mirror of
https://github.com/kaosat-dev/Blender_bevy_components_workflow.git
synced 2024-11-22 20:00:53 +00:00
feat(Blenvy:Bevy):
* cleaned up hot reload code a bit * renamed a few things for clarity * experimented with hiding entity while spawning & showing it again after spawn to try and remove "flashes" happening when spawning blueprints with lights * for testing example, fixed dynamic spawner test
This commit is contained in:
parent
fb54b0c913
commit
6cbb144746
@ -58,12 +58,12 @@ pub(crate) struct AssetLoadTracker {
|
|||||||
|
|
||||||
/// helper component, for tracking loaded assets
|
/// helper component, for tracking loaded assets
|
||||||
#[derive(Component, Debug)]
|
#[derive(Component, Debug)]
|
||||||
pub(crate) struct BlenvyAssetsLoadState {
|
pub(crate) struct BlueprintAssetsLoadState {
|
||||||
pub all_loaded: bool,
|
pub all_loaded: bool,
|
||||||
pub asset_infos: Vec<AssetLoadTracker>,
|
pub asset_infos: Vec<AssetLoadTracker>,
|
||||||
pub progress: f32,
|
pub progress: f32,
|
||||||
}
|
}
|
||||||
impl Default for BlenvyAssetsLoadState {
|
impl Default for BlueprintAssetsLoadState {
|
||||||
fn default() -> Self {
|
fn default() -> Self {
|
||||||
Self {
|
Self {
|
||||||
all_loaded: Default::default(),
|
all_loaded: Default::default(),
|
||||||
|
@ -17,7 +17,7 @@ use bevy::{
|
|||||||
render::mesh::Mesh,
|
render::mesh::Mesh,
|
||||||
};
|
};
|
||||||
|
|
||||||
use crate::{AssetLoadTracker, BlenvyAssetsLoadState, BlenvyConfig, BlueprintInstanceReady};
|
use crate::{AssetLoadTracker, BlueprintAssetsLoadState, BlenvyConfig, BlueprintInstanceReady};
|
||||||
|
|
||||||
#[derive(Component, Reflect, Default, Debug)]
|
#[derive(Component, Reflect, Default, Debug)]
|
||||||
#[reflect(Component)]
|
#[reflect(Component)]
|
||||||
@ -72,7 +72,7 @@ pub(crate) fn materials_inject(
|
|||||||
|
|
||||||
commands
|
commands
|
||||||
.entity(entity)
|
.entity(entity)
|
||||||
.insert(BlenvyAssetsLoadState {
|
.insert(BlueprintAssetsLoadState {
|
||||||
all_loaded: false,
|
all_loaded: false,
|
||||||
asset_infos,
|
asset_infos,
|
||||||
..Default::default()
|
..Default::default()
|
||||||
@ -86,7 +86,7 @@ pub(crate) fn materials_inject(
|
|||||||
// TODO, merge with blueprints_check_assets_loading, make generic ?
|
// TODO, merge with blueprints_check_assets_loading, make generic ?
