feat(): Asset preloading basics (#169)
* closes #80 * preliminary work for further asset management from the Blender side without needing additional dependencies & boilerplate on the Bevy side * feat(auto_export): * now injecting list/tree of sub blueprints to main scenes/levels & blueprints * made blueprints/asset list conditional on NOT legacy mode * feat(gltf_blueprints): * basics of dynamic loading of sub_blueprints * added same kind of logic to the loading of material files * also made a more generic variant of the BlueprintAssetLoadTracker * added gltf file path for more informative error in case a gltf is missing * refactor(): * made the various gltf assets loaded by bevy_asset_loader optional (to handle the case where they are not present) * updated all examples accordingly * chore(crates): fixed links, slight tweaks, bumped versions
This commit is contained in:
parent
1353e14802
commit
9f21df035b
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@ -1,8 +1,8 @@
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[package]
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name = "bevy_gltf_blueprints"
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version = "0.9.0"
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version = "0.10.0"
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authors = ["Mark 'kaosat-dev' Moissette"]
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description = "Adds the ability to define Blueprints/Prefabs for [Bevy](https://bevyengine.org/) inside gltf files and spawn them in Bevy."
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description = "Adds the ability to define Blueprints/Prefabs for Bevy inside gltf files and spawn them in Bevy."
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homepage = "https://github.com/kaosat-dev/Blender_bevy_components_workflow"
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repository = "https://github.com/kaosat-dev/Blender_bevy_components_workflow"
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keywords = ["gamedev", "bevy", "gltf", "blueprint", "prefab"]
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@ -5,7 +5,7 @@
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# bevy_gltf_blueprints
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Built upon [bevy_gltf_components](https://crates.io/crates/bevy_gltf_components) this crate adds the ability to define Blueprints/Prefabs for [Bevy](https://bevyengine.org/) inside gltf files and spawn them in Bevy.
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Built on [bevy_gltf_components](https://crates.io/crates/bevy_gltf_components) this crate adds the ability to define Blueprints/Prefabs for [Bevy](https://bevyengine.org/) inside gltf files and spawn them in Bevy.
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* Allows you to create lightweight levels, where all assets are different gltf files and loaded after the main level is loaded
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* Allows you to spawn different entities from gtlf files at runtime in a clean manner, including simplified animation support !
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@ -15,7 +15,9 @@ A blueprint is a set of **overrideable** components + a hierarchy: ie
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* just a Gltf file with Gltf_extras specifying components
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* a component called BlueprintName
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Particularly useful when using [Blender](https://www.blender.org/) as an editor for the [Bevy](https://bevyengine.org/) game engine, combined with the [Blender plugin](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/tools/gltf_auto_export) that does a lot of the work for you
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Particularly useful when using [Blender](https://www.blender.org/) as an editor for the [Bevy](https://bevyengine.org/) game engine, combined with the Blender add-ons that do a lot of the work for you
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- [gltf_auto_export](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/tools/gltf_auto_export)
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- [bevy_components](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/tools/bevy_components)
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## Usage
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@ -26,7 +28,7 @@ Here's a minimal usage example:
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# Cargo.toml
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[dependencies]
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bevy="0.13"
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bevy_gltf_blueprints = { version = "0.9"}
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bevy_gltf_blueprints = { version = "0.10"}
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```
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@ -64,7 +66,7 @@ fn spawn_blueprint(
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Add the following to your `[dependencies]` section in `Cargo.toml`:
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```toml
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bevy_gltf_blueprints = "0.9"
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bevy_gltf_blueprints = "0.10"
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```
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Or use `cargo add`:
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@ -165,13 +167,10 @@ commands.spawn((
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### BluePrintBundle
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There is also a bundle for convenience , which just has
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There is also a ```BluePrintBundle``` for convenience , which just has
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* a ```BlueprintName``` component
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* a ```SpawnHere``` component
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[```BluePrintBundle```](./src/lib.rs#22)
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## Additional information
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- When a blueprint is spawned, all its children entities (and nested children etc) also have an ```InBlueprint``` component that gets insert
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@ -219,7 +218,7 @@ the ordering of systems is very important !
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For example to replace your proxy components (stand-in components when you cannot/ do not want to use real components in the gltf file) with actual ones, which should happen **AFTER** the Blueprint based spawning,
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so ```bevy_gltf_blueprints``` provides a **SystemSet** for that purpose:[```GltfBlueprintsSet```](./src/lib.rs#16)
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so ```bevy_gltf_blueprints``` provides a **SystemSet** for that purpose: ```GltfBlueprintsSet```
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Typically , the order of systems should be
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see https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/animation for how to set it up correctly
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particularly from https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/animation/game/in_game.rs#86
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onward
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particularly from https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/animation/game/in_game.rs
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## Materials
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Compatibility of `bevy_gltf_blueprints` versions:
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| `bevy_gltf_blueprints` | `bevy` |
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| :-- | :-- |
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| `0.9` | `0.13` |
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| `0.9 - 0.10` | `0.13` |
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| `0.3 - 0.8` | `0.12` |
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| `0.1 - 0.2` | `0.11` |
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| branch `main` | `0.13` |
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@ -120,6 +120,9 @@ 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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.add_systems(
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Update,
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(
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spawn_from_blueprints,
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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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(
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prepare_blueprints,
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check_for_loaded,
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spawn_from_blueprints,
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apply_deferred,
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)
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.chain(),
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(compute_scene_aabbs, apply_deferred)
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.chain()
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.run_if(aabbs_enabled),
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apply_deferred,
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materials_inject.run_if(materials_library_enabled),
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(
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materials_inject,
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check_for_material_loaded,
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materials_inject2,
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)
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.chain()
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.run_if(materials_library_enabled),
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)
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.chain()
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.in_set(GltfBlueprintsSet::Spawn),
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@ -4,6 +4,7 @@ use bevy::{
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asset::{AssetServer, Assets, Handle},
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ecs::{
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component::Component,
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entity::Entity,
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query::{Added, With},
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reflect::ReflectComponent,
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system::{Commands, Query, Res, ResMut},
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render::mesh::Mesh,
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};
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use crate::BluePrintsConfig;
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use crate::{AssetLoadTracker, AssetsToLoad, BluePrintsConfig};
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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pub source: String,
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}
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/// flag component
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#[derive(Component)]
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pub(crate) struct BlueprintMaterialAssetsLoaded;
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/// flag component
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#[derive(Component)]
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pub(crate) struct BlueprintMaterialAssetsNotLoaded;
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/// system that injects / replaces materials from material library
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pub(crate) fn materials_inject(
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blueprints_config: ResMut<BluePrintsConfig>,
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material_infos: Query<(Entity, &MaterialInfo), Added<MaterialInfo>>,
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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, material_info) in material_infos.iter() {
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let model_file_name = format!(
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"{}_materials_library.{}",
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&material_info.source, &blueprints_config.format
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);
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let materials_path = Path::new(&blueprints_config.material_library_folder)
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.join(Path::new(model_file_name.as_str()));
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let material_name = &material_info.name;
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let material_full_path = materials_path.to_str().unwrap().to_string() + "#" + material_name; // TODO: yikes, cleanup
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if blueprints_config
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.material_library_cache
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.contains_key(&material_full_path)
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{
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debug!("material is cached, retrieving");
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blueprints_config
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.material_library_cache
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.get(&material_full_path)
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.expect("we should have the material available");
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commands
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.entity(entity)
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.insert(BlueprintMaterialAssetsLoaded);
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} else {
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let material_file_handle: Handle<Gltf> = asset_server.load(materials_path.clone());
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let material_file_id = material_file_handle.id();
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let asset_infos: Vec<AssetLoadTracker<Gltf>> = vec![AssetLoadTracker {
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name: material_full_path,
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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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}];
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commands
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.entity(entity)
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.insert(AssetsToLoad {
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all_loaded: false,
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asset_infos,
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..Default::default()
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})
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.insert(BlueprintMaterialAssetsNotLoaded);
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/**/
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}
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}
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}
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// TODO, merge with check_for_loaded, make generic ?
