mirror of
https://github.com/kaosat-dev/Blender_bevy_components_workflow.git
synced 2024-11-22 11:50:53 +00:00
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:
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@ -52,7 +52,7 @@ fn spawn_blueprint(
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if keycode.just_pressed(KeyCode::S) {
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let new_entity = commands.spawn((
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BlueprintInfo(name: "Health_Pickup".to_string(), path:""), // mandatory !!
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SpawnHere, // mandatory !!
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SpawnBlueprint, // mandatory !!
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TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)), // VERY important !!
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// any other component you want to insert
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));
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@ -115,7 +115,7 @@ You can spawn entities from blueprints like this:
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```rust no_run
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commands.spawn((
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BlueprintInfo("Health_Pickup".to_string()), // mandatory !!
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SpawnHere, // mandatory !!
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SpawnBlueprint, // mandatory !!
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TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)), // optional
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// any other component you want to insert
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@ -135,7 +135,7 @@ you can just add any additional components you need when spawning :
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```rust no_run
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commands.spawn((
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BlueprintInfo("Health_Pickup".to_string()),
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SpawnHere,
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SpawnBlueprint,
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TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)),
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// from Rapier/bevy_xpbd: this means the entity will also have a velocity component when inserted into the world
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Velocity {
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@ -153,7 +153,7 @@ for example
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```rust no_run
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commands.spawn((
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BlueprintInfo("Health_Pickup".to_string()),
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SpawnHere,
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SpawnBlueprint,
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TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)),
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HealthPowerUp(20)// if this is component is also present inside the "Health_Pickup" blueprint, that one will be replaced with this component during spawning
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))
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@ -164,7 +164,7 @@ commands.spawn((
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There is also a ```BluePrintBundle``` for convenience , which just has
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* a ```BlueprintInfo``` component
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* a ```SpawnHere``` component
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* a ```SpawnBlueprint``` component
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## Additional information
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@ -49,7 +49,7 @@ pub(crate) fn prepare_blueprints(
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Option<&Name>,
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Option<&BlueprintsList>,
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),
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(Added<BlueprintName>, Added<SpawnHere>, Without<Spawned>),
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(Added<BlueprintName>, Added<SpawnBlueprint>, Without<Spawned>),
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>,
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mut commands: Commands,
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@ -22,7 +22,7 @@ pub struct BlueprintPath(pub String);
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/// flag component needed to signify the intent to spawn a Blueprint
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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pub struct SpawnHere;
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pub struct SpawnBlueprint;
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#[derive(Component)]
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/// flag component for dynamically spawned scenes
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@ -93,7 +93,7 @@ pub(crate) fn blueprints_prepare_spawn(
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Entity,
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&BlueprintPath,
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),
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(Added<BlueprintPath>, Without<Spawned>, Without<SpawnHere>)>,
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(Added<BlueprintPath>, Without<Spawned>, Without<SpawnBlueprint>)>,
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// before 0.14 we have to use a seperate query, after migrating we can query at the root level
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entities_with_assets: Query<
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@ -6,7 +6,7 @@ use bevy::scene::SceneInstance;
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// use bevy::utils::hashbrown::HashSet;
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use crate::{BlueprintAnimationPlayerLink, BlueprintAnimations, BlueprintInfo, BlueprintReadyForPostProcess, BlueprintInstanceReady, BlueprintSpawning, SubBlueprintSpawnRoot, SubBlueprintsSpawnTracker};
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use crate::{SpawnHere, Spawned};
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use crate::{SpawnBlueprint, Spawned};
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use crate::{
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BlueprintEvent, CopyComponents, InBlueprint, NoInBlueprint, OriginalChildren
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};
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@ -34,7 +34,7 @@ pub(crate) fn spawned_blueprint_post_process( // rename to '
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// sub blueprint instances tracker
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Option<&SubBlueprintSpawnRoot>
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),
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(With<SpawnHere>, With<SceneInstance>, Added<BlueprintReadyForPostProcess>),
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(With<SpawnBlueprint>, With<SceneInstance>, Added<BlueprintReadyForPostProcess>),
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>,
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added_animation_players: Query<(Entity, &Parent), Added<AnimationPlayer>>,
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all_children: Query<&Children>,
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@ -103,7 +103,7 @@ pub(crate) fn spawned_blueprint_post_process( // rename to '
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}
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}
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commands.entity(original).remove::<SpawnHere>();
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commands.entity(original).remove::<SpawnBlueprint>();
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commands.entity(original).remove::<Spawned>();
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// commands.entity(original).remove::<Handle<Scene>>(); // FIXME: if we delete the handle to the scene, things get despawned ! not what we want
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//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;
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/// storage for animations for a given entity's BLUEPRINT (ie for example a characters animations), essentially a clone of gltf's `named_animations`
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pub struct BlueprintAnimations {
