feat(Blenvy): removed local assets, as they are useless, renamed AllAssets to BlenvyAssets
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@ -20,7 +20,7 @@ pub struct LocalAssets(pub Vec<MyAsset>);
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/// helper component, is used to store the list of sub blueprints to enable automatic loading of dependend blueprints
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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pub struct AllAssets(pub Vec<MyAsset>);
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pub struct BlenvyAssets(pub Vec<MyAsset>);
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@ -123,7 +123,7 @@ impl Plugin for BlueprintsPlugin {
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.register_type::<Vec<MyAsset>>()
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.register_type::<Vec<String>>()
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.register_type::<LocalAssets>()
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.register_type::<AllAssets>()
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.register_type::<BlenvyAssets>()
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.register_type::<HashMap<String, Vec<String>>>()
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@ -2,7 +2,7 @@ use std::path::{Path, PathBuf};
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use bevy::{gltf::Gltf, prelude::*, utils::hashbrown::HashMap};
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use crate::{AllAssets, AssetsToLoad, AssetLoadTracker, BluePrintsConfig, BlueprintAnimations, BlueprintAssetsLoaded, BlueprintAssetsNotLoaded};
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use crate::{BlenvyAssets, AssetsToLoad, AssetLoadTracker, BluePrintsConfig, BlueprintAnimations, BlueprintAssetsLoaded, BlueprintAssetsNotLoaded};
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/// this is a flag component for our levels/game world
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#[derive(Component)]
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@ -76,9 +76,9 @@ pub(crate) fn test_thingy(
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&BlueprintPath,
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Option<&Parent>,*/
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Option<&Name>,
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Option<&AllAssets>,
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Option<&BlenvyAssets>,
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),
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(Added<AllAssets>), // Added<AllAssets>
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(Added<BlenvyAssets>), // Added<BlenvyAssets>
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>,
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@ -15,12 +15,7 @@ pub struct MyAsset{
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/// helper component, is used to store the list of sub blueprints to enable automatic loading of dependend blueprints
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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pub struct LocalAssets(pub Vec<MyAsset>);
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/// helper component, is used to store the list of sub blueprints to enable automatic loading of dependend blueprints
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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pub struct AllAssets(pub Vec<MyAsset>);
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pub struct BlenvyAssets(pub Vec<MyAsset>);
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@ -50,26 +50,6 @@ impl Default for BluePrintBundle {
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}
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#[derive(Debug, Clone, Copy, Eq, PartialEq, Hash, Default)]
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pub enum GltfFormat {
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#[default]
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GLB,
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GLTF,
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}
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impl fmt::Display for GltfFormat {
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fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
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match self {
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GltfFormat::GLB => {
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write!(f, "glb",)
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}
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GltfFormat::GLTF => {
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write!(f, "gltf")
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}
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}
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}
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}
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#[derive(Debug, Clone)]
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/// Plugin for gltf blueprints
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pub struct BlueprintsPlugin {
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@ -112,8 +92,7 @@ impl Plugin for BlueprintsPlugin {
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.register_type::<MyAsset>()
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.register_type::<Vec<MyAsset>>()
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.register_type::<Vec<String>>()
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.register_type::<LocalAssets>()
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.register_type::<AllAssets>()
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.register_type::<BlenvyAssets>()
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.add_event::<BlueprintEvent>()
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@ -2,7 +2,7 @@ use std::path::{Path, PathBuf};
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use bevy::{gltf::Gltf, prelude::*, utils::hashbrown::HashMap};
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use crate::{AllAssets, AssetsToLoad, AssetLoadTracker, BlenvyConfig, BlueprintAnimations, BlueprintAssetsLoaded, BlueprintAssetsNotLoaded};
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use crate::{BlenvyAssets, AssetsToLoad, AssetLoadTracker, BlenvyConfig, BlueprintAnimations, BlueprintAssetsLoaded, BlueprintAssetsNotLoaded};
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/// this is a flag component for our levels/game world
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#[derive(Component)]
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@ -99,9 +99,9 @@ pub(crate) fn blueprints_prepare_spawn(
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&BlueprintPath,
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Option<&Parent>,*/
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Option<&Name>,
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Option<&AllAssets>,
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Option<&BlenvyAssets>,
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),
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(Added<AllAssets>), // Added<AllAssets>
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(Added<BlenvyAssets>), // Added<BlenvyAssets>
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>,
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@ -111,7 +111,7 @@ pub(crate) fn blueprints_prepare_spawn(
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&BlueprintName,
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&BlueprintPath,
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Option<&Parent>,
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Option<&AllAssets>,
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Option<&BlenvyAssets>,
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),(Added<BlueprintPath>)
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>,
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mut commands: Commands,
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@ -13231,11 +13231,11 @@
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"type": "object",
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"typeInfo": "Struct"
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},
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"blenvy::blueprints::assets::AllAssets": {
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"blenvy::blueprints::assets::BlenvyAssets": {
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"isComponent": true,
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"isResource": false,
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"items": false,
