feat(Blenvy): updated (most) of the crates' code to bevy 0.14 (rc)
* tweaked & changed code where relevant * also added support for the new gltf_xxx_extras in bevy_gltf_components * animation support needs an overhaul given the extensive changes in v0.14 (wip) * still a giant mess, but works * examples not yet updated, will get overhauled * testing project is now independant from the "common" example code: ie no debug ui, no physics, no bevy_asset_loader * testing project WORKS , even without any of the above, so asset loading (even if rough), is functional ! * added VERY rough hierarchy/ components debug to testing project to visualize things without bevy_editor_pls egui & co * related tweaks & changes
This commit is contained in:
parent
1686aca655
commit
00bf600ccf
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@ -1,6 +1,6 @@
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[package]
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name = "bevy_gltf_blueprints"
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version = "0.10.0"
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version = "0.11.0"
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authors = ["Mark 'kaosat-dev' Moissette"]
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description = "Adds the ability to define Blueprints/Prefabs for Bevy inside gltf files and spawn them in Bevy."
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homepage = "https://github.com/kaosat-dev/Blender_bevy_components_workflow"
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@ -14,8 +14,8 @@ license = "MIT OR Apache-2.0"
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workspace = true
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[dependencies]
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bevy_gltf_components = { version = "0.5", path = "../bevy_gltf_components" }
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bevy = { version = "0.13", default-features = false, features = ["bevy_asset", "bevy_scene", "bevy_gltf", "bevy_animation", "animation"] }
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bevy_gltf_components = { version = "0.6", path = "../bevy_gltf_components" }
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bevy = { version = "0.14.0-rc.3", default-features = false, features = ["bevy_asset", "bevy_scene", "bevy_gltf", "bevy_animation", "animation"] }
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[dev-dependencies]
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bevy = { version = "0.13", default-features = false, features = ["dynamic_linking"] }
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bevy = { version = "0.14.0-rc.3", default-features = false, features = ["dynamic_linking"] }
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@ -73,6 +73,7 @@ pub struct AnimationMarkerReached {
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/////////////////////
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/*
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/// triggers events when a given animation marker is reached for INSTANCE animations
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pub fn trigger_instance_animation_markers_events(
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animation_infos: Query<(
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@ -82,13 +83,15 @@ pub fn trigger_instance_animation_markers_events(
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&SceneAnimations,
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&AnimationInfos,
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)>,
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animation_players: Query<&AnimationPlayer>,
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animation_players: Query<(&AnimationPlayer)>,
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animation_clips: Res<Assets<AnimationClip>>,
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animation_graphs: Res<Assets<AnimationGraph>>,
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mut animation_marker_events: EventWriter<AnimationMarkerReached>,
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) {
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for (entity, markers, link, animations, animation_infos) in animation_infos.iter() {
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let animation_player = animation_players.get(link.0).unwrap();
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let animation_clip = animation_clips.get(animation_player.animation_clip());
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// animation_player.play(animation)
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if animation_clip.is_some() {
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// println!("Entity {:?} markers {:?}", entity, markers);
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@ -215,3 +218,4 @@ pub fn trigger_blueprint_animation_markers_events(
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}
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}
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}
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*/
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@ -1,4 +1,4 @@
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use bevy::ecs::system::Command;
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use bevy::ecs::world::Command;
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use bevy::prelude::*;
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use std::any::TypeId;
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@ -176,12 +176,13 @@ impl Plugin for BlueprintsPlugin {
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.chain()
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.in_set(GltfBlueprintsSet::AfterSpawn),
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)
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.add_systems(
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/* .add_systems(
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Update,
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(
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trigger_instance_animation_markers_events,
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trigger_blueprint_animation_markers_events,
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),
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);
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)*/
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;
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}
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}
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@ -160,10 +160,10 @@ pub(crate) fn materials_inject2(
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let mat_gltf = assets_gltf
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.get(model_handle.id())
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.expect("material should have been preloaded");
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if mat_gltf.named_materials.contains_key(&material_info.name) {
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if mat_gltf.named_materials.contains_key(&material_info.name as &str) {
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let material = mat_gltf
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.named_materials
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.get(&material_info.name)
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.get(&material_info.name as &str)
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.expect("this material should have been loaded");
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blueprints_config
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.material_library_cache
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@ -1,6 +1,6 @@
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use std::path::{Path, PathBuf};
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use bevy::{gltf::Gltf, prelude::*, utils::HashMap};
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use bevy::{gltf::Gltf, prelude::*, utils::hashbrown::HashMap};
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use crate::{AllAssets, AssetsToLoad, AssetLoadTracker, BluePrintsConfig, BlueprintAnimations, BlueprintAssetsLoaded, BlueprintAssetsNotLoaded};
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@ -28,7 +28,7 @@ pub struct SpawnHere;
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pub struct Spawned;
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#[derive(Component)]
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#[derive(Component, Debug)]
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/// flag component added when a Blueprint instance ist Ready : ie :
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/// - its assets have loaded
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/// - it has finished spawning
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@ -194,8 +194,13 @@ pub(crate) fn check_for_loaded2(
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println!("loading {}: // load state: {:?}", tracker.name, asset_server.load_state(asset_id));
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// FIXME: hack for now
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let failed = asset_server.load_state(asset_id) == bevy::asset::LoadState::Failed;
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let mut failed = false;// asset_server.load_state(asset_id) == bevy::asset::LoadState::Failed(_error);
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match asset_server.load_state(asset_id) {
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bevy::asset::LoadState::Failed(_) => {
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failed = true
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},
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_ => {}
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}
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tracker.loaded = loaded || failed;
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if loaded || failed {
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loaded_amount += 1;
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@ -295,6 +300,12 @@ pub(crate) fn spawn_from_blueprints2(
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original_children.push(*child);
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}
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}
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let mut named_animations:HashMap<String, Handle<AnimationClip>> = HashMap::new() ;
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for (key, value) in gltf.named_animations.iter() {
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named_animations.insert(key.to_string(), value.clone());
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}
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commands.entity(entity).insert((
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SceneBundle {
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scene: scene.clone(),
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@ -306,7 +317,7 @@ pub(crate) fn spawn_from_blueprints2(
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OriginalChildren(original_children),
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BlueprintAnimations {
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// these are animations specific to the inside of the blueprint
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named_animations: gltf.named_animations.clone(),
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named_animations: named_animations//gltf.named_animations.clone(),
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},
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));
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@ -38,7 +38,7 @@ pub(crate) fn spawned_blueprint_post_process(
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for (original, children, original_children, animations, no_inblueprint, name) in
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unprocessed_entities.iter()
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{
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debug!("post processing blueprint for entity {:?}", name);
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info!("post processing blueprint for entity {:?}", name);
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if children.len() == 0 {
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warn!("timing issue ! no children found, please restart your bevy app (bug being investigated)");
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@ -94,9 +94,10 @@ pub(crate) fn spawned_blueprint_post_process(
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commands.entity(original).remove::<SpawnHere>();
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commands.entity(original).remove::<Spawned>();
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commands.entity(original).remove::<Handle<Scene>>();
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// commands.entity(original).remove::<Handle<Scene>>(); // FIXME: if we delete the handle to the scene, things get despawned ! not what we want
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//commands.entity(original).remove::<AssetsToLoad>(); // also clear the sub assets tracker to free up handles, perhaps just freeing up the handles and leave the rest would be better ?
