chore(Blenvy:Bevy): cargo fmt
This commit is contained in:
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c326a11243
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459bb868e0
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@ -73,7 +73,7 @@ pub struct AnimationMarkerReached {
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/////////////////////
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/*
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/*
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/// triggers events when a given animation marker is reached for INSTANCE animations
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pub fn trigger_instance_animation_markers_events(
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animation_infos: Query<(
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@ -218,4 +218,4 @@ pub fn trigger_blueprint_animation_markers_events(
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}
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}
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}
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*/
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*/
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@ -7,9 +7,9 @@ use crate::{BluePrintsConfig, BlueprintAnimations};
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/// helper component, is used to store the list of sub blueprints to enable automatic loading of dependend blueprints
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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pub struct MyAsset{
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pub struct MyAsset {
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pub name: String,
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pub path: String
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pub path: String,
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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
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@ -22,10 +22,8 @@ pub struct LocalAssets(pub Vec<MyAsset>);
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#[reflect(Component)]
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pub struct BlueprintAssets(pub Vec<MyAsset>);
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////////////////////////
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///
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///
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/// flag component, usually added when a blueprint is loaded
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#[derive(Component)]
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pub(crate) struct BlueprintAssetsLoaded;
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@ -44,7 +42,6 @@ pub(crate) struct AssetLoadTracker {
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pub handle: Handle<LoadedUntypedAsset>,
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}
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/// helper component, for tracking loaded assets
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#[derive(Component, Debug)]
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pub(crate) struct AssetsToLoad {
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@ -90,7 +90,7 @@ impl Default for BlueprintsPlugin {
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fn default() -> Self {
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Self {
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aabbs: false,
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material_library: false
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material_library: false,
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}
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}
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}
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@ -41,8 +41,6 @@ pub(crate) fn materials_inject(
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asset_server: Res<AssetServer>,
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mut commands: Commands,
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) {
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for (entity, material_info) in material_infos.iter() {
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println!("Entity with material info {:?} {:?}", entity, material_info);
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let material_full_path = format!("{}#{}", material_info.path, material_info.name);
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@ -59,9 +57,9 @@ pub(crate) fn materials_inject(
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.entity(entity)
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.insert(BlueprintMaterialAssetsLoaded);
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} else {
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let material_file_handle = asset_server.load_untyped(&material_info.path.clone()); // : Handle<Gltf>
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let material_file_handle = asset_server.load_untyped(&material_info.path.clone()); // : Handle<Gltf>
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let material_file_id = material_file_handle.id();
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let asset_infos: Vec<AssetLoadTracker> = vec![AssetLoadTracker {
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name: material_info.name.clone(),
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id: material_file_id,
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@ -77,7 +75,6 @@ pub(crate) fn materials_inject(
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..Default::default()
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})
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.insert(BlueprintMaterialAssetsNotLoaded);
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}
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}
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}
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@ -160,7 +157,10 @@ pub(crate) fn materials_inject2(
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let mat_gltf = assets_gltf
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.get(model_handle.id())
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.expect("material should have been preloaded");
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if mat_gltf.named_materials.contains_key(&material_info.name as &str) {
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if mat_gltf
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.named_materials
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.contains_key(&material_info.name as &str)
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{
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let material = mat_gltf
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.named_materials
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.get(&material_info.name as &str)
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@ -2,7 +2,10 @@ use std::path::{Path, PathBuf};
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use bevy::{gltf::Gltf, prelude::*, utils::hashbrown::HashMap};
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use crate::{BlueprintAssets, AssetsToLoad, AssetLoadTracker, BluePrintsConfig, BlueprintAnimations, BlueprintAssetsLoaded, BlueprintAssetsNotLoaded};
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use crate::{
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AssetLoadTracker, AssetsToLoad, BluePrintsConfig, BlueprintAnimations, BlueprintAssets,
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BlueprintAssetsLoaded, BlueprintAssetsNotLoaded,
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};
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/// this is a flag component for our levels/game world
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#[derive(Component)]
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@ -27,9 +30,8 @@ pub struct SpawnHere;
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/// flag component for dynamically spawned scenes
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pub struct Spawned;
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#[derive(Component, Debug)]
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/// flag component added when a Blueprint instance ist Ready : ie :
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/// flag component added when a Blueprint instance ist Ready : ie :
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/// - its assets have loaded
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/// - it has finished spawning
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pub struct BlueprintInstanceReady;
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@ -58,15 +60,11 @@ pub struct AddToGameWorld;
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/// helper component, just to transfer child data
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pub(crate) struct OriginalChildren(pub Vec<Entity>);
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pub(crate) fn test_thingy(
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spawn_placeholders: Query<
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(
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Entity,
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&BlueprintPath,
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),
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(Added<BlueprintPath>, Without<Spawned>, Without<SpawnHere>)>,
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(Entity, &BlueprintPath),
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(Added<BlueprintPath>, Without<Spawned>, Without<SpawnHere>),
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>,
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// before 0.14 we have to use a seperate query, after migrating we can query at the root level
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entities_with_assets: Query<
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@ -81,17 +79,12 @@ pub(crate) fn test_thingy(
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(Added<BlueprintAssets>), // Added<BlueprintAssets>
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>,
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bla_bla : Query<
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(Entity,
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&BlueprintName,
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&BlueprintPath,
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Option<&Parent>,),(Added<BlueprintPath>)
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bla_bla: Query<
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(Entity, &BlueprintName, &BlueprintPath, Option<&Parent>),
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(Added<BlueprintPath>),
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>,
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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) {
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for (entity, blueprint_path) in spawn_placeholders.iter() {
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//println!("added blueprint_path {:?}", blueprint_path);
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@ -105,7 +98,10 @@ asset_server: Res<AssetServer>,
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}
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for (entity, blueprint_name, blueprint_path, parent) in bla_bla.iter() {
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println!("added blueprint to spawn {:?} {:?}", blueprint_name, blueprint_path);
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println!(
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"added blueprint to spawn {:?} {:?}",
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blueprint_name, blueprint_path
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);
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let untyped_handle = asset_server.load_untyped(&blueprint_path.0);
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let asset_id = untyped_handle.id();
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let loaded = asset_server.is_loaded_with_dependencies(asset_id);
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@ -135,7 +131,7 @@ asset_server: Res<AssetServer>,
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}
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}
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for (child_entity, child_entity_name, all_assets) in entities_with_assets.iter(){
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for (child_entity, child_entity_name, all_assets) in entities_with_assets.iter() {
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println!("added assets {:?} to {:?}", all_assets, child_entity_name);
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if all_assets.is_some() {
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let mut asset_infos: Vec<AssetLoadTracker> = vec![];
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@ -184,21 +180,23 @@ pub(crate) fn check_for_loaded2(
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asset_server: Res<AssetServer>,
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mut commands: Commands,
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) {
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for (entity,entity_name, mut assets_to_load) in blueprint_assets_to_load.iter_mut() {
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for (entity, entity_name, mut assets_to_load) in blueprint_assets_to_load.iter_mut() {
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let mut all_loaded = true;
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let mut loaded_amount = 0;
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let total = assets_to_load.asset_infos.len();
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for tracker in assets_to_load.asset_infos.iter_mut() {
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let asset_id = tracker.id;
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let loaded = asset_server.is_loaded_with_dependencies(asset_id);
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println!("loading {}: // load state: {:?}", tracker.name, asset_server.load_state(asset_id));
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println!(
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"loading {}: // load state: {:?}",
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tracker.name,
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asset_server.load_state(asset_id)
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);
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// FIXME: hack for now
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let mut failed = false;// asset_server.load_state(asset_id) == bevy::asset::LoadState::Failed(_error);
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let mut failed = false; // asset_server.load_state(asset_id) == bevy::asset::LoadState::Failed(_error);
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match asset_server.load_state(asset_id) {
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bevy::asset::LoadState::Failed(_) => {
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failed = true
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},
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bevy::asset::LoadState::Failed(_) => failed = true,
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_ => {}
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}
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tracker.loaded = loaded || failed;
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@ -209,7 +207,7 @@ pub(crate) fn check_for_loaded2(
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}
