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https://github.com/kaosat-dev/Blender_bevy_components_workflow.git
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feat(Blenvy:Bevy): fixed & upgraded hot reloading
* added mapping of assets to blueprint instance ids so we know which blueprint instances need to be de/respawned when a given asset changes * simplified & streamlined internals of hot reloading using the above * related cleanups & minor improvements
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@ -1,34 +1,51 @@
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use crate::{BlueprintAssetsLoadState, BlueprintAssetsLoaded, BlueprintInfo, SpawnBlueprint};
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use bevy::asset::AssetEvent;
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use crate::{BlueprintAssetsLoadState, BlueprintAssetsLoaded, BlueprintChildrenReady, BlueprintInfo, BlueprintInstanceReady, InBlueprint, SpawnBlueprint, SubBlueprintsSpawnTracker};
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use bevy::asset::{AssetEvent, UntypedAssetId};
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use bevy::prelude::*;
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use bevy::scene::SceneInstance;
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use bevy::utils::hashbrown::HashMap;
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/// Resource mapping asset paths (ideally untyped ids, but more complex) to a list of blueprint instance entity ids
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#[derive(Debug, Clone, Resource, Default)]
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pub(crate) struct AssetToBlueprintInstancesMapper{
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// pub(crate) untyped_id_to_blueprint_entity_ids: HashMap<UntypedAssetId, Vec<Entity>>
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pub(crate) untyped_id_to_blueprint_entity_ids: HashMap<String, Vec<Entity>>
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}
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pub(crate) fn react_to_asset_changes(
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mut gltf_events: EventReader<AssetEvent<Gltf>>,
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mut gltf_events: EventReader<AssetEvent<Gltf>>, // FIXME: Problem: we need to react to any asset change, not just gltf files !
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// mut untyped_events: EventReader<AssetEvent<LoadedUntypedAsset>>,
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mut blueprint_assets: Query<(
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blueprint_assets: Query<(
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Entity,
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Option<&Name>,
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&BlueprintInfo,
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&mut BlueprintAssetsLoadState,
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Option<&Children>,
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)>,
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// blueprint_children_entities: Query<&InBlueprint>, => can only be used if the entites are tagged, right now that is optional...perhaps do not make it optional
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assets_to_blueprint_instances: Res<AssetToBlueprintInstancesMapper>,
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asset_server: Res<AssetServer>,
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mut commands: Commands,
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) {
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for event in gltf_events.read() {
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// LoadedUntypedAsset
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match event {
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AssetEvent::Modified { id } => {
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// React to the image being modified
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// React to the gltf file being modified
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// println!("Modified gltf {:?}", asset_server.get_path(*id));
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for (entity, entity_name, _blueprint_info, mut assets_to_load, children) in
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blueprint_assets.iter_mut()
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{
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for tracker in assets_to_load.asset_infos.iter_mut() {
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if asset_server.get_path(*id).is_some() {
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if tracker.path == asset_server.get_path(*id).unwrap().to_string() {
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if let Some(asset_path) = asset_server.get_path(*id) {
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// let untyped = asset_server.get_handle_untyped(asset_path.clone());
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// println!("matching untyped handle {:?}", untyped);
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// let bla = untyped.unwrap().id();
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// asset_server.get
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if let Some(entities) = assets_to_blueprint_instances.untyped_id_to_blueprint_entity_ids.get(&asset_path.to_string()) {
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for entity in entities.iter() {
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println!("matching blueprint instance {}", entity);
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if let Ok((entity, entity_name, _blueprint_info, children)) = blueprint_assets.get(*entity) {
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println!("HOLY MOLY IT DETECTS !!, now respawn {:?}", entity_name);
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// TODO: only remove those that are "in blueprint"
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if children.is_some() {
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for child in children.unwrap().iter() {
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commands.entity(*child).despawn_recursive();
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@ -36,12 +53,12 @@ pub(crate) fn react_to_asset_changes(
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}
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commands
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.entity(entity)
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.remove::<BlueprintInstanceReady>()
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.remove::<BlueprintAssetsLoaded>()
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.remove::<SceneInstance>()
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.remove::<BlueprintAssetsLoadState>()
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.remove::<SubBlueprintsSpawnTracker>()
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.insert(SpawnBlueprint);
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break;
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}
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}
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}
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@ -19,7 +19,7 @@ pub use copy_components::*;
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pub(crate) mod hot_reload;
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pub(crate) use hot_reload::*;
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use bevy::{prelude::*, utils::HashMap};
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use bevy::{prelude::*, utils::hashbrown::HashMap};
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use crate::{BlenvyConfig, GltfComponentsSet};
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@ -65,7 +65,8 @@ fn aabbs_enabled(blenvy_config: Res<BlenvyConfig>) -> bool {
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}
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fn hot_reload(watching_for_changes: Res<WatchingForChanges>) -> bool {
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watching_for_changes.0
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// println!("hot reload ? {}", watching_for_changes.0);
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return watching_for_changes.0
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}
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trait BlenvyApp {
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@ -91,6 +92,9 @@ const ASSET_ERROR: &str = ""; // TODO
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impl Plugin for BlueprintsPlugin {
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fn build(&self, app: &mut App) {
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app.register_watching_for_changes()
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.insert_resource(AssetToBlueprintInstancesMapper {
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untyped_id_to_blueprint_entity_ids: HashMap::new(),
