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:
kaosat.dev 2024-06-29 01:51:49 +02:00
parent fb54b0c913
commit 6cbb144746
6 changed files with 46 additions and 100 deletions

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@ -58,12 +58,12 @@ pub(crate) struct AssetLoadTracker {
/// helper component, for tracking loaded assets
#[derive(Component, Debug)]
pub(crate) struct BlenvyAssetsLoadState {
pub(crate) struct BlueprintAssetsLoadState {
pub all_loaded: bool,
pub asset_infos: Vec<AssetLoadTracker>,
pub progress: f32,
}
impl Default for BlenvyAssetsLoadState {
impl Default for BlueprintAssetsLoadState {
fn default() -> Self {
Self {
all_loaded: Default::default(),

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@ -17,7 +17,7 @@ use bevy::{
render::mesh::Mesh,
};
use crate::{AssetLoadTracker, BlenvyAssetsLoadState, BlenvyConfig, BlueprintInstanceReady};
use crate::{AssetLoadTracker, BlueprintAssetsLoadState, BlenvyConfig, BlueprintInstanceReady};
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
@ -72,7 +72,7 @@ pub(crate) fn materials_inject(
commands
.entity(entity)
.insert(BlenvyAssetsLoadState {
.insert(BlueprintAssetsLoadState {
all_loaded: false,
asset_infos,
..Default::default()
@ -86,7 +86,7 @@ pub(crate) fn materials_inject(
// TODO, merge with blueprints_check_assets_loading, make generic ?
pub(crate) fn check_for_material_loaded(
mut blueprint_assets_to_load: Query<
(Entity, &mut BlenvyAssetsLoadState),
(Entity, &mut BlueprintAssetsLoadState),
With<BlueprintMaterialAssetsNotLoaded>,
>,
asset_server: Res<AssetServer>,

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@ -1,9 +1,9 @@
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 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
#[derive(Component)]
@ -164,12 +164,13 @@ asset_server: Res<AssetServer>,
if !asset_infos.is_empty() {
commands
.entity(entity)
.insert(BlenvyAssetsLoadState {
.insert(BlueprintAssetsLoadState {
all_loaded: false,
asset_infos,
..Default::default()
})
.insert(BlueprintAssetsNotLoaded);
.insert(BlueprintAssetsNotLoaded)
;
} else {
commands.entity(entity).insert(BlueprintAssetsLoaded);
}
@ -178,7 +179,7 @@ asset_server: Res<AssetServer>,
pub(crate) fn blueprints_check_assets_loading(
mut blueprint_assets_to_load: Query<
(Entity, Option<&Name>, &BlueprintInfo, &mut BlenvyAssetsLoadState),
(Entity, Option<&Name>, &BlueprintInfo, &mut BlueprintAssetsLoadState),
With<BlueprintAssetsNotLoaded>,
>,
asset_server: Res<AssetServer>,
@ -222,7 +223,7 @@ pub(crate) fn blueprints_check_assets_loading(
.entity(entity)
.insert(BlueprintAssetsLoaded)
.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 {
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(
mut blueprint_assets: Query<
(Entity, Option<&Name>, &BlueprintInfo, &mut BlenvyAssetsLoadState)>,
(Entity, Option<&Name>, &BlueprintInfo, &mut BlueprintAssetsLoadState)>,
asset_server: Res<AssetServer>,
mut commands: Commands,
){
@ -260,109 +261,42 @@ use bevy::asset::AssetEvent;
pub(crate) fn react_to_asset_changes(
mut gltf_events: EventReader<AssetEvent<Gltf>>,
mut untyped_events: EventReader<AssetEvent<LoadedUntypedAsset>>,
mut blueprint_assets: Query<(Entity, Option<&Name>, &BlueprintInfo, &mut BlenvyAssetsLoadState, Option<&Children>)>,
mut blueprint_assets: Query<(Entity, Option<&Name>, &BlueprintInfo, &mut BlueprintAssetsLoadState, Option<&Children>)>,
asset_server: Res<AssetServer>,
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() {
// 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 {
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 } => {
// 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 tracker in assets_to_load.asset_infos.iter_mut() {
if asset_server.get_path(*id).is_some() {
if tracker.path == asset_server.get_path(*id).unwrap().to_string() {
println!("HOLY MOLY IT DETECTS !!, now respawn {:?}", entity_name);
if children.is_some() {
for child in children.unwrap().iter(){
commands.entity(*child).despawn_recursive();
}
}
commands.entity(entity)
.remove::<BlueprintAssetsLoaded>()
.remove::<SceneInstance>()
.remove::<BlenvyAssetsLoadState>()
.remove::<BlueprintAssetsLoadState>()
.insert(SpawnHere);
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 {
scene: scene.clone(),
transform: transforms,
visibility: Visibility::Hidden,
..Default::default()
},
Spawned,

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@ -99,10 +99,11 @@ pub(crate) fn spawned_blueprint_post_process(
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::<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(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() });
debug!("DONE WITH POST PROCESS");

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@ -62,7 +62,7 @@ pub fn spawn_test(
let new_entity = commands
.spawn((
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()
},
bevy::prelude::Name::from(format!("test{}", name_index)),

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@ -210,6 +210,7 @@ Blender side:
- [ ] for scenes, scan for used materials of all non instance objects (TODO: what about overrides ?)
- [ ] add a way of visualizing per blueprint instances ?
- [ ] display export path of blueprints (mostly external) ?
Bevy Side:
- [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
- [ ] a full fledged demo (including physics & co)
- [ ] 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
- [ ] cleanup all the spurious debug messages
- [ ] fix animation handling