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pub(crate) fn check_for_material_loaded(
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mut blueprint_assets_to_load: Query<
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(Entity, &mut AssetsToLoad<Gltf>),
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With<BlueprintMaterialAssetsNotLoaded>,
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>,
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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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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
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.entity(entity)
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.insert(BlueprintMaterialAssetsLoaded)
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.remove::<BlueprintMaterialAssetsNotLoaded>();
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}
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}
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}
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/// system that injects / replaces materials from material library
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pub(crate) fn materials_inject2(
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mut blueprints_config: ResMut<BluePrintsConfig>,
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material_infos: Query<(&MaterialInfo, &Children), Added<MaterialInfo>>,
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material_infos: Query<
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(&MaterialInfo, &Children),
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(
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Added<BlueprintMaterialAssetsLoaded>,
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With<BlueprintMaterialAssetsLoaded>,
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),
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>,
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with_materials_and_meshes: Query<
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(),
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(
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|
@ -38,9 +140,9 @@ pub(crate) fn materials_inject(
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With<Handle<Mesh>>,
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),
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>,
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models: Res<Assets<bevy::gltf::Gltf>>,
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assets_gltf: Res<Assets<Gltf>>,
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asset_server: Res<AssetServer>,
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mut commands: Commands,
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) {
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for (material_info, children) in material_infos.iter() {
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|
@ -66,9 +168,9 @@ pub(crate) fn materials_inject(
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.expect("we should have the material available");
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material_found = Some(material);
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} else {
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let my_gltf: Handle<Gltf> = asset_server.load(materials_path.clone());
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let mat_gltf = models
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.get(my_gltf.id())
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let model_handle: Handle<Gltf> = asset_server.load(materials_path.clone()); // FIXME: kinda weird now
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let mat_gltf = assets_gltf
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.get(model_handle.id())
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.expect("material should have been preloaded");
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if mat_gltf.named_materials.contains_key(material_name) {
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let material = mat_gltf
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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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|
@ -46,8 +46,152 @@ 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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|
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/// main spawning functions,
|
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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 BlueprintsList(pub HashMap<String, Vec<String>>);
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|
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/// helper component, for tracking loaded assets's loading state, id , handle etc
|
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#[derive(Default, Debug)]
|
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pub(crate) struct AssetLoadTracker<T: bevy::prelude::Asset> {
|
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#[allow(dead_code)]
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pub name: String,
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pub id: AssetId<T>,
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pub loaded: bool,
|
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#[allow(dead_code)]
|
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pub handle: Handle<T>,
|
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}
|
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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 AssetsToLoad<T: bevy::prelude::Asset> {
|
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pub all_loaded: bool,
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pub asset_infos: Vec<AssetLoadTracker<T>>,
|
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pub progress: f32,
|
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}
|
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impl<T: bevy::prelude::Asset> Default for AssetsToLoad<T> {
|
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fn default() -> Self {
|
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Self {
|
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all_loaded: Default::default(),
|
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asset_infos: Default::default(),
|
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progress: Default::default(),
|
||||
}
|
||||
}
|
||||
}
|
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|
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/// flag component, usually added when a blueprint is loaded
|
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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;
|
||||
|
||||
/// spawning prepare function,
|
||||
/// * also takes into account the already exisiting "override" components, ie "override components" > components from blueprint
|
||||
pub(crate) fn prepare_blueprints(
|
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spawn_placeholders: Query<
|
||||
(
|
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Entity,
|
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&BlueprintName,
|
||||
Option<&Parent>,
|
||||
Option<&Library>,
|
||||
Option<&Name>,
|
||||
Option<&BlueprintsList>,
|
||||
),
|
||||
(Added<BlueprintName>, Added<SpawnHere>, Without<Spawned>),
|
||||
>,
|
||||
|
||||
mut commands: Commands,
|
||||
asset_server: Res<AssetServer>,
|
||||
blueprints_config: Res<BluePrintsConfig>,
|
||||
) {
|
||||
for (entity, blupeprint_name, original_parent, library_override, name, blueprints_list) in
|
||||
spawn_placeholders.iter()
|
||||
{
|
||||
debug!(
|
||||
"requesting to spawn {:?} for entity {:?}, id: {:?}, parent:{:?}",
|
||||
blupeprint_name.0, name, entity, original_parent
|
||||
);
|
||||
|
||||
// println!("main model path {:?}", model_path);
|
||||
if blueprints_list.is_some() {
|
||||
let blueprints_list = blueprints_list.unwrap();
|
||||
// println!("blueprints list {:?}", blueprints_list.0.keys());
|
||||
let mut asset_infos: Vec<AssetLoadTracker<Gltf>> = vec![];
|
||||
let library_path =
|
||||
library_override.map_or_else(|| &blueprints_config.library_folder, |l| &l.0);
|
||||
for (blueprint_name, _) in blueprints_list.0.iter() {
|
||||
let model_file_name = format!("{}.{}", &blueprint_name, &blueprints_config.format);
|
||||
let model_path = Path::new(&library_path).join(Path::new(model_file_name.as_str()));
|
||||
|
||||
let model_handle: Handle<Gltf> = asset_server.load(model_path.clone());
|
||||
let model_id = model_handle.id();
|
||||
let loaded = asset_server.is_loaded_with_dependencies(model_id);
|
