Merge 3dd3557f53
into 1353e14802
This commit is contained in:
commit
7db0403408
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@ -120,6 +120,10 @@ impl Plugin for BlueprintsPlugin {
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.register_type::<MaterialInfo>()
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.register_type::<SpawnHere>()
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.register_type::<Animations>()
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.register_type::<BlueprintsList>()
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.register_type::<Vec<String>>()
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.register_type::<HashMap<String,Vec<String>>>()
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.insert_resource(BluePrintsConfig {
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format: self.format,
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library_folder: self.library_folder.clone(),
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@ -140,7 +144,10 @@ impl Plugin for BlueprintsPlugin {
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.add_systems(
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Update,
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(
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spawn_from_blueprints,
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(spawn_from_blueprints,
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check_for_loaded,
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actually_spawn_stuff, apply_deferred).chain(),
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compute_scene_aabbs.run_if(aabbs_enabled),
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apply_deferred.run_if(aabbs_enabled),
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apply_deferred,
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@ -1,6 +1,6 @@
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use std::path::{Path, PathBuf};
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use bevy::{gltf::Gltf, prelude::*};
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use bevy::{gltf::Gltf, prelude::*, utils::HashMap};
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use crate::{Animations, BluePrintsConfig};
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@ -46,22 +46,168 @@ pub struct AddToGameWorld;
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/// helper component, just to transfer child data
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pub(crate) struct OriginalChildren(pub Vec<Entity>);
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/// main spawning functions,
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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pub struct BlueprintsList(pub HashMap<String,Vec<String>>);
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#[derive(Reflect, Default, Debug)]
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pub(crate) struct BlueprintLoadTracker{
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pub name: String,
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pub id: AssetId<Gltf>,
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pub loaded: bool,
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pub handle: Handle<Gltf>
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}
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#[derive(Component, Default, Debug)]
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pub(crate) struct BlueprintAssetsToLoad{
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pub all_loaded: bool,
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pub asset_infos: Vec<BlueprintLoadTracker>,
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pub progress: f32
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}
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/// flag component
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#[derive(Component)]
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pub(crate) struct BlueprintAssetsLoaded;
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/// flag component
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#[derive(Component)]
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pub(crate) struct BlueprintAssetsNotLoaded;
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/// spawning prepare function,
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/// * also takes into account the already exisiting "override" components, ie "override components" > components from blueprint
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pub(crate) fn spawn_from_blueprints(
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spawn_placeholders: Query<
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(
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Entity,
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&BlueprintName,
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Option<&Transform>,
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Option<&Parent>,
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Option<&Library>,
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Option<&AddToGameWorld>,
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Option<&Name>,
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Option<&BlueprintsList>,
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// Option<&BlueprintAssetsPreloaded>
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),
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(Added<BlueprintName>, Added<SpawnHere>, Without<Spawned>),
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>,
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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blueprints_config: Res<BluePrintsConfig>,
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) {
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for (
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entity,
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blupeprint_name,
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original_parent,
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library_override,
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name,
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blueprints_list,
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) in spawn_placeholders.iter()
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{
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debug!(
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"preparing to spawn {:?} for entity {:?}, id: {:?}, parent:{:?}",
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blupeprint_name.0, name, entity, original_parent
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);
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// println!("main model path {:?}", model_path);
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if blueprints_list.is_some() {
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let blueprints_list = blueprints_list.unwrap();
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// println!("blueprints list {:?}", blueprints_list.0.keys());
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let mut asset_infos:Vec<BlueprintLoadTracker> = vec![];
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for (blueprint_name, _) in blueprints_list.0.iter() {
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/*if blueprint_name == what {
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println!("WHOLY MOLLY !")
