mirror of
https://github.com/kaosat-dev/Blender_bevy_components_workflow.git
synced 2024-12-22 23:54:10 +00:00
feat(asset preloading): experimented with using the underlying gltf crate
to get the list of assets & preload them * a tiny bit clunky but works and is somewhat cleaner than the previous "staggered loading" approach * enables having level load state (could be used for progress information & co) * modified blueprints spawning to used the new system * various cleanups & related tweaks * fixed issues on the Blender side when with the formating of the ron data for assets
This commit is contained in:
parent
e232fedc4b
commit
253d33f1bb
@ -1,11 +1,12 @@
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use std::path::{Path, PathBuf};
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use bevy::{asset::LoadedUntypedAsset, gltf::Gltf, prelude::*, utils::HashMap};
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use serde::Deserialize;
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use crate::{BlenvyConfig, BlueprintAnimations};
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/// helper component, is used to store the list of sub blueprints to enable automatic loading of dependend blueprints
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#[derive(Component, Reflect, Default, Debug)]
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#[derive(Component, Reflect, Default, Debug, Deserialize)]
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#[reflect(Component)]
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pub struct MyAsset{
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pub name: String,
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@ -13,7 +14,7 @@ pub struct MyAsset{
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}
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/// helper component, is used to store the list of sub blueprints to enable automatic loading of dependend blueprints
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#[derive(Component, Reflect, Default, Debug)]
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#[derive(Component, Reflect, Default, Debug, Deserialize)]
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#[reflect(Component)]
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pub struct BlenvyAssets(pub Vec<MyAsset>);
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@ -42,12 +43,12 @@ pub(crate) struct AssetLoadTracker {
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/// helper component, for tracking loaded assets
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#[derive(Component, Debug)]
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pub(crate) struct AssetsToLoad {
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pub(crate) struct BlenvyAssetsLoadState {
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pub all_loaded: bool,
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pub asset_infos: Vec<AssetLoadTracker>,
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pub progress: f32,
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}
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impl Default for AssetsToLoad {
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impl Default for BlenvyAssetsLoadState {
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fn default() -> Self {
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Self {
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all_loaded: Default::default(),
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@ -17,7 +17,7 @@ use bevy::{
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render::mesh::Mesh,
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};
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use crate::{AssetLoadTracker, AssetsToLoad, BlenvyConfig, BlueprintInstanceReady};
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use crate::{AssetLoadTracker, BlenvyAssetsLoadState, BlenvyConfig, BlueprintInstanceReady};
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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@ -71,7 +71,7 @@ pub(crate) fn materials_inject(
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commands
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.entity(entity)
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.insert(AssetsToLoad {
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.insert(BlenvyAssetsLoadState {
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all_loaded: false,
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asset_infos,
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..Default::default()
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@ -85,7 +85,7 @@ pub(crate) fn materials_inject(
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// TODO, merge with blueprints_check_assets_loading, make generic ?
