mirror of
https://github.com/kaosat-dev/Blender_bevy_components_workflow.git
synced 2024-11-26 21:37:01 +00:00
Merge f5b063cd34
into 1353e14802
This commit is contained in:
commit
d83b281c0b
@ -120,6 +120,10 @@ 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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@ -140,11 +144,29 @@ impl Plugin for BlueprintsPlugin {
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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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(
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compute_scene_aabbs,
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apply_deferred
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)
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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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|
@ -1,22 +1,19 @@
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use std::path::Path;
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use bevy::{
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asset::{AssetServer, Assets, Handle},
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asset::{AssetId, AssetServer, Assets, Handle},
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ecs::{
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component::Component,
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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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component::Component, entity::Entity, query::{Added, With}, reflect::ReflectComponent, system::{Commands, Query, Res, ResMut}
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},
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gltf::Gltf,
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hierarchy::{Children, Parent},
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log::debug,
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log::{debug, info},
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pbr::StandardMaterial,
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reflect::Reflect,
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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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@ -26,10 +23,105 @@ pub struct MaterialInfo {
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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 mut asset_infos:Vec<AssetLoadTracker<Gltf>> = vec![];
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asset_infos.push(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: asset_infos,
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progress: 0.0
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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<(Entity, &mut AssetsToLoad<Gltf>),With<BlueprintMaterialAssetsNotLoaded>>,
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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.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<(&MaterialInfo, &Children, ), (Added<BlueprintMaterialAssetsLoaded>, With<BlueprintMaterialAssetsLoaded>)>,
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with_materials_and_meshes: Query<
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(),
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(
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@ -38,9 +130,9 @@ 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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@ -65,10 +157,10 @@ pub(crate) fn materials_inject(
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.get(&material_full_path)
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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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}else {
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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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@ -46,22 +46,169 @@ 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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/// main spawning functions,
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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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#[derive(Default, Debug)]
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pub(crate) struct AssetLoadTracker<T:bevy::prelude::Asset>{
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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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pub handle: Handle<T>
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}
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#[derive(Component, Default, 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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/// flag component
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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;
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/// spawning prepare function,
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/// * also takes into account the already exisiting "override" components, ie "override components" > components from blueprint
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pub(crate) fn spawn_from_blueprints(
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pub(crate) fn prepare_blueprints(
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spawn_placeholders: Query<
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(
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Entity,
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&BlueprintName,
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Option<&Transform>,
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Option<&Parent>,
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Option<&Library>,
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Option<&AddToGameWorld>,
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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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>,
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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blueprints_config: Res<BluePrintsConfig>,
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) {
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for (
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entity,
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blupeprint_name,
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original_parent,
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library_override,
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name,
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blueprints_list,
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) in spawn_placeholders.iter()
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{
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debug!(
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"requesting to spawn {:?} for entity {:?}, id: {:?}, parent:{:?}",
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blupeprint_name.0, name, entity, original_parent
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);
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// println!("main model path {:?}", model_path);
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if blueprints_list.is_some() {
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let blueprints_list = blueprints_list.unwrap();
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// println!("blueprints list {:?}", blueprints_list.0.keys());
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let mut asset_infos:Vec<AssetLoadTracker<Gltf>> = vec![];
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for (blueprint_name, _) in blueprints_list.0.iter() {
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/*if blueprint_name == what {
