refactor(): removed legacy crates

This commit is contained in:
kaosat.dev 2024-07-19 12:44:46 +02:00
parent f4e3c948cb
commit 4519fb94a5
43 changed files with 2 additions and 3275 deletions

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[package]
name = "bevy_gltf_blueprints"
version = "0.11.0"
authors = ["Mark 'kaosat-dev' Moissette"]
description = "Adds the ability to define Blueprints/Prefabs for Bevy inside gltf files and spawn them in Bevy."
homepage = "https://github.com/kaosat-dev/Blender_bevy_components_workflow"
repository = "https://github.com/kaosat-dev/Blender_bevy_components_workflow"
keywords = ["gamedev", "bevy", "gltf", "blueprint", "prefab"]
categories = ["game-development"]
edition = "2021"
license = "MIT OR Apache-2.0"
[lints]
workspace = true
[dependencies]
bevy_gltf_components = { version = "0.6", path = "../bevy_gltf_components" }
bevy = { version = "0.14", default-features = false, features = ["bevy_asset", "bevy_scene", "bevy_gltf", "bevy_animation", "animation"] }
[dev-dependencies]
bevy = { version = "0.14", default-features = false, features = ["dynamic_linking"] }

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This crate is available under either:
* The [MIT License](./LICENSE_MIT)
* The [Apache License, Version 2.0](./LICENSE_APACHE)

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Copyright [2023] [Mark "kaosat-dev" Moissette]
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
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MIT License
Copyright (c) 2023 Mark "kaosat-dev" Moissette
Permission is hereby granted, free of charge, to any person obtaining a copy
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SOFTWARE.

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use bevy::{math::Vec3A, prelude::*, render::primitives::Aabb};
use crate::{BluePrintsConfig, Spawned};
/// helper system that computes the compound aabbs of the scenes/blueprints
pub fn compute_scene_aabbs(
root_entities: Query<(Entity, &Name), (With<Spawned>, Without<Aabb>)>,
children: Query<&Children>,
existing_aabbs: Query<&Aabb>,
mut blueprints_config: ResMut<BluePrintsConfig>,
mut commands: Commands,
) {
// compute compound aabb
for (root_entity, name) in root_entities.iter() {
// info!("generating aabb for {:?}", name);
// only recompute aabb if it has not already been done before
if blueprints_config.aabb_cache.contains_key(&name.to_string()) {
let aabb = blueprints_config
.aabb_cache
.get(&name.to_string())
.expect("we should have the aabb available");
commands.entity(root_entity).insert(*aabb);
} else {
let aabb = compute_descendant_aabb(root_entity, &children, &existing_aabbs);
commands.entity(root_entity).insert(aabb);
blueprints_config.aabb_cache.insert(name.to_string(), aabb);
}
}
}
pub fn compute_descendant_aabb(
root_entity: Entity,
children: &Query<&Children>,
existing_aabbs: &Query<&Aabb>,
) -> Aabb {
if let Ok(children_list) = children.get(root_entity) {
let mut chilren_aabbs: Vec<Aabb> = vec![];
for child in children_list.iter() {
if let Ok(aabb) = existing_aabbs.get(*child) {
chilren_aabbs.push(*aabb);
} else {
let aabb = compute_descendant_aabb(*child, children, existing_aabbs);
chilren_aabbs.push(aabb);
}
}
let mut min = Vec3A::splat(f32::MAX);
let mut max = Vec3A::splat(f32::MIN);
for aabb in chilren_aabbs.iter() {
min = min.min(aabb.min());
max = max.max(aabb.max());
}
let aabb = Aabb::from_min_max(Vec3::from(min), Vec3::from(max));
return aabb;
}
Aabb::default()
}

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use bevy::prelude::*;
use bevy::utils::HashMap;
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
/// storage for animations for a given entity (hierarchy), essentially a clone of gltf's `named_animations`
pub struct Animations {
pub named_animations: HashMap<String, Handle<AnimationClip>>,
pub named_indices: HashMap<String, AnimationNodeIndex>,
pub graph: Handle<AnimationGraph>,
}
#[derive(Component, Debug)]
/// Stop gap helper component : this is inserted into a "root" entity (an entity representing a whole gltf file)
/// so that the root entity knows which of its children contains an actualy `AnimationPlayer` component
/// this is for convenience, because currently , Bevy's gltf parsing inserts `AnimationPlayers` "one level down"
/// ie armature/root for animated models, which means more complex queries to trigger animations that we want to avoid
pub struct AnimationPlayerLink(pub Entity);

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use std::path::{Path, PathBuf};
use bevy::{asset::LoadedUntypedAsset, gltf::Gltf, prelude::*, utils::HashMap};
use crate::{BluePrintsConfig, BlueprintAnimations};
/// helper component, is used to store the list of sub blueprints to enable automatic loading of dependend blueprints
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
pub struct BlueprintAsset {
pub name: String,
pub path: String,
}
/// helper component, is used to store the list of sub blueprints to enable automatic loading of dependend blueprints
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
pub struct LocalAssets(pub Vec<BlueprintAsset>);
/// helper component, is used to store the list of sub blueprints to enable automatic loading of dependend blueprints
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
pub struct BlueprintAssets(pub Vec<BlueprintAsset>);
////////////////////////
///
/// flag component, usually added when a blueprint is loaded
#[derive(Component)]
pub(crate) struct BlueprintAssetsLoaded;
/// flag component
#[derive(Component)]
pub(crate) struct BlueprintAssetsNotLoaded;
/// helper component, for tracking loaded assets's loading state, id , handle etc
#[derive(Debug)]
pub(crate) struct AssetLoadTracker {
#[allow(dead_code)]
pub name: String,
pub id: AssetId<LoadedUntypedAsset>,
pub loaded: bool,
#[allow(dead_code)]
pub handle: Handle<LoadedUntypedAsset>,
}
/// helper component, for tracking loaded assets
#[derive(Component, Debug)]
pub(crate) struct AssetsToLoad {
pub all_loaded: bool,
pub asset_infos: Vec<AssetLoadTracker>,
pub progress: f32,
}
impl Default for AssetsToLoad {
fn default() -> Self {
Self {
all_loaded: Default::default(),
asset_infos: Default::default(),
progress: Default::default(),
}
}
}

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use bevy::{ecs::world::Command, prelude::*};
use std::any::TypeId;
// originally based https://github.com/bevyengine/bevy/issues/1515,
// more specifically https://gist.github.com/nwtnni/85d6b87ae75337a522166c500c9a8418
// to work with Bevy 0.11
// to copy components between entities but NOT overwriting any existing components
// plus some bells & whistles
pub struct CopyComponents {
pub source: Entity,
pub destination: Entity,
pub exclude: Vec<TypeId>,
pub stringent: bool,
}
impl CopyComponents {
// Copy all components from an entity to another.
// Using an entity with no components as the destination creates a copy of the source entity.
// Panics if:
// - the components are not registered in the type registry,
// - the world does not have a type registry
// - the source or destination entity do not exist
fn transfer_components(self, world: &mut World) {
let components = {
let registry = world
.get_resource::<AppTypeRegistry>()
.expect("the world should have a type registry")
.read();
world
.get_entity(self.source)
.expect("source entity should exist")
.archetype()
.components()
.filter_map(|component_id| {
let component_info = world
.components()
.get_info(component_id)
.expect("component info should be available");
let type_id = component_info.type_id().unwrap();
if self.exclude.contains(&type_id) {
debug!("excluding component: {:?}", component_info.name());
None
} else {
debug!(
"cloning: component: {:?} {:?}",
component_info.name(),
type_id
);
if let Some(type_registration) = registry.get(type_id) {
Some(type_registration)
} else if self.stringent {
return Some(registry.get(type_id).unwrap_or_else(|| {
panic!(
"cannot clone entity: component: {:?} is not registered",
component_info.name()
)
}));
} else {
warn!(
"cannot clone component: component: {:?} is not registered",
component_info.name()
);
None
}
}
})
.map(|type_id| {
return (
type_id.data::<ReflectComponent>().unwrap().clone(),
type_id.type_info().type_id(), // we need the original type_id down the line
);
})
.collect::<Vec<_>>()
};
for (component, type_id) in components {
let type_registry: &AppTypeRegistry = world.resource();
let type_registry = type_registry.clone();
let type_registry = type_registry.read();
let source = component
.reflect(world.get_entity(self.source).unwrap())
.unwrap()
.clone_value();
let mut destination = world
.get_entity_mut(self.destination)
.expect("destination entity should exist");
// println!("contains typeid {:?} {}", type_id, destination.contains_type_id(type_id));
// we only want to copy components that are NOT already in the destination (ie no overwriting existing components)
if !destination.contains_type_id(type_id) {
component.insert(&mut destination, &*source, &type_registry);
}
}
}
}
// This allows the command to be used in systems
impl Command for CopyComponents {
fn apply(self, world: &mut World) {
self.transfer_components(world);
}
}