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pub named_animations: HashMap<String, Handle<AnimationClip>>,
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pub named_indices: HashMap<String, AnimationNodeIndex>,
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pub graph: Handle<AnimationGraph>
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}
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#[derive(Component, Debug)]
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@ -20,6 +22,7 @@ pub struct BlueprintAnimationPlayerLink(pub Entity);
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/// storage for scene level animations for a given entity (hierarchy), essentially a clone of gltf's `named_animations`
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pub struct SceneAnimations {
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pub named_animations: HashMap<String, Handle<AnimationClip>>,
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pub named_indices: HashMap<String, AnimationNodeIndex>
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}
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#[derive(Component, Debug)]
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@ -2,7 +2,7 @@
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use bevy::prelude::*;
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use bevy::asset::{AssetEvent, LoadedUntypedAsset};
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use bevy::scene::SceneInstance;
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use crate::{BlueprintAssetsLoadState, BlueprintAssetsLoaded, BlueprintInfo, SpawnHere};
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use crate::{BlueprintAssetsLoadState, BlueprintAssetsLoaded, BlueprintInfo, SpawnBlueprint};
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pub(crate) fn react_to_asset_changes(
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mut gltf_events: EventReader<AssetEvent<Gltf>>,
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@ -33,7 +33,7 @@ pub(crate) fn react_to_asset_changes(
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.remove::<BlueprintAssetsLoaded>()
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.remove::<SceneInstance>()
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.remove::<BlueprintAssetsLoadState>()
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.insert(SpawnHere);
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.insert(SpawnBlueprint);
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break;
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}
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@ -36,13 +36,13 @@ pub enum GltfBlueprintsSet {
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#[derive(Bundle)]
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pub struct BluePrintBundle {
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pub blueprint: BlueprintInfo,
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pub spawn_here: SpawnHere,
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pub spawn_here: SpawnBlueprint,
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}
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impl Default for BluePrintBundle {
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fn default() -> Self {
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BluePrintBundle {
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blueprint: BlueprintInfo{ name: "default".into(), path:"".into()},
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spawn_here: SpawnHere,
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spawn_here: SpawnBlueprint,
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}
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}
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}
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@ -105,7 +105,7 @@ impl Plugin for BlueprintsPlugin {
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.register_type::<BlueprintInfo>()
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.register_type::<MaterialInfo>()
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.register_type::<SpawnHere>()
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.register_type::<SpawnBlueprint>()
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.register_type::<BlueprintAnimations>()
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.register_type::<SceneAnimations>()
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.register_type::<AnimationInfo>()
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@ -136,7 +136,7 @@ impl Plugin for BlueprintsPlugin {
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blueprints_check_assets_loading,
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blueprints_assets_ready,
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blueprints_scenes_spawned,
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blueprints_transfer_components,
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blueprints_cleanup_spawned_scene,
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// post process
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inject_materials,
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@ -1,9 +1,9 @@
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use std::path::{Path, PathBuf};
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use bevy::{gltf::Gltf, prelude::*, render::view::visibility, scene::SceneInstance, transform::commands, utils::hashbrown::HashMap};
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use bevy::{gltf::Gltf, prelude::*, scene::SceneInstance, utils::hashbrown::HashMap};
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use serde_json::Value;
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use crate::{BlueprintAssets, BlueprintAssetsLoadState, AssetLoadTracker, BlenvyConfig, BlueprintAnimations, BlueprintAssetsLoaded, BlueprintAssetsNotLoaded};
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use crate::{AssetLoadTracker, BlenvyConfig, BlueprintAnimationPlayerLink, BlueprintAnimations, BlueprintAssets, BlueprintAssetsLoadState, BlueprintAssetsLoaded, BlueprintAssetsNotLoaded};
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/// this is a flag component for our levels/game world
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#[derive(Component)]
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@ -22,12 +22,7 @@ pub struct BlueprintInfo {
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/// flag component needed to signify the intent to spawn a Blueprint
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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pub struct SpawnHere;
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#[derive(Component)]
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/// flag component for dynamically spawned scenes
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pub struct Spawned;
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pub struct SpawnBlueprint;
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#[derive(Component, Debug)]
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/// flag component added when a Blueprint instance ist Ready : ie :
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@ -103,12 +98,28 @@ pub struct BlueprintSpawning;
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use gltf::Gltf as RawGltf;
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/*
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Overview of the Blueprint Spawning process
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- Blueprint Load Assets
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- Blueprint Assets Ready: spawn Blueprint's scene
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- Blueprint Scene Ready (SceneInstance component is present):
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- get list of sub Blueprints if any, inject sub blueprints spawn tracker
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- Blueprint copy components to original entity, remove useless nodes
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- Blueprint post process
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- generate aabb (need full hierarchy in its final form)
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- inject materials from library if needed
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- Blueprint Ready
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- bubble information up to parent blueprint instance
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- if all sub_blueprints are ready => Parent blueprint Instance is ready
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=> distinguish between blueprint instances inside blueprint instances vs blueprint instances inside blueprints ??
