Compare commits

..

4 Commits

Author SHA1 Message Date
kaosat.dev c4d8e02a9d Merge branch 'blenvy' of github.com:kaosat-dev/Blender_bevy_components_worklflow into blenvy 2024-08-07 01:39:24 +02:00
kaosat.dev e573251707 feat(Blenvy:Bevy): more work done on save & load (heavy wip)
* more coherent logic between save & load
 * added resources & boilerplate for loading side
 * experimenting with save & load logic, filtering of components etc
 * updated assets for more testing
 * added bevy-inspector-egui  to some examples for testing
2024-08-07 01:38:23 +02:00
kaosat.dev bd830e5ad4 feat(Blenvy:Blender):
* cleanups to dynamic/static object detection
 * filtered out MaterialInfos from "fixable" Components
 * will now attempt to inject actual component for materialInfos
 * if it fails, falls back to previous custom property logic
 * added ability to disable ui for certain components
 * added display of "internal" components
 * internal components such as MaterialInfos are now viewable but disabled (non editable) for more clarity
 * experimenting with auto_reload of registry if missing (wip)
 * minor tweaks
2024-08-07 01:35:06 +02:00
kaosat.dev 0b02a24313 fix(Blenvy:Blender): fixed issue with materials not exported if there was an export parameter change 2024-08-06 10:19:22 +02:00
36 changed files with 1073 additions and 150 deletions

17
TODO.md
View File

@ -259,6 +259,23 @@ Blender side:
- [x] make sure the "add scene" button is not available unless you have actually selected one
- [x] make auto export be on by default, however bail out early by detecting if there are any level/blueprint scenes
- [x] remove custom components to filter out correctly from exported blueprints list
- [ ] for built in Component types that need to be injected to be used by blueprints,
namely:
- BlueprintInfos (not 100% sure for this one)
- MaterialInfos
- the various scene Components
- BlueprintAssets (although not really needed anymore with the meta files)
- [ ] Inject real components instead of just custom properties
- [ ] add boilerplate to generate real component values from type definitions instead of hacking pseudo ron strings
- [ ] fall back to bevy_components if that fails (missing registry) or just basic custom properties
- [ ] If that fails as well ?
- [ ] auto reload registry if absent/possible
- cannot be done from UI possibly polling with increasing timeout
- bpy.ops.blenvy.components_registry_reload()
- [x] filter out MaterialInfos from list of "fixable components"
Bevy Side:
- [x] deprecate BlueprintName & BlueprintPath & use BlueprintInfo instead

View File

@ -58,12 +58,12 @@ fn main() {
// add a system to trigger saving
pub fn request_save(
mut save_requests: EventWriter<SaveRequest>,
mut save_requests: EventWriter<SavingRequest>,
keycode: Res<Input<KeyCode>>,
)
{
if keycode.just_pressed(KeyCode::S) {
save_requests.send(SaveRequest {
save_requests.send(SavingRequest {
path: "save.scn.ron".into(),
})
}
@ -225,16 +225,16 @@ fn main() {
## Events
- to trigger **saving** use the ```SaveRequest``` event
- to trigger **saving** use the ```SavingRequest``` event
```rust no_run
// add a system to trigger saving
pub fn request_save(
mut save_requests: EventWriter<SaveRequest>,
mut save_requests: EventWriter<SavingRequest>,
keycode: Res<Input<KeyCode>>,
)
{
if keycode.just_pressed(KeyCode::S) {
save_requests.send(SaveRequest {
save_requests.send(SavingRequest {
path: "save.scn.ron".into(),
})
}

View File

@ -0,0 +1,45 @@
pub use bevy::prelude::*;
use crate::{BlueprintInfo, GameWorldTag, HideUntilReady, SpawnBlueprint};
use super::{BlueprintWorld, Dynamic};
pub(crate) fn spawn_from_blueprintworld(
added_blueprint_worlds: Query<(Entity, &BlueprintWorld), Added<BlueprintWorld> >,
mut commands: Commands,
){
for (entity, blueprint_world) in added_blueprint_worlds.iter(){
println!("added blueprintWorld {:?}", blueprint_world);
// here we spawn the static part our game world/level, which is also a blueprint !
let static_world = commands.spawn((
BlueprintInfo::from_path(blueprint_world.path.as_str()), // all we need is a Blueprint info...
SpawnBlueprint, // and spawnblueprint to tell blenvy to spawn the blueprint now
HideUntilReady, // only reveal the level once it is ready
GameWorldTag,
)).id();
// here we spawn the dynamic entities part of our game world/level, which is also a blueprint !
let dynamic_world = commands.spawn((
BlueprintInfo::from_path(blueprint_world.path.replace(".glb", "_dynamic.glb").replace(".gltf", "_dynamic.gltf").as_str()), // all we need is a Blueprint info...
SpawnBlueprint, // and spawnblueprint to tell blenvy to spawn the blueprint now
HideUntilReady, // only reveal the level once it is ready
GameWorldTag
)).id();
// commands.entity(entity).add_child(static_world);
// commands.entity(entity).add_child(dynamic_world);
}
}
pub(crate) fn inject_dynamic_into_children(
added_dynamic: Query<Entity, Added<Dynamic> >,
all_children: Query<&Children>,
mut commands: Commands,
) {
for entity in added_dynamic.iter() {
for child in all_children.iter_descendants(entity) {
commands.entity(child).insert(Dynamic);
}
}
}

View File

@ -0,0 +1,118 @@
use std::path::Path;
use bevy::prelude::*;
use crate::{BlenvyConfig, BlueprintInfo, DynamicEntitiesRoot, GameWorldTag, HideUntilReady, SpawnBlueprint};
#[derive(Event)]
pub struct LoadingRequest {
pub path: String,
}
#[derive(Event)]
pub struct LoadingFinished; // TODO: merge the two above
/// resource that keeps track of the current load request
#[derive(Resource, Default)]
pub struct LoadingRequested {
pub path: String,
}
/*
- Loading
- load request recieved
- pause things ?
- unload everything
- load static data using blueprintInfo
- load dynamic data from save file
General:
* wrap loading a bevy scene as a blueprint ?
* meh, has no assets & co, different logic ?
