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andriyDev | c2193480e2 | |
Jan Hohenheim | a2f8a66f66 | |
andriyDev | 9c7dfb5c76 | |
andriyDev | 1758f8dbff | |
andriyDev | 930033354b | |
andriyDev | d7af89930b | |
andriyDev | c6d320c573 |
38
README.md
38
README.md
|
@ -29,8 +29,8 @@ Want to jump right in? See the [quickstart guide](https://github.com/kaosat-dev/
|
|||
## Features
|
||||
|
||||
* Useful if you want to use Blender as your Editor
|
||||
* define Bevy components as custom properties in Blender with an UI tool to add & edit Bevy components, automatically export gltf blueprints & more in [Blender](./tools/blenvy/README.md)
|
||||
* blueprints & levels system : turn your Blender collections into [gltf Blueprints](./crates/blenvy/README.md) for reuse inside levels that are just Blender scenes
|
||||
* define Bevy components as custom properties in Blender with an UI tool to add & edit Bevy components, automatically export gltf blueprints & more in [Blender](https://github.com/kaosat-dev/Blenvy/tree/blenvy/tools/blenvy)
|
||||
* blueprints & levels system : turn your Blender collections into [gltf Blueprints](https://github.com/kaosat-dev/Blenvy/tree/blenvy/crates/blenvy) for reuse inside levels that are just Blender scenes
|
||||
* setup & tweak components in Blender Collections & override any of them in your collection instances if you want
|
||||
* setup & tweak components for objects, meshes and materials as well !
|
||||
* automatically load all assets for each blueprint (gltf files, manually added assets), with no setup required
|
||||
|
@ -39,15 +39,15 @@ Want to jump right in? See the [quickstart guide](https://github.com/kaosat-dev/
|
|||
* minimal dependencies: Bevy, Serde & RON only!
|
||||
* opensource
|
||||
|
||||
> If you were previously using the individual bevy_gltf_xxx crates & Blender add-ons please see the [migration guide](./Migration_guide.md)
|
||||
> If you were previously using the individual bevy_gltf_xxx crates & Blender add-ons please see the [migration guide](https://github.com/kaosat-dev/Blenvy/blob/blenvy/Migration_guide.md)
|
||||
|
||||
## Crates
|
||||
|
||||
One crate to rule them all !
|
||||
|
||||
* [blenvy](./crates/blenvy/) This crate allows you to
|
||||
* [blenvy](https://github.com/kaosat-dev/Blenvy/tree/blenvy/crates/blenvy) This crate allows you to
|
||||
* define components direclty inside gltf files and instanciate/inject the components on the Bevy side.
|
||||
* export your project's Bevy registry to json, in order to be able to generate custom component UIs on the Blender side in the Blender [blenvy](./tools/blenvy/README.md) add-on
|
||||
* export your project's Bevy registry to json, in order to be able to generate custom component UIs on the Blender side in the Blender [blenvy](https://github.com/kaosat-dev/Blenvy/tree/blenvy/tools/blenvy) add-on
|
||||
* define Blueprints/Prefabs for Bevy inside gltf files and spawn them in Bevy. With the ability to override and add components when spawning, efficient "level" loading etc
|
||||
* the ability to save & load your game state in a relatively simple way, by leveraging the blueprint functionality to only save a minimal subset of dynamic data, seperating dynamic & static parts of levels etc.
|
||||
|
||||
|
@ -55,26 +55,26 @@ One crate to rule them all !
|
|||
There is a [video tutorial/explanation](https://youtu.be/-lcScjQCA3c) if you want, or you can read the crate docs.
