feat(Save & load): new crate bevy_gltf_save_load + lots of upgrades & improvements (#95)
* feat(bevy_gltf_save_load): saving & loading implemented * created new crate for save & load features, uses & filters out blueprints for efficient loading * saving & loading, even with dynamically spawned nested hierarchies works * component filter , resource filter & save path root are configurable * for saving: added removal & cleanup logic for children component with children that have been filtered out: ie no more invalid children getting stored in the save files ! * added sending of event once saving is done * feat(examples/save-load): example for the new crate * loading level static & dynamic data as blueprints * added a bit of ui when entering saving & loading states & cleanup when exiting * feat(bevy_gltf_blueprints): significant rewrite of how the crate works * simplified spawning process, no more spawning children containing blueprints etc * simplified post process : instead of copying original entity into blueprint root we now copy blueprint root data (components & children) into the original entity ! fixes #96 * much simpler code wise * solves issue with needing to register components that we only use on the bevy side (not gltf) since we are not copying the bevy data into the blueprints data * added **copyComponents** helper to copy components from one entity to another, excluding existing components on the target entity, & some bells & whistles * **Name** is now optional when spawning a blueprint: closes #97 * **Transform** is now optional when spawning a blueprint: closes #98 * removed transform from bundle (BREAKING change) * added (optional) **NoInBlueprint** component to have finer control over whether to inject the **InBlueprint** component inside spawned blueprint entities * added (optional) **Library** component, so we can override library path when we want * added (optional) **AddToGameWorld** component for convenience to automatically add entities to the game world, if there is one * chore(bevy_gltf_components): removed verbose output, cleaned it up a bit * feat(tools/auto_export): added option to split out "dynamic" objects in main scenes * ie if a collection instance (or its original collection) has a "dynamic" (aka mutable, saveable etc) flag it can get exported to a seperate gltf file (essentially acting like an "initial save") * the rest of the levels (the "static" data) is exported without the dynamic objects and can be reused with save files !
This commit is contained in:
parent
42c1c71b03
commit
5429bf4779
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@ -779,10 +779,20 @@ dependencies = [
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[[package]]
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name = "bevy_gltf_blueprints"
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version = "0.5.1"
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version = "0.6.0"
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dependencies = [
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"bevy",
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"bevy_gltf_components 0.2.0 (registry+https://github.com/rust-lang/crates.io-index)",
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"bevy_gltf_components 0.2.0",
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]
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[[package]]
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name = "bevy_gltf_blueprints"
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version = "0.6.0"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "8e2123036f5738c3bc75607b04799c105dff8a5626c454369bcd1401b4ec0184"
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dependencies = [
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"bevy",
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"bevy_gltf_components 0.2.0",
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]
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[[package]]
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@ -792,7 +802,7 @@ dependencies = [
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"bevy",
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"bevy_asset_loader",
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"bevy_editor_pls",
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"bevy_gltf_blueprints",
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"bevy_gltf_blueprints 0.6.0",
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"bevy_rapier3d",
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"rand",
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]
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@ -804,7 +814,7 @@ dependencies = [
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"bevy",
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"bevy_asset_loader",
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"bevy_editor_pls",
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"bevy_gltf_blueprints",
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"bevy_gltf_blueprints 0.6.0",
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"bevy_rapier3d",
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"rand",
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]
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@ -816,7 +826,7 @@ dependencies = [
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"bevy",
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"bevy_asset_loader",
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"bevy_editor_pls",
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"bevy_gltf_blueprints",
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"bevy_gltf_blueprints 0.6.0",
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"bevy_rapier3d",
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"rand",
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]
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@ -828,7 +838,7 @@ dependencies = [
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"bevy",
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"bevy_asset_loader",
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"bevy_editor_pls",
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"bevy_gltf_blueprints",
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"bevy_gltf_blueprints 0.6.0",
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"bevy_rapier3d",
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"rand",
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]
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@ -840,7 +850,7 @@ dependencies = [
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"bevy",
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"bevy_asset_loader",
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"bevy_editor_pls",
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"bevy_gltf_blueprints",
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"bevy_gltf_blueprints 0.6.0",
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"bevy_xpbd_3d",
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"rand",
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]
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@ -852,7 +862,7 @@ dependencies = [
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"bevy",
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"bevy_asset_loader",
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"bevy_editor_pls",
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"bevy_gltf_blueprints",
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"bevy_gltf_blueprints 0.6.0",
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"bevy_rapier3d",
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"rand",
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]
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@ -864,7 +874,7 @@ dependencies = [
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"bevy",
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"bevy_asset_loader",
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"bevy_editor_pls",
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"bevy_gltf_blueprints",
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"bevy_gltf_blueprints 0.6.0",
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"bevy_rapier3d",
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"rand",
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]
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@ -876,7 +886,7 @@ dependencies = [
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"bevy",
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"bevy_asset_loader",
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"bevy_editor_pls",
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"bevy_gltf_blueprints",
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"bevy_gltf_blueprints 0.6.0",
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"bevy_rapier3d",
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"rand",
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]
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@ -888,20 +898,11 @@ dependencies = [
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"bevy",
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"bevy_asset_loader",
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"bevy_editor_pls",
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"bevy_gltf_blueprints",
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"bevy_gltf_blueprints 0.6.0",
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"bevy_rapier3d",
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"rand",
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]
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[[package]]
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name = "bevy_gltf_components"
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version = "0.2.0"
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dependencies = [
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"bevy",
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"ron",
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"serde",
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]
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[[package]]
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name = "bevy_gltf_components"
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version = "0.2.0"
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@ -913,13 +914,22 @@ dependencies = [
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"serde",
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]
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[[package]]
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name = "bevy_gltf_components"
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version = "0.2.1"
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dependencies = [
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"bevy",
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"ron",
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"serde",
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]
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[[package]]
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name = "bevy_gltf_components_basic_example"
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version = "0.3.0"
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dependencies = [
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"bevy",
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"bevy_editor_pls",
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"bevy_gltf_components 0.2.0",
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"bevy_gltf_components 0.2.1",
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"bevy_rapier3d",
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]
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@ -929,10 +939,33 @@ version = "0.3.0"
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dependencies = [
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"bevy",
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"bevy_editor_pls",
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"bevy_gltf_components 0.2.0",
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"bevy_gltf_components 0.2.1",
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"bevy_rapier3d",
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]
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[[package]]
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name = "bevy_gltf_save_load"
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version = "0.1.0"
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dependencies = [
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"bevy",
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"bevy_gltf_blueprints 0.6.0 (registry+https://github.com/rust-lang/crates.io-index)",
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]
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[[package]]
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name = "bevy_gltf_save_load_basic_example"
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version = "0.3.0"
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dependencies = [
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"bevy",
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"bevy_asset_loader",
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"bevy_editor_pls",
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"bevy_gltf_blueprints 0.6.0 (registry+https://github.com/rust-lang/crates.io-index)",
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"bevy_gltf_save_load",
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"bevy_rapier3d",
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"rand",
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"serde",
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"serde_json",
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]
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[[package]]
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name = "bevy_hierarchy"
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version = "0.12.1"
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@ -2,6 +2,7 @@
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members = [
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"crates/bevy_gltf_components",
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"crates/bevy_gltf_blueprints",
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"crates/bevy_gltf_save_load",
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"examples/bevy_gltf_components/basic/",
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"examples/bevy_gltf_components/basic_wasm/",
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"examples/bevy_gltf_blueprints/basic/",
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@ -12,7 +13,9 @@ members = [
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"examples/bevy_gltf_blueprints/animation/",
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"examples/bevy_gltf_blueprints/multiple_levels/",
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"examples/bevy_gltf_blueprints/multiple_levels_multiple_blendfiles",
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"examples/bevy_gltf_blueprints/materials/"
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"examples/bevy_gltf_blueprints/materials/",
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"examples/bevy_gltf_save_load/basic/",
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]
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resolver = "2"
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@ -37,6 +37,10 @@ There is a [video tutorial/explanation](https://youtu.be/CgyNtwgYwdM) for this o
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The examples for the crate are [here](./examples/bevy_gltf_blueprints/)
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> Note: this is the recomended crate to use and uses ```bevy_gltf_components``` under the hood
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- [bevy_gltf_save_load](./crates/bevy_gltf_save_load/) This crate adds the ability to save & load your game state in a relatively simple way, by leveraging the blueprint functionality of
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bevy_gltf_blueprints to only save a minimal subset of dynamic data, seperating dynamic & static parts of levels etc.
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The examples for the crate are [here](./examples/bevy_gltf_save_load/)
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> Note: this uses ```bevy_gltf_blueprints``` under the hood
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## Tools
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@ -1,6 +1,6 @@
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[package]
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name = "bevy_gltf_blueprints"
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version = "0.5.1"
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version = "0.6.0"
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authors = ["Mark 'kaosat-dev' Moissette"]
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description = "Adds the ability to define Blueprints/Prefabs for [Bevy](https://bevyengine.org/) inside gltf files and spawn them in Bevy."
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homepage = "https://github.com/kaosat-dev/Blender_bevy_components_workflow"
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@ -26,7 +26,7 @@ Here's a minimal usage example:
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# Cargo.toml
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[dependencies]
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bevy="0.12"
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bevy_gltf_blueprints = { version = "0.5"}
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bevy_gltf_blueprints = { version = "0.6"}
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```
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@ -64,7 +64,7 @@ fn spawn_blueprint(
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Add the following to your `[dependencies]` section in `Cargo.toml`:
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```toml
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bevy_gltf_blueprints = "0.5"
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bevy_gltf_blueprints = "0.6"
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```
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Or use `cargo add`:
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@ -97,8 +97,7 @@ use bevy_gltf_blueprints::*;
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_plugin(
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.add_plugins((
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BlueprintsPlugin{
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library_folder: "advanced/models/library".into() // replace this with your blueprints library path , relative to the assets folder,
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format: GltfFormat::GLB,// optional, use either format: GltfFormat::GLB, or format: GltfFormat::GLTF, or ..Default::default() if you want to keep the default .glb extension, this sets what extensions/ gltf files will be looked for by the library
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@ -107,7 +106,7 @@ fn main() {
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material_library_folder: "materials".into() //defaults to "materials" the folder to look for for the material files
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..Default::default()
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}
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)
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))
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.run();
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}
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commands.spawn((
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BlueprintName("Health_Pickup".to_string()), // mandatory !!
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SpawnHere, // mandatory !!
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TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)), // VERY important !!
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TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)), // optional
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// any other component you want to insert
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))
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@ -168,11 +168,51 @@ commands.spawn((
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There is also a bundle for convenience , which just has
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* a ```BlueprintName``` component
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* a ```SpawnHere``` component
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* a ```TransformBundle``` sub-bundle (so we know where to spawn)
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[```BluePrintBundle```](./src/lib.rs#22)
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## Additional information
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- When a blueprint is spawned, all its children entities (and nested children etc) also have an ```InBlueprint``` component that gets insert
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- In cases where that is undesirable, you can add a ```NoInBlueprint``` component on the entity you spawn the blueprint with, and the components above will not be add
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- if you want to overwrite the **path** where this crate looks for blueprints (gltf files) , you can add a ```Library``` component , and that will be used instead of the default path
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ie :
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```rust no_run
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commands
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.spawn((
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Name::from("test"),
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BluePrintBundle {
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blueprint: BlueprintName("TestBlueprint".to_string()),
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..Default::default()
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},
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Library("models".into()) // now the path to the blueprint above will be /assets/models/TestBlueprint.glb
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))
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```
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- this crate also provides a special optional ```GameWorldTag``` component: this is useful when you want to keep all your spawned entities inside a root entity
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You can use it in your queries to add your entities as children of this "world"
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This way all your levels, your dynamic entities etc, are kept seperated from UI nodes & other entities that are not relevant to the game world
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> Note: you should only have a SINGLE entity tagged with that component !
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```rust no_run
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commands.spawn((
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SceneBundle {
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scene: models
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.get(game_assets.world.id())
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.expect("main level should have been loaded")
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.scenes[0]
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.clone(),
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..default()
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},
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bevy::prelude::Name::from("world"),
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GameWorldTag, // here it is
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));
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```
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## SystemSet
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the ordering of systems is very important !
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@ -239,9 +279,9 @@ pub fn animation_change_on_proximity_foxes(
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}
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```
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see https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/animation for how to set it up correctly
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see https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/animation for how to set it up correctly
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particularly from https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/animation/game/in_game.rs#86
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particularly from https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/animation/game/in_game.rs#86
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onward
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|
@ -263,27 +303,27 @@ material_library_folder: "materials".into() //defaults to "materials" the folder
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```bevy_gltf_blueprints``` currently does NOT take care of loading those at runtime
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|
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see https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/materials for how to set it up correctly
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see https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/materials for how to set it up correctly
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Generating optimised blueprints and material libraries can be automated using the latests version of the [Blender plugin](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/tools/gltf_auto_export)
|
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## Examples
|
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|
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https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/basic
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https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/basic
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https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/basic_xpbd_physics
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https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/basic_xpbd_physics
|
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|
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https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/basic_scene_components
|
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https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/basic_scene_components
|
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|
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https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/animation
|
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https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/animation
|
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|
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https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/multiple_levels
|
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https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/multiple_levels
|
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|
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https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/materials
|
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https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/materials
|
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|
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https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/nested_blueprints
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https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/nested_blueprints
|
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|
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https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/multiple_levels_multiple_blendfiles
|
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https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/multiple_levels_multiple_blendfiles
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## Compatible Bevy versions
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|
@ -293,7 +333,7 @@ The main branch is compatible with the latest Bevy release, while the branch `be
|
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Compatibility of `bevy_gltf_blueprints` versions:
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| `bevy_gltf_blueprints` | `bevy` |
|
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| :-- | :-- |
|
||||
| `0.3 - 0.5` | `0.12` |
|
||||
| `0.3 - 0.6` | `0.12` |
|
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| `0.1 - 0.2` | `0.11` |
|
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| branch `main` | `0.12` |
|
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| branch `bevy_main` | `main` |
|
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|
|
|
@ -1,13 +1,10 @@
|
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use bevy::{math::Vec3A, prelude::*, render::primitives::Aabb};
|
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|
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use crate::{BluePrintsConfig, BlueprintName, SpawnedRoot};
|
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use crate::{BluePrintsConfig, Spawned};
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|
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/// helper system that computes the compound aabbs of the scenes/blueprints
|
||||
pub fn compute_scene_aabbs(
|
||||
root_entities: Query<
|
||||
(Entity, &Name, &Children, &BlueprintName),
|
||||
(With<SpawnedRoot>, Without<Aabb>),
|
||||
>,
|
||||
root_entities: Query<(Entity, &Name), (With<Spawned>, Without<Aabb>)>,
|
||||
children: Query<&Children>,
|
||||
existing_aabbs: Query<&Aabb>,
|
||||
|
||||
|
@ -15,10 +12,8 @@ pub fn compute_scene_aabbs(
|
|||
mut commands: Commands,
|
||||
) {
|
||||
// compute compound aabb
|
||||
for root_entity in root_entities.iter() {
|
||||
let name = &root_entity.3 .0;
|
||||
|
||||
let root_entity = root_entity.2.first().unwrap();
|
||||
for (root_entity, name) in root_entities.iter() {
|
||||
// info!("generating aabb for {:?}", name);
|
||||
|
||||
// only recompute aabb if it has not already been done before
|
||||
if blueprints_config.aabb_cache.contains_key(&name.to_string()) {
|
||||
|
@ -26,10 +21,10 @@ pub fn compute_scene_aabbs(
|
|||
.aabb_cache
|
||||
.get(&name.to_string())
|
||||
.expect("we should have the aabb available");
|
||||
commands.entity(*root_entity).insert(*aabb);
|
||||
commands.entity(root_entity).insert(*aabb);
|
||||
} else {
|
||||
let aabb = compute_descendant_aabb(*root_entity, &children, &existing_aabbs);
|
||||
commands.entity(*root_entity).insert(aabb);
|
||||
let aabb = compute_descendant_aabb(root_entity, &children, &existing_aabbs);
|
||||
commands.entity(root_entity).insert(aabb);
|
||||
blueprints_config.aabb_cache.insert(name.to_string(), aabb);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,70 +0,0 @@
|
|||
use bevy::ecs::system::Command;
|
||||
use bevy::prelude::*;
|
||||
|
||||
// modified version from https://github.com/bevyengine/bevy/issues/1515,
|
||||
// more specifically https://gist.github.com/nwtnni/85d6b87ae75337a522166c500c9a8418
|
||||
// to work with Bevy 0.11
|
||||
pub struct CloneEntity {
|
||||
pub source: Entity,
|
||||
pub destination: Entity,
|
||||
}
|
||||
|
||||
impl CloneEntity {
|
||||
// Copy all components from an entity to another.
|
||||
// Using an entity with no components as the destination creates a copy of the source entity.
|
||||
// Panics if:
|
||||
// - the components are not registered in the type registry,
|
||||
// - the world does not have a type registry
|
||||
// - the source or destination entity do not exist
|
||||
fn clone_entity(self, world: &mut World) {
|
||||
let components = {
|
||||
let registry = world
|
||||
.get_resource::<AppTypeRegistry>()
|
||||
.expect("the world should have a type registry")
|
||||
.read();
|
||||
|
||||
world
|
||||
.get_entity(self.source)
|
||||
.expect("source entity should exist")
|
||||
.archetype()
|
||||
.components()
|
||||
.map(|component_id| {
|
||||
let component_info = world
|
||||
.components()
|
||||
.get_info(component_id)
|
||||
.expect("component info should be available");
|
||||
|
||||
let type_id = component_info.type_id().unwrap();
|
||||
let type_id = registry.get(type_id).expect(
|
||||
format!(
|
||||
"cannot clone entity: component: {:?} is not registered",
|
||||
component_info.name()
|
||||
)
|
||||
.as_str(),
|
||||
);
|
||||
return type_id.data::<ReflectComponent>().unwrap().clone();
|
||||
})
|
||||
.collect::<Vec<_>>()
|
||||
};
|
||||
|
||||
for component in components {
|
||||
let source = component
|
||||
.reflect(world.get_entity(self.source).unwrap())
|
||||
.unwrap()
|
||||
.clone_value();
|
||||
|
||||
let mut destination = world
|
||||
.get_entity_mut(self.destination)
|
||||
.expect("destination entity should exist");
|
||||
|
||||
component.apply_or_insert(&mut destination, &*source);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// This allows the command to be used in systems
|
||||
impl Command for CloneEntity {
|
||||
fn apply(self, world: &mut World) {
|
||||
self.clone_entity(world)
|
||||
}
|
||||
}
|
|
@ -0,0 +1,109 @@
|
|||
use bevy::ecs::system::Command;
|
||||
use bevy::prelude::*;
|
||||
use std::any::TypeId;
|
||||
|
||||
// originally based https://github.com/bevyengine/bevy/issues/1515,
|
||||
// more specifically https://gist.github.com/nwtnni/85d6b87ae75337a522166c500c9a8418
|
||||
// to work with Bevy 0.11
|
||||
// to copy components between entities but NOT overwriting any existing components
|
||||
// plus some bells & whistles
|
||||
pub struct CopyComponents {
|
||||
pub source: Entity,
|
||||
pub destination: Entity,
|
||||
pub exclude: Vec<TypeId>,
|
||||
pub stringent: bool,
|
||||
}
|
||||
|
||||
impl CopyComponents {
|
||||
// Copy all components from an entity to another.
|
||||
// Using an entity with no components as the destination creates a copy of the source entity.
|
||||
// Panics if:
|
||||
// - the components are not registered in the type registry,
|
||||
// - the world does not have a type registry
|
||||
// - the source or destination entity do not exist
|
||||
fn transfer_components(self, world: &mut World) {
|
||||
let components = {
|
||||
let registry = world
|
||||
.get_resource::<AppTypeRegistry>()
|
||||
.expect("the world should have a type registry")
|
||||
.read();
|
||||
|
||||
world
|
||||
.get_entity(self.source)
|
||||
.expect("source entity should exist")
|
||||
.archetype()
|
||||
.components()
|
||||
.filter_map(|component_id| {
|
||||
let component_info = world
|
||||
.components()
|
||||
.get_info(component_id)
|
||||
.expect("component info should be available");
|
||||
|
||||
let type_id = component_info.type_id().unwrap();
|
||||
if self.exclude.contains(&type_id) {
|
||||
debug!("excluding component: {:?}", component_info.name());
|
||||
return None;
|
||||
} else {
|
||||
debug!(
|
||||
"cloning: component: {:?} {:?}",
|
||||
component_info.name(),
|
||||
type_id
|
||||
);
|
||||
|
||||
if let Some(type_registration) = registry.get(type_id) {
|
||||
return Some(type_registration);
|
||||
} else {
|
||||
if self.stringent {
|
||||
return Some(
|
||||
registry.get(type_id).expect(
|
||||
format!(
|
||||
"cannot clone entity: component: {:?} is not registered",
|
||||
component_info.name()
|
||||
)
|
||||
.as_str(),
|
||||
),
|
||||
);
|
||||
} else {
|
||||
warn!(
|
||||
"cannot clone component: component: {:?} is not registered",
|
||||
component_info.name()
|
||||
);
|
||||
return None;
|
||||
}
|
||||
}
|
||||
}
|
||||
})
|
||||
.map(|type_id| {
|
||||
return (
|
||||
type_id.data::<ReflectComponent>().unwrap().clone(),
|
||||
type_id.type_info().type_id().clone(), // we need the original type_id down the line
|
||||
);
|
||||
})
|
||||
.collect::<Vec<_>>()
|
||||
};
|
||||
|
||||
for (component, type_id) in components {
|
||||
let source = component
|
||||
.reflect(world.get_entity(self.source).unwrap())
|
||||
.unwrap()
|
||||
.clone_value();
|
||||
|
||||
let mut destination = world
|
||||
.get_entity_mut(self.destination)
|
||||
.expect("destination entity should exist");
|
||||
|
||||
// println!("contains typeid {:?} {}", type_id, destination.contains_type_id(type_id));
|
||||
// we only want to copy components that are NOT already in the destination (ie no overwriting existing components)
|
||||
if !destination.contains_type_id(type_id) {
|
||||
component.insert(&mut destination, &*source);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// This allows the command to be used in systems
|
||||
impl Command for CopyComponents {
|
||||
fn apply(self, world: &mut World) {
|
||||
self.transfer_components(world)
|
||||
}
|
||||
}
|
|
@ -13,8 +13,8 @@ pub use aabb::*;
|
|||
pub mod materials;
|
||||
pub use materials::*;
|
||||
|
||||
pub mod clone_entity;
|
||||
pub use clone_entity::*;
|
||||
pub mod copy_components;
|
||||
pub use copy_components::*;
|
||||
|
||||
use core::fmt;
|
||||
use std::path::PathBuf;
|
||||
|
@ -33,14 +33,12 @@ pub enum GltfBlueprintsSet {
|
|||
pub struct BluePrintBundle {
|
||||
pub blueprint: BlueprintName,
|
||||
pub spawn_here: SpawnHere,
|
||||
pub transform: TransformBundle,
|
||||
}
|
||||
impl Default for BluePrintBundle {
|
||||
fn default() -> Self {
|
||||
BluePrintBundle {
|
||||
blueprint: BlueprintName("default".into()),
|
||||
spawn_here: SpawnHere,
|
||||
transform: TransformBundle::default(),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -140,6 +138,7 @@ impl Plugin for BlueprintsPlugin {
|
|||
spawn_from_blueprints,
|
||||
compute_scene_aabbs.run_if(aabbs_enabled),
|
||||
apply_deferred.run_if(aabbs_enabled),
|
||||
apply_deferred,
|
||||
materials_inject.run_if(materials_library_enabled),
|
||||
)
|
||||
.chain()
|
||||
|
@ -147,12 +146,7 @@ impl Plugin for BlueprintsPlugin {
|
|||
)
|
||||
.add_systems(
|
||||
Update,
|
||||
(
|
||||
update_spawned_root_first_child,
|
||||
apply_deferred,
|
||||
cleanup_scene_instances,
|
||||
apply_deferred,
|
||||
)
|
||||
(spawned_blueprint_post_process, apply_deferred)
|
||||
.chain()
|
||||
.in_set(GltfBlueprintsSet::AfterSpawn),
|
||||
);
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
use std::path::Path;
|
||||
use std::path::{Path, PathBuf};
|
||||
|
||||
use bevy::{gltf::Gltf, prelude::*};
|
||||
|
||||
|
@ -19,44 +19,87 @@ pub struct BlueprintName(pub String);
|
|||
pub struct SpawnHere;
|
||||
|
||||
#[derive(Component)]
|
||||
/// FlagComponent for spawned entity
|
||||
/// FlagComponent for dynamically spawned scenes
|
||||
pub struct Spawned;
|
||||
|
||||
#[derive(Component)]
|
||||
/// helper component, just to transfer some data
|
||||
pub(crate) struct Original(pub Entity);
|
||||
#[derive(Component, Reflect, Default, Debug)]
|
||||
#[reflect(Component)]
|
||||
/// flag component marking any spwaned child of blueprints ..unless the original entity was marked with the 'NoInBlueprint' marker component
|
||||
pub struct InBlueprint;
|
||||
|
||||
#[derive(Component, Reflect, Default, Debug)]
|
||||
#[reflect(Component)]
|
||||
/// flag component preventing any spwaned child of blueprints to be marked with the InBlueprint component
|
||||
pub struct NoInBlueprint;
|
||||
|
||||
#[derive(Component, Reflect, Default, Debug)]
|
||||
#[reflect(Component)]
|
||||
// this allows overriding the default library path for a given entity/blueprint
|
||||
pub struct Library(pub PathBuf);
|
||||
|
||||
#[derive(Component, Reflect, Default, Debug)]
|
||||
#[reflect(Component)]
|
||||
/// flag component to force adding newly spawned entity as child of game world
|
||||
pub struct AddToGameWorld;
|
||||
|
||||
#[derive(Component)]
|
||||
/// FlagComponent for dynamically spawned scenes
|
||||
pub struct SpawnedRoot;
|
||||
/// helper component, just to transfer child data
|
||||
pub(crate) struct OriginalChildren(pub Vec<Entity>);
|
||||
|
||||
/// main spawning functions,
|
||||
/// * also takes into account the already exisiting "override" components, ie "override components" > components from blueprint
|
||||
pub(crate) fn spawn_from_blueprints(
|
||||
spawn_placeholders: Query<
|
||||
(Entity, &Name, &BlueprintName, &Transform, Option<&Parent>),
|
||||
(
|
||||
Added<BlueprintName>,
|
||||
Added<SpawnHere>,
|
||||
Without<Spawned>,
|
||||
Without<SpawnedRoot>,
|
||||
Entity,
|
||||
&BlueprintName,
|
||||
Option<&Transform>,
|
||||
Option<&Parent>,
|
||||
Option<&Library>,
|
||||
Option<&AddToGameWorld>,
|
||||
Option<&Name>,
|
||||
),
|
||||
(Added<BlueprintName>, Added<SpawnHere>, Without<Spawned>),
|
||||
>,
|
||||
|
||||
mut commands: Commands,
|
||||
mut game_world: Query<(Entity, &Children), With<GameWorldTag>>,
|
||||
mut game_world: Query<Entity, With<GameWorldTag>>,
|
||||
|
||||
assets_gltf: Res<Assets<Gltf>>,
|
||||
asset_server: Res<AssetServer>,
|
||||
blueprints_config: Res<BluePrintsConfig>,
|
||||
|
||||
children: Query<&Children>,
|
||||
) {
|
||||
for (entity, name, blupeprint_name, transform, original_parent) in spawn_placeholders.iter() {
|
||||
debug!("need to spawn {:?}, id: {:?}", blupeprint_name.0, entity);
|
||||
for (
|
||||
entity,
|
||||
blupeprint_name,
|
||||
transform,
|
||||
original_parent,
|
||||
library_override,
|
||||
add_to_world,
|
||||
name,
|
||||
) in spawn_placeholders.iter()
|
||||
{
|
||||
debug!(
|
||||
"need to spawn {:?} for entity {:?}, id: {:?}, parent:{:?}",
|
||||
blupeprint_name.0, name, entity, original_parent
|
||||
);
|
||||
|
||||
let mut original_children: Vec<Entity> = vec![];
|
||||
if let Ok(c) = children.get(entity) {
|
||||
for child in c.iter() {
|
||||
original_children.push(*child);
|
||||
}
|
||||
}
|
||||
|
||||
let what = &blupeprint_name.0;
|
||||
let model_file_name = format!("{}.{}", &what, &blueprints_config.format);
|
||||
let model_path =
|
||||
Path::new(&blueprints_config.library_folder).join(Path::new(model_file_name.as_str()));
|
||||
|
||||
// library path is either defined at the plugin level or overriden by optional Library components
|
||||
let library_path =
|
||||
library_override.map_or_else(|| &blueprints_config.library_folder, |l| &l.0);
|
||||
let model_path = Path::new(&library_path).join(Path::new(model_file_name.as_str()));
|
||||
|
||||
debug!("attempting to spawn {:?}", model_path);
|
||||
let model_handle: Handle<Gltf> = asset_server.load(model_path);
|
||||
|
@ -73,32 +116,30 @@ pub(crate) fn spawn_from_blueprints(
|
|||
.expect("there should be at least one named scene in the gltf file to spawn");
|
||||
let scene = &gltf.named_scenes[main_scene_name];
|
||||
|
||||
let child_scene = commands
|
||||
.spawn((
|
||||
SceneBundle {
|
||||
scene: scene.clone(),
|
||||
transform: transform.clone(),
|
||||
..Default::default()
|
||||
},
|
||||
name.clone(),
|
||||
// Parent(world) // FIXME/ would be good if this worked directly
|
||||
SpawnedRoot,
|
||||
BlueprintName(blupeprint_name.0.clone()),
|
||||
Original(entity),
|
||||
Animations {
|
||||
named_animations: gltf.named_animations.clone(),
|
||||
},
|
||||
))
|
||||
.id();
|
||||
|
||||
let world = game_world.single_mut();
|
||||
let mut parent = world.1[0]; // FIXME: dangerous hack because our gltf data have a single child like this, but might not always be the case
|
||||
|
||||
// ideally, insert the newly created entity as a child of the original parent, if any, the world otherwise
|
||||
if let Some(original_parent) = original_parent {
|
||||
parent = original_parent.get();
|
||||
// transforms are optional, but still deal with them correctly
|
||||
let mut transforms: Transform = Transform::default();
|
||||
if transform.is_some() {
|
||||
transforms = transform.unwrap().clone();
|
||||
}
|
||||
|
||||
commands.entity(parent).add_child(child_scene);
|
||||
commands.entity(entity).insert((
|
||||
SceneBundle {
|
||||
scene: scene.clone(),
|
||||
transform: transforms,
|
||||
..Default::default()
|
||||
},
|
||||
Animations {
|
||||
named_animations: gltf.named_animations.clone(),
|
||||
},
|
||||
Spawned,
|
||||
OriginalChildren(original_children),
|
||||
));
|
||||
|
||||
if add_to_world.is_some() {
|
||||
let world = game_world
|
||||
.get_single_mut()
|
||||
.expect("there should be a game world present");
|
||||
commands.entity(world).add_child(entity);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,128 +1,94 @@
|
|||
use std::any::TypeId;
|
||||
|
||||
use bevy::prelude::*;
|
||||
use bevy::scene::SceneInstance;
|
||||
// use bevy::utils::hashbrown::HashSet;
|
||||
|
||||
use super::{AnimationPlayerLink, Animations};
|
||||
use super::{CloneEntity, SpawnHere};
|
||||
use super::{Original, SpawnedRoot};
|
||||
use super::{SpawnHere, Spawned};
|
||||
use crate::{CopyComponents, InBlueprint, NoInBlueprint, OriginalChildren};
|
||||
|
||||
#[derive(Component)]
|
||||
/// FlagComponent for dynamically spawned scenes
|
||||
pub(crate) struct SpawnedRootProcessed;
|
||||
|
||||
/// this system updates the first (and normally only) child of a scene flaged SpawnedRoot
|
||||
/// - adds a name based on parent component (spawned scene) which is named on the scene name/prefab to be instanciated
|
||||
// FIXME: updating hierarchy does not work in all cases ! this is sadly dependant on the structure of the exported blend data
|
||||
// - blender root-> object with properties => WORKS
|
||||
// - scene instance -> does not work
|
||||
// it might be due to how we add components to the PARENT item in gltf to components
|
||||
pub(crate) fn update_spawned_root_first_child(
|
||||
//
|
||||
/// this system is in charge of doing any necessary post processing after a blueprint scene has been spawned
|
||||
/// - it removes one level of useless nesting
|
||||
/// - it copies the blueprint's root components to the entity it was spawned on (original entity)
|
||||
/// - it copies the children of the blueprint scene into the original entity
|
||||
/// - it add AnimationLink components so that animations can be controlled from the original entity
|
||||
/// - it cleans up/ removes a few , by then uneeded components
|
||||
pub(crate) fn spawned_blueprint_post_process(
|
||||
unprocessed_entities: Query<
|
||||
(Entity, &Children, &Name, &Parent, &Original),
|
||||
(With<SpawnedRoot>, Without<SpawnedRootProcessed>),
|
||||
(
|
||||
Entity,
|
||||
&Children,
|
||||
&OriginalChildren,
|
||||
&Animations,
|
||||
Option<&NoInBlueprint>,
|
||||
Option<&Name>,
|
||||
),
|
||||
(With<SpawnHere>, With<SceneInstance>, With<Spawned>),
|
||||
>,
|
||||
mut commands: Commands,
|
||||
|
||||
animations: Query<&Animations>,
|
||||
added_animation_players: Query<(Entity, &Parent), Added<AnimationPlayer>>,
|
||||
all_children: Query<&Children>,
|
||||
|
||||
mut commands: Commands,
|
||||
) {
|
||||
/*
|
||||
currently we have
|
||||
- scene instance
|
||||
- root node ?