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pub(crate) fn check_for_material_loaded(
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mut blueprint_assets_to_load: Query<
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(Entity, &mut AssetsToLoad),
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(Entity, &mut BlenvyAssetsLoadState),
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With<BlueprintMaterialAssetsNotLoaded>,
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>,
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asset_server: Res<AssetServer>,
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396
crates/blenvy/src/blueprints/spawn_from_blueprints copy.rs
Normal file
396
crates/blenvy/src/blueprints/spawn_from_blueprints copy.rs
Normal file
@ -0,0 +1,396 @@
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use std::path::{Path, PathBuf};
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use bevy::{gltf::Gltf, prelude::*, utils::hashbrown::HashMap};
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use serde_json::Value;
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use crate::{BlenvyAssets, AssetsToLoad, AssetLoadTracker, BlenvyConfig, BlueprintAnimations, BlueprintAssetsLoaded, BlueprintAssetsNotLoaded};
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/// this is a flag component for our levels/game world
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#[derive(Component)]
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pub struct GameWorldTag;
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/// Main component for the blueprints
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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pub struct BlueprintName(pub String);
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/// path component for the blueprints
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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pub struct BlueprintPath(pub String);
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/// flag component needed to signify the intent to spawn a Blueprint
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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pub struct SpawnHere;
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#[derive(Component)]
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/// flag component for dynamically spawned scenes
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pub struct Spawned;
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#[derive(Component, Debug)]
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/// flag component added when a Blueprint instance ist Ready : ie :
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/// - its assets have loaded
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/// - it has finished spawning
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pub struct BlueprintInstanceReady;
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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/// flag component marking any spwaned child of blueprints ..unless the original entity was marked with the `NoInBlueprint` marker component
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pub struct InBlueprint;
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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/// flag component preventing any spawned child of blueprints to be marked with the `InBlueprint` component
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pub struct NoInBlueprint;
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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// this allows overriding the default library path for a given entity/blueprint
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pub struct Library(pub PathBuf);
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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/// flag component to force adding newly spawned entity as child of game world
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pub struct AddToGameWorld;
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#[derive(Component)]
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/// helper component, just to transfer child data
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pub(crate) struct OriginalChildren(pub Vec<Entity>);
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#[derive(Event, Debug)]
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pub enum BlueprintEvent {
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/// event fired when a blueprint has finished loading its assets & before it attempts spawning
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AssetsLoaded {
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blueprint_name: String,
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blueprint_path: String,
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// TODO: add assets list ?
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},
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/// event fired when a blueprint is COMPLETELY done spawning ie
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/// - all its assets have been loaded
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/// - the spawning attempt has been sucessfull
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Spawned {
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blueprint_name: String,
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blueprint_path: String,
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},
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///
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Ready {
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blueprint_path: String,
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}
