feat(scene components) : added scene components to control ambient, bloom etc from Blender(#76)
* feat(tools): scene component injection & export - ambient light, shadowmap resolution, bloom intensity, ambient occlusion are now directly settable from scene components that are injected automatically in the scene - relaxed requirements for changes(aka when to export gltf) for main scenes, so that render , background etc changes also trigger a save - added scene components examples - added additional proxies & handling for camera & lights - in relevant cases, made sure that entity specific components are not overridden by scene components - added option to toggle scene level exports of params/ components - ambient colour/ intensity is now also set as background/clear colour - updated docs
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@ -809,6 +809,18 @@ dependencies = [
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"rand",
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]
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[[package]]
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name = "bevy_gltf_blueprints_basic_scene_components_example"
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version = "0.3.0"
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dependencies = [
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"bevy",
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"bevy_asset_loader",
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"bevy_editor_pls",
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"bevy_gltf_blueprints",
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"bevy_rapier3d",
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"rand",
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]
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[[package]]
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name = "bevy_gltf_blueprints_basic_xpbd_physics_example"
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version = "0.3.0"
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@ -4,6 +4,7 @@ members = [
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"crates/bevy_gltf_blueprints",
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"examples/bevy_gltf_components/basic/",
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"examples/bevy_gltf_blueprints/basic/",
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"examples/bevy_gltf_blueprints/basic_scene_components/",
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"examples/bevy_gltf_blueprints/basic_xpbd_physics/",
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"examples/bevy_gltf_blueprints/animation/",
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"examples/bevy_gltf_blueprints/multiple_levels/",
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@ -273,6 +273,8 @@ https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/example
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https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/basic_xpbd_physics
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https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/basic_scene_components
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https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/animation
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https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/multiple_levels
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[package]
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name = "bevy_gltf_blueprints_basic_scene_components_example"
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version = "0.3.0"
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edition = "2021"
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license = "MIT OR Apache-2.0"
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[dependencies]
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bevy="0.12"
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bevy_gltf_blueprints = { path = "../../../crates/bevy_gltf_blueprints" }
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bevy_rapier3d = { version = "0.23.0", features = [ "serde-serialize", "debug-render-3d", "enhanced-determinism"] }
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bevy_asset_loader = { version = "0.18", features = ["standard_dynamic_assets" ]}
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bevy_editor_pls = { version = "0.6" }
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rand = "0.8.5"
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@ -0,0 +1,11 @@
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# Basic scene components demo
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This example showcases the use of "scene" components ie components that are injected into the root scene/level so that you can control things
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like ambient lighting, bloom, shadowmap resolution, & ao directly from Blender.
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## Running this example
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```
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cargo run --features bevy/dynamic_linking
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```
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({})
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@ -0,0 +1,6 @@
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({
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"world":File (path: "models/World.glb"),
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"models": Folder (
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path: "models/library",
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),
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})
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),
|
||||
"bevy_core::name::Name": (
|
||||
hash: 15533546218717453536,
|
||||
name: "test12380979123759326444",
|
||||
),
|
||||
"bevy_gltf_blueprints::spawn_from_blueprints::BlueprintName": ("Health_Pickup"),
|
||||
"advanced::game::picking::Pickable": (),
|
||||
"bevy_rapier3d::dynamics::rigid_body::Velocity": (
|
||||
linvel: (
|
||||
x: 1.2146912,
|
||||
y: -1.1640646,
|
||||
z: -1.5408095,
|
||||
),
|
||||
angvel: (
|
||||
x: -1.1932359,
|
||||
y: 0.000002945365,
|
||||
z: -0.94068503,
|
||||
),
|
||||
),
|
||||
},
|
||||
),
|
||||
4294967314: (
|
||||
components: {
|
||||
"bevy_transform::components::transform::Transform": (
|
||||
translation: (
|
||||
x: 3.9906094,
|
||||
y: 1.4824095,
|
||||
z: 2.4394412,
|
||||
),
|
||||
rotation: (0.06015042, 0.085218765, 0.2215642, 0.9695509),
|
||||
scale: (
|
||||
x: 1.0,
|
||||
y: 1.0,
|
||||
z: 1.0,
|
||||
),
|
||||
),
|
||||
"bevy_core::name::Name": (
|
||||
hash: 2466794778849297109,
|
||||
name: "test12475628281920299197",
|
||||
),
|
||||
"bevy_gltf_blueprints::spawn_from_blueprints::BlueprintName": ("Health_Pickup"),
|
||||
"advanced::game::picking::Pickable": (),
|
||||
"bevy_rapier3d::dynamics::rigid_body::Velocity": (
|
||||
linvel: (
|
||||
x: -1.0818624,
|
||||
y: -0.37798148,
|
||||
z: 0.45334253,
|
||||
),
|
||||
angvel: (
|
||||
x: 0.25961447,
|
||||
y: 0.14854014,
|
||||
z: 0.7426717,
|
||||
),
|
||||
),
|
||||
},
|
||||
),
|
||||
4294967321: (
|
||||
components: {
|
||||
"bevy_transform::components::transform::Transform": (
|
||||
translation: (
|
||||
x: 2.2306876,
|
||||
y: 0.989814,
|
||||
z: -1.3596333,
|
||||
),
|
||||
rotation: (0.30614096, 0.002587511, -0.42789298, 0.8503991),
|
||||
scale: (
|
||||
x: 1.0,
|
||||
y: 1.0,
|
||||
z: 1.0,
|
||||
),
|
||||
),
|
||||
"bevy_core::name::Name": (
|
||||
hash: 1545925632270385398,
|
||||
name: "test15780367212768138828",
|
||||
),
|
||||
"bevy_gltf_blueprints::spawn_from_blueprints::BlueprintName": ("Health_Pickup"),
|
||||
"advanced::game::picking::Pickable": (),
|
||||
"bevy_rapier3d::dynamics::rigid_body::Velocity": (
|
||||
linvel: (
|
||||
x: 1.3027526,
|
||||
y: -1.8947054,
|
||||
z: 1.6179247,
|
||||
),
|
||||
angvel: (
|
||||
x: 1.4565696,
|
||||
y: -0.16299045,
|
||||
z: -1.3631926,
|
||||
),
|
||||
),
|
||||
},
|
||||
),
|
||||
},
|
||||
)
|
|
@ -0,0 +1,5 @@
|
|||
use bevy::prelude::*;
|
||||
use bevy_asset_loader::prelude::*;
|
||||
|
||||
#[derive(AssetCollection, Resource)]
|
||||
pub struct CoreAssets {}
|
|
@ -0,0 +1,13 @@
|
|||
use bevy::gltf::Gltf;
|
||||
use bevy::prelude::*;
