feat(Blenvy:Bevy): cleaning up

* removed clutter
 * moved hot reload to seperate module
 * added back "assets loaded" event, removed useless events
 * registered HideUntilReady component for users
 * minor tweaks & cleanups
This commit is contained in:
kaosat.dev 2024-07-08 09:49:47 +02:00
parent bef709a0ed
commit 3099f98532
8 changed files with 118 additions and 117 deletions

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@ -5,7 +5,7 @@ use bevy::prelude::*;
use bevy::scene::SceneInstance;
// use bevy::utils::hashbrown::HashSet;
use crate::{BlueprintAnimationPlayerLink, BlueprintAnimations, BlueprintInfo, BlueprintReadyForPostProcess, BlueprintInstanceReady, BlueprintSpawning, SpawnTrackRoot, SubBlueprintsSpawnTracker};
use crate::{BlueprintAnimationPlayerLink, BlueprintAnimations, BlueprintInfo, BlueprintReadyForPostProcess, BlueprintInstanceReady, BlueprintSpawning, SubBlueprintSpawnRoot, SubBlueprintsSpawnTracker};
use crate::{SpawnHere, Spawned};
use crate::{
BlueprintEvent, CopyComponents, InBlueprint, NoInBlueprint, OriginalChildren
@ -32,7 +32,7 @@ pub(crate) fn spawned_blueprint_post_process( // rename to '
&BlueprintInfo,
// sub blueprint instances tracker
Option<&SpawnTrackRoot>
Option<&SubBlueprintSpawnRoot>
),
(With<SpawnHere>, With<SceneInstance>, Added<BlueprintReadyForPostProcess>),
>,

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@ -0,0 +1,48 @@
use bevy::prelude::*;
use bevy::asset::{AssetEvent, LoadedUntypedAsset};
use bevy::scene::SceneInstance;
use crate::{BlueprintAssetsLoadState, BlueprintAssetsLoaded, BlueprintInfo, SpawnHere};
pub(crate) fn react_to_asset_changes(
mut gltf_events: EventReader<AssetEvent<Gltf>>,
mut untyped_events: EventReader<AssetEvent<LoadedUntypedAsset>>,
mut blueprint_assets: Query<(Entity, Option<&Name>, &BlueprintInfo, &mut BlueprintAssetsLoadState, Option<&Children>)>,
asset_server: Res<AssetServer>,
mut commands: Commands,
) {
for event in gltf_events.read() {
// LoadedUntypedAsset
match event {
AssetEvent::Modified { id } => {
// React to the image being modified
// println!("Modified gltf {:?}", asset_server.get_path(*id));
for (entity, entity_name, blueprint_info, mut assets_to_load, children) in blueprint_assets.iter_mut() {
for tracker in assets_to_load.asset_infos.iter_mut() {
if asset_server.get_path(*id).is_some() {
if tracker.path == asset_server.get_path(*id).unwrap().to_string() {
println!("HOLY MOLY IT DETECTS !!, now respawn {:?}", entity_name);
if children.is_some() {
for child in children.unwrap().iter(){
commands.entity(*child).despawn_recursive();
}
}
commands.entity(entity)
.remove::<BlueprintAssetsLoaded>()
.remove::<SceneInstance>()
.remove::<BlueprintAssetsLoadState>()
.insert(SpawnHere);
break;
}
}
}
}
}
_ => {}
}
}
}

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@ -16,6 +16,9 @@ pub use materials::*;
pub mod copy_components;
pub use copy_components::*;
pub mod hot_reload;
pub use hot_reload::*;
use core::fmt;
use std::path::PathBuf;
@ -98,6 +101,7 @@ impl Plugin for BlueprintsPlugin {
app
.register_watching_for_changes()
.add_event::<BlueprintEvent>()
.register_type::<BlueprintInfo>()
.register_type::<MaterialInfo>()
@ -116,10 +120,9 @@ impl Plugin for BlueprintsPlugin {
.register_type::<Vec<String>>()
.register_type::<BlueprintAssets>()
.add_event::<BlueprintEvent>()
.register_type::<HashMap<String, Vec<String>>>()
.register_type::<HideUntilReady>()
.configure_sets(
Update,
(GltfBlueprintsSet::Spawn, GltfBlueprintsSet::AfterSpawn)

