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4 Commits

Author SHA1 Message Date
kaosat.dev 68eac8d320 chore(): minor clippy tweak 2024-03-18 14:57:57 +01:00
kaosat.dev 079aed7627 chore():
* made blueprints/asset list conditional on NOT legacy mode
 * cleaned up code
 * fleshed out testing some more
2024-03-18 14:52:28 +01:00
kaosat.dev 65c009c210 chore(testing): added detection of blueprints list 2024-03-18 14:52:01 +01:00
kaosat.dev 1891903f03 chore(): docstrings, minor cleanups 2024-03-18 14:51:43 +01:00
7 changed files with 65 additions and 33 deletions

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@ -66,14 +66,12 @@ pub(crate) fn materials_inject(
} else {
let material_file_handle: Handle<Gltf> = asset_server.load(materials_path.clone());
let material_file_id = material_file_handle.id();
let asset_infos: Vec<AssetLoadTracker<Gltf>> = vec![
AssetLoadTracker {
name: material_full_path,
id: material_file_id,
loaded: false,
handle: material_file_handle.clone(),
}
];
let asset_infos: Vec<AssetLoadTracker<Gltf>> = vec![AssetLoadTracker {
name: material_full_path,
id: material_file_id,
loaded: false,
handle: material_file_handle.clone(),
}];
commands
.entity(entity)

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@ -46,10 +46,12 @@ pub struct AddToGameWorld;
/// helper component, just to transfer child data
pub(crate) struct OriginalChildren(pub Vec<Entity>);
/// helper component, is used to store the list of sub blueprints to enable automatic loading of dependend blueprints
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
pub struct BlueprintsList(pub HashMap<String, Vec<String>>);
/// helper component, for tracking loaded assets's loading state, id , handle etc
#[derive(Default, Debug)]
pub(crate) struct AssetLoadTracker<T: bevy::prelude::Asset> {
#[allow(dead_code)]
@ -59,19 +61,25 @@ pub(crate) struct AssetLoadTracker<T: bevy::prelude::Asset> {
#[allow(dead_code)]
pub handle: Handle<T>,
}
/// helper component, for tracking loaded assets
#[derive(Component, Debug)]
pub(crate) struct AssetsToLoad<T: bevy::prelude::Asset> {
pub all_loaded: bool,
pub asset_infos: Vec<AssetLoadTracker<T>>,
pub progress: f32,
}
impl <T: bevy::prelude::Asset>Default for AssetsToLoad<T> {
impl<T: bevy::prelude::Asset> Default for AssetsToLoad<T> {
fn default() -> Self {
Self { all_loaded: Default::default(), asset_infos: Default::default(), progress: Default::default() }
Self {
all_loaded: Default::default(),
asset_infos: Default::default(),
progress: Default::default(),
}
}
}
/// flag component
/// flag component, usually added when a blueprint is loaded
#[derive(Component)]
pub(crate) struct BlueprintAssetsLoaded;
/// flag component
@ -221,7 +229,7 @@ pub(crate) fn spawn_from_blueprints(
name,
) in spawn_placeholders.iter()
{
info!(
debug!(
"attempting to spawn {:?} for entity {:?}, id: {:?}, parent:{:?}",
blupeprint_name.0, name, entity, original_parent
);

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@ -1,7 +1,5 @@
use bevy::prelude::*;
use bevy_gltf_blueprints::{
BluePrintBundle, BlueprintName, GameWorldTag,
};
use bevy_gltf_blueprints::{BluePrintBundle, BlueprintName, GameWorldTag};
use bevy_gltf_worlflow_examples_common_rapier::{GameState, InAppRunning};
use bevy_rapier3d::prelude::Velocity;

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@ -4,7 +4,7 @@ use std::{
time::Duration,
};
use bevy_gltf_blueprints::{AnimationPlayerLink, BlueprintName};
use bevy_gltf_blueprints::{AnimationPlayerLink, BlueprintName, BlueprintsList};
pub use in_game::*;
use bevy::{
@ -22,7 +22,8 @@ fn start_game(mut next_app_state: ResMut<NextState<AppState>>) {
// if the export from Blender worked correctly, we should have animations (simplified here by using AnimationPlayerLink)
// if the export from Blender worked correctly, we should have an Entity called "Cylinder" that has two components: UnitTest, TupleTestF32
// if the export from Blender worked correctly, we should have an Entity called "Blueprint4_nested" that has a child called "Blueprint3" that has a "BlueprintName" component with value Blueprint3
// if the export from Blender worked correctly, we should have a blueprints_list
#[allow(clippy::too_many_arguments)]
fn validate_export(
parents: Query<&Parent>,
children: Query<&Children>,
@ -31,6 +32,8 @@ fn validate_export(
animation_player_links: Query<(Entity, &AnimationPlayerLink)>,
exported_cylinder: Query<(Entity, &Name, &UnitTest, &TupleTestF32)>,
empties_candidates: Query<(Entity, &Name, &GlobalTransform)>,
blueprints_list: Query<(Entity, &BlueprintsList)>,
) {
let animations_found = !animation_player_links.is_empty();
@ -69,11 +72,13 @@ fn validate_export(
}
}
let blueprints_list_found = !blueprints_list.is_empty();
fs::write(
"bevy_diagnostics.json",
format!(
"{{ \"animations\": {}, \"cylinder_found\": {} , \"nested_blueprint_found\": {}, \"empty_found\": {} }}",
animations_found, cylinder_found, nested_blueprint_found, empty_found
"{{ \"animations\": {}, \"cylinder_found\": {} , \"nested_blueprint_found\": {}, \"empty_found\": {}, \"blueprints_list_found\": {} }}",
animations_found, cylinder_found, nested_blueprint_found, empty_found, blueprints_list_found
),
)
.expect("Unable to write file");
@ -99,7 +104,6 @@ impl Plugin for GamePlugin {
.add_systems(Update, validate_export)
.add_systems(OnEnter(AppState::MenuRunning), start_game)
.add_systems(OnEnter(AppState::AppRunning), setup_game)
.add_systems(Update, generate_screenshot.run_if(on_timer(Duration::from_secs_f32(0.2)))) // TODO: run once
.add_systems(
Update,

