feat(Blenvy:Bevy): added back basics of animation support

* updated logic to account for bevy 0.14 changes (animation graph, transitions component etc)
 * added back & updated per blueprint animation example to the testing project
 * updated matching blend file with new style components
 * spawnHere => spawnBlueprint
 * added back tagging of Blueprint contents with "InBlueprint" / noInBlueprint
 * overall cleanup pass (wip)
This commit is contained in:
kaosat.dev 2024-07-08 12:55:25 +02:00
parent 3099f98532
commit c326a11243
17 changed files with 210 additions and 123 deletions

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@ -52,7 +52,7 @@ fn spawn_blueprint(
if keycode.just_pressed(KeyCode::S) {
let new_entity = commands.spawn((
BlueprintInfo(name: "Health_Pickup".to_string(), path:""), // mandatory !!
SpawnHere, // mandatory !!
SpawnBlueprint, // mandatory !!
TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)), // VERY important !!
// any other component you want to insert
));
@ -115,7 +115,7 @@ You can spawn entities from blueprints like this:
```rust no_run
commands.spawn((
BlueprintInfo("Health_Pickup".to_string()), // mandatory !!
SpawnHere, // mandatory !!
SpawnBlueprint, // mandatory !!
TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)), // optional
// any other component you want to insert
@ -135,7 +135,7 @@ you can just add any additional components you need when spawning :
```rust no_run
commands.spawn((
BlueprintInfo("Health_Pickup".to_string()),
SpawnHere,
SpawnBlueprint,
TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)),
// from Rapier/bevy_xpbd: this means the entity will also have a velocity component when inserted into the world
Velocity {
@ -153,7 +153,7 @@ for example
```rust no_run
commands.spawn((
BlueprintInfo("Health_Pickup".to_string()),
SpawnHere,
SpawnBlueprint,
TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)),
HealthPowerUp(20)// if this is component is also present inside the "Health_Pickup" blueprint, that one will be replaced with this component during spawning
))
@ -164,7 +164,7 @@ commands.spawn((
There is also a ```BluePrintBundle``` for convenience , which just has
* a ```BlueprintInfo``` component
* a ```SpawnHere``` component
* a ```SpawnBlueprint``` component
## Additional information

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@ -49,7 +49,7 @@ pub(crate) fn prepare_blueprints(
Option<&Name>,
Option<&BlueprintsList>,
),
(Added<BlueprintName>, Added<SpawnHere>, Without<Spawned>),
(Added<BlueprintName>, Added<SpawnBlueprint>, Without<Spawned>),
>,
mut commands: Commands,

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@ -22,7 +22,7 @@ pub struct BlueprintPath(pub String);
/// flag component needed to signify the intent to spawn a Blueprint
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
pub struct SpawnHere;
pub struct SpawnBlueprint;
#[derive(Component)]
/// flag component for dynamically spawned scenes
@ -93,7 +93,7 @@ pub(crate) fn blueprints_prepare_spawn(
Entity,
&BlueprintPath,
),
(Added<BlueprintPath>, Without<Spawned>, Without<SpawnHere>)>,
(Added<BlueprintPath>, Without<Spawned>, Without<SpawnBlueprint>)>,
// before 0.14 we have to use a seperate query, after migrating we can query at the root level
entities_with_assets: Query<

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@ -6,7 +6,7 @@ use bevy::scene::SceneInstance;
// use bevy::utils::hashbrown::HashSet;
use crate::{BlueprintAnimationPlayerLink, BlueprintAnimations, BlueprintInfo, BlueprintReadyForPostProcess, BlueprintInstanceReady, BlueprintSpawning, SubBlueprintSpawnRoot, SubBlueprintsSpawnTracker};
use crate::{SpawnHere, Spawned};
use crate::{SpawnBlueprint, Spawned};
use crate::{
BlueprintEvent, CopyComponents, InBlueprint, NoInBlueprint, OriginalChildren
};
@ -34,7 +34,7 @@ pub(crate) fn spawned_blueprint_post_process( // rename to '
// sub blueprint instances tracker
Option<&SubBlueprintSpawnRoot>
),
(With<SpawnHere>, With<SceneInstance>, Added<BlueprintReadyForPostProcess>),
(With<SpawnBlueprint>, With<SceneInstance>, Added<BlueprintReadyForPostProcess>),
>,
added_animation_players: Query<(Entity, &Parent), Added<AnimationPlayer>>,
all_children: Query<&Children>,
@ -103,7 +103,7 @@ pub(crate) fn spawned_blueprint_post_process( // rename to '
}
}
commands.entity(original).remove::<SpawnHere>();
commands.entity(original).remove::<SpawnBlueprint>();
commands.entity(original).remove::<Spawned>();
// commands.entity(original).remove::<Handle<Scene>>(); // FIXME: if we delete the handle to the scene, things get despawned ! not what we want
//commands.entity(original).remove::<BlueprintAssetsLoadState>(); // also clear the sub assets tracker to free up handles, perhaps just freeing up the handles and leave the rest would be better ?

