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d83b281c0b
Author | SHA1 | Date |
---|---|---|
Mark Moissette | d83b281c0b |
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@ -122,7 +122,8 @@ impl Plugin for BlueprintsPlugin {
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.register_type::<Animations>()
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.register_type::<BlueprintsList>()
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.register_type::<Vec<String>>()
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.register_type::<HashMap<String, Vec<String>>>()
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.register_type::<HashMap<String,Vec<String>>>()
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.insert_resource(BluePrintsConfig {
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format: self.format,
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library_folder: self.library_folder.clone(),
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@ -143,21 +144,26 @@ impl Plugin for BlueprintsPlugin {
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.add_systems(
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Update,
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(
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(
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(
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prepare_blueprints,
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check_for_loaded,
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spawn_from_blueprints,
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apply_deferred,
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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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(compute_scene_aabbs, apply_deferred)
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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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apply_deferred,
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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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materials_inject2
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)
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.chain()
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.run_if(materials_library_enabled),
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@ -1,17 +1,13 @@
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use std::path::Path;
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use bevy::{
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asset::{AssetServer, Assets, Handle},
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asset::{AssetId, AssetServer, Assets, Handle},
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ecs::{
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component::Component,
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entity::Entity,
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query::{Added, With},
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reflect::ReflectComponent,
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system::{Commands, Query, Res, ResMut},
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component::Component, entity::Entity, query::{Added, With}, reflect::ReflectComponent, system::{Commands, Query, Res, ResMut}
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},
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gltf::Gltf,
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hierarchy::{Children, Parent},
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log::debug,
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log::{debug, info},
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pbr::StandardMaterial,
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reflect::Reflect,
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render::mesh::Mesh,
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@ -63,24 +59,25 @@ pub(crate) fn materials_inject(
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commands
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.entity(entity)
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.insert(BlueprintMaterialAssetsLoaded);
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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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let asset_infos: Vec<AssetLoadTracker<Gltf>> = vec![
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AssetLoadTracker {
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name: material_full_path,
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id: material_file_id,
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loaded: false,
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handle: material_file_handle.clone(),
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}
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];
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let mut asset_infos:Vec<AssetLoadTracker<Gltf>> = vec![];
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asset_infos.push(AssetLoadTracker {
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name: material_full_path,
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id: material_file_id,
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loaded: false,
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handle: material_file_handle.clone()
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});
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commands
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.entity(entity)
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.insert(AssetsToLoad {
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.insert(AssetsToLoad{
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all_loaded: false,
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asset_infos,
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..Default::default()
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asset_infos: asset_infos,
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progress: 0.0
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//..Default::default()
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})
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.insert(BlueprintMaterialAssetsNotLoaded);
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/**/
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@ -90,50 +87,41 @@ pub(crate) fn materials_inject(
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// TODO, merge with check_for_loaded, make generic ?
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pub(crate) fn check_for_material_loaded(
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mut blueprint_assets_to_load: Query<
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(Entity, &mut AssetsToLoad<Gltf>),
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With<BlueprintMaterialAssetsNotLoaded>,
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>,
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mut blueprint_assets_to_load: Query<(Entity, &mut AssetsToLoad<Gltf>),With<BlueprintMaterialAssetsNotLoaded>>,
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asset_server: Res<AssetServer>,
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mut commands: Commands,
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) {
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for (entity, mut assets_to_load) in blueprint_assets_to_load.iter_mut() {
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){
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for (entity, mut assets_to_load) in blueprint_assets_to_load.iter_mut(){
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let mut all_loaded = true;
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let mut loaded_amount = 0;
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let total = assets_to_load.asset_infos.len();
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for tracker in assets_to_load.asset_infos.iter_mut() {
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for tracker in assets_to_load.asset_infos.iter_mut(){