|
||||
use bevy::utils::HashMap;
|
||||
use bevy_asset_loader::prelude::*;
|
||||
|
||||
#[derive(AssetCollection, Resource)]
|
||||
pub struct GameAssets {
|
||||
#[asset(key = "world")]
|
||||
pub world: Handle<Gltf>,
|
||||
|
||||
#[asset(key = "models", collection(typed, mapped))]
|
||||
pub models: HashMap<String, Handle<Gltf>>,
|
||||
}
|
|
@ -0,0 +1,35 @@
|
|||
pub mod assets_core;
|
||||
pub use assets_core::*;
|
||||
|
||||
pub mod assets_game;
|
||||
pub use assets_game::*;
|
||||
|
||||
use bevy::prelude::*;
|
||||
use bevy_asset_loader::prelude::*;
|
||||
|
||||
use crate::state::AppState;
|
||||
|
||||
pub struct AssetsPlugin;
|
||||
impl Plugin for AssetsPlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
app
|
||||
// load core assets (ie assets needed in the main menu, and everywhere else before loading more assets in game)
|
||||
.add_loading_state(
|
||||
LoadingState::new(AppState::CoreLoading).continue_to_state(AppState::MenuRunning),
|
||||
)
|
||||
.add_dynamic_collection_to_loading_state::<_, StandardDynamicAssetCollection>(
|
||||
AppState::CoreLoading,
|
||||
"assets_core.assets.ron",
|
||||
)
|
||||
.add_collection_to_loading_state::<_, CoreAssets>(AppState::CoreLoading)
|
||||
// load game assets
|
||||
.add_loading_state(
|
||||
LoadingState::new(AppState::AppLoading).continue_to_state(AppState::AppRunning),
|
||||
)
|
||||
.add_dynamic_collection_to_loading_state::<_, StandardDynamicAssetCollection>(
|
||||
AppState::AppLoading,
|
||||
"assets_game.assets.ron",
|
||||
)
|
||||
.add_collection_to_loading_state::<_, GameAssets>(AppState::AppLoading);
|
||||
}
|
||||
}
|
|
@ -0,0 +1,53 @@
|
|||
use bevy::core_pipeline::bloom::{BloomCompositeMode, BloomSettings};
|
||||
use bevy::core_pipeline::experimental::taa::TemporalAntiAliasBundle;
|
||||
use bevy::core_pipeline::tonemapping::{DebandDither, Tonemapping};
|
||||
use bevy::pbr::ScreenSpaceAmbientOcclusionBundle;
|
||||
use bevy::prelude::*;
|
||||
|
||||
use super::CameraTrackingOffset;
|
||||
|
||||
|
||||
#[derive(Component, Reflect, Default, Debug)]
|
||||
#[reflect(Component)]
|
||||
pub struct SSAOSettings;
|
||||
|
||||
pub fn camera_replace_proxies(
|
||||
mut commands: Commands,
|
||||
mut added_cameras: Query<(Entity, &mut Camera, Option<&BloomSettings>, Option<&SSAOSettings>), (Added<Camera>, With<CameraTrackingOffset>)>,
|
||||
|
||||
added_bloom_settings : Query<&BloomSettings, Added<BloomSettings>>,
|
||||
added_ssao_settings: Query<&SSAOSettings, Added<SSAOSettings>>, // Move to camera
|
||||
) {
|
||||
for (entity, mut camera, bloom_settings, ssao_setting) in added_cameras.iter_mut() {
|
||||
info!("detected added camera, updating proxy");
|
||||
camera.hdr = true;
|
||||
commands
|
||||
.entity(entity)
|
||||
.insert(DebandDither::Enabled)
|
||||
.insert(Tonemapping::BlenderFilmic)
|
||||
;
|
||||
|
||||
// we only inject the scene_level bloom settings if there are no settings already on the Camera
|
||||
if bloom_settings.is_none() {
|
||||
for bloom_settings in added_bloom_settings.iter(){
|
||||
commands
|
||||
.entity(entity)
|
||||
.insert(BloomSettings {
|
||||
intensity: bloom_settings.intensity,
|
||||
composite_mode: BloomCompositeMode::Additive,
|
||||
..default()
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
if ssao_setting.is_none() {
|
||||
for _ in added_ssao_settings.iter(){
|
||||
commands.insert_resource(Msaa::Off); // when using SSAO, you cannot use Msaa
|
||||
|
||||
commands.entity(entity)
|
||||
.insert(ScreenSpaceAmbientOcclusionBundle::default())
|
||||
.insert(TemporalAntiAliasBundle::default());
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,58 @@
|
|||
use bevy::prelude::*;
|
||||
|
||||
#[derive(Component, Reflect, Debug)]
|
||||
#[reflect(Component)]
|
||||
/// Component for cameras, with an offset from the Trackable target
|
||||
///
|
||||
pub struct CameraTracking {
|
||||
pub offset: Vec3,
|
||||
}
|
||||
impl Default for CameraTracking {
|
||||
fn default() -> Self {
|
||||
CameraTracking {
|
||||
offset: Vec3::new(0.0, 6.0, 8.0),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Component, Reflect, Debug, Deref, DerefMut)]
|
||||
#[reflect(Component)]
|
||||
/// Component for cameras, with an offset from the Trackable target
|
||||
pub struct CameraTrackingOffset(Vec3);
|
||||
impl Default for CameraTrackingOffset {
|
||||
fn default() -> Self {
|
||||
CameraTrackingOffset(Vec3::new(0.0, 6.0, 8.0))
|
||||
}
|
||||
}
|
||||
|
||||
impl CameraTrackingOffset {
|
||||
fn new(input: Vec3) -> Self {
|
||||
CameraTrackingOffset(input)
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Component, Reflect, Default, Debug)]
|
||||
#[reflect(Component)]
|
||||
/// Add this component to an entity if you want it to be tracked by a Camera
|
||||
pub struct CameraTrackable;
|
||||
|
||||
pub fn camera_track(
|
||||
mut tracking_cameras: Query<
|
||||
(&mut Transform, &CameraTrackingOffset),
|
||||
(
|
||||
With<Camera>,
|
||||
With<CameraTrackingOffset>,
|
||||
Without<CameraTrackable>,
|
||||
),
|
||||
>,
|
||||
camera_tracked: Query<&Transform, With<CameraTrackable>>,
|
||||
) {
|
||||
for (mut camera_transform, tracking_offset) in tracking_cameras.iter_mut() {
|
||||
for tracked_transform in camera_tracked.iter() {
|
||||
let target_position = tracked_transform.translation + tracking_offset.0;
|
||||
let eased_position = camera_transform.translation.lerp(target_position, 0.1);
|
||||
camera_transform.translation = eased_position; // + tracking.offset;// tracked_transform.translation + tracking.offset;
|
||||
*camera_transform = camera_transform.looking_at(tracked_transform.translation, Vec3::Y);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,25 @@
|
|||
pub mod camera_tracking;
|
||||
pub use camera_tracking::*;
|
||||
|
||||
pub mod camera_replace_proxies;
|
||||
pub use camera_replace_proxies::*;
|
||||
|
||||
use bevy::prelude::*;
|
||||
use bevy_gltf_blueprints::GltfBlueprintsSet;
|
||||
|
||||
pub struct CameraPlugin;
|
||||
impl Plugin for CameraPlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
app.register_type::<CameraTrackable>()
|
||||
.register_type::<CameraTracking>()
|
||||
.register_type::<CameraTrackingOffset>()
|
||||
.register_type::<SSAOSettings>()
|
||||
.add_systems(
|
||||
Update,
|
||||
(
|
||||
camera_replace_proxies.after(GltfBlueprintsSet::AfterSpawn),
|
||||
camera_track,
|
||||
),
|
||||
);
|
||||
}
|
||||
}
|
|
@ -0,0 +1,59 @@
|
|||
use bevy::prelude::*;
|
||||
|
||||
use bevy::pbr::{CascadeShadowConfig, CascadeShadowConfigBuilder, DirectionalLightShadowMap};
|
||||
|
||||
|
||||
#[derive(Component, Reflect, Default, Debug)]
|
||||
#[reflect(Component)]
|
||||
pub struct AmbientLightSettings {pub color: Color, pub brightness: f32}
|
||||
|
||||
#[derive(Component, Reflect, Default, Debug)]
|
||||
#[reflect(Component)]
|
||||
pub struct ShadowmapSettings {pub size: usize}
|
||||
|
||||
|
||||
pub fn lighting_replace_proxies(
|
||||
mut added_dirights: Query<(Entity, &mut DirectionalLight), Added<DirectionalLight>>,
|
||||
mut added_spotlights: Query<&mut SpotLight, Added<SpotLight>>,
|
||||
mut added_pointlights: Query<&mut PointLight, Added<PointLight>>,
|
||||
|
||||
added_ambient_proxies : Query<&AmbientLightSettings, Added<AmbientLightSettings>>,
|
||||
added_shadowmap_settings : Query<&ShadowmapSettings, Added<ShadowmapSettings>>,
|
||||
|
||||
mut commands: Commands,
|
||||
) {
|
||||
for (entity, mut light) in added_dirights.iter_mut() {
|
||||
light.illuminance *= 5.0;
|
||||
light.shadows_enabled = true;
|
||||
let shadow_config: CascadeShadowConfig = CascadeShadowConfigBuilder {
|
||||
first_cascade_far_bound: 15.0,
|
||||
maximum_distance: 135.0,
|
||||
..default()
|
||||
}
|
||||
.into();
|
||||
commands.entity(entity).insert(shadow_config);
|
||||
}
|
||||
for mut light in added_spotlights.iter_mut() {
|
||||
light.shadows_enabled = true;
|
||||
}
|
||||
|
||||
for mut light in added_pointlights.iter_mut() {
|
||||
light.intensity *= 0.001; // arbitrary/ eyeballed to match the levels of Blender
|
||||
light.shadows_enabled = true;
|
||||
}
|
||||
|
||||
|
||||
for setting in added_shadowmap_settings.iter() {
|
||||
commands.insert_resource(DirectionalLightShadowMap { size: setting.size });
|
||||
}
|
||||
|
||||
for ambient in added_ambient_proxies.iter(){
|
||||
commands.insert_resource(AmbientLight {
|
||||
color: ambient.color,
|
||||
brightness: ambient.brightness,
|
||||
});
|
||||
// FIXME: does this belong here ?
