feat(Blenvy): added an "all-in-one" (almost) Blenvy crate

* includes components, registry export & blueprints
 * overhauled settings / config to match the new structure
 * keeping the different sub plugins for now
 * cleaned up some of the internals of the blueprints code
 * related tweaks & cleanups
 * added events to blueprints : for when assets have been loaded & when a blueprint has been spawned (wip)
 * various experiments with blueprints
 * updated testing to make use of new crate & logic
This commit is contained in:
kaosat.dev 2024-06-20 00:05:02 +02:00
parent 8b4bb473dc
commit 56763879b1
31 changed files with 6238 additions and 2490 deletions

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[package]
name = "blenvy"
version = "0.0.1"
version = "0.1.0"
authors = ["Mark 'kaosat-dev' Moissette"]
description = "Allows you to define Bevy components direclty inside gltf files and instanciate the components on the Bevy side."
homepage = "https://github.com/kaosat-dev/Blender_bevy_components_workflow"
@ -17,6 +17,8 @@ workspace = true
bevy = { version = "0.14.0-rc.3", default-features = false, features = ["bevy_asset", "bevy_scene", "bevy_gltf"] }
serde = "1.0.188"
ron = "0.8.1"
serde_json = "1.0.108"
[dev-dependencies]
bevy = { version = "0.14.0-rc.3", default-features = false, features = ["dynamic_linking"] }

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crates/blenvy/LICENSE.md Normal file
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This crate is available under either:
* The [MIT License](./LICENSE_MIT)
* The [Apache License, Version 2.0](./LICENSE_APACHE)

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[![Crates.io](https://img.shields.io/crates/v/blenvy)](https://crates.io/crates/blenvy)
[![Docs](https://img.shields.io/docsrs/blenvy)](https://docs.rs/blenvy/latest/blenvy/)
[![License](https://img.shields.io/crates/l/blenvy)](https://github.com/kaosat-dev/Blender_bevy_components_workflow/blob/main/crates/blenvy/License.md)
[![Bevy tracking](https://img.shields.io/badge/Bevy%20tracking-released%20version-lightblue)](https://github.com/bevyengine/bevy/blob/main/docs/plugins_guidelines.md#main-branch-tracking)
# blenvy
this crate adds the ability to define Blueprints/Prefabs for [Bevy](https://bevyengine.org/) inside gltf files and spawn them in Bevy.
* Allows you to create lightweight levels, where all assets are different gltf files and loaded after the main level is loaded
* Allows you to spawn different entities from gtlf files at runtime in a clean manner, including simplified animation support !
A blueprint is a set of **overrideable** components + a hierarchy: ie
* just a Gltf file with Gltf_extras specifying components
* a component called BlueprintName
Particularly useful when using [Blender](https://www.blender.org/) as an editor for the [Bevy](https://bevyengine.org/) game engine, combined with the Blender add-on that do a lot of the work for you
- [blenvy](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/tools/blenvy)
## Usage
Here's a minimal usage example:
```toml
# Cargo.toml
[dependencies]
bevy="0.14"
blenvy = { version = "0.1.0"}
```
```rust no_run
use bevy::prelude::*;
use blenvy::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugins(BlenvyPlugin)
.run();
}
// not shown here: any other setup that is not specific to blueprints
fn spawn_blueprint(
mut commands: Commands,
keycode: Res<Input<KeyCode>>,
){
if keycode.just_pressed(KeyCode::S) {
let new_entity = commands.spawn((
BlueprintName("Health_Pickup".to_string()), // mandatory !!
SpawnHere, // mandatory !!
TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)), // VERY important !!
// any other component you want to insert
));
}
}
```
## Installation
Add the following to your `[dependencies]` section in `Cargo.toml`:
```toml
blenvy = "0.1.0"
```
Or use `cargo add`:
```toml
cargo add blenvy
```
## Setup
```rust no_run
use bevy::prelude::*;
use blenvy::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugin(BlenvyPlugin)
.run();
}
```
you may want to configure your "library"/"blueprints" settings:
```rust no_run
use bevy::prelude::*;
use blenvy::*;
fn main() {
App::new()
.add_plugins((
BlenvyPlugin{
aabbs: true, // defaults to false, enable this to automatically calculate aabb for the scene/blueprint
..Default::default()
}
))
.run();
}
```
## Spawning entities from blueprints
You can spawn entities from blueprints like this:
```rust no_run
commands.spawn((
BlueprintName("Health_Pickup".to_string()), // mandatory !!
SpawnHere, // mandatory !!
TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)), // optional
// any other component you want to insert
))
```
Once spawning of the actual entity is done, the spawned Blueprint will be *gone/merged* with the contents of Blueprint !
> Important :
you can **add** or **override** components present inside your Blueprint when spawning the BluePrint itself: ie
### Adding components not specified inside the blueprint
you can just add any additional components you need when spawning :
```rust no_run
commands.spawn((
BlueprintName("Health_Pickup".to_string()),
SpawnHere,
TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)),
// from Rapier/bevy_xpbd: this means the entity will also have a velocity component when inserted into the world
Velocity {
linvel: Vec3::new(vel_x, vel_y, vel_z),
angvel: Vec3::new(0.0, 0.0, 0.0),
},
))
```
### Overriding components specified inside the blueprint
any component you specify when spawning the Blueprint that is also specified **within** the Blueprint will **override** that component in the final spawned entity
for example
```rust no_run
commands.spawn((
BlueprintName("Health_Pickup".to_string()),
SpawnHere,
TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)),
HealthPowerUp(20)// if this is component is also present inside the "Health_Pickup" blueprint, that one will be replaced with this component during spawning
))
```
### BluePrintBundle
There is also a ```BluePrintBundle``` for convenience , which just has
* a ```BlueprintName``` component
* a ```SpawnHere``` component
## Additional information
- When a blueprint is spawned, all its children entities (and nested children etc) also have an ```InBlueprint``` component that gets insert
- 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
- 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
ie :
```rust no_run
commands
.spawn((
Name::from("test"),
BluePrintBundle {
blueprint: BlueprintName("TestBlueprint".to_string()),
..Default::default()
},
Library("models".into()) // now the path to the blueprint above will be /assets/models/TestBlueprint.glb
))
```
- this crate also provides a special optional ```GameWorldTag``` component: this is useful when you want to keep all your spawned entities inside a root entity
You can use it in your queries to add your entities as children of this "world"
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
> Note: you should only have a SINGLE entity tagged with that component !
```rust no_run
commands.spawn((
SceneBundle {
scene: models
.get(game_assets.world.id())
.expect("main level should have been loaded")
.scenes[0]
.clone(),
..default()
},
bevy::prelude::Name::from("world"),
GameWorldTag, // here it is
));
```
## SystemSet
the ordering of systems is very important !
For example to replace your proxy components (stand-in components when you cannot/ do not want to use real components in the gltf file) with actual ones, which should happen **AFTER** the Blueprint based spawning,
so ```blenvy``` provides a **SystemSet** for that purpose: ```GltfBlueprintsSet```
Typically , the order of systems should be
***bevy_gltf_components (GltfComponentsSet::Injection)*** => ***blenvy (GltfBlueprintsSet::Spawn, GltfBlueprintsSet::AfterSpawn)*** => ***replace_proxies***
see https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/blenvy/basic for how to set it up correctly
## Animation
```blenvy``` provides some lightweight helpers to deal with animations stored in gltf files
* an ```Animations``` component that gets inserted into spawned (root) entities that contains a hashmap of all animations contained inside that entity/gltf file .
(this is a copy of the ```named_animations``` inside Bevy's gltf structures )
* an ```AnimationPlayerLink``` component that gets inserted into spawned (root) entities, to make it easier to trigger/ control animations than it usually is inside Bevy + Gltf files
The workflow for animations is as follows:
* create a gltf file with animations (using Blender & co) as you would normally do
* inside Bevy, use the ```blenvy``` boilerplate (see sections above), no specific setup beyond that is required
* to control the animation of an entity, you need to query for entities that have both ```AnimationPlayerLink``` and ```Animations``` components (added by ```blenvy```) AND entities with the ```AnimationPlayer``` component
For example:
```rust no_run
// example of changing animation of entities based on proximity to the player, for "fox" entities (Tag component)
pub fn animation_change_on_proximity_foxes(
players: Query<&GlobalTransform, With<Player>>,
animated_foxes: Query<(&GlobalTransform, &AnimationPlayerLink, &Animations ), With<Fox>>,
mut animation_players: Query<&mut AnimationPlayer>,
){
for player_transforms in players.iter() {
for (fox_tranforms, link, animations) in animated_foxes.iter() {
let distance = player_transforms
.translation()
.distance(fox_tranforms.translation());
let mut anim_name = "Walk";
if distance < 8.5 {
anim_name = "Run";
}
else if distance >= 8.5 && distance < 10.0{
anim_name = "Walk";
}
else if distance >= 10.0 && distance < 15.0{
anim_name = "Survey";
}
// now play the animation based on the chosen animation name
let mut animation_player = animation_players.get_mut(link.0).unwrap();
animation_player.play_with_transition(
animations.named_animations.get(anim_name).expect("animation name should be in the list").clone(),
Duration::from_secs(3)
).repeat();
}
}
}
```
see https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/blenvy/animation for how to set it up correctly
particularly from https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/blenvy/animation/game/in_game.rs
## Materials
You have the option of using "material libraries" to share common textures/materials between blueprints, in order to avoid asset & memory bloat:
Ie for example without this option, 56 different blueprints using the same material with a large texture would lead to the material/texture being embeded
56 times !!
you can configure this with the settings:
```rust
material_library: true // defaults to false, enable this to enable automatic injection of materials from material library files
```
> Important! you must take care of preloading your material librairy gltf files in advance, using for example ```bevy_asset_loader```since
```blenvy``` currently does NOT take care of loading those at runtime
see https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/blenvy/materials for how to set it up correctly
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)
## Examples
https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/blenvy/basic
https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/blenvy/basic_xpbd_physics
https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/blenvy/animation
https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/blenvy/materials
https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/blenvy/multiple_levels_multiple_blendfiles
## 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 `blenvy` versions:
| `blenvy` | `bevy` |
| :-- | :-- |
| `0.1 - 0.2` | `0.14` |
| branch `main` | `0.14` |
| 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)

