This commit is contained in:
Mark Moissette 2024-03-15 09:39:09 +00:00 committed by GitHub
commit ef3c63b2fd
No known key found for this signature in database
GPG Key ID: B5690EEEBB952194
22 changed files with 437 additions and 74 deletions

View File

@ -120,6 +120,9 @@ impl Plugin for BlueprintsPlugin {
.register_type::<MaterialInfo>()
.register_type::<SpawnHere>()
.register_type::<Animations>()
.register_type::<BlueprintsList>()
.register_type::<Vec<String>>()
.register_type::<HashMap<String, Vec<String>>>()
.insert_resource(BluePrintsConfig {
format: self.format,
library_folder: self.library_folder.clone(),
@ -140,11 +143,24 @@ impl Plugin for BlueprintsPlugin {
.add_systems(
Update,
(
spawn_from_blueprints,
compute_scene_aabbs.run_if(aabbs_enabled),
apply_deferred.run_if(aabbs_enabled),
(
prepare_blueprints,
check_for_loaded,
spawn_from_blueprints,
apply_deferred,
)
.chain(),
(compute_scene_aabbs, apply_deferred)
.chain()
.run_if(aabbs_enabled),
apply_deferred,
materials_inject.run_if(materials_library_enabled),
(
materials_inject,
check_for_material_loaded,
materials_inject2,
)
.chain()
.run_if(materials_library_enabled),
)
.chain()
.in_set(GltfBlueprintsSet::Spawn),

View File

@ -4,6 +4,7 @@ use bevy::{
asset::{AssetServer, Assets, Handle},
ecs::{
component::Component,
entity::Entity,
query::{Added, With},
reflect::ReflectComponent,
system::{Commands, Query, Res, ResMut},
@ -16,7 +17,7 @@ use bevy::{
render::mesh::Mesh,
};
use crate::BluePrintsConfig;
use crate::{AssetLoadTracker, AssetsToLoad, BluePrintsConfig};
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
@ -26,10 +27,113 @@ pub struct MaterialInfo {
pub source: String,
}
/// flag component
#[derive(Component)]
pub(crate) struct BlueprintMaterialAssetsLoaded;
/// flag component
#[derive(Component)]
pub(crate) struct BlueprintMaterialAssetsNotLoaded;
/// system that injects / replaces materials from material library
pub(crate) fn materials_inject(
blueprints_config: ResMut<BluePrintsConfig>,
material_infos: Query<(Entity, &MaterialInfo), Added<MaterialInfo>>,
asset_server: Res<AssetServer>,
mut commands: Commands,
) {
for (entity, material_info) in material_infos.iter() {
let model_file_name = format!(
"{}_materials_library.{}",
&material_info.source, &blueprints_config.format
);
let materials_path = Path::new(&blueprints_config.material_library_folder)
.join(Path::new(model_file_name.as_str()));
let material_name = &material_info.name;
let material_full_path = materials_path.to_str().unwrap().to_string() + "#" + material_name; // TODO: yikes, cleanup
if blueprints_config
.material_library_cache
.contains_key(&material_full_path)
{
debug!("material is cached, retrieving");
blueprints_config
.material_library_cache
.get(&material_full_path)
.expect("we should have the material available");
commands
.entity(entity)
.insert(BlueprintMaterialAssetsLoaded);
} else {
let material_file_handle: Handle<Gltf> = asset_server.load(materials_path.clone());
let material_file_id = material_file_handle.id();
let asset_infos: Vec<AssetLoadTracker<Gltf>> = vec![
AssetLoadTracker {
name: material_full_path,
id: material_file_id,
loaded: false,
handle: material_file_handle.clone(),
}
];
commands
.entity(entity)
.insert(AssetsToLoad {
all_loaded: false,
asset_infos,
..Default::default()
})
.insert(BlueprintMaterialAssetsNotLoaded);
/**/
}
}
}
// TODO, merge with check_for_loaded, make generic ?
pub(crate) fn check_for_material_loaded(
mut blueprint_assets_to_load: Query<
(Entity, &mut AssetsToLoad<Gltf>),
With<BlueprintMaterialAssetsNotLoaded>,
>,
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;
assets_to_load.progress = progress;
if all_loaded {
assets_to_load.all_loaded = true;
commands
.entity(entity)
.insert(BlueprintMaterialAssetsLoaded)
.remove::<BlueprintMaterialAssetsNotLoaded>();
}
}
}
/// system that injects / replaces materials from material library
pub(crate) fn materials_inject2(
mut blueprints_config: ResMut<BluePrintsConfig>,
material_infos: Query<(&MaterialInfo, &Children), Added<MaterialInfo>>,
material_infos: Query<
(&MaterialInfo, &Children),
(
Added<BlueprintMaterialAssetsLoaded>,
With<BlueprintMaterialAssetsLoaded>,
),
>,
with_materials_and_meshes: Query<
(),
(
@ -38,9 +142,9 @@ pub(crate) fn materials_inject(
With<Handle<Mesh>>,
),
>,
models: Res<Assets<bevy::gltf::Gltf>>,
assets_gltf: Res<Assets<Gltf>>,
asset_server: Res<AssetServer>,
mut commands: Commands,
) {
for (material_info, children) in material_infos.iter() {
@ -66,9 +170,9 @@ pub(crate) fn materials_inject(
.expect("we should have the material available");
material_found = Some(material);
} else {
let my_gltf: Handle<Gltf> = asset_server.load(materials_path.clone());
let mat_gltf = models
.get(my_gltf.id())
let model_handle: Handle<Gltf> = asset_server.load(materials_path.clone()); // FIXME: kinda weird now
let mat_gltf = assets_gltf
.get(model_handle.id())
.expect("material should have been preloaded");
if mat_gltf.named_materials.contains_key(material_name) {
let material = mat_gltf

