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:
kaosat.dev 2024-06-24 23:47:36 +02:00
parent e232fedc4b
commit 253d33f1bb
11 changed files with 484 additions and 75 deletions

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@ -1,11 +1,12 @@
use std::path::{Path, PathBuf}; use std::path::{Path, PathBuf};
use bevy::{asset::LoadedUntypedAsset, gltf::Gltf, prelude::*, utils::HashMap}; use bevy::{asset::LoadedUntypedAsset, gltf::Gltf, prelude::*, utils::HashMap};
use serde::Deserialize;
use crate::{BlenvyConfig, BlueprintAnimations}; use crate::{BlenvyConfig, BlueprintAnimations};
/// helper component, is used to store the list of sub blueprints to enable automatic loading of dependend blueprints /// helper component, is used to store the list of sub blueprints to enable automatic loading of dependend blueprints
#[derive(Component, Reflect, Default, Debug)] #[derive(Component, Reflect, Default, Debug, Deserialize)]
#[reflect(Component)] #[reflect(Component)]
pub struct MyAsset{ pub struct MyAsset{
pub name: String, pub name: String,
@ -13,7 +14,7 @@ pub struct MyAsset{
} }
/// helper component, is used to store the list of sub blueprints to enable automatic loading of dependend blueprints /// helper component, is used to store the list of sub blueprints to enable automatic loading of dependend blueprints
#[derive(Component, Reflect, Default, Debug)] #[derive(Component, Reflect, Default, Debug, Deserialize)]
#[reflect(Component)] #[reflect(Component)]
pub struct BlenvyAssets(pub Vec<MyAsset>); pub struct BlenvyAssets(pub Vec<MyAsset>);
@ -42,12 +43,12 @@ pub(crate) struct AssetLoadTracker {
/// helper component, for tracking loaded assets /// helper component, for tracking loaded assets
#[derive(Component, Debug)] #[derive(Component, Debug)]
pub(crate) struct AssetsToLoad { pub(crate) struct BlenvyAssetsLoadState {
pub all_loaded: bool, pub all_loaded: bool,
pub asset_infos: Vec<AssetLoadTracker>, pub asset_infos: Vec<AssetLoadTracker>,
pub progress: f32, pub progress: f32,
} }
impl Default for AssetsToLoad { impl Default for BlenvyAssetsLoadState {
fn default() -> Self { fn default() -> Self {
Self { Self {
all_loaded: Default::default(), all_loaded: Default::default(),

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@ -17,7 +17,7 @@ use bevy::{
render::mesh::Mesh, render::mesh::Mesh,
}; };
use crate::{AssetLoadTracker, AssetsToLoad, BlenvyConfig, BlueprintInstanceReady}; use crate::{AssetLoadTracker, BlenvyAssetsLoadState, BlenvyConfig, BlueprintInstanceReady};
#[derive(Component, Reflect, Default, Debug)] #[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)] #[reflect(Component)]
@ -71,7 +71,7 @@ pub(crate) fn materials_inject(
commands commands
.entity(entity) .entity(entity)
.insert(AssetsToLoad { .insert(BlenvyAssetsLoadState {
all_loaded: false, all_loaded: false,
asset_infos, asset_infos,
..Default::default() ..Default::default()
@ -85,7 +85,7 @@ pub(crate) fn materials_inject(
// TODO, merge with blueprints_check_assets_loading, make generic ? // TODO, merge with blueprints_check_assets_loading, make generic ?
pub(crate) fn check_for_material_loaded( pub(crate) fn check_for_material_loaded(
mut blueprint_assets_to_load: Query< mut blueprint_assets_to_load: Query<
(Entity, &mut AssetsToLoad), (Entity, &mut BlenvyAssetsLoadState),
With<BlueprintMaterialAssetsNotLoaded>, With<BlueprintMaterialAssetsNotLoaded>,
>, >,
asset_server: Res<AssetServer>, asset_server: Res<AssetServer>,