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

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use bevy::prelude::*;
use bevy::utils::HashMap;
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
/// storage for animations for a given entity's BLUEPRINT (ie for example a characters animations), essentially a clone of gltf's `named_animations`
pub struct BlueprintAnimations {
pub named_animations: HashMap<String, Handle<AnimationClip>>,
}
#[derive(Component, Debug)]
/// Stop gap helper component : this is inserted into a "root" entity (an entity representing a whole gltf file)
/// so that the root entity knows which of its children contains an actualy `AnimationPlayer` component
/// this is for convenience, because currently , Bevy's gltf parsing inserts `AnimationPlayers` "one level down"
/// ie armature/root for animated models, which means more complex queries to trigger animations that we want to avoid
pub struct BlueprintAnimationPlayerLink(pub Entity);
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
/// storage for scene level animations for a given entity (hierarchy), essentially a clone of gltf's `named_animations`
pub struct SceneAnimations {
pub named_animations: HashMap<String, Handle<AnimationClip>>,
}
#[derive(Component, Debug)]
/// Stop gap helper component : this is inserted into a "root" entity (an entity representing a whole gltf file)
/// so that the root entity knows which of its children contains an actualy `AnimationPlayer` component
/// this is for convenience, because currently , Bevy's gltf parsing inserts `AnimationPlayers` "one level down"
/// ie armature/root for animated models, which means more complex queries to trigger animations that we want to avoid
pub struct SceneAnimationPlayerLink(pub Entity);
/// Stores Animation information: name, frame informations etc
#[derive(Reflect, Default, Debug)]
pub struct AnimationInfo {
pub name: String,
pub frame_start: f32,
pub frame_end: f32,
pub frames_length: f32,
pub frame_start_override: f32,
pub frame_end_override: f32,
}
/// Stores information about animations, to make things a bit easier api wise:
/// these components are automatically inserted by `gltf_auto_export` on entities that have animations
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
pub struct AnimationInfos {
pub animations: Vec<AnimationInfo>,
}
#[derive(Reflect, Default, Debug)]
pub struct AnimationMarker {
// pub frame: u32,
pub name: String,
pub handled_for_cycle: bool,
}
/// Stores information about animation markers: practical for adding things like triggering events at specific keyframes etc
/// it is essentiall a hashmap of `AnimationName` => `HashMap`<`FrameNumber`, Vec of marker names>
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
pub struct AnimationMarkers(pub HashMap<String, HashMap<u32, Vec<String>>>);
/// Event that gets triggered once a specific marker inside an animation has been reached (frame based)
/// Provides some usefull information about which entity , wich animation, wich frame & which marker got triggered
#[derive(Event, Debug)]
pub struct AnimationMarkerReached {
pub entity: Entity,
pub animation_name: String,
pub frame: u32,
pub marker_name: String,
}
/////////////////////
/*
/// triggers events when a given animation marker is reached for INSTANCE animations
pub fn trigger_instance_animation_markers_events(
animation_infos: Query<(
Entity,
&AnimationMarkers,
&SceneAnimationPlayerLink,
&SceneAnimations,
&AnimationInfos,
)>,
animation_players: Query<(&AnimationPlayer)>,
animation_clips: Res<Assets<AnimationClip>>,
animation_graphs: Res<Assets<AnimationGraph>>,
mut animation_marker_events: EventWriter<AnimationMarkerReached>,
) {
for (entity, markers, link, animations, animation_infos) in animation_infos.iter() {
let animation_player = animation_players.get(link.0).unwrap();
let animation_clip = animation_clips.get(animation_player.animation_clip());
// animation_player.play(animation)
if animation_clip.is_some() {
// println!("Entity {:?} markers {:?}", entity, markers);
// println!("Player {:?} {}", animation_player.elapsed(), animation_player.completions());
// FIMXE: yikes ! very inneficient ! perhaps add boilerplate to the "start playing animation" code so we know what is playing
let animation_name = animations.named_animations.iter().find_map(|(key, value)| {
if value == animation_player.animation_clip() {
Some(key)
} else {
None
}
});
if animation_name.is_some() {
let animation_name = animation_name.unwrap();
let animation_length_seconds = animation_clip.unwrap().duration();
let animation_length_frames = animation_infos
.animations
.iter()
.find(|anim| &anim.name == animation_name)
.unwrap()
.frames_length;
// TODO: we also need to take playback speed into account
let time_in_animation = animation_player.elapsed()
- (animation_player.completions() as f32) * animation_length_seconds;
let frame_seconds =
(animation_length_frames / animation_length_seconds) * time_in_animation;
let frame = frame_seconds as u32;
let matching_animation_marker = &markers.0[animation_name];
if matching_animation_marker.contains_key(&frame) {
let matching_markers_per_frame = matching_animation_marker.get(&frame).unwrap();
// let timediff = animation_length_seconds - time_in_animation;
// println!("timediff {}", timediff);
// println!("FOUND A MARKER {:?} at frame {}", matching_markers_per_frame, frame);
// emit an event AnimationMarkerReached(entity, animation_name, frame, marker_name)
// FIXME: problem, this can fire multiple times in a row, depending on animation length , speed , etc
for marker in matching_markers_per_frame {
animation_marker_events.send(AnimationMarkerReached {
entity,
animation_name: animation_name.clone(),
frame,
marker_name: marker.clone(),
});
}
}
}
}
}
}
/// triggers events when a given animation marker is reached for BLUEPRINT animations
pub fn trigger_blueprint_animation_markers_events(
animation_infos: Query<(Entity, &BlueprintAnimationPlayerLink, &BlueprintAnimations)>,
// FIXME: annoying hiearchy issue yet again: the Markers & AnimationInfos are stored INSIDE the blueprint, so we need to access them differently
all_animation_infos: Query<(Entity, &AnimationMarkers, &AnimationInfos, &Parent)>,
animation_players: Query<&AnimationPlayer>,
animation_clips: Res<Assets<AnimationClip>>,
mut animation_marker_events: EventWriter<AnimationMarkerReached>,
) {
for (entity, link, animations) in animation_infos.iter() {
let animation_player = animation_players.get(link.0).unwrap();
let animation_clip = animation_clips.get(animation_player.animation_clip());
// FIXME: horrible code
for (_, markers, animation_infos, parent) in all_animation_infos.iter() {
if parent.get() == entity {
if animation_clip.is_some() {
// println!("Entity {:?} markers {:?}", entity, markers);
// println!("Player {:?} {}", animation_player.elapsed(), animation_player.completions());
// FIMXE: yikes ! very inneficient ! perhaps add boilerplate to the "start playing animation" code so we know what is playing
let animation_name =
animations.named_animations.iter().find_map(|(key, value)| {
if value == animation_player.animation_clip() {
Some(key)
} else {
None
}
});
if animation_name.is_some() {
let animation_name = animation_name.unwrap();
let animation_length_seconds = animation_clip.unwrap().duration();
let animation_length_frames = animation_infos
.animations
.iter()
.find(|anim| &anim.name == animation_name)
.unwrap()
.frames_length;
// TODO: we also need to take playback speed into account
let time_in_animation = animation_player.elapsed()
- (animation_player.completions() as f32) * animation_length_seconds;
let frame_seconds = (animation_length_frames / animation_length_seconds)
* time_in_animation;
// println!("frame seconds {}", frame_seconds);
let frame = frame_seconds.ceil() as u32; // FIXME , bad hack
let matching_animation_marker = &markers.0[animation_name];
if matching_animation_marker.contains_key(&frame) {
let matching_markers_per_frame =
matching_animation_marker.get(&frame).unwrap();
// println!("FOUND A MARKER {:?} at frame {}", matching_markers_per_frame, frame);
// emit an event AnimationMarkerReached(entity, animation_name, frame, marker_name)
// FIXME: complete hack-ish solution , otherwise this can fire multiple times in a row, depending on animation length , speed , etc
let diff = frame as f32 - frame_seconds;
println!("diff {}", diff);
if diff < 0.1 {
for marker in matching_markers_per_frame {
animation_marker_events.send(AnimationMarkerReached {
entity,
animation_name: animation_name.clone(),
frame,
marker_name: marker.clone(),
});
}
}
}
}
}
break;
}
}
}
}
*/

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

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use bevy::ecs::world::Command;
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());
None
} else {
debug!(
"cloning: component: {:?} {:?}",
component_info.name(),
type_id
);
if let Some(type_registration) = registry.get(type_id) {
Some(type_registration)
} else if self.stringent {
return Some(registry.get(type_id).unwrap_or_else(|| {
panic!(
"cannot clone entity: component: {:?} is not registered",
component_info.name()
)
}));
} else {
warn!(
"cannot clone component: component: {:?} is not registered",
component_info.name()
);
None
}
}
})
.map(|type_id| {
return (
type_id.data::<ReflectComponent>().unwrap().clone(),
type_id.type_info().type_id(), // we need the original type_id down the line
);
})
.collect::<Vec<_>>()
};
for (component, type_id) in components {
let type_registry: &AppTypeRegistry = world.resource();
let type_registry = type_registry.clone();
let type_registry = type_registry.read();
let source = component
.reflect(world.get_entity(self.source).unwrap())
.unwrap()
.clone_value();
let mut destination = world
.get_entity_mut(self.destination)
.expect("destination entity should exist");
// println!("contains typeid {:?} {}", type_id, destination.contains_type_id(type_id));
// we only want to copy components that are NOT already in the destination (ie no overwriting existing components)
if !destination.contains_type_id(type_id) {
component.insert(&mut destination, &*source, &type_registry);
}
}
}
}
// This allows the command to be used in systems
impl Command for CopyComponents {
fn apply(self, world: &mut World) {
self.transfer_components(world);
}
}