View File

@ -1,6 +1,6 @@
use std::path::{Path, PathBuf};
use bevy::{asset::LoadedUntypedAsset, ecs::entity, gltf::Gltf, prelude::*, render::view::visibility, scene::SceneInstance, transform::commands, utils::hashbrown::HashMap};
use bevy::{gltf::Gltf, prelude::*, render::view::visibility, scene::SceneInstance, transform::commands, utils::hashbrown::HashMap};
use serde_json::Value;
use crate::{BlueprintAssets, BlueprintAssetsLoadState, AssetLoadTracker, BlenvyConfig, BlueprintAnimations, BlueprintAssetsLoaded, BlueprintAssetsNotLoaded};
@ -60,7 +60,8 @@ pub struct AddToGameWorld;
pub(crate) struct OriginalChildren(pub Vec<Entity>);
#[derive(Component)]
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
/// You can add this component to a blueprint instance, and the instance will be hidden until it is ready
/// You usually want to use this for worlds/level spawning , or dynamic spawning at runtime, but not when you are adding blueprint instances to an existing entity
/// as it would first become invisible before re-appearing again
@ -69,29 +70,20 @@ pub struct HideUntilReady;
#[derive(Event, Debug)]
pub enum BlueprintEvent {
/// event fired when a blueprint has finished loading its assets & before it attempts spawning
/// event fired when a blueprint has finished loading all of its assets & before it attempts spawning
AssetsLoaded {
entity: Entity,
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 {
entity: Entity,
blueprint_name: String,
blueprint_path: String,
},
///
InstanceReady {
entity: Entity,
blueprint_name: String,
blueprint_path: String,
}
}
@ -105,7 +97,7 @@ pub struct DynamicBlueprintInstance;
// TODO: move these somewhere else ?
#[derive(Component, Reflect, Debug, Default)]
#[reflect(Component)]
/// component gets added when a blueprint starts spawning, removed when spawning is done
/// component gets added when a blueprint starts spawning, removed when spawning is completely done
pub struct BlueprintSpawning;
@ -116,15 +108,13 @@ pub(crate) fn blueprints_prepare_spawn(
(
Entity,
&BlueprintInfo,
Option<&Parent>,
Option<&BlueprintAssets>,
),(Added<SpawnHere>)
>,
mut commands: Commands,
asset_server: Res<AssetServer>,
) {
for (entity, blueprint_info, parent, all_assets) in blueprint_instances_to_spawn.iter() {
for (entity, blueprint_info) in blueprint_instances_to_spawn.iter() {
info!("BLUEPRINT: to spawn detected: {:?} path:{:?}", blueprint_info.name, blueprint_info.path);
//println!("all assets {:?}", all_assets);
//////////////
@ -206,7 +196,7 @@ asset_server: Res<AssetServer>,
pub(crate) fn blueprints_check_assets_loading(
mut blueprint_assets_to_load: Query<
(Entity, Option<&Name>, &BlueprintInfo, &mut BlueprintAssetsLoadState),
(Entity, &BlueprintInfo, &mut BlueprintAssetsLoadState),
With<BlueprintAssetsNotLoaded>,
>,
asset_server: Res<AssetServer>,
@ -214,7 +204,7 @@ pub(crate) fn blueprints_check_assets_loading(
mut blueprint_events: EventWriter<BlueprintEvent>,
) {
for (entity, entity_name, blueprint_info, mut assets_to_load) in blueprint_assets_to_load.iter_mut() {
for (entity, blueprint_info, 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();
@ -244,7 +234,7 @@ pub(crate) fn blueprints_check_assets_loading(
if all_loaded {
assets_to_load.all_loaded = true;
// println!("LOADING: DONE for ALL assets of {:?} (instance of {}), preparing for spawn", entity_name, blueprint_info.path);
// blueprint_events.send(BlueprintEvent::AssetsLoaded {blueprint_name:"".into(), blueprint_path: blueprint_info.path.clone() });
blueprint_events.send(BlueprintEvent::AssetsLoaded {entity: entity,blueprint_name: blueprint_info.name.clone(), blueprint_path: blueprint_info.path.clone() });