View File

@ -1,6 +1,6 @@
use std::path::{Path, PathBuf};
use bevy::{gltf::Gltf, prelude::*};
use bevy::{gltf::Gltf, prelude::*, utils::HashMap};
use crate::{Animations, BluePrintsConfig};
@ -46,8 +46,144 @@ pub struct AddToGameWorld;
/// helper component, just to transfer child data
pub(crate) struct OriginalChildren(pub Vec<Entity>);
/// main spawning functions,
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
pub struct BlueprintsList(pub HashMap<String, Vec<String>>);
#[derive(Default, Debug)]
pub(crate) struct AssetLoadTracker<T: bevy::prelude::Asset> {
#[allow(dead_code)]
pub name: String,
pub id: AssetId<T>,
pub loaded: bool,
#[allow(dead_code)]
pub handle: Handle<T>,
}
#[derive(Component, Debug)]
pub(crate) struct AssetsToLoad<T: bevy::prelude::Asset> {
pub all_loaded: bool,
pub asset_infos: Vec<AssetLoadTracker<T>>,
pub progress: f32,
}
impl <T: bevy::prelude::Asset>Default for AssetsToLoad<T> {
fn default() -> Self {
Self { all_loaded: Default::default(), asset_infos: Default::default(), progress: Default::default() }
}
}
/// flag component
#[derive(Component)]
pub(crate) struct BlueprintAssetsLoaded;
/// flag component
#[derive(Component)]
pub(crate) struct BlueprintAssetsNotLoaded;
/// spawning prepare function,
/// * also takes into account the already exisiting "override" components, ie "override components" > components from blueprint
pub(crate) fn prepare_blueprints(
spawn_placeholders: Query<
(
Entity,
&BlueprintName,
Option<&Parent>,
Option<&Library>,
Option<&Name>,
Option<&BlueprintsList>,
),
(Added<BlueprintName>, Added<SpawnHere>, Without<Spawned>),
>,
mut commands: Commands,
asset_server: Res<AssetServer>,
blueprints_config: Res<BluePrintsConfig>,
) {
for (entity, blupeprint_name, original_parent, library_override, name, blueprints_list) in
spawn_placeholders.iter()
{
debug!(
"requesting to spawn {:?} for entity {:?}, id: {:?}, parent:{:?}",
blupeprint_name.0, name, entity, original_parent
);
// println!("main model path {:?}", model_path);
if blueprints_list.is_some() {
let blueprints_list = blueprints_list.unwrap();
// println!("blueprints list {:?}", blueprints_list.0.keys());
let mut asset_infos: Vec<AssetLoadTracker<Gltf>> = vec![];
let library_path =
library_override.map_or_else(|| &blueprints_config.library_folder, |l| &l.0);
for (blueprint_name, _) in blueprints_list.0.iter() {
let model_file_name = format!("{}.{}", &blueprint_name, &blueprints_config.format);
let model_path = Path::new(&library_path).join(Path::new(model_file_name.as_str()));
let model_handle: Handle<Gltf> = asset_server.load(model_path.clone());
let model_id = model_handle.id();
let loaded = asset_server.is_loaded_with_dependencies(model_id);
if !loaded {
asset_infos.push(AssetLoadTracker {
name: model_path.to_string_lossy().into(),
id: model_id,
loaded: false,
handle: model_handle.clone(),
});
}
}
// if not all assets are already loaded, inject a component to signal that we need them to be loaded
if !asset_infos.is_empty() {
commands
.entity(entity)
.insert(AssetsToLoad {
all_loaded: false,
asset_infos,
..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<
(
@ -59,7 +195,11 @@ pub(crate) fn spawn_from_blueprints(
Option<&AddToGameWorld>,
Option<&Name>,
),
(Added<BlueprintName>, Added<SpawnHere>, Without<Spawned>),
(
With<BlueprintAssetsLoaded>,
Added<BlueprintAssetsLoaded>,
Without<BlueprintAssetsNotLoaded>,
),
>,
mut commands: Commands,
@ -81,18 +221,11 @@ pub(crate) fn spawn_from_blueprints(
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 +234,8 @@ 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 +256,12 @@ 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(),