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pub mod spawn_from_blueprints;
pub use spawn_from_blueprints::*;
pub mod spawn_post_process;
pub(crate) use spawn_post_process::*;
pub mod animation;
pub use animation::*;
pub mod aabb;
pub use aabb::*;
pub mod materials;
pub use materials::*;
pub mod copy_components;
pub use copy_components::*;
use core::fmt;
use std::path::PathBuf;
use bevy::{
prelude::*,
render::{primitives::Aabb, view::VisibilitySystems},
utils::HashMap,
};
use bevy_gltf_components::{ComponentsFromGltfPlugin, GltfComponentsSet};
#[derive(SystemSet, Debug, Hash, PartialEq, Eq, Clone)]
/// set for the two stages of blueprint based spawning :
pub enum GltfBlueprintsSet {
Spawn,
AfterSpawn,
}
#[derive(Bundle)]
pub struct BluePrintBundle {
pub blueprint: BlueprintName,
pub spawn_here: SpawnHere,
}
impl Default for BluePrintBundle {
fn default() -> Self {
BluePrintBundle {
blueprint: BlueprintName("default".into()),
spawn_here: SpawnHere,
}
}
}
#[derive(Clone, Resource)]
pub struct BluePrintsConfig {
pub(crate) format: GltfFormat,
pub(crate) library_folder: PathBuf,
pub(crate) aabbs: bool,
pub(crate) aabb_cache: HashMap<String, Aabb>, // cache for aabbs
pub(crate) material_library: bool,
pub(crate) material_library_folder: PathBuf,
pub(crate) material_library_cache: HashMap<String, Handle<StandardMaterial>>,
}
#[derive(Debug, Clone, Copy, Eq, PartialEq, Hash, Default)]
pub enum GltfFormat {
#[default]
GLB,
GLTF,
}
impl fmt::Display for GltfFormat {
fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
match self {
GltfFormat::GLB => {
write!(f, "glb",)
}
GltfFormat::GLTF => {
write!(f, "gltf")
}
}
}
}
#[derive(Debug, Clone)]
/// Plugin for gltf blueprints
pub struct BlueprintsPlugin {
pub legacy_mode: bool, // flag that gets passed on to bevy_gltf_components
pub format: GltfFormat,
/// The base folder where library/blueprints assets are loaded from, relative to the executable.
pub library_folder: PathBuf,
/// Automatically generate aabbs for the blueprints root objects
pub aabbs: bool,
pub material_library: bool,
pub material_library_folder: PathBuf,
}
impl Default for BlueprintsPlugin {
fn default() -> Self {
Self {
legacy_mode: true,
format: GltfFormat::GLB,
library_folder: PathBuf::from("models/library"),
aabbs: false,
material_library: false,
material_library_folder: PathBuf::from("materials"),
}
}
}
fn aabbs_enabled(blueprints_config: Res<BluePrintsConfig>) -> bool {
blueprints_config.aabbs
}
fn materials_library_enabled(blueprints_config: Res<BluePrintsConfig>) -> bool {
blueprints_config.material_library
}
impl Plugin for BlueprintsPlugin {
fn build(&self, app: &mut App) {
app.add_plugins(ComponentsFromGltfPlugin {
legacy_mode: self.legacy_mode,
})
.register_type::<BlueprintName>()
.register_type::<MaterialInfo>()
.register_type::<SpawnHere>()
.register_type::<Animations>()
.register_type::<BlueprintsList>()
.register_type::<Vec<String>>()
.register_type::<HashMap<String, Vec<String>>>()
.insert_resource(BluePrintsConfig {
format: self.format,
library_folder: self.library_folder.clone(),
aabbs: self.aabbs,
aabb_cache: HashMap::new(),
material_library: self.material_library,
material_library_folder: self.material_library_folder.clone(),
material_library_cache: HashMap::new(),
})
.configure_sets(
Update,
(GltfBlueprintsSet::Spawn, GltfBlueprintsSet::AfterSpawn)
.chain()
.after(GltfComponentsSet::Injection),
)
.add_systems(
Update,
(
(
prepare_blueprints,
check_for_loaded,
spawn_from_blueprints,
apply_deferred,
)
.chain(),
(compute_scene_aabbs, apply_deferred)
.chain()
.run_if(aabbs_enabled),
apply_deferred,
(
materials_inject,
check_for_material_loaded,
materials_inject2,
)
.chain()
.run_if(materials_library_enabled),
)
.chain()
.in_set(GltfBlueprintsSet::Spawn),
)
.add_systems(
PostUpdate,
(spawned_blueprint_post_process, apply_deferred)
.chain()
.in_set(GltfBlueprintsSet::AfterSpawn)
.before(VisibilitySystems::CheckVisibility),
);
}
}

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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, AssetsToLoad, BluePrintsConfig};
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
/// struct containing the name & source of the material to apply
pub struct MaterialInfo {
pub name: String,
pub source: 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(
blueprints_config: ResMut<BluePrintsConfig>,
material_infos: Query<(Entity, &MaterialInfo), Added<MaterialInfo>>,
asset_server: Res<AssetServer>,
mut commands: Commands,
) {
for (entity, material_info) in material_infos.iter() {
let model_file_name = format!(
"{}_materials_library.{}",
&material_info.source, &blueprints_config.format
);
let materials_path = Path::new(&blueprints_config.material_library_folder)
.join(Path::new(model_file_name.as_str()));
let material_name = &material_info.name;
let material_full_path = materials_path.to_str().unwrap().to_string() + "#" + material_name; // TODO: yikes, cleanup
if blueprints_config
.material_library_cache
.contains_key(&material_full_path)
{
debug!("material is cached, retrieving");
blueprints_config
.material_library_cache
.get(&material_full_path)
.expect("we should have the material available");
commands
.entity(entity)
.insert(BlueprintMaterialAssetsLoaded);
} else {
let material_file_handle: Handle<Gltf> = asset_server.load(materials_path.clone());
let material_file_id = material_file_handle.id();
let asset_infos: Vec<AssetLoadTracker<Gltf>> = vec![AssetLoadTracker {
name: material_full_path,
id: material_file_id,
loaded: false,
handle: material_file_handle.clone(),
}];
commands
.entity(entity)
.insert(AssetsToLoad {
all_loaded: false,
asset_infos,
..Default::default()
})
.insert(BlueprintMaterialAssetsNotLoaded);
/**/
}
}
}
// TODO, merge with check_for_loaded, make generic ?
pub(crate) fn check_for_material_loaded(
mut blueprint_assets_to_load: Query<
(Entity, &mut AssetsToLoad<Gltf>),
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 blueprints_config: ResMut<BluePrintsConfig>,
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 model_file_name = format!(
"{}_materials_library.{}",
&material_info.source, &blueprints_config.format
);
let materials_path = Path::new(&blueprints_config.material_library_folder)
.join(Path::new(model_file_name.as_str()));
let material_name = &material_info.name;
let material_full_path = materials_path.to_str().unwrap().to_string() + "#" + material_name; // TODO: yikes, cleanup
let mut material_found: Option<&Handle<StandardMaterial>> = None;
if blueprints_config
.material_library_cache
.contains_key(&material_full_path)
{
debug!("material is cached, retrieving");
let material = blueprints_config
.material_library_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(materials_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_name as &str) {
let material = mat_gltf
.named_materials
.get(material_name as &str)
.expect("this material should have been loaded");
blueprints_config
.material_library_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_name,
materials_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<SpawnHere>, Without<Spawned>),
>,
mut commands: Commands,
asset_server: Res<AssetServer>,
blueprints_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(|| &blueprints_config.library_folder, |l| &l.0);
for (blueprint_name, _) in blueprints_list.0.iter() {
let model_file_name = format!("{}.{}", &blueprint_name, &blueprints_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 check_for_loaded(
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 spawn_from_blueprints(
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>,
blueprints_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, &blueprints_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(|| &blueprints_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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@ -1,312 +0,0 @@
use std::path::{Path, PathBuf};
use bevy::{gltf::Gltf, prelude::*, utils::HashMap};
use crate::{Animations, BluePrintsConfig};
/// 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);
/// flag component needed to signify the intent to spawn a Blueprint
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
pub struct SpawnHere;
#[derive(Component)]
/// flag component for dynamically spawned scenes
pub struct Spawned;
#[derive(Component, 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>);
/// helper component, is used to store the list of sub blueprints to enable automatic loading of dependend blueprints
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
pub struct BlueprintsList(pub HashMap<String, Vec<String>>);
/// 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<SpawnHere>, Without<Spawned>),
>,
mut commands: Commands,
asset_server: Res<AssetServer>,
blueprints_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(|| &blueprints_config.library_folder, |l| &l.0);
for (blueprint_name, _) in blueprints_list.0.iter() {
let model_file_name = format!("{}.{}", &blueprint_name, &blueprints_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 check_for_loaded(
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>();
}
}
}
#[allow(clippy::too_many_arguments)]
pub(crate) fn spawn_from_blueprints(
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>>,
mut graphs: ResMut<Assets<AnimationGraph>>,
asset_server: Res<AssetServer>,
blueprints_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, &blueprints_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(|| &blueprints_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);
}
}
let mut graph = AnimationGraph::new();
let mut named_animations: HashMap<String, Handle<AnimationClip>> = HashMap::new();
let mut named_indices: HashMap<String, AnimationNodeIndex> = HashMap::new();
for (key, clip) in gltf.named_animations.iter() {
named_animations.insert(key.to_string(), clip.clone());
let animation_index = graph.add_clip(clip.clone(), 1.0, graph.root);
named_indices.insert(key.to_string(), animation_index);
}
let graph = graphs.add(graph);
commands.entity(entity).insert((
SceneBundle {
scene: scene.clone(),
transform: transforms,
..Default::default()
},
Animations {
named_animations,
named_indices,
graph,
},
Spawned,
OriginalChildren(original_children),
));
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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@ -1,100 +0,0 @@
use std::any::TypeId;
use bevy::gltf::Gltf;
use bevy::prelude::*;
use bevy::scene::SceneInstance;
// use bevy::utils::hashbrown::HashSet;
use super::{AnimationPlayerLink, Animations};
use super::{SpawnHere, Spawned};
use crate::{
AssetsToLoad, BlueprintAssetsLoaded, 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(
unprocessed_entities: Query<
(
Entity,
&Children,
&OriginalChildren,
&Animations,
Option<&NoInBlueprint>,
Option<&Name>,
),
(With<SpawnHere>, With<SceneInstance>, With<Spawned>),
>,
added_animation_players: Query<(Entity, &Parent), Added<AnimationPlayer>>,
all_children: Query<&Children>,
mut commands: Commands,
) {
for (original, children, original_children, animations, no_inblueprint, name) in
unprocessed_entities.iter()
{
debug!("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);
}
}
// 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(AnimationPlayerLink(added));
}
}
}
commands.entity(original).remove::<SpawnHere>();
commands.entity(original).remove::<Spawned>();
commands.entity(original).remove::<Handle<Scene>>();
commands.entity(original).remove::<AssetsToLoad<Gltf>>(); // 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();
}
}

