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6 Commits
5e73d68718
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d0dad53253
Author | SHA1 | Date | |
---|---|---|---|
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d0dad53253 | ||
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67756dd2cd | ||
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b00ef0a9a8 | ||
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d08c235122 | ||
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171ec7490a | ||
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ae9f07f549 |
@ -10,6 +10,9 @@ pub use registry::*;
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pub mod blueprints;
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pub use blueprints::*;
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pub mod save_load;
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pub use save_load::*;
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#[derive(Clone, Resource)]
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pub struct BlenvyConfig {
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// registry
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@ -26,6 +29,8 @@ pub struct BlenvyConfig {
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// save & load
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pub(crate) save_component_filter: SceneFilter,
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pub(crate) save_resource_filter: SceneFilter,
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//pub(crate) save_path: PathBuf,
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// save_path: PathBuf::from("saves"),
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}
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#[derive(Debug, Clone)]
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@ -63,6 +68,7 @@ impl Plugin for BlenvyPlugin {
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#[cfg(not(target_arch = "wasm32"))]
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ExportRegistryPlugin::default(),
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BlueprintsPlugin::default(),
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SaveLoadPlugin::default()
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))
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.insert_resource(BlenvyConfig {
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export_registry: self.export_registry,
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@ -1,108 +1,59 @@
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pub mod saveable;
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use std::path::PathBuf;
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pub use saveable::*;
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pub mod saving;
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pub use saving::*;
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pub mod loading;
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pub use loading::*;
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use bevy::core_pipeline::core_3d::{Camera3dDepthTextureUsage, ScreenSpaceTransmissionQuality};
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use bevy::prelude::*;
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use bevy::prelude::{App, IntoSystemConfigs, Plugin};
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use blenvy::GltfBlueprintsSet;
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#[derive(SystemSet, Debug, Hash, PartialEq, Eq, Clone)]
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pub enum SavingSet {
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Save,
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}
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#[derive(Component, Reflect, Debug, Default)]
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#[reflect(Component)]
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/// component used to mark any entity as Dynamic: aka add this to make sure your entity is going to be saved
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pub struct Dynamic;
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#[derive(SystemSet, Debug, Hash, PartialEq, Eq, Clone)]
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pub enum LoadingSet {
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Load,
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}
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#[derive(Component, Reflect, Debug, Default)]
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#[reflect(Component)]
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/// marker component for entities that do not have parents, or whose parents should be ignored when serializing
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pub(crate) struct RootEntity;
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// Plugin configuration
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#[derive(Component, Debug)]
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/// internal helper component to store parents before resetting them
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pub(crate) struct OriginalParent(pub(crate) Entity);
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#[derive(Clone, Resource)]
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pub struct SaveLoadConfig {
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pub(crate) save_path: PathBuf,
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pub(crate) component_filter: SceneFilter,
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pub(crate) resource_filter: SceneFilter,
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}
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// define the plugin
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pub struct SaveLoadPlugin {
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pub component_filter: SceneFilter,
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pub resource_filter: SceneFilter,
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pub save_path: PathBuf,
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}
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impl Default for SaveLoadPlugin {
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fn default() -> Self {
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Self {
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component_filter: SceneFilter::default(),
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resource_filter: SceneFilter::default(),
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save_path: PathBuf::from("scenes"),
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}
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}
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}
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/// Marker component to Flag the root entity of all static entities (immutables)
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#[derive(Component, Reflect, Debug, Default)]
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#[reflect(Component)]
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pub struct StaticEntitiesRoot;
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/// Marker component to Flag the root entity of all dynamic entities (mutables)
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#[derive(Component, Reflect, Debug, Default)]
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#[reflect(Component)]
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pub struct DynamicEntitiesRoot;
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#[derive(Resource, Clone, Debug, Default, Reflect)]
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#[reflect(Resource)]
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pub struct StaticEntitiesBlueprintInfo {
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//pub blueprint_info: BlueprintInfo,
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pub path: String,
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}
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pub mod saving;
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pub use saving::*;
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#[derive(Debug, Clone, Default)]
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/// Plugin for saving & loading
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pub struct SaveLoadPlugin {}
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impl Plugin for SaveLoadPlugin {
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fn build(&self, app: &mut App) {
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app.register_type::<Dynamic>()
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.register_type::<StaticEntitiesRoot>()
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// TODO: remove these in bevy 0.13, as these are now registered by default
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.register_type::<Camera3dDepthTextureUsage>()
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.register_type::<ScreenSpaceTransmissionQuality>()
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.register_type::<StaticEntitiesStorage>()
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.add_event::<SaveRequest>()
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.add_event::<LoadRequest>()
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.add_event::<LoadingFinished>()
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.add_event::<SavingFinished>()
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.insert_resource(SaveLoadConfig {
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save_path: self.save_path.clone(),
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component_filter: self.component_filter.clone(),
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resource_filter: self.resource_filter.clone(),
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})
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.configure_sets(
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Update,