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let asset_id = tracker.id;
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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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loaded_amount += 1;
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} else {
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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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let progress:f32 = loaded_amount as f32 / total as f32;
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assets_to_load.progress = progress;
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if all_loaded {
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assets_to_load.all_loaded = true;
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commands
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.entity(entity)
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commands.entity(entity)
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.insert(BlueprintMaterialAssetsLoaded)
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.remove::<BlueprintMaterialAssetsNotLoaded>();
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}
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}
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}
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/// system that injects / replaces materials from material library
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pub(crate) fn materials_inject2(
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mut blueprints_config: ResMut<BluePrintsConfig>,
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material_infos: Query<
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(&MaterialInfo, &Children),
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(
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Added<BlueprintMaterialAssetsLoaded>,
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With<BlueprintMaterialAssetsLoaded>,
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),
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>,
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material_infos: Query<(&MaterialInfo, &Children, ), (Added<BlueprintMaterialAssetsLoaded>, With<BlueprintMaterialAssetsLoaded>)>,
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with_materials_and_meshes: Query<
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(),
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(
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@ -169,8 +157,8 @@ pub(crate) fn materials_inject2(
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.get(&material_full_path)
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.expect("we should have the material available");
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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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}else {
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let model_handle: Handle<Gltf> = asset_server.load(materials_path.clone());// FIXME: kinda weird now
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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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@ -48,29 +48,23 @@ 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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pub struct BlueprintsList(pub HashMap<String,Vec<String>>);
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#[derive(Default, Debug)]
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pub(crate) struct AssetLoadTracker<T: bevy::prelude::Asset> {
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#[allow(dead_code)]
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pub(crate) struct AssetLoadTracker<T:bevy::prelude::Asset>{
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pub name: String,
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pub id: AssetId<T>,
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pub loaded: bool,
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#[allow(dead_code)]
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pub handle: Handle<T>,
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pub handle: Handle<T>
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}
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#[derive(Component, Debug)]
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pub(crate) struct AssetsToLoad<T: bevy::prelude::Asset> {
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#[derive(Component, Default, Debug)]
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pub(crate) struct AssetsToLoad<T:bevy::prelude::Asset>{
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pub all_loaded: bool,
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pub asset_infos: Vec<AssetLoadTracker<T>>,
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pub progress: f32,
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}
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impl <T: bevy::prelude::Asset>Default for AssetsToLoad<T> {
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fn default() -> Self {
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Self { all_loaded: Default::default(), asset_infos: Default::default(), progress: Default::default() }
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}
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pub progress: f32
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}
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/// flag component
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#[derive(Component)]
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pub(crate) struct BlueprintAssetsLoaded;
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@ -97,8 +91,15 @@ pub(crate) fn prepare_blueprints(
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asset_server: Res<AssetServer>,
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blueprints_config: Res<BluePrintsConfig>,
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) {
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for (entity, blupeprint_name, original_parent, library_override, name, blueprints_list) in
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spawn_placeholders.iter()
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for (
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entity,
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blupeprint_name,
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original_parent,
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library_override,
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name,
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blueprints_list,
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) in spawn_placeholders.iter()
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{
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debug!(
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"requesting to spawn {:?} for entity {:?}, id: {:?}, parent:{:?}",
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@ -109,10 +110,19 @@ pub(crate) fn prepare_blueprints(
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if blueprints_list.is_some() {
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let blueprints_list = blueprints_list.unwrap();
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// println!("blueprints list {:?}", blueprints_list.0.keys());
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let mut asset_infos: Vec<AssetLoadTracker<Gltf>> = vec![];
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let library_path =
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library_override.map_or_else(|| &blueprints_config.library_folder, |l| &l.0);
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let mut asset_infos:Vec<AssetLoadTracker<Gltf>> = vec![];
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for (blueprint_name, _) in blueprints_list.0.iter() {
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/*if blueprint_name == what {
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println!("WHOLY MOLLY !")
