Commit Graph

19 Commits

Author SHA1 Message Date
kaosat.dev
7f824c47fe feat(bevy_registry_export): added boilerplate to make registry path relative to assets folder
* for bevy_gltf_components: registered GltfProcessed component (supresses a few warnings etc)
 * for the rest: cargo fmt
2024-02-29 23:38:55 +01:00
kaosat.dev
cc2718ffd2 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
2024-02-20 14:50:27 +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
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
Mark Moissette
20b34dde20
feat(bevy_gltf_blueprints): improved error handling for clone_entity (#82)
* feat(bevy_gltf_blueprints): improved error handling for clone_entity
 * you will now get component name for components that have not been registered & thus cannot be cloned
* added a small example (in examples/bevy_gltf_blueprints/basic), just press 'U' at runtime to try to spawn an entity with unregistered components
* closes #81
2023-12-27 13:14:13 +01:00
Mark Moissette
6047959b3f
feat(nested_blueprints): added support for nested blueprints both in bevy_gltf_blueprints & in gltf_auto_export (#65)
* feat(bevy_gltf_blueprints): 
  * added support for nested blueprints
  * added example/test for nested blueprints with multiple levels of nesting
* feat(tools/gltf_auto_export): 
  * implemented functionality to export nested blueprints/collection instances
  * added add prefs to control nested blueprints export
  * experiments with nested blueprints merge modes
  * when exporting of nested blueprints is disabled, will not scan for nested blueprints
and thus no export them
* docs(): updated docs & added images for nested blueprints support
2023-12-22 00:37:52 +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
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
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
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
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
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
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
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
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