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refactor(): removed legacy crates
This commit is contained in:
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@ -1,21 +0,0 @@
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[package]
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||||
name = "bevy_gltf_blueprints"
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version = "0.11.0"
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authors = ["Mark 'kaosat-dev' Moissette"]
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description = "Adds the ability to define Blueprints/Prefabs for Bevy inside gltf files and spawn them in Bevy."
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homepage = "https://github.com/kaosat-dev/Blender_bevy_components_workflow"
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repository = "https://github.com/kaosat-dev/Blender_bevy_components_workflow"
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keywords = ["gamedev", "bevy", "gltf", "blueprint", "prefab"]
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categories = ["game-development"]
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edition = "2021"
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license = "MIT OR Apache-2.0"
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[lints]
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workspace = true
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[dependencies]
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bevy_gltf_components = { version = "0.6", path = "../bevy_gltf_components" }
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bevy = { version = "0.14", default-features = false, features = ["bevy_asset", "bevy_scene", "bevy_gltf", "bevy_animation", "animation"] }
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[dev-dependencies]
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bevy = { version = "0.14", default-features = false, features = ["dynamic_linking"] }
|
@ -1,4 +0,0 @@
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This crate is available under either:
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* The [MIT License](./LICENSE_MIT)
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* The [Apache License, Version 2.0](./LICENSE_APACHE)
|
@ -1,201 +0,0 @@
|
||||
Apache License
|
||||
Version 2.0, January 2004
|
||||
http://www.apache.org/licenses/
|
||||
|
||||
TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
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Copyright [2023] [Mark "kaosat-dev" Moissette]
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@ -1,21 +0,0 @@
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MIT License
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Copyright (c) 2023 Mark "kaosat-dev" Moissette
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Permission is hereby granted, free of charge, to any person obtaining a copy
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@ -1,61 +0,0 @@
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||||
use bevy::{math::Vec3A, prelude::*, render::primitives::Aabb};
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||||
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||||
use crate::{BluePrintsConfig, Spawned};
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||||
|
||||
/// helper system that computes the compound aabbs of the scenes/blueprints
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||||
pub fn compute_scene_aabbs(
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||||
root_entities: Query<(Entity, &Name), (With<Spawned>, Without<Aabb>)>,
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||||
children: Query<&Children>,
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||||
existing_aabbs: Query<&Aabb>,
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||||
|
||||
mut blueprints_config: ResMut<BluePrintsConfig>,
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||||
mut commands: Commands,
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||||
) {
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||||
// compute compound aabb
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||||
for (root_entity, name) in root_entities.iter() {
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||||
// info!("generating aabb for {:?}", name);
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// only recompute aabb if it has not already been done before
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if blueprints_config.aabb_cache.contains_key(&name.to_string()) {
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let aabb = blueprints_config
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.aabb_cache
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.get(&name.to_string())
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||||
.expect("we should have the aabb available");
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commands.entity(root_entity).insert(*aabb);
|
||||
} else {
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let aabb = compute_descendant_aabb(root_entity, &children, &existing_aabbs);
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commands.entity(root_entity).insert(aabb);
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blueprints_config.aabb_cache.insert(name.to_string(), aabb);
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}
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}
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}
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pub fn compute_descendant_aabb(
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root_entity: Entity,
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children: &Query<&Children>,
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existing_aabbs: &Query<&Aabb>,
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) -> Aabb {
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if let Ok(children_list) = children.get(root_entity) {
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let mut chilren_aabbs: Vec<Aabb> = vec![];
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for child in children_list.iter() {
|
