feat(Blenvy:Bevy): almost complete rework of blueprint spawning workflow (wip)
* added logic to track spawning of sub blueprints * added ability to determine when a blueprint instance is truly ready (aka all its assets have been loaded, blueprint scene & sub scenes spawned & processed etc) * reworked spawning steps for more determinism & reliability * no more "seperate" spawning post process * lots of related changes * still messy but functional
This commit is contained in:
parent
07d58467c4
commit
6dde9823ed
|
@ -1,10 +1,10 @@
|
|||
use bevy::{math::Vec3A, prelude::*, render::primitives::Aabb};
|
||||
|
||||
use crate::{BlenvyConfig, Spawned};
|
||||
use crate::{BlenvyConfig, BlueprintReadyForFinalizing, BlueprintReadyForPostProcess};
|
||||
|
||||
/// 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>)>,
|
||||
root_entities: Query<(Entity, &Name), (With<BlueprintReadyForPostProcess>, Without<Aabb>)>,
|
||||
children: Query<&Children>,
|
||||
existing_aabbs: Query<&Aabb>,
|
||||
|
||||
|
@ -21,10 +21,10 @@ pub fn compute_scene_aabbs(
|
|||
.aabb_cache
|
||||
.get(&name.to_string())
|
||||
.expect("we should have the aabb available");
|
||||
commands.entity(root_entity).insert(*aabb);
|
||||
commands.entity(root_entity).insert(*aabb).insert(BlueprintReadyForFinalizing);
|
||||
} else {
|
||||
let aabb = compute_descendant_aabb(root_entity, &children, &existing_aabbs);
|
||||
commands.entity(root_entity).insert(aabb);
|
||||
commands.entity(root_entity).insert(aabb).insert(BlueprintReadyForFinalizing);
|
||||
blenvy_config.aabb_cache.insert(name.to_string(), aabb);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -108,36 +108,35 @@ impl Plugin for BlueprintsPlugin {
|
|||
blueprints_prepare_spawn,
|
||||
blueprints_check_assets_loading,
|
||||
blueprints_assets_ready,
|
||||
blueprints_check_blueprints_spawning,
|
||||
// blueprints_spawn,
|
||||
blueprints_scenes_spawned,
|
||||
blueprints_transfer_components,
|
||||
|
||||
|
||||
(compute_scene_aabbs, apply_deferred)
|
||||
.chain(),
|
||||
// .run_if(aabbs_enabled),
|
||||
apply_deferred,
|
||||
|
||||
blueprints_finalize_instances,
|
||||
|
||||
|
||||
/*(
|
||||
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()*/
|
||||
)
|
||||
.chain()
|
||||
.in_set(GltfBlueprintsSet::Spawn),
|
||||
)
|
||||
.add_systems(
|
||||
/* .add_systems(
|
||||
Update,
|
||||
(spawned_blueprint_post_process, apply_deferred)
|
||||
.chain()
|
||||
.in_set(GltfBlueprintsSet::AfterSpawn),
|
||||
)
|
||||
)*/
|
||||
|
||||
/* .add_systems(
|
||||
Update,
|
||||
(
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
use std::path::{Path, PathBuf};
|
||||
|
||||
use bevy::{asset::LoadedUntypedAsset, gltf::Gltf, prelude::*, render::view::visibility, scene::SceneInstance, transform::commands, utils::{hashbrown::HashMap}};
|
||||
use bevy::{asset::LoadedUntypedAsset, ecs::entity, gltf::Gltf, prelude::*, render::view::visibility, scene::SceneInstance, transform::commands, utils::hashbrown::HashMap};
|
||||
use serde_json::Value;
|
||||
|
||||
use crate::{BlueprintAssets, BlueprintAssetsLoadState, AssetLoadTracker, BlenvyConfig, BlueprintAnimations, BlueprintAssetsLoaded, BlueprintAssetsNotLoaded};