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}
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use gltf::Gltf as RawGltf;
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pub(crate) fn blueprints_prepare_spawn(
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spawn_placeholders: Query<
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(
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Entity,
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&BlueprintPath,
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),
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(Added<BlueprintPath>, Without<Spawned>, Without<SpawnHere>)>,
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// before 0.14 we have to use a seperate query, after migrating we can query at the root level
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entities_with_assets: Query<
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(
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Entity,
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/*&BlueprintName,
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&BlueprintPath,
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Option<&Parent>,*/
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Option<&Name>,
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Option<&BlenvyAssets>,
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),
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(Added<BlenvyAssets>), // Added<BlenvyAssets>
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>,
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bla_bla : Query<
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(
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Entity,
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&BlueprintName,
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&BlueprintPath,
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Option<&Parent>,
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Option<&BlenvyAssets>,
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),(Added<BlueprintPath>)
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>,
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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) {
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for (entity, blueprint_path) in spawn_placeholders.iter() {
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println!("added blueprint_path {:?}", blueprint_path);
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/*commands.entity(entity).insert(
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SceneBundle {
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scene: asset_server.load(format!("{}#Scene0", &blueprint_path.0)), // "levels/World.glb#Scene0"),
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..default()
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},
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);*/
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// let model_handle: Handle<Gltf> = asset_server.load(model_path.clone());
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}
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for (entity, blueprint_name, blueprint_path, parent, all_assets) in bla_bla.iter() {
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println!("added blueprint to spawn {:?} {:?}", blueprint_name, blueprint_path);
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println!("all assets {:?}", all_assets);
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/* prefetch attempt */
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let gltf = RawGltf::open(format!("assets/{}", blueprint_path.0)).unwrap();// RawGltf::open("examples/Box.gltf")?;
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for scene in gltf.scenes() {
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let foo_extras = scene.extras().clone().unwrap();
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let lookup: HashMap<String, Value> = serde_json::from_str(&foo_extras.get()).unwrap();
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for (key, value) in lookup.clone().into_iter() {
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println!("{} / {}", key, value);
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}
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if lookup.contains_key("BlenvyAssets"){
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let assets_raw = &lookup["BlenvyAssets"];
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println!("ASSETS RAW {}", assets_raw);
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let x: BlenvyAssets = ron::from_str(&assets_raw.as_str().unwrap()).unwrap();
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println!("YAHA {:?}", x);
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}
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//println!("SCENE EXTRAS {:?}", foo_extras);
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}
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//////////////
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let untyped_handle = asset_server.load_untyped(&blueprint_path.0);
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let asset_id = untyped_handle.id();
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let loaded = asset_server.is_loaded_with_dependencies(asset_id);
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let mut asset_infos: Vec<AssetLoadTracker> = vec![];
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if !loaded {
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asset_infos.push(AssetLoadTracker {
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name: blueprint_name.0.clone(),
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id: asset_id,