|
||||
commands.insert_resource(ClearColor(ambient.color * ambient.brightness));
|
||||
}
|
||||
|
||||
}
|
|
@ -0,0 +1,19 @@
|
|||
mod lighting_replace_proxies;
|
||||
use lighting_replace_proxies::*;
|
||||
|
||||
use bevy::pbr::NotShadowCaster;
|
||||
use bevy::prelude::*;
|
||||
|
||||
pub struct LightingPlugin;
|
||||
impl Plugin for LightingPlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
app
|
||||
.register_type::<AmbientLightSettings>()
|
||||
.register_type::<ShadowmapSettings>()
|
||||
// FIXME: adding these since they are missing
|
||||
.register_type::<NotShadowCaster>()
|
||||
|
||||
.add_systems(PreUpdate, lighting_replace_proxies)
|
||||
;
|
||||
}
|
||||
}
|
|
@ -0,0 +1,31 @@
|
|||
pub mod camera;
|
||||
pub use camera::*;
|
||||
|
||||
pub mod lighting;
|
||||
pub use lighting::*;
|
||||
|
||||
pub mod relationships;
|
||||
pub use relationships::*;
|
||||
|
||||
pub mod physics;
|
||||
pub use physics::*;
|
||||
|
||||
use bevy::prelude::*;
|
||||
use bevy_gltf_blueprints::*;
|
||||
|
||||
pub struct CorePlugin;
|
||||
impl Plugin for CorePlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
app.add_plugins((
|
||||
LightingPlugin,
|
||||
CameraPlugin,
|
||||
PhysicsPlugin,
|
||||
BlueprintsPlugin {
|
||||
library_folder: "models/library".into(),
|
||||
format: GltfFormat::GLB,
|
||||
aabbs: true,
|
||||
..Default::default()
|
||||
},
|
||||
));
|
||||
}
|
||||
}
|
|
@ -0,0 +1,25 @@
|
|||
use bevy::{
|
||||
ecs::system::Res,
|
||||
input::{keyboard::KeyCode, Input},
|
||||
prelude::{info, ResMut},
|
||||
};
|
||||
use bevy_rapier3d::{prelude::RapierConfiguration, render::DebugRenderContext};
|
||||
|
||||
pub fn pause_physics(mut physics_config: ResMut<RapierConfiguration>) {
|
||||
info!("pausing physics");
|
||||
physics_config.physics_pipeline_active = false;
|
||||
}
|
||||
|
||||
pub fn resume_physics(mut physics_config: ResMut<RapierConfiguration>) {
|
||||
info!("unpausing physics");
|
||||
physics_config.physics_pipeline_active = true;
|
||||
}
|
||||
|
||||
pub fn toggle_physics_debug(
|
||||
mut debug_config: ResMut<DebugRenderContext>,
|
||||
keycode: Res<Input<KeyCode>>,
|
||||
) {
|
||||
if keycode.just_pressed(KeyCode::D) {
|
||||
debug_config.enabled = !debug_config.enabled;
|
||||
}
|
||||
}
|
|
@ -0,0 +1,34 @@
|
|||
pub mod physics_replace_proxies;
|
||||
pub use physics_replace_proxies::*;
|
||||
|
||||
pub mod utils;
|
||||
|
||||
pub mod controls;
|
||||
pub use controls::*;
|
||||
|
||||
use crate::state::GameState;
|
||||
use bevy::prelude::*;
|
||||
use bevy_gltf_blueprints::GltfBlueprintsSet;
|
||||
use bevy_rapier3d::{
|
||||
prelude::{NoUserData, RapierPhysicsPlugin},
|
||||
render::RapierDebugRenderPlugin,
|
||||
};
|
||||
|
||||
pub struct PhysicsPlugin;
|
||||
impl Plugin for PhysicsPlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
app.add_plugins((
|
||||
RapierPhysicsPlugin::<NoUserData>::default(),
|
||||
RapierDebugRenderPlugin::default(),
|
||||
))
|
||||
.register_type::<AutoAABBCollider>()
|
||||
.register_type::<physics_replace_proxies::Collider>()
|
||||
.add_systems(
|
||||
Update,
|
||||
physics_replace_proxies.after(GltfBlueprintsSet::AfterSpawn),
|
||||
)
|
||||
.add_systems(Update, toggle_physics_debug)
|
||||
.add_systems(OnEnter(GameState::InGame), resume_physics)
|
||||
.add_systems(OnExit(GameState::InGame), pause_physics);
|
||||
}
|
||||
}
|
|
@ -0,0 +1,101 @@
|
|||
use bevy::prelude::*;
|
||||
// use bevy::render::primitives::Aabb;
|
||||
use bevy_rapier3d::geometry::Collider as RapierCollider;
|
||||
use bevy_rapier3d::prelude::{ActiveCollisionTypes, ActiveEvents, ComputedColliderShape};
|
||||
|
||||
use super::utils::*;
|
||||
|
||||
#[derive(Component, Reflect, Default, Debug)]
|
||||
#[reflect(Component)]
|
||||
pub enum Collider {
|
||||
Ball(f32),
|
||||
Cuboid(Vec3),
|
||||
Capsule(Vec3, Vec3, f32),
|
||||
#[default]
|
||||
Mesh,
|
||||
}
|
||||
|
||||
#[derive(Component, Reflect, Default, Debug)]
|
||||
#[reflect(Component)]
|
||||
pub enum AutoAABBCollider {
|
||||
#[default]
|
||||
Cuboid,
|
||||
Ball,
|
||||
Capsule,
|
||||
}
|
||||
|
||||
// replaces all physics stand-ins with the actual rapier types
|
||||
pub fn physics_replace_proxies(
|
||||
meshes: Res<Assets<Mesh>>,
|
||||
mesh_handles: Query<&Handle<Mesh>>,
|
||||
mut proxy_colliders: Query<
|
||||
(Entity, &Collider, &Name, &mut Visibility),
|
||||
(Without<RapierCollider>, Added<Collider>),
|
||||
>,
|
||||
// needed for tri meshes
|
||||
children: Query<&Children>,
|
||||
|
||||
mut commands: Commands,
|
||||
) {
|
||||
for proxy_colider in proxy_colliders.iter_mut() {
|
||||
let (entity, collider_proxy, name, mut visibility) = proxy_colider;
|
||||
// we hide the collider meshes: perhaps they should be removed altogether once processed ?
