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6 Commits

Author SHA1 Message Date
Jan Hohenheim d0dad53253
Merge 67756dd2cd into d08c235122 2024-08-03 19:00:09 +02:00
Jan Hohenheim 67756dd2cd
Fix missing image 2024-08-03 19:00:00 +02:00
Jan Hohenheim b00ef0a9a8
React to feedback 2024-08-03 18:42:08 +02:00
kaosat.dev d08c235122 feat(examples:Save_load): created much simpler example for save load
* removed old assets & co
 * fresh blend with Blenvy logic
 * generated assets (wip)
 * started updating code (wip)
2024-08-03 01:29:34 +02:00
kaosat.dev 171ec7490a feat(Blenvy:Bevy): slowly adding back save/load (wip)
* moved out old code
 * added very basics of saving (HEAVY WIP)
2024-08-03 01:28:46 +02:00
kaosat.dev ae9f07f549 feat(Blenvy:Blender): started upgrading code relevant to save/load, dynamic entities etc
* using some of the newer components api to determine if an object/its collection is dynamic or not
2024-08-03 01:27:44 +02:00
50 changed files with 14951 additions and 1386 deletions

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@ -10,6 +10,9 @@ pub use registry::*;
pub mod blueprints;
pub use blueprints::*;
pub mod save_load;
pub use save_load::*;
#[derive(Clone, Resource)]
pub struct BlenvyConfig {
// registry
@ -26,6 +29,8 @@ pub struct BlenvyConfig {
// save & load
pub(crate) save_component_filter: SceneFilter,
pub(crate) save_resource_filter: SceneFilter,
//pub(crate) save_path: PathBuf,
// save_path: PathBuf::from("saves"),
}
#[derive(Debug, Clone)]
@ -63,6 +68,7 @@ impl Plugin for BlenvyPlugin {
#[cfg(not(target_arch = "wasm32"))]
ExportRegistryPlugin::default(),
BlueprintsPlugin::default(),
SaveLoadPlugin::default()
))
.insert_resource(BlenvyConfig {
export_registry: self.export_registry,

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@ -1,108 +1,59 @@
pub mod saveable;
use std::path::PathBuf;
pub use saveable::*;
pub mod saving;
pub use saving::*;
pub mod loading;
pub use loading::*;
use bevy::core_pipeline::core_3d::{Camera3dDepthTextureUsage, ScreenSpaceTransmissionQuality};
use bevy::prelude::*;
use bevy::prelude::{App, IntoSystemConfigs, Plugin};
use blenvy::GltfBlueprintsSet;
#[derive(SystemSet, Debug, Hash, PartialEq, Eq, Clone)]
pub enum SavingSet {
Save,
}
#[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;
#[derive(SystemSet, Debug, Hash, PartialEq, Eq, Clone)]
pub enum LoadingSet {
Load,
}
#[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;
// Plugin configuration
#[derive(Component, Debug)]
/// internal helper component to store parents before resetting them
pub(crate) struct OriginalParent(pub(crate) Entity);
#[derive(Clone, Resource)]
pub struct SaveLoadConfig {
pub(crate) save_path: PathBuf,
pub(crate) component_filter: SceneFilter,
pub(crate) resource_filter: SceneFilter,
}
// define the plugin
pub struct SaveLoadPlugin {
pub component_filter: SceneFilter,
pub resource_filter: SceneFilter,
pub save_path: PathBuf,
}
impl Default for SaveLoadPlugin {
fn default() -> Self {
Self {
component_filter: SceneFilter::default(),
resource_filter: SceneFilter::default(),
save_path: PathBuf::from("scenes"),
}
}
}
/// Marker component to Flag the root entity of all static entities (immutables)
#[derive(Component, Reflect, Debug, Default)]
#[reflect(Component)]
pub struct StaticEntitiesRoot;
/// Marker component to Flag the root entity of all dynamic entities (mutables)
#[derive(Component, Reflect, Debug, Default)]
#[reflect(Component)]
pub struct DynamicEntitiesRoot;
#[derive(Resource, Clone, Debug, Default, Reflect)]
#[reflect(Resource)]
pub struct StaticEntitiesBlueprintInfo {
//pub blueprint_info: BlueprintInfo,
pub path: String,
}
pub mod saving;
pub use saving::*;
#[derive(Debug, Clone, Default)]
/// Plugin for saving & loading
pub struct SaveLoadPlugin {}
impl Plugin for SaveLoadPlugin {
fn build(&self, app: &mut App) {
app.register_type::<Dynamic>()
.register_type::<StaticEntitiesRoot>()
// TODO: remove these in bevy 0.13, as these are now registered by default
.register_type::<Camera3dDepthTextureUsage>()
.register_type::<ScreenSpaceTransmissionQuality>()
.register_type::<StaticEntitiesStorage>()
.add_event::<SaveRequest>()
.add_event::<LoadRequest>()
.add_event::<LoadingFinished>()
.add_event::<SavingFinished>()
.insert_resource(SaveLoadConfig {
save_path: self.save_path.clone(),
component_filter: self.component_filter.clone(),
resource_filter: self.resource_filter.clone(),
})
.configure_sets(
Update,
(LoadingSet::Load).chain().before(GltfBlueprintsSet::Spawn), //.before(GltfComponentsSet::Injection)
)
.add_event::<SaveRequest>()
.add_event::<SaveFinished>()
.add_systems(
PreUpdate,
Update,
(prepare_save_game, apply_deferred, save_game, cleanup_save)
.chain()
.run_if(should_save),
)
.add_systems(Update, mark_load_requested)
.add_systems(
Update,
(unload_world, apply_deferred, load_game)
.chain()
.run_if(resource_exists::<LoadRequested>)
.run_if(not(resource_exists::<LoadFirstStageDone>))
.in_set(LoadingSet::Load),
)
.add_systems(
Update,
(load_static, apply_deferred, cleanup_loaded_scene)
.chain()
.run_if(resource_exists::<LoadFirstStageDone>)
// .run_if(in_state(AppState::LoadingGame))
.in_set(LoadingSet::Load),
);
;
}
}

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@ -0,0 +1,76 @@
pub mod saveable;
use std::path::PathBuf;
pub use saveable::*;
pub mod saving;
pub use saving::*;
pub mod loading;
pub use loading::*;
use bevy::core_pipeline::core_3d::{Camera3dDepthTextureUsage, ScreenSpaceTransmissionQuality};
use bevy::prelude::*;
use bevy::prelude::{App, IntoSystemConfigs, Plugin};
use blenvy::GltfBlueprintsSet;
#[derive(SystemSet, Debug, Hash, PartialEq, Eq, Clone)]
pub enum SavingSet {
Save,
}
#[derive(SystemSet, Debug, Hash, PartialEq, Eq, Clone)]
pub enum LoadingSet {
Load,
}
#[derive(Component, Reflect, Debug, Default)]
#[reflect(Component)]
pub struct StaticEntitiesRoot;
#[derive(Component, Reflect, Debug, Default)]
#[reflect(Component)]
pub struct DynamicEntitiesRoot;
impl Plugin for SaveLoadPlugin {
fn build(&self, app: &mut App) {
app.register_type::<Dynamic>()
.register_type::<StaticEntitiesRoot>()
// TODO: remove these in bevy 0.13, as these are now registered by default
.register_type::<Camera3dDepthTextureUsage>()
.register_type::<ScreenSpaceTransmissionQuality>()
.register_type::<StaticEntitiesStorage>()
.add_event::<SaveRequest>()
.add_event::<LoadRequest>()
.add_event::<LoadingFinished>()
.add_event::<SavingFinished>()
.configure_sets(
Update,
(LoadingSet::Load).chain().before(GltfBlueprintsSet::Spawn), //.before(GltfComponentsSet::Injection)
)
.add_systems(
PreUpdate,
(prepare_save_game, apply_deferred, save_game, cleanup_save)
.chain()
.run_if(should_save),
)
.add_systems(Update, mark_load_requested)
.add_systems(
Update,
(unload_world, apply_deferred, load_game)
.chain()
.run_if(resource_exists::<LoadRequested>)
.run_if(not(resource_exists::<LoadFirstStageDone>))
.in_set(LoadingSet::Load),
)
.add_systems(
Update,
(load_static, apply_deferred, cleanup_loaded_scene)
.chain()
.run_if(resource_exists::<LoadFirstStageDone>)
// .run_if(in_state(AppState::LoadingGame))
.in_set(LoadingSet::Load),
);
}
}