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}*/
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// println!("library path {:?}", library_path);
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let mut library_path = &blueprints_config.library_folder; // TODO: we cannot use the overriden library path
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// FIXME: hack
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if blueprint_name == "World" {
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library_path= &library_override.unwrap().0;
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}
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let model_file_name = format!("{}.{}", &blueprint_name, &blueprints_config.format);
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let model_path = Path::new(&library_path).join(Path::new(model_file_name.as_str()));
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let model_handle: Handle<Gltf> = asset_server.load(model_path.clone());
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let model_id = model_handle.id();
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let loaded = asset_server.is_loaded_with_dependencies(model_id);
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if !loaded {
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asset_infos.push(BlueprintLoadTracker{
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name: model_path.to_string_lossy().into(),
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id: model_id,
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loaded: false,
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handle: model_handle.clone()
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});
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}
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}
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// if not all assets are already loaded, inject a component to signal that we need them to be loaded
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if asset_infos.len() > 0 {
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commands
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.entity(entity)
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.insert(BlueprintAssetsToLoad{
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all_loaded: false,
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asset_infos: asset_infos,
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..Default::default()
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})
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.insert(BlueprintAssetsNotLoaded);
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}else {
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commands
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.entity(entity)
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.insert(BlueprintAssetsLoaded);
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}
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}
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}
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}
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pub(crate) fn check_for_loaded(
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mut blueprint_assets_to_load: Query<(Entity, &mut BlueprintAssetsToLoad),With<BlueprintAssetsNotLoaded>>,
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asset_server: Res<AssetServer>,
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mut commands: Commands,
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){
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for (entity, mut assets_to_load) in blueprint_assets_to_load.iter_mut(){
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let mut all_loaded = true;
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let mut loaded_amount = 0;
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let total = assets_to_load.asset_infos.len();
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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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let loaded = asset_server.is_loaded_with_dependencies(asset_id);
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tracker.loaded = loaded;
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if loaded {
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loaded_amount += 1;
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}else{
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all_loaded = false;
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}
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}
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let progress:f32 = loaded_amount as f32 / total as f32;
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println!("progress: {}",progress);
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assets_to_load.progress = progress;
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if all_loaded {
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assets_to_load.all_loaded = true;
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commands.entity(entity)
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.insert(BlueprintAssetsLoaded)
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.remove::<BlueprintAssetsNotLoaded>();
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}
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}
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}
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pub(crate) fn actually_spawn_stuff(
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spawn_placeholders: Query<
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(
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Entity,
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&BlueprintName,
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Option<&Transform>,
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Option<&Parent>,
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Option<&Library>,
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Option<&AddToGameWorld>,
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Option<&Name>,
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),
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(With<BlueprintAssetsLoaded>, Added<BlueprintAssetsLoaded>, Without<BlueprintAssetsNotLoaded>),
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>,
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mut commands: Commands,
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mut game_world: Query<Entity, With<GameWorldTag>>,
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@ -70,7 +216,9 @@ pub(crate) fn spawn_from_blueprints(
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blueprints_config: Res<BluePrintsConfig>,
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children: Query<&Children>,
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) {
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){
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for (
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entity,
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blupeprint_name,
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@ -79,20 +227,14 @@ pub(crate) fn spawn_from_blueprints(
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library_override,
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add_to_world,
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name,
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) in spawn_placeholders.iter()
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{
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debug!(
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info!(
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"need to spawn {:?} for entity {:?}, id: {:?}, parent:{:?}",
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blupeprint_name.0, name, entity, original_parent
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);
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let mut original_children: Vec<Entity> = vec![];
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if let Ok(c) = children.get(entity) {
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for child in c.iter() {
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original_children.push(*child);
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}
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}
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let what = &blupeprint_name.0;
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let model_file_name = format!("{}.{}", &what, &blueprints_config.format);
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@ -101,7 +243,7 @@ pub(crate) fn spawn_from_blueprints(
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library_override.map_or_else(|| &blueprints_config.library_folder, |l| &l.0);
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let model_path = Path::new(&library_path).join(Path::new(model_file_name.as_str()));
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debug!("attempting to spawn {:?}", model_path);
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info!("attempting to spawn {:?}", model_path);
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let model_handle: Handle<Gltf> = asset_server.load(model_path);
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let gltf = assets_gltf
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@ -123,6 +265,12 @@ pub(crate) fn spawn_from_blueprints(
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transforms = *transform.unwrap();
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}
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let mut original_children: Vec<Entity> = vec![];
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if let Ok(c) = children.get(entity) {
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for child in c.iter() {
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original_children.push(*child);
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}
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}
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commands.entity(entity).insert((
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SceneBundle {
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scene: scene.clone(),
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@ -143,4 +291,4 @@ pub(crate) fn spawn_from_blueprints(
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commands.entity(world).add_child(entity);
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}
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}
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}
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}
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@ -6,7 +6,7 @@ use bevy::scene::SceneInstance;
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use super::{AnimationPlayerLink, Animations};
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use super::{SpawnHere, Spawned};
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use crate::{CopyComponents, InBlueprint, NoInBlueprint, OriginalChildren};
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use crate::{BlueprintAssetsToLoad, CopyComponents, InBlueprint, NoInBlueprint, OriginalChildren};
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/// this system is in charge of doing any necessary post processing after a blueprint scene has been spawned
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/// - it removes one level of useless nesting
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@ -89,6 +89,7 @@ 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>>();