|
||||
There is a [video tutorial/explanation](https://youtu.be/CgyNtwgYwdM) for this one too, or you can read the crate docs
|
||||
|
||||
The examples for the crate are [here](./examples/blenvy/)
|
||||
The examples for the crate are [here](https://github.com/kaosat-dev/Blenvy/tree/blenvy/examples)
|
||||
|
||||
## Tools
|
||||
|
||||
### Blender: blenvy
|
||||
|
||||
* an all in one [Blender addon](./tools/blenvy/README.md) for the Blender side of the workflow:
|
||||
* an all in one [Blender addon](https://github.com/kaosat-dev/Blenvy/tree/blenvy/tools/blenvy) for the Blender side of the workflow:
|
||||
* allow easilly adding & editing Bevy components , using automatically generated UIs for each component
|
||||
* automatically exports your level/world from Blender to gltf whenever you save your Blend file
|
||||
* automatically export your [Gltf blueprints](./crates/blenvy/README.md) & assets
|
||||
* automatically export your [Gltf blueprints](https://github.com/kaosat-dev/Blenvy/tree/blenvy/crates/blenvy) & assets
|
||||
|
||||
## Examples
|
||||
|
||||
you can find all examples, [here](./examples/blenvy)
|
||||
you can find all examples, [here](https://github.com/kaosat-dev/Blenvy/tree/blenvy/examples)
|
||||
|
||||
* [components](./examples/blenvy/components/) use of ```components``` only, to spawn entities with components defined inside gltf files
|
||||
* [blueprints](./examples/blenvy/blueprints/) use of ```blueprints``` and ```levels``` to spawn a level and then populate it with entities coming from different gltf files, live (at runtime) spawning of entities etc
|
||||
* [animation](./examples/blenvy/animation/) how to use and trigger animations from gltf files
|
||||
* [save_load](./examples/blenvy/save_load/) how to save & load levels
|
||||
* [demo](./examples/demo/) a full demo showcasing all features , including physics, animation
|
||||
* [`components`](https://github.com/kaosat-dev/Blenvy/tree/blenvy/examples/components/) use of ```components``` only, to spawn entities with components defined inside gltf files
|
||||
* [`blueprints`](https://github.com/kaosat-dev/Blenvy/tree/blenvy/examples/blueprints/) use of ```blueprints``` and ```levels``` to spawn a level and then populate it with entities coming from different gltf files, live (at runtime) spawning of entities etc
|
||||
* [`animation`](https://github.com/kaosat-dev/Blenvy/tree/blenvy/examples/animation/) how to use and trigger animations from gltf files
|
||||
* [`save_load`](https://github.com/kaosat-dev/Blenvy/tree/blenvy/examples/save_load/) how to save & load levels
|
||||
* [`demo`](https://github.com/kaosat-dev/Blenvy/tree/blenvy/examples/demo/) a full demo showcasing all features , including physics, animation
|
||||
|
||||
## Workflow
|
||||
|
||||
|
@ -84,12 +84,12 @@ The workflow goes as follows (once you got your Bevy code setup)
|
|||
|
||||
![component registration](https://github.com/kaosat-dev/Blenvy/blob/main/docs/component_registration.png)
|
||||
|
||||
* setup & then use the Blenvy [Bevy crate](./crates/blenvy/README.md)
|
||||
* setup & then use the Blenvy [Blender add-on](./tools/blenvy/README.md)
|
||||
* setup & then use the Blenvy [Bevy crate](https://github.com/kaosat-dev/Blenvy/tree/blenvy/crates/blenvy)
|
||||
* setup & then use the Blenvy [Blender add-on](https://github.com/kaosat-dev/Blenvy/tree/blenvy/tools/blenvy)
|
||||
* iterate
|
||||
* have fun !
|
||||
|
||||
* then add your components to objects in Blender **with a nice UI** see [here](./README-workflow-ui.md) for more details
|
||||
* then add your components to objects in Blender **with a nice UI** see [here](https://github.com/kaosat-dev/Blenvy/blob/blenvy/README-workflow-ui.md) for more details
|
||||
|
||||
See the [quickstart](https://github.com/kaosat-dev/Blenvy/blob/main/docs/quickstart/README.md) for a full step-by-step guide.
|
||||
|
||||
|
@ -119,5 +119,5 @@ Thanks to all the contributors helping out with this project ! Big kudos to you,
|
|||
|
||||
This repo, all its code, contents & assets is Dual-licensed under either of
|
||||
|
||||
* Apache License, Version 2.0, ([LICENSE-APACHE](./LICENSE_APACHE.md) or <https://www.apache.org/licenses/LICENSE-2.0>)
|
||||
* MIT license ([LICENSE-MIT](./LICENSE_MIT.md) or <https://opensource.org/licenses/MIT>)
|
||||
* Apache License, Version 2.0, ([LICENSE-APACHE](https://github.com/kaosat-dev/Blenvy/blob/blenvy/LICENSE_APACHE.md) or <https://www.apache.org/licenses/LICENSE-2.0>)
|
||||
* MIT license ([LICENSE-MIT](https://github.com/kaosat-dev/Blenvy/blob/blenvy/LICENSE_MIT.mdd) or <https://opensource.org/licenses/MIT>)
|
||||
|
|
|
@ -0,0 +1,23 @@
|
|||
[package]
|
||||
name = "bevy_gltf_component_refs"
|
||||
version = "0.1.0"
|
||||
authors = ["Mark 'kaosat-dev' Moissette"]
|
||||
description = "Allows you to add reference components inside gltf files to relate components to each other on the Bevy side."
