mirror of
https://github.com/kaosat-dev/Blender_bevy_components_workflow.git
synced 2024-11-22 11:50:53 +00:00
refactor(Blenvy): deprecated BlueprintName (& BluprintPath), and replaced them with BlueprintInfo
* contains both name & path * also experimented with merging the asset load tracking into BlenvyAssets by adding the fields from the asset loading tracker & ignoring them/ defaulting them for deserialization
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@ -13,7 +13,7 @@ this crate adds the ability to define Blueprints/Prefabs for [Bevy](https://bevy
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A blueprint is a set of **overrideable** components + a hierarchy: ie
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* just a Gltf file with Gltf_extras specifying components
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* a component called BlueprintName
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* a component called BlueprintInfo
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Particularly useful when using [Blender](https://www.blender.org/) as an editor for the [Bevy](https://bevyengine.org/) game engine, combined with the Blender add-on that do a lot of the work for you
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- [blenvy](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/tools/blenvy)
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@ -51,7 +51,7 @@ fn spawn_blueprint(
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){
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if keycode.just_pressed(KeyCode::S) {
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let new_entity = commands.spawn((
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BlueprintName("Health_Pickup".to_string()), // mandatory !!
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BlueprintInfo(name: "Health_Pickup".to_string(), path:""), // mandatory !!
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SpawnHere, // 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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@ -114,7 +114,7 @@ fn main() {
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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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BlueprintName("Health_Pickup".to_string()), // mandatory !!
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BlueprintInfo("Health_Pickup".to_string()), // mandatory !!
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SpawnHere, // mandatory !!
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TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)), // optional
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@ -134,7 +134,7 @@ 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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BlueprintName("Health_Pickup".to_string()),
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BlueprintInfo("Health_Pickup".to_string()),
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SpawnHere,
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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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@ -152,7 +152,7 @@ any component you specify when spawning the Blueprint that is also specified **w
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for example
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```rust no_run
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commands.spawn((
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BlueprintName("Health_Pickup".to_string()),
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BlueprintInfo("Health_Pickup".to_string()),
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SpawnHere,
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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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@ -163,7 +163,7 @@ commands.spawn((
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### BluePrintBundle
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There is also a ```BluePrintBundle``` for convenience , which just has
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* a ```BlueprintName``` component
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* a ```BlueprintInfo``` component
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* a ```SpawnHere``` component
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## Additional information
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@ -178,7 +178,7 @@ commands
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.spawn((
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Name::from("test"),
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BluePrintBundle {
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blueprint: BlueprintName("TestBlueprint".to_string()),
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blueprint: BlueprintInfo("TestBlueprint".to_string()),
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..Default::default()
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},
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Library("models".into()) // now the path to the blueprint above will be /assets/models/TestBlueprint.glb
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@ -16,7 +16,22 @@ 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, Deserialize)]
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#[reflect(Component)]
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pub struct BlenvyAssets(pub Vec<MyAsset>);
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pub struct BlenvyAssets {
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/// only this field should get filled in from the Blender side
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pub assets: Vec<MyAsset>,
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/// set to default when deserializing
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#[serde(default)]
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#[reflect(default)]
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pub loaded: bool,
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/// set to default when deserializing