*/
pub fn process_load_requests(
mut load_requests: EventReader<LoadingRequest>,
mut commands: Commands
) {
let mut save_path: String = "".into();
for load_request in load_requests.read() {
if !load_request.path.is_empty() {
save_path.clone_from(&load_request.path);
}
}
if !save_path.is_empty() {
commands.insert_resource(LoadingRequested { path: save_path });
}
}
pub fn should_load(loading_requests: Option<Res<LoadingRequested>>) -> bool {
return resource_exists::<LoadingRequested>(loading_requests)
}
// TODO: replace with generic despawner ?
pub(crate) fn prepare_loading(
mut commands: Commands,
gameworlds: Query<Entity, With<GameWorldTag>>,
) {
for e in gameworlds.iter() {
info!("--loading: despawn old world/level");
commands.entity(e).despawn_recursive();
}
}
pub(crate) fn load_game(
mut commands: Commands,
asset_server: Res<AssetServer>,
load_request: Res<LoadingRequested>,
) {
info!("--loading: load dynamic data");
//let save_path = Path::new(load_request.path.clone().as_str());
info!("LOADING FROM {:?}", load_request.path.clone());
/*let world_root = commands
.spawn((
bevy::prelude::Name::from("world"),
GameWorldTag,
TransformBundle::default(),
InheritedVisibility::default(),
))
.id();*/
// and we fill it with dynamic data
// let input = std::fs::read(&path)?;
let dynamic_data = commands
.spawn((
DynamicSceneBundle {
scene: asset_server.load(load_request.path.clone()),
..default()
},
bevy::prelude::Name::from("World_dynamic"),
DynamicEntitiesRoot,
GameWorldTag
))
.id();
let static_data = commands.spawn((
BlueprintInfo::from_path("levels/World.glb"), // all we need is a Blueprint info...
SpawnBlueprint,
HideUntilReady,
GameWorldTag,
)).id();
//commands.entity(world_root).add_child(static_data);
//commands.entity(world_root).add_child(dynamic_data);
// commands.insert_resource(LoadFirstStageDone);
info!("--loading: loaded dynamic data");
commands.remove_resource::<LoadingRequested>();
}

View File

@ -1,5 +1,15 @@
use std::path::Path;
use bevy::prelude::*;
pub mod common;
pub use common::*;
pub mod saving;
pub use saving::*;
pub mod loading;
pub use loading::*;
#[derive(Component, Reflect, Debug, Default)]
#[reflect(Component)]
/// component used to mark any entity as Dynamic: aka add this to make sure your entity is going to be saved
@ -34,8 +44,22 @@ pub struct StaticEntitiesBlueprintInfo {
}
pub mod saving;
pub use saving::*;
#[derive(Component, Debug)]
pub struct BlueprintWorld{
pub path: String,
}
impl BlueprintWorld {
pub fn from_path(path: &str) -> BlueprintWorld {
let p = Path::new(&path);
return BlueprintWorld {
// name: p.file_stem().unwrap().to_os_string().into_string().unwrap(), // seriously ? , also unwraps !!
path: path.into(),
};
}
}
#[derive(Debug, Clone, Default)]
/// Plugin for saving & loading
@ -46,13 +70,33 @@ impl Plugin for SaveLoadPlugin {
app.register_type::<Dynamic>()
.register_type::<StaticEntitiesRoot>()
.add_event::<SaveRequest>()
.add_event::<SavingRequest>()
.add_event::<SaveFinished>()
// common
.add_systems(Update, (spawn_from_blueprintworld, )) // inject_dynamic_into_children
// saving
.add_systems(Update, process_save_requests)
.add_systems(
Update,
(prepare_save_game, apply_deferred, save_game, cleanup_save)
.chain()
.run_if(should_save),
)
.add_event::<LoadingRequest>()
.add_event::<LoadingFinished>()
//loading
.add_systems(Update, process_load_requests)
.add_systems(
Update,
(prepare_loading, apply_deferred, load_game)
.chain()
.run_if(should_load),
//.run_if(not(resource_exists::<LoadFirstStageDone>))
// .in_set(LoadingSet::Load),
)
;
}

View File

@ -5,7 +5,7 @@ use std::path::Path;
use crate::{DynamicEntitiesRoot, SaveLoadConfig, StaticEntitiesRoot, StaticEntitiesStorage};
#[derive(Event)]
pub struct LoadRequest {
pub struct LoadingRequest {
pub path: String,
}
@ -26,7 +26,7 @@ pub(crate) struct CleanupScene;
/// helper system that "converts" loadRequest events to `LoadRequested` resources
pub(crate) fn mark_load_requested(
mut load_requests: EventReader<LoadRequest>,
mut load_requests: EventReader<LoadingRequest>,
mut commands: Commands,
) {
let mut save_path: String = "".into();

View File

@ -41,8 +41,8 @@ impl Plugin for SaveLoadPlugin {
.register_type::<Camera3dDepthTextureUsage>()
.register_type::<ScreenSpaceTransmissionQuality>()
.register_type::<StaticEntitiesStorage>()
.add_event::<SaveRequest>()
.add_event::<LoadRequest>()
.add_event::<SavingRequest>()
.add_event::<LoadingRequest>()
.add_event::<LoadingFinished>()
.add_event::<SavingFinished>()
.configure_sets(

View File

@ -9,14 +9,14 @@ use std::path::Path;
use crate::{DynamicEntitiesRoot, SaveLoadConfig, StaticEntitiesRoot};
#[derive(Event, Debug)]
pub struct SaveRequest {
pub struct SavingRequest {
pub path: String,
}
#[derive(Event)]
pub struct SavingFinished;
pub fn should_save(save_requests: EventReader<SaveRequest>) -> bool {
pub fn should_save(save_requests: EventReader<SavingRequest>) -> bool {
!save_requests.is_empty()
}
@ -77,7 +77,7 @@ pub(crate) fn save_game(world: &mut World) {
info!("saving");
let mut save_path: String = "".into();
let mut events = world.resource_mut::<Events<SaveRequest>>();
let mut events = world.resource_mut::<Events<SavingRequest>>();
for event in events.get_reader().read(&events) {
info!("SAVE EVENT !! {:?}", event);

View File

@ -11,14 +11,38 @@ use crate::{BlenvyConfig, BlueprintInfo, Dynamic, FromBlueprint, RootEntity, Spa
use super::{DynamicEntitiesRoot, OriginalParent, StaticEntitiesRoot};
#[derive(Event, Debug)]