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}
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let progress: f32 = loaded_amount as f32 / total as f32;
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println!("progress: {}",progress);
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println!("progress: {}", progress);
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assets_to_load.progress = progress;
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if all_loaded {
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@ -219,14 +217,11 @@ pub(crate) fn check_for_loaded2(
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.entity(entity)
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.insert(BlueprintAssetsLoaded)
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.remove::<BlueprintAssetsNotLoaded>()
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.remove::<AssetsToLoad>()
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;
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.remove::<AssetsToLoad>();
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}
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}
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}
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pub(crate) fn spawn_from_blueprints2(
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spawn_placeholders: Query<
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(
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@ -254,15 +249,8 @@ pub(crate) fn spawn_from_blueprints2(
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children: Query<&Children>,
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) {
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for (
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entity,
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blupeprint_name,
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blueprint_path,
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transform,
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original_parent,
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add_to_world,
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name,
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) in spawn_placeholders.iter()
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for (entity, blupeprint_name, blueprint_path, transform, original_parent, add_to_world, name) in
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spawn_placeholders.iter()
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{
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info!(
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"attempting to spawn blueprint {:?} for entity {:?}, id: {:?}, parent:{:?}",
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@ -272,12 +260,9 @@ pub(crate) fn spawn_from_blueprints2(
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// info!("attempting to spawn {:?}", model_path);
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let model_handle: Handle<Gltf> = asset_server.load(blueprint_path.0.clone()); // FIXME: kinda weird now
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let gltf = assets_gltf.get(&model_handle).unwrap_or_else(|| {
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panic!(
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"gltf file {:?} should have been loaded",
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&blueprint_path.0
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)
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});
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let gltf = assets_gltf
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.get(&model_handle)
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.unwrap_or_else(|| panic!("gltf file {:?} should have been loaded", &blueprint_path.0));
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// WARNING we work under the assumtion that there is ONLY ONE named scene, and that the first one is the right one
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let main_scene_name = gltf
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@ -301,7 +286,7 @@ pub(crate) fn spawn_from_blueprints2(
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}
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}
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let mut named_animations:HashMap<String, Handle<AnimationClip>> = HashMap::new() ;
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let mut named_animations: HashMap<String, Handle<AnimationClip>> = HashMap::new();
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for (key, value) in gltf.named_animations.iter() {
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named_animations.insert(key.to_string(), value.clone());
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}
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@ -317,7 +302,7 @@ pub(crate) fn spawn_from_blueprints2(
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OriginalChildren(original_children),
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BlueprintAnimations {
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// these are animations specific to the inside of the blueprint
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named_animations: named_animations//gltf.named_animations.clone(),
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named_animations: named_animations, //gltf.named_animations.clone(),
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},
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));
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@ -329,8 +314,3 @@ pub(crate) fn spawn_from_blueprints2(
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}
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}
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}
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@ -16,36 +16,42 @@ use bevy::{
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use crate::{ronstring_to_reflect_component, GltfProcessed};
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// , mut entity_components: HashMap<Entity, Vec<(Box<dyn Reflect>, TypeRegistration)>>
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fn find_entity_components(entity: Entity, name: &Name, parent: &Parent, reflect_components: Vec<(Box<dyn Reflect>, TypeRegistration)>, entity_components: &HashMap<Entity, Vec<(Box<dyn Reflect>, TypeRegistration)>>) -> (Entity, Vec<(Box<dyn Reflect>, TypeRegistration)>){
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// we assign the components specified /xxx_components objects to their parent node
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let mut target_entity = entity;
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// 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
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// this is mostly used for Blender collections
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if name.as_str().contains("components") || name.as_str().ends_with("_pa") {
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debug!("adding components to parent");
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target_entity = parent.get();
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}
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debug!("adding to {:?}", target_entity);
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fn find_entity_components(
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entity: Entity,
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name: &Name,
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parent: &Parent,
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reflect_components: Vec<(Box<dyn Reflect>, TypeRegistration)>,
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entity_components: &HashMap<Entity, Vec<(Box<dyn Reflect>, TypeRegistration)>>,
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) -> (Entity, Vec<(Box<dyn Reflect>, TypeRegistration)>) {
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// we assign the components specified /xxx_components objects to their parent node
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let mut target_entity = entity;
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// 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
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// this is mostly used for Blender collections
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if name.as_str().contains("components") || name.as_str().ends_with("_pa") {
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debug!("adding components to parent");
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target_entity = parent.get();
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}
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debug!("adding to {:?}", target_entity);
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// 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
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// this allows for example blender collection to provide basic ecs data & the instances to override/ define their own values
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if entity_components.contains_key(&target_entity) {
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let mut updated_components: Vec<(Box<dyn Reflect>, TypeRegistration)> = Vec::new();
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let current_components = &entity_components[&target_entity];
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// first inject the current components
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for (component, type_registration) in current_components {
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updated_components.push((component.clone_value(), type_registration.clone()));
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}
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// then inject the new components: this also enables overwrite components set in the collection
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for (component, type_registration) in reflect_components {
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updated_components.push((component.clone_value(), type_registration));
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}
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return (target_entity, updated_components)
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//entity_components.insert(target_entity, updated_components);
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} else {
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return (target_entity, reflect_components);
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// entity_components.insert(target_entity, reflect_components);
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}
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// 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
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// this allows for example blender collection to provide basic ecs data & the instances to override/ define their own values
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if entity_components.contains_key(&target_entity) {
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let mut updated_components: Vec<(Box<dyn Reflect>, TypeRegistration)> = Vec::new();
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let current_components = &entity_components[&target_entity];
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// first inject the current components
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for (component, type_registration) in current_components {
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updated_components.push((component.clone_value(), type_registration.clone()));
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}
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// then inject the new components: this also enables overwrite components set in the collection
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for (component, type_registration) in reflect_components {
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updated_components.push((component.clone_value(), type_registration));
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}
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return (target_entity, updated_components);
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//entity_components.insert(target_entity, updated_components);
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} else {
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return (target_entity, reflect_components);
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// entity_components.insert(target_entity, reflect_components);
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}
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}
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/// main function: injects components into each entity in gltf files that have `gltf_extras`, using reflection
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@ -72,11 +78,11 @@ pub fn add_components_from_gltf_extras(world: &mut World) {
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let type_registry = type_registry.read();
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let reflect_components = ronstring_to_reflect_component(&extra.value, &type_registry);
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let (target_entity, updated_components) = find_entity_components(entity, name, parent, reflect_components, &entity_components);
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let (target_entity, updated_components) =
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find_entity_components(entity, name, parent, reflect_components, &entity_components);
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entity_components.insert(target_entity, updated_components);
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}
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for (entity, name, extra, parent) in scene_extras.iter(world) {
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debug!(
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"Name: {}, entity {:?}, parent: {:?}, scene_extras {:?}",
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@ -87,7 +93,8 @@ pub fn add_components_from_gltf_extras(world: &mut World) {
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let type_registry = type_registry.read();
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let reflect_components = ronstring_to_reflect_component(&extra.value, &type_registry);
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let (target_entity, updated_components) = find_entity_components(entity, name, parent, reflect_components, &entity_components);
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let (target_entity, updated_components) =
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find_entity_components(entity, name, parent, reflect_components, &entity_components);
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entity_components.insert(target_entity, updated_components);
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}
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@ -101,7 +108,8 @@ pub fn add_components_from_gltf_extras(world: &mut World) {
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let type_registry = type_registry.read();
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let reflect_components = ronstring_to_reflect_component(&extra.value, &type_registry);
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let (target_entity, updated_components) = find_entity_components(entity, name, parent, reflect_components, &entity_components);
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let (target_entity, updated_components) =
