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53e68ad58f
@ -66,12 +66,14 @@ pub(crate) fn materials_inject(
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} else {
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} else {
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let material_file_handle: Handle<Gltf> = asset_server.load(materials_path.clone());
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let material_file_handle: Handle<Gltf> = asset_server.load(materials_path.clone());
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let material_file_id = material_file_handle.id();
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let material_file_id = material_file_handle.id();
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let asset_infos: Vec<AssetLoadTracker<Gltf>> = vec![AssetLoadTracker {
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let asset_infos: Vec<AssetLoadTracker<Gltf>> = vec![
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AssetLoadTracker {
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name: material_full_path,
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name: material_full_path,
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id: material_file_id,
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id: material_file_id,
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loaded: false,
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loaded: false,
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handle: material_file_handle.clone(),
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handle: material_file_handle.clone(),
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}];
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}
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];
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commands
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commands
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.entity(entity)
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.entity(entity)
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@ -46,12 +46,10 @@ pub struct AddToGameWorld;
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/// helper component, just to transfer child data
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/// helper component, just to transfer child data
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pub(crate) struct OriginalChildren(pub Vec<Entity>);
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pub(crate) struct OriginalChildren(pub Vec<Entity>);
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/// helper component, is used to store the list of sub blueprints to enable automatic loading of dependend blueprints
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#[derive(Component, Reflect, Default, Debug)]
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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#[reflect(Component)]
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pub struct BlueprintsList(pub HashMap<String, Vec<String>>);
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pub struct BlueprintsList(pub HashMap<String, Vec<String>>);
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/// helper component, for tracking loaded assets's loading state, id , handle etc
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#[derive(Default, Debug)]
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#[derive(Default, Debug)]
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pub(crate) struct AssetLoadTracker<T: bevy::prelude::Asset> {
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pub(crate) struct AssetLoadTracker<T: bevy::prelude::Asset> {
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#[allow(dead_code)]
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#[allow(dead_code)]
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@ -61,8 +59,6 @@ pub(crate) struct AssetLoadTracker<T: bevy::prelude::Asset> {
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#[allow(dead_code)]
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#[allow(dead_code)]
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pub handle: Handle<T>,
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pub handle: Handle<T>,
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}
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}
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/// helper component, for tracking loaded assets
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#[derive(Component, Debug)]
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#[derive(Component, Debug)]
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pub(crate) struct AssetsToLoad<T: bevy::prelude::Asset> {
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pub(crate) struct AssetsToLoad<T: bevy::prelude::Asset> {
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pub all_loaded: bool,
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pub all_loaded: bool,
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@ -71,15 +67,11 @@ pub(crate) struct AssetsToLoad<T: bevy::prelude::Asset> {
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}
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}
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impl <T: bevy::prelude::Asset>Default for AssetsToLoad<T> {
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impl <T: bevy::prelude::Asset>Default for AssetsToLoad<T> {
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fn default() -> Self {
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fn default() -> Self {
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Self {
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Self { all_loaded: Default::default(), asset_infos: Default::default(), progress: Default::default() }
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all_loaded: Default::default(),
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asset_infos: Default::default(),
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progress: Default::default(),
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}
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}
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}
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}
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}
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/// flag component, usually added when a blueprint is loaded
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/// flag component
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#[derive(Component)]