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//commands.entity(original).remove::<BlueprintAssetsLoaded>();
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commands.entity(root_entity).despawn_recursive();
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info!("DONE WITH POST PROCESS");
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}
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}
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@ -1,6 +1,6 @@
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[package]
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name = "bevy_gltf_components"
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version = "0.5.1"
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version = "0.6.0"
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authors = ["Mark 'kaosat-dev' Moissette"]
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description = "Allows you to define Bevy components direclty inside gltf files and instanciate the components on the Bevy side."
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homepage = "https://github.com/kaosat-dev/Blender_bevy_components_workflow"
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@ -14,9 +14,9 @@ license = "MIT OR Apache-2.0"
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workspace = true
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[dependencies]
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bevy = { version = "0.13", default-features = false, features = ["bevy_asset", "bevy_scene", "bevy_gltf"] }
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bevy = { version = "0.14.0-rc.3", default-features = false, features = ["bevy_asset", "bevy_scene", "bevy_gltf"] }
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serde = "1.0.188"
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ron = "0.8.1"
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[dev-dependencies]
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bevy = { version = "0.13", default-features = false, features = ["dynamic_linking"] }
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bevy = { version = "0.14.0-rc.3", default-features = false, features = ["dynamic_linking"] }
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@ -6,7 +6,7 @@ use bevy::{
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reflect::{AppTypeRegistry, ReflectComponent},
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world::World,
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},
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gltf::GltfExtras,
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gltf::{GltfExtras, GltfMaterialExtras, GltfMeshExtras, GltfSceneExtras},
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hierarchy::Parent,
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log::debug,
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reflect::{Reflect, TypeRegistration},
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@ -15,10 +15,48 @@ use bevy::{
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use crate::{ronstring_to_reflect_component, GltfProcessed};
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// , mut entity_components: HashMap<Entity, Vec<(Box<dyn Reflect>, TypeRegistration)>>
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fn find_entity_components(entity: Entity, name: &Name, parent: &Parent, reflect_components: Vec<(Box<dyn Reflect>, TypeRegistration)>, entity_components: &HashMap<Entity, Vec<(Box<dyn Reflect>, TypeRegistration)>>) -> (Entity, Vec<(Box<dyn Reflect>, TypeRegistration)>){
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// we assign the components specified /xxx_components objects to their parent node
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let mut target_entity = entity;
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// if the node contains "components" or ends with "_pa" (ie add to parent), the components will not be added to the entity itself but to its parent
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// this is mostly used for Blender collections
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if name.as_str().contains("components") || name.as_str().ends_with("_pa") {
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debug!("adding components to parent");
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target_entity = parent.get();
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}
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debug!("adding to {:?}", target_entity);
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// if there where already components set to be added to this entity (for example when entity_data was refering to a parent), update the vec of entity_components accordingly
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// this allows for example blender collection to provide basic ecs data & the instances to override/ define their own values
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if entity_components.contains_key(&target_entity) {
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let mut updated_components: Vec<(Box<dyn Reflect>, TypeRegistration)> = Vec::new();
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let current_components = &entity_components[&target_entity];
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// first inject the current components
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for (component, type_registration) in current_components {
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updated_components.push((component.clone_value(), type_registration.clone()));
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}
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// then inject the new components: this also enables overwrite components set in the collection
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for (component, type_registration) in reflect_components {
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updated_components.push((component.clone_value(), type_registration));
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}
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return (target_entity, updated_components)
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//entity_components.insert(target_entity, updated_components);
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} else {
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return (target_entity, reflect_components);
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// entity_components.insert(target_entity, reflect_components);
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}
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}
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/// main function: injects components into each entity in gltf files that have `gltf_extras`, using reflection
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pub fn add_components_from_gltf_extras(world: &mut World) {
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let mut extras =
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world.query_filtered::<(Entity, &Name, &GltfExtras, &Parent), (Added<GltfExtras>, Without<GltfProcessed>)>();
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let mut scene_extras = world.query_filtered::<(Entity, &Name, &GltfSceneExtras, &Parent), (Added<GltfSceneExtras>, Without<GltfProcessed>)>();
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let mut mesh_extras = world.query_filtered::<(Entity, &Name, &GltfMeshExtras, &Parent), (Added<GltfMeshExtras>, Without<GltfProcessed>)>();
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let mut material_extras = world.query_filtered::<(Entity, &Name, &GltfMaterialExtras, &Parent), (Added<GltfMaterialExtras>, Without<GltfProcessed>)>();
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let mut entity_components: HashMap<Entity, Vec<(Box<dyn Reflect>, TypeRegistration)>> =
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HashMap::new();
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@ -34,35 +72,54 @@ pub fn add_components_from_gltf_extras(world: &mut World) {
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let type_registry = type_registry.read();
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let reflect_components = ronstring_to_reflect_component(&extra.value, &type_registry);
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// we assign the components specified /xxx_components objects to their parent node
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let mut target_entity = entity;
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// if the node contains "components" or ends with "_pa" (ie add to parent), the components will not be added to the entity itself but to its parent
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// this is mostly used for Blender collections
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if name.as_str().contains("components") || name.as_str().ends_with("_pa") {
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debug!("adding components to parent");
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target_entity = parent.get();
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}
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debug!("adding to {:?}", target_entity);
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// if there where already components set to be added to this entity (for example when entity_data was refering to a parent), update the vec of entity_components accordingly
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// this allows for example blender collection to provide basic ecs data & the instances to override/ define their own values
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if entity_components.contains_key(&target_entity) {
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let mut updated_components: Vec<(Box<dyn Reflect>, TypeRegistration)> = Vec::new();
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let current_components = &entity_components[&target_entity];
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// first inject the current components
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for (component, type_registration) in current_components {
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updated_components.push((component.clone_value(), type_registration.clone()));
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}
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// then inject the new components: this also enables overwrite components set in the collection
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for (component, type_registration) in reflect_components {
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updated_components.push((component.clone_value(), type_registration));
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}
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entity_components.insert(target_entity, updated_components);
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} else {
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entity_components.insert(target_entity, reflect_components);
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}
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let (target_entity, updated_components) = find_entity_components(entity, name, parent, reflect_components, &entity_components);
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entity_components.insert(target_entity, updated_components);