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use std::path::Path;
use bevy::{
asset::{AssetServer, Assets, Handle},
ecs::{
component::Component,
entity::Entity,
query::{Added, With},
reflect::ReflectComponent,
system::{Commands, Query, Res, ResMut},
},
gltf::Gltf,
hierarchy::{Children, Parent},
log::debug,
pbr::StandardMaterial,
reflect::Reflect,
render::mesh::Mesh,
};
use crate::{AssetLoadTracker, AssetsToLoad, BlenvyConfig, BlueprintInstanceReady};
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
/// struct containing the name & path of the material to apply
pub struct MaterialInfo {
pub name: String,
pub path: String,
}
/// flag component
#[derive(Component)]
pub(crate) struct BlueprintMaterialAssetsLoaded;
/// flag component
#[derive(Component)]
pub(crate) struct BlueprintMaterialAssetsNotLoaded;
/// system that injects / replaces materials from material library
pub(crate) fn materials_inject(
blenvy_config: ResMut<BlenvyConfig>,
material_infos: Query<(Entity, &MaterialInfo), Added<MaterialInfo>>,
asset_server: Res<AssetServer>,
mut commands: Commands,
) {
for (entity, material_info) in material_infos.iter() {
println!("Entity with material info {:?} {:?}", entity, material_info);
let material_full_path = format!("{}#{}", material_info.path, material_info.name);
if blenvy_config
.materials_cache
.contains_key(&material_full_path)
{
debug!("material is cached, retrieving");
blenvy_config
.materials_cache
.get(&material_full_path)
.expect("we should have the material available");
commands
.entity(entity)
.insert(BlueprintMaterialAssetsLoaded);
} else {
let material_file_handle = asset_server.load_untyped(&material_info.path.clone()); // : Handle<Gltf>
let material_file_id = material_file_handle.id();
let asset_infos: Vec<AssetLoadTracker> = vec![AssetLoadTracker {
name: material_info.name.clone(),
id: material_file_id,
loaded: false,
handle: material_file_handle.clone(),
}];
commands
.entity(entity)
.insert(AssetsToLoad {
all_loaded: false,
asset_infos,
..Default::default()
})
.insert(BlueprintMaterialAssetsNotLoaded);
}
}
}
// TODO, merge with blueprints_check_assets_loading, make generic ?
pub(crate) fn check_for_material_loaded(
mut blueprint_assets_to_load: Query<
(Entity, &mut AssetsToLoad),
With<BlueprintMaterialAssetsNotLoaded>,
>,
asset_server: Res<AssetServer>,
mut commands: Commands,
) {
for (entity, mut assets_to_load) in blueprint_assets_to_load.iter_mut() {
let mut all_loaded = true;
let mut loaded_amount = 0;
let total = assets_to_load.asset_infos.len();
for tracker in assets_to_load.asset_infos.iter_mut() {
let asset_id = tracker.id;
let loaded = asset_server.is_loaded_with_dependencies(asset_id);
tracker.loaded = loaded;
if loaded {
loaded_amount += 1;
} else {
all_loaded = false;
}
}
let progress: f32 = loaded_amount as f32 / total as f32;
assets_to_load.progress = progress;
if all_loaded {
assets_to_load.all_loaded = true;
commands
.entity(entity)
.insert(BlueprintMaterialAssetsLoaded)
.remove::<BlueprintMaterialAssetsNotLoaded>();
}
}
}
/// system that injects / replaces materials from material library
pub(crate) fn materials_inject2(
mut blenvy_config: ResMut<BlenvyConfig>,
material_infos: Query<
(&MaterialInfo, &Children),
(
Added<BlueprintMaterialAssetsLoaded>,
With<BlueprintMaterialAssetsLoaded>,
),
>,
with_materials_and_meshes: Query<
(),
(
With<Parent>,
With<Handle<StandardMaterial>>,
With<Handle<Mesh>>,
),
>,
assets_gltf: Res<Assets<Gltf>>,
asset_server: Res<AssetServer>,
mut commands: Commands,
) {
for (material_info, children) in material_infos.iter() {
let material_full_path = format!("{}#{}", material_info.path, material_info.name);
let mut material_found: Option<&Handle<StandardMaterial>> = None;
if blenvy_config
.materials_cache
.contains_key(&material_full_path)
{
debug!("material is cached, retrieving");
let material = blenvy_config
.materials_cache
.get(&material_full_path)
.expect("we should have the material available");
material_found = Some(material);
} else {
let model_handle: Handle<Gltf> = asset_server.load(material_info.path.clone()); // FIXME: kinda weird now
let mat_gltf = assets_gltf
.get(model_handle.id())
.expect("material should have been preloaded");
if mat_gltf.named_materials.contains_key(&material_info.name as &str) {
let material = mat_gltf
.named_materials
.get(&material_info.name as &str)
.expect("this material should have been loaded");
blenvy_config
.materials_cache
.insert(material_full_path, material.clone());
material_found = Some(material);
}
}
if let Some(material) = material_found {
for child in children.iter() {
if with_materials_and_meshes.contains(*child) {
debug!(
"injecting material {}, path: {:?}",
material_info.name,
material_info.path.clone()
);
commands.entity(*child).insert(material.clone());
}
}
}
}
}

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pub mod spawn_from_blueprints;
pub use spawn_from_blueprints::*;
pub mod spawn_post_process;
pub(crate) use spawn_post_process::*;
pub mod animation;
pub use animation::*;
pub mod aabb;
pub use aabb::*;
pub mod assets;
pub use assets::*;
pub mod materials;
pub use materials::*;
pub mod copy_components;
pub use copy_components::*;
use core::fmt;
use std::path::PathBuf;
use bevy::{prelude::*, render::primitives::Aabb, utils::HashMap};
use crate::{BlenvyConfig, GltfComponentsSet};
#[derive(SystemSet, Debug, Hash, PartialEq, Eq, Clone)]
/// set for the two stages of blueprint based spawning :
pub enum GltfBlueprintsSet {
Spawn,
AfterSpawn,
}
#[derive(Bundle)]
pub struct BluePrintBundle {
pub blueprint: BlueprintName,
pub blueprint_path: BlueprintPath,
pub spawn_here: SpawnHere,
}
impl Default for BluePrintBundle {
fn default() -> Self {
BluePrintBundle {
blueprint: BlueprintName("default".into()),
blueprint_path: BlueprintPath("".into()),
spawn_here: SpawnHere,
}
}
}
#[derive(Debug, Clone, Copy, Eq, PartialEq, Hash, Default)]
pub enum GltfFormat {
#[default]
GLB,
GLTF,
}
impl fmt::Display for GltfFormat {
fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
match self {
GltfFormat::GLB => {
write!(f, "glb",)
}
GltfFormat::GLTF => {
write!(f, "gltf")
}
}
}
}
#[derive(Debug, Clone)]
/// Plugin for gltf blueprints
pub struct BlueprintsPlugin {
/// Automatically generate aabbs for the blueprints root objects
pub aabbs: bool,
///
pub material_library: bool,
}
impl Default for BlueprintsPlugin {
fn default() -> Self {
Self {
aabbs: false,
material_library: false
}
}
}
fn aabbs_enabled(blenvy_config: Res<BlenvyConfig>) -> bool {
blenvy_config.aabbs
}
impl Plugin for BlueprintsPlugin {
fn build(&self, app: &mut App) {
app
.register_type::<BlueprintName>()
.register_type::<BlueprintPath>()
.register_type::<MaterialInfo>()
.register_type::<SpawnHere>()
.register_type::<BlueprintAnimations>()
.register_type::<SceneAnimations>()
.register_type::<AnimationInfo>()
.register_type::<AnimationInfos>()
.register_type::<Vec<AnimationInfo>>()
.register_type::<AnimationMarkers>()
.register_type::<HashMap<u32, Vec<String>>>()
.register_type::<HashMap<String, HashMap<u32, Vec<String>>>>()
.add_event::<AnimationMarkerReached>()
.register_type::<MyAsset>()
.register_type::<Vec<MyAsset>>()
.register_type::<Vec<String>>()
.register_type::<LocalAssets>()
.register_type::<AllAssets>()
.add_event::<BlueprintEvent>()
.register_type::<HashMap<String, Vec<String>>>()
.configure_sets(
Update,
(GltfBlueprintsSet::Spawn, GltfBlueprintsSet::AfterSpawn)
.chain()
.after(GltfComponentsSet::Injection),
)
.add_systems(
Update,
(
blueprints_prepare_spawn,
blueprints_check_assets_loading,
blueprints_spawn,
/*(
prepare_blueprints,
blueprints_check_assets_loading,
blueprints_spawn,
apply_deferred,
)
.chain(),*/
(compute_scene_aabbs, apply_deferred)
.chain()
.run_if(aabbs_enabled),
apply_deferred,
(
materials_inject,
check_for_material_loaded,
materials_inject2,
)
.chain()
)
.chain()
.in_set(GltfBlueprintsSet::Spawn),
)
.add_systems(
Update,
(spawned_blueprint_post_process, apply_deferred)
.chain()
.in_set(GltfBlueprintsSet::AfterSpawn),
)
/* .add_systems(
Update,
(
trigger_instance_animation_markers_events,
trigger_blueprint_animation_markers_events,
),
)*/
;
}
}