pub struct SaveRequest {
pub struct SavingRequest {
pub path: String,
}
#[derive(Event)]
pub struct SaveFinished; // TODO: merge the the events above
pub fn should_save(save_requests: EventReader<SaveRequest>) -> bool {
!save_requests.is_empty()
/// resource that keeps track of the current save request
#[derive(Resource, Default)]
pub struct SavingRequested {
pub path: String,
}
pub fn process_save_requests(
mut saving_requests: EventReader<SavingRequest>,
mut commands: Commands
) {
let mut save_path: String = "".into();
for saving_request in saving_requests.read() {
if !saving_request.path.is_empty() {
save_path.clone_from(&saving_request.path);
}
}
if !save_path.is_empty() {
commands.insert_resource(SavingRequested { path: save_path });
}
}
pub fn should_save(saving_requests: Option<Res<SavingRequested>>) -> bool {
return resource_exists::<SavingRequested>(saving_requests)
}
@ -31,12 +55,12 @@ pub(crate) fn prepare_save_game(
mut commands: Commands,
) {
for entity in saveables.iter() {
for entity in saveables.iter() { // FIXME : not sure about this one
commands.entity(entity).insert(SpawnBlueprint);
}
for (entity, parent, children) in dynamic_entities.iter() {
println!("prepare save game");
println!("prepare save game for entity");
let parent = parent.get();
if root_entities.contains(parent) {
commands.entity(entity).insert(RootEntity);
@ -66,7 +90,7 @@ pub(crate) fn save_game(world: &mut World) {
info!("saving");
let mut save_path: String = "".into();
let mut events = world.resource_mut::<Events<SaveRequest>>();
let mut events = world.resource_mut::<Events<SavingRequest>>();
for event in events.get_reader().read(&events) {
info!("SAVE EVENT !! {:?}", event);
@ -75,14 +99,14 @@ pub(crate) fn save_game(world: &mut World) {
events.clear();
let saveable_entities: Vec<Entity> = world
// .query_filtered::<Entity, (With<Dynamic>, Without<FromBlueprint>, Without<RootEntity>)>()
.query_filtered::<Entity, (With<Dynamic>, Without<RootEntity>)>()
// .query_filtered::<Entity, (With<Dynamic>, Without<FromBlueprint>, Without<RootEntity>)>()
.iter(world)
.collect();
let saveable_root_entities: Vec<Entity> = world
.query_filtered::<Entity, (With<Dynamic>, With<RootEntity>)>()
//.query_filtered::<Entity, (With<Dynamic>, Without<FromBlueprint>, With<RootEntity>)>()
// .query_filtered::<Entity, (With<Dynamic>, With<RootEntity>)>()
.query_filtered::<Entity, (With<Dynamic>, Without<FromBlueprint>, With<RootEntity>)>()
.iter(world)
.collect();
@ -97,7 +121,7 @@ pub(crate) fn save_game(world: &mut World) {
let filter = config
.save_component_filter
.clone()
.allow::<Parent>()
//.allow::<Parent>() // TODO: add back
.allow::<Children>()
.allow::<BlueprintInfo>()
.allow::<SpawnBlueprint>()
@ -115,7 +139,6 @@ pub(crate) fn save_game(world: &mut World) {
let filter_resources = config.clone()
.save_resource_filter
.deny::<Time<Real>>()
.clone();
//.allow::<StaticEntitiesStorage>();
@ -150,22 +173,37 @@ pub(crate) fn save_game(world: &mut World) {
.serialize(&world.resource::<AppTypeRegistry>().read())
.expect("filtered scene should serialize correctly");
let save_path = Path::new("assets")
let save_path_assets = Path::new("assets")
//.join(&config.save_path)
.join(Path::new(save_path.as_str())); // Path::new(&save_load_config.save_path).join(Path::new(save_path.as_str()));
info!("saving game to {:?}", save_path);
info!("saving game to {:?}", save_path_assets);
// world.send_event(SavingFinished);
let bla = save_path_assets.clone().to_string_lossy().into_owned();
#[cfg(not(target_arch = "wasm32"))]
IoTaskPool::get()
.spawn(async move {
// Write the scene RON data to file
File::create(save_path)
File::create(save_path_assets)
.and_then(|mut file| file.write(serialized_scene.as_bytes()))
.expect("Error while writing save to file");
})
.detach();
let static_world_path = "levels/world.glb";
let fake_foo = format!("(dynamic: {bla}, static: {static_world_path})");
let real_save_path = format!("{bla}.save.ron");
#[cfg(not(target_arch = "wasm32"))]
IoTaskPool::get()
.spawn(async move {
// Write the scene RON data to file
File::create(real_save_path)
.and_then(|mut file| file.write(fake_foo.as_bytes()))
.expect("Error while writing scene to file");
})
.detach();
}
pub(crate) fn cleanup_save(
@ -178,4 +216,7 @@ pub(crate) fn cleanup_save(
}
// commands.remove_resource::<StaticEntitiesStorage>();
saving_finished.send(SaveFinished);
commands.remove_resource::<SavingRequested>();
}

View File

@ -11,3 +11,8 @@ blenvy = { path = "../../crates/blenvy" }
serde_json = "1.0.108"
serde = "1.0.193"
rand = "0.8.5"
bevy-inspector-egui = { version = "0.25.1"}
[dev-dependencies]
bevy-inspector-egui = { version = "0.25.1"}

View File

@ -0,0 +1 @@
(dynamic: assets/, static: levels/world.glb)

View File

@ -0,0 +1,5 @@
(
assets:
[
]
)

View File

@ -0,0 +1,7 @@
(
assets:
[
("Mover", File ( path: "blueprints/Mover.glb" )),
("Material.001", File ( path: "materials/Material.001.glb" )),
]
)

View File

@ -5,5 +5,9 @@
("Stone", File ( path: "materials/Stone.glb" )),
("Mover", File ( path: "blueprints/Mover.glb" )),
("Material.001", File ( path: "materials/Material.001.glb" )),
("Dynamic_hierarchy", File ( path: "blueprints/Dynamic_hierarchy.glb" )),
("Dynamic_inside_static", File ( path: "blueprints/Dynamic_inside_static.glb" )),
("Mover", File ( path: "blueprints/Mover.glb" )),
("Material.001", File ( path: "materials/Material.001.glb" )),
]
)

Binary file not shown.

Binary file not shown.

Binary file not shown.