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loaded: false,
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handle: untyped_handle.clone(),
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});
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}
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// now insert load tracker
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if !asset_infos.is_empty() {
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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,
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..Default::default()
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})
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.insert(BlueprintAssetsNotLoaded);
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} else {
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commands.entity(entity).insert(BlueprintAssetsLoaded);
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}
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}
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for (child_entity, child_entity_name, all_assets) in entities_with_assets.iter(){
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println!("added assets {:?} to {:?}", all_assets, child_entity_name);
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if all_assets.is_some() {
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let mut asset_infos: Vec<AssetLoadTracker> = vec![];
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for asset in all_assets.unwrap().0.iter() {
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let untyped_handle = asset_server.load_untyped(&asset.path);
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//println!("untyped handle {:?}", untyped_handle);
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//asset_server.load(asset.path);
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let asset_id = untyped_handle.id();
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//println!("ID {:?}", asset_id);
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let loaded = asset_server.is_loaded_with_dependencies(asset_id);
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//println!("Loaded ? {:?}", loaded);
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if !loaded {
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asset_infos.push(AssetLoadTracker {
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name: asset.name.clone(),
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id: asset_id,
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loaded: false,
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handle: untyped_handle.clone(),
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});
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}
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}
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// now insert load tracker
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if !asset_infos.is_empty() {
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commands
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.entity(child_entity)
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.insert(AssetsToLoad {
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all_loaded: false,
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asset_infos,
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..Default::default()
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})
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.insert(BlueprintAssetsNotLoaded);
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} else {
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commands.entity(child_entity).insert(BlueprintAssetsLoaded);
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}
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}
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}
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}
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pub(crate) fn blueprints_check_assets_loading(
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mut blueprint_assets_to_load: Query<
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(Entity, Option<&Name>, &BlueprintPath, &mut AssetsToLoad),
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With<BlueprintAssetsNotLoaded>,
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>,
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asset_server: Res<AssetServer>,
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mut commands: Commands,
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mut blueprint_events: EventWriter<BlueprintEvent>,
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) {
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for (entity, entity_name, blueprint_path, 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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println!("loading {}: // load state: {:?}", tracker.name, asset_server.load_state(asset_id));
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// FIXME: hack for now
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let mut failed = false;// asset_server.load_state(asset_id) == bevy::asset::LoadState::Failed(_error);
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match asset_server.load_state(asset_id) {
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bevy::asset::LoadState::Failed(_) => {
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failed = true
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},
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_ => {}
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}
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tracker.loaded = loaded || failed;
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if loaded || failed {