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(LoadingSet::Load).chain().before(GltfBlueprintsSet::Spawn), //.before(GltfComponentsSet::Injection)
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)
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.add_event::<SaveRequest>()
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.add_event::<SaveFinished>()
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.add_systems(
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PreUpdate,
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Update,
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(prepare_save_game, apply_deferred, save_game, cleanup_save)
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.chain()
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.run_if(should_save),
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)
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.add_systems(Update, mark_load_requested)
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.add_systems(
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Update,
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(unload_world, apply_deferred, load_game)
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.chain()
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.run_if(resource_exists::<LoadRequested>)
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.run_if(not(resource_exists::<LoadFirstStageDone>))
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.in_set(LoadingSet::Load),
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)
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.add_systems(
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Update,
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(load_static, apply_deferred, cleanup_loaded_scene)
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.chain()
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.run_if(resource_exists::<LoadFirstStageDone>)
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// .run_if(in_state(AppState::LoadingGame))
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.in_set(LoadingSet::Load),
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);
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;
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}
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}
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76
crates/blenvy/src/save_load/old/mod_old.rs
Normal file
@ -0,0 +1,76 @@
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pub mod saveable;
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use std::path::PathBuf;
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pub use saveable::*;
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pub mod saving;
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pub use saving::*;
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pub mod loading;
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pub use loading::*;
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use bevy::core_pipeline::core_3d::{Camera3dDepthTextureUsage, ScreenSpaceTransmissionQuality};
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use bevy::prelude::*;
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use bevy::prelude::{App, IntoSystemConfigs, Plugin};
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use blenvy::GltfBlueprintsSet;
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#[derive(SystemSet, Debug, Hash, PartialEq, Eq, Clone)]
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pub enum SavingSet {
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Save,
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}
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#[derive(SystemSet, Debug, Hash, PartialEq, Eq, Clone)]
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pub enum LoadingSet {
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Load,
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}
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#[derive(Component, Reflect, Debug, Default)]
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#[reflect(Component)]
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pub struct StaticEntitiesRoot;
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#[derive(Component, Reflect, Debug, Default)]
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#[reflect(Component)]
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pub struct DynamicEntitiesRoot;
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impl Plugin for SaveLoadPlugin {
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fn build(&self, app: &mut App) {
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app.register_type::<Dynamic>()
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.register_type::<StaticEntitiesRoot>()
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// TODO: remove these in bevy 0.13, as these are now registered by default
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.register_type::<Camera3dDepthTextureUsage>()
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.register_type::<ScreenSpaceTransmissionQuality>()
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.register_type::<StaticEntitiesStorage>()
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.add_event::<SaveRequest>()
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.add_event::<LoadRequest>()
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.add_event::<LoadingFinished>()
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.add_event::<SavingFinished>()
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.configure_sets(
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Update,
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(LoadingSet::Load).chain().before(GltfBlueprintsSet::Spawn), //.before(GltfComponentsSet::Injection)
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)
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.add_systems(
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PreUpdate,
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(prepare_save_game, apply_deferred, save_game, cleanup_save)
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.chain()
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.run_if(should_save),
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)
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.add_systems(Update, mark_load_requested)
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.add_systems(
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Update,
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(unload_world, apply_deferred, load_game)
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.chain()
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.run_if(resource_exists::<LoadRequested>)
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.run_if(not(resource_exists::<LoadFirstStageDone>))
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.in_set(LoadingSet::Load),
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)
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.add_systems(
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Update,
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(load_static, apply_deferred, cleanup_loaded_scene)
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.chain()
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.run_if(resource_exists::<LoadFirstStageDone>)
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// .run_if(in_state(AppState::LoadingGame))
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.in_set(LoadingSet::Load),
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);
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}
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}
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196
crates/blenvy/src/save_load/old/saving.rs
Normal file
@ -0,0 +1,196 @@
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use bevy::prelude::*;
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use bevy::tasks::IoTaskPool;
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use blenvy::{BlueprintName, InBlueprint, Library, SpawnHere};
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use std::fs::File;
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use std::io::Write;
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use std::path::Path;
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use crate::{DynamicEntitiesRoot, SaveLoadConfig, StaticEntitiesRoot};
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#[derive(Event, Debug)]
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pub struct SaveRequest {
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pub path: String,
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}
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#[derive(Event)]
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pub struct SavingFinished;
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pub fn should_save(save_requests: EventReader<SaveRequest>) -> bool {
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!save_requests.is_empty()
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}
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#[derive(Resource, Clone, Debug, Default, Reflect)]
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#[reflect(Resource)]
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pub struct StaticEntitiesStorage {
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pub name: String,
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pub library_path: String,
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}
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#[derive(Component, Reflect, Debug, Default)]
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#[reflect(Component)]
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/// marker component for entities that do not have parents, or whose parents should be ignored when serializing
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pub(crate) struct RootEntity;
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#[derive(Component, Debug)]
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/// internal helper component to store parents before resetting them