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@ -6,6 +6,8 @@ use bevy::utils::HashMap;
/// storage for animations for a given entity's BLUEPRINT (ie for example a characters animations), essentially a clone of gltf's `named_animations`
pub struct BlueprintAnimations {
pub named_animations: HashMap<String, Handle<AnimationClip>>,
pub named_indices: HashMap<String, AnimationNodeIndex>,
pub graph: Handle<AnimationGraph>
}
#[derive(Component, Debug)]
@ -20,6 +22,7 @@ pub struct BlueprintAnimationPlayerLink(pub Entity);
/// storage for scene level animations for a given entity (hierarchy), essentially a clone of gltf's `named_animations`
pub struct SceneAnimations {
pub named_animations: HashMap<String, Handle<AnimationClip>>,
pub named_indices: HashMap<String, AnimationNodeIndex>
}
#[derive(Component, Debug)]

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@ -2,7 +2,7 @@
use bevy::prelude::*;
use bevy::asset::{AssetEvent, LoadedUntypedAsset};
use bevy::scene::SceneInstance;
use crate::{BlueprintAssetsLoadState, BlueprintAssetsLoaded, BlueprintInfo, SpawnHere};
use crate::{BlueprintAssetsLoadState, BlueprintAssetsLoaded, BlueprintInfo, SpawnBlueprint};
pub(crate) fn react_to_asset_changes(
mut gltf_events: EventReader<AssetEvent<Gltf>>,
@ -33,7 +33,7 @@ pub(crate) fn react_to_asset_changes(
.remove::<BlueprintAssetsLoaded>()
.remove::<SceneInstance>()
.remove::<BlueprintAssetsLoadState>()
.insert(SpawnHere);
.insert(SpawnBlueprint);
break;
}

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@ -36,13 +36,13 @@ pub enum GltfBlueprintsSet {
#[derive(Bundle)]
pub struct BluePrintBundle {
pub blueprint: BlueprintInfo,
pub spawn_here: SpawnHere,
pub spawn_here: SpawnBlueprint,
}
impl Default for BluePrintBundle {
fn default() -> Self {
BluePrintBundle {
blueprint: BlueprintInfo{ name: "default".into(), path:"".into()},
spawn_here: SpawnHere,
spawn_here: SpawnBlueprint,
}
}
}
@ -105,7 +105,7 @@ impl Plugin for BlueprintsPlugin {
.register_type::<BlueprintInfo>()
.register_type::<MaterialInfo>()
.register_type::<SpawnHere>()
.register_type::<SpawnBlueprint>()
.register_type::<BlueprintAnimations>()
.register_type::<SceneAnimations>()
.register_type::<AnimationInfo>()
@ -136,7 +136,7 @@ impl Plugin for BlueprintsPlugin {
blueprints_check_assets_loading,
blueprints_assets_ready,
blueprints_scenes_spawned,
blueprints_transfer_components,
blueprints_cleanup_spawned_scene,
// post process
inject_materials,

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@ -1,9 +1,9 @@
use std::path::{Path, PathBuf};
use bevy::{gltf::Gltf, prelude::*, render::view::visibility, scene::SceneInstance, transform::commands, utils::hashbrown::HashMap};
use bevy::{gltf::Gltf, prelude::*, scene::SceneInstance, utils::hashbrown::HashMap};
use serde_json::Value;
use crate::{BlueprintAssets, BlueprintAssetsLoadState, AssetLoadTracker, BlenvyConfig, BlueprintAnimations, BlueprintAssetsLoaded, BlueprintAssetsNotLoaded};
use crate::{AssetLoadTracker, BlenvyConfig, BlueprintAnimationPlayerLink, BlueprintAnimations, BlueprintAssets, BlueprintAssetsLoadState, BlueprintAssetsLoaded, BlueprintAssetsNotLoaded};
/// this is a flag component for our levels/game world
#[derive(Component)]
@ -22,12 +22,7 @@ pub struct BlueprintInfo {
/// flag component needed to signify the intent to spawn a Blueprint
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
pub struct SpawnHere;
#[derive(Component)]
/// flag component for dynamically spawned scenes
pub struct Spawned;
pub struct SpawnBlueprint;
#[derive(Component, Debug)]
/// flag component added when a Blueprint instance ist Ready : ie :
@ -103,12 +98,28 @@ pub struct BlueprintSpawning;
use gltf::Gltf as RawGltf;
/*
Overview of the Blueprint Spawning process
- Blueprint Load Assets