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loaded_amount += 1;
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} 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: {}",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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println!("done with loading {:?}, inserting components", entity_name);
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blueprint_events.send(BlueprintEvent::AssetsLoaded {blueprint_name:"".into(), blueprint_path: blueprint_path.0.clone() });
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commands
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.entity(entity)
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.insert(BlueprintAssetsLoaded)
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.remove::<BlueprintAssetsNotLoaded>()
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.remove::<AssetsToLoad>()
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;
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}
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}
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}
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pub(crate) fn blueprints_spawn(
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spawn_placeholders: Query<
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(
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Entity,
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&BlueprintName,
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&BlueprintPath,
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Option<&Transform>,
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Option<&Parent>,
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Option<&AddToGameWorld>,
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Option<&Name>,
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),
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(
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With<BlueprintAssetsLoaded>,
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Added<BlueprintAssetsLoaded>,
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Without<BlueprintAssetsNotLoaded>,
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),
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>,
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mut commands: Commands,
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mut game_world: Query<Entity, With<GameWorldTag>>,
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assets_gltf: Res<Assets<Gltf>>,
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asset_server: Res<AssetServer>,
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children: Query<&Children>,
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) {
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for (
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entity,
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blupeprint_name,
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blueprint_path,
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transform,
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original_parent,
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add_to_world,
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name,
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) in spawn_placeholders.iter()
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{
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info!(
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"attempting to spawn blueprint {:?} for entity {:?}, id: {:?}, parent:{:?}",
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blupeprint_name.0, name, entity, original_parent
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);
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// info!("attempting to spawn {:?}", model_path);
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let model_handle: Handle<Gltf> = asset_server.load(blueprint_path.0.clone()); // FIXME: kinda weird now
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let gltf = assets_gltf.get(&model_handle).unwrap_or_else(|| {
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panic!(
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"gltf file {:?} should have been loaded",
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&blueprint_path.0
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)
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});
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// WARNING we work under the assumtion that there is ONLY ONE named scene, and that the first one is the right one
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let main_scene_name = gltf
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.named_scenes
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.keys()
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.next()
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.expect("there should be at least one named scene in the gltf file to spawn");
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let scene = &gltf.named_scenes[main_scene_name];
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// transforms are optional, but still deal with them correctly
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let mut transforms: Transform = Transform::default();
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if transform.is_some() {
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transforms = *transform.unwrap();
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}
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let mut original_children: Vec<Entity> = vec![];
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if let Ok(c) = children.get(entity) {