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}*/
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// println!("library path {:?}", library_path);
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let mut library_path = &blueprints_config.library_folder; // TODO: we cannot use the overriden library path
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// FIXME: hack
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if blueprint_name == "World" {
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library_path= &library_override.unwrap().0;
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}
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let model_file_name = format!("{}.{}", &blueprint_name, &blueprints_config.format);
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let model_path = Path::new(&library_path).join(Path::new(model_file_name.as_str()));
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@ -124,60 +134,61 @@ pub(crate) fn prepare_blueprints(
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name: model_path.to_string_lossy().into(),
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id: model_id,
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loaded: false,
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handle: model_handle.clone(),
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});
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handle: model_handle.clone()
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})
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}
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}
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// if not all assets are already loaded, inject a component to signal that we need them to be loaded
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if !asset_infos.is_empty() {
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if asset_infos.len() > 0 {
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commands
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.entity(entity)
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.insert(AssetsToLoad {
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all_loaded: false,
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asset_infos,
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..Default::default()
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})
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.insert(BlueprintAssetsNotLoaded);
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} else {
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commands.entity(entity).insert(BlueprintAssetsLoaded);
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.entity(entity)
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.insert(AssetsToLoad{
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all_loaded: false,
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asset_infos: asset_infos,
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progress: 0.0
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//..Default::default()
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})
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.insert(BlueprintAssetsNotLoaded);
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}else {
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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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} else {
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// in case there are no blueprintsList
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commands.entity(entity).insert(BlueprintAssetsLoaded);
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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<
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(Entity, &mut AssetsToLoad<Gltf>),
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With<BlueprintAssetsNotLoaded>,
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>,
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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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mut commands: Commands,
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) {
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for (entity, mut assets_to_load) in blueprint_assets_to_load.iter_mut() {
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){
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for (entity, mut assets_to_load) in blueprint_assets_to_load.iter_mut(){
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let mut all_loaded = true;
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let mut loaded_amount = 0;
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let total = assets_to_load.asset_infos.len();
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for tracker in assets_to_load.asset_infos.iter_mut() {
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for tracker in assets_to_load.asset_infos.iter_mut(){
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let asset_id = tracker.id;
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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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loaded_amount += 1;
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} else {
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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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let progress:f32 = loaded_amount as f32 / total as f32;
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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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assets_to_load.all_loaded = true;
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commands
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.entity(entity)
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commands.entity(entity)
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.insert(BlueprintAssetsLoaded)
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.remove::<BlueprintAssetsNotLoaded>();
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}
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|
@ -186,20 +197,16 @@ pub(crate) fn check_for_loaded(
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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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&BlueprintName,
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Option<&Transform>,
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Option<&Parent>,
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Option<&Library>,
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Option<&AddToGameWorld>,
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Option<&Name>,
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),
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(
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With<BlueprintAssetsLoaded>,
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Added<BlueprintAssetsLoaded>,
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Without<BlueprintAssetsNotLoaded>,
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),
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(
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Entity,
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&BlueprintName,
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Option<&Transform>,
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Option<&Parent>,
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Option<&Library>,
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Option<&AddToGameWorld>,
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Option<&Name>,
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),
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(With<BlueprintAssetsLoaded>, Added<BlueprintAssetsLoaded>, Without<BlueprintAssetsNotLoaded>),
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>,
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mut commands: Commands,