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#[derive(Component)]
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pub(crate) struct BlueprintAssetsLoaded;
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pub(crate) struct BlueprintAssetsLoaded;
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/// flag component
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/// flag component
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@ -229,7 +221,7 @@ pub(crate) fn spawn_from_blueprints(
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name,
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name,
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) in spawn_placeholders.iter()
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) in spawn_placeholders.iter()
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{
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{
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debug!(
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info!(
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"attempting to spawn {:?} for entity {:?}, id: {:?}, parent:{:?}",
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"attempting to spawn {:?} for entity {:?}, id: {:?}, parent:{:?}",
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blupeprint_name.0, name, entity, original_parent
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blupeprint_name.0, name, entity, original_parent
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);
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);
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@ -1,5 +1,7 @@
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use bevy::prelude::*;
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use bevy::prelude::*;
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use bevy_gltf_blueprints::{BluePrintBundle, BlueprintName, GameWorldTag};
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use bevy_gltf_blueprints::{
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BluePrintBundle, BlueprintName, GameWorldTag,
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};
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use bevy_gltf_worlflow_examples_common_rapier::{GameState, InAppRunning};
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use bevy_gltf_worlflow_examples_common_rapier::{GameState, InAppRunning};
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use bevy_rapier3d::prelude::Velocity;
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use bevy_rapier3d::prelude::Velocity;
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@ -4,7 +4,7 @@ use std::{
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time::Duration,
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time::Duration,
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};
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};
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use bevy_gltf_blueprints::{AnimationPlayerLink, BlueprintName, BlueprintsList};
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use bevy_gltf_blueprints::{AnimationPlayerLink, BlueprintName};
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pub use in_game::*;
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pub use in_game::*;
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use bevy::{
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use bevy::{
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@ -22,8 +22,7 @@ fn start_game(mut next_app_state: ResMut<NextState<AppState>>) {
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// if the export from Blender worked correctly, we should have animations (simplified here by using AnimationPlayerLink)
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// if the export from Blender worked correctly, we should have animations (simplified here by using AnimationPlayerLink)
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// if the export from Blender worked correctly, we should have an Entity called "Cylinder" that has two components: UnitTest, TupleTestF32
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// if the export from Blender worked correctly, we should have an Entity called "Cylinder" that has two components: UnitTest, TupleTestF32
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// if the export from Blender worked correctly, we should have an Entity called "Blueprint4_nested" that has a child called "Blueprint3" that has a "BlueprintName" component with value Blueprint3
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// if the export from Blender worked correctly, we should have an Entity called "Blueprint4_nested" that has a child called "Blueprint3" that has a "BlueprintName" component with value Blueprint3
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// if the export from Blender worked correctly, we should have a blueprints_list
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#[allow(clippy::too_many_arguments)]
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fn validate_export(
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fn validate_export(
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parents: Query<&Parent>,
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parents: Query<&Parent>,
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children: Query<&Children>,
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children: Query<&Children>,
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@ -32,8 +31,6 @@ fn validate_export(
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animation_player_links: Query<(Entity, &AnimationPlayerLink)>,
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animation_player_links: Query<(Entity, &AnimationPlayerLink)>,
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exported_cylinder: Query<(Entity, &Name, &UnitTest, &TupleTestF32)>,
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exported_cylinder: Query<(Entity, &Name, &UnitTest, &TupleTestF32)>,
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empties_candidates: Query<(Entity, &Name, &GlobalTransform)>,
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empties_candidates: Query<(Entity, &Name, &GlobalTransform)>,
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blueprints_list: Query<(Entity, &BlueprintsList)>,
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) {
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) {
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let animations_found = !animation_player_links.is_empty();
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let animations_found = !animation_player_links.is_empty();