|
||||
- the actual stuff
|
||||
we want to remove the root node
|
||||
so we wend up with
|
||||
- scene instance
|
||||
- the actual stuff
|
||||
for (original, children, original_children, animations, no_inblueprint, name) in
|
||||
unprocessed_entities.iter()
|
||||
{
|
||||
debug!("post processing blueprint for entity {:?}", name);
|
||||
|
||||
so
|
||||
- get root node
|
||||
- add its children to the scene instance
|
||||
- remove root node
|
||||
|
||||
Another issue is, the scene instance become empty if we have a pickabke as the "actual stuff", so that would lead to a lot of
|
||||
empty scenes if we spawn pickables
|
||||
- perhaps another system that cleans up empty scene instances ?
|
||||
|
||||
FIME: this is all highly dependent on the hierachy ;..
|
||||
*/
|
||||
|
||||
for (scene_instance, children, name, parent, original) in unprocessed_entities.iter() {
|
||||
//
|
||||
if children.len() == 0 {
|
||||
warn!("timing issue ! no children found, please restart your bevy app (bug being investigated)");
|
||||
// println!("children of scene {:?}", children);
|
||||
continue;
|
||||
}
|
||||
// the root node is the first & normally only child inside a scene, it is the one that has all relevant components
|
||||
let root_entity = children.first().unwrap(); //FIXME: and what about childless ones ?? => should not be possible normally
|
||||
// let root_entity_data = all_children.get(*root_entity).unwrap();
|
||||
let mut root_entity = Entity::PLACEHOLDER; //FIXME: and what about childless ones ?? => should not be possible normally
|
||||
// let diff = HashSet::from_iter(original_children.0).difference(HashSet::from_iter(children));
|
||||
// we find the first child that was not in the entity before (aka added during the scene spawning)
|
||||
for c in children.iter() {
|
||||
if !original_children.0.contains(c) {
|
||||
root_entity = *c;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// fixme : randomization should be controlled via parameters, perhaps even the seed could be specified ?
|
||||
// use this https://rust-random.github.io/book/guide-seeding.html#a-simple-number, blenders seeds are also uInts
|
||||
// also this is not something we want every time, this should be a settable parameter when requesting a spawn
|
||||
// we flag all children of the blueprint instance with 'InBlueprint'
|
||||
// can be usefull to filter out anything that came from blueprints vs normal children
|
||||
if no_inblueprint.is_none() {
|
||||
for child in all_children.iter_descendants(root_entity) {
|
||||
commands.entity(child).insert(InBlueprint);
|
||||
}
|
||||
}
|
||||
|
||||
// add missing name of entity, based on the wrapper's name
|
||||
let name = name.clone();
|
||||
// copy components into from blueprint instance's root_entity to original entity
|
||||
commands.add(CopyComponents {
|
||||
source: root_entity,
|
||||
destination: original,
|
||||
exclude: vec![TypeId::of::<Parent>(), TypeId::of::<Children>()],
|
||||
stringent: false,
|
||||
});
|
||||
|
||||
// this is our new actual entity
|
||||
commands.entity(*root_entity).insert((
|
||||
bevy::prelude::Name::from(name.clone()),
|
||||
// ItemType {name},
|
||||
));
|
||||
// we move all of children of the blueprint instance one level to the original entity
|
||||
if let Ok(root_entity_children) = all_children.get(root_entity) {
|
||||
for child in root_entity_children.iter() {
|
||||
// info!("copying child {:?} upward from {:?} to {:?}", names.get(*child), root_entity, original);
|
||||
commands.entity(original).add_child(*child);
|
||||
}
|
||||
}
|
||||
|
||||
// flag the spawned_root as being processed
|
||||
commands.entity(scene_instance).insert(SpawnedRootProcessed);
|
||||
|
||||
// parent is either the world or an entity with a marker (BlueprintName)
|
||||
commands.entity(parent.get()).add_child(*root_entity);
|
||||
|
||||
let matching_animations = animations.get(scene_instance);
|
||||
|
||||
if let Ok(animations) = matching_animations {
|
||||
if animations.named_animations.keys().len() > 0 {
|
||||
for (added, parent) in added_animation_players.iter() {
|
||||
if parent.get() == *root_entity {
|
||||
// FIXME: stopgap solution: since we cannot use an AnimationPlayer at the root entity level
|
||||
// and we cannot update animation clips so that the EntityPaths point to one level deeper,
|
||||
// BUT we still want to have some marker/control at the root entity level, we add this
|
||||
commands
|
||||
.entity(*root_entity)
|
||||
.insert(AnimationPlayerLink(added));
|
||||
commands.entity(*root_entity).insert(Animations {
|
||||
named_animations: animations.named_animations.clone(),
|
||||
});
|
||||
}
|
||||
if animations.named_animations.keys().len() > 0 {
|
||||
for (added, parent) in added_animation_players.iter() {
|
||||
if parent.get() == root_entity {
|
||||
// FIXME: stopgap solution: since we cannot use an AnimationPlayer at the root entity level
|
||||
// and we cannot update animation clips so that the EntityPaths point to one level deeper,
|
||||
// BUT we still want to have some marker/control at the root entity level, we add this
|
||||
commands.entity(original).insert(AnimationPlayerLink(added));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
commands.add(CloneEntity {
|
||||
source: original.0,
|
||||
destination: *root_entity,
|
||||
});
|
||||
|
||||
// remove the original entity, now that we have cloned it into the spawned scenes first child
|
||||
commands.entity(original.0).despawn_recursive();
|
||||
commands.entity(*root_entity).remove::<SpawnHere>();
|
||||
}
|
||||
}
|
||||
|
||||
/// cleans up dynamically spawned scenes so that they get despawned if they have no more children
|
||||
pub(crate) fn cleanup_scene_instances(
|
||||
scene_instances: Query<(Entity, &Children), With<SpawnedRootProcessed>>,
|
||||
without_children: Query<Entity, (With<SpawnedRootProcessed>, Without<Children>)>, // if there are not children left, bevy removes Children ?
|
||||
mut commands: Commands,
|
||||
) {
|
||||
for (entity, children) in scene_instances.iter() {
|
||||
if children.len() == 0 {
|
||||
// it seems this does not happen ?
|
||||
debug!("cleaning up emptied spawned scene instance");
|
||||
commands.entity(entity).despawn_recursive();
|
||||
}
|
||||
}
|
||||
for entity in without_children.iter() {
|
||||
debug!("cleaning up emptied spawned scene instance");
|
||||
commands.entity(entity).despawn_recursive();
|
||||
commands.entity(original).remove::<SpawnHere>();
|
||||
commands.entity(original).remove::<Spawned>();
|
||||
commands.entity(original).remove::<Handle<Scene>>();
|
||||
commands.entity(root_entity).despawn_recursive();
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
[package]
|
||||
name = "bevy_gltf_components"
|
||||
version = "0.2.0"
|
||||
version = "0.2.1"
|
||||
authors = ["Mark 'kaosat-dev' Moissette"]
|
||||
description = "Allows you to define [Bevy](https://bevyengine.org/) components direclty inside gltf files and instanciate the components on the Bevy side."
|
||||
homepage = "https://github.com/kaosat-dev/Blender_bevy_components_workflow"
|
||||
|
|
|
@ -10,7 +10,7 @@ use bevy::reflect::{Reflect, TypeInfo, TypeRegistry};
|
|||
use bevy::scene::Scene;
|
||||
use bevy::utils::HashMap;
|
||||
use bevy::{
|
||||
log::{debug, info, warn},
|
||||
log::{debug, warn},
|
||||
prelude::{Assets, Name, Parent, ResMut},
|
||||
};
|
||||
|
||||
|
@ -252,5 +252,5 @@ pub fn gltf_extras_to_components(
|
|||
}
|
||||
}
|
||||
}
|
||||
info!("done injecting components from gltf_extras /n");
|
||||
debug!("done injecting components from gltf_extras");
|
||||
}
|
||||
|
|
|
@ -0,0 +1,18 @@
|
|||
[package]
|
||||
name = "bevy_gltf_save_load"
|
||||
version = "0.1.0"
|
||||
authors = ["Mark 'kaosat-dev' Moissette"]
|
||||
description = "Save & load your bevy games"
|
||||
homepage = "https://github.com/kaosat-dev/Blender_bevy_components_workflow"
|
||||
repository = "https://github.com/kaosat-dev/Blender_bevy_components_workflow"
|
||||
keywords = ["gamedev", "bevy", "save", "load", "serialize"]
|
||||
categories = ["game-development"]
|
||||
edition = "2021"
|
||||
license = "MIT OR Apache-2.0"
|
||||
|
||||
[dev-dependencies]
|
||||
bevy = { version = "0.12", default-features = false, features = ["bevy_asset", "bevy_scene", "bevy_gltf"] }
|
||||
|
||||
[dependencies]
|
||||
bevy = { version = "0.12", default-features = false, features = ["bevy_asset", "bevy_scene", "bevy_gltf"] }
|
||||
bevy_gltf_blueprints = "0.6"
|
|
@ -0,0 +1,4 @@
|
|||
This crate is available under either:
|
||||
|
||||
* The [MIT License](./LICENSE_MIT)
|
||||
* The [Apache License, Version 2.0](./LICENSE_APACHE)
|
|
@ -0,0 +1,201 @@
|
|||
Apache License
|
||||
Version 2.0, January 2004
|
||||
http://www.apache.org/licenses/
|
||||
|
||||
TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
|
||||
|
||||
1. Definitions.
|
||||
|
||||
"License" shall mean the terms and conditions for use, reproduction,
|
||||
and distribution as defined by Sections 1 through 9 of this document.
|
||||
|
||||
"Licensor" shall mean the copyright owner or entity authorized by
|
||||
the copyright owner that is granting the License.
|
||||
|
||||
"Legal Entity" shall mean the union of the acting entity and all
|
||||
other entities that control, are controlled by, or are under common
|
||||
control with that entity. For the purposes of this definition,
|
||||
"control" means (i) the power, direct or indirect, to cause the
|
||||
direction or management of such entity, whether by contract or
|
||||
otherwise, or (ii) ownership of fifty percent (50%) or more of the
|
||||
outstanding shares, or (iii) beneficial ownership of such entity.
|
||||
|
||||
"You" (or "Your") shall mean an individual or Legal Entity
|
||||
exercising permissions granted by this License.
|
||||
|
||||
"Source" form shall mean the preferred form for making modifications,
|
||||
including but not limited to software source code, documentation
|
||||
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|
||||
|
||||
"Object" form shall mean any form resulting from mechanical
|
||||
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|
||||
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|
||||
and conversions to other media types.
|
||||
|
||||
"Work" shall mean the work of authorship, whether in Source or
|
||||
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|
||||
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|
||||
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|
||||
|
||||
"Derivative Works" shall mean any work, whether in Source or Object
|
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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||||
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|
||||
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|
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|
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|
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|
||||
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|
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||||
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||||
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|
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|
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|
||||
2. Grant of Copyright License. Subject to the terms and conditions of
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|
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|
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
You may add Your own copyright statement to Your modifications and
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||||
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|
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|
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|
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Notwithstanding the above, nothing herein shall supersede or modify
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|
||||
END OF TERMS AND CONDITIONS
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||||
|
||||
APPENDIX: How to apply the Apache License to your work.
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||||
|
||||
To apply the Apache License to your work, attach the following
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|
||||
Copyright [2023] [Mark "kaosat-dev" Moissette]
|
||||
|
||||
Licensed under the Apache License, Version 2.0 (the "License");
|
||||
you may not use this file except in compliance with the License.
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||||
You may obtain a copy of the License at
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||||
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Unless required by applicable law or agreed to in writing, software
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See the License for the specific language governing permissions and
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||||
limitations under the License.
|
|
@ -0,0 +1,21 @@
|
|||
MIT License
|
||||
|
||||
Copyright (c) 2023 Mark "kaosat-dev" Moissette
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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||||
The above copyright notice and this permission notice shall be included in all
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
|
@ -0,0 +1,312 @@
|
|||
[![Crates.io](https://img.shields.io/crates/v/bevy_gltf_save_load)](https://crates.io/crates/bevy_gltf_save_load)
|
||||
[![Docs](https://img.shields.io/docsrs/bevy_gltf_save_load)](https://docs.rs/bevy_gltf_save_load/latest/bevy_gltf_save_load/)
|
||||
[![License](https://img.shields.io/crates/l/bevy_gltf_save_load)](https://github.com/kaosat-dev/Blender_bevy_components_workflow/blob/main/crates/bevy_gltf_save_load/License.md)
|
||||
[![Bevy tracking](https://img.shields.io/badge/Bevy%20tracking-released%20version-lightblue)](https://github.com/bevyengine/bevy/blob/main/docs/plugins_guidelines.md#main-branch-tracking)
|
||||
|
||||
# bevy_gltf_save_load
|
||||
|
||||
Built upon [bevy_gltf_blueprints](https://crates.io/crates/bevy_gltf_blueprints) this crate adds the ability to easilly **save** and **load** your game worlds for [Bevy](https://bevyengine.org/) .
|
||||
|
||||
* leverages blueprints & seperation between
|
||||
* **dynamic** entities : entities that can change during the lifetime of your app/game
|
||||
* **static** entities : entities that do NOT change (typically, a part of your levels/ environements)
|
||||
* and allows allow for :
|
||||
* a simple save/load workflow thanks to the above
|
||||
* ability to specify **which entities** to save or to exclude
|
||||
* ability to specify **which components** to save or to exclude
|
||||
* ability to specify **which resources** to save or to exclude
|
||||
* small(er) save files (only a portion of the entities is saved)
|
||||
|
||||
Particularly useful when using [Blender](https://www.blender.org/) as an editor for the [Bevy](https://bevyengine.org/) game engine, combined with the [Blender plugin](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/tools/gltf_auto_export) that does a lot of the work for you (including spliting generating seperate gltf files for your static vs dynamic assets)
|
||||
|
||||
|
||||
A bit of heads up:
|
||||
|
||||
* very opinionated !
|
||||
* still in the early stages & not 100% feature complete
|
||||
* fun fact: as the static level structure is stored seperatly, you can change your level layout & **still** reload an existing save file
|
||||
|
||||
|
||||
## Usage
|
||||
|
||||
Here's a minimal usage example:
|
||||
|
||||
```toml
|
||||
# Cargo.toml
|
||||
[dependencies]
|
||||
bevy="0.12"
|
||||
bevy_gltf_save_load = "0.1"
|
||||
bevy_gltf_blueprints = "0.6" // also needed
|
||||
```
|
||||
|
||||
```rust no_run
|
||||
use bevy::prelude::*;
|
||||
use bevy_gltf_save_load::*;
|
||||
|
||||
fn main() {
|
||||
App::new()
|
||||
.add_plugins((
|
||||
DefaultPlugins,
|
||||
SaveLoadPlugin::default()
|
||||
))
|
||||
.run();
|
||||
}
|
||||
|
||||
|
||||
|
||||
// add a system to trigger saving
|
||||
pub fn request_save(
|
||||
mut save_requests: EventWriter<SaveRequest>,
|
||||
keycode: Res<Input<KeyCode>>,
|
||||
)
|
||||
{
|
||||
if keycode.just_pressed(KeyCode::S) {
|
||||
save_requests.send(SaveRequest {
|
||||
path: "save.scn.ron".into(),
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
// add a system to trigger loading
|
||||
pub fn request_load(
|
||||
mut load_requests: EventWriter<LoadRequest>,
|
||||
keycode: Res<Input<KeyCode>>,
|
||||
)
|
||||
{
|
||||
if keycode.just_pressed(KeyCode::L) {
|
||||
save_requests.send(LoadRequest {
|
||||
path: "save.scn.ron".into(),
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
// setting up your world
|
||||
// on initial setup, the static entities & the dynamic entities are kept seperate for clarity & loaded as blueprints from 2 seperate files
|
||||
pub fn setup_game(
|
||||
mut commands: Commands,
|
||||
mut next_game_state: ResMut<NextState<GameState>>,
|
||||
) {
|
||||
info!("setting up game world");
|
||||
// here we actually spawn our game world/level
|
||||
let world_root = commands
|
||||
.spawn((
|
||||
Name::from("world"),
|
||||
GameWorldTag,
|
||||
InAppRunning,
|
||||
TransformBundle::default(),
|
||||
InheritedVisibility::default(),
|
||||
))
|
||||
.id();
|
||||
|
||||
// and we fill it with static entities
|
||||
let static_data = commands
|
||||
.spawn((
|
||||
Name::from("static"),
|
||||
BluePrintBundle {
|
||||
blueprint: BlueprintName("World".to_string()),
|
||||
..Default::default()
|
||||
},
|
||||
StaticEntitiesRoot,
|
||||
Library("models".into())
|
||||
))
|
||||
.id();
|
||||
|
||||
// and we fill it with dynamic entities
|
||||
let dynamic_data = commands
|
||||
.spawn((
|
||||
Name::from("dynamic"),
|
||||
BluePrintBundle {
|
||||
blueprint: BlueprintName("World_dynamic".to_string()),
|
||||
..Default::default()
|
||||
},
|
||||
DynamicEntitiesRoot,
|
||||
NoInBlueprint,
|
||||
Library("models".into())
|
||||
))
|
||||
.id();
|
||||
commands.entity(world_root).add_child(static_data);
|
||||
commands.entity(world_root).add_child(dynamic_data);
|
||||
|
||||
next_game_state.set(GameState::InGame)
|
||||
}
|
||||
|
||||
|
||||
```
|
||||
|
||||
take a look at the [example]('https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_save_load/basic/src/game/mod.rs) for more clarity
|
||||
|
||||
|
||||
## Installation
|
||||
|
||||
Add the following to your `[dependencies]` section in `Cargo.toml`:
|
||||
|
||||
```toml
|
||||
bevy_gltf_save_load = "0.1"
|
||||
bevy_gltf_blueprints = "0.6" // also needed, as bevy_gltf_save_load does not re-export it at this time
|
||||
|
||||
```
|
||||
|
||||
Or use `cargo add`:
|
||||
|
||||
```toml
|
||||
cargo add bevy_gltf_save_load
|
||||
```
|
||||
|
||||
## Setup
|
||||
|
||||
```rust no_run
|
||||
use bevy::prelude::*;
|
||||
use bevy_gltf_save_load::*;
|
||||
|
||||
fn main() {
|
||||
App::new()
|
||||
.add_plugins((
|
||||
DefaultPlugins
|
||||
SaveLoadPlugin::default()
|
||||
))
|
||||
.run();
|
||||
}
|
||||
|
||||
```
|
||||
|
||||
you likely need to configure your settings (otherwise, not much will be saved)
|
||||
|
||||
```rust no_run
|
||||
use bevy::prelude::*;
|
||||
use bevy_gltf_save_load::*;
|
||||
|
||||
fn main() {
|
||||
App::new()
|
||||
.add_plugins((
|
||||
DefaultPlugins,
|
||||
SaveLoadPlugin {
|
||||
save_path: "scenes".into(), // where do we save files to (under assets for now) defaults to "scenes"
|
||||
component_filter: SceneFilter::Allowlist(HashSet::from([ // this is using Bevy's build in SceneFilter, you can compose what components you want to allow/deny
|
||||
TypeId::of::<Name>(),
|
||||
TypeId::of::<Transform>(),
|
||||
TypeId::of::<Velocity>(),
|
||||
// and any other commponent you want to include/exclude
|
||||
])),
|
||||
resource_filter: SceneFilter::deny_all(), // same logic as above, but for resources : also be careful & remember to register your resources !
|
||||
..Default::default()
|
||||
},
|
||||
// you need to configure the blueprints plugin as well (might be pre_configured in the future, but for now you need to do it manually)
|
||||
BlueprintsPlugin {
|
||||
library_folder: "models/library".into(),
|
||||
format: GltfFormat::GLB,
|
||||
aabbs: true,
|
||||
..Default::default()
|
||||
},
|
||||
))
|
||||
.run();
|
||||
}
|
||||
|
||||
```
|
||||
### How to make sure your entites will be saved
|
||||
|
||||
- only entites that have a **Dynamic** component will be saved ! (the component is provided as part of the crate)
|
||||
- you can either add that component at runtime or have it baked-in in the Blueprint
|
||||
|
||||
### Component Filter:
|
||||
|
||||
- by default only the following components are going to be saved
|
||||
- **Parent**
|
||||
- **Children**
|
||||
- **BlueprintName** : part of bevy_gltf_blueprints, used under the hood
|
||||
- **SpawnHere** :part of bevy_gltf_blueprints, used under the hood
|
||||
- **Dynamic** : included in this crate, allows you to tag components as dynamic aka saveable ! Use this to make sure your entities are saved !
|
||||
|
||||
- you **CANNOT** remove these as they are part of the boilerplate
|
||||
- you **CAN** add however many other components you want, allow them all etc as you see fit
|
||||
- you can find more information about the SceneFilter object [here](https://bevyengine.org/news/bevy-0-11/#scene-filtering) and [here](https://docs.rs/bevy/latest/bevy/scene/enum.SceneFilter.html)
|
||||
|
||||
|
||||
## Events
|
||||
|
||||
|
||||
- to trigger **saving** use the ```SaveRequest``` event
|
||||
```rust no_run
|
||||
// add a system to trigger saving
|
||||
pub fn request_save(
|
||||
mut save_requests: EventWriter<SaveRequest>,
|
||||
keycode: Res<Input<KeyCode>>,
|
||||
)
|
||||
{
|
||||
if keycode.just_pressed(KeyCode::S) {
|
||||
save_requests.send(SaveRequest {
|
||||
path: "save.scn.ron".into(),
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
```
|
||||
|
||||
|
||||
- to trigger **loading** use the ```LoadRequest``` event
|
||||
|
||||
```rust no_run
|
||||
// add a system to trigger saving
|
||||
pub fn request_load(
|
||||
mut load_requests: EventWriter<LoadRequest>,
|
||||
keycode: Res<Input<KeyCode>>,
|
||||
)
|
||||
{
|
||||
if keycode.just_pressed(KeyCode::L) {
|
||||
save_requests.send(LoadRequest {
|
||||
path: "save.scn.ron".into(),
|
||||
})
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
- you also notified when saving / loading is done
|
||||
- ```SavingFinished``` for saving
|
||||
- ```LoadingFinished``` for loading
|
||||
|
||||
> Note: I **highly** recomend you change states when you start/finish saving & loading, otherwise things **will** get unpredictable
|
||||
Please see [the example]('https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_save_load/basic/src/game/mod.rs#77') for this.
|
||||
|
||||
## Additional notes
|
||||
|
||||
- the name + path of the **static** level blueprint/gltf file will be saved as part of the save file, and reused to dynamically
|
||||
load the correct static assets, which is necessary when you have multiple levels, and thus all required information to reload a save is contained within the save
|
||||
|
||||
## SystemSet
|
||||
|
||||
For convenience ```bevy_gltf_save_load``` provides two **SystemSets**
|
||||
- [```LoadingSet```](./src/lib.rs#19)
|
||||
- [```SavingSet```](./src/lib.rs#24)
|
||||
|
||||
|
||||
## Examples
|
||||
|
||||
Highly advised to get a better understanding of how things work !
|
||||
To get started I recomend looking at
|
||||
|
||||
- [world setup]('https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_save_load/basic/src/game/in_game.rs#13')
|
||||
- [various events & co]('https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_save_load/basic/src/game/mod.rs#77')
|
||||
|
||||
|
||||
All examples are here:
|
||||
|
||||
- https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_save_load/basic
|
||||
|
||||
|
||||
## Compatible Bevy versions
|
||||
|
||||
The main branch is compatible with the latest Bevy release, while the branch `bevy_main` tries to track the `main` branch of Bevy (PRs updating the tracked commit are welcome).
|
||||
|
||||
Compatibility of `bevy_gltf_save_load` versions:
|
||||
| `bevy_gltf_save_load` | `bevy` |
|
||||
| :-- | :-- |
|
||||
| `0.1 ` | `0.12` |
|
||||
| branch `main` | `0.12` |
|
||||
| branch `bevy_main` | `main` |
|
||||
|
||||
|
||||
## License
|
||||
|
||||
This crate, all its code, contents & assets is Dual-licensed under either of
|
||||
|
||||
- Apache License, Version 2.0, ([LICENSE-APACHE](./LICENSE_APACHE.md) or https://www.apache.org/licenses/LICENSE-2.0)
|
||||
- MIT license ([LICENSE-MIT](./LICENSE_MIT.md) or https://opensource.org/licenses/MIT)
|
|
@ -0,0 +1,216 @@
|
|||
use gltf_json as json;
|
||||
use json::camera::Type;
|
||||
use json::validation::{Checked, Validate};
|
||||
use serde_json::value::{to_raw_value, RawValue};
|
||||
use serde::Serialize;
|
||||
use bevy::reflect::TypeRegistryArc;
|
||||
|
||||
|
||||
#[derive(Clone, Copy, Debug, Eq, Hash, PartialEq)]
|
||||
enum Output {
|
||||
/// Output standard glTF.
|
||||
Standard,
|
||||
|
||||
/// Output binary glTF.
