feat(Blenvy:Bevy):

* fixed huge logical error in component processing (require Name components) that was breaking
scene level extras/components
 * added a convience from_path function to BlueprintInfos to generate name from path
 * minor tweaks
This commit is contained in:
kaosat.dev 2024-07-10 09:01:45 +02:00
parent a947d3b7d1
commit 8602383445
6 changed files with 60 additions and 46 deletions

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@ -22,6 +22,17 @@ pub struct BlueprintInfo {
pub name: String, pub name: String,
pub path: String, pub path: String,
} }
use std::path::Path;
impl BlueprintInfo {
pub fn from_path(path: &str) -> BlueprintInfo {
let p = Path::new(&path);
return BlueprintInfo {
name: p.file_stem().unwrap().to_os_string().into_string().unwrap(), // seriously ? , also unwraps !!
path: path.into(),
};
}
}
/// flag component needed to signify the intent to spawn a Blueprint /// flag component needed to signify the intent to spawn a Blueprint
#[derive(Component, Reflect, Default, Debug)] #[derive(Component, Reflect, Default, Debug)]
@ -118,11 +129,14 @@ Overview of the Blueprint Spawning process
*/ */
pub(crate) fn blueprints_prepare_spawn( pub(crate) fn blueprints_prepare_spawn(
blueprint_instances_to_spawn: Query<(Entity, &BlueprintInfo), Added<SpawnBlueprint>>, blueprint_instances_to_spawn: Query<
(Entity, &BlueprintInfo, Option<&Name>),
Added<SpawnBlueprint>,
>,
mut commands: Commands, mut commands: Commands,
asset_server: Res<AssetServer>, asset_server: Res<AssetServer>,
) { ) {
for (entity, blueprint_info) in blueprint_instances_to_spawn.iter() { for (entity, blueprint_info, entity_name) in blueprint_instances_to_spawn.iter() {
info!( info!(
"BLUEPRINT: to spawn detected: {:?} path:{:?}", "BLUEPRINT: to spawn detected: {:?} path:{:?}",
blueprint_info.name, blueprint_info.path blueprint_info.name, blueprint_info.path
@ -152,7 +166,6 @@ pub(crate) fn blueprints_prepare_spawn(
for scene in gltf.scenes() { for scene in gltf.scenes() {
let scene_extras = scene.extras().clone().unwrap(); let scene_extras = scene.extras().clone().unwrap();
let lookup: HashMap<String, Value> = serde_json::from_str(&scene_extras.get()).unwrap(); let lookup: HashMap<String, Value> = serde_json::from_str(&scene_extras.get()).unwrap();
if lookup.contains_key("BlueprintAssets") { if lookup.contains_key("BlueprintAssets") {
let assets_raw = &lookup["BlueprintAssets"]; let assets_raw = &lookup["BlueprintAssets"];
//println!("ASSETS RAW {}", assets_raw); //println!("ASSETS RAW {}", assets_raw);
@ -191,8 +204,13 @@ pub(crate) fn blueprints_prepare_spawn(
} else { } else {
commands.entity(entity).insert(BlueprintAssetsLoaded); commands.entity(entity).insert(BlueprintAssetsLoaded);
} }
// if the entity has no name, add one based on the blueprint's
commands
.entity(entity)
.insert(bevy::prelude::Name::from(blueprint_info.name.clone()));
// add the blueprint spawning marker // add the blueprint spawning marker
commands.entity(entity).insert(BlueprintSpawning); commands.entity(entity).insert((BlueprintSpawning));
} }
} }

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@ -155,6 +155,7 @@ fn process_colorgrading(
) { ) {
for entity in cameras.iter() { for entity in cameras.iter() {
for (scene_id, blender_colorgrading) in blender_colorgradings.iter() { for (scene_id, blender_colorgrading) in blender_colorgradings.iter() {
info!("COLOR GRADING");
commands.entity(entity).insert(ColorGrading { commands.entity(entity).insert(ColorGrading {
global: ColorGradingGlobal { global: ColorGradingGlobal {
exposure: blender_colorgrading.exposure, exposure: blender_colorgrading.exposure,