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pub(crate) struct OriginalParent(pub(crate) Entity);
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// any child of dynamic/ saveable entities that is not saveable itself should be removed from the list of children
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pub(crate) fn prepare_save_game(
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saveables: Query<Entity, (With<Dynamic>, With<BlueprintName>)>,
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root_entities: Query<Entity, Or<(With<DynamicEntitiesRoot>, Without<Parent>)>>, // With<DynamicEntitiesRoot>
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dynamic_entities: Query<(Entity, &Parent, Option<&Children>), With<Dynamic>>,
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static_entities: Query<(Entity, &BlueprintName, Option<&Library>), With<StaticEntitiesRoot>>,
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mut commands: Commands,
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) {
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for entity in saveables.iter() {
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commands.entity(entity).insert(SpawnHere);
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}
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for (entity, parent, children) in dynamic_entities.iter() {
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let parent = parent.get();
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if root_entities.contains(parent) {
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commands.entity(entity).insert(RootEntity);
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}
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if let Some(children) = children {
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for sub_child in children.iter() {
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if !dynamic_entities.contains(*sub_child) {
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commands.entity(*sub_child).insert(OriginalParent(entity));
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commands.entity(entity).remove_children(&[*sub_child]);
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}
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}
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}
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}
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for (_, blueprint_name, library) in static_entities.iter() {
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let library_path: String = library.map_or_else(|| "", |l| l.0.to_str().unwrap()).into();
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commands.insert_resource(StaticEntitiesStorage {
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name: blueprint_name.0.clone(),
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library_path,
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});
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}
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}
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pub(crate) fn save_game(world: &mut World) {
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info!("saving");
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let mut save_path: String = "".into();
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let mut events = world.resource_mut::<Events<SaveRequest>>();
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for event in events.get_reader().read(&events) {
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info!("SAVE EVENT !! {:?}", event);
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save_path.clone_from(&event.path);
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}
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events.clear();
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let saveable_entities: Vec<Entity> = world
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.query_filtered::<Entity, (With<Dynamic>, Without<InBlueprint>, Without<RootEntity>)>()
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.iter(world)
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.collect();
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let saveable_root_entities: Vec<Entity> = world
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.query_filtered::<Entity, (With<Dynamic>, Without<InBlueprint>, With<RootEntity>)>()
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.iter(world)
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.collect();
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info!("saveable entities {}", saveable_entities.len());
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info!("saveable root entities {}", saveable_root_entities.len());
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let save_load_config = world
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.get_resource::<SaveLoadConfig>()
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.expect("SaveLoadConfig should exist at this stage");
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// we hardcode some of the always allowed types
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let filter = save_load_config
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.component_filter
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.clone()
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.allow::<Parent>()
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.allow::<Children>()
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.allow::<BlueprintName>()
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.allow::<SpawnHere>()
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.allow::<Dynamic>()
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;
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// for root entities, it is the same EXCEPT we make sure parents are not included
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let filter_root = filter.clone().deny::<Parent>();
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let filter_resources = save_load_config
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.resource_filter
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.clone()
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.allow::<StaticEntitiesStorage>()
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;
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// for default stuff
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let scene_builder = DynamicSceneBuilder::from_world(world)
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.with_filter(filter.clone())
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.with_resource_filter(filter_resources.clone());
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let mut dyn_scene = scene_builder
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.extract_resources()
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.extract_entities(saveable_entities.clone().into_iter())
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.remove_empty_entities()
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.build();
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// for root entities
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let scene_builder_root = DynamicSceneBuilder::from_world(world)
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.with_filter(filter_root.clone())
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.with_resource_filter(filter_resources.clone());
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// FIXME : add back
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let mut dyn_scene_root = scene_builder_root
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.extract_resources()
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.extract_entities(
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saveable_root_entities.clone().into_iter(), // .chain(static_world_markers.into_iter()),
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)
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.remove_empty_entities()
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.build();
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dyn_scene.entities.append(&mut dyn_scene_root.entities);
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// dyn_scene.resources.append(&mut dyn_scene_root.resources);
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let serialized_scene = dyn_scene
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.serialize(&world.resource::<AppTypeRegistry>().read())
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.unwrap();
|
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|
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let save_path = Path::new("assets")
|
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.join(&save_load_config.save_path)
|
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.join(Path::new(save_path.as_str())); // Path::new(&save_load_config.save_path).join(Path::new(save_path.as_str()));
|
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info!("saving game to {:?}", save_path);
|
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|
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// world.send_event(SavingFinished);
|
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|
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#[cfg(not(target_arch = "wasm32"))]
|
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IoTaskPool::get()
|
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.spawn(async move {
|
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// Write the scene RON data to file
|
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File::create(save_path)
|
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.and_then(|mut file| file.write(serialized_scene.as_bytes()))
|
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.expect("Error while writing save to file");
|
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})
|
||||
.detach();
|
||||
}
|
||||
|
||||
pub(crate) fn cleanup_save(
|