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commands.entity(original).remove::<BlueprintAssetsToLoad>();// 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(root_entity).despawn_recursive();
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}
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}
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@ -4,7 +4,7 @@ import bpy
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from ..helpers.generate_and_export import generate_and_export
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from .export_gltf import (generate_gltf_export_preferences, export_gltf)
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from ..modules.bevy_dynamic import is_object_dynamic, is_object_static
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from ..helpers.helpers_scenes import clear_hollow_scene, copy_hollowed_collection_into
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from ..helpers.helpers_scenes import clear_hollow_scene, copy_hollowed_collection_into, inject_blueprints_list_into_main_scene
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# export all main scenes
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@ -29,6 +29,8 @@ def export_main_scene(scene, folder_path, addon_prefs, library_collections):
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}
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if export_blueprints :
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inject_blueprints_list_into_main_scene(scene)
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if export_separate_dynamic_and_static_objects:
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#print("SPLIT STATIC AND DYNAMIC")
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# first export static objects
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@ -36,16 +36,23 @@ def get_marked_collections(scene, addon_prefs):
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return (collection_names, marked_collections)
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# gets all collections within collections that might also be relevant
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def get_sub_collections(collections, parent, children_per_collection):
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def get_sub_collections(collections, parent=None, children_per_collection=None):
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if parent == None:
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parent = CollectionNode()
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if children_per_collection == None:
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children_per_collection = {}
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collection_names = set()
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used_collections = []
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for root_collection in collections:
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node = Node(name=root_collection.name, parent=parent)
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print("collections", collections)
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node = CollectionNode(name=root_collection.name, parent=parent)
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parent.children.append(node)
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#print("root collection", root_collection.name)
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for collection in traverse_tree(root_collection): # TODO: filter out COLLECTIONS that have the flatten flag (unlike the flatten flag on colleciton instances themselves)
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print("sub", collection)
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node_name = collection.name
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children_per_collection[node_name] = []
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#print(" scanning", collection.name)
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@ -53,12 +60,17 @@ def get_sub_collections(collections, parent, children_per_collection):
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#print("FLATTEN", object.name, 'Flatten' in object)
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if object.instance_type == 'COLLECTION' : # and not 'Flatten' in object:
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collection_name = object.instance_collection.name
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print("sub obj", collection_name)
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# FIXME: not sure:
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children_per_collection[node_name].append(collection_name)
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(sub_names, sub_collections) = get_sub_collections([object.instance_collection], node, children_per_collection)
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print("gna", sub_names, sub_collections)
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if len(list(sub_names)) > 0:
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print("toto")
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children_per_collection[node_name] += (list(sub_names))
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#print(" found sub collection in use", object.name, object.instance_collection)
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if not collection_name in collection_names:
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collection_names.add(collection_name)
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used_collections.append(object.instance_collection)
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@ -77,7 +89,7 @@ def flatten_collection_tree(node, children_per_collection):
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children_per_collection[node.name] = list(set( children_per_collection[node.name]))
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class Node :
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class CollectionNode :
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def __init__(self, name="", parent=None):
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self.name = name
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self.children = []
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@ -93,7 +105,7 @@ def get_exportable_collections(main_scenes, library_scenes, addon_prefs):
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all_collections = []
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all_collection_names = []
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root_node = Node()
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root_node = CollectionNode()
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root_node.name = "root"
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children_per_collection = {}
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@ -1,5 +1,6 @@
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import json
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import bpy
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from .helpers_collections import (set_active_collection)
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from .helpers_collections import (CollectionNode, get_sub_collections, get_used_collections, set_active_collection)
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from .object_makers import (make_empty)
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@ -149,3 +150,40 @@ def get_scenes(addon_prefs):
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return [level_scene_names, level_scenes, library_scene_names, library_scenes]
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def inject_blueprints_list_into_main_scene(scene):
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print("injecting assets data")
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root_collection = scene.collection
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assets_list = None
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for object in scene.objects:
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if object.name == "assets_list"+scene.name:
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assets_list = object
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break
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if assets_list is None:
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assets_list = make_empty('assets_list_'+scene.name, [0,0,0], [0,0,0], [0,0,0], root_collection)
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# find all blueprints used in a scene
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# TODO: export a tree rather than a flat list ? because you could have potential clashing items in flat lists (amongst other issues)
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(collection_names, collections) = get_used_collections(scene)
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root_node = CollectionNode()
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root_node.name = "root"
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children_per_collection = {}
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#print("collection_names", collection_names, "collections", collections)
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(bla, bli ) = get_sub_collections(collections, root_node, children_per_collection)
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#print("sfdsfsdf", bla, bli, "root", root_node, "children_per_collection", children_per_collection)
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# with sub collections
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# (collection_names, collections) = get_sub_collections(all_collections, root_node, children_per_collection)
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#
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# what about marked assets ?
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#assets_list["blueprints_direct"] = list(collection_names)
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assets_list["BlueprintsList"] = f"({json.dumps(dict(children_per_collection))})"
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#'({"a":[]})'
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#'([])'
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#
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#
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print("assets list", assets_list["BlueprintsList"], children_per_collection)
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|
|
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@ -20,7 +20,7 @@ def setup_data(request):
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#other_materials_path = os.path.join("../../testing", "other_materials")
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print("\nPerforming teardown...")
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if os.path.exists(models_path):
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'''if os.path.exists(models_path):
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shutil.rmtree(models_path)
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"""if os.path.exists(materials_path):
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|
@ -34,7 +34,7 @@ def setup_data(request):
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screenshot_observed_path = os.path.join(root_path, "screenshot.png")
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if os.path.exists(screenshot_observed_path):
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os.remove(screenshot_observed_path)
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os.remove(screenshot_observed_path)'''
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request.addfinalizer(finalizer)
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