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}
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for (entity, name, extra, parent) in scene_extras.iter(world) {
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debug!(
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"Name: {}, entity {:?}, parent: {:?}, scene_extras {:?}",
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name, entity, parent, extra
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);
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let type_registry: &AppTypeRegistry = world.resource();
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let type_registry = type_registry.read();
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let reflect_components = ronstring_to_reflect_component(&extra.value, &type_registry);
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let (target_entity, updated_components) = find_entity_components(entity, name, parent, reflect_components, &entity_components);
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entity_components.insert(target_entity, updated_components);
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}
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for (entity, name, extra, parent) in mesh_extras.iter(world) {
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debug!(
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"Name: {}, entity {:?}, parent: {:?}, mesh_extras {:?}",
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name, entity, parent, extra
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);
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let type_registry: &AppTypeRegistry = world.resource();
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let type_registry = type_registry.read();
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let reflect_components = ronstring_to_reflect_component(&extra.value, &type_registry);
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let (target_entity, updated_components) = find_entity_components(entity, name, parent, reflect_components, &entity_components);
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entity_components.insert(target_entity, updated_components);
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}
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for (entity, name, extra, parent) in material_extras.iter(world) {
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debug!(
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"Name: {}, entity {:?}, parent: {:?}, material_extras {:?}",
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name, entity, parent, extra
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);
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let type_registry: &AppTypeRegistry = world.resource();
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let type_registry = type_registry.read();
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let reflect_components = ronstring_to_reflect_component(&extra.value, &type_registry);
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let (target_entity, updated_components) = find_entity_components(entity, name, parent, reflect_components, &entity_components);
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entity_components.insert(target_entity, updated_components);
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}
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for (entity, components) in entity_components {
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let type_registry: &AppTypeRegistry = world.resource();
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let type_registry = type_registry.clone();
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|
|
|
@ -1,5 +1,5 @@
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use bevy::log::{debug, warn};
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use bevy::reflect::serde::UntypedReflectDeserializer;
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use bevy::reflect::serde::ReflectDeserializer;
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use bevy::reflect::{Reflect, TypeRegistration, TypeRegistry};
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use bevy::utils::HashMap;
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use ron::Value;
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|
@ -68,7 +68,7 @@ fn components_string_to_components(
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debug!("component data ron string {}", ron_string);
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let mut deserializer = ron::Deserializer::from_str(ron_string.as_str())
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.expect("deserialzer should have been generated from string");
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let reflect_deserializer = UntypedReflectDeserializer::new(type_registry);
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let reflect_deserializer = ReflectDeserializer::new(type_registry);
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let component = reflect_deserializer
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.deserialize(&mut deserializer)
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.unwrap_or_else(|_| {
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|
@ -113,7 +113,7 @@ fn bevy_components_string_to_components(
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debug!("component data ron string {}", ron_string);
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let mut deserializer = ron::Deserializer::from_str(ron_string.as_str())
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.expect("deserialzer should have been generated from string");
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let reflect_deserializer = UntypedReflectDeserializer::new(type_registry);
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let reflect_deserializer = ReflectDeserializer::new(type_registry);
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let component = reflect_deserializer
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.deserialize(&mut deserializer)
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.unwrap_or_else(|_| {
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|
|
|
@ -14,8 +14,8 @@ license = "MIT OR Apache-2.0"
|
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workspace = true
|
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|
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[dependencies]
|
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bevy = { version = "0.13", default-features = false, features = ["bevy_asset", "bevy_scene", "bevy_gltf"] }
|
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bevy_gltf_blueprints = { version = "0.10", path = "../bevy_gltf_blueprints" }
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bevy = { version = "0.14.0-rc.3", default-features = false, features = ["bevy_asset", "bevy_scene", "bevy_gltf"] }
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bevy_gltf_blueprints = { version = "0.11", path = "../bevy_gltf_blueprints" }
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|
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[dev-dependencies]
|
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bevy = { version = "0.13", default-features = false, features = ["dynamic_linking"] }
|
||||
bevy = { version = "0.14.0-rc.3", default-features = false, features = ["dynamic_linking"] }
|
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|
|
|
@ -147,7 +147,7 @@ pub(crate) fn save_game(world: &mut World) {
|
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// dyn_scene.resources.append(&mut dyn_scene_root.resources);
|
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|
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let serialized_scene = dyn_scene
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.serialize_ron(world.resource::<AppTypeRegistry>())
|
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.serialize(&world.resource::<AppTypeRegistry>().read())
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.unwrap();
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let save_path = Path::new("assets")
|
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|
|
|
@ -11,11 +11,11 @@ edition = "2021"
|
|||
license = "MIT OR Apache-2.0"
|
||||
|
||||
[dependencies]
|
||||
bevy = { version = "0.13", default-features = false, features = ["bevy_scene"] }
|
||||
bevy_reflect = { version = "0.13", default-features = false }
|
||||
bevy_app = { version = "0.13", default-features = false, features = ["bevy_reflect"] }
|
||||
bevy_ecs = { version = "0.13", default-features = false, features = ["bevy_reflect"] }
|
||||
bevy = { version = "0.14.0-rc.3", default-features = false, features = ["bevy_scene"] }
|
||||
bevy_reflect = { version = "0.14.0-rc.3", default-features = false }
|
||||
bevy_app = { version = "0.14.0-rc.3", default-features = false, features = ["bevy_reflect"] }
|
||||
bevy_ecs = { version = "0.14.0-rc.3", default-features = false, features = ["bevy_reflect"] }
|
||||
serde_json = "1.0.108"
|
||||
|
||||
[dev-dependencies]
|
||||
bevy = { version = "0.13", default-features = false, features = ["dynamic_linking"] }
|
||||
bevy = { version = "0.14.0-rc.3", default-features = false, features = ["dynamic_linking"] }
|
|
@ -0,0 +1,22 @@
|
|||
[package]
|
||||
name = "blenvy"
|
||||
version = "0.0.1"
|
||||
authors = ["Mark 'kaosat-dev' Moissette"]
|
||||
description = "Allows you to define Bevy components direclty inside gltf files and instanciate the components on the Bevy side."
|
||||
homepage = "https://github.com/kaosat-dev/Blender_bevy_components_workflow"
|
||||
repository = "https://github.com/kaosat-dev/Blender_bevy_components_workflow"
|
||||
keywords = ["gamedev", "bevy", "assets", "gltf", "components"]
|
||||
categories = ["game-development"]
|
||||
edition = "2021"
|
||||
license = "MIT OR Apache-2.0"
|
||||
|
||||
[lints]
|
||||
workspace = true
|
||||
|
||||
[dependencies]
|
||||
bevy = { version = "0.14.0-rc.3", default-features = false, features = ["bevy_asset", "bevy_scene", "bevy_gltf"] }
|
||||
serde = "1.0.188"
|
||||
ron = "0.8.1"
|
||||
|
||||
[dev-dependencies]
|
||||
bevy = { version = "0.14.0-rc.3", default-features = false, features = ["dynamic_linking"] }
|
|
@ -0,0 +1,8 @@
|
|||
use bevy::prelude::*;
|
||||
|
||||
mod lighting;
|
||||
pub use lighting::*;
|
||||
|
||||
pub(crate) fn plugin(app: &mut App) {
|
||||
app.add_plugins(lighting::plugin);
|
||||
}
|
|
@ -0,0 +1,97 @@
|
|||
use bevy::pbr::DirectionalLightShadowMap;
|
||||
use bevy::prelude::*;
|
||||
|
||||
use crate::GltfComponentsSet;
|
||||
|
||||
pub(crate) fn plugin(app: &mut App) {
|
||||
app.register_type::<BlenderBackgroundShader>()
|
||||
.register_type::<BlenderShadowSettings>()
|
||||
.register_type::<BlenderLightShadows>()
|
||||
.add_systems(
|
||||
Update,
|
||||
(process_lights, process_shadowmap, process_background_shader)
|
||||
.after(GltfComponentsSet::Injection),
|
||||
);
|
||||
}
|
||||
|
||||
#[derive(Component, Reflect, Default, Debug, PartialEq, Clone)]
|
||||
#[reflect(Component)]
|
||||
#[non_exhaustive]
|
||||
/// The properties of a light's shadow , to enable controlling per light shadows from Blender
|
||||
pub struct BlenderLightShadows {
|
||||
pub enabled: bool,
|
||||
pub buffer_bias: f32,
|
||||
}
|
||||
|
||||
/// The background color as described by Blender's [background shader](https://docs.blender.org/manual/en/latest/render/shader_nodes/shader/background.html).