|
||||
Binary,
|
||||
}
|
||||
#[derive(Serialize)]
|
||||
struct MyExtraData {
|
||||
a: u32,
|
||||
b: u32,
|
||||
BlueprintName: String,
|
||||
SpawnHere: String,
|
||||
}
|
||||
|
||||
/*
|
||||
pub fn serialize_gltf_inner<S>(serialize: S) -> Result<String, json::Error>
|
||||
where
|
||||
S: Serialize,
|
||||
{
|
||||
let pretty_config = ron::ser::PrettyConfig::default()
|
||||
.indentor(" ".to_string())
|
||||
.new_line("\n".to_string());
|
||||
ron::ser::to_string_pretty(&serialize, pretty_config)
|
||||
}*/
|
||||
|
||||
pub fn serialize_gltf(scene:&DynamicScene, registry: &TypeRegistryArc) {
|
||||
|
||||
}
|
||||
|
||||
pub fn save_game(
|
||||
world: &mut World,
|
||||
) {
|
||||
|
||||
let mut save_path:String = "".into();
|
||||
let mut events = world
|
||||
.resource_mut::<Events<SaveRequest>>();
|
||||
for event in events.get_reader().read(&events) {
|
||||
info!("SAVE EVENT !! {:?}", event);
|
||||
save_path = event.path.clone();
|
||||
}
|
||||
info!("SAVING TO {}", save_path);
|
||||
events.clear();
|
||||
|
||||
let saveable_entities: Vec<Entity> = world
|
||||
.query_filtered::<Entity, With<Dynamic>>()
|
||||
.iter(world)
|
||||
.collect();
|
||||
|
||||
debug!("saveable entities {}", saveable_entities.len());
|
||||
|
||||
let components = HashSet::from([
|
||||
TypeId::of::<Name>(),
|
||||
TypeId::of::<Transform>(),
|
||||
TypeId::of::<Velocity>() ,
|
||||
TypeId::of::<BlueprintName>(),
|
||||
TypeId::of::<SpawnHere>(),
|
||||
TypeId::of::<Dynamic>(),
|
||||
|
||||
|
||||
|
||||
TypeId::of::<Camera>(),
|
||||
TypeId::of::<Camera3d>(),
|
||||
TypeId::of::<Tonemapping>(),
|
||||
TypeId::of::<CameraTrackingOffset>(),
|
||||
TypeId::of::<Projection>(),
|
||||
TypeId::of::<CameraRenderGraph>(),
|
||||
TypeId::of::<Frustum>(),
|
||||
TypeId::of::<GlobalTransform>(),
|
||||
TypeId::of::<VisibleEntities>(),
|
||||
|
||||
TypeId::of::<Pickable>(),
|
||||
|
||||
|
||||
|
||||
]);
|
||||
|
||||
let filter = SceneFilter::Allowlist(components);
|
||||
|
||||
|
||||
let mut scene_builder = DynamicSceneBuilder::from_world(world).with_filter(filter);
|
||||
|
||||
let dyn_scene = scene_builder
|
||||
|
||||
|
||||
/* .allow::<Transform>()
|
||||
.allow::<Velocity>()
|
||||
.allow::<BlueprintName>()*/
|
||||
|
||||
/* .deny::<Children>()
|
||||
.deny::<Parent>()
|
||||
.deny::<InheritedVisibility>()
|
||||
.deny::<Visibility>()
|
||||
.deny::<GltfExtras>()
|
||||
.deny::<GlobalTransform>()
|
||||
.deny::<Collider>()
|
||||
.deny::<RigidBody>()
|
||||
.deny::<Saveable>()
|
||||
// camera stuff
|
||||
.deny::<Camera>()
|
||||
.deny::<CameraRenderGraph>()
|
||||
.deny::<Camera3d>()
|
||||
.deny::<Clusters>()
|
||||
.deny::<VisibleEntities>()
|
||||
.deny::<VisiblePointLights>()
|
||||
//.deny::<HasGizmoMarker>()
|
||||
*/
|
||||
.extract_entities(saveable_entities.into_iter())
|
||||
.build();
|
||||
|
||||
let serialized_scene = dyn_scene
|
||||
.serialize_ron(world.resource::<AppTypeRegistry>())
|
||||
.unwrap();
|
||||
|
||||
let mut root = gltf_json::Root::default();
|
||||
|
||||
// unfortunatly, not available yet
|
||||
/*let node = root.push(json::Node {
|
||||
//mesh: Some(mesh),
|
||||
..Default::default()
|
||||
});
|
||||
|
||||
root.push(json::Scene {
|
||||
extensions: Default::default(),
|
||||
extras: Default::default(),
|
||||
name: None,
|
||||
nodes: vec![node],
|
||||
});*/
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
let camera = json::camera::Perspective{
|
||||
aspect_ratio: Some(0.5),
|
||||
yfov: 32.0,
|
||||
zfar: Some(30.),
|
||||
znear: 0.0,
|
||||
extensions: None,
|
||||
extras: None
|
||||
};
|
||||
/*let camera = json::Camera{
|
||||
name:Some("Camera".into()),
|
||||
orthographic: None,
|
||||
perspective:None,
|
||||
extensions: None,
|
||||
extras: None,
|
||||
type_: Checked<Type::Perspective>,
|
||||
};*/
|
||||
let gna = to_raw_value(&MyExtraData { a: 1, b: 2, BlueprintName: "Foo".into(), SpawnHere:"".into() }).unwrap() ;
|
||||
let node = json::Node {
|
||||
camera: None,//Some(camera),
|
||||
children: None,
|
||||
extensions: None,
|
||||
extras: Some(gna),
|
||||
matrix: None,
|
||||
mesh:None,
|
||||
name: Some("yeah".into()),
|
||||
rotation: None,
|
||||
scale: None,
|
||||
translation: Some([0.5, 10.0 ,-100.]),
|
||||
skin: None,
|
||||
weights: None
|
||||
// mesh: Some(json::Index::new(0)),
|
||||
//..Default::default()
|
||||
};
|
||||
|
||||
let root = json::Root {
|
||||
accessors: vec![], //[positions, colors],
|
||||
buffers: vec![],
|
||||
buffer_views: vec![],
|
||||
meshes: vec![],
|
||||
nodes: vec![node],
|
||||
scenes: vec![json::Scene {
|
||||
extensions: Default::default(),
|
||||
extras: Default::default(),
|
||||
name: Some("Foo".to_string()),
|
||||
nodes: vec![json::Index::new(0)],
|
||||
}],
|
||||
..Default::default()
|
||||
};
|
||||
|
||||
|
||||
|
||||
|
||||
let gltf_save_name = "test.gltf";
|
||||
let writer = fs::File::create(format!("assets/scenes/{gltf_save_name}") ).expect("I/O error");
|
||||
json::serialize::to_writer_pretty(writer, &root).expect("Serialization error");
|
||||
|
||||
// let bin = to_padded_byte_vector(triangle_vertices);
|
||||
// let mut writer = fs::File::create("triangle/buffer0.bin").expect("I/O error");
|
||||
// writer.write_all(&bin).expect("I/O error");
|
||||
|
||||
|
||||
#[cfg(not(target_arch = "wasm32"))]
|
||||
IoTaskPool::get()
|
||||
.spawn(async move {
|
||||
// Write the scene RON data to file
|
||||
File::create(format!("assets/scenes/{save_path}"))
|
||||
.and_then(|mut file| file.write(serialized_scene.as_bytes()))
|
||||
.expect("Error while writing scene to file");
|
||||
|
||||
|
||||
|
||||
})
|
||||
.detach();
|
||||
}
|
|
@ -0,0 +1,108 @@
|
|||
pub mod saveable;
|
||||
use std::path::PathBuf;
|
||||
|
||||
pub use saveable::*;
|
||||
|
||||
pub mod saving;
|
||||
pub use saving::*;
|
||||
|
||||
pub mod loading;
|
||||
pub use loading::*;
|
||||
|
||||
use bevy::core_pipeline::core_3d::{Camera3dDepthTextureUsage, ScreenSpaceTransmissionQuality};
|
||||
use bevy::prelude::*;
|
||||
use bevy::prelude::{App, IntoSystemConfigs, Plugin};
|
||||
use bevy_gltf_blueprints::GltfBlueprintsSet;
|
||||
|
||||
#[derive(SystemSet, Debug, Hash, PartialEq, Eq, Clone)]
|
||||
pub enum SavingSet {
|
||||
Save,
|
||||
}
|
||||
|
||||
#[derive(SystemSet, Debug, Hash, PartialEq, Eq, Clone)]
|
||||
pub enum LoadingSet {
|
||||
Load,
|
||||
}
|
||||
|
||||
// Plugin configuration
|
||||
|
||||
#[derive(Clone, Resource)]
|
||||
pub struct SaveLoadConfig {
|
||||
pub(crate) save_path: PathBuf,
|
||||
pub(crate) component_filter: SceneFilter,
|
||||
pub(crate) resource_filter: SceneFilter,
|
||||
}
|
||||
|
||||
// define the plugin
|
||||
|
||||
pub struct SaveLoadPlugin {
|
||||
pub component_filter: SceneFilter,
|
||||
pub resource_filter: SceneFilter,
|
||||
pub save_path: PathBuf,
|
||||
}
|
||||
|
||||
impl Default for SaveLoadPlugin {
|
||||
fn default() -> Self {
|
||||
Self {
|
||||
component_filter: SceneFilter::default(),
|
||||
resource_filter: SceneFilter::default(),
|
||||
save_path: PathBuf::from("scenes"),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Component, Reflect, Debug, Default)]
|
||||
#[reflect(Component)]
|
||||
pub struct StaticEntitiesRoot;
|
||||
|
||||
#[derive(Component, Reflect, Debug, Default)]
|
||||
#[reflect(Component)]
|
||||
pub struct DynamicEntitiesRoot;
|
||||
|
||||
impl Plugin for SaveLoadPlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
app.register_type::<Dynamic>()
|
||||
.register_type::<StaticEntitiesRoot>()
|
||||
// TODO: remove these in bevy 0.13, as these are now registered by default
|
||||
.register_type::<Camera3dDepthTextureUsage>()
|
||||
.register_type::<ScreenSpaceTransmissionQuality>()
|
||||
.register_type::<StaticEntitiesStorage>()
|
||||
.add_event::<SaveRequest>()
|
||||
.add_event::<LoadRequest>()
|
||||
.add_event::<LoadingFinished>()
|
||||
.add_event::<SavingFinished>()
|
||||
.insert_resource(SaveLoadConfig {
|
||||
save_path: self.save_path.clone(),
|
||||
|
||||
component_filter: self.component_filter.clone(),
|
||||
resource_filter: self.resource_filter.clone(),
|
||||
})
|
||||
.configure_sets(
|
||||
Update,
|
||||
(LoadingSet::Load).chain().before(GltfBlueprintsSet::Spawn), //.before(GltfComponentsSet::Injection)
|
||||
)
|
||||
.add_systems(
|
||||
PreUpdate,
|
||||
(prepare_save_game, apply_deferred, save_game, cleanup_save)
|
||||
.chain()
|
||||
.run_if(should_save),
|
||||
)
|
||||
.add_systems(Update, mark_load_requested)
|
||||
.add_systems(
|
||||
Update,
|
||||
(unload_world, apply_deferred, load_game)
|
||||
.chain()
|
||||
.run_if(resource_exists::<LoadRequested>())
|
||||
.run_if(not(resource_exists::<LoadFirstStageDone>()))
|
||||
.in_set(LoadingSet::Load),
|
||||
)
|
||||
.add_systems(
|
||||
Update,
|
||||
(load_static, apply_deferred, cleanup_loaded_scene)
|
||||
.chain()
|
||||
.run_if(resource_exists::<LoadFirstStageDone>())
|
||||
// .run_if(in_state(AppState::LoadingGame))
|
||||
.in_set(LoadingSet::Load),
|
||||
);
|
||||
}
|
||||
}
|
|
@ -0,0 +1,156 @@
|
|||
use bevy::{prelude::*, scene::SceneInstance};
|
||||
use bevy_gltf_blueprints::{BluePrintBundle, BlueprintName, GameWorldTag, Library};
|
||||
use std::path::Path;
|
||||
|
||||
use crate::{DynamicEntitiesRoot, SaveLoadConfig, StaticEntitiesRoot, StaticEntitiesStorage};
|
||||
|
||||
#[derive(Event)]
|
||||
pub struct LoadRequest {
|
||||
pub path: String,
|
||||
}
|
||||
|
||||
#[derive(Event)]
|
||||
pub struct LoadingFinished;
|
||||
|
||||
#[derive(Resource, Default)]
|
||||
pub struct LoadRequested {
|
||||
pub path: String,
|
||||
}
|
||||
|
||||
#[derive(Resource, Default)]
|
||||
pub(crate) struct LoadFirstStageDone;
|
||||
|
||||
#[derive(Component, Reflect, Debug, Default)]
|
||||
#[reflect(Component)]
|
||||
pub(crate) struct CleanupScene;
|
||||
|
||||
/// helper system that "converts" loadRequest events to LoadRequested resources
|
||||
pub(crate) fn mark_load_requested(
|
||||
mut load_requests: EventReader<LoadRequest>,
|
||||
mut commands: Commands,
|
||||
) {
|
||||
let mut save_path: String = "".into();
|
||||
for load_request in load_requests.read() {
|
||||
if load_request.path != "" {
|
||||
save_path = load_request.path.clone();
|
||||
}
|
||||
}
|
||||
if save_path != "" {
|
||||
commands.insert_resource(LoadRequested { path: save_path });
|
||||
}
|
||||
}
|
||||
|
||||
// TODO: replace with generic despawner ?
|
||||
pub(crate) fn unload_world(mut commands: Commands, gameworlds: Query<Entity, With<GameWorldTag>>) {
|
||||
for e in gameworlds.iter() {
|
||||
info!("--loading: despawn old world/level");
|
||||
commands.entity(e).despawn_recursive();
|
||||
}
|
||||
}
|
||||
|
||||
pub(crate) fn load_game(
|
||||
mut commands: Commands,
|
||||
asset_server: Res<AssetServer>,
|
||||
load_request: Res<LoadRequested>,
|
||||
save_load_config: Res<SaveLoadConfig>,
|
||||
) {
|
||||
info!("--loading: load dynamic data");
|
||||
let save_path = load_request.path.clone();
|
||||
let save_path = Path::new(&save_load_config.save_path).join(Path::new(save_path.as_str()));
|
||||
|
||||
info!("LOADING FROM {:?}", save_path);
|
||||
|
||||
let world_root = commands
|
||||
.spawn((
|
||||
bevy::prelude::Name::from("world"),
|
||||
GameWorldTag,
|
||||
TransformBundle::default(),
|
||||
InheritedVisibility::default(),
|
||||
))
|
||||
.id();
|
||||
|
||||
// and we fill it with dynamic data
|
||||
// let input = std::fs::read(&path)?;
|
||||
let dynamic_data = commands
|
||||
.spawn((
|
||||
DynamicSceneBundle {
|
||||
scene: asset_server.load(save_path),
|
||||
..default()
|
||||
},
|
||||
bevy::prelude::Name::from("dynamic"),
|
||||
DynamicEntitiesRoot,
|
||||
))
|
||||
.id();
|
||||
|
||||
// commands.entity(world_root).add_child(static_data);
|
||||
commands.entity(world_root).add_child(dynamic_data);
|
||||
|
||||
commands.insert_resource(LoadFirstStageDone);
|
||||
|
||||
info!("--loading: loaded dynamic data");
|
||||
}
|
||||
|
||||
pub(crate) fn load_static(
|
||||
dynamic_worlds: Query<Entity, With<SceneInstance>>,
|
||||
world_root: Query<Entity, With<GameWorldTag>>,
|
||||
mut commands: Commands,
|
||||
mut loading_finished: EventWriter<LoadingFinished>,
|
||||
|
||||
static_entities: Option<Res<StaticEntitiesStorage>>,
|
||||
) {
|
||||
if let Some(info) = static_entities {
|
||||
info!("--loading static data {:?}", info.name);
|
||||
let static_data = commands
|
||||
.spawn((
|
||||
Name::from("static"),
|
||||
BluePrintBundle {
|
||||
blueprint: BlueprintName(info.name.clone()),
|
||||
..Default::default()
|
||||
},
|
||||
StaticEntitiesRoot,
|
||||
))
|
||||
.id();
|
||||
|
||||
if info.library_path != "" {
|
||||
commands
|
||||
.entity(static_data)
|
||||
.insert(Library(info.library_path.clone().into()));
|
||||
}
|
||||
|
||||
let world_root = world_root.get_single().unwrap();
|
||||
commands.entity(world_root).add_child(static_data);
|
||||
|
||||
info!("--loading: loaded static data");
|
||||
for entity in dynamic_worlds.iter() {
|
||||
commands.entity(entity).insert(
|
||||
CleanupScene, // we mark this scene as needing a cleanup
|
||||
);
|
||||
}
|
||||
|
||||
loading_finished.send(LoadingFinished);
|
||||
}
|
||||
}
|
||||
|
||||
pub(crate) fn cleanup_loaded_scene(
|
||||
loaded_scenes: Query<
|
||||
Entity,
|
||||
(
|
||||
Added<CleanupScene>,
|
||||
With<SceneInstance>,
|
||||
With<DynamicEntitiesRoot>,
|
||||
),
|
||||
>,
|
||||
mut commands: Commands,
|
||||
) {
|
||||
for loaded_scene in loaded_scenes.iter() {
|
||||
info!("REMOVING DynamicScene");
|
||||
commands
|
||||
.entity(loaded_scene)
|
||||
.remove::<Handle<DynamicScene>>()
|
||||
.remove::<SceneInstance>()
|
||||
.remove::<CleanupScene>();
|
||||
|
||||
commands.remove_resource::<LoadRequested>();
|
||||
commands.remove_resource::<LoadFirstStageDone>();
|
||||
}
|
||||
}
|
|
@ -0,0 +1,6 @@
|
|||
use bevy::prelude::*;
|
||||
|
||||
#[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 Dynamic(pub bool);
|
|
@ -0,0 +1,192 @@
|
|||
use bevy::prelude::*;
|
||||
use bevy::tasks::IoTaskPool;
|
||||
use bevy_gltf_blueprints::{BlueprintName, InBlueprint, Library, SpawnHere};
|
||||
|
||||
use std::fs::File;
|
||||
use std::io::Write;
|
||||
use std::path::Path;
|
||||
|
||||
use crate::{Dynamic, DynamicEntitiesRoot, SaveLoadConfig, StaticEntitiesRoot};
|
||||
|
||||
#[derive(Event, Debug)]
|
||||
pub struct SaveRequest {
|
||||
pub path: String,
|
||||
}
|
||||
|
||||
#[derive(Event)]
|
||||
pub struct SavingFinished;
|
||||
|
||||
pub fn should_save(save_requests: EventReader<SaveRequest>) -> bool {
|
||||
return save_requests.len() > 0;
|
||||
}
|
||||
|
||||
#[derive(Resource, Clone, Debug, Default, Reflect)]
|
||||
#[reflect(Resource)]
|
||||
pub struct StaticEntitiesStorage {
|
||||
pub name: String,
|
||||
pub library_path: String,
|
||||
}
|
||||
|
||||
#[derive(Component, Reflect, Debug, Default)]
|
||||
#[reflect(Component)]
|
||||
/// marker component for entities that do not have parents, or whose parents should be ignored when serializing
|
||||
pub(crate) struct RootEntity;
|
||||
|
||||
#[derive(Component, Debug)]
|
||||
/// internal helper component to store parents before resetting them
|
||||
pub(crate) struct OriginalParent(pub(crate) Entity);
|
||||
|
||||
// any child of dynamic/ saveable entities that is not saveable itself should be removed from the list of children
|
||||
pub(crate) fn prepare_save_game(
|
||||
saveables: Query<Entity, (With<Dynamic>, With<BlueprintName>)>,
|
||||
root_entities: Query<Entity, Or<(With<DynamicEntitiesRoot>, Without<Parent>)>>, // With<DynamicEntitiesRoot>
|
||||
dynamic_entities: Query<(Entity, &Parent, Option<&Children>), With<Dynamic>>,
|
||||
static_entities: Query<(Entity, &BlueprintName, Option<&Library>), With<StaticEntitiesRoot>>,
|
||||
|
||||
mut commands: Commands,
|
||||
) {
|
||||
for entity in saveables.iter() {
|
||||
commands.entity(entity).insert(SpawnHere);
|
||||
}
|
||||
|
||||
for (entity, parent, children) in dynamic_entities.iter() {
|
||||
let parent = parent.get();
|
||||
if root_entities.contains(parent) {
|
||||
commands.entity(entity).insert(RootEntity);
|
||||
}
|
||||
|
||||
if let Some(children) = children {
|
||||
for sub_child in children.iter() {
|
||||
if !dynamic_entities.contains(*sub_child) {
|
||||
commands.entity(*sub_child).insert(OriginalParent(entity));
|
||||
commands.entity(entity).remove_children(&[*sub_child]);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
for (_, blueprint_name, library) in static_entities.iter() {
|
||||
let library_path: String = library
|
||||
.map_or_else(|| "", |l| &l.0.to_str().unwrap())
|
||||
.into();
|
||||
commands.insert_resource(StaticEntitiesStorage {
|
||||
name: blueprint_name.0.clone(),
|
||||
library_path,
|
||||
});
|
||||
}
|
||||
}
|
||||
pub(crate) fn save_game(world: &mut World) {
|
||||
info!("saving");
|
||||
|
||||
let mut save_path: String = "".into();
|
||||
let mut events = world.resource_mut::<Events<SaveRequest>>();
|
||||
|
||||
for event in events.get_reader().read(&events) {
|
||||
info!("SAVE EVENT !! {:?}", event);
|
||||
save_path = event.path.clone();
|
||||
}
|
||||
events.clear();
|
||||
|
||||
let saveable_entities: Vec<Entity> = world
|
||||
.query_filtered::<Entity, (With<Dynamic>, Without<InBlueprint>, Without<RootEntity>)>()
|
||||
.iter(world)
|
||||
.collect();
|
||||
|
||||
let saveable_root_entities: Vec<Entity> = world
|
||||
.query_filtered::<Entity, (With<Dynamic>, Without<InBlueprint>, With<RootEntity>)>()
|
||||
.iter(world)
|
||||
.collect();
|
||||
|
||||
info!("saveable entities {}", saveable_entities.len());
|
||||
info!("saveable root entities {}", saveable_root_entities.len());
|
||||
|
||||
let save_load_config = world
|
||||
.get_resource::<SaveLoadConfig>()
|
||||
.expect("SaveLoadConfig should exist at this stage");
|
||||
|
||||
// we hardcode some of the always allowed types
|
||||
let filter = save_load_config
|
||||
.component_filter
|
||||
.clone()
|
||||
.allow::<Parent>()
|
||||
.allow::<Children>()
|
||||
.allow::<BlueprintName>()
|
||||
.allow::<SpawnHere>()
|
||||
.allow::<Dynamic>();
|
||||
|
||||
// for root entities, it is the same EXCEPT we make sure parents are not included
|
||||
let filter_root = filter.clone().deny::<Parent>();
|
||||
|
||||
let filter_resources = save_load_config
|
||||
.resource_filter
|
||||
.clone()
|
||||
.allow::<StaticEntitiesStorage>();
|
||||
|
||||
// for default stuff
|
||||
let scene_builder = DynamicSceneBuilder::from_world(world)
|
||||
.with_filter(filter.clone())
|
||||
.with_resource_filter(filter_resources.clone());
|
||||
|
||||
let mut dyn_scene = scene_builder
|
||||
.extract_resources()
|
||||
.extract_entities(saveable_entities.clone().into_iter())
|
||||
.remove_empty_entities()
|
||||
.build();
|
||||
|
||||
// for root entities
|
||||
let scene_builder_root = DynamicSceneBuilder::from_world(world)
|
||||
.with_filter(filter_root.clone())
|
||||
.with_resource_filter(filter_resources.clone());
|
||||
|
||||
let mut dyn_scene_root = scene_builder_root
|
||||
.extract_resources()
|
||||
.extract_entities(
|
||||
saveable_root_entities.clone().into_iter(), // .chain(static_world_markers.into_iter()),
|
||||
)
|
||||
.remove_empty_entities()
|
||||
.build();
|
||||
|
||||
dyn_scene.entities.append(&mut dyn_scene_root.entities);
|
||||
// dyn_scene.resources.append(&mut dyn_scene_root.resources);
|
||||
|
||||
let serialized_scene = dyn_scene
|
||||
.serialize_ron(world.resource::<AppTypeRegistry>())
|
||||
.unwrap();
|
||||
|
||||
let save_path = Path::new("assets")
|
||||
.join(&save_load_config.save_path)
|
||||
.join(Path::new(save_path.as_str())); // Path::new(&save_load_config.save_path).join(Path::new(save_path.as_str()));
|
||||
info!("saving game to {:?}", save_path);
|
||||
|
||||
// world.send_event(SavingFinished);
|
||||
|
||||
#[cfg(not(target_arch = "wasm32"))]
|
||||
IoTaskPool::get()
|
||||
.spawn(async move {
|
||||
// Write the scene RON data to file
|
||||
File::create(save_path)
|
||||
.and_then(|mut file| file.write(serialized_scene.as_bytes()))
|
||||
.expect("Error while writing save to file");
|
||||
})
|
||||
.detach();
|
||||
}
|
||||
|
||||
pub(crate) fn cleanup_save(
|
||||
needs_parent_reset: Query<(Entity, &OriginalParent)>,
|
||||
mut saving_finished: EventWriter<SavingFinished>,
|
||||
mut commands: Commands,
|
||||
) {
|
||||
for (entity, original_parent) in needs_parent_reset.iter() {
|
||||
commands.entity(original_parent.0).add_child(entity);
|
||||
}
|
||||
commands.remove_resource::<StaticEntitiesStorage>();
|
||||
saving_finished.send(SavingFinished);
|
||||
}
|
||||
/*
|
||||
pub(crate) fn cleanup_save(mut world: &mut World) {
|
||||
|
||||
let mut query = world.query::<(Entity, &OriginalParent)>();
|
||||
for (mut entity, original_parent) in query.iter_mut(&mut world) {
|
||||
let e = world.entity_mut(original_parent.0);
|
||||
// .add_child(entity);
|
||||
}
|
||||
}*/
|
|
@ -72,13 +72,12 @@ pub fn spawn_test(
|
|||
.spawn((
|
||||
BluePrintBundle {
|
||||
blueprint: BlueprintName("Fox".to_string()),
|
||||
transform: TransformBundle::from_transform(Transform::from_xyz(x, 0.0, y)),
|
||||
..Default::default()
|
||||
},
|
||||
bevy::prelude::Name::from(format!("Spawned{}", name_index)),
|
||||
// BlueprintName("Health_Pickup".to_string()),
|
||||
// SpawnHere,
|
||||
// TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)),
|
||||
TransformBundle::from_transform(Transform::from_xyz(x, 0.0, y)),
|
||||
Velocity {
|
||||
linvel: Vec3::new(vel_x, vel_y, vel_z),
|
||||
angvel: Vec3::new(0.0, 0.0, 0.0),
|
||||
|
|
|
@ -10,9 +10,6 @@ pub use relationships::*;
|
|||
pub mod physics;
|
||||
pub use physics::*;
|
||||
|
||||
// pub mod save_load;
|
||||
// pub use save_load::*;
|
||||
|
||||
use bevy::prelude::*;
|
||||
use bevy_gltf_blueprints::*;
|
||||
|
||||
|
@ -23,7 +20,6 @@ impl Plugin for CorePlugin {
|
|||
LightingPlugin,
|
||||
CameraPlugin,
|
||||
PhysicsPlugin,
|
||||
// SaveLoadPlugin,
|
||||
BlueprintsPlugin {
|
||||
library_folder: "models/library".into(),
|
||||
format: GltfFormat::GLB,
|
||||
|
|
|
@ -1,218 +0,0 @@
|
|||
use bevy::prelude::*;
|
||||
use bevy_gltf_blueprints::{clone_entity::CloneEntity, GameWorldTag, SpawnHere};
|
||||
|
||||
use crate::{
|
||||
assets::GameAssets,
|
||||
state::{AppState, GameState, InAppRunning},
|
||||
};
|
||||
|
||||
use super::Saveable;
|
||||
|
||||
const SCENE_FILE_PATH: &str = "scenes/save.scn.ron";
|
||||
|
||||
#[derive(Component, Debug)]
|
||||
pub struct TempLoadedSceneMarker;
|
||||
|
||||
#[derive(Component, Debug)]
|
||||
pub struct SaveablesToRemove(Vec<(Entity, Name)>);
|
||||
|
||||
#[derive(Component, Event)]
|
||||
pub struct LoadRequest {
|
||||
pub path: String,
|
||||
}
|
||||
|
||||
pub fn should_load(save_requested_events: EventReader<LoadRequest>) -> bool {
|
||||
return save_requested_events.len() > 0;
|
||||
}
|
||||
|
||||
pub fn load_prepare(
|
||||
mut next_app_state: ResMut<NextState<AppState>>,
|
||||
mut next_game_state: ResMut<NextState<GameState>>,
|
||||
) {
|
||||
next_app_state.set(AppState::LoadingGame);
|
||||
next_game_state.set(GameState::None);
|
||||
info!("--loading: prepare")
|
||||
}
|
||||
|
||||
/// unload the level recursively
|
||||
pub fn _unload_world_old(world: &mut World) {
|
||||
let entities: Vec<Entity> = world
|
||||
// .query_filtered::<Entity, Or<(With<Save>, With<Unload>)>>()
|
||||
.query_filtered::<Entity, With<GameWorldTag>>() // our level/world contains this component
|
||||
.iter(world)
|
||||
.collect();
|
||||
for entity in entities {
|
||||
// Check the entity again in case it was despawned recursively
|
||||
if world.get_entity(entity).is_some() {
|
||||
world.entity_mut(entity).despawn_recursive();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub fn unload_world(mut commands: Commands, gameworlds: Query<Entity, With<GameWorldTag>>) {
|
||||
for e in gameworlds.iter() {
|
||||
info!("--loading: despawn old world/level");
|
||||
commands.entity(e).despawn_recursive();
|
||||
}
|
||||
}
|
||||
|
||||
// almost identical to setup_game, !!??
|
||||
pub fn load_world(
|
||||
mut commands: Commands,
|
||||
game_assets: Res<GameAssets>,
|
||||
// scenes: ResMut<Scene>,
|
||||
) {
|
||||
info!("--loading: loading world/level");
|
||||
|
||||
commands.spawn((
|
||||
SceneBundle {
|
||||
scene: game_assets.world.clone(),
|
||||
..default()
|
||||
},
|
||||
bevy::prelude::Name::from("world"),
|
||||
GameWorldTag,
|
||||
InAppRunning,
|
||||
));
|
||||
}
|
||||
|
||||
pub fn load_saved_scene(mut commands: Commands, asset_server: Res<AssetServer>) {
|
||||
commands.spawn((
|
||||
DynamicSceneBundle {
|
||||
// Scenes are loaded just like any other asset.