|
||||
if name.ends_with("_collider") || name.ends_with("_sensor") {
|
||||
*visibility = Visibility::Hidden;
|
||||
}
|
||||
|
||||
let mut rapier_collider: RapierCollider;
|
||||
match collider_proxy {
|
||||
Collider::Ball(radius) => {
|
||||
info!("generating collider from proxy: ball");
|
||||
rapier_collider = RapierCollider::ball(*radius);
|
||||
commands.entity(entity)
|
||||
.insert(rapier_collider)
|
||||
.insert(ActiveEvents::COLLISION_EVENTS) // FIXME: this is just for demo purposes !!!
|
||||
;
|
||||
}
|
||||
Collider::Cuboid(size) => {
|
||||
info!("generating collider from proxy: cuboid");
|
||||
rapier_collider = RapierCollider::cuboid(size.x, size.y, size.z);
|
||||
commands.entity(entity)
|
||||
.insert(rapier_collider)
|
||||
.insert(ActiveEvents::COLLISION_EVENTS) // FIXME: this is just for demo purposes !!!
|
||||
;
|
||||
}
|
||||
Collider::Capsule(a, b, radius) => {
|
||||
info!("generating collider from proxy: capsule");
|
||||
rapier_collider = RapierCollider::capsule(*a, *b, *radius);
|
||||
commands.entity(entity)
|
||||
.insert(rapier_collider)
|
||||
.insert(ActiveEvents::COLLISION_EVENTS) // FIXME: this is just for demo purposes !!!
|
||||
;
|
||||
}
|
||||
Collider::Mesh => {
|
||||
info!("generating collider from proxy: mesh");
|
||||
for (_, collider_mesh) in
|
||||
Mesh::search_in_children(entity, &children, &meshes, &mesh_handles)
|
||||
{
|
||||
rapier_collider = RapierCollider::from_bevy_mesh(
|
||||
collider_mesh,
|
||||
&ComputedColliderShape::TriMesh,
|
||||
)
|
||||
.unwrap();
|
||||
commands
|
||||
.entity(entity)
|
||||
.insert(rapier_collider)
|
||||
// FIXME: this is just for demo purposes !!!
|
||||
.insert(
|
||||
ActiveCollisionTypes::default()
|
||||
| ActiveCollisionTypes::KINEMATIC_STATIC
|
||||
| ActiveCollisionTypes::STATIC_STATIC
|
||||
| ActiveCollisionTypes::DYNAMIC_STATIC,
|
||||
)
|
||||
.insert(ActiveEvents::COLLISION_EVENTS);
|
||||
// .insert(ActiveEvents::COLLISION_EVENTS)
|
||||
// break;
|
||||
// RapierCollider::convex_hull(points)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,175 @@
|
|||
use bevy::prelude::*;
|
||||
use bevy::render::mesh::{MeshVertexAttributeId, PrimitiveTopology, VertexAttributeValues};
|
||||
// TAKEN VERBATIB FROM https://github.com/janhohenheim/foxtrot/blob/src/util/trait_extension.rs
|
||||
|
||||
pub(crate) trait Vec3Ext: Copy {
|
||||
fn is_approx_zero(self) -> bool;
|
||||
fn split(self, up: Vec3) -> SplitVec3;
|
||||
}
|
||||
impl Vec3Ext for Vec3 {
|
||||
#[inline]
|
||||
fn is_approx_zero(self) -> bool {
|
||||
self.length_squared() < 1e-5
|
||||
}
|
||||
|
||||
#[inline]
|
||||
fn split(self, up: Vec3) -> SplitVec3 {
|
||||
let vertical = up * self.dot(up);
|
||||
let horizontal = self - vertical;
|
||||
SplitVec3 {
|
||||
vertical,
|
||||
horizontal,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Debug, Clone, Copy, PartialEq)]
|
||||
pub(crate) struct SplitVec3 {
|
||||
pub(crate) vertical: Vec3,
|
||||
pub(crate) horizontal: Vec3,
|
||||
}
|
||||
|
||||
pub(crate) trait Vec2Ext: Copy {
|
||||
fn is_approx_zero(self) -> bool;
|
||||
fn x0y(self) -> Vec3;
|
||||
}
|
||||
impl Vec2Ext for Vec2 {
|
||||
#[inline]
|
||||
fn is_approx_zero(self) -> bool {
|
||||
self.length_squared() < 1e-5
|
||||
}
|
||||
|
||||
#[inline]
|
||||
fn x0y(self) -> Vec3 {
|
||||
Vec3::new(self.x, 0., self.y)
|
||||
}
|
||||
}
|
||||
|
||||
pub(crate) trait MeshExt {
|
||||
fn transform(&mut self, transform: Transform);
|
||||
fn transformed(&self, transform: Transform) -> Mesh;
|
||||
fn read_coords_mut(&mut self, id: impl Into<MeshVertexAttributeId>) -> &mut Vec<[f32; 3]>;
|
||||
fn search_in_children<'a>(
|
||||
parent: Entity,
|
||||
children: &'a Query<&Children>,
|
||||
meshes: &'a Assets<Mesh>,
|
||||
mesh_handles: &'a Query<&Handle<Mesh>>,
|
||||
) -> Vec<(Entity, &'a Mesh)>;
|
||||
}
|
||||
|
||||
impl MeshExt for Mesh {
|
||||
fn transform(&mut self, transform: Transform) {
|
||||
for coords in self.read_coords_mut(Mesh::ATTRIBUTE_POSITION.clone()) {
|
||||
let vec3 = (*coords).into();
|
||||
let transformed = transform.transform_point(vec3);
|
||||
*coords = transformed.into();
|
||||
}
|
||||
for normal in self.read_coords_mut(Mesh::ATTRIBUTE_NORMAL.clone()) {
|
||||
let vec3 = (*normal).into();
|
||||
let transformed = transform.rotation.mul_vec3(vec3);
|
||||
*normal = transformed.into();
|
||||
}
|
||||
}
|
||||
|
||||
fn transformed(&self, transform: Transform) -> Mesh {
|
||||
let mut mesh = self.clone();
|
||||
mesh.transform(transform);
|
||||
mesh
|
||||
}
|
||||
|
||||
fn read_coords_mut(&mut self, id: impl Into<MeshVertexAttributeId>) -> &mut Vec<[f32; 3]> {
|
||||
// Guaranteed by Bevy for the current usage
|
||||
match self
|
||||
.attribute_mut(id)
|
||||
.expect("Failed to read unknown mesh attribute")
|
||||
{
|
||||
VertexAttributeValues::Float32x3(values) => values,
|
||||
// Guaranteed by Bevy for the current usage
|
||||
_ => unreachable!(),
|
||||
}
|
||||
}
|
||||
|
||||
fn search_in_children<'a>(
|
||||
parent: Entity,
|
||||
children_query: &'a Query<&Children>,
|
||||
meshes: &'a Assets<Mesh>,
|
||||
mesh_handles: &'a Query<&Handle<Mesh>>,
|
||||
) -> Vec<(Entity, &'a Mesh)> {
|
||||
if let Ok(children) = children_query.get(parent) {
|
||||
let mut result: Vec<_> = children
|
||||
.iter()
|
||||
.filter_map(|entity| mesh_handles.get(*entity).ok().map(|mesh| (*entity, mesh)))
|
||||
.map(|(entity, mesh_handle)| {
|
||||
(
|
||||
entity,
|
||||
meshes
|
||||
.get(mesh_handle)
|
||||
.expect("Failed to get mesh from handle"),
|
||||
)
|
||||
})
|
||||
.map(|(entity, mesh)| {
|
||||
assert_eq!(mesh.primitive_topology(), PrimitiveTopology::TriangleList);
|
||||
(entity, mesh)
|
||||
})
|
||||
.collect();
|
||||
let mut inner_result = children
|
||||
.iter()
|
||||
.flat_map(|entity| {
|
||||
Self::search_in_children(*entity, children_query, meshes, mesh_handles)
|
||||
})
|
||||
.collect();
|
||||
result.append(&mut inner_result);
|
||||
result
|
||||
} else {
|
||||
Vec::new()
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub(crate) trait F32Ext: Copy {
