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6dde9823ed
...
6cbb144746
@ -1,10 +1,10 @@
|
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use bevy::{math::Vec3A, prelude::*, render::primitives::Aabb};
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use crate::{BlenvyConfig, BlueprintReadyForFinalizing, BlueprintReadyForPostProcess};
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use crate::{BlenvyConfig, Spawned};
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/// helper system that computes the compound aabbs of the scenes/blueprints
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pub fn compute_scene_aabbs(
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root_entities: Query<(Entity, &Name), (With<BlueprintReadyForPostProcess>, Without<Aabb>)>,
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root_entities: Query<(Entity, &Name), (With<Spawned>, Without<Aabb>)>,
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children: Query<&Children>,
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existing_aabbs: Query<&Aabb>,
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@ -21,10 +21,10 @@ pub fn compute_scene_aabbs(
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.aabb_cache
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.get(&name.to_string())
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.expect("we should have the aabb available");
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commands.entity(root_entity).insert(*aabb).insert(BlueprintReadyForFinalizing);
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commands.entity(root_entity).insert(*aabb);
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} else {
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let aabb = compute_descendant_aabb(root_entity, &children, &existing_aabbs);
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commands.entity(root_entity).insert(aabb).insert(BlueprintReadyForFinalizing);
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commands.entity(root_entity).insert(aabb);
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blenvy_config.aabb_cache.insert(name.to_string(), aabb);
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}
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}
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|
@ -107,36 +107,35 @@ impl Plugin for BlueprintsPlugin {
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(
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blueprints_prepare_spawn,
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blueprints_check_assets_loading,
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blueprints_assets_ready,
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blueprints_scenes_spawned,
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blueprints_transfer_components,
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blueprints_spawn,
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(compute_scene_aabbs, apply_deferred)
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.chain(),
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// .run_if(aabbs_enabled),
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apply_deferred,
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blueprints_finalize_instances,
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/*(
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prepare_blueprints,
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blueprints_check_assets_loading,
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blueprints_spawn,
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apply_deferred,
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)
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.chain(),*/
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(compute_scene_aabbs, apply_deferred)
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.chain()
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.run_if(aabbs_enabled),
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apply_deferred,
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(
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materials_inject,
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check_for_material_loaded,
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materials_inject2,
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)
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.chain()*/
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.chain()
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)
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.chain()
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.in_set(GltfBlueprintsSet::Spawn),
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)
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/* .add_systems(
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.add_systems(
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Update,
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(spawned_blueprint_post_process, apply_deferred)
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.chain()
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.in_set(GltfBlueprintsSet::AfterSpawn),
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)*/
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)
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/* .add_systems(
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Update,
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(
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@ -146,7 +145,6 @@ impl Plugin for BlueprintsPlugin {
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)*/
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.add_systems(Update, react_to_asset_changes)
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// .add_systems(Update, track_sub_blueprints)
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;
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}
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}
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|
@ -1,6 +1,6 @@
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use std::path::{Path, PathBuf};
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use bevy::{asset::LoadedUntypedAsset, ecs::entity, gltf::Gltf, prelude::*, render::view::visibility, scene::SceneInstance, transform::commands, utils::hashbrown::HashMap};
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use bevy::{asset::LoadedUntypedAsset, gltf::Gltf, prelude::*, render::view::visibility, scene::SceneInstance, transform::commands, utils::hashbrown::HashMap};
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use serde_json::Value;
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use crate::{BlueprintAssets, BlueprintAssetsLoadState, AssetLoadTracker, BlenvyConfig, BlueprintAnimations, BlueprintAssetsLoaded, BlueprintAssetsNotLoaded};
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@ -65,7 +65,6 @@ pub enum BlueprintEvent {
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/// event fired when a blueprint has finished loading its assets & before it attempts spawning
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AssetsLoaded {
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entity: Entity,
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blueprint_name: String,
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blueprint_path: String,
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// TODO: add assets list ?
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@ -74,40 +73,18 @@ pub enum BlueprintEvent {
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/// - all its assets have been loaded
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/// - the spawning attempt has been sucessfull
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Spawned {
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entity: Entity,
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blueprint_name: String,
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blueprint_path: String,
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},
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///
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Ready {
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entity: Entity,
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blueprint_path: String,
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}
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}
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// TODO: move this somewhere else ?
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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 DynamicBlueprintInstance;
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// TODO: move these somewhere else ?