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@ -1,22 +0,0 @@
[package]
name = "bevy_gltf_components"
version = "0.6.0"
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"
keywords = ["gamedev", "bevy", "assets", "gltf", "components"]
categories = ["game-development"]
edition = "2021"
license = "MIT OR Apache-2.0"
[lints]
workspace = true
[dependencies]
bevy = { version = "0.14", default-features = false, features = ["bevy_asset", "bevy_scene", "bevy_gltf"] }
serde = "1.0.188"
ron = "0.8.1"
[dev-dependencies]
bevy = { version = "0.14", default-features = false, features = ["dynamic_linking"] }

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@ -1,4 +0,0 @@
This crate is available under either:
* The [MIT License](./LICENSE_MIT)
* The [Apache License, Version 2.0](./LICENSE_APACHE)

View File

@ -1,201 +0,0 @@
Apache License
Version 2.0, January 2004
http://www.apache.org/licenses/
TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
1. Definitions.
"License" shall mean the terms and conditions for use, reproduction,
and distribution as defined by Sections 1 through 9 of this document.
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END OF TERMS AND CONDITIONS
APPENDIX: How to apply the Apache License to your work.
To apply the Apache License to your work, attach the following
boilerplate notice, with the fields enclosed by brackets "[]"
replaced with your own identifying information. (Don't include
the brackets!) The text should be enclosed in the appropriate
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file or class name and description of purpose be included on the
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identification within third-party archives.
Copyright [2023] [Mark "kaosat-dev" Moissette]
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.

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@ -1,21 +0,0 @@
MIT License
Copyright (c) 2023 Mark "kaosat-dev" Moissette
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

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@ -1,8 +0,0 @@
use bevy::prelude::*;
mod lighting;
pub use lighting::*;
pub(crate) fn plugin(app: &mut App) {
app.add_plugins(lighting::plugin);
}

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@ -1,97 +0,0 @@
use bevy::pbr::DirectionalLightShadowMap;
use bevy::prelude::*;
use crate::GltfComponentsSet;
pub(crate) fn plugin(app: &mut App) {
app.register_type::<BlenderBackgroundShader>()
.register_type::<BlenderShadowSettings>()
.register_type::<BlenderLightShadows>()
.add_systems(
Update,
(process_lights, process_shadowmap, process_background_shader)
.after(GltfComponentsSet::Injection),
);
}
#[derive(Component, Reflect, Default, Debug, PartialEq, Clone)]
#[reflect(Component)]
#[non_exhaustive]
/// The properties of a light's shadow , to enable controlling per light shadows from Blender
pub struct BlenderLightShadows {
pub enabled: bool,
pub buffer_bias: f32,
}
/// The background color as described by Blender's [background shader](https://docs.blender.org/manual/en/latest/render/shader_nodes/shader/background.html).
#[derive(Component, Reflect, Default, Debug, PartialEq, Clone)]
#[reflect(Component)]
#[non_exhaustive]
pub struct BlenderBackgroundShader {
pub color: Color,
pub strength: f32,
}
/// The settings used by EEVEE's [shadow rendering](https://docs.blender.org/manual/en/latest/render/eevee/render_settings/shadows.html).
#[derive(Component, Reflect, Default, Debug, PartialEq, Clone)]
#[reflect(Component)]
#[non_exhaustive]
pub struct BlenderShadowSettings {
pub cascade_size: usize,
}
fn process_lights(
mut directional_lights: Query<
(&mut DirectionalLight, Option<&BlenderLightShadows>),
Added<DirectionalLight>,
>,
mut spot_lights: Query<(&mut SpotLight, Option<&BlenderLightShadows>), Added<SpotLight>>,
mut point_lights: Query<(&mut PointLight, Option<&BlenderLightShadows>), Added<PointLight>>,
) {
for (mut light, blender_light_shadows) in directional_lights.iter_mut() {
if let Some(blender_light_shadows) = blender_light_shadows {
light.shadows_enabled = blender_light_shadows.enabled;
} else {
light.shadows_enabled = true;
}
}
for (mut light, blender_light_shadows) in spot_lights.iter_mut() {
if let Some(blender_light_shadows) = blender_light_shadows {
light.shadows_enabled = blender_light_shadows.enabled;
} else {
light.shadows_enabled = true;
}
}
for (mut light, blender_light_shadows) in point_lights.iter_mut() {
if let Some(blender_light_shadows) = blender_light_shadows {
light.shadows_enabled = blender_light_shadows.enabled;
} else {
light.shadows_enabled = true;
}
}
}
fn process_shadowmap(
shadowmaps: Query<&BlenderShadowSettings, Added<BlenderShadowSettings>>,
mut commands: Commands,
) {
for shadowmap in shadowmaps.iter() {
commands.insert_resource(DirectionalLightShadowMap {
size: shadowmap.cascade_size,
});
}
}
fn process_background_shader(
background_shaders: Query<&BlenderBackgroundShader, Added<BlenderBackgroundShader>>,
mut commands: Commands,
) {
for background_shader in background_shaders.iter() {
commands.insert_resource(AmbientLight {
color: background_shader.color,
// Just a guess, see <https://github.com/bevyengine/bevy/issues/12280>
brightness: background_shader.strength * 400.0,
});
}
}