View File

@ -3609,6 +3609,30 @@
"type": "object",
"typeInfo": "Value"
},
"bevy_egui::EguiSettings": {
"additionalProperties": false,
"isComponent": false,
"isResource": false,
"long_name": "bevy_egui::EguiSettings",
"properties": {
"default_open_url_target": {
"type": {
"$ref": "#/$defs/core::option::Option<alloc::string::String>"
}
},
"scale_factor": {
"type": {
"$ref": "#/$defs/f32"
}
}
},
"required": [
"scale_factor"
],
"short_name": "EguiSettings",
"type": "object",
"typeInfo": "Struct"
},
"bevy_gizmos::aabb::AabbGizmoConfigGroup": {
"additionalProperties": false,
"isComponent": false,
@ -12947,6 +12971,14 @@
"type": "object",
"typeInfo": "Value"
},
"core::ops::Range<f64>": {
"isComponent": false,
"isResource": false,
"long_name": "core::ops::Range<f64>",
"short_name": "Range<f64>",
"type": "object",
"typeInfo": "Value"
},
"core::option::Option<(u8, u8)>": {
"isComponent": false,
"isResource": false,
@ -13661,6 +13693,295 @@
"type": "object",
"typeInfo": "Struct"
},
"glam::BVec2": {
"additionalProperties": false,
"isComponent": false,
"isResource": false,
"long_name": "glam::BVec2",
"properties": {
"x": {
"type": {
"$ref": "#/$defs/bool"
}
},
"y": {
"type": {
"$ref": "#/$defs/bool"
}
}
},
"required": [
"x",
"y"
],
"short_name": "BVec2",
"type": "object",
"typeInfo": "Struct"
},
"glam::BVec3": {
"additionalProperties": false,
"isComponent": false,
"isResource": false,
"long_name": "glam::BVec3",
"properties": {
"x": {
"type": {
"$ref": "#/$defs/bool"
}
},
"y": {
"type": {
"$ref": "#/$defs/bool"
}
},
"z": {
"type": {
"$ref": "#/$defs/bool"
}
}
},
"required": [
"x",
"y",
"z"
],
"short_name": "BVec3",
"type": "object",
"typeInfo": "Struct"
},
"glam::BVec3A": {
"isComponent": false,
"isResource": false,
"long_name": "glam::BVec3A",
"short_name": "BVec3A",
"type": "object",
"typeInfo": "Value"
},
"glam::BVec4": {
"additionalProperties": false,
"isComponent": false,
"isResource": false,
"long_name": "glam::BVec4",
"properties": {
"w": {
"type": {
"$ref": "#/$defs/bool"
}
},
"x": {
"type": {
"$ref": "#/$defs/bool"
}
},
"y": {
"type": {
"$ref": "#/$defs/bool"
}
},
"z": {
"type": {
"$ref": "#/$defs/bool"
}
}
},
"required": [
"x",
"y",
"z",
"w"
],
"short_name": "BVec4",
"type": "object",
"typeInfo": "Struct"
},
"glam::BVec4A": {
"isComponent": false,
"isResource": false,
"long_name": "glam::BVec4A",
"short_name": "BVec4A",
"type": "object",
"typeInfo": "Value"
},
"glam::DAffine2": {
"additionalProperties": false,
"isComponent": false,
"isResource": false,
"long_name": "glam::DAffine2",
"properties": {
"matrix2": {
"type": {
"$ref": "#/$defs/glam::DMat2"
}
},
"translation": {
"type": {
"$ref": "#/$defs/glam::DVec2"
}
}
},
"required": [
"matrix2",
"translation"
],
"short_name": "DAffine2",
"type": "object",
"typeInfo": "Struct"
},
"glam::DAffine3": {
"additionalProperties": false,
"isComponent": false,
"isResource": false,
"long_name": "glam::DAffine3",
"properties": {
"matrix3": {
"type": {
"$ref": "#/$defs/glam::DMat3"
}
},
"translation": {
"type": {
"$ref": "#/$defs/glam::DVec3"
}
}
},
"required": [
"matrix3",
"translation"
],
"short_name": "DAffine3",
"type": "object",
"typeInfo": "Struct"
},
"glam::DMat2": {
"additionalProperties": false,
"isComponent": false,
"isResource": false,
"long_name": "glam::DMat2",
"properties": {
"x_axis": {
"type": {
"$ref": "#/$defs/glam::DVec2"
}
},
"y_axis": {
"type": {
"$ref": "#/$defs/glam::DVec2"
}
}
},
"required": [
"x_axis",
"y_axis"
],
"short_name": "DMat2",
"type": "object",
"typeInfo": "Struct"
},
"glam::DMat3": {
"additionalProperties": false,
"isComponent": false,
"isResource": false,
"long_name": "glam::DMat3",
"properties": {
"x_axis": {
"type": {
"$ref": "#/$defs/glam::DVec3"
}
},
"y_axis": {
"type": {
"$ref": "#/$defs/glam::DVec3"
}
},
"z_axis": {
"type": {
"$ref": "#/$defs/glam::DVec3"
}
}
},
"required": [
"x_axis",
"y_axis",
"z_axis"
],
"short_name": "DMat3",
"type": "object",
"typeInfo": "Struct"
},
"glam::DMat4": {
"additionalProperties": false,
"isComponent": false,
"isResource": false,
"long_name": "glam::DMat4",
"properties": {
"w_axis": {
"type": {
"$ref": "#/$defs/glam::DVec4"
}
},
"x_axis": {
"type": {
"$ref": "#/$defs/glam::DVec4"
}
},
"y_axis": {
"type": {
"$ref": "#/$defs/glam::DVec4"
}
},
"z_axis": {
"type": {
"$ref": "#/$defs/glam::DVec4"
}
}
},
"required": [
"x_axis",
"y_axis",
"z_axis",
"w_axis"
],
"short_name": "DMat4",
"type": "object",
"typeInfo": "Struct"
},
"glam::DQuat": {
"additionalProperties": false,
"isComponent": false,
"isResource": false,
"long_name": "glam::DQuat",
"properties": {
"w": {
"type": {
"$ref": "#/$defs/f64"
}
},
"x": {
"type": {
"$ref": "#/$defs/f64"
}
},
"y": {
"type": {
"$ref": "#/$defs/f64"
}
},
"z": {
"type": {
"$ref": "#/$defs/f64"
}
}
},
"required": [
"x",
"y",
"z",
"w"
],
"short_name": "DQuat",
"type": "object",
"typeInfo": "Struct"
},
"glam::DVec2": {
"additionalProperties": false,
"isComponent": false,
@ -13686,6 +14007,74 @@
"type": "object",
"typeInfo": "Struct"
},
"glam::DVec3": {