|
||||
scene: asset_server.load(SCENE_FILE_PATH),
|
||||
..default()
|
||||
},
|
||||
TempLoadedSceneMarker,
|
||||
));
|
||||
// commands.entity(world).add_child(child_scene);
|
||||
info!("--loading: loaded saved scene");
|
||||
}
|
||||
|
||||
pub fn process_loaded_scene(
|
||||
loaded_scene: Query<(Entity, &Children), With<TempLoadedSceneMarker>>,
|
||||
named_entities: Query<(Entity, &Name, &Parent)>, // FIXME: very inneficient
|
||||
mut commands: Commands,
|
||||
|
||||
mut game_world: Query<(Entity, &Children), With<GameWorldTag>>,
|
||||
saveables: Query<(Entity, &Name), With<Saveable>>,
|
||||
asset_server: Res<AssetServer>,
|
||||
) {
|
||||
for (loaded_scene, children) in loaded_scene.iter() {
|
||||
info!("--loading: post processing loaded scene");
|
||||
|
||||
let mut entities_to_load: Vec<(Entity, Name)> = vec![];
|
||||
|
||||
for loaded_entity in children.iter() {
|
||||
if let Ok((source, name, _)) = named_entities.get(*loaded_entity) {
|
||||
entities_to_load.push((source, name.clone()));
|
||||
|
||||
let mut found = false;
|
||||
for (e, n, p) in named_entities.iter() {
|
||||
// if we have an entity with the same name as in same file, overwrite
|
||||
if e != source && name.as_str() == n.as_str() {
|
||||
// println!("found entity with same name {} {} {:?} {:?}", name, n, source, e);
|
||||
// source is entity within the newly loaded scene (source), e is within the existing world (destination)
|
||||
info!("copying data from {:?} to {:?}", source, e);
|
||||
commands.add(CloneEntity {
|
||||
source: source,
|
||||
destination: e,
|
||||
});
|
||||
// FIXME: issue with hierarchy & parenting, would be nice to be able to filter out components from CloneEntity
|
||||
commands.entity(p.get()).add_child(e);
|
||||
commands.entity(source).despawn_recursive();
|
||||
found = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
// entity not found in the list of existing entities (ie entities that came as part of the level)
|
||||
// so we spawn a new one
|
||||
if !found {
|
||||
info!("generating new entity");
|
||||
let world = game_world.single_mut();
|
||||
let world = world.1[0];
|
||||
|
||||
let new_entity = commands
|
||||
.spawn((bevy::prelude::Name::from(name.clone()), SpawnHere))
|
||||
.id();
|
||||
|
||||
commands.add(CloneEntity {
|
||||
source: source,
|
||||
destination: new_entity,
|
||||
});
|
||||
|
||||
commands.entity(world).add_child(new_entity);
|
||||
info!("copying data from {:?} to {:?}", source, new_entity);
|
||||
}
|
||||
}
|
||||
}
|
||||
commands.spawn(SaveablesToRemove(entities_to_load.clone()));
|
||||
|
||||
// if an entity is present in the world but NOT in the saved entities , it should be removed from the world
|
||||
// ideally this should be run between spawning of the world/level AND spawn_placeholders
|
||||
|
||||
// remove the dynamic scene
|
||||
info!("--loading: DESPAWNING LOADED SCENE");
|
||||
commands.entity(loaded_scene).despawn_recursive();
|
||||
|
||||
asset_server.mark_unused_assets();
|
||||
asset_server.free_unused_assets();
|
||||
}
|
||||
//for saveable in saveables.iter(){
|
||||
// println!("SAVEABLE BEFORE {:?}", saveable)
|
||||
//}
|
||||
}
|
||||
|
||||
pub fn final_cleanup(
|
||||
saveables_to_remove: Query<(Entity, &SaveablesToRemove)>,
|
||||
mut commands: Commands,
|
||||
saveables: Query<(Entity, &Name), With<Saveable>>,
|
||||
mut next_app_state: ResMut<NextState<AppState>>,
|
||||
mut next_game_state: ResMut<NextState<GameState>>,
|
||||
) {
|
||||
if let Ok((e, entities_to_load)) = saveables_to_remove.get_single() {
|
||||
info!("saveables to remove {:?}", entities_to_load);
|
||||
for (e, n) in saveables.iter() {
|
||||
let mut found = false;
|
||||
println!("SAVEABLE {}", n);
|
||||
|
||||
//let entities_to_load = saveables_to_remove.single();
|
||||
for (en, na) in entities_to_load.0.iter() {
|
||||
found = na.as_str() == n.as_str();
|
||||
if found {
|
||||
break;
|
||||
}
|
||||
}
|
||||
if !found {
|
||||
println!("REMOVING THIS ONE {}", n);
|
||||
commands.entity(e).despawn_recursive();
|
||||
}
|
||||
}
|
||||
// if there is a saveable that is NOT in the list of entities to load, despawn it
|
||||
|
||||
// despawn list
|
||||
commands.entity(e).despawn_recursive();
|
||||
|
||||
info!("--loading: done, move to InGame state");
|
||||
// next_app_state.set(AppState::AppRunning);
|
||||
next_game_state.set(GameState::InGame);
|
||||
}
|
||||
}
|
||||
|
||||
fn process_loaded_scene_load_alt(
|
||||
entities: Query<(Entity, &Children), With<TempLoadedSceneMarker>>,
|
||||
named_entities: Query<(Entity, &Name, &Parent)>, // FIXME: very inneficient
|
||||
mut commands: Commands,
|
||||
) {
|
||||
for (entity, children) in entities.iter() {
|
||||
let mut entities_to_load: Vec<(Entity, Name)> = vec![];
|
||||
for saved_source in children.iter() {
|
||||
if let Ok((source, name, _)) = named_entities.get(*saved_source) {
|
||||
println!("AAAAAAA {}", name);
|
||||
entities_to_load.push((source, name.clone()));
|
||||
}
|
||||
}
|
||||
println!("entities to load {:?}", entities_to_load);
|
||||
|
||||
commands.entity(entity).despawn_recursive();
|
||||
}
|
||||
}
|
|
@ -1,70 +0,0 @@
|
|||
pub mod saveable;
|
||||
use bevy::asset::free_unused_assets_system;
|
||||
use bevy_gltf_components::GltfComponentsSet;
|
||||
pub use saveable::*;
|
||||
|
||||
pub mod saving;
|
||||
pub use saving::*;
|
||||
|
||||
pub mod loading;
|
||||
pub use loading::*;
|
||||
|
||||
use bevy::prelude::*;
|
||||
use bevy::prelude::{App, IntoSystemConfigs, Plugin};
|
||||
use bevy::utils::Uuid;
|
||||
|
||||
use bevy_gltf_blueprints::GltfBlueprintsSet;
|
||||
|
||||
#[derive(SystemSet, Debug, Hash, PartialEq, Eq, Clone)]
|
||||
pub enum LoadingSet {
|
||||
Load,
|
||||
PostLoad,
|
||||
}
|
||||
|
||||
pub struct SaveLoadPlugin;
|
||||
impl Plugin for SaveLoadPlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
app
|
||||
.register_type::<Uuid>()
|
||||
.register_type::<Saveable>()
|
||||
.add_event::<SaveRequest>()
|
||||
.add_event::<LoadRequest>()
|
||||
|
||||
.configure_sets(
|
||||
Update,
|
||||
(LoadingSet::Load, LoadingSet::PostLoad)
|
||||
.chain()
|
||||
.before(GltfBlueprintsSet::Spawn)
|
||||
.before(GltfComponentsSet::Injection)
|
||||
)
|
||||
|
||||
.add_systems(PreUpdate, save_game.run_if(should_save))
|
||||
|
||||
.add_systems(Update,
|
||||
(
|
||||
load_prepare,
|
||||
unload_world,
|
||||
load_world,
|
||||
load_saved_scene,
|
||||
// process_loaded_scene
|
||||
)
|
||||
.chain()
|
||||
.run_if(should_load) // .run_if(in_state(AppState::AppRunning))
|
||||
.in_set(LoadingSet::Load)
|
||||
)
|
||||
.add_systems(Update,
|
||||
(
|
||||
process_loaded_scene,
|
||||
apply_deferred,
|
||||
final_cleanup,
|
||||
apply_deferred,
|
||||
free_unused_assets_system
|
||||
)
|
||||
.chain()
|
||||
.in_set(LoadingSet::PostLoad)
|
||||
)
|
||||
|
||||
// .add_systems(Update, bla)
|
||||
;
|
||||
}
|
||||
}
|
|
@ -1,137 +0,0 @@
|
|||
const NEW_SCENE_FILE_PATH:&str="save.scn.ron";
|
||||
|
||||
|
||||
|
||||
|
||||
use bevy::ecs::component::Components;
|
||||
use bevy::ecs::entity::EntityMap;
|
||||
use serde::{Deserialize, Serialize};
|
||||
|
||||
|
||||
use std::io::Read;
|
||||
use bevy::scene::serde::SceneDeserializer;
|
||||
use ron::Deserializer;
|
||||
use serde::de::DeserializeSeed;
|
||||
|
||||
|
||||
|
||||
|
||||
#[derive(Debug, Deserialize)]
|
||||
struct Components2;
|
||||
|
||||
#[derive(Debug, Deserialize)]
|
||||
struct Fake {
|
||||
resources: HashMap<u32, String>,
|
||||
entities: HashMap<u32, Components2>
|
||||
}
|
||||
|
||||
fn ron_test(){
|
||||
let full_path = "/home/ckaos/projects/grappling-boom-bot/assets/save.ron";
|
||||
match File::open(full_path) {
|
||||
Ok(mut file) => {
|
||||
let mut serialized_scene = Vec::new();
|
||||
if let Err(why) = file.read_to_end(&mut serialized_scene) {
|
||||
error!("file read failed: {why:?}");
|
||||
}
|
||||
match Deserializer::from_bytes(&serialized_scene) {
|
||||
Ok(mut deserializer) => {
|
||||
// deserializer.
|
||||
let bla:Fake = ron::from_str("(
|
||||
resources: {},
|
||||
entities: {}
|
||||
)").unwrap();
|
||||
info!("testing {:?}", bla);
|
||||
info!("YOYO DONE YO !")
|
||||
}
|
||||
Err(why) => {
|
||||
error!("deserializer creation failed: {why:?}");
|
||||
}
|
||||
}
|
||||
}
|
||||
Err(why) => {
|
||||
error!("load failed: {why:?}");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn inject_component_data(world: &mut World, scene: DynamicScene){
|
||||
let mut entity_map = EntityMap::default();
|
||||
if let Err(why) = scene.write_to_world(world, &mut entity_map) {
|
||||
panic!("world write failed: {why:?}");
|
||||
}
|
||||
println!("entity map {:?}", entity_map);
|
||||
// TODO: EntityMap doesn't implement `iter()`
|
||||
for old_entity in entity_map.keys() {
|
||||
let entity = entity_map.get(old_entity).unwrap();
|
||||
info!("entity update required: {old_entity:?} -> {entity:?}");
|
||||
let e_mut = world
|
||||
.entity_mut(entity);
|
||||
}
|
||||
|
||||
info!("done loading scene");
|
||||
}
|
||||
|
||||
fn post_load(world: &mut World){
|
||||
let full_path = "/home/ckaos/projects/grappling-boom-bot/assets/save.ron";
|
||||
match File::open(full_path) {
|
||||
Ok(mut file) => {
|
||||
let mut serialized_scene = Vec::new();
|
||||
if let Err(why) = file.read_to_end(&mut serialized_scene) {
|
||||
error!("file read failed: {why:?}");
|
||||
}
|
||||
match Deserializer::from_bytes(&serialized_scene) {
|
||||
Ok(mut deserializer) => {
|
||||
let result = SceneDeserializer {
|
||||
type_registry: &world.resource::<AppTypeRegistry>().read(),
|
||||
}
|
||||
.deserialize(&mut deserializer);
|
||||
info!("deserialize done");
|
||||
match result {
|
||||
Ok(scene) => {
|
||||
info!("scene loaded");
|
||||
// scene.write_to_world(world, entity_map)
|
||||
// println!("{:?}", scene.entities);
|
||||
inject_component_data(world, scene);
|
||||
/*for dyn_ent in scene.entities.iter(){
|
||||
// let mut query = scene.world.query::<(Entity, &Name, &GltfExtras, &Parent)>();
|
||||
}*/
|
||||
}
|
||||
Err(why) => {
|
||||
error!("deserialization failed: {why:?}");
|
||||
}
|
||||
}
|
||||
}
|
||||
Err(why) => {
|
||||
error!("deserializer creation failed: {why:?}");
|
||||
}
|
||||
}
|
||||
}
|
||||
Err(why) => {
|
||||
error!("load failed: {why:?}");
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
#[derive(Component, Reflect, Debug, Default )]
|
||||
#[reflect(Component)]
|
||||
pub struct Hackish;
|
||||
|
||||
|
||||
|
||||
/// unload saveables
|
||||
fn unload_saveables(world: &mut World) {
|
||||
let entities: Vec<Entity> = world
|
||||
.query_filtered::<Entity, With<Saveable>>()// our level/world contains this component
|
||||
.iter(world)
|
||||
.collect();
|
||||
for entity in entities {
|
||||
// Check the entity again in case it was despawned recursively
|
||||
if world.get_entity(entity).is_some() {
|
||||
info!("despawning");
|
||||
world.entity_mut(entity).despawn_recursive();
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,14 +0,0 @@
|
|||
use bevy::prelude::*;
|
||||
use bevy::utils::Uuid;
|
||||
|
||||
#[derive(Component, Reflect, Debug)]
|
||||
#[reflect(Component)]
|
||||
pub struct Saveable {
|
||||
id: Uuid,
|
||||
}
|
||||
|
||||
impl Default for Saveable {
|
||||
fn default() -> Self {
|
||||
Saveable { id: Uuid::new_v4() }
|
||||
}
|
||||
}
|
|
@ -1,87 +0,0 @@
|
|||
use bevy::pbr::{Clusters, VisiblePointLights};
|
||||
use bevy::render::camera::CameraRenderGraph;
|
||||
use bevy::render::view::VisibleEntities;
|
||||
use bevy::tasks::IoTaskPool;
|
||||
use bevy::{gltf::GltfExtras, prelude::*};
|
||||
use bevy_rapier3d::prelude::RigidBody;
|
||||
use std::fs::File;
|
||||
use std::io::Write;
|
||||
|
||||
use crate::core::physics::Collider;
|
||||
use crate::game::{Pickable, Player};
|
||||
|
||||
use super::Saveable;
|
||||
|
||||
const NEW_SCENE_FILE_PATH: &str = "save.scn.ron";
|
||||
|
||||
#[derive(Component, Event)]
|
||||
pub struct SaveRequest {
|
||||
pub path: String,
|
||||
}
|
||||
|
||||
pub fn should_save(
|
||||
// keycode: Res<Input<KeyCode>>,
|
||||
save_requested_events: EventReader<SaveRequest>,
|
||||
) -> bool {
|
||||
return save_requested_events.len() > 0;
|
||||
|
||||
// return keycode.just_pressed(KeyCode::S)
|
||||
}
|
||||
|
||||
pub fn save_game(
|
||||
world: &mut World,
|
||||
// save_requested_events: EventReader<SaveRequest>,
|
||||
) {
|
||||
info!("saving");
|
||||
// world.
|
||||
/*for bli in save_requested_events.iter(){
|
||||
println!("SAAAAVE TO THISSSSS {:?}", bli.path)
|
||||
}*/
|
||||
|
||||
let saveable_entities: Vec<Entity> = world
|
||||
.query_filtered::<Entity, With<Saveable>>()
|
||||
.iter(world)
|
||||
.collect();
|
||||
|
||||
/*let static_entities: Vec<Entity> = world
|
||||
.query_filtered::<Entity, Without<Saveable>>()
|
||||
.iter(world)
|
||||
.collect();*/
|
||||
println!("saveable entities {}", saveable_entities.len());
|
||||
|
||||
let mut scene_builder = DynamicSceneBuilder::from_world(world);
|
||||
scene_builder
|
||||
.deny::<Children>()
|
||||
.deny::<Parent>()
|
||||
.deny::<ComputedVisibility>()
|
||||
.deny::<Visibility>()
|
||||
.deny::<GltfExtras>()
|
||||
.deny::<GlobalTransform>()
|
||||
.deny::<Collider>()
|
||||
.deny::<RigidBody>()
|
||||
.deny::<Saveable>()
|
||||
// camera stuff
|
||||
.deny::<Camera>()
|
||||
.deny::<CameraRenderGraph>()
|
||||
.deny::<Camera3d>()
|
||||
.deny::<Clusters>()
|
||||
.deny::<VisibleEntities>()
|
||||
.deny::<VisiblePointLights>()
|
||||
//.deny::<HasGizmoMarker>()
|
||||
.extract_entities(saveable_entities.into_iter());
|
||||
|
||||
let dyn_scene = scene_builder.build();
|
||||
let serialized_scene = dyn_scene
|
||||
.serialize_ron(world.resource::<AppTypeRegistry>())
|
||||
.unwrap();
|
||||
|
||||
#[cfg(not(target_arch = "wasm32"))]
|
||||
IoTaskPool::get()
|
||||
.spawn(async move {
|
||||
// Write the scene RON data to file
|
||||
File::create(format!("assets/scenes/{NEW_SCENE_FILE_PATH}"))
|
||||
.and_then(|mut file| file.write(serialized_scene.as_bytes()))
|
||||
.expect("Error while writing scene to file");
|
||||
})
|
||||
.detach();
|
||||
}
|
|
@ -71,13 +71,12 @@ pub fn spawn_test(
|
|||
.spawn((
|
||||
BluePrintBundle {
|
||||
blueprint: BlueprintName("Health_Pickup".to_string()),
|
||||
transform: TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)),
|
||||
..Default::default()
|
||||
},
|
||||
bevy::prelude::Name::from(format!("test{}", name_index)),
|
||||
// BlueprintName("Health_Pickup".to_string()),
|
||||
// SpawnHere,
|
||||
// TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)),
|
||||
TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)),
|
||||
Velocity {
|
||||
linvel: Vec3::new(vel_x, vel_y, vel_z),
|
||||
angvel: Vec3::new(0.0, 0.0, 0.0),
|
||||
|
@ -88,7 +87,7 @@ pub fn spawn_test(
|
|||
}
|
||||
}
|
||||
|
||||
pub fn spawn_test_failing(
|
||||
pub fn spawn_test_unregisted_components(
|
||||
keycode: Res<Input<KeyCode>>,
|
||||
mut commands: Commands,
|
||||
|
||||
|
@ -115,13 +114,12 @@ pub fn spawn_test_failing(
|
|||
.spawn((
|
||||
BluePrintBundle {
|
||||
blueprint: BlueprintName("Health_Pickup".to_string()),
|
||||
transform: TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)),
|
||||
..Default::default()
|
||||
},
|
||||
bevy::prelude::Name::from(format!("test{}", name_index)),
|
||||
// BlueprintName("Health_Pickup".to_string()),
|
||||
// SpawnHere,
|
||||
// TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)),
|
||||
TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)),
|
||||
Velocity {
|
||||
linvel: Vec3::new(vel_x, vel_y, vel_z),
|
||||
angvel: Vec3::new(0.0, 0.0, 0.0),
|
||||
|
|
|
@ -104,7 +104,7 @@ impl Plugin for GamePlugin {
|
|||
player_move_demo, //.run_if(in_state(AppState::Running)),
|
||||
// test_collision_events
|
||||
spawn_test,
|
||||
spawn_test_failing,
|
||||
spawn_test_unregisted_components,
|
||||
)
|
||||
.run_if(in_state(GameState::InGame)),
|
||||
)
|
||||
|
|
|
@ -63,13 +63,12 @@ pub fn spawn_test(
|
|||
.spawn((
|
||||
BluePrintBundle {
|
||||
blueprint: BlueprintName("Health_Pickup".to_string()),
|
||||
transform: TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)),
|
||||
..Default::default()
|
||||
},
|
||||
bevy::prelude::Name::from(format!("test{}", name_index)),
|
||||
// BlueprintName("Health_Pickup".to_string()),
|
||||
// SpawnHere,
|
||||
// TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)),
|
||||
TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)),
|
||||
Velocity {
|
||||
linvel: Vec3::new(vel_x, vel_y, vel_z),
|
||||
angvel: Vec3::new(0.0, 0.0, 0.0),
|
||||
|
|
|
@ -8,20 +8,22 @@ pub struct GameAssets {
|
|||
#[asset(key = "world")]
|
||||
pub world: Handle<Gltf>,
|
||||
|
||||
|
||||
|
||||
|
||||
#[asset(paths("models/library/Container.glb", "models/library/Health_Pickup.glb", "models/library/MagicTeapot.glb",
|
||||
"models/library/Pillar.glb",
|
||||
"models/library/Player.glb",
|
||||
"models/library/Unused_in_level_test.glb"), collection(typed))]
|
||||
#[asset(
|
||||
paths(
|
||||
"models/library/Container.glb",
|
||||
"models/library/Health_Pickup.glb",
|
||||
"models/library/MagicTeapot.glb",
|
||||
"models/library/Pillar.glb",
|
||||
"models/library/Player.glb",
|
||||
"models/library/Unused_in_level_test.glb"
|
||||
),
|
||||
collection(typed)
|
||||
)]
|
||||
pub models: Vec<Handle<Gltf>>,
|
||||
|
||||
|
||||
/*
|
||||
#[asset(key = "models", collection(typed, mapped))]
|
||||
pub models: HashMap<String, Handle<Gltf>>,
|
||||
|
||||
|
||||
#[asset(key = "models", collection(typed))]
|
||||
pub models: Vec<Handle<Gltf>>,*/
|
||||
}
|
||||
|
|
|
@ -71,13 +71,12 @@ pub fn spawn_test(
|
|||
.spawn((
|
||||
BluePrintBundle {
|
||||
blueprint: BlueprintName("Health_Pickup".to_string()),
|
||||
transform: TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)),
|
||||
..Default::default()
|
||||
},
|
||||
bevy::prelude::Name::from(format!("test{}", name_index)),
|
||||
// BlueprintName("Health_Pickup".to_string()),
|
||||
// SpawnHere,
|
||||
// TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)),
|
||||
TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)),
|
||||
Velocity {
|
||||
linvel: Vec3::new(vel_x, vel_y, vel_z),
|
||||
angvel: Vec3::new(0.0, 0.0, 0.0),
|
||||
|
@ -88,7 +87,7 @@ pub fn spawn_test(
|
|||
}
|
||||
}
|
||||
|
||||
pub fn spawn_test_failing(
|
||||
pub fn spawn_test_unregisted_components(
|
||||
keycode: Res<Input<KeyCode>>,
|
||||
mut commands: Commands,
|
||||
|
||||
|
@ -115,13 +114,10 @@ pub fn spawn_test_failing(
|
|||
.spawn((
|
||||
BluePrintBundle {
|
||||
blueprint: BlueprintName("Health_Pickup".to_string()),
|
||||
transform: TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)),
|
||||
..Default::default()
|
||||
},
|
||||
bevy::prelude::Name::from(format!("test{}", name_index)),
|
||||
// BlueprintName("Health_Pickup".to_string()),
|
||||
// SpawnHere,
|
||||
// TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)),
|
||||
TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)),
|
||||
Velocity {
|
||||
linvel: Vec3::new(vel_x, vel_y, vel_z),
|
||||
angvel: Vec3::new(0.0, 0.0, 0.0),
|
||||
|
|
|
@ -104,7 +104,7 @@ impl Plugin for GamePlugin {
|
|||
player_move_demo, //.run_if(in_state(AppState::Running)),
|
||||
// test_collision_events
|
||||
spawn_test,
|
||||
spawn_test_failing,
|
||||
spawn_test_unregisted_components,
|
||||
)
|
||||
.run_if(in_state(GameState::InGame)),
|
||||
)
|
||||
|
|
|
@ -69,13 +69,12 @@ pub fn spawn_test(
|
|||
.spawn((
|
||||
BluePrintBundle {
|
||||
blueprint: BlueprintName("Health_Pickup".to_string()),
|
||||
transform: TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)),
|
||||
..Default::default()
|
||||
},
|
||||
bevy::prelude::Name::from(format!("test{}", name_index)),
|
||||
// BlueprintName("Health_Pickup".to_string()),
|
||||
// SpawnHere,
|
||||
// TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)),
|
||||
TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)),
|
||||
LinearVelocity(Vec3::new(vel_x, vel_y, vel_z)),
|
||||
AngularVelocity::ZERO,
|
||||
))
|
||||
|
|
|
@ -72,13 +72,12 @@ pub fn spawn_test(
|
|||
.spawn((
|
||||
BluePrintBundle {
|
||||
blueprint: BlueprintName("Watermelon2".to_string()),
|
||||
transform: TransformBundle::from_transform(Transform::from_xyz(x, 3.0, y)),
|
||||
..Default::default()
|
||||
},
|
||||
bevy::prelude::Name::from(format!("Watermelon{}", name_index)),
|
||||
// BlueprintName("Health_Pickup".to_string()),
|
||||
// SpawnHere,
|
||||
// TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)),
|
||||
TransformBundle::from_transform(Transform::from_xyz(x, 3.0, y)),
|
||||
Velocity {
|
||||
linvel: Vec3::new(vel_x, vel_y, vel_z),
|
||||
angvel: Vec3::new(0.0, 0.0, 0.0),
|
||||
|
|
|
@ -10,9 +10,6 @@ pub use relationships::*;
|
|||
pub mod physics;
|
||||
pub use physics::*;
|
||||
|
||||
// pub mod save_load;
|
||||
// pub use save_load::*;
|
||||
|
||||
use bevy::prelude::*;
|
||||
use bevy_gltf_blueprints::*;
|
||||
|
||||
|
@ -23,7 +20,6 @@ impl Plugin for CorePlugin {
|
|||
LightingPlugin,
|
||||
CameraPlugin,
|
||||
PhysicsPlugin,
|
||||
// SaveLoadPlugin,
|
||||
BlueprintsPlugin {
|
||||
library_folder: "models/library".into(),
|
||||
..Default::default()
|
||||
|
|
|
@ -1,218 +0,0 @@
|
|||
use bevy::prelude::*;
|
||||
use bevy_gltf_blueprints::{clone_entity::CloneEntity, GameWorldTag, SpawnHere};
|
||||
|
||||
use crate::{
|
||||
assets::GameAssets,
|
||||
state::{AppState, GameState, InAppRunning},
|
||||
};
|
||||
|
||||
use super::Saveable;
|
||||
|
||||
const SCENE_FILE_PATH: &str = "scenes/save.scn.ron";
|
||||
|
||||
#[derive(Component, Debug)]
|
||||
pub struct TempLoadedSceneMarker;
|
||||
|
||||
#[derive(Component, Debug)]
|
||||
pub struct SaveablesToRemove(Vec<(Entity, Name)>);
|
||||
|
||||
#[derive(Component, Event)]
|
||||
pub struct LoadRequest {
|
||||
pub path: String,
|
||||
}
|
||||
|
||||
pub fn should_load(save_requested_events: EventReader<LoadRequest>) -> bool {
|
||||
return save_requested_events.len() > 0;
|
||||
}
|
||||
|
||||
pub fn load_prepare(
|
||||
mut next_app_state: ResMut<NextState<AppState>>,
|
||||
mut next_game_state: ResMut<NextState<GameState>>,
|
||||
) {
|
||||
next_app_state.set(AppState::LoadingGame);
|
||||
next_game_state.set(GameState::None);
|
||||
info!("--loading: prepare")
|
||||
}
|
||||
|
||||
/// unload the level recursively
|
||||
pub fn _unload_world_old(world: &mut World) {
|
||||
let entities: Vec<Entity> = world
|
||||
// .query_filtered::<Entity, Or<(With<Save>, With<Unload>)>>()
|
||||
.query_filtered::<Entity, With<GameWorldTag>>() // our level/world contains this component
|
||||
.iter(world)
|
||||
.collect();
|
||||
for entity in entities {
|
||||
// Check the entity again in case it was despawned recursively
|
||||
if world.get_entity(entity).is_some() {
|
||||
world.entity_mut(entity).despawn_recursive();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub fn unload_world(mut commands: Commands, gameworlds: Query<Entity, With<GameWorldTag>>) {
|
||||
for e in gameworlds.iter() {
|
||||
info!("--loading: despawn old world/level");
|
||||
commands.entity(e).despawn_recursive();
|
||||
}
|
||||
}
|
||||
|
||||
// almost identical to setup_game, !!??
|
||||
pub fn load_world(
|
||||
mut commands: Commands,
|
||||
game_assets: Res<GameAssets>,
|
||||
// scenes: ResMut<Scene>,
|
||||
) {
|
||||
info!("--loading: loading world/level");
|
||||
|
||||
commands.spawn((
|
||||
SceneBundle {
|
||||
scene: game_assets.world.clone(),
|
||||
..default()
|
||||
},
|
||||
bevy::prelude::Name::from("world"),
|
||||
GameWorldTag,
|
||||
InAppRunning,
|
||||
));
|
||||
}
|
||||
|
||||
pub fn load_saved_scene(mut commands: Commands, asset_server: Res<AssetServer>) {
|
||||
commands.spawn((
|
||||
DynamicSceneBundle {
|
||||
// Scenes are loaded just like any other asset.