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#[serde(default)]
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#[reflect(default)]
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pub progress: f32,
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#[reflect(ignore)]
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#[serde(skip)]
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pub asset_infos: Vec<AssetLoadTracker>,
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}
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//(pub Vec<MyAsset>);
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@ -30,7 +45,7 @@ pub(crate) struct BlueprintAssetsLoaded;
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pub(crate) struct BlueprintAssetsNotLoaded;
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/// helper component, for tracking loaded assets's loading state, id , handle etc
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#[derive(Debug)]
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#[derive(Debug, Reflect)]
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pub(crate) struct AssetLoadTracker {
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#[allow(dead_code)]
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pub name: String,
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@ -35,15 +35,13 @@ pub enum GltfBlueprintsSet {
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#[derive(Bundle)]
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pub struct BluePrintBundle {
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pub blueprint: BlueprintName,
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pub blueprint_path: BlueprintPath,
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pub blueprint: BlueprintInfo,
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pub spawn_here: SpawnHere,
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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: BlueprintName("default".into()),
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blueprint_path: BlueprintPath("".into()),
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blueprint: BlueprintInfo{ name: "default".into(), path:"".into()},
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spawn_here: SpawnHere,
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}
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}
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@ -76,8 +74,7 @@ fn aabbs_enabled(blenvy_config: Res<BlenvyConfig>) -> bool {
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impl Plugin for BlueprintsPlugin {
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fn build(&self, app: &mut App) {
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app
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.register_type::<BlueprintName>()
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.register_type::<BlueprintPath>()
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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::<BlueprintAnimations>()
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@ -9,23 +9,12 @@ use crate::{BlenvyAssets, BlenvyAssetsLoadState, AssetLoadTracker, BlenvyConfig,
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#[derive(Component)]
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pub struct GameWorldTag;
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/// Main component for the blueprints
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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pub struct BlueprintName(pub String);
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/// path component for the blueprints
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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pub struct BlueprintPath(pub String);
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/// Main component for the blueprints
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/// has both name & path of the blueprint to enable injecting the data from the correct blueprint
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/// into the entity that contains this component
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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pub struct BlueprintInfo{
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pub struct BlueprintInfo {
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pub name: String,
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pub path: String,
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}
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@ -100,67 +89,35 @@ pub enum BlueprintEvent {
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use gltf::Gltf as RawGltf;
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pub(crate) fn blueprints_prepare_spawn(
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spawn_placeholders: Query<
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(
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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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// 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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(
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Entity,
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/*&BlueprintName,
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&BlueprintPath,
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Option<&Parent>,*/
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Option<&Name>,
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Option<&BlenvyAssets>,
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),
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(Added<BlenvyAssets>), // Added<BlenvyAssets>
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>,
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blueprint_instances_to_spawn : Query<
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(
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Entity,
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&BlueprintName,
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&BlueprintPath,
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&BlueprintInfo,
