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5 Commits
1b8c3de6a9
...
d83b281c0b
Author | SHA1 | Date |
---|---|---|
Mark Moissette | d83b281c0b | |
kaosat.dev | f5b063cd34 | |
kaosat.dev | 5192518b12 | |
kaosat.dev | ea41c3c9cb | |
kaosat.dev | bb0975bbe8 |
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@ -144,14 +144,29 @@ impl Plugin for BlueprintsPlugin {
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.add_systems(
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Update,
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(
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(spawn_from_blueprints,
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(
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prepare_blueprints,
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check_for_loaded,
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actually_spawn_stuff, apply_deferred).chain(),
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spawn_from_blueprints,
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apply_deferred
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)
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.chain(),
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(
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compute_scene_aabbs,
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apply_deferred
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)
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.chain()
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.run_if(aabbs_enabled),
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compute_scene_aabbs.run_if(aabbs_enabled),
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apply_deferred.run_if(aabbs_enabled),
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apply_deferred,
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(materials_inject, check_for_material_loaded, materials_inject2).chain().run_if(materials_library_enabled),
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(
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materials_inject,
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check_for_material_loaded,
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materials_inject2
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)
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.chain()
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.run_if(materials_library_enabled),
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)
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.chain()
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.in_set(GltfBlueprintsSet::Spawn),
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@ -30,8 +30,6 @@ pub(crate) struct BlueprintMaterialAssetsLoaded;
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#[derive(Component)]
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pub(crate) struct BlueprintMaterialAssetsNotLoaded;
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/// system that injects / replaces materials from material library
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pub(crate) fn materials_inject(
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blueprints_config: ResMut<BluePrintsConfig>,
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@ -65,7 +63,6 @@ pub(crate) fn materials_inject(
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} else {
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let material_file_handle: Handle<Gltf> = asset_server.load(materials_path.clone());
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let material_file_id = material_file_handle.id();
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println!("loading material {} {}", material_full_path, material_file_id);
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let mut asset_infos:Vec<AssetLoadTracker<Gltf>> = vec![];
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asset_infos.push(AssetLoadTracker {
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@ -103,14 +100,12 @@ pub(crate) fn check_for_material_loaded(
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let loaded = asset_server.is_loaded_with_dependencies(asset_id);
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tracker.loaded = loaded;
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if loaded {
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println!("loaded {} {}", tracker.name, tracker.id);
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loaded_amount += 1;
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}else{
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all_loaded = false;
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}
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}
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let progress:f32 = loaded_amount as f32 / total as f32;
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println!("progress (materials): {}",progress);
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assets_to_load.progress = progress;
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if all_loaded {
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@ -141,7 +136,6 @@ pub(crate) fn materials_inject2(
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mut commands: Commands,
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) {
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for (material_info, children) in material_infos.iter() {
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println!("here");
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let model_file_name = format!(
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"{}_materials_library.{}",
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&material_info.source, &blueprints_config.format
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@ -157,7 +151,7 @@ pub(crate) fn materials_inject2(
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.material_library_cache
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.contains_key(&material_full_path)
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{
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info!("material is cached, retrieving");
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debug!("material is cached, retrieving");
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let material = blueprints_config
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.material_library_cache
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.get(&material_full_path)
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@ -165,8 +159,6 @@ pub(crate) fn materials_inject2(
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material_found = Some(material);
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}else {
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let model_handle: Handle<Gltf> = asset_server.load(materials_path.clone());// FIXME: kinda weird now
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println!("loading material {:?} {}", materials_path, model_handle.id());
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let mat_gltf = assets_gltf
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.get(model_handle.id())
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.expect("material should have been preloaded");
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@ -46,25 +46,10 @@ pub struct AddToGameWorld;
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/// helper component, just to transfer child data
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pub(crate) struct OriginalChildren(pub Vec<Entity>);
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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pub struct BlueprintsList(pub HashMap<String,Vec<String>>);
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#[derive(Reflect, Default, Debug)]
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pub(crate) struct BlueprintLoadTracker{
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pub name: String,
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pub id: AssetId<Gltf>,