commands
.entity(entity)
@ -335,6 +325,7 @@ pub(crate) fn blueprints_assets_ready(spawn_placeholders: Query<
}
}
// TODO: not a fan of this
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());
@ -353,18 +344,21 @@ pub(crate) fn blueprints_assets_ready(spawn_placeholders: Query<
},
));
if hide_until_ready.is_some() {
commands.entity(entity).insert(Visibility::Hidden); // visibility:
if original_parent.is_none() {
// only allow hiding until ready when the entity does not have a parent (?)
if hide_until_ready.is_some() {
commands.entity(entity).insert(Visibility::Hidden); // visibility:
}
// only allow automatically adding a newly spawned blueprint instance to the "world", if the entity does not have a parent
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);
}
}
// only allow automatically adding a newly spawned blueprint instance to the "world", if the entity does not have a parent
if add_to_world.is_some() && original_parent.is_some() {
let world = game_world
.get_single_mut()
.expect("there should be a game world present");
commands.entity(world).add_child(entity);
}
}
}
@ -377,7 +371,7 @@ pub struct SubBlueprintsSpawnTracker{
#[derive(Component, Reflect, Debug)]
#[reflect(Component)]
pub struct SpawnTrackRoot(pub Entity);
pub struct SubBlueprintSpawnRoot(pub Entity);
#[derive(Component, Reflect, Debug)]
#[reflect(Component)]
@ -388,12 +382,8 @@ pub struct BlueprintSceneSpawned;
#[reflect(Component)]
pub struct BlueprintChildrenReady;
#[derive(Component, Reflect, Debug)]
#[reflect(Component)]
pub struct BlueprintReadyForPostProcess;
pub(crate) fn blueprints_scenes_spawned(
spawned_blueprint_scene_instances: Query<(Entity, Option<&Name>, Option<&Children>, Option<&SpawnTrackRoot>), (With<BlueprintSpawning>, Added<SceneInstance>)>,
spawned_blueprint_scene_instances: Query<(Entity, Option<&Name>, Option<&Children>, Option<&SubBlueprintSpawnRoot>), (With<BlueprintSpawning>, Added<SceneInstance>)>,
with_blueprint_infos : Query<(Entity, Option<&Name>), With<BlueprintInfo>>,
all_children: Query<&Children>,
@ -417,22 +407,17 @@ pub(crate) fn blueprints_scenes_spawned(
if with_blueprint_infos.get(parent).is_ok() {
println!("found a parent with blueprint_info {:?} for {:?}", all_names.get(parent), all_names.get(entity));
commands.entity(entity).insert(SpawnTrackRoot(parent));// Injecting to know which entity is the root
commands.entity(entity).insert(SubBlueprintSpawnRoot(parent));// Injecting to know which entity is the root
break;
}
}
}
if children.is_some() {
for child in all_children.iter_descendants(entity) {
if with_blueprint_infos.get(child).is_ok() {
// println!("Parent blueprint instance of {:?} is {:?}", all_names.get(child), all_names.get(entity));
for parent in all_parents.iter_ancestors(child) {
if with_blueprint_infos.get(parent).is_ok() {
@ -440,7 +425,7 @@ pub(crate) fn blueprints_scenes_spawned(
//println!("yohoho");
println!("Parent blueprint instance of {:?} is {:?}", all_names.get(child), all_names.get(parent));
commands.entity(child).insert(SpawnTrackRoot(entity));// Injecting to know which entity is the root
commands.entity(child).insert(SubBlueprintSpawnRoot(entity));// Injecting to know which entity is the root
tracker_data.insert(child, false);
@ -448,7 +433,6 @@ pub(crate) fn blueprints_scenes_spawned(
if let Ok(nname) = all_names.get(child) {
sub_blueprint_instance_names.push(nname.clone());
}
/*if track_root.is_some() {
let prev_root = track_root.unwrap().0;
// if we already had a track root, and it is different from the current entity , change the previous track root's list of children
