fix(tools:bevy_gltf_blueprints): (#27)
* fix(tools:bevy_gltf_blueprints): * fixed missing rotation in blueprint collections (if there is any) * fixed similar issues with scale * fixed issues with active collection at the time of saving/export being poluted by temporary data * refactor(bevy_gltf_blueprints): minor cleanups
This commit is contained in:
parent
5683f01cea
commit
921a5ef331
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
|
@ -50,7 +50,7 @@ pub(crate) fn spawn_from_blueprints(
|
|||
asset_server: Res<AssetServer>,
|
||||
blueprints_config: Res<BluePrintsConfig>,
|
||||
) {
|
||||
for (entity, name, blupeprint_name, global_transform) in spawn_placeholders.iter() {
|
||||
for (entity, name, blupeprint_name, transform) in spawn_placeholders.iter() {
|
||||
debug!("need to spawn {:?}", blupeprint_name.0);
|
||||
let what = &blupeprint_name.0;
|
||||
let model_file_name = format!("{}.glb", &what);
|
||||
|
@ -59,7 +59,6 @@ pub(crate) fn spawn_from_blueprints(
|
|||
|
||||
debug!("attempting to spawn {:?}", model_path);
|
||||
let scene: Handle<Gltf> = asset_server.load(model_path);
|
||||
// let scene = game_assets.models.get(&model_path).expect(&format!("no matching model {:?} found", model_path));
|
||||
|
||||
let world = game_world.single_mut();
|
||||
let world = world.1[0]; // FIXME: dangerous hack because our gltf data have a single child like this, but might not always be the case
|
||||
|
@ -75,21 +74,16 @@ pub(crate) fn spawn_from_blueprints(
|
|||
.expect("there should be at least one named scene in the gltf file to spawn");
|
||||
let scene = &gltf.named_scenes[main_scene_name];
|
||||
|
||||
//spawn_requested_events.send(SpawnRequestedEvent { what: "enemy".into(), position, amount: 1, spawner_id: None });
|
||||
let child_scene = commands
|
||||
.spawn((
|
||||
SceneBundle {
|
||||
scene: scene.clone(),
|
||||
transform: global_transform.clone(),
|
||||
transform: transform.clone(),
|
||||
..Default::default()
|
||||
},
|
||||
bevy::prelude::Name::from(["scene_wrapper", &name.clone()].join("_")),
|
||||
// Parent(world) // FIXME/ would be good if this worked directly
|
||||
SpawnedRoot,
|
||||
/*AnimationHelper{ // TODO: insert this at the ENTITY level, not the scene level
|
||||
named_animations: gltf.named_animations.clone(),
|
||||
// animations: gltf.named_animations.values().clone()
|
||||
},*/
|
||||
Original(entity),
|
||||
))
|
||||
.id();
|
||||
|
|
|
@ -17,7 +17,6 @@ pub(crate) struct SpawnedRootProcessed;
|
|||
|
||||
/// this system updates the first (and normally only) child of a scene flaged SpawnedRoot
|
||||
/// - adds a name based on parent component (spawned scene) which is named on the scene name/prefab to be instanciated
|
||||
/// - adds the initial physics impulse (FIXME: we would need to add a temporary physics component to those who do not have it)
|
||||
// FIXME: updating hierarchy does not work in all cases ! this is sadly dependant on the structure of the exported blend data
|
||||
// - blender root-> object with properties => WORKS
|
||||
// - scene instance -> does not work
|
||||
|
@ -78,28 +77,20 @@ pub(crate) fn update_spawned_root_first_child(
|
|||
commands.entity(*root_entity).insert((
|
||||
bevy::prelude::Name::from(name.clone()),
|
||||
// ItemType {name},
|
||||
// Spawned, // FIXME: not sure
|
||||
));
|
||||
|
||||
// flag the spawned_root as being processed
|
||||
commands.entity(scene_instance).insert(SpawnedRootProcessed);
|
||||
|
||||
// let original_transforms =
|
||||
// parent is either the world or an entity with a marker (BlueprintName)
|
||||
commands.entity(parent.get()).add_child(*root_entity);
|
||||
// commands.entity(*root_entity).despawn_recursive();
|
||||
// commands.entity(parent.get()).push_children(&actual_stuff);
|
||||
//commands.entity(*root_entity).log_components();
|
||||
|
||||
|
||||
let matching_animation_helper = animation_helpers.get(scene_instance);
|
||||
|
||||
// println!("WE HAVE SOME ADDED ANIMATION PLAYERS {:?}", matching_animation_helper);
|
||||
if let Ok(anim_helper) = matching_animation_helper {
|
||||
for (added, _) in added_animation_helpers.iter() {
|
||||
commands.entity(added).insert(AnimationHelper {
|
||||
// TODO: insert this at the ENTITY level, not the scene level
|
||||
named_animations: anim_helper.named_animations.clone(),
|
||||
// animations: gltf.named_animations.values().clone()
|
||||
});
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,8 +1,8 @@
|
|||
bl_info = {
|
||||
"name": "gltf_auto_export",
|
||||
"author": "kaosigh",
|
||||
"version": (0, 2),
|
||||
"blender": (3, 4, 1),
|
||||