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Option<&Parent>,
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Option<&BlenvyAssets>,
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),(Added<BlueprintPath>)
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),(Added<BlueprintInfo>)
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>,
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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) {
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for (entity, blueprint_path) in spawn_placeholders.iter() {
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println!("added blueprint_path {:?}", blueprint_path);
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/*commands.entity(entity).insert(
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SceneBundle {
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scene: asset_server.load(format!("{}#Scene0", &blueprint_path.0)), // "levels/World.glb#Scene0"),
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..default()
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},
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);*/
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// let model_handle: Handle<Gltf> = asset_server.load(model_path.clone());
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}
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for (entity, blueprint_name, blueprint_path, parent, all_assets) in blueprint_instances_to_spawn.iter() {
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println!("Detected blueprint to spawn {:?} {:?}", blueprint_name, blueprint_path);
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for (entity, blueprint_info, parent, all_assets) in blueprint_instances_to_spawn.iter() {
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println!("Detected blueprint to spawn {:?} {:?}", 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_path.0);
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let untyped_handle = asset_server.load_untyped(&blueprint_info.path);
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let asset_id = untyped_handle.id();
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let loaded = asset_server.is_loaded_with_dependencies(asset_id);
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let mut asset_infos: Vec<AssetLoadTracker> = vec![];
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if !loaded {
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asset_infos.push(AssetLoadTracker {
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name: blueprint_name.0.clone(),
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name: blueprint_info.name.clone(),
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id: asset_id,
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loaded: false,
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handle: untyped_handle.clone(),
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@ -169,7 +126,7 @@ asset_server: Res<AssetServer>,
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// and we also add all its assets
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/* prefetch attempt */
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let gltf = RawGltf::open(format!("assets/{}", blueprint_path.0)).unwrap();// RawGltf::open("examples/Box.gltf")?;
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let gltf = RawGltf::open(format!("assets/{}", blueprint_info.path)).unwrap();// RawGltf::open("examples/Box.gltf")?;
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for scene in gltf.scenes() {
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let foo_extras = scene.extras().clone().unwrap();
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@ -184,7 +141,7 @@ asset_server: Res<AssetServer>,
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let all_assets: BlenvyAssets = ron::from_str(&assets_raw.as_str().unwrap()).unwrap();
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println!("all_assets {:?}", all_assets);
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for asset in all_assets.0.iter() {
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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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@ -222,7 +179,7 @@ asset_server: Res<AssetServer>,
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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, Option<&Name>, &BlueprintPath, &mut BlenvyAssetsLoadState),
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(Entity, Option<&Name>, &BlueprintInfo, &mut BlenvyAssetsLoadState),
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With<BlueprintAssetsNotLoaded>,
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>,
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asset_server: Res<AssetServer>,
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@ -230,7 +187,7 @@ pub(crate) fn blueprints_check_assets_loading(
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mut blueprint_events: EventWriter<BlueprintEvent>,
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) {
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for (entity, entity_name, blueprint_path, mut assets_to_load) in blueprint_assets_to_load.iter_mut() {
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for (entity, entity_name, blueprint_info, 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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@ -259,8 +216,8 @@ pub(crate) fn blueprints_check_assets_loading(
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if all_loaded {
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assets_to_load.all_loaded = true;
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println!("LOADING: in progress for ALL assets of {:?} (instance of {}), preparing for spawn", entity_name, blueprint_path.0);
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blueprint_events.send(BlueprintEvent::AssetsLoaded {blueprint_name:"".into(), blueprint_path: blueprint_path.0.clone() });
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println!("LOADING: in progress for ALL assets of {:?} (instance of {}), preparing for spawn", entity_name, blueprint_info.path);