||||
if !loaded {
|
||||
asset_infos.push(AssetLoadTracker {
|
||||
name: model_path.to_string_lossy().into(),
|
||||
id: model_id,
|
||||
loaded: false,
|
||||
handle: model_handle.clone(),
|
||||
});
|
||||
}
|
||||
}
|
||||
// if not all assets are already loaded, inject a component to signal that we need them to be loaded
|
||||
if !asset_infos.is_empty() {
|
||||
commands
|
||||
.entity(entity)
|
||||
.insert(AssetsToLoad {
|
||||
all_loaded: false,
|
||||
asset_infos,
|
||||
..Default::default()
|
||||
})
|
||||
.insert(BlueprintAssetsNotLoaded);
|
||||
} else {
|
||||
commands.entity(entity).insert(BlueprintAssetsLoaded);
|
||||
}
|
||||
} else {
|
||||
// in case there are no blueprintsList, we revert back to the old behaviour
|
||||
commands.entity(entity).insert(BlueprintAssetsLoaded);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub(crate) fn check_for_loaded(
|
||||
mut blueprint_assets_to_load: Query<
|
||||
(Entity, &mut AssetsToLoad<Gltf>),
|
||||
With<BlueprintAssetsNotLoaded>,
|
||||
>,
|
||||
asset_server: Res<AssetServer>,
|
||||
mut commands: Commands,
|
||||
) {
|
||||
for (entity, mut assets_to_load) in blueprint_assets_to_load.iter_mut() {
|
||||
let mut all_loaded = true;
|
||||
let mut loaded_amount = 0;
|
||||
let total = assets_to_load.asset_infos.len();
|
||||
for tracker in assets_to_load.asset_infos.iter_mut() {
|
||||
let asset_id = tracker.id;
|
||||
let loaded = asset_server.is_loaded_with_dependencies(asset_id);
|
||||
tracker.loaded = loaded;
|
||||
if loaded {
|
||||
loaded_amount += 1;
|
||||
} else {
|
||||
all_loaded = false;
|
||||
}
|
||||
}
|
||||
let progress: f32 = loaded_amount as f32 / total as f32;
|
||||
// println!("progress: {}",progress);
|
||||
assets_to_load.progress = progress;
|
||||
|
||||
if all_loaded {
|
||||
assets_to_load.all_loaded = true;
|
||||
commands
|
||||
.entity(entity)
|
||||
.insert(BlueprintAssetsLoaded)
|
||||
.remove::<BlueprintAssetsNotLoaded>();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub(crate) fn spawn_from_blueprints(
|
||||
spawn_placeholders: Query<
|
||||
(
|
||||
|
@ -59,7 +203,11 @@ pub(crate) fn spawn_from_blueprints(
|
|||
Option<&AddToGameWorld>,
|
||||
Option<&Name>,
|
||||
),
|
||||
(Added<BlueprintName>, Added<SpawnHere>, Without<Spawned>),
|
||||
(
|
||||
With<BlueprintAssetsLoaded>,
|
||||
Added<BlueprintAssetsLoaded>,
|
||||
Without<BlueprintAssetsNotLoaded>,
|
||||
),
|
||||
>,
|
||||
|
||||
mut commands: Commands,
|
||||
|
@ -82,17 +230,10 @@ pub(crate) fn spawn_from_blueprints(
|
|||
) in spawn_placeholders.iter()
|
||||
{
|
||||
debug!(
|
||||
"need to spawn {:?} for entity {:?}, id: {:?}, parent:{:?}",
|
||||
"attempting to spawn {:?} for entity {:?}, id: {:?}, parent:{:?}",
|
||||
blupeprint_name.0, name, entity, original_parent
|
||||
);
|
||||
|
||||
let mut original_children: Vec<Entity> = vec![];
|
||||
if let Ok(c) = children.get(entity) {
|
||||
for child in c.iter() {
|
||||
original_children.push(*child);
|
||||
}
|
||||
}
|
||||
|
||||
let what = &blupeprint_name.0;
|
||||
let model_file_name = format!("{}.{}", &what, &blueprints_config.format);
|
||||
|
||||
|
@ -101,12 +242,15 @@ pub(crate) fn spawn_from_blueprints(
|
|||
library_override.map_or_else(|| &blueprints_config.library_folder, |l| &l.0);
|
||||
let model_path = Path::new(&library_path).join(Path::new(model_file_name.as_str()));
|
||||
|
||||
debug!("attempting to spawn {:?}", model_path);
|
||||
let model_handle: Handle<Gltf> = asset_server.load(model_path);
|
||||
// info!("attempting to spawn {:?}", model_path);
|
||||
let model_handle: Handle<Gltf> = asset_server.load(model_path.clone()); // FIXME: kinda weird now
|
||||
|
||||
let gltf = assets_gltf
|
||||
.get(&model_handle)
|
||||
.expect("this gltf should have been loaded");
|
||||
let gltf = assets_gltf.get(&model_handle).unwrap_or_else(|| {
|
||||
panic!(
|
||||
"gltf file {:?} should have been loaded",
|
||||
model_path.to_str()
|
||||
)
|
||||
});
|
||||
|
||||
// WARNING we work under the assumtion that there is ONLY ONE named scene, and that the first one is the right one
|
||||
let main_scene_name = gltf
|
||||
|
@ -123,6 +267,12 @@ pub(crate) fn spawn_from_blueprints(
|
|||
transforms = *transform.unwrap();
|
||||
}
|
||||
|
||||
let mut original_children: Vec<Entity> = vec![];
|
||||
if let Ok(c) = children.get(entity) {
|
||||
for child in c.iter() {
|
||||
original_children.push(*child);
|
||||
}
|
||||
}
|
||||
commands.entity(entity).insert((
|
||||
SceneBundle {
|
||||
scene: scene.clone(),
|
||||
|
|
|
@ -1,12 +1,16 @@
|
|||
use std::any::TypeId;
|
||||
|
||||
use bevy::gltf::Gltf;
|
||||
use bevy::prelude::*;
|
||||
use bevy::scene::SceneInstance;
|
||||
// use bevy::utils::hashbrown::HashSet;
|
||||
|
||||
use super::{AnimationPlayerLink, Animations};
|
||||
use super::{SpawnHere, Spawned};
|
||||
use crate::{CopyComponents, InBlueprint, NoInBlueprint, OriginalChildren};
|
||||
use crate::{
|
||||
AssetsToLoad, BlueprintAssetsLoaded, CopyComponents, InBlueprint, NoInBlueprint,
|
||||
OriginalChildren,
|
||||
};
|
||||
|
||||
/// this system is in charge of doing any necessary post processing after a blueprint scene has been spawned
|
||||
/// - it removes one level of useless nesting
|
||||
|
@ -89,6 +93,8 @@ pub(crate) fn spawned_blueprint_post_process(
|
|||
commands.entity(original).remove::<SpawnHere>();
|
||||
commands.entity(original).remove::<Spawned>();
|
||||
commands.entity(original).remove::<Handle<Scene>>();
|
||||
commands.entity(original).remove::<AssetsToLoad<Gltf>>(); // also clear the sub assets tracker to free up handles, perhaps just freeing up the handles and leave the rest would be better ?
|
||||
commands.entity(original).remove::<BlueprintAssetsLoaded>();
|
||||
commands.entity(root_entity).despawn_recursive();
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,8 +1,8 @@
|
|||
[package]
|
||||
name = "bevy_gltf_components"
|
||||
version = "0.5.0"
|
||||
version = "0.5.1"
|
||||
authors = ["Mark 'kaosat-dev' Moissette"]
|
||||
description = "Allows you to define [Bevy](https://bevyengine.org/) components direclty inside gltf files and instanciate the components on the Bevy side."
|
||||
description = "Allows you to define Bevy components direclty inside gltf files and instanciate the components on the Bevy side."
|
||||
homepage = "https://github.com/kaosat-dev/Blender_bevy_components_workflow"
|
||||
repository = "https://github.com/kaosat-dev/Blender_bevy_components_workflow"
|
||||
keywords = ["gamedev", "bevy", "assets", "gltf", "components"]
|
||||
|
|
|
@ -13,9 +13,9 @@ This crate allows you to define [Bevy](https://bevyengine.org/) components direc
|
|||
***important*** : the plugin for processing gltf files runs in ***update*** , so you cannot use the components directly if you spawn your scene from gltf in ***setup*** (the additional components will not show up)
|
||||
|
||||
Please see the
|
||||
* [example](https://github.com/kaosat-dev/Blender_bevy_components_workflow/examples/basic)
|
||||
* or use [```bevy_asset_loader```](https://github.com/NiklasEi/bevy_asset_loader) for a reliable workflow.
|
||||
* alternatively, use the [```bevy_gltf_blueprints```](https://github.com/kaosat-dev/Blender_bevy_components_workflow/blob/main/crates/bevy_gltf_blueprints) crate, build on this crate's features,
|
||||
* [example](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_components/basic)
|
||||
* or use [```bevy_asset_loader```](https://github.com/NiklasEi/bevy_asset_loader) for reliable preloading of files, as this crate does not deal with loading your assets.
|
||||
* alternatively, use the [```bevy_gltf_blueprints```](https://crates.io/crates/bevy_gltf_blueprints) crate, built on this crate's features,
|
||||
that allows you to directly spawn entities from gltf based blueprints.
|
||||
|
||||
Here's a minimal usage example:
|
||||
|
@ -29,7 +29,7 @@ bevy_gltf_components = { version = "0.5"}
|
|||
```
|
||||
|
||||
```rust no_run
|
||||
//too barebones of an example to be meaningfull, please see https://github.com/kaosat-dev/Blender_bevy_components_workflow/examples/basic for a real example
|
||||
//too barebones of an example to be meaningfull, please see https://github.com/kaosat-dev/Blender_bevy_components_workflow/bevy_gltf_components/examples/basic for a real example
|
||||
fn main() {
|
||||
App::new()
|
||||
.add_plugins(DefaultPlugins)
|
||||
|
@ -84,7 +84,7 @@ Or disable the legacy mode: (enabled by default)
|
|||
ComponentsFromGltfPlugin{legacy_mode: false}
|
||||
```
|
||||
|
||||
You **need** to disable legacy mode if you want to use the [```bevy_components```](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/tools_bevy_blueprints/tools/bevy_components) Blender addon + the [```bevy_registry_export crate```](https://crates.io/crates/bevy_registry_export) !