|
||||
#[derive(Component, Reflect, Default, Debug, PartialEq, Clone)]
|
||||
#[reflect(Component)]
|
||||
#[non_exhaustive]
|
||||
pub struct BlenderBackgroundShader {
|
||||
pub color: Color,
|
||||
pub strength: f32,
|
||||
}
|
||||
|
||||
/// The settings used by EEVEE's [shadow rendering](https://docs.blender.org/manual/en/latest/render/eevee/render_settings/shadows.html).
|
||||
#[derive(Component, Reflect, Default, Debug, PartialEq, Clone)]
|
||||
#[reflect(Component)]
|
||||
#[non_exhaustive]
|
||||
pub struct BlenderShadowSettings {
|
||||
pub cascade_size: usize,
|
||||
}
|
||||
|
||||
fn process_lights(
|
||||
mut directional_lights: Query<
|
||||
(&mut DirectionalLight, Option<&BlenderLightShadows>),
|
||||
Added<DirectionalLight>,
|
||||
>,
|
||||
mut spot_lights: Query<(&mut SpotLight, Option<&BlenderLightShadows>), Added<SpotLight>>,
|
||||
mut point_lights: Query<(&mut PointLight, Option<&BlenderLightShadows>), Added<PointLight>>,
|
||||
) {
|
||||
for (mut light, blender_light_shadows) in directional_lights.iter_mut() {
|
||||
if let Some(blender_light_shadows) = blender_light_shadows {
|
||||
light.shadows_enabled = blender_light_shadows.enabled;
|
||||
} else {
|
||||
light.shadows_enabled = true;
|
||||
}
|
||||
}
|
||||
for (mut light, blender_light_shadows) in spot_lights.iter_mut() {
|
||||
if let Some(blender_light_shadows) = blender_light_shadows {
|
||||
light.shadows_enabled = blender_light_shadows.enabled;
|
||||
} else {
|
||||
light.shadows_enabled = true;
|
||||
}
|
||||
}
|
||||
|
||||
for (mut light, blender_light_shadows) in point_lights.iter_mut() {
|
||||
if let Some(blender_light_shadows) = blender_light_shadows {
|
||||
light.shadows_enabled = blender_light_shadows.enabled;
|
||||
} else {
|
||||
light.shadows_enabled = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn process_shadowmap(
|
||||
shadowmaps: Query<&BlenderShadowSettings, Added<BlenderShadowSettings>>,
|
||||
mut commands: Commands,
|
||||
) {
|
||||
for shadowmap in shadowmaps.iter() {
|
||||
commands.insert_resource(DirectionalLightShadowMap {
|
||||
size: shadowmap.cascade_size,
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
fn process_background_shader(
|
||||
background_shaders: Query<&BlenderBackgroundShader, Added<BlenderBackgroundShader>>,
|
||||
mut commands: Commands,
|
||||
) {
|
||||
for background_shader in background_shaders.iter() {
|
||||
commands.insert_resource(AmbientLight {
|
||||
color: background_shader.color,
|
||||
// Just a guess, see <https://github.com/bevyengine/bevy/issues/12280>
|
||||
brightness: background_shader.strength * 400.0,
|
||||
});
|
||||
}
|
||||
}
|
|
@ -0,0 +1,78 @@
|
|||
pub mod utils;
|
||||
pub use utils::*;
|
||||
|
||||
pub mod ronstring_to_reflect_component;
|
||||
pub use ronstring_to_reflect_component::*;
|
||||
|
||||
pub mod process_gltfs;
|
||||
pub use process_gltfs::*;
|
||||
|
||||
pub mod blender_settings;
|
||||
|
||||
use bevy::{
|
||||
ecs::{component::Component, reflect::ReflectComponent, system::Resource},
|
||||
prelude::{App, IntoSystemConfigs, Plugin, SystemSet, Update},
|
||||
reflect::Reflect,
|
||||
};
|
||||
|
||||
/// A Bevy plugin for extracting components from gltf files and automatically adding them to the relevant entities
|
||||
/// It will automatically run every time you load a gltf file
|
||||
/// Add this plugin to your Bevy app to get access to this feature
|
||||
/// ```
|
||||
/// # use bevy::prelude::*;
|
||||
/// # use bevy::gltf::*;
|
||||
/// # use bevy_gltf_components::ComponentsFromGltfPlugin;
|
||||
///
|
||||
/// //too barebones of an example to be meaningfull, please see https://github.com/kaosat-dev/Blender_bevy_components_workflow/examples/basic for a real example
|
||||
/// fn main() {
|
||||
/// App::new()
|
||||
/// .add_plugins(DefaultPlugins)
|
||||
/// .add_plugin(ComponentsFromGltfPlugin)
|
||||
/// .add_system(spawn_level)
|
||||
/// .run();
|
||||
/// }
|
||||
///
|
||||
/// fn spawn_level(
|
||||
/// asset_server: Res<AssetServer>,
|
||||
/// mut commands: bevy::prelude::Commands,
|
||||
/// keycode: Res<Input<KeyCode>>,
|
||||
|
||||
/// ){
|
||||
/// if keycode.just_pressed(KeyCode::Return) {
|
||||
/// commands.spawn(SceneBundle {
|
||||
/// scene: asset_server.load("basic/models/level1.glb"),
|
||||
/// transform: Transform::from_xyz(2.0, 0.0, -5.0),
|
||||
/// ..Default::default()
|
||||
/// });
|
||||
/// }
|
||||
///}
|
||||
/// ```
|
||||
|
||||
/// this is a flag component to tag a processed gltf, to avoid processing things multiple times
|
||||
#[derive(Component, Reflect, Default, Debug)]
|
||||
#[reflect(Component)]
|
||||
pub struct GltfProcessed;
|
||||
|
||||
#[derive(SystemSet, Debug, Hash, PartialEq, Eq, Clone)]
|
||||
/// systemset to order your systems after the component injection when needed
|
||||
pub enum GltfComponentsSet {
|
||||
Injection,
|
||||
}
|
||||
|
||||
#[derive(Clone, Resource)]
|
||||
pub struct GltfComponentsConfig {}
|
||||
|
||||
#[derive(Default)]
|
||||
pub struct ComponentsFromGltfPlugin {}
|
||||
|
||||
impl Plugin for ComponentsFromGltfPlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
app.add_plugins(blender_settings::plugin)
|
||||
.register_type::<GltfProcessed>()
|
||||
.insert_resource(GltfComponentsConfig {})
|
||||
.add_systems(
|
||||
Update,
|
||||
(add_components_from_gltf_extras).in_set(GltfComponentsSet::Injection),
|
||||
);
|
||||
}
|
||||
}
|
|
@ -0,0 +1,130 @@
|
|||
use bevy::{
|
||||
core::Name,
|
||||
ecs::{
|
||||
entity::Entity,
|
||||
query::{Added, Without},
|
||||
reflect::{AppTypeRegistry, ReflectComponent},
|
||||
world::World,
|
||||
},
|
||||
gltf::{GltfExtras, GltfMaterialExtras, GltfMeshExtras, GltfSceneExtras},