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@ -4,7 +4,7 @@ import bpy
from ..helpers.generate_and_export import generate_and_export
from .export_gltf import (generate_gltf_export_preferences, export_gltf)
from ..modules.bevy_dynamic import is_object_dynamic, is_object_static
from ..helpers.helpers_scenes import clear_hollow_scene, copy_hollowed_collection_into, inject_blueprints_list_into_main_scene
from ..helpers.helpers_scenes import clear_hollow_scene, copy_hollowed_collection_into, inject_blueprints_list_into_main_scene, remove_blueprints_list_from_main_scene
# export all main scenes
@ -16,6 +16,7 @@ def export_main_scene(scene, folder_path, addon_prefs, library_collections):
gltf_export_preferences = generate_gltf_export_preferences(addon_prefs)
export_output_folder = getattr(addon_prefs,"export_output_folder")
export_blueprints = getattr(addon_prefs,"export_blueprints")
legacy_mode = getattr(addon_prefs, "export_legacy_mode")
export_separate_dynamic_and_static_objects = getattr(addon_prefs, "export_separate_dynamic_and_static_objects")
gltf_output_path = os.path.join(folder_path, export_output_folder, scene.name)
@ -29,7 +30,8 @@ def export_main_scene(scene, folder_path, addon_prefs, library_collections):
}
if export_blueprints :
inject_blueprints_list_into_main_scene(scene)
if not legacy_mode:
inject_blueprints_list_into_main_scene(scene)
if export_separate_dynamic_and_static_objects:
#print("SPLIT STATIC AND DYNAMIC")
@ -69,5 +71,8 @@ def export_main_scene(scene, folder_path, addon_prefs, library_collections):
print(" exporting gltf to", gltf_output_path, ".gltf/glb")
export_gltf(gltf_output_path, export_settings)
if not legacy_mode:
remove_blueprints_list_from_main_scene(scene)

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@ -73,13 +73,17 @@ 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":[]}
if not legacy_mode:
root_node = CollectionNode()
root_node.name = "root"
children_per_collection = {}
print("collection stuff", original_name)
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():
@ -163,13 +167,14 @@ def inject_blueprints_list_into_main_scene(scene):
print("injecting assets/blueprints data into scene")
root_collection = scene.collection
assets_list = None
assets_list_name = f"assets_list_{scene.name}_components"
for object in scene.objects:
if object.name == "assets_list"+scene.name:
if object.name == assets_list_name:
assets_list = object
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_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)
@ -179,7 +184,7 @@ def inject_blueprints_list_into_main_scene(scene):
children_per_collection = {}
#print("collection_names", collection_names, "collections", collections)
(bla, bli ) = get_sub_collections(collections, root_node, children_per_collection)
get_sub_collections(collections, root_node, children_per_collection)
# what about marked assets ?
# what about audio assets ?
# what about materials ?
@ -188,4 +193,13 @@ def inject_blueprints_list_into_main_scene(scene):
#assets_list["blueprints_direct"] = list(collection_names)
assets_list["BlueprintsList"] = f"({json.dumps(dict(children_per_collection))})"
#assets_list["Materials"]= '()'
# print("assets list", assets_list["BlueprintsList"], children_per_collection)
def remove_blueprints_list_from_main_scene(scene):
assets_list = None
assets_list_name = f"assets_list_{scene.name}_components"
for object in scene.objects:
if object.name == assets_list_name:
assets_list = object
if assets_list is not None:
bpy.data.objects.remove(assets_list, do_unlink=True)

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@ -83,7 +83,6 @@ def test_export_complex(setup_data):
# blueprint5 => has NO instance, not marked as asset, should NOT export
assert os.path.exists(os.path.join(models_path, "World.glb")) == True
assert os.path.exists(os.path.join(models_path, "library", "Blueprint1.glb")) == True
assert os.path.exists(os.path.join(models_path, "library", "Blueprint2.glb")) == True
assert os.path.exists(os.path.join(models_path, "library", "Blueprint3.glb")) == True
@ -92,6 +91,11 @@ def test_export_complex(setup_data):
assert os.path.exists(os.path.join(models_path, "library", "Blueprint6_animated.glb")) == True
assert os.path.exists(os.path.join(models_path, "library", "Blueprint7_hierarchy.glb")) == True
# 'assets_list_'+scene.name+"_components" should have been removed after the export
assets_list_object_name = "assets_list_"+"World"+"_components"
assets_list_object_present = assets_list_object_name in bpy.data.objects
assert assets_list_object_present == False
# now run bevy
command = "cargo run --features bevy/dynamic_linking"
FNULL = open(os.devnull, 'w') #use this if you want to suppress output to stdout from the subprocess
@ -105,6 +109,7 @@ def test_export_complex(setup_data):
assert diagnostics["animations"] == True
assert diagnostics["cylinder_found"] == True
assert diagnostics["empty_found"] == True
assert diagnostics["blueprints_list_found"] == True
# last but not least, do a visual compare
screenshot_expected_path = os.path.join(root_path, "expected_screenshot.png")