mirror of
https://github.com/kaosat-dev/Blender_bevy_components_workflow.git
synced 2024-11-26 21:37:01 +00:00
Merge 10e85fce26
into 1353e14802
This commit is contained in:
commit
1b8c3de6a9
@ -120,6 +120,10 @@ impl Plugin for BlueprintsPlugin {
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|||||||
.register_type::<MaterialInfo>()
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.register_type::<MaterialInfo>()
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.register_type::<SpawnHere>()
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.register_type::<SpawnHere>()
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.register_type::<Animations>()
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.register_type::<Animations>()
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|
.register_type::<BlueprintsList>()
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.register_type::<Vec<String>>()
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.register_type::<HashMap<String,Vec<String>>>()
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|
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.insert_resource(BluePrintsConfig {
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.insert_resource(BluePrintsConfig {
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format: self.format,
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format: self.format,
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library_folder: self.library_folder.clone(),
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library_folder: self.library_folder.clone(),
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@ -140,11 +144,14 @@ impl Plugin for BlueprintsPlugin {
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.add_systems(
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.add_systems(
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Update,
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Update,
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(
|
(
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spawn_from_blueprints,
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(spawn_from_blueprints,
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check_for_loaded,
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actually_spawn_stuff, apply_deferred).chain(),
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|
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compute_scene_aabbs.run_if(aabbs_enabled),
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compute_scene_aabbs.run_if(aabbs_enabled),
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apply_deferred.run_if(aabbs_enabled),
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apply_deferred.run_if(aabbs_enabled),
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apply_deferred,
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apply_deferred,
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materials_inject.run_if(materials_library_enabled),
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(materials_inject, check_for_material_loaded, materials_inject2).chain().run_if(materials_library_enabled),
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)
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)
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.chain()
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.chain()
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.in_set(GltfBlueprintsSet::Spawn),
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.in_set(GltfBlueprintsSet::Spawn),
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@ -1,22 +1,19 @@
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use std::path::Path;
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use std::path::Path;
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|
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use bevy::{
|
use bevy::{
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asset::{AssetServer, Assets, Handle},
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asset::{AssetId, AssetServer, Assets, Handle},
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ecs::{
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ecs::{
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component::Component,
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component::Component, entity::Entity, query::{Added, With}, reflect::ReflectComponent, system::{Commands, Query, Res, ResMut}
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query::{Added, With},
|
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reflect::ReflectComponent,
|
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system::{Commands, Query, Res, ResMut},
|
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},
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},
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gltf::Gltf,
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gltf::Gltf,
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hierarchy::{Children, Parent},
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hierarchy::{Children, Parent},
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log::debug,
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log::{debug, info},
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pbr::StandardMaterial,
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pbr::StandardMaterial,
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reflect::Reflect,
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reflect::Reflect,
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render::mesh::Mesh,
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render::mesh::Mesh,
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};
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};
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|
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use crate::BluePrintsConfig;
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use crate::{AssetLoadTracker, AssetsToLoad, BluePrintsConfig};
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|
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#[derive(Component, Reflect, Default, Debug)]
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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#[reflect(Component)]
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@ -26,10 +23,110 @@ pub struct MaterialInfo {
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pub source: String,
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pub source: String,
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}
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}
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|
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/// flag component
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#[derive(Component)]
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pub(crate) struct BlueprintMaterialAssetsLoaded;
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|
/// flag component
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#[derive(Component)]
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pub(crate) struct BlueprintMaterialAssetsNotLoaded;
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|
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|
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|
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/// system that injects / replaces materials from material library
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/// system that injects / replaces materials from material library
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pub(crate) fn materials_inject(
|
pub(crate) fn materials_inject(
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|
blueprints_config: ResMut<BluePrintsConfig>,
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|
material_infos: Query<(Entity, &MaterialInfo), Added<MaterialInfo>>,
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|
asset_server: Res<AssetServer>,
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|
mut commands: Commands,
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|
) {
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|
for (entity, material_info) in material_infos.iter() {
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|
let model_file_name = format!(
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|
"{}_materials_library.{}",
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|
&material_info.source, &blueprints_config.format
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|
);
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let materials_path = Path::new(&blueprints_config.material_library_folder)
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.join(Path::new(model_file_name.as_str()));
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let material_name = &material_info.name;
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let material_full_path = materials_path.to_str().unwrap().to_string() + "#" + material_name; // TODO: yikes, cleanup
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|
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|
if blueprints_config
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|
.material_library_cache
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|
.contains_key(&material_full_path)
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{
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debug!("material is cached, retrieving");
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blueprints_config
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.material_library_cache
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.get(&material_full_path)
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.expect("we should have the material available");
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commands
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.entity(entity)
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.insert(BlueprintMaterialAssetsLoaded);
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|
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|
} else {
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let material_file_handle: Handle<Gltf> = asset_server.load(materials_path.clone());
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let material_file_id = material_file_handle.id();
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println!("loading material {} {}", material_full_path, material_file_id);
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let mut asset_infos:Vec<AssetLoadTracker<Gltf>> = vec![];
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|
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asset_infos.push(AssetLoadTracker {
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name: material_full_path,
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id: material_file_id,
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loaded: false,
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handle: material_file_handle.clone()
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});
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commands
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.entity(entity)
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.insert(AssetsToLoad{
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all_loaded: false,
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asset_infos: asset_infos,
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progress: 0.0
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//..Default::default()
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|
})
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.insert(BlueprintMaterialAssetsNotLoaded);
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/**/
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|
}
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}
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}
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// TODO, merge with check_for_loaded, make generic ?