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find_entity_components(entity, name, parent, reflect_components, &entity_components);
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entity_components.insert(target_entity, updated_components);
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}
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@ -115,11 +123,11 @@ pub fn add_components_from_gltf_extras(world: &mut World) {
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let type_registry = type_registry.read();
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let reflect_components = ronstring_to_reflect_component(&extra.value, &type_registry);
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let (target_entity, updated_components) = find_entity_components(entity, name, parent, reflect_components, &entity_components);
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let (target_entity, updated_components) =
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find_entity_components(entity, name, parent, reflect_components, &entity_components);
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entity_components.insert(target_entity, updated_components);
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}
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for (entity, components) in entity_components {
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let type_registry: &AppTypeRegistry = world.resource();
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||||
let type_registry = type_registry.clone();
|
||||
|
|
|
@ -16,9 +16,7 @@ pub fn ronstring_to_reflect_component(
|
|||
// println!("ron_string {:?}", ron_string);
|
||||
for (name, value) in lookup.into_iter() {
|
||||
let parsed_value: String = match value.clone() {
|
||||
Value::String(str) => {
|
||||
str
|
||||
}
|
||||
Value::String(str) => str,
|
||||
_ => ron::to_string(&value).unwrap().to_string(),
|
||||
};
|
||||
|
||||
|
@ -95,9 +93,7 @@ fn bevy_components_string_to_components(
|
|||
let lookup: HashMap<String, Value> = ron::from_str(&parsed_value).unwrap();
|
||||
for (key, value) in lookup.into_iter() {
|
||||
let parsed_value: String = match value.clone() {
|
||||
Value::String(str) => {
|
||||
str
|
||||
}
|
||||
Value::String(str) => str,
|
||||
_ => ron::to_string(&value).unwrap().to_string(),
|
||||
};
|
||||
|
||||
|
|
|
@ -22,13 +22,18 @@ pub fn compute_scene_aabbs(
|
|||
.aabb_cache
|
||||
.get(&name.to_string())
|
||||
.expect("we should have the aabb available");
|
||||
commands.entity(root_entity).insert(*aabb).insert(BlueprintReadyForFinalizing);
|
||||
commands
|
||||
.entity(root_entity)
|
||||
.insert(*aabb)
|
||||
.insert(BlueprintReadyForFinalizing);
|
||||
} else {
|
||||
let aabb = compute_descendant_aabb(root_entity, &children, &existing_aabbs);
|
||||
blenvy_config.aabb_cache.insert(name.to_string(), aabb);
|
||||
info!("generating aabb for {:?}", name);
|
||||
commands.entity(root_entity).insert(aabb).insert(BlueprintReadyForFinalizing);
|
||||
|
||||
commands
|
||||
.entity(root_entity)
|
||||
.insert(aabb)
|
||||
.insert(BlueprintReadyForFinalizing);
|
||||
}
|
||||
}
|
||||
for entity in other_entities.iter() {
|
||||
|
|
|
@ -7,7 +7,7 @@ use bevy::utils::HashMap;
|
|||
pub struct BlueprintAnimations {
|
||||
pub named_animations: HashMap<String, Handle<AnimationClip>>,
|
||||
pub named_indices: HashMap<String, AnimationNodeIndex>,
|
||||
pub graph: Handle<AnimationGraph>
|
||||
pub graph: Handle<AnimationGraph>,
|
||||
}
|
||||
|
||||
#[derive(Component, Debug)]
|
||||
|
@ -22,7 +22,7 @@ pub struct BlueprintAnimationPlayerLink(pub Entity);
|
|||
/// storage for scene level animations for a given entity (hierarchy), essentially a clone of gltf's `named_animations`
|
||||
pub struct SceneAnimations {
|
||||
pub named_animations: HashMap<String, Handle<AnimationClip>>,
|
||||
pub named_indices: HashMap<String, AnimationNodeIndex>
|
||||
pub named_indices: HashMap<String, AnimationNodeIndex>,
|
||||
}
|
||||
|
||||
#[derive(Component, Debug)]
|
||||
|
@ -76,7 +76,7 @@ pub struct AnimationMarkerReached {
|
|||
|
||||
/////////////////////
|
||||
|
||||
/*
|
||||
/*
|
||||
/// triggers events when a given animation marker is reached for INSTANCE animations
|
||||
pub fn trigger_instance_animation_markers_events(
|
||||
animation_infos: Query<(
|
||||
|
@ -221,4 +221,4 @@ pub fn trigger_blueprint_animation_markers_events(
|
|||
}
|
||||
}
|
||||
}
|
||||
*/
|
||||
*/
|
||||
|
|
|
@ -8,9 +8,9 @@ use crate::{BlenvyConfig, BlueprintAnimations};
|
|||
/// helper component, is used to store the list of sub blueprints to enable automatic loading of dependend blueprints
|
||||
#[derive(Component, Reflect, Default, Debug, Deserialize)]
|
||||
#[reflect(Component)]
|
||||
pub struct MyAsset{
|
||||
pub struct MyAsset {
|
||||
pub name: String,
|
||||
pub path: String
|
||||
pub path: String,
|
||||
}
|
||||
|
||||
/// helper component, is used to store the list of sub blueprints to enable automatic loading of dependend blueprints
|
||||
|
@ -27,16 +27,14 @@ pub struct BlueprintAssets {
|
|||
#[serde(default)]
|
||||
#[reflect(default)]
|
||||
pub progress: f32,
|
||||
#[reflect(ignore)]
|
||||
#[reflect(ignore)]
|
||||
#[serde(skip)]
|
||||
pub asset_infos: Vec<AssetLoadTracker>,
|
||||
}
|
||||
//(pub Vec<MyAsset>);
|
||||
|
||||
|
||||
|
||||
////////////////////////
|
||||
///
|
||||
///
|
||||
/// flag component, usually added when a blueprint is loaded
|
||||
#[derive(Component)]
|
||||
pub(crate) struct BlueprintAssetsLoaded;
|
||||
|
|
|
@ -1,35 +1,41 @@
|
|||
|
||||
use bevy::prelude::*;
|
||||
use bevy::asset::{AssetEvent, LoadedUntypedAsset};
|
||||
use bevy::scene::SceneInstance;
|
||||
use crate::{BlueprintAssetsLoadState, BlueprintAssetsLoaded, BlueprintInfo, SpawnBlueprint};
|
||||
use bevy::asset::{AssetEvent, LoadedUntypedAsset};
|
||||
use bevy::prelude::*;
|
||||
use bevy::scene::SceneInstance;
|
||||
|
||||
pub(crate) fn react_to_asset_changes(
|
||||
mut gltf_events: EventReader<AssetEvent<Gltf>>,
|
||||
mut untyped_events: EventReader<AssetEvent<LoadedUntypedAsset>>,
|
||||
mut blueprint_assets: Query<(Entity, Option<&Name>, &BlueprintInfo, &mut BlueprintAssetsLoadState, Option<&Children>)>,
|
||||
mut blueprint_assets: Query<(
|
||||
Entity,
|
||||
Option<&Name>,
|
||||
&BlueprintInfo,
|
||||
&mut BlueprintAssetsLoadState,
|
||||
Option<&Children>,
|
||||
)>,
|
||||
asset_server: Res<AssetServer>,
|
||||
mut commands: Commands,
|
||||
|
||||
) {
|
||||
|
||||
for event in gltf_events.read() {
|
||||
// LoadedUntypedAsset
|
||||
match event {
|
||||
AssetEvent::Modified { id } => {
|
||||
// React to the image being modified
|
||||
// println!("Modified gltf {:?}", asset_server.get_path(*id));
|
||||
for (entity, entity_name, blueprint_info, mut assets_to_load, children) in blueprint_assets.iter_mut() {
|
||||
for (entity, entity_name, blueprint_info, mut assets_to_load, children) in
|
||||
blueprint_assets.iter_mut()
|
||||
{
|
||||
for tracker in assets_to_load.asset_infos.iter_mut() {
|
||||
if asset_server.get_path(*id).is_some() {
|
||||
if tracker.path == asset_server.get_path(*id).unwrap().to_string() {
|
||||
println!("HOLY MOLY IT DETECTS !!, now respawn {:?}", entity_name);
|
||||
if children.is_some() {
|
||||
for child in children.unwrap().iter(){
|
||||
for child in children.unwrap().iter() {
|
||||
commands.entity(*child).despawn_recursive();
|
||||
}
|
||||
}
|
||||
commands.entity(entity)
|
||||
commands
|
||||
.entity(entity)
|
||||
.remove::<BlueprintAssetsLoaded>()
|
||||
.remove::<SceneInstance>()
|
||||
.remove::<BlueprintAssetsLoadState>()
|
||||
|
@ -40,9 +46,8 @@ pub(crate) fn react_to_asset_changes(
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -13,18 +13,16 @@ pub struct MaterialInfo {
|
|||
#[derive(Component, Default, Debug)]
|
||||
pub struct MaterialProcessed;
|
||||
|
||||
|
||||
/// system that injects / replaces materials from material library
|
||||
pub(crate) fn inject_materials(
|
||||
mut blenvy_config: ResMut<BlenvyConfig>,
|
||||
material_infos: Query<
|
||||
(Entity, &MaterialInfo, &Children),
|
||||
Without<MaterialProcessed>
|
||||
// (With<BlueprintReadyForPostProcess>)
|
||||
/*(
|
||||
Added<BlueprintMaterialAssetsLoaded>,
|
||||
With<BlueprintMaterialAssetsLoaded>,
|
||||
),*/
|
||||
Without<MaterialProcessed>, // (With<BlueprintReadyForPostProcess>)
|
||||
/*(
|
||||
Added<BlueprintMaterialAssetsLoaded>,
|
||||
With<BlueprintMaterialAssetsLoaded>,
|
||||
),*/
|
||||
>,
|
||||
with_materials_and_meshes: Query<
|
||||
(),
|
||||
|
@ -55,10 +53,14 @@ pub(crate) fn inject_materials(
|
|||
material_found = Some(material);
|
||||
} else {
|
||||
let model_handle: Handle<Gltf> = asset_server.load(material_info.path.clone()); // FIXME: kinda weird now
|
||||
let mat_gltf = assets_gltf
|
||||
.get(model_handle.id())
|
||||
.expect(&format!("materials file {} should have been preloaded", material_info.path));
|
||||
if mat_gltf.named_materials.contains_key(&material_info.name as &str) {
|
||||
let mat_gltf = assets_gltf.get(model_handle.id()).expect(&format!(
|
||||
"materials file {} should have been preloaded",
|
||||
material_info.path
|
||||
));
|
||||
if mat_gltf
|
||||
.named_materials
|
||||
.contains_key(&material_info.name as &str)
|
||||
{
|
||||
let material = mat_gltf
|
||||
.named_materials
|
||||
.get(&material_info.name as &str)
|
||||
|
@ -86,4 +88,4 @@ pub(crate) fn inject_materials(
|
|||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -41,13 +41,15 @@ pub struct BluePrintBundle {
|
|||
impl Default for BluePrintBundle {
|
||||
fn default() -> Self {
|
||||
BluePrintBundle {
|
||||
blueprint: BlueprintInfo{ name: "default".into(), path:"".into()},
|
||||
blueprint: BlueprintInfo {
|
||||
name: "default".into(),
|
||||
path: "".into(),
|
||||
},
|
||||
spawn_here: SpawnBlueprint,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
#[derive(Debug, Clone)]
|
||||
/// Plugin for gltf blueprints
|
||||
pub struct BlueprintsPlugin {
|
||||
|
@ -61,7 +63,7 @@ impl Default for BlueprintsPlugin {
|
|||
fn default() -> Self {
|
||||
Self {
|
||||
aabbs: false,
|
||||
material_library: false
|
||||
material_library: false,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -74,7 +76,6 @@ fn hot_reload(watching_for_changes: Res<WatchingForChanges>) -> bool {
|
|||
watching_for_changes.0
|
||||
}
|
||||
|
||||
|
||||
trait BlenvyApp {
|
||||
fn register_watching_for_changes(&mut self) -> &mut Self;
|
||||
}
|
||||
|
@ -95,14 +96,10 @@ impl BlenvyApp for App {
|
|||
pub(crate) struct WatchingForChanges(pub(crate) bool);
|
||||
const ASSET_ERROR: &str = ""; // TODO
|
||||
|
||||
|
||||
impl Plugin for BlueprintsPlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
app
|
||||
.register_watching_for_changes()
|
||||
|
||||
app.register_watching_for_changes()
|
||||
.add_event::<BlueprintEvent>()
|
||||
|
||||
.register_type::<BlueprintInfo>()
|
||||
.register_type::<MaterialInfo>()
|
||||
.register_type::<SpawnBlueprint>()
|
||||
|
@ -119,10 +116,8 @@ impl Plugin for BlueprintsPlugin {
|
|||
.register_type::<Vec<MyAsset>>()
|
||||
.register_type::<Vec<String>>()
|
||||
.register_type::<BlueprintAssets>()
|
||||
|
||||
.register_type::<HashMap<String, Vec<String>>>()
|
||||
.register_type::<HideUntilReady>()
|
||||
|
||||
.configure_sets(
|
||||
Update,
|
||||
(GltfBlueprintsSet::Spawn, GltfBlueprintsSet::AfterSpawn)
|
||||
|
@ -137,13 +132,10 @@ impl Plugin for BlueprintsPlugin {
|
|||
blueprints_assets_ready,
|
||||
blueprints_scenes_spawned,
|
||||
blueprints_cleanup_spawned_scene,
|
||||
|
||||
// post process
|
||||
inject_materials,
|
||||
compute_scene_aabbs,// .run_if(aabbs_enabled),
|
||||
|
||||
compute_scene_aabbs, // .run_if(aabbs_enabled),
|
||||
blueprints_finalize_instances,
|
||||
|
||||
)
|
||||
.chain()
|
||||
.in_set(GltfBlueprintsSet::Spawn),
|
||||
|
@ -156,7 +148,6 @@ impl Plugin for BlueprintsPlugin {
|
|||
),
|
||||
)*/
|
||||
// hot reload
|
||||
.add_systems(Update, react_to_asset_changes.run_if(hot_reload))
|
||||
;
|
||||
.add_systems(Update, react_to_asset_changes.run_if(hot_reload));
|
||||
}
|
||||
}
|
||||
|
|
|
@ -3,7 +3,10 @@ use std::path::{Path, PathBuf};
|
|||
use bevy::{gltf::Gltf, prelude::*, scene::SceneInstance, utils::hashbrown::HashMap};
|
||||
use serde_json::Value;
|
||||
|
||||
use crate::{AssetLoadTracker, BlenvyConfig, BlueprintAnimationPlayerLink, BlueprintAnimations, BlueprintAssets, BlueprintAssetsLoadState, BlueprintAssetsLoaded, BlueprintAssetsNotLoaded};
|
||||
use crate::{
|
||||
AssetLoadTracker, BlenvyConfig, BlueprintAnimationPlayerLink, BlueprintAnimations,
|
||||
BlueprintAssets, BlueprintAssetsLoadState, BlueprintAssetsLoaded, BlueprintAssetsNotLoaded,
|
||||
};
|
||||
|
||||
/// this is a flag component for our levels/game world
|
||||
#[derive(Component)]
|
||||
|
@ -11,7 +14,7 @@ pub struct GameWorldTag;
|
|||
|
||||
/// Main component for the blueprints
|
||||
/// has both name & path of the blueprint to enable injecting the data from the correct blueprint
|
||||
/// into the entity that contains this component
|
||||
/// into the entity that contains this component
|
||||
#[derive(Component, Reflect, Default, Debug)]
|
||||
#[reflect(Component)]
|
||||
pub struct BlueprintInfo {
|
||||
|
@ -25,7 +28,7 @@ pub struct BlueprintInfo {
|
|||
pub struct SpawnBlueprint;
|
||||
|
||||
#[derive(Component, Debug)]
|
||||
/// flag component added when a Blueprint instance ist Ready : ie :
|
||||
/// flag component added when a Blueprint instance ist Ready : ie :
|
||||
/// - its assets have loaded
|
||||
/// - it has finished spawning
|
||||
pub struct BlueprintInstanceReady;
|
||||
|
@ -54,17 +57,15 @@ pub struct AddToGameWorld;
|
|||
/// helper component, just to transfer child data
|
||||
pub(crate) struct OriginalChildren(pub Vec<Entity>);
|
||||
|
||||
|
||||
#[derive(Component, Reflect, Default, Debug)]
|
||||
#[reflect(Component)]
|
||||
/// You can add this component to a blueprint instance, and the instance will be hidden until it is ready
|
||||
/// You can add this component to a blueprint instance, and the instance will be hidden until it is ready
|
||||
/// You usually want to use this for worlds/level spawning , or dynamic spawning at runtime, but not when you are adding blueprint instances to an existing entity
|
||||
/// as it would first become invisible before re-appearing again
|
||||
pub struct HideUntilReady;
|
||||
|
||||
#[derive(Event, Debug)]
|
||||
pub enum BlueprintEvent {
|
||||
|
||||
/// event fired when a blueprint has finished loading all of its assets & before it attempts spawning
|
||||
AssetsLoaded {
|
||||
entity: Entity,
|
||||
|
@ -72,30 +73,27 @@ pub enum BlueprintEvent {
|
|||
blueprint_path: String,
|
||||
// TODO: add assets list ?
|
||||
},
|
||||
|
||||
///
|
||||
|
||||
///
|
||||
InstanceReady {
|
||||
entity: Entity,
|
||||
blueprint_name: String,
|
||||
blueprint_path: String,
|
||||
}
|
||||
},
|
||||
}
|
||||
|
||||
|
||||
// TODO: move this somewhere else ?
|
||||
#[derive(Component, Reflect, Debug, Default)]
|
||||
#[reflect(Component)]
|
||||
/// component used to mark any entity as Dynamic: aka add this to make sure your entity is going to be saved
|
||||
pub struct DynamicBlueprintInstance;
|
||||
|
||||
|
||||
// TODO: move these somewhere else ?
|
||||
#[derive(Component, Reflect, Debug, Default)]
|
||||
#[reflect(Component)]
|
||||
/// component gets added when a blueprint starts spawning, removed when spawning is completely done
|
||||
pub struct BlueprintSpawning;
|
||||
|
||||
|
||||
use gltf::Gltf as RawGltf;
|
||||
|
||||
/*
|
||||
|
@ -108,25 +106,22 @@ Overview of the Blueprint Spawning process
|
|||
- Blueprint post process
|
||||
- generate aabb (need full hierarchy in its final form)
|
||||
- inject materials from library if needed
|
||||
- Blueprint Ready
|
||||
- Blueprint Ready
|
||||
- bubble information up to parent blueprint instance
|
||||
- if all sub_blueprints are ready => Parent blueprint Instance is ready
|
||||
- if all sub_blueprints are ready => Parent blueprint Instance is ready
|
||||
=> distinguish between blueprint instances inside blueprint instances vs blueprint instances inside blueprints ??