|
||||
hierarchy::Parent,
|
||||
log::debug,
|
||||
reflect::{Reflect, TypeRegistration},
|
||||
utils::HashMap,
|
||||
};
|
||||
|
||||
use crate::{ronstring_to_reflect_component, GltfProcessed};
|
||||
|
||||
fn bla_balb(entity: Entity, name: &Name, parent: &Parent, reflect_components: Vec<(Box<dyn Reflect>, TypeRegistration)>, mut entity_components: HashMap<Entity, Vec<(Box<dyn Reflect>, TypeRegistration)>>){
|
||||
// we assign the components specified /xxx_components objects to their parent node
|
||||
let mut target_entity = entity;
|
||||
// if the node contains "components" or ends with "_pa" (ie add to parent), the components will not be added to the entity itself but to its parent
|
||||
// this is mostly used for Blender collections
|
||||
if name.as_str().contains("components") || name.as_str().ends_with("_pa") {
|
||||
debug!("adding components to parent");
|
||||
target_entity = parent.get();
|
||||
}
|
||||
debug!("adding to {:?}", target_entity);
|
||||
|
||||
// if there where already components set to be added to this entity (for example when entity_data was refering to a parent), update the vec of entity_components accordingly
|
||||
// this allows for example blender collection to provide basic ecs data & the instances to override/ define their own values
|
||||
if entity_components.contains_key(&target_entity) {
|
||||
let mut updated_components: Vec<(Box<dyn Reflect>, TypeRegistration)> = Vec::new();
|
||||
let current_components = &entity_components[&target_entity];
|
||||
// first inject the current components
|
||||
for (component, type_registration) in current_components {
|
||||
updated_components.push((component.clone_value(), type_registration.clone()));
|
||||
}
|
||||
// then inject the new components: this also enables overwrite components set in the collection
|
||||
for (component, type_registration) in reflect_components {
|
||||
updated_components.push((component.clone_value(), type_registration));
|
||||
}
|
||||
entity_components.insert(target_entity, updated_components);
|
||||
} else {
|
||||
entity_components.insert(target_entity, reflect_components);
|
||||
}
|
||||
}
|
||||
|
||||
/// main function: injects components into each entity in gltf files that have `gltf_extras`, using reflection
|
||||
pub fn add_components_from_gltf_extras(world: &mut World) {
|
||||
let mut extras =
|
||||
world.query_filtered::<(Entity, &Name, &GltfExtras, &Parent), (Added<GltfExtras>, Without<GltfProcessed>)>();
|
||||
|
||||
let mut scene_extras = world.query_filtered::<(Entity, &Name, &GltfSceneExtras, &Parent), (Added<GltfSceneExtras>, Without<GltfProcessed>)>();
|
||||
let mut mesh_extras = world.query_filtered::<(Entity, &Name, &GltfMeshExtras, &Parent), (Added<GltfMeshExtras>, Without<GltfProcessed>)>();
|
||||
let mut material_extras = world.query_filtered::<(Entity, &Name, &GltfMaterialExtras, &Parent), (Added<GltfMaterialExtras>, Without<GltfProcessed>)>();
|
||||
|
||||
let mut entity_components: HashMap<Entity, Vec<(Box<dyn Reflect>, TypeRegistration)>> =
|
||||
HashMap::new();
|
||||
|
||||
// let gltf_components_config = world.resource::<GltfComponentsConfig>();
|
||||
|
||||
for (entity, name, extra, parent) in extras.iter(world) {
|
||||
debug!(
|
||||
"Name: {}, entity {:?}, parent: {:?}, extras {:?}",
|
||||
name, entity, parent, extra
|
||||
);
|
||||
|
||||
let type_registry: &AppTypeRegistry = world.resource();
|
||||
let type_registry = type_registry.read();
|
||||
let reflect_components = ronstring_to_reflect_component(&extra.value, &type_registry);
|
||||
|
||||
bla_balb(entity, name, parent, reflect_components, entity_components);
|
||||
|
||||
/*
|
||||
// we assign the components specified /xxx_components objects to their parent node
|
||||
let mut target_entity = entity;
|
||||
// if the node contains "components" or ends with "_pa" (ie add to parent), the components will not be added to the entity itself but to its parent
|
||||
// this is mostly used for Blender collections
|
||||
if name.as_str().contains("components") || name.as_str().ends_with("_pa") {
|
||||
debug!("adding components to parent");
|
||||
target_entity = parent.get();
|
||||
}
|
||||
debug!("adding to {:?}", target_entity);
|
||||
|
||||
// if there where already components set to be added to this entity (for example when entity_data was refering to a parent), update the vec of entity_components accordingly
|
||||
// this allows for example blender collection to provide basic ecs data & the instances to override/ define their own values
|
||||
if entity_components.contains_key(&target_entity) {
|
||||
let mut updated_components: Vec<(Box<dyn Reflect>, TypeRegistration)> = Vec::new();
|
||||
let current_components = &entity_components[&target_entity];
|
||||
// first inject the current components
|
||||
for (component, type_registration) in current_components {
|
||||
updated_components.push((component.clone_value(), type_registration.clone()));
|
||||
}
|
||||
// then inject the new components: this also enables overwrite components set in the collection
|
||||
for (component, type_registration) in reflect_components {
|
||||
updated_components.push((component.clone_value(), type_registration));
|
||||
}
|
||||
entity_components.insert(target_entity, updated_components);
|
||||
} else {
|
||||
entity_components.insert(target_entity, reflect_components);
|
||||
} */
|
||||
}
|
||||
|
||||
for (entity, components) in entity_components {
|
||||
let type_registry: &AppTypeRegistry = world.resource();
|
||||
let type_registry = type_registry.clone();
|
||||
let type_registry = type_registry.read();
|
||||
|
||||
if !components.is_empty() {
|
||||
