mirror of
https://github.com/kaosat-dev/Blender_bevy_components_workflow.git
synced 2024-12-22 23:54:10 +00:00
feat(Blenvy:Bevy):
* lots of doc updates * removed obsolete code * some cleanups * started adding & upgrading pieces of save_load into blenvy
This commit is contained in:
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@ -3,8 +3,8 @@ name = "blenvy"
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version = "0.1.0"
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authors = ["Mark 'kaosat-dev' Moissette"]
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description = "Allows you to define Bevy components direclty inside gltf files and instanciate the components on the Bevy side."
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homepage = "https://github.com/kaosat-dev/Blender_bevy_components_workflow"
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repository = "https://github.com/kaosat-dev/Blender_bevy_components_workflow"
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homepage = "https://github.com/kaosat-dev/Blenvy"
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repository = "https://github.com/kaosat-dev/Blenvy"
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keywords = ["gamedev", "bevy", "assets", "gltf", "components"]
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categories = ["game-development"]
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edition = "2021"
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@ -1,23 +1,39 @@
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[![Crates.io](https://img.shields.io/crates/v/blenvy)](https://crates.io/crates/blenvy)
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[![Docs](https://img.shields.io/docsrs/blenvy)](https://docs.rs/blenvy/latest/blenvy/)
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[![License](https://img.shields.io/crates/l/blenvy)](https://github.com/kaosat-dev/Blender_bevy_components_workflow/blob/main/crates/blenvy/License.md)
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[![License](https://img.shields.io/crates/l/blenvy)](https://github.com/kaosat-dev/Blenvy/blob/main/crates/blenvy/License.md)
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[![Bevy tracking](https://img.shields.io/badge/Bevy%20tracking-released%20version-lightblue)](https://github.com/bevyengine/bevy/blob/main/docs/plugins_guidelines.md#main-branch-tracking)
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# blenvy
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this crate adds the ability to define Blueprints/Prefabs for [Bevy](https://bevyengine.org/) inside gltf files and spawn them in Bevy.
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This crate allows you to
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- define [Bevy](https://bevyengine.org/) components direclty inside gltf files and instanciate the components on the Bevy side.
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- define Blueprints/Prefabs for [Bevy](https://bevyengine.org/) inside gltf files and spawn them in Bevy.
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* Allows you to create lightweight levels, where all assets are different gltf files and loaded after the main level is loaded
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* Allows you to spawn different entities from gtlf files at runtime in a clean manner, including simplified animation support !
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* Allows you to create lightweight levels, where all assets are different gltf files and loaded after the main level is loaded
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* Allows you to spawn different entities from gtlf files at runtime in a clean manner, including simplified animation support !
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A blueprint is a set of **overrideable** components + a hierarchy: ie
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A blueprint is a set of **overrideable** components + a hierarchy: ie
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* just a Gltf file with Gltf_extras specifying components
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* a component called BlueprintInfo
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* just a Gltf file with Gltf_extras specifying components
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* a component called BlueprintInfo
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Particularly useful when using [Blender](https://www.blender.org/) as an editor for the [Bevy](https://bevyengine.org/) game engine, combined with the Blender add-on that do a lot of the work for you
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- [blenvy](https://github.com/kaosat-dev/Blenvy/tree/main/tools/blenvy)
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- allows you to create a Json export of all your components/ registered types.
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Its main use case is as a backbone for the [```blenvy``` Blender add-on](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/tools/blenvy), that allows you to add & edit components directly in Blender, using the actual type definitions from Bevy
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(and any of your custom types & components that you register in Bevy).
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- adds the ability to easilly **save** and **load** your game worlds for [Bevy](https://bevyengine.org/) .