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|
@ -210,7 +217,8 @@ pub(crate) fn spawn_from_blueprints(
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blueprints_config: Res<BluePrintsConfig>,
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children: Query<&Children>,
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) {
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){
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for (
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entity,
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blupeprint_name,
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|
@ -219,6 +227,7 @@ pub(crate) fn spawn_from_blueprints(
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library_override,
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add_to_world,
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name,
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) in spawn_placeholders.iter()
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{
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info!(
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|
@ -235,7 +244,7 @@ pub(crate) fn spawn_from_blueprints(
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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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let model_handle: Handle<Gltf> = asset_server.load(model_path); // FIXME: kinda weird now
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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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.get(&model_handle)
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|
@ -282,4 +291,4 @@ pub(crate) fn spawn_from_blueprints(
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commands.entity(world).add_child(entity);
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}
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}
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}
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}
|
|
@ -7,10 +7,7 @@ use bevy::scene::SceneInstance;
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|
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use super::{AnimationPlayerLink, Animations};
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use super::{SpawnHere, Spawned};
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use crate::{
|
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AssetsToLoad, BlueprintAssetsLoaded, CopyComponents, InBlueprint, NoInBlueprint,
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OriginalChildren,
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};
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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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|
@ -93,7 +90,7 @@ 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::<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::<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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|
|
|
@ -11,7 +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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material_library:true,
|
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aabbs: true,
|
||||
..Default::default()
|
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},
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|
|
|
@ -1,8 +1,6 @@
|
|||
use bevy::prelude::*;
|
||||
use bevy_gltf_blueprints::{
|
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BluePrintBundle, BlueprintName, GameWorldTag,
|
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};
|
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use bevy_gltf_worlflow_examples_common_rapier::{GameState, InAppRunning};
|
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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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|
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use bevy_rapier3d::prelude::Velocity;
|
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use rand::Rng;
|
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|
@ -14,7 +12,7 @@ pub fn setup_game(
|
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) {
|
||||
// here we actually spawn our game world/level
|
||||
commands.spawn((
|
||||
SceneBundle {
|
||||
SceneBundle{
|
||||
scene: asset_server.load("models/World.glb#Scene0"),
|
||||
..default()
|
||||
},
|
||||
|
|
|
@ -73,13 +73,6 @@ def copy_hollowed_collection_into(source_collection, destination_collection, par
|
|||
"""we inject the collection/blueprint name, as a component called 'BlueprintName', but we only do this in the empty, not the original object"""
|
||||
empty_obj['BlueprintName'] = '"'+collection_name+'"' if legacy_mode else '("'+collection_name+'")'
|
||||
empty_obj['SpawnHere'] = '()'
|
||||
# we also inject a list of all sub blueprints, so that the bevy side can preload them
|
||||
root_node = CollectionNode()
|
||||
root_node.name = "root"
|
||||
children_per_collection = {}
|
||||
get_sub_collections([object.instance_collection], root_node, children_per_collection)
|
||||
empty_obj["BlueprintsList"] = f"({json.dumps(dict(children_per_collection))})"
|
||||
#empty_obj["Assets"] = {"Animations": [], "Materials": [], "Models":[], "Textures":[], "Audio":[], "Other":[]}
|
||||
|
||||
# we copy custom properties over from our original object to our empty
|
||||
for component_name, component_value in object.items():
|
||||
|
@ -169,7 +162,8 @@ def inject_blueprints_list_into_main_scene(scene):
|
|||
break
|
||||
|
||||
if assets_list is None:
|
||||
assets_list = make_empty('assets_list_'+scene.name+"_components", [0,0,0], [0,0,0], [0,0,0], root_collection)
|
||||
assets_list = make_empty('assets_list_'+scene.name, [0,0,0], [0,0,0], [0,0,0], root_collection)
|
||||
|
||||
|
||||
# find all blueprints used in a scene
|
||||
# TODO: export a tree rather than a flat list ? because you could have potential clashing items in flat lists (amongst other issues)
|
||||
|
@ -180,12 +174,16 @@ def inject_blueprints_list_into_main_scene(scene):
|
|||
|
||||
#print("collection_names", collection_names, "collections", collections)
|
||||
(bla, bli ) = get_sub_collections(collections, root_node, children_per_collection)
|
||||
#print("sfdsfsdf", bla, bli, "root", root_node, "children_per_collection", children_per_collection)
|
||||
# with sub collections
|
||||
# (collection_names, collections) = get_sub_collections(all_collections, root_node, children_per_collection)
|
||||
#
|
||||
# what about marked assets ?
|
||||
# what about audio assets ?
|
||||
# what about materials ?
|
||||
# object['MaterialInfo'] = '(name: "'+material.name+'", source: "'+current_project_name + '")'
|
||||
|
||||
#assets_list["blueprints_direct"] = list(collection_names)
|
||||
assets_list["BlueprintsList"] = f"({json.dumps(dict(children_per_collection))})"
|
||||
assets_list["Materials"]= '()'
|
||||
#'({"a":[]})'
|
||||
#'([])'
|
||||
#
|
||||
#
|
||||
|
||||
print("assets list", assets_list["BlueprintsList"], children_per_collection)
|
||||
|
|
|
@ -16,7 +16,7 @@ def setup_data(request):
|
|||
root_path = "../../testing/bevy_example"
|
||||
assets_root_path = os.path.join(root_path, "assets")
|
||||
models_path = os.path.join(assets_root_path, "models")
|
||||
materials_path = os.path.join(assets_root_path, "materials")
|
||||
#materials_path = os.path.join("../../testing", "materials")
|
||||
#other_materials_path = os.path.join("../../testing", "other_materials")
|
||||
|
||||
print("\nPerforming teardown...")
|
||||
|
@ -75,8 +75,7 @@ def test_export_complex(setup_data):
|
|||
export_scene_settings=True,
|
||||
export_blueprints=True,
|
||||
export_legacy_mode=False,
|
||||
export_animations=True,
|
||||
export_materials_library=True
|
||||
export_animations=True
|
||||
)
|
||||
# blueprint1 => has an instance, got changed, should export
|
||||
# blueprint2 => has NO instance, but marked as asset, should export
|
||||
|
|
Loading…
Reference in New Issue