mirror of
https://github.com/kaosat-dev/Blender_bevy_components_workflow.git
synced 2024-12-22 23:54:10 +00:00
feat(Blenvy:Bevy): experimentation with hot reload: it works !!
* but it is VERY VERY messy right now * BlenvyAssets => BlueprintAssets * lots of tweaks & experiments & related changes
This commit is contained in:
parent
31f6a0f122
commit
959951bca4
@ -20,7 +20,7 @@ pub struct LocalAssets(pub Vec<MyAsset>);
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/// helper component, is used to store the list of sub blueprints to enable automatic loading of dependend blueprints
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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pub struct BlenvyAssets(pub Vec<MyAsset>);
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pub struct BlueprintAssets(pub Vec<MyAsset>);
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@ -123,7 +123,7 @@ impl Plugin for BlueprintsPlugin {
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.register_type::<Vec<MyAsset>>()
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.register_type::<Vec<String>>()
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.register_type::<LocalAssets>()
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.register_type::<BlenvyAssets>()
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.register_type::<BlueprintAssets>()
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.register_type::<HashMap<String, Vec<String>>>()
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@ -2,7 +2,7 @@ use std::path::{Path, PathBuf};
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use bevy::{gltf::Gltf, prelude::*, utils::hashbrown::HashMap};
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use crate::{BlenvyAssets, AssetsToLoad, AssetLoadTracker, BluePrintsConfig, BlueprintAnimations, BlueprintAssetsLoaded, BlueprintAssetsNotLoaded};
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use crate::{BlueprintAssets, AssetsToLoad, AssetLoadTracker, BluePrintsConfig, BlueprintAnimations, BlueprintAssetsLoaded, BlueprintAssetsNotLoaded};
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/// this is a flag component for our levels/game world
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#[derive(Component)]
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@ -76,9 +76,9 @@ pub(crate) fn test_thingy(
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&BlueprintPath,
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Option<&Parent>,*/
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Option<&Name>,
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Option<&BlenvyAssets>,
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Option<&BlueprintAssets>,
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),
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(Added<BlenvyAssets>), // Added<BlenvyAssets>
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(Added<BlueprintAssets>), // Added<BlueprintAssets>
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>,
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@ -14,7 +14,7 @@ license = "MIT OR Apache-2.0"
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workspace = true
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[dependencies]
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bevy = { version = "0.14.0-rc.3", default-features = false, features = ["bevy_asset", "bevy_scene", "bevy_gltf"] }
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bevy = { version = "0.14.0-rc.3", default-features = false, features = ["bevy_asset", "bevy_scene", "bevy_gltf", "file_watcher"] }
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serde = "1.0.188"
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ron = "0.8.1"
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serde_json = "1.0.108"
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@ -16,7 +16,7 @@ pub struct MyAsset{
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/// helper component, is used to store the list of sub blueprints to enable automatic loading of dependend blueprints
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#[derive(Component, Reflect, Default, Debug, Deserialize)]
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#[reflect(Component)]
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pub struct BlenvyAssets {
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pub struct BlueprintAssets {
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/// only this field should get filled in from the Blender side
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pub assets: Vec<MyAsset>,
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/// set to default when deserializing
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@ -49,13 +49,13 @@ pub(crate) struct BlueprintAssetsNotLoaded;
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pub(crate) struct AssetLoadTracker {
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#[allow(dead_code)]
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pub name: String,
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pub path: String,
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pub id: AssetId<LoadedUntypedAsset>,
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pub loaded: bool,
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#[allow(dead_code)]
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pub handle: Handle<LoadedUntypedAsset>,
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}
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/// helper component, for tracking loaded assets
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#[derive(Component, Debug)]
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pub(crate) struct BlenvyAssetsLoadState {
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@ -64,6 +64,7 @@ pub(crate) fn materials_inject(
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let asset_infos: Vec<AssetLoadTracker> = vec![AssetLoadTracker {
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name: material_info.name.clone(),
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path: material_info.path.clone(),
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id: material_file_id,