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needs_parent_reset: Query<(Entity, &OriginalParent)>,
|
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mut saving_finished: EventWriter<SavingFinished>,
|
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mut commands: Commands,
|
||||
) {
|
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for (entity, original_parent) in needs_parent_reset.iter() {
|
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commands.entity(original_parent.0).add_child(entity);
|
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}
|
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commands.remove_resource::<StaticEntitiesStorage>();
|
||||
saving_finished.send(SavingFinished);
|
||||
}
|
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/*
|
||||
pub(crate) fn cleanup_save(mut world: &mut World) {
|
||||
|
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let mut query = world.query::<(Entity, &OriginalParent)>();
|
||||
for (mut entity, original_parent) in query.iter_mut(&mut world) {
|
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let e = world.entity_mut(original_parent.0);
|
||||
// .add_child(entity);
|
||||
}
|
||||
}*/
|
@ -1,7 +0,0 @@
|
||||
use bevy::prelude::*;
|
||||
|
||||
#[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
|
||||
pub struct Dynamic(pub bool);
|
||||
|
@ -1,55 +1,42 @@
|
||||
use bevy::prelude::*;
|
||||
use bevy::tasks::IoTaskPool;
|
||||
use blenvy::{BlueprintName, InBlueprint, Library, SpawnHere};
|
||||
|
||||
use std::fs::File;
|
||||
use std::io::Write;
|
||||
use std::path::Path;
|
||||
|
||||
use crate::{Dynamic, DynamicEntitiesRoot, SaveLoadConfig, StaticEntitiesRoot};
|
||||
use bevy::render::camera::{CameraMainTextureUsages, CameraRenderGraph};
|
||||
use bevy::{prelude::*, tasks::IoTaskPool};
|
||||
use bevy::prelude::World;
|
||||
|
||||
use crate::{BlenvyConfig, BlueprintInfo, Dynamic, FromBlueprint, RootEntity, SpawnBlueprint};
|
||||
|
||||
use super::{DynamicEntitiesRoot, OriginalParent, StaticEntitiesRoot};
|
||||
|
||||
#[derive(Event, Debug)]
|
||||
pub struct SaveRequest {
|
||||
pub path: String,
|
||||
}
|
||||
|
||||
#[derive(Event)]
|
||||
pub struct SavingFinished;
|
||||
pub struct SaveFinished; // TODO: merge the the events above
|
||||
|
||||
pub fn should_save(save_requests: EventReader<SaveRequest>) -> bool {
|
||||
!save_requests.is_empty()
|
||||
}
|
||||
|
||||
#[derive(Resource, Clone, Debug, Default, Reflect)]
|
||||
#[reflect(Resource)]
|
||||
pub struct StaticEntitiesStorage {
|
||||
pub name: String,
|
||||
pub library_path: String,
|
||||
}
|
||||
|
||||
#[derive(Component, Reflect, Debug, Default)]
|
||||
#[reflect(Component)]
|
||||
/// marker component for entities that do not have parents, or whose parents should be ignored when serializing
|
||||
pub(crate) struct RootEntity;
|
||||
|
||||
#[derive(Component, Debug)]
|
||||
/// internal helper component to store parents before resetting them
|
||||
pub(crate) struct OriginalParent(pub(crate) Entity);
|
||||
|
||||
// any child of dynamic/ saveable entities that is not saveable itself should be removed from the list of children
|
||||
pub(crate) fn prepare_save_game(
|
||||
saveables: Query<Entity, (With<Dynamic>, With<BlueprintName>)>,
|
||||
saveables: Query<Entity, (With<Dynamic>, With<BlueprintInfo>)>,
|
||||
root_entities: Query<Entity, Or<(With<DynamicEntitiesRoot>, Without<Parent>)>>, // With<DynamicEntitiesRoot>
|
||||
dynamic_entities: Query<(Entity, &Parent, Option<&Children>), With<Dynamic>>,
|
||||
static_entities: Query<(Entity, &BlueprintName, Option<&Library>), With<StaticEntitiesRoot>>,
|
||||
static_entities: Query<(Entity, &BlueprintInfo), With<StaticEntitiesRoot>>,
|
||||
|
||||
mut commands: Commands,
|
||||
) {
|
||||
for entity in saveables.iter() {
|
||||
commands.entity(entity).insert(SpawnHere);
|
||||
commands.entity(entity).insert(SpawnBlueprint);
|
||||
}
|
||||
|
||||
for (entity, parent, children) in dynamic_entities.iter() {
|
||||
println!("prepare save game");
|
||||
let parent = parent.get();
|
||||
if root_entities.contains(parent) {
|
||||
commands.entity(entity).insert(RootEntity);
|
||||
@ -64,14 +51,17 @@ pub(crate) fn prepare_save_game(
|
||||
}
|
||||
}
|
||||
}
|
||||
for (_, blueprint_name, library) in static_entities.iter() {
|
||||
/*for (_, blueprint_name) in static_entities.iter() {
|
||||
let library_path: String = library.map_or_else(|| "", |l| l.0.to_str().unwrap()).into();
|
||||
commands.insert_resource(StaticEntitiesStorage {
|
||||
name: blueprint_name.0.clone(),
|
||||
library_path,
|
||||
});
|
||||
}*/
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
pub(crate) fn save_game(world: &mut World) {
|
||||
info!("saving");
|
||||
|
||||
@ -85,39 +75,49 @@ pub(crate) fn save_game(world: &mut World) {
|
||||
events.clear();
|
||||
|
||||
let saveable_entities: Vec<Entity> = world
|
||||
.query_filtered::<Entity, (With<Dynamic>, Without<InBlueprint>, Without<RootEntity>)>()
|
||||
// .query_filtered::<Entity, (With<Dynamic>, Without<FromBlueprint>, Without<RootEntity>)>()
|
||||
.query_filtered::<Entity, (With<Dynamic>, Without<RootEntity>)>()
|
||||
.iter(world)
|
||||
.collect();
|
||||
|
||||
let saveable_root_entities: Vec<Entity> = world
|
||||
.query_filtered::<Entity, (With<Dynamic>, Without<InBlueprint>, With<RootEntity>)>()
|
||||
.query_filtered::<Entity, (With<Dynamic>, With<RootEntity>)>()
|
||||
//.query_filtered::<Entity, (With<Dynamic>, Without<FromBlueprint>, With<RootEntity>)>()
|
||||
.iter(world)
|
||||
.collect();
|
||||
|
||||
info!("saveable entities {}", saveable_entities.len());
|
||||
info!("saveable root entities {}", saveable_root_entities.len());
|
||||
|
||||
let save_load_config = world
|
||||
.get_resource::<SaveLoadConfig>()
|
||||
.expect("SaveLoadConfig should exist at this stage");
|
||||
let config = world
|
||||
.get_resource::<BlenvyConfig>()
|
||||
.expect("Blenvy configuration should exist at this stage");
|
||||
|
||||
// we hardcode some of the always allowed types
|
||||
let filter = save_load_config
|
||||
.component_filter
|
||||
let filter = config
|
||||
.save_component_filter
|
||||
.clone()
|
||||
.allow::<Parent>()
|
||||
.allow::<Children>()
|
||||
.allow::<BlueprintName>()
|
||||
.allow::<SpawnHere>()
|
||||
.allow::<Dynamic>();
|
||||
.allow::<BlueprintInfo>()
|
||||
.allow::<SpawnBlueprint>()
|
||||
.allow::<Dynamic>()
|
||||
|
||||
/*.deny::<CameraRenderGraph>()
|
||||
.deny::<CameraMainTextureUsages>()
|
||||
.deny::<Handle<Mesh>>()
|
||||
.deny::<Handle<StandardMaterial>>() */
|
||||
;
|
||||
|
||||
// for root entities, it is the same EXCEPT we make sure parents are not included
|
||||
let filter_root = filter.clone().deny::<Parent>();
|
||||
|
||||
let filter_resources = save_load_config
|
||||
.resource_filter
|
||||
.clone()
|
||||
.allow::<StaticEntitiesStorage>();
|
||||
let filter_resources = config.clone()
|
||||
.save_resource_filter
|
||||
.deny::<Time<Real>>()
|
||||
|
||||
.clone();
|
||||
//.allow::<StaticEntitiesStorage>();
|
||||
|
||||
// for default stuff
|
||||
let scene_builder = DynamicSceneBuilder::from_world(world)
|
||||
@ -143,15 +143,15 @@ pub(crate) fn save_game(world: &mut World) {
|
||||
.remove_empty_entities()
|
||||
.build();
|
||||
|
||||
dyn_scene.entities.append(&mut dyn_scene_root.entities);
|
||||
// dyn_scene.entities.append(&mut dyn_scene_root.entities);
|
||||
// dyn_scene.resources.append(&mut dyn_scene_root.resources);
|
||||
|
||||
let serialized_scene = dyn_scene
|
||||
.serialize(&world.resource::<AppTypeRegistry>().read())
|
||||
.unwrap();
|
||||
.expect("filtered scene should serialize correctly");
|
||||
|
||||
let save_path = Path::new("assets")
|
||||
.join(&save_load_config.save_path)
|
||||
//.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);
|
||||
|
||||
@ -170,21 +170,12 @@ pub(crate) fn save_game(world: &mut World) {
|
||||
|
||||
pub(crate) fn cleanup_save(
|
||||
needs_parent_reset: Query<(Entity, &OriginalParent)>,
|
||||
mut saving_finished: EventWriter<SavingFinished>,
|
||||
mut saving_finished: EventWriter<SaveFinished>,
|
||||
mut commands: Commands,
|
||||
) {
|
||||
for (entity, original_parent) in needs_parent_reset.iter() {
|
||||
commands.entity(original_parent.0).add_child(entity);
|
||||
}
|
||||
commands.remove_resource::<StaticEntitiesStorage>();
|
||||
saving_finished.send(SavingFinished);
|
||||
// commands.remove_resource::<StaticEntitiesStorage>();
|
||||
saving_finished.send(SaveFinished);
|
||||
}
|
||||
/*
|
||||
pub(crate) fn cleanup_save(mut world: &mut World) {
|
||||
|
||||
let mut query = world.query::<(Entity, &OriginalParent)>();
|
||||
for (mut entity, original_parent) in query.iter_mut(&mut world) {
|
||||
let e = world.entity_mut(original_parent.0);
|
||||
// .add_child(entity);
|
||||
}
|
||||
}*/
|
||||
|
Before Width: | Height: | Size: 459 KiB After Width: | Height: | Size: 459 KiB |
Before Width: | Height: | Size: 362 KiB After Width: | Height: | Size: 1.2 MiB |
BIN
docs/avian/img/direct_in_world.png
Normal file
After Width: | Height: | Size: 1.3 MiB |
Before Width: | Height: | Size: 68 KiB After Width: | Height: | Size: 60 KiB |
Before Width: | Height: | Size: 1.2 MiB After Width: | Height: | Size: 1.2 MiB |
BIN
docs/avian/img/falling_concave.gif
Normal file
After Width: | Height: | Size: 2.5 MiB |
BIN
docs/avian/img/falling_convex.gif
Normal file
After Width: | Height: | Size: 2.8 MiB |
BIN
docs/avian/img/falling_direct.gif
Normal file
After Width: | Height: | Size: 96 KiB |
BIN
docs/avian/img/falling_direct_on_static.gif
Normal file
After Width: | Height: | Size: 102 KiB |
Before Width: | Height: | Size: 2.5 MiB |
BIN
docs/avian/img/falling_empty.gif
Normal file
After Width: | Height: | Size: 1.3 MiB |
BIN
docs/avian/img/falling_wireframe.gif
Normal file
After Width: | Height: | Size: 1.9 MiB |
Before Width: | Height: | Size: 2.3 MiB After Width: | Height: | Size: 1.1 MiB |
Before Width: | Height: | Size: 57 KiB After Width: | Height: | Size: 52 KiB |
Before Width: | Height: | Size: 1.7 MiB After Width: | Height: | Size: 317 KiB |
Before Width: | Height: | Size: 242 KiB After Width: | Height: | Size: 149 KiB |
@ -3,6 +3,20 @@
|
||||
This guide assumes that you have a basic Blenvy setup ready to tinker in.