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for child in c.iter() {
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original_children.push(*child);
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}
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}
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let mut named_animations:HashMap<String, Handle<AnimationClip>> = HashMap::new() ;
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for (key, value) in gltf.named_animations.iter() {
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named_animations.insert(key.to_string(), value.clone());
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}
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commands.entity(entity).insert((
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SceneBundle {
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scene: scene.clone(),
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transform: transforms,
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..Default::default()
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},
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Spawned,
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BlueprintInstanceReady, // FIXME: not sure if this is should be added here or in the post process
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OriginalChildren(original_children),
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BlueprintAnimations {
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// these are animations specific to the inside of the blueprint
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named_animations: named_animations//gltf.named_animations.clone(),
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},
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));
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if add_to_world.is_some() {
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let world = game_world
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.get_single_mut()
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.expect("there should be a game world present");
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commands.entity(world).add_child(entity);
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}
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}
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}
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|
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|
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|
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|
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|
@ -1,8 +1,9 @@
|
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use std::path::{Path, PathBuf};
|
||||
|
||||
use bevy::{gltf::Gltf, prelude::*, utils::hashbrown::HashMap};
|
||||
use serde_json::Value;
|
||||
|
||||
use crate::{BlenvyAssets, AssetsToLoad, AssetLoadTracker, BlenvyConfig, BlueprintAnimations, BlueprintAssetsLoaded, BlueprintAssetsNotLoaded};
|
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use crate::{BlenvyAssets, BlenvyAssetsLoadState, AssetLoadTracker, BlenvyConfig, BlueprintAnimations, BlueprintAssetsLoaded, BlueprintAssetsNotLoaded};
|
||||
|
||||
/// this is a flag component for our levels/game world
|
||||
#[derive(Component)]
|
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@ -18,6 +19,18 @@ pub struct BlueprintName(pub String);
|
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#[reflect(Component)]
|
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pub struct BlueprintPath(pub String);
|
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|
||||
|
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/// Main component for the blueprints
|
||||
/// has both name & path of the blueprint to enable injecting the data from the correct blueprint
|
||||
/// into the entity that contains this component
|
||||
#[derive(Component, Reflect, Default, Debug)]
|
||||
#[reflect(Component)]
|
||||
pub struct BlueprintInfo{
|
||||
pub name: String,
|
||||
pub path: String,
|
||||
}
|
||||
|
||||
|
||||
/// flag component needed to signify the intent to spawn a Blueprint
|
||||
#[derive(Component, Reflect, Default, Debug)]
|
||||
#[reflect(Component)]
|
||||
@ -83,6 +96,9 @@ pub enum BlueprintEvent {
|
||||
|
||||
}
|
||||
|
||||
|
||||
use gltf::Gltf as RawGltf;
|
||||
|
||||
pub(crate) fn blueprints_prepare_spawn(
|
||||
spawn_placeholders: Query<
|
||||
(
|
||||
@ -105,7 +121,7 @@ pub(crate) fn blueprints_prepare_spawn(
|
||||
>,
|
||||
|
||||
|
||||
bla_bla : Query<
|
||||
blueprint_instances_to_spawn : Query<
|
||||
(
|
||||
Entity,
|
||||
&BlueprintName,
|
||||
@ -120,7 +136,7 @@ asset_server: Res<AssetServer>,
|
||||
|
||||
) {
|
||||
for (entity, blueprint_path) in spawn_placeholders.iter() {
|
||||
//println!("added blueprint_path {:?}", blueprint_path);
|
||||
println!("added blueprint_path {:?}", blueprint_path);
|
||||
/*commands.entity(entity).insert(
|
||||
SceneBundle {
|
||||
scene: asset_server.load(format!("{}#Scene0", &blueprint_path.0)), // "levels/World.glb#Scene0"),
|
||||
@ -130,9 +146,13 @@ asset_server: Res<AssetServer>,
|
||||
// let model_handle: Handle<Gltf> = asset_server.load(model_path.clone());
|
||||
}
|
||||
|
||||
for (entity, blueprint_name, blueprint_path, parent, all_assets) in bla_bla.iter() {
|
||||
println!("added blueprint to spawn {:?} {:?}", blueprint_name, blueprint_path);
|
||||
// println!("all assets {:?}", all_assets);
|
||||
for (entity, blueprint_name, blueprint_path, parent, all_assets) in blueprint_instances_to_spawn.iter() {
|
||||
println!("Detected blueprint to spawn {:?} {:?}", blueprint_name, blueprint_path);
|
||||
println!("all assets {:?}", all_assets);
|
||||
//////////////
|
||||
|
||||
// we add the asset of the blueprint itself