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@ -18,7 +18,7 @@ use crate::{ronstring_to_reflect_component, GltfProcessed};
// , mut entity_components: HashMap<Entity, Vec<(Box<dyn Reflect>, TypeRegistration)>> // , mut entity_components: HashMap<Entity, Vec<(Box<dyn Reflect>, TypeRegistration)>>
fn find_entity_components( fn find_entity_components(
entity: Entity, entity: Entity,
name: &Name, name: Option<&Name>,
parent: Option<&Parent>, parent: Option<&Parent>,
reflect_components: Vec<(Box<dyn Reflect>, TypeRegistration)>, reflect_components: Vec<(Box<dyn Reflect>, TypeRegistration)>,
entity_components: &HashMap<Entity, Vec<(Box<dyn Reflect>, TypeRegistration)>>, entity_components: &HashMap<Entity, Vec<(Box<dyn Reflect>, TypeRegistration)>>,
@ -27,11 +27,14 @@ fn find_entity_components(
let mut target_entity = entity; let mut target_entity = entity;
// if the node contains "components" or ends with "_pa" (ie add to parent), the components will not be added to the entity itself but to its parent // if the node contains "components" or ends with "_pa" (ie add to parent), the components will not be added to the entity itself but to its parent
// this is mostly used for Blender collections // this is mostly used for Blender collections
if parent.is_some() && (name.as_str().contains("components") || name.as_str().ends_with("_pa")) if parent.is_some() {
{ if let Some(name) = name {
if name.as_str().contains("components") || name.as_str().ends_with("_pa") {
debug!("adding components to parent"); debug!("adding components to parent");
target_entity = parent.expect("the target entity had a parent ").get(); target_entity = parent.expect("the target entity had a parent ").get();
} }
}
}
debug!("adding to {:?}", target_entity); debug!("adding to {:?}", target_entity);
// if there where already components set to be added to this entity (for example when entity_data was refering to a parent), update the vec of entity_components accordingly // if there where already components set to be added to this entity (for example when entity_data was refering to a parent), update the vec of entity_components accordingly
@ -54,10 +57,10 @@ fn find_entity_components(
/// main function: injects components into each entity in gltf files that have `gltf_extras`, using reflection /// main function: injects components into each entity in gltf files that have `gltf_extras`, using reflection
pub fn add_components_from_gltf_extras(world: &mut World) { pub fn add_components_from_gltf_extras(world: &mut World) {
let mut extras = world.query_filtered::<(Entity, &Name, &GltfExtras, Option<&Parent>), (Added<GltfExtras>, Without<GltfProcessed>)>(); let mut extras = world.query_filtered::<(Entity, Option<&Name>, &GltfExtras, Option<&Parent>), (Added<GltfExtras>, Without<GltfProcessed>)>();
let mut scene_extras = world.query_filtered::<(Entity, &Name, &GltfSceneExtras, Option<&Parent>), (Added<GltfSceneExtras>, Without<GltfProcessed>)>(); let mut scene_extras = world.query_filtered::<(Entity, Option<&Name>, &GltfSceneExtras, Option<&Parent>), (Added<GltfSceneExtras>, Without<GltfProcessed>)>();
let mut mesh_extras = world.query_filtered::<(Entity, &Name, &GltfMeshExtras, Option<&Parent>), (Added<GltfMeshExtras>, Without<GltfProcessed>)>(); let mut mesh_extras = world.query_filtered::<(Entity, Option<&Name>, &GltfMeshExtras, Option<&Parent>), (Added<GltfMeshExtras>, Without<GltfProcessed>)>();
let mut material_extras = world.query_filtered::<(Entity, &Name, &GltfMaterialExtras, Option<&Parent>), (Added<GltfMaterialExtras>, Without<GltfProcessed>)>(); let mut material_extras = world.query_filtered::<(Entity, Option<&Name>, &GltfMaterialExtras, Option<&Parent>), (Added<GltfMaterialExtras>, Without<GltfProcessed>)>();
let mut entity_components: HashMap<Entity, Vec<(Box<dyn Reflect>, TypeRegistration)>> = let mut entity_components: HashMap<Entity, Vec<(Box<dyn Reflect>, TypeRegistration)>> =
HashMap::new(); HashMap::new();
@ -66,13 +69,14 @@ pub fn add_components_from_gltf_extras(world: &mut World) {
for (entity, name, extra, parent) in extras.iter(world) { for (entity, name, extra, parent) in extras.iter(world) {
debug!( debug!(
"Name: {}, entity {:?}, parent: {:?}, extras {:?}", "Gltf Extra: Name: {:?}, entity {:?}, parent: {:?}, extras {:?}",
name, entity, parent, extra name, entity, parent, extra
); );
let type_registry: &AppTypeRegistry = world.resource(); let type_registry: &AppTypeRegistry = world.resource();
let type_registry = type_registry.read(); let type_registry = type_registry.read();
let reflect_components = ronstring_to_reflect_component(&extra.value, &type_registry); let reflect_components = ronstring_to_reflect_component(&extra.value, &type_registry);
// let name = name.unwrap_or(&Name::new(""));
let (target_entity, updated_components) = let (target_entity, updated_components) =
find_entity_components(entity, name, parent, reflect_components, &entity_components); find_entity_components(entity, name, parent, reflect_components, &entity_components);
@ -81,7 +85,7 @@ pub fn add_components_from_gltf_extras(world: &mut World) {
for (entity, name, extra, parent) in scene_extras.iter(world) { for (entity, name, extra, parent) in scene_extras.iter(world) {
debug!( debug!(
"Name: {}, entity {:?}, parent: {:?}, scene_extras {:?}", "Gltf Scene Extra: Name: {:?}, entity {:?}, parent: {:?}, scene_extras {:?}",
name, entity, parent, extra name, entity, parent, extra
); );
@ -96,7 +100,7 @@ pub fn add_components_from_gltf_extras(world: &mut World) {
for (entity, name, extra, parent) in mesh_extras.iter(world) { for (entity, name, extra, parent) in mesh_extras.iter(world) {
debug!( debug!(
"Name: {}, entity {:?}, parent: {:?}, mesh_extras {:?}", "Gltf Mesh Extra: Name: {:?}, entity {:?}, parent: {:?}, mesh_extras {:?}",
name, entity, parent, extra name, entity, parent, extra
); );
@ -111,7 +115,7 @@ pub fn add_components_from_gltf_extras(world: &mut World) {
for (entity, name, extra, parent) in material_extras.iter(world) { for (entity, name, extra, parent) in material_extras.iter(world) {
debug!( debug!(
"Name: {}, entity {:?}, parent: {:?}, material_extras {:?}", "Name: {:?}, entity {:?}, parent: {:?}, material_extras {:?}",
name, entity, parent, extra name, entity, parent, extra
); );
@ -146,7 +150,7 @@ pub fn add_components_from_gltf_extras(world: &mut World) {
.expect("Unable to reflect component") .expect("Unable to reflect component")
.insert(&mut entity_mut, &*component, &type_registry); .insert(&mut entity_mut, &*component, &type_registry);
entity_mut.insert(GltfProcessed); // this is how can we insert any additional components entity_mut.insert(GltfProcessed); //
} }
} }
} }