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println!("WHOLY MOLLY !")
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}*/
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// println!("library path {:?}", library_path);
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let mut library_path = &blueprints_config.library_folder; // TODO: we cannot use the overriden library path
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// FIXME: hack
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if blueprint_name == "World" {
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library_path= &library_override.unwrap().0;
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}
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||||
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||||
let model_file_name = format!("{}.{}", &blueprint_name, &blueprints_config.format);
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let model_path = Path::new(&library_path).join(Path::new(model_file_name.as_str()));
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||||
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||||
let model_handle: Handle<Gltf> = asset_server.load(model_path.clone());
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let model_id = model_handle.id();
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let loaded = asset_server.is_loaded_with_dependencies(model_id);
|
||||
if !loaded {
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||||
asset_infos.push(AssetLoadTracker {
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||||
name: model_path.to_string_lossy().into(),
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||||
id: model_id,
|
||||
loaded: false,
|
||||
handle: model_handle.clone()
|
||||
})
|
||||
}
|
||||
}
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||||
// if not all assets are already loaded, inject a component to signal that we need them to be loaded
|
||||
if asset_infos.len() > 0 {
|
||||
commands
|
||||
.entity(entity)
|
||||
.insert(AssetsToLoad{
|
||||
all_loaded: false,
|
||||
asset_infos: asset_infos,
|
||||
progress: 0.0
|
||||
//..Default::default()
|
||||
})
|
||||
.insert(BlueprintAssetsNotLoaded);
|
||||
}else {
|
||||
commands
|
||||
.entity(entity)
|
||||
.insert(BlueprintAssetsLoaded);
|
||||
}
|
||||
}
|
||||
else { // in case there are no blueprintsList
|
||||
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<
|
||||
(
|
||||
Entity,
|
||||
&BlueprintName,
|
||||
Option<&Transform>,
|
||||
Option<&Parent>,
|
||||
Option<&Library>,
|
||||
Option<&AddToGameWorld>,
|
||||
Option<&Name>,
|
||||
),
|
||||
(With<BlueprintAssetsLoaded>, Added<BlueprintAssetsLoaded>, Without<BlueprintAssetsNotLoaded>),
|
||||
>,
|
||||
|
||||
mut commands: Commands,
|
||||
mut game_world: Query<Entity, With<GameWorldTag>>,
|
||||
|
||||
@ -70,7 +217,8 @@ pub(crate) fn spawn_from_blueprints(
|
||||
blueprints_config: Res<BluePrintsConfig>,
|
||||
|
||||
children: Query<&Children>,
|
||||
) {
|
||||
){
|
||||
|
||||
for (
|
||||
entity,
|
||||
blupeprint_name,
|
||||
@ -79,20 +227,14 @@ pub(crate) fn spawn_from_blueprints(
|
||||
library_override,
|
||||
add_to_world,
|
||||
name,
|
||||
|
||||
) in spawn_placeholders.iter()
|
||||
{
|
||||
debug!(
|
||||
"need to spawn {:?} for entity {:?}, id: {:?}, parent:{:?}",
|
||||
info!(
|
||||
"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);
|
||||
|
||||
@ -101,8 +243,8 @@ 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);// FIXME: kinda weird now
|
||||
|
||||
let gltf = assets_gltf
|
||||
.get(&model_handle)
|
||||
@ -123,6 +265,12 @@ 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(),
|
||||
@ -143,4 +291,4 @@ pub(crate) fn spawn_from_blueprints(
|
||||
commands.entity(world).add_child(entity);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@ -1,12 +1,13 @@
|
||||
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 +90,8 @@ 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();
|
||||
}
|
||||
}
|
||||
|
@ -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",
|
||||
),
|
||||
),*/
|
||||
})
|
@ -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()
|
||||
},
|
||||
|
@ -1,5 +1,5 @@
|
||||
use bevy::prelude::*;
|
||||
use bevy_gltf_blueprints::{BluePrintBundle, BlueprintName, GameWorldTag};
|
||||
use bevy::{prelude::*, utils::hashbrown::HashMap};
|
||||
use bevy_gltf_blueprints::{BluePrintBundle, BlueprintName, BlueprintsList, GameWorldTag, Library, SpawnHere};
|
||||
use bevy_gltf_worlflow_examples_common_rapier::{assets::GameAssets, GameState, InAppRunning};
|
||||
|
||||
use bevy_rapier3d::prelude::Velocity;
|
||||
@ -7,31 +7,19 @@ 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(),
|
||||
SceneBundle{
|
||||
scene: asset_server.load("models/World.glb#Scene0"),
|
||||
..default()
|
||||
},
|
||||
bevy::prelude::Name::from("world"),
|
||||
GameWorldTag,
|
||||
InAppRunning,
|
||||
));
|
||||
|
||||
next_game_state.set(GameState::InGame)
|
||||
}
|
||||
|
||||
|
@ -97,13 +97,15 @@ 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))),
|
||||
) // shut down the app after this time
|
||||
) // shut down the app after this time*/
|
||||
;
|
||||
}
|
||||
}
|
||||
|
@ -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
|
||||
|
||||
|
||||
# export all main scenes
|
||||
@ -29,6 +29,8 @@ def export_main_scene(scene, folder_path, addon_prefs, library_collections):
|
||||
}
|
||||
|
||||
if export_blueprints :
|
||||
inject_blueprints_list_into_main_scene(scene)
|
||||
|
||||
if export_separate_dynamic_and_static_objects:
|
||||
#print("SPLIT STATIC AND DYNAMIC")
|
||||
# first export static objects
|
||||
|
@ -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 +60,17 @@ 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)
|
||||
print("gna", sub_names, sub_collections)
|
||||
if len(list(sub_names)) > 0:
|
||||
print("toto")
|
||||
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 +89,7 @@ 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 +105,7 @@ 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)
|
||||
|
||||
|
||||
@ -149,3 +150,40 @@ 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 data")
|
||||
root_collection = scene.collection
|
||||
assets_list = None
|
||||
for object in scene.objects:
|
||||
if object.name == "assets_list"+scene.name:
|
||||
assets_list = object
|
||||
break
|
||||
|
||||
if assets_list is None:
|
||||
assets_list = make_empty('assets_list_'+scene.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)
|
||||
(bla, bli ) = get_sub_collections(collections, root_node, children_per_collection)
|
||||
#print("sfdsfsdf", bla, bli, "root", root_node, "children_per_collection", children_per_collection)
|
||||
# with sub collections
|
||||
# (collection_names, collections) = get_sub_collections(all_collections, root_node, children_per_collection)
|
||||
#
|
||||
# what about marked assets ?
|
||||
#assets_list["blueprints_direct"] = list(collection_names)
|
||||
assets_list["BlueprintsList"] = f"({json.dumps(dict(children_per_collection))})"
|
||||
#'({"a":[]})'
|
||||
#'([])'
|
||||
#
|
||||
#
|
||||
|
||||
print("assets list", assets_list["BlueprintsList"], children_per_collection)
|
||||
|
@ -20,7 +20,7 @@ def setup_data(request):
|
||||
#other_materials_path = os.path.join("../../testing", "other_materials")
|
||||
|
||||
print("\nPerforming teardown...")
|
||||
if os.path.exists(models_path):
|
||||
'''if os.path.exists(models_path):
|
||||
shutil.rmtree(models_path)
|
||||
|
||||
"""if os.path.exists(materials_path):
|
||||
@ -34,7 +34,7 @@ def setup_data(request):
|
||||
|
||||
screenshot_observed_path = os.path.join(root_path, "screenshot.png")
|
||||
if os.path.exists(screenshot_observed_path):
|
||||
os.remove(screenshot_observed_path)
|
||||
os.remove(screenshot_observed_path)'''
|
||||
|
||||
request.addfinalizer(finalizer)
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user