"additionalProperties": false,
"isComponent": false,
"isResource": false,
"long_name": "glam::DVec3",
"properties": {
"x": {
"type": {
"$ref": "#/$defs/f64"
}
},
"y": {
"type": {
"$ref": "#/$defs/f64"
}
},
"z": {
"type": {
"$ref": "#/$defs/f64"
}
}
},
"required": [
"x",
"y",
"z"
],
"short_name": "DVec3",
"type": "object",
"typeInfo": "Struct"
},
"glam::DVec4": {
"additionalProperties": false,
"isComponent": false,
"isResource": false,
"long_name": "glam::DVec4",
"properties": {
"w": {
"type": {
"$ref": "#/$defs/f64"
}
},
"x": {
"type": {
"$ref": "#/$defs/f64"
}
},
"y": {
"type": {
"$ref": "#/$defs/f64"
}
},
"z": {
"type": {
"$ref": "#/$defs/f64"
}
}
},
"required": [
"x",
"y",
"z",
"w"
],
"short_name": "DVec4",
"type": "object",
"typeInfo": "Struct"
},
"glam::IVec2": {
"additionalProperties": false,
"isComponent": false,
@ -13711,6 +14100,74 @@
"type": "object",
"typeInfo": "Struct"
},
"glam::IVec3": {
"additionalProperties": false,
"isComponent": false,
"isResource": false,
"long_name": "glam::IVec3",
"properties": {
"x": {
"type": {
"$ref": "#/$defs/i32"
}
},
"y": {
"type": {
"$ref": "#/$defs/i32"
}
},
"z": {
"type": {
"$ref": "#/$defs/i32"
}
}
},
"required": [
"x",
"y",
"z"
],
"short_name": "IVec3",
"type": "object",
"typeInfo": "Struct"
},
"glam::IVec4": {
"additionalProperties": false,
"isComponent": false,
"isResource": false,
"long_name": "glam::IVec4",
"properties": {
"w": {
"type": {
"$ref": "#/$defs/i32"
}
},
"x": {
"type": {
"$ref": "#/$defs/i32"
}
},
"y": {
"type": {
"$ref": "#/$defs/i32"
}
},
"z": {
"type": {
"$ref": "#/$defs/i32"
}
}
},
"required": [
"x",
"y",
"z",
"w"
],
"short_name": "IVec4",
"type": "object",
"typeInfo": "Struct"
},
"glam::Mat2": {
"additionalProperties": false,
"isComponent": false,
@ -13736,6 +14193,37 @@
"type": "object",
"typeInfo": "Struct"
},
"glam::Mat3": {
"additionalProperties": false,
"isComponent": false,
"isResource": false,
"long_name": "glam::Mat3",
"properties": {
"x_axis": {
"type": {
"$ref": "#/$defs/glam::Vec3"
}
},
"y_axis": {
"type": {
"$ref": "#/$defs/glam::Vec3"
}
},
"z_axis": {
"type": {
"$ref": "#/$defs/glam::Vec3"
}
}
},
"required": [
"x_axis",
"y_axis",
"z_axis"
],
"short_name": "Mat3",
"type": "object",
"typeInfo": "Struct"
},
"glam::Mat3A": {
"additionalProperties": false,
"isComponent": false,
@ -13897,6 +14385,43 @@
"type": "object",
"typeInfo": "Struct"
},
"glam::UVec4": {
"additionalProperties": false,
"isComponent": false,
"isResource": false,
"long_name": "glam::UVec4",
"properties": {
"w": {
"type": {
"$ref": "#/$defs/u32"
}
},
"x": {
"type": {
"$ref": "#/$defs/u32"
}
},
"y": {
"type": {
"$ref": "#/$defs/u32"
}
},
"z": {
"type": {
"$ref": "#/$defs/u32"
}
}
},
"required": [
"x",
"y",
"z",
"w"
],
"short_name": "UVec4",
"type": "object",
"typeInfo": "Struct"
},
"glam::Vec2": {
"additionalProperties": false,
"isComponent": false,

View File

@ -8,22 +8,22 @@
),
delta: (
secs: 0,
nanos: 19854342,
nanos: 20094396,
),
delta_seconds: 0.019854343,
delta_seconds_f64: 0.019854342,
delta_seconds: 0.020094397,
delta_seconds_f64: 0.020094396,
elapsed: (
secs: 0,
nanos: 579651002,
secs: 1,
nanos: 493224348,
),
elapsed_seconds: 0.579651,
elapsed_seconds_f64: 0.579651002,
elapsed_seconds: 1.4932244,
elapsed_seconds_f64: 1.493224348,
elapsed_wrapped: (
secs: 0,
nanos: 579651002,
secs: 1,
nanos: 493224348,
),
elapsed_seconds_wrapped: 0.579651,
elapsed_seconds_wrapped_f64: 0.579651002,
elapsed_seconds_wrapped: 1.4932244,
elapsed_seconds_wrapped_f64: 1.493224348,
),
"bevy_time::time::Time<bevy_time::virt::Virtual>": (
context: (
@ -41,22 +41,22 @@
),
delta: (
secs: 0,
nanos: 19854342,
nanos: 20094396,
),
delta_seconds: 0.019854343,
delta_seconds_f64: 0.019854342,
delta_seconds: 0.020094397,
delta_seconds_f64: 0.020094396,
elapsed: (
secs: 0,
nanos: 579651002,
secs: 1,
nanos: 493224348,
),
elapsed_seconds: 0.579651,
elapsed_seconds_f64: 0.579651002,
elapsed_seconds: 1.4932244,
elapsed_seconds_f64: 1.493224348,
elapsed_wrapped: (
secs: 0,
nanos: 579651002,
secs: 1,
nanos: 493224348,
),
elapsed_seconds_wrapped: 0.579651,
elapsed_seconds_wrapped_f64: 0.579651002,
elapsed_seconds_wrapped: 1.4932244,
elapsed_seconds_wrapped_f64: 1.493224348,
),
"bevy_time::time::Time<bevy_time::fixed::Fixed>": (
context: (
@ -66,7 +66,7 @@
),
overstep: (
secs: 0,
nanos: 1526002,
nanos: 8849348,
),
),
wrap_period: (
@ -80,17 +80,17 @@
delta_seconds: 0.015625,
delta_seconds_f64: 0.015625,
elapsed: (
secs: 0,
nanos: 578125000,
secs: 1,
nanos: 484375000,
),
elapsed_seconds: 0.578125,
elapsed_seconds_f64: 0.578125,
elapsed_seconds: 1.484375,
elapsed_seconds_f64: 1.484375,
elapsed_wrapped: (
secs: 0,
nanos: 578125000,
secs: 1,
nanos: 484375000,
),
elapsed_seconds_wrapped: 0.578125,
elapsed_seconds_wrapped_f64: 0.578125,
elapsed_seconds_wrapped: 1.484375,
elapsed_seconds_wrapped_f64: 1.484375,
),
"bevy_render::camera::clear_color::ClearColor": (Srgba((
red: 0.16862746,
@ -125,16 +125,68 @@
"bevy_gizmos::config::GizmoConfigStore": (),
},
entities: {
4294967309: (