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@ -14,23 +14,9 @@ pub fn setup_game(
mut next_game_state: ResMut<NextState<GameState>>, mut next_game_state: ResMut<NextState<GameState>>,
) { ) {
// here we actually spawn our game world/level // here we actually spawn our game world/level
/*commands.spawn((
SceneBundle {
scene: asset_server.load("levels/World.glb#Scene0"),
..default()
},
bevy::prelude::Name::from("world"),
GameWorldTag,
InAppRunning,
));*/
commands.spawn(( commands.spawn((
BlueprintInfo { BlueprintInfo::from_path("levels/World.gltf"),
name: "World".into(),
path: "levels/World.glb".into(),
},
HideUntilReady, HideUntilReady,
bevy::prelude::Name::from("world"), //FIXME: not really needed ? could be infered from blueprint's name/ path
SpawnBlueprint, SpawnBlueprint,
GameWorldTag, GameWorldTag,
InAppRunning, InAppRunning,
@ -70,8 +56,8 @@ pub fn spawn_test(
.spawn(( .spawn((
BluePrintBundle { BluePrintBundle {
blueprint: BlueprintInfo { blueprint: BlueprintInfo {
name: "Blueprint8_animated_no_bones".into(), name: "spawned".into(),
path: "blueprints/Blueprint6_animated.glb".into(), path: "blueprints/Blueprint 3.gltf".into(),
}, // FIXME }, // FIXME
..Default::default() ..Default::default()
}, },