|
||||||
pub(crate) fn check_for_material_loaded(
|
pub(crate) fn check_for_material_loaded(
|
||||||
mut blueprint_assets_to_load: Query<
|
mut blueprint_assets_to_load: Query<
|
||||||
(Entity, &mut BlenvyAssetsLoadState),
|
(Entity, &mut BlueprintAssetsLoadState),
|
||||||
With<BlueprintMaterialAssetsNotLoaded>,
|
With<BlueprintMaterialAssetsNotLoaded>,
|
||||||
>,
|
>,
|
||||||
asset_server: Res<AssetServer>,
|
asset_server: Res<AssetServer>,
|
||||||
|
@ -1,9 +1,9 @@
|
|||||||
use std::path::{Path, PathBuf};
|
use std::path::{Path, PathBuf};
|
||||||
|
|
||||||
use bevy::{asset::LoadedUntypedAsset, gltf::Gltf, prelude::*, scene::SceneInstance, transform::commands, utils::hashbrown::HashMap};
|
use bevy::{asset::LoadedUntypedAsset, gltf::Gltf, prelude::*, render::view::visibility, scene::SceneInstance, transform::commands, utils::hashbrown::HashMap};
|
||||||
use serde_json::Value;
|
use serde_json::Value;
|
||||||
|
|
||||||
use crate::{BlueprintAssets, BlenvyAssetsLoadState, AssetLoadTracker, BlenvyConfig, BlueprintAnimations, BlueprintAssetsLoaded, BlueprintAssetsNotLoaded};
|
use crate::{BlueprintAssets, BlueprintAssetsLoadState, AssetLoadTracker, BlenvyConfig, BlueprintAnimations, BlueprintAssetsLoaded, BlueprintAssetsNotLoaded};
|
||||||
|
|
||||||
/// this is a flag component for our levels/game world
|
/// this is a flag component for our levels/game world
|
||||||
#[derive(Component)]
|
#[derive(Component)]
|
||||||
@ -164,12 +164,13 @@ asset_server: Res<AssetServer>,
|
|||||||
if !asset_infos.is_empty() {
|
if !asset_infos.is_empty() {
|
||||||
commands
|
commands
|
||||||
.entity(entity)
|
.entity(entity)
|
||||||
.insert(BlenvyAssetsLoadState {
|
.insert(BlueprintAssetsLoadState {
|
||||||
all_loaded: false,
|
all_loaded: false,
|
||||||
asset_infos,
|
asset_infos,
|
||||||
..Default::default()
|
..Default::default()
|
||||||
})
|
})
|
||||||
.insert(BlueprintAssetsNotLoaded);
|
.insert(BlueprintAssetsNotLoaded)
|
||||||
|
;
|
||||||
} else {
|
} else {
|
||||||
commands.entity(entity).insert(BlueprintAssetsLoaded);
|
commands.entity(entity).insert(BlueprintAssetsLoaded);
|
||||||
}
|
}
|
||||||
@ -178,7 +179,7 @@ asset_server: Res<AssetServer>,
|
|||||||
|
|
||||||
pub(crate) fn blueprints_check_assets_loading(
|
pub(crate) fn blueprints_check_assets_loading(
|
||||||
mut blueprint_assets_to_load: Query<
|
mut blueprint_assets_to_load: Query<
|
||||||
(Entity, Option<&Name>, &BlueprintInfo, &mut BlenvyAssetsLoadState),
|
(Entity, Option<&Name>, &BlueprintInfo, &mut BlueprintAssetsLoadState),
|
||||||
With<BlueprintAssetsNotLoaded>,
|
With<BlueprintAssetsNotLoaded>,
|
||||||
>,
|
>,
|
||||||
asset_server: Res<AssetServer>,
|
asset_server: Res<AssetServer>,
|
||||||
@ -222,7 +223,7 @@ pub(crate) fn blueprints_check_assets_loading(
|
|||||||
.entity(entity)
|
.entity(entity)
|
||||||
.insert(BlueprintAssetsLoaded)
|
.insert(BlueprintAssetsLoaded)
|
||||||
.remove::<BlueprintAssetsNotLoaded>()
|
.remove::<BlueprintAssetsNotLoaded>()
|
||||||
//.remove::<BlenvyAssetsLoadState>() //REMOVE it in release mode/ when hot reload is off, keep it for dev/hot reload
|
//.remove::<BlueprintAssetsLoadState>() //REMOVE it in release mode/ when hot reload is off, keep it for dev/hot reload
|
||||||
;
|
;
|
||||||
}else {
|
}else {
|
||||||
println!("LOADING: done for ALL assets of {:?} (instance of {}): {} ",entity_name, blueprint_info.path, progress * 100.0);
|
println!("LOADING: done for ALL assets of {:?} (instance of {}): {} ",entity_name, blueprint_info.path, progress * 100.0);
|
||||||
@ -233,7 +234,7 @@ pub(crate) fn blueprints_check_assets_loading(