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loaded: false,
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handle: material_file_handle.clone(),
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@ -89,7 +89,7 @@ impl Plugin for BlueprintsPlugin {
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.register_type::<MyAsset>()
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.register_type::<Vec<MyAsset>>()
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.register_type::<Vec<String>>()
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.register_type::<BlenvyAssets>()
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.register_type::<BlueprintAssets>()
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.add_event::<BlueprintEvent>()
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@ -143,6 +143,8 @@ impl Plugin for BlueprintsPlugin {
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trigger_blueprint_animation_markers_events,
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),
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)*/
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.add_systems(Update, react_to_asset_changes)
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;
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}
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}
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@ -3,7 +3,7 @@ use std::path::{Path, PathBuf};
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use bevy::{gltf::Gltf, prelude::*, utils::hashbrown::HashMap};
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use serde_json::Value;
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use crate::{BlenvyAssets, AssetsToLoad, AssetLoadTracker, BlenvyConfig, BlueprintAnimations, BlueprintAssetsLoaded, BlueprintAssetsNotLoaded};
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use crate::{BlueprintAssets, AssetsToLoad, AssetLoadTracker, BlenvyConfig, BlueprintAnimations, BlueprintAssetsLoaded, BlueprintAssetsNotLoaded};
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/// this is a flag component for our levels/game world
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#[derive(Component)]
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@ -103,9 +103,9 @@ pub(crate) fn blueprints_prepare_spawn(
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&BlueprintPath,
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Option<&Parent>,*/
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Option<&Name>,
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Option<&BlenvyAssets>,
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Option<&BlueprintAssets>,
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),
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(Added<BlenvyAssets>), // Added<BlenvyAssets>
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(Added<BlueprintAssets>), // Added<BlueprintAssets>
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>,
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@ -115,7 +115,7 @@ pub(crate) fn blueprints_prepare_spawn(
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&BlueprintName,
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&BlueprintPath,
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Option<&Parent>,
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Option<&BlenvyAssets>,
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Option<&BlueprintAssets>,
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),(Added<BlueprintPath>)
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>,
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mut commands: Commands,
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@ -150,10 +150,10 @@ asset_server: Res<AssetServer>,
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println!("{} / {}", key, value);
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}
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if lookup.contains_key("BlenvyAssets"){
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let assets_raw = &lookup["BlenvyAssets"];
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if lookup.contains_key("BlueprintAssets"){
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let assets_raw = &lookup["BlueprintAssets"];
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println!("ASSETS RAW {}", assets_raw);
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let x: BlenvyAssets = ron::from_str(&assets_raw.as_str().unwrap()).unwrap();
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let x: BlueprintAssets = ron::from_str(&assets_raw.as_str().unwrap()).unwrap();
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println!("YAHA {:?}", x);
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}
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@ -1,9 +1,9 @@
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use std::path::{Path, PathBuf};
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use bevy::{gltf::Gltf, prelude::*, utils::hashbrown::HashMap};
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use bevy::{asset::LoadedUntypedAsset, gltf::Gltf, prelude::*, scene::SceneInstance, transform::commands, utils::hashbrown::HashMap};
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use serde_json::Value;
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use crate::{BlenvyAssets, BlenvyAssetsLoadState, AssetLoadTracker, BlenvyConfig, BlueprintAnimations, BlueprintAssetsLoaded, BlueprintAssetsNotLoaded};
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use crate::{BlueprintAssets, BlenvyAssetsLoadState, AssetLoadTracker, BlenvyConfig, BlueprintAnimations, BlueprintAssetsLoaded, BlueprintAssetsNotLoaded};
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/// this is a flag component for our levels/game world
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#[derive(Component)]
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@ -19,7 +19,6 @@ pub struct BlueprintInfo {
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pub path: String,
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}
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/// flag component needed to signify the intent to spawn a Blueprint