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})
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.add_event::<BlueprintEvent>()
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.register_type::<BlueprintInfo>()
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.register_type::<MaterialInfo>()
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@ -4,9 +4,7 @@ use bevy::{gltf::Gltf, prelude::*, scene::SceneInstance, utils::hashbrown::HashM
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use serde_json::Value;
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use crate::{
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AnimationInfos, AssetLoadTracker, BlenvyConfig, BlueprintAnimationPlayerLink,
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BlueprintAnimations, BlueprintAssets, BlueprintAssetsLoadState, BlueprintAssetsLoaded,
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BlueprintAssetsNotLoaded, SceneAnimationPlayerLink, SceneAnimations,
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AnimationInfos, AssetLoadTracker, AssetToBlueprintInstancesMapper, BlenvyConfig, BlueprintAnimationPlayerLink, BlueprintAnimations, BlueprintAssets, BlueprintAssetsLoadState, BlueprintAssetsLoaded, BlueprintAssetsNotLoaded, SceneAnimationPlayerLink, SceneAnimations
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};
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/// this is a flag component for our levels/game world
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@ -39,11 +37,7 @@ impl BlueprintInfo {
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#[reflect(Component)]
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pub struct SpawnBlueprint;
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#[derive(Component, Debug)]
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/// flag component added when a Blueprint instance ist Ready : ie :
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/// - its assets have loaded
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/// - it has finished spawning
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pub struct BlueprintInstanceReady;
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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@ -112,6 +106,9 @@ pub struct BlueprintSpawning;
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use gltf::Gltf as RawGltf;
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/*
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Overview of the Blueprint Spawning process
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- Blueprint Load Assets
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@ -135,6 +132,8 @@ pub(crate) fn blueprints_prepare_spawn(
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>,
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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// for hot reload
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mut assets_to_blueprint_instances: ResMut<AssetToBlueprintInstancesMapper>
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) {
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for (entity, blueprint_info, entity_name) in blueprint_instances_to_spawn.iter() {
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info!(
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@ -186,6 +185,18 @@ pub(crate) fn blueprints_prepare_spawn(
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handle: untyped_handle.clone(),
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});
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}
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// FIXME: dang, too early, asset server has not yet started loading yet
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// let path_id = asset_server.get_path_id(&asset.path).expect("we should have alread checked for this asset");
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let path_id = asset.path.clone();
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// TODO: make this dependant on if hot reload is enabled or not
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if !assets_to_blueprint_instances.untyped_id_to_blueprint_entity_ids.contains_key(&path_id) {
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assets_to_blueprint_instances.untyped_id_to_blueprint_entity_ids.insert(path_id.clone(), vec![]);
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}
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// only insert if not already present in mapping
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if !assets_to_blueprint_instances.untyped_id_to_blueprint_entity_ids[&path_id].contains(&entity) {
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assets_to_blueprint_instances.untyped_id_to_blueprint_entity_ids.get_mut(&path_id).unwrap().push(entity);
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}
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}
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}
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}
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@ -659,6 +670,7 @@ pub(crate) fn blueprints_cleanup_spawned_scene(
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commands
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.entity(original)
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.remove::<BlueprintChildrenReady>() // we are done with this step, we can remove the `BlueprintChildrenReady` tag component
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.insert(BlueprintReadyForPostProcess); // Tag the entity so any systems dealing with post processing can know it is now their "turn"
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commands.entity(blueprint_root_entity).despawn_recursive(); // Remove the root entity that comes from the spawned-in scene
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@ -669,6 +681,12 @@ pub(crate) fn blueprints_cleanup_spawned_scene(
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#[reflect(Component)]
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pub struct BlueprintReadyForFinalizing;
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#[derive(Component, Debug)]
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/// flag component added when a Blueprint instance ist Ready : ie :
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/// - its assets have loaded
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/// - it has finished spawning
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pub struct BlueprintInstanceReady;
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pub(crate) fn blueprints_finalize_instances(
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blueprint_instances: Query<
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(
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@ -684,6 +702,8 @@ pub(crate) fn blueprints_finalize_instances(
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all_children: Query<&Children>,
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mut blueprint_events: EventWriter<BlueprintEvent>,
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mut commands: Commands,
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all_names: Query<&Name>
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) {
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for (entity, name, blueprint_info, parent_blueprint, hide_until_ready) in
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blueprint_instances.iter()
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@ -691,6 +711,7 @@ pub(crate) fn blueprints_finalize_instances(
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info!("Finalizing blueprint instance {:?}", name);
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commands
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.entity(entity)
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.remove::<BlueprintReadyForFinalizing>()
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.remove::<BlueprintReadyForPostProcess>()
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.remove::<BlueprintSpawning>()
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.remove::<SpawnBlueprint>()
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@ -720,7 +741,8 @@ pub(crate) fn blueprints_finalize_instances(
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}
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}
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if all_spawned {
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// println!("ALLLLL SPAAAAWNED for {} named {:?}", track_root.0, root_name);
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let root_name = all_names.get(track_root.0);
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println!("ALLLLL SPAAAAWNED for {} named {:?}", track_root.0, root_name);
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commands.entity(track_root.0).insert(BlueprintChildrenReady);
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}
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}
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