debug!("--entity {:?}, components {}", entity, components.len());
|
||||
}
|
||||
for (component, type_registration) in components {
|
||||
debug!(
|
||||
"------adding {} {:?}",
|
||||
component.get_represented_type_info().unwrap().type_path(),
|
||||
component
|
||||
);
|
||||
|
||||
{
|
||||
let mut entity_mut = world.entity_mut(entity);
|
||||
type_registration
|
||||
.data::<ReflectComponent>()
|
||||
.expect("Unable to reflect component")
|
||||
.insert(&mut entity_mut, &*component, &type_registry);
|
||||
|
||||
entity_mut.insert(GltfProcessed); // this is how can we insert any additional components
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,134 @@
|
|||
use bevy::log::{debug, warn};
|
||||
use bevy::reflect::serde::ReflectDeserializer;
|
||||
use bevy::reflect::{Reflect, TypeRegistration, TypeRegistry};
|
||||
use bevy::utils::HashMap;
|
||||
use ron::Value;
|
||||
use serde::de::DeserializeSeed;
|
||||
|
||||
use super::capitalize_first_letter;
|
||||
|
||||
pub fn ronstring_to_reflect_component(
|
||||
ron_string: &str,
|
||||
type_registry: &TypeRegistry,
|
||||
) -> Vec<(Box<dyn Reflect>, TypeRegistration)> {
|
||||
let lookup: HashMap<String, Value> = ron::from_str(ron_string).unwrap();
|
||||
let mut components: Vec<(Box<dyn Reflect>, TypeRegistration)> = Vec::new();
|
||||
// println!("ron_string {:?}", ron_string);
|
||||
for (name, value) in lookup.into_iter() {
|
||||
let parsed_value: String = match value.clone() {
|
||||
Value::String(str) => {
|
||||
str
|
||||
}
|
||||
_ => ron::to_string(&value).unwrap().to_string(),
|
||||
};
|
||||
|
||||
if name.as_str() == "bevy_components" {
|
||||
bevy_components_string_to_components(parsed_value, type_registry, &mut components);
|
||||
} else {
|
||||
components_string_to_components(
|
||||
name,
|
||||
value,
|
||||
parsed_value,
|
||||
type_registry,
|
||||
&mut components,
|
||||
);
|
||||
}
|
||||
}
|
||||
components
|
||||
}
|
||||
|
||||
fn components_string_to_components(
|
||||
name: String,
|
||||
value: Value,
|
||||
parsed_value: String,
|
||||
type_registry: &TypeRegistry,
|
||||
components: &mut Vec<(Box<dyn Reflect>, TypeRegistration)>,
|
||||
) {
|
||||
let type_string = name.replace("component: ", "").trim().to_string();
|
||||
let capitalized_type_name = capitalize_first_letter(type_string.as_str());
|
||||
|
||||
if let Some(type_registration) =
|
||||
type_registry.get_with_short_type_path(capitalized_type_name.as_str())
|
||||
{
|
||||
debug!("TYPE INFO {:?}", type_registration.type_info());
|
||||
|
||||
let ron_string = format!(
|
||||
"{{ \"{}\":{} }}",
|
||||
type_registration.type_info().type_path(),
|
||||
parsed_value
|
||||
);
|
||||
|
||||
// usefull to determine what an entity looks like Serialized
|
||||
/*let test_struct = CameraRenderGraph::new("name");
|
||||
let serializer = ReflectSerializer::new(&test_struct, &type_registry);
|
||||
let serialized =
|
||||
ron::ser::to_string_pretty(&serializer, ron::ser::PrettyConfig::default()).unwrap();
|
||||
println!("serialized Component {}", serialized);*/
|
||||
|
||||
debug!("component data ron string {}", ron_string);
|
||||
let mut deserializer = ron::Deserializer::from_str(ron_string.as_str())
|
||||
.expect("deserialzer should have been generated from string");
|
||||
let reflect_deserializer = ReflectDeserializer::new(type_registry);
|
||||
let component = reflect_deserializer
|
||||
.deserialize(&mut deserializer)
|
||||
.unwrap_or_else(|_| {
|
||||
panic!(
|
||||
"failed to deserialize component {} with value: {:?}",
|
||||
name, value
|
||||
)
|
||||
});
|
||||
|
||||
debug!("component {:?}", component);
|
||||
debug!("real type {:?}", component.get_represented_type_info());
|
||||
components.push((component, type_registration.clone()));
|
||||
debug!("found type registration for {}", capitalized_type_name);
|
||||
} else {
|
||||
warn!("no type registration for {}", capitalized_type_name);
|
||||
}
|
||||
}
|
||||
|
||||
fn bevy_components_string_to_components(
|
||||
parsed_value: String,
|
||||
type_registry: &TypeRegistry,
|
||||
components: &mut Vec<(Box<dyn Reflect>, TypeRegistration)>,
|
||||
) {
|
||||
let lookup: HashMap<String, Value> = ron::from_str(&parsed_value).unwrap();
|
||||
for (key, value) in lookup.into_iter() {
|
||||
let parsed_value: String = match value.clone() {
|
||||
Value::String(str) => {
|
||||
str
|
||||
}
|
||||
_ => ron::to_string(&value).unwrap().to_string(),
|
||||
};
|
||||
|
||||
if let Some(type_registration) = type_registry.get_with_type_path(key.as_str()) {
|
||||
debug!("TYPE INFO {:?}", type_registration.type_info());
|
||||
|
||||
let ron_string = format!(
|
||||
"{{ \"{}\":{} }}",
|
||||
type_registration.type_info().type_path(),
|
||||
parsed_value
|
||||
);
|
||||
|
||||
debug!("component data ron string {}", ron_string);
|
||||
let mut deserializer = ron::Deserializer::from_str(ron_string.as_str())
|
||||
.expect("deserialzer should have been generated from string");
|
||||
let reflect_deserializer = ReflectDeserializer::new(type_registry);
|
||||
let component = reflect_deserializer
|
||||
.deserialize(&mut deserializer)
|
||||
.unwrap_or_else(|_| {
|
||||
panic!(
|
||||
"failed to deserialize component {} with value: {:?}",
|
||||
key, value
|
||||
)
|
||||
});
|
||||
|
||||
debug!("component {:?}", component);
|
||||
debug!("real type {:?}", component.get_represented_type_info());
|
||||
components.push((component, type_registration.clone()));
|
||||
debug!("found type registration for {}", key);
|
||||
} else {
|
||||
warn!("no type registration for {}", key);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,3 @@
|
|||
pub fn capitalize_first_letter(s: &str) -> String {
|
||||
s[0..1].to_uppercase() + &s[1..]