- Blueprint Assets Ready: spawn Blueprint's scene
- Blueprint Scene Ready (SceneInstance component is present):
- get list of sub Blueprints if any, inject sub blueprints spawn tracker
- Blueprint copy components to original entity, remove useless nodes
- Blueprint post process
- generate aabb (need full hierarchy in its final form)
- inject materials from library if needed
- Blueprint Ready
- bubble information up to parent blueprint instance
- if all sub_blueprints are ready => Parent blueprint Instance is ready
=> distinguish between blueprint instances inside blueprint instances vs blueprint instances inside blueprints ??
*/
pub(crate) fn blueprints_prepare_spawn(
blueprint_instances_to_spawn : Query<
(
Entity,
&BlueprintInfo,
),(Added<SpawnHere>)
),(Added<SpawnBlueprint>)
>,
mut commands: Commands,
asset_server: Res<AssetServer>,
@ -118,7 +129,6 @@ asset_server: Res<AssetServer>,
info!("BLUEPRINT: to spawn detected: {:?} path:{:?}", blueprint_info.name, blueprint_info.path);
//println!("all assets {:?}", all_assets);
//////////////
// we add the asset of the blueprint itself
// TODO: add detection of already loaded data
let untyped_handle = asset_server.load_untyped(&blueprint_info.path);
@ -140,12 +150,8 @@ asset_server: Res<AssetServer>,
/* prefetch attempt */
let gltf = RawGltf::open(format!("assets/{}", blueprint_info.path)).unwrap();
for scene in gltf.scenes() {
let foo_extras = scene.extras().clone().unwrap();
let lookup: HashMap<String, Value> = serde_json::from_str(&foo_extras.get()).unwrap();
/*for (key, value) in lookup.clone().into_iter() {
println!("{} / {}", key, value);
}*/
let scene_extras = scene.extras().clone().unwrap();
let lookup: HashMap<String, Value> = serde_json::from_str(&scene_extras.get()).unwrap();
if lookup.contains_key("BlueprintAssets"){
let assets_raw = &lookup["BlueprintAssets"];
@ -155,12 +161,8 @@ asset_server: Res<AssetServer>,
for asset in all_assets.assets.iter() {
let untyped_handle = asset_server.load_untyped(&asset.path);
//println!("untyped handle {:?}", untyped_handle);
//asset_server.load(asset.path);
let asset_id = untyped_handle.id();
//println!("ID {:?}", asset_id);
let loaded = asset_server.is_loaded_with_dependencies(asset_id);
//println!("Loaded ? {:?}", loaded);
if !loaded {
asset_infos.push(AssetLoadTracker {
name: asset.name.clone(),
@ -175,25 +177,28 @@ asset_server: Res<AssetServer>,
}
// now insert load tracker
// if there are assets to load
if !asset_infos.is_empty() {
commands
.entity(entity)
.insert(BlueprintAssetsLoadState {
.insert((
BlueprintAssetsLoadState {
all_loaded: false,
asset_infos,
..Default::default()
})
.insert(BlueprintAssetsNotLoaded)
},
BlueprintAssetsNotLoaded
))
;
} else {
commands.entity(entity).insert(BlueprintAssetsLoaded);
}
// add the blueprint spawning marker
commands.entity(entity).insert(BlueprintSpawning);
}
}
/// This system tracks & updates the loading state of all blueprints assets
pub(crate) fn blueprints_check_assets_loading(
mut blueprint_assets_to_load: Query<
(Entity, &BlueprintInfo, &mut BlueprintAssetsLoadState),
@ -211,7 +216,6 @@ pub(crate) fn blueprints_check_assets_loading(
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);
// println!("loading {}: // load state: {:?}", tracker.name, asset_server.load_state(asset_id));
// FIXME: hack for now
let mut failed = false;// asset_server.load_state(asset_id) == bevy::asset::LoadState::Failed(_error);
@ -230,6 +234,7 @@ pub(crate) fn blueprints_check_assets_loading(
}
let progress: f32 = loaded_amount as f32 / total as f32;
assets_to_load.progress = progress;
// println!("LOADING: in progress for ALL assets of {:?} (instance of {}): {} ",entity_name, blueprint_info.path, progress * 100.0);
if all_loaded {
assets_to_load.all_loaded = true;
