Commit Graph

6 Commits

Author SHA1 Message Date
Mark Moissette 9b50d77790
chore(v0.14): upgraded all current crates, examples, testing setup etc to Bevy 0.14 (#195)
* chore(v0.14): upgraded all current crates, examples, testing setup etc to Bevy 0.14
* chore(Blender tools): some minor fixed for Bevy 0.14 & version bump
2024-07-19 01:24:24 +02:00
Mark Moissette 09915f521d
chore(Bevy): Update to bevy 0.13 (#136)
* chore(crates): updated crates to Bevy 0.13
   * updated deps
   * updated / changed code where relevant
   * updated README files
   * bumped version numbers for upcoming release
   * updated rust-toolchain
   * updated assets where relevant
   * closes #132 
* feat(bevy_gltf_components): 
  * added GltfProcessed flag component to improve performance of iteration over added<gltfExtras>
  * closes #144 
  * light & shadow processing is now integrated,  to match  lights coming from Blender: you can now control whether 
  lights cast shadows, the cascade resolution , background color etc  from Blender
   * closes #155 

* feat(bevy_registry_export): added boilerplate to make registry path relative to assets folder 
  * closes #137 
* feat(tools): added boilerplate for internal tools
   * clean zip file generator for blender add-on releases
   * example gltf file generator
* feat(lighting): added components, exporter support & testing for blender-configurable shadows
   * added BlenderLightShadows component to bevy_gltf_components
   * added writing shadow information to gltf_auto_export
   * updated tests
   * closes #157 

Co-authored-by: Jan Hohenheim <jan@hohenheim.ch>
2024-03-04 22:16:31 +01:00
Mark Moissette 0d708b800e
chore(): cleanup & simplification pass (#122)
* closes #118 
* closes #110 
* closes #99
2024-02-07 14:07:17 +01:00
Mark Moissette cfbda24da7
feat(tools/bevy_blueprints): bevy plugin + blender addon for components UI to more easily create components (#70)
* adds a new crate: ```bevy_registry_export``` to be able to create a json import of the registered component/type definitions
* adds a new Blender addon: ```bevy_components``` that takes that json data to generate custom UIs for components , to be to add & edit components easily in Blender 
   * also adds component metadata per object for more advanced features
   * etc
* updates to bevy_gltf_components & bevy_gltf_blueprints to add legacy_mode to support the "old"/current style component definitions
* same with gltf_auto_export Blender add_on
* closes #60
2024-02-05 23:01:19 +01:00
Mark Moissette 2ae8351e0f
feat(gltf_auto_export): rewrite for more cleaner code & a lot of bug fixes (#109)
* fundamental rewrite of a lot of aspects of the exporter, for cleaner code & to solve a number of issues
* set export_separate_dynamic_and_static_objects default to FALSE, as it is an edge use case
* added central tracker class, to track the post save & depsgraph changes
* auto_export is now more operator centric, with functional undo
* now storing add-on configuration at the blend file level  (bpy.data.texts)
* found source of export issues ! mismatch between context.scene & context.window.scene (the last we can set, the other not)
* overhauled & cleaned up materials handling to avoid context issues & reliance on bpy.ops
* huge restructure of how temporary scenes are created & cleaned up
* added support for exports in edit_mode
* updated examples
* a lot more
* fixes #103 
* fixes #112 
* fixes #113 
* fixes #114 
* fixes #115 
* fixes #116
2024-02-05 09:49:19 +01:00
Mark Moissette 5429bf4779
feat(Save & load): new crate bevy_gltf_save_load + lots of upgrades & improvements (#95)
* feat(bevy_gltf_save_load): saving & loading implemented
   * created new crate for save & load features, uses & filters out blueprints for efficient loading
   * saving & loading, even with dynamically spawned nested hierarchies works 
   * component filter , resource filter & save path root are configurable
   * for saving: added removal & cleanup logic for children component with children
  that have been filtered out: ie no more invalid children getting stored in the save files !
   * added sending of event once saving is done

* feat(examples/save-load): example for the new crate
   * loading level static & dynamic data as blueprints
   * added a bit of ui when entering saving & loading states & cleanup when exiting

* feat(bevy_gltf_blueprints): significant rewrite of how the crate works
     * simplified spawning process, no more spawning children containing blueprints etc
     * simplified post process : instead of copying original entity  into blueprint root
      we now copy blueprint root data (components & children) into the original entity ! fixes #96 
     * much simpler code wise
     * solves issue with needing to register components that we only use on the bevy side (not gltf)
    since we are not copying the bevy data into the blueprints data
     * added **copyComponents** helper to copy components from one entity to another, excluding existing
     components on the target entity, & some bells & whistles
     * **Name** is now optional when spawning a blueprint: closes #97 
     * **Transform** is now optional when spawning a blueprint: closes #98 
     * removed transform from bundle (BREAKING change)
     * added (optional)  **NoInBlueprint** component to have finer control over whether to inject the **InBlueprint** component inside spawned blueprint entities
     * added (optional) **Library**  component, so we can override library path when we want
     * added (optional) **AddToGameWorld** component for convenience   to automatically add entities to the game world, if there is one

* chore(bevy_gltf_components): removed verbose output, cleaned it up a bit

* feat(tools/auto_export): added option to split out "dynamic" objects in main scenes
   * ie if a collection instance (or its original collection) has a "dynamic" (aka mutable, saveable etc)
     flag it can get exported to a seperate gltf file (essentially acting like an "initial save")
   * the rest of the levels (the "static" data) is exported without the dynamic objects and
     can be reused with save files !
2024-01-10 14:49:29 +01:00