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blueprint_events.send(BlueprintEvent::AssetsLoaded {blueprint_name:"".into(), blueprint_path: blueprint_info.path.clone() });
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commands
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.entity(entity)
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@ -269,7 +226,7 @@ pub(crate) fn blueprints_check_assets_loading(
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.remove::<BlenvyAssetsLoadState>()
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;
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}else {
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println!("LOADING: done for ALL assets of {:?} (instance of {}): {} ",entity_name, blueprint_path.0, progress * 100.0);
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println!("LOADING: done 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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@ -280,8 +237,7 @@ pub(crate) fn blueprints_spawn(
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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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&BlueprintPath,
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&BlueprintInfo,
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Option<&Transform>,
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Option<&Parent>,
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Option<&AddToGameWorld>,
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@ -303,8 +259,7 @@ pub(crate) fn blueprints_spawn(
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) {
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for (
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entity,
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blupeprint_name,
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blueprint_path,
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blueprint_info,
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transform,
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original_parent,
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add_to_world,
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@ -313,16 +268,16 @@ pub(crate) fn blueprints_spawn(
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{
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info!(
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"all assets loaded, attempting to spawn blueprint {:?} for entity {:?}, id: {:?}, parent:{:?}",
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blupeprint_name.0, name, entity, original_parent
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blueprint_info.name, name, entity, original_parent
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);
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// info!("attempting to spawn {:?}", model_path);
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let model_handle: Handle<Gltf> = asset_server.load(blueprint_path.0.clone()); // FIXME: kinda weird now
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let model_handle: Handle<Gltf> = asset_server.load(blueprint_info.path.clone()); // FIXME: kinda weird now
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let gltf = assets_gltf.get(&model_handle).unwrap_or_else(|| {
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panic!(
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"gltf file {:?} should have been loaded",
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&blueprint_path.0
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&blueprint_info.path
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)
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});
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@ -5,7 +5,7 @@ use bevy::prelude::*;
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use bevy::scene::SceneInstance;
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// use bevy::utils::hashbrown::HashSet;
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use crate::{BlueprintAnimationPlayerLink, BlueprintAnimations, BlueprintPath};
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use crate::{BlueprintAnimationPlayerLink, BlueprintAnimations, BlueprintInfo};
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use crate::{SpawnHere, Spawned};
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use crate::{
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BlenvyAssetsLoadState, BlueprintAssetsLoaded, BlueprintEvent, CopyComponents, InBlueprint, NoInBlueprint, OriginalChildren
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@ -28,7 +28,7 @@ pub(crate) fn spawned_blueprint_post_process(
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&BlueprintAnimations,
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Option<&NoInBlueprint>,
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Option<&Name>,
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&BlueprintPath
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&BlueprintInfo
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),
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(With<SpawnHere>, With<SceneInstance>, With<Spawned>),
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>,
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@ -39,7 +39,7 @@ pub(crate) fn spawned_blueprint_post_process(
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mut blueprint_events: EventWriter<BlueprintEvent>,
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) {
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for (original, children, original_children, animations, no_inblueprint, name, blueprint_path) in
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for (original, children, original_children, animations, no_inblueprint, name, blueprint_info) in
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unprocessed_entities.iter()
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{
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info!("post processing blueprint for entity {:?}", name);
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@ -103,7 +103,7 @@ pub(crate) fn spawned_blueprint_post_process(