@ -457,20 +441,14 @@ pub(crate) fn blueprints_scenes_spawned(
tracker.1.sub_blueprint_instances.remove(&child);
}
}*/
}
break;
}
}
}
}
}
println!("sub blueprint instances {:?}", sub_blueprint_instance_names);
// TODO: how about when no sub blueprints are present
@ -485,11 +463,14 @@ pub(crate) fn blueprints_scenes_spawned(
// could be done differently, by notifying each parent of a spawning blueprint that this child is done spawning ?
// perhaps using component hooks or observers (ie , if a ComponentSpawning + Parent)
use crate:: CopyComponents;
use std::any::TypeId;
#[derive(Component, Reflect, Debug)]
#[reflect(Component)]
pub struct BlueprintReadyForPostProcess;
/// this system is in charge of doing component transfers & co
/// - it removes one level of useless nesting
/// - it copies the blueprint's root components to the entity it was spawned on (original entity)
@ -501,7 +482,7 @@ pub(crate) fn blueprints_transfer_components(
&Children,
&OriginalChildren,
Option<&Name>,
Option<&SpawnTrackRoot>),
Option<&SubBlueprintSpawnRoot>),
Added<BlueprintChildrenReady>
>,
mut sub_blueprint_trackers: Query<(Entity, &mut SubBlueprintsSpawnTracker, &BlueprintInfo)>,
@ -548,9 +529,7 @@ pub(crate) fn blueprints_transfer_components(
commands.entity(original)
.insert(BlueprintReadyForPostProcess); // Tag the entity so any systems dealing with post processing can know it is now their "turn"
// 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::<BlueprintAssetsLoadState>(); // 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(blueprint_root_entity).despawn_recursive(); // Remove the root entity that comes from the spawned-in scene
@ -598,8 +577,12 @@ pub(crate) fn blueprints_finalize_instances(
.remove::<SpawnHere>()
.remove::<BlueprintSpawning>()
.remove::<BlueprintReadyForPostProcess>()
// .remove::<Handle<Scene>>(); // FIXME: if we delete the handle to the scene, things get despawned ! not what we want
//.remove::<BlueprintAssetsLoadState>(); // also clear the sub assets tracker to free up handles, perhaps just freeing up the handles and leave the rest would be better ?
//.remove::<BlueprintAssetsLoaded>();
.insert(BlueprintInstanceReady)
;
if hide_until_ready.is_some() {
println!("REVEAAAL");
commands.entity(entity).insert(Visibility::Visible);
@ -626,52 +609,3 @@ BlueprintSpawning
- bubble information up to parent blueprint instance
- if all sub_blueprints are ready => Parent blueprint Instance is ready
*/
// HOT RELOAD
use bevy::asset::AssetEvent;
pub(crate) fn react_to_asset_changes(
mut gltf_events: EventReader<AssetEvent<Gltf>>,
mut untyped_events: EventReader<AssetEvent<LoadedUntypedAsset>>,
mut blueprint_assets: Query<(Entity, Option<&Name>, &BlueprintInfo, &mut BlueprintAssetsLoadState, Option<&Children>)>,
asset_server: Res<AssetServer>,
mut commands: Commands,
) {
for event in gltf_events.read() {
// LoadedUntypedAsset
match event {
AssetEvent::Modified { id } => {
// React to the image being modified
// println!("Modified gltf {:?}", asset_server.get_path(*id));
for (entity, entity_name, blueprint_info, mut assets_to_load, children) in blueprint_assets.iter_mut() {
for tracker in assets_to_load.asset_infos.iter_mut() {
if asset_server.get_path(*id).is_some() {
if tracker.path == asset_server.get_path(*id).unwrap().to_string() {
println!("HOLY MOLY IT DETECTS !!, now respawn {:?}", entity_name);
if children.is_some() {
for child in children.unwrap().iter(){
commands.entity(*child).despawn_recursive();
}
}
commands.entity(entity)
.remove::<BlueprintAssetsLoaded>()
.remove::<SceneInstance>()
.remove::<BlueprintAssetsLoadState>()
.insert(SpawnHere);
break;
}
}
}
}
}
_ => {}
}
}
}