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*/
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pub(crate) fn blueprints_prepare_spawn(
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blueprint_instances_to_spawn : Query<
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(
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Entity,
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&BlueprintInfo,
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),(Added<SpawnHere>)
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),(Added<SpawnBlueprint>)
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>,
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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@ -118,7 +129,6 @@ asset_server: Res<AssetServer>,
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info!("BLUEPRINT: to spawn detected: {:?} path:{:?}", blueprint_info.name, blueprint_info.path);
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//println!("all assets {:?}", all_assets);
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//////////////
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// we add the asset of the blueprint itself
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// TODO: add detection of already loaded data
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let untyped_handle = asset_server.load_untyped(&blueprint_info.path);
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@ -140,12 +150,8 @@ asset_server: Res<AssetServer>,
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/* prefetch attempt */
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let gltf = RawGltf::open(format!("assets/{}", blueprint_info.path)).unwrap();
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for scene in gltf.scenes() {
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let foo_extras = scene.extras().clone().unwrap();
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let lookup: HashMap<String, Value> = serde_json::from_str(&foo_extras.get()).unwrap();
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/*for (key, value) in lookup.clone().into_iter() {
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println!("{} / {}", key, value);
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}*/
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let scene_extras = scene.extras().clone().unwrap();
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let lookup: HashMap<String, Value> = serde_json::from_str(&scene_extras.get()).unwrap();
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if lookup.contains_key("BlueprintAssets"){
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let assets_raw = &lookup["BlueprintAssets"];
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@ -155,12 +161,8 @@ asset_server: Res<AssetServer>,
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for asset in all_assets.assets.iter() {
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let untyped_handle = asset_server.load_untyped(&asset.path);
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//println!("untyped handle {:?}", untyped_handle);
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//asset_server.load(asset.path);
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let asset_id = untyped_handle.id();
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//println!("ID {:?}", asset_id);
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let loaded = asset_server.is_loaded_with_dependencies(asset_id);
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//println!("Loaded ? {:?}", loaded);
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if !loaded {
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asset_infos.push(AssetLoadTracker {
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name: asset.name.clone(),
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@ -175,25 +177,28 @@ asset_server: Res<AssetServer>,
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}
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// now insert load tracker
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// if there are assets to load
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if !asset_infos.is_empty() {
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commands
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.entity(entity)
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.insert(BlueprintAssetsLoadState {
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.insert((
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BlueprintAssetsLoadState {
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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(BlueprintAssetsNotLoaded)
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},
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BlueprintAssetsNotLoaded
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))
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;
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} else {
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commands.entity(entity).insert(BlueprintAssetsLoaded);
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}
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// add the blueprint spawning marker
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commands.entity(entity).insert(BlueprintSpawning);
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}
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}
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/// This system tracks & updates the loading state of all blueprints assets
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pub(crate) fn blueprints_check_assets_loading(
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mut blueprint_assets_to_load: Query<
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(Entity, &BlueprintInfo, &mut BlueprintAssetsLoadState),
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@ -211,7 +216,6 @@ pub(crate) fn blueprints_check_assets_loading(
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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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// println!("loading {}: // load state: {:?}", tracker.name, asset_server.load_state(asset_id));
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// FIXME: hack for now
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let mut failed = false;// asset_server.load_state(asset_id) == bevy::asset::LoadState::Failed(_error);
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@ -230,6 +234,7 @@ pub(crate) fn blueprints_check_assets_loading(
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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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// println!("LOADING: in progress for ALL assets of {:?} (instance of {}): {} ",entity_name, blueprint_info.path, progress * 100.0);
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if all_loaded {
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assets_to_load.all_loaded = true;
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@ -240,10 +245,8 @@ pub(crate) fn blueprints_check_assets_loading(
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.entity(entity)
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.insert(BlueprintAssetsLoaded)
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.remove::<BlueprintAssetsNotLoaded>()
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//.remove::<BlueprintAssetsLoadState>() //REMOVE it in release mode/ when hot reload is off, keep it for dev/hot reload
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//.remove::<BlueprintAssetsLoadState>() //REMOVE this component in release mode/ when hot reload is off, keep it for dev/hot reload