|
|||||||
/*
|
/*
|
||||||
pub(crate) fn hot_reload_asset_check(
|
pub(crate) fn hot_reload_asset_check(
|
||||||
mut blueprint_assets: Query<
|
mut blueprint_assets: Query<
|
||||||
(Entity, Option<&Name>, &BlueprintInfo, &mut BlenvyAssetsLoadState)>,
|
(Entity, Option<&Name>, &BlueprintInfo, &mut BlueprintAssetsLoadState)>,
|
||||||
asset_server: Res<AssetServer>,
|
asset_server: Res<AssetServer>,
|
||||||
mut commands: Commands,
|
mut commands: Commands,
|
||||||
){
|
){
|
||||||
@ -260,109 +261,42 @@ use bevy::asset::AssetEvent;
|
|||||||
pub(crate) fn react_to_asset_changes(
|
pub(crate) fn react_to_asset_changes(
|
||||||
mut gltf_events: EventReader<AssetEvent<Gltf>>,
|
mut gltf_events: EventReader<AssetEvent<Gltf>>,
|
||||||
mut untyped_events: EventReader<AssetEvent<LoadedUntypedAsset>>,
|
mut untyped_events: EventReader<AssetEvent<LoadedUntypedAsset>>,
|
||||||
mut blueprint_assets: Query<(Entity, Option<&Name>, &BlueprintInfo, &mut BlenvyAssetsLoadState, Option<&Children>)>,
|
mut blueprint_assets: Query<(Entity, Option<&Name>, &BlueprintInfo, &mut BlueprintAssetsLoadState, Option<&Children>)>,
|
||||||
asset_server: Res<AssetServer>,
|
asset_server: Res<AssetServer>,
|
||||||
mut commands: Commands,
|
mut commands: Commands,
|
||||||
|
|
||||||
) {
|
) {
|
||||||
|
|
||||||
for event in untyped_events.read() {
|
|
||||||
for (entity, entity_name, blueprint_info, mut assets_to_load, c) in blueprint_assets.iter_mut() {
|
|
||||||
for tracker in assets_to_load.asset_infos.iter_mut() {
|
|
||||||
let asset_id = tracker.id;
|
|
||||||
|
|
||||||
println!("changed {:?} (blueprint {}) {}", entity_name, blueprint_info.path, event.is_modified(asset_id));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
match event {
|
|
||||||
AssetEvent::Added { id } => {
|
|
||||||
// React to the image being created
|
|
||||||
println!("Added untyped {:?}", asset_server.get_path(*id))
|
|
||||||
}
|
|
||||||
AssetEvent::LoadedWithDependencies { id } => {
|
|
||||||
// React to the image being loaded
|
|
||||||
// after all dependencies
|
|
||||||
println!("Loaded with deps untyped {:?}", asset_server.get_path(*id))
|
|
||||||
}
|
|
||||||
AssetEvent::Modified { id } => {
|
|
||||||
// React to the image being modified
|
|
||||||
println!("Modified untyped {:?}", asset_server.get_path(*id))
|
|
||||||
}
|
|
||||||
AssetEvent::Removed { id } => {
|
|
||||||
// React to the image being removed
|
|
||||||
println!("Removed untyped {:?}", asset_server.get_path(*id))
|
|
||||||
},
|
|
||||||
AssetEvent::Unused { id } => {
|
|
||||||
// React to the last strong handle for the asset being dropped
|
|
||||||
println!("unused untyped {:?}", asset_server.get_path(*id))
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
for event in gltf_events.read() {
|
for event in gltf_events.read() {
|
||||||
// LoadedUntypedAsset
|
// LoadedUntypedAsset
|
||||||
|
|
||||||
/*for (entity, entity_name, blueprint_info, mut assets_to_load) in blueprint_assets.iter_mut() {
|
|
||||||
for tracker in assets_to_load.asset_infos.iter_mut() {
|
|
||||||
let asset_id = tracker.id;
|
|
||||||
if blueprint_info.path.ends_with("glb") || blueprint_info.path.ends_with("gltf") {
|
|
||||||
// let typed_asset_id = asset_server.get_handle(blueprint_info.path);
|
|
||||||
let foo: Handle<Gltf> = asset_server.load(blueprint_info.path.clone());
|
|
||||||
//println!("changed {:?} (blueprint {}) {}", entity_name, blueprint_info.path, event.is_modified(foo.id()));
|
|
||||||
println!("changed {:?} (blueprint {}) {}", entity_name, blueprint_info.path, event.is_modified(foo.id()));
|