|
||||
*/
|
||||
|
||||
pub(crate) fn blueprints_prepare_spawn(
|
||||
blueprint_instances_to_spawn : Query<
|
||||
(
|
||||
Entity,
|
||||
&BlueprintInfo,
|
||||
),(Added<SpawnBlueprint>)
|
||||
>,
|
||||
mut commands: Commands,
|
||||
asset_server: Res<AssetServer>,
|
||||
blueprint_instances_to_spawn: Query<(Entity, &BlueprintInfo), (Added<SpawnBlueprint>)>,
|
||||
mut commands: Commands,
|
||||
asset_server: Res<AssetServer>,
|
||||
) {
|
||||
|
||||
for (entity, blueprint_info) in blueprint_instances_to_spawn.iter() {
|
||||
info!("BLUEPRINT: to spawn detected: {:?} path:{:?}", blueprint_info.name, blueprint_info.path);
|
||||
info!(
|
||||
"BLUEPRINT: to spawn detected: {:?} path:{:?}",
|
||||
blueprint_info.name, blueprint_info.path
|
||||
);
|
||||
//println!("all assets {:?}", all_assets);
|
||||
//////////////
|
||||
// we add the asset of the blueprint itself
|
||||
|
@ -152,11 +147,12 @@ asset_server: Res<AssetServer>,
|
|||
for scene in gltf.scenes() {
|
||||
let scene_extras = scene.extras().clone().unwrap();
|
||||
let lookup: HashMap<String, Value> = serde_json::from_str(&scene_extras.get()).unwrap();
|
||||
|
||||
if lookup.contains_key("BlueprintAssets"){
|
||||
|
||||
if lookup.contains_key("BlueprintAssets") {
|
||||
let assets_raw = &lookup["BlueprintAssets"];
|
||||
//println!("ASSETS RAW {}", assets_raw);
|
||||
let all_assets: BlueprintAssets = ron::from_str(&assets_raw.as_str().unwrap()).unwrap();
|
||||
let all_assets: BlueprintAssets =
|
||||
ron::from_str(&assets_raw.as_str().unwrap()).unwrap();
|
||||
// println!("all_assets {:?}", all_assets);
|
||||
|
||||
for asset in all_assets.assets.iter() {
|
||||
|
@ -179,21 +175,18 @@ asset_server: Res<AssetServer>,
|
|||
// now insert load tracker
|
||||
// if there are assets to load
|
||||
if !asset_infos.is_empty() {
|
||||
commands
|
||||
.entity(entity)
|
||||
.insert((
|
||||
BlueprintAssetsLoadState {
|
||||
all_loaded: false,
|
||||
asset_infos,
|
||||
..Default::default()
|
||||
},
|
||||
BlueprintAssetsNotLoaded
|
||||
))
|
||||
;
|
||||
commands.entity(entity).insert((
|
||||
BlueprintAssetsLoadState {
|
||||
all_loaded: false,
|
||||
asset_infos,
|
||||
..Default::default()
|
||||
},
|
||||
BlueprintAssetsNotLoaded,
|
||||
));
|
||||
} else {
|
||||
commands.entity(entity).insert(BlueprintAssetsLoaded);
|
||||
}
|
||||
// add the blueprint spawning marker
|
||||
// add the blueprint spawning marker
|
||||
commands.entity(entity).insert(BlueprintSpawning);
|
||||
}
|
||||
}
|
||||
|
@ -207,7 +200,6 @@ pub(crate) fn blueprints_check_assets_loading(
|
|||
asset_server: Res<AssetServer>,
|
||||
mut commands: Commands,
|
||||
mut blueprint_events: EventWriter<BlueprintEvent>,
|
||||
|
||||
) {
|
||||
for (entity, blueprint_info, mut assets_to_load) in blueprint_assets_to_load.iter_mut() {
|
||||
let mut all_loaded = true;
|
||||
|
@ -218,11 +210,9 @@ pub(crate) fn blueprints_check_assets_loading(
|
|||
let loaded = asset_server.is_loaded_with_dependencies(asset_id);
|
||||
|
||||
// FIXME: hack for now
|
||||
let mut failed = false;// asset_server.load_state(asset_id) == bevy::asset::LoadState::Failed(_error);
|
||||
let mut failed = false; // asset_server.load_state(asset_id) == bevy::asset::LoadState::Failed(_error);
|
||||
match asset_server.load_state(asset_id) {
|
||||
bevy::asset::LoadState::Failed(_) => {
|
||||
failed = true
|
||||
},
|
||||
bevy::asset::LoadState::Failed(_) => failed = true,
|
||||
_ => {}
|
||||
}
|
||||
tracker.loaded = loaded || failed;
|
||||
|
@ -239,7 +229,11 @@ pub(crate) fn blueprints_check_assets_loading(
|
|||
if all_loaded {
|
||||
assets_to_load.all_loaded = true;
|
||||
// println!("LOADING: DONE for ALL assets of {:?} (instance of {}), preparing for spawn", entity_name, blueprint_info.path);
|
||||
blueprint_events.send(BlueprintEvent::AssetsLoaded {entity: entity,blueprint_name: blueprint_info.name.clone(), blueprint_path: blueprint_info.path.clone() });
|
||||
blueprint_events.send(BlueprintEvent::AssetsLoaded {
|
||||
entity: entity,
|
||||
blueprint_name: blueprint_info.name.clone(),
|
||||
blueprint_path: blueprint_info.path.clone(),
|
||||
});
|
||||
|
||||
commands
|
||||
.entity(entity)
|
||||
|
@ -251,23 +245,23 @@ pub(crate) fn blueprints_check_assets_loading(
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
pub(crate) fn blueprints_assets_ready(spawn_placeholders: Query<
|
||||
(
|
||||
Entity,
|
||||
&BlueprintInfo,
|
||||
Option<&Transform>,
|
||||
Option<&Parent>,
|
||||
Option<&AddToGameWorld>,
|
||||
Option<&Name>,
|
||||
Option<&HideUntilReady>
|
||||
),
|
||||
(
|
||||
With<BlueprintAssetsLoaded>,
|
||||
Added<BlueprintAssetsLoaded>,
|
||||
Without<BlueprintAssetsNotLoaded>,
|
||||
),
|
||||
>,
|
||||
pub(crate) fn blueprints_assets_ready(
|
||||
spawn_placeholders: Query<
|
||||
(
|
||||
Entity,
|
||||
&BlueprintInfo,
|
||||
Option<&Transform>,
|
||||
Option<&Parent>,
|
||||
Option<&AddToGameWorld>,
|
||||
Option<&Name>,
|
||||
Option<&HideUntilReady>,
|
||||
),
|
||||
(
|
||||
With<BlueprintAssetsLoaded>,
|
||||
Added<BlueprintAssetsLoaded>,
|
||||
Without<BlueprintAssetsNotLoaded>,
|
||||
),
|
||||
>,
|
||||
all_children: Query<&Children>,
|
||||
mut game_world: Query<Entity, With<GameWorldTag>>,
|
||||
assets_gltf: Res<Assets<Gltf>>,
|
||||
|
@ -276,8 +270,7 @@ pub(crate) fn blueprints_assets_ready(spawn_placeholders: Query<
|
|||
mut graphs: ResMut<Assets<AnimationGraph>>,
|
||||
|
||||
mut commands: Commands,
|
||||
)
|
||||
{
|
||||
) {
|
||||
for (
|
||||
entity,
|
||||
blueprint_info,
|
||||
|
@ -333,8 +326,8 @@ pub(crate) fn blueprints_assets_ready(spawn_placeholders: Query<
|
|||
// TODO: not a fan of this
|
||||
// prepare data for animations
|
||||
let mut graph = AnimationGraph::new();
|
||||
let mut named_animations:HashMap<String, Handle<AnimationClip>> = HashMap::new() ;
|
||||
let mut animation_indices:HashMap<String, AnimationNodeIndex> = HashMap::new();
|
||||
let mut named_animations: HashMap<String, Handle<AnimationClip>> = HashMap::new();
|
||||
let mut animation_indices: HashMap<String, AnimationNodeIndex> = HashMap::new();
|
||||
|
||||
for (key, clip) in gltf.named_animations.iter() {
|
||||
named_animations.insert(key.to_string(), clip.clone());
|
||||
|
@ -350,37 +343,35 @@ pub(crate) fn blueprints_assets_ready(spawn_placeholders: Query<
|
|||
..Default::default()
|
||||
},
|
||||
OriginalChildren(original_children),
|
||||
|
||||
BlueprintAnimations {
|
||||
// these are animations specific to the inside of the blueprint
|
||||
named_animations: named_animations, //gltf.named_animations.clone(),
|
||||
named_indices: animation_indices,
|
||||
graph
|
||||
graph,
|
||||
},
|
||||
));
|
||||
|
||||
if original_parent.is_none() {
|
||||
// only allow hiding until ready when the entity does not have a parent (?)
|
||||
if hide_until_ready.is_some() {
|
||||
commands.entity(entity).insert(Visibility::Hidden); // visibility:
|
||||
commands.entity(entity).insert(Visibility::Hidden); // visibility:
|
||||
}
|
||||
|
||||
// only allow automatically adding a newly spawned blueprint instance to the "world", if the entity does not have a parent
|
||||
if add_to_world.is_some() {
|
||||
// only allow automatically adding a newly spawned blueprint instance to the "world", if the entity does not have a parent
|
||||
if add_to_world.is_some() {
|
||||
let world = game_world
|
||||
.get_single_mut()
|
||||
.expect("there should be a game world present");
|
||||
commands.entity(world).add_child(entity);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
#[derive(Component, Reflect, Debug, Default)]
|
||||
#[reflect(Component)]
|
||||
pub struct SubBlueprintsSpawnTracker{
|
||||
pub sub_blueprint_instances: HashMap<Entity, bool>
|
||||
pub struct SubBlueprintsSpawnTracker {
|
||||
pub sub_blueprint_instances: HashMap<Entity, bool>,
|
||||
}
|
||||
|
||||
#[derive(Component, Reflect, Debug)]
|
||||
|
@ -391,14 +382,21 @@ pub struct SubBlueprintSpawnRoot(pub Entity);
|
|||
#[reflect(Component)]
|
||||
pub struct BlueprintSceneSpawned;
|
||||
|
||||
|
||||
#[derive(Component, Reflect, Debug)]
|
||||
#[reflect(Component)]
|
||||
pub struct BlueprintChildrenReady;
|
||||
|
||||
pub(crate) fn blueprints_scenes_spawned(
|
||||
spawned_blueprint_scene_instances: Query<(Entity, Option<&Name>, Option<&Children>, Option<&SubBlueprintSpawnRoot>), (With<BlueprintSpawning>, Added<SceneInstance>)>,
|
||||
with_blueprint_infos : Query<(Entity, Option<&Name>), With<BlueprintInfo>>,
|
||||
spawned_blueprint_scene_instances: Query<
|
||||
(
|
||||
Entity,
|
||||
Option<&Name>,
|
||||
Option<&Children>,
|
||||
Option<&SubBlueprintSpawnRoot>,
|
||||
),
|
||||
(With<BlueprintSpawning>, Added<SceneInstance>),
|
||||
>,
|
||||
with_blueprint_infos: Query<(Entity, Option<&Name>), With<BlueprintInfo>>,
|
||||
|
||||
all_children: Query<&Children>,
|
||||
all_parents: Query<&Parent>,
|
||||
|
@ -407,36 +405,48 @@ pub(crate) fn blueprints_scenes_spawned(
|
|||
|
||||
mut commands: Commands,
|
||||
|
||||
all_names: Query<&Name>
|
||||
all_names: Query<&Name>,
|
||||
) {
|
||||
for (entity, name, children, track_root) in spawned_blueprint_scene_instances.iter(){
|
||||
info!("Done spawning blueprint scene for entity named {:?} (track root: {:?})", name, track_root);
|
||||
for (entity, name, children, track_root) in spawned_blueprint_scene_instances.iter() {
|
||||
info!(
|
||||
"Done spawning blueprint scene for entity named {:?} (track root: {:?})",
|
||||
name, track_root
|
||||
);
|
||||
let mut sub_blueprint_instances: Vec<Entity> = vec![];
|
||||
let mut sub_blueprint_instance_names: Vec<Name> = vec![];
|
||||
let mut tracker_data: HashMap<Entity, bool> = HashMap::new();
|
||||
|
||||
|
||||
if track_root.is_none() {
|
||||
for parent in all_parents.iter_ancestors(entity) {
|
||||
if with_blueprint_infos.get(parent).is_ok() {
|
||||
println!("found a parent with blueprint_info {:?} for {:?}", all_names.get(parent), all_names.get(entity));
|
||||
commands.entity(entity).insert(SubBlueprintSpawnRoot(parent));// Injecting to know which entity is the root
|
||||
println!(
|
||||
"found a parent with blueprint_info {:?} for {:?}",
|
||||
all_names.get(parent),
|
||||
all_names.get(entity)
|
||||
);
|
||||
commands
|
||||
.entity(entity)
|
||||
.insert(SubBlueprintSpawnRoot(parent)); // Injecting to know which entity is the root
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if children.is_some() {
|
||||
for child in all_children.iter_descendants(entity) {
|
||||
if with_blueprint_infos.get(child).is_ok() {
|
||||
// println!("Parent blueprint instance of {:?} is {:?}", all_names.get(child), all_names.get(entity));
|
||||
for parent in all_parents.iter_ancestors(child) {
|
||||
if with_blueprint_infos.get(parent).is_ok() {
|
||||
|
||||
if parent == entity {
|
||||
//println!("yohoho");
|
||||
println!("Parent blueprint instance of {:?} is {:?}", all_names.get(child), all_names.get(parent));
|
||||
println!(
|
||||
"Parent blueprint instance of {:?} is {:?}",
|
||||
all_names.get(child),
|
||||
all_names.get(parent)
|
||||
);
|
||||
|
||||
commands.entity(child).insert(SubBlueprintSpawnRoot(entity));// Injecting to know which entity is the root
|
||||
commands.entity(child).insert(SubBlueprintSpawnRoot(entity)); // Injecting to know which entity is the root
|
||||
|
||||
tracker_data.insert(child, false);
|
||||
|
||||
|
@ -459,25 +469,24 @@ pub(crate) fn blueprints_scenes_spawned(
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
println!("sub blueprint instances {:?}", sub_blueprint_instance_names);
|
||||
|
||||
|
||||
if tracker_data.keys().len() > 0 {
|
||||
commands
|
||||
.entity(entity)
|
||||
.insert(SubBlueprintsSpawnTracker{sub_blueprint_instances: tracker_data.clone()});
|
||||
}else {
|
||||
commands.entity(entity).insert(BlueprintChildrenReady);
|
||||
commands.entity(entity).insert(SubBlueprintsSpawnTracker {
|
||||
sub_blueprint_instances: tracker_data.clone(),
|
||||
});
|
||||
} else {
|
||||
commands.entity(entity).insert(BlueprintChildrenReady);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// could be done differently, by notifying each parent of a spawning blueprint that this child is done spawning ?