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/// helper component, for tracking loaded assets's loading state, id , handle etc
#[derive(Default, Debug)]
pub(crate) struct AssetLoadTracker<T: bevy::prelude::Asset> {
#[allow(dead_code)]
pub name: String,
pub id: AssetId<T>,
pub loaded: bool,
#[allow(dead_code)]
pub handle: Handle<T>,
}
/// helper component, for tracking loaded assets
#[derive(Component, Debug)]
pub(crate) struct AssetsToLoad<T: bevy::prelude::Asset> {
pub all_loaded: bool,
pub asset_infos: Vec<AssetLoadTracker<T>>,
pub progress: f32,
}
impl<T: bevy::prelude::Asset> Default for AssetsToLoad<T> {
fn default() -> Self {
Self {
all_loaded: Default::default(),
asset_infos: Default::default(),
progress: Default::default(),
}
}
}
/// flag component, usually added when a blueprint is loaded
#[derive(Component)]
pub(crate) struct BlueprintAssetsLoaded;
/// flag component
#[derive(Component)]
pub(crate) struct BlueprintAssetsNotLoaded;
/// spawning prepare function,
/// * also takes into account the already exisiting "override" components, ie "override components" > components from blueprint
pub(crate) fn prepare_blueprints(
spawn_placeholders: Query<
(
Entity,
&BlueprintName,
Option<&Parent>,
Option<&Library>,
Option<&Name>,
Option<&BlueprintsList>,
),
(Added<BlueprintName>, Added<SpawnHere>, Without<Spawned>),
>,
mut commands: Commands,
asset_server: Res<AssetServer>,
blenvy_config: Res<BluePrintsConfig>,
) {
for (entity, blupeprint_name, original_parent, library_override, name, blueprints_list) in
spawn_placeholders.iter()
{
debug!(
"requesting to spawn {:?} for entity {:?}, id: {:?}, parent:{:?}",
blupeprint_name.0, name, entity, original_parent
);
// println!("main model path {:?}", model_path);
if blueprints_list.is_some() {
let blueprints_list = blueprints_list.unwrap();
// println!("blueprints list {:?}", blueprints_list.0.keys());
let mut asset_infos: Vec<AssetLoadTracker<Gltf>> = vec![];
let library_path =
library_override.map_or_else(|| &blenvy_config.library_folder, |l| &l.0);
for (blueprint_name, _) in blueprints_list.0.iter() {
let model_file_name = format!("{}.{}", &blueprint_name, &blenvy_config.format);
let model_path = Path::new(&library_path).join(Path::new(model_file_name.as_str()));
let model_handle: Handle<Gltf> = asset_server.load(model_path.clone());
let model_id = model_handle.id();
let loaded = asset_server.is_loaded_with_dependencies(model_id);
if !loaded {
asset_infos.push(AssetLoadTracker {
name: model_path.to_string_lossy().into(),
id: model_id,
loaded: false,
handle: model_handle.clone(),
});
}
}
// if not all assets are already loaded, inject a component to signal that we need them to be loaded
if !asset_infos.is_empty() {
commands
.entity(entity)
.insert(AssetsToLoad {
all_loaded: false,
asset_infos,
..Default::default()
})
.insert(BlueprintAssetsNotLoaded);
} else {
commands.entity(entity).insert(BlueprintAssetsLoaded);
}
} else {
// in case there are no blueprintsList, we revert back to the old behaviour
commands.entity(entity).insert(BlueprintAssetsLoaded);
}
}
}
pub(crate) fn blueprints_check_assets_loading(
mut blueprint_assets_to_load: Query<
(Entity, &mut AssetsToLoad<Gltf>),
With<BlueprintAssetsNotLoaded>,
>,
asset_server: Res<AssetServer>,
mut commands: Commands,
) {
for (entity, mut assets_to_load) in blueprint_assets_to_load.iter_mut() {
let mut all_loaded = true;
let mut loaded_amount = 0;
let total = assets_to_load.asset_infos.len();
for tracker in assets_to_load.asset_infos.iter_mut() {
let asset_id = tracker.id;
let loaded = asset_server.is_loaded_with_dependencies(asset_id);
tracker.loaded = loaded;
if loaded {
loaded_amount += 1;
} else {
all_loaded = false;
}
}
let progress: f32 = loaded_amount as f32 / total as f32;
// println!("progress: {}",progress);
assets_to_load.progress = progress;
if all_loaded {
assets_to_load.all_loaded = true;
commands
.entity(entity)
.insert(BlueprintAssetsLoaded)
.remove::<BlueprintAssetsNotLoaded>();
}
}
}
pub(crate) fn blueprints_spawn(
spawn_placeholders: Query<
(
Entity,
&BlueprintName,
Option<&Transform>,
Option<&Parent>,
Option<&Library>,
Option<&AddToGameWorld>,
Option<&Name>,
),
(
With<BlueprintAssetsLoaded>,
Added<BlueprintAssetsLoaded>,
Without<BlueprintAssetsNotLoaded>,
),
>,
mut commands: Commands,
mut game_world: Query<Entity, With<GameWorldTag>>,
assets_gltf: Res<Assets<Gltf>>,
asset_server: Res<AssetServer>,
blenvy_config: Res<BluePrintsConfig>,
children: Query<&Children>,
) {
for (
entity,
blupeprint_name,
transform,
original_parent,
library_override,
add_to_world,
name,
) in spawn_placeholders.iter()
{
debug!(
"attempting to spawn {:?} for entity {:?}, id: {:?}, parent:{:?}",
blupeprint_name.0, name, entity, original_parent
);
let what = &blupeprint_name.0;
let model_file_name = format!("{}.{}", &what, &blenvy_config.format);
// library path is either defined at the plugin level or overriden by optional Library components
let library_path =
library_override.map_or_else(|| &blenvy_config.library_folder, |l| &l.0);
let model_path = Path::new(&library_path).join(Path::new(model_file_name.as_str()));
// info!("attempting to spawn {:?}", model_path);
let model_handle: Handle<Gltf> = asset_server.load(model_path.clone()); // FIXME: kinda weird now
let gltf = assets_gltf.get(&model_handle).unwrap_or_else(|| {
panic!(
"gltf file {:?} should have been loaded",
model_path.to_str()
)
});
// WARNING we work under the assumtion that there is ONLY ONE named scene, and that the first one is the right one
let main_scene_name = gltf
.named_scenes
.keys()
.next()
.expect("there should be at least one named scene in the gltf file to spawn");
let scene = &gltf.named_scenes[main_scene_name];
// transforms are optional, but still deal with them correctly
let mut transforms: Transform = Transform::default();
if transform.is_some() {
transforms = *transform.unwrap();
}
let mut original_children: Vec<Entity> = vec![];
if let Ok(c) = children.get(entity) {
for child in c.iter() {
original_children.push(*child);
}
}
commands.entity(entity).insert((
SceneBundle {
scene: scene.clone(),
transform: transforms,
..Default::default()
},
Spawned,
OriginalChildren(original_children),
BlueprintAnimations {
// these are animations specific to the inside of the blueprint
named_animations: gltf.named_animations.clone(),
},
));
if add_to_world.is_some() {
let world = game_world
.get_single_mut()
.expect("there should be a game world present");
commands.entity(world).add_child(entity);
}
}
}