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pub(crate) fn check_for_material_loaded(
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mut blueprint_assets_to_load: Query<(Entity, &mut AssetsToLoad<Gltf>),With<BlueprintMaterialAssetsNotLoaded>>,
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asset_server: Res<AssetServer>,
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mut commands: Commands,
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){
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for (entity, mut assets_to_load) in blueprint_assets_to_load.iter_mut(){
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let mut all_loaded = true;
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let mut loaded_amount = 0;
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let total = assets_to_load.asset_infos.len();
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for tracker in assets_to_load.asset_infos.iter_mut(){
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let asset_id = tracker.id;
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let loaded = asset_server.is_loaded_with_dependencies(asset_id);
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tracker.loaded = loaded;
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if loaded {
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println!("loaded {} {}", tracker.name, tracker.id);
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loaded_amount += 1;
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}else{
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all_loaded = false;
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}
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}
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let progress:f32 = loaded_amount as f32 / total as f32;
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println!("progress (materials): {}",progress);
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assets_to_load.progress = progress;
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if all_loaded {
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assets_to_load.all_loaded = true;
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commands.entity(entity)
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.insert(BlueprintMaterialAssetsLoaded)
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|
.remove::<BlueprintMaterialAssetsNotLoaded>();
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||||||
|
}
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||||||
|
}
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|
}
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|
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|
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|
/// system that injects / replaces materials from material library
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|
pub(crate) fn materials_inject2(
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mut blueprints_config: ResMut<BluePrintsConfig>,
|
mut blueprints_config: ResMut<BluePrintsConfig>,
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material_infos: Query<(&MaterialInfo, &Children), Added<MaterialInfo>>,
|
material_infos: Query<(&MaterialInfo, &Children, ), (Added<BlueprintMaterialAssetsLoaded>, With<BlueprintMaterialAssetsLoaded>)>,
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with_materials_and_meshes: Query<
|
with_materials_and_meshes: Query<
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||||||
(),
|
(),
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(
|
(
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@ -38,12 +135,13 @@ pub(crate) fn materials_inject(
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With<Handle<Mesh>>,
|
With<Handle<Mesh>>,
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),
|
),
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>,
|
>,
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models: Res<Assets<bevy::gltf::Gltf>>,
|
assets_gltf: Res<Assets<Gltf>>,