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;
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}else {
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// println!("LOADING: in progress for ALL assets of {:?} (instance of {}): {} ",entity_name, blueprint_info.path, progress * 100.0);
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}
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}
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}
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@ -265,13 +268,15 @@ pub(crate) fn blueprints_assets_ready(spawn_placeholders: Query<
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Without<BlueprintAssetsNotLoaded>,
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),
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>,
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mut commands: Commands,
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all_children: Query<&Children>,
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mut game_world: Query<Entity, With<GameWorldTag>>,
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assets_gltf: Res<Assets<Gltf>>,
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asset_server: Res<AssetServer>,
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children: Query<&Children>,)
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mut graphs: ResMut<Assets<AnimationGraph>>,
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mut commands: Commands,
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)
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{
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for (
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entity,
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@ -319,17 +324,24 @@ pub(crate) fn blueprints_assets_ready(spawn_placeholders: Query<
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}
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let mut original_children: Vec<Entity> = vec![];
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if let Ok(c) = children.get(entity) {
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if let Ok(c) = all_children.get(entity) {
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for child in c.iter() {
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original_children.push(*child);
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}
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}
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// TODO: not a fan of this
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// prepare data for animations
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let mut graph = AnimationGraph::new();
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let mut named_animations:HashMap<String, Handle<AnimationClip>> = HashMap::new() ;
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for (key, value) in gltf.named_animations.iter() {
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named_animations.insert(key.to_string(), value.clone());
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let mut animation_indices:HashMap<String, AnimationNodeIndex> = HashMap::new();
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for (key, clip) in gltf.named_animations.iter() {
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named_animations.insert(key.to_string(), clip.clone());
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let animation_index = graph.add_clip(clip.clone(), 1.0, graph.root);
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animation_indices.insert(key.to_string(), animation_index);
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}
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let graph = graphs.add(graph);
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commands.entity(entity).insert((
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SceneBundle {
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@ -338,9 +350,12 @@ pub(crate) fn blueprints_assets_ready(spawn_placeholders: Query<
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..Default::default()
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},
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OriginalChildren(original_children),
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BlueprintAnimations {
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// these are animations specific to the inside of the blueprint
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named_animations: named_animations//gltf.named_animations.clone(),
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named_animations: named_animations, //gltf.named_animations.clone(),
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named_indices: animation_indices,
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graph
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},
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));
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@ -358,7 +373,6 @@ pub(crate) fn blueprints_assets_ready(spawn_placeholders: Query<
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commands.entity(world).add_child(entity);
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}
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}
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}
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}
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@ -399,16 +413,13 @@ pub(crate) fn blueprints_scenes_spawned(
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info!("Done spawning blueprint scene for entity named {:?} (track root: {:?})", name, track_root);
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let mut sub_blueprint_instances: Vec<Entity> = vec![];
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let mut sub_blueprint_instance_names: Vec<Name> = vec![];
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let mut tracker_data: HashMap<Entity, bool> = HashMap::new();
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if track_root.is_none() {
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for parent in all_parents.iter_ancestors(entity) {
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if with_blueprint_infos.get(parent).is_ok() {
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println!("found a parent with blueprint_info {:?} for {:?}", all_names.get(parent), all_names.get(entity));
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commands.entity(entity).insert(SubBlueprintSpawnRoot(parent));// Injecting to know which entity is the root
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break;
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}
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}
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@ -451,9 +462,9 @@ pub(crate) fn blueprints_scenes_spawned(
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println!("sub blueprint instances {:?}", sub_blueprint_instance_names);
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// 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
|
||||
*/
|
||||
|
Binary file not shown.
@ -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"
|
||||
},
|
||||
|
@ -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>,
|
||||
) {
|
||||
|
@ -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];
|
||||
|
||||
|
@ -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(
|
||||
|
@ -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
|
||||
|
||||
|
@ -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 ?)
|
||||
|
@ -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
|
||||
|
@ -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, '
|
||||
|
Loading…
Reference in New Issue
Block a user