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@ -1,102 +0,0 @@
pub mod utils;
pub use utils::*;
pub mod ronstring_to_reflect_component;
pub use ronstring_to_reflect_component::*;
pub mod process_gltfs;
pub use process_gltfs::*;
pub mod blender_settings;
use bevy::{
app::Startup,
ecs::{
component::Component,
reflect::ReflectComponent,
system::{Res, Resource},
},
log::warn,
prelude::{App, IntoSystemConfigs, Plugin, SystemSet, Update},
reflect::Reflect,
};
/// A Bevy plugin for extracting components from gltf files and automatically adding them to the relevant entities
/// It will automatically run every time you load a gltf file
/// Add this plugin to your Bevy app to get access to this feature
/// ```
/// # use bevy::prelude::*;
/// # 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
/// fn main() {
/// App::new()
/// .add_plugins(DefaultPlugins)
/// .add_plugin(ComponentsFromGltfPlugin)
/// .add_system(spawn_level)
/// .run();
/// }
///
/// fn spawn_level(
/// asset_server: Res<AssetServer>,
/// mut commands: bevy::prelude::Commands,
/// keycode: Res<Input<KeyCode>>,
/// ){
/// if keycode.just_pressed(KeyCode::Return) {
/// commands.spawn(SceneBundle {
/// scene: asset_server.load("basic/models/level1.glb"),
/// transform: Transform::from_xyz(2.0, 0.0, -5.0),
/// ..Default::default()
/// });
/// }
///}
/// ```
/// this is a flag component to tag a processed gltf, to avoid processing things multiple times
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
pub struct GltfProcessed;
#[derive(SystemSet, Debug, Hash, PartialEq, Eq, Clone)]
/// systemset to order your systems after the component injection when needed
pub enum GltfComponentsSet {
Injection,
}
#[derive(Clone, Resource)]
pub struct GltfComponentsConfig {
pub(crate) legacy_mode: bool,
}
pub struct ComponentsFromGltfPlugin {
pub legacy_mode: bool,
}
impl Default for ComponentsFromGltfPlugin {
fn default() -> Self {
Self { legacy_mode: true }
}
}
fn check_for_legacy_mode(gltf_components_config: Res<GltfComponentsConfig>) {
if gltf_components_config.legacy_mode {
warn!("using simplified component definitions is deprecated since 0.3, prefer defining components with real ron values (use the bevy_components tool for Blender for simplicity) ");
}
}
impl Plugin for ComponentsFromGltfPlugin {
fn build(&self, app: &mut App) {
app.add_plugins(blender_settings::plugin)
.register_type::<GltfProcessed>()
.insert_resource(GltfComponentsConfig {
legacy_mode: self.legacy_mode,
})
.add_systems(Startup, check_for_legacy_mode)
.add_systems(
Update,
(add_components_from_gltf_extras).in_set(GltfComponentsSet::Injection),
);
}
}

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@ -1,97 +0,0 @@
use bevy::{
core::Name,
ecs::{
entity::Entity,
query::{Added, Without},
reflect::{AppTypeRegistry, ReflectComponent},
world::World,
},
gltf::GltfExtras,
hierarchy::Parent,
log::debug,
reflect::{Reflect, TypeRegistration},
utils::HashMap,
};
use crate::{ronstring_to_reflect_component, GltfComponentsConfig, GltfProcessed};
/// main function: injects components into each entity in gltf files that have `gltf_extras`, using reflection
pub fn add_components_from_gltf_extras(world: &mut World) {
let mut extras =
world.query_filtered::<(Entity, &Name, &GltfExtras, &Parent), (Added<GltfExtras>, Without<GltfProcessed>)>();
let mut entity_components: HashMap<Entity, Vec<(Box<dyn Reflect>, TypeRegistration)>> =
HashMap::new();
let gltf_components_config = world.resource::<GltfComponentsConfig>();
for (entity, name, extra, parent) in extras.iter(world) {
debug!(
"Name: {}, entity {:?}, parent: {:?}, extras {:?}",
name, entity, parent, extra
);
let type_registry: &AppTypeRegistry = world.resource();
let type_registry = type_registry.read();
let reflect_components = ronstring_to_reflect_component(
&extra.value,
&type_registry,
gltf_components_config.legacy_mode,
);
// we assign the components specified /xxx_components objects to their parent node
let mut target_entity = entity;
// if the node contains "components" or ends with "_pa" (ie add to parent), the components will not be added to the entity itself but to its parent
// this is mostly used for Blender collections
if name.as_str().contains("components") || name.as_str().ends_with("_pa") {
debug!("adding components to parent");
target_entity = parent.get();
}
debug!("adding to {:?}", target_entity);
// if there where already components set to be added to this entity (for example when entity_data was refering to a parent), update the vec of entity_components accordingly
// this allows for example blender collection to provide basic ecs data & the instances to override/ define their own values
if entity_components.contains_key(&target_entity) {
let mut updated_components: Vec<(Box<dyn Reflect>, TypeRegistration)> = Vec::new();
let current_components = &entity_components[&target_entity];
// first inject the current components
for (component, type_registration) in current_components {
updated_components.push((component.clone_value(), type_registration.clone()));
}
// then inject the new components: this also enables overwrite components set in the collection
for (component, type_registration) in reflect_components {
updated_components.push((component.clone_value(), type_registration));
}
entity_components.insert(target_entity, updated_components);
} else {
entity_components.insert(target_entity, reflect_components);
}
}
for (entity, components) in entity_components {
let type_registry: &AppTypeRegistry = world.resource();
let type_registry = type_registry.clone();
let type_registry = type_registry.read();
if !components.is_empty() {
debug!("--entity {:?}, components {}", entity, components.len());
}
for (component, type_registration) in components {
debug!(
"------adding {} {:?}",
component.get_represented_type_info().unwrap().type_path(),
component
);
{
let mut entity_mut = world.entity_mut(entity);
type_registration
.data::<ReflectComponent>()
.expect("Unable to reflect component")
.insert(&mut entity_mut, &*component, &type_registry);
entity_mut.insert(GltfProcessed); // this is how can we insert any additional components
}
}
}
}

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@ -1,134 +0,0 @@
use bevy::log::{debug, warn};
use bevy::reflect::serde::ReflectDeserializer;
use bevy::reflect::{Reflect, TypeInfo, TypeRegistration, TypeRegistry};
use bevy::utils::HashMap;
use ron::Value;
use serde::de::DeserializeSeed;
use super::capitalize_first_letter;
pub fn ronstring_to_reflect_component(
ron_string: &str,
type_registry: &TypeRegistry,
simplified_types: bool,
) -> Vec<(Box<dyn Reflect>, TypeRegistration)> {
let lookup: HashMap<String, Value> = ron::from_str(ron_string).unwrap();
let mut components: Vec<(Box<dyn Reflect>, TypeRegistration)> = Vec::new();
for (key, value) in lookup.into_iter() {
let type_string = key.replace("component: ", "").trim().to_string();
let capitalized_type_name = capitalize_first_letter(type_string.as_str());
let mut parsed_value: String;
match value.clone() {
Value::String(str) => {
parsed_value = str;
}
_ => parsed_value = ron::to_string(&value).unwrap().to_string(),
}
if let Some(type_registration) =
type_registry.get_with_short_type_path(capitalized_type_name.as_str())
{
debug!("TYPE INFO {:?}", type_registration.type_info());
if simplified_types {
if let TypeInfo::TupleStruct(info) = type_registration.type_info() {
// we handle tupple strucs with only one field differently, as Blender's custom properties with custom ui (float, int, bool, etc) always give us a tupple struct
if info.field_len() == 1 {
let field = info
.field_at(0)
.expect("we should always have at least one field here");
let field_name = field.type_path();
let mut formated = parsed_value.clone();
match field_name {
"f32" => {
formated = parsed_value.parse::<f32>().unwrap().to_string();
}
"f64" => {
formated = parsed_value.parse::<f64>().unwrap().to_string();
}
"u8" => {
formated = parsed_value.parse::<u8>().unwrap().to_string();
}
"u16" => {
formated = parsed_value.parse::<u16>().unwrap().to_string();
}
"u32" => {
formated = parsed_value.parse::<u32>().unwrap().to_string();
}
"u64" => {
formated = parsed_value.parse::<u64>().unwrap().to_string();
}
"u128" => {
formated = parsed_value.parse::<u128>().unwrap().to_string();
}
"glam::Vec2" => {
let parsed: Vec<f32> = ron::from_str(&parsed_value).unwrap();
formated = format!("(x:{},y:{})", parsed[0], parsed[1]);
}
"glam::Vec3" => {
let parsed: Vec<f32> = ron::from_str(&parsed_value).unwrap();
formated =
format!("(x:{},y:{},z:{})", parsed[0], parsed[1], parsed[2]);
}
"bevy_render::color::Color" => {
let parsed: Vec<f32> = ron::from_str(&parsed_value).unwrap();
if parsed.len() == 3 {
formated = format!(
"Rgba(red:{},green:{},blue:{}, alpha: 1.0)",
parsed[0], parsed[1], parsed[2]
);
}
if parsed.len() == 4 {
formated = format!(
"Rgba(red:{},green:{},blue:{}, alpha:{})",
parsed[0], parsed[1], parsed[2], parsed[3]
);
}
}
_ => {}
}
parsed_value = format!("({formated})");
}
}
if parsed_value.is_empty() {
parsed_value = "()".to_string();
}
}
let ron_string = format!(
"{{ \"{}\":{} }}",
type_registration.type_info().type_path(),
parsed_value
);
// usefull to determine what an entity looks like Serialized
/*let test_struct = CameraRenderGraph::new("name");
let serializer = ReflectSerializer::new(&test_struct, &type_registry);
let serialized =
ron::ser::to_string_pretty(&serializer, ron::ser::PrettyConfig::default()).unwrap();
println!("serialized Component {}", serialized);*/
debug!("component data ron string {}", ron_string);
let mut deserializer = ron::Deserializer::from_str(ron_string.as_str())
.expect("deserialzer should have been generated from string");
let reflect_deserializer = ReflectDeserializer::new(type_registry);
let component = reflect_deserializer
.deserialize(&mut deserializer)
.unwrap_or_else(|_| {
panic!(
"failed to deserialize component {} with value: {:?}",
key, value
)
});
debug!("component {:?}", component);
debug!("real type {:?}", component.get_represented_type_info());
components.push((component, type_registration.clone()));
debug!("found type registration for {}", capitalized_type_name);
} else {
warn!("no type registration for {}", capitalized_type_name);
}
}
components
}