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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@ -94,17 +93,15 @@ pub(crate) fn blueprints_prepare_spawn(
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Entity,
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&BlueprintInfo,
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Option<&Parent>,
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Option<&BlenvyAssets>,
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),(Added<BlueprintInfo>)
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Option<&BlueprintAssets>,
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),(Added<SpawnHere>)
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>,
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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) {
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for (entity, blueprint_info, parent, all_assets) in blueprint_instances_to_spawn.iter() {
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println!("Detected blueprint to spawn {:?} {:?}", blueprint_info.name, blueprint_info.path);
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println!("Detected blueprint to spawn: {:?} path:{:?}", blueprint_info.name, blueprint_info.path);
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println!("all assets {:?}", all_assets);
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//////////////
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@ -118,6 +115,7 @@ asset_server: Res<AssetServer>,
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if !loaded {
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asset_infos.push(AssetLoadTracker {
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name: blueprint_info.name.clone(),
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path: blueprint_info.path.clone(),
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id: asset_id,
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loaded: false,
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handle: untyped_handle.clone(),
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@ -135,10 +133,10 @@ asset_server: Res<AssetServer>,
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println!("{} / {}", key, value);
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}*/
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if lookup.contains_key("BlenvyAssets"){
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let assets_raw = &lookup["BlenvyAssets"];
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if lookup.contains_key("BlueprintAssets"){
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let assets_raw = &lookup["BlueprintAssets"];
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//println!("ASSETS RAW {}", assets_raw);
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let all_assets: BlenvyAssets = ron::from_str(&assets_raw.as_str().unwrap()).unwrap();
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let all_assets: BlueprintAssets = ron::from_str(&assets_raw.as_str().unwrap()).unwrap();
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println!("all_assets {:?}", all_assets);
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for asset in all_assets.assets.iter() {
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@ -152,6 +150,7 @@ asset_server: Res<AssetServer>,
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if !loaded {
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asset_infos.push(AssetLoadTracker {
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name: asset.name.clone(),
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path: asset.path.clone(),
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id: asset_id,
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loaded: false,
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handle: untyped_handle.clone(),
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@ -223,7 +222,7 @@ pub(crate) fn blueprints_check_assets_loading(
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.entity(entity)
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.insert(BlueprintAssetsLoaded)
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.remove::<BlueprintAssetsNotLoaded>()
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.remove::<BlenvyAssetsLoadState>()
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//.remove::<BlenvyAssetsLoadState>() //REMOVE it in release mode/ when hot reload is off, keep it for dev/hot reload
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;
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}else {
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println!("LOADING: done for ALL assets of {:?} (instance of {}): {} ",entity_name, blueprint_info.path, progress * 100.0);
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@ -231,6 +230,142 @@ pub(crate) fn blueprints_check_assets_loading(
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}
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}
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/*
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pub(crate) fn hot_reload_asset_check(
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mut blueprint_assets: Query<
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(Entity, Option<&Name>, &BlueprintInfo, &mut BlenvyAssetsLoadState)>,
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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, entity_name, blueprint_info, mut assets_to_load) in blueprint_assets.iter_mut() {
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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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asset_server.is_changed()
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if asset_server.load_state(asset_id) == bevy::asset::LoadState::
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match asset_server.load_state(asset_id) {
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bevy::asset::LoadState::Failed(_) => {
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failed = true
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},