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@ -0,0 +1,396 @@
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};
/// this is a flag component for our levels/game world
#[derive(Component)]
pub struct GameWorldTag;
/// Main component for the blueprints
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
pub struct BlueprintName(pub String);
/// path component for the blueprints
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
pub struct BlueprintPath(pub String);
/// flag component needed to signify the intent to spawn a Blueprint
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
pub struct SpawnHere;
#[derive(Component)]
/// flag component for dynamically spawned scenes
pub struct Spawned;
#[derive(Component, Debug)]
/// flag component added when a Blueprint instance ist Ready : ie :
/// - its assets have loaded
/// - it has finished spawning
pub struct BlueprintInstanceReady;
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
/// flag component marking any spwaned child of blueprints ..unless the original entity was marked with the `NoInBlueprint` marker component
pub struct InBlueprint;
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
/// flag component preventing any spawned child of blueprints to be marked with the `InBlueprint` component
pub struct NoInBlueprint;
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
// this allows overriding the default library path for a given entity/blueprint
pub struct Library(pub PathBuf);
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
/// flag component to force adding newly spawned entity as child of game world
pub struct AddToGameWorld;
#[derive(Component)]
/// helper component, just to transfer child data
pub(crate) struct OriginalChildren(pub Vec<Entity>);
#[derive(Event, Debug)]
pub enum BlueprintEvent {
/// event fired when a blueprint has finished loading its assets & before it attempts spawning
AssetsLoaded {
blueprint_name: String,
blueprint_path: String,
// TODO: add assets list ?
},
/// event fired when a blueprint is COMPLETELY done spawning ie
/// - all its assets have been loaded
/// - the spawning attempt has been sucessfull
Spawned {
blueprint_name: String,
blueprint_path: String,
},
///
Ready {
blueprint_path: String,
}
}
use gltf::Gltf as RawGltf;
pub(crate) fn blueprints_prepare_spawn(
spawn_placeholders: Query<
(
Entity,
&BlueprintPath,
),
(Added<BlueprintPath>, Without<Spawned>, Without<SpawnHere>)>,
// before 0.14 we have to use a seperate query, after migrating we can query at the root level
entities_with_assets: Query<
(
Entity,
/*&BlueprintName,
&BlueprintPath,
Option<&Parent>,*/
Option<&Name>,
Option<&BlenvyAssets>,
),
(Added<BlenvyAssets>), // Added<BlenvyAssets>
>,
bla_bla : Query<
(
Entity,
&BlueprintName,
&BlueprintPath,
Option<&Parent>,
Option<&BlenvyAssets>,
),(Added<BlueprintPath>)
>,
mut commands: Commands,
asset_server: Res<AssetServer>,
) {
for (entity, blueprint_path) in spawn_placeholders.iter() {
println!("added blueprint_path {:?}", blueprint_path);
/*commands.entity(entity).insert(
SceneBundle {
scene: asset_server.load(format!("{}#Scene0", &blueprint_path.0)), // "levels/World.glb#Scene0"),
..default()
},
);*/
// 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);
/* 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 x: BlenvyAssets = ron::from_str(&assets_raw.as_str().unwrap()).unwrap();
println!("YAHA {:?}", x);
}
//println!("SCENE EXTRAS {:?}", foo_extras);
}
//////////////
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);
let mut asset_infos: Vec<AssetLoadTracker> = vec![];
if !loaded {
asset_infos.push(AssetLoadTracker {
name: blueprint_name.0.clone(),
id: asset_id,
loaded: false,
handle: untyped_handle.clone(),
});
}
// now insert load tracker
if !asset_infos.is_empty() {
commands
.entity(entity)
.insert(AssetsToLoad {
all_loaded: false,
asset_infos,
..Default::default()
})
.insert(BlueprintAssetsNotLoaded);
} else {
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),
With<BlueprintAssetsNotLoaded>,
>,
asset_server: Res<AssetServer>,
mut commands: Commands,
mut blueprint_events: EventWriter<BlueprintEvent>,
) {
for (entity, entity_name, blueprint_path, 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);
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);
match asset_server.load_state(asset_id) {
bevy::asset::LoadState::Failed(_) => {
failed = true
},
_ => {}
}
tracker.loaded = loaded || failed;
if loaded || failed {
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;
println!("done with loading {:?}, inserting components", entity_name);
blueprint_events.send(BlueprintEvent::AssetsLoaded {blueprint_name:"".into(), blueprint_path: blueprint_path.0.clone() });
commands
.entity(entity)
.insert(BlueprintAssetsLoaded)
.remove::<BlueprintAssetsNotLoaded>()
.remove::<AssetsToLoad>()
;
}
}
}
pub(crate) fn blueprints_spawn(
spawn_placeholders: Query<
(
Entity,
&BlueprintName,
&BlueprintPath,
Option<&Transform>,
Option<&Parent>,
Option<&AddToGameWorld>,
Option<&Name>,
),
(
With<BlueprintAssetsLoaded>,
Added<BlueprintAssetsLoaded>,
Without<BlueprintAssetsNotLoaded>,
),
>,
mut commands: Commands,
mut game_world: Query<Entity, With<GameWorldTag>>,
assets_gltf: Res<Assets<Gltf>>,
asset_server: Res<AssetServer>,
children: Query<&Children>,
) {
for (
entity,
blupeprint_name,
blueprint_path,
transform,
original_parent,
add_to_world,
name,
) in spawn_placeholders.iter()
{
info!(
"attempting to spawn blueprint {:?} for entity {:?}, id: {:?}, parent:{:?}",
blupeprint_name.0, name, entity, original_parent
);
// info!("attempting to spawn {:?}", model_path);
let model_handle: Handle<Gltf> = asset_server.load(blueprint_path.0.clone()); // FIXME: kinda weird now
let gltf = assets_gltf.get(&model_handle).unwrap_or_else(|| {
panic!(
"gltf file {:?} should have been loaded",
&blueprint_path.0
)
});
// WARNING we work under the assumtion that there is ONLY ONE named scene, and that the first one is the right one
let main_scene_name = gltf
.named_scenes
.keys()
.next()
.expect("there should be at least one named scene in the gltf file to spawn");
let scene = &gltf.named_scenes[main_scene_name];
// transforms are optional, but still deal with them correctly
let mut transforms: Transform = Transform::default();
if transform.is_some() {
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);
}
}
let mut named_animations:HashMap<String, Handle<AnimationClip>> = HashMap::new() ;
for (key, value) in gltf.named_animations.iter() {
named_animations.insert(key.to_string(), value.clone());
}
commands.entity(entity).insert((
SceneBundle {
scene: scene.clone(),
transform: transforms,
..Default::default()
},
Spawned,
BlueprintInstanceReady, // FIXME: not sure if this is should be added here or in the post process
OriginalChildren(original_children),
BlueprintAnimations {
// these are animations specific to the inside of the blueprint
named_animations: named_animations//gltf.named_animations.clone(),
},
));
if add_to_world.is_some() {
let world = game_world
.get_single_mut()
.expect("there should be a game world present");
commands.entity(world).add_child(entity);
}
}
}