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@ -1,3 +0,0 @@
pub fn capitalize_first_letter(s: &str) -> String {
s[0..1].to_uppercase() + &s[1..]
}

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@ -1,21 +0,0 @@
[package]
name = "bevy_gltf_save_load"
version = "0.5.0"
authors = ["Mark 'kaosat-dev' Moissette"]
description = "Save & load your bevy games"
homepage = "https://github.com/kaosat-dev/Blender_bevy_components_workflow"
repository = "https://github.com/kaosat-dev/Blender_bevy_components_workflow"
keywords = ["gamedev", "bevy", "save", "load", "serialize"]
categories = ["game-development"]
edition = "2021"
license = "MIT OR Apache-2.0"
[lints]
workspace = true
[dependencies]
bevy = { version = "0.14", default-features = false, features = ["bevy_asset", "bevy_scene", "bevy_gltf"] }
bevy_gltf_blueprints = { version = "0.11", path = "../bevy_gltf_blueprints" }
[dev-dependencies]
bevy = { version = "0.14", default-features = false, features = ["dynamic_linking"] }

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@ -1,4 +0,0 @@
This crate is available under either:
* The [MIT License](./LICENSE_MIT)
* The [Apache License, Version 2.0](./LICENSE_APACHE)

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@ -1,201 +0,0 @@
Apache License
Version 2.0, January 2004
http://www.apache.org/licenses/
TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
1. Definitions.
"License" shall mean the terms and conditions for use, reproduction,
and distribution as defined by Sections 1 through 9 of this document.
"Licensor" shall mean the copyright owner or entity authorized by
the copyright owner that is granting the License.
"Legal Entity" shall mean the union of the acting entity and all
other entities that control, are controlled by, or are under common
control with that entity. For the purposes of this definition,
"control" means (i) the power, direct or indirect, to cause the
direction or management of such entity, whether by contract or
otherwise, or (ii) ownership of fifty percent (50%) or more of the
outstanding shares, or (iii) beneficial ownership of such entity.
"You" (or "Your") shall mean an individual or Legal Entity
exercising permissions granted by this License.
"Source" form shall mean the preferred form for making modifications,
including but not limited to software source code, documentation
source, and configuration files.
"Object" form shall mean any form resulting from mechanical
transformation or translation of a Source form, including but
not limited to compiled object code, generated documentation,
and conversions to other media types.
"Work" shall mean the work of authorship, whether in Source or
Object form, made available under the License, as indicated by a
copyright notice that is included in or attached to the work
(an example is provided in the Appendix below).
"Derivative Works" shall mean any work, whether in Source or Object
form, that is based on (or derived from) the Work and for which the
editorial revisions, annotations, elaborations, or other modifications
represent, as a whole, an original work of authorship. For the purposes
of this License, Derivative Works shall not include works that remain
separable from, or merely link (or bind by name) to the interfaces of,
the Work and Derivative Works thereof.
"Contribution" shall mean any work of authorship, including
the original version of the Work and any modifications or additions
to that Work or Derivative Works thereof, that is intentionally
submitted to Licensor for inclusion in the Work by the copyright owner
or by an individual or Legal Entity authorized to submit on behalf of
the copyright owner. For the purposes of this definition, "submitted"
means any form of electronic, verbal, or written communication sent
to the Licensor or its representatives, including but not limited to
communication on electronic mailing lists, source code control systems,
and issue tracking systems that are managed by, or on behalf of, the
Licensor for the purpose of discussing and improving the Work, but
excluding communication that is conspicuously marked or otherwise
designated in writing by the copyright owner as "Not a Contribution."
"Contributor" shall mean Licensor and any individual or Legal Entity
on behalf of whom a Contribution has been received by Licensor and
subsequently incorporated within the Work.
2. Grant of Copyright License. Subject to the terms and conditions of
this License, each Contributor hereby grants to You a perpetual,
worldwide, non-exclusive, no-charge, royalty-free, irrevocable
copyright license to reproduce, prepare Derivative Works of,
publicly display, publicly perform, sublicense, and distribute the
Work and such Derivative Works in Source or Object form.
3. Grant of Patent License. Subject to the terms and conditions of
this License, each Contributor hereby grants to You a perpetual,
worldwide, non-exclusive, no-charge, royalty-free, irrevocable
(except as stated in this section) patent license to make, have made,
use, offer to sell, sell, import, and otherwise transfer the Work,
where such license applies only to those patent claims licensable
by such Contributor that are necessarily infringed by their
Contribution(s) alone or by combination of their Contribution(s)
with the Work to which such Contribution(s) was submitted. If You
institute patent litigation against any entity (including a
cross-claim or counterclaim in a lawsuit) alleging that the Work
or a Contribution incorporated within the Work constitutes direct
or contributory patent infringement, then any patent licenses
granted to You under this License for that Work shall terminate
as of the date such litigation is filed.
4. Redistribution. You may reproduce and distribute copies of the
Work or Derivative Works thereof in any medium, with or without
modifications, and in Source or Object form, provided that You
meet the following conditions:
(a) You must give any other recipients of the Work or
Derivative Works a copy of this License; and
(b) You must cause any modified files to carry prominent notices
stating that You changed the files; and
(c) You must retain, in the Source form of any Derivative Works
that You distribute, all copyright, patent, trademark, and
attribution notices from the Source form of the Work,
excluding those notices that do not pertain to any part of
the Derivative Works; and
(d) If the Work includes a "NOTICE" text file as part of its
distribution, then any Derivative Works that You distribute must
include a readable copy of the attribution notices contained
within such NOTICE file, excluding those notices that do not
pertain to any part of the Derivative Works, in at least one
of the following places: within a NOTICE text file distributed
as part of the Derivative Works; within the Source form or
documentation, if provided along with the Derivative Works; or,
within a display generated by the Derivative Works, if and
wherever such third-party notices normally appear. The contents
of the NOTICE file are for informational purposes only and
do not modify the License. You may add Your own attribution
notices within Derivative Works that You distribute, alongside
or as an addendum to the NOTICE text from the Work, provided
that such additional attribution notices cannot be construed
as modifying the License.
You may add Your own copyright statement to Your modifications and
may provide additional or different license terms and conditions
for use, reproduction, or distribution of Your modifications, or
for any such Derivative Works as a whole, provided Your use,
reproduction, and distribution of the Work otherwise complies with
the conditions stated in this License.
5. Submission of Contributions. Unless You explicitly state otherwise,
any Contribution intentionally submitted for inclusion in the Work
by You to the Licensor shall be under the terms and conditions of
this License, without any additional terms or conditions.
Notwithstanding the above, nothing herein shall supersede or modify
the terms of any separate license agreement you may have executed
with Licensor regarding such Contributions.
6. Trademarks. This License does not grant permission to use the trade
names, trademarks, service marks, or product names of the Licensor,
except as required for reasonable and customary use in describing the
origin of the Work and reproducing the content of the NOTICE file.
7. Disclaimer of Warranty. Unless required by applicable law or
agreed to in writing, Licensor provides the Work (and each
Contributor provides its Contributions) on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or
implied, including, without limitation, any warranties or conditions
of TITLE, NON-INFRINGEMENT, MERCHANTABILITY, or FITNESS FOR A
PARTICULAR PURPOSE. You are solely responsible for determining the
appropriateness of using or redistributing the Work and assume any
risks associated with Your exercise of permissions under this License.
8. Limitation of Liability. In no event and under no legal theory,
whether in tort (including negligence), contract, or otherwise,
unless required by applicable law (such as deliberate and grossly
negligent acts) or agreed to in writing, shall any Contributor be
liable to You for damages, including any direct, indirect, special,
incidental, or consequential damages of any character arising as a
result of this License or out of the use or inability to use the
Work (including but not limited to damages for loss of goodwill,
work stoppage, computer failure or malfunction, or any and all
other commercial damages or losses), even if such Contributor
has been advised of the possibility of such damages.
9. Accepting Warranty or Additional Liability. While redistributing
the Work or Derivative Works thereof, You may choose to offer,
and charge a fee for, acceptance of support, warranty, indemnity,
or other liability obligations and/or rights consistent with this
License. However, in accepting such obligations, You may act only
on Your own behalf and on Your sole responsibility, not on behalf
of any other Contributor, and only if You agree to indemnify,
defend, and hold each Contributor harmless for any liability
incurred by, or claims asserted against, such Contributor by reason
of your accepting any such warranty or additional liability.
END OF TERMS AND CONDITIONS
APPENDIX: How to apply the Apache License to your work.
To apply the Apache License to your work, attach the following
boilerplate notice, with the fields enclosed by brackets "[]"
replaced with your own identifying information. (Don't include
the brackets!) The text should be enclosed in the appropriate
comment syntax for the file format. We also recommend that a
file or class name and description of purpose be included on the
same "printed page" as the copyright notice for easier
identification within third-party archives.
Copyright [2023] [Mark "kaosat-dev" Moissette]
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.