4294967311: (
components: {
"blenvy::blueprints::spawn_from_blueprints::BlueprintInfo": (
name: "Mover",
path: "blueprints/Mover.glb",
),
"blenvy::blueprints::spawn_from_blueprints::SpawnBlueprint": (),
"bevy_transform::components::transform::Transform": (
translation: (
x: 0.19871584,
x: -2.217765,
y: 1.2997229,
z: 2.3971958,
),
rotation: (
x: 0.10570976,
y: 0.038342018,
z: 0.09289465,
w: 0.9893058,
),
scale: (
x: 0.53947395,
y: 0.53947395,
z: 0.5394739,
),
),
"bevy_transform::components::global_transform::GlobalTransform": ((
matrix3: (
x_axis: (
x: 0.5285771,
y: 0.10352973,
z: -0.030331498,
),
y_axis: (
x: -0.094783515,
y: 0.5181065,
z: 0.11667855,
),
z_axis: (
x: 0.051521756,
y: -0.10899262,
z: 0.5258309,
),
),
translation: (
x: -2.2227652,
y: 1.2997229,
z: 2.3971958,
),
)),
"blenvy::blueprints::spawn_from_blueprints::BlueprintInfo": (
name: "Dynamic_hierarchy",
path: "blueprints/Dynamic_hierarchy.glb",
),
"bevy_core::name::Name": (
hash: 1803003925387469959,
name: "Dynamic_hierarchy",
),
"blenvy::save_load::Dynamic": (),
"blenvy::blueprints::spawn_from_blueprints::SpawnBlueprint": (),
"bevy_render::view::visibility::InheritedVisibility": (true),
},
),
4294967312: (
components: {
"bevy_transform::components::transform::Transform": (
translation: (
x: 0.2887157,
y: 1.19514,
z: -0.7909124,
),
@ -169,17 +221,78 @@
),
),
translation: (
x: 0.18871583,
x: 0.2837157,
y: 1.19514,
z: -0.7909124,
),
)),
"bevy_hierarchy::components::parent::Parent": (21474836492),
"blenvy::blueprints::spawn_from_blueprints::BlueprintInfo": (
name: "Mover",
path: "blueprints/Mover.glb",
),
"bevy_core::name::Name": (
hash: 10742641839607126956,
hash: 3988719516189002069,
name: "Mover",
),
"blenvy::save_load::Dynamic": (),
"blenvy::blueprints::spawn_from_blueprints::SpawnBlueprint": (),
"bevy_render::view::visibility::InheritedVisibility": (true),
},
),
21474836498: (
components: {
"bevy_transform::components::transform::Transform": (
translation: (
x: 1.6942285,
y: 0.50783855,
z: -2.0131574,
),
rotation: (
x: 0.0,
y: 0.0,
z: 0.0,
w: 1.0,
),
scale: (
x: 1.0,
y: 1.0,
z: 1.0,
),
),
"bevy_transform::components::global_transform::GlobalTransform": ((
matrix3: (
x_axis: (
x: 0.6095814,
y: 0.1066819,
z: -0.10043551,
),
y_axis: (
x: -0.08811652,
y: 0.6102711,
z: 0.113412924,
),
z_axis: (
x: 0.11706323,
y: -0.096156046,
z: 0.60836506,
),
),
translation: (
x: -1.6649909,
y: 1.184185,
z: 2.0619445,
),
)),
"blenvy::blueprints::spawn_from_blueprints::BlueprintInfo": (
name: "Mover",
path: "blueprints/Mover.glb",
),
"bevy_core::name::Name": (
hash: 14976337147749212273,
name: "Mover.001",
),
"blenvy::save_load::Dynamic": (),
"blenvy::blueprints::spawn_from_blueprints::SpawnBlueprint": (),
"bevy_render::view::visibility::InheritedVisibility": (true),
},
),

View File

@ -0,0 +1 @@
(dynamic: assets/scenes/save.scn.ron, static: levels/world.glb)

View File

@ -12,10 +12,10 @@ pub mod in_game_saving;
pub use in_game_saving::*;
use bevy::prelude::*;
use blenvy::{LoadRequest, LoadingFinished, SaveRequest, SavingFinished};
use blenvy::{LoadRequest, LoadingFinished, SavingRequest, SavingFinished};
pub fn request_save(
mut save_requests: EventWriter<SaveRequest>,
mut save_requests: EventWriter<SavingRequest>,
keycode: Res<ButtonInput<KeyCode>>,
current_state: Res<State<GameState>>,
@ -26,7 +26,7 @@ pub fn request_save(
&& (current_state.get() != &GameState::InSaving)
{
next_game_state.set(GameState::InSaving);
save_requests.send(SaveRequest {
save_requests.send(SavingRequest {
path: "save.scn.ron".into(),
});
}

View File

@ -1,7 +1,7 @@
use std::any::TypeId;
use bevy::{prelude::*, utils::hashbrown::HashSet};
use blenvy::{AddToGameWorld, BlenvyPlugin, BluePrintBundle, BlueprintInfo, Dynamic, DynamicBlueprintInstance, GameWorldTag, HideUntilReady, SaveRequest, SpawnBlueprint};
use blenvy::{AddToGameWorld, BlenvyPlugin, BlueprintInfo, BlueprintWorld, Dynamic, DynamicBlueprintInstance, GameWorldTag, HideUntilReady, LoadingRequest, SavingRequest, SpawnBlueprint};
use rand::Rng;
// mod game;
@ -9,11 +9,13 @@ use rand::Rng;
mod component_examples;
use component_examples::*;
use bevy_inspector_egui::quick::WorldInspectorPlugin;
fn main() {
App::new()
.add_plugins((
DefaultPlugins.set(AssetPlugin::default()),
WorldInspectorPlugin::new(),
BlenvyPlugin {
save_component_filter: SceneFilter::Allowlist(HashSet::from([
TypeId::of::<Name>(),
@ -49,19 +51,10 @@ fn setup_game(
mut commands: Commands,
) {
// here we spawn our game world/level, which is also a blueprint !
commands.spawn((
BlueprintInfo::from_path("levels/World.glb"), // all we need is a Blueprint info...
SpawnBlueprint, // and spawnblueprint to tell blenvy to spawn the blueprint now
HideUntilReady, // only reveal the level once it is ready
GameWorldTag,
));
// here we spawn our game world/level, which is also a blueprint !
// would be nice: contains both static & dynamic stuff
commands.spawn((
BlueprintInfo::from_path("levels/World_dynamic.glb"), // all we need is a Blueprint info...