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#[derive(Component, Reflect, Debug, Default)]
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#[reflect(Component)]
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/// component gets added when a blueprint starts spawning, removed when spawning is done
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pub struct BlueprintSpawning;
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#[derive(Component, Reflect, Debug, Default)]
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#[reflect(Component)]
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/// component gets added when a blueprint spawning is done
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pub struct BlueprintSpawned;
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use gltf::Gltf as RawGltf;
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pub(crate) fn blueprints_prepare_spawn(
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@ -124,8 +101,8 @@ asset_server: Res<AssetServer>,
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) {
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for (entity, blueprint_info, parent, all_assets) in blueprint_instances_to_spawn.iter() {
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info!("BLUEPRINT: to spawn detected: {:?} path:{:?}", blueprint_info.name, blueprint_info.path);
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//println!("all assets {:?}", all_assets);
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println!("Detected blueprint to spawn: {:?} path:{:?}", blueprint_info.name, blueprint_info.path);
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println!("all assets {:?}", all_assets);
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//////////////
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// we add the asset of the blueprint itself
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@ -147,7 +124,7 @@ asset_server: Res<AssetServer>,
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// and we also add all its assets
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/* prefetch attempt */
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let gltf = RawGltf::open(format!("assets/{}", blueprint_info.path)).unwrap();
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let gltf = RawGltf::open(format!("assets/{}", blueprint_info.path)).unwrap();// RawGltf::open("examples/Box.gltf")?;
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for scene in gltf.scenes() {
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let foo_extras = scene.extras().clone().unwrap();
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@ -160,7 +137,7 @@ asset_server: Res<AssetServer>,
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let assets_raw = &lookup["BlueprintAssets"];
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//println!("ASSETS RAW {}", assets_raw);
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let all_assets: BlueprintAssets = ron::from_str(&assets_raw.as_str().unwrap()).unwrap();
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// println!("all_assets {:?}", all_assets);
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println!("all_assets {:?}", all_assets);
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for asset in all_assets.assets.iter() {
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let untyped_handle = asset_server.load_untyped(&asset.path);
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@ -197,9 +174,6 @@ asset_server: Res<AssetServer>,
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} else {
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commands.entity(entity).insert(BlueprintAssetsLoaded);
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}
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commands.entity(entity).insert(BlueprintSpawning);
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}
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}
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@ -242,8 +216,8 @@ pub(crate) fn blueprints_check_assets_loading(
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if all_loaded {
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assets_to_load.all_loaded = true;
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// println!("LOADING: DONE for ALL assets of {:?} (instance of {}), preparing for spawn", entity_name, blueprint_info.path);
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// blueprint_events.send(BlueprintEvent::AssetsLoaded {blueprint_name:"".into(), blueprint_path: blueprint_info.path.clone() });
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println!("LOADING: in progress for ALL assets of {:?} (instance of {}), preparing for spawn", entity_name, blueprint_info.path);
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blueprint_events.send(BlueprintEvent::AssetsLoaded {blueprint_name:"".into(), blueprint_path: blueprint_info.path.clone() });
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commands
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.entity(entity)
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@ -252,35 +226,106 @@ pub(crate) fn blueprints_check_assets_loading(
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//.remove::<BlueprintAssetsLoadState>() //REMOVE it in release mode/ when hot reload is off, keep it for dev/hot reload
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;
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}else {
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// println!("LOADING: in progress for ALL assets of {:?} (instance of {}): {} ",entity_name, blueprint_info.path, progress * 100.0);
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println!("LOADING: done for ALL assets of {:?} (instance of {}): {} ",entity_name, blueprint_info.path, progress * 100.0);
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}
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}
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}
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/*
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pub(crate) fn hot_reload_asset_check(
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mut blueprint_assets: Query<
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(Entity, Option<&Name>, &BlueprintInfo, &mut BlueprintAssetsLoadState)>,
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asset_server: Res<AssetServer>,
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mut commands: Commands,
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){
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for (entity, entity_name, blueprint_info, mut assets_to_load) in blueprint_assets.iter_mut() {
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for tracker in assets_to_load.asset_infos.iter_mut() {
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let asset_id = tracker.id;
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asset_server.is_changed()
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if asset_server.load_state(asset_id) == bevy::asset::LoadState::
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match asset_server.load_state(asset_id) {
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bevy::asset::LoadState::Failed(_) => {
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failed = true
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},
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_ => {}
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||||
}
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}
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//AssetEvent::Modified`
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}
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}*/
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use bevy::asset::AssetEvent;
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pub(crate) fn react_to_asset_changes(
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mut gltf_events: EventReader<AssetEvent<Gltf>>,
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mut untyped_events: EventReader<AssetEvent<LoadedUntypedAsset>>,
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mut blueprint_assets: Query<(Entity, Option<&Name>, &BlueprintInfo, &mut BlueprintAssetsLoadState, Option<&Children>)>,
