feat(bevy_gltf_components): testing a different approach using only gltf extras (#134)
* not using / tracking gltf files anymore (should avoid issues with scenes vs gltf files) * restructured accordingly * closes #102 * closes #111
This commit is contained in:
parent
e0e3a620f7
commit
1ceb5050f2
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@ -113,6 +113,7 @@ Thanks to all the contributors helping out with this project ! Big kudos to you,
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- [BSDGuyShawn](https://github.com/BSDGuyShawn)
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- [yukkop](https://github.com/yukkop)
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- [killercup](https://github.com/killercup)
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- [janhohenheim ](https://github.com/janhohenheim)
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## License
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@ -1,6 +1,6 @@
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[package]
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name = "bevy_gltf_blueprints"
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version = "0.7.1"
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version = "0.7.3"
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authors = ["Mark 'kaosat-dev' Moissette"]
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description = "Adds the ability to define Blueprints/Prefabs for [Bevy](https://bevyengine.org/) inside gltf files and spawn them in Bevy."
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homepage = "https://github.com/kaosat-dev/Blender_bevy_components_workflow"
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@ -1,6 +1,6 @@
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[package]
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name = "bevy_gltf_components"
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version = "0.3.1"
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version = "0.3.2"
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authors = ["Mark 'kaosat-dev' Moissette"]
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description = "Allows you to define [Bevy](https://bevyengine.org/) components direclty inside gltf files and instanciate the components on the Bevy side."
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homepage = "https://github.com/kaosat-dev/Blender_bevy_components_workflow"
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@ -1,8 +1,8 @@
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pub mod utils;
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pub use utils::*;
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pub mod gltf_to_components;
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pub use gltf_to_components::*;
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pub mod ronstring_to_reflect_component;
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pub use ronstring_to_reflect_component::*;
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pub mod process_gltfs;
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pub use process_gltfs::*;
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@ -68,14 +68,12 @@ impl Default for ComponentsFromGltfPlugin {
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impl Plugin for ComponentsFromGltfPlugin {
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fn build(&self, app: &mut App) {
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app.insert_resource(GltfLoadingTracker::new())
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.insert_resource(GltfComponentsConfig {
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app.insert_resource(GltfComponentsConfig {
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legacy_mode: self.legacy_mode,
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})
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.add_systems(Update, (track_new_gltf, process_loaded_scenes))
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.add_systems(
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Update,
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(process_loaded_scenes).in_set(GltfComponentsSet::Injection),
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(add_components_from_gltf_extras).in_set(GltfComponentsSet::Injection),
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);
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}
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}
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@ -1,101 +1,87 @@
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use bevy::asset::AssetPath;
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use bevy::gltf::Gltf;
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use bevy::utils::HashSet;
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use bevy::{asset::LoadState, prelude::*};
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use std::path::Path;
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use bevy::{
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core::Name,
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ecs::{
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entity::Entity,
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query::Added,
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reflect::{AppTypeRegistry, ReflectComponent},
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world::World,
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},
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gltf::GltfExtras,
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hierarchy::Parent,
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log::debug,
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reflect::{Reflect, TypeRegistration},
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utils::HashMap,
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};
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use crate::{gltf_extras_to_components, GltfComponentsConfig};
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use crate::{ronstring_to_reflect_component, GltfComponentsConfig};
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#[derive(Resource)]
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/// component to keep track of gltfs' loading state
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pub struct GltfLoadingTracker {
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pub loading_gltfs: HashSet<Handle<Gltf>>,
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pub processed_gltfs: HashSet<String>,
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}
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impl Default for GltfLoadingTracker {
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fn default() -> Self {
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Self::new()
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}
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}
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/// main function: injects components into each entity in gltf files that have `gltf_extras`, using reflection
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pub fn add_components_from_gltf_extras(world: &mut World) {
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let mut extras =
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world.query_filtered::<(Entity, &Name, &GltfExtras, &Parent), Added<GltfExtras>>();
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let mut entity_components: HashMap<Entity, Vec<(Box<dyn Reflect>, TypeRegistration)>> =
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HashMap::new();
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impl GltfLoadingTracker {
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pub fn new() -> GltfLoadingTracker {
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GltfLoadingTracker {
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loading_gltfs: HashSet::new(),
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processed_gltfs: HashSet::new(),
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}
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}
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pub fn add_gltf(&mut self, handle: Handle<Gltf>) {
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self.loading_gltfs.insert(handle);
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}
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}
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let gltf_components_config = world.resource::<GltfComponentsConfig>();
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pub fn track_new_gltf(
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mut tracker: ResMut<GltfLoadingTracker>,
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mut events: EventReader<AssetEvent<Gltf>>,
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asset_server: Res<AssetServer>,
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) {
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for event in events.read() {