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_ => {}
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}
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}
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//AssetEvent::Modified`
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}
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}*/
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use bevy::asset::AssetEvent;
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pub(crate) fn react_to_asset_changes(
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mut gltf_events: EventReader<AssetEvent<Gltf>>,
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mut untyped_events: EventReader<AssetEvent<LoadedUntypedAsset>>,
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mut blueprint_assets: Query<(Entity, Option<&Name>, &BlueprintInfo, &mut BlenvyAssetsLoadState, Option<&Children>)>,
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asset_server: Res<AssetServer>,
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mut commands: Commands,
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) {
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for event in untyped_events.read() {
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for (entity, entity_name, blueprint_info, mut assets_to_load, c) in blueprint_assets.iter_mut() {
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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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println!("changed {:?} (blueprint {}) {}", entity_name, blueprint_info.path, event.is_modified(asset_id));
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}
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}
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match event {
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AssetEvent::Added { id } => {
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// React to the image being created
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println!("Added untyped {:?}", asset_server.get_path(*id))
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}
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AssetEvent::LoadedWithDependencies { id } => {
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// React to the image being loaded
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// after all dependencies
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println!("Loaded with deps untyped {:?}", asset_server.get_path(*id))
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}
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AssetEvent::Modified { id } => {
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// React to the image being modified
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println!("Modified untyped {:?}", asset_server.get_path(*id))
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}
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AssetEvent::Removed { id } => {
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// React to the image being removed
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println!("Removed untyped {:?}", asset_server.get_path(*id))
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},
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AssetEvent::Unused { id } => {
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// React to the last strong handle for the asset being dropped
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println!("unused untyped {:?}", asset_server.get_path(*id))
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}
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}
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}
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for event in gltf_events.read() {
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// LoadedUntypedAsset
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/*for (entity, entity_name, blueprint_info, mut assets_to_load) in blueprint_assets.iter_mut() {
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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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if blueprint_info.path.ends_with("glb") || blueprint_info.path.ends_with("gltf") {
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// let typed_asset_id = asset_server.get_handle(blueprint_info.path);
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let foo: Handle<Gltf> = asset_server.load(blueprint_info.path.clone());
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//println!("changed {:?} (blueprint {}) {}", entity_name, blueprint_info.path, event.is_modified(foo.id()));
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println!("changed {:?} (blueprint {}) {}", entity_name, blueprint_info.path, event.is_modified(foo.id()));
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println!("added {:?} (blueprint {}) {}", entity_name, blueprint_info.path, event.is_added(foo.id()));
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println!("removed {:?} (blueprint {}) {}", entity_name, blueprint_info.path, event.is_removed(foo.id()));
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println!("loaded with deps {:?} (blueprint {}) {}", entity_name, blueprint_info.path, event.is_loaded_with_dependencies(foo.id()));
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}
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}
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}*/
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match event {
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AssetEvent::Added { id } => {
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// React to the image being created
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println!("Added gltf, path {:?}", asset_server.get_path(*id));
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}
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AssetEvent::LoadedWithDependencies { id } => {
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// React to the image being loaded
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// after all dependencies