|
||||
homepage = "https://github.com/kaosat-dev/Blender_bevy_components_workflow"
|
||||
repository = "https://github.com/kaosat-dev/Blender_bevy_components_workflow"
|
||||
keywords = ["gamedev", "bevy", "assets", "gltf", "components"]
|
||||
categories = ["game-development"]
|
||||
edition = "2021"
|
||||
license = "MIT OR Apache-2.0"
|
||||
|
||||
[lints]
|
||||
workspace = true
|
||||
|
||||
[dependencies]
|
||||
bevy = { version = "0.13", default-features = false, features = ["bevy_scene"] }
|
||||
bevy_gltf_components = { version = "0.5", path = "../bevy_gltf_components" }
|
||||
|
||||
[dev-dependencies]
|
||||
bevy = { version = "0.13", default-features = false, features = [
|
||||
"dynamic_linking",
|
||||
] }
|
|
@ -0,0 +1,4 @@
|
|||
This crate is available under either:
|
||||
|
||||
* The [MIT License](./LICENSE_MIT)
|
||||
* The [Apache License, Version 2.0](./LICENSE_APACHE)
|
|
@ -0,0 +1,201 @@
|
|||
Apache License
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|
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MIT License
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Copyright (c) 2023 Mark "kaosat-dev" Moissette
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|
@ -0,0 +1,177 @@
|
|||
use bevy::{
|
||||
app::{App, Plugin},
|
||||
ecs::{
|
||||
component::Component,
|
||||
entity::Entity,
|
||||
query::With,
|
||||
reflect::ReflectComponent,
|
||||
schedule::{IntoSystemConfigs, IntoSystemSetConfigs, SystemSet},
|
||||
system::{Commands, Query, Res, ResMut, Resource, SystemParam},
|
||||
},
|
||||
hierarchy::{HierarchyQueryExt, Parent},
|
||||
log::warn,
|
||||
prelude::Update,
|
||||
reflect::{Reflect, TypePath},
|
||||
scene::SceneInstance,
|
||||
utils::HashMap,
|
||||
};
|
||||
use bevy_gltf_components::GltfComponentsSet;
|
||||
use std::marker::PhantomData;
|
||||
|
||||
/// Plugin for keeping the GltfRefMap in sync.
|
||||
pub struct GltfRefMapPlugin;
|
||||
|
||||
impl Plugin for GltfRefMapPlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
app.register_type::<GltfRefTarget>()
|
||||
.init_resource::<GltfRefMap>()
|
||||
.configure_sets(
|
||||
Update,
|
||||
(GltfRefsSet::CreateRefMap, GltfRefsSet::ResolveRefs)
|
||||
.chain()
|
||||
.after(GltfComponentsSet::Injection),
|
||||
)
|
||||
.add_systems(
|
||||
Update,
|
||||
GltfRefMap::create_ref_map.in_set(GltfRefsSet::CreateRefMap),
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(SystemSet, Debug, Hash, PartialEq, Eq, Clone)]
|
||||
/// SystemSet to order your systems based on when references are resolved.
|
||||
pub enum GltfRefsSet {
|
||||
/// Systems that create the [`GltfRefMap`] for that frame.
|
||||
CreateRefMap,
|
||||
/// Systems that resolve references using the [`GltfRefMap`]. For types that
|
||||
/// need to have references manually resolved, prefer to put their systems
|
||||
/// here.
|
||||
ResolveRefs,
|
||||
}
|
||||
|
||||
#[derive(Component, Reflect)]
|
||||
#[reflect(Component)]
|
||||
struct GltfRefTarget(String);
|
||||
|
||||
/// A map of references for Gltf instances.
|
||||
#[derive(Resource, Default)]
|
||||
pub struct GltfRefMap(HashMap<Entity, HashMap<String, Entity>>);
|
||||
|
||||
impl GltfRefMap {
|
||||
/// Gets an entity given its `gltf_root` and `ref_name`. A reference is
|
||||
/// only valid on the same frame that the Gltf is spawned in. In other
|
||||
/// words, after that same frame, any references on `gltf_root` will return
|
||||
/// None.