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if let AssetEvent::Added { id } = event {
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let handle = asset_server.get_id_handle(*id);
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if let Some(handle) = handle {
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tracker.add_gltf(handle.clone());
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debug!("gltf created {:?}", handle);
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} else {
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let asset_path = asset_server
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.get_path(*id)
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.unwrap_or(AssetPath::from_path(Path::new("n/a"))); // will unfortunatly not work, will do a PR/ discussion at the Bevy level, leaving for reference, would be very practical
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warn!(
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"a gltf file ({:?}) has no handle available, cannot inject components",
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asset_path
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);
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}
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}
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}
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events.clear();
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}
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pub fn process_loaded_scenes(
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mut gltfs: ResMut<Assets<Gltf>>,
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mut tracker: ResMut<GltfLoadingTracker>,
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mut scenes: ResMut<Assets<Scene>>,
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app_type_registry: Res<AppTypeRegistry>,
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asset_server: Res<AssetServer>,
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gltf_components_config: Res<GltfComponentsConfig>,
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) {
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let mut loaded_gltfs = Vec::new();
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for gltf in &tracker.loading_gltfs {
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for (entity, name, extra, parent) in extras.iter(world) {
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debug!(
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"checking for loaded gltfs {:?}",
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asset_server.get_load_state(gltf)
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"Name: {}, entity {:?}, parent: {:?}, extras {:?}",
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name, entity, parent, extra
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);
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if let Some(load_state) = asset_server.get_load_state(gltf.clone()) {
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if load_state == LoadState::Loaded {
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debug!("Adding scene to processing list");
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loaded_gltfs.push(gltf.clone());
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}
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}
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}
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let type_registry = app_type_registry.read();
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for gltf_handle in &loaded_gltfs {
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if let Some(gltf) = gltfs.get_mut(gltf_handle) {
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gltf_extras_to_components(
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gltf,
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&mut scenes,
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&*type_registry,
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let type_registry: &AppTypeRegistry = world.resource();
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let type_registry = type_registry.read();
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let reflect_components = ronstring_to_reflect_component(
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&extra.value,
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&type_registry,
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gltf_components_config.legacy_mode,
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);
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if let Some(path) = gltf_handle.path() {
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tracker.processed_gltfs.insert(path.to_string());
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// we assign the components specified /xxx_components objects to their parent node
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let mut target_entity = entity;
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// if the node contains "components" or ends with "_pa" (ie add to parent), the components will not be added to the entity itself but to its parent
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// this is mostly used for Blender collections
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if name.as_str().contains("components") || name.as_str().ends_with("_pa") {
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debug!("adding components to parent");
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target_entity = parent.get();
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}
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debug!("adding to {:?}", target_entity);
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// if there where already components set to be added to this entity (for example when entity_data was refering to a parent), update the vec of entity_components accordingly
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// this allows for example blender collection to provide basic ecs data & the instances to override/ define their own values
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if entity_components.contains_key(&target_entity) {
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let mut updated_components: Vec<(Box<dyn Reflect>, TypeRegistration)> = Vec::new();
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let current_components = &entity_components[&target_entity];
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// first inject the current components
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for (component, type_registration) in current_components {
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updated_components.push((component.clone_value(), type_registration.clone()));
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}
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// then inject the new components: this also enables overwrite components set in the collection
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for (component, type_registration) in reflect_components {
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updated_components.push((component.clone_value(), type_registration));
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}
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entity_components.insert(target_entity, updated_components);
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} else {
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warn!("could not find gltf asset, cannot process it");
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entity_components.insert(target_entity, reflect_components);
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}
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}
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for (entity, components) in entity_components {
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if !components.is_empty() {
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debug!("--entity {:?}, components {}", entity, components.len());
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}
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for (component, type_registration) in components {
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let mut entity_mut = world.entity_mut(entity);
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debug!(
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"------adding {} {:?}",
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component.get_represented_type_info().unwrap().type_path(),
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component
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);
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type_registration
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.data::<ReflectComponent>()
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.unwrap()
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.insert(&mut entity_mut, &*component); // TODO: how can we insert any additional components "by hand" here ?
