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6 Commits

Author SHA1 Message Date
Mark Moissette
a3d95b8425
Merge 1f959c51bd into bb4b07b7af 2024-03-22 23:02:54 +00:00
kaosat.dev
1f959c51bd chore(): minor tweak 2024-03-23 00:02:34 +01:00
kaosat.dev
37dd6a990c feat(auto_export): experimenting with ways of getting standard gltf export settings & using them 2024-03-22 23:35:10 +01:00
Mark Moissette
bb4b07b7af
docs(bevy_gltf_blueprints): fixed missing link, minor cleanups (#172)
* the rest of fixes & cleanups was already done in a previous commit, closes #165
2024-03-21 23:07:57 +01:00
Mark Moissette
f438116ece
chore(bevy_gltf_blueprints): version bump (#171) 2024-03-21 22:16:44 +01:00
Jan Hohenheim
ada54450a5
fix(bevy_gltf_blueprints): fix occasional crash (#168)
* Fixes #156
* Fix post processing not affecting visibility of entities
2024-03-21 21:31:35 +01:00
7 changed files with 47 additions and 19 deletions

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@ -1,6 +1,6 @@
[package] [package]
name = "bevy_gltf_blueprints" name = "bevy_gltf_blueprints"
version = "0.10.0" version = "0.10.2"
authors = ["Mark 'kaosat-dev' Moissette"] authors = ["Mark 'kaosat-dev' Moissette"]
description = "Adds the ability to define Blueprints/Prefabs for Bevy inside gltf files and spawn them in Bevy." description = "Adds the ability to define Blueprints/Prefabs for Bevy inside gltf files and spawn them in Bevy."
homepage = "https://github.com/kaosat-dev/Blender_bevy_components_workflow" homepage = "https://github.com/kaosat-dev/Blender_bevy_components_workflow"

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@ -224,7 +224,7 @@ Typically , the order of systems should be
***bevy_gltf_components (GltfComponentsSet::Injection)*** => ***bevy_gltf_blueprints (GltfBlueprintsSet::Spawn, GltfBlueprintsSet::AfterSpawn)*** => ***replace_proxies*** ***bevy_gltf_components (GltfComponentsSet::Injection)*** => ***bevy_gltf_blueprints (GltfBlueprintsSet::Spawn, GltfBlueprintsSet::AfterSpawn)*** => ***replace_proxies***
see https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/basic for how to set it up correctly see an example [here](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/basic) for how to set it up correctly
@ -278,9 +278,9 @@ pub fn animation_change_on_proximity_foxes(
} }
``` ```
see https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/animation for how to set it up correctly see [here](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/animation) for how to set it up correctly
particularly from https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/animation/game/in_game.rs particularly from [here](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/animation/src/game/in_game.rs)
## Materials ## Materials
@ -301,7 +301,7 @@ material_library_folder: "materials".into() //defaults to "materials" the folder
```bevy_gltf_blueprints``` currently does NOT take care of loading those at runtime ```bevy_gltf_blueprints``` currently does NOT take care of loading those at runtime
see https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/materials for how to set it up correctly see an example [here](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/materials) for how to set it up correctly
Generating optimised blueprints and material libraries can be automated using the latests version of the [Blender plugin](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/tools/gltf_auto_export) Generating optimised blueprints and material libraries can be automated using the latests version of the [Blender plugin](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/tools/gltf_auto_export)
@ -326,15 +326,15 @@ As it create custom properties that are writen in real **ron** file format inste
## Examples ## Examples
https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/basic * [basic](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/basic)
https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/basic_xpbd_physics * [xbpd](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/basic_xpbd_physics)
https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/animation * [animation](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/animation)
https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/materials * [materials](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/materials)
https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/multiple_levels_multiple_blendfiles * [multiple_levels_multiple_blendfiles](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/multiple_levels_multiple_blendfiles)
## Compatible Bevy versions ## Compatible Bevy versions