|
||||
pub fn get_ref(&self, gltf_root: Entity, ref_name: &String) -> Option<Entity> {
|
||||
self.0.get(&gltf_root)?.get(ref_name).copied()
|
||||
}
|
||||
|
||||
fn create_ref_map(
|
||||
ref_targets: Query<(Entity, &GltfRefTarget)>,
|
||||
gltf_for_entity: GltfForEntity,
|
||||
mut ref_map: ResMut<GltfRefMap>,
|
||||
mut commands: Commands,
|
||||
) {
|
||||
ref_map.0.clear();
|
||||
|
||||
for (entity, ref_target) in ref_targets.iter() {
|
||||
commands.entity(entity).remove::<GltfRefTarget>();
|
||||
let Some(gltf_root) = gltf_for_entity.find_gltf_root(entity) else {
|
||||
warn!("Entity {entity:?} is not part of a Gltf but contains a GltfRefTarget (target={}).", ref_target.0);
|
||||
continue;
|
||||
};
|
||||
ref_map
|
||||
.0
|
||||
.entry(gltf_root)
|
||||
.or_default()
|
||||
.insert(ref_target.0.clone(), entity);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Component, Reflect)]
|
||||
#[reflect(Component)]
|
||||
struct GltfRef<T: Component> {
|
||||
target: String,
|
||||
#[reflect(ignore)]
|
||||
_marker: PhantomData<T>,
|
||||
}
|
||||
|
||||
impl<T: Component> GltfRef<T>
|
||||
where
|
||||
Entity: Into<T>,
|
||||
{
|
||||
fn system(
|
||||
refs: Query<(Entity, &Self)>,
|
||||
gltf_for_entity: GltfForEntity,
|
||||
ref_map: Res<GltfRefMap>,
|
||||
mut commands: Commands,
|
||||
) {
|
||||
for (entity, gltf_ref) in refs.iter() {
|
||||
commands.entity(entity).remove::<Self>();
|
||||
let Some(gltf_root) = gltf_for_entity.find_gltf_root(entity) else {
|
||||
warn!("GltfRef should only be on descendants of a Gltf.");
|
||||
continue;
|
||||
};
|
||||
|
||||
match ref_map.get_ref(gltf_root, &gltf_ref.target) {
|
||||
Some(target) => {
|
||||
commands.entity(entity).insert(Into::<T>::into(target));
|
||||
}
|
||||
None => {
|
||||
warn!(
|
||||
"Entity {entity:?} attempted to reference '{}' in gltf {gltf_root:?}",
|
||||
&gltf_ref.target
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Plugin for automatically converting [`GltfRef`]s into their corresponding
|
||||
/// `T`.
|
||||
pub struct GltfRefPlugin<T: Component + TypePath>(PhantomData<T>);
|
||||
|
||||
impl<T: Component + TypePath> Plugin for GltfRefPlugin<T>
|
||||
where
|
||||
Entity: Into<T>,
|
||||
{
|
||||
fn build(&self, app: &mut App) {
|
||||
app.register_type::<GltfRef<T>>().add_systems(
|
||||
Update,
|
||||
GltfRef::<T>::system.in_set(GltfRefsSet::ResolveRefs),
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
// Manual implementation of Default for GltfRefPlugin to avoid `Default` trait
|
||||
// bounds on `T`.
|
||||
impl<T: Component + TypePath> Default for GltfRefPlugin<T>
|
||||
where
|
||||
Entity: Into<T>,
|
||||
{
|
||||
fn default() -> Self {
|
||||
Self(Default::default())
|
||||
}
|
||||
}
|
||||
|
||||
/// SystemParam to find the Gltf that an entity belongs to.
|
||||
#[derive(SystemParam)]
|
||||
pub struct GltfForEntity<'w, 's> {
|
||||
gltfs: Query<'w, 's, (), With<SceneInstance>>,
|
||||
hierarchy: Query<'w, 's, &'static Parent>,
|
||||
}
|
||||
|
||||
impl<'w, 's> GltfForEntity<'w, 's> {
|
||||
/// Finds the Gltf root for `entity`. Returns None if `entity` does not
|
||||
/// belong to a Gltf.
|
||||
pub fn find_gltf_root(&self, entity: Entity) -> Option<Entity> {
|
||||
for entity in std::iter::once(entity).chain(self.hierarchy.iter_ancestors(entity)) {
|
||||
if self.gltfs.contains(entity) {
|
||||
return Some(entity);
|
||||
}
|
||||
}
|
||||
None
|
||||
}
|
||||
}
|
|
@ -1,3 +1,5 @@
|
|||
#![doc = include_str!("../../../README.md")]
|
||||
|
||||
use bevy::{render::primitives::Aabb, utils::HashMap};
|
||||
use std::path::PathBuf;
|
||||
|
||||
|
|
Loading…
Reference in New Issue