|
||||
You **need** to disable legacy mode if you want to use the [```bevy_components```](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/tools/bevy_components) Blender addon + the [```bevy_registry_export crate```](https://crates.io/crates/bevy_registry_export) !
|
||||
As it create custom properties that are writen in real **ron** file format
|
||||
instead of a simplified version (the one in the legacy mode)
|
||||
|
||||
|
@ -98,7 +98,7 @@ For example to replace your proxy components (stand-in components when you canno
|
|||
|
||||
which should happen **AFTER** the components from the gltf files have been injected,
|
||||
|
||||
so ```bevy_gltf_components``` provides a **SystemSet** for that purpose:[```GltfComponentsSet```](./src/lib.rs#46)
|
||||
so ```bevy_gltf_components``` provides a **SystemSet** for that purpose:```GltfComponentsSet```
|
||||
|
||||
Typically , the order of systems should be
|
||||
|
||||
|
@ -116,7 +116,7 @@ Typically , the order of systems should be
|
|||
|
||||
## Examples
|
||||
|
||||
https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/basic
|
||||
https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_components/basic
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
[package]
|
||||
name = "bevy_gltf_save_load"
|
||||
version = "0.4.0"
|
||||
version = "0.4.1"
|
||||
authors = ["Mark 'kaosat-dev' Moissette"]
|
||||
description = "Save & load your bevy games"
|
||||
homepage = "https://github.com/kaosat-dev/Blender_bevy_components_workflow"
|
||||
|
@ -15,8 +15,7 @@ workspace = true
|
|||
|
||||
[dependencies]
|
||||
bevy = { version = "0.13", default-features = false, features = ["bevy_asset", "bevy_scene", "bevy_gltf"] }
|
||||
#bevy_gltf_blueprints = "0.9"
|
||||
bevy_gltf_blueprints = { version = "0.9", path = "../bevy_gltf_blueprints" }
|
||||
bevy_gltf_blueprints = { version = "0.10", path = "../bevy_gltf_blueprints" }
|
||||
|
||||
[dev-dependencies]
|
||||
bevy = { version = "0.13", default-features = false, features = ["dynamic_linking"] }
|
||||
|
|
|
@ -36,7 +36,7 @@ Here's a minimal usage example:
|
|||
[dependencies]
|
||||
bevy="0.13"
|
||||
bevy_gltf_save_load = "0.4"
|
||||
bevy_gltf_blueprints = "0.9" // also needed
|
||||
bevy_gltf_blueprints = "0.10" // also needed
|
||||
```
|
||||
|
||||
```rust no_run
|
||||
|
@ -133,7 +133,7 @@ pub fn setup_game(
|
|||
|
||||
```
|
||||
|
||||
take a look at the [example]('https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_save_load/basic/src/game/mod.rs) for more clarity
|
||||
take a look at the [example](https://github.com/kaosat-dev/Blender_bevy_components_workflow/blob/main/examples/bevy_gltf_save_load/basic/src/game/mod.rs) for more clarity
|
||||
|
||||
|
||||
## Installation
|
||||
|
@ -142,12 +142,7 @@ Add the following to your `[dependencies]` section in `Cargo.toml`:
|
|||
|
||||
```toml
|
||||
bevy_gltf_save_load = "0.3"
|
||||
<<<<<<< HEAD
|
||||
bevy_gltf_blueprints = "0.8" // also needed, as bevy_gltf_save_load does not re-export it at this time
|
||||
=======
|
||||
bevy_gltf_blueprints = "0.6" // also needed, as bevy_gltf_save_load does not re-export it at this time
|
||||
>>>>>>> 9cb9dda5d35c635d367fa81ca1a6c752cda9bc02
|
||||
|
||||
bevy_gltf_blueprints = "0.10" // also needed, as bevy_gltf_save_load does not re-export it at this time
|
||||
```
|
||||
|
||||
Or use `cargo add`:
|
||||
|
@ -268,7 +263,7 @@ pub fn request_load(
|
|||
- ```LoadingFinished``` for loading
|
||||
|
||||
> Note: I **highly** recomend you change states when you start/finish saving & loading, otherwise things **will** get unpredictable
|
||||
Please see [the example]('https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_save_load/basic/src/game/mod.rs#77') for this.
|
||||
Please see [the example](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_save_load/basic/src/game/mod.rs) for this.
|
||||
|
||||
## Additional notes
|
||||
|
||||
|
@ -287,8 +282,8 @@ For convenience ```bevy_gltf_save_load``` provides two **SystemSets**
|
|||
Highly advised to get a better understanding of how things work !
|
||||
To get started I recomend looking at
|
||||
|
||||
- [world setup]('https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_save_load/basic/src/game/in_game.rs#13')
|
||||
- [various events & co]('https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_save_load/basic/src/game/mod.rs#77')
|
||||
- [world setup](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_save_load/basic/src/game/in_game.rs)
|
||||
- [various events & co](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_save_load/basic/src/game/mod.rs)
|
||||
|
||||
|
||||
All examples are here:
|
||||
|
|
|
@ -1,11 +1,11 @@
|
|||
[package]
|
||||
name = "bevy_registry_export"
|
||||
version = "0.3.0"
|
||||
version = "0.3.1"
|
||||
authors = ["Mark 'kaosat-dev' Moissette", "Pascal 'Killercup' Hertleif"]
|
||||
description = "Allows you to define [Bevy](https://bevyengine.org/) components direclty inside gltf files and instanciate the components on the Bevy side."