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||||||
|
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||||||
asset_server: Res<AssetServer>,
|
asset_server: Res<AssetServer>,
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||||||
|
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||||||
mut commands: Commands,
|
mut commands: Commands,
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||||||
) {
|
) {
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for (material_info, children) in material_infos.iter() {
|
for (material_info, children) in material_infos.iter() {
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|
println!("here");
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let model_file_name = format!(
|
let model_file_name = format!(
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"{}_materials_library.{}",
|
"{}_materials_library.{}",
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&material_info.source, &blueprints_config.format
|
&material_info.source, &blueprints_config.format
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@ -59,16 +157,18 @@ pub(crate) fn materials_inject(
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|||||||
.material_library_cache
|
.material_library_cache
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||||||
.contains_key(&material_full_path)
|
.contains_key(&material_full_path)
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||||||
{
|
{
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debug!("material is cached, retrieving");
|
info!("material is cached, retrieving");
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let material = blueprints_config
|
let material = blueprints_config
|
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.material_library_cache
|
.material_library_cache
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.get(&material_full_path)
|
.get(&material_full_path)
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.expect("we should have the material available");
|
.expect("we should have the material available");
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material_found = Some(material);
|
material_found = Some(material);
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||||||
} else {
|
}else {
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||||||
let my_gltf: Handle<Gltf> = asset_server.load(materials_path.clone());
|
let model_handle: Handle<Gltf> = asset_server.load(materials_path.clone());// FIXME: kinda weird now
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||||||
let mat_gltf = models
|
println!("loading material {:?} {}", materials_path, model_handle.id());
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.get(my_gltf.id())
|
|
||||||
|
let mat_gltf = assets_gltf
|
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|
.get(model_handle.id())
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.expect("material should have been preloaded");
|
.expect("material should have been preloaded");
|
||||||
if mat_gltf.named_materials.contains_key(material_name) {
|
if mat_gltf.named_materials.contains_key(material_name) {
|
||||||
let material = mat_gltf
|
let material = mat_gltf
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|
@ -1,6 +1,6 @@
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|||||||
use std::path::{Path, PathBuf};
|
use std::path::{Path, PathBuf};
|
||||||
|
|
||||||
use bevy::{gltf::Gltf, prelude::*};
|
use bevy::{gltf::Gltf, prelude::*, utils::HashMap};
|
||||||
|
|
||||||
use crate::{Animations, BluePrintsConfig};
|
use crate::{Animations, BluePrintsConfig};
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||||||
|
|
||||||
@ -46,22 +46,180 @@ pub struct AddToGameWorld;
|
|||||||
/// helper component, just to transfer child data
|
/// helper component, just to transfer child data
|
||||||
pub(crate) struct OriginalChildren(pub Vec<Entity>);
|
pub(crate) struct OriginalChildren(pub Vec<Entity>);
|
||||||
|
|
||||||
/// main spawning functions,
|
|
||||||
|
#[derive(Component, Reflect, Default, Debug)]
|
||||||
|
#[reflect(Component)]