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@ -1,8 +1,9 @@
use std::path::{Path, PathBuf}; use std::path::{Path, PathBuf};
use bevy::{gltf::Gltf, prelude::*, utils::hashbrown::HashMap}; use bevy::{gltf::Gltf, prelude::*, utils::hashbrown::HashMap};
use serde_json::Value;
use crate::{BlenvyAssets, AssetsToLoad, AssetLoadTracker, BlenvyConfig, BlueprintAnimations, BlueprintAssetsLoaded, BlueprintAssetsNotLoaded}; use crate::{BlenvyAssets, BlenvyAssetsLoadState, AssetLoadTracker, BlenvyConfig, BlueprintAnimations, BlueprintAssetsLoaded, BlueprintAssetsNotLoaded};
/// this is a flag component for our levels/game world /// this is a flag component for our levels/game world
#[derive(Component)] #[derive(Component)]
@ -18,6 +19,18 @@ pub struct BlueprintName(pub String);
#[reflect(Component)] #[reflect(Component)]
pub struct BlueprintPath(pub String); pub struct BlueprintPath(pub String);
/// 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 /// flag component needed to signify the intent to spawn a Blueprint
#[derive(Component, Reflect, Default, Debug)] #[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)] #[reflect(Component)]
@ -83,6 +96,9 @@ pub enum BlueprintEvent {
} }
use gltf::Gltf as RawGltf;
pub(crate) fn blueprints_prepare_spawn( pub(crate) fn blueprints_prepare_spawn(
spawn_placeholders: Query< spawn_placeholders: Query<
( (
@ -105,7 +121,7 @@ pub(crate) fn blueprints_prepare_spawn(
>, >,
bla_bla : Query< blueprint_instances_to_spawn : Query<
( (
Entity, Entity,
&BlueprintName, &BlueprintName,
@ -120,7 +136,7 @@ asset_server: Res<AssetServer>,
) { ) {
for (entity, blueprint_path) in spawn_placeholders.iter() { for (entity, blueprint_path) in spawn_placeholders.iter() {
//println!("added blueprint_path {:?}", blueprint_path); println!("added blueprint_path {:?}", blueprint_path);
/*commands.entity(entity).insert( /*commands.entity(entity).insert(
SceneBundle { SceneBundle {
scene: asset_server.load(format!("{}#Scene0", &blueprint_path.0)), // "levels/World.glb#Scene0"), 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()); // let model_handle: Handle<Gltf> = asset_server.load(model_path.clone());
} }
for (entity, blueprint_name, blueprint_path, parent, all_assets) in bla_bla.iter() { for (entity, blueprint_name, blueprint_path, parent, all_assets) in blueprint_instances_to_spawn.iter() {
println!("added blueprint to spawn {:?} {:?}", blueprint_name, blueprint_path); println!("Detected blueprint to spawn {:?} {:?}", blueprint_name, blueprint_path);
// println!("all assets {:?}", all_assets); 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 untyped_handle = asset_server.load_untyped(&blueprint_path.0);
let asset_id = untyped_handle.id(); let asset_id = untyped_handle.id();
let loaded = asset_server.is_loaded_with_dependencies(asset_id); let loaded = asset_server.is_loaded_with_dependencies(asset_id);
@ -147,31 +167,27 @@ asset_server: Res<AssetServer>,
}); });
} }
// now insert load tracker // and we also add all its assets
if !asset_infos.is_empty() { /* prefetch attempt */
commands let gltf = RawGltf::open(format!("assets/{}", blueprint_path.0)).unwrap();// RawGltf::open("examples/Box.gltf")?;
.entity(entity) for scene in gltf.scenes() {
.insert(AssetsToLoad { let foo_extras = scene.extras().clone().unwrap();
all_loaded: false,
asset_infos,
..Default::default()
})