SpawnBlueprint, // and spawnblueprint to tell blenvy to spawn the blueprint now
HideUntilReady, // only reveal the level once it is ready
BlueprintWorld::from_path("levels/World.glb"), // will take care of loading both static & dynamic data
));
}
@ -97,47 +90,30 @@ fn move_movers(
mut movers: Query<(&mut Transform), With<Dynamic>>
) {
for mut transform in movers.iter_mut(){
println!("moving dynamic entity");
transform.translation.x += 0.01;
// println!("moving dynamic entity");
transform.translation.x += 0.005;
}
}
fn save_game(
keycode: Res<ButtonInput<KeyCode>>,
mut save_requests: EventWriter<SaveRequest>,
mut save_requests: EventWriter<SavingRequest>,
) {
if keycode.just_pressed(KeyCode::KeyS) {
save_requests.send(SaveRequest {
save_requests.send(SavingRequest {
path: "scenes/save.scn.ron".into(),
});
}
}
/*
pub fn request_save(
mut save_requests: EventWriter<SaveRequest>,
keycode: Res<ButtonInput<KeyCode>>,
current_state: Res<State<GameState>>,
mut next_game_state: ResMut<NextState<GameState>>,
) {
if keycode.just_pressed(KeyCode::KeyS)
&& (current_state.get() != &GameState::InLoading)
&& (current_state.get() != &GameState::InSaving)
{
next_game_state.set(GameState::InSaving);
save_requests.send(SaveRequest {
path: "save.scn.ron".into(),
});
}
}*/
fn load_game(
keycode: Res<ButtonInput<KeyCode>>,
mut load_requests: EventWriter<LoadingRequest>,
) {
if keycode.just_pressed(KeyCode::KeyL) {
load_requests.send(LoadingRequest {
path: "scenes/save.scn.ron".into(),
});
}
}

View File

@ -10,3 +10,6 @@ blenvy = { path = "../../crates/blenvy" }
#bevy_editor_pls = { version = "0.8" }
rand = "0.8.5"
json-writer ="0.3"
[dev-dependencies]
bevy-inspector-egui = { version = "0.25.1"}

View File

@ -54,6 +54,7 @@ def generate_temporary_scene_and_export(settings, gltf_export_settings, gltf_out
else:
set_active_collection(bpy.context.scene, temp_root_collection.name)
# generate contents of temporary scene
scene_filler_data = tempScene_filler(temp_root_collection)
# export the temporary scene
try:

View File

@ -3,7 +3,6 @@ import bpy
from ...bevy_components.components.metadata import get_bevy_component_value_by_long_name
# checks if an object is dynamic
# TODO: for efficiency, it might make sense to write this flag semi automatically at the root level of the object so we can skip the inner loop
# TODO: we need to recompute these on blueprint changes too
# even better, keep a list of dynamic objects per scene , updated only when needed ?
def is_object_dynamic(object):
@ -15,18 +14,10 @@ def is_object_dynamic(object):
# get the name of the collection this is an instance of
collection_name = object.instance_collection.name
original_collection = bpy.data.collections[collection_name]
is_dynamic = get_bevy_component_value_by_long_name(original_collection, 'blenvy::save_load::Dynamic') is not None
# scan original collection, look for a 'Dynamic' flag
"""for object in original_collection.objects:
#print(" inner", object)
if object.type == 'EMPTY': #and object.name.endswith("components"):
for component_name in object.keys():
#print(" compo", component_name)
if component_name == 'Dynamic':
is_dynamic = True
break"""
print("IS OBJECT DYNAMIC", object, is_dynamic)
is_dynamic = get_bevy_component_value_by_long_name(original_collection, 'blenvy::save_load::Dynamic') is not None
#print("IS OBJECT DYNAMIC", object, is_dynamic)
return is_dynamic

View File

@ -15,9 +15,10 @@ def get_materials_to_export(changes_per_material, changed_export_parameters, blu
local_materials = [material for material in all_materials if material.library is None]
materials_to_export = []
# print("export_materials_library", export_materials_library, "change detection", change_detection, "changed_export_parameters", changed_export_parameters)
if export_materials_library and change_detection:
if changed_export_parameters:
materials_to_export = [bpy.data.materials[material_name] for material_name in list(changes_per_material.keys())] # TODO: should be based on the list of materials in use
materials_to_export = local_materials
else :
changed_materials = [bpy.data.materials[material_name] for material_name in list(changes_per_material.keys())]

View File

@ -5,7 +5,7 @@ from ..utils import get_selected_item, get_selection_type
from .metadata import do_item_custom_properties_have_missing_metadata, get_bevy_components
def draw_propertyGroup( propertyGroup, layout, nesting =[], rootName=None, item_type="OBJECT", item_name=""):
def draw_propertyGroup( propertyGroup, layout, nesting =[], rootName=None, item_type="OBJECT", item_name="", enabled=True):
is_enum = getattr(propertyGroup, "with_enum")
is_list = getattr(propertyGroup, "with_list")
is_map = getattr(propertyGroup, "with_map")
@ -13,6 +13,7 @@ def draw_propertyGroup( propertyGroup, layout, nesting =[], rootName=None, item_
# if it is an enum, the first field name is always the list of enum variants, the others are the variants
field_names = propertyGroup.field_names
layout.enabled = enabled
#print("")
#print("drawing", propertyGroup, nesting, "component_name", rootName)
if is_enum:
@ -31,7 +32,7 @@ def draw_propertyGroup( propertyGroup, layout, nesting =[], rootName=None, item_
nested = getattr(nestedPropertyGroup, "nested", False)
#print("nestedPropertyGroup", nestedPropertyGroup, fname, nested)
if nested:
draw_propertyGroup(nestedPropertyGroup, subrow.column(), nesting + [fname], rootName, item_type, item_name )
draw_propertyGroup(nestedPropertyGroup, subrow.column(), nesting + [fname], rootName, item_type, item_name, enabled=enabled )
# if an enum variant is not a propertyGroup
break
elif is_list:
@ -39,12 +40,13 @@ def draw_propertyGroup( propertyGroup, layout, nesting =[], rootName=None, item_
list_index = getattr(propertyGroup, "list_index")
box = layout.box()
split = box.split(factor=0.9)
box.enabled = enabled
list_column, buttons_column = (split.column(),split.column())
list_column = list_column.box()
for index, item in enumerate(item_list):
row = list_column.row()
draw_propertyGroup(item, row, nesting, rootName, item_type)
draw_propertyGroup(item, row, nesting, rootName, item_type, enabled=enabled)
icon = 'CHECKBOX_HLT' if list_index == index else 'CHECKBOX_DEHLT'
op = row.operator('blenvy.component_list_actions', icon=icon, text="")
op.action = 'SELECT'
@ -100,10 +102,10 @@ def draw_propertyGroup( propertyGroup, layout, nesting =[], rootName=None, item_
row = box.row()
row.label(text="Add entry:")
keys_setter = getattr(propertyGroup, "keys_setter")
draw_propertyGroup(keys_setter, row, nesting, rootName, item_type, item_name)
draw_propertyGroup(keys_setter, row, nesting, rootName, item_type, item_name, enabled=enabled)
values_setter = getattr(propertyGroup, "values_setter")
draw_propertyGroup(values_setter, row, nesting, rootName, item_type, item_name)
draw_propertyGroup(values_setter, row, nesting, rootName, item_type, item_name, enabled=enabled)
op = row.operator('blenvy.component_map_actions', icon='ADD', text="")
op.action = 'ADD'
@ -119,10 +121,10 @@ def draw_propertyGroup( propertyGroup, layout, nesting =[], rootName=None, item_
for index, item in enumerate(keys_list):
row = list_column.row()
draw_propertyGroup(item, row, nesting, rootName, item_type, item_name)
draw_propertyGroup(item, row, nesting, rootName, item_type, item_name, enabled=enabled)
value = values_list[index]
draw_propertyGroup(value, row, nesting, rootName, item_type, item_name)
draw_propertyGroup(value, row, nesting, rootName, item_type, item_name, enabled=enabled)
op = row.operator('blenvy.component_map_actions', icon='REMOVE', text="")
op.action = 'REMOVE'
@ -151,7 +153,7 @@ def draw_propertyGroup( propertyGroup, layout, nesting =[], rootName=None, item_
layout.label(text=display_name) # this is the name of the field/sub field
layout.separator()
subrow = layout.row()
draw_propertyGroup(nestedPropertyGroup, subrow, nesting + [fname], rootName, item_type, item_name )
draw_propertyGroup(nestedPropertyGroup, subrow, nesting + [fname], rootName, item_type, item_name, enabled )
else:
subrow = layout.row()
subrow.prop(propertyGroup, fname, text=display_name)
@ -233,6 +235,9 @@ def draw_component_ui(layout, object_or_collection, registry, selected_component
item_name = object_or_collection.name
#print("components_names", dict(components_bla).keys())
#FIXME: move out, highly inneficient
internal_components = ['BlueprintInfos', 'blenvy::blueprints::materials::MaterialInfos']
for component_name in sorted(get_bevy_components(object_or_collection)) : # sorted by component name, practical
if component_name == "components_meta":
continue
@ -244,7 +249,9 @@ def draw_component_ui(layout, object_or_collection, registry, selected_component
component_invalid = getattr(component_meta, "invalid")
invalid_details = getattr(component_meta, "invalid_details")
component_visible = getattr(component_meta, "visible")
component_internal = component_name in internal_components # internal components are not editable ?