|
||||||
|
pub struct BlueprintsList(pub HashMap<String,Vec<String>>);
|
||||||
|
|
||||||
|
#[derive(Reflect, Default, Debug)]
|
||||||
|
pub(crate) struct BlueprintLoadTracker{
|
||||||
|
pub name: String,
|
||||||
|
pub id: AssetId<Gltf>,
|
||||||
|
pub loaded: bool,
|
||||||
|
pub handle: Handle<Gltf>
|
||||||
|
}
|
||||||
|
#[derive(Component, Default, Debug)]
|
||||||
|
pub(crate) struct BlueprintAssetsToLoad{
|
||||||
|
pub all_loaded: bool,
|
||||||
|
pub asset_infos: Vec<BlueprintLoadTracker>,
|
||||||
|
pub progress: f32
|
||||||
|
}
|
||||||
|
|
||||||
|
#[derive(Default, Debug)]
|
||||||
|
pub(crate) struct AssetLoadTracker<T:bevy::prelude::Asset>{
|
||||||
|
pub name: String,
|
||||||
|
pub id: AssetId<T>,
|
||||||
|
pub loaded: bool,
|
||||||
|
pub handle: Handle<T>
|
||||||
|
}
|
||||||
|
#[derive(Component, Default, Debug)]
|
||||||
|
pub(crate) struct AssetsToLoad<T:bevy::prelude::Asset>{
|
||||||
|
pub all_loaded: bool,
|
||||||
|
pub asset_infos: Vec<AssetLoadTracker<T>>,
|
||||||
|
pub progress: f32
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
/// flag component
|
||||||
|
#[derive(Component)]
|
||||||
|
pub(crate) struct BlueprintAssetsLoaded;
|
||||||
|
/// flag component
|
||||||
|
#[derive(Component)]
|
||||||
|
pub(crate) struct BlueprintAssetsNotLoaded;
|
||||||
|
|
||||||
|
/// spawning prepare function,
|
||||||
/// * also takes into account the already exisiting "override" components, ie "override components" > components from blueprint
|
/// * also takes into account the already exisiting "override" components, ie "override components" > components from blueprint
|
||||||
pub(crate) fn spawn_from_blueprints(
|
pub(crate) fn spawn_from_blueprints(
|
||||||
spawn_placeholders: Query<
|
spawn_placeholders: Query<
|
||||||
(
|
(
|
||||||
Entity,
|
Entity,
|
||||||
&BlueprintName,
|
&BlueprintName,
|
||||||
Option<&Transform>,
|
|
||||||
Option<&Parent>,
|
Option<&Parent>,
|
||||||
Option<&Library>,
|
Option<&Library>,
|
||||||
Option<&AddToGameWorld>,
|
|
||||||
Option<&Name>,
|
Option<&Name>,
|
||||||
|
Option<&BlueprintsList>,
|
||||||
),
|
),
|
||||||
(Added<BlueprintName>, Added<SpawnHere>, Without<Spawned>),
|
(Added<BlueprintName>, Added<SpawnHere>, Without<Spawned>),
|
||||||
>,
|
>,
|
||||||
|
|
||||||
|
mut commands: Commands,
|
||||||
|
asset_server: Res<AssetServer>,
|
||||||
|
blueprints_config: Res<BluePrintsConfig>,
|
||||||
|
) {
|
||||||
|
for (
|
||||||
|
entity,
|
||||||
|
blupeprint_name,
|
||||||
|
original_parent,
|
||||||
|
library_override,
|
||||||
|
name,
|
||||||
|
|
||||||
|
blueprints_list,
|
||||||
|
) in spawn_placeholders.iter()
|
||||||
|
{
|
||||||
|
debug!(
|
||||||
|
"preparing to spawn {:?} for entity {:?}, id: {:?}, parent:{:?}",
|
||||||
|
blupeprint_name.0, name, entity, original_parent
|
||||||
|
);
|
||||||
|
|
||||||
|
// println!("main model path {:?}", model_path);
|
||||||
|
if blueprints_list.is_some() {
|
||||||
|
let blueprints_list = blueprints_list.unwrap();
|
||||||
|
// println!("blueprints list {:?}", blueprints_list.0.keys());
|
||||||
|
let mut asset_infos:Vec<AssetLoadTracker<Gltf>> = vec![];
|
||||||
|
|
||||||
|
for (blueprint_name, _) in blueprints_list.0.iter() {
|
||||||
|
/*if blueprint_name == what {
|
||||||
|
println!("WHOLY MOLLY !")
|
||||||
|
}*/
|
||||||
|
// println!("library path {:?}", library_path);
|
||||||
|
let mut library_path = &blueprints_config.library_folder; // TODO: we cannot use the overriden library path
|
||||||
|
// FIXME: hack
|
||||||
|
if blueprint_name == "World" {
|
||||||
|
library_path= &library_override.unwrap().0;
|
||||||
|
}
|
||||||
|
|
||||||
|
let model_file_name = format!("{}.{}", &blueprint_name, &blueprints_config.format);
|
||||||
|
let model_path = Path::new(&library_path).join(Path::new(model_file_name.as_str()));
|
||||||
|
|
||||||
|
let model_handle: Handle<Gltf> = asset_server.load(model_path.clone());
|
||||||
|
let model_id = model_handle.id();
|
||||||
|
let loaded = asset_server.is_loaded_with_dependencies(model_id);
|
||||||
|
if !loaded {
|
||||||
|