|
||||
scene: asset_server.load(SCENE_FILE_PATH),
|
||||
..default()
|
||||
},
|
||||
TempLoadedSceneMarker,
|
||||
));
|
||||
// commands.entity(world).add_child(child_scene);
|
||||
info!("--loading: loaded saved scene");
|
||||
}
|
||||
|
||||
pub fn process_loaded_scene(
|
||||
loaded_scene: Query<(Entity, &Children), With<TempLoadedSceneMarker>>,
|
||||
named_entities: Query<(Entity, &Name, &Parent)>, // FIXME: very inneficient
|
||||
mut commands: Commands,
|
||||
|
||||
mut game_world: Query<(Entity, &Children), With<GameWorldTag>>,
|
||||
saveables: Query<(Entity, &Name), With<Saveable>>,
|
||||
asset_server: Res<AssetServer>,
|
||||
) {
|
||||
for (loaded_scene, children) in loaded_scene.iter() {
|
||||
info!("--loading: post processing loaded scene");
|
||||
|
||||
let mut entities_to_load: Vec<(Entity, Name)> = vec![];
|
||||
|
||||
for loaded_entity in children.iter() {
|
||||
if let Ok((source, name, _)) = named_entities.get(*loaded_entity) {
|
||||
entities_to_load.push((source, name.clone()));
|
||||
|
||||
let mut found = false;
|
||||
for (e, n, p) in named_entities.iter() {
|
||||
// if we have an entity with the same name as in same file, overwrite
|
||||
if e != source && name.as_str() == n.as_str() {
|
||||
// println!("found entity with same name {} {} {:?} {:?}", name, n, source, e);
|
||||
// source is entity within the newly loaded scene (source), e is within the existing world (destination)
|
||||
info!("copying data from {:?} to {:?}", source, e);
|
||||
commands.add(CloneEntity {
|
||||
source: source,
|
||||
destination: e,
|
||||
});
|
||||
// FIXME: issue with hierarchy & parenting, would be nice to be able to filter out components from CloneEntity
|
||||
commands.entity(p.get()).add_child(e);
|
||||
commands.entity(source).despawn_recursive();
|
||||
found = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
// entity not found in the list of existing entities (ie entities that came as part of the level)
|
||||
// so we spawn a new one
|
||||
if !found {
|
||||
info!("generating new entity");
|
||||
let world = game_world.single_mut();
|
||||
let world = world.1[0];
|
||||
|
||||
let new_entity = commands
|
||||
.spawn((bevy::prelude::Name::from(name.clone()), SpawnHere))
|
||||
.id();
|
||||
|
||||
commands.add(CloneEntity {
|
||||
source: source,
|
||||
destination: new_entity,
|
||||
});
|
||||
|
||||
commands.entity(world).add_child(new_entity);
|
||||
info!("copying data from {:?} to {:?}", source, new_entity);
|
||||
}
|
||||
}
|
||||
}
|
||||
commands.spawn(SaveablesToRemove(entities_to_load.clone()));
|
||||
|
||||
// if an entity is present in the world but NOT in the saved entities , it should be removed from the world
|
||||
// ideally this should be run between spawning of the world/level AND spawn_placeholders
|
||||
|
||||
// remove the dynamic scene
|
||||
info!("--loading: DESPAWNING LOADED SCENE");
|
||||
commands.entity(loaded_scene).despawn_recursive();
|
||||
|
||||
asset_server.mark_unused_assets();
|
||||
asset_server.free_unused_assets();
|
||||
}
|
||||
//for saveable in saveables.iter(){
|
||||
// println!("SAVEABLE BEFORE {:?}", saveable)
|
||||
//}
|
||||
}
|
||||
|
||||
pub fn final_cleanup(
|
||||
saveables_to_remove: Query<(Entity, &SaveablesToRemove)>,
|
||||
mut commands: Commands,
|
||||
saveables: Query<(Entity, &Name), With<Saveable>>,
|
||||
mut next_app_state: ResMut<NextState<AppState>>,
|
||||
mut next_game_state: ResMut<NextState<GameState>>,
|
||||
) {
|
||||
if let Ok((e, entities_to_load)) = saveables_to_remove.get_single() {
|
||||
info!("saveables to remove {:?}", entities_to_load);
|
||||
for (e, n) in saveables.iter() {
|
||||
let mut found = false;
|
||||
println!("SAVEABLE {}", n);
|
||||
|
||||
//let entities_to_load = saveables_to_remove.single();
|
||||
for (en, na) in entities_to_load.0.iter() {
|
||||
found = na.as_str() == n.as_str();
|
||||
if found {
|
||||
break;
|
||||
}
|
||||
}
|
||||
if !found {
|
||||
println!("REMOVING THIS ONE {}", n);
|
||||
commands.entity(e).despawn_recursive();
|
||||
}
|
||||
}
|
||||
// if there is a saveable that is NOT in the list of entities to load, despawn it
|
||||
|
||||
// despawn list
|
||||
commands.entity(e).despawn_recursive();
|
||||
|
||||
info!("--loading: done, move to InGame state");
|
||||
// next_app_state.set(AppState::AppRunning);
|
||||
next_game_state.set(GameState::InGame);
|
||||
}
|
||||
}
|
||||
|
||||
fn process_loaded_scene_load_alt(
|
||||
entities: Query<(Entity, &Children), With<TempLoadedSceneMarker>>,
|
||||
named_entities: Query<(Entity, &Name, &Parent)>, // FIXME: very inneficient
|
||||
mut commands: Commands,
|
||||
) {
|
||||
for (entity, children) in entities.iter() {
|
||||
let mut entities_to_load: Vec<(Entity, Name)> = vec![];
|
||||
for saved_source in children.iter() {
|
||||
if let Ok((source, name, _)) = named_entities.get(*saved_source) {
|
||||
println!("AAAAAAA {}", name);
|
||||
entities_to_load.push((source, name.clone()));
|
||||
}
|
||||
}
|
||||
println!("entities to load {:?}", entities_to_load);
|
||||
|
||||
commands.entity(entity).despawn_recursive();
|
||||
}
|
||||
}
|
|
@ -1,70 +0,0 @@
|
|||
pub mod saveable;
|
||||
use bevy::asset::free_unused_assets_system;
|
||||
use bevy_gltf_components::GltfComponentsSet;
|
||||
pub use saveable::*;
|
||||
|
||||
pub mod saving;
|
||||
pub use saving::*;
|
||||
|
||||
pub mod loading;
|
||||
pub use loading::*;
|
||||
|
||||
use bevy::prelude::*;
|
||||
use bevy::prelude::{App, IntoSystemConfigs, Plugin};
|
||||
use bevy::utils::Uuid;
|
||||
|
||||
use bevy_gltf_blueprints::GltfBlueprintsSet;
|
||||
|
||||
#[derive(SystemSet, Debug, Hash, PartialEq, Eq, Clone)]
|
||||
pub enum LoadingSet {
|
||||
Load,
|
||||
PostLoad,
|
||||
}
|
||||
|
||||
pub struct SaveLoadPlugin;
|
||||
impl Plugin for SaveLoadPlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
app
|
||||
.register_type::<Uuid>()
|
||||
.register_type::<Saveable>()
|
||||
.add_event::<SaveRequest>()
|
||||
.add_event::<LoadRequest>()
|
||||
|
||||
.configure_sets(
|
||||
Update,
|
||||
(LoadingSet::Load, LoadingSet::PostLoad)
|
||||
.chain()
|
||||
.before(GltfBlueprintsSet::Spawn)
|
||||
.before(GltfComponentsSet::Injection)
|
||||
)
|
||||
|
||||
.add_systems(PreUpdate, save_game.run_if(should_save))
|
||||
|
||||
.add_systems(Update,
|
||||
(
|
||||
load_prepare,
|
||||
unload_world,
|
||||
load_world,
|
||||
load_saved_scene,
|
||||
// process_loaded_scene
|
||||
)
|
||||
.chain()
|
||||
.run_if(should_load) // .run_if(in_state(AppState::AppRunning))
|
||||
.in_set(LoadingSet::Load)
|
||||
)
|
||||
.add_systems(Update,
|
||||
(
|
||||
process_loaded_scene,
|
||||
apply_deferred,
|
||||
final_cleanup,
|
||||
apply_deferred,
|
||||
free_unused_assets_system
|
||||
)
|
||||
.chain()
|
||||
.in_set(LoadingSet::PostLoad)
|
||||
)
|
||||
|
||||
// .add_systems(Update, bla)
|
||||
;
|
||||
}
|
||||
}
|
|
@ -1,137 +0,0 @@
|
|||
const NEW_SCENE_FILE_PATH:&str="save.scn.ron";
|
||||
|
||||
|
||||
|
||||
|
||||
use bevy::ecs::component::Components;
|
||||
use bevy::ecs::entity::EntityMap;
|
||||
use serde::{Deserialize, Serialize};
|
||||
|
||||
|
||||
use std::io::Read;
|
||||
use bevy::scene::serde::SceneDeserializer;
|
||||
use ron::Deserializer;
|
||||
use serde::de::DeserializeSeed;
|
||||
|
||||
|
||||
|
||||
|
||||
#[derive(Debug, Deserialize)]
|
||||
struct Components2;
|
||||
|
||||
#[derive(Debug, Deserialize)]
|
||||
struct Fake {
|
||||
resources: HashMap<u32, String>,
|
||||
entities: HashMap<u32, Components2>
|
||||
}
|
||||
|
||||
fn ron_test(){
|
||||
let full_path = "/home/ckaos/projects/grappling-boom-bot/assets/save.ron";
|
||||
match File::open(full_path) {
|
||||
Ok(mut file) => {
|
||||
let mut serialized_scene = Vec::new();
|
||||
if let Err(why) = file.read_to_end(&mut serialized_scene) {
|
||||
error!("file read failed: {why:?}");
|
||||
}
|
||||
match Deserializer::from_bytes(&serialized_scene) {
|
||||
Ok(mut deserializer) => {
|
||||
// deserializer.
|
||||
let bla:Fake = ron::from_str("(
|
||||
resources: {},
|
||||
entities: {}
|
||||
)").unwrap();
|
||||
info!("testing {:?}", bla);
|
||||
info!("YOYO DONE YO !")
|
||||
}
|
||||
Err(why) => {
|
||||
error!("deserializer creation failed: {why:?}");
|
||||
}
|
||||
}
|
||||
}
|
||||
Err(why) => {
|
||||
error!("load failed: {why:?}");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn inject_component_data(world: &mut World, scene: DynamicScene){
|
||||
let mut entity_map = EntityMap::default();
|
||||
if let Err(why) = scene.write_to_world(world, &mut entity_map) {
|
||||
panic!("world write failed: {why:?}");
|
||||
}
|
||||
println!("entity map {:?}", entity_map);
|
||||
// TODO: EntityMap doesn't implement `iter()`
|
||||
for old_entity in entity_map.keys() {
|
||||
let entity = entity_map.get(old_entity).unwrap();
|
||||
info!("entity update required: {old_entity:?} -> {entity:?}");
|
||||
let e_mut = world
|
||||
.entity_mut(entity);
|
||||
}
|
||||
|
||||
info!("done loading scene");
|
||||
}
|
||||
|
||||
fn post_load(world: &mut World){
|
||||
let full_path = "/home/ckaos/projects/grappling-boom-bot/assets/save.ron";
|
||||
match File::open(full_path) {
|
||||
Ok(mut file) => {
|
||||
let mut serialized_scene = Vec::new();
|
||||
if let Err(why) = file.read_to_end(&mut serialized_scene) {
|
||||
error!("file read failed: {why:?}");
|
||||
}
|
||||
match Deserializer::from_bytes(&serialized_scene) {
|
||||
Ok(mut deserializer) => {
|
||||
let result = SceneDeserializer {
|
||||
type_registry: &world.resource::<AppTypeRegistry>().read(),
|
||||
}
|
||||
.deserialize(&mut deserializer);
|
||||
info!("deserialize done");
|
||||
match result {
|
||||
Ok(scene) => {
|
||||
info!("scene loaded");
|
||||
// scene.write_to_world(world, entity_map)
|
||||
// println!("{:?}", scene.entities);
|
||||
inject_component_data(world, scene);
|
||||
/*for dyn_ent in scene.entities.iter(){
|
||||
// let mut query = scene.world.query::<(Entity, &Name, &GltfExtras, &Parent)>();
|
||||
}*/
|
||||
}
|
||||
Err(why) => {
|
||||
error!("deserialization failed: {why:?}");
|
||||
}
|
||||
}
|
||||
}
|
||||
Err(why) => {
|
||||
error!("deserializer creation failed: {why:?}");
|
||||
}
|
||||
}
|
||||
}
|
||||
Err(why) => {
|
||||
error!("load failed: {why:?}");
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
#[derive(Component, Reflect, Debug, Default )]
|
||||
#[reflect(Component)]
|
||||
pub struct Hackish;
|
||||
|
||||
|
||||
|
||||
/// unload saveables
|
||||
fn unload_saveables(world: &mut World) {
|
||||
let entities: Vec<Entity> = world
|
||||
.query_filtered::<Entity, With<Saveable>>()// our level/world contains this component
|
||||
.iter(world)
|
||||
.collect();
|
||||
for entity in entities {
|
||||
// Check the entity again in case it was despawned recursively
|
||||
if world.get_entity(entity).is_some() {
|
||||
info!("despawning");
|
||||
world.entity_mut(entity).despawn_recursive();
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,14 +0,0 @@
|
|||
use bevy::prelude::*;
|
||||
use bevy::utils::Uuid;
|
||||
|
||||
#[derive(Component, Reflect, Debug)]
|
||||
#[reflect(Component)]
|
||||
pub struct Saveable {
|
||||
id: Uuid,
|
||||
}
|
||||
|
||||
impl Default for Saveable {
|
||||
fn default() -> Self {
|
||||
Saveable { id: Uuid::new_v4() }
|
||||
}
|
||||
}
|
|
@ -1,87 +0,0 @@
|
|||
use bevy::pbr::{Clusters, VisiblePointLights};
|
||||
use bevy::render::camera::CameraRenderGraph;
|
||||
use bevy::render::view::VisibleEntities;
|
||||
use bevy::tasks::IoTaskPool;
|
||||
use bevy::{gltf::GltfExtras, prelude::*};
|
||||
use bevy_rapier3d::prelude::RigidBody;
|
||||
use std::fs::File;
|
||||
use std::io::Write;
|
||||
|
||||
use crate::core::physics::Collider;
|
||||
use crate::game::{Pickable, Player};
|
||||
|
||||
use super::Saveable;
|
||||
|
||||
const NEW_SCENE_FILE_PATH: &str = "save.scn.ron";
|
||||
|
||||
#[derive(Component, Event)]
|
||||
pub struct SaveRequest {
|
||||
pub path: String,
|
||||
}
|
||||
|
||||
pub fn should_save(
|
||||
// keycode: Res<Input<KeyCode>>,
|
||||
save_requested_events: EventReader<SaveRequest>,
|
||||
) -> bool {
|
||||
return save_requested_events.len() > 0;
|
||||
|
||||
// return keycode.just_pressed(KeyCode::S)
|
||||
}
|
||||
|
||||
pub fn save_game(
|
||||
world: &mut World,
|
||||
// save_requested_events: EventReader<SaveRequest>,
|
||||
) {
|
||||
info!("saving");
|
||||
// world.
|
||||
/*for bli in save_requested_events.iter(){
|
||||
println!("SAAAAVE TO THISSSSS {:?}", bli.path)
|
||||
}*/
|
||||
|
||||
let saveable_entities: Vec<Entity> = world
|
||||
.query_filtered::<Entity, With<Saveable>>()
|
||||
.iter(world)
|
||||
.collect();
|
||||
|
||||
/*let static_entities: Vec<Entity> = world
|
||||
.query_filtered::<Entity, Without<Saveable>>()
|
||||
.iter(world)
|
||||
.collect();*/
|
||||
println!("saveable entities {}", saveable_entities.len());
|
||||
|
||||
let mut scene_builder = DynamicSceneBuilder::from_world(world);
|
||||
scene_builder
|
||||
.deny::<Children>()
|
||||
.deny::<Parent>()
|
||||
.deny::<ComputedVisibility>()
|
||||
.deny::<Visibility>()
|
||||
.deny::<GltfExtras>()
|
||||
.deny::<GlobalTransform>()
|
||||
.deny::<Collider>()
|
||||
.deny::<RigidBody>()
|
||||
.deny::<Saveable>()
|
||||
// camera stuff
|
||||
.deny::<Camera>()
|
||||
.deny::<CameraRenderGraph>()
|
||||
.deny::<Camera3d>()
|
||||
.deny::<Clusters>()
|
||||
.deny::<VisibleEntities>()
|
||||
.deny::<VisiblePointLights>()
|
||||
//.deny::<HasGizmoMarker>()
|
||||
.extract_entities(saveable_entities.into_iter());
|
||||
|
||||
let dyn_scene = scene_builder.build();
|
||||
let serialized_scene = dyn_scene
|
||||
.serialize_ron(world.resource::<AppTypeRegistry>())
|
||||
.unwrap();
|
||||
|
||||
#[cfg(not(target_arch = "wasm32"))]
|
||||
IoTaskPool::get()
|
||||
.spawn(async move {
|
||||
// Write the scene RON data to file
|
||||
File::create(format!("assets/scenes/{NEW_SCENE_FILE_PATH}"))
|
||||
.and_then(|mut file| file.write(serialized_scene.as_bytes()))
|
||||
.expect("Error while writing scene to file");
|
||||
})
|
||||
.detach();
|
||||
}
|
|
@ -67,13 +67,12 @@ pub fn spawn_test(
|
|||
.spawn((
|
||||
BluePrintBundle {
|
||||
blueprint: BlueprintName("Health_Pickup".to_string()),
|
||||
transform: TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)),
|
||||
..Default::default()
|
||||
},
|
||||
bevy::prelude::Name::from(format!("test{}", name_index)),
|
||||
// BlueprintName("Health_Pickup".to_string()),
|
||||
// SpawnHere,
|
||||
// TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)),
|
||||
TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)),
|
||||
Velocity {
|
||||
linvel: Vec3::new(vel_x, vel_y, vel_z),
|
||||
angvel: Vec3::new(0.0, 0.0, 0.0),
|
||||
|
|
|
@ -10,9 +10,6 @@ pub use relationships::*;
|
|||
pub mod physics;
|
||||
pub use physics::*;
|
||||
|
||||
// pub mod save_load;
|
||||
// pub use save_load::*;
|
||||
|
||||
use bevy::prelude::*;
|
||||
use bevy_gltf_blueprints::*;
|
||||
|
||||
|
@ -23,7 +20,6 @@ impl Plugin for CorePlugin {
|
|||
LightingPlugin,
|
||||
CameraPlugin,
|
||||
PhysicsPlugin,
|
||||
// SaveLoadPlugin,
|
||||
BlueprintsPlugin {
|
||||
library_folder: "models/library".into(),
|
||||
material_library: true,
|
||||
|
|
|
@ -1,218 +0,0 @@
|
|||
use bevy::prelude::*;
|
||||
use bevy_gltf_blueprints::{clone_entity::CloneEntity, GameWorldTag, SpawnHere};
|
||||
|
||||
use crate::{
|
||||
assets::GameAssets,
|
||||
state::{AppState, GameState, InAppRunning},
|
||||
};
|
||||
|
||||
use super::Saveable;
|
||||
|
||||
const SCENE_FILE_PATH: &str = "scenes/save.scn.ron";
|
||||
|
||||
#[derive(Component, Debug)]
|
||||
pub struct TempLoadedSceneMarker;
|
||||
|
||||
#[derive(Component, Debug)]
|
||||
pub struct SaveablesToRemove(Vec<(Entity, Name)>);
|
||||
|
||||
#[derive(Component, Event)]
|
||||
pub struct LoadRequest {
|
||||
pub path: String,
|
||||
}
|
||||
|
||||
pub fn should_load(save_requested_events: EventReader<LoadRequest>) -> bool {
|
||||
return save_requested_events.len() > 0;
|
||||
}
|
||||
|
||||
pub fn load_prepare(
|
||||
mut next_app_state: ResMut<NextState<AppState>>,
|
||||
mut next_game_state: ResMut<NextState<GameState>>,
|
||||
) {
|
||||
next_app_state.set(AppState::LoadingGame);
|
||||
next_game_state.set(GameState::None);
|
||||
info!("--loading: prepare")
|
||||
}
|
||||
|
||||
/// unload the level recursively
|
||||
pub fn _unload_world_old(world: &mut World) {
|
||||
let entities: Vec<Entity> = world
|
||||
// .query_filtered::<Entity, Or<(With<Save>, With<Unload>)>>()
|
||||
.query_filtered::<Entity, With<GameWorldTag>>() // our level/world contains this component
|
||||
.iter(world)
|
||||
.collect();
|
||||
for entity in entities {
|
||||
// Check the entity again in case it was despawned recursively
|
||||
if world.get_entity(entity).is_some() {
|
||||
world.entity_mut(entity).despawn_recursive();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub fn unload_world(mut commands: Commands, gameworlds: Query<Entity, With<GameWorldTag>>) {
|
||||
for e in gameworlds.iter() {
|
||||
info!("--loading: despawn old world/level");
|
||||
commands.entity(e).despawn_recursive();
|
||||
}
|
||||
}
|
||||
|
||||
// almost identical to setup_game, !!??
|
||||
pub fn load_world(
|
||||
mut commands: Commands,
|
||||
game_assets: Res<GameAssets>,
|
||||
// scenes: ResMut<Scene>,
|
||||
) {
|
||||
info!("--loading: loading world/level");
|
||||
|
||||
commands.spawn((
|
||||
SceneBundle {
|
||||
scene: game_assets.world.clone(),
|
||||
..default()
|
||||
},
|
||||
bevy::prelude::Name::from("world"),
|
||||
GameWorldTag,
|
||||
InAppRunning,
|
||||
));
|
||||
}
|
||||
|
||||
pub fn load_saved_scene(mut commands: Commands, asset_server: Res<AssetServer>) {
|
||||
commands.spawn((
|
||||
DynamicSceneBundle {
|
||||
// Scenes are loaded just like any other asset.
|
||||
scene: asset_server.load(SCENE_FILE_PATH),
|
||||
..default()
|
||||
},
|
||||
TempLoadedSceneMarker,
|
||||
));
|
||||
// commands.entity(world).add_child(child_scene);
|
||||
info!("--loading: loaded saved scene");
|
||||
}
|
||||
|
||||
pub fn process_loaded_scene(
|
||||
loaded_scene: Query<(Entity, &Children), With<TempLoadedSceneMarker>>,
|
||||
named_entities: Query<(Entity, &Name, &Parent)>, // FIXME: very inneficient
|
||||
mut commands: Commands,
|
||||
|
||||
mut game_world: Query<(Entity, &Children), With<GameWorldTag>>,
|
||||
saveables: Query<(Entity, &Name), With<Saveable>>,
|
||||
asset_server: Res<AssetServer>,
|
||||
) {
|
||||
for (loaded_scene, children) in loaded_scene.iter() {
|
||||
info!("--loading: post processing loaded scene");
|
||||
|
||||
let mut entities_to_load: Vec<(Entity, Name)> = vec![];
|
||||
|
||||
for loaded_entity in children.iter() {
|
||||
if let Ok((source, name, _)) = named_entities.get(*loaded_entity) {
|
||||
entities_to_load.push((source, name.clone()));
|
||||
|
||||
let mut found = false;
|
||||
for (e, n, p) in named_entities.iter() {
|
||||
// if we have an entity with the same name as in same file, overwrite
|
||||
if e != source && name.as_str() == n.as_str() {
|
||||
// println!("found entity with same name {} {} {:?} {:?}", name, n, source, e);
|
||||
// source is entity within the newly loaded scene (source), e is within the existing world (destination)
|
||||
info!("copying data from {:?} to {:?}", source, e);
|
||||
commands.add(CloneEntity {
|
||||
source: source,
|
||||
destination: e,
|
||||
});
|
||||
// FIXME: issue with hierarchy & parenting, would be nice to be able to filter out components from CloneEntity
|
||||
commands.entity(p.get()).add_child(e);
|
||||
commands.entity(source).despawn_recursive();
|
||||
found = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
// entity not found in the list of existing entities (ie entities that came as part of the level)
|
||||
// so we spawn a new one
|
||||
if !found {
|
||||
info!("generating new entity");
|
||||
let world = game_world.single_mut();
|
||||
let world = world.1[0];
|
||||
|
||||
let new_entity = commands
|
||||
.spawn((bevy::prelude::Name::from(name.clone()), SpawnHere))
|
||||
.id();
|
||||
|
||||
commands.add(CloneEntity {
|
||||
source: source,
|
||||
destination: new_entity,
|
||||
});
|
||||
|
||||
commands.entity(world).add_child(new_entity);
|
||||
info!("copying data from {:?} to {:?}", source, new_entity);
|
||||
}
|
||||
}
|
||||
}
|
||||
commands.spawn(SaveablesToRemove(entities_to_load.clone()));
|
||||
|
||||
// if an entity is present in the world but NOT in the saved entities , it should be removed from the world
|
||||
// ideally this should be run between spawning of the world/level AND spawn_placeholders
|
||||
|
||||
// remove the dynamic scene
|
||||
info!("--loading: DESPAWNING LOADED SCENE");
|
||||
commands.entity(loaded_scene).despawn_recursive();
|
||||
|
||||
asset_server.mark_unused_assets();
|
||||
asset_server.free_unused_assets();
|
||||
}
|
||||
//for saveable in saveables.iter(){
|
||||
// println!("SAVEABLE BEFORE {:?}", saveable)
|
||||
//}
|
||||
}
|
||||
|
||||
pub fn final_cleanup(
|
||||
saveables_to_remove: Query<(Entity, &SaveablesToRemove)>,
|
||||
mut commands: Commands,
|
||||
saveables: Query<(Entity, &Name), With<Saveable>>,
|
||||
mut next_app_state: ResMut<NextState<AppState>>,
|
||||
mut next_game_state: ResMut<NextState<GameState>>,
|
||||
) {
|
||||
if let Ok((e, entities_to_load)) = saveables_to_remove.get_single() {
|
||||
info!("saveables to remove {:?}", entities_to_load);
|
||||
for (e, n) in saveables.iter() {
|
||||
let mut found = false;
|
||||
println!("SAVEABLE {}", n);
|
||||
|
||||
//let entities_to_load = saveables_to_remove.single();
|
||||
for (en, na) in entities_to_load.0.iter() {
|
||||
found = na.as_str() == n.as_str();
|
||||
if found {
|
||||
break;
|
||||
}
|
||||
}
|
||||
if !found {
|
||||
println!("REMOVING THIS ONE {}", n);
|
||||
commands.entity(e).despawn_recursive();
|
||||
}
|
||||
}
|
||||
// if there is a saveable that is NOT in the list of entities to load, despawn it
|
||||
|
||||
// despawn list
|
||||
commands.entity(e).despawn_recursive();
|
||||
|
||||
info!("--loading: done, move to InGame state");
|
||||
// next_app_state.set(AppState::AppRunning);
|
||||
next_game_state.set(GameState::InGame);
|
||||
}
|
||||
}
|
||||
|
||||
fn process_loaded_scene_load_alt(
|
||||
entities: Query<(Entity, &Children), With<TempLoadedSceneMarker>>,
|
||||
named_entities: Query<(Entity, &Name, &Parent)>, // FIXME: very inneficient
|
||||
mut commands: Commands,
|
||||
) {
|
||||
for (entity, children) in entities.iter() {
|
||||
let mut entities_to_load: Vec<(Entity, Name)> = vec![];
|
||||
for saved_source in children.iter() {
|
||||
if let Ok((source, name, _)) = named_entities.get(*saved_source) {
|
||||
println!("AAAAAAA {}", name);
|
||||
entities_to_load.push((source, name.clone()));
|
||||
}
|
||||
}
|
||||
println!("entities to load {:?}", entities_to_load);
|
||||
|
||||
commands.entity(entity).despawn_recursive();
|
||||
}
|
||||
}
|
|
@ -1,70 +0,0 @@
|
|||
pub mod saveable;
|
||||
use bevy::asset::free_unused_assets_system;
|
||||
use bevy_gltf_components::GltfComponentsSet;
|
||||
pub use saveable::*;
|
||||
|
||||
pub mod saving;
|
||||
pub use saving::*;
|
||||
|
||||
pub mod loading;
|
||||
pub use loading::*;
|
||||
|
||||
use bevy::prelude::*;
|
||||
use bevy::prelude::{App, IntoSystemConfigs, Plugin};
|
||||
use bevy::utils::Uuid;
|
||||
|
||||
use bevy_gltf_blueprints::GltfBlueprintsSet;
|
||||
|
||||
#[derive(SystemSet, Debug, Hash, PartialEq, Eq, Clone)]
|
||||
pub enum LoadingSet {
|
||||
Load,
|
||||
PostLoad,
|
||||
}
|
||||
|
||||
pub struct SaveLoadPlugin;
|
||||
impl Plugin for SaveLoadPlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
app
|
||||
.register_type::<Uuid>()
|
||||
.register_type::<Saveable>()
|
||||
.add_event::<SaveRequest>()
|
||||
.add_event::<LoadRequest>()
|
||||
|
||||
.configure_sets(
|
||||
Update,
|
||||
(LoadingSet::Load, LoadingSet::PostLoad)
|
||||
.chain()
|
||||
.before(GltfBlueprintsSet::Spawn)
|
||||
.before(GltfComponentsSet::Injection)
|
||||
)
|
||||
|
||||
.add_systems(PreUpdate, save_game.run_if(should_save))
|
||||
|
||||
.add_systems(Update,
|
||||
(
|
||||
load_prepare,
|
||||
unload_world,
|
||||
load_world,
|
||||
load_saved_scene,
|
||||
// process_loaded_scene
|
||||
)
|
||||
.chain()
|
||||
.run_if(should_load) // .run_if(in_state(AppState::AppRunning))
|
||||
.in_set(LoadingSet::Load)
|
||||
)
|
||||
.add_systems(Update,
|
||||
(
|
||||
process_loaded_scene,
|
||||
apply_deferred,
|
||||
final_cleanup,
|
||||
apply_deferred,
|
||||
free_unused_assets_system
|
||||
)
|
||||
.chain()
|
||||
.in_set(LoadingSet::PostLoad)
|
||||
)
|
||||
|
||||
// .add_systems(Update, bla)
|
||||
;
|
||||
}
|
||||
}
|
|
@ -1,137 +0,0 @@
|
|||
const NEW_SCENE_FILE_PATH:&str="save.scn.ron";
|
||||
|
||||
|
||||
|
||||
|
||||
use bevy::ecs::component::Components;
|
||||
use bevy::ecs::entity::EntityMap;
|
||||
use serde::{Deserialize, Serialize};
|
||||
|
||||
|
||||
use std::io::Read;
|
||||
use bevy::scene::serde::SceneDeserializer;
|
||||
use ron::Deserializer;
|
||||
use serde::de::DeserializeSeed;
|
||||
|
||||
|
||||
|
||||
|
||||
#[derive(Debug, Deserialize)]
|
||||
struct Components2;
|
||||
|
||||
#[derive(Debug, Deserialize)]
|
||||
struct Fake {
|
||||
resources: HashMap<u32, String>,
|
||||
entities: HashMap<u32, Components2>
|
||||
}
|
||||
|
||||
fn ron_test(){
|
||||
let full_path = "/home/ckaos/projects/grappling-boom-bot/assets/save.ron";
|
||||
match File::open(full_path) {
|
||||
Ok(mut file) => {
|
||||
let mut serialized_scene = Vec::new();
|
||||
if let Err(why) = file.read_to_end(&mut serialized_scene) {
|
||||
error!("file read failed: {why:?}");
|
||||
}
|
||||
match Deserializer::from_bytes(&serialized_scene) {
|
||||
Ok(mut deserializer) => {
|
||||
// deserializer.