View File

@ -1,12 +1,16 @@
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 +93,8 @@ 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();
}
}

View File

@ -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(),

View File

@ -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(),

View File

@ -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(),

View File

@ -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(),

View File

@ -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(),

View File

@ -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((

View File

@ -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(),

View File

@ -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>>>,

View File

@ -1,6 +1,6 @@
({
"world":File (path: "models/World.glb"),
/*"world":File (path: "models/World.glb"),
"models": Folder (
path: "models/library",
),
),*/
})

View File

@ -3576,6 +3576,22 @@
"type": "array",
"typeInfo": "TupleStruct"
},
"bevy_gltf_blueprints::spawn_from_blueprints::BlueprintsList": {
"isComponent": true,
"isResource": false,
"items": false,
"prefixItems": [
{
"type": {
"$ref": "#/$defs/bevy_utils::hashbrown::HashMap<alloc::string::String, alloc::vec::Vec<alloc::string::String>, bevy_utils::hashbrown::hash_map::DefaultHashBuilder>"
}
}
],
"short_name": "BlueprintsList",
"title": "bevy_gltf_blueprints::spawn_from_blueprints::BlueprintsList",
"type": "array",
"typeInfo": "TupleStruct"
},
"bevy_gltf_blueprints::spawn_from_blueprints::SpawnHere": {
"additionalProperties": false,
"isComponent": true,
@ -10834,6 +10850,19 @@
"type": "object",
"typeInfo": "Value"
},
"bevy_utils::hashbrown::HashMap<alloc::string::String, alloc::vec::Vec<alloc::string::String>, bevy_utils::hashbrown::hash_map::DefaultHashBuilder>": {
"additionalProperties": {
"type": {
"$ref": "#/$defs/alloc::vec::Vec<alloc::string::String>"
}
},
"isComponent": false,
"isResource": false,
"short_name": "HashMap<String, Vec<String>, DefaultHashBuilder>",
"title": "bevy_utils::hashbrown::HashMap<alloc::string::String, alloc::vec::Vec<alloc::string::String>, bevy_utils::hashbrown::hash_map::DefaultHashBuilder>",
"type": "object",
"typeInfo": "Map"
},
"bevy_utils::smallvec::SmallVec<[bevy_ecs::entity::Entity; 8]>": {
"isComponent": false,
"isResource": false,

View File

@ -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()
},

View File

@ -1,37 +1,27 @@
use bevy::prelude::*;
use bevy_gltf_blueprints::{BluePrintBundle, BlueprintName, GameWorldTag};
use bevy_gltf_worlflow_examples_common_rapier::{assets::GameAssets, GameState, InAppRunning};
use bevy_gltf_blueprints::{
BluePrintBundle, BlueprintName, GameWorldTag,
};
use bevy_gltf_worlflow_examples_common_rapier::{GameState, InAppRunning};
use bevy_rapier3d::prelude::Velocity;
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(),
scene: asset_server.load("models/World.glb#Scene0"),
..default()
},
bevy::prelude::Name::from("world"),
GameWorldTag,
InAppRunning,
));
next_game_state.set(GameState::InGame)
}

View File

@ -97,9 +97,10 @@ 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))),

View File

@ -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

View File

@ -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 +60,15 @@ 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)
if len(list(sub_names)) > 0:
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 +87,7 @@ 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 +103,7 @@ 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 = {}