.insert(BlueprintAssetsNotLoaded);
} else {
commands.entity(entity).insert(BlueprintAssetsLoaded);
}
}
for (child_entity, child_entity_name, all_assets) in entities_with_assets.iter(){ let lookup: HashMap<String, Value> = serde_json::from_str(&foo_extras.get()).unwrap();
println!("added assets {:?} to {:?}", all_assets, child_entity_name); /*for (key, value) in lookup.clone().into_iter() {
if all_assets.is_some() { println!("{} / {}", key, value);
let mut asset_infos: Vec<AssetLoadTracker> = vec![]; }*/
for asset in all_assets.unwrap().0.iter() { 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); let untyped_handle = asset_server.load_untyped(&asset.path);
//println!("untyped handle {:?}", untyped_handle); //println!("untyped handle {:?}", untyped_handle);
//asset_server.load(asset.path); //asset_server.load(asset.path);
let asset_id = untyped_handle.id(); let asset_id = untyped_handle.id();
//println!("ID {:?}", asset_id); //println!("ID {:?}", asset_id);
let loaded = asset_server.is_loaded_with_dependencies(asset_id); let loaded = asset_server.is_loaded_with_dependencies(asset_id);
@ -185,27 +201,28 @@ asset_server: Res<AssetServer>,
}); });
} }
} }
}
}
// now insert load tracker // now insert load tracker
if !asset_infos.is_empty() { if !asset_infos.is_empty() {
commands commands
.entity(child_entity) .entity(entity)
.insert(AssetsToLoad { .insert(BlenvyAssetsLoadState {
all_loaded: false, all_loaded: false,
asset_infos, asset_infos,
..Default::default() ..Default::default()
}) })
.insert(BlueprintAssetsNotLoaded); .insert(BlueprintAssetsNotLoaded);
} else { } else {
commands.entity(child_entity).insert(BlueprintAssetsLoaded); commands.entity(entity).insert(BlueprintAssetsLoaded);
}
} }
} }
} }
pub(crate) fn blueprints_check_assets_loading( pub(crate) fn blueprints_check_assets_loading(
mut blueprint_assets_to_load: Query< mut blueprint_assets_to_load: Query<
(Entity, Option<&Name>, &BlueprintPath, &mut AssetsToLoad), (Entity, Option<&Name>, &BlueprintPath, &mut BlenvyAssetsLoadState),
With<BlueprintAssetsNotLoaded>, With<BlueprintAssetsNotLoaded>,
>, >,
asset_server: Res<AssetServer>, 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() { for tracker in assets_to_load.asset_infos.iter_mut() {
let asset_id = tracker.id; let asset_id = tracker.id;
let loaded = asset_server.is_loaded_with_dependencies(asset_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 // FIXME: hack for now
let mut failed = false;// asset_server.load_state(asset_id) == bevy::asset::LoadState::Failed(_error); 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; let progress: f32 = loaded_amount as f32 / total as f32;
println!("progress: {}",progress);
assets_to_load.progress = progress; assets_to_load.progress = progress;
if all_loaded { if all_loaded {
assets_to_load.all_loaded = true; 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() }); blueprint_events.send(BlueprintEvent::AssetsLoaded {blueprint_name:"".into(), blueprint_path: blueprint_path.0.clone() });
commands commands
.entity(entity) .entity(entity)
.insert(BlueprintAssetsLoaded) .insert(BlueprintAssetsLoaded)
.remove::<BlueprintAssetsNotLoaded>() .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() ) in spawn_placeholders.iter()
{ {
info!( 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 blupeprint_name.0, name, entity, original_parent
); );