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@ -0,0 +1,196 @@
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::{DynamicEntitiesRoot, SaveLoadConfig, StaticEntitiesRoot};
#[derive(Event, Debug)]
pub struct SaveRequest {
pub path: String,
}
#[derive(Event)]
pub struct SavingFinished;
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>)>,
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>>,
mut commands: Commands,
) {
for entity in saveables.iter() {
commands.entity(entity).insert(SpawnHere);
}
for (entity, parent, children) in dynamic_entities.iter() {
let parent = parent.get();
if root_entities.contains(parent) {
commands.entity(entity).insert(RootEntity);
}
if let Some(children) = children {
for sub_child in children.iter() {
if !dynamic_entities.contains(*sub_child) {
commands.entity(*sub_child).insert(OriginalParent(entity));
commands.entity(entity).remove_children(&[*sub_child]);
}
}
}
}
for (_, blueprint_name, library) 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");
let mut save_path: String = "".into();
let mut events = world.resource_mut::<Events<SaveRequest>>();
for event in events.get_reader().read(&events) {
info!("SAVE EVENT !! {:?}", event);
save_path.clone_from(&event.path);
}
events.clear();
let saveable_entities: Vec<Entity> = world
.query_filtered::<Entity, (With<Dynamic>, Without<InBlueprint>, Without<RootEntity>)>()
.iter(world)
.collect();
let saveable_root_entities: Vec<Entity> = world
.query_filtered::<Entity, (With<Dynamic>, Without<InBlueprint>, 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");
// we hardcode some of the always allowed types
let filter = save_load_config
.component_filter
.clone()
.allow::<Parent>()
.allow::<Children>()
.allow::<BlueprintName>()
.allow::<SpawnHere>()
.allow::<Dynamic>()
;
// 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>()
;
// for default stuff
let scene_builder = DynamicSceneBuilder::from_world(world)
.with_filter(filter.clone())
.with_resource_filter(filter_resources.clone());
let mut dyn_scene = scene_builder
.extract_resources()
.extract_entities(saveable_entities.clone().into_iter())
.remove_empty_entities()
.build();
// for root entities
let scene_builder_root = DynamicSceneBuilder::from_world(world)
.with_filter(filter_root.clone())
.with_resource_filter(filter_resources.clone());
// FIXME : add back
let mut dyn_scene_root = scene_builder_root
.extract_resources()
.extract_entities(
saveable_root_entities.clone().into_iter(), // .chain(static_world_markers.into_iter()),
)
.remove_empty_entities()
.build();
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();
let save_path = Path::new("assets")
.join(&save_load_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);
// world.send_event(SavingFinished);
#[cfg(not(target_arch = "wasm32"))]
IoTaskPool::get()
.spawn(async move {
// Write the scene RON data to file
File::create(save_path)
.and_then(|mut file| file.write(serialized_scene.as_bytes()))
.expect("Error while writing save to file");
})
.detach();
}
pub(crate) fn cleanup_save(
needs_parent_reset: Query<(Entity, &OriginalParent)>,
mut saving_finished: EventWriter<SavingFinished>,
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);
}
/*
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);
}
}*/

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@ -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);

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@ -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);
}
/*
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);
}
}*/
// commands.remove_resource::<StaticEntitiesStorage>();
saving_finished.send(SaveFinished);
}

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@ -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.

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@ -1 +0,0 @@
({})

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@ -1,8 +0,0 @@
({
"world":File (path: "models/World.glb"),
"world_dynamic":File (path: "models/World_dynamic.glb"),
"models": Folder (
path: "models/library",
),
})

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

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

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@ -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" )),
]
)

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@ -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
@ -90,15 +93,47 @@ fn spawn_blueprint_instance(
}
}
fn save_game(
keycode: Res<ButtonInput<KeyCode>>,
fn move_movers(
mut movers: Query<(&mut Transform), With<Dynamic>>
) {
if keycode.just_pressed(KeyCode::KeyS) {
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>>,
) {

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@ -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):

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@ -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)