View File

@ -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)
@ -72,6 +73,13 @@ def copy_hollowed_collection_into(source_collection, destination_collection, par
"""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'] = '"'+collection_name+'"' if legacy_mode else '("'+collection_name+'")'
empty_obj['SpawnHere'] = '()'
# we also inject a list of all sub blueprints, so that the bevy side can preload them
root_node = CollectionNode()
root_node.name = "root"
children_per_collection = {}
get_sub_collections([object.instance_collection], root_node, children_per_collection)
empty_obj["BlueprintsList"] = f"({json.dumps(dict(children_per_collection))})"
#empty_obj["Assets"] = {"Animations": [], "Materials": [], "Models":[], "Textures":[], "Audio":[], "Other":[]}
# we copy custom properties over from our original object to our empty
for component_name, component_value in object.items():
@ -149,3 +157,35 @@ 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/blueprints data into scene")
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+"_components", [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)
# what about marked assets ?
# what about audio assets ?
# what about materials ?
# object['MaterialInfo'] = '(name: "'+material.name+'", source: "'+current_project_name + '")'
#assets_list["blueprints_direct"] = list(collection_names)
assets_list["BlueprintsList"] = f"({json.dumps(dict(children_per_collection))})"
#assets_list["Materials"]= '()'
# print("assets list", assets_list["BlueprintsList"], children_per_collection)

View File

@ -19,6 +19,8 @@ def setup_data(request):
def finalizer():
print("\nPerforming teardown...")
get_orphan_data()
if os.path.exists(models_path):
shutil.rmtree(models_path)
@ -33,9 +35,14 @@ def setup_data(request):
return None
def get_orphan_data():
orphan_meshes = [m.name for m in bpy.data.meshes if m.users == 0]
# print("orphan meshes before", orphan_meshes)
def test_export_do_not_export_blueprints(setup_data):
auto_export_operator = bpy.ops.export_scenes.auto_gltf
# first, configure things
# we use the global settings for that
export_props = {
@ -57,7 +64,6 @@ def test_export_do_not_export_blueprints(setup_data):
def test_export_custom_blueprints_path(setup_data):
auto_export_operator = bpy.ops.export_scenes.auto_gltf
# first, configure things
# we use the global settings for that
export_props = {
@ -210,3 +216,27 @@ def test_export_separate_dynamic_and_static_objects(setup_data):
assert os.path.exists(os.path.join(setup_data["models_path"], "World.glb")) == True
assert os.path.exists(os.path.join(setup_data["models_path"], "World_dynamic.glb")) == True
def test_export_should_not_generate_orphan_data(setup_data):
auto_export_operator = bpy.ops.export_scenes.auto_gltf
# first, configure things
# we use the global settings for that
export_props = {
"main_scene_names" : ['World'],
"library_scene_names": ['Library']
}
stored_settings = bpy.data.texts[".gltf_auto_export_settings"] if ".gltf_auto_export_settings" in bpy.data.texts else bpy.data.texts.new(".gltf_auto_export_settings")
stored_settings.clear()
stored_settings.write(json.dumps(export_props))
auto_export_operator(
direct_mode=True,
export_output_folder="./models",
export_scene_settings=True,
export_blueprints=False,
)
assert os.path.exists(os.path.join(setup_data["models_path"], "World.glb")) == True
assert os.path.exists(os.path.join(setup_data["models_path"], "library", "Blueprint1.glb")) == False

View File

@ -16,18 +16,16 @@ def setup_data(request):
root_path = "../../testing/bevy_example"
assets_root_path = os.path.join(root_path, "assets")
models_path = os.path.join(assets_root_path, "models")
#materials_path = os.path.join("../../testing", "materials")
materials_path = os.path.join(assets_root_path, "materials")
#other_materials_path = os.path.join("../../testing", "other_materials")
print("\nPerforming teardown...")
if os.path.exists(models_path):
shutil.rmtree(models_path)
"""if os.path.exists(materials_path):
if os.path.exists(materials_path):
shutil.rmtree(materials_path)
if os.path.exists(other_materials_path):
shutil.rmtree(other_materials_path)"""
diagnostics_file_path = os.path.join(root_path, "bevy_diagnostics.json")
if os.path.exists(diagnostics_file_path):
os.remove(diagnostics_file_path)
@ -75,7 +73,8 @@ def test_export_complex(setup_data):
export_scene_settings=True,
export_blueprints=True,
export_legacy_mode=False,
export_animations=True
export_animations=True,
export_materials_library=True
)
# blueprint1 => has an instance, got changed, should export
# blueprint2 => has NO instance, but marked as asset, should export
@ -95,11 +94,7 @@ def test_export_complex(setup_data):
# now run bevy
command = "cargo run --features bevy/dynamic_linking"
# assert getattr(propertyGroup, 'a') == 0.5714026093482971
FNULL = open(os.devnull, 'w') #use this if you want to suppress output to stdout from the subprocess
filename = "my_file.dat"
args = command
#subprocess.call(args, stdout=FNULL, stderr=FNULL, shell=False, cwd=bevy_run_exec_path)
return_code = subprocess.call(["cargo", "run", "--features", "bevy/dynamic_linking"], cwd=root_path)
print("RETURN CODE OF BEVY APP", return_code)
assert return_code == 0