|
||||
fn is_approx_zero(self) -> bool;
|
||||
fn squared(self) -> f32;
|
||||
fn lerp(self, other: f32, ratio: f32) -> f32;
|
||||
}
|
||||
|
||||
impl F32Ext for f32 {
|
||||
#[inline]
|
||||
fn is_approx_zero(self) -> bool {
|
||||
self.abs() < 1e-5
|
||||
}
|
||||
|
||||
#[inline]
|
||||
fn squared(self) -> f32 {
|
||||
self * self
|
||||
}
|
||||
|
||||
#[inline]
|
||||
fn lerp(self, other: f32, ratio: f32) -> f32 {
|
||||
self.mul_add(1. - ratio, other * ratio)
|
||||
}
|
||||
}
|
||||
|
||||
pub(crate) trait TransformExt: Copy {
|
||||
fn horizontally_looking_at(self, target: Vec3, up: Vec3) -> Transform;
|
||||
fn lerp(self, other: Transform, ratio: f32) -> Transform;
|
||||
}
|
||||
|
||||
impl TransformExt for Transform {
|
||||
fn horizontally_looking_at(self, target: Vec3, up: Vec3) -> Transform {
|
||||
let direction = target - self.translation;
|
||||
let horizontal_direction = direction - up * direction.dot(up);
|
||||
let look_target = self.translation + horizontal_direction;
|
||||
self.looking_at(look_target, up)
|
||||
}
|
||||
|
||||
fn lerp(self, other: Transform, ratio: f32) -> Transform {
|
||||
let translation = self.translation.lerp(other.translation, ratio);
|
||||
let rotation = self.rotation.slerp(other.rotation, ratio);
|
||||
let scale = self.scale.lerp(other.scale, ratio);
|
||||
Transform {
|
||||
translation,
|
||||
rotation,
|
||||
scale,
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
pub mod relationships_insert_dependant_components;
|
||||
pub use relationships_insert_dependant_components::*;
|
||||
|
||||
use bevy::prelude::*;
|
||||
|
||||
pub struct EcsRelationshipsPlugin;
|
||||
impl Plugin for EcsRelationshipsPlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
app;
|
||||
}
|
||||
}
|
|
@ -0,0 +1,15 @@
|
|||
use bevy::prelude::*;
|
||||
|
||||
pub fn insert_dependant_component<
|
||||
Dependant: Component,
|
||||
Dependency: Component + std::default::Default,
|
||||
>(
|
||||
mut commands: Commands,
|
||||
entities_without_depency: Query<(Entity, &Name), (With<Dependant>, Without<Dependency>)>,
|
||||
) {
|
||||
for (entity, name) in entities_without_depency.iter() {
|
||||
let name = name.clone().to_string();
|
||||
commands.entity(entity).insert(Dependency::default());
|
||||
warn!("found an entity called {} with a {} component but without an {}, please check your assets", name.clone(), std::any::type_name::<Dependant>(), std::any::type_name::<Dependency>());
|
||||
}
|
||||
}
|
|
@ -0,0 +1,81 @@
|
|||
use bevy::prelude::*;
|
||||
|
||||
use crate::{
|
||||
assets::GameAssets,
|
||||
state::{GameState, InAppRunning},
|
||||
};
|
||||
use bevy_gltf_blueprints::{BluePrintBundle, BlueprintName, GameWorldTag};
|
||||
|
||||
use bevy_rapier3d::prelude::Velocity;
|
||||
use rand::Rng;
|
||||
|
||||
pub fn setup_game(
|
||||
mut commands: Commands,
|
||||
game_assets: Res<GameAssets>,
|
||||
models: Res<Assets<bevy::gltf::Gltf>>,
|
||||
mut next_game_state: ResMut<NextState<GameState>>,
|
||||
) {
|
||||
println!("setting up all stuff");
|
||||
// here we actually spawn our game world/level
|
||||
|
||||
commands.spawn((
|
||||
SceneBundle {
|
||||
// note: because of this issue https://github.com/bevyengine/bevy/issues/10436, "world" is now a gltf file instead of a scene
|
||||
scene: models
|
||||
.get(game_assets.world.id())
|
||||
.expect("main level should have been loaded")
|
||||
.scenes[0]
|
||||
.clone(),
|
||||
..default()
|
||||
},
|
||||
bevy::prelude::Name::from("world"),
|
||||
GameWorldTag,
|
||||
InAppRunning,
|
||||
));
|
||||
|
||||
next_game_state.set(GameState::InGame)
|
||||
}
|
||||
|
||||
pub fn spawn_test(
|
||||
keycode: Res<Input<KeyCode>>,
|
||||
mut commands: Commands,
|
||||
|
||||
mut game_world: Query<(Entity, &Children), With<GameWorldTag>>,
|
||||
) {
|
||||
if keycode.just_pressed(KeyCode::T) {
|
||||
let world = game_world.single_mut();
|
||||
let world = world.1[0];
|
||||
|
||||
let mut rng = rand::thread_rng();
|
||||
let range = 5.5;
|
||||
let x: f32 = rng.gen_range(-range..range);
|
||||
let y: f32 = rng.gen_range(-range..range);
|
||||
|
||||
let mut rng = rand::thread_rng();
|
||||
let range = 0.8;
|
||||
let vel_x: f32 = rng.gen_range(-range..range);
|
||||
let vel_y: f32 = rng.gen_range(2.0..2.5);
|
||||
let vel_z: f32 = rng.gen_range(-range..range);
|
||||
|
||||
let name_index: u64 = rng.gen();
|
||||
|
||||
let new_entity = commands
|
||||
.spawn((
|
||||
BluePrintBundle {
|
||||
blueprint: BlueprintName("Health_Pickup".to_string()),
|
||||
transform: TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)),
|
||||
..Default::default()
|
||||
},
|
||||
bevy::prelude::Name::from(format!("test{}", name_index)),
|
||||
// BlueprintName("Health_Pickup".to_string()),
|
||||
// SpawnHere,
|
||||
// TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)),
|
||||
Velocity {
|
||||
linvel: Vec3::new(vel_x, vel_y, vel_z),
|
||||
angvel: Vec3::new(0.0, 0.0, 0.0),
|
||||
},
|
||||
))
|
||||
.id();
|
||||
commands.entity(world).add_child(new_entity);
|
||||
}
|
||||
}
|
|
@ -0,0 +1,113 @@
|
|||
use bevy::prelude::*;
|
||||
|
||||
use crate::state::{AppState, GameState, InMainMenu};
|
||||
|
||||
pub fn setup_main_menu(mut commands: Commands) {
|
||||
commands.spawn((Camera2dBundle::default(), InMainMenu));
|
||||
|
||||
commands.spawn((
|
||||
TextBundle::from_section(
|
||||
"SOME GAME TITLE !!",
|
||||
TextStyle {
|
||||
//font: asset_server.load("fonts/FiraMono-Medium.ttf"),
|
||||
font_size: 18.0,
|
||||
color: Color::WHITE,
|
||||
..Default::default()
|
||||
},
|
||||
)
|
||||
.with_style(Style {
|
||||
position_type: PositionType::Absolute,
|
||||
top: Val::Px(100.0),
|
||||
left: Val::Px(200.0),
|
||||
..default()
|
||||
}),
|
||||
InMainMenu,
|
||||
));
|
||||
|
||||
commands.spawn((
|
||||
TextBundle::from_section(
|
||||
"New Game (press Enter to start, press T once the game is started for demo spawning)",
|
||||
TextStyle {
|
||||
//font: asset_server.load("fonts/FiraMono-Medium.ttf"),
|
||||
font_size: 18.0,
|
||||
color: Color::WHITE,
|
||||
..Default::default()
|
||||