|
||||
// TODO: add detection of already loaded data
|
||||
let untyped_handle = asset_server.load_untyped(&blueprint_path.0);
|
||||
let asset_id = untyped_handle.id();
|
||||
let loaded = asset_server.is_loaded_with_dependencies(asset_id);
|
||||
@ -147,11 +167,48 @@ asset_server: Res<AssetServer>,
|
||||
});
|
||||
}
|
||||
|
||||
// and we also add all its assets
|
||||
/* prefetch attempt */
|
||||
let gltf = RawGltf::open(format!("assets/{}", blueprint_path.0)).unwrap();// RawGltf::open("examples/Box.gltf")?;
|
||||
for scene in gltf.scenes() {
|
||||
let foo_extras = scene.extras().clone().unwrap();
|
||||
|
||||
let lookup: HashMap<String, Value> = serde_json::from_str(&foo_extras.get()).unwrap();
|
||||
/*for (key, value) in lookup.clone().into_iter() {
|
||||
println!("{} / {}", key, value);
|
||||
}*/
|
||||
|
||||
if lookup.contains_key("BlenvyAssets"){
|
||||
let assets_raw = &lookup["BlenvyAssets"];
|
||||
//println!("ASSETS RAW {}", assets_raw);
|
||||
let all_assets: BlenvyAssets = ron::from_str(&assets_raw.as_str().unwrap()).unwrap();
|
||||
println!("all_assets {:?}", all_assets);
|
||||
|
||||
for asset in all_assets.0.iter() {
|
||||
let untyped_handle = asset_server.load_untyped(&asset.path);
|
||||
//println!("untyped handle {:?}", untyped_handle);
|
||||
//asset_server.load(asset.path);
|
||||
let asset_id = untyped_handle.id();
|
||||
//println!("ID {:?}", asset_id);
|
||||
let loaded = asset_server.is_loaded_with_dependencies(asset_id);
|
||||
//println!("Loaded ? {:?}", loaded);
|
||||
if !loaded {
|
||||
asset_infos.push(AssetLoadTracker {
|
||||
name: asset.name.clone(),
|
||||
id: asset_id,
|
||||
loaded: false,
|
||||
handle: untyped_handle.clone(),
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// now insert load tracker
|
||||
if !asset_infos.is_empty() {
|
||||
commands
|
||||
.entity(entity)
|
||||
.insert(AssetsToLoad {
|
||||
.insert(BlenvyAssetsLoadState {
|
||||
all_loaded: false,
|
||||
asset_infos,
|
||||
..Default::default()
|
||||
@ -161,51 +218,11 @@ asset_server: Res<AssetServer>,
|
||||
commands.entity(entity).insert(BlueprintAssetsLoaded);
|
||||
}
|
||||
}
|
||||
|
||||
for (child_entity, child_entity_name, all_assets) in entities_with_assets.iter(){
|
||||
println!("added assets {:?} to {:?}", all_assets, child_entity_name);
|
||||
if all_assets.is_some() {
|
||||
let mut asset_infos: Vec<AssetLoadTracker> = vec![];
|
||||
|
||||
for asset in all_assets.unwrap().0.iter() {
|
||||
let untyped_handle = asset_server.load_untyped(&asset.path);
|
||||
//println!("untyped handle {:?}", untyped_handle);
|
||||
//asset_server.load(asset.path);
|
||||
|
||||
let asset_id = untyped_handle.id();
|
||||
//println!("ID {:?}", asset_id);
|
||||
let loaded = asset_server.is_loaded_with_dependencies(asset_id);
|
||||
//println!("Loaded ? {:?}", loaded);
|
||||
if !loaded {
|
||||
asset_infos.push(AssetLoadTracker {
|
||||
name: asset.name.clone(),
|
||||
id: asset_id,
|
||||
loaded: false,
|
||||
handle: untyped_handle.clone(),
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
// now insert load tracker
|
||||
if !asset_infos.is_empty() {
|
||||
commands
|
||||
.entity(child_entity)
|
||||
.insert(AssetsToLoad {
|
||||
all_loaded: false,
|
||||
asset_infos,
|
||||
..Default::default()
|
||||
})
|
||||
.insert(BlueprintAssetsNotLoaded);
|
||||
} else {
|
||||
commands.entity(child_entity).insert(BlueprintAssetsLoaded);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub(crate) fn blueprints_check_assets_loading(
|
||||
mut blueprint_assets_to_load: Query<
|
||||
(Entity, Option<&Name>, &BlueprintPath, &mut AssetsToLoad),
|
||||
(Entity, Option<&Name>, &BlueprintPath, &mut BlenvyAssetsLoadState),
|
||||
With<BlueprintAssetsNotLoaded>,
|
||||
>,
|
||||
asset_server: Res<AssetServer>,
|
||||
@ -220,7 +237,7 @@ pub(crate) fn blueprints_check_assets_loading(
|
||||
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);
|
||||
println!("loading {}: // load state: {:?}", tracker.name, asset_server.load_state(asset_id));
|
||||
// println!("loading {}: // load state: {:?}", tracker.name, asset_server.load_state(asset_id));
|
||||
|
||||
// FIXME: hack for now
|
||||
let mut failed = false;// asset_server.load_state(asset_id) == bevy::asset::LoadState::Failed(_error);
|
||||
@ -238,20 +255,21 @@ pub(crate) fn blueprints_check_assets_loading(
|
||||
}
|
||||
}
|
||||
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;
|
||||
println!("done with loading {:?}, inserting components", entity_name);
|
||||
println!("LOADING: in progress for ALL assets of {:?} (instance of {}), preparing for spawn", entity_name, blueprint_path.0);
|
||||
blueprint_events.send(BlueprintEvent::AssetsLoaded {blueprint_name:"".into(), blueprint_path: blueprint_path.0.clone() });
|
||||
|
||||
commands
|
||||
.entity(entity)
|
||||
.insert(BlueprintAssetsLoaded)
|
||||
.remove::<BlueprintAssetsNotLoaded>()
|
||||
.remove::<AssetsToLoad>()
|
||||
.remove::<BlenvyAssetsLoadState>()
|
||||
;
|
||||
}else {
|
||||
println!("LOADING: done for ALL assets of {:?} (instance of {}): {} ",entity_name, blueprint_path.0, progress * 100.0);
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -294,7 +312,7 @@ pub(crate) fn blueprints_spawn(
|
||||
) in spawn_placeholders.iter()
|
||||
{
|
||||
info!(
|
||||
"attempting to spawn blueprint {:?} for entity {:?}, id: {:?}, parent:{:?}",
|
||||
"all assets loaded, attempting to spawn blueprint {:?} for entity {:?}, id: {:?}, parent:{:?}",
|
||||
blupeprint_name.0, name, entity, original_parent
|
||||
);
|
||||
|
||||
|
@ -8,7 +8,7 @@ use bevy::scene::SceneInstance;
|
||||
use crate::{BlueprintAnimationPlayerLink, BlueprintAnimations, BlueprintPath};
|
||||
use crate::{SpawnHere, Spawned};
|
||||
use crate::{
|
||||
AssetsToLoad, BlueprintAssetsLoaded, BlueprintEvent, CopyComponents, InBlueprint, NoInBlueprint, OriginalChildren