@ -240,10 +245,8 @@ pub(crate) fn blueprints_check_assets_loading(
.entity(entity)
.insert(BlueprintAssetsLoaded)
.remove::<BlueprintAssetsNotLoaded>()
//.remove::<BlueprintAssetsLoadState>() //REMOVE it in release mode/ when hot reload is off, keep it for dev/hot reload
//.remove::<BlueprintAssetsLoadState>() //REMOVE this component in release mode/ when hot reload is off, keep it for dev/hot reload
;
}else {
// println!("LOADING: in progress for ALL assets of {:?} (instance of {}): {} ",entity_name, blueprint_info.path, progress * 100.0);
}
}
}
@ -265,13 +268,15 @@ pub(crate) fn blueprints_assets_ready(spawn_placeholders: Query<
Without<BlueprintAssetsNotLoaded>,
),
>,
mut commands: Commands,
all_children: Query<&Children>,
mut game_world: Query<Entity, With<GameWorldTag>>,
assets_gltf: Res<Assets<Gltf>>,
asset_server: Res<AssetServer>,
children: Query<&Children>,)
mut graphs: ResMut<Assets<AnimationGraph>>,
mut commands: Commands,
)
{
for (
entity,
@ -319,17 +324,24 @@ pub(crate) fn blueprints_assets_ready(spawn_placeholders: Query<
}
let mut original_children: Vec<Entity> = vec![];
if let Ok(c) = children.get(entity) {
if let Ok(c) = all_children.get(entity) {
for child in c.iter() {
original_children.push(*child);
}
}
// TODO: not a fan of this
// prepare data for animations
let mut graph = AnimationGraph::new();
let mut named_animations:HashMap<String, Handle<AnimationClip>> = HashMap::new() ;
for (key, value) in gltf.named_animations.iter() {
named_animations.insert(key.to_string(), value.clone());
let mut animation_indices:HashMap<String, AnimationNodeIndex> = HashMap::new();
for (key, clip) in gltf.named_animations.iter() {
named_animations.insert(key.to_string(), clip.clone());
let animation_index = graph.add_clip(clip.clone(), 1.0, graph.root);
animation_indices.insert(key.to_string(), animation_index);
}
let graph = graphs.add(graph);
commands.entity(entity).insert((
SceneBundle {
@ -338,9 +350,12 @@ pub(crate) fn blueprints_assets_ready(spawn_placeholders: Query<
..Default::default()
},
OriginalChildren(original_children),
BlueprintAnimations {
// these are animations specific to the inside of the blueprint
named_animations: named_animations//gltf.named_animations.clone(),
named_animations: named_animations, //gltf.named_animations.clone(),
named_indices: animation_indices,
graph
},
));
@ -358,7 +373,6 @@ pub(crate) fn blueprints_assets_ready(spawn_placeholders: Query<
commands.entity(world).add_child(entity);
}
}
}
}
@ -399,16 +413,13 @@ pub(crate) fn blueprints_scenes_spawned(
info!("Done spawning blueprint scene for entity named {:?} (track root: {:?})", name, track_root);
let mut sub_blueprint_instances: Vec<Entity> = vec![];
let mut sub_blueprint_instance_names: Vec<Name> = vec![];
let mut tracker_data: HashMap<Entity, bool> = HashMap::new();
if track_root.is_none() {
for parent in all_parents.iter_ancestors(entity) {
if with_blueprint_infos.get(parent).is_ok() {
println!("found a parent with blueprint_info {:?} for {:?}", all_names.get(parent), all_names.get(entity));
commands.entity(entity).insert(SubBlueprintSpawnRoot(parent));// Injecting to know which entity is the root
break;
}
}
@ -451,9 +462,9 @@ pub(crate) fn blueprints_scenes_spawned(
println!("sub blueprint instances {:?}", sub_blueprint_instance_names);
// TODO: how about when no sub blueprints are present
if tracker_data.keys().len() > 0 {
commands.entity(entity)
commands
.entity(entity)
.insert(SubBlueprintsSpawnTracker{sub_blueprint_instances: tracker_data.clone()});
}else {
commands.entity(entity).insert(BlueprintChildrenReady);
@ -475,16 +486,21 @@ pub struct BlueprintReadyForPostProcess;
/// - it removes one level of useless nesting
/// - it copies the blueprint's root components to the entity it was spawned on (original entity)