|
||||
If you don't have that yet, please refer to the [quickstart](../quickstart/readme.md) guide.
|
||||
|
||||
## Table of Contents
|
||||
|
||||
- [Add Avian to Bevy](#add-avian-to-bevy)
|
||||
- [Prepare your Scenes](#prepare-your-scenes)
|
||||
- [Create a Rigid Body](#create-a-rigid-body)
|
||||
- [Add Primitive Colliders](#add-primitive-colliders)
|
||||
- [Direct](#direct)
|
||||
- [With Empty](#with-empty)
|
||||
- [Wireframes](#wireframes)
|
||||
- [Add Dynamic Colliders](#add-dynamic-colliders)
|
||||
- [Convex](#convex)
|
||||
- [Concave](#concave)
|
||||
- [Other useful components](#other-useful-components)
|
||||
|
||||
## Add Avian to Bevy
|
||||
|
||||
No big surprises here. Simply add `avian3d` as a dependency by running the following from your project root:
|
||||
@ -42,76 +56,41 @@ fn setup(mut commands: Commands) {
|
||||
|
||||
Run this once with `cargo.run` to generate a `registry.json` that contains the Avian components.
|
||||
|
||||
## Prepare the Blueprints
|
||||
## Prepare your Scenes
|
||||
|
||||
Set up your `World` and `Library` scenes in Blender. Switch to the `Library` scene.
|
||||
Set up your `World` and `Library` scenes in Blender.
|
||||
|
||||
Go into your `World` scene. If you are coming from the [quickstart guide](../quickstart/readme.md), you can remove the `Player` instance as we don't need it in this guide.
|
||||
If you have created this scene yourself in advance, make sure that it contains a camera, a light, and some kind of ground.
|
||||
|
||||
Since the objects are quite big, you may need to move the camera a bit further away to see them all.
|
||||
We set its Y location to `-15` and the X rotation to `90` for this reason.
|
||||
Pressing `0` on your numpad will show you a preview of what the camera sees.
|
||||
|
||||
For reference, this is how our world setup looks:
|
||||
|
||||
<details>
|
||||
<summary>The world setup before adding any physics</summary>
|
||||
<img src="img/empty_world.png" width = 100%/>
|
||||
</details>
|
||||
|
||||
Now switch to the `Library` scene.
|
||||
If you're coming from the [quickstart](../quickstart/readme.md) guide, you may now delete the `Player` collection by
|
||||
right-clicking it in the outliner and selecting `Delete Hierarchy` as we don't need it in this guide.
|
||||
right-clicking it in the outliner and selecting `Delete Hierarchy`.
|
||||
Remember, you can find the outliner all the way to the right.
|
||||
|
||||
We will be showing different ways to add colliders, so we need to add a blueprint for each approach.
|
||||
Create three new collections in the outliner by doing `rightclick` -> `New Collection` and name them as follows:
|
||||
## Create a Rigid Body
|
||||
|
||||
- Cube
|
||||
- Board
|
||||
- Cylinder
|
||||
Create a new collection with `rightclick` -> `New Collection` and name it `Direct`. This name will make sense in the next section.
|
||||
|
||||
Your outliner should now look like this:
|
||||
|
||||
<details>
|
||||
<summary>Our empty collections</summary>
|
||||
<img src="img/empty_collections.png" width = 50%/>
|
||||
</details>
|
||||
|
||||
If you accidentally created a collection as a child of another, simply drag-and-drop them around to reorder them until they look like the image above.
|
||||
|
||||
### Cube
|
||||
|
||||
Click on the `Cube` collection we just created to select it. Then, go to `Add` -> `Mesh` -> `Cube` in the upper left corner to add a cube to the collection. Leave it at the default transform.
|
||||
|
||||
### Board
|
||||
|
||||
Click on the `Board` collection. Again, go to `Add` -> `Mesh` -> `Cube`. This time, scale it until it looks like a flat board:
|
||||
|
||||
<details>
|
||||
<summary>The cylinder in Blender</summary>
|
||||
<img src="img/cylinder.png" width = 50%/>
|
||||
</details>
|
||||
|
||||
> [!TIP]
|
||||
> The above screenshot was made after disabling the visibility of the `Cube` collection by clicking the eye icon in the outliner.
|
||||
>
|
||||
> <details>
|
||||
> <summary>Hiding objects</summary>
|
||||
> <img src="img/hiding.png" width = 50%/>
|
||||
> </details>
|
||||
>
|
||||
> Hiding other collections becomes quickly essential when working with blueprints.
|
||||
|
||||
The scaling we used was the following:
|
||||
|
||||
- X: `2.5`
|
||||
- Y: `0.5`
|
||||
- Z: `1.5`
|
||||
|
||||
### Cylinder
|
||||
|
||||
Finally, click on the `Cylinder` collection. Go to `Add` -> `Mesh` -> `Cylinder`. Leave it at the default transform.
|
||||
|
||||
You should now have three collections with different shapes in them:
|
||||
<details>
|
||||
<summary>Collections with objects in the outliner</summary>
|
||||
<img src="img/three_object_collection.png" width = 50%/>
|
||||
</details>
|
||||
|
||||
## Add RigidBody Components
|
||||
Click on the `Direct` collection we just created to select it. Then, go to `Add` -> `Mesh` -> `Cube` in the upper left corner to add a cube to the collection. Leave it at the default transform.
|
||||
|
||||
Avian makes a distinction between a *rigid body* and its associated *colliders*.
|
||||
In general, the best practice is to have a parent object be a rigid body and then have at least one descendant object be a collider.
|
||||
|
||||
Adding the `RigidBody` is the same for all approaches:
|
||||
Add the `RigidBody` as follows:
|
||||
|
||||
- select the object in the viewport
|
||||
- select the object in the viewport, i.e. the cube.
|
||||
- go to the Blenvy menu's component manager. Remember, if are missing the side menu, you can open it with `N`.
|
||||
- type `rigidbody` in the search bar
|
||||
- select `avian3d::dynamics::rigid_body::RigidBody`
|
||||
@ -129,7 +108,7 @@ The result should look like this:
|
||||
</details>
|
||||
|
||||
The default value for `RigidBody` is `Dynamic`, which is what we want for all three objects.
|
||||
It means that they will be affected by gravity and other forces. Repeat this step for the `Board` and `Cylinder` objects.
|
||||
It means that they will be affected by gravity and other forces.
|
||||
|
||||
## Add Primitive Colliders
|
||||
|
||||
@ -137,9 +116,9 @@ Colliders come in two flavors: primitive and dynamic. Primitives are made up of
|
||||
|
||||
There are three different ways to add primitive colliders to the objects, in order of increasing complexity.
|
||||
|
||||
### Quick and Dirty
|
||||
### Direct
|
||||
|
||||
Select the cube and search in the components for `colliderconstructor`. Select `avian3d::collision::collider::constructor::ColliderConstructor` and add it.
|
||||
Select the cube we just created and search in the components for `colliderconstructor`. Select `avian3d::collision::collider::constructor::ColliderConstructor` and add it.
|
||||
By default, the collider will be of the variant `Sphere`. Change it to `Cuboid`.
|
||||
Since the standard cube in Blender is of size 2 m, set the `x_length`, `y_length`, and `z_length` all to `2.0`:
|
||||
<details>
|
||||
@ -153,10 +132,83 @@ That's already it.
|
||||
> This method brings a major footgun: Blender uses Z-up coordinates, while Bevy uses Y-up coordinates.
|
||||
> The information you enter into the `ColliderConstructor` is in Bevy's coordinate system, so don't mix them up!
|
||||
|
||||
### Using Empties
|
||||
To see it in action, we switch to the `World` scene and add and instance of our `Direct` collection with `Add` -> `Collection Instance`.
|
||||
|
||||
<details>
|
||||
<summary>The world scene with the direct collider cube</summary>
|
||||
<img src="img/direct_in_world.png" width = 50%/>
|
||||
</details>
|
||||
|
||||
Save the scene to let Blenvy export everything and run the game with `cargo run`.
|
||||
|
||||
<details>
|
||||
<summary>The cube falls down</summary>
|
||||
<img src="img/falling_direct.gif" width = 50%/>
|
||||
</details>
|
||||
|
||||
If everything went right, your cube should fall into the void due to gravity.
|
||||
Note that it phases right through the ground because we have not yet added a rigid body and collider to it yet.
|
||||
|
||||
Click on the ground and add a `RigidBody` component as described before to it, but this time set it to `Static`.
|
||||
This means that the ground itself will not react to forces such as gravity, but will still affect other rigid bodies.
|
||||
|
||||
Add a collider to the ground as before. Make sure that the dimensions of the collider match the dimensions of the ground.
|
||||
|
||||
<details>
|
||||
<summary>Ground collider</summary>
|
||||
<img src="img/ground collider.png" width = 100%/>
|
||||
</details>
|
||||
|
||||
> [!CAUTION]
|
||||
> As mentioned before, when using this method you should be aware that the component
|
||||
> is in Bevy's coordinate system, so set the `y_length` to the *height* of the ground.
|
||||
|
||||
Run your game again with `cargo run` to see the cube landing on the ground.
|
||||
|
||||
<details>
|
||||
<summary>The cube falls onto the ground</summary>
|
||||
<img src="img/falling_direct_on_static.gif" width = 50%/>
|
||||
</details>
|
||||
|
||||
> [!TIP]
|
||||
> If your scene is doing something weird, try adding Avian's
|
||||
> [`PhysicsDebugPlugin`](https://docs.rs/avian3d/latest/avian3d/debug_render/struct.PhysicsDebugPlugin.html)
|
||||
> to your Bevy app to see the colliders at runtime.
|
||||
> If the collider looks flipped, try switching the Y and Z lengths.
|
||||
|
||||
### With Empty
|
||||
|
||||
Go back to the `Library` scene. Add a collection named `With Empty`.
|
||||
|
||||
> [!TIP]
|
||||
> If you accidentally created a collection as a child of another, simply drag-and-drop them around to reorder them
|
||||
|
||||
With the new collection selected, go to `Add` -> `Mesh` -> `Cube`. Name the new object `Board`.
|
||||
This time, scale it until it looks like a flat board:
|
||||
|
||||
<details>
|
||||
<summary>The board in Blender</summary>
|
||||
<img src="img/board.png" width = 50%/>
|
||||
</details>
|
||||
|
||||
> [!TIP]
|
||||
> The above screenshot was made after disabling the visibility of the `Direct` collection by clicking the eye icon in the outliner.
|
||||
>
|
||||
> <details>
|
||||
> <summary>Hiding objects</summary>
|
||||
> <img src="img/hiding.png" width = 50%/>
|
||||
> </details>
|
||||
>
|
||||
> Hiding other collections becomes quickly essential when working with blueprints.
|
||||
|
||||
The scaling we used was the following:
|
||||
|
||||
- X: `2.5`
|
||||
- Y: `0.5`
|
||||
- Z: `1.5`
|
||||
|
||||
You'll notice that the last variant does not actually show you a preview of the collider. Let's fix that.
|
||||
Click on the `Board` and then select `Add` -> `Empty` -> `Cube`.
|
||||
Click on the `With Empty` collection and then select `Add` -> `Empty` -> `Cube`.
|
||||
To make its properties a bit nice to work with, go to the `Data` tab of the `Properties` window in the lower right:
|
||||
|
||||
<details>
|
||||
@ -171,7 +223,7 @@ You'll notice that it says "Size: 1m". This is a little bit misleading, as we've
|
||||
<img src="img/data.png" width = 50%/>
|
||||
</details>
|
||||
|
||||
Add a collider to this empty like you did in the ["Quick and Dirty" section](#quick-and-dirty).
|
||||
Add a collider to this empty like you did in the ["Direct" section](#direct).
|
||||
Set its lengths to `1` this time.
|
||||
|
||||
If you have only the `Empty` set to visible and selected it, your viewport should now look as follows:
|
||||
@ -235,7 +287,18 @@ You can just use these values as the scale for the `Empty`. After everything is
|
||||
|
||||
Note that the orange collider outlines should align nicely with the board's mesh.
|
||||
|
||||
### Using Wireframes
|
||||
Add an instance of the `With Empty` collection to the `World` scene just as before and run the game.
|
||||
You should now see both objects fall to the ground.
|
||||
|
||||
<details>
|
||||
<summary>The cube and board falling to the ground</summary>
|
||||
<img src="img/falling_empty.gif" width = 50%/>
|
||||
</details>
|
||||
|
||||
### Wireframes
|
||||
|
||||
Add a new collection named `Wireframe`. With it selected,
|
||||
go to `Add` -> `Mesh` -> `Cylinder`. Leave it at the default transform.
|
||||
|
||||
The last variant is a bit of a workaround for the fact that empties in Blender cannot have an arbitrary shape.
|
||||
For example, a cylinder is not supported. So, we are going to create a new cylinder preview by hand.
|
||||
@ -289,46 +352,13 @@ The rest of the steps are identical to the empty: Drag-and-drop the cylinder col
|
||||
> You can use the builtin [Add Mesh Extra Objects](https://docs.blender.org/manual/en/latest/addons/add_mesh/mesh_extra_objects.html)
|
||||
> extension to fill this gap.
|
||||
|
||||
## Populate the world
|
||||
|
||||
Go into your `World` scene. If you are coming from the [quickstart guide](../quickstart/readme.md), you can remove the `Player` empty that is left over.
|
||||
If you have created this scene yourself in advance, make sure that it contains a camera, a light, and some kind of ground.
|
||||
For reference, this is how our world setup looks:
|
||||
Add an instance of the `Wireframe` collection to the `World` scene and run the game to see all kinds of primitive colliders tumble around.
|
||||
|
||||
<details>
|
||||
<summary>The world setup before adding any physics</summary>
|
||||
<img src="img/empty_world.png" width = 100%/>
|
||||
<summary>Cylinder collider falling down</summary>
|
||||
<img src="img/falling_wireframe.gif" width = 50%/>
|
||||
</details>
|
||||
|
||||
Before we add any objects, we'll make the ground a rigid body as well. Add a `RigidBody` component as described before to it, but this time set it to `Static`. Add a collider to it in any of the ways described above. We used the `Quick and Dirty` method for this:
|
||||
|
||||
<details>
|
||||
<summary>Ground collider</summary>
|
||||
<img src="img/ground collider.png" width = 100%/>
|
||||
</details>
|
||||
|
||||
> [!CAUTION]
|
||||
> As mentioned before, when using this method you should be aware that the component
|
||||
> is in Bevy's coordinate system, so set the `y_length` to the height of the ground.
|
||||
|
||||
Now add instances of the `Cube`, `Board`, and `Cylinder` to the world by selecting `Add` -> `Collection Instance`.
|
||||
|
||||
Since the objects are quite big, you may need to move the camera a bit further away to see them all.
|
||||
We set its Y location to `-15` and the X rotation to `90` for this reason.
|
||||
Pressing `0` on your numpad will show you a preview of what the camera sees.
|
||||
|
||||
Save the scene to let Blenvy export everything. Run your game with `cargo run` and you should see some objects falling onto the ground!
|
||||
|
||||
<details>
|
||||
<summary>Objects falling onto the ground</summary>
|
||||
<img src="img/falling.gif" width = 100%/>
|
||||
</details>
|
||||
|
||||
> [!TIP]
|
||||
> If your scene is doing something weird, try adding Avian's
|
||||
> [`PhysicsDebugPlugin`](https://docs.rs/avian3d/latest/avian3d/debug_render/struct.PhysicsDebugPlugin.html)
|
||||
> to your Bevy app to see the colliders at runtime.
|
||||
|
||||
## Add Dynamic Colliders
|
||||
|
||||
Now let's go for some more complex shapes.
|
||||
@ -337,7 +367,7 @@ or just quickly want to test something. For this, we are going to use dynamic co
|
||||
|
||||
### Convex
|
||||
|
||||
Go back to the `Library` scene, add a new collection, and name it `Torus`. Select `Add` -> `Mesh` -> `Torus`. Leave it at the default transform. Add a `RigidBody` to it. Your scene should now look like this:
|
||||
Go back to the `Library` scene, add a new collection, and name it `Convex`. Select `Add` -> `Mesh` -> `Torus`. Leave it at the default transform. Add a `RigidBody` to it. Your scene should now look like this:
|
||||
|
||||
<details>
|
||||
<summary>A simple torus</summary>
|
||||
@ -355,7 +385,7 @@ You can access it by expanding your object in the outliner. Its icon is a green
|
||||
|
||||
<details>
|
||||
<summary>The selected mesh</summary>
|
||||
<img src="img/selected_mesh.png" width = 50%/>
|
||||
<img src="img/select_mesh.png" width = 50%/>
|
||||
</details>
|
||||
|
||||
With the *mesh* selected, add a `ColliderConstructor` to it. Set the variant to `ConvexHullFromMesh`.
|
||||
@ -366,11 +396,21 @@ If you did everything correctly, the component manager should say "Components fo
|
||||
<img src="img/torus_component.png" width = 50%/>
|
||||
</details>
|
||||
|
||||
That's all for now
|
||||
Go to the `World` scene and add an instance of the `Convex` collection. Save the scene, then run the game to see the torus fall down.
|
||||
|
||||
<details>
|
||||
<summary>The convex collider falling</summary>
|
||||
<img src="img/falling_convex.gif" width = 50%/>
|
||||
</details>
|
||||
|
||||
> [!TIP]
|
||||
> Is your game crashing with `Tried to add a collider to entity Torus via ConvexHullFromMesh that requires a mesh, but no mesh handle was found`?
|
||||
> That means you added your `ColliderConstructor` to the object instead of the mesh.
|
||||
> Go back to the screenshots above and make sure you have the mesh selected when adding the component.
|
||||
|
||||
### Concave
|
||||
|
||||
Add a new collection and name it `Monkey`. Select `Add` -> `Mesh` -> `Monkey`.
|
||||
Add a new collection and name it `Concave`. Select `Add` -> `Mesh` -> `Monkey`.
|
||||
Yes, Blender has a builtin method for creating Suzanne, its monkey mascot. Isn't it great?
|
||||
Anyways, add a rigid body to it. Afterwards, just as before, select the *mesh* of the monkey.
|
||||
Add a `ColliderConstructor` to it. This time, set the variant to `TrimeshFromMesh`.
|
||||
@ -381,22 +421,13 @@ Add a `ColliderConstructor` to it. This time, set the variant to `TrimeshFromMes
|
||||
> That means that any objects that are completely inside the mesh will not collide with it.
|
||||
> Only use a concave collider if you *really* need it.
|
||||
|
||||
## Add the Dynamic Colliders to the World
|
||||
|
||||
Save the scene to let Blenvy export everything.
|
||||
Go back to the `World` scene. Add instances of the `Torus` and `Monkey` collections to the world and run the game with `cargo run`.
|
||||
They should now fall onto the ground and interact with the other objects:
|
||||
Just as before, go to the `World` scene and add an instance of the `Concave` collection. Save the scene, then run the game to see the torus fall down.
|
||||
|
||||
<details>
|
||||
<summary>The primitive and dynamic colliders falling down</summary>
|
||||
<img src="img/falling_dyn.gif" width = 100%/>
|
||||
<summary>The concave collider falling</summary>
|
||||
<img src="img/falling_concave.gif" width = 50%/>
|
||||
</details>
|
||||
|
||||
> [!TIP]
|
||||
> Is your game crashing with `Tried to add a collider to entity Torus via <ConvexHullFromMesh or TrimeshFromMesh> that requires a mesh, but no mesh handle was found`?
|
||||
> That means you added your `ColliderConstructor` to the object instead of the mesh.
|
||||
> Go back to the screenshots above and make sure you have the mesh selected when adding the component.
|
||||
|
||||
## Other useful components
|
||||
|
||||
The object holding the `ColliderConstructor` can hold some additional components that are useful for tweaking the physics behavior.
|
||||
|
BIN
examples/save_load/art/save_load.blend
Normal file
@ -1 +0,0 @@
|
||||
({})
|
@ -1,8 +0,0 @@
|
||||
({
|
||||
"world":File (path: "models/World.glb"),
|
||||
"world_dynamic":File (path: "models/World_dynamic.glb"),
|
||||
|
||||
"models": Folder (
|
||||
path: "models/library",
|
||||
),
|
||||
})
|
BIN
examples/save_load/assets/blueprints/Mover.glb
Normal file
5
examples/save_load/assets/blueprints/Mover.meta.ron
Normal file
@ -0,0 +1,5 @@
|
||||
(
|
||||
assets:
|
||||
[
|
||||
]
|
||||
)
|
BIN
examples/save_load/assets/blueprints/Pillar.glb
Normal file
5
examples/save_load/assets/blueprints/Pillar.meta.ron
Normal file
@ -0,0 +1,5 @@
|
||||
(
|
||||
assets:
|
||||
[
|
||||
]
|
||||
)
|
BIN
examples/save_load/assets/levels/World.glb
Normal file
9
examples/save_load/assets/levels/World.meta.ron
Normal file
@ -0,0 +1,9 @@
|
||||
(
|
||||
assets:
|
||||
[
|
||||
("Pillar", File ( path: "blueprints/Pillar.glb" )),
|
||||
("Stone", File ( path: "materials/Stone.glb" )),
|
||||
("Mover", File ( path: "blueprints/Mover.glb" )),
|
||||
("Material.001", File ( path: "materials/Material.001.glb" )),
|
||||
]
|
||||
)
|
BIN
examples/save_load/assets/levels/World_dynamic.glb
Normal file
14228
examples/save_load/assets/registry.json
Normal file
@ -1,14 +1,11 @@
|
||||
use std::any::TypeId;
|
||||
|
||||
use bevy::{prelude::*, utils::hashbrown::HashSet};
|
||||
use blenvy::{AddToGameWorld, BlenvyPlugin, BluePrintBundle, BlueprintInfo, DynamicBlueprintInstance, GameWorldTag, HideUntilReady, SpawnBlueprint};
|
||||
use blenvy::{AddToGameWorld, BlenvyPlugin, BluePrintBundle, BlueprintInfo, Dynamic, DynamicBlueprintInstance, GameWorldTag, HideUntilReady, SaveRequest, SpawnBlueprint};
|
||||
use rand::Rng;
|
||||
|
||||
mod core;
|
||||
use crate::core::*;
|
||||
|
||||
mod game;
|
||||
use game::*;
|
||||
// mod game;
|
||||
// use game::*;
|
||||
|
||||
mod component_examples;
|
||||
use component_examples::*;
|
||||
@ -37,13 +34,12 @@ fn main() {
|
||||
..Default::default()
|
||||
},
|
||||
// our custom plugins
|
||||
CorePlugin, // reusable plugins
|
||||
GamePlugin, // specific to our game
|
||||
// GamePlugin, // specific to our game
|
||||
ComponentsExamplesPlugin, // Showcases different type of components /structs
|
||||
))
|
||||
|
||||
.add_systems(Startup, setup_game)
|
||||
.add_systems(Update, (spawn_blueprint_instance, save_game, load_game))
|
||||
.add_systems(Update, (spawn_blueprint_instance, move_movers, save_game, load_game))
|
||||
|
||||
.run();
|
||||
}
|
||||
@ -60,6 +56,13 @@ fn setup_game(
|
||||
HideUntilReady, // only reveal the level once it is ready
|
||||
GameWorldTag,
|
||||
));
|
||||
|
||||
// here we spawn our game world/level, which is also a blueprint !
|
||||
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
|
||||
));
|
||||
}
|
||||
|
||||
// you can also spawn blueprint instances at runtime
|
||||
@ -90,14 +93,46 @@ fn spawn_blueprint_instance(
|
||||
}
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
fn save_game(
|
||||
keycode: Res<ButtonInput<KeyCode>>,
|
||||
|
||||
mut save_requests: EventWriter<SaveRequest>,
|
||||
) {
|
||||
if keycode.just_pressed(KeyCode::KeyS) {
|
||||
save_requests.send(SaveRequest {
|
||||
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>>,
|
||||
|
@ -1,12 +1,14 @@
|
||||
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):
|
||||
is_dynamic = object['Dynamic'] if 'Dynamic' in object else False
|
||||
is_dynamic = get_bevy_component_value_by_long_name(object, 'blenvy::save_load::Dynamic') is not None
|
||||
#is_dynamic = object['Dynamic'] if 'Dynamic' in object else False
|
||||
# only look for data in the original collection if it is not alread marked as dynamic at instance level
|
||||
if not is_dynamic and object.type == 'EMPTY' and hasattr(object, 'instance_collection') and object.instance_collection is not None :
|
||||
#print("collection", object.instance_collection, "object", object.name)
|
||||
@ -14,15 +16,18 @@ def is_object_dynamic(object):
|
||||
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:
|
||||
"""for object in original_collection.objects:
|
||||
#print(" inner", object)
|
||||
if object.type == 'EMPTY' and object.name.endswith("components"):
|
||||
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
|
||||
break"""
|
||||
print("IS OBJECT DYNAMIC", object, is_dynamic)
|
||||
|
||||
return is_dynamic
|
||||
|
||||
def is_object_static(object):
|
||||
|
@ -1,10 +1,8 @@
|
||||
import os
|
||||
import bpy
|
||||
from pathlib import Path
|
||||
|
||||
from blenvy.core.helpers_collections import (traverse_tree)
|
||||
from blenvy.core.object_makers import make_cube
|
||||
from blenvy.materials.materials_helpers import add_material_info_to_objects, get_all_materials
|
||||
from ..common.generate_temporary_scene_and_export import generate_temporary_scene_and_export
|
||||
from ..common.export_gltf import (generate_gltf_export_settings)
|
||||
|
||||
|