Commit Graph

353 Commits

Author SHA1 Message Date
Mark Moissette 2c4720b951
fix(tools/gltf_auto_export): fixed lacking preference config that broke the exporter (#77)
* fix(tools/gltf_auto_export): fixed lacking preference config that broke the exporter
* chore(): bumped version
2023-12-17 16:08:20 +01:00
Mark Moissette 0aead0853c
feat(scene components) : added scene components to control ambient, bloom etc from Blender(#76)
* feat(tools):  scene component injection & export
 - ambient light, shadowmap resolution, bloom intensity, ambient occlusion are now directly settable from scene components that are injected automatically in the scene 
 - relaxed requirements for changes(aka when to export gltf) for main scenes,
so that render , background etc changes also trigger a save
 - added scene components examples
 - added additional proxies &  handling for camera & lights
 - in relevant cases, made sure that entity specific components are not overridden by scene components
 - added option to toggle scene level exports of params/ components
 - ambient colour/ intensity is now also set as background/clear colour
  - updated docs
2023-12-17 15:31:25 +01:00
Mark Moissette 3d192f7876
chore(tools/gltf_auto_export): (#73)
* removed the zip file
 * zip file for the addon will now be present under releases
 * updated docs accordingly
2023-12-12 14:10:25 +01:00
Mark Moissette e1aa510457
feat(materials): Materials libraries tooling & bevy code for material/texture reuse (#71)
* updates both gltf_auto_export & bevy_gltf_blueprints to avoid duplicating common materials across blueprints
* feat(tools/gltf_auto_export): added materials library export !
 * export all materials in use by blueprints to a separate temporary scene with cubes (for now)
   with the materials assigned
 * injecting MaterialInfo components to each blueprint above with Material name + library name
 * generated gltf is named based on the project/blend file, so multiple blend file projects
   can each have their own material libraries
 * added preferences & ui & handling to be able to toggle material library exports
* feat(bevy_gltf_blueprints): added support for materials library!
 * material injection (toggleable via the plugin configuration)
 * added example
 * added materials library + texture files + updated assets
 * added physics debug toggling
* updated documentation
* closes #63
2023-12-12 13:21:53 +01:00
Mark Moissette 529a68c844
refactor(tools/gltf_auto_export): complete restructuring of the tool (#67)
* split up code in logical modules instead of one giant file
 * added module structure, imports etc
 * updated README
 * add storing & reloading of lists of scenes
 * minor cleanups & tweaks
 * closes #64 
 * moved gltf_auto_export specific docs/images inside the addon's folder
 * updated main title image
2023-12-04 14:48:52 +01:00
Shawn Workman 269a211e1e
fix(bevy_gltf_blueprints): fixed main_menu handling in examples
* restrict main_menu system to only run in AppState::MenuRunning 
* this is desired because hitting enter once we transition to AppState::AppRunning pressing enter will still trigger keycode.just_pressed in main_menu and set state to AppState::AppLoading and crash the game when it tries to create another scene, camera, etc...
2023-11-30 23:11:09 +01:00
Mark Moissette 21ad422f46
fix(bevy_gltf_blueprints): fixed aabb caching issue (#59)
closes #58
2023-11-25 02:52:23 +01:00
Mark Moissette 9a765d5e12
feat(bevy_gltf_blueprints): added ability to generate blueprint/scene aabbs automatically (#57)
* settable via a config flag & systems won't run if the flag is not set
 * caches aabbs per blueprint name so they do not need to be recomputed multiple time for the same blueprint
 * closes #56
2023-11-25 02:35:48 +01:00
Mark Moissette 8e67f76d28
feat(bevy_gltf_blueprints): added ability to also load gltf files, not just glb (#55)
* settable via a new field in the plugin configuration
 * updated examples & README
* closes #55
2023-11-24 12:30:47 +01:00
Mark Moissette 76f6a45fc4
feat(examples): added basics of multi-level example (#46)
* added basic assets & logic for scene switching upon reaching a trigger zone ! Works !
 * added toggling of physics debug
 * added handling of nested colliders for LevelTransitions
 * fix/ addition for point light intensity scaling & shadows
 * closes #40
2023-11-14 13:24:59 +01:00
Mark Moissette dd4a04f237
fix(tools/gltf_auto_export): fixed issue with blueprints export not working anymore (#48)
* now passing the list of all available collections instead of only the dynamic ones
* fixes #47
2023-11-14 11:51:49 +01:00
Mark Moissette 66a3d71fe1
feat(examples): added basic_xpbd_physics example (#45)
* feat(examples): added basic_xpbd_physics example
 * adapted code from rapier physics
 * updated blend file & exported gltf files
 * changes & tweaks to cargo files so the examples are scanned as they should be
 * various minor tweaks
2023-11-13 16:16:31 +01:00
Mark Moissette 32d01eb48f
refactor(examples): restructure examples (#44)
* refactor(examples): moved examples into more logic folders & changed to allow for per example dependencies
* chore(): updated docs, added docs, updated deps , cargo files etc
2023-11-13 14:36:42 +01:00
Mark Moissette c4e83655f3
chore(bevy_gltf_components): Update to Bevy 0.12 (#32)
* chore(bevy_gltf_components): updated code for bevy_main/ v0.12
* refactor(examples): cleanups & tweaks
* added compatibility tables
2023-11-11 22:58:00 +01:00
Mark Moissette d06aa0042e
chore(tools/gltf_auto_export): bump version number after recent bugfixes (#42)
Bump the version up , after the two fixes from @Azorlogh :)
2023-11-11 21:41:15 +01:00
Alix Bott 111f0d0226
fix(tools/gltf_auto_export) : fix export of collections in the main scenes (#39)
* Recursively traverses the main scene collections to create the hollow scene, so that objects in sub-collections are properly exported
* fixes #36
2023-11-11 21:25:17 +01:00
Alix Bott 79f29776c2
fix(tools/gltf_auto_export): Don't replace non-library collection instances by empties (#35)
* don't try to export non-library collections (export embedded in main scene)
* add to contributors section
2023-11-08 08:13:22 +01:00
Mark Moissette 4afa0f5d7d
feat(Animation): added code & example for animation support (#33)
* feat(animation): added example & boilerplate
  * moved animations specific code to a different module
  * added multiple robots & foxes
  * added example of controlling animation based on distance from the player
  * removed obsolete files
  * added information about animation to READMEs
  * updated dependencies

closes #26
2023-11-01 12:44:37 +01:00
Mark Moissette ea1d6cd78f
fix(tools/gltf_auto_export): various fixes (#31)
* fix exporter settings when changing blender project breaking the exporter
 * add auto creation of library folder if it does not exist (also any gltf export path where folders are missing)
 * main/level scene(s) now gets generated if there was no change, and they have never been generated before
2023-10-23 18:46:22 +02:00
Mark Moissette 6a40cdfd3f
feat(tools:gltf_auto_export): big ux improvements (#28)
* export_main_output_name => export_output_folder & the blueprints folder is now relative
to this one
* exported main scene gltf file name is now created based on the Blender scene name, not settable
* blueprints folder defaults to "library"
* the exporter now defaults to enabled blueprints, & enabled change detection in library
* added handling of export parameter changes
 * ie when the gltf parameters (gltf vs glb, compression etc), are changed
the next time you save , all the models are re-exported

* feat(tools:gltf_auto_export): major overhaul & optimisation of library export
 * added change detection handling so only the actually changed collections get exported on save
 * works with actual changes (ie clicks/ selections don't count)
 * this means "progressive" export of only the changed parts, WAY faster
 * removed "export_on_library_changes" setting, which was semi redundant with the library toggle itself
 * also scans for already existing exports on disk (for "first runs" in a Blender session)
 * many smaller cleanups

 * added logic to save/load export parameters in operator
 * parameters are thus now persisted even if the addon is removed & added back
 * based on standard gltf exporter
 * operator presets are now fixed as well & can be used normally
 * added injection of saved parameters in case there is a save attempts after installing the add_on
  and there where previously saved settings

* feat(tools:gltf_auto_export): added support for multiple main & lib scenes
 * with scene picking & filtering
 * adding a scene to the list now only works once you selected a scene from the picker

* docs(tools/gltf_auto_export): updated docs
2023-10-22 15:21:55 +02:00
Mark Moissette 921a5ef331
fix(tools:bevy_gltf_blueprints): (#27)
* fix(tools:bevy_gltf_blueprints):
 * fixed missing rotation in blueprint collections (if there is any)
 * fixed similar issues with scale 
 * fixed issues with active collection at the time of saving/export being poluted by temporary data
* refactor(bevy_gltf_blueprints): minor cleanups
2023-10-14 20:47:35 +02:00
Mark Moissette 5683f01cea
fix(tools:gltf_auto_export): fixed issue with subcollections not being exported for blueprints (#25) 2023-10-14 14:21:16 +02:00
Mark Moissette bce6d43c50
Bevy gltf blueprints fixes and tweaks (#24)
* fixed bad default path for library
 * added missing ComponentsFromGltfPlugin which causes the blueprint plugin not to work as expected if ComponentsFromGltfPlugin is not added elsewhere
 * all info! calls are now debug! for a less spammy debugging experience

* refactor(examples:advanced):
 * removed ComponentsFromGltfPlugin as that is now included directly in the blueprints plugin
 * moved all physics (rapier) related code to the core/physics module
2023-10-14 13:51:29 +02:00
GitGhillie f41a315563
chore(): cargo fmt (#21) 2023-10-13 12:53:26 +02:00
Mark Moissette a1c32ae1d6
docs(contributors): added contributors list to main README (#19)
* added GitGhillie
2023-10-10 22:18:47 +02:00
Mark Moissette 27a061fc06
feat(tools): add ability to mark unused collections for export (#17)
* closes #11 
* bumped Blender tool version to 0.2
* changed storage of internal data to WindowManager instead of Scenes: this fixes a few issues & logical flaws
* updated docs accordingly
2023-10-10 22:08:19 +02:00
GitGhillie 4866ce1620
refactor(examples): Remove RigidBodyProxy (not necessary anymore) (#16) 2023-10-10 22:05:41 +02:00
Mark Moissette 94b20bdf0e
feat(bevy_gltf_blueprints): library_folder is now using path/pathbuf instead of strings (#15)
* feat(bevy_gltf_blueprints): library_folder is now using path/pathbuf instead of strings
* chore(bevy_gltf_blueprints): bumped version
2023-10-03 20:37:30 +02:00
Mark Moissette 868fa163e0
docs(README): added link to blueprints video (#10) 2023-09-30 01:22:08 +02:00
Mark Moissette 0cd7d5d53b
chore(): minor tweaks (#8)
* relaxed bevy version requirements to work with all v0.11.xx versions & the dependency between blueprints & components crate
* bevy_gltf_blueprints: added a more clear warning message for the random timing/ no children in scene issue
* docs(crates): modified the install instruction to be patch version agnostic
2023-09-29 12:59:07 +02:00
Mark Moissette 4d09d17614
fix(): various Fixes and tweaks (#7)
* fixed license files name typo
* fixed bad links
* fixed typo in the repo name !!
* updated crates to 0.1.1 
* added missing parts in README files
2023-09-28 16:53:21 +02:00
Mark Moissette 528e13a250
feat(): Blueprints, crates, enhanced Blender tooling & more (#5)
* feat(bevy_gltf_components):
	* create crate 
	* added SystemSet (GltfComponentsSet) to run process_loaded_scenes (where components are injected)
	in a specific systemset & allow ordering other systems relative to it

* feat(bevy_gltf_blueprints): 
	* created crate
	* made the blueprint library path configurable
	* added BluePrintBundle helper
	* added SystemSet (GltfBlueprintsSet) for better system ordering
	* integrated into advanced demo

* feat(tools-blender-auto-export): 
	* renamed blender tool to gltf_auto_export
   	* rewritten auto_export
	* added blueprint / prefab support
		* creates scene with empties with BlueprintName components in the scene
		* export of the main scene now exports this scene instead of real main scene
		* changes collection stand in names in original scene & sets them back after export
			to have correctly named collection instance exports
		* also added an additional 'SpawnHere' component to not conflate BlueprintNames & spawning requests
   		* toggling & blueprint library output parameters added
   		* added correct handling/ restoring of saved selection when using blueprints

* feat(examples): 
	* added advanced example
	* general example renamed to "basic", and cleaned up

* feat(various): a lot of experiments with saving & loading etc

* chore(assets): updated blend & generated assets

* fix(examples-advanced): disabling hot reloading as it messes up scenes in experiments with save & loading

* docs(): 
	* added & fleshing out docs for the various crates & main README
	* added process doc image & tweaks to README
 	* added missing licence info where relevant
 	* fixed broken links
 	* clarified some aspects
 	* added updated screenshots where relevant
 	* added tweaks & improvements etc
2023-09-28 14:10:45 +02:00
Mark Moissette d9060a4d6b
chore(cleanups): overall minor cleanups & tweaks (#3)
* split documentation between main docs & example docs
* clearer seperation between example, blender add on etc
*  some  minor code quality improvements based on Clippy linting
* minor tweaks & additions to Blender & gltf example files: swapped out one mesh collider 
   for a capsule collider for demo purposes
* cleanups, tweaks, badges etc
2023-08-12 00:35:14 +02:00
Mark Moissette e24ccc01cc
docs(README): path fixes & minor tweaks (#2) 2023-08-02 01:51:39 +02:00
Mark Moissette 1417d5f389
refactor(): restructured code to turn the process_gltf (core) part into a crate (#1)
* refactor(): restructured code to turn the process_gltf (core) part into a crate
 * changed process_gltf into a lib/crate basics
 * changed current demo setup into an example that is importing the new crate
 * updated imports in the crate side
 * updated dependencies
 * cleanups
 * added more clear information about preUpdate vs setup
 * improved README/ added use as crate examples
2023-08-02 01:45:57 +02:00
kaosat.dev 2eb6daece8 docs(README): added link to the video/tutorial 2023-07-30 01:29:03 +02:00
kaosat.dev 9fe68d75b8 docs(name): slight name change for clarity 2023-07-30 01:25:51 +02:00
kaosat.dev 2f77d46fee docs(): minor docstring correction 2023-07-30 01:19:00 +02:00
kaosat.dev b3b643c427 feat(tools): updated blender_auto_export_gltf
* library scene is not a must have anymore
 * added option to scene prefered library scene name
 * option to auto-export on library changes is more coherent
 * renamed variables for more clarity
 * y-up is default
2023-07-29 16:41:57 +02:00
kaosat.dev e4171e5969 docs(README): updated docs 2023-07-27 22:22:53 +02:00
kaosat.dev a2b4025e95 refactor(gltf_to_components): removed dependency on serde-json , & overhauled code accordinly 2023-07-27 22:22:04 +02:00
kaosat.dev d37e38ada1 chore(tools): reduced minimal blender version (should also work with earlier ones ?) 2023-07-27 18:32:27 +02:00
kaosat.dev fcaea1a4dc refactor(gltf_to_components): completely overhauled & improved the handling of tupple strucs
* now using type_registration.type_info & matching instead of hackish string based ifs
 * handling of most "value types"
 * fleshed out example test components a bit more
2023-07-27 18:32:20 +02:00
kaosat.dev c402f51355 feat(components): added a big set of demo components with various tupple types, structs etc
* added test_components file with example rust components code
 * updated blend file & co with an object using all these components
2023-07-27 15:14:17 +02:00
kaosat.dev 428bfe8efa refactor(gltf-to-components): cleanups, vec2 support 2023-07-27 02:09:31 +02:00
kaosat.dev 0d4a90b733 docs(): readme tweaks + added licenses 2023-07-27 02:08:57 +02:00
kaosat.dev bd6957bae3 docs(README): updated docs, images etc
* updated images & text from JSON => RON
 * also added a section for the Blender tool
2023-07-27 01:53:48 +02:00
kaosat.dev cf6af7b3ef refactor(): minor tweaks & cleanups 2023-07-27 00:07:04 +02:00
kaosat.dev 6b769e1ba1 refactor():
* moved all reusable parts to core module / folder
 * moved all game specific code to game module
 * fixed small issue with camera & other minor tweaks
2023-07-27 00:00:53 +02:00
kaosat.dev 178e789832 chore(assets): tweaks & experiments 2023-07-26 23:34:43 +02:00