|
||||
|
@ -257,77 +257,6 @@ pub(crate) fn blueprints_check_assets_loading(
|
|||
}
|
||||
}
|
||||
|
||||
/*
|
||||
pub(crate) fn hot_reload_asset_check(
|
||||
mut blueprint_assets: Query<
|
||||
(Entity, Option<&Name>, &BlueprintInfo, &mut BlueprintAssetsLoadState)>,
|
||||
asset_server: Res<AssetServer>,
|
||||
mut commands: Commands,
|
||||
){
|
||||
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;
|
||||
asset_server.is_changed()
|
||||
if asset_server.load_state(asset_id) == bevy::asset::LoadState::
|
||||
match asset_server.load_state(asset_id) {
|
||||
bevy::asset::LoadState::Failed(_) => {
|
||||
failed = true
|
||||
},
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
|
||||
//AssetEvent::Modified`
|
||||
}
|
||||
|
||||
}*/
|
||||
|
||||
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 BlueprintAssetsLoadState, Option<&Children>)>,
|
||||
asset_server: Res<AssetServer>,
|
||||
mut commands: Commands,
|
||||
|
||||
) {
|
||||
|
||||
for event in gltf_events.read() {
|
||||
// LoadedUntypedAsset
|
||||
match event {
|
||||
AssetEvent::Modified { id } => {
|
||||
// React to the image being modified
|
||||
// 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::<BlueprintAssetsLoadState>()
|
||||
.insert(SpawnHere);
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
pub(crate) fn blueprints_assets_ready(spawn_placeholders: Query<
|
||||
(
|
||||
|
@ -361,9 +290,14 @@ pub(crate) fn blueprints_assets_ready(spawn_placeholders: Query<
|
|||
name,
|
||||
) in spawn_placeholders.iter()
|
||||
{
|
||||
info!(
|
||||
"BLUEPRINT: all assets loaded, attempting to spawn blueprint SCENE {:?} for entity {:?}, id: {:?}, parent:{:?}",
|
||||
/*info!(
|
||||
"BLUEPRINT: all assets loaded, attempting to spawn blueprint SCENE {:?} for entity {:?}, id: {:}, parent:{:?}",
|
||||
blueprint_info.name, name, entity, original_parent
|
||||
);*/
|
||||
|
||||
info!(
|
||||
"BLUEPRINT: all assets loaded, attempting to spawn blueprint SCENE {:?} for entity {:?}, id: {}",
|
||||
blueprint_info.name, name, entity
|
||||
);
|
||||
|
||||
// info!("attempting to spawn {:?}", model_path);
|
||||
|
@ -433,94 +367,192 @@ pub(crate) fn blueprints_assets_ready(spawn_placeholders: Query<
|
|||
#[derive(Component, Reflect, Debug, Default)]
|
||||
#[reflect(Component)]
|
||||
pub struct SubBlueprintsSpawnTracker{
|
||||
sub_blueprint_instances: HashMap<Entity, bool>
|
||||
pub sub_blueprint_instances: HashMap<Entity, bool>
|
||||
}
|
||||
|
||||
#[derive(Component, Reflect, Debug)]
|
||||
#[reflect(Component)]
|
||||
pub struct SpawnTrackRoot(Entity);
|
||||
pub struct SpawnTrackRoot(pub Entity);
|
||||
|
||||
pub(crate) fn blueprints_check_blueprints_spawning(
|
||||
foo: Query<(Entity, Option<&Name>, Option<&Children>, Option<&SpawnTrackRoot>), (With<BlueprintSpawning>, Added<SceneInstance>)>,
|
||||
spawning_blueprints: Query<(Entity, Option<&Name>, Option<&Children>), Added<BlueprintSpawned>>,
|
||||
#[derive(Component, Reflect, Debug)]
|
||||
#[reflect(Component)]
|
||||
pub struct BlueprintSceneSpawned;
|
||||
|
||||
mut trackers: Query<(Entity, &mut SubBlueprintsSpawnTracker)>,
|
||||
|
||||
#[derive(Component, Reflect, Debug)]