/// - it copies the children of the blueprint scene into the original entity
/// - it add `AnimationLink` components so that animations can be controlled from the original entity
pub(crate) fn blueprints_transfer_components(
/// - it adds an `AnimationLink` component containing the entity that has the AnimationPlayer so that animations can be controlled from the original entity
pub(crate) fn blueprints_cleanup_spawned_scene(
foo: Query<(
Entity,
&Children,
&OriginalChildren,
Option<&Name>,
Option<&SubBlueprintSpawnRoot>),
Option<&SubBlueprintSpawnRoot>,
&BlueprintAnimations,
Option<&NoInBlueprint>
),
Added<BlueprintChildrenReady>
>,
added_animation_players: Query<(Entity, &Parent), Added<AnimationPlayer>>,
mut sub_blueprint_trackers: Query<(Entity, &mut SubBlueprintsSpawnTracker, &BlueprintInfo)>,
all_children: Query<&Children>,
@ -493,7 +509,7 @@ pub(crate) fn blueprints_transfer_components(
all_names: Query<&Name>
) {
for (original, children, original_children, name, track_root) in foo.iter() {
for (original, children, original_children, name, track_root, animations, no_inblueprint) in foo.iter() {
info!("YOOO ready !! removing empty nodes {:?}", name);
if children.len() == 0 {
@ -511,6 +527,14 @@ pub(crate) fn blueprints_transfer_components(
}
}
// we flag all children of the blueprint instance with 'InBlueprint'
// can be usefull to filter out anything that came from blueprints vs normal children
if no_inblueprint.is_none() {
for child in all_children.iter_descendants(blueprint_root_entity) {
commands.entity(child).insert(InBlueprint); // we do this here in order to avoid doing it to normal children
}
}
// copy components into from blueprint instance's blueprint_root_entity to original entity
commands.add(CopyComponents {
source: blueprint_root_entity,
@ -527,6 +551,31 @@ pub(crate) fn blueprints_transfer_components(
}
}
if animations.named_animations.keys().len() > 0 {
for (added, parent) in added_animation_players.iter() {
if parent.get() == blueprint_root_entity {
// FIXME: stopgap solution: since we cannot use an AnimationPlayer at the root entity level
// and we cannot update animation clips so that the EntityPaths point to one level deeper,
// BUT we still want to have some marker/control at the root entity level, we add this
commands
.entity(original)
.insert((
BlueprintAnimationPlayerLink(added),
));
// since v0.14 you need both AnimationTransitions and AnimationGraph components/handle on the same entity as the animationPlayer
let transitions = AnimationTransitions::new();
commands
.entity(added)
.insert((
transitions,
animations.graph.clone()
));
}
}
}
commands.entity(original)
.insert(BlueprintReadyForPostProcess); // Tag the entity so any systems dealing with post processing can know it is now their "turn"
@ -574,7 +623,7 @@ pub(crate) fn blueprints_finalize_instances(
for (entity, name, blueprint_info, hide_until_ready) in blueprint_instances.iter() {
info!("Finalizing blueprint instance {:?}", name);
commands.entity(entity)
.remove::<SpawnHere>()
.remove::<SpawnBlueprint>()
.remove::<BlueprintSpawning>()
.remove::<BlueprintReadyForPostProcess>()
// .remove::<Handle<Scene>>(); // FIXME: if we delete the handle to the scene, things get despawned ! not what we want
@ -588,24 +637,7 @@ pub(crate) fn blueprints_finalize_instances(
commands.entity(entity).insert(Visibility::Visible);
}
blueprint_events.send(BlueprintEvent::InstanceReady {entity: entity, blueprint_name: blueprint_info.name.clone(), blueprint_path: blueprint_info.path.clone()});
}
}
/*
=> annoying issue with the "nested" useless root node created by blender
=> distinguish between blueprint instances inside blueprint instances vs blueprint instances inside blueprints ??