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println!("Loaded gltf with deps{:?}", asset_server.get_path(*id))
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}
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AssetEvent::Modified { id } => {
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// React to the image being modified
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println!("Modified gltf {:?}", asset_server.get_path(*id));
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for (entity, entity_name, blueprint_info, mut assets_to_load, children) in blueprint_assets.iter_mut() {
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for tracker in assets_to_load.asset_infos.iter_mut() {
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if tracker.path == asset_server.get_path(*id).unwrap().to_string() {
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println!("HOLY MOLY IT DETECTS !!, now respawn {:?}", entity_name);
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if children.is_some() {
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for child in children.unwrap().iter(){
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commands.entity(*child).despawn_recursive();
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}
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}
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commands.entity(entity)
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.remove::<BlueprintAssetsLoaded>()
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.remove::<SceneInstance>()
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.remove::<BlenvyAssetsLoadState>()
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.insert(SpawnHere);
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break;
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}
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}
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}
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}
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AssetEvent::Removed { id } => {
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// React to the image being removed
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println!("Removed gltf {:?}", asset_server.get_path(*id))
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},
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AssetEvent::Unused { id } => {
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// React to the last strong handle for the asset being dropped
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println!("unused gltf {:?}", asset_server.get_path(*id))
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}
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}
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}
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}
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pub(crate) fn blueprints_spawn(
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@ -8,7 +8,7 @@ use bevy::scene::SceneInstance;
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use crate::{BlueprintAnimationPlayerLink, BlueprintAnimations, BlueprintInfo};
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use crate::{SpawnHere, Spawned};
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use crate::{
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BlenvyAssetsLoadState, BlueprintAssetsLoaded, BlueprintEvent, CopyComponents, InBlueprint, NoInBlueprint, OriginalChildren
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BlueprintEvent, CopyComponents, InBlueprint, NoInBlueprint, OriginalChildren
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};
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@ -153,7 +153,6 @@ fn process_colorgrading(
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for entity in cameras.iter(){
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for blender_colorgrading in blender_colorgradings.iter(){
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println!("COLOR GRADING");
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commands.entity(entity).insert(
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ColorGrading{
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global: ColorGradingGlobal{
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|
@ -13231,21 +13231,36 @@
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"type": "object",
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"typeInfo": "Struct"
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},
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"blenvy::blueprints::assets::BlenvyAssets": {
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"blenvy::blueprints::assets::BlueprintAssets": {
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"additionalProperties": false,
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"isComponent": true,
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"isResource": false,
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"items": false,
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"long_name": "blenvy::blueprints::assets::BlenvyAssets",
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"prefixItems": [
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{
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"long_name": "blenvy::blueprints::assets::BlueprintAssets",
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"properties": {
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"assets": {
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"type": {
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"$ref": "#/$defs/alloc::vec::Vec<blenvy::blueprints::assets::MyAsset>"
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}
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},
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"loaded": {
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"type": {
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"$ref": "#/$defs/bool"
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}
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},
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"progress": {