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@ -19,7 +19,11 @@ pub use copy_components::*;
use core::fmt; use core::fmt;
use std::path::PathBuf; use std::path::PathBuf;
use bevy::{prelude::*, render::primitives::Aabb, utils::HashMap}; use bevy::{
prelude::*,
render::{primitives::Aabb, view::VisibilitySystems},
utils::HashMap,
};
use bevy_gltf_components::{ComponentsFromGltfPlugin, GltfComponentsSet}; use bevy_gltf_components::{ComponentsFromGltfPlugin, GltfComponentsSet};
#[derive(SystemSet, Debug, Hash, PartialEq, Eq, Clone)] #[derive(SystemSet, Debug, Hash, PartialEq, Eq, Clone)]
@ -170,10 +174,11 @@ impl Plugin for BlueprintsPlugin {
.in_set(GltfBlueprintsSet::Spawn), .in_set(GltfBlueprintsSet::Spawn),
) )
.add_systems( .add_systems(
Update, PostUpdate,
(spawned_blueprint_post_process, apply_deferred) (spawned_blueprint_post_process, apply_deferred)
.chain() .chain()
.in_set(GltfBlueprintsSet::AfterSpawn), .in_set(GltfBlueprintsSet::AfterSpawn)
.before(VisibilitySystems::CheckVisibility),
); );
} }
} }

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@ -1,5 +1,7 @@
import os import os
import bpy import bpy
from .get_standard_exporter_settings import get_standard_exporter_settings
from .preferences import (AutoExportGltfPreferenceNames) from .preferences import (AutoExportGltfPreferenceNames)
def generate_gltf_export_preferences(addon_prefs): def generate_gltf_export_preferences(addon_prefs):
@ -37,11 +39,32 @@ def generate_gltf_export_preferences(addon_prefs):
export_optimize_animation_size=False export_optimize_animation_size=False
) )
for key in addon_prefs.__annotations__.keys(): for key in addon_prefs.__annotations__.keys():
if str(key) not in AutoExportGltfPreferenceNames: if str(key) not in AutoExportGltfPreferenceNames:
#print("overriding setting", key, "value", getattr(addon_prefs,key)) #print("overriding setting", key, "value", getattr(addon_prefs,key))
gltf_export_preferences[key] = getattr(addon_prefs, key) gltf_export_preferences[key] = getattr(addon_prefs, key)
"""standard_gltf_exporter_settings = get_standard_exporter_settings()
print("standard settings", standard_gltf_exporter_settings)
constant_keys = [
'export_cameras',
'export_extras', # For custom exported properties.
'export_lights',
]
# a certain number of essential params should NEVER be overwritten , no matter the settings of the standard exporter
for key in standard_gltf_exporter_settings.keys():
if str(key) not in constant_keys:
gltf_export_preferences[key] = standard_gltf_exporter_settings.get(key)
print("final export preferences", gltf_export_preferences)"""
return gltf_export_preferences return gltf_export_preferences

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@ -1,6 +1,9 @@
import bpy import bpy
def get_standard_exporter_settings(): def get_standard_exporter_settings():
settings_key = 'glTF2ExportSettings'
for scene in bpy.data.scenes: for scene in bpy.data.scenes:
if 'glTF2ExportSettings' in scene: if settings_key in scene:
print("standard exporter settings", scene['glTF2ExportSettings']) settings = scene[settings_key]
#print("standard exporter settings", settings, dict(settings))
return dict(settings)

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@ -208,9 +208,6 @@ def get_scenes(addon_prefs):
return [level_scene_names, level_scenes, library_scene_names, library_scenes] return [level_scene_names, level_scenes, library_scene_names, library_scenes]
def inject_blueprints_list_into_main_scene(scene): def inject_blueprints_list_into_main_scene(scene):
print("injecting assets/blueprints data into scene") print("injecting assets/blueprints data into scene")
root_collection = scene.collection root_collection = scene.collection