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//commands.entity(original).remove::<BlueprintAssetsLoaded>();
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commands.entity(root_entity).despawn_recursive();
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blueprint_events.send(BlueprintEvent::Spawned {blueprint_name:"".into(), blueprint_path: blueprint_path.0.clone() });
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blueprint_events.send(BlueprintEvent::Spawned {blueprint_name: blueprint_info.name.clone(), blueprint_path: blueprint_info.path.clone() });
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debug!("DONE WITH POST PROCESS");
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}
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@ -1,6 +1,5 @@
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use bevy::prelude::*;
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// use bevy_gltf_blueprints::{BluePrintBundle, BlueprintName, BlueprintPath, GameWorldTag};
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use blenvy::{BluePrintBundle, BlueprintName, BlueprintPath, GameWorldTag, SpawnHere};
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use blenvy::{BluePrintBundle, BlueprintInfo, GameWorldTag, SpawnHere};
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use crate::{GameState, InAppRunning};
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//use bevy_rapier3d::prelude::Velocity;
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@ -23,8 +22,7 @@ pub fn setup_game(
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));*/
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commands.spawn((
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BlueprintName("World".into()),
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BlueprintPath("levels/World.glb".into()),
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BlueprintInfo{name: "World".into(), path: "levels/World.glb".into()},
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bevy::prelude::Name::from("world"), //FIXME: not really needed ? could be infered from blueprint's name/ path
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SpawnHere,
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GameWorldTag,
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@ -64,11 +62,10 @@ pub fn spawn_test(
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let new_entity = commands
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.spawn((
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BluePrintBundle {
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blueprint: BlueprintName("Health_Pickup".to_string()),
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blueprint: BlueprintInfo{name: "Health_Pickup".into() , path:"foo/bar.glb".into()}, // FIXME
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..Default::default()
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},
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bevy::prelude::Name::from(format!("test{}", name_index)),
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// BlueprintName("Health_Pickup".to_string()),
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// SpawnHere,
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TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)),
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/*Velocity {
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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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BlenvyAssets, BlueprintAnimationPlayerLink, BlueprintEvent, BlueprintName, GltfBlueprintsSet, SceneAnimations
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BlenvyAssets, BlueprintAnimationPlayerLink, BlueprintEvent, BlueprintInfo, GltfBlueprintsSet, SceneAnimations
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};
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use bevy::{
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@ -25,7 +25,7 @@ fn start_game(mut next_app_state: ResMut<NextState<AppState>>) {
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}
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// if the export from Blender worked correctly, we should have animations (simplified here by using AnimationPlayerLink)
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// if the export from Blender worked correctly, we should have an Entity called "Blueprint4_nested" that has a child called "Blueprint3" that has a "BlueprintName" component with value Blueprint3
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// if the export from Blender worked correctly, we should have an Entity called "Blueprint4_nested" that has a child called "Blueprint3" that has a "BlueprintInfo" component with value Blueprint3
|
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// if the export from Blender worked correctly, we should have an assets_list
|
||||
// if the export from Blender worked correctly, we should have the correct tree of entities
|
||||
#[allow(clippy::too_many_arguments)]
|
||||
@ -34,7 +34,7 @@ fn validate_export(
|
||||
parents: Query<&Parent>,
|
||||
children: Query<&Children>,
|
||||
names: Query<&Name>,
|
||||
blueprints: Query<(Entity, &Name, &BlueprintName)>,
|
||||
blueprints: Query<(Entity, &Name, &BlueprintInfo)>,
|
||||
animation_player_links: Query<(Entity, &BlueprintAnimationPlayerLink)>,
|
||||
scene_animations: Query<(Entity, &SceneAnimations)>,
|
||||
empties_candidates: Query<(Entity, &Name, &GlobalTransform)>,
|
||||
@ -46,13 +46,13 @@ fn validate_export(
|
||||
!animation_player_links.is_empty() && scene_animations.into_iter().len() == 4;
|
||||
|
||||
let mut nested_blueprint_found = false;
|
||||
for (entity, name, blueprint_name) in blueprints.iter() {
|
||||
if name.to_string() == *"Blueprint4_nested" && blueprint_name.0 == *"Blueprint4_nested" {
|
||||
for (entity, name, blueprint_info) in blueprints.iter() {
|
||||
if name.to_string() == *"Blueprint4_nested" && blueprint_info.name == *"Blueprint4_nested" {
|
||||
if let Ok(cur_children) = children.get(entity) {
|
||||
for child in cur_children.iter() {
|
||||
if let Ok((_, child_name, child_blueprint_name)) = blueprints.get(*child) {
|
||||