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pub loaded: bool,
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pub handle: Handle<Gltf>
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}
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#[derive(Component, Default, Debug)]
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pub(crate) struct BlueprintAssetsToLoad{
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pub all_loaded: bool,
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pub asset_infos: Vec<BlueprintLoadTracker>,
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pub progress: f32
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}
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#[derive(Default, Debug)]
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pub(crate) struct AssetLoadTracker<T:bevy::prelude::Asset>{
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pub name: String,
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@ -89,7 +74,7 @@ pub(crate) struct BlueprintAssetsNotLoaded;
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/// spawning prepare function,
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/// * also takes into account the already exisiting "override" components, ie "override components" > components from blueprint
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pub(crate) fn spawn_from_blueprints(
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pub(crate) fn prepare_blueprints(
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spawn_placeholders: Query<
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(
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Entity,
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@ -117,7 +102,7 @@ pub(crate) fn spawn_from_blueprints(
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) in spawn_placeholders.iter()
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{
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debug!(
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"preparing to spawn {:?} for entity {:?}, id: {:?}, parent:{:?}",
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"requesting to spawn {:?} for entity {:?}, id: {:?}, parent:{:?}",
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blupeprint_name.0, name, entity, original_parent
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);
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@ -170,10 +155,14 @@ pub(crate) fn spawn_from_blueprints(
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.insert(BlueprintAssetsLoaded);
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}
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}
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else { // in case there are no blueprintsList
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commands
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.entity(entity)
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.insert(BlueprintAssetsLoaded);
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}
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}
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}
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pub(crate) fn check_for_loaded(
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mut blueprint_assets_to_load: Query<(Entity, &mut AssetsToLoad<Gltf>), With<BlueprintAssetsNotLoaded>>,
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asset_server: Res<AssetServer>,
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@ -194,7 +183,7 @@ pub(crate) fn check_for_loaded(
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}
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}
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let progress:f32 = loaded_amount as f32 / total as f32;
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println!("progress: {}",progress);
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// println!("progress: {}",progress);
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assets_to_load.progress = progress;
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if all_loaded {
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@ -206,7 +195,7 @@ pub(crate) fn check_for_loaded(
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}
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}
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pub(crate) fn actually_spawn_stuff(
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pub(crate) fn spawn_from_blueprints(
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spawn_placeholders: Query<
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(
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Entity,
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@ -242,7 +231,7 @@ pub(crate) fn actually_spawn_stuff(
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) in spawn_placeholders.iter()
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{
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info!(
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"need to spawn {:?} for entity {:?}, id: {:?}, parent:{:?}",
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"attempting to spawn {:?} for entity {:?}, id: {:?}, parent:{:?}",
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blupeprint_name.0, name, entity, original_parent
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);
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@ -254,7 +243,7 @@ pub(crate) fn actually_spawn_stuff(
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library_override.map_or_else(|| &blueprints_config.library_folder, |l| &l.0);
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let model_path = Path::new(&library_path).join(Path::new(model_file_name.as_str()));
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info!("attempting to spawn {:?}", model_path);
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// info!("attempting to spawn {:?}", model_path);
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let model_handle: Handle<Gltf> = asset_server.load(model_path);// FIXME: kinda weird now
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let gltf = assets_gltf
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@ -1,12 +1,13 @@
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use std::any::TypeId;
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use bevy::gltf::Gltf;
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use bevy::prelude::*;
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use bevy::scene::SceneInstance;
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// use bevy::utils::hashbrown::HashSet;
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use super::{AnimationPlayerLink, Animations};
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use super::{SpawnHere, Spawned};
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use crate::{BlueprintAssetsToLoad, CopyComponents, InBlueprint, NoInBlueprint, OriginalChildren};
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use crate::{AssetsToLoad, BlueprintAssetsLoaded, CopyComponents, InBlueprint, NoInBlueprint, OriginalChildren};
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/// this system is in charge of doing any necessary post processing after a blueprint scene has been spawned
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/// - it removes one level of useless nesting
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@ -89,7 +90,8 @@ pub(crate) fn spawned_blueprint_post_process(
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commands.entity(original).remove::<SpawnHere>();
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commands.entity(original).remove::<Spawned>();
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commands.entity(original).remove::<Handle<Scene>>();
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commands.entity(original).remove::<BlueprintAssetsToLoad>();// also clear the sub assets tracker to free up handles, perhaps just freeing up the handles and leave the rest would be better ?