|
||||
#[reflect(Component)]
|
||||
pub struct BlueprintChildrenReady;
|
||||
|
||||
#[derive(Component, Reflect, Debug)]
|
||||
#[reflect(Component)]
|
||||
pub struct BlueprintReadyForPostProcess;
|
||||
|
||||
|
||||
|
||||
pub(crate) fn blueprints_scenes_spawned(
|
||||
spawned_blueprint_scene_instances: Query<(Entity, Option<&Name>, Option<&Children>, Option<&SpawnTrackRoot>), (With<BlueprintSpawning>, Added<SceneInstance>)>,
|
||||
with_blueprint_infos : Query<(Entity, Option<&Name>), With<BlueprintInfo>>,
|
||||
all_children: Query<&Children>,
|
||||
|
||||
mut sub_blueprint_trackers: Query<(Entity, &mut SubBlueprintsSpawnTracker, &BlueprintInfo)>,
|
||||
|
||||
mut commands: Commands,
|
||||
) {
|
||||
for (entity, name, children, track_root) in foo.iter(){
|
||||
info!("Done spawning blueprint scene for {:?} (track root: {:?})", name, track_root);
|
||||
for (entity, name, children, track_root) in spawned_blueprint_scene_instances.iter(){
|
||||
info!("Done spawning blueprint scene for entity named {:?} (track root: {:?})", name, track_root);
|
||||
let mut sub_blueprint_instances: Vec<Entity> = vec![];
|
||||
let mut tracker_data: HashMap<Entity, bool> = HashMap::new();
|
||||
|
||||
if children.is_some() {
|
||||
//println!("has children");
|
||||
let children = children
|
||||
.expect("there should be some children of the current blueprint instance");
|
||||
|
||||
if children.is_some() {
|
||||
for child in all_children.iter_descendants(entity) {
|
||||
if with_blueprint_infos.get(child).is_ok() {
|
||||
sub_blueprint_instances.push(child);
|
||||
tracker_data.insert(child, false);
|
||||
|
||||
if track_root.is_some() {
|
||||
let prev_root = track_root.unwrap().0;
|
||||
// if we already had a track root, and it is different from the current entity , change the previous track root's list of children
|
||||
if prev_root != entity {
|
||||
let mut tracker = sub_blueprint_trackers.get_mut(prev_root).expect("should have a tracker");
|
||||
tracker.1.sub_blueprint_instances.remove(&child);
|
||||
}
|
||||
}
|
||||
|
||||
commands.entity(child).insert(SpawnTrackRoot(entity));// Injecting to know which entity is the root
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/*for child in children.iter() {
|
||||
// println!(" child: {:?}", child);
|
||||
/*if with_blueprint_infos.get(*child).is_ok() {
|
||||
sub_blueprint_instances.push(*child);
|
||||
} */
|
||||
println!("sub blueprint instances {:?}", sub_blueprint_instances);
|
||||
|
||||
all_children
|
||||
if let Ok(sub_children) = all_children.get(*child) {
|
||||
for sub_child in sub_children.iter() {
|
||||
if with_blueprint_infos.get(*sub_child).is_ok() {
|
||||
sub_blueprint_instances.push(*sub_child);
|
||||
// TODO: how about when no sub blueprints are present
|
||||
if tracker_data.keys().len() > 0 {
|
||||
commands.entity(entity)
|
||||
.insert(SubBlueprintsSpawnTracker{sub_blueprint_instances: tracker_data.clone()});
|
||||
}else {
|
||||
commands.entity(entity).insert(BlueprintChildrenReady);
|
||||
}
|
||||
}
|
||||
}
|
||||
}*/
|
||||
|
||||
// could be done differently, by notifying each parent of a spawning blueprint that this child is done spawning ?