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asset_server: Res<AssetServer>,
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mut commands: Commands,
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) {
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for event in gltf_events.read() {
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// LoadedUntypedAsset
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match event {
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AssetEvent::Modified { id } => {
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// React to the image being modified
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// println!("Modified gltf {:?}", asset_server.get_path(*id));
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for (entity, entity_name, blueprint_info, mut assets_to_load, children) in blueprint_assets.iter_mut() {
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for tracker in assets_to_load.asset_infos.iter_mut() {
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if asset_server.get_path(*id).is_some() {
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if tracker.path == asset_server.get_path(*id).unwrap().to_string() {
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println!("HOLY MOLY IT DETECTS !!, now respawn {:?}", entity_name);
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if children.is_some() {
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for child in children.unwrap().iter(){
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commands.entity(*child).despawn_recursive();
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}
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}
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commands.entity(entity)
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.remove::<BlueprintAssetsLoaded>()
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.remove::<SceneInstance>()
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.remove::<BlueprintAssetsLoadState>()
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.insert(SpawnHere);
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||||
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break;
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||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
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||||
_ => {}
|
||||
}
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||||
}
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||||
}
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pub(crate) fn blueprints_assets_ready(spawn_placeholders: Query<
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(
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Entity,
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||||
&BlueprintInfo,
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||||
Option<&Transform>,
|
||||
Option<&Parent>,
|
||||
Option<&AddToGameWorld>,
|
||||
Option<&Name>,
|
||||
),
|
||||
(
|
||||
With<BlueprintAssetsLoaded>,
|
||||
Added<BlueprintAssetsLoaded>,
|
||||
Without<BlueprintAssetsNotLoaded>,
|
||||
),
|
||||
>,
|
||||
pub(crate) fn blueprints_spawn(
|
||||
spawn_placeholders: Query<
|
||||
(
|
||||
Entity,
|
||||
&BlueprintInfo,
|
||||
Option<&Transform>,
|
||||
Option<&Parent>,
|
||||
Option<&AddToGameWorld>,
|
||||
Option<&Name>,
|
||||
),
|
||||
(
|
||||
With<BlueprintAssetsLoaded>,
|
||||
Added<BlueprintAssetsLoaded>,
|
||||
Without<BlueprintAssetsNotLoaded>,
|
||||
),
|
||||
>,
|
||||
|
||||
mut commands: Commands,
|
||||
mut game_world: Query<Entity, With<GameWorldTag>>,
|
||||
|
||||
assets_gltf: Res<Assets<Gltf>>,
|
||||
asset_server: Res<AssetServer>,
|
||||
children: Query<&Children>,)
|
||||
{
|
||||
children: Query<&Children>,
|
||||
) {
|
||||
for (
|
||||
entity,
|
||||
blueprint_info,
|
||||
@ -290,14 +335,9 @@ pub(crate) fn blueprints_assets_ready(spawn_placeholders: Query<
|
||||
name,
|
||||
) in spawn_placeholders.iter()
|
||||
{
|
||||
/*info!(
|
||||
"BLUEPRINT: all assets loaded, attempting to spawn blueprint SCENE {:?} for entity {:?}, id: {:}, parent:{:?}",
|
||||
blueprint_info.name, name, entity, original_parent
|
||||
);*/
|
||||
|
||||
info!(
|
||||
"BLUEPRINT: all assets loaded, attempting to spawn blueprint SCENE {:?} for entity {:?}, id: {}",
|
||||
blueprint_info.name, name, entity
|
||||
"all assets loaded, attempting to spawn blueprint {:?} for entity {:?}, id: {:?}, parent:{:?}",
|
||||
blueprint_info.name, name, entity, original_parent
|
||||
);
|
||||
|
||||
// info!("attempting to spawn {:?}", model_path);
|
||||
@ -345,278 +385,25 @@ pub(crate) fn blueprints_assets_ready(spawn_placeholders: Query<
|
||||
|
||||
..Default::default()
|
||||
},
|
||||
Spawned,
|
||||
BlueprintInstanceReady, // FIXME: not sure if this is should be added here or in the post process
|
||||
OriginalChildren(original_children),
|
||||
BlueprintAnimations {
|
||||
// these are animations specific to the inside of the blueprint
|
||||
named_animations: named_animations//gltf.named_animations.clone(),
|
||||
},
|
||||
|
||||
));
|
||||
|
||||
/* if add_to_world.is_some() {
|
||||
if add_to_world.is_some() {
|
||||
let world = game_world
|
||||
.get_single_mut()
|
||||
.expect("there should be a game world present");
|
||||
commands.entity(world).add_child(entity);
|
||||
} */
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
#[derive(Component, Reflect, Debug, Default)]
|
||||
#[reflect(Component)]
|
||||
pub struct SubBlueprintsSpawnTracker{
|
||||
pub sub_blueprint_instances: HashMap<Entity, bool>
|
||||
}
|
||||
|
||||
#[derive(Component, Reflect, Debug)]
|
||||
#[reflect(Component)]
|
||||
pub struct SpawnTrackRoot(pub Entity);
|
||||
|
||||
#[derive(Component, Reflect, Debug)]
|
||||
#[reflect(Component)]
|
||||
pub struct BlueprintSceneSpawned;
|
||||
|
||||
|
||||
#[derive(Component, Reflect, Debug)]
|
||||
#[reflect(Component)]
|
||||
pub struct BlueprintChildrenReady;
|
||||
|
||||
#[derive(Component, Reflect, Debug)]
|
||||
#[reflect(Component)]
|
||||
pub struct BlueprintReadyForPostProcess;
|
||||
|
||||
|
||||
|
||||
pub(crate) fn blueprints_scenes_spawned(
|
||||
spawned_blueprint_scene_instances: Query<(Entity, Option<&Name>, Option<&Children>, Option<&SpawnTrackRoot>), (With<BlueprintSpawning>, Added<SceneInstance>)>,
|
||||
with_blueprint_infos : Query<(Entity, Option<&Name>), With<BlueprintInfo>>,
|
||||
all_children: Query<&Children>,
|
||||
|
||||
mut sub_blueprint_trackers: Query<(Entity, &mut SubBlueprintsSpawnTracker, &BlueprintInfo)>,
|
||||
|
||||
mut commands: Commands,
|
||||
) {
|
||||
for (entity, name, children, track_root) in spawned_blueprint_scene_instances.iter(){
|
||||
info!("Done spawning blueprint scene for entity named {:?} (track root: {:?})", name, track_root);
|
||||
let mut sub_blueprint_instances: Vec<Entity> = vec![];
|
||||
let mut tracker_data: HashMap<Entity, bool> = HashMap::new();
|
||||
|
||||
|
||||
if children.is_some() {
|
||||
for child in all_children.iter_descendants(entity) {
|
||||
if with_blueprint_infos.get(child).is_ok() {
|
||||
sub_blueprint_instances.push(child);
|
||||
tracker_data.insert(child, false);
|
||||
|
||||
if track_root.is_some() {
|
||||
let prev_root = track_root.unwrap().0;
|
||||
// if we already had a track root, and it is different from the current entity , change the previous track root's list of children
|
||||
if prev_root != entity {
|
||||
let mut tracker = sub_blueprint_trackers.get_mut(prev_root).expect("should have a tracker");
|
||||
tracker.1.sub_blueprint_instances.remove(&child);
|
||||
}
|
||||
}
|
||||
|
||||
commands.entity(child).insert(SpawnTrackRoot(entity));// Injecting to know which entity is the root
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
println!("sub blueprint instances {:?}", sub_blueprint_instances);
|
||||
|
||||
// TODO: how about when no sub blueprints are present
|
||||
if tracker_data.keys().len() > 0 {
|
||||
commands.entity(entity)
|
||||
.insert(SubBlueprintsSpawnTracker{sub_blueprint_instances: tracker_data.clone()});
|
||||
}else {
|
||||
commands.entity(entity).insert(BlueprintChildrenReady);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// could be done differently, by notifying each parent of a spawning blueprint that this child is done spawning ?