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if let Ok(aabb) = existing_aabbs.get(*child) {
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chilren_aabbs.push(*aabb);
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} else {
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let aabb = compute_descendant_aabb(*child, children, existing_aabbs);
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chilren_aabbs.push(aabb);
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}
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}
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let mut min = Vec3A::splat(f32::MAX);
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let mut max = Vec3A::splat(f32::MIN);
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for aabb in chilren_aabbs.iter() {
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min = min.min(aabb.min());
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max = max.max(aabb.max());
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}
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let aabb = Aabb::from_min_max(Vec3::from(min), Vec3::from(max));
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return aabb;
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}
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Aabb::default()
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}
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use bevy::prelude::*;
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use bevy::utils::HashMap;
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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/// storage for animations for a given entity (hierarchy), essentially a clone of gltf's `named_animations`
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pub struct Animations {
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pub named_animations: HashMap<String, Handle<AnimationClip>>,
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||||
pub named_indices: HashMap<String, AnimationNodeIndex>,
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||||
pub graph: Handle<AnimationGraph>,
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}
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||||
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#[derive(Component, Debug)]
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/// Stop gap helper component : this is inserted into a "root" entity (an entity representing a whole gltf file)
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/// so that the root entity knows which of its children contains an actualy `AnimationPlayer` component
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/// this is for convenience, because currently , Bevy's gltf parsing inserts `AnimationPlayers` "one level down"
|
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/// ie armature/root for animated models, which means more complex queries to trigger animations that we want to avoid
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pub struct AnimationPlayerLink(pub Entity);
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use std::path::{Path, PathBuf};
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use bevy::{asset::LoadedUntypedAsset, gltf::Gltf, prelude::*, utils::HashMap};
|
||||
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use crate::{BluePrintsConfig, BlueprintAnimations};
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||||
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/// 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(),
|
||||
}
|
||||
}
|
||||
}
|
@ -1,106 +0,0 @@
|
||||
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);
|
||||
}
|
||||
}
|
@ -1,179 +0,0 @@
|
||||
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),
|
||||
);
|
||||
}
|
||||
}
|
@ -1,201 +0,0 @@
|
||||
use std::path::Path;
|
||||
|
||||
use bevy::{
|
||||
asset::{AssetServer, Assets, Handle},
|
||||
ecs::{
|
||||
component::Component,
|
||||
entity::Entity,
|
||||
query::{Added, With},
|
||||
reflect::ReflectComponent,
|
||||
system::{Commands, Query, Res, ResMut},
|
||||
},
|
||||
gltf::Gltf,
|
||||
hierarchy::{Children, Parent},
|
||||
log::debug,
|
||||
pbr::StandardMaterial,
|
||||
reflect::Reflect,
|
||||
render::mesh::Mesh,
|
||||
};
|
||||
|
||||
use crate::{AssetLoadTracker, 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());
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@ -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);
|
||||
}
|
||||
}
|
||||
}
|
@ -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);
|
||||
}
|
||||
}
|
||||
}
|
@ -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();
|
||||
}
|
||||
}
|
@ -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"] }
|
@ -1,4 +0,0 @@
|
||||
This crate is available under either:
|
||||
|
||||
* The [MIT License](./LICENSE_MIT)
|
||||
* The [Apache License, Version 2.0](./LICENSE_APACHE)
|
@ -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
|
||||
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|
||||
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
|
||||
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|
||||
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|
||||
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|
||||
|
||||
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
|
||||
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|
||||
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|
||||
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.
|
@ -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.
|
@ -1,8 +0,0 @@
|
||||
use bevy::prelude::*;
|
||||
|
||||
mod lighting;
|
||||
pub use lighting::*;
|
||||
|
||||
pub(crate) fn plugin(app: &mut App) {
|
||||
app.add_plugins(lighting::plugin);
|
||||
}
|
@ -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,
|
||||
});
|
||||
}
|
||||
}
|
@ -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),
|
||||
);
|
||||
}
|
||||
}
|
@ -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
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@ -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
|
||||
}
|
@ -1,3 +0,0 @@
|
||||
pub fn capitalize_first_letter(s: &str) -> String {
|
||||
s[0..1].to_uppercase() + &s[1..]