View File

@ -0,0 +1,365 @@
use std::path::{Path, PathBuf};
use bevy::{gltf::Gltf, prelude::*, utils::hashbrown::HashMap};
use crate::{AllAssets, AssetsToLoad, AssetLoadTracker, BlenvyConfig, BlueprintAnimations, BlueprintAssetsLoaded, BlueprintAssetsNotLoaded};
/// this is a flag component for our levels/game world
#[derive(Component)]
pub struct GameWorldTag;
/// Main component for the blueprints
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
pub struct BlueprintName(pub String);
/// path component for the blueprints
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
pub struct BlueprintPath(pub String);
/// flag component needed to signify the intent to spawn a Blueprint
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
pub struct SpawnHere;
#[derive(Component)]
/// flag component for dynamically spawned scenes
pub struct Spawned;
#[derive(Component, Debug)]
/// flag component added when a Blueprint instance ist Ready : ie :
/// - its assets have loaded
/// - it has finished spawning
pub struct BlueprintInstanceReady;
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
/// flag component marking any spwaned child of blueprints ..unless the original entity was marked with the `NoInBlueprint` marker component
pub struct InBlueprint;
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
/// flag component preventing any spawned child of blueprints to be marked with the `InBlueprint` component
pub struct NoInBlueprint;
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
// this allows overriding the default library path for a given entity/blueprint
pub struct Library(pub PathBuf);
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
/// flag component to force adding newly spawned entity as child of game world
pub struct AddToGameWorld;
#[derive(Component)]
/// helper component, just to transfer child data
pub(crate) struct OriginalChildren(pub Vec<Entity>);
#[derive(Event, Debug)]
pub enum BlueprintEvent {
/// event fired when a blueprint has finished loading its assets & before it attempts spawning
AssetsLoaded {
blueprint_name: String,
blueprint_path: String,
// TODO: add assets list ?
},
/// event fired when a blueprint is COMPLETELY done spawning ie
/// - all its assets have been loaded
/// - the spawning attempt has been sucessfull
Spawned {
blueprint_name: String,
blueprint_path: String,
},
///
Ready {
blueprint_path: String,
}
}
pub(crate) fn blueprints_prepare_spawn(
spawn_placeholders: Query<
(
Entity,
&BlueprintPath,
),
(Added<BlueprintPath>, Without<Spawned>, Without<SpawnHere>)>,
// before 0.14 we have to use a seperate query, after migrating we can query at the root level
entities_with_assets: Query<
(
Entity,
/*&BlueprintName,
&BlueprintPath,
Option<&Parent>,*/
Option<&Name>,
Option<&AllAssets>,
),
(Added<AllAssets>), // Added<AllAssets>
>,
bla_bla : Query<
(
Entity,
&BlueprintName,
&BlueprintPath,
Option<&Parent>,
Option<&AllAssets>,
),(Added<BlueprintPath>)
>,
mut commands: Commands,
asset_server: Res<AssetServer>,
) {
for (entity, blueprint_path) in spawn_placeholders.iter() {
//println!("added blueprint_path {:?}", blueprint_path);
/*commands.entity(entity).insert(
SceneBundle {
scene: asset_server.load(format!("{}#Scene0", &blueprint_path.0)), // "levels/World.glb#Scene0"),
..default()
},
);*/
// let model_handle: Handle<Gltf> = asset_server.load(model_path.clone());
}
for (entity, blueprint_name, blueprint_path, parent, all_assets) in bla_bla.iter() {
println!("added blueprint to spawn {:?} {:?}", blueprint_name, blueprint_path);
// println!("all assets {:?}", all_assets);
let untyped_handle = asset_server.load_untyped(&blueprint_path.0);
let asset_id = untyped_handle.id();
let loaded = asset_server.is_loaded_with_dependencies(asset_id);
let mut asset_infos: Vec<AssetLoadTracker> = vec![];
if !loaded {
asset_infos.push(AssetLoadTracker {
name: blueprint_name.0.clone(),
id: asset_id,
loaded: false,
handle: untyped_handle.clone(),
});
}
// now insert load tracker
if !asset_infos.is_empty() {
commands
.entity(entity)
.insert(AssetsToLoad {
all_loaded: false,
asset_infos,
..Default::default()
})
.insert(BlueprintAssetsNotLoaded);
} else {
commands.entity(entity).insert(BlueprintAssetsLoaded);
}
}
for (child_entity, child_entity_name, all_assets) in entities_with_assets.iter(){
println!("added assets {:?} to {:?}", all_assets, child_entity_name);
if all_assets.is_some() {
let mut asset_infos: Vec<AssetLoadTracker> = vec![];
for asset in all_assets.unwrap().0.iter() {
let untyped_handle = asset_server.load_untyped(&asset.path);
//println!("untyped handle {:?}", untyped_handle);
//asset_server.load(asset.path);
let asset_id = untyped_handle.id();
//println!("ID {:?}", asset_id);
let loaded = asset_server.is_loaded_with_dependencies(asset_id);
//println!("Loaded ? {:?}", loaded);
if !loaded {
asset_infos.push(AssetLoadTracker {
name: asset.name.clone(),
id: asset_id,
loaded: false,
handle: untyped_handle.clone(),
});
}
}
// now insert load tracker
if !asset_infos.is_empty() {
commands
.entity(child_entity)
.insert(AssetsToLoad {
all_loaded: false,
asset_infos,
..Default::default()
})
.insert(BlueprintAssetsNotLoaded);
} else {
commands.entity(child_entity).insert(BlueprintAssetsLoaded);
}
}
}
}
pub(crate) fn blueprints_check_assets_loading(
mut blueprint_assets_to_load: Query<
(Entity, Option<&Name>, &BlueprintPath, &mut AssetsToLoad),
With<BlueprintAssetsNotLoaded>,
>,
asset_server: Res<AssetServer>,
mut commands: Commands,
mut blueprint_events: EventWriter<BlueprintEvent>,
) {
for (entity, entity_name, blueprint_path, mut assets_to_load) in blueprint_assets_to_load.iter_mut() {
let mut all_loaded = true;
let mut loaded_amount = 0;
let total = assets_to_load.asset_infos.len();
for tracker in assets_to_load.asset_infos.iter_mut() {
let asset_id = tracker.id;
let loaded = asset_server.is_loaded_with_dependencies(asset_id);
println!("loading {}: // load state: {:?}", tracker.name, asset_server.load_state(asset_id));
// FIXME: hack for now
let mut failed = false;// asset_server.load_state(asset_id) == bevy::asset::LoadState::Failed(_error);
match asset_server.load_state(asset_id) {
bevy::asset::LoadState::Failed(_) => {
failed = true
},
_ => {}
}
tracker.loaded = loaded || failed;
if loaded || failed {
loaded_amount += 1;
} else {
all_loaded = false;
}
}
let progress: f32 = loaded_amount as f32 / total as f32;
println!("progress: {}",progress);
assets_to_load.progress = progress;
if all_loaded {
assets_to_load.all_loaded = true;
println!("done with loading {:?}, inserting components", entity_name);
blueprint_events.send(BlueprintEvent::AssetsLoaded {blueprint_name:"".into(), blueprint_path: blueprint_path.0.clone() });
commands
.entity(entity)
.insert(BlueprintAssetsLoaded)
.remove::<BlueprintAssetsNotLoaded>()
.remove::<AssetsToLoad>()
;
}
}
}
pub(crate) fn blueprints_spawn(
spawn_placeholders: Query<
(
Entity,
&BlueprintName,
&BlueprintPath,
Option<&Transform>,
Option<&Parent>,
Option<&AddToGameWorld>,
Option<&Name>,
),
(
With<BlueprintAssetsLoaded>,
Added<BlueprintAssetsLoaded>,
Without<BlueprintAssetsNotLoaded>,
),
>,
mut commands: Commands,
mut game_world: Query<Entity, With<GameWorldTag>>,
assets_gltf: Res<Assets<Gltf>>,
asset_server: Res<AssetServer>,
children: Query<&Children>,
) {
for (
entity,
blupeprint_name,
blueprint_path,
transform,
original_parent,
add_to_world,
name,
) in spawn_placeholders.iter()
{
info!(
"attempting to spawn blueprint {:?} for entity {:?}, id: {:?}, parent:{:?}",
blupeprint_name.0, name, entity, original_parent
);
// info!("attempting to spawn {:?}", model_path);
let model_handle: Handle<Gltf> = asset_server.load(blueprint_path.0.clone()); // FIXME: kinda weird now
let gltf = assets_gltf.get(&model_handle).unwrap_or_else(|| {
panic!(
"gltf file {:?} should have been loaded",
&blueprint_path.0
)
});
// WARNING we work under the assumtion that there is ONLY ONE named scene, and that the first one is the right one
let main_scene_name = gltf
.named_scenes
.keys()
.next()
.expect("there should be at least one named scene in the gltf file to spawn");
let scene = &gltf.named_scenes[main_scene_name];
// transforms are optional, but still deal with them correctly
let mut transforms: Transform = Transform::default();
if transform.is_some() {
transforms = *transform.unwrap();
}
let mut original_children: Vec<Entity> = vec![];
if let Ok(c) = children.get(entity) {
for child in c.iter() {
original_children.push(*child);
}
}
let mut named_animations:HashMap<String, Handle<AnimationClip>> = HashMap::new() ;
for (key, value) in gltf.named_animations.iter() {
named_animations.insert(key.to_string(), value.clone());
}
commands.entity(entity).insert((
SceneBundle {
scene: scene.clone(),
transform: transforms,
..Default::default()
},
Spawned,
BlueprintInstanceReady, // FIXME: not sure if this is should be added here or in the post process
OriginalChildren(original_children),
BlueprintAnimations {
// these are animations specific to the inside of the blueprint
named_animations: named_animations//gltf.named_animations.clone(),
},
));
if add_to_world.is_some() {
let world = game_world
.get_single_mut()
.expect("there should be a game world present");
commands.entity(world).add_child(entity);
}
}
}

View File

@ -0,0 +1,110 @@
use std::any::TypeId;
use bevy::gltf::Gltf;
use bevy::prelude::*;
use bevy::scene::SceneInstance;
// use bevy::utils::hashbrown::HashSet;
use crate::{BlueprintAnimationPlayerLink, BlueprintAnimations, BlueprintPath};
use crate::{SpawnHere, Spawned};
use crate::{
AssetsToLoad, BlueprintAssetsLoaded, BlueprintEvent, CopyComponents, InBlueprint, NoInBlueprint, OriginalChildren
};
/// this system is in charge of doing any necessary post processing after a blueprint scene has been spawned
/// - it removes one level of useless nesting
/// - it copies the blueprint's root components to the entity it was spawned on (original entity)
/// - it copies the children of the blueprint scene into the original entity
/// - it add `AnimationLink` components so that animations can be controlled from the original entity
/// - it cleans up/ removes a few , by then uneeded components
pub(crate) fn spawned_blueprint_post_process(
unprocessed_entities: Query<
(
Entity,
&Children,
&OriginalChildren,
&BlueprintAnimations,
Option<&NoInBlueprint>,
Option<&Name>,
&BlueprintPath
),
(With<SpawnHere>, With<SceneInstance>, With<Spawned>),
>,
added_animation_players: Query<(Entity, &Parent), Added<AnimationPlayer>>,
all_children: Query<&Children>,
mut commands: Commands,
mut blueprint_events: EventWriter<BlueprintEvent>,
) {
for (original, children, original_children, animations, no_inblueprint, name, blueprint_path) in
unprocessed_entities.iter()
{
info!("post processing blueprint for entity {:?}", name);
if children.len() == 0 {
warn!("timing issue ! no children found, please restart your bevy app (bug being investigated)");
continue;
}
// the root node is the first & normally only child inside a scene, it is the one that has all relevant components
let mut root_entity = Entity::PLACEHOLDER; //FIXME: and what about childless ones ?? => should not be possible normally
// let diff = HashSet::from_iter(original_children.0).difference(HashSet::from_iter(children));
// we find the first child that was not in the entity before (aka added during the scene spawning)
for c in children.iter() {
if !original_children.0.contains(c) {
root_entity = *c;
break;
}
}
// we flag all children of the blueprint instance with 'InBlueprint'
// can be usefull to filter out anything that came from blueprints vs normal children
if no_inblueprint.is_none() {
for child in all_children.iter_descendants(root_entity) {
commands.entity(child).insert(InBlueprint);
}
}
// copy components into from blueprint instance's root_entity to original entity
commands.add(CopyComponents {
source: root_entity,
destination: original,
exclude: vec![TypeId::of::<Parent>(), TypeId::of::<Children>()],
stringent: false,
});
// we move all of children of the blueprint instance one level to the original entity
if let Ok(root_entity_children) = all_children.get(root_entity) {
for child in root_entity_children.iter() {
// info!("copying child {:?} upward from {:?} to {:?}", names.get(*child), root_entity, original);
commands.entity(original).add_child(*child);
}
}
if animations.named_animations.keys().len() > 0 {
for (added, parent) in added_animation_players.iter() {
if parent.get() == root_entity {
// FIXME: stopgap solution: since we cannot use an AnimationPlayer at the root entity level
// and we cannot update animation clips so that the EntityPaths point to one level deeper,
// BUT we still want to have some marker/control at the root entity level, we add this
commands
.entity(original)
.insert(BlueprintAnimationPlayerLink(added));
}
}
}
commands.entity(original).remove::<SpawnHere>();
commands.entity(original).remove::<Spawned>();
// commands.entity(original).remove::<Handle<Scene>>(); // FIXME: if we delete the handle to the scene, things get despawned ! not what we want
//commands.entity(original).remove::<AssetsToLoad>(); // also clear the sub assets tracker to free up handles, perhaps just freeing up the handles and leave the rest would be better ?
//commands.entity(original).remove::<BlueprintAssetsLoaded>();
commands.entity(root_entity).despawn_recursive();
blueprint_events.send(BlueprintEvent::Spawned {blueprint_name:"".into(), blueprint_path: blueprint_path.0.clone() });
debug!("DONE WITH POST PROCESS");
}
}