|
||||
// perhaps using component hooks or observers (ie , if a ComponentSpawning + Parent)
|
||||
|
||||
use crate::{
|
||||
CopyComponents,
|
||||
};
|
||||
use std::any::TypeId;
|
||||
|
||||
|
||||
/// this system is in charge of doing component transfers & co
|
||||
/// - it removes one level of useless nesting
|
||||
/// - it copies the blueprint's root components to the entity it was spawned on (original entity)
|
||||
/// - it copies the children of the blueprint scene into the original entity
|
||||
/// - it add `AnimationLink` components so that animations can be controlled from the original entity
|
||||
pub(crate) fn blueprints_transfer_components(
|
||||
foo: Query<(
|
||||
Entity,
|
||||
&Children,
|
||||
&OriginalChildren,
|
||||
Option<&Name>,
|
||||
Option<&SpawnTrackRoot>),
|
||||
Added<BlueprintChildrenReady>
|
||||
>,
|
||||
mut sub_blueprint_trackers: Query<(Entity, &mut SubBlueprintsSpawnTracker, &BlueprintInfo)>,
|
||||
all_children: Query<&Children>,
|
||||
|
||||
mut commands: Commands,
|
||||
|
||||
all_names: Query<&Name>
|
||||
) {
|
||||
|
||||
for (original, children, original_children, name, track_root) in foo.iter() {
|
||||
println!("YOOO ready !! {:?}", name);
|
||||
|
||||
if children.len() == 0 {
|
||||
warn!("timing issue ! no children found, please restart your bevy app (bug being investigated)");
|
||||
continue;
|
||||
}
|
||||
// the root node is the first & normally only child inside a scene, it is the one that has all relevant components
|
||||
let mut blueprint_root_entity = Entity::PLACEHOLDER; //FIXME: and what about childless ones ?? => should not be possible normally
|
||||
// let diff = HashSet::from_iter(original_children.0).difference(HashSet::from_iter(children));
|
||||
// we find the first child that was not in the entity before (aka added during the scene spawning)
|
||||
for child in children.iter() {
|
||||
if !original_children.0.contains(child) {
|
||||
blueprint_root_entity = *child;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// copy components into from blueprint instance's blueprint_root_entity to original entity
|
||||
commands.add(CopyComponents {
|
||||
source: blueprint_root_entity,
|
||||
destination: original,
|
||||
exclude: vec![TypeId::of::<Parent>(), TypeId::of::<Children>()],
|
||||
stringent: false,
|
||||
});
|
||||
|
||||
// we move all of children of the blueprint instance one level to the original entity to avoid having an additional, useless nesting level
|
||||
if let Ok(root_entity_children) = all_children.get(blueprint_root_entity) {
|
||||
for child in root_entity_children.iter() {
|
||||
// info!("copying child {:?} upward from {:?} to {:?}", names.get(*child), blueprint_root_entity, original);
|
||||
commands.entity(original).add_child(*child);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
commands.entity(original)
|
||||
.insert(BlueprintReadyForPostProcess); // Tag the entity so any systems dealing with post processing can now it is now their "turn"
|
||||
// commands.entity(original).remove::<Handle<Scene>>(); // FIXME: if we delete the handle to the scene, things get despawned ! not what we want
|
||||
//commands.entity(original).remove::<BlueprintAssetsLoadState>(); // also clear the sub assets tracker to free up handles, perhaps just freeing up the handles and leave the rest would be better ?
|
||||
//commands.entity(original).remove::<BlueprintAssetsLoaded>();
|
||||
commands.entity(blueprint_root_entity).despawn_recursive(); // Remove the root entity that comes from the spawned-in scene
|
||||
|
||||
|
||||
// now check if the current entity is a child blueprint instance of another entity
|
||||
// this should always be done last, as children should be finished before the parent can be processed correctly
|
||||
if let Some(track_root) = track_root {
|
||||
// println!("got some root {:?}", root_name);
|
||||
if let Ok((s_entity, mut tracker, bp_info)) = sub_blueprint_trackers.get_mut(track_root.0) {
|
||||
tracker.sub_blueprint_instances.entry(original).or_insert(true);
|
||||
tracker.sub_blueprint_instances.insert(original, true);
|
||||
|
||||
// TODO: ugh, my limited rust knowledge, this is bad code
|
||||
let mut all_spawned = true;
|
||||
for val in tracker.sub_blueprint_instances.values() {
|
||||
if !val {
|
||||
all_spawned = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if all_spawned {
|
||||
// println!("ALLLLL SPAAAAWNED for {} named {:?}", track_root.0, root_name);
|
||||
commands.entity(track_root.0).insert(BlueprintChildrenReady);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Component, Reflect, Debug)]
|
||||
#[reflect(Component)]
|
||||
pub struct BlueprintReadyForFinalizing;
|
||||
|
||||
pub(crate) fn blueprints_finalize_instances(
|
||||
blueprint_instances: Query<(Entity, Option<&Name>), (With<BlueprintSpawning>, With<BlueprintReadyForFinalizing>)>,
|
||||
mut commands: Commands,
|
||||
) {
|
||||
for (entity, name) in blueprint_instances.iter() {
|
||||
info!("Finalizing blueprint instance {:?}", name);
|
||||
commands.entity(entity)
|
||||
.remove::<SpawnHere>()
|
||||
.remove::<BlueprintSpawning>()
|
||||
.insert(BlueprintSpawned)
|
||||
.insert(Visibility::Visible)
|
||||
;
|
||||
}
|
||||
}
|
||||
/*
|
||||
BlueprintSpawning
|
||||
- Blueprint Load Assets
|
||||
- Blueprint Assets Ready: spawn Blueprint's scene
|
||||
- Blueprint Scene Ready:
|
||||
- get list of sub Blueprints if any, inject blueprints spawn tracker
|
||||
=> annoying issue with the "nested" useless root node created by blender
|
||||
=> distinguish between blueprint instances inside blueprint instances vs blueprint instances inside blueprints ??