BlueprintSpawning
- Blueprint Load Assets
- Blueprint Assets Ready: spawn Blueprint's scene
- Blueprint Scene Ready (SceneInstance component is present):
- get list of sub Blueprints if any, inject sub blueprints spawn tracker
- Blueprint copy components to original entity, remove useless nodes
- Blueprint post process
- generate aabb (need full hierarchy in its final form)
- inject materials from library if needed
- Blueprint Ready
- bubble information up to parent blueprint instance
- if all sub_blueprints are ready => Parent blueprint Instance is ready
*/

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@ -12003,6 +12003,24 @@
}
}
},
"bevy_utils::hashbrown::HashMap<alloc::string::String, petgraph::graph::NodeIndex, bevy_utils::hashbrown::hash_map::DefaultHashBuilder>": {
"isComponent": false,
"isResource": false,
"keyType": {
"type": {
"$ref": "#/$defs/alloc::string::String"
}
},
"long_name": "bevy_utils::hashbrown::HashMap<alloc::string::String, petgraph::graph::NodeIndex, bevy_utils::hashbrown::hash_map::DefaultHashBuilder>",
"short_name": "HashMap<String, NodeIndex, DefaultHashBuilder>",
"type": "object",
"typeInfo": "Map",
"valueType": {
"type": {
"$ref": "#/$defs/petgraph::graph::NodeIndex"
}
}
},
"bevy_utils::hashbrown::HashMap<bevy_animation::AnimationTargetId, alloc::vec::Vec<bevy_animation::VariableCurve>, bevy_utils::NoOpHash>": {
"isComponent": false,
"isResource": false,
@ -13286,14 +13304,26 @@
"isResource": false,
"long_name": "blenvy::blueprints::animation::BlueprintAnimations",
"properties": {
"graph": {
"type": {
"$ref": "#/$defs/bevy_asset::handle::Handle<bevy_animation::graph::AnimationGraph>"
}
},
"named_animations": {
"type": {
"$ref": "#/$defs/bevy_utils::hashbrown::HashMap<alloc::string::String, bevy_asset::handle::Handle<bevy_animation::AnimationClip>, bevy_utils::hashbrown::hash_map::DefaultHashBuilder>"
}
},
"named_indices": {
"type": {
"$ref": "#/$defs/bevy_utils::hashbrown::HashMap<alloc::string::String, petgraph::graph::NodeIndex, bevy_utils::hashbrown::hash_map::DefaultHashBuilder>"
}
}
},
"required": [
"named_animations"
"named_animations",
"named_indices",
"graph"
],
"short_name": "BlueprintAnimations",
"type": "object",
@ -13309,10 +13339,16 @@
"type": {
"$ref": "#/$defs/bevy_utils::hashbrown::HashMap<alloc::string::String, bevy_asset::handle::Handle<bevy_animation::AnimationClip>, bevy_utils::hashbrown::hash_map::DefaultHashBuilder>"
}
},
"named_indices": {
"type": {
"$ref": "#/$defs/bevy_utils::hashbrown::HashMap<alloc::string::String, petgraph::graph::NodeIndex, bevy_utils::hashbrown::hash_map::DefaultHashBuilder>"
}
}
},
"required": [
"named_animations"
"named_animations",
"named_indices"
],
"short_name": "SceneAnimations",
"type": "object",
@ -13435,14 +13471,14 @@
"type": "object",
"typeInfo": "Struct"
},
"blenvy::blueprints::spawn_from_blueprints::SpawnHere": {
"blenvy::blueprints::spawn_from_blueprints::SpawnBlueprint": {
"additionalProperties": false,
"isComponent": true,
"isResource": false,
"long_name": "blenvy::blueprints::spawn_from_blueprints::SpawnHere",
"long_name": "blenvy::blueprints::spawn_from_blueprints::SpawnBlueprint",
"properties": {},
"required": [],
"short_name": "SpawnHere",
"short_name": "SpawnBlueprint",
"type": "object",
"typeInfo": "Struct"
},

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@ -5,7 +5,7 @@ use std::time::Duration;
SceneAnimationPlayerLink, SceneAnimations,
};*/
use bevy::{gltf::Gltf, prelude::*};
use bevy::{animation::RepeatAnimation, gltf::Gltf, prelude::*};
use blenvy::{
AnimationInfos, AnimationMarkerReached, BlueprintAnimationPlayerLink, BlueprintAnimations,
@ -79,11 +79,13 @@ pub fn animations(
}