View File

@ -0,0 +1,74 @@
pub mod utils;
pub use utils::*;
pub mod ronstring_to_reflect_component;
pub use ronstring_to_reflect_component::*;
pub mod process_gltfs;
pub use process_gltfs::*;
pub mod blender_settings;
use bevy::{
ecs::{component::Component, reflect::ReflectComponent, system::Resource},
prelude::{App, IntoSystemConfigs, Plugin, SystemSet, Update},
reflect::Reflect,
};
/// A Bevy plugin for extracting components from gltf files and automatically adding them to the relevant entities
/// It will automatically run every time you load a gltf file
/// Add this plugin to your Bevy app to get access to this feature
/// ```
/// # use bevy::prelude::*;
/// # use bevy::gltf::*;
/// # use bevy_gltf_components::ComponentsFromGltfPlugin;
///
/// //too barebones of an example to be meaningfull, please see https://github.com/kaosat-dev/Blender_bevy_components_workflow/examples/basic for a real example
/// fn main() {
/// App::new()
/// .add_plugins(DefaultPlugins)
/// .add_plugin(ComponentsFromGltfPlugin)
/// .add_system(spawn_level)
/// .run();
/// }
///
/// fn spawn_level(
/// asset_server: Res<AssetServer>,
/// mut commands: bevy::prelude::Commands,
/// keycode: Res<Input<KeyCode>>,
/// ){
/// if keycode.just_pressed(KeyCode::Return) {
/// commands.spawn(SceneBundle {
/// scene: asset_server.load("basic/models/level1.glb"),
/// transform: Transform::from_xyz(2.0, 0.0, -5.0),
/// ..Default::default()
/// });
/// }
///}
/// ```
/// this is a flag component to tag a processed gltf, to avoid processing things multiple times
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
pub struct GltfProcessed;
#[derive(SystemSet, Debug, Hash, PartialEq, Eq, Clone)]
/// systemset to order your systems after the component injection when needed
pub enum GltfComponentsSet {
Injection,
}
#[derive(Default)]
pub struct ComponentsFromGltfPlugin {}
impl Plugin for ComponentsFromGltfPlugin {
fn build(&self, app: &mut App) {
app.add_plugins(blender_settings::plugin)
.register_type::<GltfProcessed>()
.add_systems(
Update,
(add_components_from_gltf_extras).in_set(GltfComponentsSet::Injection),
);
}
}

View File

@ -15,7 +15,8 @@ use bevy::{
use crate::{ronstring_to_reflect_component, GltfProcessed};
fn bla_balb(entity: Entity, name: &Name, parent: &Parent, reflect_components: Vec<(Box<dyn Reflect>, TypeRegistration)>, mut entity_components: HashMap<Entity, Vec<(Box<dyn Reflect>, TypeRegistration)>>){
// , mut entity_components: HashMap<Entity, Vec<(Box<dyn Reflect>, TypeRegistration)>>
fn find_entity_components(entity: Entity, name: &Name, parent: &Parent, reflect_components: Vec<(Box<dyn Reflect>, TypeRegistration)>, entity_components: &HashMap<Entity, Vec<(Box<dyn Reflect>, TypeRegistration)>>) -> (Entity, Vec<(Box<dyn Reflect>, TypeRegistration)>){
// we assign the components specified /xxx_components objects to their parent node
let mut target_entity = entity;
// if the node contains "components" or ends with "_pa" (ie add to parent), the components will not be added to the entity itself but to its parent
@ -39,9 +40,11 @@ fn bla_balb(entity: Entity, name: &Name, parent: &Parent, reflect_components: Ve
for (component, type_registration) in reflect_components {
updated_components.push((component.clone_value(), type_registration));
}
entity_components.insert(target_entity, updated_components);
return (target_entity, updated_components)
//entity_components.insert(target_entity, updated_components);
} else {
entity_components.insert(target_entity, reflect_components);
return (target_entity, reflect_components);
// entity_components.insert(target_entity, reflect_components);
}
}
@ -69,38 +72,54 @@ pub fn add_components_from_gltf_extras(world: &mut World) {
let type_registry = type_registry.read();
let reflect_components = ronstring_to_reflect_component(&extra.value, &type_registry);
bla_balb(entity, name, parent, reflect_components, entity_components);
/*
// we assign the components specified /xxx_components objects to their parent node
let mut target_entity = entity;
// if the node contains "components" or ends with "_pa" (ie add to parent), the components will not be added to the entity itself but to its parent
// this is mostly used for Blender collections
if name.as_str().contains("components") || name.as_str().ends_with("_pa") {
debug!("adding components to parent");
target_entity = parent.get();
}
debug!("adding to {:?}", target_entity);
// if there where already components set to be added to this entity (for example when entity_data was refering to a parent), update the vec of entity_components accordingly
// this allows for example blender collection to provide basic ecs data & the instances to override/ define their own values
if entity_components.contains_key(&target_entity) {
let mut updated_components: Vec<(Box<dyn Reflect>, TypeRegistration)> = Vec::new();
let current_components = &entity_components[&target_entity];
// first inject the current components
for (component, type_registration) in current_components {
updated_components.push((component.clone_value(), type_registration.clone()));
}
// then inject the new components: this also enables overwrite components set in the collection
for (component, type_registration) in reflect_components {
updated_components.push((component.clone_value(), type_registration));
}
entity_components.insert(target_entity, updated_components);
} else {
entity_components.insert(target_entity, reflect_components);
} */
let (target_entity, updated_components) = find_entity_components(entity, name, parent, reflect_components, &entity_components);
entity_components.insert(target_entity, updated_components);
}
for (entity, name, extra, parent) in scene_extras.iter(world) {
debug!(
"Name: {}, entity {:?}, parent: {:?}, scene_extras {:?}",
name, entity, parent, extra
);
let type_registry: &AppTypeRegistry = world.resource();
let type_registry = type_registry.read();
let reflect_components = ronstring_to_reflect_component(&extra.value, &type_registry);
let (target_entity, updated_components) = find_entity_components(entity, name, parent, reflect_components, &entity_components);
entity_components.insert(target_entity, updated_components);
}
for (entity, name, extra, parent) in mesh_extras.iter(world) {
debug!(
"Name: {}, entity {:?}, parent: {:?}, mesh_extras {:?}",
name, entity, parent, extra
);
let type_registry: &AppTypeRegistry = world.resource();
let type_registry = type_registry.read();
let reflect_components = ronstring_to_reflect_component(&extra.value, &type_registry);
let (target_entity, updated_components) = find_entity_components(entity, name, parent, reflect_components, &entity_components);
entity_components.insert(target_entity, updated_components);
}
for (entity, name, extra, parent) in material_extras.iter(world) {
debug!(
"Name: {}, entity {:?}, parent: {:?}, material_extras {:?}",
name, entity, parent, extra
);
let type_registry: &AppTypeRegistry = world.resource();
let type_registry = type_registry.read();
let reflect_components = ronstring_to_reflect_component(&extra.value, &type_registry);
let (target_entity, updated_components) = find_entity_components(entity, name, parent, reflect_components, &entity_components);
entity_components.insert(target_entity, updated_components);
}
for (entity, components) in entity_components {
let type_registry: &AppTypeRegistry = world.resource();
let type_registry = type_registry.clone();