|
||||
// perhaps using component hooks or observers (ie , if a ComponentSpawning + Parent)
|
||||
use crate:: CopyComponents;
|
||||
use crate::CopyComponents;
|
||||
use std::any::TypeId;
|
||||
|
||||
|
||||
#[derive(Component, Reflect, Debug)]
|
||||
#[reflect(Component)]
|
||||
pub struct BlueprintReadyForPostProcess;
|
||||
|
@ -488,16 +497,17 @@ pub struct BlueprintReadyForPostProcess;
|
|||
/// - it copies the children of the blueprint scene into the original entity
|
||||
/// - it adds an `AnimationLink` component containing the entity that has the AnimationPlayer so that animations can be controlled from the original entity
|
||||
pub(crate) fn blueprints_cleanup_spawned_scene(
|
||||
foo: Query<(
|
||||
Entity,
|
||||
&Children,
|
||||
&OriginalChildren,
|
||||
Option<&Name>,
|
||||
Option<&SubBlueprintSpawnRoot>,
|
||||
&BlueprintAnimations,
|
||||
Option<&NoInBlueprint>
|
||||
),
|
||||
Added<BlueprintChildrenReady>
|
||||
foo: Query<
|
||||
(
|
||||
Entity,
|
||||
&Children,
|
||||
&OriginalChildren,
|
||||
Option<&Name>,
|
||||
Option<&SubBlueprintSpawnRoot>,
|
||||
&BlueprintAnimations,
|
||||
Option<&NoInBlueprint>,
|
||||
),
|
||||
Added<BlueprintChildrenReady>,
|
||||
>,
|
||||
added_animation_players: Query<(Entity, &Parent), Added<AnimationPlayer>>,
|
||||
|
||||
|
@ -506,10 +516,11 @@ pub(crate) fn blueprints_cleanup_spawned_scene(
|
|||
|
||||
mut commands: Commands,
|
||||
|
||||
all_names: Query<&Name>
|
||||
all_names: Query<&Name>,
|
||||
) {
|
||||
|
||||
for (original, children, original_children, name, track_root, animations, no_inblueprint) in foo.iter() {
|
||||
for (original, children, original_children, name, track_root, animations, no_inblueprint) in
|
||||
foo.iter()
|
||||
{
|
||||
info!("YOOO ready !! removing empty nodes {:?}", name);
|
||||
|
||||
if children.len() == 0 {
|
||||
|
@ -518,8 +529,8 @@ pub(crate) fn blueprints_cleanup_spawned_scene(
|
|||
}
|
||||
// the root node is the first & normally only child inside a scene, it is the one that has all relevant components
|
||||
let mut blueprint_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)
|
||||
// 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 child in children.iter() {
|
||||
if !original_children.0.contains(child) {
|
||||
blueprint_root_entity = *child;
|
||||
|
@ -551,7 +562,6 @@ pub(crate) fn blueprints_cleanup_spawned_scene(
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
if animations.named_animations.keys().len() > 0 {
|
||||
for (added, parent) in added_animation_players.iter() {
|
||||
if parent.get() == blueprint_root_entity {
|
||||
|
@ -560,27 +570,22 @@ pub(crate) fn blueprints_cleanup_spawned_scene(
|
|||
// BUT we still want to have some marker/control at the root entity level, we add this
|
||||
commands
|
||||
.entity(original)
|
||||
.insert((
|
||||
BlueprintAnimationPlayerLink(added),
|
||||
));
|
||||
.insert((BlueprintAnimationPlayerLink(added),));
|
||||
|
||||
// since v0.14 you need both AnimationTransitions and AnimationGraph components/handle on the same entity as the animationPlayer
|
||||
let transitions = AnimationTransitions::new();
|
||||
commands
|
||||
.entity(added)
|
||||
.insert((
|
||||
transitions,
|
||||
animations.graph.clone()
|
||||
));
|
||||
.insert((transitions, animations.graph.clone()));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
commands.entity(original)
|
||||
.insert(BlueprintReadyForPostProcess); // Tag the entity so any systems dealing with post processing can know it is now their "turn"
|
||||
|
||||
commands.entity(blueprint_root_entity).despawn_recursive(); // Remove the root entity that comes from the spawned-in scene
|
||||
commands
|
||||
.entity(original)
|
||||
.insert(BlueprintReadyForPostProcess); // Tag the entity so any systems dealing with post processing can know it is now their "turn"
|
||||
|
||||
commands.entity(blueprint_root_entity).despawn_recursive(); // Remove the root entity that comes from the spawned-in scene
|
||||
|
||||
// now check if the current entity is a child blueprint instance of another entity
|
||||
// this should always be done last, as children should be finished before the parent can be processed correctly
|
||||
|
@ -588,8 +593,13 @@ pub(crate) fn blueprints_cleanup_spawned_scene(
|
|||
if let Some(track_root) = track_root {
|
||||
let root_name = all_names.get(track_root.0);
|
||||
println!("got some root {:?}", root_name);
|
||||
if let Ok((s_entity, mut tracker, bp_info)) = sub_blueprint_trackers.get_mut(track_root.0) {
|
||||
tracker.sub_blueprint_instances.entry(original).or_insert(true);
|
||||
if let Ok((s_entity, mut tracker, bp_info)) =
|
||||
sub_blueprint_trackers.get_mut(track_root.0)
|
||||
{
|
||||
tracker
|
||||
.sub_blueprint_instances
|
||||
.entry(original)
|
||||
.or_insert(true);
|
||||
tracker.sub_blueprint_instances.insert(original, true);
|
||||
|
||||
// TODO: ugh, my limited rust knowledge, this is bad code
|
||||
|
@ -603,41 +613,49 @@ pub(crate) fn blueprints_cleanup_spawned_scene(
|
|||
if all_spawned {
|
||||
// println!("ALLLLL SPAAAAWNED for {} named {:?}", track_root.0, root_name);
|
||||
commands.entity(track_root.0).insert(BlueprintChildrenReady);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
#[derive(Component, Reflect, Debug)]
|
||||
#[reflect(Component)]
|
||||
pub struct BlueprintReadyForFinalizing;
|
||||
|
||||
pub(crate) fn blueprints_finalize_instances(
|
||||
blueprint_instances: Query<(Entity, Option<&Name>, &BlueprintInfo, Option<&HideUntilReady>), (With<BlueprintSpawning>, With<BlueprintReadyForFinalizing>)>,
|
||||
blueprint_instances: Query<
|
||||
(
|
||||
Entity,
|
||||
Option<&Name>,
|
||||
&BlueprintInfo,
|
||||
Option<&HideUntilReady>,
|
||||
),
|
||||
(With<BlueprintSpawning>, With<BlueprintReadyForFinalizing>),
|
||||
>,
|
||||
mut blueprint_events: EventWriter<BlueprintEvent>,
|
||||
mut commands: Commands,
|
||||
) {
|
||||
for (entity, name, blueprint_info, hide_until_ready) in blueprint_instances.iter() {
|
||||
info!("Finalizing blueprint instance {:?}", name);
|
||||
commands.entity(entity)
|
||||
commands
|
||||
.entity(entity)
|
||||
.remove::<SpawnBlueprint>()
|
||||
.remove::<BlueprintSpawning>()
|
||||
.remove::<BlueprintReadyForPostProcess>()
|
||||
// .remove::<Handle<Scene>>(); // FIXME: if we delete the handle to the scene, things get despawned ! not what we want
|
||||
//.remove::<Handle<Scene>>(); // FIXME: if we delete the handle to the scene, things get despawned ! not what we want
|
||||
//.remove::<BlueprintAssetsLoadState>(); // also clear the sub assets tracker to free up handles, perhaps just freeing up the handles and leave the rest would be better ?