|
||||
BlenvyAssetsLoadState, BlueprintAssetsLoaded, BlueprintEvent, CopyComponents, InBlueprint, NoInBlueprint, OriginalChildren
|
||||
};
|
||||
|
||||
|
||||
@ -99,7 +99,7 @@ pub(crate) fn spawned_blueprint_post_process(
|
||||
commands.entity(original).remove::<SpawnHere>();
|
||||
commands.entity(original).remove::<Spawned>();
|
||||
// commands.entity(original).remove::<Handle<Scene>>(); // FIXME: if we delete the handle to the scene, things get despawned ! not what we want
|
||||
//commands.entity(original).remove::<AssetsToLoad>(); // also clear the sub assets tracker to free up handles, perhaps just freeing up the handles and leave the rest would be better ?
|
||||
//commands.entity(original).remove::<BlenvyAssetsLoadState>(); // 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(original).remove::<BlueprintAssetsLoaded>();
|
||||
commands.entity(root_entity).despawn_recursive();
|
||||
|
||||
|
@ -107,7 +107,6 @@ fn process_background_shader(
|
||||
mut commands: Commands,
|
||||
) {
|
||||
for background_shader in background_shaders.iter() {
|
||||
println!("HEYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYY {:?}", background_shader.color);
|
||||
commands.insert_resource(AmbientLight {
|
||||
color: background_shader.color,
|
||||
// Just a guess, see <https://github.com/bevyengine/bevy/issues/12280>
|
||||
|
@ -61,7 +61,6 @@ pub fn add_components_from_gltf_extras(world: &mut World) {
|
||||
// let gltf_components_config = world.resource::<GltfComponentsConfig>();
|
||||
|
||||
for (entity, name, extra, parent) in extras.iter(world) {
|
||||
println!("GLTF EXTRA !!!!");
|
||||
debug!(
|
||||
"Name: {}, entity {:?}, parent: {:?}, extras {:?}",
|
||||
name, entity, parent, extra
|
||||
@ -77,8 +76,6 @@ pub fn add_components_from_gltf_extras(world: &mut World) {
|
||||
|
||||
|
||||
for (entity, name, extra, parent) in scene_extras.iter(world) {
|
||||
println!("GLTF SCENE EXTRA !!!!");
|
||||
|
||||
debug!(
|
||||
"Name: {}, entity {:?}, parent: {:?}, scene_extras {:?}",
|
||||
name, entity, parent, extra
|
||||
@ -93,8 +90,6 @@ pub fn add_components_from_gltf_extras(world: &mut World) {
|
||||
}
|
||||
|
||||
for (entity, name, extra, parent) in mesh_extras.iter(world) {
|
||||
println!("GLTF MESH EXTRA !!!!");
|
||||
|
||||
debug!(
|
||||
"Name: {}, entity {:?}, parent: {:?}, mesh_extras {:?}",
|
||||
name, entity, parent, extra
|
||||
|
@ -25,7 +25,7 @@ pub fn setup_game(
|
||||
commands.spawn((
|
||||
BlueprintName("World".into()),
|
||||
BlueprintPath("levels/World.glb".into()),
|
||||
bevy::prelude::Name::from("world"),
|
||||
bevy::prelude::Name::from("world"), //FIXME: not really needed ? could be infered from blueprint's name/ path
|
||||
SpawnHere,
|
||||
GameWorldTag,
|
||||
InAppRunning,
|
||||
|
@ -10,7 +10,7 @@ def assets_to_fake_ron(list_like):
|
||||
result = []
|
||||
for item in list_like:
|
||||
result.append(f"(name: \"{item['name']}\", path: \"{item['path']}\")")
|
||||
return result#.join(", ")
|
||||
return f"({result})".replace("'", '')#.join(", ")
|
||||
|
||||
def export_blueprints(blueprints, settings, blueprints_data):
|
||||
blueprints_path_full = getattr(settings, "blueprints_path_full")
|
||||
@ -39,7 +39,7 @@ def export_blueprints(blueprints, settings, blueprints_data):
|
||||
|
||||
all_assets = []
|
||||
auto_assets = []
|
||||
collection["BlenvyAssets"] = assets_to_fake_ron([{"name": asset.name, "path": asset.path} for asset in collection.user_assets] + auto_assets) #all_assets + [{"name": asset.name, "path": asset.path} for asset in collection.user_assets] + auto_assets)
|
||||
collection["BlenvyAssets"] = assets_to_fake_ron([]) #assets_to_fake_ron([{"name": asset.name, "path": asset.path} for asset in collection.user_assets] + auto_assets) #all_assets + [{"name": asset.name, "path": asset.path} for asset in collection.user_assets] + auto_assets)
|
||||
|
||||
|
||||
# do the actual export
|
||||
|
@ -20,7 +20,7 @@ def generate_temporary_scene_and_export(settings, gltf_export_settings, gltf_out
|
||||
temp_root_collection = temp_scene.collection
|
||||
|
||||
print("additional_dataAAAAAAAAAAAAAAAH", additional_data)
|
||||
properties_black_list = ['glTF2ExportSettings', 'user_assets', 'components_meta']
|
||||
properties_black_list = ['glTF2ExportSettings', 'assets', 'user_assets', 'components_meta', 'Components_meta', 'Generated_assets', 'generated_assets']
|
||||
if additional_data is not None: # FIXME not a fan of having this here
|
||||
for entry in dict(additional_data):
|
||||
# we copy everything over except those on the black list
|
||||
|
@ -14,7 +14,7 @@ def assets_to_fake_ron(list_like):
|
||||
result = []
|
||||
for item in list_like:
|
||||
result.append(f"(name: \"{item['name']}\", path: \"{item['path']}\")")
|
||||
return result#.join(", ")
|
||||
return f"({result})".replace("'", '')#.join(", ")
|
||||
|
||||
|
||||
def export_main_scene(scene, settings, blueprints_data):
|
||||
@ -78,8 +78,8 @@ def export_main_scene(scene, settings, blueprints_data):
|
||||
materials_exported_path = os.path.join(materials_path, f"{materials_library_name}{export_gltf_extension}")
|
||||
material_assets = [{"name": materials_library_name, "path": materials_exported_path}] # we also add the material library as an asset
|
||||
|
||||
#scene["BlenvyAssets"] = assets_to_fake_ron(all_assets + [{"name": asset.name, "path": asset.path} for asset in scene.user_assets] + auto_assets + material_assets)
|
||||
|
||||
scene["BlenvyAssets"] = assets_to_fake_ron(all_assets + [{"name": asset.name, "path": asset.path} for asset in scene.user_assets] + auto_assets + material_assets)
|
||||
#scene["BlenvyAssets"] = assets_to_fake_ron([{'name':'foo', 'path':'bar'}])
|
||||
|
||||
if export_separate_dynamic_and_static_objects:
|
||||
#print("SPLIT STATIC AND DYNAMIC")
|
||||
|
Loading…
Reference in New Issue
Block a user