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}
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tracker.loading_gltfs.remove(gltf_handle);
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debug!("Done loading gltf file");
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}
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}
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@ -1,37 +1,19 @@
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use bevy::ecs::component::Component;
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use bevy::render::color::Color;
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use core::ops::Deref;
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use bevy::log::{debug, warn};
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use bevy::reflect::serde::UntypedReflectDeserializer;
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use bevy::reflect::{Reflect, TypeInfo, TypeRegistration, TypeRegistry};
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use bevy::utils::HashMap;
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use ron::Value;
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use serde::de::DeserializeSeed;
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use bevy::ecs::{entity::Entity, reflect::ReflectComponent};
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use bevy::gltf::{Gltf, GltfExtras};
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use bevy::reflect::serde::UntypedReflectDeserializer;
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use bevy::reflect::{Reflect, TypeInfo, TypeRegistry};
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use bevy::scene::Scene;
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use bevy::utils::HashMap;
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use bevy::{
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log::{debug, warn},
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prelude::{Assets, Name, Parent, ResMut},
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};
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use super::capitalize_first_letter;
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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struct TuppleTestColor(Color);
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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pub struct VecOfColors(Vec<Color>);
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pub fn ronstring_to_reflect_component(
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ron_string: &str,
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type_registry: &TypeRegistry,
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simplified_types: bool,
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) -> Vec<Box<dyn Reflect>> {
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) -> Vec<(Box<dyn Reflect>, TypeRegistration)> {
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let lookup: HashMap<String, Value> = ron::from_str(ron_string).unwrap();
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let mut components: Vec<Box<dyn Reflect>> = Vec::new();
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let mut components: Vec<(Box<dyn Reflect>, TypeRegistration)> = Vec::new();
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for (key, value) in lookup.into_iter() {
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let type_string = key.replace("component: ", "").trim().to_string();
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let capitalized_type_name = capitalize_first_letter(type_string.as_str());
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}
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}
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// println!("parsed value {}",parsed_value);
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// FIXME: waaait this should be part of the legacy mode as it modifies the ron data ???