single_field = False
label = f"{component_name}{' (internal)' if component_internal else ''}"
# our whole row
box = layout.box()
@ -252,7 +259,8 @@ def draw_component_ui(layout, object_or_collection, registry, selected_component
# "header"
row.alert = component_invalid
row.prop(component_meta, "enabled", text="")
row.label(text=component_name)
row.label(text=label)
#row.enabled = not component_internal
# we fetch the matching ui property group
root_propertyGroup_name = registry.get_propertyGroupName_from_longName(component_name)
@ -272,7 +280,7 @@ def draw_component_ui(layout, object_or_collection, registry, selected_component
error_message = invalid_details if component_invalid else "Missing component UI data, please reload registry !"
prop_group_location.label(text=error_message)
else:
draw_propertyGroup(propertyGroup, prop_group_location, [root_propertyGroup_name], component_name, item_type, item_name)
draw_propertyGroup(propertyGroup, prop_group_location, [root_propertyGroup_name], component_name, item_type, item_name, enabled=not component_internal)
else :
row.label(text="details hidden, click on toggle to display")
else:
@ -293,6 +301,7 @@ def draw_component_ui(layout, object_or_collection, registry, selected_component
op.component_name = component_name
row.separator()
if not component_internal:
op = row.operator("blenvy.component_remove", text="", icon="X")
op.component_name = component_name
op.item_name = object_or_collection.name
@ -388,7 +397,7 @@ class BLENVY_PT_component_tools_panel(bpy.types.Panel):
self.draw_invalid_or_unregistered(layout, status, custom_property, item, item_type)
def gather_invalid_item_data(self, item, invalid_component_names, items_with_invalid_components, items_with_original_components, original_name, item_type):
blenvy_custom_properties = ['components_meta', 'bevy_components', 'user_assets', 'generated_assets', 'BlueprintAssets', 'export_path' ] # some of our own hard coded custom properties that should be ignored
blenvy_custom_properties = ['components_meta', 'bevy_components', 'user_assets', 'generated_assets', 'BlueprintAssets', 'export_path', 'MaterialInfos' ] # some of our own hard coded custom properties that should be ignored
upgreadable_entries = []
if "components_meta" in item or hasattr(item, "components_meta"): # FIXME; wrong way of determining

View File

@ -32,6 +32,7 @@ def watch_schema():
blenvy = bpy.context.window_manager.blenvy
component_settings = blenvy.components
#print("watching schema file for changes")
reloading_registry = False
try:
stamp = os.stat(component_settings.schema_path_full).st_mtime
stamp = str(stamp)
@ -47,11 +48,19 @@ def watch_schema():
# we need to add an additional delay as the file might not have loaded yet
bpy.app.timers.register(lambda: bpy.ops.blenvy.components_registry_reload(), first_interval=1)
component_settings.schemaTimeStamp = stamp
reloading_registry = True
if component_settings.schemaTimeStamp == "":
component_settings.schemaTimeStamp = stamp
except Exception as error:
pass
# if there is no registry loaded yet, try to load it
"""registry = bpy.context.window_manager.components_registry
if not reloading_registry and len(list(registry.type_infos.keys())) == 0:
print("reload registry here")
bpy.app.timers.register(lambda: bpy.ops.blenvy.components_registry_reload(), first_interval=1)"""
return component_settings.watcher_poll_frequency if component_settings.watcher_enabled else None
class ComponentsSettings(PropertyGroup):

View File

@ -1,6 +1,7 @@
import os
import posixpath
from ..core.helpers_collections import (traverse_tree)
from ..add_ons.bevy_components.components.metadata import apply_propertyGroup_values_to_item_customProperties_for_component, upsert_bevy_component, get_bevy_component_value_by_long_name
def find_materials_not_on_disk(materials, materials_path_full, extension):
not_found_materials = []
@ -79,6 +80,7 @@ def get_all_materials(collection_names, library_scenes):
used_material_names = list(set(used_material_names))
return (used_material_names, materials_per_object)
import bpy
def add_material_info_to_objects(materials_per_object, settings):
materials_path = getattr(settings, "materials_path")
export_gltf_extension = getattr(settings, "export_gltf_extension", ".glb")
@ -90,8 +92,13 @@ def add_material_info_to_objects(materials_per_object, settings):
material_infos.append(material_info)
# problem with using actual components: you NEED the type registry/component infos, so if there is none , or it is not loaded yet, it does not work
# for a few components we could hardcode this
#bpy.ops.blenvy.component_add(target_item_name=object.name, target_item_type="OBJECT", component_type="blenvy::blueprints::materials::MaterialInfos", component_value=component_value)
component_value = f"({material_infos})".replace("'","")
try:
bpy.ops.blenvy.component_add(target_item_name=object.name, target_item_type="OBJECT", component_type="blenvy::blueprints::materials::MaterialInfos", component_value=component_value )
except:
object['MaterialInfos'] = f"({material_infos})".replace("'","")
#upsert_bevy_component(object, "blenvy::blueprints::materials::MaterialInfos", f"({material_infos})".replace("'","") )
#apply_propertyGroup_values_to_item_customProperties_for_component(object, "MaterialInfos")
print("adding materialInfos to object", object, "material infos", material_infos)