View File

@ -1,78 +1,71 @@
pub mod utils;
pub use utils::*;
use std::path::PathBuf;
use bevy::{prelude::*, render::primitives::Aabb, utils::HashMap};
pub mod ronstring_to_reflect_component;
pub use ronstring_to_reflect_component::*;
pub mod components;
pub use components::*;
pub mod process_gltfs;
pub use process_gltfs::*;
pub mod registry;
pub use registry::*;
pub mod blender_settings;
use bevy::{
ecs::{component::Component, reflect::ReflectComponent, system::Resource},
prelude::{App, IntoSystemConfigs, Plugin, SystemSet, Update},
reflect::Reflect,
};
/// A Bevy plugin for extracting components from gltf files and automatically adding them to the relevant entities
/// It will automatically run every time you load a gltf file
/// Add this plugin to your Bevy app to get access to this feature
/// ```
/// # use bevy::prelude::*;
/// # use bevy::gltf::*;
/// # use bevy_gltf_components::ComponentsFromGltfPlugin;
///
/// //too barebones of an example to be meaningfull, please see https://github.com/kaosat-dev/Blender_bevy_components_workflow/examples/basic for a real example
/// fn main() {
/// App::new()
/// .add_plugins(DefaultPlugins)
/// .add_plugin(ComponentsFromGltfPlugin)
/// .add_system(spawn_level)
/// .run();
/// }
///
/// fn spawn_level(
/// asset_server: Res<AssetServer>,
/// mut commands: bevy::prelude::Commands,
/// keycode: Res<Input<KeyCode>>,
/// ){
/// if keycode.just_pressed(KeyCode::Return) {
/// commands.spawn(SceneBundle {
/// scene: asset_server.load("basic/models/level1.glb"),
/// transform: Transform::from_xyz(2.0, 0.0, -5.0),
/// ..Default::default()
/// });
/// }
///}
/// ```
/// this is a flag component to tag a processed gltf, to avoid processing things multiple times
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
pub struct GltfProcessed;
#[derive(SystemSet, Debug, Hash, PartialEq, Eq, Clone)]
/// systemset to order your systems after the component injection when needed
pub enum GltfComponentsSet {
Injection,
}
pub mod blueprints;
pub use blueprints::*;
#[derive(Clone, Resource)]
pub struct GltfComponentsConfig {}
pub struct BlenvyConfig {
// registry
pub(crate) registry_save_path: PathBuf,
pub(crate) registry_component_filter: SceneFilter,
#[allow(dead_code)]
pub(crate) registry_resource_filter: SceneFilter,
#[derive(Default)]
pub struct ComponentsFromGltfPlugin {}
// blueprints
pub(crate) aabbs: bool,
pub(crate) aabb_cache: HashMap<String, Aabb>, // cache for aabbs
pub(crate) materials_cache: HashMap<String, Handle<StandardMaterial>>, // cache for materials
}
impl Plugin for ComponentsFromGltfPlugin {
fn build(&self, app: &mut App) {
app.add_plugins(blender_settings::plugin)
.register_type::<GltfProcessed>()
.insert_resource(GltfComponentsConfig {})
.add_systems(
Update,
(add_components_from_gltf_extras).in_set(GltfComponentsSet::Injection),
);
#[derive(Debug, Clone)]
/// Plugin for gltf blueprints
pub struct BlenvyPlugin {
pub registry_save_path: PathBuf,
pub registry_component_filter: SceneFilter,
pub registry_resource_filter: SceneFilter,
/// Automatically generate aabbs for the blueprints root objects
pub aabbs: bool,
}
impl Default for BlenvyPlugin {
fn default() -> Self {
Self {
registry_save_path: PathBuf::from("registry.json"), // relative to assets folder
registry_component_filter: SceneFilter::default(),
registry_resource_filter: SceneFilter::default(),
aabbs: false,
}
}
}
impl Plugin for BlenvyPlugin {
fn build(&self, app: &mut App) {
app.add_plugins((
ComponentsFromGltfPlugin::default(),
ExportRegistryPlugin::default(),
BlueprintsPlugin::default()
))
.insert_resource(BlenvyConfig {
registry_save_path: self.registry_save_path.clone(),
registry_component_filter: self.registry_component_filter.clone(),
registry_resource_filter: self.registry_resource_filter.clone(),
aabbs: self.aabbs,
aabb_cache: HashMap::new(),
materials_cache: HashMap::new(),
})
;
}
}

View File

@ -0,0 +1,273 @@
use std::{fs::File, path::Path};
use bevy::{log::info, prelude::{AppTypeRegistry, ReflectComponent, ReflectResource, World}, reflect::{TypeInfo, TypeRegistration, VariantInfo}};
use serde_json::{json, Map, Value};
use crate::{AssetRoot, BlenvyConfig};
pub fn export_types(world: &mut World) {
let config = world
.get_resource::<BlenvyConfig>()
.expect("ExportComponentsConfig should exist at this stage");
let asset_root = world.resource::<AssetRoot>();
let registry_save_path = Path::join(&asset_root.0, &config.registry_save_path);
let writer = File::create(registry_save_path).expect("should have created schema file");
let components_to_filter_out = &config.registry_component_filter.clone();
let resources_to_filter_out = &config.registry_resource_filter.clone();
let types = world.resource_mut::<AppTypeRegistry>();
let types = types.read();
let schemas = types
.iter()
.filter(|type_info| {
let type_id = type_info.type_id();
components_to_filter_out.is_allowed_by_id(type_id)
&& resources_to_filter_out.is_allowed_by_id(type_id)
})
.map(export_type)
.collect::<Map<_, _>>();
serde_json::to_writer_pretty(
writer,
&json!({
"$schema": "https://json-schema.org/draft/2020-12/schema",
"long_name": "bevy component registry schema",
"$defs": schemas,
}),
)
.expect("valid json");
info!("Done exporting registry schema")
}
pub fn export_type(reg: &TypeRegistration) -> (String, Value) {
let t = reg.type_info();
let binding = t.type_path_table();
let short_name = binding.short_path();
let mut schema = match t {
TypeInfo::Struct(info) => {
let properties = info
.iter()
.enumerate()
.map(|(idx, field)| {
(
field.name().to_owned(),
add_min_max(json!({ "type": typ(field.type_path()) }), reg, idx, None),
)
})
.collect::<Map<_, _>>();
json!({
"type": "object",
"typeInfo": "Struct",
"long_name": t.type_path(),
"properties": properties,
"additionalProperties": false,
"required": info
.iter()
.filter(|field| !field.type_path().starts_with("core::option::Option"))
.map(|field| field.name())
.collect::<Vec<_>>(),
})
}
TypeInfo::Enum(info) => {
let simple = info
.iter()
.all(|variant| matches!(variant, VariantInfo::Unit(_)));
if simple {
json!({
"type": "string",
"typeInfo": "Enum",
"long_name": t.type_path(),
"oneOf": info
.iter()
.map(|variant| match variant {
VariantInfo::Unit(v) => v.name(),
_ => unreachable!(),
})
.collect::<Vec<_>>(),
})
} else {
let variants = info
.iter()
.enumerate()
.map(|(field_idx, variant)| match variant {
//let binding = t.type_path_table();
//let short_name = binding.short_path();
VariantInfo::Struct(v) => json!({
"type": "object",
"typeInfo": "Struct",
"long_name": v.name(),
"short_name": v.name().split("::").last().unwrap_or(v.name()),
"properties": v
.iter()
.enumerate()
.map(|(variant_idx, field)| (field.name().to_owned(), add_min_max(json!({"type": typ(field.type_path()), "long_name": field.name()}), reg, field_idx, Some(variant_idx))))
.collect::<Map<_, _>>(),
"additionalProperties": false,
"required": v
.iter()
.filter(|field| !field.type_path().starts_with("core::option::Option"))
.map(|field| field.name())
.collect::<Vec<_>>(),
}),
VariantInfo::Tuple(v) => json!({
"type": "array",
"typeInfo": "Tuple",
"long_name": v.name(),
"short_name":v.name(),
"prefixItems": v
.iter()
.enumerate()
.map(|(variant_idx, field)| add_min_max(json!({"type": typ(field.type_path())}), reg, field_idx, Some(variant_idx)))
.collect::<Vec<_>>(),
"items": false,
}),
VariantInfo::Unit(v) => json!({
"long_name": v.name(),
}),
})
.collect::<Vec<_>>();
json!({
"type": "object",
"typeInfo": "Enum",
"long_name": t.type_path(),
"oneOf": variants,
})
}
}
TypeInfo::TupleStruct(info) => json!({
"long_name": t.type_path(),
"type": "array",
"typeInfo": "TupleStruct",
"prefixItems": info
.iter()
.enumerate()
.map(|(idx, field)| add_min_max(json!({"type": typ(field.type_path())}), reg, idx, None))
.collect::<Vec<_>>(),
"items": false,
}),
TypeInfo::List(info) => {
json!({
"long_name": t.type_path(),
"type": "array",
"typeInfo": "List",
"items": json!({"type": typ(info.item_type_path_table().path())}),
})
}
TypeInfo::Array(info) => json!({
"long_name": t.type_path(),
"type": "array",
"typeInfo": "Array",
"items": json!({"type": typ(info.item_type_path_table().path())}),
}),
TypeInfo::Map(info) => json!({
"long_name": t.type_path(),
"type": "object",
"typeInfo": "Map",
"valueType": json!({"type": typ(info.value_type_path_table().path())}),
"keyType": json!({"type": typ(info.key_type_path_table().path())}),
}),
TypeInfo::Tuple(info) => json!({
"long_name": t.type_path(),
"type": "array",
"typeInfo": "Tuple",
"prefixItems": info
.iter()
.enumerate()
.map(|(idx, field)| add_min_max(json!({"type": typ(field.type_path())}), reg, idx, None))
.collect::<Vec<_>>(),
"items": false,
}),
TypeInfo::Value(info) => json!({
"long_name": t.type_path(),
"type": map_json_type(info.type_path()),
"typeInfo": "Value",
}),
};
schema.as_object_mut().unwrap().insert(
"isComponent".to_owned(),
reg.data::<ReflectComponent>().is_some().into(),
);
schema.as_object_mut().unwrap().insert(
"isResource".to_owned(),
reg.data::<ReflectResource>().is_some().into(),
);
schema
.as_object_mut()
.unwrap()
.insert("short_name".to_owned(), short_name.into());
(t.type_path().to_owned(), schema)
}
fn typ(t: &str) -> Value {
json!({ "$ref": format!("#/$defs/{t}") })
}
fn map_json_type(t: &str) -> Value {
match t {
"bool" => "boolean",
"u8" | "u16" | "u32" | "u64" | "u128" | "usize" => "uint",
"i8" | "i16" | "i32" | "i64" | "i128" | "isize" => "int",
"f32" | "f64" => "float",
"char" | "str" | "alloc::string::String" => "string",
_ => "object",
}
.into()
}
fn add_min_max(
mut val: Value,
reg: &TypeRegistration,
field_index: usize,
variant_index: Option<usize>,
) -> Value {
#[cfg(feature = "support-inspector")]
fn get_min_max(
reg: &TypeRegistration,
field_index: usize,
variant_index: Option<usize>,
) -> Option<(Option<f32>, Option<f32>)> {
use bevy_inspector_egui::inspector_options::{
std_options::NumberOptions, ReflectInspectorOptions, Target,
};
reg.data::<ReflectInspectorOptions>()
.and_then(|ReflectInspectorOptions(o)| {
o.get(if let Some(variant_index) = variant_index {
Target::VariantField {
variant_index,
field_index,
}
} else {
Target::Field(field_index)
})
})
.and_then(|o| o.downcast_ref::<NumberOptions<f32>>())
.map(|num| (num.min, num.max))
}
#[cfg(not(feature = "support-inspector"))]
fn get_min_max(
_reg: &TypeRegistration,
_field_index: usize,
_variant_index: Option<usize>,
) -> Option<(Option<f32>, Option<f32>)> {
None
}
let Some((min, max)) = get_min_max(reg, field_index, variant_index) else {
return val;
};
let obj = val.as_object_mut().unwrap();
if let Some(min) = min {
obj.insert("minimum".to_owned(), min.into());
}
if let Some(max) = max {
obj.insert("maximum".to_owned(), max.into());
}
val
}