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@ -4,7 +4,7 @@ use bevy::{
}; };
use blenvy::{BlueprintAssets, BlueprintInstanceReady}; use blenvy::{BlueprintAssets, BlueprintInstanceReady};
use crate::{BasicTest, EnumComplex, RedirectPropHitImpulse}; use crate::{BasicTest, EnumComplex, EnumTest, RedirectPropHitImpulse};
#[derive(Component)] #[derive(Component)]
pub struct HiearchyDebugTag; pub struct HiearchyDebugTag;
@ -43,7 +43,7 @@ pub fn get_descendants(
all_transforms: &Query<&Transform>, all_transforms: &Query<&Transform>,
all_global_transforms: &Query<&GlobalTransform>, all_global_transforms: &Query<&GlobalTransform>,
nesting: usize, nesting: usize,
to_check: &Query<&BasicTest>, //&Query<(&BlueprintInstanceReady, &BlueprintAssets)>, to_check: &Query<&EnumTest>, //&Query<(&BlueprintInstanceReady, &BlueprintAssets)>,
) -> String { ) -> String {
let mut hierarchy_display: Vec<String> = vec![]; let mut hierarchy_display: Vec<String> = vec![];
let root_name = all_names.get(*root); let root_name = all_names.get(*root);
@ -54,15 +54,20 @@ pub fn get_descendants(
name = "no_name".to_string() name = "no_name".to_string()
} }
let mut component_display: String = "".into();
let components_to_check = to_check.get(*root); let components_to_check = to_check.get(*root);
if let Ok(compo) = to_check.get(*root) {
component_display = format!("{:?}", compo).clone();
}
hierarchy_display.push(format!( hierarchy_display.push(format!(
"{}{} ({:?}) ({:?})", "{}{} ====> {} ",
" ".repeat(nesting), " ".repeat(nesting),
name, name,
all_transforms.get(*root), component_display // all_transforms.get(*root),
all_global_transforms.get(*root) //all_global_transforms.get(*root)
)); //components_to_check ({:?}) )); // ({:?}) // ({:?}) ({:?})
if let Ok(children) = all_children.get(*root) { if let Ok(children) = all_children.get(*root) {
for child in children.iter() { for child in children.iter() {
@ -88,7 +93,7 @@ pub fn draw_hierarchy_debug(
all_transforms: Query<&Transform>, all_transforms: Query<&Transform>,
all_global_transforms: Query<&GlobalTransform>, all_global_transforms: Query<&GlobalTransform>,
to_check: Query<&BasicTest>, //Query<(&BlueprintInstanceReady, &BlueprintAssets)>, to_check: Query<&EnumTest>, //Query<(&BlueprintInstanceReady, &BlueprintAssets)>,
mut display: Query<&mut Text, With<HiearchyDebugTag>>, mut display: Query<&mut Text, With<HiearchyDebugTag>>,
) { ) {
let mut hierarchy_display: Vec<String> = vec![]; let mut hierarchy_display: Vec<String> = vec![];
@ -183,7 +188,7 @@ impl Plugin for HiearchyDebugPlugin {
app app
.add_systems(Startup, setup_hierarchy_debug) .add_systems(Startup, setup_hierarchy_debug)
//.add_systems(Update, check_for_component) //.add_systems(Update, check_for_component)
//.add_systems(Update, draw_hierarchy_debug) .add_systems(Update, draw_hierarchy_debug)
//.add_systems(Update, check_for_gltf_extras) //.add_systems(Update, check_for_gltf_extras)
; ;
} }

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@ -233,9 +233,9 @@ Bevy Side:
- [x] fix/upgrade scene level animations - [x] fix/upgrade scene level animations
- [ ] rename SceneAnimations to LevelAnimations (more coherent with the rest) - [ ] rename SceneAnimations to LevelAnimations (more coherent with the rest)
- [x] move sub blueprint handling to blueprints_finalize_instances - [x] move sub blueprint handling to blueprints_finalize_instances
- [ ] look into component overriding , it seems broken: - [x] look into component overriding , it seems broken:
- [ ] blueprint level/ collection level components are now visible in instances in Blender - [x] blueprint level/ collection level components are now visible in instances in Blender
- [ ] they do not seem to be transfered to the (instance) entity above: - [x] they do not seem to be transfered to the (instance) entity above:
could they be on the "empty node" ? could they be on the "empty node" ?
- [ ] simplify testing example: - [ ] simplify testing example: