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Mark Moissette 2024-03-30 22:44:11 +00:00 committed by GitHub
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17 changed files with 842 additions and 116 deletions

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@ -3,8 +3,8 @@ use bevy::utils::HashMap;
#[derive(Component, Reflect, Default, Debug)] #[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)] #[reflect(Component)]
/// storage for animations for a given entity (hierarchy), essentially a clone of gltf's `named_animations` /// storage for animations for a given entity's BLUEPRINT (ie for example a characters animations), essentially a clone of gltf's `named_animations`
pub struct Animations { pub struct BlueprintAnimations {
pub named_animations: HashMap<String, Handle<AnimationClip>>, pub named_animations: HashMap<String, Handle<AnimationClip>>,
} }
@ -13,4 +13,70 @@ pub struct Animations {
/// so that the root entity knows which of its children contains an actualy `AnimationPlayer` component /// so that the root entity knows which of its children contains an actualy `AnimationPlayer` component
/// this is for convenience, because currently , Bevy's gltf parsing inserts `AnimationPlayers` "one level down" /// this is for convenience, because currently , Bevy's gltf parsing inserts `AnimationPlayers` "one level down"
/// ie armature/root for animated models, which means more complex queries to trigger animations that we want to avoid /// ie armature/root for animated models, which means more complex queries to trigger animations that we want to avoid
pub struct AnimationPlayerLink(pub Entity); pub struct BlueprintAnimationPlayerLink(pub Entity);
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
/// storage for animations for a given entity (hierarchy), essentially a clone of gltf's `named_animations`
pub struct InstanceAnimations {
pub named_animations: HashMap<String, Handle<AnimationClip>>,
}
#[derive(Component, Debug)]
/// Stop gap helper component : this is inserted into a "root" entity (an entity representing a whole gltf file)
/// so that the root entity knows which of its children contains an actualy `AnimationPlayer` component
/// this is for convenience, because currently , Bevy's gltf parsing inserts `AnimationPlayers` "one level down"
/// ie armature/root for animated models, which means more complex queries to trigger animations that we want to avoid
pub struct InstanceAnimationPlayerLink(pub Entity);
/// Stores Animation information: name, frame informations etc
#[derive(Reflect, Default, Debug)]
pub struct AnimationInfo {
pub name: String,
pub frame_start: f32,
pub frame_end: f32,
pub frames_length: f32,
pub frame_start_override: f32,
pub frame_end_override: f32,
}
/// Stores information about animations, to make things a bit easier api wise:
/// these components are automatically inserted by gltf_auto_export on entities that have animations
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
pub struct AnimationInfos {
pub animations: Vec<AnimationInfo>,
}
pub struct AnimationMarker {
pub frame: u32,
pub name: String,
}
/// Stores information about animation markers: practical for adding things like triggering events at specific keyframes etc
/// it is essentiall a hashmap of AnimationName => HashMap<FrameNumber, Vec of marker names>
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
pub struct AnimationMarkers(pub HashMap<String, HashMap<u32, Vec<String>>>);
// FIXME: ugh, ugly, there has to be a better way to do this ?
#[derive(Component, Default, Debug)]
pub struct AnimationMarkerTrackers(pub HashMap<String, HashMap<u32, Vec<AnimationMarkerTracker>>>);
#[derive(Default, Debug)]
pub struct AnimationMarkerTracker {
// pub frame:u32,
// pub name: String,
// pub processed_for_cycle: bool,
pub prev_frame: u32,
}
/// Event that gets triggered once a specific marker inside an animation has been reached (frame based)
/// Provides some usefull information about which entity , wich animation, wich frame & which marker got triggered
#[derive(Event, Debug)]
pub struct AnimationMarkerReached {
pub entity: Entity,
pub animation_name: String,
pub frame: u32,
pub marker_name: String,
}

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@ -123,9 +123,16 @@ impl Plugin for BlueprintsPlugin {
.register_type::<BlueprintName>() .register_type::<BlueprintName>()
.register_type::<MaterialInfo>() .register_type::<MaterialInfo>()
.register_type::<SpawnHere>() .register_type::<SpawnHere>()
.register_type::<Animations>() .register_type::<BlueprintAnimations>()
.register_type::<InstanceAnimations>()
.register_type::<AnimationInfo>()
.register_type::<AnimationInfos>()
.register_type::<Vec<AnimationInfo>>()
.register_type::<AnimationMarkers>()
.register_type::<HashMap<u32, Vec<String>>>()
.register_type::<HashMap<String, HashMap<u32, Vec<String>>>>()
.add_event::<AnimationMarkerReached>()
.register_type::<BlueprintsList>() .register_type::<BlueprintsList>()
.register_type::<Vec<String>>()
.register_type::<HashMap<String, Vec<String>>>() .register_type::<HashMap<String, Vec<String>>>()
.insert_resource(BluePrintsConfig { .insert_resource(BluePrintsConfig {
format: self.format, format: self.format,

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@ -2,7 +2,7 @@ use std::path::{Path, PathBuf};
use bevy::{gltf::Gltf, prelude::*, utils::HashMap}; use bevy::{gltf::Gltf, prelude::*, utils::HashMap};
use crate::{Animations, BluePrintsConfig}; use crate::{BluePrintsConfig, BlueprintAnimations};
/// this is a flag component for our levels/game world /// this is a flag component for our levels/game world
#[derive(Component)] #[derive(Component)]
@ -279,11 +279,12 @@ pub(crate) fn spawn_from_blueprints(
transform: transforms, transform: transforms,
..Default::default() ..Default::default()
}, },
Animations {
named_animations: gltf.named_animations.clone(),
},
Spawned, Spawned,
OriginalChildren(original_children), OriginalChildren(original_children),
BlueprintAnimations {
// these are animations specific to the inside of the blueprint
named_animations: gltf.named_animations.clone(),
},
)); ));
if add_to_world.is_some() { if add_to_world.is_some() {

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@ -5,7 +5,7 @@ use bevy::prelude::*;
use bevy::scene::SceneInstance; use bevy::scene::SceneInstance;
// use bevy::utils::hashbrown::HashSet; // use bevy::utils::hashbrown::HashSet;
use super::{AnimationPlayerLink, Animations}; use super::{BlueprintAnimationPlayerLink, BlueprintAnimations};
use super::{SpawnHere, Spawned}; use super::{SpawnHere, Spawned};
use crate::{ use crate::{
AssetsToLoad, BlueprintAssetsLoaded, CopyComponents, InBlueprint, NoInBlueprint, AssetsToLoad, BlueprintAssetsLoaded, CopyComponents, InBlueprint, NoInBlueprint,
@ -24,7 +24,7 @@ pub(crate) fn spawned_blueprint_post_process(
Entity, Entity,
&Children, &Children,
&OriginalChildren, &OriginalChildren,
&Animations, &BlueprintAnimations,
Option<&NoInBlueprint>, Option<&NoInBlueprint>,
Option<&Name>, Option<&Name>,
), ),
@ -85,7 +85,9 @@ pub(crate) fn spawned_blueprint_post_process(
// FIXME: stopgap solution: since we cannot use an AnimationPlayer at the root entity level // FIXME: stopgap solution: since we cannot use an AnimationPlayer at the root entity level
// and we cannot update animation clips so that the EntityPaths point to one level deeper, // and we cannot update animation clips so that the EntityPaths point to one level deeper,
// BUT we still want to have some marker/control at the root entity level, we add this // BUT we still want to have some marker/control at the root entity level, we add this
commands.entity(original).insert(AnimationPlayerLink(added)); commands
.entity(original)
.insert(BlueprintAnimationPlayerLink(added));
} }
} }
} }

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@ -3373,6 +3373,17 @@
"type": "object", "type": "object",
"typeInfo": "Struct" "typeInfo": "Struct"
}, },
"bevy_gltf_blueprints::animation::Animated": {
"additionalProperties": false,
"isComponent": true,
"isResource": false,
"properties": {},
"required": [],
"short_name": "Animated",
"title": "bevy_gltf_blueprints::animation::Animated",
"type": "object",
"typeInfo": "Struct"
},
"bevy_gltf_blueprints::animation::Animations": { "bevy_gltf_blueprints::animation::Animations": {
"additionalProperties": false, "additionalProperties": false,
"isComponent": true, "isComponent": true,
@ -3433,6 +3444,22 @@
"type": "array", "type": "array",
"typeInfo": "TupleStruct" "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": { "bevy_gltf_blueprints::spawn_from_blueprints::SpawnHere": {
"additionalProperties": false, "additionalProperties": false,
"isComponent": true, "isComponent": true,
@ -10691,6 +10718,19 @@
"type": "object", "type": "object",
"typeInfo": "Value" "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]>": { "bevy_utils::smallvec::SmallVec<[bevy_ecs::entity::Entity; 8]>": {
"isComponent": false, "isComponent": false,
"isResource": false, "isResource": false,

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@ -14,3 +14,4 @@ bevy_rapier3d = { version = "0.25.0", features = ["serde-serialize", "debug-rend
bevy_asset_loader = { version = "0.20", features = ["standard_dynamic_assets"] } bevy_asset_loader = { version = "0.20", features = ["standard_dynamic_assets"] }
bevy_editor_pls = { version = "0.8" } bevy_editor_pls = { version = "0.8" }
rand = "0.8.5" rand = "0.8.5"
json-writer ="0.3"

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@ -110,6 +110,19 @@
"type": "array", "type": "array",
"typeInfo": "List" "typeInfo": "List"
}, },
"alloc::vec::Vec<bevy_gltf_blueprints::animation::AnimationInfo>": {
"isComponent": false,
"isResource": false,
"items": {
"type": {
"$ref": "#/$defs/bevy_gltf_blueprints::animation::AnimationInfo"
}
},
"short_name": "Vec<AnimationInfo>",
"title": "alloc::vec::Vec<bevy_gltf_blueprints::animation::AnimationInfo>",
"type": "array",
"typeInfo": "List"
},
"alloc::vec::Vec<bevy_render::color::Color>": { "alloc::vec::Vec<bevy_render::color::Color>": {
"isComponent": false, "isComponent": false,
"isResource": false, "isResource": false,
@ -2947,6 +2960,39 @@
"type": "object", "type": "object",
"typeInfo": "Struct" "typeInfo": "Struct"
}, },
"bevy_example::game::animation::Marker1": {
"additionalProperties": false,
"isComponent": true,
"isResource": false,
"properties": {},
"required": [],
"short_name": "Marker1",
"title": "bevy_example::game::animation::Marker1",
"type": "object",
"typeInfo": "Struct"
},
"bevy_example::game::animation::Marker2": {
"additionalProperties": false,
"isComponent": true,
"isResource": false,
"properties": {},
"required": [],
"short_name": "Marker2",
"title": "bevy_example::game::animation::Marker2",
"type": "object",
"typeInfo": "Struct"
},
"bevy_example::game::animation::Marker3": {
"additionalProperties": false,
"isComponent": true,
"isResource": false,
"properties": {},
"required": [],
"short_name": "Marker3",
"title": "bevy_example::game::animation::Marker3",
"type": "object",
"typeInfo": "Struct"
},
"bevy_example::test_components::AComponentWithAnExtremlyExageratedOrMaybeNotButCouldBeNameOrWut": { "bevy_example::test_components::AComponentWithAnExtremlyExageratedOrMaybeNotButCouldBeNameOrWut": {
"additionalProperties": false, "additionalProperties": false,
"isComponent": true, "isComponent": true,
@ -3516,7 +3562,91 @@
"type": "object", "type": "object",
"typeInfo": "Struct" "typeInfo": "Struct"
}, },
"bevy_gltf_blueprints::animation::Animations": { "bevy_gltf_blueprints::animation::AnimationInfo": {
"additionalProperties": false,
"isComponent": false,
"isResource": false,
"properties": {
"frame_end": {
"type": {
"$ref": "#/$defs/f32"
}
},
"frame_end_override": {
"type": {
"$ref": "#/$defs/f32"
}
},
"frame_start": {
"type": {
"$ref": "#/$defs/f32"
}
},
"frame_start_override": {
"type": {
"$ref": "#/$defs/f32"
}
},
"frames_length": {
"type": {
"$ref": "#/$defs/f32"
}
},
"name": {
"type": {
"$ref": "#/$defs/alloc::string::String"
}
}
},
"required": [
"name",
"frame_start",
"frame_end",
"frames_length",
"frame_start_override",
"frame_end_override"
],
"short_name": "AnimationInfo",
"title": "bevy_gltf_blueprints::animation::AnimationInfo",
"type": "object",
"typeInfo": "Struct"
},
"bevy_gltf_blueprints::animation::AnimationInfos": {
"additionalProperties": false,
"isComponent": true,
"isResource": false,
"properties": {
"animations": {
"type": {
"$ref": "#/$defs/alloc::vec::Vec<bevy_gltf_blueprints::animation::AnimationInfo>"
}
}
},
"required": [
"animations"
],
"short_name": "AnimationInfos",
"title": "bevy_gltf_blueprints::animation::AnimationInfos",
"type": "object",
"typeInfo": "Struct"
},
"bevy_gltf_blueprints::animation::AnimationMarkers": {
"isComponent": true,
"isResource": false,
"items": false,
"prefixItems": [
{
"type": {
"$ref": "#/$defs/bevy_utils::hashbrown::HashMap<alloc::string::String, bevy_utils::hashbrown::HashMap<u32, alloc::vec::Vec<alloc::string::String>, bevy_utils::hashbrown::hash_map::DefaultHashBuilder>, bevy_utils::hashbrown::hash_map::DefaultHashBuilder>"
}
}
],
"short_name": "AnimationMarkers",
"title": "bevy_gltf_blueprints::animation::AnimationMarkers",
"type": "array",
"typeInfo": "TupleStruct"
},
"bevy_gltf_blueprints::animation::BlueprintAnimations": {
"additionalProperties": false, "additionalProperties": false,
"isComponent": true, "isComponent": true,
"isResource": false, "isResource": false,
@ -3530,8 +3660,27 @@
"required": [ "required": [
"named_animations" "named_animations"
], ],
"short_name": "Animations", "short_name": "BlueprintAnimations",
"title": "bevy_gltf_blueprints::animation::Animations", "title": "bevy_gltf_blueprints::animation::BlueprintAnimations",
"type": "object",
"typeInfo": "Struct"
},
"bevy_gltf_blueprints::animation::InstanceAnimations": {
"additionalProperties": false,
"isComponent": true,
"isResource": false,
"properties": {
"named_animations": {
"type": {
"$ref": "#/$defs/bevy_utils::hashbrown::HashMap<alloc::string::String, bevy_asset::handle::Handle<bevy_animation::AnimationClip>, bevy_utils::hashbrown::hash_map::DefaultHashBuilder>"
}
}
},
"required": [
"named_animations"
],
"short_name": "InstanceAnimations",
"title": "bevy_gltf_blueprints::animation::InstanceAnimations",
"type": "object", "type": "object",
"typeInfo": "Struct" "typeInfo": "Struct"
}, },
@ -10863,6 +11012,32 @@
"type": "object", "type": "object",
"typeInfo": "Map" "typeInfo": "Map"
}, },
"bevy_utils::hashbrown::HashMap<alloc::string::String, bevy_utils::hashbrown::HashMap<u32, alloc::vec::Vec<alloc::string::String>, bevy_utils::hashbrown::hash_map::DefaultHashBuilder>, bevy_utils::hashbrown::hash_map::DefaultHashBuilder>": {
"additionalProperties": {
"type": {
"$ref": "#/$defs/bevy_utils::hashbrown::HashMap<u32, alloc::vec::Vec<alloc::string::String>, bevy_utils::hashbrown::hash_map::DefaultHashBuilder>"
}
},
"isComponent": false,
"isResource": false,
"short_name": "HashMap<String, HashMap<u32, Vec<String>, DefaultHashBuilder>, DefaultHashBuilder>",
"title": "bevy_utils::hashbrown::HashMap<alloc::string::String, bevy_utils::hashbrown::HashMap<u32, alloc::vec::Vec<alloc::string::String>, bevy_utils::hashbrown::hash_map::DefaultHashBuilder>, bevy_utils::hashbrown::hash_map::DefaultHashBuilder>",
"type": "object",
"typeInfo": "Map"
},
"bevy_utils::hashbrown::HashMap<u32, 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<u32, Vec<String>, DefaultHashBuilder>",
"title": "bevy_utils::hashbrown::HashMap<u32, 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]>": { "bevy_utils::smallvec::SmallVec<[bevy_ecs::entity::Entity; 8]>": {
"isComponent": false, "isComponent": false,
"isResource": false, "isResource": false,

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@ -0,0 +1,278 @@
use std::time::Duration;
use bevy_gltf_blueprints::{
AnimationInfos, AnimationMarkerReached, AnimationMarkerTrackers, AnimationMarkers,
BlueprintAnimationPlayerLink, BlueprintAnimations, BlueprintName, BlueprintsList,
GltfBlueprintsSet, InstanceAnimationPlayerLink, InstanceAnimations,
};
use bevy::{gltf::Gltf, prelude::*};
use bevy_gltf_worlflow_examples_common_rapier::{AppState, GameState};
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
/// flag component for testing
pub struct Marker1;
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
/// flag component for testing
pub struct Marker2;
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
/// flag component for testing
pub struct Marker3;
#[derive(Resource)]
pub struct AnimTest(Handle<Gltf>);
pub fn setup_main_scene_animations(asset_server: Res<AssetServer>, mut commands: Commands) {
commands.insert_resource(AnimTest(asset_server.load("models/World.glb")));
}
pub fn animations(
added_animation_players: Query<(Entity, &Name, &AnimationPlayer)>,
added_animation_infos: Query<(Entity, &Name, &AnimationInfos), (Added<AnimationInfos>)>,
animtest: Res<AnimTest>,
mut commands: Commands,
assets_gltf: Res<Assets<Gltf>>,
parents: Query<&Parent>,
) {
for (entity, name, animation_infos) in added_animation_infos.iter() {
//println!("animated stuf {:?} on entity {}", animation_infos, name);
let gltf = assets_gltf.get(&animtest.0).unwrap();
let mut matching_data = true;
for animation_info in &animation_infos.animations {
if !gltf.named_animations.contains_key(&animation_info.name) {
matching_data = false;
break;
}
}
if matching_data {
println!(
"inserting Animations components into {} ({:?})",
name, entity
);
println!("Found match {:?}", gltf.named_animations);
commands.entity(entity).insert(InstanceAnimations {
named_animations: gltf.named_animations.clone(),
});
for ancestor in parents.iter_ancestors(entity) {
if added_animation_players.contains(ancestor) {
// println!("found match with animationPlayer !! {:?}",names.get(ancestor));
commands
.entity(entity)
.insert(InstanceAnimationPlayerLink(ancestor));
}
// info!("{:?} is an ancestor of {:?}", ancestor, player);
}
}
println!("");
}
}
pub fn play_animations(
animated_marker1: Query<
(&InstanceAnimationPlayerLink, &InstanceAnimations),
(With<AnimationInfos>, With<Marker1>),
>,
animated_marker2: Query<
(&InstanceAnimationPlayerLink, &InstanceAnimations),
(With<AnimationInfos>, With<Marker2>),
>,
animated_marker3: Query<
(
&InstanceAnimationPlayerLink,
&InstanceAnimations,
&BlueprintAnimationPlayerLink,
&BlueprintAnimations,
),
(With<AnimationInfos>, With<Marker3>),
>,
mut animation_players: Query<&mut AnimationPlayer>,
keycode: Res<ButtonInput<KeyCode>>,
) {
if keycode.just_pressed(KeyCode::KeyM) {
for (link, animations) in animated_marker1.iter() {
println!("animations {:?}", animations.named_animations);
let mut animation_player = animation_players.get_mut(link.0).unwrap();
let anim_name = "Blueprint1_move";
animation_player
.play_with_transition(
animations
.named_animations
.get(anim_name)
.expect("animation name should be in the list")
.clone(),
Duration::from_secs(5),
)
.repeat();
}
}
if keycode.just_pressed(KeyCode::KeyJ) {
for (link, animations) in animated_marker1.iter() {
println!("animations {:?}", animations.named_animations);
let mut animation_player = animation_players.get_mut(link.0).unwrap();
let anim_name = "Blueprint1_jump";
animation_player
.play_with_transition(
animations
.named_animations
.get(anim_name)
.expect("animation name should be in the list")
.clone(),
Duration::from_secs(5),
)
.repeat();
}
}
if keycode.just_pressed(KeyCode::KeyA) {
for (link, animations) in animated_marker2.iter() {
println!("animations {:?}", animations.named_animations);
let mut animation_player = animation_players.get_mut(link.0).unwrap();
let anim_name = "Blueprint1_move";
animation_player
.play_with_transition(
animations
.named_animations
.get(anim_name)
.expect("animation name should be in the list")
.clone(),
Duration::from_secs(5),
)
.repeat();
}
}
if keycode.just_pressed(KeyCode::KeyB) {
for (link, animations) in animated_marker2.iter() {
println!("animations {:?}", animations.named_animations);
let mut animation_player = animation_players.get_mut(link.0).unwrap();
let anim_name = "Blueprint1_jump";
animation_player
.play_with_transition(
animations
.named_animations
.get(anim_name)
.expect("animation name should be in the list")
.clone(),
Duration::from_secs(5),
)
.repeat();
}
}
// play instance animation
if keycode.just_pressed(KeyCode::KeyW) {
for (link, animations, _, _) in animated_marker3.iter() {
println!("animations {:?}", animations.named_animations);
let mut animation_player = animation_players.get_mut(link.0).unwrap();
let anim_name = "Blueprint8_move";
animation_player
.play_with_transition(
animations
.named_animations
.get(anim_name)
.expect("animation name should be in the list")
.clone(),
Duration::from_secs(5),
)
.repeat();
}
}
// play blueprint animation
if keycode.just_pressed(KeyCode::KeyX) {
for (_, _, link, animations) in animated_marker3.iter() {
println!("animations {:?}", animations.named_animations);
let mut animation_player = animation_players.get_mut(link.0).unwrap();
let anim_name = "Walk";
animation_player
.play_with_transition(
animations
.named_animations
.get(anim_name)
.expect("animation name should be in the list")
.clone(),
Duration::from_secs(5),
)
.repeat();
}
}
}
pub fn trigger_event_based_on_animation_marker(
animation_infos: Query<(
Entity,
&AnimationMarkers,
&InstanceAnimationPlayerLink,
&InstanceAnimations,
&AnimationInfos,
)>,
animation_players: Query<&AnimationPlayer>,
animation_clips: Res<Assets<AnimationClip>>,
mut animation_marker_events: EventWriter<AnimationMarkerReached>,
) {
for (entity, markers, link, animations, animation_infos) in animation_infos.iter() {
let animation_player = animation_players.get(link.0).unwrap();
let animation_clip = animation_clips.get(animation_player.animation_clip());
if animation_clip.is_some() {
// if marker_trackers.0.contains_key(k)
// marker_trackers.0
// println!("Entity {:?} markers {:?}", entity, markers);
// println!("Player {:?} {}", animation_player.elapsed(), animation_player.completions());
// FIMXE: yikes ! very inneficient ! perhaps add boilerplate to the "start playing animation" code so we know what is playing
let animation_name = animations.named_animations.iter().find_map(|(key, value)| {
if value == animation_player.animation_clip() {
Some(key)
} else {
None
}
});
if animation_name.is_some() {
let animation_name = animation_name.unwrap();
let animation_length_seconds = animation_clip.unwrap().duration();
let animation_length_frames = animation_infos
.animations
.iter()
.find(|anim| &anim.name == animation_name)
.unwrap()
.frames_length;
// TODO: we also need to take playback speed into account
let time_in_animation = animation_player.elapsed()
- (animation_player.completions() as f32) * animation_length_seconds;
let frame_seconds =
(animation_length_frames as f32 / animation_length_seconds) * time_in_animation;
let frame = frame_seconds as u32;
let matching_animation_marker = &markers.0[animation_name];
if matching_animation_marker.contains_key(&frame) {
let matching_markers_per_frame = matching_animation_marker.get(&frame).unwrap();
// println!("FOUND A MARKER {:?} at frame {}", matching_markers_per_frame, frame);
//emit an event , something like AnimationMarkerReached(entity, animation_name, frame, marker_name)
// FIXME: problem, this can fire multiple times in a row, depending on animation length , speed , etc
for marker_name in matching_markers_per_frame {
animation_marker_events.send(AnimationMarkerReached {
entity: entity,
animation_name: animation_name.clone(),
frame: frame,
marker_name: marker_name.clone(),
});
}
}
}
}
}
}
pub fn react_to_animation_markers(
mut animation_marker_events: EventReader<AnimationMarkerReached>,
) {
for event in animation_marker_events.read() {
println!("animation marker event {:?}", event)
}
}

View File

@ -1,52 +1,47 @@
pub mod animation;
pub mod in_game; pub mod in_game;
use std::{ pub use animation::*;
fs::{self},
time::Duration,
};
use bevy_gltf_blueprints::{AnimationPlayerLink, BlueprintName, BlueprintsList};
pub use in_game::*; pub use in_game::*;
use std::{collections::HashMap, fs, time::Duration};
use bevy_gltf_blueprints::{
AnimationInfos, AnimationMarkerReached, AnimationMarkerTrackers, AnimationMarkers,
BlueprintAnimationPlayerLink, BlueprintAnimations, BlueprintName, BlueprintsList,
GltfBlueprintsSet, InstanceAnimationPlayerLink, InstanceAnimations,
};
use bevy::{ use bevy::{
prelude::*, render::view::screenshot::ScreenshotManager, time::common_conditions::on_timer, ecs::query, gltf::Gltf, prelude::*, render::view::screenshot::ScreenshotManager,
window::PrimaryWindow, time::common_conditions::on_timer, window::PrimaryWindow,
}; };
use bevy_gltf_worlflow_examples_common_rapier::{AppState, GameState}; use bevy_gltf_worlflow_examples_common_rapier::{AppState, GameState};
use crate::{TupleTestF32, UnitTest}; use crate::{TupleTestF32, UnitTest};
use json_writer::to_json_string;
fn start_game(mut next_app_state: ResMut<NextState<AppState>>) { fn start_game(mut next_app_state: ResMut<NextState<AppState>>) {
next_app_state.set(AppState::AppLoading); next_app_state.set(AppState::AppLoading);
} }
// if the export from Blender worked correctly, we should have animations (simplified here by using AnimationPlayerLink) // if the export from Blender worked correctly, we should have animations (simplified here by using AnimationPlayerLink)
// if the export from Blender worked correctly, we should have an Entity called "Cylinder" that has two components: UnitTest, TupleTestF32
// 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 // 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
// if the export from Blender worked correctly, we should have a blueprints_list // if the export from Blender worked correctly, we should have a blueprints_list
// if the export from Blender worked correctly, we should have the correct tree of entities
#[allow(clippy::too_many_arguments)] #[allow(clippy::too_many_arguments)]
fn validate_export( fn validate_export(
parents: Query<&Parent>, parents: Query<&Parent>,
children: Query<&Children>, children: Query<&Children>,
names: Query<&Name>, names: Query<&Name>,
blueprints: Query<(Entity, &Name, &BlueprintName)>, blueprints: Query<(Entity, &Name, &BlueprintName)>,
animation_player_links: Query<(Entity, &AnimationPlayerLink)>, animation_player_links: Query<(Entity, &BlueprintAnimationPlayerLink)>,
exported_cylinder: Query<(Entity, &Name, &UnitTest, &TupleTestF32)>,
empties_candidates: Query<(Entity, &Name, &GlobalTransform)>, empties_candidates: Query<(Entity, &Name, &GlobalTransform)>,
blueprints_list: Query<(Entity, &BlueprintsList)>, blueprints_list: Query<(Entity, &BlueprintsList)>,
root: Query<(Entity, &Name, &Children), (Without<Parent>, With<Children>)>,
) { ) {
let animations_found = !animation_player_links.is_empty(); let animations_found = !animation_player_links.is_empty();
let mut cylinder_found = false;
if let Ok(nested_cylinder) = exported_cylinder.get_single() {
let parent_name = names
.get(parents.get(nested_cylinder.0).unwrap().get())
.unwrap();
cylinder_found = parent_name.to_string() == *"Cube.001"
&& nested_cylinder.1.to_string() == *"Cylinder"
&& nested_cylinder.3 .0 == 75.1;
}
let mut nested_blueprint_found = false; let mut nested_blueprint_found = false;
for (entity, name, blueprint_name) in blueprints.iter() { for (entity, name, blueprint_name) in blueprints.iter() {
if name.to_string() == *"Blueprint4_nested" && blueprint_name.0 == *"Blueprint4_nested" { if name.to_string() == *"Blueprint4_nested" && blueprint_name.0 == *"Blueprint4_nested" {
@ -71,14 +66,46 @@ fn validate_export(
break; break;
} }
} }
// check if there are blueprints_list components
let blueprints_list_found = !blueprints_list.is_empty(); let blueprints_list_found = !blueprints_list.is_empty();
// there should be no entity named xxx____bak as it means an error in the Blender side export process
let mut exported_names_correct = true;
for name in names.iter() {
if name.to_string().ends_with("___bak") {
exported_names_correct = false;
break;
}
}
// generate parent/child "tree"
if !root.is_empty() {
let root = root.single();
let mut tree: HashMap<String, Vec<String>> = HashMap::new();
for child in children.iter_descendants(root.0) {
let child_name: String = names
.get(child)
.map_or(String::from("no_name"), |e| e.to_string()); //|e| e.to_string(), || "no_name".to_string());
//println!(" child {}", child_name);
let parent = parents.get(child).unwrap();
let parent_name: String = names
.get(parent.get())
.map_or(String::from("no_name"), |e| e.to_string()); //|e| e.to_string(), || "no_name".to_string());
tree.entry(parent_name)
.or_default()
.push(child_name.clone());
}
let hierarchy = to_json_string(&tree);
fs::write("bevy_hierarchy.json", hierarchy).expect("unable to write hierarchy file")
}
fs::write( fs::write(
"bevy_diagnostics.json", "bevy_diagnostics.json",
format!( format!(
"{{ \"animations\": {}, \"cylinder_found\": {} , \"nested_blueprint_found\": {}, \"empty_found\": {}, \"blueprints_list_found\": {} }}", "{{ \"animations\": {}, \"nested_blueprint_found\": {}, \"empty_found\": {}, \"blueprints_list_found\": {}, \"exported_names_correct\": {} }}",
animations_found, cylinder_found, nested_blueprint_found, empty_found, blueprints_list_found animations_found, nested_blueprint_found, empty_found, blueprints_list_found, exported_names_correct
), ),
) )
.expect("Unable to write file"); .expect("Unable to write file");
@ -100,15 +127,28 @@ fn exit_game(mut app_exit_events: ResMut<Events<bevy::app::AppExit>>) {
pub struct GamePlugin; pub struct GamePlugin;
impl Plugin for GamePlugin { impl Plugin for GamePlugin {
fn build(&self, app: &mut App) { fn build(&self, app: &mut App) {
app.add_systems(Update, (spawn_test).run_if(in_state(GameState::InGame))) app.register_type::<Marker1>()
.register_type::<Marker2>()
.register_type::<Marker3>()
.add_systems(Update, (spawn_test).run_if(in_state(GameState::InGame)))
.add_systems(Update, validate_export) .add_systems(Update, validate_export)
.add_systems(OnEnter(AppState::MenuRunning), start_game) .add_systems(OnEnter(AppState::MenuRunning), start_game)
.add_systems(OnEnter(AppState::AppRunning), setup_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(OnEnter(AppState::MenuRunning), setup_main_scene_animations)
.add_systems(Update, (animations, trigger_event_based_on_animation_marker)
.run_if(in_state(AppState::AppRunning))
.after(GltfBlueprintsSet::AfterSpawn)
)
.add_systems(Update, play_animations)
.add_systems(Update, react_to_animation_markers)
/* .add_systems(Update, generate_screenshot.run_if(on_timer(Duration::from_secs_f32(0.2)))) // TODO: run once
.add_systems( .add_systems(
Update, Update,
exit_game.run_if(on_timer(Duration::from_secs_f32(0.5))), exit_game.run_if(on_timer(Duration::from_secs_f32(0.5))),
) // shut down the app after this time ) // shut down the app after this time*/
; ;
} }
} }

View File

@ -1,5 +1,7 @@
import os import os
import bpy import bpy
from .get_standard_exporter_settings import get_standard_exporter_settings
from .preferences import (AutoExportGltfPreferenceNames) from .preferences import (AutoExportGltfPreferenceNames)
def generate_gltf_export_preferences(addon_prefs): def generate_gltf_export_preferences(addon_prefs):
@ -37,11 +39,32 @@ def generate_gltf_export_preferences(addon_prefs):
export_optimize_animation_size=False export_optimize_animation_size=False
) )
for key in addon_prefs.__annotations__.keys(): for key in addon_prefs.__annotations__.keys():
if str(key) not in AutoExportGltfPreferenceNames: if str(key) not in AutoExportGltfPreferenceNames:
#print("overriding setting", key, "value", getattr(addon_prefs,key)) #print("overriding setting", key, "value", getattr(addon_prefs,key))
gltf_export_preferences[key] = getattr(addon_prefs, key) gltf_export_preferences[key] = getattr(addon_prefs, key)
"""standard_gltf_exporter_settings = get_standard_exporter_settings()
print("standard settings", standard_gltf_exporter_settings)
constant_keys = [
'export_cameras',
'export_extras', # For custom exported properties.
'export_lights',
]
# a certain number of essential params should NEVER be overwritten , no matter the settings of the standard exporter
for key in standard_gltf_exporter_settings.keys():
if str(key) not in constant_keys:
gltf_export_preferences[key] = standard_gltf_exporter_settings.get(key)
print("final export preferences", gltf_export_preferences)"""
return gltf_export_preferences return gltf_export_preferences

View File

@ -0,0 +1,9 @@
import bpy
def get_standard_exporter_settings():
settings_key = 'glTF2ExportSettings'
for scene in bpy.data.scenes:
if settings_key in scene:
settings = scene[settings_key]
#print("standard exporter settings", settings, dict(settings))
return dict(settings)

View File

@ -20,49 +20,77 @@ def remove_unwanted_custom_properties(object):
for component_name in object.keys(): for component_name in object.keys():
if not is_component_valid(object, component_name): if not is_component_valid(object, component_name):
to_remove.append(component_name) to_remove.append(component_name)
for cp in custom_properties_to_filter_out + to_remove: for cp in custom_properties_to_filter_out + to_remove:
if cp in object: if cp in object:
del object[cp] del object[cp]
def duplicate_object(object): # TODO: rename actions ?
obj_copy = object.copy() # reference https://github.com/KhronosGroup/glTF-Blender-IO/blob/main/addons/io_scene_gltf2/blender/exp/animation/gltf2_blender_gather_action.py#L481
if object.data: def copy_animation_data(source, target):
data = object.data.copy() if source.animation_data and source.animation_data:
obj_copy.data = data ad = source.animation_data
if object.animation_data and object.animation_data.action:
obj_copy.animation_data.action = object.animation_data.action.copy()
return obj_copy
#also removes unwanted custom_properties for all objects in hiearchy blender_actions = []
def duplicate_object_recursive(object, parent, collection): blender_tracks = {}
original_name = object.name
object.name = original_name + "____bak"
copy = duplicate_object(object)
copy.name = original_name
collection.objects.link(copy)
remove_unwanted_custom_properties(copy) # TODO: this might need to be modified/ adapted to match the standard gltf exporter settings
for track in ad.nla_tracks:
non_muted_strips = [strip for strip in track.strips if strip.action is not None and strip.mute is False]
for strip in non_muted_strips: #t.strips:
# print(" ", source.name,'uses',strip.action.name, "active", strip.active, "action", strip.action)
blender_actions.append(strip.action)
blender_tracks[strip.action.name] = track.name
if parent: # Remove duplicate actions.
copy.parent = parent blender_actions = list(set(blender_actions))
# sort animations alphabetically (case insensitive) so they have a defined order and match Blender's Action list
blender_actions.sort(key = lambda a: a.name.lower())
for child in object.children: markers_per_animation = {}
duplicate_object_recursive(child, copy, collection) animations_infos = []
return copy
for action in blender_actions:
animation_name = blender_tracks[action.name]
animations_infos.append(
f'(name: "{animation_name}", frame_start: {action.frame_range[0]}, frame_end: {action.frame_range[1]}, frames_length: {action.frame_range[1] - action.frame_range[0]}, frame_start_override: {action.frame_start}, frame_end_override: {action.frame_end})'
)
markers_per_animation[animation_name] = {}
for marker in action.pose_markers:
if marker.frame not in markers_per_animation[animation_name]:
markers_per_animation[animation_name][marker.frame] = []
markers_per_animation[animation_name][marker.frame].append(marker.name)
"""if target.animation_data == None:
target.animation_data_create()
target.animation_data.action = source.animation_data.action.copy()"""
# alternative method, using the built-in link animation operator
with bpy.context.temp_override(active_object=source, selected_editable_objects=[target]):
bpy.ops.object.make_links_data(type='ANIMATION')
# we add an "AnimationInfos" component
target['AnimationInfos'] = f'(animations: {animations_infos})'.replace("'","")
markers_formated = '{'
for animation in markers_per_animation.keys():
markers_formated += f'"{animation}":'
markers_formated += "{"
for frame in markers_per_animation[animation].keys():
markers = markers_per_animation[animation][frame]
markers_formated += f"{frame}:{markers}, ".replace("'", '"')
markers_formated += '}, '
markers_formated += '}'
target["AnimationMarkers"] = f'( {markers_formated} )'
"""print("copying animation data for", source.name, target.animation_data)
properties = [p.identifier for p in source.animation_data.bl_rna.properties if not p.is_readonly]
for prop in properties:
print("copying stuff", prop)
setattr(target.animation_data, prop, getattr(source.animation_data, prop))"""
# copies the contents of a collection into another one while replacing library instances with empties
def copy_hollowed_collection_into(source_collection, destination_collection, parent_empty=None, filter=None, library_collections=[], addon_prefs={}):
collection_instances_combine_mode = getattr(addon_prefs, "collection_instances_combine_mode")
legacy_mode = getattr(addon_prefs, "export_legacy_mode")
collection_instances_combine_mode= collection_instances_combine_mode
for object in source_collection.objects:
if filter is not None and filter(object) is False:
continue
#check if a specific collection instance does not have an ovveride for combine_mode
combine_mode = object['_combine'] if '_combine' in object else collection_instances_combine_mode
def duplicate_object(object, parent, combine_mode, destination_collection, library_collections, legacy_mode, nester=""):
copy = None
if object.instance_type == 'COLLECTION' and (combine_mode == 'Split' or (combine_mode == 'EmbedExternal' and (object.instance_collection.name in library_collections)) ): if object.instance_type == 'COLLECTION' and (combine_mode == 'Split' or (combine_mode == 'EmbedExternal' and (object.instance_collection.name in library_collections)) ):
#print("creating empty for", object.name, object.instance_collection.name, library_collections, combine_mode) #print("creating empty for", object.name, object.instance_collection.name, library_collections, combine_mode)
collection_name = object.instance_collection.name collection_name = object.instance_collection.name
@ -79,28 +107,62 @@ def copy_hollowed_collection_into(source_collection, destination_collection, par
root_node = CollectionNode() root_node = CollectionNode()
root_node.name = "root" root_node.name = "root"
children_per_collection = {} children_per_collection = {}
print("collection stuff", original_name)
get_sub_collections([object.instance_collection], root_node, 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["BlueprintsList"] = f"({json.dumps(dict(children_per_collection))})"
#empty_obj["Assets"] = {"Animations": [], "Materials": [], "Models":[], "Textures":[], "Audio":[], "Other":[]}
# empty_obj["AnimationMarkers"] = '({"animation_name": {5: "Marker_1"} })'
#'({5: "sdf"})'#.replace('"',"'") #f"({json.dumps(dict(animation_foo))})"
#empty_obj["Assets"] = {"Animations": [], "Materials": [], "Models":[], "Textures":[], "Audio":[], "Other":[]}
# we copy custom properties over from our original object to our empty # we copy custom properties over from our original object to our empty
for component_name, component_value in object.items(): for component_name, component_value in object.items():
if component_name not in custom_properties_to_filter_out and is_component_valid(object, component_name): #copy only valid properties if component_name not in custom_properties_to_filter_out and is_component_valid(object, component_name): #copy only valid properties
empty_obj[component_name] = component_value empty_obj[component_name] = component_value
if parent_empty is not None: copy = empty_obj
empty_obj.parent = parent_empty
else: else:
# for objects which are NOT collection instances
# we create a copy of our object and its children, to leave the original one as it is # we create a copy of our object and its children, to leave the original one as it is
if object.parent == None: original_name = object.name
copy = duplicate_object_recursive(object, None, destination_collection) object.name = original_name + "____bak"
copy = object.copy()
copy.name = original_name
destination_collection.objects.link(copy)
"""if object.parent == None:
if parent_empty is not None: if parent_empty is not None:
copy.parent = parent_empty copy.parent = parent_empty
"""
# for every sub-collection of the source, copy its content into a new sub-collection of the destination # print(nester, "copy", copy)
# do this both for empty replacements & normal copies
if parent is not None:
copy.parent = parent
remove_unwanted_custom_properties(copy)
copy_animation_data(object, copy)
for child in object.children:
duplicate_object(child, copy, combine_mode, destination_collection, library_collections, legacy_mode, nester+" ")
# copies the contents of a collection into another one while replacing library instances with empties
def copy_hollowed_collection_into(source_collection, destination_collection, parent_empty=None, filter=None, library_collections=[], addon_prefs={}):
collection_instances_combine_mode = getattr(addon_prefs, "collection_instances_combine_mode")
legacy_mode = getattr(addon_prefs, "export_legacy_mode")
collection_instances_combine_mode= collection_instances_combine_mode
for object in source_collection.objects:
if object.name.endswith("____bak"): # some objects could already have been handled, ignore them
continue
if filter is not None and filter(object) is False:
continue
#check if a specific collection instance does not have an ovveride for combine_mode
combine_mode = object['_combine'] if '_combine' in object else collection_instances_combine_mode
parent = parent_empty
duplicate_object(object, parent, combine_mode, destination_collection, library_collections, legacy_mode)
# for every child-collection of the source, copy its content into a new sub-collection of the destination
for collection in source_collection.children: for collection in source_collection.children:
original_name = collection.name original_name = collection.name
collection.name = original_name + "____bak" collection.name = original_name + "____bak"
@ -108,7 +170,6 @@ def copy_hollowed_collection_into(source_collection, destination_collection, par
if parent_empty is not None: if parent_empty is not None:
collection_placeholder.parent = parent_empty collection_placeholder.parent = parent_empty
copy_hollowed_collection_into( copy_hollowed_collection_into(
source_collection = collection, source_collection = collection,
destination_collection = destination_collection, destination_collection = destination_collection,
@ -118,6 +179,8 @@ def copy_hollowed_collection_into(source_collection, destination_collection, par
addon_prefs=addon_prefs addon_prefs=addon_prefs
) )
return {} return {}
# clear & remove "hollow scene" # clear & remove "hollow scene"
@ -138,14 +201,14 @@ def clear_hollow_scene(temp_scene, original_root_collection):
# reset original names # reset original names
restore_original_names(original_root_collection) restore_original_names(original_root_collection)
# remove empties (only needed when we go via ops ????) # remove any data we created
temp_root_collection = temp_scene.collection temp_root_collection = temp_scene.collection
temp_scene_objects = [o for o in temp_root_collection.objects] temp_scene_objects = [o for o in temp_root_collection.all_objects]
for object in temp_scene_objects: for object in temp_scene_objects:
print("removing", object.name)
bpy.data.objects.remove(object, do_unlink=True) bpy.data.objects.remove(object, do_unlink=True)
# remove the temporary scene # remove the temporary scene
bpy.data.scenes.remove(temp_scene) bpy.data.scenes.remove(temp_scene, do_unlink=True)
# convenience utility to get lists of scenes # convenience utility to get lists of scenes
def get_scenes(addon_prefs): def get_scenes(addon_prefs):
@ -160,9 +223,6 @@ def get_scenes(addon_prefs):
return [level_scene_names, level_scenes, library_scene_names, library_scenes] return [level_scene_names, level_scenes, library_scene_names, library_scenes]
def inject_blueprints_list_into_main_scene(scene): def inject_blueprints_list_into_main_scene(scene):
print("injecting assets/blueprints data into scene") print("injecting assets/blueprints data into scene")
root_collection = scene.collection root_collection = scene.collection

View File

@ -0,0 +1 @@
{"b_Tail02_013":["b_Tail03_014"],"Blueprint4_nested.001":["Blueprint3"],"Collection 2 1":["Empty_in_sub_collection"],"b_Root_00":["b_Hip_01"],"b_LeftForeArm_010":["b_LeftHand_011"],"b_Spine01_02":["b_Spine02_03"],"Blueprint7_hierarchy.001":["Blueprint4_nested.001","Cube.001"],"b_RightLeg01_019":["b_RightLeg02_020"],"b_LeftUpperArm_09":["b_LeftForeArm_010"],"no_name":["Parent_Object","lighting_components_World","assets_list_World_components","Collection","Collection 2"],"Blueprint3":["Blueprint3_mesh","Blueprint3_mesh"],"world":["no_name"],"Parent_Object":["Cube.003","Blueprint1","Cylinder.001"],"Light":["Light","DirectionalLight Gizmo"],"Blueprint1.001":["Blueprint1_mesh"],"Blueprint7_hierarchy":["Cube.001"],"Spot":["Spot"],"b_Hip_01":["b_Spine01_02","b_Tail01_012","b_LeftLeg01_015","b_RightLeg01_019"],"Cylinder":["Cylinder.001","Cylinder.001"],"Collection 2":["Collection 2 1","Empty_in_collection","Spot"],"b_RightForeArm_07":["b_RightHand_08"],"Blueprint3_mesh":["Cylinder","Cylinder"],"Blueprint4_nested":["Blueprint3"],"Fox_mesh":["fox1"],"b_LeftLeg01_015":["b_LeftLeg02_016"],"b_Neck_04":["b_Head_05"],"b_RightFoot01_021":["b_RightFoot02_022"],"Blueprint1_mesh":["Cube.001","Cube.001"],"b_Tail01_012":["b_Tail02_013"],"Fox":["Fox_mesh","_rootJoint"],"Collection":["Blueprint1.001","Blueprint4_nested","Blueprint6_animated","Blueprint7_hierarchy","Camera","Cube","Empty","Light","Plane"],"Cube":["Cube"],"_rootJoint":["b_Root_00"],"b_RightLeg02_020":["b_RightFoot01_021"],"b_RightUpperArm_06":["b_RightForeArm_07"],"Plane":["Plane"],"Camera":["Camera Gizmo"],"Blueprint6_animated":["Fox"],"b_Spine02_03":["b_Neck_04","b_RightUpperArm_06","b_LeftUpperArm_09"],"b_LeftLeg02_016":["b_LeftFoot01_017"],"b_LeftFoot01_017":["b_LeftFoot02_018"],"Cube.001":["Cube.002","Cylinder","Cube.002","Cylinder"],"Cylinder.001":["Cylinder.002","Blueprint7_hierarchy.001","Empty_as_child"],"Blueprint1":["Blueprint1_mesh"]}