View File

@ -8,7 +8,7 @@ use bevy::scene::SceneInstance;
use crate::{BlueprintAnimationPlayerLink, BlueprintAnimations, BlueprintPath}; use crate::{BlueprintAnimationPlayerLink, BlueprintAnimations, BlueprintPath};
use crate::{SpawnHere, Spawned}; use crate::{SpawnHere, Spawned};
use crate::{ 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::<SpawnHere>();
commands.entity(original).remove::<Spawned>(); 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::<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(original).remove::<BlueprintAssetsLoaded>();
commands.entity(root_entity).despawn_recursive(); commands.entity(root_entity).despawn_recursive();

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@ -107,7 +107,6 @@ fn process_background_shader(
mut commands: Commands, mut commands: Commands,
) { ) {
for background_shader in background_shaders.iter() { for background_shader in background_shaders.iter() {
println!("HEYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYY {:?}", background_shader.color);
commands.insert_resource(AmbientLight { commands.insert_resource(AmbientLight {
color: background_shader.color, color: background_shader.color,
// Just a guess, see <https://github.com/bevyengine/bevy/issues/12280> // Just a guess, see <https://github.com/bevyengine/bevy/issues/12280>

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@ -61,7 +61,6 @@ pub fn add_components_from_gltf_extras(world: &mut World) {
// let gltf_components_config = world.resource::<GltfComponentsConfig>(); // let gltf_components_config = world.resource::<GltfComponentsConfig>();
for (entity, name, extra, parent) in extras.iter(world) { for (entity, name, extra, parent) in extras.iter(world) {
println!("GLTF EXTRA !!!!");
debug!( debug!(
"Name: {}, entity {:?}, parent: {:?}, extras {:?}", "Name: {}, entity {:?}, parent: {:?}, extras {:?}",
name, entity, parent, extra 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) { for (entity, name, extra, parent) in scene_extras.iter(world) {
println!("GLTF SCENE EXTRA !!!!");
debug!( debug!(
"Name: {}, entity {:?}, parent: {:?}, scene_extras {:?}", "Name: {}, entity {:?}, parent: {:?}, scene_extras {:?}",
name, entity, parent, extra 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) { for (entity, name, extra, parent) in mesh_extras.iter(world) {
println!("GLTF MESH EXTRA !!!!");
debug!( debug!(
"Name: {}, entity {:?}, parent: {:?}, mesh_extras {:?}", "Name: {}, entity {:?}, parent: {:?}, mesh_extras {:?}",
name, entity, parent, extra name, entity, parent, extra

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@ -25,7 +25,7 @@ pub fn setup_game(
commands.spawn(( commands.spawn((
BlueprintName("World".into()), BlueprintName("World".into()),
BlueprintPath("levels/World.glb".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, SpawnHere,
GameWorldTag, GameWorldTag,
InAppRunning, InAppRunning,

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@ -10,7 +10,7 @@ def assets_to_fake_ron(list_like):
result = [] result = []
for item in list_like: for item in list_like:
result.append(f"(name: \"{item['name']}\", path: \"{item['path']}\")") result.append(f"(name: \"{item['name']}\", path: \"{item['path']}\")")
return result#.join(", ") return f"({result})".replace("'", '')#.join(", ")
def export_blueprints(blueprints, settings, blueprints_data): def export_blueprints(blueprints, settings, blueprints_data):
blueprints_path_full = getattr(settings, "blueprints_path_full") blueprints_path_full = getattr(settings, "blueprints_path_full")
@ -39,7 +39,7 @@ def export_blueprints(blueprints, settings, blueprints_data):
all_assets = [] all_assets = []
auto_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 # do the actual export

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@ -20,7 +20,7 @@ def generate_temporary_scene_and_export(settings, gltf_export_settings, gltf_out
temp_root_collection = temp_scene.collection temp_root_collection = temp_scene.collection
print("additional_dataAAAAAAAAAAAAAAAH", additional_data) 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 if additional_data is not None: # FIXME not a fan of having this here
for entry in dict(additional_data): for entry in dict(additional_data):
# we copy everything over except those on the black list # we copy everything over except those on the black list

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@ -14,7 +14,7 @@ def assets_to_fake_ron(list_like):
result = [] result = []
for item in list_like: for item in list_like:
result.append(f"(name: \"{item['name']}\", path: \"{item['path']}\")") 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): 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}") 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 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: if export_separate_dynamic_and_static_objects:
#print("SPLIT STATIC AND DYNAMIC") #print("SPLIT STATIC AND DYNAMIC")