|
||||
- Blueprint sub_blueprints Ready
|
||||
if all children are ready
|
||||
|
||||
- Blueprints post process
|
||||
- generate aabb (need full hierarchy in its final form)
|
||||
- materials ?
|
||||
*/
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
// HOT RELOAD
|
||||
|
||||
|
||||
use bevy::asset::AssetEvent;
|
||||
|
||||
pub(crate) fn react_to_asset_changes(
|
||||
mut gltf_events: EventReader<AssetEvent<Gltf>>,
|
||||
mut untyped_events: EventReader<AssetEvent<LoadedUntypedAsset>>,
|
||||
mut blueprint_assets: Query<(Entity, Option<&Name>, &BlueprintInfo, &mut BlueprintAssetsLoadState, Option<&Children>)>,
|
||||
asset_server: Res<AssetServer>,
|
||||
mut commands: Commands,
|
||||
|
||||
) {
|
||||
|
||||
for event in gltf_events.read() {
|
||||
// LoadedUntypedAsset
|
||||
match event {
|
||||
AssetEvent::Modified { id } => {
|
||||
// React to the image being modified
|
||||
// println!("Modified gltf {:?}", asset_server.get_path(*id));
|
||||
for (entity, entity_name, blueprint_info, mut assets_to_load, children) in blueprint_assets.iter_mut() {
|
||||
for tracker in assets_to_load.asset_infos.iter_mut() {
|
||||
if asset_server.get_path(*id).is_some() {
|
||||
if tracker.path == asset_server.get_path(*id).unwrap().to_string() {
|
||||
println!("HOLY MOLY IT DETECTS !!, now respawn {:?}", entity_name);
|
||||
if children.is_some() {
|
||||
for child in children.unwrap().iter(){
|
||||
commands.entity(*child).despawn_recursive();
|
||||
}
|
||||
}
|
||||
commands.entity(entity)
|
||||
.remove::<BlueprintAssetsLoaded>()
|
||||
.remove::<SceneInstance>()
|
||||
.remove::<BlueprintAssetsLoadState>()
|
||||
.insert(SpawnHere);
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
}
|
@ -5,7 +5,7 @@ use bevy::prelude::*;
|
||||
use bevy::scene::SceneInstance;
|
||||
// use bevy::utils::hashbrown::HashSet;
|
||||
|
||||
use crate::{BlueprintAnimationPlayerLink, BlueprintAnimations, BlueprintInfo, BlueprintReadyForPostProcess, BlueprintSpawned, BlueprintSpawning, SpawnTrackRoot, SubBlueprintsSpawnTracker};
|
||||
use crate::{BlueprintAnimationPlayerLink, BlueprintAnimations, BlueprintInfo};
|
||||
use crate::{SpawnHere, Spawned};
|
||||
use crate::{
|
||||
BlueprintEvent, CopyComponents, InBlueprint, NoInBlueprint, OriginalChildren
|
||||
@ -13,14 +13,13 @@ use crate::{
|
||||
|
||||
|
||||
|
||||
|
||||
/// this system is in charge of doing any necessary post processing after a blueprint scene has been spawned
|
||||
/// - it removes one level of useless nesting
|
||||
/// - it copies the blueprint's root components to the entity it was spawned on (original entity)
|
||||
/// - it copies the children of the blueprint scene into the original entity
|
||||
/// - it add `AnimationLink` components so that animations can be controlled from the original entity
|
||||
/// - it cleans up/ removes a few , by then uneeded components
|
||||
pub(crate) fn spawned_blueprint_post_process( // rename to '
|
||||
pub(crate) fn spawned_blueprint_post_process(
|
||||
unprocessed_entities: Query<
|
||||
(
|
||||
Entity,
|
||||
@ -29,24 +28,18 @@ pub(crate) fn spawned_blueprint_post_process( // rename to '
|
||||
&BlueprintAnimations,
|
||||
Option<&NoInBlueprint>,
|
||||
Option<&Name>,
|
||||
&BlueprintInfo,
|
||||
|
||||
// sub blueprint instances tracker
|
||||
Option<&SpawnTrackRoot>
|
||||
&BlueprintInfo
|
||||
),
|
||||
(With<SpawnHere>, With<SceneInstance>, Added<BlueprintReadyForPostProcess>),
|
||||
(With<SpawnHere>, With<SceneInstance>, With<Spawned>),
|
||||
>,
|
||||
added_animation_players: Query<(Entity, &Parent), Added<AnimationPlayer>>,
|
||||
all_children: Query<&Children>,
|
||||
|
||||
mut trackers: Query<(Entity, &mut SubBlueprintsSpawnTracker, &BlueprintInfo)>,
|
||||
|
||||
|
||||
mut commands: Commands,
|
||||
mut blueprint_events: EventWriter<BlueprintEvent>,
|
||||
|
||||
) {
|
||||
for (original, children, original_children, animations, no_inblueprint, name, blueprint_info, track_root) in
|
||||
for (original, children, original_children, animations, no_inblueprint, name, blueprint_info) in
|
||||
unprocessed_entities.iter()
|
||||
{
|
||||
info!("post processing blueprint for entity {:?}", name);
|
||||
@ -70,7 +63,7 @@ pub(crate) fn spawned_blueprint_post_process( // rename to '
|
||||
// can be usefull to filter out anything that came from blueprints vs normal children
|
||||
if no_inblueprint.is_none() {
|
||||
for child in all_children.iter_descendants(root_entity) {
|
||||
commands.entity(child).insert(InBlueprint); // we do this here in order to avoid doing it to normal children
|
||||
commands.entity(child).insert(InBlueprint);
|
||||
}
|
||||
}
|
||||
|
||||
@ -108,58 +101,11 @@ pub(crate) fn spawned_blueprint_post_process( // rename to '
|
||||
// commands.entity(original).remove::<Handle<Scene>>(); // FIXME: if we delete the handle to the scene, things get despawned ! not what we want
|
||||
//commands.entity(original).remove::<BlueprintAssetsLoadState>(); // also clear the sub assets tracker to free up handles, perhaps just freeing up the handles and leave the rest would be better ?
