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Author SHA1 Message Date
andriyDev c2193480e2
Merge 9c7dfb5c76 into a2f8a66f66 2024-09-02 13:45:57 -07:00
Jan Hohenheim a2f8a66f66
docs(): Use main readme for docs.rs (#232)
* Use main readme for docs.rs
* Fix some clippy lints
* Use global links in stuff that ends up on docs.rs
2024-09-02 22:40:15 +02:00
andriyDev 9c7dfb5c76 Replace `FromGltfRef` trait with `From<Entity>`.
The fewer traits the better. This does add a little bit of a weirdness where it's unclear that some components should implement this, however in those cases, users can always fallback to manually dealing with GltfRefMap.
2024-05-31 15:32:39 -07:00
andriyDev 1758f8dbff Fix required bounds for GltfRefPlugin. 2024-05-31 15:24:29 -07:00
andriyDev 930033354b Switch to using the SceneInstance component to determine the nearest Gltf. 2024-05-25 19:26:55 -07:00
andriyDev d7af89930b Create the basic implementation for Gltf refs. 2024-05-25 01:37:04 -07:00
andriyDev c6d320c573 Create the basic empty project for component refs. 2024-05-25 00:31:48 -07:00
7 changed files with 447 additions and 19 deletions

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@ -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>)

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@ -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",
] }

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@ -0,0 +1,4 @@
This crate is available under either:
* The [MIT License](./LICENSE_MIT)
* The [Apache License, Version 2.0](./LICENSE_APACHE)

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@ -0,0 +1,201 @@
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Copyright [2023] [Mark "kaosat-dev" Moissette]
Licensed under the Apache License, Version 2.0 (the "License");
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@ -0,0 +1,21 @@
MIT License
Copyright (c) 2023 Mark "kaosat-dev" Moissette
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SOFTWARE.

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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
}
}

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@ -1,3 +1,5 @@
#![doc = include_str!("../../../README.md")]
use bevy::{render::primitives::Aabb, utils::HashMap};
use std::path::PathBuf;