asset_infos.push(AssetLoadTracker {
|
||||||
|
name: model_path.to_string_lossy().into(),
|
||||||
|
id: model_id,
|
||||||
|
loaded: false,
|
||||||
|
handle: model_handle.clone()
|
||||||
|
})
|
||||||
|
}
|
||||||
|
}
|
||||||
|
// if not all assets are already loaded, inject a component to signal that we need them to be loaded
|
||||||
|
if asset_infos.len() > 0 {
|
||||||
|
commands
|
||||||
|
.entity(entity)
|
||||||
|
.insert(AssetsToLoad{
|
||||||
|
all_loaded: false,
|
||||||
|
asset_infos: asset_infos,
|
||||||
|
progress: 0.0
|
||||||
|
//..Default::default()
|
||||||
|
})
|
||||||
|
.insert(BlueprintAssetsNotLoaded);
|
||||||
|
}else {
|
||||||
|
commands
|
||||||
|
.entity(entity)
|
||||||
|
.insert(BlueprintAssetsLoaded);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
pub(crate) fn check_for_loaded(
|
||||||
|
mut blueprint_assets_to_load: Query<(Entity, &mut AssetsToLoad<Gltf>), With<BlueprintAssetsNotLoaded>>,
|
||||||
|
asset_server: Res<AssetServer>,
|
||||||
|
mut commands: Commands,
|
||||||
|
){
|
||||||
|
for (entity, mut assets_to_load) in blueprint_assets_to_load.iter_mut(){
|
||||||
|
let mut all_loaded = true;
|
||||||
|
let mut loaded_amount = 0;
|
||||||
|
let total = assets_to_load.asset_infos.len();
|
||||||
|
for tracker in assets_to_load.asset_infos.iter_mut(){
|
||||||
|
let asset_id = tracker.id;
|
||||||
|
let loaded = asset_server.is_loaded_with_dependencies(asset_id);
|
||||||
|
tracker.loaded = loaded;
|
||||||
|
if loaded {
|
||||||
|
loaded_amount += 1;
|
||||||
|
}else{
|
||||||
|
all_loaded = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
let progress:f32 = loaded_amount as f32 / total as f32;
|
||||||
|
println!("progress: {}",progress);
|
||||||
|
assets_to_load.progress = progress;
|
||||||
|
|
||||||
|
if all_loaded {
|
||||||
|
assets_to_load.all_loaded = true;
|
||||||
|
commands.entity(entity)
|
||||||
|
.insert(BlueprintAssetsLoaded)
|
||||||
|
.remove::<BlueprintAssetsNotLoaded>();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
pub(crate) fn actually_spawn_stuff(
|
||||||
|
spawn_placeholders: Query<
|
||||||
|
(
|
||||||
|
Entity,
|
||||||
|
&BlueprintName,
|
||||||
|
Option<&Transform>,
|
||||||
|
Option<&Parent>,
|
||||||
|
Option<&Library>,
|
||||||
|
Option<&AddToGameWorld>,
|
||||||
|
Option<&Name>,
|
||||||
|
),
|
||||||
|
(With<BlueprintAssetsLoaded>, Added<BlueprintAssetsLoaded>, Without<BlueprintAssetsNotLoaded>),
|
||||||
|
>,
|
||||||
|
|
||||||
mut commands: Commands,
|
mut commands: Commands,
|
||||||
mut game_world: Query<Entity, With<GameWorldTag>>,
|
mut game_world: Query<Entity, With<GameWorldTag>>,
|
||||||
|
|
||||||
@ -70,7 +228,8 @@ pub(crate) fn spawn_from_blueprints(
|
|||||||
blueprints_config: Res<BluePrintsConfig>,
|
blueprints_config: Res<BluePrintsConfig>,
|
||||||
|
|
||||||
children: Query<&Children>,
|
children: Query<&Children>,
|
||||||
) {
|
){
|
||||||
|
|
||||||
for (
|
for (
|
||||||
entity,
|
entity,
|
||||||
blupeprint_name,
|
blupeprint_name,
|
||||||
@ -79,20 +238,14 @@ pub(crate) fn spawn_from_blueprints(
|
|||||||
library_override,
|
library_override,
|
||||||
add_to_world,
|
add_to_world,
|
||||||
name,
|
name,
|
||||||
|
|
||||||
) in spawn_placeholders.iter()
|
) in spawn_placeholders.iter()
|
||||||
{
|
{
|
||||||
debug!(
|
info!(
|
||||||
"need to spawn {:?} for entity {:?}, id: {:?}, parent:{:?}",
|
"need to spawn {:?} for entity {:?}, id: {:?}, parent:{:?}",
|
||||||
blupeprint_name.0, name, entity, original_parent
|
blupeprint_name.0, name, entity, original_parent
|
||||||
);
|
);
|
||||||
|
|
||||||
let mut original_children: Vec<Entity> = vec![];
|
|
||||||
if let Ok(c) = children.get(entity) {
|
|
||||||
for child in c.iter() {
|
|
||||||
original_children.push(*child);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
let what = &blupeprint_name.0;
|
let what = &blupeprint_name.0;
|
||||||
let model_file_name = format!("{}.{}", &what, &blueprints_config.format);
|
let model_file_name = format!("{}.{}", &what, &blueprints_config.format);
|
||||||
|
|
||||||
@ -101,8 +254,8 @@ pub(crate) fn spawn_from_blueprints(