View File

@ -1,21 +0,0 @@
MIT License
Copyright (c) 2023 Mark "kaosat-dev" Moissette
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

View File

@ -1,216 +0,0 @@
use gltf_json as json;
use json::camera::Type;
use json::validation::{Checked, Validate};
use serde_json::value::{to_raw_value, RawValue};
use serde::Serialize;
use bevy::reflect::TypeRegistryArc;
#[derive(Clone, Copy, Debug, Eq, Hash, PartialEq)]
enum Output {
/// Output standard glTF.
Standard,
/// Output binary glTF.
Binary,
}
#[derive(Serialize)]
struct MyExtraData {
a: u32,
b: u32,
BlueprintName: String,
SpawnHere: String,
}
/*
pub fn serialize_gltf_inner<S>(serialize: S) -> Result<String, json::Error>
where
S: Serialize,
{
let pretty_config = ron::ser::PrettyConfig::default()
.indentor(" ".to_string())
.new_line("\n".to_string());
ron::ser::to_string_pretty(&serialize, pretty_config)
}*/
pub fn serialize_gltf(scene:&DynamicScene, registry: &TypeRegistryArc) {
}
pub fn save_game(
world: &mut World,
) {
let mut save_path:String = "".into();
let mut events = world
.resource_mut::<Events<SaveRequest>>();
for event in events.get_reader().read(&events) {
info!("SAVE EVENT !! {:?}", event);
save_path = event.path.clone();
}
info!("SAVING TO {}", save_path);
events.clear();
let saveable_entities: Vec<Entity> = world
.query_filtered::<Entity, With<Dynamic>>()
.iter(world)
.collect();
debug!("saveable entities {}", saveable_entities.len());
let components = HashSet::from([
TypeId::of::<Name>(),
TypeId::of::<Transform>(),
TypeId::of::<Velocity>() ,
TypeId::of::<BlueprintName>(),
TypeId::of::<SpawnHere>(),
TypeId::of::<Dynamic>(),
TypeId::of::<Camera>(),
TypeId::of::<Camera3d>(),
TypeId::of::<Tonemapping>(),
TypeId::of::<CameraTrackingOffset>(),
TypeId::of::<Projection>(),
TypeId::of::<CameraRenderGraph>(),
TypeId::of::<Frustum>(),
TypeId::of::<GlobalTransform>(),
TypeId::of::<VisibleEntities>(),
TypeId::of::<Pickable>(),
]);
let filter = SceneFilter::Allowlist(components);
let mut scene_builder = DynamicSceneBuilder::from_world(world).with_filter(filter);
let dyn_scene = scene_builder
/* .allow::<Transform>()
.allow::<Velocity>()
.allow::<BlueprintName>()*/
/* .deny::<Children>()
.deny::<Parent>()
.deny::<InheritedVisibility>()
.deny::<Visibility>()
.deny::<GltfExtras>()
.deny::<GlobalTransform>()
.deny::<Collider>()
.deny::<RigidBody>()
.deny::<Saveable>()
// camera stuff
.deny::<Camera>()
.deny::<CameraRenderGraph>()
.deny::<Camera3d>()
.deny::<Clusters>()
.deny::<VisibleEntities>()
.deny::<VisiblePointLights>()
//.deny::<HasGizmoMarker>()
*/
.extract_entities(saveable_entities.into_iter())
.build();
let serialized_scene = dyn_scene
.serialize_ron(world.resource::<AppTypeRegistry>())
.unwrap();
let mut root = gltf_json::Root::default();
// unfortunatly, not available yet
/*let node = root.push(json::Node {
//mesh: Some(mesh),
..Default::default()
});
root.push(json::Scene {
extensions: Default::default(),
extras: Default::default(),
name: None,
nodes: vec![node],
});*/
let camera = json::camera::Perspective{
aspect_ratio: Some(0.5),
yfov: 32.0,
zfar: Some(30.),
znear: 0.0,
extensions: None,
extras: None
};
/*let camera = json::Camera{
name:Some("Camera".into()),
orthographic: None,
perspective:None,
extensions: None,
extras: None,
type_: Checked<Type::Perspective>,
};*/
let gna = to_raw_value(&MyExtraData { a: 1, b: 2, BlueprintName: "Foo".into(), SpawnHere:"".into() }).unwrap() ;
let node = json::Node {
camera: None,//Some(camera),
children: None,
extensions: None,
extras: Some(gna),
matrix: None,
mesh:None,
name: Some("yeah".into()),
rotation: None,
scale: None,
translation: Some([0.5, 10.0 ,-100.]),
skin: None,
weights: None
// mesh: Some(json::Index::new(0)),
//..Default::default()
};
let root = json::Root {
accessors: vec![], //[positions, colors],
buffers: vec![],
buffer_views: vec![],
meshes: vec![],
nodes: vec![node],
scenes: vec![json::Scene {
extensions: Default::default(),
extras: Default::default(),
name: Some("Foo".to_string()),
nodes: vec![json::Index::new(0)],
}],
..Default::default()
};
let gltf_save_name = "test.gltf";
let writer = fs::File::create(format!("assets/scenes/{gltf_save_name}") ).expect("I/O error");
json::serialize::to_writer_pretty(writer, &root).expect("Serialization error");
// let bin = to_padded_byte_vector(triangle_vertices);
// let mut writer = fs::File::create("triangle/buffer0.bin").expect("I/O error");
// writer.write_all(&bin).expect("I/O error");
#[cfg(not(target_arch = "wasm32"))]
IoTaskPool::get()
.spawn(async move {
// Write the scene RON data to file
File::create(format!("assets/scenes/{save_path}"))
.and_then(|mut file| file.write(serialized_scene.as_bytes()))
.expect("Error while writing scene to file");
})
.detach();
}

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@ -1,21 +0,0 @@
[package]
name = "bevy_registry_export"
version = "0.4.0"
authors = ["Mark 'kaosat-dev' Moissette", "Pascal 'Killercup' Hertleif"]
description = "Allows you to create a Json export of all your components/ registered types of your Bevy app/game"
homepage = "https://github.com/kaosat-dev/Blender_bevy_components_workflow"
repository = "https://github.com/kaosat-dev/Blender_bevy_components_workflow"
keywords = ["gamedev", "bevy", "assets", "registry", "components"]
categories = ["game-development"]
edition = "2021"
license = "MIT OR Apache-2.0"
[dependencies]
bevy = { version = "0.14", default-features = false, features = ["bevy_scene"] }
bevy_reflect = { version = "0.14", default-features = false }
bevy_app = { version = "0.14", default-features = false, features = ["bevy_reflect"] }
bevy_ecs = { version = "0.14", default-features = false, features = ["bevy_reflect"] }
serde_json = "1.0.108"
[dev-dependencies]
bevy = { version = "0.14", default-features = false, features = ["dynamic_linking"] }

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@ -1,4 +0,0 @@
This crate is available under either:
* The [MIT License](./LICENSE_MIT)
* The [Apache License, Version 2.0](./LICENSE_APACHE)