|
||||
// perhaps using component hooks or observers (ie , if a ComponentSpawning + Parent)
|
||||
|
||||
use crate::{
|
||||
CopyComponents,
|
||||
};
|
||||
use std::any::TypeId;
|
||||
|
||||
|
||||
/// this system is in charge of doing component transfers & co
|
||||
/// - 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
|
||||
pub(crate) fn blueprints_transfer_components(
|
||||
foo: Query<(
|
||||
Entity,
|
||||
&Children,
|
||||
&OriginalChildren,
|
||||
Option<&Name>,
|
||||
Option<&SpawnTrackRoot>),
|
||||
Added<BlueprintChildrenReady>
|
||||
>,
|
||||
mut sub_blueprint_trackers: Query<(Entity, &mut SubBlueprintsSpawnTracker, &BlueprintInfo)>,
|
||||
all_children: Query<&Children>,
|
||||
|
||||
mut commands: Commands,
|
||||
|
||||
all_names: Query<&Name>
|
||||
) {
|
||||
|
||||
for (original, children, original_children, name, track_root) in foo.iter() {
|
||||
println!("YOOO ready !! {:?}", 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 blueprint_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 child in children.iter() {
|
||||
if !original_children.0.contains(child) {
|
||||
blueprint_root_entity = *child;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// copy components into from blueprint instance's blueprint_root_entity to original entity
|
||||
commands.add(CopyComponents {
|
||||
source: blueprint_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 to avoid having an additional, useless nesting level
|
||||
if let Ok(root_entity_children) = all_children.get(blueprint_root_entity) {
|
||||
for child in root_entity_children.iter() {
|
||||
// info!("copying child {:?} upward from {:?} to {:?}", names.get(*child), blueprint_root_entity, original);
|
||||
commands.entity(original).add_child(*child);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
commands.entity(original)
|
||||
.insert(BlueprintReadyForPostProcess); // Tag the entity so any systems dealing with post processing can now it is now their "turn"
|
||||
// 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::<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(blueprint_root_entity).despawn_recursive(); // Remove the root entity that comes from the spawned-in scene
|
||||
|
||||
|
||||
// now check if the current entity is a child blueprint instance of another entity
|
||||
// this should always be done last, as children should be finished before the parent can be processed correctly
|
||||
if let Some(track_root) = track_root {
|
||||
//println!("got some root");
|
||||
if let Ok((s_entity, mut tracker)) = trackers.get_mut(track_root.0) {
|
||||
// println!("found the tracker, setting loaded for {}", entity);
|
||||
tracker.sub_blueprint_instances.entry(entity).or_insert(true);
|
||||
tracker.sub_blueprint_instances.insert(entity, true);
|
||||
// println!("got some root {:?}", root_name);
|
||||
if let Ok((s_entity, mut tracker, bp_info)) = sub_blueprint_trackers.get_mut(track_root.0) {
|
||||
tracker.sub_blueprint_instances.entry(original).or_insert(true);
|
||||
tracker.sub_blueprint_instances.insert(original, true);
|
||||
|
||||
// TODO: ugh, my limited rust knowledge, this is bad code
|
||||
let mut all_spawned = true;
|
||||
|
||||
for key in tracker.sub_blueprint_instances.keys() {
|
||||
let val = tracker.sub_blueprint_instances[key];
|
||||
println!("Key: {key}, Spawned {}", val);
|
||||
}
|
||||
|
||||
for val in tracker.sub_blueprint_instances.values() {
|
||||
println!("spawned {}", val);
|
||||
if !val {
|
||||
all_spawned = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if all_spawned {
|
||||
println!("ALLLLL SPAAAAWNED for {}", track_root.0)
|
||||
// println!("ALLLLL SPAAAAWNED for {} named {:?}", track_root.0, root_name);
|
||||
commands.entity(track_root.0).insert(BlueprintChildrenReady);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
println!("sub blueprint instances {:?}", sub_blueprint_instances);
|
||||
#[derive(Component, Reflect, Debug)]
|
||||
#[reflect(Component)]
|
||||
pub struct BlueprintReadyForFinalizing;
|
||||
|
||||
pub(crate) fn blueprints_finalize_instances(
|
||||
blueprint_instances: Query<(Entity, Option<&Name>), (With<BlueprintSpawning>, With<BlueprintReadyForFinalizing>)>,
|
||||
mut commands: Commands,
|
||||
) {
|
||||
for (entity, name) in blueprint_instances.iter() {
|
||||
info!("Finalizing blueprint instance {:?}", name);
|
||||
commands.entity(entity)
|
||||
.insert(SubBlueprintsSpawnTracker{sub_blueprint_instances: tracker_data.clone()});
|
||||
.remove::<SpawnHere>()
|
||||
.remove::<BlueprintSpawning>()
|
||||
.insert(BlueprintSpawned)
|
||||
.insert(Visibility::Visible)
|
||||
;
|
||||
}
|
||||
/*for(entity, name, children) in spawning_blueprints.iter() {
|
||||
println!("checking for spawning state of sub blueprints for {:?}", name);
|
||||
}*/
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
BlueprintSpawning
|
||||
- Blueprint Load Assets
|
||||
|
@ -530,18 +562,61 @@ BlueprintSpawning
|
|||
=> annoying issue with the "nested" useless root node created by blender
|
||||
=> distinguish between blueprint instances inside blueprint instances vs blueprint instances inside blueprints ??