|
||||
//commands.entity(original).remove::<BlueprintAssetsLoaded>();
|
||||
commands.entity(root_entity).despawn_recursive(); // Remove the root entity that comes from the spawned-in scene
|
||||
commands.entity(root_entity).despawn_recursive();
|
||||
commands.entity(original).insert( Visibility::Visible
|
||||
);
|
||||
|
||||
commands.entity(original)
|
||||
.insert(BlueprintSpawned)
|
||||
.remove::<BlueprintSpawning>()
|
||||
|
||||
|
||||
//
|
||||
.remove::<BlueprintReadyForPostProcess>()
|
||||
;
|
||||
|
||||
|
||||
if let Some(track_root) = track_root {
|
||||
//println!("got some root");
|
||||
if let Ok((s_entity, mut tracker, bp_info)) = trackers.get_mut(track_root.0) {
|
||||
// println!("found the tracker, setting loaded for {}", entity);
|
||||
tracker.sub_blueprint_instances.entry(original).or_insert(true);
|
||||
tracker.sub_blueprint_instances.insert(original, true);
|
||||
|
||||
// TODO: ugh, my limited rust knowledge, this is bad code
|
||||
let mut all_spawned = true;
|
||||
|
||||
for key in tracker.sub_blueprint_instances.keys() {
|
||||
let val = tracker.sub_blueprint_instances[key];
|
||||
println!("Key: {key}, Spawned {}", val);
|
||||
}
|
||||
|
||||
for val in tracker.sub_blueprint_instances.values() {
|
||||
println!("spawned {}", val);
|
||||
if !val {
|
||||
all_spawned = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if all_spawned { // TODO: move this to an other system, or "notify" the tracked root entity of the fact that all its sub blueprints have been loaded
|
||||
println!("ALLLLL SPAAAAWNED for {}", track_root.0);
|
||||
// commands.entity(track_root.0).insert(bundle)
|
||||
blueprint_events.send(BlueprintEvent::Spawned {entity: track_root.0, blueprint_name: bp_info.name.clone(), blueprint_path: bp_info.path.clone()});
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
if trackers.get(original).is_err() {
|
||||
// if it has no sub blueprint instances
|
||||
blueprint_events.send(BlueprintEvent::Spawned {entity: original, blueprint_name: blueprint_info.name.clone(), blueprint_path: blueprint_info.path.clone()});
|
||||
}
|
||||
blueprint_events.send(BlueprintEvent::Spawned {blueprint_name: blueprint_info.name.clone(), blueprint_path: blueprint_info.path.clone() });
|
||||
|
||||
debug!("DONE WITH POST PROCESS");
|
||||
info!("done instanciating blueprint for entity {:?}", name);
|
||||
|
||||
}
|
||||
}
|
||||
|
@ -128,15 +128,15 @@ fn process_tonemapping(
|
||||
for (scene_id, tone_mapping) in tonemappings.iter(){
|
||||
match tone_mapping {
|
||||
BlenderToneMapping::None => {
|
||||
//println!("TONEMAPPING NONE");
|
||||
println!("TONEMAPPING NONE");
|
||||
commands.entity(entity).remove::<Tonemapping>();
|
||||
}
|
||||
BlenderToneMapping::AgX => {
|
||||
//println!("TONEMAPPING Agx");
|
||||
println!("TONEMAPPING Agx");
|
||||
commands.entity(entity).insert(Tonemapping::AgX);
|
||||
}
|
||||
BlenderToneMapping::Filmic => {
|
||||
//println!("TONEMAPPING Filmic");
|
||||
println!("TONEMAPPING Filmic");
|
||||
commands.entity(entity).insert(Tonemapping::BlenderFilmic);
|
||||
}
|
||||
}
|
||||
|
Binary file not shown.
@ -1,5 +1,5 @@
|
||||
use bevy::prelude::*;
|
||||
use blenvy::{BluePrintBundle, BlueprintInfo, DynamicBlueprintInstance, GameWorldTag, SpawnHere};
|
||||
use blenvy::{BluePrintBundle, BlueprintInfo, GameWorldTag, SpawnHere};
|
||||
use crate::{GameState, InAppRunning};
|
||||
|
||||
//use bevy_rapier3d::prelude::Velocity;
|
||||
@ -65,7 +65,6 @@ pub fn spawn_test(
|
||||
blueprint: BlueprintInfo{name: "Blueprint1".into() , path:"blueprints/Blueprint1.glb".into()}, // FIXME
|
||||
..Default::default()
|
||||
},
|
||||
DynamicBlueprintInstance,
|
||||
bevy::prelude::Name::from(format!("test{}", name_index)),
|
||||
// SpawnHere,
|
||||
TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)),
|
||||
|
@ -13,7 +13,7 @@ pub fn setup_hierarchy_debug(mut commands: Commands, asset_server: Res<AssetServ
|
||||
"",
|
||||
TextStyle {
|
||||
color: LinearRgba { red: 1.0, green:0.0, blue: 0.0, alpha: 1.0}.into(),
|
||||
font_size: 15.,
|
||||
font_size: 20.,
|
||||
..default()
|
||||
},
|
||||
)
|
||||
@ -156,8 +156,8 @@ impl Plugin for HiearchyDebugPlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
app
|
||||
.add_systems(Startup, setup_hierarchy_debug)
|
||||
// .add_systems(Update, check_for_component)
|
||||
.add_systems(Update, draw_hierarchy_debug)
|
||||
.add_systems(Update, check_for_component)
|
||||
//.add_systems(Update, draw_hierarchy_debug)
|
||||
//.add_systems(Update, check_for_gltf_extras)
|
||||
|
||||
;
|
||||
|
@ -216,12 +216,6 @@ Bevy Side:
|
||||
- [x] deprecate BlueprintName & BlueprintPath & use BlueprintInfo instead
|
||||
- [ ] make blueprint instances invisible until spawning is done to avoid "spawn flash"?