|
||||
//.remove::<BlueprintAssetsLoaded>();
|
||||
.insert(BlueprintInstanceReady)
|
||||
;
|
||||
.insert(BlueprintInstanceReady);
|
||||
|
||||
if hide_until_ready.is_some() {
|
||||
println!("REVEAAAL");
|
||||
commands.entity(entity).insert(Visibility::Visible);
|
||||
}
|
||||
|
||||
blueprint_events.send(BlueprintEvent::InstanceReady {entity: entity, blueprint_name: blueprint_info.name.clone(), blueprint_path: blueprint_info.path.clone()});
|
||||
|
||||
blueprint_events.send(BlueprintEvent::InstanceReady {
|
||||
entity: entity,
|
||||
blueprint_name: blueprint_info.name.clone(),
|
||||
blueprint_path: blueprint_info.path.clone(),
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -11,10 +11,15 @@ pub(crate) fn plugin(app: &mut App) {
|
|||
.register_type::<BlenderLightShadows>()
|
||||
.register_type::<BlenderToneMapping>()
|
||||
.register_type::<BlenderColorGrading>()
|
||||
|
||||
.add_systems(
|
||||
Update,
|
||||
(process_lights, process_shadowmap, process_background_shader, process_tonemapping, process_colorgrading)
|
||||
(
|
||||
process_lights,
|
||||
process_shadowmap,
|
||||
process_background_shader,
|
||||
process_tonemapping,
|
||||
process_colorgrading,
|
||||
)
|
||||
.after(GltfComponentsSet::Injection),
|
||||
);
|
||||
}
|
||||
|
@ -45,26 +50,25 @@ pub struct BlenderShadowSettings {
|
|||
pub cascade_size: usize,
|
||||
}
|
||||
|
||||
/// Not all possible Blender ToneMappings are available in Bevy & vice versa
|
||||
/// Not all possible Blender ToneMappings are available in Bevy & vice versa
|
||||
#[derive(Component, Reflect, Default, Debug, PartialEq, Clone)]
|
||||
#[reflect(Component)]
|
||||
#[non_exhaustive]
|
||||
pub enum BlenderToneMapping {
|
||||
pub enum BlenderToneMapping {
|
||||
#[default]
|
||||
None,
|
||||
AgX,
|
||||
Filmic
|
||||
Filmic,
|
||||
}
|
||||
|
||||
#[derive(Component, Reflect, Default, Debug, PartialEq, Clone)]
|
||||
#[reflect(Component)]
|
||||
#[non_exhaustive]
|
||||
pub struct BlenderColorGrading {
|
||||
pub struct BlenderColorGrading {
|
||||
exposure: f32,
|
||||
gamma: f32,
|
||||
}
|
||||
|
||||
|
||||
fn process_lights(
|
||||
mut directional_lights: Query<
|
||||
(&mut DirectionalLight, Option<&BlenderLightShadows>),
|
||||
|
@ -76,12 +80,12 @@ fn process_lights(
|
|||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (mut light, blender_light_shadows) in point_lights.iter_mut() {
|
||||
|
@ -113,19 +117,17 @@ fn process_background_shader(
|
|||
brightness: background_shader.strength * 400.0,
|
||||
});
|
||||
commands.insert_resource(ClearColor(background_shader.color));
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
// FIXME: this logic should not depend on if toneMapping or Cameras where added first
|
||||
fn process_tonemapping(
|
||||
tonemappings: Query<(Entity, &BlenderToneMapping) , Added<BlenderToneMapping>>,
|
||||
tonemappings: Query<(Entity, &BlenderToneMapping), Added<BlenderToneMapping>>,
|
||||
cameras: Query<Entity, With<Camera>>,
|
||||
mut commands: Commands,
|
||||
){
|
||||
|
||||
for entity in cameras.iter(){
|
||||
for (scene_id, tone_mapping) in tonemappings.iter(){
|
||||
) {
|
||||
for entity in cameras.iter() {
|
||||
for (scene_id, tone_mapping) in tonemappings.iter() {
|
||||
match tone_mapping {
|
||||
BlenderToneMapping::None => {
|
||||
//println!("TONEMAPPING NONE");
|
||||
|
@ -143,42 +145,37 @@ fn process_tonemapping(
|
|||
commands.entity(scene_id).remove::<BlenderToneMapping>();
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// FIXME: this logic should not depend on if toneMapping or Cameras where added first
|
||||
fn process_colorgrading(
|
||||
blender_colorgradings: Query<(Entity, &BlenderColorGrading) , Added<BlenderColorGrading>>,
|
||||
blender_colorgradings: Query<(Entity, &BlenderColorGrading), Added<BlenderColorGrading>>,
|
||||
cameras: Query<Entity, With<Camera>>,
|
||||
mut commands: Commands,
|
||||
){
|
||||
|
||||
for entity in cameras.iter(){
|
||||
for (scene_id, blender_colorgrading) in blender_colorgradings.iter(){
|
||||
commands.entity(entity).insert(
|
||||
ColorGrading{
|
||||
global: ColorGradingGlobal{
|
||||
exposure: blender_colorgrading.exposure,
|
||||
..Default::default()
|
||||
},
|
||||
shadows: ColorGradingSection{
|
||||
gamma: blender_colorgrading.gamma,
|
||||
..Default::default()
|
||||
},
|
||||
midtones: ColorGradingSection{
|
||||
gamma: blender_colorgrading.gamma,
|
||||
..Default::default()
|
||||
},
|
||||
highlights: ColorGradingSection{
|
||||
gamma: blender_colorgrading.gamma,
|
||||
..Default::default()
|
||||
},
|
||||
|
||||
) {
|
||||
for entity in cameras.iter() {
|
||||
for (scene_id, blender_colorgrading) in blender_colorgradings.iter() {
|
||||
commands.entity(entity).insert(ColorGrading {
|
||||
global: ColorGradingGlobal {
|
||||
exposure: blender_colorgrading.exposure,
|
||||
..Default::default()
|
||||
}
|
||||
);
|
||||
commands.entity(scene_id).remove::<ColorGrading>();
|
||||
},
|
||||
shadows: ColorGradingSection {
|
||||
gamma: blender_colorgrading.gamma,
|
||||
..Default::default()
|
||||
},
|
||||
midtones: ColorGradingSection {
|
||||
gamma: blender_colorgrading.gamma,
|
||||
..Default::default()
|
||||
},
|
||||
highlights: ColorGradingSection {
|
||||
gamma: blender_colorgrading.gamma,
|
||||
..Default::default()
|
||||
},
|
||||
|
||||
..Default::default()
|
||||
});
|
||||
commands.entity(scene_id).remove::<ColorGrading>();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -16,36 +16,43 @@ use bevy::{
|
|||
use crate::{ronstring_to_reflect_component, GltfProcessed};
|
||||
|
||||
// , mut entity_components: HashMap<Entity, Vec<(Box<dyn Reflect>, TypeRegistration)>>
|
||||
fn find_entity_components(entity: Entity, name: &Name, parent: Option<&Parent>, reflect_components: Vec<(Box<dyn Reflect>, TypeRegistration)>, entity_components: &HashMap<Entity, Vec<(Box<dyn Reflect>, TypeRegistration)>>) -> (Entity, Vec<(Box<dyn Reflect>, TypeRegistration)>){
|
||||
// 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 parent.is_some() && (name.as_str().contains("components") || name.as_str().ends_with("_pa")) {
|
||||
debug!("adding components to parent");
|
||||
target_entity = parent.expect("the target entity had a parent ").get();
|
||||
}
|
||||
debug!("adding to {:?}", target_entity);
|
||||
fn find_entity_components(
|
||||
entity: Entity,
|
||||
name: &Name,
|
||||
parent: Option<&Parent>,
|
||||
reflect_components: Vec<(Box<dyn Reflect>, TypeRegistration)>,
|
||||
entity_components: &HashMap<Entity, Vec<(Box<dyn Reflect>, TypeRegistration)>>,
|
||||
) -> (Entity, Vec<(Box<dyn Reflect>, TypeRegistration)>) {
|
||||
// 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 parent.is_some() && (name.as_str().contains("components") || name.as_str().ends_with("_pa"))
|
||||
{
|
||||
debug!("adding components to parent");
|
||||
target_entity = parent.expect("the target entity had a 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));
|
||||
}
|
||||
return (target_entity, updated_components)
|
||||
//entity_components.insert(target_entity, updated_components);
|
||||
} else {
|
||||
return (target_entity, reflect_components);
|
||||
// entity_components.insert(target_entity, reflect_components);
|
||||
}
|
||||
// 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));
|
||||
}
|
||||
return (target_entity, updated_components);
|
||||
//entity_components.insert(target_entity, updated_components);
|
||||
} else {
|
||||
return (target_entity, reflect_components);
|
||||
// entity_components.insert(target_entity, reflect_components);
|
||||
}
|
||||
}
|
||||
|
||||
/// main function: injects components into each entity in gltf files that have `gltf_extras`, using reflection
|
||||
|
@ -70,11 +77,11 @@ pub fn add_components_from_gltf_extras(world: &mut World) {
|
|||
let type_registry = type_registry.read();
|
||||
let reflect_components = ronstring_to_reflect_component(&extra.value, &type_registry);
|
||||
|
||||
let (target_entity, updated_components) = find_entity_components(entity, name, parent, reflect_components, &entity_components);
|
||||
let (target_entity, updated_components) =
|
||||
find_entity_components(entity, name, parent, reflect_components, &entity_components);
|
||||
entity_components.insert(target_entity, updated_components);
|
||||
}
|
||||
|
||||
|
||||
for (entity, name, extra, parent) in scene_extras.iter(world) {
|
||||
debug!(
|
||||
"Name: {}, entity {:?}, parent: {:?}, scene_extras {:?}",
|
||||
|
@ -85,7 +92,8 @@ pub fn add_components_from_gltf_extras(world: &mut World) {
|
|||
let type_registry = type_registry.read();
|
||||
let reflect_components = ronstring_to_reflect_component(&extra.value, &type_registry);
|
||||
|
||||
let (target_entity, updated_components) = find_entity_components(entity, name, parent, reflect_components, &entity_components);
|
||||
let (target_entity, updated_components) =
|
||||
find_entity_components(entity, name, parent, reflect_components, &entity_components);
|
||||
entity_components.insert(target_entity, updated_components);
|
||||
}
|
||||
|
||||
|
@ -99,7 +107,8 @@ pub fn add_components_from_gltf_extras(world: &mut World) {
|
|||
let type_registry = type_registry.read();
|
||||
let reflect_components = ronstring_to_reflect_component(&extra.value, &type_registry);
|
||||
|
||||
let (target_entity, updated_components) = find_entity_components(entity, name, parent, reflect_components, &entity_components);
|
||||
let (target_entity, updated_components) =
|
||||
find_entity_components(entity, name, parent, reflect_components, &entity_components);
|
||||
entity_components.insert(target_entity, updated_components);
|
||||
}
|
||||
|
||||
|
@ -113,11 +122,11 @@ pub fn add_components_from_gltf_extras(world: &mut World) {
|
|||
let type_registry = type_registry.read();
|
||||
let reflect_components = ronstring_to_reflect_component(&extra.value, &type_registry);
|
||||
|
||||
let (target_entity, updated_components) = find_entity_components(entity, name, parent, reflect_components, &entity_components);
|
||||
let (target_entity, updated_components) =
|
||||
find_entity_components(entity, name, parent, reflect_components, &entity_components);
|
||||
entity_components.insert(target_entity, updated_components);
|
||||
}
|
||||
|
||||
|
||||
for (entity, components) in entity_components {
|
||||
let type_registry: &AppTypeRegistry = world.resource();
|
||||
