chore(testing): experimenting with scene level animation handling
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@ -3,11 +3,11 @@ use std::{
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collections::HashMap, fs, time::Duration
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};
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use bevy_gltf_blueprints::{AnimationPlayerLink, Animations, BlueprintName, BlueprintsList};
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use bevy_gltf_blueprints::{Animated, AnimationPlayerLink, Animations, BlueprintName, BlueprintsList};
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pub use in_game::*;
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use bevy::{
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ecs::query, prelude::*, render::view::screenshot::ScreenshotManager, time::common_conditions::on_timer, window::PrimaryWindow
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ecs::query, gltf::Gltf, prelude::*, render::view::screenshot::ScreenshotManager, time::common_conditions::on_timer, window::PrimaryWindow
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};
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use bevy_gltf_worlflow_examples_common_rapier::{AppState, GameState};
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@ -118,17 +118,64 @@ fn exit_game(mut app_exit_events: ResMut<Events<bevy::app::AppExit>>) {
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app_exit_events.send(bevy::app::AppExit);
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}
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/*
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#[derive(Resource)]
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struct Animations(Vec<Handle<AnimationClip>>);
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*/
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fn animations(
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foo:Query<(Entity, &Name, &AnimationPlayer),(Added<AnimationPlayer>)>,
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#[derive(Resource)]
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struct MainAnimations(Vec<Handle<AnimationClip>>);
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#[derive(Resource)]
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struct AnimTest(Handle<Gltf>);
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fn setup_main_scene_animations(
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asset_server: Res<AssetServer>,
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mut commands: Commands,
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) {
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for bla in foo.iter() {
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/*commands.insert_resource(MainAnimations(vec![
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asset_server.load("models/World.glb#Blueprint1_jump"),
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asset_server.load("models/World.glb#Blueprint1_move"),
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// asset_server.load("models/library/Blueprint6_animated.glb#Run"),
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]));*/
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commands.insert_resource(AnimTest(asset_server.load("models/World.glb")));
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}
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fn animations(
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foo:Query<(Entity, &Name, &AnimationPlayer),(Added<AnimationPlayer>)>,
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bla:Query<(Entity, &Name, &Animated),(Added<Animated>, Without<AnimationPlayerLink>)>,
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blurp: Res<AnimTest>,
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asset_server: Res<AssetServer>,
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mut commands: Commands,
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assets_gltf: Res<Assets<Gltf>>,
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) {
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for (entity, name, animated) in bla.iter() {
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// println!("animated stuf {:?} on entity {}", animated, name);
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let gltf = assets_gltf.get(&blurp.0).unwrap();
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let animations_list = animated;
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let mut matching_data = true;
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for animation_name in &animations_list.animations {
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if !gltf.named_animations.contains_key(animation_name){
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matching_data = false;
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break;
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}
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}
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if matching_data {
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println!("inserting Animations components into {} ({:?})", name, entity);
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println!("Found match {:?}", gltf.named_animations);
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commands.entity(entity).remove::<Animations>();
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commands.entity(entity).insert((
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Animations {
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named_animations: gltf.named_animations.clone()
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}
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));
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}
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}
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/*for bla in foo.iter() {
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let mut counter = 0;
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counter +=1;
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println!("found some animations {} {}", counter, bla.1);
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@ -142,9 +189,7 @@ fn animations(
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named_animations:
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})*/
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}
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}
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}*/
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}
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pub struct GamePlugin;
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@ -154,12 +199,15 @@ impl Plugin for GamePlugin {
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.add_systems(Update, validate_export)
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.add_systems(OnEnter(AppState::MenuRunning), start_game)
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.add_systems(OnEnter(AppState::AppRunning), setup_game)
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.add_systems(Update, animations)
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.add_systems(Update, generate_screenshot.run_if(on_timer(Duration::from_secs_f32(0.2)))) // TODO: run once
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.add_systems(OnEnter(AppState::MenuRunning), setup_main_scene_animations)
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.add_systems(Update, animations.run_if(in_state(AppState::AppRunning)))
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/* .add_systems(Update, generate_screenshot.run_if(on_timer(Duration::from_secs_f32(0.2)))) // TODO: run once
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.add_systems(
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Update,
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exit_game.run_if(on_timer(Duration::from_secs_f32(0.5))),
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) // shut down the app after this time
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) // shut down the app after this time*/
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;
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}
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}
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