if let Ok((_, child_name, child_blueprint_info)) = blueprints.get(*child) {
|
||||
if child_name.to_string() == *"Blueprint3"
|
||||
&& child_blueprint_name.0 == *"Blueprint3"
|
||||
&& child_blueprint_info.name == *"Blueprint3"
|
||||
{
|
||||
nested_blueprint_found = true;
|
||||
}
|
||||
|
@ -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 : ```BlueprintName``` & ```SpawnHere```
|
||||
* those empties will have additional custom properties / components : ```BlueprintInfo``` & ```SpawnHere```
|
||||
* 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
|
||||
|
||||
|
@ -153,8 +153,8 @@ General issues:
|
||||
- [ ] scan for used materials per blueprint !
|
||||
- [ ] for scenes, scan for used materials of all non instance objects (TODO: what about overrides ?)
|
||||
- [ ] find a solution for the new color handling
|
||||
- [ ] add back lighting_components
|
||||
- [ ] check if scene components are being deleted through our scene re-orgs in the spawn post process
|
||||
- [x] add back lighting_components
|
||||
- [x] check if scene components are being deleted through our scene re-orgs in the spawn post process
|
||||
- [ ] should "blueprint spawned" only be triggered after all its sub blueprints have spawned ?
|
||||
|
||||
- [ ] simplify testing example:
|
||||
@ -171,6 +171,11 @@ General issues:
|
||||
- [ ] rename repo to "Blenvy"
|
||||
- [ ] do a deprecation release of all bevy_gltf_xxx crates to point at the new Blenvy crate
|
||||
- [ ] hidden objects/collections not respected at export !!!
|
||||
- [ ] add a way of overriding assets for collection instances
|
||||
- [ ] add a way of visualizing per blueprint instances
|
||||
- [ ] cleanup all the spurious debug messages
|
||||
- [ ] deprecate BlueprintName & BlueprintPath & use BlueprintInfo instead
|
||||
- [ ] fix animation handling
|
||||
|
||||
|
||||
clear && pytest -svv --blender-template ../../testing/bevy_example/art/testing_library.blend --blender-executable /home/ckaos/tools/blender/blender-4.1.0-linux-x64/blender tests/test_bevy_integration_prepare.py && pytest -svv --blender-executable /home/ckaos/tools/blender/blender-4.1.0-linux-x64/blender tests/test_bevy_integration.py
|
@ -10,7 +10,11 @@ def assets_to_fake_ron(list_like):
|
||||
result = []
|
||||
for item in list_like:
|
||||
result.append(f"(name: \"{item['name']}\", path: \"{item['path']}\")")
|
||||
return f"({result})".replace("'", '')#.join(", ")
|
||||
|
||||
return f"(assets: {result})".replace("'", '')
|
||||
|
||||
return f"({result})".replace("'", '')
|
||||
|
||||
|
||||
def export_blueprints(blueprints, settings, blueprints_data):
|
||||
blueprints_path_full = getattr(settings, "blueprints_path_full")
|
||||
|
@ -97,10 +97,9 @@ def duplicate_object(object, parent, combine_mode, destination_collection, bluep
|
||||
object.name = original_name + "____bak"
|
||||
empty_obj = make_empty(original_name, object.location, object.rotation_euler, object.scale, destination_collection)
|
||||
|
||||
"""we inject the collection/blueprint name, as a component called 'BlueprintName', but we only do this in the empty, not the original object"""
|
||||
empty_obj['BlueprintName'] = f'("{blueprint_name}")'
|
||||
empty_obj["BlueprintPath"] = f'("{blueprint_path}")'
|
||||
"""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['BlueprintInfo'] = f'(name: "{blueprint_name}", path: "{blueprint_path}")'
|
||||
|
||||
# we copy custom properties over from our original object to our empty
|
||||
for component_name, component_value in object.items():
|
||||
|
@ -64,7 +64,7 @@ class ExampleExtensionProperties(bpy.types.PropertyGroup):
|
||||
# blueprint settings
|
||||
auto_export_blueprints: BoolProperty(
|
||||
name='Export Blueprints',
|
||||
description='Replaces collection instances with an Empty with a BlueprintName custom property',
|
||||
description='Replaces collection instances with an Empty with a BlueprintInfo custom property',
|
||||
default=True
|
||||
)
|
||||
auto_export_blueprints_path: StringProperty(
|
||||
|
@ -14,7 +14,10 @@ def assets_to_fake_ron(list_like):
|
||||
result = []
|
||||
for item in list_like:
|
||||
result.append(f"(name: \"{item['name']}\", path: \"{item['path']}\")")
|
||||
return f"({result})".replace("'", '')#.join(", ")
|
||||
|
||||
return f"(assets: {result})".replace("'", '')
|
||||
|
||||
return f"({result})".replace("'", '')
|
||||
|
||||
|
||||
def export_main_scene(scene, settings, blueprints_data):
|
||||
|
@ -59,7 +59,7 @@ class AutoExportSettings(PropertyGroup):
|
||||
# blueprint settings
|
||||
export_blueprints: BoolProperty(
|
||||
name='Export Blueprints',
|
||||
description='Replaces collection instances with an Empty with a BlueprintName custom property, and enabled a lot more features !',
|
||||
description='Replaces collection instances with an Empty with a BlueprintInfo custom property, and enabled a lot more features !',
|
||||
default=True,
|
||||
update=save_settings
|
||||
) # type: ignore
|
||||
|
@ -88,7 +88,6 @@ expected_custom_property_values = {'bevy_animation::AnimationPlayer': '(animatio
|
||||
'bevy_gltf_blueprints::animation::BlueprintAnimations': '(named_animations: "")',
|
||||
'bevy_gltf_blueprints::animation::SceneAnimations': '(named_animations: "")',
|
||||
'bevy_gltf_blueprints::materials::MaterialInfo': '(name: " ", source: " ")',
|
||||
'bevy_gltf_blueprints::spawn_from_blueprints::BlueprintName': '(" ")',
|
||||
'bevy_gltf_blueprints::spawn_from_blueprints::BlueprintsList': '({})',
|
||||
'bevy_gltf_blueprints::spawn_from_blueprints::SpawnHere': '()',
|
||||
'bevy_gltf_components::GltfProcessed': '()',
|
||||
@ -347,7 +346,6 @@ expected_custom_property_values_randomized = {'bevy_animation::AnimationPlayer':
|
||||
'bevy_gltf_blueprints::animation::BlueprintAnimations': '(named_animations: "")',
|
||||
'bevy_gltf_blueprints::animation::SceneAnimations': '(named_animations: "")',
|
||||
'bevy_gltf_blueprints::materials::MaterialInfo': '(name: "sbnpsago", source: "piuzfbqp")',
|
||||
'bevy_gltf_blueprints::spawn_from_blueprints::BlueprintName': '("sbnpsago")',
|
||||
'bevy_gltf_blueprints::spawn_from_blueprints::BlueprintsList': '({})',
|
||||
'bevy_gltf_blueprints::spawn_from_blueprints::SpawnHere': '()',
|
||||
'bevy_gltf_components::GltfProcessed': '()',
|
||||
|
Loading…
Reference in New Issue
Block a user