|
||||
let bla:Fake = ron::from_str("(
|
||||
resources: {},
|
||||
entities: {}
|
||||
)").unwrap();
|
||||
info!("testing {:?}", bla);
|
||||
info!("YOYO DONE YO !")
|
||||
}
|
||||
Err(why) => {
|
||||
error!("deserializer creation failed: {why:?}");
|
||||
}
|
||||
}
|
||||
}
|
||||
Err(why) => {
|
||||
error!("load failed: {why:?}");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn inject_component_data(world: &mut World, scene: DynamicScene){
|
||||
let mut entity_map = EntityMap::default();
|
||||
if let Err(why) = scene.write_to_world(world, &mut entity_map) {
|
||||
panic!("world write failed: {why:?}");
|
||||
}
|
||||
println!("entity map {:?}", entity_map);
|
||||
// TODO: EntityMap doesn't implement `iter()`
|
||||
for old_entity in entity_map.keys() {
|
||||
let entity = entity_map.get(old_entity).unwrap();
|
||||
info!("entity update required: {old_entity:?} -> {entity:?}");
|
||||
let e_mut = world
|
||||
.entity_mut(entity);
|
||||
}
|
||||
|
||||
info!("done loading scene");
|
||||
}
|
||||
|
||||
fn post_load(world: &mut World){
|
||||
let full_path = "/home/ckaos/projects/grappling-boom-bot/assets/save.ron";
|
||||
match File::open(full_path) {
|
||||
Ok(mut file) => {
|
||||
let mut serialized_scene = Vec::new();
|
||||
if let Err(why) = file.read_to_end(&mut serialized_scene) {
|
||||
error!("file read failed: {why:?}");
|
||||
}
|
||||
match Deserializer::from_bytes(&serialized_scene) {
|
||||
Ok(mut deserializer) => {
|
||||
let result = SceneDeserializer {
|
||||
type_registry: &world.resource::<AppTypeRegistry>().read(),
|
||||
}
|
||||
.deserialize(&mut deserializer);
|
||||
info!("deserialize done");
|
||||
match result {
|
||||
Ok(scene) => {
|
||||
info!("scene loaded");
|
||||
// scene.write_to_world(world, entity_map)
|
||||
// println!("{:?}", scene.entities);
|
||||
inject_component_data(world, scene);
|
||||
/*for dyn_ent in scene.entities.iter(){
|
||||
// let mut query = scene.world.query::<(Entity, &Name, &GltfExtras, &Parent)>();
|
||||
}*/
|
||||
}
|
||||
Err(why) => {
|
||||
error!("deserialization failed: {why:?}");
|
||||
}
|
||||
}
|
||||
}
|
||||
Err(why) => {
|
||||
error!("deserializer creation failed: {why:?}");
|
||||
}
|
||||
}
|
||||
}
|
||||
Err(why) => {
|
||||
error!("load failed: {why:?}");
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
#[derive(Component, Reflect, Debug, Default )]
|
||||
#[reflect(Component)]
|
||||
pub struct Hackish;
|
||||
|
||||
|
||||
|
||||
/// unload saveables
|
||||
fn unload_saveables(world: &mut World) {
|
||||
let entities: Vec<Entity> = world
|
||||
.query_filtered::<Entity, With<Saveable>>()// our level/world contains this component
|
||||
.iter(world)
|
||||
.collect();
|
||||
for entity in entities {
|
||||
// Check the entity again in case it was despawned recursively
|
||||
if world.get_entity(entity).is_some() {
|
||||
info!("despawning");
|
||||
world.entity_mut(entity).despawn_recursive();
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,14 +0,0 @@
|
|||
use bevy::prelude::*;
|
||||
use bevy::utils::Uuid;
|
||||
|
||||
#[derive(Component, Reflect, Debug)]
|
||||
#[reflect(Component)]
|
||||
pub struct Saveable {
|
||||
id: Uuid,
|
||||
}
|
||||
|
||||
impl Default for Saveable {
|
||||
fn default() -> Self {
|
||||
Saveable { id: Uuid::new_v4() }
|
||||
}
|
||||
}
|
|
@ -1,87 +0,0 @@
|
|||
use bevy::pbr::{Clusters, VisiblePointLights};
|
||||
use bevy::render::camera::CameraRenderGraph;
|
||||
use bevy::render::view::VisibleEntities;
|
||||
use bevy::tasks::IoTaskPool;
|
||||
use bevy::{gltf::GltfExtras, prelude::*};
|
||||
use bevy_rapier3d::prelude::RigidBody;
|
||||
use std::fs::File;
|
||||
use std::io::Write;
|
||||
|
||||
use crate::core::physics::Collider;
|
||||
use crate::game::{Pickable, Player};
|
||||
|
||||
use super::Saveable;
|
||||
|
||||
const NEW_SCENE_FILE_PATH: &str = "save.scn.ron";
|
||||
|
||||
#[derive(Component, Event)]
|
||||
pub struct SaveRequest {
|
||||
pub path: String,
|
||||
}
|
||||
|
||||
pub fn should_save(
|
||||
// keycode: Res<Input<KeyCode>>,
|
||||
save_requested_events: EventReader<SaveRequest>,
|
||||
) -> bool {
|
||||
return save_requested_events.len() > 0;
|
||||
|
||||
// return keycode.just_pressed(KeyCode::S)
|
||||
}
|
||||
|
||||
pub fn save_game(
|
||||
world: &mut World,
|
||||
// save_requested_events: EventReader<SaveRequest>,
|
||||
) {
|
||||
info!("saving");
|
||||
// world.
|
||||
/*for bli in save_requested_events.iter(){
|
||||
println!("SAAAAVE TO THISSSSS {:?}", bli.path)
|
||||
}*/
|
||||
|
||||
let saveable_entities: Vec<Entity> = world
|
||||
.query_filtered::<Entity, With<Saveable>>()
|
||||
.iter(world)
|
||||
.collect();
|
||||
|
||||
/*let static_entities: Vec<Entity> = world
|
||||
.query_filtered::<Entity, Without<Saveable>>()
|
||||
.iter(world)
|
||||
.collect();*/
|
||||
println!("saveable entities {}", saveable_entities.len());
|
||||
|
||||
let mut scene_builder = DynamicSceneBuilder::from_world(world);
|
||||
scene_builder
|
||||
.deny::<Children>()
|
||||
.deny::<Parent>()
|
||||
.deny::<ComputedVisibility>()
|
||||
.deny::<Visibility>()
|
||||
.deny::<GltfExtras>()
|
||||
.deny::<GlobalTransform>()
|
||||
.deny::<Collider>()
|
||||
.deny::<RigidBody>()
|
||||
.deny::<Saveable>()
|
||||
// camera stuff
|
||||
.deny::<Camera>()
|
||||
.deny::<CameraRenderGraph>()
|
||||
.deny::<Camera3d>()
|
||||
.deny::<Clusters>()
|
||||
.deny::<VisibleEntities>()
|
||||
.deny::<VisiblePointLights>()
|
||||
//.deny::<HasGizmoMarker>()
|
||||
.extract_entities(saveable_entities.into_iter());
|
||||
|
||||
let dyn_scene = scene_builder.build();
|
||||
let serialized_scene = dyn_scene
|
||||
.serialize_ron(world.resource::<AppTypeRegistry>())
|
||||
.unwrap();
|
||||
|
||||
#[cfg(not(target_arch = "wasm32"))]
|
||||
IoTaskPool::get()
|
||||
.spawn(async move {
|
||||
// Write the scene RON data to file
|
||||
File::create(format!("assets/scenes/{NEW_SCENE_FILE_PATH}"))
|
||||
.and_then(|mut file| file.write(serialized_scene.as_bytes()))
|
||||
.expect("Error while writing scene to file");
|
||||
})
|
||||
.detach();
|
||||
}
|
|
@ -67,13 +67,12 @@ pub fn spawn_test(
|
|||
.spawn((
|
||||
BluePrintBundle {
|
||||
blueprint: BlueprintName("Health_Pickup".to_string()),
|
||||
transform: TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)),
|
||||
..Default::default()
|
||||
},
|
||||
bevy::prelude::Name::from(format!("test{}", name_index)),
|
||||
// BlueprintName("Health_Pickup".to_string()),
|
||||
// SpawnHere,
|
||||
// TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)),
|
||||
TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)),
|
||||
Velocity {
|
||||
linvel: Vec3::new(vel_x, vel_y, vel_z),
|
||||
angvel: Vec3::new(0.0, 0.0, 0.0),
|
||||
|
|
|
@ -30,7 +30,6 @@ pub fn trigger_level_transition(
|
|||
// we need to accomodate for the fact that the collider may be a child of the level transition (FIXME: is this a missunderstanding on my part about rapier child colliders ?)
|
||||
let entity1_parent = parents.get(*entity1).unwrap();
|
||||
let entity2_parent = parents.get(*entity2).unwrap();
|
||||
|
||||
|
||||
if level_transition_triggers.get(*entity1).is_ok()
|
||||
|| level_transition_triggers.get(*entity2).is_ok()
|
||||
|
@ -51,10 +50,13 @@ pub fn trigger_level_transition(
|
|||
level_transition_triggers.get(entity2_parent.get()).unwrap();
|
||||
}
|
||||
|
||||
if players.get(*entity1).is_ok() || players.get(entity1_parent.get()).is_ok() || players.get(*entity2).is_ok() || players.get(entity2_parent.get()).is_ok() {
|
||||
if players.get(*entity1).is_ok()
|
||||
|| players.get(entity1_parent.get()).is_ok()
|
||||
|| players.get(*entity2).is_ok()
|
||||
|| players.get(entity2_parent.get()).is_ok()
|
||||
{
|
||||
println!("one entity is the player, we can enter")
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
// if none of our entities is a player, bail out, as only entities with player components should trigger a transition
|
||||
return;
|
||||
}
|
||||
|
|
|
@ -10,9 +10,6 @@ pub use relationships::*;
|
|||
pub mod physics;
|
||||
pub use physics::*;
|
||||
|
||||
// pub mod save_load;
|
||||
// pub use save_load::*;
|
||||
|
||||
use bevy::prelude::*;
|
||||
use bevy_gltf_blueprints::*;
|
||||
|
||||
|
@ -23,7 +20,6 @@ impl Plugin for CorePlugin {
|
|||
LightingPlugin,
|
||||
CameraPlugin,
|
||||
PhysicsPlugin,
|
||||
// SaveLoadPlugin,
|
||||
BlueprintsPlugin {
|
||||
library_folder: "models/library".into(),
|
||||
format: GltfFormat::GLB,
|
||||
|
|
|
@ -1,218 +0,0 @@
|
|||
use bevy::prelude::*;
|
||||
use bevy_gltf_blueprints::{clone_entity::CloneEntity, GameWorldTag, SpawnHere};
|
||||
|
||||
use crate::{
|
||||
assets::GameAssets,
|
||||
state::{AppState, GameState, InAppRunning},
|
||||
};
|
||||
|
||||
use super::Saveable;
|
||||
|
||||
const SCENE_FILE_PATH: &str = "scenes/save.scn.ron";
|
||||
|
||||
#[derive(Component, Debug)]
|
||||
pub struct TempLoadedSceneMarker;
|
||||
|
||||
#[derive(Component, Debug)]
|
||||
pub struct SaveablesToRemove(Vec<(Entity, Name)>);
|
||||
|
||||
#[derive(Component, Event)]
|
||||
pub struct LoadRequest {
|
||||
pub path: String,
|
||||
}
|
||||
|
||||
pub fn should_load(save_requested_events: EventReader<LoadRequest>) -> bool {
|
||||
return save_requested_events.len() > 0;
|
||||
}
|
||||
|
||||
pub fn load_prepare(
|
||||
mut next_app_state: ResMut<NextState<AppState>>,
|
||||
mut next_game_state: ResMut<NextState<GameState>>,
|
||||
) {
|
||||
next_app_state.set(AppState::LoadingGame);
|
||||
next_game_state.set(GameState::None);
|
||||
info!("--loading: prepare")
|
||||
}
|
||||
|
||||
/// unload the level recursively
|
||||
pub fn _unload_world_old(world: &mut World) {
|
||||
let entities: Vec<Entity> = world
|
||||
// .query_filtered::<Entity, Or<(With<Save>, With<Unload>)>>()
|
||||
.query_filtered::<Entity, With<GameWorldTag>>() // our level/world contains this component
|
||||
.iter(world)
|
||||
.collect();
|
||||
for entity in entities {
|
||||
// Check the entity again in case it was despawned recursively
|
||||
if world.get_entity(entity).is_some() {
|
||||
world.entity_mut(entity).despawn_recursive();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub fn unload_world(mut commands: Commands, gameworlds: Query<Entity, With<GameWorldTag>>) {
|
||||
for e in gameworlds.iter() {
|
||||
info!("--loading: despawn old world/level");
|
||||
commands.entity(e).despawn_recursive();
|
||||
}
|
||||
}
|
||||
|
||||
// almost identical to setup_game, !!??
|
||||
pub fn load_world(
|
||||
mut commands: Commands,
|
||||
game_assets: Res<GameAssets>,
|
||||
// scenes: ResMut<Scene>,
|
||||
) {
|
||||
info!("--loading: loading world/level");
|
||||
|
||||
commands.spawn((
|
||||
SceneBundle {
|
||||
scene: game_assets.world.clone(),
|
||||
..default()
|
||||
},
|
||||
bevy::prelude::Name::from("world"),
|
||||
GameWorldTag,
|
||||
InAppRunning,
|
||||
));
|
||||
}
|
||||
|
||||
pub fn load_saved_scene(mut commands: Commands, asset_server: Res<AssetServer>) {
|
||||
commands.spawn((
|
||||
DynamicSceneBundle {
|
||||
// Scenes are loaded just like any other asset.
|
||||
scene: asset_server.load(SCENE_FILE_PATH),
|
||||
..default()
|
||||
},
|
||||
TempLoadedSceneMarker,
|
||||
));
|
||||
// commands.entity(world).add_child(child_scene);
|
||||
info!("--loading: loaded saved scene");
|
||||
}
|
||||
|
||||
pub fn process_loaded_scene(
|
||||
loaded_scene: Query<(Entity, &Children), With<TempLoadedSceneMarker>>,
|
||||
named_entities: Query<(Entity, &Name, &Parent)>, // FIXME: very inneficient
|
||||
mut commands: Commands,
|
||||
|
||||
mut game_world: Query<(Entity, &Children), With<GameWorldTag>>,
|
||||
saveables: Query<(Entity, &Name), With<Saveable>>,
|
||||
asset_server: Res<AssetServer>,
|
||||
) {
|
||||
for (loaded_scene, children) in loaded_scene.iter() {
|
||||
info!("--loading: post processing loaded scene");
|
||||
|
||||
let mut entities_to_load: Vec<(Entity, Name)> = vec![];
|
||||
|
||||
for loaded_entity in children.iter() {
|
||||
if let Ok((source, name, _)) = named_entities.get(*loaded_entity) {
|
||||
entities_to_load.push((source, name.clone()));
|
||||
|
||||
let mut found = false;
|
||||
for (e, n, p) in named_entities.iter() {
|
||||
// if we have an entity with the same name as in same file, overwrite
|
||||
if e != source && name.as_str() == n.as_str() {
|
||||
// println!("found entity with same name {} {} {:?} {:?}", name, n, source, e);
|
||||
// source is entity within the newly loaded scene (source), e is within the existing world (destination)
|
||||
info!("copying data from {:?} to {:?}", source, e);
|
||||
commands.add(CloneEntity {
|
||||
source: source,
|
||||
destination: e,
|
||||
});
|
||||
// FIXME: issue with hierarchy & parenting, would be nice to be able to filter out components from CloneEntity
|
||||
commands.entity(p.get()).add_child(e);
|
||||
commands.entity(source).despawn_recursive();
|
||||
found = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
// entity not found in the list of existing entities (ie entities that came as part of the level)
|
||||
// so we spawn a new one
|
||||
if !found {
|
||||
info!("generating new entity");
|
||||
let world = game_world.single_mut();
|
||||
let world = world.1[0];
|
||||
|
||||
let new_entity = commands
|
||||
.spawn((bevy::prelude::Name::from(name.clone()), SpawnHere))
|
||||
.id();
|
||||
|
||||
commands.add(CloneEntity {
|
||||
source: source,
|
||||
destination: new_entity,
|
||||
});
|
||||
|
||||
commands.entity(world).add_child(new_entity);
|
||||
info!("copying data from {:?} to {:?}", source, new_entity);
|
||||
}
|
||||
}
|
||||
}
|
||||
commands.spawn(SaveablesToRemove(entities_to_load.clone()));
|
||||
|
||||
// if an entity is present in the world but NOT in the saved entities , it should be removed from the world
|
||||
// ideally this should be run between spawning of the world/level AND spawn_placeholders
|
||||
|
||||
// remove the dynamic scene
|
||||
info!("--loading: DESPAWNING LOADED SCENE");
|
||||
commands.entity(loaded_scene).despawn_recursive();
|
||||
|
||||
asset_server.mark_unused_assets();
|
||||
asset_server.free_unused_assets();
|
||||
}
|
||||
//for saveable in saveables.iter(){
|
||||
// println!("SAVEABLE BEFORE {:?}", saveable)
|
||||
//}
|
||||
}
|
||||
|
||||
pub fn final_cleanup(
|
||||
saveables_to_remove: Query<(Entity, &SaveablesToRemove)>,
|
||||
mut commands: Commands,
|
||||
saveables: Query<(Entity, &Name), With<Saveable>>,
|
||||
mut next_app_state: ResMut<NextState<AppState>>,
|
||||
mut next_game_state: ResMut<NextState<GameState>>,
|
||||
) {
|
||||
if let Ok((e, entities_to_load)) = saveables_to_remove.get_single() {
|
||||
info!("saveables to remove {:?}", entities_to_load);
|
||||
for (e, n) in saveables.iter() {
|
||||
let mut found = false;
|
||||
println!("SAVEABLE {}", n);
|
||||
|
||||
//let entities_to_load = saveables_to_remove.single();
|
||||
for (en, na) in entities_to_load.0.iter() {
|
||||
found = na.as_str() == n.as_str();
|
||||
if found {
|
||||
break;
|
||||
}
|
||||
}
|
||||
if !found {
|
||||
println!("REMOVING THIS ONE {}", n);
|
||||
commands.entity(e).despawn_recursive();
|
||||
}
|
||||
}
|
||||
// if there is a saveable that is NOT in the list of entities to load, despawn it
|
||||
|
||||
// despawn list
|
||||
commands.entity(e).despawn_recursive();
|
||||
|
||||
info!("--loading: done, move to InGame state");
|
||||
// next_app_state.set(AppState::AppRunning);
|
||||
next_game_state.set(GameState::InGame);
|
||||
}
|
||||
}
|
||||
|
||||
fn process_loaded_scene_load_alt(
|
||||
entities: Query<(Entity, &Children), With<TempLoadedSceneMarker>>,
|
||||
named_entities: Query<(Entity, &Name, &Parent)>, // FIXME: very inneficient
|
||||
mut commands: Commands,
|
||||
) {
|
||||
for (entity, children) in entities.iter() {
|
||||
let mut entities_to_load: Vec<(Entity, Name)> = vec![];
|
||||
for saved_source in children.iter() {
|
||||
if let Ok((source, name, _)) = named_entities.get(*saved_source) {
|
||||
println!("AAAAAAA {}", name);
|
||||
entities_to_load.push((source, name.clone()));
|
||||
}
|
||||
}
|
||||
println!("entities to load {:?}", entities_to_load);
|
||||
|
||||
commands.entity(entity).despawn_recursive();
|
||||
}
|
||||
}
|
|
@ -1,70 +0,0 @@
|
|||
pub mod saveable;
|
||||
use bevy::asset::free_unused_assets_system;
|
||||
use bevy_gltf_components::GltfComponentsSet;
|
||||
pub use saveable::*;
|
||||
|
||||
pub mod saving;
|
||||
pub use saving::*;
|
||||
|
||||
pub mod loading;
|
||||
pub use loading::*;
|
||||
|
||||
use bevy::prelude::*;
|
||||
use bevy::prelude::{App, IntoSystemConfigs, Plugin};
|
||||
use bevy::utils::Uuid;
|
||||
|
||||
use bevy_gltf_blueprints::GltfBlueprintsSet;
|
||||
|
||||
#[derive(SystemSet, Debug, Hash, PartialEq, Eq, Clone)]
|
||||
pub enum LoadingSet {
|
||||
Load,
|
||||
PostLoad,
|
||||
}
|
||||
|
||||
pub struct SaveLoadPlugin;
|
||||
impl Plugin for SaveLoadPlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
app
|
||||
.register_type::<Uuid>()
|
||||
.register_type::<Saveable>()
|
||||
.add_event::<SaveRequest>()
|
||||
.add_event::<LoadRequest>()
|
||||
|
||||
.configure_sets(
|
||||
Update,
|
||||
(LoadingSet::Load, LoadingSet::PostLoad)
|
||||
.chain()
|
||||
.before(GltfBlueprintsSet::Spawn)
|
||||
.before(GltfComponentsSet::Injection)
|
||||
)
|
||||
|
||||
.add_systems(PreUpdate, save_game.run_if(should_save))
|
||||
|
||||
.add_systems(Update,
|
||||
(
|
||||
load_prepare,
|
||||
unload_world,
|
||||
load_world,
|
||||
load_saved_scene,
|
||||
// process_loaded_scene
|
||||
)
|
||||
.chain()
|
||||
.run_if(should_load) // .run_if(in_state(AppState::AppRunning))
|
||||
.in_set(LoadingSet::Load)
|
||||
)
|
||||
.add_systems(Update,
|
||||
(
|
||||
process_loaded_scene,
|
||||
apply_deferred,
|
||||
final_cleanup,
|
||||
apply_deferred,
|
||||
free_unused_assets_system
|
||||
)
|
||||
.chain()
|
||||
.in_set(LoadingSet::PostLoad)
|
||||
)
|
||||
|
||||
// .add_systems(Update, bla)
|
||||
;
|
||||
}
|
||||
}
|
|
@ -1,137 +0,0 @@
|
|||
const NEW_SCENE_FILE_PATH:&str="save.scn.ron";
|
||||
|
||||
|
||||
|
||||
|
||||
use bevy::ecs::component::Components;
|
||||
use bevy::ecs::entity::EntityMap;
|
||||
use serde::{Deserialize, Serialize};
|
||||
|
||||
|
||||
use std::io::Read;
|
||||
use bevy::scene::serde::SceneDeserializer;
|
||||
use ron::Deserializer;
|
||||
use serde::de::DeserializeSeed;
|
||||
|
||||
|
||||
|
||||
|
||||
#[derive(Debug, Deserialize)]
|
||||
struct Components2;
|
||||
|
||||
#[derive(Debug, Deserialize)]
|
||||
struct Fake {
|
||||
resources: HashMap<u32, String>,
|
||||
entities: HashMap<u32, Components2>
|
||||
}
|
||||
|
||||
fn ron_test(){
|
||||
let full_path = "/home/ckaos/projects/grappling-boom-bot/assets/save.ron";
|
||||
match File::open(full_path) {
|
||||
Ok(mut file) => {
|
||||
let mut serialized_scene = Vec::new();
|
||||
if let Err(why) = file.read_to_end(&mut serialized_scene) {
|
||||
error!("file read failed: {why:?}");
|
||||
}
|
||||
match Deserializer::from_bytes(&serialized_scene) {
|
||||
Ok(mut deserializer) => {
|
||||
// deserializer.
|
||||
let bla:Fake = ron::from_str("(
|
||||
resources: {},
|
||||
entities: {}
|
||||
)").unwrap();
|
||||
info!("testing {:?}", bla);
|
||||
info!("YOYO DONE YO !")
|
||||
}
|
||||
Err(why) => {
|
||||
error!("deserializer creation failed: {why:?}");
|
||||
}
|
||||
}
|
||||
}
|
||||
Err(why) => {
|
||||
error!("load failed: {why:?}");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn inject_component_data(world: &mut World, scene: DynamicScene){
|
||||
let mut entity_map = EntityMap::default();
|
||||
if let Err(why) = scene.write_to_world(world, &mut entity_map) {
|
||||
panic!("world write failed: {why:?}");
|
||||
}
|
||||
println!("entity map {:?}", entity_map);
|
||||
// TODO: EntityMap doesn't implement `iter()`
|
||||
for old_entity in entity_map.keys() {
|
||||
let entity = entity_map.get(old_entity).unwrap();
|
||||
info!("entity update required: {old_entity:?} -> {entity:?}");
|
||||
let e_mut = world
|
||||
.entity_mut(entity);
|
||||
}
|
||||
|
||||
info!("done loading scene");
|
||||
}
|
||||
|
||||
fn post_load(world: &mut World){
|
||||
let full_path = "/home/ckaos/projects/grappling-boom-bot/assets/save.ron";
|
||||
match File::open(full_path) {
|
||||
Ok(mut file) => {
|
||||
let mut serialized_scene = Vec::new();
|
||||
if let Err(why) = file.read_to_end(&mut serialized_scene) {
|
||||
error!("file read failed: {why:?}");
|
||||
}
|
||||
match Deserializer::from_bytes(&serialized_scene) {
|
||||
Ok(mut deserializer) => {
|
||||
let result = SceneDeserializer {
|
||||
type_registry: &world.resource::<AppTypeRegistry>().read(),
|
||||
}
|
||||
.deserialize(&mut deserializer);
|
||||
info!("deserialize done");
|
||||
match result {
|
||||
Ok(scene) => {
|
||||
info!("scene loaded");
|
||||
// scene.write_to_world(world, entity_map)
|
||||
// println!("{:?}", scene.entities);
|
||||
inject_component_data(world, scene);
|
||||
/*for dyn_ent in scene.entities.iter(){
|
||||
// let mut query = scene.world.query::<(Entity, &Name, &GltfExtras, &Parent)>();
|
||||
}*/
|
||||
}
|
||||
Err(why) => {
|
||||
error!("deserialization failed: {why:?}");
|
||||
}
|
||||
}
|
||||
}
|
||||
Err(why) => {
|
||||
error!("deserializer creation failed: {why:?}");
|
||||
}
|
||||
}
|
||||
}
|
||||
Err(why) => {
|
||||
error!("load failed: {why:?}");
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
#[derive(Component, Reflect, Debug, Default )]
|
||||
#[reflect(Component)]
|
||||
pub struct Hackish;
|
||||
|
||||
|
||||
|
||||
/// unload saveables
|
||||
fn unload_saveables(world: &mut World) {
|
||||
let entities: Vec<Entity> = world
|
||||
.query_filtered::<Entity, With<Saveable>>()// our level/world contains this component
|
||||
.iter(world)
|
||||
.collect();
|
||||
for entity in entities {
|
||||
// Check the entity again in case it was despawned recursively
|
||||
if world.get_entity(entity).is_some() {
|
||||
info!("despawning");
|
||||
world.entity_mut(entity).despawn_recursive();
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,14 +0,0 @@
|
|||
use bevy::prelude::*;
|
||||
use bevy::utils::Uuid;
|
||||
|
||||
#[derive(Component, Reflect, Debug)]
|
||||
#[reflect(Component)]
|
||||
pub struct Saveable {
|
||||
id: Uuid,
|
||||
}
|
||||
|
||||
impl Default for Saveable {
|
||||
fn default() -> Self {
|
||||
Saveable { id: Uuid::new_v4() }
|
||||
}
|
||||
}
|
|
@ -1,87 +0,0 @@
|
|||
use bevy::pbr::{Clusters, VisiblePointLights};
|
||||
use bevy::render::camera::CameraRenderGraph;
|
||||
use bevy::render::view::VisibleEntities;
|
||||
use bevy::tasks::IoTaskPool;
|
||||
use bevy::{gltf::GltfExtras, prelude::*};
|
||||
use bevy_rapier3d::prelude::RigidBody;
|
||||
use std::fs::File;
|
||||
use std::io::Write;
|
||||
|
||||
use crate::core::physics::Collider;
|
||||
use crate::game::{Pickable, Player};
|
||||
|
||||
use super::Saveable;
|
||||
|
||||
const NEW_SCENE_FILE_PATH: &str = "save.scn.ron";
|
||||
|
||||
#[derive(Component, Event)]
|
||||
pub struct SaveRequest {
|
||||
pub path: String,
|
||||
}
|
||||
|
||||
pub fn should_save(
|
||||
// keycode: Res<Input<KeyCode>>,
|
||||
save_requested_events: EventReader<SaveRequest>,
|
||||
) -> bool {
|
||||
return save_requested_events.len() > 0;
|
||||
|
||||
// return keycode.just_pressed(KeyCode::S)
|
||||
}
|
||||
|
||||
pub fn save_game(
|
||||
world: &mut World,
|
||||
// save_requested_events: EventReader<SaveRequest>,
|
||||
) {
|
||||
info!("saving");
|
||||
// world.
|
||||
/*for bli in save_requested_events.iter(){
|
||||
println!("SAAAAVE TO THISSSSS {:?}", bli.path)
|
||||
}*/
|
||||
|
||||
let saveable_entities: Vec<Entity> = world
|
||||
.query_filtered::<Entity, With<Saveable>>()
|
||||
.iter(world)
|
||||
.collect();
|
||||
|
||||
/*let static_entities: Vec<Entity> = world
|
||||
.query_filtered::<Entity, Without<Saveable>>()
|
||||
.iter(world)
|
||||
.collect();*/
|
||||
println!("saveable entities {}", saveable_entities.len());
|
||||
|
||||
let mut scene_builder = DynamicSceneBuilder::from_world(world);
|
||||
scene_builder
|
||||
.deny::<Children>()
|
||||
.deny::<Parent>()
|
||||
.deny::<ComputedVisibility>()
|
||||
.deny::<Visibility>()
|
||||
.deny::<GltfExtras>()
|
||||
.deny::<GlobalTransform>()
|
||||
.deny::<Collider>()
|
||||
.deny::<RigidBody>()
|
||||
.deny::<Saveable>()
|
||||
// camera stuff
|
||||
.deny::<Camera>()
|
||||
.deny::<CameraRenderGraph>()
|
||||
.deny::<Camera3d>()
|
||||
.deny::<Clusters>()
|
||||
.deny::<VisibleEntities>()
|
||||
.deny::<VisiblePointLights>()
|
||||
//.deny::<HasGizmoMarker>()
|
||||
.extract_entities(saveable_entities.into_iter());
|
||||
|
||||
let dyn_scene = scene_builder.build();
|
||||
let serialized_scene = dyn_scene
|
||||
.serialize_ron(world.resource::<AppTypeRegistry>())
|
||||
.unwrap();
|
||||
|
||||
#[cfg(not(target_arch = "wasm32"))]
|
||||
IoTaskPool::get()
|
||||
.spawn(async move {
|
||||
// Write the scene RON data to file
|
||||
File::create(format!("assets/scenes/{NEW_SCENE_FILE_PATH}"))
|
||||
.and_then(|mut file| file.write(serialized_scene.as_bytes()))
|
||||
.expect("Error while writing scene to file");
|
||||
})
|
||||
.detach();
|
||||
}
|
|
@ -67,13 +67,12 @@ pub fn spawn_test(
|
|||
.spawn((
|
||||
BluePrintBundle {
|
||||
blueprint: BlueprintName("Health_Pickup".to_string()),
|
||||
transform: TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)),
|
||||
..Default::default()
|
||||
},
|
||||
bevy::prelude::Name::from(format!("test{}", name_index)),
|
||||
// BlueprintName("Health_Pickup".to_string()),
|
||||
// SpawnHere,
|
||||
// TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)),
|
||||
TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)),
|
||||
Velocity {
|
||||
linvel: Vec3::new(vel_x, vel_y, vel_z),
|
||||
angvel: Vec3::new(0.0, 0.0, 0.0),
|
||||
|
|
|
@ -0,0 +1,17 @@
|
|||
[package]
|
||||
name = "bevy_gltf_save_load_basic_example"
|
||||
version = "0.3.0"
|
||||
edition = "2021"
|
||||
license = "MIT OR Apache-2.0"
|
||||
|
||||
[dependencies]
|
||||
bevy="0.12"
|
||||
bevy_gltf_blueprints = "0.6"
|
||||
bevy_gltf_save_load = { path = "../../../crates/bevy_gltf_save_load" }
|
||||
|
||||
bevy_rapier3d = { version = "0.23.0", features = [ "serde-serialize", "debug-render-3d", "enhanced-determinism"] }
|
||||
bevy_asset_loader = { version = "0.18", features = ["standard_dynamic_assets" ]}
|
||||
bevy_editor_pls = { version = "0.6" }
|
||||
rand = "0.8.5"
|
||||
serde_json="1.0.108"
|
||||
serde="1.0.193"
|
|
@ -0,0 +1,16 @@
|
|||
# Basic save_load example/demo
|
||||
|
||||
This example showcases how to use ```bevy_save_load``` crate to save & load your bevy game
|
||||
|
||||
## Notes Workflow with blender / demo information
|
||||
|
||||
- the gltf files for this demo where generated using the **Export dynamic and static objects seperatly** feature of the auto_export addon:
|
||||
so the static & dynamic level files where generated automatically, based on the entities that have a **Dynamic** component/custom property
|
||||
|
||||
|
||||
## Running this example
|
||||
|
||||
```
|
||||
cargo run --features bevy/dynamic_linking
|
||||
```
|
||||
|
|
@ -0,0 +1 @@
|
|||
({})
|
|
@ -0,0 +1,8 @@
|
|||
({
|
||||
"world":File (path: "models/World.glb"),
|
||||
"world_dynamic":File (path: "models/World_dynamic.glb"),
|
||||
|
||||
"models": Folder (
|
||||
path: "models/library",
|
||||
),
|
||||
})
|
Binary file not shown.