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Particularly useful when using [Blender](https://www.blender.org/) as an editor for the [Bevy](https://bevyengine.org/) game engine, combined with the Blender add-on that do a lot of the work for you
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- [blenvy](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/tools/blenvy)
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* leverages blueprints & seperation between
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* **dynamic** entities : entities that can change during the lifetime of your app/game
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* **static** entities : entities that do NOT change (typically, a part of your levels/ environements)
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* and allows allow for :
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* a simple save/load workflow thanks to the above
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* ability to specify **which entities** to save or to exclude
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* ability to specify **which components** to save or to exclude
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* ability to specify **which resources** to save or to exclude
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* small(er) save files (only a portion of the entities is saved)
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Particularly useful when using [Blender](https://www.blender.org/) as an editor for the [Bevy](https://bevyengine.org/) game engine, combined with the [Blender plugin](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/tools/gltf_auto_export) that does a lot of the work for you (including spliting generating seperate gltf files for your static vs dynamic assets)
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## Usage
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@ -40,12 +56,27 @@ fn main() {
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.add_plugins(DefaultPlugins)
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.add_plugins(BlenvyPlugin)
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.add_systems(Startup, setup_game)
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.add_systems(Update, spawn_blueprint_instance)
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.run();
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}
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// not shown here: any other setup that is not specific to blueprints
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fn spawn_blueprint(
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// this is how you setup & spawn a level from a blueprint
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fn setup_game(
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mut commands: Commands,
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) {
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// here we spawn our game world/level, which is also a blueprint !
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commands.spawn((
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BlueprintInfo::from_path("levels/World.glb"), // all we need is a Blueprint info...
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SpawnBlueprint, // and spawnblueprint to tell blenvy to spawn the blueprint now
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HideUntilReady, // only reveal the level once it is ready
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GameWorldTag,
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));
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}
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fn spawn_blueprint_instance(
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mut commands: Commands,
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keycode: Res<Input<KeyCode>>,
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){
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@ -152,7 +183,7 @@ any component you specify when spawning the Blueprint that is also specified **w
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for example
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```rust no_run
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commands.spawn((
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BlueprintInfo("Health_Pickup".to_string()),
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BlueprintInfo(path: "Health_Pickup.glb".into()),
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SpawnBlueprint,
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TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)),
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HealthPowerUp(20)// if this is component is also present inside the "Health_Pickup" blueprint, that one will be replaced with this component during spawning
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@ -168,7 +199,7 @@ There is also a ```BluePrintBundle``` for convenience , which just has
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## Additional information
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- When a blueprint is spawned, all its children entities (and nested children etc) also have an ```InBlueprint``` component that gets insert
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- When a blueprint is spawned, an ```InBlueprint``` component is inserted into all its children entities (and nested children etc)
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- this crate also provides a special optional ```GameWorldTag``` component: this is useful when you want to keep all your spawned entities inside a root entity
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You can use it in your queries to add your entities as children of this "world"
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@ -177,16 +208,10 @@ This way all your levels, your dynamic entities etc, are kept seperated from UI
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> Note: you should only have a SINGLE entity tagged with that component !