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@ -72,13 +69,11 @@ fn validate_export(
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}
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}
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}
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}
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let blueprints_list_found = !blueprints_list.is_empty();
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fs::write(
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fs::write(
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"bevy_diagnostics.json",
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"bevy_diagnostics.json",
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format!(
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format!(
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"{{ \"animations\": {}, \"cylinder_found\": {} , \"nested_blueprint_found\": {}, \"empty_found\": {}, \"blueprints_list_found\": {} }}",
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"{{ \"animations\": {}, \"cylinder_found\": {} , \"nested_blueprint_found\": {}, \"empty_found\": {} }}",
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animations_found, cylinder_found, nested_blueprint_found, empty_found, blueprints_list_found
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animations_found, cylinder_found, nested_blueprint_found, empty_found
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),
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),
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)
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)
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.expect("Unable to write file");
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.expect("Unable to write file");
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@ -104,6 +99,7 @@ impl Plugin for GamePlugin {
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.add_systems(Update, validate_export)
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.add_systems(Update, validate_export)
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.add_systems(OnEnter(AppState::MenuRunning), start_game)
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.add_systems(OnEnter(AppState::MenuRunning), start_game)
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.add_systems(OnEnter(AppState::AppRunning), setup_game)
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.add_systems(OnEnter(AppState::AppRunning), setup_game)
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.add_systems(Update, generate_screenshot.run_if(on_timer(Duration::from_secs_f32(0.2)))) // TODO: run once
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.add_systems(Update, generate_screenshot.run_if(on_timer(Duration::from_secs_f32(0.2)))) // TODO: run once
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.add_systems(
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.add_systems(
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Update,
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Update,
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@ -4,7 +4,7 @@ import bpy
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from ..helpers.generate_and_export import generate_and_export
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from ..helpers.generate_and_export import generate_and_export
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from .export_gltf import (generate_gltf_export_preferences, export_gltf)
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from .export_gltf import (generate_gltf_export_preferences, export_gltf)
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from ..modules.bevy_dynamic import is_object_dynamic, is_object_static
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from ..modules.bevy_dynamic import is_object_dynamic, is_object_static
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from ..helpers.helpers_scenes import clear_hollow_scene, copy_hollowed_collection_into, inject_blueprints_list_into_main_scene, remove_blueprints_list_from_main_scene
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from ..helpers.helpers_scenes import clear_hollow_scene, copy_hollowed_collection_into, inject_blueprints_list_into_main_scene
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# export all main scenes
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# export all main scenes
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@ -16,7 +16,6 @@ def export_main_scene(scene, folder_path, addon_prefs, library_collections):
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gltf_export_preferences = generate_gltf_export_preferences(addon_prefs)
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gltf_export_preferences = generate_gltf_export_preferences(addon_prefs)
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export_output_folder = getattr(addon_prefs,"export_output_folder")
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export_output_folder = getattr(addon_prefs,"export_output_folder")
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export_blueprints = getattr(addon_prefs,"export_blueprints")
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export_blueprints = getattr(addon_prefs,"export_blueprints")
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legacy_mode = getattr(addon_prefs, "export_legacy_mode")
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export_separate_dynamic_and_static_objects = getattr(addon_prefs, "export_separate_dynamic_and_static_objects")
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export_separate_dynamic_and_static_objects = getattr(addon_prefs, "export_separate_dynamic_and_static_objects")
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gltf_output_path = os.path.join(folder_path, export_output_folder, scene.name)
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gltf_output_path = os.path.join(folder_path, export_output_folder, scene.name)
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@ -30,7 +29,6 @@ def export_main_scene(scene, folder_path, addon_prefs, library_collections):
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}
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}
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if export_blueprints :
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if export_blueprints :
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if not legacy_mode:
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inject_blueprints_list_into_main_scene(scene)