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Load Diff
|
@ -0,0 +1,5 @@
|
|||
use bevy::prelude::*;
|
||||
use bevy_asset_loader::prelude::*;
|
||||
|
||||
#[derive(AssetCollection, Resource)]
|
||||
pub struct CoreAssets {}
|
|
@ -0,0 +1,16 @@
|
|||
use bevy::gltf::Gltf;
|
||||
use bevy::prelude::*;
|
||||
use bevy::utils::HashMap;
|
||||
use bevy_asset_loader::prelude::*;
|
||||
|
||||
#[derive(AssetCollection, Resource)]
|
||||
pub struct GameAssets {
|
||||
#[asset(key = "world")]
|
||||
pub world: Handle<Gltf>,
|
||||
|
||||
#[asset(key = "world_dynamic")]
|
||||
pub world_dynamic: Handle<Gltf>,
|
||||
|
||||
#[asset(key = "models", collection(typed, mapped))]
|
||||
pub models: HashMap<String, Handle<Gltf>>,
|
||||
}
|
|
@ -0,0 +1,35 @@
|
|||
pub mod assets_core;
|
||||
pub use assets_core::*;
|
||||
|
||||
pub mod assets_game;
|
||||
pub use assets_game::*;
|
||||
|
||||
use bevy::prelude::*;
|
||||
use bevy_asset_loader::prelude::*;
|
||||
|
||||
use crate::state::AppState;
|
||||
|
||||
pub struct AssetsPlugin;
|
||||
impl Plugin for AssetsPlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
app
|
||||
// load core assets (ie assets needed in the main menu, and everywhere else before loading more assets in game)
|
||||
.add_loading_state(
|
||||
LoadingState::new(AppState::CoreLoading).continue_to_state(AppState::MenuRunning),
|
||||
)
|
||||
.add_dynamic_collection_to_loading_state::<_, StandardDynamicAssetCollection>(
|
||||
AppState::CoreLoading,
|
||||
"assets_core.assets.ron",
|
||||
)
|
||||
.add_collection_to_loading_state::<_, CoreAssets>(AppState::CoreLoading)
|
||||
// load game assets
|
||||
.add_loading_state(
|
||||
LoadingState::new(AppState::AppLoading).continue_to_state(AppState::AppRunning),
|
||||
)
|
||||
.add_dynamic_collection_to_loading_state::<_, StandardDynamicAssetCollection>(
|
||||
AppState::AppLoading,
|
||||
"assets_game.assets.ron",
|
||||
)
|
||||
.add_collection_to_loading_state::<_, GameAssets>(AppState::AppLoading);
|
||||
}
|
||||
}
|
|
@ -0,0 +1,24 @@
|
|||
use bevy::core_pipeline::bloom::{BloomCompositeMode, BloomSettings};
|
||||
use bevy::core_pipeline::tonemapping::{DebandDither, Tonemapping};
|
||||
use bevy::prelude::*;
|
||||
|
||||
use super::CameraTrackingOffset;
|
||||
|
||||
pub fn camera_replace_proxies(
|
||||
mut commands: Commands,
|
||||
mut added_cameras: Query<(Entity, &mut Camera), (Added<Camera>, With<CameraTrackingOffset>)>,
|
||||
) {
|
||||
for (entity, mut camera) in added_cameras.iter_mut() {
|
||||
info!("detected added camera, updating proxy");
|
||||
camera.hdr = true;
|
||||
commands
|
||||
.entity(entity)
|
||||
.insert(DebandDither::Enabled)
|
||||
.insert(Tonemapping::BlenderFilmic)
|
||||
.insert(BloomSettings {
|
||||
intensity: 0.01,
|
||||
composite_mode: BloomCompositeMode::Additive,
|
||||
..default()
|
||||
});
|
||||
}
|
||||
}
|
|
@ -0,0 +1,58 @@
|
|||
use bevy::prelude::*;
|
||||
|
||||
#[derive(Component, Reflect, Debug)]
|
||||
#[reflect(Component)]
|
||||
/// Component for cameras, with an offset from the Trackable target
|
||||
///
|
||||
pub struct CameraTracking {
|
||||
pub offset: Vec3,
|
||||
}
|
||||
impl Default for CameraTracking {
|
||||
fn default() -> Self {
|
||||
CameraTracking {
|
||||
offset: Vec3::new(0.0, 6.0, 8.0),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Component, Reflect, Debug, Deref, DerefMut)]
|
||||
#[reflect(Component)]
|
||||
/// Component for cameras, with an offset from the Trackable target
|
||||
pub struct CameraTrackingOffset(Vec3);
|
||||
impl Default for CameraTrackingOffset {
|
||||
fn default() -> Self {
|
||||
CameraTrackingOffset(Vec3::new(0.0, 6.0, 8.0))
|
||||
}
|
||||
}
|
||||
|
||||
impl CameraTrackingOffset {
|
||||
fn new(input: Vec3) -> Self {
|
||||
CameraTrackingOffset(input)
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Component, Reflect, Default, Debug)]
|
||||
#[reflect(Component)]
|
||||
/// Add this component to an entity if you want it to be tracked by a Camera
|
||||
pub struct CameraTrackable;
|
||||
|
||||
pub fn camera_track(
|
||||
mut tracking_cameras: Query<
|
||||
(&mut Transform, &CameraTrackingOffset),
|
||||
(
|
||||
With<Camera>,
|
||||
With<CameraTrackingOffset>,
|
||||
Without<CameraTrackable>,
|
||||
),
|
||||
>,
|
||||
camera_tracked: Query<&Transform, With<CameraTrackable>>,
|
||||
) {
|
||||
for (mut camera_transform, tracking_offset) in tracking_cameras.iter_mut() {
|
||||
for tracked_transform in camera_tracked.iter() {
|
||||
let target_position = tracked_transform.translation + tracking_offset.0;
|
||||
let eased_position = camera_transform.translation.lerp(target_position, 0.1);
|
||||
camera_transform.translation = eased_position; // + tracking.offset;// tracked_transform.translation + tracking.offset;
|
||||
*camera_transform = camera_transform.looking_at(tracked_transform.translation, Vec3::Y);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,24 @@
|
|||
pub mod camera_tracking;
|
||||
pub use camera_tracking::*;
|
||||
|
||||
pub mod camera_replace_proxies;
|
||||
pub use camera_replace_proxies::*;
|
||||
|
||||
use bevy::prelude::*;
|
||||
use bevy_gltf_blueprints::GltfBlueprintsSet;
|
||||
|
||||
pub struct CameraPlugin;
|
||||
impl Plugin for CameraPlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
app.register_type::<CameraTrackable>()
|
||||
.register_type::<CameraTracking>()
|
||||
.register_type::<CameraTrackingOffset>()
|
||||
.add_systems(
|
||||
Update,
|
||||
(
|
||||
camera_replace_proxies.after(GltfBlueprintsSet::AfterSpawn),
|
||||
camera_track,
|
||||
),
|
||||
);
|
||||
}
|
||||
}
|
|
@ -0,0 +1,25 @@
|
|||
use bevy::prelude::*;
|
||||
|
||||
use bevy::pbr::{CascadeShadowConfig, CascadeShadowConfigBuilder};
|
||||
|
||||
// fixme might be too specific to might needs, should it be moved out ? also these are all for lights, not models
|
||||
pub fn lighting_replace_proxies(
|
||||
mut added_dirights: Query<(Entity, &mut DirectionalLight), Added<DirectionalLight>>,
|
||||
mut added_spotlights: Query<&mut SpotLight, Added<SpotLight>>,
|
||||
mut commands: Commands,
|
||||
) {
|
||||
for (entity, mut light) in added_dirights.iter_mut() {
|
||||
light.illuminance *= 5.0;
|
||||
light.shadows_enabled = true;
|
||||
let shadow_config: CascadeShadowConfig = CascadeShadowConfigBuilder {
|
||||
first_cascade_far_bound: 15.0,
|
||||
maximum_distance: 135.0,
|
||||
..default()
|
||||
}
|
||||
.into();
|
||||
commands.entity(entity).insert(shadow_config);
|
||||
}
|
||||
for mut light in added_spotlights.iter_mut() {
|
||||
light.shadows_enabled = true;
|
||||
}
|
||||
}
|
|
@ -0,0 +1,18 @@
|
|||
mod lighting_replace_proxies;
|
||||
use lighting_replace_proxies::*;
|
||||
|
||||
use bevy::pbr::{DirectionalLightShadowMap, NotShadowCaster};
|
||||
use bevy::prelude::*;
|
||||
|
||||
pub struct LightingPlugin;
|
||||
impl Plugin for LightingPlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
app
|
||||
.insert_resource(DirectionalLightShadowMap { size: 4096 })
|
||||
// FIXME: adding these since they are missing
|
||||
.register_type::<NotShadowCaster>()
|
||||
|
||||
.add_systems(PreUpdate, lighting_replace_proxies) // FIXME: you should actually run this in a specific state most likely
|
||||
;
|
||||
}
|
||||
}
|
|
@ -0,0 +1,62 @@
|
|||
pub mod camera;
|
||||
pub use camera::*;
|
||||
|
||||
pub mod lighting;
|
||||
pub use lighting::*;
|
||||
|
||||
pub mod relationships;
|
||||
pub use relationships::*;
|
||||
|
||||
pub mod physics;
|
||||
pub use physics::*;
|
||||
|
||||
use bevy::{
|
||||
core_pipeline::tonemapping::Tonemapping,
|
||||
prelude::*,
|
||||
render::{camera::CameraRenderGraph, primitives::Frustum, view::VisibleEntities},
|
||||
utils::HashSet,
|
||||
};
|
||||
use bevy_rapier3d::dynamics::Velocity;
|
||||
use std::any::TypeId;
|
||||
|
||||
use bevy_gltf_blueprints::*;
|
||||
use bevy_gltf_save_load::*;
|
||||
|
||||
use crate::game::Pickable;
|
||||
|
||||
pub struct CorePlugin;
|
||||
impl Plugin for CorePlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
app.add_plugins((
|
||||
LightingPlugin,
|
||||
CameraPlugin,
|
||||
PhysicsPlugin,
|
||||
SaveLoadPlugin {
|
||||
save_path: "scenes".into(),
|
||||
component_filter: SceneFilter::Allowlist(HashSet::from([
|
||||
TypeId::of::<Name>(),
|
||||
TypeId::of::<Transform>(),
|
||||
TypeId::of::<Velocity>(),
|
||||
TypeId::of::<InheritedVisibility>(),
|
||||
TypeId::of::<Camera>(),
|
||||
TypeId::of::<Camera3d>(),
|
||||
TypeId::of::<Tonemapping>(),
|
||||
TypeId::of::<CameraTrackingOffset>(),
|
||||
TypeId::of::<Projection>(),
|
||||
TypeId::of::<CameraRenderGraph>(),
|
||||
TypeId::of::<Frustum>(),
|
||||
TypeId::of::<GlobalTransform>(),
|
||||
TypeId::of::<VisibleEntities>(),
|
||||
TypeId::of::<Pickable>(),
|
||||
])),
|
||||
..Default::default()
|
||||
},
|
||||
BlueprintsPlugin {
|
||||
library_folder: "models/library".into(),
|
||||
format: GltfFormat::GLB,
|
||||
aabbs: true,
|
||||
..Default::default()
|
||||
},
|
||||
));
|
||||
}
|
||||
}
|
|
@ -0,0 +1,26 @@
|
|||
use bevy::{
|
||||
ecs::system::Res,
|
||||
input::{keyboard::KeyCode, Input},
|
||||
log::info,
|
||||
prelude::ResMut,
|
||||
};
|
||||
use bevy_rapier3d::{prelude::RapierConfiguration, render::DebugRenderContext};
|
||||
|
||||
pub fn pause_physics(mut physics_config: ResMut<RapierConfiguration>) {
|
||||
info!("pausing physics");
|
||||
physics_config.physics_pipeline_active = false;
|
||||
}
|
||||
|
||||
pub fn resume_physics(mut physics_config: ResMut<RapierConfiguration>) {
|
||||
info!("unpausing physics");
|
||||
physics_config.physics_pipeline_active = true;
|
||||
}
|
||||
|
||||
pub fn toggle_physics_debug(
|
||||
mut debug_config: ResMut<DebugRenderContext>,
|
||||
keycode: Res<Input<KeyCode>>,
|
||||
) {
|
||||
if keycode.just_pressed(KeyCode::D) {
|
||||
debug_config.enabled = !debug_config.enabled;
|
||||
}
|
||||
}
|
|
@ -0,0 +1,38 @@
|
|||
pub mod physics_replace_proxies;
|
||||
use bevy_rapier3d::{
|
||||
prelude::{NoUserData, RapierPhysicsPlugin},
|
||||
render::RapierDebugRenderPlugin,
|
||||
};
|
||||
pub use physics_replace_proxies::*;
|
||||
|
||||
pub mod utils;
|
||||
|
||||
pub mod controls;
|
||||
pub use controls::*;
|
||||
|
||||
use crate::state::GameState;
|
||||
use bevy::prelude::*;
|
||||
// use super::blueprints::GltfBlueprintsSet;
|
||||
use bevy_gltf_blueprints::GltfBlueprintsSet;
|
||||
// use crate::Collider;
|
||||
pub struct PhysicsPlugin;
|
||||
impl Plugin for PhysicsPlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
app.add_plugins((
|
||||
RapierPhysicsPlugin::<NoUserData>::default(),
|
||||
RapierDebugRenderPlugin::default(),
|
||||
))
|
||||
.register_type::<AutoAABBCollider>()
|
||||
.register_type::<physics_replace_proxies::Collider>()
|
||||
// find a way to make serde's stuff serializable
|
||||
// .register_type::<bevy_rapier3d::dynamics::CoefficientCombineRule>()
|
||||
//bevy_rapier3d::dynamics::CoefficientCombineRule
|
||||
.add_systems(
|
||||
Update,
|
||||
physics_replace_proxies.after(GltfBlueprintsSet::AfterSpawn),
|
||||
)
|
||||
.add_systems(OnEnter(GameState::InGame), resume_physics)
|
||||
.add_systems(OnExit(GameState::InGame), pause_physics)
|
||||
.add_systems(Update, toggle_physics_debug);
|
||||
}
|
||||
}
|
|
@ -0,0 +1,101 @@
|
|||
use bevy::prelude::*;
|
||||
// use bevy::render::primitives::Aabb;
|
||||
use bevy_rapier3d::geometry::Collider as RapierCollider;
|
||||
use bevy_rapier3d::prelude::{ActiveCollisionTypes, ActiveEvents, ComputedColliderShape};
|
||||
|
||||
use super::utils::*;
|
||||
|
||||
#[derive(Component, Reflect, Default, Debug)]
|
||||
#[reflect(Component)]
|
||||
pub enum Collider {
|
||||
Ball(f32),
|
||||
Cuboid(Vec3),
|
||||
Capsule(Vec3, Vec3, f32),
|
||||
#[default]
|
||||
Mesh,
|
||||
}
|
||||
|
||||
#[derive(Component, Reflect, Default, Debug)]
|
||||
#[reflect(Component)]
|
||||
pub enum AutoAABBCollider {
|
||||
#[default]
|
||||
Cuboid,
|
||||
Ball,
|
||||
Capsule,
|
||||
}
|
||||
|
||||
// replaces all physics stand-ins with the actual rapier types
|
||||
pub fn physics_replace_proxies(
|
||||
meshes: Res<Assets<Mesh>>,
|
||||
mesh_handles: Query<&Handle<Mesh>>,
|
||||
mut proxy_colliders: Query<
|
||||
(Entity, &Collider, &Name, &mut Visibility),
|
||||
(Without<RapierCollider>, Added<Collider>),
|
||||
>,
|
||||
// needed for tri meshes
|
||||
children: Query<&Children>,
|
||||
|
||||
mut commands: Commands,
|
||||
) {
|
||||
for proxy_colider in proxy_colliders.iter_mut() {
|
||||
let (entity, collider_proxy, name, mut visibility) = proxy_colider;
|
||||
// we hide the collider meshes: perhaps they should be removed altogether once processed ?
|
||||
if name.ends_with("_collider") || name.ends_with("_sensor") {
|
||||
*visibility = Visibility::Hidden;
|
||||
}
|
||||
|
||||
let mut rapier_collider: RapierCollider;
|
||||
match collider_proxy {
|
||||
Collider::Ball(radius) => {
|
||||
info!("generating collider from proxy: ball");
|
||||
rapier_collider = RapierCollider::ball(*radius);
|
||||
commands.entity(entity)
|
||||
.insert(rapier_collider)
|
||||
.insert(ActiveEvents::COLLISION_EVENTS) // FIXME: this is just for demo purposes !!!
|
||||
;
|
||||
}
|
||||
Collider::Cuboid(size) => {
|
||||
info!("generating collider from proxy: cuboid");
|
||||
rapier_collider = RapierCollider::cuboid(size.x, size.y, size.z);
|
||||
commands.entity(entity)
|
||||
.insert(rapier_collider)
|
||||
.insert(ActiveEvents::COLLISION_EVENTS) // FIXME: this is just for demo purposes !!!
|
||||
;
|
||||
}
|
||||
Collider::Capsule(a, b, radius) => {
|
||||
info!("generating collider from proxy: capsule");
|
||||
rapier_collider = RapierCollider::capsule(*a, *b, *radius);
|
||||
commands.entity(entity)
|
||||
.insert(rapier_collider)
|
||||
.insert(ActiveEvents::COLLISION_EVENTS) // FIXME: this is just for demo purposes !!!
|
||||
;
|
||||
}
|
||||
Collider::Mesh => {
|
||||
info!("generating collider from proxy: mesh");
|
||||
for (_, collider_mesh) in
|
||||
Mesh::search_in_children(entity, &children, &meshes, &mesh_handles)
|
||||
{
|
||||
rapier_collider = RapierCollider::from_bevy_mesh(
|
||||
collider_mesh,
|
||||
&ComputedColliderShape::TriMesh,
|
||||
)
|
||||
.unwrap();
|
||||
commands
|
||||
.entity(entity)
|
||||
.insert(rapier_collider)
|
||||
// FIXME: this is just for demo purposes !!!