},
|
||||
)
|
||||
.with_style(Style {
|
||||
position_type: PositionType::Absolute,
|
||||
top: Val::Px(200.0),
|
||||
left: Val::Px(200.0),
|
||||
..default()
|
||||
}),
|
||||
InMainMenu,
|
||||
));
|
||||
|
||||
/*
|
||||
commands.spawn((
|
||||
TextBundle::from_section(
|
||||
"Load Game",
|
||||
TextStyle {
|
||||
//font: asset_server.load("fonts/FiraMono-Medium.ttf"),
|
||||
font_size: 18.0,
|
||||
color: Color::WHITE,
|
||||
..Default::default()
|
||||
},
|
||||
)
|
||||
.with_style(Style {
|
||||
position_type: PositionType::Absolute,
|
||||
top: Val::Px(250.0),
|
||||
left: Val::Px(200.0),
|
||||
..default()
|
||||
}),
|
||||
InMainMenu
|
||||
));
|
||||
|
||||
commands.spawn((
|
||||
TextBundle::from_section(
|
||||
"Exit Game",
|
||||
TextStyle {
|
||||
//font: asset_server.load("fonts/FiraMono-Medium.ttf"),
|
||||
font_size: 18.0,
|
||||
color: Color::WHITE,
|
||||
..Default::default()
|
||||
},
|
||||
)
|
||||
.with_style(Style {
|
||||
position_type: PositionType::Absolute,
|
||||
top: Val::Px(300.0),
|
||||
left: Val::Px(200.0),
|
||||
..default()
|
||||
}),
|
||||
InMainMenu
|
||||
));*/
|
||||
}
|
||||
|
||||
pub fn teardown_main_menu(bla: Query<Entity, With<InMainMenu>>, mut commands: Commands) {
|
||||
for bli in bla.iter() {
|
||||
commands.entity(bli).despawn_recursive();
|
||||
}
|
||||
}
|
||||
|
||||
pub fn main_menu(
|
||||
keycode: Res<Input<KeyCode>>,
|
||||
|
||||
mut next_app_state: ResMut<NextState<AppState>>,
|
||||
// mut next_game_state: ResMut<NextState<GameState>>,
|
||||
// mut save_requested_events: EventWriter<SaveRequest>,
|
||||
// mut load_requested_events: EventWriter<LoadRequest>,
|
||||
) {
|
||||
if keycode.just_pressed(KeyCode::Return) {
|
||||
next_app_state.set(AppState::AppLoading);
|
||||
// next_game_state.set(GameState::None);
|
||||
}
|
||||
|
||||
if keycode.just_pressed(KeyCode::L) {
|
||||
next_app_state.set(AppState::AppLoading);
|
||||
// load_requested_events.send(LoadRequest { path: "toto".into() })
|
||||
}
|
||||
|
||||
if keycode.just_pressed(KeyCode::S) {
|
||||
// save_requested_events.send(SaveRequest { path: "toto".into() })
|
||||
}
|
||||
}
|
|
@ -0,0 +1,115 @@
|
|||
pub mod in_game;
|
||||
pub use in_game::*;
|
||||
|
||||
pub mod in_main_menu;
|
||||
pub use in_main_menu::*;
|
||||
|
||||
pub mod picking;
|
||||
pub use picking::*;
|
||||
|
||||
use crate::{
|
||||
insert_dependant_component,
|
||||
state::{AppState, GameState},
|
||||
};
|
||||
use bevy::prelude::*;
|
||||
use bevy_rapier3d::prelude::*;
|
||||
|
||||
// this file is just for demo purposes, contains various types of components, systems etc
|
||||
|
||||
#[derive(Component, Reflect, Default, Debug)]
|
||||
#[reflect(Component)]
|
||||
pub enum SoundMaterial {
|
||||
Metal,
|
||||
Wood,
|
||||
Rock,
|
||||
Cloth,
|
||||
Squishy,
|
||||
#[default]
|
||||
None,
|
||||
}
|
||||
|
||||
#[derive(Component, Reflect, Default, Debug)]
|
||||
#[reflect(Component)]
|
||||
/// Demo marker component
|
||||
pub struct Player;
|
||||
|
||||
#[derive(Component, Reflect, Default, Debug)]
|
||||
#[reflect(Component)]
|
||||
/// Demo component showing auto injection of components
|
||||
pub struct ShouldBeWithPlayer;
|
||||
|
||||
#[derive(Component, Reflect, Default, Debug)]
|
||||
#[reflect(Component)]
|
||||
/// Demo marker component
|
||||
pub struct Interactible;
|
||||
|
||||
fn player_move_demo(
|
||||
keycode: Res<Input<KeyCode>>,
|
||||
mut players: Query<&mut Transform, With<Player>>,
|
||||
) {
|
||||
let speed = 0.2;
|
||||
if let Ok(mut player) = players.get_single_mut() {
|
||||
if keycode.pressed(KeyCode::Left) {
|
||||
player.translation.x += speed;
|
||||
}
|
||||
if keycode.pressed(KeyCode::Right) {
|
||||
player.translation.x -= speed;
|
||||
}
|
||||
|
||||
if keycode.pressed(KeyCode::Up) {
|
||||
player.translation.z += speed;
|
||||
}
|
||||
if keycode.pressed(KeyCode::Down) {
|
||||
player.translation.z -= speed;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// collision tests/debug
|
||||
pub fn test_collision_events(
|
||||
mut collision_events: EventReader<CollisionEvent>,
|
||||
mut contact_force_events: EventReader<ContactForceEvent>,
|
||||
) {
|
||||
for collision_event in collision_events.read() {
|
||||
println!("collision");
|
||||
match collision_event {
|
||||
CollisionEvent::Started(_entity1, _entity2, _) => {
|
||||
println!("collision started")
|
||||
}
|
||||
CollisionEvent::Stopped(_entity1, _entity2, _) => {
|
||||
println!("collision ended")
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for contact_force_event in contact_force_events.read() {
|
||||
println!("Received contact force event: {:?}", contact_force_event);
|
||||
}
|
||||
}
|
||||
|
||||
pub struct GamePlugin;
|
||||
impl Plugin for GamePlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
app.add_plugins(PickingPlugin)
|
||||
.register_type::<Interactible>()
|
||||
.register_type::<SoundMaterial>()
|
||||
.register_type::<Player>()
|
||||
// little helper utility, to automatically inject components that are dependant on an other component
|
||||
// ie, here an Entity with a Player component should also always have a ShouldBeWithPlayer component
|
||||
// you get a warning if you use this, as I consider this to be stop-gap solution (usually you should have either a bundle, or directly define all needed components)
|
||||
.add_systems(
|
||||
Update,
|
||||
(
|
||||
// insert_dependant_component::<Player, ShouldBeWithPlayer>,
|
||||
player_move_demo, //.run_if(in_state(AppState::Running)),
|
||||
// test_collision_events
|
||||
spawn_test,
|
||||
)
|
||||
.run_if(in_state(GameState::InGame)),
|
||||
)
|
||||
.add_systems(OnEnter(AppState::MenuRunning), setup_main_menu)
|
||||
.add_systems(OnExit(AppState::MenuRunning), teardown_main_menu)
|
||||
.add_systems(Update, main_menu.run_if(in_state(AppState::MenuRunning)))
|
||||
.add_systems(OnEnter(AppState::AppRunning), setup_game);
|
||||
}
|
||||
}
|
|
@ -0,0 +1,34 @@
|
|||
use super::Player;
|
||||
use bevy::prelude::*;
|
||||
use bevy_gltf_blueprints::GltfBlueprintsSet;
|
||||
|
||||