|
||||||
println!("added {:?} (blueprint {}) {}", entity_name, blueprint_info.path, event.is_added(foo.id()));
|
|
||||||
println!("removed {:?} (blueprint {}) {}", entity_name, blueprint_info.path, event.is_removed(foo.id()));
|
|
||||||
println!("loaded with deps {:?} (blueprint {}) {}", entity_name, blueprint_info.path, event.is_loaded_with_dependencies(foo.id()));
|
|
||||||
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}*/
|
|
||||||
|
|
||||||
match event {
|
match event {
|
||||||
AssetEvent::Added { id } => {
|
|
||||||
// React to the image being created
|
|
||||||
println!("Added gltf, path {:?}", asset_server.get_path(*id));
|
|
||||||
|
|
||||||
}
|
|
||||||
AssetEvent::LoadedWithDependencies { id } => {
|
|
||||||
// React to the image being loaded
|
|
||||||
// after all dependencies
|
|
||||||
println!("Loaded gltf with deps{:?}", asset_server.get_path(*id))
|
|
||||||
}
|
|
||||||
AssetEvent::Modified { id } => {
|
AssetEvent::Modified { id } => {
|
||||||
// React to the image being modified
|
// React to the image being modified
|
||||||
println!("Modified gltf {:?}", asset_server.get_path(*id));
|
// println!("Modified gltf {:?}", asset_server.get_path(*id));
|
||||||
|
|
||||||
for (entity, entity_name, blueprint_info, mut assets_to_load, children) in blueprint_assets.iter_mut() {
|
for (entity, entity_name, blueprint_info, mut assets_to_load, children) in blueprint_assets.iter_mut() {
|
||||||
for tracker in assets_to_load.asset_infos.iter_mut() {
|
for tracker in assets_to_load.asset_infos.iter_mut() {
|
||||||
|
if asset_server.get_path(*id).is_some() {
|
||||||
if tracker.path == asset_server.get_path(*id).unwrap().to_string() {
|
if tracker.path == asset_server.get_path(*id).unwrap().to_string() {
|
||||||
println!("HOLY MOLY IT DETECTS !!, now respawn {:?}", entity_name);
|
println!("HOLY MOLY IT DETECTS !!, now respawn {:?}", entity_name);
|
||||||
if children.is_some() {
|
if children.is_some() {
|
||||||
for child in children.unwrap().iter(){
|
for child in children.unwrap().iter(){
|
||||||
commands.entity(*child).despawn_recursive();
|
commands.entity(*child).despawn_recursive();
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
commands.entity(entity)
|
commands.entity(entity)
|
||||||
.remove::<BlueprintAssetsLoaded>()
|
.remove::<BlueprintAssetsLoaded>()
|
||||||
.remove::<SceneInstance>()
|
.remove::<SceneInstance>()
|
||||||
.remove::<BlenvyAssetsLoadState>()
|
.remove::<BlueprintAssetsLoadState>()
|
||||||
.insert(SpawnHere);
|
.insert(SpawnHere);
|
||||||
|
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
AssetEvent::Removed { id } => {
|
_ => {}
|
||||||
// React to the image being removed
|
|
||||||
println!("Removed gltf {:?}", asset_server.get_path(*id))
|
|
||||||
},
|
|
||||||
AssetEvent::Unused { id } => {
|
|
||||||
// React to the last strong handle for the asset being dropped
|
|
||||||
println!("unused gltf {:?}", asset_server.get_path(*id))
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -447,6 +381,8 @@ pub(crate) fn blueprints_spawn(
|
|||||||
SceneBundle {
|
SceneBundle {
|
||||||
scene: scene.clone(),
|
scene: scene.clone(),
|
||||||
transform: transforms,
|
transform: transforms,
|
||||||
|
visibility: Visibility::Hidden,
|
||||||
|
|
||||||
..Default::default()
|
..Default::default()
|
||||||
},
|
},
|
||||||
Spawned,
|
Spawned,
|
||||||
|
@ -99,10 +99,11 @@ pub(crate) fn spawned_blueprint_post_process(
|
|||||||
commands.entity(original).remove::<SpawnHere>();
|
commands.entity(original).remove::<SpawnHere>();
|
||||||
commands.entity(original).remove::<Spawned>();
|