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@ -1,201 +0,0 @@
Apache License
Version 2.0, January 2004
http://www.apache.org/licenses/
TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
1. Definitions.
"License" shall mean the terms and conditions for use, reproduction,
and distribution as defined by Sections 1 through 9 of this document.
"Licensor" shall mean the copyright owner or entity authorized by
the copyright owner that is granting the License.
"Legal Entity" shall mean the union of the acting entity and all
other entities that control, are controlled by, or are under common
control with that entity. For the purposes of this definition,
"control" means (i) the power, direct or indirect, to cause the
direction or management of such entity, whether by contract or
otherwise, or (ii) ownership of fifty percent (50%) or more of the
outstanding shares, or (iii) beneficial ownership of such entity.
"You" (or "Your") shall mean an individual or Legal Entity
exercising permissions granted by this License.
"Source" form shall mean the preferred form for making modifications,
including but not limited to software source code, documentation
source, and configuration files.
"Object" form shall mean any form resulting from mechanical
transformation or translation of a Source form, including but
not limited to compiled object code, generated documentation,
and conversions to other media types.
"Work" shall mean the work of authorship, whether in Source or
Object form, made available under the License, as indicated by a
copyright notice that is included in or attached to the work
(an example is provided in the Appendix below).
"Derivative Works" shall mean any work, whether in Source or Object
form, that is based on (or derived from) the Work and for which the
editorial revisions, annotations, elaborations, or other modifications
represent, as a whole, an original work of authorship. For the purposes
of this License, Derivative Works shall not include works that remain
separable from, or merely link (or bind by name) to the interfaces of,
the Work and Derivative Works thereof.
"Contribution" shall mean any work of authorship, including
the original version of the Work and any modifications or additions
to that Work or Derivative Works thereof, that is intentionally
submitted to Licensor for inclusion in the Work by the copyright owner
or by an individual or Legal Entity authorized to submit on behalf of
the copyright owner. For the purposes of this definition, "submitted"
means any form of electronic, verbal, or written communication sent
to the Licensor or its representatives, including but not limited to
communication on electronic mailing lists, source code control systems,
and issue tracking systems that are managed by, or on behalf of, the
Licensor for the purpose of discussing and improving the Work, but
excluding communication that is conspicuously marked or otherwise
designated in writing by the copyright owner as "Not a Contribution."
"Contributor" shall mean Licensor and any individual or Legal Entity
on behalf of whom a Contribution has been received by Licensor and
subsequently incorporated within the Work.
2. Grant of Copyright License. Subject to the terms and conditions of
this License, each Contributor hereby grants to You a perpetual,
worldwide, non-exclusive, no-charge, royalty-free, irrevocable
copyright license to reproduce, prepare Derivative Works of,
publicly display, publicly perform, sublicense, and distribute the
Work and such Derivative Works in Source or Object form.
3. Grant of Patent License. Subject to the terms and conditions of
this License, each Contributor hereby grants to You a perpetual,
worldwide, non-exclusive, no-charge, royalty-free, irrevocable
(except as stated in this section) patent license to make, have made,
use, offer to sell, sell, import, and otherwise transfer the Work,
where such license applies only to those patent claims licensable
by such Contributor that are necessarily infringed by their
Contribution(s) alone or by combination of their Contribution(s)
with the Work to which such Contribution(s) was submitted. If You
institute patent litigation against any entity (including a
cross-claim or counterclaim in a lawsuit) alleging that the Work
or a Contribution incorporated within the Work constitutes direct
or contributory patent infringement, then any patent licenses
granted to You under this License for that Work shall terminate
as of the date such litigation is filed.
4. Redistribution. You may reproduce and distribute copies of the
Work or Derivative Works thereof in any medium, with or without
modifications, and in Source or Object form, provided that You
meet the following conditions:
(a) You must give any other recipients of the Work or
Derivative Works a copy of this License; and
(b) You must cause any modified files to carry prominent notices
stating that You changed the files; and
(c) You must retain, in the Source form of any Derivative Works
that You distribute, all copyright, patent, trademark, and
attribution notices from the Source form of the Work,
excluding those notices that do not pertain to any part of
the Derivative Works; and
(d) If the Work includes a "NOTICE" text file as part of its
distribution, then any Derivative Works that You distribute must
include a readable copy of the attribution notices contained
within such NOTICE file, excluding those notices that do not
pertain to any part of the Derivative Works, in at least one
of the following places: within a NOTICE text file distributed
as part of the Derivative Works; within the Source form or
documentation, if provided along with the Derivative Works; or,
within a display generated by the Derivative Works, if and
wherever such third-party notices normally appear. The contents
of the NOTICE file are for informational purposes only and
do not modify the License. You may add Your own attribution
notices within Derivative Works that You distribute, alongside
or as an addendum to the NOTICE text from the Work, provided
that such additional attribution notices cannot be construed
as modifying the License.
You may add Your own copyright statement to Your modifications and
may provide additional or different license terms and conditions
for use, reproduction, or distribution of Your modifications, or
for any such Derivative Works as a whole, provided Your use,
reproduction, and distribution of the Work otherwise complies with
the conditions stated in this License.
5. Submission of Contributions. Unless You explicitly state otherwise,
any Contribution intentionally submitted for inclusion in the Work
by You to the Licensor shall be under the terms and conditions of
this License, without any additional terms or conditions.
Notwithstanding the above, nothing herein shall supersede or modify
the terms of any separate license agreement you may have executed
with Licensor regarding such Contributions.
6. Trademarks. This License does not grant permission to use the trade
names, trademarks, service marks, or product names of the Licensor,
except as required for reasonable and customary use in describing the
origin of the Work and reproducing the content of the NOTICE file.
7. Disclaimer of Warranty. Unless required by applicable law or
agreed to in writing, Licensor provides the Work (and each
Contributor provides its Contributions) on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or
implied, including, without limitation, any warranties or conditions
of TITLE, NON-INFRINGEMENT, MERCHANTABILITY, or FITNESS FOR A
PARTICULAR PURPOSE. You are solely responsible for determining the
appropriateness of using or redistributing the Work and assume any
risks associated with Your exercise of permissions under this License.
8. Limitation of Liability. In no event and under no legal theory,
whether in tort (including negligence), contract, or otherwise,
unless required by applicable law (such as deliberate and grossly
negligent acts) or agreed to in writing, shall any Contributor be
liable to You for damages, including any direct, indirect, special,
incidental, or consequential damages of any character arising as a
result of this License or out of the use or inability to use the
Work (including but not limited to damages for loss of goodwill,
work stoppage, computer failure or malfunction, or any and all
other commercial damages or losses), even if such Contributor
has been advised of the possibility of such damages.
9. Accepting Warranty or Additional Liability. While redistributing
the Work or Derivative Works thereof, You may choose to offer,
and charge a fee for, acceptance of support, warranty, indemnity,
or other liability obligations and/or rights consistent with this
License. However, in accepting such obligations, You may act only
on Your own behalf and on Your sole responsibility, not on behalf
of any other Contributor, and only if You agree to indemnify,
defend, and hold each Contributor harmless for any liability
incurred by, or claims asserted against, such Contributor by reason
of your accepting any such warranty or additional liability.
END OF TERMS AND CONDITIONS
APPENDIX: How to apply the Apache License to your work.
To apply the Apache License to your work, attach the following
boilerplate notice, with the fields enclosed by brackets "[]"
replaced with your own identifying information. (Don't include
the brackets!) The text should be enclosed in the appropriate
comment syntax for the file format. We also recommend that a
file or class name and description of purpose be included on the
same "printed page" as the copyright notice for easier
identification within third-party archives.
Copyright [2024] [Mark "kaosat-dev" Moissette]
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.

View File

@ -1,21 +0,0 @@
MIT License
Copyright (c) 2024 Mark "kaosat-dev" Moissette
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