}
}
}
}*/
#[allow(clippy::type_complexity)]
pub fn play_animations(
animated_marker1: Query<
animated_fox: Query<(&BlueprintAnimationPlayerLink, &BlueprintAnimations), With<MarkerFox>>,
/*animated_marker1: Query<
(&SceneAnimationPlayerLink, &SceneAnimations),
(With<AnimationInfos>, With<Marker1>),
>,
@ -99,32 +101,43 @@ pub fn play_animations(
&BlueprintAnimations,
),
(With<AnimationInfos>, With<Marker3>),
>,
>, */
animated_fox: Query<(&BlueprintAnimationPlayerLink, &BlueprintAnimations), With<MarkerFox>>,
mut animation_players: Query<&mut AnimationPlayer>,
mut animation_players: Query<(&mut AnimationPlayer, &mut AnimationTransitions)>,
keycode: Res<ButtonInput<KeyCode>>,
) {
if keycode.just_pressed(KeyCode::KeyP) {
println!("playing fox animation requested");
for (link, animations) in animated_fox.iter() {
println!("animations {:?}", animations.named_animations);
let mut animation_player = animation_players.get_mut(link.0).unwrap();
let anim_name = "Run";
animation_player
.play_with_transition(
animations
.named_animations
println!("LINK target {}", link.0);
let (mut animation_player, mut animation_transitions) = animation_players.get_mut(link.0).unwrap();
let anim_name = "Survey";
let animation_index = animations
.named_indices
.get(anim_name)
.expect("animation name should be in the list")
.clone(),
Duration::from_secs(5),
.clone();
animation_transitions
.play(
&mut animation_player,
animation_index,
Duration::from_secs(5)
)
.repeat();
/*let Some((&playing_animation_index, _)) = animation_player.playing_animations().next() else {
continue;
};
let playing_animation = animation_player.animation_mut(playing_animation_index).unwrap();
println!("Playing animation {:?}", playing_animation);
playing_animation.set_repeat(RepeatAnimation::Forever);*/
}
}
if keycode.just_pressed(KeyCode::KeyM) {
/*if keycode.just_pressed(KeyCode::KeyM) {
for (link, animations) in animated_marker1.iter() {
println!("animations {:?}", animations.named_animations);
let mut animation_player = animation_players.get_mut(link.0).unwrap();
@ -229,9 +242,12 @@ pub fn play_animations(
)
.repeat();
}
}
}*/
}
*/
pub fn react_to_animation_markers(
mut animation_marker_events: EventReader<AnimationMarkerReached>,
) {

View File

@ -1,5 +1,5 @@
use bevy::prelude::*;
use blenvy::{AddToGameWorld, BluePrintBundle, BlueprintInfo, DynamicBlueprintInstance, GameWorldTag, HideUntilReady, SpawnHere};
use blenvy::{AddToGameWorld, BluePrintBundle, BlueprintInfo, DynamicBlueprintInstance, GameWorldTag, HideUntilReady, SpawnBlueprint};
use crate::{GameState, InAppRunning};
//use bevy_rapier3d::prelude::Velocity;
@ -25,7 +25,7 @@ pub fn setup_game(
BlueprintInfo{name: "World".into(), path: "levels/World.glb".into()},
HideUntilReady,
bevy::prelude::Name::from("world"), //FIXME: not really needed ? could be infered from blueprint's name/ path
SpawnHere,
SpawnBlueprint,
GameWorldTag,
InAppRunning,
));
@ -43,7 +43,7 @@ pub fn spawn_test(
mut game_world: Query<(Entity, &Children), With<GameWorldTag>>,
) {
if keycode.just_pressed(KeyCode::KeyT) {
if keycode.just_pressed(KeyCode::KeyS) {
let world = game_world.single_mut();
let world = world.1[0];

View File

@ -167,9 +167,9 @@ impl Plugin for GamePlugin {
/* .add_systems(Update, (animations)
.run_if(in_state(AppState::AppRunning))
.after(GltfBlueprintsSet::AfterSpawn)
)
)*/
.add_systems(Update, play_animations)
.add_systems(Update, react_to_animation_markers)*/
//.add_systems(Update, react_to_animation_markers)
/*.add_systems(Update, generate_screenshot.run_if(on_timer(Duration::from_secs_f32(0.2)))) // TODO: run once
.add_systems(

View File

@ -133,7 +133,7 @@ This issue has been resolved in v0.9.