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@ -13424,6 +13424,17 @@
"type": "object",
"typeInfo": "Struct"
},
"blenvy::blueprints::spawn_from_blueprints::HideUntilReady": {
"additionalProperties": false,
"isComponent": true,
"isResource": false,
"long_name": "blenvy::blueprints::spawn_from_blueprints::HideUntilReady",
"properties": {},
"required": [],
"short_name": "HideUntilReady",
"type": "object",
"typeInfo": "Struct"
},
"blenvy::blueprints::spawn_from_blueprints::SpawnHere": {
"additionalProperties": false,
"isComponent": true,

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@ -1,5 +1,5 @@
use bevy::prelude::*;
use blenvy::{BluePrintBundle, BlueprintInfo, DynamicBlueprintInstance, GameWorldTag, HideUntilReady, SpawnHere};
use blenvy::{AddToGameWorld, BluePrintBundle, BlueprintInfo, DynamicBlueprintInstance, GameWorldTag, HideUntilReady, SpawnHere};
use crate::{GameState, InAppRunning};
//use bevy_rapier3d::prelude::Velocity;
@ -69,7 +69,7 @@ pub fn spawn_test(
DynamicBlueprintInstance,
bevy::prelude::Name::from(format!("test{}", name_index)),
HideUntilReady,
// SpawnHere,
AddToGameWorld,
TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)),
/*Velocity {
linvel: Vec3::new(vel_x, vel_y, vel_z),
@ -77,6 +77,6 @@ pub fn spawn_test(
},*/
))
.id();
commands.entity(world).add_child(new_entity);
//commands.entity(world).add_child(new_entity);
}
}

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@ -137,7 +137,10 @@ fn check_for_gltf_events(
BlueprintEvent::InstanceReady{entity, blueprint_name, blueprint_path} => {
info!("BLUEPRINT EVENT: {:?} for {:?}", event, all_names.get(*entity));
}
},
BlueprintEvent::AssetsLoaded { entity, blueprint_name, blueprint_path }=> {
info!("BLUEPRINT EVENT: {:?} for {:?}", event, all_names.get(*entity));
},
_=> {
info!("BLUEPRINT EVENT: {:?}", event);
}

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@ -215,7 +215,9 @@ Blender side:
Bevy Side:
- [x] deprecate BlueprintName & BlueprintPath & use BlueprintInfo instead
- [ ] make blueprint instances invisible until spawning is done to avoid "spawn flash"?
- [x] make blueprint instances invisible until spawning is done to avoid "spawn flash"?
- [x] make this controlable via an additional "HideUntilReady" component
- [x] register "HideUntilReady" so users can set this on their blueprints in Blender directly
- [ ] restructure blueprint spawning
- [x] "blueprint ready" only be triggered after all its sub blueprints are ready
- [x] "blueprintInstance ready"/finished
@ -223,7 +225,7 @@ Bevy Side:
BlueprintSceneSpawned
BlueprintChildrenReady
BlueprintReadyForPostProcess
- [ ] fix issues with deeply nested blueprints
- [x] fix issues with deeply nested blueprints
- perhaps reverse logic by using iter_ascendants
- [x] fix materials handling
- [ ] fix animations handling
@ -235,7 +237,7 @@ Bevy Side:
- [ ] other examples without interactions or physics
- [ ] add hot reloading
- [x] basics
- [ ] make it enabled/disabled based on general flag
- [x] make it enabled/disabled based on general flag
- [ ] cleanup internals
- [ ] review & change general component insertion & spawning ordering & logic
- GltfComponentsSet::Injection => GltfBlueprintsSet::Spawn => GltfBlueprintsSet::AfterSpawn