|
||||
description = "Allows you to create a Json export of all your components/ registered types of your Bevy app/game"
|
||||
homepage = "https://github.com/kaosat-dev/Blender_bevy_components_workflow"
|
||||
repository = "https://github.com/kaosat-dev/Blender_bevy_components_workflow"
|
||||
keywords = ["gamedev", "bevy", "assets", "gltf", "components"]
|
||||
keywords = ["gamedev", "bevy", "assets", "registry", "components"]
|
||||
categories = ["game-development"]
|
||||
edition = "2021"
|
||||
license = "MIT OR Apache-2.0"
|
||||
|
|
|
@ -36,7 +36,7 @@ fn main() {
|
|||
|
||||
```
|
||||
|
||||
take a look at the [example]('https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_registry_export/basic/src/core/mod.rs) for more clarity
|
||||
take a look at the [example](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_registry_export/basic/src/core/mod.rs) for more clarity
|
||||
|
||||
|
||||
## Installation
|
||||
|
|
|
@ -30,7 +30,7 @@ pub fn setup_game(
|
|||
SceneBundle {
|
||||
// note: because of this issue https://github.com/bevyengine/bevy/issues/10436, "world" is now a gltf file instead of a scene
|
||||
scene: models
|
||||
.get(game_assets.world.id())
|
||||
.get(game_assets.world.clone().unwrap().id())
|
||||
.expect("main level should have been loaded")
|
||||
.scenes[0]
|
||||
.clone(),
|
||||
|
|
|
@ -20,7 +20,7 @@ pub fn setup_game(
|
|||
SceneBundle {
|
||||
// note: because of this issue https://github.com/bevyengine/bevy/issues/10436, "world" is now a gltf file instead of a scene
|
||||
scene: models
|
||||
.get(game_assets.world.id())
|
||||
.get(game_assets.world.clone().unwrap().id())
|
||||
.expect("main level should have been loaded")
|
||||
.scenes[0]
|
||||
.clone(),
|
||||
|
|
|
@ -20,7 +20,7 @@ pub fn setup_game(
|
|||
SceneBundle {
|
||||
// note: because of this issue https://github.com/bevyengine/bevy/issues/10436, "world" is now a gltf file instead of a scene
|
||||
scene: models
|
||||
.get(game_assets.world.id())
|
||||
.get(game_assets.world.clone().unwrap().id())
|
||||
.expect("main level should have been loaded")
|
||||
.scenes[0]
|
||||
.clone(),
|
||||
|
|
|
@ -21,7 +21,7 @@ pub fn setup_game(
|
|||
SceneBundle {
|
||||
// note: because of this issue https://github.com/bevyengine/bevy/issues/10436, "world" is now a gltf file instead of a scene
|
||||
scene: models
|
||||
.get(game_assets.world.id())
|
||||
.get(game_assets.world.clone().unwrap().id())
|
||||
.expect("main level should have been loaded")
|
||||
.scenes[0]
|
||||
.clone(),
|
||||
|
|
|
@ -21,7 +21,7 @@ pub fn setup_game(
|
|||
SceneBundle {
|
||||
// note: because of this issue https://github.com/bevyengine/bevy/issues/10436, "world" is now a gltf file instead of a scene
|
||||
scene: models
|
||||
.get(game_assets.world.id())
|
||||
.get(game_assets.world.clone().unwrap().id())
|
||||
.expect("main level should have been loaded")
|
||||
.scenes[0]
|
||||
.clone(),
|
||||
|
|
|
@ -76,7 +76,7 @@ pub fn trigger_level_transition(
|
|||
} else if target_level == "Level2" {
|
||||
level = game_assets.level2.clone().unwrap();
|
||||
} else {
|
||||
level = game_assets.world.clone();
|
||||
level = game_assets.world.clone().unwrap();
|
||||
}
|
||||
info!("spawning new level");
|
||||
commands.spawn((
|
||||
|
|
|
@ -21,7 +21,7 @@ pub fn setup_game(
|
|||
SceneBundle {
|
||||
// note: because of this issue https://github.com/bevyengine/bevy/issues/10436, "world" is now a gltf file instead of a scene
|
||||
scene: models
|
||||
.get(game_assets.world.id())
|
||||
.get(game_assets.world.clone().unwrap().id())
|
||||
.expect("main level should have been loaded")
|
||||
.scenes[0]
|
||||
.clone(),
|
||||
|
|
|
@ -5,8 +5,8 @@ use bevy_asset_loader::prelude::*;
|
|||
|
||||
#[derive(AssetCollection, Resource)]
|
||||
pub struct GameAssets {
|
||||
#[asset(key = "world")]
|
||||
pub world: Handle<Gltf>,
|
||||
#[asset(key = "world", optional)]
|
||||
pub world: Option<Handle<Gltf>>,
|
||||
|
||||
#[asset(key = "world_dynamic", optional)]
|
||||
pub world_dynamic: Option<Handle<Gltf>>,
|
||||
|
@ -16,8 +16,8 @@ pub struct GameAssets {
|
|||
#[asset(key = "level2", optional)]
|
||||
pub level2: Option<Handle<Gltf>>,
|
||||
|
||||
#[asset(key = "models", collection(typed, mapped))]
|
||||
pub models: HashMap<String, Handle<Gltf>>,
|
||||
#[asset(key = "models", collection(typed, mapped), optional)]
|
||||
pub models: Option<HashMap<String, Handle<Gltf>>>,
|
||||
|
||||
#[asset(key = "materials", collection(typed, mapped), optional)]
|
||||
pub materials: Option<HashMap<String, Handle<Gltf>>>,
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
({
|
||||
"world":File (path: "models/World.glb"),
|
||||
/*"world":File (path: "models/World.glb"),
|
||||
"models": Folder (
|
||||
path: "models/library",
|
||||
),
|
||||
),*/
|
||||
})
|
|
@ -3576,6 +3576,22 @@
|
|||
"type": "array",
|
||||
"typeInfo": "TupleStruct"
|
||||
},
|
||||
"bevy_gltf_blueprints::spawn_from_blueprints::BlueprintsList": {
|
||||
"isComponent": true,
|
||||
"isResource": false,
|
||||
"items": false,
|
||||
"prefixItems": [
|
||||
{
|
||||
"type": {
|
||||
"$ref": "#/$defs/bevy_utils::hashbrown::HashMap<alloc::string::String, alloc::vec::Vec<alloc::string::String>, bevy_utils::hashbrown::hash_map::DefaultHashBuilder>"
|
||||
}
|
||||
}
|
||||
],
|
||||
"short_name": "BlueprintsList",
|
||||
"title": "bevy_gltf_blueprints::spawn_from_blueprints::BlueprintsList",
|
||||
"type": "array",
|
||||
"typeInfo": "TupleStruct"
|
||||
},
|
||||
"bevy_gltf_blueprints::spawn_from_blueprints::SpawnHere": {
|
||||
"additionalProperties": false,
|
||||
"isComponent": true,
|
||||
|
@ -10834,6 +10850,19 @@
|
|||
"type": "object",
|
||||
"typeInfo": "Value"
|
||||
},
|
||||
"bevy_utils::hashbrown::HashMap<alloc::string::String, alloc::vec::Vec<alloc::string::String>, bevy_utils::hashbrown::hash_map::DefaultHashBuilder>": {
|
||||
"additionalProperties": {
|
||||
"type": {
|
||||
"$ref": "#/$defs/alloc::vec::Vec<alloc::string::String>"
|
||||
}
|
||||
},
|
||||
"isComponent": false,
|
||||
"isResource": false,
|
||||
"short_name": "HashMap<String, Vec<String>, DefaultHashBuilder>",
|
||||
"title": "bevy_utils::hashbrown::HashMap<alloc::string::String, alloc::vec::Vec<alloc::string::String>, bevy_utils::hashbrown::hash_map::DefaultHashBuilder>",
|
||||
"type": "object",
|
||||
"typeInfo": "Map"
|
||||
},
|
||||
"bevy_utils::smallvec::SmallVec<[bevy_ecs::entity::Entity; 8]>": {
|
||||
"isComponent": false,
|
||||
"isResource": false,
|
||||
|
|
|
@ -11,6 +11,7 @@ impl Plugin for CorePlugin {
|
|||
legacy_mode: false,
|
||||
library_folder: "models/library".into(),
|
||||
format: GltfFormat::GLB,
|
||||
material_library: true,
|
||||
aabbs: true,
|
||||
..Default::default()
|
||||
},
|
||||
|
|
|
@ -1,37 +1,25 @@
|
|||
use bevy::prelude::*;
|
||||
use bevy_gltf_blueprints::{BluePrintBundle, BlueprintName, GameWorldTag};
|
||||
use bevy_gltf_worlflow_examples_common_rapier::{assets::GameAssets, GameState, InAppRunning};
|
||||
use bevy_gltf_worlflow_examples_common_rapier::{GameState, InAppRunning};
|
||||
|
||||
use bevy_rapier3d::prelude::Velocity;
|
||||
use rand::Rng;
|
||||
|
||||
pub fn setup_game(
|
||||
mut commands: Commands,
|
||||
game_assets: Res<GameAssets>,
|
||||
models: Res<Assets<bevy::gltf::Gltf>>,
|
||||
asset_server: Res<AssetServer>,