|
||||
}
|
@ -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"] }
|
@ -1,4 +0,0 @@
|
||||
This crate is available under either:
|
||||
|
||||
* The [MIT License](./LICENSE_MIT)
|
||||
* The [Apache License, Version 2.0](./LICENSE_APACHE)
|
@ -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
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Licensor for the purpose of discussing and improving the Work, but
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||||
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||||
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||||
"Contributor" shall mean Licensor and any individual or Legal Entity
|
||||
on behalf of whom a Contribution has been received by Licensor and
|
||||
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||||
|
||||
2. Grant of Copyright License. Subject to the terms and conditions of
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||||
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|
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|
||||
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||||
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||||
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||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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||||
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||||
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||||
|
||||
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||||
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||||
|
||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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||||
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||||
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|
||||
You may add Your own copyright statement to Your modifications and
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||||
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||||
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||||
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||||
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|
||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
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||||
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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
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||||
the brackets!) The text should be enclosed in the appropriate
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||||
comment syntax for the file format. We also recommend that a
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|
||||
same "printed page" as the copyright notice for easier
|
||||
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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.
|
||||
You may obtain a copy of the License at
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||||
|
||||
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||||
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||||
Unless required by applicable law or agreed to in writing, software
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||||
distributed under the License is distributed on an "AS IS" BASIS,
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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||||
See the License for the specific language governing permissions and
|
||||
limitations under the License.
|
@ -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.
|
@ -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();
|
||||
}
|
@ -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"] }
|
@ -1,4 +0,0 @@
|
||||
This crate is available under either:
|
||||
|
||||
* The [MIT License](./LICENSE_MIT)
|
||||
* The [Apache License, Version 2.0](./LICENSE_APACHE)
|
@ -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"
|
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|
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|
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|
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|
||||
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|
||||
excluding communication that is conspicuously marked or otherwise
|
||||
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|
||||
|
||||
"Contributor" shall mean Licensor and any individual or Legal Entity
|
||||
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|
||||
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|
||||
2. Grant of Copyright License. Subject to the terms and conditions of
|
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this License, each Contributor hereby grants to You a perpetual,
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|
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where such license applies only to those patent claims licensable
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with the Work to which such Contribution(s) was submitted. If You
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or contributory patent infringement, then any patent licenses
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||||
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||||
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|
||||
(a) You must give any other recipients of the Work or
|
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Derivative Works a copy of this License; and
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|
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|
||||
stating that You changed the files; and
|
||||
|
||||
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|
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|
||||
(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
|
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pertain to any part of the Derivative Works, in at least one
|
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wherever such third-party notices normally appear. The contents
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of the NOTICE file are for informational purposes only and
|
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do not modify the License. You may add Your own attribution
|
||||
notices within Derivative Works that You distribute, alongside
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||||
or as an addendum to the NOTICE text from the Work, provided
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|
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as modifying the License.
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|
||||
You may add Your own copyright statement to Your modifications and
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for use, reproduction, or distribution of Your modifications, or
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the conditions stated in this License.
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|
||||
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
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|
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Notwithstanding the above, nothing herein shall supersede or modify
|
||||
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with Licensor regarding such Contributions.
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|
||||
6. Trademarks. This License does not grant permission to use the trade
|
||||
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|
||||
except as required for reasonable and customary use in describing the
|
||||
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7. Disclaimer of Warranty. Unless required by applicable law or
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PARTICULAR PURPOSE. You are solely responsible for determining the
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whether in tort (including negligence), contract, or otherwise,
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unless required by applicable law (such as deliberate and grossly
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defend, and hold each Contributor harmless for any liability
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incurred by, or claims asserted against, such Contributor by reason
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of your accepting any such warranty or additional liability.
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|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
APPENDIX: How to apply the Apache License to your work.
|
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|
||||
To apply the Apache License to your work, attach the following
|
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boilerplate notice, with the fields enclosed by brackets "[]"
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replaced with your own identifying information. (Don't include
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|
||||
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|
||||
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||||
|
||||
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
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http://www.apache.org/licenses/LICENSE-2.0
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Unless required by applicable law or agreed to in writing, software
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distributed under the License is distributed on an "AS IS" BASIS,
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See the License for the specific language governing permissions and
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limitations under the License.
|
@ -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
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||||
of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
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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.
|
@ -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
|
||||
}
|
@ -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);
|
@ -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.
|
Loading…
Reference in New Issue
Block a user