#[derive(Component, Reflect, Default, Debug)]
|
||||
#[reflect(Component)]
|
||||
pub struct Pickable;
|
||||
|
||||
// very simple, crude picking (as in picking up objects) implementation
|
||||
|
||||
pub fn picking(
|
||||
players: Query<&GlobalTransform, With<Player>>,
|
||||
pickables: Query<(Entity, &GlobalTransform), With<Pickable>>,
|
||||
mut commands: Commands,
|
||||
) {
|
||||
for player_transforms in players.iter() {
|
||||
for (pickable, pickable_transforms) in pickables.iter() {
|
||||
let distance = player_transforms
|
||||
.translation()
|
||||
.distance(pickable_transforms.translation());
|
||||
if distance < 2.5 {
|
||||
commands.entity(pickable).despawn_recursive();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub struct PickingPlugin;
|
||||
impl Plugin for PickingPlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
app.register_type::<Pickable>()
|
||||
.add_systems(Update, (picking.after(GltfBlueprintsSet::AfterSpawn),));
|
||||
}
|
||||
}
|
|
@ -0,0 +1,33 @@
|
|||
use bevy::prelude::*;
|
||||
use bevy_editor_pls::prelude::*;
|
||||
|
||||
mod core;
|
||||
use crate::core::*;
|
||||
|
||||
pub mod assets;
|
||||
use assets::*;
|
||||
|
||||
pub mod state;
|
||||
use state::*;
|
||||
|
||||
mod game;
|
||||
use game::*;
|
||||
|
||||
mod test_components;
|
||||
use test_components::*;
|
||||
|
||||
fn main() {
|
||||
App::new()
|
||||
.add_plugins((
|
||||
DefaultPlugins.set(AssetPlugin::default()),
|
||||
// editor
|
||||
EditorPlugin::default(),
|
||||
// our custom plugins
|
||||
StatePlugin,
|
||||
AssetsPlugin,
|
||||
CorePlugin, // reusable plugins
|
||||
GamePlugin, // specific to our game
|
||||
ComponentsTestPlugin, // Showcases different type of components /structs
|
||||
))
|
||||
.run();
|
||||
}
|
|
@ -0,0 +1,54 @@
|
|||
use bevy::app::AppExit;
|
||||
use bevy::prelude::*;
|
||||
|
||||
#[derive(Debug, Clone, Copy, Eq, PartialEq, Hash, Default, States)]
|
||||
pub enum AppState {
|
||||
#[default]
|
||||
CoreLoading,
|
||||
MenuRunning,
|
||||
AppLoading,
|
||||
AppRunning,
|
||||
AppEnding,
|
||||
|
||||
// FIXME: not sure
|
||||
LoadingGame,
|
||||
}
|
||||
|
||||
#[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 InAppLoading;
|
||||
#[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;
|
||||
|
||||
pub struct StatePlugin;
|
||||
impl Plugin for StatePlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
app.add_state::<AppState>().add_state::<GameState>();
|
||||
}
|
||||
}
|
|
@ -0,0 +1,80 @@
|
|||
use bevy::prelude::*;
|
||||
|
||||
#[derive(Component, Reflect, Default, Debug)]
|
||||
#[reflect(Component)]
|
||||
struct UnitTest;
|
||||
|
||||
#[derive(Component, Reflect, Default, Debug, Deref, DerefMut)]
|
||||
#[reflect(Component)]
|
||||
struct TuppleTestF32(f32);
|
||||
|
||||
#[derive(Component, Reflect, Default, Debug, Deref, DerefMut)]
|
||||
#[reflect(Component)]
|
||||
struct TuppleTestU64(u64);
|
||||
|
||||
#[derive(Component, Reflect, Default, Debug, Deref, DerefMut)]
|
||||
#[reflect(Component)]
|
||||
pub struct TuppleTestStr(String);
|
||||
|
||||
#[derive(Component, Reflect, Default, Debug)]
|
||||
#[reflect(Component)]
|
||||
struct TuppleTest2(f32, u64, String);
|
||||
|
||||
#[derive(Component, Reflect, Default, Debug)]
|
||||
#[reflect(Component)]
|
||||
struct TuppleTestBool(bool);
|
||||
|
||||
#[derive(Component, Reflect, Default, Debug)]
|
||||
#[reflect(Component)]
|
||||
struct TuppleVec2(Vec2);
|
||||
|
||||
#[derive(Component, Reflect, Default, Debug)]
|
||||
#[reflect(Component)]
|
||||
struct TuppleVec3(Vec3);
|
||||
|
||||
#[derive(Component, Reflect, Default, Debug)]
|
||||
#[reflect(Component)]
|
||||
struct TuppleVec(Vec<String>);
|
||||
|
||||
#[derive(Component, Reflect, Default, Debug)]
|
||||
#[reflect(Component)]
|
||||
struct TuppleTestColor(Color);
|
||||
|
||||
#[derive(Component, Reflect, Default, Debug)]
|
||||
#[reflect(Component)]
|
||||
struct BasicTest {
|
||||
a: f32,
|
||||
b: u64,
|
||||
c: String,
|
||||
}
|
||||
|
||||
#[derive(Component, Reflect, Default, Debug)]
|
||||
#[reflect(Component)]
|
||||
pub enum EnumTest {
|
||||
Metal,
|
||||
Wood,
|
||||
Rock,
|
||||
Cloth,
|
||||
Squishy,
|
||||
#[default]
|
||||
None,
|
||||
}
|
||||
|
||||
pub struct ComponentsTestPlugin;
|
||||
impl Plugin for ComponentsTestPlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
app.register_type::<BasicTest>()
|
||||
.register_type::<UnitTest>()
|
||||
.register_type::<TuppleTestF32>()
|
||||
.register_type::<TuppleTestU64>()
|
||||
.register_type::<TuppleTestStr>()
|
||||
.register_type::<TuppleTestBool>()
|
||||
.register_type::<TuppleTest2>()
|
||||
.register_type::<TuppleVec2>()
|
||||
.register_type::<TuppleVec3>()
|
||||
.register_type::<EnumTest>()
|
||||
.register_type::<TuppleTestColor>()
|
||||
.register_type::<TuppleVec>()
|
||||
.register_type::<Vec<String>>();
|
||||
}
|
||||
}
|
|
@ -44,6 +44,9 @@ This [Blender addon](./)
|
|||
|
||||
|
||||
- export folder: root folder to export models too
|
||||
- export scene settings: exports "global"/scene settings like ambient color, bloom, ao, etc
|
||||
|
||||
This automatically generates additional components at the scene level
|
||||
- pick your main (level) scenes and library scenes (see the chapter about Blueprints below)
|
||||
- click in the scene picker & select your scene
|
||||
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
bl_info = {
|
||||
"name": "gltf_auto_export",
|
||||
"author": "kaosigh",
|
||||
"version": (0, 6, 0),
|
||||
"version": (0, 7, 0),
|
||||
"blender": (3, 4, 0),
|
||||
"location": "File > Import-Export",
|
||||
"description": "glTF/glb auto-export",
|
||||
|
|
|
@ -7,6 +7,8 @@ from .helpers_collections import (get_exportable_collections, get_collections_pe
|
|||
from .helpers_export import (export_main_scene, export_blueprints_from_collections)
|
||||
from .helpers import (check_if_blueprints_exist, check_if_blueprint_on_disk)
|
||||
from .materials import cleanup_materials, clear_material_info, clear_materials_scene, export_materials, generate_materials_scenes, get_all_materials
|