|
||||
mut next_game_state: ResMut<NextState<GameState>>,
|
||||
) {
|
||||
commands.insert_resource(AmbientLight {
|
||||
color: Color::WHITE,
|
||||
brightness: 0.2,
|
||||
});
|
||||
// here we actually spawn our game world/level
|
||||
|
||||
commands.spawn((
|
||||
SceneBundle {
|
||||
// note: because of this issue https://github.com/bevyengine/bevy/issues/10436, "world" is now a gltf file instead of a scene
|
||||
scene: models
|
||||
.get(game_assets.world.id())
|
||||
.expect("main level should have been loaded")
|
||||
.scenes[0]
|
||||
.clone(),
|
||||
scene: asset_server.load("models/World.glb#Scene0"),
|
||||
..default()
|
||||
},
|
||||
bevy::prelude::Name::from("world"),
|
||||
GameWorldTag,
|
||||
InAppRunning,
|
||||
));
|
||||
|
||||
next_game_state.set(GameState::InGame)
|
||||
}
|
||||
|
||||
|
|
|
@ -4,7 +4,7 @@ use std::{
|
|||
time::Duration,
|
||||
};
|
||||
|
||||
use bevy_gltf_blueprints::{AnimationPlayerLink, BlueprintName};
|
||||
use bevy_gltf_blueprints::{AnimationPlayerLink, BlueprintName, BlueprintsList};
|
||||
pub use in_game::*;
|
||||
|
||||
use bevy::{
|
||||
|
@ -22,7 +22,8 @@ fn start_game(mut next_app_state: ResMut<NextState<AppState>>) {
|
|||
// if the export from Blender worked correctly, we should have animations (simplified here by using AnimationPlayerLink)
|
||||
// if the export from Blender worked correctly, we should have an Entity called "Cylinder" that has two components: UnitTest, TupleTestF32
|
||||
// if the export from Blender worked correctly, we should have an Entity called "Blueprint4_nested" that has a child called "Blueprint3" that has a "BlueprintName" component with value Blueprint3
|
||||
|
||||
// if the export from Blender worked correctly, we should have a blueprints_list
|
||||
#[allow(clippy::too_many_arguments)]
|
||||
fn validate_export(
|
||||
parents: Query<&Parent>,
|
||||
children: Query<&Children>,
|
||||
|
@ -31,6 +32,8 @@ fn validate_export(
|
|||
animation_player_links: Query<(Entity, &AnimationPlayerLink)>,
|
||||
exported_cylinder: Query<(Entity, &Name, &UnitTest, &TupleTestF32)>,
|
||||
empties_candidates: Query<(Entity, &Name, &GlobalTransform)>,
|
||||
|
||||
blueprints_list: Query<(Entity, &BlueprintsList)>,
|
||||
) {
|
||||
let animations_found = !animation_player_links.is_empty();
|
||||
|
||||
|
@ -69,11 +72,13 @@ fn validate_export(
|
|||
}
|
||||
}
|
||||
|
||||
let blueprints_list_found = !blueprints_list.is_empty();
|
||||
|
||||
fs::write(
|
||||
"bevy_diagnostics.json",
|
||||
format!(
|
||||
"{{ \"animations\": {}, \"cylinder_found\": {} , \"nested_blueprint_found\": {}, \"empty_found\": {} }}",
|
||||
animations_found, cylinder_found, nested_blueprint_found, empty_found
|
||||
"{{ \"animations\": {}, \"cylinder_found\": {} , \"nested_blueprint_found\": {}, \"empty_found\": {}, \"blueprints_list_found\": {} }}",
|
||||
animations_found, cylinder_found, nested_blueprint_found, empty_found, blueprints_list_found
|
||||
),
|
||||
)
|
||||
.expect("Unable to write file");
|
||||
|
@ -97,9 +102,9 @@ impl Plugin for GamePlugin {
|
|||
fn build(&self, app: &mut App) {
|
||||
app.add_systems(Update, (spawn_test).run_if(in_state(GameState::InGame)))
|
||||
.add_systems(Update, validate_export)
|
||||
.add_systems(Update, generate_screenshot.run_if(on_timer(Duration::from_secs_f32(0.2)))) // TODO: run once
|
||||
.add_systems(OnEnter(AppState::MenuRunning), start_game)
|
||||
.add_systems(OnEnter(AppState::AppRunning), setup_game)
|
||||
.add_systems(Update, generate_screenshot.run_if(on_timer(Duration::from_secs_f32(0.2)))) // TODO: run once
|
||||
.add_systems(
|
||||
Update,
|
||||
exit_game.run_if(on_timer(Duration::from_secs_f32(0.5))),
|
||||
|
|
|
@ -15,6 +15,7 @@ expected_custom_property_values = {'AComponentWithAnExtremlyExageratedOrMaybeNot
|
|||
'0.0, low_frequency_boost_curvature: 0.0, prefilter_settings: (threshold: 0.0, threshold_softness: '
|
||||
'0.0))',
|
||||
'BlueprintName': '(" ")',
|
||||
'BlueprintsList': '("")',
|
||||
'BorderColor': '(Rgba(red:1.0, green:1.0, blue:0.0, alpha:1.0))',
|
||||
'Button': '()',
|
||||
'CalculatedClip': '(clip: (max: Vec2(x:0.0, y:0.0), min: Vec2(x:0.0, y:0.0)))',
|
||||
|
@ -214,6 +215,7 @@ expected_custom_property_values_randomized = {'AComponentWithAnExtremlyExagerate
|
|||
'0.8133212327957153, prefilter_settings: (threshold: 0.8235888481140137, threshold_softness: '
|
||||
'0.6534725427627563))',
|
||||
'BlueprintName': '("sbnpsago")',
|
||||
'BlueprintsList': '("")',
|
||||
'BorderColor': '(Rgba(red:0.5714026093482971, green:0.42888906598091125, blue:0.5780913233757019, '
|
||||
'alpha:0.20609822869300842))',
|
||||
'Button': '()',
|
||||
|
|
|
@ -48,12 +48,12 @@ def test_components_should_generate_correct_custom_properties(setup_data):
|
|||
except Exception as error:
|
||||
errors.append(error)
|
||||
|
||||
'''pp = pprint.PrettyPrinter(depth=14, width=120)
|
||||
pp = pprint.PrettyPrinter(depth=14, width=120)
|
||||
print("CUSTOM PROPERTY VALUES")
|
||||
pp.pprint(custom_property_values)'''
|
||||
pp.pprint(custom_property_values)
|
||||
|
||||
assert len(errors) == 0
|
||||
assert len(added_components) == 158
|
||||
assert len(added_components) == 159
|
||||
|
||||
|
||||
def test_components_should_generate_correct_custom_properties_with_randomized_values(setup_data):
|
||||
|
@ -105,7 +105,7 @@ def test_components_should_generate_correct_custom_properties_with_randomized_va
|
|||
|
||||
print("error_components", error_components)
|
||||
assert len(errors) == 0
|
||||
assert len(added_components) == 158
|
||||
assert len(added_components) == 159
|
||||
|
||||
def test_components_should_generate_correct_propertyGroup_values_from_custom_properties(setup_data):
|
||||
registry = bpy.context.window_manager.components_registry
|
||||
|
@ -163,7 +163,7 @@ def test_components_should_generate_correct_propertyGroup_values_from_custom_pro
|
|||
for index, error in enumerate(errors):
|
||||
print("ERROR", error, failing_components[index])
|
||||
assert len(errors) == 0
|
||||
assert len(added_components) == 158
|
||||
assert len(added_components) == 159
|
||||
|
||||
|
||||
def test_remove_components(setup_data):
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
bl_info = {
|
||||
"name": "gltf_auto_export",
|
||||
"author": "kaosigh",
|
||||
"version": (0, 15, 0),
|
||||
"version": (0, 16, 0),
|
||||
"blender": (3, 4, 0),
|
||||
"location": "File > Import-Export",
|
||||
"description": "glTF/glb auto-export",
|
||||
|
|
|
@ -4,7 +4,7 @@ import bpy
|
|||
from ..helpers.generate_and_export import generate_and_export
|
||||
from .export_gltf import (generate_gltf_export_preferences, export_gltf)
|
||||
from ..modules.bevy_dynamic import is_object_dynamic, is_object_static
|
||||
from ..helpers.helpers_scenes import clear_hollow_scene, copy_hollowed_collection_into
|
||||
from ..helpers.helpers_scenes import clear_hollow_scene, copy_hollowed_collection_into, inject_blueprints_list_into_main_scene, remove_blueprints_list_from_main_scene
|
||||
|
||||
|
||||
# export all main scenes
|
||||
|
@ -16,6 +16,7 @@ def export_main_scene(scene, folder_path, addon_prefs, library_collections):
|
|||
gltf_export_preferences = generate_gltf_export_preferences(addon_prefs)
|
||||
export_output_folder = getattr(addon_prefs,"export_output_folder")
|
||||
export_blueprints = getattr(addon_prefs,"export_blueprints")