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inject_blueprints_list_into_main_scene(scene)
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if export_separate_dynamic_and_static_objects:
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if export_separate_dynamic_and_static_objects:
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@ -71,8 +69,5 @@ def export_main_scene(scene, folder_path, addon_prefs, library_collections):
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print(" exporting gltf to", gltf_output_path, ".gltf/glb")
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print(" exporting gltf to", gltf_output_path, ".gltf/glb")
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export_gltf(gltf_output_path, export_settings)
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export_gltf(gltf_output_path, export_settings)
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if not legacy_mode:
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remove_blueprints_list_from_main_scene(scene)
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@ -73,18 +73,14 @@ def copy_hollowed_collection_into(source_collection, destination_collection, par
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"""we inject the collection/blueprint name, as a component called 'BlueprintName', but we only do this in the empty, not the original object"""
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"""we inject the collection/blueprint name, as a component called 'BlueprintName', but we only do this in the empty, not the original object"""
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empty_obj['BlueprintName'] = '"'+collection_name+'"' if legacy_mode else '("'+collection_name+'")'
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empty_obj['BlueprintName'] = '"'+collection_name+'"' if legacy_mode else '("'+collection_name+'")'
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empty_obj['SpawnHere'] = '()'
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empty_obj['SpawnHere'] = '()'
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# we also inject a list of all sub blueprints, so that the bevy side can preload them
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# we also inject a list of all sub blueprints, so that the bevy side can preload them
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if not legacy_mode:
|
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root_node = CollectionNode()
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root_node = CollectionNode()
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root_node.name = "root"
|
root_node.name = "root"
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children_per_collection = {}
|
children_per_collection = {}
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print("collection stuff", original_name)
|
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get_sub_collections([object.instance_collection], root_node, children_per_collection)
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get_sub_collections([object.instance_collection], root_node, children_per_collection)
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empty_obj["BlueprintsList"] = f"({json.dumps(dict(children_per_collection))})"
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empty_obj["BlueprintsList"] = f"({json.dumps(dict(children_per_collection))})"
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#empty_obj["Assets"] = {"Animations": [], "Materials": [], "Models":[], "Textures":[], "Audio":[], "Other":[]}
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#empty_obj["Assets"] = {"Animations": [], "Materials": [], "Models":[], "Textures":[], "Audio":[], "Other":[]}
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|
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|
|
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# we copy custom properties over from our original object to our empty
|
# we copy custom properties over from our original object to our empty
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||||||
for component_name, component_value in object.items():
|
for component_name, component_value in object.items():
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if component_name not in custom_properties_to_filter_out and is_component_valid(object, component_name): #copy only valid properties
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if component_name not in custom_properties_to_filter_out and is_component_valid(object, component_name): #copy only valid properties
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@ -167,14 +163,13 @@ def inject_blueprints_list_into_main_scene(scene):
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|||||||
print("injecting assets/blueprints data into scene")
|
print("injecting assets/blueprints data into scene")
|
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root_collection = scene.collection
|
root_collection = scene.collection
|
||||||
assets_list = None
|
assets_list = None
|
||||||
assets_list_name = f"assets_list_{scene.name}_components"
|
|
||||||
for object in scene.objects:
|
for object in scene.objects:
|
||||||
if object.name == assets_list_name:
|
if object.name == "assets_list"+scene.name:
|
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assets_list = object
|
assets_list = object
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break
|
break
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||||||
|
|
||||||
if assets_list is None:
|
if assets_list is None:
|
||||||
assets_list = make_empty(assets_list_name, [0,0,0], [0,0,0], [0,0,0], root_collection)
|
assets_list = make_empty('assets_list_'+scene.name+"_components", [0,0,0], [0,0,0], [0,0,0], root_collection)
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||||||
|
|
||||||
# find all blueprints used in a scene
|
# find all blueprints used in a scene
|
||||||
# TODO: export a tree rather than a flat list ? because you could have potential clashing items in flat lists (amongst other issues)
|
# TODO: export a tree rather than a flat list ? because you could have potential clashing items in flat lists (amongst other issues)
|
||||||
@ -184,7 +179,7 @@ def inject_blueprints_list_into_main_scene(scene):
|
|||||||
children_per_collection = {}
|
children_per_collection = {}
|
||||||
|
|
||||||
#print("collection_names", collection_names, "collections", collections)
|
#print("collection_names", collection_names, "collections", collections)
|
||||||
get_sub_collections(collections, root_node, children_per_collection)
|
(bla, bli ) = get_sub_collections(collections, root_node, children_per_collection)