|
||||
.insert(
|
||||
ActiveCollisionTypes::default()
|
||||
| ActiveCollisionTypes::KINEMATIC_STATIC
|
||||
| ActiveCollisionTypes::STATIC_STATIC
|
||||
| ActiveCollisionTypes::DYNAMIC_STATIC,
|
||||
)
|
||||
.insert(ActiveEvents::COLLISION_EVENTS);
|
||||
// .insert(ActiveEvents::COLLISION_EVENTS)
|
||||
// break;
|
||||
// RapierCollider::convex_hull(points)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,175 @@
|
|||
use bevy::prelude::*;
|
||||
use bevy::render::mesh::{MeshVertexAttributeId, PrimitiveTopology, VertexAttributeValues};
|
||||
// TAKEN VERBATIB FROM https://github.com/janhohenheim/foxtrot/blob/src/util/trait_extension.rs
|
||||
|
||||
pub(crate) trait Vec3Ext: Copy {
|
||||
fn is_approx_zero(self) -> bool;
|
||||
fn split(self, up: Vec3) -> SplitVec3;
|
||||
}
|
||||
impl Vec3Ext for Vec3 {
|
||||
#[inline]
|
||||
fn is_approx_zero(self) -> bool {
|
||||
self.length_squared() < 1e-5
|
||||
}
|
||||
|
||||
#[inline]
|
||||
fn split(self, up: Vec3) -> SplitVec3 {
|
||||
let vertical = up * self.dot(up);
|
||||
let horizontal = self - vertical;
|
||||
SplitVec3 {
|
||||
vertical,
|
||||
horizontal,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Debug, Clone, Copy, PartialEq)]
|
||||
pub(crate) struct SplitVec3 {
|
||||
pub(crate) vertical: Vec3,
|
||||
pub(crate) horizontal: Vec3,
|
||||
}
|
||||
|
||||
pub(crate) trait Vec2Ext: Copy {
|
||||
fn is_approx_zero(self) -> bool;
|
||||
fn x0y(self) -> Vec3;
|
||||
}
|
||||
impl Vec2Ext for Vec2 {
|
||||
#[inline]
|
||||
fn is_approx_zero(self) -> bool {
|
||||
self.length_squared() < 1e-5
|
||||
}
|
||||
|
||||
#[inline]
|
||||
fn x0y(self) -> Vec3 {
|
||||
Vec3::new(self.x, 0., self.y)
|
||||
}
|
||||
}
|
||||
|
||||
pub(crate) trait MeshExt {
|
||||
fn transform(&mut self, transform: Transform);
|
||||
fn transformed(&self, transform: Transform) -> Mesh;
|
||||
fn read_coords_mut(&mut self, id: impl Into<MeshVertexAttributeId>) -> &mut Vec<[f32; 3]>;
|
||||
fn search_in_children<'a>(
|
||||
parent: Entity,
|
||||
children: &'a Query<&Children>,
|
||||
meshes: &'a Assets<Mesh>,
|
||||
mesh_handles: &'a Query<&Handle<Mesh>>,
|
||||
) -> Vec<(Entity, &'a Mesh)>;
|
||||
}
|
||||
|
||||
impl MeshExt for Mesh {
|
||||
fn transform(&mut self, transform: Transform) {
|
||||
for coords in self.read_coords_mut(Mesh::ATTRIBUTE_POSITION.clone()) {
|
||||
let vec3 = (*coords).into();
|
||||
let transformed = transform.transform_point(vec3);
|
||||
*coords = transformed.into();
|
||||
}
|
||||
for normal in self.read_coords_mut(Mesh::ATTRIBUTE_NORMAL.clone()) {
|
||||
let vec3 = (*normal).into();
|
||||
let transformed = transform.rotation.mul_vec3(vec3);
|
||||
*normal = transformed.into();
|
||||
}
|
||||
}
|
||||
|
||||
fn transformed(&self, transform: Transform) -> Mesh {
|
||||
let mut mesh = self.clone();
|
||||
mesh.transform(transform);
|
||||
mesh
|
||||
}
|
||||
|
||||
fn read_coords_mut(&mut self, id: impl Into<MeshVertexAttributeId>) -> &mut Vec<[f32; 3]> {
|
||||
// Guaranteed by Bevy for the current usage
|
||||
match self
|
||||
.attribute_mut(id)
|
||||
.expect("Failed to read unknown mesh attribute")
|
||||
{
|
||||
VertexAttributeValues::Float32x3(values) => values,
|
||||
// Guaranteed by Bevy for the current usage
|
||||
_ => unreachable!(),
|
||||
}
|
||||
}
|
||||
|
||||
fn search_in_children<'a>(
|
||||
parent: Entity,
|
||||
children_query: &'a Query<&Children>,
|
||||
meshes: &'a Assets<Mesh>,
|
||||
mesh_handles: &'a Query<&Handle<Mesh>>,
|
||||
) -> Vec<(Entity, &'a Mesh)> {
|
||||
if let Ok(children) = children_query.get(parent) {
|
||||
let mut result: Vec<_> = children
|
||||
.iter()
|
||||
.filter_map(|entity| mesh_handles.get(*entity).ok().map(|mesh| (*entity, mesh)))
|
||||
.map(|(entity, mesh_handle)| {
|
||||
(
|
||||
entity,
|
||||
meshes
|
||||
.get(mesh_handle)
|
||||
.expect("Failed to get mesh from handle"),
|
||||
)
|
||||
})
|
||||
.map(|(entity, mesh)| {
|
||||
assert_eq!(mesh.primitive_topology(), PrimitiveTopology::TriangleList);
|
||||
(entity, mesh)
|
||||
})
|
||||
.collect();
|
||||
let mut inner_result = children
|
||||
.iter()
|
||||
.flat_map(|entity| {
|
||||
Self::search_in_children(*entity, children_query, meshes, mesh_handles)
|
||||
})
|
||||
.collect();
|
||||
result.append(&mut inner_result);
|
||||
result
|
||||
} else {
|
||||
Vec::new()
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub(crate) trait F32Ext: Copy {
|
||||
fn is_approx_zero(self) -> bool;
|
||||
fn squared(self) -> f32;
|
||||
fn lerp(self, other: f32, ratio: f32) -> f32;
|
||||
}
|
||||
|
||||
impl F32Ext for f32 {
|
||||
#[inline]
|
||||
fn is_approx_zero(self) -> bool {
|
||||
self.abs() < 1e-5
|
||||
}
|
||||
|
||||
#[inline]
|
||||
fn squared(self) -> f32 {
|
||||
self * self
|
||||
}
|
||||
|
||||
#[inline]
|
||||
fn lerp(self, other: f32, ratio: f32) -> f32 {
|
||||
self.mul_add(1. - ratio, other * ratio)
|
||||
}
|
||||
}
|
||||
|
||||
pub(crate) trait TransformExt: Copy {
|
||||
fn horizontally_looking_at(self, target: Vec3, up: Vec3) -> Transform;
|
||||
fn lerp(self, other: Transform, ratio: f32) -> Transform;
|
||||
}
|
||||
|
||||
impl TransformExt for Transform {
|
||||
fn horizontally_looking_at(self, target: Vec3, up: Vec3) -> Transform {
|
||||
let direction = target - self.translation;
|
||||
let horizontal_direction = direction - up * direction.dot(up);
|
||||
let look_target = self.translation + horizontal_direction;
|
||||
self.looking_at(look_target, up)
|
||||
}
|
||||
|
||||
fn lerp(self, other: Transform, ratio: f32) -> Transform {
|
||||
let translation = self.translation.lerp(other.translation, ratio);
|
||||
let rotation = self.rotation.slerp(other.rotation, ratio);
|
||||
let scale = self.scale.lerp(other.scale, ratio);
|
||||
Transform {
|
||||
translation,
|
||||
rotation,
|
||||
scale,
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,75 @@
|
|||
use bevy::prelude::*;
|
||||
use bevy::render::mesh::{MeshVertexAttributeId, PrimitiveTopology, VertexAttributeValues};
|
||||
// TAKEN VERBATIB FROM https://github.com/janhohenheim/foxtrot/blob/6e31fc02652fc9d085a4adde0a73ab007dbbb0dc/src/util/trait_extension.rs
|
||||
|
||||
pub trait Vec3Ext {
|
||||
#[allow(clippy::wrong_self_convention)] // Because [`Vec3`] is [`Copy`]
|
||||
fn is_approx_zero(self) -> bool;
|
||||
fn x0z(self) -> Vec3;
|
||||
}
|
||||
impl Vec3Ext for Vec3 {
|
||||
fn is_approx_zero(self) -> bool {
|
||||
[self.x, self.y, self.z].iter().all(|&x| x.abs() < 1e-5)
|
||||
}
|
||||
fn x0z(self) -> Vec3 {
|
||||
Vec3::new(self.x, 0., self.z)
|
||||
}
|
||||
}
|
||||
|
||||
pub trait MeshExt {
|
||||
fn transform(&mut self, transform: Transform);
|
||||
fn transformed(&self, transform: Transform) -> Mesh;
|
||||
fn read_coords_mut(&mut self, id: impl Into<MeshVertexAttributeId>) -> &mut Vec<[f32; 3]>;
|
||||
fn search_in_children<'a>(
|
||||
children: &'a Children,
|
||||
meshes: &'a Assets<Mesh>,
|
||||
mesh_handles: &'a Query<&Handle<Mesh>>,
|
||||
) -> (Entity, &'a Mesh);
|
||||
}
|
||||
|
||||
impl MeshExt for Mesh {
|
||||
fn transform(&mut self, transform: Transform) {
|
||||
for attribute in [Mesh::ATTRIBUTE_POSITION, Mesh::ATTRIBUTE_NORMAL] {
|
||||
for coords in self.read_coords_mut(attribute.clone()) {
|
||||
let vec3 = (*coords).into();
|
||||
let transformed = transform.transform_point(vec3);
|
||||
*coords = transformed.into();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn transformed(&self, transform: Transform) -> Mesh {
|
||||
let mut mesh = self.clone();
|
||||
mesh.transform(transform);
|
||||
mesh
|
||||
}
|
||||
|
||||
fn read_coords_mut(&mut self, id: impl Into<MeshVertexAttributeId>) -> &mut Vec<[f32; 3]> {
|
||||
match self.attribute_mut(id).unwrap() {
|
||||
VertexAttributeValues::Float32x3(values) => values,
|
||||
// Guaranteed by Bevy
|
||||
_ => unreachable!(),
|
||||
}
|
||||
}
|
||||
|
||||
fn search_in_children<'a>(
|
||||
children: &'a Children,
|
||||
meshes: &'a Assets<Mesh>,
|
||||
mesh_handles: &'a Query<&Handle<Mesh>>,
|
||||
) -> (Entity, &'a Mesh) {
|
||||
let entity_handles: Vec<_> = children
|
||||
.iter()
|
||||
.filter_map(|entity| mesh_handles.get(*entity).ok().map(|mesh| (*entity, mesh)))
|
||||
.collect();
|
||||
assert_eq!(
|
||||
entity_handles.len(),
|
||||
1,
|
||||
"Collider must contain exactly one mesh, but found {}",
|
||||
entity_handles.len()
|
||||
);
|
||||
let (entity, mesh_handle) = entity_handles.first().unwrap();
|
||||
let mesh = meshes.get(mesh_handle).unwrap();
|
||||
assert_eq!(mesh.primitive_topology(), PrimitiveTopology::TriangleList);
|
||||
(*entity, mesh)
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
pub mod relationships_insert_dependant_components;
|
||||
pub use relationships_insert_dependant_components::*;
|
||||
|
||||
use bevy::prelude::*;
|
||||
|
||||
pub struct EcsRelationshipsPlugin;
|
||||
impl Plugin for EcsRelationshipsPlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
app;
|
||||
}
|
||||
}
|
|
@ -0,0 +1,15 @@
|
|||
use bevy::prelude::*;
|
||||
|
||||
pub fn insert_dependant_component<
|
||||
Dependant: Component,
|
||||
Dependency: Component + std::default::Default,
|
||||
>(
|
||||
mut commands: Commands,
|
||||
entities_without_depency: Query<(Entity, &Name), (With<Dependant>, Without<Dependency>)>,
|
||||
) {
|
||||
for (entity, name) in entities_without_depency.iter() {
|
||||
let name = name.clone().to_string();
|
||||
commands.entity(entity).insert(Dependency::default());
|
||||
warn!("found an entity called {} with a {} component but without an {}, please check your assets", name.clone(), std::any::type_name::<Dependant>(), std::any::type_name::<Dependency>());
|
||||
}
|
||||
}
|
|
@ -0,0 +1,203 @@
|
|||
use super::Player;
|
||||
use crate::state::{GameState, InAppRunning};
|
||||
use bevy::prelude::*;
|
||||
use bevy_gltf_blueprints::{BluePrintBundle, BlueprintName, GameWorldTag, Library, NoInBlueprint};
|
||||
use bevy_gltf_save_load::{Dynamic, DynamicEntitiesRoot, StaticEntitiesRoot};
|
||||
use bevy_rapier3d::prelude::Velocity;
|
||||
use rand::Rng;
|
||||
|
||||
pub fn setup_game(mut commands: Commands, mut next_game_state: ResMut<NextState<GameState>>) {
|
||||
info!("setting up game world");
|
||||
// here we actually spawn our game world/level
|
||||
let world_root = commands
|
||||
.spawn((
|
||||
Name::from("world"),
|
||||
GameWorldTag,
|
||||
InAppRunning,
|
||||
TransformBundle::default(),
|
||||
InheritedVisibility::default(),
|
||||
//StaticEntities("World"),
|
||||
//DynamicEntities("World_dynamic")
|
||||
))
|
||||
.id();
|
||||
|
||||
// and we fill it with static entities
|
||||
let static_data = commands
|
||||
.spawn((
|
||||
Name::from("static"),
|
||||
BluePrintBundle {
|
||||
blueprint: BlueprintName("World".to_string()),
|
||||
..Default::default()
|
||||
},
|
||||
StaticEntitiesRoot,
|
||||
Library("models".into()),
|
||||
))
|
||||
.id();
|
||||
|
||||
// and we fill it with dynamic entities
|
||||
let dynamic_data = commands
|
||||
.spawn((
|
||||
Name::from("dynamic"),
|
||||
BluePrintBundle {
|
||||
blueprint: BlueprintName("World_dynamic".to_string()),
|
||||
..Default::default()
|
||||
},
|
||||
DynamicEntitiesRoot,
|
||||
NoInBlueprint, // we do not want the descendants of this entity to be filtered out when saving
|
||||
Library("models".into()),
|
||||
))
|
||||
.id();
|
||||
commands.entity(world_root).add_child(static_data);
|
||||
commands.entity(world_root).add_child(dynamic_data);
|
||||
|
||||
next_game_state.set(GameState::InGame)
|
||||
}
|
||||
|
||||
// TODO: Same as in load, reuse
|
||||
pub fn unload_world(mut commands: Commands, gameworlds: Query<Entity, With<GameWorldTag>>) {
|
||||
for e in gameworlds.iter() {
|
||||
info!("--loading: despawn old world/level");
|
||||
commands.entity(e).despawn_recursive();
|
||||
}
|
||||
}
|
||||
|
||||
pub fn should_reset(keycode: Res<Input<KeyCode>>) -> bool {
|
||||
return keycode.just_pressed(KeyCode::N);
|
||||
}
|
||||
|
||||
pub fn spawn_test(
|
||||
keycode: Res<Input<KeyCode>>,
|
||||
mut dynamic_entities_world: Query<Entity, With<DynamicEntitiesRoot>>,
|
||||
mut commands: Commands,
|
||||
) {
|
||||
if keycode.just_pressed(KeyCode::T) {
|
||||
let world = dynamic_entities_world.single_mut();
|
||||
|
||||
let mut rng = rand::thread_rng();
|
||||
let range = 5.5;
|
||||
let x: f32 = rng.gen_range(-range..range);
|
||||
let y: f32 = rng.gen_range(-range..range);
|
||||
|
||||
let mut rng = rand::thread_rng();
|
||||
let range = 0.8;
|
||||
let vel_x: f32 = rng.gen_range(-range..range);
|
||||
let vel_y: f32 = rng.gen_range(2.0..2.5);
|
||||
let vel_z: f32 = rng.gen_range(-range..range);
|
||||
|
||||
let name_index: u64 = rng.gen();
|
||||
|
||||
let new_entity = commands
|
||||
.spawn((
|
||||
BluePrintBundle {
|
||||
blueprint: BlueprintName("Health_Pickup".to_string()),
|
||||
..Default::default()
|
||||
},
|
||||
// AddToGameWorld, // automatically added to entity (should be only one) that has the GameWorldTag
|
||||
bevy::prelude::Name::from(format!("test{}", name_index)),
|
||||
TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)),
|
||||
Velocity {
|
||||
linvel: Vec3::new(vel_x, vel_y, vel_z),
|
||||
angvel: Vec3::new(0.0, 0.0, 0.0),
|
||||
},
|
||||
))
|
||||
.id();
|
||||
commands.entity(world).add_child(new_entity);
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Component, Reflect, Default, Debug)]
|
||||
#[reflect(Component)]
|
||||
struct UnregisteredComponent;
|
||||
|
||||
pub fn spawn_test_unregisted_components(
|
||||
keycode: Res<Input<KeyCode>>,
|
||||
mut commands: Commands,
|
||||
|
||||
mut dynamic_entities_world: Query<Entity, With<DynamicEntitiesRoot>>,
|
||||
) {
|
||||
if keycode.just_pressed(KeyCode::U) {
|
||||
let world = dynamic_entities_world.single_mut();
|
||||
|
||||
let mut rng = rand::thread_rng();
|
||||
let range = 5.5;
|
||||
let x: f32 = rng.gen_range(-range..range);
|
||||
let y: f32 = rng.gen_range(-range..range);
|
||||
|
||||
let mut rng = rand::thread_rng();
|
||||
let range = 0.8;
|
||||
let vel_x: f32 = rng.gen_range(-range..range);
|
||||
let vel_y: f32 = rng.gen_range(2.0..2.5);
|
||||
let vel_z: f32 = rng.gen_range(-range..range);
|
||||
|
||||
let name_index: u64 = rng.gen();
|
||||
|
||||
let new_entity = commands
|
||||
.spawn((
|
||||
BluePrintBundle {
|
||||
blueprint: BlueprintName("Health_Pickup".to_string()),
|
||||
..Default::default()
|
||||
},
|
||||
bevy::prelude::Name::from(format!("test{}", name_index)),
|
||||
// BlueprintName("Health_Pickup".to_string()),
|
||||
// SpawnHere,
|
||||
TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)),
|
||||
Velocity {
|
||||
linvel: Vec3::new(vel_x, vel_y, vel_z),
|
||||
angvel: Vec3::new(0.0, 0.0, 0.0),
|
||||
},
|
||||
UnregisteredComponent,
|
||||
))
|
||||
.id();
|
||||
commands.entity(world).add_child(new_entity);
|
||||
}
|
||||
}
|
||||
|
||||
pub fn spawn_test_parenting(
|
||||
keycode: Res<Input<KeyCode>>,
|
||||
players: Query<Entity, With<Player>>,
|
||||
mut commands: Commands,
|
||||
|
||||
names: Query<(Entity, &Name)>,
|
||||
) {
|
||||
if keycode.just_pressed(KeyCode::P) {
|
||||
let mut rng = rand::thread_rng();
|
||||
let range = 5.5;
|
||||
let x: f32 = rng.gen_range(-range..range);
|
||||
let y: f32 = rng.gen_range(-range..range);
|
||||
|
||||
let child_test = commands
|
||||
.spawn((
|
||||
BluePrintBundle {
|
||||
blueprint: BlueprintName("Sphero".to_string()),
|
||||
..Default::default()
|
||||
},
|
||||
bevy::prelude::Name::from(format!("SubParentingTest")),
|
||||
TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)),
|
||||
Dynamic(true),
|
||||
))
|
||||
.id();
|
||||
|
||||
let parenting_test_entity = commands
|
||||
.spawn((
|
||||
BluePrintBundle {
|
||||
blueprint: BlueprintName("Container".into()),
|
||||
..Default::default()
|
||||
},
|
||||
bevy::prelude::Name::from(format!("ParentingTest")),
|
||||
Dynamic(true),
|
||||
TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)),
|
||||
))
|
||||
.id();
|
||||
|
||||
commands.entity(parenting_test_entity).add_child(child_test);
|
||||
|
||||
for player in players.iter() {
|
||||
commands.entity(player).add_child(parenting_test_entity);
|
||||
}
|
||||
for (e, name) in names.iter() {
|
||||
if name.to_string() == "Player" {
|
||||
commands.entity(e).add_child(parenting_test_entity);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,47 @@
|
|||
use bevy::{core_pipeline::clear_color::ClearColorConfig, prelude::*};
|
||||
|
||||
use crate::state::InGameLoading;
|
||||
|
||||
pub fn setup_loading_screen(mut commands: Commands) {
|
||||
commands.spawn((
|
||||
Camera2dBundle {
|
||||
camera_2d: Camera2d {
|
||||
clear_color: ClearColorConfig::Custom(Color::BLACK),
|
||||
},
|
||||
camera: Camera {
|
||||
// renders after / on top of the main camera
|
||||
order: 2,
|
||||
..default()
|
||||
},
|
||||
..Default::default()
|
||||
},
|
||||
InGameLoading,
|
||||
));
|
||||
|
||||
commands.spawn((
|
||||
TextBundle::from_section(
|
||||
"Loading...",
|
||||
TextStyle {
|
||||
font_size: 28.0,
|
||||
color: Color::WHITE,
|
||||
..Default::default()
|
||||
},
|
||||
)
|
||||
.with_style(Style {
|
||||
position_type: PositionType::Relative,
|
||||
top: Val::Percent(45.0),
|
||||
left: Val::Percent(45.0),
|
||||
..default()
|
||||
}),
|
||||
InGameLoading,
|
||||
));
|
||||
}
|
||||
|
||||
pub fn teardown_loading_screen(
|
||||
in_main_menu: Query<Entity, With<InGameLoading>>,
|
||||
mut commands: Commands,
|
||||
) {
|
||||
for entity in in_main_menu.iter() {
|
||||
commands.entity(entity).despawn_recursive();
|
||||
}
|
||||
}
|
|
@ -0,0 +1,32 @@
|
|||
use bevy::prelude::*;
|
||||
|
||||
use crate::state::InGameSaving;
|
||||
|
||||
pub fn setup_saving_screen(mut commands: Commands) {
|
||||
commands.spawn((
|
||||
TextBundle::from_section(
|
||||
"Saving...",
|
||||
TextStyle {
|
||||
font_size: 28.0,
|
||||
color: Color::WHITE,
|
||||
..Default::default()
|
||||
},
|
||||
)
|
||||
.with_style(Style {
|
||||
position_type: PositionType::Relative,
|
||||
top: Val::Percent(90.0),
|
||||
left: Val::Percent(80.0),
|
||||
..default()
|
||||
}),
|
||||
InGameSaving,
|
||||
));
|
||||
}
|
||||
|
||||
pub fn teardown_saving_screen(
|
||||
in_main_menu: Query<Entity, With<InGameSaving>>,
|
||||
mut commands: Commands,
|
||||
) {
|
||||
for entity in in_main_menu.iter() {
|
||||
commands.entity(entity).despawn_recursive();
|
||||
}
|
||||
}
|
|
@ -0,0 +1,116 @@
|
|||
use bevy::prelude::*;
|
||||
|
||||
use crate::state::{AppState, InMainMenu};
|
||||
|
||||
pub fn setup_main_menu(mut commands: Commands) {
|
||||
commands.spawn((Camera2dBundle::default(), InMainMenu));
|
||||
|
||||
commands.spawn((
|
||||
TextBundle::from_section(
|
||||
"SOME GAME TITLE !!",
|
||||
TextStyle {
|
||||
font_size: 18.0,
|
||||
color: Color::WHITE,
|
||||
..Default::default()
|
||||
},
|
||||
)
|
||||
.with_style(Style {
|
||||
position_type: PositionType::Absolute,
|
||||
top: Val::Px(100.0),
|
||||
left: Val::Px(200.0),
|
||||
..default()
|
||||
}),
|
||||
InMainMenu,
|
||||
));
|
||||
|
||||
commands.spawn((
|
||||
TextBundle::from_section(
|
||||
"New Game (press Enter to start)
|
||||
- press N to restart (once the game is started)
|
||||
- press S to save (once the game is started)
|
||||
- press L to load (once the game is started)
|
||||
- press T for demo spawning (once the game is started)
|
||||
- press U to spawn entities with unregistered components (once the game is started)
|
||||
- press P to spawn entities attached to the player (once the game is started)
|
||||
",
|
||||
TextStyle {
|
||||
font_size: 18.0,
|
||||
color: Color::WHITE,
|
||||
..Default::default()
|
||||
},
|
||||
)
|
||||
.with_style(Style {
|
||||
position_type: PositionType::Absolute,
|
||||
top: Val::Px(200.0),
|
||||
left: Val::Px(200.0),
|
||||
..default()
|
||||
}),
|
||||
InMainMenu,
|
||||
));
|
||||
|
||||
/*
|
||||
commands.spawn((
|
||||
TextBundle::from_section(
|
||||
"Load Game",
|
||||
TextStyle {
|
||||
font_size: 18.0,
|
||||
color: Color::WHITE,
|
||||
..Default::default()
|
||||
},
|
||||
)
|
||||
.with_style(Style {
|
||||
position_type: PositionType::Absolute,
|
||||
top: Val::Px(250.0),
|
||||
left: Val::Px(200.0),
|
||||
..default()
|
||||
}),
|
||||
InMainMenu
|
||||
));
|
||||
|
||||
commands.spawn((
|
||||
TextBundle::from_section(
|
||||
"Exit Game",
|
||||
TextStyle {
|
||||
font_size: 18.0,
|
||||
color: Color::WHITE,
|
||||
..Default::default()
|
||||
},
|
||||
)
|
||||
.with_style(Style {
|
||||
position_type: PositionType::Absolute,
|
||||
top: Val::Px(300.0),
|
||||
left: Val::Px(200.0),
|
||||
..default()
|
||||
}),
|
||||
InMainMenu
|
||||
));*/
|
||||
}
|
||||
|
||||
pub fn teardown_main_menu(in_main_menu: Query<Entity, With<InMainMenu>>, mut commands: Commands) {
|
||||
for entity in in_main_menu.iter() {
|
||||
commands.entity(entity).despawn_recursive();
|
||||
}
|
||||
}
|
||||
|
||||
pub fn main_menu(
|
||||
keycode: Res<Input<KeyCode>>,
|
||||
|
||||
mut next_app_state: ResMut<NextState<AppState>>,
|
||||
// mut next_game_state: ResMut<NextState<GameState>>,
|
||||
// mut save_requested_events: EventWriter<SaveRequest>,
|
||||
// mut load_requested_events: EventWriter<LoadRequest>,
|
||||
) {
|
||||
if keycode.just_pressed(KeyCode::Return) {
|
||||
next_app_state.set(AppState::AppLoading);
|
||||
// next_game_state.set(GameState::None);
|
||||
}
|
||||
|
||||
if keycode.just_pressed(KeyCode::L) {
|
||||
next_app_state.set(AppState::AppLoading);
|
||||
// load_requested_events.send(LoadRequest { path: "toto".into() })
|
||||
}
|
||||
|
||||
if keycode.just_pressed(KeyCode::S) {
|
||||
// save_requested_events.send(SaveRequest { path: "toto".into() })
|
||||
}
|
||||
}
|
|
@ -0,0 +1,171 @@
|
|||
pub mod in_game;
|
||||
pub use in_game::*;
|
||||
|
||||
pub mod in_main_menu;
|
||||
pub use in_main_menu::*;
|
||||
|
||||
pub mod in_game_loading;
|
||||
pub use in_game_loading::*;
|
||||
|
||||
pub mod in_game_saving;
|
||||
pub use in_game_saving::*;
|
||||
|
||||
pub mod picking;
|
||||
pub use picking::*;
|
||||
|
||||
use crate::state::{AppState, GameState};
|
||||
use bevy::prelude::*;
|
||||
use bevy_gltf_save_load::{LoadRequest, LoadingFinished, SaveRequest, SavingFinished};
|
||||
|
||||
// this file is just for demo purposes, contains various types of components, systems etc
|
||||
|
||||
#[derive(Component, Reflect, Default, Debug)]
|
||||
#[reflect(Component)]
|
||||
pub enum SoundMaterial {
|
||||
Metal,
|
||||
Wood,
|
||||
Rock,
|
||||
Cloth,
|
||||
Squishy,
|
||||
#[default]
|
||||
None,
|
||||
}
|
||||
|
||||
#[derive(Component, Reflect, Default, Debug)]
|
||||
#[reflect(Component)]
|
||||
/// Demo marker component
|
||||
pub struct Player;
|
||||
|
||||
#[derive(Component, Reflect, Default, Debug)]
|
||||
#[reflect(Component)]
|
||||
/// Demo component showing auto injection of components
|
||||
pub struct ShouldBeWithPlayer;
|
||||
|
||||
#[derive(Component, Reflect, Default, Debug)]
|
||||
#[reflect(Component)]
|
||||
/// Demo marker component
|
||||
pub struct Interactible;
|
||||
|
||||
fn player_move_demo(
|
||||
keycode: Res<Input<KeyCode>>,
|
||||
mut players: Query<&mut Transform, With<Player>>,
|
||||
) {
|
||||
let speed = 0.2;
|
||||
if let Ok(mut player) = players.get_single_mut() {
|
||||
if keycode.pressed(KeyCode::Left) {
|
||||
player.translation.x += speed;
|
||||
}
|
||||
if keycode.pressed(KeyCode::Right) {
|
||||
player.translation.x -= speed;
|
||||
}
|
||||
|
||||
if keycode.pressed(KeyCode::Up) {
|
||||
player.translation.z += speed;
|
||||
}
|
||||
if keycode.pressed(KeyCode::Down) {
|
||||
player.translation.z -= speed;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub fn request_save(
|
||||
mut save_requests: EventWriter<SaveRequest>,
|
||||
keycode: Res<Input<KeyCode>>,
|
||||
|
||||
current_state: Res<State<GameState>>,
|
||||
mut next_game_state: ResMut<NextState<GameState>>,
|
||||
) {
|
||||
if keycode.just_pressed(KeyCode::S)
|
||||
&& (current_state.get() != &GameState::InLoading)
|
||||
&& (current_state.get() != &GameState::InSaving)
|
||||
{
|
||||
next_game_state.set(GameState::InSaving);
|
||||
save_requests.send(SaveRequest {
|
||||
path: "save.scn.ron".into(),
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
pub fn on_saving_finished(
|
||||
mut saving_finished: EventReader<SavingFinished>,
|
||||
mut next_game_state: ResMut<NextState<GameState>>,
|
||||
) {
|
||||
for _ in saving_finished.read() {
|
||||
next_game_state.set(GameState::InGame);
|
||||
}
|
||||
}
|
||||
|
||||
pub fn request_load(
|
||||
mut load_requests: EventWriter<LoadRequest>,
|
||||
keycode: Res<Input<KeyCode>>,
|
||||
current_state: Res<State<GameState>>,
|
||||
mut next_game_state: ResMut<NextState<GameState>>,
|
||||
) {
|
||||
if keycode.just_pressed(KeyCode::L)
|
||||
&& (current_state.get() != &GameState::InLoading)
|
||||
&& (current_state.get() != &GameState::InSaving)
|
||||
{
|
||||
next_game_state.set(GameState::InLoading);
|
||||
load_requests.send(LoadRequest {
|
||||
path: "save.scn.ron".into(),
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
pub fn on_loading_finished(
|
||||
mut loading_finished: EventReader<LoadingFinished>,
|
||||
mut next_game_state: ResMut<NextState<GameState>>,
|
||||
) {
|
||||
for _ in loading_finished.read() {
|
||||
next_game_state.set(GameState::InGame);
|
||||
}
|
||||
}
|
||||
|
||||
pub struct GamePlugin;
|
||||
impl Plugin for GamePlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
app.add_plugins(PickingPlugin)
|
||||
.register_type::<Interactible>()
|
||||
.register_type::<SoundMaterial>()
|
||||
.register_type::<Player>()
|
||||
.add_systems(
|
||||
Update,
|
||||
(
|
||||
// little helper utility, to automatically inject components that are dependant on an other component
|
||||
// ie, here an Entity with a Player component should also always have a ShouldBeWithPlayer component
|
||||
// you get a warning if you use this, as I consider this to be stop-gap solution (usually you should have either a bundle, or directly define all needed components)
|
||||
|
||||
// insert_dependant_component::<Player, ShouldBeWithPlayer>,
|
||||
player_move_demo, //.run_if(in_state(AppState::Running)),
|
||||
spawn_test,
|
||||
spawn_test_unregisted_components,
|
||||
spawn_test_parenting,
|
||||
)
|
||||
.run_if(in_state(GameState::InGame)),
|
||||
)
|
||||
.add_systems(
|
||||
Update,
|
||||
(unload_world, apply_deferred, setup_game)
|
||||
.chain()
|
||||
.run_if(should_reset)
|
||||
.run_if(in_state(AppState::AppRunning)),
|
||||
)
|
||||
.add_systems(
|
||||
Update,
|
||||
(
|
||||
request_save,
|
||||
request_load,
|
||||
on_saving_finished,
|
||||
on_loading_finished,
|
||||
),
|
||||
)
|
||||
.add_systems(OnEnter(AppState::MenuRunning), setup_main_menu)
|
||||
.add_systems(OnExit(AppState::MenuRunning), teardown_main_menu)
|
||||
.add_systems(Update, main_menu.run_if(in_state(AppState::MenuRunning)))
|
||||
.add_systems(OnEnter(GameState::InLoading), setup_loading_screen)
|
||||
.add_systems(OnExit(GameState::InLoading), teardown_loading_screen)
|
||||
.add_systems(OnEnter(GameState::InSaving), setup_saving_screen)
|
||||
.add_systems(OnExit(GameState::InSaving), teardown_saving_screen)
|
||||
.add_systems(OnEnter(AppState::AppRunning), setup_game);
|
||||
}
|
||||
}
|
|
@ -0,0 +1,34 @@
|
|||
use super::Player;
|
||||
use bevy::prelude::*;
|
||||
use bevy_gltf_blueprints::GltfBlueprintsSet;
|
||||
|
||||
#[derive(Component, Reflect, Default, Debug)]
|
||||
#[reflect(Component)]
|
||||
pub struct Pickable;
|
||||
|
||||
// very simple, crude picking (as in picking up objects) implementation
|
||||
|
||||
pub fn picking(
|
||||
players: Query<&GlobalTransform, With<Player>>,
|
||||
pickables: Query<(Entity, &GlobalTransform), With<Pickable>>,
|
||||
mut commands: Commands,
|
||||
) {
|
||||
for player_transforms in players.iter() {
|
||||
for (pickable, pickable_transforms) in pickables.iter() {
|
||||
let distance = player_transforms
|
||||
.translation()
|
||||
.distance(pickable_transforms.translation());
|
||||
if distance < 2.5 {
|
||||
commands.entity(pickable).despawn_recursive();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub struct PickingPlugin;
|
||||
impl Plugin for PickingPlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
app.register_type::<Pickable>()
|
||||
.add_systems(Update, (picking.after(GltfBlueprintsSet::AfterSpawn),));
|
||||
}
|
||||
}
|
|
@ -0,0 +1,33 @@
|
|||
use bevy::prelude::*;
|
||||
use bevy_editor_pls::prelude::*;
|
||||
|
||||
mod core;
|
||||
use crate::core::*;
|
||||
|
||||
pub mod assets;
|
||||
use assets::*;
|
||||
|
||||
pub mod state;
|
||||
use state::*;
|
||||
|
||||
mod game;
|
||||
use game::*;
|
||||
|
||||
mod test_components;
|
||||
use test_components::*;
|
||||
|
||||
fn main() {
|
||||
App::new()
|
||||
.add_plugins((
|
||||
DefaultPlugins.set(AssetPlugin::default()),
|
||||
// editor
|
||||
EditorPlugin::default(),
|
||||
// our custom plugins
|
||||
StatePlugin,
|
||||
AssetsPlugin,
|
||||
CorePlugin, // reusable plugins
|
||||
GamePlugin, // specific to our game
|
||||
ComponentsTestPlugin, // Showcases different type of components /structs
|
||||
))
|
||||
.run();
|
||||
}
|
|
@ -0,0 +1,57 @@
|
|||
use bevy::prelude::*;
|
||||
|
||||
#[derive(Debug, Clone, Copy, Eq, PartialEq, Hash, Default, States)]
|
||||
pub enum AppState {
|
||||
#[default]
|
||||
CoreLoading,
|
||||
MenuRunning,
|
||||
AppLoading,
|
||||
AppRunning,
|
||||
AppEnding,
|
||||
}
|
||||
|
||||
#[derive(Debug, Clone, Copy, Eq, PartialEq, Hash, Default, States)]
|
||||
pub enum GameState {
|
||||
#[default]
|
||||
None,
|
||||
|
||||
InMenu,
|
||||
InGame,
|
||||
|
||||
InGameOver,
|
||||
|
||||
InSaving,
|
||||
InLoading,
|
||||
}
|
||||
|
||||
// tag components for all entities within a certain state (for despawning them if needed) , FIXME: seems kinda hack-ish
|
||||
#[derive(Component)]
|
||||
pub struct InCoreLoading;
|
||||
#[derive(Component, Default)]
|
||||
pub struct InMenuRunning;
|
||||
#[derive(Component)]
|
||||
|
||||
pub struct InAppRunning;
|
||||
|
||||
// components for tagging in game vs in game menu stuff
|
||||
#[derive(Component, Default)]
|
||||
pub struct InMainMenu;
|
||||
|
||||
#[derive(Component, Default)]
|
||||
pub struct InMenu;
|
||||
|
||||
#[derive(Component, Default)]
|
||||
pub struct InGame;
|
||||
|
||||
#[derive(Component, Default)]
|
||||
pub struct InGameSaving;
|
||||
|
||||
#[derive(Component, Default)]
|
||||
pub struct InGameLoading;
|
||||
|
||||
pub struct StatePlugin;
|
||||
impl Plugin for StatePlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
app.add_state::<AppState>().add_state::<GameState>();
|
||||
}
|
||||
}
|
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Reference in New Issue