View File

@ -1,269 +0,0 @@
use std::{fs::File, path::Path};
use bevy::log::info;
use bevy_ecs::{
reflect::{AppTypeRegistry, ReflectComponent, ReflectResource},
world::World,
};
use bevy_reflect::{TypeInfo, TypeRegistration, VariantInfo}; // TypePath // DynamicTypePath
use serde_json::{json, Map, Value};
use crate::{AssetRoot, ExportComponentsConfig};
pub fn export_types(world: &mut World) {
let config = world
.get_resource::<ExportComponentsConfig>()
.expect("ExportComponentsConfig should exist at this stage");
let asset_root = world.resource::<AssetRoot>();
let registry_save_path = Path::join(&asset_root.0, &config.save_path);
println!("registry_save_path {}", registry_save_path.display());
let writer = File::create(registry_save_path).expect("should have created schema file");
let types = world.resource_mut::<AppTypeRegistry>();
let types = types.read();
let schemas = types.iter().map(export_type).collect::<Map<_, _>>();
serde_json::to_writer_pretty(
writer,
&json!({
"$schema": "https://json-schema.org/draft/2020-12/schema",
"title": "bevy component registry schema",
"$defs": schemas,
}),
)
.expect("valid json");
info!("Done exporting registry schema")
}
pub fn export_type(reg: &TypeRegistration) -> (String, Value) {
let t = reg.type_info();
let binding = t.type_path_table();
let short_name = binding.short_path();
let mut schema = match t {
TypeInfo::Struct(info) => {
let properties = info
.iter()
.enumerate()
.map(|(idx, field)| {
(
field.name().to_owned(),
add_min_max(json!({ "type": typ(field.type_path()) }), reg, idx, None),
)
})
.collect::<Map<_, _>>();
json!({
"type": "object",
"typeInfo": "Struct",
"title": t.type_path(),
"properties": properties,
"additionalProperties": false,
"required": info
.iter()
.filter(|field| !field.type_path().starts_with("core::option::Option"))
.map(|field| field.name())
.collect::<Vec<_>>(),
})
}
TypeInfo::Enum(info) => {
let simple = info
.iter()
.all(|variant| matches!(variant, VariantInfo::Unit(_)));
if simple {
json!({
"type": "string",
"typeInfo": "Enum",
"title": t.type_path(),
"oneOf": info
.iter()
.map(|variant| match variant {
VariantInfo::Unit(v) => v.name(),
_ => unreachable!(),
})
.collect::<Vec<_>>(),
})
} else {
let variants = info
.iter()
.enumerate()
.map(|(field_idx, variant)| match variant {
//let binding = t.type_path_table();
//let short_name = binding.short_path();
VariantInfo::Struct(v) => json!({
"type": "object",
"typeInfo": "Struct",
"title": v.name(),
"short_name": v.name().split("::").last().unwrap_or(v.name()),
"properties": v
.iter()
.enumerate()
.map(|(variant_idx, field)| (field.name().to_owned(), add_min_max(json!({"type": typ(field.type_path()), "title": field.name()}), reg, field_idx, Some(variant_idx))))
.collect::<Map<_, _>>(),
"additionalProperties": false,
"required": v
.iter()
.filter(|field| !field.type_path().starts_with("core::option::Option"))
.map(|field| field.name())
.collect::<Vec<_>>(),
}),
VariantInfo::Tuple(v) => json!({
"type": "array",
"typeInfo": "Tuple",
"title": v.name(),
"short_name":v.name(),
"prefixItems": v
.iter()
.enumerate()
.map(|(variant_idx, field)| add_min_max(json!({"type": typ(field.type_path())}), reg, field_idx, Some(variant_idx)))
.collect::<Vec<_>>(),
"items": false,
}),
VariantInfo::Unit(v) => json!({
"title": v.name(),
}),
})
.collect::<Vec<_>>();
json!({
"type": "object",
"typeInfo": "Enum",
"title": t.type_path(),
"oneOf": variants,
})
}
}
TypeInfo::TupleStruct(info) => json!({
"title": t.type_path(),
"type": "array",
"typeInfo": "TupleStruct",
"prefixItems": info
.iter()
.enumerate()
.map(|(idx, field)| add_min_max(json!({"type": typ(field.type_path())}), reg, idx, None))
.collect::<Vec<_>>(),
"items": false,
}),
TypeInfo::List(info) => {
json!({
"title": t.type_path(),
"type": "array",
"typeInfo": "List",
"items": json!({"type": typ(info.item_type_path_table().path())}),
})
}
TypeInfo::Array(info) => json!({
"title": t.type_path(),
"type": "array",
"typeInfo": "Array",
"items": json!({"type": typ(info.item_type_path_table().path())}),
}),
TypeInfo::Map(info) => json!({
"title": t.type_path(),
"type": "object",
"typeInfo": "Map",
"additionalProperties": json!({"type": typ(info.value_type_path_table().path())}),
}),
TypeInfo::Tuple(info) => json!({
"title": t.type_path(),
"type": "array",
"typeInfo": "Tuple",
"prefixItems": info
.iter()
.enumerate()
.map(|(idx, field)| add_min_max(json!({"type": typ(field.type_path())}), reg, idx, None))
.collect::<Vec<_>>(),
"items": false,
}),
TypeInfo::Value(info) => json!({
"title": t.type_path(),
"type": map_json_type(info.type_path()),
"typeInfo": "Value",
}),
};
schema.as_object_mut().unwrap().insert(
"isComponent".to_owned(),
reg.data::<ReflectComponent>().is_some().into(),
);
schema.as_object_mut().unwrap().insert(
"isResource".to_owned(),
reg.data::<ReflectResource>().is_some().into(),
);
schema
.as_object_mut()
.unwrap()
.insert("short_name".to_owned(), short_name.into());
(t.type_path().to_owned(), schema)
}
fn typ(t: &str) -> Value {
json!({ "$ref": format!("#/$defs/{t}") })
}
fn map_json_type(t: &str) -> Value {
match t {
"bool" => "boolean",
"u8" | "u16" | "u32" | "u64" | "u128" | "usize" => "uint",
"i8" | "i16" | "i32" | "i64" | "i128" | "isize" => "int",
"f32" | "f64" => "float",
"char" | "str" | "alloc::string::String" => "string",
_ => "object",
}
.into()
}
fn add_min_max(
mut val: Value,
reg: &TypeRegistration,
field_index: usize,
variant_index: Option<usize>,
) -> Value {
#[cfg(feature = "support-inspector")]
fn get_min_max(
reg: &TypeRegistration,
field_index: usize,
variant_index: Option<usize>,
) -> Option<(Option<f32>, Option<f32>)> {
use bevy_inspector_egui::inspector_options::{
std_options::NumberOptions, ReflectInspectorOptions, Target,
};
reg.data::<ReflectInspectorOptions>()
.and_then(|ReflectInspectorOptions(o)| {
o.get(if let Some(variant_index) = variant_index {
Target::VariantField {
variant_index,
field_index,
}
} else {
Target::Field(field_index)
})
})
.and_then(|o| o.downcast_ref::<NumberOptions<f32>>())
.map(|num| (num.min, num.max))
}
#[cfg(not(feature = "support-inspector"))]
fn get_min_max(
_reg: &TypeRegistration,
_field_index: usize,
_variant_index: Option<usize>,
) -> Option<(Option<f32>, Option<f32>)> {
None
}
let Some((min, max)) = get_min_max(reg, field_index, variant_index) else {
return val;
};
let obj = val.as_object_mut().unwrap();
if let Some(min) = min {
obj.insert("minimum".to_owned(), min.into());
}
if let Some(max) = max {
obj.insert("maximum".to_owned(), max.into());
}
val
}

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@ -1,73 +0,0 @@
pub mod export_types;
use std::path::PathBuf;
use bevy_app::Startup;
use bevy_ecs::system::Resource;
pub use export_types::*;
use bevy::{
asset::AssetPlugin,
prelude::{App, Plugin},
scene::SceneFilter,
};
// Plugin configuration
#[derive(Clone, Resource)]
pub struct ExportComponentsConfig {
pub(crate) save_path: PathBuf,
#[allow(dead_code)]
pub(crate) component_filter: SceneFilter, // unused for now
#[allow(dead_code)]
pub(crate) resource_filter: SceneFilter, // unused for now
}
pub struct ExportRegistryPlugin {
pub component_filter: SceneFilter,
pub resource_filter: SceneFilter,
pub save_path: PathBuf,
}
impl Default for ExportRegistryPlugin {
fn default() -> Self {
Self {
component_filter: SceneFilter::default(), // unused for now
resource_filter: SceneFilter::default(), // unused for now
save_path: PathBuf::from("registry.json"), // relative to assets folder
}
}
}
impl Plugin for ExportRegistryPlugin {
fn build(&self, app: &mut App) {
app.register_asset_root()
.insert_resource(ExportComponentsConfig {
save_path: self.save_path.clone(),
component_filter: self.component_filter.clone(),
resource_filter: self.resource_filter.clone(),
})
.add_systems(Startup, export_types);
}
}
trait RegistryExportApp {
fn register_asset_root(&mut self) -> &mut Self;
}
impl RegistryExportApp for App {
fn register_asset_root(&mut self) -> &mut Self {
let asset_plugin = get_asset_plugin(self);
let path_str = asset_plugin.file_path.clone();
let path = PathBuf::from(path_str);
self.insert_resource(AssetRoot(path))
}
}
fn get_asset_plugin(app: &App) -> &AssetPlugin {
let asset_plugins: Vec<&AssetPlugin> = app.get_added_plugins();
asset_plugins.into_iter().next().expect(ASSET_ERROR)
}
const ASSET_ERROR: &str = "Bevy_registry_export requires access to the Bevy asset plugin. \
Please add `ExportRegistryPlugin` after `AssetPlugin`, which is commonly added as part of the `DefaultPlugins`";
#[derive(Debug, Clone, PartialEq, Eq, Hash, Resource)]
pub(crate) struct AssetRoot(pub(crate) PathBuf);

View File

@ -1,4 +1,4 @@
# Examples
This folder contains numerous examples showing how to use both bevy_gltf_components and bevy_gltf_blueprints.
Each example is its own crate so its dependencies are specific & clear.
This folder contains numerous examples showing how to use Blenvy
Each example is its own crate so its dependencies and assets are specific & clear.