|
||||
legacy_mode = getattr(addon_prefs, "export_legacy_mode")
|
||||
export_separate_dynamic_and_static_objects = getattr(addon_prefs, "export_separate_dynamic_and_static_objects")
|
||||
|
||||
gltf_output_path = os.path.join(folder_path, export_output_folder, scene.name)
|
||||
|
@ -29,6 +30,9 @@ def export_main_scene(scene, folder_path, addon_prefs, library_collections):
|
|||
}
|
||||
|
||||
if export_blueprints :
|
||||
if not legacy_mode:
|
||||
inject_blueprints_list_into_main_scene(scene)
|
||||
|
||||
if export_separate_dynamic_and_static_objects:
|
||||
#print("SPLIT STATIC AND DYNAMIC")
|
||||
# first export static objects
|
||||
|
@ -67,5 +71,8 @@ def export_main_scene(scene, folder_path, addon_prefs, library_collections):
|
|||
print(" exporting gltf to", gltf_output_path, ".gltf/glb")
|
||||
export_gltf(gltf_output_path, export_settings)
|
||||
|
||||
if not legacy_mode:
|
||||
remove_blueprints_list_from_main_scene(scene)
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -36,16 +36,23 @@ def get_marked_collections(scene, addon_prefs):
|
|||
return (collection_names, marked_collections)
|
||||
|
||||
# gets all collections within collections that might also be relevant
|
||||
def get_sub_collections(collections, parent, children_per_collection):
|
||||
def get_sub_collections(collections, parent=None, children_per_collection=None):
|
||||
if parent == None:
|
||||
parent = CollectionNode()
|
||||
if children_per_collection == None:
|
||||
children_per_collection = {}
|
||||
|
||||
collection_names = set()
|
||||
used_collections = []
|
||||
|
||||
for root_collection in collections:
|
||||
node = Node(name=root_collection.name, parent=parent)
|
||||
#print("collections", collections)
|
||||
node = CollectionNode(name=root_collection.name, parent=parent)
|
||||
parent.children.append(node)
|
||||
|
||||
#print("root collection", root_collection.name)
|
||||
for collection in traverse_tree(root_collection): # TODO: filter out COLLECTIONS that have the flatten flag (unlike the flatten flag on colleciton instances themselves)
|
||||
#print("sub", collection)
|
||||
node_name = collection.name
|
||||
children_per_collection[node_name] = []
|
||||
#print(" scanning", collection.name)
|
||||
|
@ -53,12 +60,15 @@ def get_sub_collections(collections, parent, children_per_collection):
|
|||
#print("FLATTEN", object.name, 'Flatten' in object)
|
||||
if object.instance_type == 'COLLECTION' : # and not 'Flatten' in object:
|
||||
collection_name = object.instance_collection.name
|
||||
#print("sub obj", collection_name)
|
||||
# FIXME: not sure:
|
||||
children_per_collection[node_name].append(collection_name)
|
||||
|
||||
(sub_names, sub_collections) = get_sub_collections([object.instance_collection], node, children_per_collection)
|
||||
if len(list(sub_names)) > 0:
|
||||
children_per_collection[node_name] += (list(sub_names))
|
||||
#print(" found sub collection in use", object.name, object.instance_collection)
|
||||
|
||||
|
||||
if not collection_name in collection_names:
|
||||
collection_names.add(collection_name)
|
||||
used_collections.append(object.instance_collection)
|
||||
|
@ -77,7 +87,7 @@ def flatten_collection_tree(node, children_per_collection):
|
|||
children_per_collection[node.name] = list(set( children_per_collection[node.name]))
|
||||
|
||||
|
||||
class Node :
|
||||
class CollectionNode :
|
||||
def __init__(self, name="", parent=None):
|
||||
self.name = name
|
||||
self.children = []
|
||||
|
@ -93,7 +103,7 @@ def get_exportable_collections(main_scenes, library_scenes, addon_prefs):
|
|||
|
||||
all_collections = []
|
||||
all_collection_names = []
|
||||
root_node = Node()
|
||||
root_node = CollectionNode()
|
||||
root_node.name = "root"
|
||||
children_per_collection = {}
|
||||
|
||||
|
|
|
@ -1,5 +1,6 @@
|
|||
import json
|
||||
import bpy
|
||||
from .helpers_collections import (set_active_collection)
|
||||
from .helpers_collections import (CollectionNode, get_sub_collections, get_used_collections, set_active_collection)
|
||||
from .object_makers import (make_empty)
|
||||
|
||||
|
||||
|
@ -73,6 +74,17 @@ def copy_hollowed_collection_into(source_collection, destination_collection, par
|
|||
empty_obj['BlueprintName'] = '"'+collection_name+'"' if legacy_mode else '("'+collection_name+'")'
|
||||
empty_obj['SpawnHere'] = '()'
|
||||
|
||||
# we also inject a list of all sub blueprints, so that the bevy side can preload them
|
||||
if not legacy_mode:
|
||||
root_node = CollectionNode()
|
||||
root_node.name = "root"
|
||||
children_per_collection = {}
|
||||
print("collection stuff", original_name)
|
||||
get_sub_collections([object.instance_collection], root_node, children_per_collection)
|
||||
empty_obj["BlueprintsList"] = f"({json.dumps(dict(children_per_collection))})"
|
||||
#empty_obj["Assets"] = {"Animations": [], "Materials": [], "Models":[], "Textures":[], "Audio":[], "Other":[]}
|
||||
|
||||
|
||||
# we copy custom properties over from our original object to our empty
|
||||
for component_name, component_value in object.items():
|
||||
if component_name not in custom_properties_to_filter_out and is_component_valid(object, component_name): #copy only valid properties
|
||||
|
@ -149,3 +161,45 @@ def get_scenes(addon_prefs):
|
|||
return [level_scene_names, level_scenes, library_scene_names, library_scenes]
|
||||
|
||||
|
||||
|
||||
|
||||
def inject_blueprints_list_into_main_scene(scene):
|
||||
print("injecting assets/blueprints data into scene")
|
||||
root_collection = scene.collection
|
||||
assets_list = None
|
||||
assets_list_name = f"assets_list_{scene.name}_components"
|
||||
for object in scene.objects:
|
||||
if object.name == assets_list_name:
|
||||
assets_list = object
|
||||
break
|
||||
|
||||
if assets_list is None:
|
||||
assets_list = make_empty(assets_list_name, [0,0,0], [0,0,0], [0,0,0], root_collection)
|
||||
|
||||
# find all blueprints used in a scene
|
||||
# TODO: export a tree rather than a flat list ? because you could have potential clashing items in flat lists (amongst other issues)
|
||||
(collection_names, collections) = get_used_collections(scene)
|
||||
root_node = CollectionNode()
|
||||
root_node.name = "root"
|
||||
children_per_collection = {}
|
||||
|
||||
#print("collection_names", collection_names, "collections", collections)
|
||||
get_sub_collections(collections, root_node, children_per_collection)
|
||||
# what about marked assets ?
|
||||
# what about audio assets ?
|
||||
# what about materials ?
|
||||
# object['MaterialInfo'] = '(name: "'+material.name+'", source: "'+current_project_name + '")'
|
||||
|
||||
#assets_list["blueprints_direct"] = list(collection_names)
|
||||
assets_list["BlueprintsList"] = f"({json.dumps(dict(children_per_collection))})"
|
||||
#assets_list["Materials"]= '()'
|
||||
|
||||
def remove_blueprints_list_from_main_scene(scene):
|
||||
assets_list = None
|
||||
assets_list_name = f"assets_list_{scene.name}_components"
|
||||
|
||||
for object in scene.objects:
|
||||
if object.name == assets_list_name:
|
||||
assets_list = object
|
||||
if assets_list is not None:
|
||||
bpy.data.objects.remove(assets_list, do_unlink=True)
|
||||
|
|
|
@ -19,6 +19,8 @@ def setup_data(request):
|
|||
|
||||
def finalizer():
|
||||
print("\nPerforming teardown...")