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```rust no_run
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commands.spawn((
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SceneBundle {
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scene: models
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.get(game_assets.world.id())
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.expect("main level should have been loaded")
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.scenes[0]
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.clone(),
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..default()
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},
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bevy::prelude::Name::from("world"),
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commands.spawn((
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BlueprintInfo::from_path("levels/World.glb"),
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SpawnBlueprint,
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HideUntilReady,
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GameWorldTag, // here it is
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));
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```
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@ -204,7 +229,7 @@ Typically , the order of systems should be
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***bevy_gltf_components (GltfComponentsSet::Injection)*** => ***blenvy (GltfBlueprintsSet::Spawn, GltfBlueprintsSet::AfterSpawn)*** => ***replace_proxies***
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see https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/blenvy/basic for how to set it up correctly
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see https://github.com/kaosat-dev/Blenvy/tree/main/examples/blenvy/basic for how to set it up correctly
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@ -258,9 +283,9 @@ pub fn animation_change_on_proximity_foxes(
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}
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```
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see https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/blenvy/animation for how to set it up correctly
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see https://github.com/kaosat-dev/Blenvy/tree/main/examples/blenvy/animation for how to set it up correctly
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particularly from https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/blenvy/animation/game/in_game.rs
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particularly from https://github.com/kaosat-dev/Blenvy/tree/main/examples/blenvy/animation/game/in_game.rs
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## Materials
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@ -280,22 +305,22 @@ material_library: true // defaults to false, enable this to enable automatic in
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```blenvy``` currently does NOT take care of loading those at runtime
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see https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/blenvy/materials for how to set it up correctly
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see https://github.com/kaosat-dev/Blenvy/tree/main/examples/blenvy/materials for how to set it up correctly
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Generating optimised blueprints and material libraries can be automated using the latests version of the [Blender plugin](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/tools/gltf_auto_export)
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Generating optimised blueprints and material libraries can be automated using the latests version of the [Blender plugin](https://github.com/kaosat-dev/Blenvy/tree/main/tools/gltf_auto_export)
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## Examples
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https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/blenvy/basic
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https://github.com/kaosat-dev/Blenvy/tree/main/examples/blenvy/basic
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https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/blenvy/basic_xpbd_physics
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https://github.com/kaosat-dev/Blenvy/tree/main/examples/blenvy/basic_xpbd_physics
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https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/blenvy/animation
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https://github.com/kaosat-dev/Blenvy/tree/main/examples/blenvy/animation
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https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/blenvy/materials
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https://github.com/kaosat-dev/Blenvy/tree/main/examples/blenvy/materials
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https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/blenvy/multiple_levels_multiple_blendfiles
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https://github.com/kaosat-dev/Blenvy/tree/main/examples/blenvy/multiple_levels_multiple_blendfiles
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## Compatible Bevy versions
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@ -1,190 +0,0 @@
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use std::path::Path;
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use bevy::{
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asset::{AssetServer, Assets, Handle},
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ecs::{
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component::Component,
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entity::Entity,
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query::{Added, With},
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reflect::ReflectComponent,