|
||||
- Blueprint sub_blueprints Ready
|
||||
if all children are ready
|
||||
|
||||
- Blueprints post process
|
||||
- generate aabb (need full hierarchy in its final form)
|
||||
- materials ?
|
||||
*/
|
||||
|
||||
|
||||
// could be done differently, by notifying each parent of a spawning blueprint that this child is done spawning ?
|
||||
// perhaps using component hooks or observers (ie , if a ComponentSpawning + Parent)
|
||||
pub fn track_sub_blueprints(
|
||||
spawning_blueprints: Query<(Entity, Option<&Name>, Option<&Children>), Added<BlueprintSpawned>>
|
||||
|
||||
|
||||
|
||||
// HOT RELOAD
|
||||
|
||||
|
||||
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 BlueprintAssetsLoadState, Option<&Children>)>,
|
||||
asset_server: Res<AssetServer>,
|
||||
mut commands: Commands,
|
||||
|
||||
) {
|
||||
for(entity, name, children) in spawning_blueprints.iter() {
|
||||
println!("checking for spawning state of sub blueprints for {:?}", name);
|
||||
|
||||
for event in gltf_events.read() {
|
||||
// LoadedUntypedAsset
|
||||
match event {
|
||||
AssetEvent::Modified { id } => {
|
||||
// React to the image being modified
|
||||
// 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::<BlueprintAssetsLoadState>()
|
||||
.insert(SpawnHere);
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -5,7 +5,7 @@ use bevy::prelude::*;
|
|||
use bevy::scene::SceneInstance;
|
||||
// use bevy::utils::hashbrown::HashSet;
|
||||
|
||||
use crate::{BlueprintAnimationPlayerLink, BlueprintAnimations, BlueprintInfo, BlueprintSpawned, BlueprintSpawning};
|
||||
use crate::{BlueprintAnimationPlayerLink, BlueprintAnimations, BlueprintInfo, BlueprintReadyForPostProcess, BlueprintSpawned, BlueprintSpawning, SpawnTrackRoot, SubBlueprintsSpawnTracker};
|
||||
use crate::{SpawnHere, Spawned};
|
||||
use crate::{
|
||||
BlueprintEvent, CopyComponents, InBlueprint, NoInBlueprint, OriginalChildren
|
||||
|
@ -13,13 +13,14 @@ use crate::{
|
|||
|
||||
|
||||
|
||||
|
||||
/// 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(
|
||||
pub(crate) fn spawned_blueprint_post_process( // rename to '
|
||||
unprocessed_entities: Query<
|
||||
(
|
||||
Entity,
|
||||
|
@ -28,18 +29,24 @@ pub(crate) fn spawned_blueprint_post_process(
|
|||
&BlueprintAnimations,
|
||||
Option<&NoInBlueprint>,
|
||||
Option<&Name>,
|
||||
&BlueprintInfo
|
||||
&BlueprintInfo,
|
||||
|
||||
// sub blueprint instances tracker
|
||||
Option<&SpawnTrackRoot>
|
||||
),
|
||||
(With<SpawnHere>, With<SceneInstance>, With<Spawned>),
|
||||
(With<SpawnHere>, With<SceneInstance>, Added<BlueprintReadyForPostProcess>),
|
||||
>,
|
||||
added_animation_players: Query<(Entity, &Parent), Added<AnimationPlayer>>,
|
||||
all_children: Query<&Children>,
|
||||
|
||||
mut trackers: Query<(Entity, &mut SubBlueprintsSpawnTracker, &BlueprintInfo)>,
|
||||
|
||||
|
||||
mut commands: Commands,
|
||||
mut blueprint_events: EventWriter<BlueprintEvent>,
|
||||
|
||||
) {
|
||||
for (original, children, original_children, animations, no_inblueprint, name, blueprint_info) in
|
||||
for (original, children, original_children, animations, no_inblueprint, name, blueprint_info, track_root) in
|
||||
unprocessed_entities.iter()
|
||||
{
|
||||
info!("post processing blueprint for entity {:?}", name);
|
||||
|
@ -105,14 +112,54 @@ pub(crate) fn spawned_blueprint_post_process(
|
|||
commands.entity(original).insert( Visibility::Visible
|
||||
);
|
||||
|
||||