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"long_name": "blenvy::blueprints::assets::AllAssets",
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"long_name": "blenvy::blueprints::assets::BlenvyAssets",
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"prefixItems": [
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{
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"type": {
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@ -13243,23 +13243,7 @@
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}
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}
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],
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"short_name": "AllAssets",
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"type": "array",
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"typeInfo": "TupleStruct"
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},
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"blenvy::blueprints::assets::LocalAssets": {
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"isComponent": true,
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"isResource": false,
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"items": false,
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"long_name": "blenvy::blueprints::assets::LocalAssets",
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"prefixItems": [
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{
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"type": {
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"$ref": "#/$defs/alloc::vec::Vec<blenvy::blueprints::assets::MyAsset>"
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}
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}
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],
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"short_name": "LocalAssets",
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"short_name": "BlenvyAssets",
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"type": "array",
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"typeInfo": "TupleStruct"
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},
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@ -7,7 +7,7 @@ pub use animation::*;
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use std::{collections::HashMap, fs, time::Duration};
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use blenvy::{
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AllAssets, BlueprintAnimationPlayerLink, BlueprintEvent, BlueprintName, GltfBlueprintsSet, SceneAnimations
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BlenvyAssets, BlueprintAnimationPlayerLink, BlueprintEvent, BlueprintName, GltfBlueprintsSet, SceneAnimations
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};
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use bevy::{
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@ -39,7 +39,7 @@ fn validate_export(
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scene_animations: Query<(Entity, &SceneAnimations)>,
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empties_candidates: Query<(Entity, &Name, &GlobalTransform)>,
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assets_list: Query<(Entity, &AllAssets)>,
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assets_list: Query<(Entity, &BlenvyAssets)>,
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root: Query<(Entity, &Name, &Children), (Without<Parent>, With<Children>)>,
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) {
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let animations_found =
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@ -1,5 +1,5 @@
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use bevy::{gltf::{GltfMaterialExtras, GltfMeshExtras, GltfSceneExtras}, prelude::*};
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use blenvy::{AllAssets, BlueprintInstanceReady};
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use blenvy::{BlenvyAssets, BlueprintInstanceReady};
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use crate::BasicTest;
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@ -32,7 +32,7 @@ pub fn get_descendants(
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all_children: &Query<&Children>,
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all_names:&Query<&Name>, root: &Entity,
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nesting: usize,
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to_check: &Query<&BasicTest>//&Query<(&BlueprintInstanceReady, &AllAssets)>,
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to_check: &Query<&BasicTest>//&Query<(&BlueprintInstanceReady, &BlenvyAssets)>,
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)
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-> String
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{
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@ -67,7 +67,7 @@ pub fn draw_hierarchy_debug(
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all_children: Query<&Children>,
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all_names:Query<&Name>,
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to_check: Query<&BasicTest>,//Query<(&BlueprintInstanceReady, &AllAssets)>,
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to_check: Query<&BasicTest>,//Query<(&BlueprintInstanceReady, &BlenvyAssets)>,
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mut display: Query<&mut Text, With<HiearchyDebugTag>>,
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){
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let mut hierarchy_display: Vec<String> = vec![];
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@ -141,6 +141,7 @@ General issues:
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- [x] change "assets" tab to "levels"/worlds tab & modify UI accordingly
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- [ ] add option to 'split out' meshes from blueprints ?
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- [ ] ie considering meshletts etc , it would make sense to keep blueprints seperate from purely mesh gltfs
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- [ ] remove local assets, useless
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- [x] remove 'export_marked_assets' it should be a default setting
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- [x] disable/ hide asset editing ui for external assets
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@ -37,8 +37,7 @@ def export_blueprints(blueprints, settings, blueprints_data):
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all_assets = []
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auto_assets = []
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collection["local_assets"] = assets_to_fake_ron([{"name": asset.name, "path": asset.path} for asset in collection.user_assets] + auto_assets)
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collection["AllAssets"] = assets_to_fake_ron([{"name": asset.name, "path": asset.path} for asset in collection.user_assets]) #all_assets + [{"name": asset.name, "path": asset.path} for asset in collection.user_assets] + auto_assets)
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collection["BlenvyAssets"] = assets_to_fake_ron([{"name": asset.name, "path": asset.path} for asset in collection.user_assets] + auto_assets) #all_assets + [{"name": asset.name, "path": asset.path} for asset in collection.user_assets] + auto_assets)
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# do the actual export
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@ -78,9 +78,7 @@ def export_main_scene(scene, settings, blueprints_data):
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materials_exported_path = os.path.join(materials_path, f"{materials_library_name}{export_gltf_extension}")
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material_assets = [{"name": materials_library_name, "path": materials_exported_path}] # we also add the material library as an asset
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scene["local_assets"] = assets_to_fake_ron([{"name": asset.name, "path": asset.path} for asset in scene.user_assets] + auto_assets + material_assets)
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scene["AllAssets"] = assets_to_fake_ron(all_assets + [{"name": asset.name, "path": asset.path} for asset in scene.user_assets] + auto_assets + material_assets)
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scene["BlenvyAssets"] = assets_to_fake_ron(all_assets + [{"name": asset.name, "path": asset.path} for asset in scene.user_assets] + auto_assets + material_assets)
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if export_separate_dynamic_and_static_objects:
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