|
||||
- [ ] should "blueprint spawned" only be triggered after all its sub blueprints have spawned ?
|
||||
- [ ] "blueprintInstance ready"/finished
|
||||
BlueprintAssetsLoaded
|
||||
BlueprintSceneSpawned
|
||||
BlueprintChildrenReady
|
||||
BlueprintReadyForPostProcess
|
||||
|
||||
- [ ] simplify testing example:
|
||||
- [x] remove use of rapier physics (or even the whole common boilerplate ?)
|
||||
- [ ] remove/replace bevy editor pls with some native ui to display hierarchies
|
||||
|
@ -386,7 +386,7 @@ class BLENVY_PT_component_tools_panel(bpy.types.Panel):
|
||||
self.draw_invalid_or_unregistered(layout, status, custom_property, item, item_type)
|
||||
|
||||
def gather_invalid_item_data(self, item, invalid_component_names, items_with_invalid_components, items_with_original_components, original_name, item_type):
|
||||
blenvy_custom_properties = ['components_meta', 'bevy_components', 'user_assets', 'generated_assets', 'BlueprintAssets', 'export_path' ] # some of our own hard coded custom properties that should be ignored
|
||||
blenvy_custom_properties = ['components_meta', 'bevy_components', 'user_assets', 'generated_assets' ] # some of our own hard coded custom properties that should be ignored
|
||||
upgreadable_entries = []
|
||||
|
||||
if "components_meta" in item or hasattr(item, "components_meta"): # FIXME; wrong way of determining
|
||||
|
@ -1,184 +0,0 @@
|
||||
import bpy
|
||||
import os
|
||||
import subprocess
|
||||
import json
|
||||
import pytest
|
||||
import shutil
|
||||
|
||||
import filecmp
|
||||
from PIL import Image
|
||||
from pixelmatch.contrib.PIL import pixelmatch
|
||||
|
||||
from blenvy.add_ons.auto_export.common.prepare_and_export import prepare_and_export
|
||||
|
||||
@pytest.fixture
|
||||
def setup_data(request):
|
||||
print("\nSetting up resources...")
|
||||
|
||||
root_path = "../../testing/bevy_example"
|
||||
assets_root_path = os.path.join(root_path, "assets")
|
||||
blueprints_path = os.path.join(assets_root_path, "blueprints")
|
||||
levels_path = os.path.join(assets_root_path, "levels")
|
||||
|
||||
models_path = os.path.join(assets_root_path, "models")
|
||||
materials_path = os.path.join(assets_root_path, "materials")
|
||||
yield {
|
||||
"root_path": root_path,
|
||||
"models_path": models_path,
|
||||
"blueprints_path": blueprints_path,
|
||||
"levels_path": levels_path,
|
||||
"materials_path":materials_path
|
||||
}
|
||||
|
||||
def finalizer():
|
||||
|
||||
#other_materials_path = os.path.join("../../testing", "other_materials")
|
||||
|
||||
print("\nPerforming teardown...")
|
||||
if os.path.exists(blueprints_path):
|
||||
shutil.rmtree(blueprints_path)
|
||||
|
||||
if os.path.exists(levels_path):
|
||||
shutil.rmtree(levels_path)
|
||||
|
||||
if os.path.exists(models_path):
|
||||
shutil.rmtree(models_path)
|
||||
|
||||
if os.path.exists(materials_path):
|
||||
shutil.rmtree(materials_path)
|
||||
|
||||
diagnostics_file_path = os.path.join(root_path, "bevy_diagnostics.json")
|
||||
if os.path.exists(diagnostics_file_path):
|
||||
os.remove(diagnostics_file_path)
|
||||
|
||||
hierarchy_file_path = os.path.join(root_path, "bevy_hierarchy.json")
|
||||
if os.path.exists(hierarchy_file_path):
|
||||
os.remove(hierarchy_file_path)
|
||||
|
||||
screenshot_observed_path = os.path.join(root_path, "screenshot.png")
|
||||
if os.path.exists(screenshot_observed_path):
|
||||
os.remove(screenshot_observed_path)
|
||||
|
||||
#request.addfinalizer(finalizer)
|
||||
|
||||
return None
|
||||
|
||||
|
||||
"""
|
||||
- calls exporter on the testing scene
|
||||
- launches bevy app & checks for output
|
||||
- checks screenshot, hierarchy & diagnostics files generated on the bevy side against reference files
|
||||
- if all worked => test is a-ok
|
||||
- removes generated files
|
||||
"""
|
||||
def test_export_complex(setup_data):
|
||||
root_path = setup_data["root_path"]
|
||||
|
||||
# with change detection
|
||||
# first, configure things
|
||||
# we use the global settings for that
|
||||
export_props = {
|
||||
}
|
||||
gltf_settings = {
|
||||
"export_animations": True,
|
||||
"export_optimize_animation_size": False,
|
||||
"export_apply":True
|
||||
}
|
||||
|
||||
# store settings for the auto_export part
|
||||
stored_auto_settings = bpy.data.texts[".gltf_auto_export_settings"] if ".gltf_auto_export_settings" in bpy.data.texts else bpy.data.texts.new(".gltf_auto_export_settings")
|
||||
stored_auto_settings.clear()
|
||||
stored_auto_settings.write(json.dumps(export_props))
|
||||
|
||||
# and store settings for the gltf part
|
||||
stored_gltf_settings = bpy.data.texts[".blenvy_gltf_settings"] if ".blenvy_gltf_settings" in bpy.data.texts else bpy.data.texts.new(".blenvy_gltf_settings")
|
||||
stored_gltf_settings.clear()
|
||||
stored_gltf_settings.write(json.dumps(gltf_settings))
|
||||
|
||||
# move the main cube
|
||||
