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