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// so it means the values generated by the Blende add-on are incomplete (trivial to fix, but still)
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if parsed_value.is_empty() {
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parsed_value = "()".to_string();
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}
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debug!("component {:?}", component);
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debug!("real type {:?}", component.get_represented_type_info());
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components.push(component);
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components.push((component, type_registration.clone()));
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debug!("found type registration for {}", capitalized_type_name);
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} else {
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warn!("no type registration for {}", capitalized_type_name);
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@ -152,107 +135,3 @@ pub fn ronstring_to_reflect_component(
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}
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components
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}
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/// main function: injects components into each entity in gltf files that have `gltf_extras`, using reflection
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pub fn gltf_extras_to_components(
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gltf: &mut Gltf,
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scenes: &mut ResMut<Assets<Scene>>,
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type_registry: impl Deref<Target = TypeRegistry>,
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legacy_mode: bool,
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) {
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let mut added_components = 0;
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let simplified_types = legacy_mode;
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if simplified_types {
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warn!("using simplified component definitions is deprecated since 0.3, prefer defining components with real ron values (use the bevy_components tool for Blender for simplicity) ");
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}
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for (_name, scene) in &gltf.named_scenes {
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debug!("gltf: scene name {:?}", _name);
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let scene = scenes.get_mut(scene).unwrap();
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let mut query = scene.world.query::<(Entity, &Name, &GltfExtras, &Parent)>();
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let mut entity_components: HashMap<Entity, Vec<Box<dyn Reflect>>> = HashMap::new();
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for (entity, name, extras, parent) in query.iter(&scene.world) {
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debug!("Name: {}, entity {:?}, parent: {:?}", name, entity, parent);
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let reflect_components =
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ronstring_to_reflect_component(&extras.value, &type_registry, simplified_types);
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added_components = reflect_components.len();
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debug!("Found components {}", added_components);
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// we assign the components specified /xxx_components objects to their parent node
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let mut target_entity = entity;
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// if the node contains "components" or ends with "_pa" (ie add to parent), the components will not be added to the entity itself but to its parent
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// this is mostly used for Blender collections
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if name.as_str().contains("components") || name.as_str().ends_with("_pa") {
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debug!("adding components to parent");
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target_entity = parent.get();
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}
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debug!("adding to {:?}", target_entity);
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// if there where already components set to be added to this entity (for example when entity_data was refering to a parent), update the vec of entity_components accordingly
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// this allows for example blender collection to provide basic ecs data & the instances to override/ define their own values
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if entity_components.contains_key(&target_entity) {
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let mut updated_components: Vec<Box<dyn Reflect>> = Vec::new();
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let current_components = &entity_components[&target_entity];
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// first inject the current components
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for component in current_components {
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updated_components.push(component.clone_value());
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}
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// then inject the new components: this also enables overwrite components set in the collection
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for component in reflect_components {
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updated_components.push(component.clone_value());
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}
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entity_components.insert(target_entity, updated_components);
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} else {
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entity_components.insert(target_entity, reflect_components);
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}
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// shorthand, did not manage to get it working
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/* entity_components.insert(
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target_entity,
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if entity_components.contains_key(&target_entity) {
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entity_components[&target_entity].push(reflect_components) } else { reflect_components }
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);*/
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debug!("-----value {:?}", &extras.value);
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}
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// GltfNode
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// find a way to link this name to the current entity ? => WOULD BE VERY USEFULL for animations & co !!
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debug!("done pre-processing components, now adding them to entities");
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for (entity, components) in entity_components {
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if !components.is_empty() {
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debug!("--entity {:?}, components {}", entity, components.len());
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}
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for component in components {
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let mut entity_mut = scene.world.entity_mut(entity);
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debug!(
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"------adding {} {:?}",
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component.get_represented_type_info().unwrap().type_path(),
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component
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);
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let component_type_path =
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component.get_represented_type_info().unwrap().type_path();
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type_registry
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.get_with_type_path(component_type_path)
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.unwrap() // Component was successfully deserialized, it has to be in the registry
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.data::<ReflectComponent>()
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.unwrap() // Hopefully, the component deserializer ensures those are components
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.insert(&mut entity_mut, &*component);
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// debug!("all components {:?}", scene.world.entity(entity).archetype().components());
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// scene.world.components().
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// TODO: how can we insert any additional components "by hand" here ?
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}
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// let entity_mut = scene.world.entity_mut(entity);
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// let archetype = entity_mut.archetype().clone();
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// let _all_components = archetype.components();
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if added_components > 0 {
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debug!("------done adding {} components", added_components);
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}
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}
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}
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debug!("done injecting components from gltf_extras");
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}
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