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