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system::{Commands, Query, Res, ResMut},
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},
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gltf::Gltf,
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hierarchy::{Children, Parent},
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log::debug,
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pbr::StandardMaterial,
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reflect::Reflect,
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render::mesh::Mesh,
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};
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use crate::{AssetLoadTracker, BlueprintAssetsLoadState, BlenvyConfig, BlueprintInstanceReady};
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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/// struct containing the name & path of the material to apply
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pub struct MaterialInfo {
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pub name: String,
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pub path: String,
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}
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/// flag component
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#[derive(Component)]
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pub(crate) struct BlueprintMaterialAssetsLoaded;
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/// flag component
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#[derive(Component)]
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pub(crate) struct BlueprintMaterialAssetsNotLoaded;
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/// system that injects / replaces materials from material library
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pub(crate) fn materials_inject(
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blenvy_config: ResMut<BlenvyConfig>,
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material_infos: Query<(Entity, &MaterialInfo), Added<MaterialInfo>>,
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asset_server: Res<AssetServer>,
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mut commands: Commands,
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) {
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for (entity, material_info) in material_infos.iter() {
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println!("Entity with material info {:?} {:?}", entity, material_info);
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let material_full_path = format!("{}#{}", material_info.path, material_info.name);
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if blenvy_config
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.materials_cache
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.contains_key(&material_full_path)
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{
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debug!("material is cached, retrieving");
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blenvy_config
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.materials_cache
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.get(&material_full_path)
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.expect("we should have the material available");
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commands
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.entity(entity)
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.insert(BlueprintMaterialAssetsLoaded);
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} else {
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let material_file_handle = asset_server.load_untyped(&material_info.path.clone()); // : Handle<Gltf>
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let material_file_id = material_file_handle.id();
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let asset_infos: Vec<AssetLoadTracker> = vec![AssetLoadTracker {
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name: material_info.name.clone(),
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path: material_info.path.clone(),
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id: material_file_id,
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loaded: false,
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handle: material_file_handle.clone(),
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}];
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commands
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.entity(entity)
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.insert(BlueprintAssetsLoadState {
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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(BlueprintMaterialAssetsNotLoaded);
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}
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}
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}
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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 BlueprintAssetsLoadState),
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With<BlueprintMaterialAssetsNotLoaded>,
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>,
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asset_server: Res<AssetServer>,
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mut commands: Commands,
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) {
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for (entity, mut assets_to_load) in blueprint_assets_to_load.iter_mut() {
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let mut all_loaded = true;
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let mut loaded_amount = 0;
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let total = assets_to_load.asset_infos.len();
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for tracker in assets_to_load.asset_infos.iter_mut() {
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let asset_id = tracker.id;
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let loaded = asset_server.is_loaded_with_dependencies(asset_id);
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tracker.loaded = loaded;
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if loaded {
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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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assets_to_load.progress = progress;
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if all_loaded {
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assets_to_load.all_loaded = true;
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commands
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.entity(entity)
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.insert(BlueprintMaterialAssetsLoaded)
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.remove::<BlueprintMaterialAssetsNotLoaded>();
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}
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}
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}
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/// system that injects / replaces materials from material library
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pub(crate) fn materials_inject2(
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mut blenvy_config: ResMut<BlenvyConfig>,
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material_infos: Query<
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(&MaterialInfo, &Children),
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(
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Added<BlueprintMaterialAssetsLoaded>,
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With<BlueprintMaterialAssetsLoaded>,
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),
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>,
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with_materials_and_meshes: Query<
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(),
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(
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With<Parent>,
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With<Handle<StandardMaterial>>,
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With<Handle<Mesh>>,
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),
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>,
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assets_gltf: Res<Assets<Gltf>>,
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asset_server: Res<AssetServer>,
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mut commands: Commands,
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) {
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for (material_info, children) in material_infos.iter() {
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let material_full_path = format!("{}#{}", material_info.path, material_info.name);
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let mut material_found: Option<&Handle<StandardMaterial>> = None;
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if blenvy_config
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.materials_cache
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.contains_key(&material_full_path)
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{
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debug!("material is cached, retrieving");
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let material = blenvy_config
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.materials_cache
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.get(&material_full_path)
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.expect("we should have the material available");
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material_found = Some(material);
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} else {
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let model_handle: Handle<Gltf> = asset_server.load(material_info.path.clone()); // FIXME: kinda weird now
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let mat_gltf = assets_gltf
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.get(model_handle.id())
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.expect("material should have been preloaded");
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if mat_gltf.named_materials.contains_key(&material_info.name as &str) {
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let material = mat_gltf
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.named_materials
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.get(&material_info.name as &str)
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.expect("this material should have been loaded");
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blenvy_config
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.materials_cache
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.insert(material_full_path, material.clone());
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material_found = Some(material);
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}
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}
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if let Some(material) = material_found {
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for child in children.iter() {
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if with_materials_and_meshes.contains(*child) {
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debug!(
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"injecting material {}, path: {:?}",
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material_info.name,
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material_info.path.clone()
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);
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commands.entity(*child).insert(material.clone());
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}
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}
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}
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}
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}
|
@ -1,248 +0,0 @@
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/// helper component, for tracking loaded assets's loading state, id , handle etc
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#[derive(Default, Debug)]
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pub(crate) struct AssetLoadTracker<T: bevy::prelude::Asset> {
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#[allow(dead_code)]
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pub name: String,
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pub id: AssetId<T>,
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pub loaded: bool,
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#[allow(dead_code)]
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pub handle: Handle<T>,
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}
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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<T: bevy::prelude::Asset> {
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pub all_loaded: bool,
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pub asset_infos: Vec<AssetLoadTracker<T>>,
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pub progress: f32,
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}
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impl<T: bevy::prelude::Asset> Default for AssetsToLoad<T> {
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fn default() -> Self {
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Self {
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all_loaded: Default::default(),
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asset_infos: Default::default(),
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progress: Default::default(),
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}
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}
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}
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/// flag component, usually added when a blueprint is loaded
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#[derive(Component)]
|
||||
pub(crate) struct BlueprintAssetsLoaded;
|
||||
/// flag component
|
||||
#[derive(Component)]
|
||||
pub(crate) struct BlueprintAssetsNotLoaded;
|
||||
|
||||
|
||||
|
||||
/// spawning prepare function,
|
||||
/// * also takes into account the already exisiting "override" components, ie "override components" > components from blueprint
|
||||
pub(crate) fn prepare_blueprints(
|
||||
spawn_placeholders: Query<
|
||||
(
|
||||
Entity,
|
||||
&BlueprintName,
|
||||
Option<&Parent>,
|
||||
Option<&Library>,
|
||||
Option<&Name>,
|
||||
Option<&BlueprintsList>,
|
||||
),
|
||||
(Added<BlueprintName>, Added<SpawnBlueprint>, Without<Spawned>),
|
||||
>,
|
||||
|
||||
mut commands: Commands,
|
||||
asset_server: Res<AssetServer>,
|
||||
blenvy_config: Res<BluePrintsConfig>,
|
||||
) {
|
||||
for (entity, blupeprint_name, original_parent, library_override, name, blueprints_list) in
|
||||
spawn_placeholders.iter()
|
||||
{
|
||||
debug!(
|
||||
"requesting to spawn {:?} for entity {:?}, id: {:?}, parent:{:?}",
|
||||
blupeprint_name.0, name, entity, original_parent
|
||||
);
|
||||
|
||||
// println!("main model path {:?}", model_path);
|
||||
if blueprints_list.is_some() {
|
||||
let blueprints_list = blueprints_list.unwrap();
|
||||
// println!("blueprints list {:?}", blueprints_list.0.keys());
|
||||
let mut asset_infos: Vec<AssetLoadTracker<Gltf>> = vec![];
|
||||
let library_path =
|
||||
library_override.map_or_else(|| &blenvy_config.library_folder, |l| &l.0);
|
||||
for (blueprint_name, _) in blueprints_list.0.iter() {
|
||||
let model_file_name = format!("{}.{}", &blueprint_name, &blenvy_config.format);
|
||||
let model_path = Path::new(&library_path).join(Path::new(model_file_name.as_str()));
|
||||
|
||||
let model_handle: Handle<Gltf> = asset_server.load(model_path.clone());
|
||||
let model_id = model_handle.id();
|
||||
let loaded = asset_server.is_loaded_with_dependencies(model_id);
|
||||
if !loaded {
|
||||
asset_infos.push(AssetLoadTracker {
|
||||
name: model_path.to_string_lossy().into(),
|
||||
id: model_id,
|
||||
loaded: false,
|
||||
handle: model_handle.clone(),
|
||||
});
|
||||
}
|
||||
}
|
||||
// if not all assets are already loaded, inject a component to signal that we need them to be loaded
|
||||
if !asset_infos.is_empty() {
|
||||
commands
|
||||
.entity(entity)
|
||||
.insert(AssetsToLoad {
|
||||
all_loaded: false,
|
||||
asset_infos,
|
||||
..Default::default()
|
||||
})
|
||||
.insert(BlueprintAssetsNotLoaded);
|
||||
} else {
|
||||
commands.entity(entity).insert(BlueprintAssetsLoaded);
|
||||
}
|
||||
} else {
|
||||
// in case there are no blueprintsList, we revert back to the old behaviour
|
||||
commands.entity(entity).insert(BlueprintAssetsLoaded);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub(crate) fn blueprints_check_assets_loading(
|
||||
mut blueprint_assets_to_load: Query<
|
||||
(Entity, &mut AssetsToLoad<Gltf>),
|
||||
With<BlueprintAssetsNotLoaded>,
|
||||
>,
|
||||
asset_server: Res<AssetServer>,
|
||||
mut commands: Commands,
|
||||
) {
|
||||
for (entity, mut assets_to_load) in blueprint_assets_to_load.iter_mut() {
|
||||
let mut all_loaded = true;
|
||||
let mut loaded_amount = 0;
|
||||
let total = assets_to_load.asset_infos.len();
|
||||
for tracker in assets_to_load.asset_infos.iter_mut() {
|
||||
let asset_id = tracker.id;
|
||||
let loaded = asset_server.is_loaded_with_dependencies(asset_id);
|
||||
tracker.loaded = loaded;
|
||||
if loaded {
|
||||
loaded_amount += 1;
|
||||
} else {
|
||||
all_loaded = false;
|
||||
}
|
||||
}
|
||||
let progress: f32 = loaded_amount as f32 / total as f32;
|
||||
// println!("progress: {}",progress);
|
||||
assets_to_load.progress = progress;
|
||||
|
||||
if all_loaded {
|
||||
assets_to_load.all_loaded = true;
|
||||
commands
|
||||
.entity(entity)
|
||||
.insert(BlueprintAssetsLoaded)
|
||||
.remove::<BlueprintAssetsNotLoaded>();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub(crate) fn blueprints_spawn(
|
||||
spawn_placeholders: Query<
|
||||
(
|
||||
Entity,
|
||||
&BlueprintName,
|
||||
Option<&Transform>,
|
||||
Option<&Parent>,
|
||||
Option<&Library>,
|
||||
Option<&AddToGameWorld>,
|
||||
Option<&Name>,
|
||||
),
|
||||
(
|
||||
With<BlueprintAssetsLoaded>,
|
||||
Added<BlueprintAssetsLoaded>,
|
||||
Without<BlueprintAssetsNotLoaded>,
|
||||
),
|
||||
>,
|
||||
|
||||
mut commands: Commands,
|
||||
mut game_world: Query<Entity, With<GameWorldTag>>,
|
||||
|
||||
assets_gltf: Res<Assets<Gltf>>,
|
||||
asset_server: Res<AssetServer>,
|
||||
blenvy_config: Res<BluePrintsConfig>,
|
||||
|
||||
children: Query<&Children>,
|
||||
) {
|
||||
for (
|
||||
entity,
|
||||
blupeprint_name,
|
||||
transform,
|
||||
original_parent,
|
||||
library_override,
|
||||
add_to_world,
|
||||
name,
|
||||
) in spawn_placeholders.iter()
|
||||
{
|
||||
debug!(
|
||||
"attempting to spawn {:?} for entity {:?}, id: {:?}, parent:{:?}",
|
||||
blupeprint_name.0, name, entity, original_parent
|
||||
);
|
||||
|
||||
let what = &blupeprint_name.0;
|
||||
let model_file_name = format!("{}.{}", &what, &blenvy_config.format);
|
||||
|
||||
// library path is either defined at the plugin level or overriden by optional Library components
|
||||
let library_path =
|
||||
library_override.map_or_else(|| &blenvy_config.library_folder, |l| &l.0);
|
||||
let model_path = Path::new(&library_path).join(Path::new(model_file_name.as_str()));
|
||||
|
||||
// info!("attempting to spawn {:?}", model_path);
|
||||
let model_handle: Handle<Gltf> = asset_server.load(model_path.clone()); // FIXME: kinda weird now
|
||||
|
||||
let gltf = assets_gltf.get(&model_handle).unwrap_or_else(|| {
|
||||
panic!(
|
||||
"gltf file {:?} should have been loaded",
|
||||
model_path.to_str()
|
||||
)
|
||||
});
|
||||
|
||||
// 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);
|
||||
}
|
||||
}
|
||||
commands.entity(entity).insert((
|
||||
SceneBundle {
|
||||
scene: scene.clone(),
|
||||
transform: transforms,
|
||||
..Default::default()
|
||||
},
|
||||
Spawned,
|
||||
OriginalChildren(original_children),
|
||||
BlueprintAnimations {
|
||||
// these are animations specific to the inside of the blueprint
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
@ -1,396 +0,0 @@
|
||||
use std::path::{Path, PathBuf};
|
||||
|
||||
use bevy::{gltf::Gltf, prelude::*, utils::hashbrown::HashMap};
|
||||
use serde_json::Value;
|
||||
|
||||
use crate::{BlueprintAssets, 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 SpawnBlueprint;
|
||||
|
||||
#[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<SpawnBlueprint>)>,
|
||||
|
||||
// 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<&BlueprintAssets>,
|
||||
),
|
||||
(Added<BlueprintAssets>), // Added<BlueprintAssets>
|
||||
>,
|
||||
|
||||
|
||||
bla_bla : Query<
|
||||
(
|
||||
Entity,
|
||||
&BlueprintName,
|
||||
&BlueprintPath,
|
||||
Option<&Parent>,
|
||||
Option<&BlueprintAssets>,
|
||||
),(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("BlueprintAssets"){
|
||||
let assets_raw = &lookup["BlueprintAssets"];
|
||||
println!("ASSETS RAW {}", assets_raw);
|
||||
let x: BlueprintAssets = 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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
@ -1,165 +0,0 @@
|
||||
use std::any::TypeId;
|
||||
|
||||
use bevy::gltf::Gltf;
|
||||
use bevy::prelude::*;
|
||||
use bevy::scene::SceneInstance;
|
||||
// use bevy::utils::hashbrown::HashSet;
|
||||
|
||||
use crate::{BlueprintAnimationPlayerLink, BlueprintAnimations, BlueprintInfo, BlueprintReadyForPostProcess, BlueprintInstanceReady, BlueprintSpawning, SubBlueprintSpawnRoot, SubBlueprintsSpawnTracker};
|
||||
use crate::{SpawnBlueprint, Spawned};
|
||||
use crate::{
|
||||
BlueprintEvent, CopyComponents, InBlueprint, NoInBlueprint, OriginalChildren
|
||||
};
|
||||
|
||||
|
||||
|
||||
|
||||
/// this system is in charge of doing any necessary post processing after a blueprint scene has been spawned
|
||||
/// - it removes one level of useless nesting
|
||||
/// - it copies the blueprint's root components to the entity it was spawned on (original entity)
|
||||
/// - it copies the children of the blueprint scene into the original entity
|
||||
/// - it add `AnimationLink` components so that animations can be controlled from the original entity
|
||||
/// - it cleans up/ removes a few , by then uneeded components
|
||||
pub(crate) fn spawned_blueprint_post_process( // rename to '
|
||||
unprocessed_entities: Query<
|
||||
(
|
||||
Entity,
|
||||
&Children,
|
||||
&OriginalChildren,
|
||||
&BlueprintAnimations,
|
||||
Option<&NoInBlueprint>,
|
||||
Option<&Name>,
|
||||
&BlueprintInfo,
|
||||
|
||||
// sub blueprint instances tracker
|
||||
Option<&SubBlueprintSpawnRoot>
|
||||
),
|
||||
(With<SpawnBlueprint>, With<SceneInstance>, Added<BlueprintReadyForPostProcess>),
|
||||
>,
|
||||
added_animation_players: Query<(Entity, &Parent), Added<AnimationPlayer>>,
|
||||
all_children: Query<&Children>,
|
||||
|
||||
mut trackers: Query<(Entity, &mut SubBlueprintsSpawnTracker, &BlueprintInfo)>,
|
||||
|
||||
|
||||
mut commands: Commands,
|
||||
mut blueprint_events: EventWriter<BlueprintEvent>,
|
||||
|
||||
) {
|
||||
for (original, children, original_children, animations, no_inblueprint, name, blueprint_info, track_root) in
|
||||
unprocessed_entities.iter()
|
||||
{
|
||||
info!("post processing blueprint for entity {:?}", name);
|
||||
|
||||
if children.len() == 0 {
|
||||
warn!("timing issue ! no children found, please restart your bevy app (bug being investigated)");
|
||||
continue;
|
||||
}
|
||||
// the root node is the first & normally only child inside a scene, it is the one that has all relevant components
|
||||
let mut root_entity = Entity::PLACEHOLDER; //FIXME: and what about childless ones ?? => should not be possible normally
|
||||
// let diff = HashSet::from_iter(original_children.0).difference(HashSet::from_iter(children));
|
||||
// we find the first child that was not in the entity before (aka added during the scene spawning)
|
||||
for c in children.iter() {
|
||||
if !original_children.0.contains(c) {
|
||||
root_entity = *c;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// we flag all children of the blueprint instance with 'InBlueprint'
|
||||
// can be usefull to filter out anything that came from blueprints vs normal children
|
||||
if no_inblueprint.is_none() {
|
||||
for child in all_children.iter_descendants(root_entity) {
|
||||
commands.entity(child).insert(InBlueprint); // we do this here in order to avoid doing it to normal children
|
||||
}
|
||||
}
|
||||
|
||||
// copy components into from blueprint instance's root_entity to original entity
|
||||
commands.add(CopyComponents {
|
||||
source: root_entity,
|
||||
destination: original,
|
||||
exclude: vec![TypeId::of::<Parent>(), TypeId::of::<Children>()],
|
||||
stringent: false,
|
||||
});
|
||||
|
||||
// we move all of children of the blueprint instance one level to the original entity
|
||||
if let Ok(root_entity_children) = all_children.get(root_entity) {
|
||||
for child in root_entity_children.iter() {
|
||||
// info!("copying child {:?} upward from {:?} to {:?}", names.get(*child), root_entity, original);
|
||||
commands.entity(original).add_child(*child);
|
||||
}
|
||||
}
|
||||
|
||||
if animations.named_animations.keys().len() > 0 {
|
||||
for (added, parent) in added_animation_players.iter() {
|
||||
if parent.get() == root_entity {
|
||||
// FIXME: stopgap solution: since we cannot use an AnimationPlayer at the root entity level
|
||||
// and we cannot update animation clips so that the EntityPaths point to one level deeper,
|
||||
// BUT we still want to have some marker/control at the root entity level, we add this
|
||||
commands
|
||||
.entity(original)
|
||||
.insert(BlueprintAnimationPlayerLink(added));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
commands.entity(original).remove::<SpawnBlueprint>();
|
||||
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::<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(root_entity).despawn_recursive(); // Remove the root entity that comes from the spawned-in scene
|
||||
commands.entity(original).insert( Visibility::Visible
|
||||
);
|
||||
|
||||
commands.entity(original)
|
||||
.insert(BlueprintInstanceReady)
|
||||
.remove::<BlueprintSpawning>()
|
||||
|
||||
|
||||
//
|
||||
.remove::<BlueprintReadyForPostProcess>()
|
||||
;
|
||||
|
||||
|
||||
if let Some(track_root) = track_root {
|
||||
//println!("got some root");
|
||||
if let Ok((s_entity, mut tracker, bp_info)) = trackers.get_mut(track_root.0) {
|
||||
// println!("found the tracker, setting loaded for {}", entity);
|
||||
tracker.sub_blueprint_instances.entry(original).or_insert(true);
|
||||
tracker.sub_blueprint_instances.insert(original, true);
|
||||
|
||||
// TODO: ugh, my limited rust knowledge, this is bad code
|
||||
let mut all_spawned = true;
|
||||
|
||||
for key in tracker.sub_blueprint_instances.keys() {
|
||||
let val = tracker.sub_blueprint_instances[key];
|
||||
println!("Key: {key}, Spawned {}", val);
|
||||
}
|
||||
|
||||
for val in tracker.sub_blueprint_instances.values() {
|
||||
println!("spawned {}", val);
|
||||
if !val {
|
||||
all_spawned = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if all_spawned { // TODO: move this to an other system, or "notify" the tracked root entity of the fact that all its sub blueprints have been loaded
|
||||
println!("ALLLLL SPAAAAWNED for {}", track_root.0);
|
||||
// commands.entity(track_root.0).insert(bundle)
|
||||
blueprint_events.send(BlueprintEvent::Spawned {entity: track_root.0, blueprint_name: bp_info.name.clone(), blueprint_path: bp_info.path.clone()});
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
if trackers.get(original).is_err() {
|
||||
// if it has no sub blueprint instances
|
||||
blueprint_events.send(BlueprintEvent::Spawned {entity: original, blueprint_name: blueprint_info.name.clone(), blueprint_path: blueprint_info.path.clone()});
|
||||
}
|
||||
|
||||
debug!("DONE WITH POST PROCESS");
|
||||
info!("done instanciating blueprint for entity {:?}", name);
|
||||
|
||||
}
|
||||
}
|
@ -23,7 +23,7 @@ use bevy::{
|
||||
/// # use bevy::gltf::*;
|
||||
/// # use bevy_gltf_components::ComponentsFromGltfPlugin;
|
||||
///
|
||||
/// //too barebones of an example to be meaningfull, please see https://github.com/kaosat-dev/Blender_bevy_components_workflow/examples/basic for a real example
|
||||
/// //too barebones of an example to be meaningfull, please see https://github.com/kaosat-dev/Blenvy/examples/basic for a real example
|
||||
/// fn main() {
|
||||
/// App::new()
|
||||
/// .add_plugins(DefaultPlugins)
|
||||
|
@ -22,6 +22,10 @@ pub struct BlenvyConfig {
|
||||
pub(crate) aabbs: bool,
|
||||
pub(crate) aabb_cache: HashMap<String, Aabb>, // cache for aabbs
|
||||
pub(crate) materials_cache: HashMap<String, Handle<StandardMaterial>>, // cache for materials
|
||||
|
||||
// save & load
|
||||
pub(crate) save_component_filter: SceneFilter,
|
||||
pub(crate) save_resource_filter: SceneFilter,
|
||||
}
|
||||
|
||||
#[derive(Debug, Clone)]
|
||||
@ -34,6 +38,10 @@ pub struct BlenvyPlugin {
|
||||
|
||||
/// Automatically generate aabbs for the blueprints root objects
|
||||
pub aabbs: bool,
|
||||
|
||||
// for save & load
|
||||
pub save_component_filter: SceneFilter,
|
||||
pub save_resource_filter: SceneFilter,
|
||||
}
|
||||
|
||||
impl Default for BlenvyPlugin {
|
||||
@ -43,6 +51,9 @@ impl Default for BlenvyPlugin {
|
||||
registry_component_filter: SceneFilter::default(),
|
||||
registry_resource_filter: SceneFilter::default(),
|
||||
aabbs: false,
|
||||
|
||||
save_component_filter: SceneFilter::default(),
|
||||
save_resource_filter: SceneFilter::default(),
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -63,6 +74,9 @@ impl Plugin for BlenvyPlugin {
|
||||
aabb_cache: HashMap::new(),
|
||||
|
||||
materials_cache: HashMap::new(),
|
||||
|
||||
save_component_filter: self.save_component_filter.clone(),
|
||||
save_resource_filter: self.save_resource_filter.clone()
|
||||
});
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user