|
||||
}
|
|
@ -5,14 +5,14 @@ edition = "2021"
|
|||
license = "MIT OR Apache-2.0"
|
||||
|
||||
[dependencies]
|
||||
bevy = { version = "0.13", features = ["dynamic_linking"] }
|
||||
bevy = { version = "0.14.0-rc.3", features = ["dynamic_linking"] }
|
||||
bevy_gltf_blueprints = { path = "../../crates/bevy_gltf_blueprints" }
|
||||
bevy_registry_export = { path = "../../crates/bevy_registry_export" }
|
||||
# bevy_gltf_worlflow_examples_common_rapier = { path = "../../examples/common_rapier" }
|
||||
bevy_gltf_worlflow_examples_common = { path = "../../examples/common" }
|
||||
#bevy_gltf_worlflow_examples_common = { path = "../../examples/common" }
|
||||
|
||||
#evy_rapier3d = { version = "0.25.0", features = ["serde-serialize", "debug-render-3d", "enhanced-determinism"] }
|
||||
bevy_asset_loader = { version = "0.20", features = ["standard_dynamic_assets"] }
|
||||
bevy_editor_pls = { version = "0.8" }
|
||||
#bevy_asset_loader = { version = "0.20", features = ["standard_dynamic_assets"] }
|
||||
#bevy_editor_pls = { version = "0.8" }
|
||||
rand = "0.8.5"
|
||||
json-writer ="0.3"
|
|
@ -34,6 +34,7 @@ pub fn setup_main_scene_animations(asset_server: Res<AssetServer>, mut commands:
|
|||
commands.insert_resource(AnimTest(asset_server.load("levels/World.glb")));
|
||||
}
|
||||
|
||||
/*
|
||||
#[allow(clippy::type_complexity)]
|
||||
pub fn animations(
|
||||
added_animation_players: Query<(Entity, &Name, &AnimationPlayer)>,
|
||||
|
@ -225,7 +226,7 @@ pub fn play_animations(
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
*/
|
||||
pub fn react_to_animation_markers(
|
||||
mut animation_marker_events: EventReader<AnimationMarkerReached>,
|
||||
) {
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
use bevy::prelude::*;
|
||||
use bevy_gltf_blueprints::{BluePrintBundle, BlueprintName, BlueprintPath, GameWorldTag};
|
||||
use bevy_gltf_worlflow_examples_common::{GameState, InAppRunning};
|
||||
use crate::{GameState, InAppRunning};
|
||||
|
||||
//use bevy_rapier3d::prelude::Velocity;
|
||||
use rand::Rng;
|
||||
|
|
|
@ -1,8 +1,9 @@
|
|||
pub mod animation;
|
||||
pub mod in_game;
|
||||
pub use animation::*;
|
||||
pub use in_game::*;
|
||||
|
||||
pub mod animation;
|
||||
pub use animation::*;
|
||||
|
||||
use std::{collections::HashMap, fs, time::Duration};
|
||||
|
||||
use bevy_gltf_blueprints::{
|
||||
|
@ -13,12 +14,14 @@ use bevy::{
|
|||
prelude::*, render::view::screenshot::ScreenshotManager, time::common_conditions::on_timer,
|
||||
window::PrimaryWindow,
|
||||
};
|
||||
use bevy_gltf_worlflow_examples_common::{AppState, GameState};
|
||||
use crate::{AppState, GameState};
|
||||
|
||||
use json_writer::to_json_string;
|
||||
|
||||
fn start_game(mut next_app_state: ResMut<NextState<AppState>>) {
|
||||
next_app_state.set(AppState::AppLoading);
|
||||
println!("START GAME");
|
||||
//next_app_state.set(AppState::AppLoading);
|
||||
next_app_state.set(AppState::AppRunning);
|
||||
}
|
||||
|
||||
// if the export from Blender worked correctly, we should have animations (simplified here by using AnimationPlayerLink)
|
||||
|
@ -121,7 +124,7 @@ fn generate_screenshot(
|
|||
}
|
||||
|
||||
fn exit_game(mut app_exit_events: ResMut<Events<bevy::app::AppExit>>) {
|
||||
app_exit_events.send(bevy::app::AppExit);
|
||||
app_exit_events.send(bevy::app::AppExit::Success);
|
||||
}
|
||||
|
||||
pub struct GamePlugin;
|
||||
|
@ -134,16 +137,18 @@ impl Plugin for GamePlugin {
|
|||
|
||||
.add_systems(Update, (spawn_test).run_if(in_state(GameState::InGame)))
|
||||
.add_systems(Update, validate_export)
|
||||
//.add_systems(OnEnter(AppState::CoreLoading), start_game)
|
||||
|
||||
.add_systems(OnEnter(AppState::MenuRunning), start_game)
|
||||
.add_systems(OnEnter(AppState::AppRunning), setup_game)
|
||||
|
||||
.add_systems(OnEnter(AppState::MenuRunning), setup_main_scene_animations)
|
||||
.add_systems(Update, (animations)
|
||||
/* .add_systems(Update, (animations)
|
||||
.run_if(in_state(AppState::AppRunning))
|
||||
.after(GltfBlueprintsSet::AfterSpawn)
|
||||
)
|
||||
.add_systems(Update, play_animations)
|
||||
.add_systems(Update, react_to_animation_markers)
|
||||
.add_systems(Update, react_to_animation_markers)*/
|
||||
|
||||
/*.add_systems(Update, generate_screenshot.run_if(on_timer(Duration::from_secs_f32(0.2)))) // TODO: run once
|
||||
.add_systems(
|
||||
|
|
|
@ -0,0 +1,146 @@
|
|||
use bevy::{gltf::{GltfMaterialExtras, GltfMeshExtras, GltfSceneExtras}, prelude::*};
|
||||
use bevy_gltf_blueprints::{AllAssets, BlueprintInstanceReady};
|
||||
|
||||
use crate::BasicTest;
|
||||
|
||||
#[derive(Component)]
|
||||
pub struct HiearchyDebugTag;
|
||||
|
||||
pub fn setup_hierarchy_debug(mut commands: Commands, asset_server: Res<AssetServer>){
|
||||
// a place to display the extras on screen
|
||||
commands.spawn((
|
||||
TextBundle::from_section(
|
||||
"",
|
||||
TextStyle {
|
||||
color: LinearRgba { red: 1.0, green:0.0, blue: 0.0, alpha: 1.0}.into(),
|
||||
font_size: 10.,
|
||||
..default()
|
||||
},
|
||||
)
|
||||
.with_style(Style {
|
||||
position_type: PositionType::Absolute,
|
||||
top: Val::Px(12.0),
|
||||
left: Val::Px(12.0),
|
||||
..default()
|
||||
}),
|
||||
HiearchyDebugTag,
|
||||
));
|
||||
}
|
||||
|
||||
|
||||
pub fn get_descendants(
|
||||
all_children: &Query<&Children>,
|
||||
all_names:&Query<&Name>, root: &Entity,
|
||||
nesting: usize,
|
||||
to_check: &Query<&BasicTest>//&Query<(&BlueprintInstanceReady, &AllAssets)>,
|
||||
)
|
||||
-> String
|
||||
{
|
||||
|
||||
let mut hierarchy_display: Vec<String> = vec![];
|
||||
let root_name = all_names.get(*root);
|
||||
let name;
|
||||
if root_name.is_ok() {
|
||||