let type_registry = type_registry.clone();
|
||||
|
|
|
@ -16,9 +16,7 @@ pub fn ronstring_to_reflect_component(
|
|||
// println!("ron_string {:?}", ron_string);
|
||||
for (name, value) in lookup.into_iter() {
|
||||
let parsed_value: String = match value.clone() {
|
||||
Value::String(str) => {
|
||||
str
|
||||
}
|
||||
Value::String(str) => str,
|
||||
_ => ron::to_string(&value).unwrap().to_string(),
|
||||
};
|
||||
|
||||
|
@ -58,7 +56,7 @@ fn components_string_to_components(
|
|||
parsed_value
|
||||
);
|
||||
|
||||
/*
|
||||
/*
|
||||
// usefull to determine what an entity looks like Serialized
|
||||
let test_struct = Color::Srgba(Srgba { red: 0.2, green: 0.2, blue: 0.2, alpha: 0.2 });
|
||||
//CameraRenderGraph::new("name");
|
||||
|
@ -68,7 +66,6 @@ fn components_string_to_components(
|
|||
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");
|
||||
|
@ -99,9 +96,7 @@ fn bevy_components_string_to_components(
|
|||
let lookup: HashMap<String, Value> = ron::from_str(&parsed_value).unwrap();
|
||||
for (key, value) in lookup.into_iter() {
|
||||
let parsed_value: String = match value.clone() {
|
||||
Value::String(str) => {
|
||||
str
|
||||
}
|
||||
Value::String(str) => str,
|
||||
_ => ron::to_string(&value).unwrap().to_string(),
|
||||
};
|
||||
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
use std::path::PathBuf;
|
||||
use bevy::{prelude::*, render::primitives::Aabb, utils::HashMap};
|
||||
use std::path::PathBuf;
|
||||
|
||||
pub mod components;
|
||||
pub use components::*;
|
||||
|
@ -24,7 +24,6 @@ pub struct BlenvyConfig {
|
|||
pub(crate) materials_cache: HashMap<String, Handle<StandardMaterial>>, // cache for materials
|
||||
}
|
||||
|
||||
|
||||
#[derive(Debug, Clone)]
|
||||
/// Plugin for gltf blueprints
|
||||
pub struct BlenvyPlugin {
|
||||
|
@ -51,9 +50,9 @@ impl Default for BlenvyPlugin {
|
|||
impl Plugin for BlenvyPlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
app.add_plugins((
|
||||
ComponentsFromGltfPlugin::default(),
|
||||
ComponentsFromGltfPlugin::default(),
|
||||
ExportRegistryPlugin::default(),
|
||||
BlueprintsPlugin::default()
|
||||
BlueprintsPlugin::default(),
|
||||
))
|
||||
.insert_resource(BlenvyConfig {
|
||||
registry_save_path: self.registry_save_path.clone(),
|
||||
|
@ -64,8 +63,6 @@ impl Plugin for BlenvyPlugin {
|
|||
aabb_cache: HashMap::new(),
|
||||
|
||||
materials_cache: HashMap::new(),
|
||||
})
|
||||
;
|
||||
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,7 +1,11 @@
|
|||
use std::{fs::File, path::Path};
|
||||
use bevy::{log::info, prelude::{AppTypeRegistry, ReflectComponent, ReflectResource, World}, reflect::{TypeInfo, TypeRegistration, VariantInfo}};
|
||||
use serde_json::{json, Map, Value};
|
||||
use crate::{AssetRoot, BlenvyConfig};
|
||||
use bevy::{
|
||||
log::info,
|
||||
prelude::{AppTypeRegistry, ReflectComponent, ReflectResource, World},
|
||||
reflect::{TypeInfo, TypeRegistration, VariantInfo},
|
||||
};
|
||||
use serde_json::{json, Map, Value};
|
||||
use std::{fs::File, path::Path};
|
||||
|
||||
pub fn export_types(world: &mut World) {
|
||||
let config = world
|
||||
|
|
|
@ -4,7 +4,10 @@ pub mod export_types;
|
|||
pub use export_types::*;
|
||||
|
||||
use bevy::{
|
||||
app::Startup, asset::AssetPlugin, prelude::{App, Plugin, Resource}, scene::SceneFilter
|
||||
app::Startup,
|
||||
asset::AssetPlugin,
|
||||
prelude::{App, Plugin, Resource},
|
||||
scene::SceneFilter,
|
||||
};
|
||||
|
||||
pub struct ExportRegistryPlugin {
|
||||
|
@ -25,8 +28,7 @@ impl Default for ExportRegistryPlugin {
|
|||
|
||||
impl Plugin for ExportRegistryPlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
app.register_asset_root()
|
||||
.add_systems(Startup, export_types);
|
||||
app.register_asset_root().add_systems(Startup, export_types);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -21,22 +21,20 @@ impl Plugin for CorePlugin {
|
|||
// and any other commponent you want to include/exclude
|
||||
])),
|
||||
..Default::default()
|
||||
}
|
||||
|
||||
/* ExportRegistryPlugin {
|
||||
component_filter: SceneFilter::Denylist(HashSet::from([
|
||||
// this is using Bevy's build in SceneFilter, you can compose what components you want to allow/deny
|
||||
TypeId::of::<ComponentAToFilterOut>(),
|
||||
TypeId::of::<ComponentBToFilterOut>(),
|
||||
// and any other commponent you want to include/exclude
|
||||
])),
|
||||
..Default::default()
|
||||
},
|
||||
BlueprintsPlugin {
|
||||
material_library: true,
|
||||
aabbs: true,
|
||||
..Default::default()
|
||||
}, */
|
||||
}, /* ExportRegistryPlugin {
|
||||
component_filter: SceneFilter::Denylist(HashSet::from([
|
||||
// this is using Bevy's build in SceneFilter, you can compose what components you want to allow/deny
|
||||
TypeId::of::<ComponentAToFilterOut>(),
|
||||
TypeId::of::<ComponentBToFilterOut>(),
|
||||
// and any other commponent you want to include/exclude
|
||||
])),
|
||||
..Default::default()
|
||||
},
|
||||
BlueprintsPlugin {
|
||||
material_library: true,
|
||||
aabbs: true,
|
||||
..Default::default()
|
||||
}, */
|
||||
);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -39,7 +39,7 @@ pub fn setup_main_scene_animations(asset_server: Res<AssetServer>, mut commands:
|
|||
commands.insert_resource(AnimTest(asset_server.load("levels/World.glb")));
|
||||
}
|
||||
|
||||
/*
|
||||
/*
|
||||
#[allow(clippy::type_complexity)]
|
||||
pub fn animations(
|
||||
added_animation_players: Query<(Entity, &Name, &AnimationPlayer)>,
|
||||
|
@ -102,8 +102,7 @@ pub fn play_animations(
|
|||
),
|
||||
(With<AnimationInfos>, With<Marker3>),
|
||||
>, */
|
||||
|
||||
mut animation_players: Query<(&mut AnimationPlayer, &mut AnimationTransitions)>,
|
||||
mut animation_players: Query<(&mut AnimationPlayer, &mut AnimationTransitions)>,
|
||||
keycode: Res<ButtonInput<KeyCode>>,
|
||||
) {
|
||||
if keycode.just_pressed(KeyCode::KeyP) {
|
||||
|
@ -111,19 +110,20 @@ pub fn play_animations(
|
|||
for (link, animations) in animated_fox.iter() {
|
||||
println!("animations {:?}", animations.named_animations);
|
||||
println!("LINK target {}", link.0);
|
||||
let (mut animation_player, mut animation_transitions) = animation_players.get_mut(link.0).unwrap();
|
||||
let (mut animation_player, mut animation_transitions) =
|
||||
animation_players.get_mut(link.0).unwrap();
|
||||
let anim_name = "Survey";
|
||||
let animation_index = animations
|
||||
.named_indices
|
||||
.get(anim_name)
|
||||
.expect("animation name should be in the list")
|
||||
.clone();
|
||||
|
||||
|
||||
animation_transitions
|
||||
.play(
|
||||
&mut animation_player,
|
||||
animation_index,
|
||||
Duration::from_secs(5)
|
||||
&mut animation_player,
|
||||
animation_index,
|
||||
Duration::from_secs(5),
|
||||
)
|
||||
.repeat();
|
||||
|
||||
|
@ -133,7 +133,6 @@ pub fn play_animations(
|
|||
let playing_animation = animation_player.animation_mut(playing_animation_index).unwrap();
|
||||
println!("Playing animation {:?}", playing_animation);
|
||||
playing_animation.set_repeat(RepeatAnimation::Forever);*/
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -245,9 +244,6 @@ pub fn play_animations(
|
|||
}*/
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
pub fn react_to_animation_markers(
|
||||
mut animation_marker_events: EventReader<AnimationMarkerReached>,
|
||||
) {
|
||||
|
|
|
@ -1,6 +1,9 @@
|
|||
use bevy::prelude::*;
|
||||
use blenvy::{AddToGameWorld, BluePrintBundle, BlueprintInfo, DynamicBlueprintInstance, GameWorldTag, HideUntilReady, SpawnBlueprint};
|
||||
use crate::{GameState, InAppRunning};
|
||||
use bevy::prelude::*;
|
||||
use blenvy::{
|
||||
AddToGameWorld, BluePrintBundle, BlueprintInfo, DynamicBlueprintInstance, GameWorldTag,
|
||||
HideUntilReady, SpawnBlueprint,
|
||||
};
|
||||
|
||||
//use bevy_rapier3d::prelude::Velocity;
|
||||
use rand::Rng;
|
||||
|
@ -22,7 +25,10 @@ pub fn setup_game(
|
|||
));*/
|
||||
|
||||
commands.spawn((
|
||||
BlueprintInfo{name: "World".into(), path: "levels/World.glb".into()},
|
||||
BlueprintInfo {
|
||||
name: "World".into(),
|
||||
path: "levels/World.glb".into(),
|
||||
},
|
||||
HideUntilReady,
|
||||
bevy::prelude::Name::from("world"), //FIXME: not really needed ? could be infered from blueprint's name/ path
|
||||
SpawnBlueprint,
|
||||
|
@ -63,7 +69,10 @@ pub fn spawn_test(
|
|||
let new_entity = commands
|
||||
.spawn((
|
||||
BluePrintBundle {
|
||||
blueprint: BlueprintInfo{name: "Blueprint1".into() , path:"blueprints/Blueprint1.glb".into()}, // FIXME
|
||||
blueprint: BlueprintInfo {
|
||||
name: "Blueprint1".into(),
|
||||
path: "blueprints/Blueprint1.glb".into(),
|
||||
}, // FIXME
|
||||
..Default::default()
|
||||
},
|
||||
DynamicBlueprintInstance,
|
||||
|
|
|
@ -7,14 +7,15 @@ pub use animation::*;
|
|||
use std::{collections::HashMap, fs, time::Duration};
|
||||
|
||||
use blenvy::{
|
||||
BlueprintAssets, BlueprintAnimationPlayerLink, BlueprintEvent, BlueprintInfo, GltfBlueprintsSet, SceneAnimations
|
||||
BlueprintAnimationPlayerLink, BlueprintAssets, BlueprintEvent, BlueprintInfo,
|
||||
GltfBlueprintsSet, SceneAnimations,
|
||||
};
|
||||
|
||||
use crate::{AppState, GameState};
|
||||
use bevy::{
|
||||
prelude::*, render::view::screenshot::ScreenshotManager, time::common_conditions::on_timer,
|
||||
window::PrimaryWindow,
|
||||
};
|
||||
use crate::{AppState, GameState};
|
||||
|
||||
use json_writer::to_json_string;
|
||||
|
||||
|
@ -130,18 +131,32 @@ fn exit_game(mut app_exit_events: ResMut<Events<bevy::app::AppExit>>) {
|
|||
fn check_for_gltf_events(
|
||||
mut blueprint_events: EventReader<BlueprintEvent>,
|
||||
all_names: Query<&Name>,
|
||||
)
|
||||
{
|
||||
) {
|
||||
for event in blueprint_events.read() {
|
||||
match event {
|
||||
BlueprintEvent::InstanceReady{entity, blueprint_name, blueprint_path} => {
|
||||
info!("BLUEPRINT EVENT: {:?} for {:?}", event, all_names.get(*entity));
|
||||
|
||||
},
|
||||
BlueprintEvent::AssetsLoaded { entity, blueprint_name, blueprint_path }=> {
|
||||
info!("BLUEPRINT EVENT: {:?} for {:?}", event, all_names.get(*entity));
|
||||
},
|
||||
_=> {
|
||||
match event {
|
||||
BlueprintEvent::InstanceReady {
|
||||
entity,
|
||||
blueprint_name,
|
||||
blueprint_path,
|
||||
} => {
|
||||
info!(
|
||||
"BLUEPRINT EVENT: {:?} for {:?}",
|
||||
event,
|
||||
all_names.get(*entity)
|
||||
);
|
||||
}
|
||||
BlueprintEvent::AssetsLoaded {
|
||||
entity,
|
||||