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commands.entity(original).remove::<AssetsToLoad<Gltf>>();// also clear the sub assets tracker to free up handles, perhaps just freeing up the handles and leave the rest would be better ?
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commands.entity(original).remove::<BlueprintAssetsLoaded>();
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commands.entity(root_entity).despawn_recursive();
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}
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}
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@ -30,7 +30,7 @@ pub fn setup_game(
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SceneBundle {
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// note: because of this issue https://github.com/bevyengine/bevy/issues/10436, "world" is now a gltf file instead of a scene
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scene: models
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.get(game_assets.world.id())
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.get(game_assets.world.clone().unwrap().id())
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.expect("main level should have been loaded")
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.scenes[0]
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.clone(),
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@ -20,7 +20,7 @@ pub fn setup_game(
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SceneBundle {
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// note: because of this issue https://github.com/bevyengine/bevy/issues/10436, "world" is now a gltf file instead of a scene
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scene: models
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.get(game_assets.world.id())
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.get(game_assets.world.clone().unwrap().id())
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.expect("main level should have been loaded")
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.scenes[0]
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.clone(),
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@ -20,7 +20,7 @@ pub fn setup_game(
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SceneBundle {
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// note: because of this issue https://github.com/bevyengine/bevy/issues/10436, "world" is now a gltf file instead of a scene
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scene: models
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.get(game_assets.world.id())
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.get(game_assets.world.clone().unwrap().id())
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.expect("main level should have been loaded")
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.scenes[0]
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.clone(),
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@ -21,7 +21,7 @@ pub fn setup_game(
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SceneBundle {
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// note: because of this issue https://github.com/bevyengine/bevy/issues/10436, "world" is now a gltf file instead of a scene
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scene: models
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.get(game_assets.world.id())
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.get(game_assets.world.clone().unwrap().id())
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.expect("main level should have been loaded")
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.scenes[0]
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.clone(),
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@ -21,7 +21,7 @@ pub fn setup_game(
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SceneBundle {
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// note: because of this issue https://github.com/bevyengine/bevy/issues/10436, "world" is now a gltf file instead of a scene
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scene: models
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.get(game_assets.world.id())
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.get(game_assets.world.clone().unwrap().id())
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.expect("main level should have been loaded")
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.scenes[0]
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.clone(),
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@ -76,7 +76,7 @@ pub fn trigger_level_transition(
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} else if target_level == "Level2" {
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level = game_assets.level2.clone().unwrap();
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} else {
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level = game_assets.world.clone();
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level = game_assets.world.clone().unwrap();
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}
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info!("spawning new level");
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commands.spawn((
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@ -21,7 +21,7 @@ pub fn setup_game(
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SceneBundle {
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// note: because of this issue https://github.com/bevyengine/bevy/issues/10436, "world" is now a gltf file instead of a scene
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scene: models
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.get(game_assets.world.id())
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.get(game_assets.world.clone().unwrap().id())
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.expect("main level should have been loaded")
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.scenes[0]
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.clone(),
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@ -5,8 +5,8 @@ use bevy_asset_loader::prelude::*;
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#[derive(AssetCollection, Resource)]
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pub struct GameAssets {
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#[asset(key = "world")]
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pub world: Handle<Gltf>,
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#[asset(key = "world", optional)]
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pub world: Option<Handle<Gltf>>,
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#[asset(key = "world_dynamic", optional)]
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pub world_dynamic: Option<Handle<Gltf>>,
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@ -16,8 +16,8 @@ pub struct GameAssets {
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#[asset(key = "level2", optional)]
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pub level2: Option<Handle<Gltf>>,
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#[asset(key = "models", collection(typed, mapped))]
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pub models: HashMap<String, Handle<Gltf>>,
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#[asset(key = "models", collection(typed, mapped), optional)]
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pub models: Option<HashMap<String, Handle<Gltf>>>,
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#[asset(key = "materials", collection(typed, mapped), optional)]
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pub materials: Option<HashMap<String, Handle<Gltf>>>,
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@ -1,6 +1,6 @@
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({
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"world":File (path: "models/World.glb"),
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/*"world":File (path: "models/World.glb"),
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"models": Folder (
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path: "models/library",
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),
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),*/
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})
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@ -11,6 +11,7 @@ impl Plugin for CorePlugin {
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legacy_mode: false,
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library_folder: "models/library".into(),
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format: GltfFormat::GLB,
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material_library:true,
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aabbs: true,
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..Default::default()
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},
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@ -1,5 +1,5 @@
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use bevy::prelude::*;
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use bevy_gltf_blueprints::{BluePrintBundle, BlueprintName, GameWorldTag};
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use bevy::{prelude::*, utils::hashbrown::HashMap};
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use bevy_gltf_blueprints::{BluePrintBundle, BlueprintName, BlueprintsList, GameWorldTag, Library, SpawnHere};
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use bevy_gltf_worlflow_examples_common_rapier::{assets::GameAssets, GameState, InAppRunning};
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use bevy_rapier3d::prelude::Velocity;
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@ -7,31 +7,19 @@ use rand::Rng;
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pub fn setup_game(
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mut commands: Commands,
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game_assets: Res<GameAssets>,
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models: Res<Assets<bevy::gltf::Gltf>>,
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asset_server: Res<AssetServer>,
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mut next_game_state: ResMut<NextState<GameState>>,
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) {
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commands.insert_resource(AmbientLight {
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color: Color::WHITE,
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brightness: 0.2,
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});
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// here we actually spawn our game world/level
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commands.spawn((
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SceneBundle {
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// note: because of this issue https://github.com/bevyengine/bevy/issues/10436, "world" is now a gltf file instead of a scene
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scene: models
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.get(game_assets.world.id())
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.expect("main level should have been loaded")
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.scenes[0]
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.clone(),
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SceneBundle{
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scene: asset_server.load("models/World.glb#Scene0"),
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..default()
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},
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bevy::prelude::Name::from("world"),
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GameWorldTag,
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InAppRunning,
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));
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next_game_state.set(GameState::InGame)
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}
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|
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@ -97,13 +97,15 @@ impl Plugin for GamePlugin {
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fn build(&self, app: &mut App) {
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app.add_systems(Update, (spawn_test).run_if(in_state(GameState::InGame)))
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.add_systems(Update, validate_export)
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.add_systems(Update, generate_screenshot.run_if(on_timer(Duration::from_secs_f32(0.2)))) // TODO: run once
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.add_systems(OnEnter(AppState::MenuRunning), start_game)
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.add_systems(OnEnter(AppState::AppRunning), setup_game)
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/* .add_systems(Update, generate_screenshot.run_if(on_timer(Duration::from_secs_f32(0.2)))) // TODO: run once
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.add_systems(
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Update,
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exit_game.run_if(on_timer(Duration::from_secs_f32(0.5))),
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) // shut down the app after this time
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) // shut down the app after this time*/
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;
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}
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}
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Reference in New Issue