name = root_name.unwrap().to_string();
|
||||
}else {
|
||||
name = "no_name".to_string()
|
||||
}
|
||||
|
||||
let components_to_check = to_check.get(*root);
|
||||
|
||||
hierarchy_display.push( format!("{}{} ({:?})", " ".repeat(nesting), name, components_to_check) ); //
|
||||
|
||||
|
||||
if let Ok(children) = all_children.get(*root) {
|
||||
|
||||
for child in children.iter() {
|
||||
|
||||
let child_descendants_display = get_descendants(&all_children, &all_names, &child, nesting + 4, &to_check);
|
||||
hierarchy_display.push(child_descendants_display);
|
||||
}
|
||||
}
|
||||
return hierarchy_display.join("\n");
|
||||
}
|
||||
|
||||
pub fn draw_hierarchy_debug(
|
||||
root: Query<(Entity, Option<&Name>, &Children), (Without<Parent>)>,
|
||||
all_children: Query<&Children>,
|
||||
all_names:Query<&Name>,
|
||||
|
||||
to_check: Query<&BasicTest>,//Query<(&BlueprintInstanceReady, &AllAssets)>,
|
||||
mut display: Query<&mut Text, With<HiearchyDebugTag>>,
|
||||
){
|
||||
let mut hierarchy_display: Vec<String> = vec![];
|
||||
|
||||
for (root_entity, name, children) in root.iter() {
|
||||
// hierarchy_display.push( format!("Hierarchy root{:?}", name) );
|
||||
|
||||
hierarchy_display.push(get_descendants(&all_children, &all_names, &root_entity, 0, &to_check));
|
||||
// let mut children = all_children.get(root_entity);
|
||||
/*for child in children.iter() {
|
||||
// hierarchy_display
|
||||
let name = all_names.get(*child); //.unwrap_or(&Name::new("no name"));
|
||||
hierarchy_display.push(format!(" {:?}", name))
|
||||
}*/
|
||||
|
||||
//
|
||||
}
|
||||
let mut display = display.single_mut();
|
||||
display.sections[0].value = hierarchy_display.join("\n");
|
||||
}
|
||||
|
||||
|
||||
|
||||
////////:just some testing for gltf extras
|
||||
fn check_for_gltf_extras(
|
||||
gltf_extras_per_entity: Query<(
|
||||
Entity,
|
||||
Option<&Name>,
|
||||
Option<&GltfSceneExtras>,
|
||||
Option<&GltfExtras>,
|
||||
Option<&GltfMeshExtras>,
|
||||
Option<&GltfMaterialExtras>,
|
||||
)>,
|
||||
mut display: Query<&mut Text, With<HiearchyDebugTag>>,
|
||||
) {
|
||||
let mut gltf_extra_infos_lines: Vec<String> = vec![];
|
||||
|
||||
for (id, name, scene_extras, extras, mesh_extras, material_extras) in
|
||||
gltf_extras_per_entity.iter()
|
||||
{
|
||||
if scene_extras.is_some()
|
||||
//|| extras.is_some()
|
||||
|| mesh_extras.is_some()
|
||||
|| material_extras.is_some()
|
||||
{
|
||||
let formatted_extras = format!(
|
||||
"Extras per entity {} ('Name: {}'):
|
||||
- scene extras: {:?}
|
||||
- mesh extras: {:?}
|
||||
- material extras: {:?}
|
||||
",
|
||||
id,
|
||||
name.unwrap_or(&Name::default()),
|
||||
scene_extras,
|
||||
//extras,
|
||||
mesh_extras,
|
||||
material_extras
|
||||
);
|
||||
gltf_extra_infos_lines.push(formatted_extras);
|
||||
}
|
||||
let mut display = display.single_mut();
|
||||
display.sections[0].value = gltf_extra_infos_lines.join("\n");
|
||||
}
|
||||
}
|
||||
|
||||
pub struct HiearchyDebugPlugin;
|
||||
impl Plugin for HiearchyDebugPlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
app
|
||||
.add_systems(Startup, setup_hierarchy_debug)
|
||||
.add_systems(Update, draw_hierarchy_debug)
|
||||
//.add_systems(Update, check_for_gltf_extras)
|
||||
|
||||
;
|
||||
}
|
||||
}
|
|
@ -1,5 +1,7 @@
|
|||
use bevy::prelude::*;
|
||||
use bevy_gltf_worlflow_examples_common::CommonPlugin;
|
||||
// use bevy_gltf_worlflow_examples_common::CommonPlugin;
|
||||
mod state;
|
||||
use state::*;
|
||||
|
||||
mod core;
|
||||
use crate::core::*;
|
||||
|
@ -11,12 +13,18 @@ mod dupe_components;
|
|||
mod test_components;
|
||||
use test_components::*;
|
||||
|
||||
mod hierarchy_debug;
|
||||
use hierarchy_debug::*;
|
||||
|
||||
fn main() {
|
||||
App::new()
|
||||
.add_plugins((
|
||||
DefaultPlugins.set(AssetPlugin::default()),
|
||||
|
||||
HiearchyDebugPlugin,
|
||||
// our custom plugins
|
||||
CommonPlugin,
|
||||
// CommonPlugin,
|
||||
StatePlugin,
|
||||
CorePlugin, // reusable plugins
|
||||
GamePlugin, // specific to our game
|
||||
ComponentsTestPlugin, // Showcases different type of components /structs
|
||||
|
|
|
@ -0,0 +1,59 @@
|
|||
use bevy::prelude::*;
|
||||
|
||||
#[derive(Debug, Clone, Copy, Eq, PartialEq, Hash, Default, States)]
|
||||
pub enum AppState {
|
||||
CoreLoading,
|
||||
#[default]
|
||||
MenuRunning,
|
||||
AppLoading,
|
||||
AppRunning,
|
||||
AppEnding,
|
||||
}
|
||||
|
||||
#[derive(Debug, Clone, Copy, Eq, PartialEq, Hash, Default, States)]
|
||||
pub enum GameState {
|
||||
#[default]
|
||||
None,
|
||||
|
||||
InMenu,
|
||||
InGame,
|
||||
|
||||
InGameOver,
|
||||
|
||||
InSaving,
|
||||
InLoading,
|
||||
}
|
||||
|
||||
// tag components for all entities within a certain state (for despawning them if needed) , FIXME: seems kinda hack-ish
|
||||
#[derive(Component)]
|
||||
pub struct InCoreLoading;
|
||||
#[derive(Component, Default)]
|
||||
pub struct InMenuRunning;
|
||||
#[derive(Component)]
|
||||
|
||||
pub struct InAppRunning;
|
||||
|
||||
// components for tagging in game vs in game menu stuff
|
||||
#[derive(Component, Default)]
|
||||
pub struct InMainMenu;
|
||||
|
||||
#[derive(Component, Default)]
|
||||
pub struct InMenu;
|
||||
|
||||
#[derive(Component, Default)]
|
||||
pub struct InGame;
|
||||
|
||||
#[derive(Component, Default)]
|
||||
pub struct InGameSaving;
|
||||
|
||||
#[derive(Component, Default)]
|
||||
pub struct InGameLoading;
|
||||
|
||||
pub struct StatePlugin;
|
||||
impl Plugin for StatePlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
app
|
||||
.init_state::<AppState>()
|
||||
.init_state::<GameState>();
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue