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:
kaosat.dev 2024-07-16 23:39:09 +02:00
parent 0938a1d10c
commit 30b052d4d2
8 changed files with 75 additions and 1035 deletions

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@ -3,8 +3,8 @@ name = "blenvy"
version = "0.1.0"
authors = ["Mark 'kaosat-dev' Moissette"]
description = "Allows you to define Bevy components direclty inside gltf files and instanciate the components on the Bevy side."
homepage = "https://github.com/kaosat-dev/Blender_bevy_components_workflow"
repository = "https://github.com/kaosat-dev/Blender_bevy_components_workflow"
homepage = "https://github.com/kaosat-dev/Blenvy"
repository = "https://github.com/kaosat-dev/Blenvy"
keywords = ["gamedev", "bevy", "assets", "gltf", "components"]
categories = ["game-development"]
edition = "2021"

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@ -1,23 +1,39 @@
[![Crates.io](https://img.shields.io/crates/v/blenvy)](https://crates.io/crates/blenvy)
[![Docs](https://img.shields.io/docsrs/blenvy)](https://docs.rs/blenvy/latest/blenvy/)
[![License](https://img.shields.io/crates/l/blenvy)](https://github.com/kaosat-dev/Blender_bevy_components_workflow/blob/main/crates/blenvy/License.md)
[![License](https://img.shields.io/crates/l/blenvy)](https://github.com/kaosat-dev/Blenvy/blob/main/crates/blenvy/License.md)
[![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)
# blenvy
this crate adds the ability to define Blueprints/Prefabs for [Bevy](https://bevyengine.org/) inside gltf files and spawn them in Bevy.
This crate allows you to
- define [Bevy](https://bevyengine.org/) components direclty inside gltf files and instanciate the components on the Bevy side.
- define Blueprints/Prefabs for [Bevy](https://bevyengine.org/) inside gltf files and spawn them in Bevy.
* Allows you to create lightweight levels, where all assets are different gltf files and loaded after the main level is loaded
* Allows you to spawn different entities from gtlf files at runtime in a clean manner, including simplified animation support !
* Allows you to create lightweight levels, where all assets are different gltf files and loaded after the main level is loaded
* Allows you to spawn different entities from gtlf files at runtime in a clean manner, including simplified animation support !
A blueprint is a set of **overrideable** components + a hierarchy: ie
A blueprint is a set of **overrideable** components + a hierarchy: ie
* just a Gltf file with Gltf_extras specifying components
* a component called BlueprintInfo
* just a Gltf file with Gltf_extras specifying components
* a component called BlueprintInfo
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
- [blenvy](https://github.com/kaosat-dev/Blenvy/tree/main/tools/blenvy)
- allows you to create a Json export of all your components/ registered types.
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
(and any of your custom types & components that you register in Bevy).
- adds the ability to easilly **save** and **load** your game worlds for [Bevy](https://bevyengine.org/) .
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
- [blenvy](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/tools/blenvy)
* leverages blueprints & seperation between
* **dynamic** entities : entities that can change during the lifetime of your app/game
* **static** entities : entities that do NOT change (typically, a part of your levels/ environements)
* and allows allow for :
* a simple save/load workflow thanks to the above
* ability to specify **which entities** to save or to exclude
* ability to specify **which components** to save or to exclude
* ability to specify **which resources** to save or to exclude
* small(er) save files (only a portion of the entities is saved)
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)
## Usage
@ -40,12 +56,27 @@ fn main() {
.add_plugins(DefaultPlugins)
.add_plugins(BlenvyPlugin)
.add_systems(Startup, setup_game)
.add_systems(Update, spawn_blueprint_instance)
.run();
}
// not shown here: any other setup that is not specific to blueprints
fn spawn_blueprint(
// this is how you setup & spawn a level from a blueprint
fn setup_game(
mut commands: Commands,
) {
// here we spawn our game world/level, which is also a blueprint !
commands.spawn((
BlueprintInfo::from_path("levels/World.glb"), // all we need is a Blueprint info...
SpawnBlueprint, // and spawnblueprint to tell blenvy to spawn the blueprint now
HideUntilReady, // only reveal the level once it is ready
GameWorldTag,
));
}
fn spawn_blueprint_instance(
mut commands: Commands,
keycode: Res<Input<KeyCode>>,
){
@ -152,7 +183,7 @@ any component you specify when spawning the Blueprint that is also specified **w
for example
```rust no_run
commands.spawn((
BlueprintInfo("Health_Pickup".to_string()),
BlueprintInfo(path: "Health_Pickup.glb".into()),
SpawnBlueprint,
TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)),
HealthPowerUp(20)// if this is component is also present inside the "Health_Pickup" blueprint, that one will be replaced with this component during spawning
@ -168,7 +199,7 @@ There is also a ```BluePrintBundle``` for convenience , which just has
## Additional information
- When a blueprint is spawned, all its children entities (and nested children etc) also have an ```InBlueprint``` component that gets insert
- When a blueprint is spawned, an ```InBlueprint``` component is inserted into all its children entities (and nested children etc)
- 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
You can use it in your queries to add your entities as children of this "world"
@ -177,16 +208,10 @@ This way all your levels, your dynamic entities etc, are kept seperated from UI
> Note: you should only have a SINGLE entity tagged with that component !
```rust no_run
commands.spawn((
SceneBundle {
scene: models
.get(game_assets.world.id())
.expect("main level should have been loaded")
.scenes[0]
.clone(),
..default()
},
bevy::prelude::Name::from("world"),
commands.spawn((
BlueprintInfo::from_path("levels/World.glb"),
SpawnBlueprint,
HideUntilReady,
GameWorldTag, // here it is
));
```
@ -204,7 +229,7 @@ Typically , the order of systems should be
***bevy_gltf_components (GltfComponentsSet::Injection)*** => ***blenvy (GltfBlueprintsSet::Spawn, GltfBlueprintsSet::AfterSpawn)*** => ***replace_proxies***
see https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/blenvy/basic for how to set it up correctly
see https://github.com/kaosat-dev/Blenvy/tree/main/examples/blenvy/basic for how to set it up correctly
@ -258,9 +283,9 @@ pub fn animation_change_on_proximity_foxes(
}
```
see https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/blenvy/animation for how to set it up correctly
see https://github.com/kaosat-dev/Blenvy/tree/main/examples/blenvy/animation for how to set it up correctly
particularly from https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/blenvy/animation/game/in_game.rs
particularly from https://github.com/kaosat-dev/Blenvy/tree/main/examples/blenvy/animation/game/in_game.rs
## Materials
@ -280,22 +305,22 @@ material_library: true // defaults to false, enable this to enable automatic in
```blenvy``` currently does NOT take care of loading those at runtime
see https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/blenvy/materials for how to set it up correctly
see https://github.com/kaosat-dev/Blenvy/tree/main/examples/blenvy/materials for how to set it up correctly
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)
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)
## Examples
https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/blenvy/basic
https://github.com/kaosat-dev/Blenvy/tree/main/examples/blenvy/basic
https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/blenvy/basic_xpbd_physics
https://github.com/kaosat-dev/Blenvy/tree/main/examples/blenvy/basic_xpbd_physics
https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/blenvy/animation
https://github.com/kaosat-dev/Blenvy/tree/main/examples/blenvy/animation
https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/blenvy/materials
https://github.com/kaosat-dev/Blenvy/tree/main/examples/blenvy/materials
https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/blenvy/multiple_levels_multiple_blendfiles
https://github.com/kaosat-dev/Blenvy/tree/main/examples/blenvy/multiple_levels_multiple_blendfiles
## Compatible Bevy versions

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@ -1,190 +0,0 @@
use std::path::Path;
use bevy::{
asset::{AssetServer, Assets, Handle},
ecs::{
component::Component,
entity::Entity,
query::{Added, With},
reflect::ReflectComponent,
system::{Commands, Query, Res, ResMut},
},
gltf::Gltf,
hierarchy::{Children, Parent},
log::debug,
pbr::StandardMaterial,
reflect::Reflect,
render::mesh::Mesh,
};
use crate::{AssetLoadTracker, BlueprintAssetsLoadState, BlenvyConfig, BlueprintInstanceReady};
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
/// struct containing the name & path of the material to apply
pub struct MaterialInfo {
pub name: String,
pub path: String,
}
/// flag component
#[derive(Component)]
pub(crate) struct BlueprintMaterialAssetsLoaded;
/// flag component
#[derive(Component)]
pub(crate) struct BlueprintMaterialAssetsNotLoaded;
/// system that injects / replaces materials from material library
pub(crate) fn materials_inject(
blenvy_config: ResMut<BlenvyConfig>,
material_infos: Query<(Entity, &MaterialInfo), Added<MaterialInfo>>,
asset_server: Res<AssetServer>,
mut commands: Commands,
) {
for (entity, material_info) in material_infos.iter() {
println!("Entity with material info {:?} {:?}", entity, material_info);
let material_full_path = format!("{}#{}", material_info.path, material_info.name);
if blenvy_config
.materials_cache
.contains_key(&material_full_path)
{
debug!("material is cached, retrieving");
blenvy_config
.materials_cache
.get(&material_full_path)
.expect("we should have the material available");
commands
.entity(entity)
.insert(BlueprintMaterialAssetsLoaded);
} else {
let material_file_handle = asset_server.load_untyped(&material_info.path.clone()); // : Handle<Gltf>
let material_file_id = material_file_handle.id();
let asset_infos: Vec<AssetLoadTracker> = vec![AssetLoadTracker {
name: material_info.name.clone(),
path: material_info.path.clone(),
id: material_file_id,
loaded: false,
handle: material_file_handle.clone(),
}];
commands
.entity(entity)
.insert(BlueprintAssetsLoadState {
all_loaded: false,
asset_infos,
..Default::default()
})
.insert(BlueprintMaterialAssetsNotLoaded);
}
}
}
// TODO, merge with blueprints_check_assets_loading, make generic ?
pub(crate) fn check_for_material_loaded(
mut blueprint_assets_to_load: Query<
(Entity, &mut BlueprintAssetsLoadState),
With<BlueprintMaterialAssetsNotLoaded>,
>,
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;
assets_to_load.progress = progress;
if all_loaded {
assets_to_load.all_loaded = true;
commands
.entity(entity)
.insert(BlueprintMaterialAssetsLoaded)
.remove::<BlueprintMaterialAssetsNotLoaded>();
}
}
}
/// system that injects / replaces materials from material library
pub(crate) fn materials_inject2(
mut blenvy_config: ResMut<BlenvyConfig>,
material_infos: Query<
(&MaterialInfo, &Children),
(
Added<BlueprintMaterialAssetsLoaded>,
With<BlueprintMaterialAssetsLoaded>,
),
>,
with_materials_and_meshes: Query<
(),
(
With<Parent>,
With<Handle<StandardMaterial>>,
With<Handle<Mesh>>,
),
>,
assets_gltf: Res<Assets<Gltf>>,
asset_server: Res<AssetServer>,
mut commands: Commands,
) {
for (material_info, children) in material_infos.iter() {
let material_full_path = format!("{}#{}", material_info.path, material_info.name);
let mut material_found: Option<&Handle<StandardMaterial>> = None;
if blenvy_config
.materials_cache
.contains_key(&material_full_path)
{
debug!("material is cached, retrieving");
let material = blenvy_config
.materials_cache
.get(&material_full_path)
.expect("we should have the material available");
material_found = Some(material);
} else {
let model_handle: Handle<Gltf> = asset_server.load(material_info.path.clone()); // FIXME: kinda weird now
let mat_gltf = assets_gltf
.get(model_handle.id())
.expect("material should have been preloaded");
if mat_gltf.named_materials.contains_key(&material_info.name as &str) {
let material = mat_gltf
.named_materials
.get(&material_info.name as &str)
.expect("this material should have been loaded");
blenvy_config
.materials_cache
.insert(material_full_path, material.clone());
material_found = Some(material);
}
}
if let Some(material) = material_found {
for child in children.iter() {
if with_materials_and_meshes.contains(*child) {
debug!(
"injecting material {}, path: {:?}",
material_info.name,
material_info.path.clone()
);
commands.entity(*child).insert(material.clone());
}
}
}
}
}

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@ -1,248 +0,0 @@
/// helper component, for tracking loaded assets's loading state, id , handle etc
#[derive(Default, Debug)]
pub(crate) struct AssetLoadTracker<T: bevy::prelude::Asset> {
#[allow(dead_code)]
pub name: String,
pub id: AssetId<T>,
pub loaded: bool,
#[allow(dead_code)]
pub handle: Handle<T>,
}
/// helper component, for tracking loaded assets
#[derive(Component, Debug)]
pub(crate) struct AssetsToLoad<T: bevy::prelude::Asset> {
pub all_loaded: bool,
pub asset_infos: Vec<AssetLoadTracker<T>>,
pub progress: f32,
}
impl<T: bevy::prelude::Asset> Default for AssetsToLoad<T> {
fn default() -> Self {
Self {
all_loaded: Default::default(),
asset_infos: Default::default(),
progress: Default::default(),
}
}
}
/// flag component, usually added when a blueprint is loaded
#[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);
}
}
}

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@ -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);
}
}
}

View File

@ -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);
}
}

View File

@ -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)

View File

@ -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()
});
}
}