|
|||||||
library_override.map_or_else(|| &blueprints_config.library_folder, |l| &l.0);
|
library_override.map_or_else(|| &blueprints_config.library_folder, |l| &l.0);
|
||||||
let model_path = Path::new(&library_path).join(Path::new(model_file_name.as_str()));
|
let model_path = Path::new(&library_path).join(Path::new(model_file_name.as_str()));
|
||||||
|
|
||||||
debug!("attempting to spawn {:?}", model_path);
|
info!("attempting to spawn {:?}", model_path);
|
||||||
let model_handle: Handle<Gltf> = asset_server.load(model_path);
|
let model_handle: Handle<Gltf> = asset_server.load(model_path);// FIXME: kinda weird now
|
||||||
|
|
||||||
let gltf = assets_gltf
|
let gltf = assets_gltf
|
||||||
.get(&model_handle)
|
.get(&model_handle)
|
||||||
@ -123,6 +276,12 @@ pub(crate) fn spawn_from_blueprints(
|
|||||||
transforms = *transform.unwrap();
|
transforms = *transform.unwrap();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
let mut original_children: Vec<Entity> = vec![];
|
||||||
|
if let Ok(c) = children.get(entity) {
|
||||||
|
for child in c.iter() {
|
||||||
|
original_children.push(*child);
|
||||||
|
}
|
||||||
|
}
|
||||||
commands.entity(entity).insert((
|
commands.entity(entity).insert((
|
||||||
SceneBundle {
|
SceneBundle {
|
||||||
scene: scene.clone(),
|
scene: scene.clone(),
|
||||||
@ -143,4 +302,4 @@ pub(crate) fn spawn_from_blueprints(
|
|||||||
commands.entity(world).add_child(entity);
|
commands.entity(world).add_child(entity);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
@ -6,7 +6,7 @@ use bevy::scene::SceneInstance;
|
|||||||
|
|
||||||
use super::{AnimationPlayerLink, Animations};
|
use super::{AnimationPlayerLink, Animations};
|
||||||
use super::{SpawnHere, Spawned};
|
use super::{SpawnHere, Spawned};
|
||||||
use crate::{CopyComponents, InBlueprint, NoInBlueprint, OriginalChildren};
|
use crate::{BlueprintAssetsToLoad, CopyComponents, InBlueprint, NoInBlueprint, OriginalChildren};
|
||||||
|
|
||||||
/// this system is in charge of doing any necessary post processing after a blueprint scene has been spawned
|
/// this system is in charge of doing any necessary post processing after a blueprint scene has been spawned
|
||||||
/// - it removes one level of useless nesting
|
/// - it removes one level of useless nesting
|
||||||
@ -89,6 +89,7 @@ pub(crate) fn spawned_blueprint_post_process(
|
|||||||
commands.entity(original).remove::<SpawnHere>();
|
commands.entity(original).remove::<SpawnHere>();
|
||||||
commands.entity(original).remove::<Spawned>();
|
commands.entity(original).remove::<Spawned>();
|
||||||
commands.entity(original).remove::<Handle<Scene>>();
|
commands.entity(original).remove::<Handle<Scene>>();
|
||||||
|
commands.entity(original).remove::<BlueprintAssetsToLoad>();// also clear the sub assets tracker to free up handles, perhaps just freeing up the handles and leave the rest would be better ?
|
||||||
commands.entity(root_entity).despawn_recursive();
|
commands.entity(root_entity).despawn_recursive();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -4,7 +4,7 @@ import bpy
|
|||||||
from ..helpers.generate_and_export import generate_and_export
|
from ..helpers.generate_and_export import generate_and_export
|
||||||
from .export_gltf import (generate_gltf_export_preferences, export_gltf)
|
from .export_gltf import (generate_gltf_export_preferences, export_gltf)
|
||||||
from ..modules.bevy_dynamic import is_object_dynamic, is_object_static
|
from ..modules.bevy_dynamic import is_object_dynamic, is_object_static
|
||||||
from ..helpers.helpers_scenes import clear_hollow_scene, copy_hollowed_collection_into
|
from ..helpers.helpers_scenes import clear_hollow_scene, copy_hollowed_collection_into, inject_blueprints_list_into_main_scene
|
||||||
|
|
||||||
|
|
||||||
# export all main scenes
|
# export all main scenes
|
||||||
@ -29,6 +29,8 @@ def export_main_scene(scene, folder_path, addon_prefs, library_collections):
|
|||||||
}
|
}
|
||||||
|
|
||||||
if export_blueprints :
|
if export_blueprints :
|
||||||
|
inject_blueprints_list_into_main_scene(scene)