You can enable this option to automatically replace all the **collection instances** inside your main scene with blueprints
- whenever you change your main scene (or your library scene , if that option is enabled), all your collection instances
* will be replaced with empties (this will not be visible to you)
* those empties will have additional custom properties / components : ```BlueprintInfo``` & ```SpawnHere```
* those empties will have additional custom properties / components : ```BlueprintInfo``` & ```SpawnBlueprint```
* your main scene/ level will be exported to a much more trimmed down gltf file (see next point)
* all the original collections (that you used to create the instances) will be exported as **seperate gltf files** into the "library" folder

View File

@ -218,7 +218,7 @@ Bevy Side:
- [x] make blueprint instances invisible until spawning is done to avoid "spawn flash"?
- [x] make this controlable via an additional "HideUntilReady" component
- [x] register "HideUntilReady" so users can set this on their blueprints in Blender directly
- [ ] restructure blueprint spawning
- [x] restructure blueprint spawning
- [x] "blueprint ready" only be triggered after all its sub blueprints are ready
- [x] "blueprintInstance ready"/finished
BlueprintAssetsLoaded
@ -228,7 +228,7 @@ Bevy Side:
- [x] fix issues with deeply nested blueprints
- perhaps reverse logic by using iter_ascendants
- [x] fix materials handling
- [ ] fix animations handling
- [x] fix animations handling
- [ ] simplify testing example:
- [x] remove use of rapier physics (or even the whole common boilerplate ?)

View File

@ -98,7 +98,7 @@ def duplicate_object(object, parent, combine_mode, destination_collection, bluep
empty_obj = make_empty(original_name, object.location, object.rotation_euler, object.scale, destination_collection)
"""we inject the collection/blueprint name & path, as a component called 'BlueprintInfo', but we only do this in the empty, not the original object"""
empty_obj['SpawnHere'] = '()'
empty_obj['SpawnBlueprint'] = '()'
empty_obj['BlueprintInfo'] = f'(name: "{blueprint_name}", path: "{blueprint_path}")'
# we copy custom properties over from our original object to our empty

View File

@ -89,7 +89,7 @@ expected_custom_property_values = {'bevy_animation::AnimationPlayer': '(animatio
'bevy_gltf_blueprints::animation::SceneAnimations': '(named_animations: "")',
'bevy_gltf_blueprints::materials::MaterialInfo': '(name: " ", source: " ")',
'bevy_gltf_blueprints::spawn_from_blueprints::BlueprintsList': '({})',
'bevy_gltf_blueprints::spawn_from_blueprints::SpawnHere': '()',
'bevy_gltf_blueprints::spawn_from_blueprints::SpawnBlueprint': '()',
'bevy_gltf_components::GltfProcessed': '()',
'bevy_gltf_components::blender_settings::lighting::BlenderBackgroundShader': '(color: Rgba(red:1.0, green:1.0, '
'blue:0.0, alpha:1.0), strength: 0.0)',
@ -347,7 +347,7 @@ expected_custom_property_values_randomized = {'bevy_animation::AnimationPlayer':
'bevy_gltf_blueprints::animation::SceneAnimations': '(named_animations: "")',
'bevy_gltf_blueprints::materials::MaterialInfo': '(name: "sbnpsago", source: "piuzfbqp")',
'bevy_gltf_blueprints::spawn_from_blueprints::BlueprintsList': '({})',
'bevy_gltf_blueprints::spawn_from_blueprints::SpawnHere': '()',
'bevy_gltf_blueprints::spawn_from_blueprints::SpawnBlueprint': '()',
'bevy_gltf_components::GltfProcessed': '()',
'bevy_gltf_components::blender_settings::lighting::BlenderBackgroundShader': '(color: Rgba(red:0.5714026093482971, '
'green:0.42888906598091125, '