||||
from .scene_components import upsert_scene_components
|
||||
|
||||
from .config import scene_key
|
||||
|
||||
"""Main function"""
|
||||
|
@ -46,6 +48,8 @@ def auto_export(changes_per_scene, changed_export_parameters):
|
|||
print("error setting preferences from saved settings", error)
|
||||
bpy.context.window_manager['__gltf_auto_export_initialized'] = True
|
||||
|
||||
|
||||
|
||||
# have the export parameters (not auto export, just gltf export) have changed: if yes (for example switch from glb to gltf, compression or not, animations or not etc), we need to re-export everything
|
||||
print ("changed_export_parameters", changed_export_parameters)
|
||||
try:
|
||||
|
@ -58,12 +62,18 @@ def auto_export(changes_per_scene, changed_export_parameters):
|
|||
export_output_folder = getattr(addon_prefs,"export_output_folder")
|
||||
|
||||
export_materials_library = getattr(addon_prefs,"export_materials_library")
|
||||
export_scene_settings = getattr(addon_prefs,"export_scene_settings")
|
||||
|
||||
|
||||
[main_scene_names, level_scenes, library_scene_names, library_scenes] = get_scenes(addon_prefs)
|
||||
|
||||
print("main scenes", main_scene_names, "library_scenes", library_scene_names)
|
||||
print("export_output_folder", export_output_folder)
|
||||
|
||||
if export_scene_settings:
|
||||
# inject/ update scene components
|
||||
upsert_scene_components(bpy.context.scene, world = bpy.context.scene.world)
|
||||
|
||||
# export everything everytime
|
||||
if export_blueprints:
|
||||
print("EXPORTING")
|
||||
|
@ -125,7 +135,8 @@ def auto_export(changes_per_scene, changed_export_parameters):
|
|||
# first export any main/level/world scenes
|
||||
print("export MAIN scenes")
|
||||
for scene_name in main_scene_names:
|
||||
do_export_main_scene = changed_export_parameters or (scene_name in changes_per_scene.keys() and len(changes_per_scene[scene_name].keys()) > 0) or not check_if_blueprint_on_disk(scene_name, export_levels_path, gltf_extension)
|
||||
# we have more relaxed rules to determine if the main scenes have changed : any change is ok, (allows easier handling of changes, render settings etc)
|
||||
do_export_main_scene = changed_export_parameters or scene_name in changes_per_scene.keys() or not check_if_blueprint_on_disk(scene_name, export_levels_path, gltf_extension)
|
||||
if do_export_main_scene:
|
||||
print(" exporting scene:", scene_name)
|
||||
export_main_scene(bpy.data.scenes[scene_name], folder_path, addon_prefs, collections)
|
||||
|
|
Binary file not shown.
Before Width: | Height: | Size: 18 KiB After Width: | Height: | Size: 18 KiB |
|
@ -54,6 +54,13 @@ class AutoExportGltfAddonPreferences(AddonPreferences):
|
|||
description='The name of the library scene to auto export',
|
||||
default='Library'
|
||||
)
|
||||
# scene components
|
||||
export_scene_settings: BoolProperty(
|
||||
name='Export scene settings',
|
||||
description='Export scene settings ie AmbientLighting, Bloom, AO etc',
|
||||
default=True
|
||||
)
|
||||
|
||||
# blueprint settings
|
||||
export_blueprints: BoolProperty(
|
||||
name='Export Blueprints',
|
||||
|
|
|
@ -0,0 +1,67 @@
|
|||
import bpy
|
||||
from .helpers import make_empty3
|
||||
# helpers to export scene level data
|
||||
|
||||
def upsert_scene_components(scene, world):
|
||||
|
||||
lighting_components = None
|
||||
for object in scene.objects:
|
||||
if object.name == "lighting_components":
|
||||
lighting_components = object
|
||||
break
|
||||
|
||||
if lighting_components is None:
|
||||
lighting_components = make_empty3('lighting_components', [0,0,0], [0,0,0], [0,0,0], None)
|
||||
|
||||
if world is not None:
|
||||
lighting_components['AmbientLightSettings'] = ambient_color_to_component(world)
|
||||
|
||||
lighting_components['ShadowmapSettings'] = scene_shadows_to_component(scene)
|
||||
|
||||
|
||||
if scene.eevee.use_bloom:
|
||||
lighting_components['BloomSettings'] = scene_bloom_to_component(scene)
|
||||
elif 'BloomSettings' in lighting_components:
|
||||
del lighting_components['BloomSettings']
|
||||
|
||||
if scene.eevee.use_gtao:
|
||||
lighting_components['SSAOSettings'] = scene_ao_to_component(scene)
|
||||
elif 'SSAOSettings' in lighting_components:
|
||||
del lighting_components['SSAOSettings']
|
||||
|
||||
|
||||
def ambient_color_to_component(world):
|
||||
color = None
|
||||
strength = None
|
||||
try:
|
||||
color = world.node_tree.nodes['Background'].inputs[0].default_value
|
||||
strength = world.node_tree.nodes['Background'].inputs[1].default_value
|
||||
except Exception as ex:
|
||||
print("failed to parse ambient color: Only backgroud is supported")
|
||||
|
||||
|
||||
if color is not None and strength is not None:
|
||||
#print("color", color[0], color[1], color[2], color[3])
|
||||
# print("strength", strength)
|
||||
|
||||
colorRgba = "Rgba(red: "+ str(color[0]) + ", green: "+ str(color[1]) + ", blue: " + str(color[2]) + ", alpha: "+ str(color[3]) + ")" # TODO: YIKES clean this up
|
||||
#colorRgba = "Rgba(red: 0.0, green: 0.0, blue:0.0, alpha:0.0)"
|
||||
component = "( color:"+ str(colorRgba) +", brightness:"+str(strength)+")"
|
||||
|
||||
print("component", component)
|
||||
return component
|
||||
return None
|
||||
|
||||
def scene_shadows_to_component(scene):
|
||||
cascade_resolution = scene.eevee.shadow_cascade_size
|
||||
component = "(size: "+ cascade_resolution +")"
|
||||
return component
|
||||
|
||||
def scene_bloom_to_component(scene):
|
||||
component = "BloomSettings(intensity: "+ str(scene.eevee.bloom_intensity) +")"
|
||||
return component
|
||||
|
||||
def scene_ao_to_component(scene):
|
||||
ssao = scene.eevee.use_gtao
|
||||
component= "SSAOSettings()"
|
||||
return component
|
|
@ -203,6 +203,7 @@ class GLTF_PT_auto_export_root(bpy.types.Panel):
|
|||
layout.active = operator.auto_export
|
||||
layout.prop(operator, 'will_save_settings')
|
||||
layout.prop(operator, "export_output_folder")
|
||||
layout.prop(operator, "export_scene_settings")
|
||||
|
||||
# scene selectors
|
||||
row = layout.row()
|
||||
|
|
Loading…
Reference in New Issue