View File

@ -0,0 +1,54 @@
use std::path::PathBuf;
pub mod export_types;
pub use export_types::*;
use bevy::{
app::Startup, asset::AssetPlugin, prelude::{App, Plugin, Resource}, scene::SceneFilter
};
pub struct ExportRegistryPlugin {
pub component_filter: SceneFilter,
pub resource_filter: SceneFilter,
pub save_path: PathBuf,
}
impl Default for ExportRegistryPlugin {
fn default() -> Self {
Self {
component_filter: SceneFilter::default(),
resource_filter: SceneFilter::default(),
save_path: PathBuf::from("registry.json"), // relative to assets folder
}
}
}
impl Plugin for ExportRegistryPlugin {
fn build(&self, app: &mut App) {
app.register_asset_root()
.add_systems(Startup, export_types);
}
}
trait RegistryExportApp {
fn register_asset_root(&mut self) -> &mut Self;
}
impl RegistryExportApp for App {
fn register_asset_root(&mut self) -> &mut Self {
let asset_plugin = get_asset_plugin(self);
let path_str = asset_plugin.file_path.clone();
let path = PathBuf::from(path_str);
self.insert_resource(AssetRoot(path))
}
}
fn get_asset_plugin(app: &App) -> &AssetPlugin {
let asset_plugins: Vec<&AssetPlugin> = app.get_added_plugins();
asset_plugins.into_iter().next().expect(ASSET_ERROR)
}
const ASSET_ERROR: &str = "Bevy_registry_export requires access to the Bevy asset plugin. \
Please add `ExportRegistryPlugin` after `AssetPlugin`, which is commonly added as part of the `DefaultPlugins`";
#[derive(Debug, Clone, PartialEq, Eq, Hash, Resource)]
pub(crate) struct AssetRoot(pub(crate) PathBuf);

View File

@ -6,8 +6,9 @@ license = "MIT OR Apache-2.0"
[dependencies]
bevy = { version = "0.14.0-rc.3", features = ["dynamic_linking"] }
bevy_gltf_blueprints = { path = "../../crates/bevy_gltf_blueprints" }
bevy_registry_export = { path = "../../crates/bevy_registry_export" }
blenvy = { path = "../../crates/blenvy" }
# bevy_gltf_blueprints = { path = "../../crates/bevy_gltf_blueprints" }
# bevy_registry_export = { path = "../../crates/bevy_registry_export" }
# bevy_gltf_worlflow_examples_common_rapier = { path = "../../examples/common_rapier" }
#bevy_gltf_worlflow_examples_common = { path = "../../examples/common" }

File diff suppressed because it is too large Load Diff

View File

@ -1,16 +1,29 @@
use std::any::TypeId;
use bevy::{prelude::*, utils::HashSet};
use bevy_gltf_blueprints::*;
use bevy_registry_export::*;
use blenvy::*;
/*use bevy_gltf_blueprints::*;
use bevy_registry_export::*; */
use crate::{ComponentAToFilterOut, ComponentBToFilterOut};
pub struct CorePlugin;
impl Plugin for CorePlugin {
fn build(&self, app: &mut App) {
app.add_plugins((
ExportRegistryPlugin {
app.add_plugins(
BlenvyPlugin {
aabbs: true,
registry_component_filter: SceneFilter::Denylist(HashSet::from([
// this is using Bevy's build in SceneFilter, you can compose what components you want to allow/deny
TypeId::of::<ComponentAToFilterOut>(),
TypeId::of::<ComponentBToFilterOut>(),
// and any other commponent you want to include/exclude
])),
..Default::default()
}
/* ExportRegistryPlugin {
component_filter: SceneFilter::Denylist(HashSet::from([
// this is using Bevy's build in SceneFilter, you can compose what components you want to allow/deny
TypeId::of::<ComponentAToFilterOut>(),
@ -23,7 +36,7 @@ impl Plugin for CorePlugin {
material_library: true,
aabbs: true,
..Default::default()
},
));
}, */
);
}
}

View File

@ -1,12 +1,17 @@
use std::time::Duration;
use bevy_gltf_blueprints::{
/*use bevy_gltf_blueprints::{
AnimationInfos, AnimationMarkerReached, BlueprintAnimationPlayerLink, BlueprintAnimations,
SceneAnimationPlayerLink, SceneAnimations,
};*/
use bevy::{gltf::Gltf, prelude::*};
use blenvy::{
AnimationInfos, AnimationMarkerReached, BlueprintAnimationPlayerLink, BlueprintAnimations,
SceneAnimationPlayerLink, SceneAnimations,
};
use bevy::{gltf::Gltf, prelude::*};
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
/// flag component for testing

View File

@ -1,5 +1,6 @@
use bevy::prelude::*;
use bevy_gltf_blueprints::{BluePrintBundle, BlueprintName, BlueprintPath, GameWorldTag};
// use bevy_gltf_blueprints::{BluePrintBundle, BlueprintName, BlueprintPath, GameWorldTag};
use blenvy::{BluePrintBundle, BlueprintName, BlueprintPath, GameWorldTag, SpawnHere};
use crate::{GameState, InAppRunning};
//use bevy_rapier3d::prelude::Velocity;
@ -25,6 +26,7 @@ pub fn setup_game(
BlueprintName("World".into()),
BlueprintPath("levels/World.glb".into()),
bevy::prelude::Name::from("world"),
SpawnHere,
GameWorldTag,
InAppRunning,
));

View File

@ -6,8 +6,8 @@ pub use animation::*;
use std::{collections::HashMap, fs, time::Duration};
use bevy_gltf_blueprints::{
AllAssets, BlueprintAnimationPlayerLink, BlueprintName, GltfBlueprintsSet, SceneAnimations
use blenvy::{
AllAssets, BlueprintAnimationPlayerLink, BlueprintEvent, BlueprintName, GltfBlueprintsSet, SceneAnimations
};
use bevy::{
@ -127,6 +127,15 @@ fn exit_game(mut app_exit_events: ResMut<Events<bevy::app::AppExit>>) {
app_exit_events.send(bevy::app::AppExit::Success);
}
fn check_for_gltf_events(
mut blueprint_events: EventReader<BlueprintEvent>,
)
{
for event in blueprint_events.read() {
info!("BLUEPRINT EVENT: {:?}", event);
}
}
pub struct GamePlugin;
impl Plugin for GamePlugin {
fn build(&self, app: &mut App) {
@ -136,7 +145,7 @@ impl Plugin for GamePlugin {
.register_type::<MarkerFox>()
.add_systems(Update, (spawn_test).run_if(in_state(GameState::InGame)))
.add_systems(Update, validate_export)
.add_systems(Update, (validate_export, check_for_gltf_events))
//.add_systems(OnEnter(AppState::CoreLoading), start_game)
.add_systems(OnEnter(AppState::MenuRunning), start_game)

View File

@ -1,5 +1,5 @@
use bevy::{gltf::{GltfMaterialExtras, GltfMeshExtras, GltfSceneExtras}, prelude::*};
use bevy_gltf_blueprints::{AllAssets, BlueprintInstanceReady};
use blenvy::{AllAssets, BlueprintInstanceReady};
use crate::BasicTest;
@ -140,7 +140,7 @@ impl Plugin for HiearchyDebugPlugin {
.add_systems(Startup, setup_hierarchy_debug)
.add_systems(Update, draw_hierarchy_debug)
//.add_systems(Update, check_for_gltf_extras)
;
}
}

View File

@ -160,12 +160,13 @@ General issues:
- [ ] find a solution for the new color handling
- [ ] add back lighting_components
- [ ] check if scene components are being deleted through our scene re-orgs in the spawn post process
- [x] trigger events when assets are loaded, blueprints are spawned & co
- [ ] should "blueprint spawned" only be triggered after all its sub blueprints have spawned ?
- [ ] simplify testing example:
- [x] remove use of rapier physics (or even the whole common boilerplate ?)
- [ ] remove/replace bevy editor pls with some native ui to display hierarchies
- [ ] do a deprecation release of all bevy_gltf_xxx crates to point at the new Blenvy crate
- [ ] simplify examples:
- [ ] a full fledged demo (including physics & co)