# bpy.data.objects["Cube"].location = [1, 0, 0]
|
||||
# move the cube in the library
|
||||
# TODO: add back bpy.data.objects["Blueprint1_mesh"].location = [1, 2, 1]
|
||||
|
||||
blenvy = bpy.context.window_manager.blenvy
|
||||
#blenvy.project_root_path =
|
||||
#blenvy.blueprints_path
|
||||
blenvy.auto_export.auto_export = True
|
||||
blenvy.auto_export.export_scene_settings = True
|
||||
blenvy.auto_export.export_blueprints = True
|
||||
#blenvy.auto_export.export_materials_library = True
|
||||
|
||||
bpy.data.scenes['World'].blenvy_scene_type = 'Level' # set scene as main/level scene
|
||||
bpy.data.scenes['Library'].blenvy_scene_type = 'Library' # set scene as Library scene
|
||||
|
||||
# scene asset
|
||||
user_asset = bpy.data.scenes['World'].user_assets.add()
|
||||
'''user_asset.name = "test_asset"
|
||||
user_asset.path = "audio/fake.mp3"'''
|
||||
|
||||
# blueprint asset
|
||||
#user_asset = bpy.data.collections['Blueprint4_nested'].user_assets.add()
|
||||
'''user_asset.name = "yoho_audio"
|
||||
user_asset.path = "audio/fake.mp3"'''
|
||||
|
||||
# we have to cheat, since we cannot rely on the data injected when saving the library file (since we are not saving it as part of the tests)
|
||||
'''bpy.data.collections["External_blueprint"]["export_path"] = "blueprints/External_blueprint.glb"
|
||||
bpy.data.collections["External_blueprint2"]["export_path"] = "blueprints/External_blueprint2.glb"
|
||||
bpy.data.collections["External_blueprint3"]["export_path"] = "blueprints/External_blueprint3.glb"'''
|
||||
|
||||
# do the actual exporting
|
||||
prepare_and_export()
|
||||
|
||||
# blueprint1 => has an instance, got changed, should export
|
||||
# blueprint2 => has NO instance, but marked as asset, should export
|
||||
# blueprint3 => has NO instance, not marked as asset, used inside blueprint 4: should export
|
||||
# blueprint4 => has an instance, with nested blueprint3, should export
|
||||
# blueprint5 => has NO instance, not marked as asset, should NOT export
|
||||
|
||||
'''assert os.path.exists(os.path.join(setup_data["levels_path"], "World.glb")) == True
|
||||
assert os.path.exists(os.path.join(setup_data["blueprints_path"], "Blueprint1.glb")) == True
|
||||
assert os.path.exists(os.path.join(setup_data["blueprints_path"], "Blueprint2.glb")) == True
|
||||
assert os.path.exists(os.path.join(setup_data["blueprints_path"], "Blueprint3.glb")) == True
|
||||
assert os.path.exists(os.path.join(setup_data["blueprints_path"], "Blueprint4_nested.glb")) == True
|
||||
assert os.path.exists(os.path.join(setup_data["blueprints_path"], "Blueprint5.glb")) == False
|
||||
assert os.path.exists(os.path.join(setup_data["blueprints_path"], "Blueprint6_animated.glb")) == True
|
||||
assert os.path.exists(os.path.join(setup_data["blueprints_path"], "Blueprint7_hierarchy.glb")) == True'''
|
||||
|
||||
# 'assets_list_'+scene.name+"_components" should have been removed after the export
|
||||
assets_list_object_name = "assets_list_"+"World"+"_components"
|
||||
assets_list_object_present = assets_list_object_name in bpy.data.objects
|
||||
assert assets_list_object_present == False
|
||||
|
||||
# now run bevy
|
||||
command = "cargo run --features bevy/dynamic_linking"
|
||||
FNULL = open(os.devnull, 'w') #use this if you want to suppress output to stdout from the subprocess
|
||||
return_code = subprocess.call(["cargo", "run", "--features", "bevy/dynamic_linking"], cwd=root_path)
|
||||
print("RETURN CODE OF BEVY APP", return_code)
|
||||
assert return_code == 0
|
||||
|
||||
with open(os.path.join(root_path, "bevy_diagnostics.json")) as diagnostics_file:
|
||||
diagnostics = json.load(diagnostics_file)
|
||||
print("diagnostics", diagnostics)
|
||||
assert diagnostics["animations"] == True
|
||||
assert diagnostics["empty_found"] == True
|
||||
assert diagnostics["blueprints_list_found"] == True
|
||||
assert diagnostics["exported_names_correct"] == True
|
||||
|
||||
with open(os.path.join(root_path, "bevy_hierarchy.json")) as hierarchy_file:
|
||||
with open(os.path.join(os.path.dirname(__file__), "expected_bevy_hierarchy.json")) as expexted_hierarchy_file:
|
||||
hierarchy = json.load(hierarchy_file)
|
||||
expected = json.load(expexted_hierarchy_file)
|
||||
assert sorted(hierarchy.items()) == sorted(expected.items())
|
||||
|
||||
# last but not least, do a visual compare
|
||||
screenshot_expected_path = os.path.join(os.path.dirname(__file__), "expected_screenshot.png")
|
||||
screenshot_observed_path = os.path.join(root_path, "screenshot.png")
|
||||
img_a = Image.open(screenshot_expected_path)
|
||||
img_b = Image.open(screenshot_observed_path)
|
||||
img_diff = Image.new("RGBA", img_a.size)
|
||||
mismatch = pixelmatch(img_a, img_b, img_diff, includeAA=True)
|
||||
print("image mismatch", mismatch)
|
||||
assert mismatch < 50
|
||||
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user