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::<Handle<Scene>>(); // FIXME: if we delete the handle to the scene, things get despawned ! not what we want
|
||||||
//commands.entity(original).remove::<BlenvyAssetsLoadState>(); // 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::<BlueprintAssetsLoadState>(); // 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(original).remove::<BlueprintAssetsLoaded>();
|
||||||
commands.entity(root_entity).despawn_recursive();
|
commands.entity(root_entity).despawn_recursive();
|
||||||
|
commands.entity(original).insert( Visibility::Visible
|
||||||
|
);
|
||||||
blueprint_events.send(BlueprintEvent::Spawned {blueprint_name: blueprint_info.name.clone(), blueprint_path: blueprint_info.path.clone() });
|
blueprint_events.send(BlueprintEvent::Spawned {blueprint_name: blueprint_info.name.clone(), blueprint_path: blueprint_info.path.clone() });
|
||||||
|
|
||||||
debug!("DONE WITH POST PROCESS");
|
debug!("DONE WITH POST PROCESS");
|
||||||
|
@ -62,7 +62,7 @@ pub fn spawn_test(
|
|||||||
let new_entity = commands
|
let new_entity = commands
|
||||||
.spawn((
|
.spawn((
|
||||||
BluePrintBundle {
|
BluePrintBundle {
|
||||||
blueprint: BlueprintInfo{name: "Health_Pickup".into() , path:"foo/bar.glb".into()}, // FIXME
|
blueprint: BlueprintInfo{name: "Blueprint1".into() , path:"blueprints/Blueprint1.glb".into()}, // FIXME
|
||||||
..Default::default()
|
..Default::default()
|
||||||
},
|
},
|
||||||
bevy::prelude::Name::from(format!("test{}", name_index)),
|
bevy::prelude::Name::from(format!("test{}", name_index)),
|
||||||
|
@ -210,6 +210,7 @@ Blender side:
|
|||||||
- [ ] for scenes, scan for used materials of all non instance objects (TODO: what about overrides ?)
|
- [ ] for scenes, scan for used materials of all non instance objects (TODO: what about overrides ?)
|
||||||
|
|
||||||
- [ ] add a way of visualizing per blueprint instances ?
|
- [ ] add a way of visualizing per blueprint instances ?
|
||||||
|
- [ ] display export path of blueprints (mostly external) ?
|
||||||
|
|
||||||
Bevy Side:
|
Bevy Side:
|
||||||
- [x] deprecate BlueprintName & BlueprintPath & use BlueprintInfo instead
|
- [x] deprecate BlueprintName & BlueprintPath & use BlueprintInfo instead
|
||||||
@ -220,7 +221,15 @@ Bevy Side:
|
|||||||
- [ ] remove/replace bevy editor pls with some native ui to display hierarchies
|
- [ ] remove/replace bevy editor pls with some native ui to display hierarchies
|
||||||
- [ ] a full fledged demo (including physics & co)
|
- [ ] a full fledged demo (including physics & co)
|
||||||
- [ ] other examples without interactions or physics
|
- [ ] other examples without interactions or physics
|
||||||
- [x] try out hot reloading
|
- [ ] add hot reloading
|
||||||
|
- [x] basics
|
||||||
|
- [ ] make it enabled/disabled based on general flag
|
||||||
|
- [ ] cleanup internals
|
||||||
|
- [ ] review & change general component insertion & spawning ordering & logic
|
||||||
|
- GltfComponentsSet::Injection => GltfBlueprintsSet::Spawn => GltfBlueprintsSet::AfterSpawn
|
||||||
|
Injection => inject lights & co => spawn => afterSpawn
|
||||||
|
=> Injection => inject lights & co
|
||||||
|
|
||||||
- [ ] add a way of overriding assets for collection instances => doubt this is possible
|
- [ ] add a way of overriding assets for collection instances => doubt this is possible
|
||||||
- [ ] cleanup all the spurious debug messages
|
- [ ] cleanup all the spurious debug messages
|
||||||
- [ ] fix animation handling
|
- [ ] fix animation handling
|
||||||
|
Loading…
Reference in New Issue
Block a user