|
||||||
# what about marked assets ?
|
# what about marked assets ?
|
||||||
# what about audio assets ?
|
# what about audio assets ?
|
||||||
# what about materials ?
|
# what about materials ?
|
||||||
@ -193,13 +188,4 @@ def inject_blueprints_list_into_main_scene(scene):
|
|||||||
#assets_list["blueprints_direct"] = list(collection_names)
|
#assets_list["blueprints_direct"] = list(collection_names)
|
||||||
assets_list["BlueprintsList"] = f"({json.dumps(dict(children_per_collection))})"
|
assets_list["BlueprintsList"] = f"({json.dumps(dict(children_per_collection))})"
|
||||||
#assets_list["Materials"]= '()'
|
#assets_list["Materials"]= '()'
|
||||||
|
# print("assets list", assets_list["BlueprintsList"], children_per_collection)
|
||||||
def remove_blueprints_list_from_main_scene(scene):
|
|
||||||
assets_list = None
|
|
||||||
assets_list_name = f"assets_list_{scene.name}_components"
|
|
||||||
|
|
||||||
for object in scene.objects:
|
|
||||||
if object.name == assets_list_name:
|
|
||||||
assets_list = object
|
|
||||||
if assets_list is not None:
|
|
||||||
bpy.data.objects.remove(assets_list, do_unlink=True)
|
|
||||||
|
@ -83,6 +83,7 @@ def test_export_complex(setup_data):
|
|||||||
# blueprint5 => has NO instance, not marked as asset, should NOT export
|
# blueprint5 => has NO instance, not marked as asset, should NOT export
|
||||||
|
|
||||||
assert os.path.exists(os.path.join(models_path, "World.glb")) == True
|
assert os.path.exists(os.path.join(models_path, "World.glb")) == True
|
||||||
|
|
||||||
assert os.path.exists(os.path.join(models_path, "library", "Blueprint1.glb")) == True
|
assert os.path.exists(os.path.join(models_path, "library", "Blueprint1.glb")) == True
|
||||||
assert os.path.exists(os.path.join(models_path, "library", "Blueprint2.glb")) == True
|
assert os.path.exists(os.path.join(models_path, "library", "Blueprint2.glb")) == True
|
||||||
assert os.path.exists(os.path.join(models_path, "library", "Blueprint3.glb")) == True
|
assert os.path.exists(os.path.join(models_path, "library", "Blueprint3.glb")) == True
|
||||||
@ -91,11 +92,6 @@ def test_export_complex(setup_data):
|
|||||||
assert os.path.exists(os.path.join(models_path, "library", "Blueprint6_animated.glb")) == True
|
assert os.path.exists(os.path.join(models_path, "library", "Blueprint6_animated.glb")) == True
|
||||||
assert os.path.exists(os.path.join(models_path, "library", "Blueprint7_hierarchy.glb")) == True
|
assert os.path.exists(os.path.join(models_path, "library", "Blueprint7_hierarchy.glb")) == True
|
||||||
|
|
||||||
# 'assets_list_'+scene.name+"_components" should have been removed after the export
|
|
||||||
assets_list_object_name = "assets_list_"+"World"+"_components"
|
|
||||||
assets_list_object_present = assets_list_object_name in bpy.data.objects
|
|
||||||
assert assets_list_object_present == False
|
|
||||||
|
|
||||||
# now run bevy
|
# now run bevy
|
||||||
command = "cargo run --features bevy/dynamic_linking"
|
command = "cargo run --features bevy/dynamic_linking"
|
||||||
FNULL = open(os.devnull, 'w') #use this if you want to suppress output to stdout from the subprocess
|
FNULL = open(os.devnull, 'w') #use this if you want to suppress output to stdout from the subprocess
|
||||||
@ -109,7 +105,6 @@ def test_export_complex(setup_data):
|
|||||||
assert diagnostics["animations"] == True
|
assert diagnostics["animations"] == True
|
||||||
assert diagnostics["cylinder_found"] == True
|
assert diagnostics["cylinder_found"] == True
|
||||||
assert diagnostics["empty_found"] == True
|
assert diagnostics["empty_found"] == True
|
||||||
assert diagnostics["blueprints_list_found"] == True
|
|
||||||
|
|
||||||
# last but not least, do a visual compare
|
# last but not least, do a visual compare
|
||||||
screenshot_expected_path = os.path.join(root_path, "expected_screenshot.png")
|
screenshot_expected_path = os.path.join(root_path, "expected_screenshot.png")
|
||||||
|
Loading…
Reference in New Issue
Block a user