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@ -19,7 +19,6 @@ def setup_data(request):
def finalizer(): def finalizer():
print("\nPerforming teardown...") print("\nPerforming teardown...")
get_orphan_data()
if os.path.exists(models_path): if os.path.exists(models_path):
shutil.rmtree(models_path) shutil.rmtree(models_path)
@ -38,7 +37,10 @@ def setup_data(request):
def get_orphan_data(): def get_orphan_data():
orphan_meshes = [m.name for m in bpy.data.meshes if m.users == 0] orphan_meshes = [m.name for m in bpy.data.meshes if m.users == 0]
orphan_objects = [m.name for m in bpy.data.objects if m.users == 0]
#print("orphan meshes before", orphan_meshes) #print("orphan meshes before", orphan_meshes)
return orphan_meshes + orphan_objects
def test_export_do_not_export_blueprints(setup_data): def test_export_do_not_export_blueprints(setup_data):
auto_export_operator = bpy.ops.export_scenes.auto_gltf auto_export_operator = bpy.ops.export_scenes.auto_gltf
@ -61,6 +63,9 @@ def test_export_do_not_export_blueprints(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.glb")) == True
assert os.path.exists(os.path.join(setup_data["models_path"], "library", "Blueprint1.glb")) == False assert os.path.exists(os.path.join(setup_data["models_path"], "library", "Blueprint1.glb")) == False
orphan_data = get_orphan_data()
assert len(orphan_data) == 0
def test_export_custom_blueprints_path(setup_data): def test_export_custom_blueprints_path(setup_data):
auto_export_operator = bpy.ops.export_scenes.auto_gltf auto_export_operator = bpy.ops.export_scenes.auto_gltf
@ -83,6 +88,7 @@ def test_export_custom_blueprints_path(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.glb")) == True
assert os.path.exists(os.path.join(setup_data["models_path"], "another_library_path", "Blueprint1.glb")) == True assert os.path.exists(os.path.join(setup_data["models_path"], "another_library_path", "Blueprint1.glb")) == True
assert len(get_orphan_data()) == 0
def test_export_materials_library(setup_data): def test_export_materials_library(setup_data):
auto_export_operator = bpy.ops.export_scenes.auto_gltf auto_export_operator = bpy.ops.export_scenes.auto_gltf
@ -107,7 +113,7 @@ def test_export_materials_library(setup_data):
assert os.path.exists(os.path.join(setup_data["models_path"], "library", "Blueprint1.glb")) == True assert os.path.exists(os.path.join(setup_data["models_path"], "library", "Blueprint1.glb")) == True
assert os.path.exists(os.path.join(setup_data["materials_path"], "testing_materials_library.glb")) == True assert os.path.exists(os.path.join(setup_data["materials_path"], "testing_materials_library.glb")) == True
assert len(get_orphan_data()) == 0
def test_export_materials_library_custom_path(setup_data): def test_export_materials_library_custom_path(setup_data):
auto_export_operator = bpy.ops.export_scenes.auto_gltf auto_export_operator = bpy.ops.export_scenes.auto_gltf
@ -134,6 +140,7 @@ def test_export_materials_library_custom_path(setup_data):
assert os.path.exists(os.path.join(setup_data["models_path"], "library", "Blueprint1.glb")) == True assert os.path.exists(os.path.join(setup_data["models_path"], "library", "Blueprint1.glb")) == True
assert os.path.exists(os.path.join(setup_data["materials_path"], "testing_materials_library.glb")) == False assert os.path.exists(os.path.join(setup_data["materials_path"], "testing_materials_library.glb")) == False
assert os.path.exists(os.path.join(setup_data["other_materials_path"], "testing_materials_library.glb")) == True assert os.path.exists(os.path.join(setup_data["other_materials_path"], "testing_materials_library.glb")) == True
assert len(get_orphan_data()) == 0
def test_export_collection_instances_combine_mode(setup_data): # TODO: change & check this def test_export_collection_instances_combine_mode(setup_data): # TODO: change & check this
auto_export_operator = bpy.ops.export_scenes.auto_gltf auto_export_operator = bpy.ops.export_scenes.auto_gltf
@ -160,6 +167,7 @@ def test_export_collection_instances_combine_mode(setup_data): # TODO: change &
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.glb")) == True
assert os.path.exists(os.path.join(setup_data["models_path"], "World_dynamic.glb")) == False assert os.path.exists(os.path.join(setup_data["models_path"], "World_dynamic.glb")) == False
assert len(get_orphan_data()) == 0
def test_export_do_not_export_marked_assets(setup_data): def test_export_do_not_export_marked_assets(setup_data):
@ -188,6 +196,7 @@ def test_export_do_not_export_marked_assets(setup_data):
assert os.path.exists(os.path.join(setup_data["models_path"], "library", "Blueprint3.glb")) == True assert os.path.exists(os.path.join(setup_data["models_path"], "library", "Blueprint3.glb")) == True
assert os.path.exists(os.path.join(setup_data["models_path"], "library", "Blueprint4_nested.glb")) == True assert os.path.exists(os.path.join(setup_data["models_path"], "library", "Blueprint4_nested.glb")) == True
assert os.path.exists(os.path.join(setup_data["models_path"], "library", "Blueprint5.glb")) == False assert os.path.exists(os.path.join(setup_data["models_path"], "library", "Blueprint5.glb")) == False
assert len(get_orphan_data()) == 0
def test_export_separate_dynamic_and_static_objects(setup_data): def test_export_separate_dynamic_and_static_objects(setup_data):
@ -216,6 +225,7 @@ 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.glb")) == True
assert os.path.exists(os.path.join(setup_data["models_path"], "World_dynamic.glb")) == True assert os.path.exists(os.path.join(setup_data["models_path"], "World_dynamic.glb")) == True
assert len(get_orphan_data()) == 0
def test_export_should_not_generate_orphan_data(setup_data): def test_export_should_not_generate_orphan_data(setup_data):
@ -239,4 +249,5 @@ def test_export_should_not_generate_orphan_data(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.glb")) == True
assert os.path.exists(os.path.join(setup_data["models_path"], "library", "Blueprint1.glb")) == False assert os.path.exists(os.path.join(setup_data["models_path"], "library", "Blueprint1.glb")) == False
assert len(get_orphan_data()) == 0

View File

@ -5,6 +5,7 @@ import json
import pytest import pytest
import shutil import shutil
import filecmp
from PIL import Image from PIL import Image
from pixelmatch.contrib.PIL import pixelmatch from pixelmatch.contrib.PIL import pixelmatch
@ -30,6 +31,10 @@ def setup_data(request):
if os.path.exists(diagnostics_file_path): if os.path.exists(diagnostics_file_path):
os.remove(diagnostics_file_path) os.remove(diagnostics_file_path)
hierarchy_file_path = os.path.join(root_path, "bevy_hierarchy.json")
if os.path.exists(hierarchy_file_path):
os.remove(hierarchy_file_path)
screenshot_observed_path = os.path.join(root_path, "screenshot.png") screenshot_observed_path = os.path.join(root_path, "screenshot.png")
if os.path.exists(screenshot_observed_path): if os.path.exists(screenshot_observed_path):
os.remove(screenshot_observed_path) os.remove(screenshot_observed_path)
@ -56,7 +61,8 @@ def test_export_complex(setup_data):
# we use the global settings for that # we use the global settings for that
export_props = { export_props = {
"main_scene_names" : ['World'], "main_scene_names" : ['World'],
"library_scene_names": ['Library'] "library_scene_names": ['Library'],
# "export_format":'GLTF_SEPARATE'
} }
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 = 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.clear()
@ -107,9 +113,15 @@ def test_export_complex(setup_data):
diagnostics = json.load(diagnostics_file) diagnostics = json.load(diagnostics_file)
print("diagnostics", diagnostics) print("diagnostics", diagnostics)
assert diagnostics["animations"] == True assert diagnostics["animations"] == True
assert diagnostics["cylinder_found"] == True
assert diagnostics["empty_found"] == True assert diagnostics["empty_found"] == True
assert diagnostics["blueprints_list_found"] == True assert diagnostics["blueprints_list_found"] == True
assert diagnostics["exported_names_correct"] == True
with open(os.path.join(root_path, "bevy_hierarchy.json")) as hierarchy_file:
with open(os.path.join(os.path.dirname(__file__), "expected_bevy_hierarchy.json")) as expexted_hierarchy_file:
hierarchy = json.load(hierarchy_file)
expected = json.load(expexted_hierarchy_file)
assert sorted(hierarchy.items()) == sorted(expected.items())
# last but not least, do a visual compare # last but not least, do a visual compare
screenshot_expected_path = os.path.join(root_path, "expected_screenshot.png") screenshot_expected_path = os.path.join(root_path, "expected_screenshot.png")