"version": (0, 3),
|
||||
"blender": (3, 4, 0),
|
||||
"location": "File > Import-Export",
|
||||
"description": "glTF/glb auto-export",
|
||||
"warning": "",
|
||||
|
@ -30,9 +30,7 @@ from bpy.props import (BoolProperty,
|
|||
#see here for original gltf exporter infos https://github.com/KhronosGroup/glTF-Blender-IO/blob/main/addons/io_scene_gltf2/__init__.py
|
||||
@persistent
|
||||
def deps_update_handler(scene, depsgraph):
|
||||
|
||||
print("depsgraph_update_post", scene.name)
|
||||
print("toto")
|
||||
print("-------------")
|
||||
changed_objects = []
|
||||
for obj in depsgraph.updates:
|
||||
|
@ -91,7 +89,9 @@ def get_collection_hierarchy(root_col, levels=1):
|
|||
# the active collection is a View Layer concept, so you actually have to find the active LayerCollection
|
||||
# which must be done recursively
|
||||
def find_layer_collection_recursive(find, col):
|
||||
print("root collection", col)
|
||||
for c in col.children:
|
||||
print("child collection", c)
|
||||
if c.collection == find:
|
||||
return c
|
||||
return None
|
||||
|
@ -129,18 +129,16 @@ def make_empty2(name, location, collection):
|
|||
collection.objects.link( empty_obj )
|
||||
return empty_obj
|
||||
|
||||
def make_empty3(name, location, collection):
|
||||
def make_empty3(name, location, rotation, scale, collection):
|
||||
original_active_object = bpy.context.active_object
|
||||
bpy.ops.object.empty_add(type='PLAIN_AXES', location=location)
|
||||
bpy.ops.object.empty_add(type='PLAIN_AXES', location=location, rotation=rotation, scale=scale)
|
||||
empty_obj = bpy.context.active_object
|
||||
empty_obj.name = name
|
||||
collection.objects.link( empty_obj )
|
||||
empty_obj.scale = scale # scale is not set correctly ?????
|
||||
bpy.context.view_layer.objects.active = original_active_object
|
||||
return empty_obj
|
||||
|
||||
|
||||
# generate a copy of a scene that replaces collection instances with empties
|
||||
# FIXME: will not preserve original names
|
||||
# alternative: copy original names before creating a new scene, & reset them
|
||||
# or create empties, hide original ones, and do the same renaming trick
|
||||
def generate_hollow_scene(scene):
|
||||
|
@ -149,13 +147,15 @@ def generate_hollow_scene(scene):
|
|||
copy_root_collection = temp_scene.collection
|
||||
scene_objects = [o for o in root_collection.objects]
|
||||
|
||||
# we set our active scene to be this one : this is needed otherwise the stand-in empties get generated in the wrong scene
|
||||
bpy.context.window.scene = temp_scene
|
||||
|
||||
found = find_layer_collection_recursive(copy_root_collection, bpy.context.view_layer.layer_collection)
|
||||
if found:
|
||||
print("FOUND COLLECTION")
|
||||
# once it's found, set the active layer collection to the one we found
|
||||
bpy.context.view_layer.active_layer_collection = found
|
||||
|
||||
|
||||
#original_names = {}
|
||||
original_names = []
|
||||
for object in scene_objects:
|
||||
|
@ -171,7 +171,7 @@ def generate_hollow_scene(scene):
|
|||
original_names.append(original_name)
|
||||
|
||||
object.name = original_name + "____bak"
|
||||
empty_obj = make_empty3(original_name, object.location, copy_root_collection)
|
||||
empty_obj = make_empty3(original_name, object.location, object.rotation_euler, object.scale, copy_root_collection)
|
||||
"""we inject the collection/blueprint name, as a component called 'BlueprintName', but we only do this in the empty, not the original object"""
|
||||
empty_obj['BlueprintName'] = '"'+collection_name+'"'
|
||||
empty_obj['SpawnHere'] = ''
|
||||
|
@ -194,9 +194,7 @@ def clear_hollow_scene(temp_scene, original_scene, original_names):
|
|||
|
||||
for object in scene_objects:
|
||||
if object.instance_type == 'COLLECTION':
|
||||
print("object name to reset", object.name)
|
||||
if object.name.endswith("____bak"):
|
||||
print("reseting")
|
||||
object.name = object.name.replace("____bak", "")
|
||||
|
||||
# remove empties (only needed when we go via ops ????)
|
||||
|
@ -204,8 +202,12 @@ def clear_hollow_scene(temp_scene, original_scene, original_names):
|
|||
scene_objects = [o for o in root_collection.objects]
|
||||
for object in scene_objects:
|
||||
if object.type == 'EMPTY':
|
||||
bpy.data.objects.remove(object, do_unlink=True)
|
||||
|
||||
if hasattr(object, "SpawnHere"):
|
||||
bpy.data.objects.remove(object, do_unlink=True)
|
||||
else:
|
||||
bpy.context.scene.collection.objects.unlink(object)
|
||||
#bpy.data.objects.remove(object, do_unlink=True)
|
||||
|
||||
bpy.data.scenes.remove(temp_scene)
|
||||
|
||||
|
||||
|
|
Loading…
Reference in New Issue