem should not be present going forward
|
||
|
|
||
|
> 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.
|
||
|
|
||
|
## Installation:
|
||
|
|
||
|
* grab the latest release zip file from the releases tab (choose the bevy_components releases !)
|
||
|
|
||
|
<!--![blender addon install](./docs/blender_addon_install_zip.png)-->
|
||
|
|
||
|
* in Blender go to edit => preferences => install
|
||
|
|
||
|
![blender addon install](./docs/blender_addon_install.png)
|
||
|
|
||
|
* choose the path where ```bevy_components.zip``` is stored
|
||
|
|
||
|
![blender addon install](./docs/blender_addon_install2.png)
|
||
|
|
||
|
|
||
|
## Configuration & overview
|
||
|
|
||
|
Before you can use the add-on you need to configure it
|
||
|
|
||
|
### Bevy side
|
||
|
|
||
|
- 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
|
||
|
|
||
|
### Blender side
|
||
|
|
||
|
- Go to the new Bevy Components tab in the 3D view
|
||
|
|
||
|
![configuration](./docs/configuration.png)
|
||
|
|
||
|
- click on the button to select your registry.json file (in the "configuration" panel)
|
||
|
|
||
|
![configuration 2](./docs/configuration2.png)
|
||
|
|
||
|
- the list of available components will appear
|
||
|
|
||
|
![configuration 3](./docs/configuration3.png)
|
||
|
|
||
|
#### registry file polling
|
||
|
|
||
|
|
||
|
* by default, the add-on will check for changes in your registry file every second, and refresh the UI accordingly
|
||
|
* you can set the polling frequency or turn it off if you do not want auto-refresh
|
||
|
|
||
|
![registry file polling](./docs/registry_polling.png)
|
||
|
|
||
|
|
||
|
|
||
|
## Use
|
||
|
|
||
|
|
||
|
### Existing components & custom properties
|
||
|
|
||
|
* If you already have components defined manualy in Blender inside **custom properties** you will need to define them again using the UI!
|
||
|
* avoid mixing & matching: if you change the values of **custom properties** that also have a component, the custom property will be **overriden** every time
|
||
|
you change the component's value
|
||
|
* you can of course still use non component custom properties as always, this add-on will only impact those that have corresponding Bevy components
|
||
|
|
||
|
### adding components
|
||
|
|
||
|
- 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)
|
||
|
|
||
|
![components list](./docs/components_list.png)
|
||
|
|
||
|
- click on the dropdown to get the full list of available components
|
||
|
|
||
|
![components list](./docs/components_list2.png)
|
||
|
|
||
|
- you can also filter components by name for convenience
|
||
|
|
||
|
![filter components](./docs/filter_components.png)
|
||
|
|
||
|
|
||
|
- add a component by clicking on the "add component" button once you have selected your desired component
|
||
|
|
||
|
it will appear in the component list for that object
|
||
|
|
||
|
![add component](./docs/add_component.png)
|
||
|
|
||
|
### edit components
|
||
|
|
||
|
- to edit a component's value just use the UI:
|
||
|
|
||
|
![edit component](./docs/edit_component.png)
|
||
|
|
||
|
it will automatically update the value of the corresponding custom property
|
||
|
|
||
|
![edit component](./docs/edit_component2.png)
|
||
|
|
||
|
### Create components from custom properties
|
||
|
|
||
|
- 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
|
||
|
generate the corresponding component for you:
|
||
|
|
||
|
- Fill/check your custom property (here for Aabb)
|
||
|
|
||
|
![generate_components 2](./docs/generate_components2.png)
|
||
|
|
||
|
- click on the button
|
||
|
|
||
|
![generate_components](./docs/generate_components.png)
|
||
|
|
||
|
-voila !
|
||
|
|
||
|
![generate_components 3](./docs/generate_components3.png)
|
||
|
|
||
|
|
||
|
### copy & pasting
|
||
|
|
||
|
- you can also copy & paste components between objects
|
||
|
|
||
|
- click on the "copy component button" of the component you want to copy
|
||
|
|
||
|
![copy component](./docs/copy_component.png)
|
||
|
|
||
|
- then select the object you want to copy the component (& its value) to, and click on the paste button.
|
||
|
|
||
|
It will add the component to the select object
|
||
|
|
||
|
![paste component](./docs/paste_component.png)
|
||
|
|
||
|
> if the target object already has the same component, its values will be overwritten
|
||
|
|
||
|
|
||
|
## Additional components UI features
|
||
|
|
||
|
- for large/ complex components you can toggle the details of that component:
|
||
|
|
||
|
![toggle details](./docs/toggle_details.png)
|
||
|
|
||
|
|
||
|
## Supported components
|
||
|
|
||
|
- normally (minus any bugs, please report those!) all components using **registered** types should be useable and editable
|
||
|
- this includes (non exhaustive list):
|
||
|
* enums (even complex ones !)
|
||
|
|
||
|
![enums](./docs/enums.png)
|
||
|
|
||
|
![enums](./docs/enums2.png)
|
||
|
|
||
|
|
||
|
* complex structs, with various types of fields (including nested ones)
|
||
|
|
||
|
![complex](./docs/complex_components2.png)
|
||
|
|
||
|
* lists/ vecs (here a vec of tuples)
|
||
|
|
||
|
![lists](./docs/vecs_lists.png)
|
||
|
|
||
|
* etc !
|
||
|
|
||
|
## Unregistered types & error handling
|
||
|
|
||
|
- non registered types can be viewed in this panel : (can be practical to see if you have any missing registrations too!)
|
||
|
|
||
|
![unregistered types](./docs/unregistered_types.png)
|
||
|
|
||
|
- if you have a component made up of unregistered structs/enums etc, you will get visual feedback & the component will be deactivated
|
||
|
|
||
|
![invalid component](./docs/invalid_components.png)
|
||
|
|
||
|
> see [here](#invalidunregistered-type-renaming--conversion) for ways to convert invalid / unregistered components to other types.
|
||
|
|
||
|
|
||
|
- 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
|
||
|
|
||
|
![missing registry data](./docs/missing_registry_data.png)
|
||
|
|
||
|
|
||
|
|
||
|
## Advanced Tools
|
||
|
|
||
|
In this section you will find various additional more advanced tooling
|
||
|
|
||
|
### Invalid/unregistered type renaming / conversion
|
||
|
|
||
|
If you have components that are
|
||
|
* invalid : ie some error was diagnosed
|
||
|
* unregistered: a custom property is present on the object, but there is no matching type in the registry
|
||
|
|
||
|
Here you will get an overview, of ALL invalid and unregistered components in your Blender project, so you can find them, rename/convert them,
|
||
|
or delete them, also in bulk
|
||
|
|
||
|
![component rename overview](./docs/component_rename_overview2.png)
|
||
|
|
||
|
* 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
|
||
|
given object is located)
|
||
|
|
||
|
![update custom properties](./docs/component_rename_object_select.png)
|
||
|
|
||
|
|
||
|
#### Single object component renaming/ conversion
|
||
|
|
||
|
- to rename/convert a single component for a single object:
|
||
|
|
||
|
* go to the row of the object you want to convert the component of
|
||
|
* in the dropdown menu, choose the target component
|
||
|
* click on the button with the magic wand to convert the component
|
||
|
|
||
|
![single rename](./docs/component_rename_single.png)
|
||
|
|
||
|
> the tool will attempt to automatically convert the source component, including the field names/values, if the target component has the same ones
|
||
|
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
|
||
|
change the values in the UI, which will automatically generate the custom property value
|
||
|
|
||
|
- to delete a single component for a single object:
|
||
|
|
||
|
* go to the row of the object you want to remove the component from
|
||
|
* click on the button with the "x" to remove the component
|
||
|
|
||
|
![single delete](./docs/component_remove_single.png)
|
||
|
|
||
|
#### Bulk component renaming/ conversion
|
||
|
|
||
|
- use this method if you want to convert ALL components of a given type of ALL objects
|
||
|
|
||
|
* click on this button to pick your source component
|
||
|
|
||
|
![bulk convert remove](./docs/component_rename_remove_bulk.png)
|
||
|
|
||
|
* for conversion: in the dropdown menu, choose the target component & click apply to convert all matching components
|
||
|
* for deletion: clic on the "x" to remove all matching components
|
||
|
|
||
|
![bulk convert remove](./docs/component_rename_remove_bulk2.png)
|
||
|
|
||
|
|
||
|
### For conversion between custom properties & components & vice-versa
|
||
|
|
||
|
#### regenerate custom property values
|
||
|
|
||
|
- "update custom properties of current object" : will go over **all components** that you have defined for the **currently selected object**, and re-generate the
|
||
|
|
||
|
corresponding custom property values
|
||
|
|
||
|
![update custom properties](./docs/other_options.png)
|
||
|
|
||
|
|
||
|
- "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
|
||
|
|
||
|
corresponding custom property values
|
||
|
|
||
|
![update custom properties for all](./docs/other_options2.png)
|
||
|
|
||
|
> 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
|
||
|
You should also re-export your gltf files , otherwise you might run into issues
|
||
|
|
||
|
|
||
|
#### regenerate component/ UI values
|
||
|
|
||
|
- 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
|
||
|
|
||
|
![update UI FROM custom properties](./docs/update_ui_from_custom_properties.png)
|
||
|
|
||
|
> 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
|
||
|
|
||
|
|
||
|
|
||
|
> Note: the legacy mode support has been removed since version
|
||
|
|
||
|
|
||
|
## Examples
|
||
|
|
||
|
you can find an example [here](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_registry_export/)
|
||
|
|
||
|
## Known issues & limitations:
|
||
|
|
||
|
* **Range** data (ie ```Range<f32>``` etc) are not handled at this time (issue seems to be on the Bevy side)
|
||
|
* **Entity** structs are always set to 0 (setting entity values on the Blender side at this time does not make much sense anyway)
|
||
|
|
||
|
## License
|
||
|
|
||
|
This tool, all its code, contents & assets is Dual-licensed under either of
|
||
|
|
||
|
- Apache License, Version 2.0, ([LICENSE-APACHE](../LICENSE_APACHE.md) or https://www.apache.org/licenses/LICENSE-2.0)
|
||
|
- MIT license ([LICENSE-MIT](../LICENSE_MIT.md) or https://opensource.org/licenses/MIT)
|