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"type": {
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"$ref": "#/$defs/f32"
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}
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}
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},
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"required": [
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"assets",
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"loaded",
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"progress"
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],
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"short_name": "BlenvyAssets",
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"type": "array",
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"typeInfo": "TupleStruct"
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"short_name": "BlueprintAssets",
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"type": "object",
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"typeInfo": "Struct"
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},
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"blenvy::blueprints::assets::MyAsset": {
|
||||
"additionalProperties": false,
|
||||
@ -13297,37 +13312,30 @@
|
||||
"type": "object",
|
||||
"typeInfo": "Struct"
|
||||
},
|
||||
"blenvy::blueprints::spawn_from_blueprints::BlueprintName": {
|
||||
"blenvy::blueprints::spawn_from_blueprints::BlueprintInfo": {
|
||||
"additionalProperties": false,
|
||||
"isComponent": true,
|
||||
"isResource": false,
|
||||
"items": false,
|
||||
"long_name": "blenvy::blueprints::spawn_from_blueprints::BlueprintName",
|
||||
"prefixItems": [
|
||||
{
|
||||
"long_name": "blenvy::blueprints::spawn_from_blueprints::BlueprintInfo",
|
||||
"properties": {
|
||||
"name": {
|
||||
"type": {
|
||||
"$ref": "#/$defs/alloc::string::String"
|
||||
}
|
||||
},
|
||||
"path": {
|
||||
"type": {
|
||||
"$ref": "#/$defs/alloc::string::String"
|
||||
}
|
||||
}
|
||||
},
|
||||
"required": [
|
||||
"name",
|
||||
"path"
|
||||
],
|
||||
"short_name": "BlueprintName",
|
||||
"type": "array",
|
||||
"typeInfo": "TupleStruct"
|
||||
},
|
||||
"blenvy::blueprints::spawn_from_blueprints::BlueprintPath": {
|
||||
"isComponent": true,
|
||||
"isResource": false,
|
||||
"items": false,
|
||||
"long_name": "blenvy::blueprints::spawn_from_blueprints::BlueprintPath",
|
||||
"prefixItems": [
|
||||
{
|
||||
"type": {
|
||||
"$ref": "#/$defs/alloc::string::String"
|
||||
}
|
||||
}
|
||||
],
|
||||
"short_name": "BlueprintPath",
|
||||
"type": "array",
|
||||
"typeInfo": "TupleStruct"
|
||||
"short_name": "BlueprintInfo",
|
||||
"type": "object",
|
||||
"typeInfo": "Struct"
|
||||
},
|
||||
"blenvy::blueprints::spawn_from_blueprints::SpawnHere": {
|
||||
"additionalProperties": false,
|
||||
@ -13376,6 +13384,31 @@
|
||||
"type": "object",
|
||||
"typeInfo": "Struct"
|
||||
},
|
||||
"blenvy::components::blender_settings::lighting::BlenderColorGrading": {
|
||||
"additionalProperties": false,
|
||||
"isComponent": true,
|
||||
"isResource": false,
|
||||
"long_name": "blenvy::components::blender_settings::lighting::BlenderColorGrading",
|
||||
"properties": {
|
||||
"exposure": {
|
||||
"type": {
|
||||
"$ref": "#/$defs/f32"
|
||||
}
|
||||
},
|
||||
"gamma": {
|
||||
"type": {
|
||||
"$ref": "#/$defs/f32"
|
||||
}
|
||||
}
|
||||
},
|
||||
"required": [
|
||||
"exposure",
|
||||
"gamma"
|
||||
],
|
||||
"short_name": "BlenderColorGrading",
|
||||
"type": "object",
|
||||
"typeInfo": "Struct"
|
||||
},
|
||||
"blenvy::components::blender_settings::lighting::BlenderLightShadows": {
|
||||
"additionalProperties": false,
|
||||
"isComponent": true,
|
||||
@ -13420,6 +13453,19 @@
|
||||
"type": "object",
|
||||
"typeInfo": "Struct"
|
||||
},
|
||||
"blenvy::components::blender_settings::lighting::BlenderToneMapping": {
|
||||
"isComponent": true,
|
||||
"isResource": false,
|
||||
"long_name": "blenvy::components::blender_settings::lighting::BlenderToneMapping",
|
||||
"oneOf": [
|
||||
"None",
|
||||
"AgX",
|
||||
"Filmic"
|
||||
],
|
||||
"short_name": "BlenderToneMapping",
|
||||
"type": "string",
|
||||
"typeInfo": "Enum"
|
||||
},
|
||||
"bool": {
|
||||
"isComponent": false,
|
||||
"isResource": false,
|
||||
|
@ -7,7 +7,7 @@ pub use animation::*;
|
||||
use std::{collections::HashMap, fs, time::Duration};
|
||||
|
||||
use blenvy::{
|
||||
BlenvyAssets, BlueprintAnimationPlayerLink, BlueprintEvent, BlueprintInfo, GltfBlueprintsSet, SceneAnimations
|
||||
BlueprintAssets, BlueprintAnimationPlayerLink, BlueprintEvent, BlueprintInfo, GltfBlueprintsSet, SceneAnimations
|
||||
};
|
||||
|
||||
use bevy::{
|
||||
@ -39,7 +39,7 @@ fn validate_export(
|
||||
scene_animations: Query<(Entity, &SceneAnimations)>,
|
||||
empties_candidates: Query<(Entity, &Name, &GlobalTransform)>,
|
||||
|
||||
assets_list: Query<(Entity, &BlenvyAssets)>,
|
||||
assets_list: Query<(Entity, &BlueprintAssets)>,
|
||||
root: Query<(Entity, &Name, &Children), (Without<Parent>, With<Children>)>,
|
||||
) {
|
||||
let animations_found =
|
||||
|
@ -1,5 +1,5 @@
|
||||
use bevy::{gltf::{GltfMaterialExtras, GltfMeshExtras, GltfSceneExtras}, prelude::*};
|
||||
use blenvy::{BlenvyAssets, BlueprintInstanceReady};
|
||||
use blenvy::{BlueprintAssets, BlueprintInstanceReady};
|
||||
|
||||
use crate::BasicTest;
|
||||
|
||||
@ -32,7 +32,7 @@ pub fn get_descendants(
|
||||
all_children: &Query<&Children>,
|
||||
all_names:&Query<&Name>, root: &Entity,
|
||||
nesting: usize,
|
||||
to_check: &Query<&BasicTest>//&Query<(&BlueprintInstanceReady, &BlenvyAssets)>,
|
||||
to_check: &Query<&BasicTest>//&Query<(&BlueprintInstanceReady, &BlueprintAssets)>,
|
||||
)
|
||||
-> String
|
||||
{
|
||||
@ -67,7 +67,7 @@ pub fn draw_hierarchy_debug(
|
||||
all_children: Query<&Children>,
|
||||
all_names:Query<&Name>,
|
||||
|
||||
to_check: Query<&BasicTest>,//Query<(&BlueprintInstanceReady, &BlenvyAssets)>,
|
||||
to_check: Query<&BasicTest>,//Query<(&BlueprintInstanceReady, &BlueprintAssets)>,
|
||||
mut display: Query<&mut Text, With<HiearchyDebugTag>>,
|
||||
){
|
||||
let mut hierarchy_display: Vec<String> = vec![];
|
||||
|
Loading…
Reference in New Issue
Block a user