|
||||||
|
|
||||||
if export_separate_dynamic_and_static_objects:
|
if export_separate_dynamic_and_static_objects:
|
||||||
#print("SPLIT STATIC AND DYNAMIC")
|
#print("SPLIT STATIC AND DYNAMIC")
|
||||||
# first export static objects
|
# first export static objects
|
||||||
|
@ -36,16 +36,23 @@ def get_marked_collections(scene, addon_prefs):
|
|||||||
return (collection_names, marked_collections)
|
return (collection_names, marked_collections)
|
||||||
|
|
||||||
# gets all collections within collections that might also be relevant
|
# gets all collections within collections that might also be relevant
|
||||||
def get_sub_collections(collections, parent, children_per_collection):
|
def get_sub_collections(collections, parent=None, children_per_collection=None):
|
||||||
|
if parent == None:
|
||||||
|
parent = CollectionNode()
|
||||||
|
if children_per_collection == None:
|
||||||
|
children_per_collection = {}
|
||||||
|
|
||||||
collection_names = set()
|
collection_names = set()
|
||||||
used_collections = []
|
used_collections = []
|
||||||
|
|
||||||
for root_collection in collections:
|
for root_collection in collections:
|
||||||
node = Node(name=root_collection.name, parent=parent)
|
print("collections", collections)
|
||||||
|
node = CollectionNode(name=root_collection.name, parent=parent)
|
||||||
parent.children.append(node)
|
parent.children.append(node)
|
||||||
|
|
||||||
#print("root collection", root_collection.name)
|
#print("root collection", root_collection.name)
|
||||||
for collection in traverse_tree(root_collection): # TODO: filter out COLLECTIONS that have the flatten flag (unlike the flatten flag on colleciton instances themselves)
|
for collection in traverse_tree(root_collection): # TODO: filter out COLLECTIONS that have the flatten flag (unlike the flatten flag on colleciton instances themselves)
|
||||||
|
print("sub", collection)
|
||||||
node_name = collection.name
|
node_name = collection.name
|
||||||
children_per_collection[node_name] = []
|
children_per_collection[node_name] = []
|
||||||
#print(" scanning", collection.name)
|
#print(" scanning", collection.name)
|
||||||
@ -53,12 +60,17 @@ def get_sub_collections(collections, parent, children_per_collection):
|
|||||||
#print("FLATTEN", object.name, 'Flatten' in object)
|
#print("FLATTEN", object.name, 'Flatten' in object)
|
||||||
if object.instance_type == 'COLLECTION' : # and not 'Flatten' in object:
|
if object.instance_type == 'COLLECTION' : # and not 'Flatten' in object:
|
||||||
collection_name = object.instance_collection.name
|
collection_name = object.instance_collection.name
|
||||||
|
print("sub obj", collection_name)
|
||||||
|
# FIXME: not sure:
|
||||||
|
children_per_collection[node_name].append(collection_name)
|
||||||
|
|
||||||
(sub_names, sub_collections) = get_sub_collections([object.instance_collection], node, children_per_collection)
|
(sub_names, sub_collections) = get_sub_collections([object.instance_collection], node, children_per_collection)
|
||||||
|
print("gna", sub_names, sub_collections)
|
||||||
if len(list(sub_names)) > 0:
|
if len(list(sub_names)) > 0:
|
||||||
|
print("toto")
|
||||||
children_per_collection[node_name] += (list(sub_names))
|
children_per_collection[node_name] += (list(sub_names))
|
||||||
#print(" found sub collection in use", object.name, object.instance_collection)
|
#print(" found sub collection in use", object.name, object.instance_collection)
|
||||||
|
|
||||||
|
|
||||||
if not collection_name in collection_names:
|
if not collection_name in collection_names:
|
||||||
collection_names.add(collection_name)
|
collection_names.add(collection_name)
|
||||||
used_collections.append(object.instance_collection)
|
used_collections.append(object.instance_collection)
|
||||||
@ -77,7 +89,7 @@ def flatten_collection_tree(node, children_per_collection):
|
|||||||
children_per_collection[node.name] = list(set( children_per_collection[node.name]))
|
children_per_collection[node.name] = list(set( children_per_collection[node.name]))
|
||||||
|
|
||||||
|
|
||||||
class Node :
|
class CollectionNode :
|
||||||
def __init__(self, name="", parent=None):
|
def __init__(self, name="", parent=None):
|
||||||
self.name = name
|
self.name = name
|
||||||
self.children = []
|
self.children = []
|
||||||
@ -93,7 +105,7 @@ def get_exportable_collections(main_scenes, library_scenes, addon_prefs):
|
|||||||
|
|
||||||
all_collections = []
|
all_collections = []
|
||||||
all_collection_names = []
|
all_collection_names = []
|
||||||
root_node = Node()
|
root_node = CollectionNode()
|
||||||
root_node.name = "root"
|
root_node.name = "root"
|
||||||
children_per_collection = {}
|
children_per_collection = {}
|
||||||
|
|
||||||
|
@ -1,5 +1,6 @@
|
|||||||
|
import json
|
||||||
import bpy
|
import bpy
|
||||||
from .helpers_collections import (set_active_collection)
|
from .helpers_collections import (CollectionNode, get_sub_collections, get_used_collections, set_active_collection)
|
||||||
from .object_makers import (make_empty)
|
from .object_makers import (make_empty)
|
||||||
|
|
||||||
|
|
||||||
@ -149,3 +150,40 @@ def get_scenes(addon_prefs):
|
|||||||
return [level_scene_names, level_scenes, library_scene_names, library_scenes]
|
return [level_scene_names, level_scenes, library_scene_names, library_scenes]
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
def inject_blueprints_list_into_main_scene(scene):
|
||||||
|
print("injecting assets data")
|
||||||
|
root_collection = scene.collection
|
||||||
|
assets_list = None
|
||||||
|
for object in scene.objects:
|
||||||
|
if object.name == "assets_list"+scene.name:
|
||||||
|
assets_list = object
|
||||||
|
break
|
||||||
|
|
||||||
|
if assets_list is None:
|
||||||
|
assets_list = make_empty('assets_list_'+scene.name, [0,0,0], [0,0,0], [0,0,0], root_collection)
|
||||||
|
|
||||||
|
|
||||||
|
# find all blueprints used in a scene
|
||||||
|
# TODO: export a tree rather than a flat list ? because you could have potential clashing items in flat lists (amongst other issues)
|
||||||
|
(collection_names, collections) = get_used_collections(scene)
|
||||||
|
root_node = CollectionNode()
|
||||||
|
root_node.name = "root"
|
||||||
|
children_per_collection = {}
|
||||||
|
|
||||||
|
#print("collection_names", collection_names, "collections", collections)
|
||||||
|
(bla, bli ) = get_sub_collections(collections, root_node, children_per_collection)
|
||||||
|
#print("sfdsfsdf", bla, bli, "root", root_node, "children_per_collection", children_per_collection)
|
||||||
|
# with sub collections
|
||||||
|
# (collection_names, collections) = get_sub_collections(all_collections, root_node, children_per_collection)
|
||||||
|
#
|
||||||
|
# what about marked assets ?
|
||||||
|
#assets_list["blueprints_direct"] = list(collection_names)
|
||||||
|
assets_list["BlueprintsList"] = f"({json.dumps(dict(children_per_collection))})"
|
||||||
|
#'({"a":[]})'
|
||||||
|
#'([])'
|
||||||
|
#
|
||||||
|
#
|
||||||
|
|
||||||
|
print("assets list", assets_list["BlueprintsList"], children_per_collection)
|
||||||
|
@ -20,7 +20,7 @@ def setup_data(request):
|
|||||||
#other_materials_path = os.path.join("../../testing", "other_materials")
|
#other_materials_path = os.path.join("../../testing", "other_materials")
|
||||||
|
|
||||||
print("\nPerforming teardown...")
|
print("\nPerforming teardown...")
|
||||||
if os.path.exists(models_path):
|
'''if os.path.exists(models_path):
|
||||||
shutil.rmtree(models_path)
|
shutil.rmtree(models_path)
|
||||||
|
|
||||||
"""if os.path.exists(materials_path):
|
"""if os.path.exists(materials_path):
|
||||||
@ -34,7 +34,7 @@ def setup_data(request):
|
|||||||
|
|
||||||
screenshot_observed_path = os.path.join(root_path, "screenshot.png")
|
screenshot_observed_path = os.path.join(root_path, "screenshot.png")
|
||||||
if os.path.exists(screenshot_observed_path):
|
if os.path.exists(screenshot_observed_path):
|
||||||
os.remove(screenshot_observed_path)
|
os.remove(screenshot_observed_path)'''
|
||||||
|
|
||||||
request.addfinalizer(finalizer)
|
request.addfinalizer(finalizer)
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user