// blueprint_events.send(BlueprintEvent::Spawned {blueprint_name: blueprint_info.name.clone(), blueprint_path: blueprint_info.path.clone() });
|
||||
commands.entity(original)
|
||||
.insert(BlueprintSpawned)
|
||||
.remove::<BlueprintSpawning>()
|
||||
|
||||
|
||||
//
|
||||
.remove::<BlueprintReadyForPostProcess>()
|
||||
;
|
||||
|
||||
debug!("DONE WITH POST PROCESS");
|
||||
info!("done spawning blueprint for entity {:?}", name);
|
||||
|
||||
if let Some(track_root) = track_root {
|
||||
//println!("got some root");
|
||||
if let Ok((s_entity, mut tracker, bp_info)) = trackers.get_mut(track_root.0) {
|
||||
// println!("found the tracker, setting loaded for {}", entity);
|
||||
tracker.sub_blueprint_instances.entry(original).or_insert(true);
|
||||
tracker.sub_blueprint_instances.insert(original, true);
|
||||
|
||||
// TODO: ugh, my limited rust knowledge, this is bad code
|
||||
let mut all_spawned = true;
|
||||
|
||||
for key in tracker.sub_blueprint_instances.keys() {
|
||||
let val = tracker.sub_blueprint_instances[key];
|
||||
println!("Key: {key}, Spawned {}", val);
|
||||
}
|
||||
|
||||
for val in tracker.sub_blueprint_instances.values() {
|
||||
println!("spawned {}", val);
|
||||
if !val {
|
||||
all_spawned = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if all_spawned { // TODO: move this to an other system, or "notify" the tracked root entity of the fact that all its sub blueprints have been loaded
|
||||
println!("ALLLLL SPAAAAWNED for {}", track_root.0);
|
||||
// commands.entity(track_root.0).insert(bundle)
|
||||
blueprint_events.send(BlueprintEvent::Spawned {entity: track_root.0, blueprint_name: bp_info.name.clone(), blueprint_path: bp_info.path.clone()});
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
if trackers.get(original).is_err() {
|
||||
// if it has no sub blueprint instances
|
||||
blueprint_events.send(BlueprintEvent::Spawned {entity: original, blueprint_name: blueprint_info.name.clone(), blueprint_path: blueprint_info.path.clone()});
|
||||
}
|
||||
|
||||
debug!("DONE WITH POST PROCESS");
|
||||
info!("done instanciating blueprint for entity {:?}", name);
|
||||
|
||||
}
|
||||
}
|
||||
|
|
Binary file not shown.
|
@ -13,7 +13,7 @@ pub fn setup_hierarchy_debug(mut commands: Commands, asset_server: Res<AssetServ
|
|||
"",
|
||||
TextStyle {
|
||||
color: LinearRgba { red: 1.0, green:0.0, blue: 0.0, alpha: 1.0}.into(),
|
||||
font_size: 20.,
|
||||
font_size: 15.,
|
||||
..default()
|
||||
},
|
||||
)
|
||||
|
|
|
@ -216,6 +216,12 @@ Bevy Side:
|
|||
- [x] deprecate BlueprintName & BlueprintPath & use BlueprintInfo instead
|
||||
- [ ] make blueprint instances invisible until spawning is done to avoid "spawn flash"?
|
||||
- [ ] should "blueprint spawned" only be triggered after all its sub blueprints have spawned ?
|
||||
- [ ] "blueprintInstance ready"/finished
|
||||
BlueprintAssetsLoaded
|
||||
BlueprintSceneSpawned
|
||||
BlueprintChildrenReady
|
||||
BlueprintReadyForPostProcess
|
||||
|
||||
- [ ] 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
|
||||
|
|
|
@ -96,7 +96,7 @@ def test_export_complex(setup_data):
|
|||
stored_gltf_settings.write(json.dumps(gltf_settings))
|
||||
|
||||
# move the main cube
|
||||
bpy.data.objects["Cube"].location = [1, 0, 0]
|
||||
# bpy.data.objects["Cube"].location = [1, 0, 0]
|
||||
# move the cube in the library
|
||||
# TODO: add back bpy.data.objects["Blueprint1_mesh"].location = [1, 2, 1]
|
||||
|
||||
|
|
Loading…
Reference in New Issue