blueprint_name,
|
||||
blueprint_path,
|
||||
} => {
|
||||
info!(
|
||||
"BLUEPRINT EVENT: {:?} for {:?}",
|
||||
event,
|
||||
all_names.get(*entity)
|
||||
);
|
||||
}
|
||||
_ => {
|
||||
info!("BLUEPRINT EVENT: {:?}", event);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,4 +1,7 @@
|
|||
use bevy::{gltf::{GltfMaterialExtras, GltfMeshExtras, GltfSceneExtras}, prelude::*};
|
||||
use bevy::{
|
||||
gltf::{GltfMaterialExtras, GltfMeshExtras, GltfSceneExtras},
|
||||
prelude::*,
|
||||
};
|
||||
use blenvy::{BlueprintAssets, BlueprintInstanceReady};
|
||||
|
||||
use crate::{BasicTest, EnumComplex, RedirectPropHitImpulse};
|
||||
|
@ -6,13 +9,19 @@ use crate::{BasicTest, EnumComplex, RedirectPropHitImpulse};
|
|||
#[derive(Component)]
|
||||
pub struct HiearchyDebugTag;
|
||||
|
||||
pub fn setup_hierarchy_debug(mut commands: Commands, asset_server: Res<AssetServer>){
|
||||
// a place to display the extras on screen
|
||||
commands.spawn((
|
||||
pub fn setup_hierarchy_debug(mut commands: Commands, asset_server: Res<AssetServer>) {
|
||||
// a place to display the extras on screen
|
||||
commands.spawn((
|
||||
TextBundle::from_section(
|
||||
"",
|
||||
TextStyle {
|
||||
color: LinearRgba { red: 1.0, green:1.0, blue: 1.0, alpha: 1.0}.into(),
|
||||
color: LinearRgba {
|
||||
red: 1.0,
|
||||
green: 1.0,
|
||||
blue: 1.0,
|
||||
alpha: 1.0,
|
||||
}
|
||||
.into(),
|
||||
font_size: 15.,
|
||||
..default()
|
||||
},
|
||||
|
@ -27,38 +36,45 @@ pub fn setup_hierarchy_debug(mut commands: Commands, asset_server: Res<AssetServ
|
|||
));
|
||||
}
|
||||
|
||||
|
||||
pub fn get_descendants(
|
||||
all_children: &Query<&Children>,
|
||||
all_names:&Query<&Name>,
|
||||
root: &Entity,
|
||||
all_children: &Query<&Children>,
|
||||
all_names: &Query<&Name>,
|
||||
root: &Entity,
|
||||
all_transforms: &Query<&Transform>,
|
||||
all_global_transforms: &Query<&GlobalTransform>,
|
||||
nesting: usize,
|
||||
to_check: &Query<&BasicTest>//&Query<(&BlueprintInstanceReady, &BlueprintAssets)>,
|
||||
)
|
||||
-> String
|
||||
{
|
||||
|
||||
nesting: usize,
|
||||
to_check: &Query<&BasicTest>, //&Query<(&BlueprintInstanceReady, &BlueprintAssets)>,
|
||||
) -> String {
|
||||
let mut hierarchy_display: Vec<String> = vec![];
|
||||
let root_name = all_names.get(*root);
|
||||
let name;
|
||||
if root_name.is_ok() {
|
||||
name = root_name.unwrap().to_string();
|
||||
}else {
|
||||
} else {
|
||||
name = "no_name".to_string()
|
||||
}
|
||||
|
||||
let components_to_check = to_check.get(*root);
|
||||
|
||||
hierarchy_display.push( format!("{}{} ({:?}) ({:?})", " ".repeat(nesting), name, all_transforms.get(*root), all_global_transforms.get(*root)) ); //components_to_check ({:?})
|
||||
|
||||
hierarchy_display.push(format!(
|
||||
"{}{} ({:?}) ({:?})",
|
||||
" ".repeat(nesting),
|
||||
name,
|
||||
all_transforms.get(*root),
|
||||
all_global_transforms.get(*root)
|
||||
)); //components_to_check ({:?})
|
||||
|
||||
if let Ok(children) = all_children.get(*root) {
|
||||
|
||||
for child in children.iter() {
|
||||
|
||||
let child_descendants_display = get_descendants(&all_children, &all_names, &child, &all_transforms, &all_global_transforms, nesting + 4, &to_check);
|
||||
let child_descendants_display = get_descendants(
|
||||
&all_children,
|
||||
&all_names,
|
||||
&child,
|
||||
&all_transforms,
|
||||
&all_global_transforms,
|
||||
nesting + 4,
|
||||
&to_check,
|
||||
);
|
||||
hierarchy_display.push(child_descendants_display);
|
||||
}
|
||||
}
|
||||
|
@ -68,94 +84,99 @@ pub fn get_descendants(
|
|||
pub fn draw_hierarchy_debug(
|
||||
root: Query<(Entity, Option<&Name>, &Children), (Without<Parent>)>,
|
||||
all_children: Query<&Children>,
|
||||
all_names:Query<&Name>,
|
||||
all_names: Query<&Name>,
|
||||
all_transforms: Query<&Transform>,
|
||||
all_global_transforms: Query<&GlobalTransform>,
|
||||
|
||||
to_check: Query<&BasicTest>,//Query<(&BlueprintInstanceReady, &BlueprintAssets)>,
|
||||
to_check: Query<&BasicTest>, //Query<(&BlueprintInstanceReady, &BlueprintAssets)>,
|
||||
mut display: Query<&mut Text, With<HiearchyDebugTag>>,
|
||||
){
|
||||
) {
|
||||
let mut hierarchy_display: Vec<String> = vec![];
|
||||
|
||||
for (root_entity, name, children) in root.iter() {
|
||||
// hierarchy_display.push( format!("Hierarchy root{:?}", name) );
|
||||
|
||||
hierarchy_display.push(get_descendants(&all_children, &all_names, &root_entity, &all_transforms, &all_global_transforms, 0, &to_check));
|
||||
|
||||
hierarchy_display.push(get_descendants(
|
||||
&all_children,
|
||||
&all_names,
|
||||
&root_entity,
|
||||
&all_transforms,
|
||||
&all_global_transforms,
|
||||
0,
|
||||
&to_check,
|
||||
));
|
||||
// let mut children = all_children.get(root_entity);
|
||||
/*for child in children.iter() {
|
||||
// hierarchy_display
|
||||
let name = all_names.get(*child); //.unwrap_or(&Name::new("no name"));
|
||||
hierarchy_display.push(format!(" {:?}", name))
|
||||
}*/
|
||||
|
||||
//
|
||||
|
||||
//
|
||||
}
|
||||
let mut display = display.single_mut();
|
||||
display.sections[0].value = hierarchy_display.join("\n");
|
||||
}
|
||||
|
||||
|
||||
|
||||
////////:just some testing for gltf extras
|
||||
fn check_for_gltf_extras(
|
||||
gltf_extras_per_entity: Query<(
|
||||
Entity,
|
||||
Option<&Name>,
|
||||
Option<&GltfSceneExtras>,
|
||||
Option<&GltfExtras>,
|
||||
Option<&GltfMeshExtras>,
|
||||
Option<&GltfMaterialExtras>,
|
||||
)>,
|
||||
mut display: Query<&mut Text, With<HiearchyDebugTag>>,
|
||||
gltf_extras_per_entity: Query<(
|
||||
Entity,
|
||||
Option<&Name>,
|
||||
Option<&GltfSceneExtras>,
|
||||
Option<&GltfExtras>,
|
||||
Option<&GltfMeshExtras>,
|
||||
Option<&GltfMaterialExtras>,
|
||||
)>,
|
||||
mut display: Query<&mut Text, With<HiearchyDebugTag>>,
|
||||
) {
|
||||
let mut gltf_extra_infos_lines: Vec<String> = vec![];
|
||||
let mut gltf_extra_infos_lines: Vec<String> = vec![];
|
||||
|
||||
for (id, name, scene_extras, extras, mesh_extras, material_extras) in
|
||||
gltf_extras_per_entity.iter()
|
||||
{
|
||||
if scene_extras.is_some()
|
||||
for (id, name, scene_extras, extras, mesh_extras, material_extras) in
|
||||
gltf_extras_per_entity.iter()
|
||||
{
|
||||
if scene_extras.is_some()
|
||||
//|| extras.is_some()
|
||||
|| mesh_extras.is_some()
|
||||
|| material_extras.is_some()
|
||||
{
|
||||
let formatted_extras = format!(
|
||||
"Extras per entity {} ('Name: {}'):
|
||||
{
|
||||
let formatted_extras = format!(
|
||||
"Extras per entity {} ('Name: {}'):
|
||||
- scene extras: {:?}
|
||||
- mesh extras: {:?}
|
||||
- material extras: {:?}
|
||||
",
|
||||
id,
|
||||
name.unwrap_or(&Name::default()),
|
||||
scene_extras,
|
||||
//extras,
|
||||
mesh_extras,
|
||||
material_extras
|
||||
);
|
||||
gltf_extra_infos_lines.push(formatted_extras);
|
||||
id,
|
||||
name.unwrap_or(&Name::default()),
|
||||
scene_extras,
|
||||
//extras,
|
||||
mesh_extras,
|
||||
material_extras
|
||||
);
|
||||
gltf_extra_infos_lines.push(formatted_extras);
|
||||
}
|
||||
let mut display = display.single_mut();
|
||||
display.sections[0].value = gltf_extra_infos_lines.join("\n");
|
||||
}
|
||||
let mut display = display.single_mut();
|
||||
display.sections[0].value = gltf_extra_infos_lines.join("\n");
|
||||
}
|
||||
}
|
||||
|
||||
fn check_for_component(
|
||||
foo: Query<(Entity, Option<&Name>, &RedirectPropHitImpulse)>,
|
||||
mut display: Query<&mut Text, With<HiearchyDebugTag>>,
|
||||
|
||||
){
|
||||
) {
|
||||
let mut info_lines: Vec<String> = vec![];
|
||||
for (entiity, name , enum_complex) in foo.iter(){
|
||||
let data = format!(" We have a matching component: {:?} (on {:?})", enum_complex, name);
|
||||
for (entiity, name, enum_complex) in foo.iter() {
|
||||
let data = format!(
|
||||
" We have a matching component: {:?} (on {:?})",
|
||||
enum_complex, name
|
||||
);
|
||||
info_lines.push(data);
|
||||
println!("yoho component");
|
||||
|
||||
}
|
||||
let mut display = display.single_mut();
|
||||
display.sections[0].value = info_lines.join("\n");
|
||||
|
||||
}
|
||||
|
||||
|
||||
pub struct HiearchyDebugPlugin;
|
||||
impl Plugin for HiearchyDebugPlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
|
@ -164,7 +185,6 @@ impl Plugin for HiearchyDebugPlugin {
|
|||
//.add_systems(Update, check_for_component)
|
||||
//.add_systems(Update, draw_hierarchy_debug)
|
||||
//.add_systems(Update, check_for_gltf_extras)
|
||||
|
||||
;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -20,7 +20,6 @@ fn main() {
|
|||
App::new()
|
||||
.add_plugins((
|
||||
DefaultPlugins.set(AssetPlugin::default()),
|
||||
|
||||
HiearchyDebugPlugin,
|
||||
// our custom plugins
|
||||
// CommonPlugin,
|
||||
|
|
|
@ -52,8 +52,6 @@ pub struct InGameLoading;
|
|||
pub struct StatePlugin;
|
||||
impl Plugin for StatePlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
app
|
||||
.init_state::<AppState>()
|
||||
.init_state::<GameState>();
|
||||
app.init_state::<AppState>().init_state::<GameState>();
|
||||
}
|
||||
}
|
||||
|
|
|
@ -214,7 +214,7 @@ pub struct ComponentBToFilterOut;
|
|||
|
||||
#[derive(Component, Reflect, Default, Debug)]
|
||||
#[reflect(Component)]
|
||||
pub struct ComponentWithFieldsOfIdenticalType{
|
||||
pub struct ComponentWithFieldsOfIdenticalType {
|
||||
pub first: f32,
|
||||
pub second: f32,
|
||||
pub third: Vec<f32>,
|
||||
|
@ -224,9 +224,8 @@ pub struct ComponentWithFieldsOfIdenticalType{
|
|||
#[reflect(Component)]
|
||||
pub struct ComponentWithFieldsOfIdenticalType2(f32, f32, f32);
|
||||
|
||||
|
||||
#[derive(Debug, Clone, Copy, PartialEq, Reflect, Component)]
|
||||
#[reflect(Component, )]
|
||||
#[reflect(Component)]
|
||||
pub enum RedirectPropHitImpulse {
|
||||
Local(Vec3),
|
||||
}
|
||||
|
@ -279,14 +278,11 @@ impl Plugin for ComponentsTestPlugin {
|
|||
.register_type::<HashmapTestStringColorFlat>()
|
||||
.register_type::<HashmapTestStringEnum>()
|
||||
.register_type::<HashmapTestStringStruct>()
|
||||
|
||||
.register_type::<ComponentAToFilterOut>()
|
||||
.register_type::<ComponentBToFilterOut>()
|
||||
.register_type::<ComponentWithFieldsOfIdenticalType>()
|
||||
.register_type::<ComponentWithFieldsOfIdenticalType2>()
|
||||
|
||||
.register_type::<RedirectPropHitImpulse>()
|
||||
|
||||
.add_plugins(MaterialPlugin::<
|
||||
ExtendedMaterial<StandardMaterial, MyExtension>,
|
||||
>::default());
|
||||
|
|
Loading…
Reference in New Issue