|
||||
get_orphan_data()
|
||||
|
||||
if os.path.exists(models_path):
|
||||
shutil.rmtree(models_path)
|
||||
|
||||
|
@ -33,9 +35,14 @@ def setup_data(request):
|
|||
|
||||
return None
|
||||
|
||||
|
||||
def get_orphan_data():
|
||||
orphan_meshes = [m.name for m in bpy.data.meshes if m.users == 0]
|
||||
# print("orphan meshes before", orphan_meshes)
|
||||
|
||||
def test_export_do_not_export_blueprints(setup_data):
|
||||
auto_export_operator = bpy.ops.export_scenes.auto_gltf
|
||||
|
||||
|
||||
# first, configure things
|
||||
# we use the global settings for that
|
||||
export_props = {
|
||||
|
@ -57,7 +64,6 @@ def test_export_do_not_export_blueprints(setup_data):
|
|||
|
||||
def test_export_custom_blueprints_path(setup_data):
|
||||
auto_export_operator = bpy.ops.export_scenes.auto_gltf
|
||||
|
||||
# first, configure things
|
||||
# we use the global settings for that
|
||||
export_props = {
|
||||
|
@ -210,3 +216,27 @@ def test_export_separate_dynamic_and_static_objects(setup_data):
|
|||
|
||||
assert os.path.exists(os.path.join(setup_data["models_path"], "World.glb")) == True
|
||||
assert os.path.exists(os.path.join(setup_data["models_path"], "World_dynamic.glb")) == True
|
||||
|
||||
|
||||
def test_export_should_not_generate_orphan_data(setup_data):
|
||||
auto_export_operator = bpy.ops.export_scenes.auto_gltf
|
||||
|
||||
# first, configure things
|
||||
# we use the global settings for that
|
||||
export_props = {
|
||||
"main_scene_names" : ['World'],
|
||||
"library_scene_names": ['Library']
|
||||
}
|
||||
stored_settings = bpy.data.texts[".gltf_auto_export_settings"] if ".gltf_auto_export_settings" in bpy.data.texts else bpy.data.texts.new(".gltf_auto_export_settings")
|
||||
stored_settings.clear()
|
||||
stored_settings.write(json.dumps(export_props))
|
||||
|
||||
auto_export_operator(
|
||||
direct_mode=True,
|
||||
export_output_folder="./models",
|
||||
export_scene_settings=True,
|
||||
export_blueprints=False,
|
||||
)
|
||||
assert os.path.exists(os.path.join(setup_data["models_path"], "World.glb")) == True
|
||||
assert os.path.exists(os.path.join(setup_data["models_path"], "library", "Blueprint1.glb")) == False
|
||||
|
||||
|
|
|
@ -16,18 +16,16 @@ def setup_data(request):
|
|||
root_path = "../../testing/bevy_example"
|
||||
assets_root_path = os.path.join(root_path, "assets")
|
||||
models_path = os.path.join(assets_root_path, "models")
|
||||
#materials_path = os.path.join("../../testing", "materials")
|
||||
materials_path = os.path.join(assets_root_path, "materials")
|
||||
#other_materials_path = os.path.join("../../testing", "other_materials")
|
||||
|
||||
print("\nPerforming teardown...")
|
||||
if os.path.exists(models_path):
|
||||
shutil.rmtree(models_path)
|
||||
|
||||
"""if os.path.exists(materials_path):
|
||||
if os.path.exists(materials_path):
|
||||
shutil.rmtree(materials_path)
|
||||
|
||||
if os.path.exists(other_materials_path):
|
||||
shutil.rmtree(other_materials_path)"""
|
||||
diagnostics_file_path = os.path.join(root_path, "bevy_diagnostics.json")
|
||||
if os.path.exists(diagnostics_file_path):
|
||||
os.remove(diagnostics_file_path)
|
||||
|
@ -75,7 +73,8 @@ def test_export_complex(setup_data):
|
|||
export_scene_settings=True,
|
||||
export_blueprints=True,
|
||||
export_legacy_mode=False,
|
||||
export_animations=True
|
||||
export_animations=True,
|
||||
export_materials_library=True
|
||||
)
|
||||
# blueprint1 => has an instance, got changed, should export
|
||||
# blueprint2 => has NO instance, but marked as asset, should export
|
||||
|
@ -84,7 +83,6 @@ def test_export_complex(setup_data):
|
|||
# blueprint5 => has NO instance, not marked as asset, should NOT export
|
||||
|
||||
assert os.path.exists(os.path.join(models_path, "World.glb")) == True
|
||||
|
||||
assert os.path.exists(os.path.join(models_path, "library", "Blueprint1.glb")) == True
|
||||
assert os.path.exists(os.path.join(models_path, "library", "Blueprint2.glb")) == True
|
||||
assert os.path.exists(os.path.join(models_path, "library", "Blueprint3.glb")) == True
|
||||
|
@ -93,13 +91,14 @@ def test_export_complex(setup_data):
|
|||
assert os.path.exists(os.path.join(models_path, "library", "Blueprint6_animated.glb")) == True
|
||||
assert os.path.exists(os.path.join(models_path, "library", "Blueprint7_hierarchy.glb")) == True
|
||||
|
||||
# 'assets_list_'+scene.name+"_components" should have been removed after the export
|
||||
assets_list_object_name = "assets_list_"+"World"+"_components"
|
||||
assets_list_object_present = assets_list_object_name in bpy.data.objects
|
||||
assert assets_list_object_present == False
|
||||
|
||||
# now run bevy
|
||||
command = "cargo run --features bevy/dynamic_linking"
|
||||
# assert getattr(propertyGroup, 'a') == 0.5714026093482971
|
||||
FNULL = open(os.devnull, 'w') #use this if you want to suppress output to stdout from the subprocess
|
||||
filename = "my_file.dat"
|
||||
args = command
|
||||
#subprocess.call(args, stdout=FNULL, stderr=FNULL, shell=False, cwd=bevy_run_exec_path)
|
||||
return_code = subprocess.call(["cargo", "run", "--features", "bevy/dynamic_linking"], cwd=root_path)
|
||||
print("RETURN CODE OF BEVY APP", return_code)
|
||||
assert return_code == 0
|
||||
|
@ -110,6 +109,7 @@ def test_export_complex(setup_data):
|
|||
assert diagnostics["animations"] == True
|
||||
assert diagnostics["cylinder_found"] == True
|
||||
assert diagnostics["empty_found"] == True
|
||||
assert diagnostics["blueprints_list_found"] == True
|
||||
|
||||
# last but not least, do a visual compare
|
||||
screenshot_expected_path = os.path.join(root_path, "expected_screenshot.png")
|
||||
|
|
Loading…
Reference in New Issue