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Author | SHA1 | Date |
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kaosat.dev | dafd408bd1 | |
kaosat.dev | 56763879b1 |
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@ -1,6 +1,6 @@
|
|||
[package]
|
||||
name = "blenvy"
|
||||
version = "0.0.1"
|
||||
version = "0.1.0"
|
||||
authors = ["Mark 'kaosat-dev' Moissette"]
|
||||
description = "Allows you to define Bevy components direclty inside gltf files and instanciate the components on the Bevy side."
|
||||
homepage = "https://github.com/kaosat-dev/Blender_bevy_components_workflow"
|
||||
|
@ -17,6 +17,8 @@ workspace = true
|
|||
bevy = { version = "0.14.0-rc.3", default-features = false, features = ["bevy_asset", "bevy_scene", "bevy_gltf"] }
|
||||
serde = "1.0.188"
|
||||
ron = "0.8.1"
|
||||
serde_json = "1.0.108"
|
||||
|
||||
|
||||
[dev-dependencies]
|
||||
bevy = { version = "0.14.0-rc.3", 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
|
||||
Version 2.0, January 2004
|
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http://www.apache.org/licenses/
|
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TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
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Copyright [2023] [Mark "kaosat-dev" Moissette]
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MIT License
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Copyright (c) 2024 Mark "kaosat-dev" Moissette
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Permission is hereby granted, free of charge, to any person obtaining a copy
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SOFTWARE.
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|
@ -0,0 +1,333 @@
|
|||
[![Crates.io](https://img.shields.io/crates/v/blenvy)](https://crates.io/crates/blenvy)
|
||||
[![Docs](https://img.shields.io/docsrs/blenvy)](https://docs.rs/blenvy/latest/blenvy/)
|
||||
[![License](https://img.shields.io/crates/l/blenvy)](https://github.com/kaosat-dev/Blender_bevy_components_workflow/blob/main/crates/blenvy/License.md)
|
||||
[![Bevy tracking](https://img.shields.io/badge/Bevy%20tracking-released%20version-lightblue)](https://github.com/bevyengine/bevy/blob/main/docs/plugins_guidelines.md#main-branch-tracking)
|
||||
|
||||
# blenvy
|
||||
|
||||
this crate adds the ability to define Blueprints/Prefabs for [Bevy](https://bevyengine.org/) inside gltf files and spawn them in Bevy.
|
||||
|
||||
* Allows you to create lightweight levels, where all assets are different gltf files and loaded after the main level is loaded
|
||||
* Allows you to spawn different entities from gtlf files at runtime in a clean manner, including simplified animation support !
|
||||
|
||||
A blueprint is a set of **overrideable** components + a hierarchy: ie
|
||||
|
||||
* just a Gltf file with Gltf_extras specifying components
|
||||
* a component called BlueprintName
|
||||
|
||||
Particularly useful when using [Blender](https://www.blender.org/) as an editor for the [Bevy](https://bevyengine.org/) game engine, combined with the Blender add-on that do a lot of the work for you
|
||||
- [blenvy](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/tools/blenvy)
|
||||
|
||||
|
||||
## Usage
|
||||
|
||||
Here's a minimal usage example:
|
||||
|
||||
```toml
|
||||
# Cargo.toml
|
||||
[dependencies]
|
||||
bevy="0.14"
|
||||
blenvy = { version = "0.1.0"}
|
||||
|
||||
```
|
||||
|
||||
```rust no_run
|
||||
use bevy::prelude::*;
|
||||
use blenvy::*;
|
||||
|
||||
fn main() {
|
||||
App::new()
|
||||
.add_plugins(DefaultPlugins)
|
||||
.add_plugins(BlenvyPlugin)
|
||||
|
||||
.run();
|
||||
}
|
||||
|
||||
// not shown here: any other setup that is not specific to blueprints
|
||||
|
||||
fn spawn_blueprint(
|
||||
mut commands: Commands,
|
||||
keycode: Res<Input<KeyCode>>,
|
||||
){
|
||||
if keycode.just_pressed(KeyCode::S) {
|
||||
let new_entity = commands.spawn((
|
||||
BlueprintName("Health_Pickup".to_string()), // mandatory !!
|
||||
SpawnHere, // mandatory !!
|
||||
TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)), // VERY important !!
|
||||
// any other component you want to insert
|
||||
));
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## Installation
|
||||
|
||||
Add the following to your `[dependencies]` section in `Cargo.toml`:
|
||||
|
||||
```toml
|
||||
blenvy = "0.1.0"
|
||||
```
|
||||
|
||||
Or use `cargo add`:
|
||||
|
||||
```toml
|
||||
cargo add blenvy
|
||||
```
|
||||
|
||||
## Setup
|
||||
|
||||
```rust no_run
|
||||
use bevy::prelude::*;
|
||||
use blenvy::*;
|
||||
|
||||
fn main() {
|
||||
App::new()
|
||||
.add_plugins(DefaultPlugins)
|
||||
.add_plugin(BlenvyPlugin)
|
||||
|
||||
.run();
|
||||
}
|
||||
|
||||
```
|
||||
|
||||
you may want to configure your "library"/"blueprints" settings:
|
||||
|
||||
```rust no_run
|
||||
use bevy::prelude::*;
|
||||
use blenvy::*;
|
||||
|
||||
fn main() {
|
||||
App::new()
|
||||
.add_plugins((
|
||||
BlenvyPlugin{
|
||||
aabbs: true, // defaults to false, enable this to automatically calculate aabb for the scene/blueprint
|
||||
..Default::default()
|
||||
}
|
||||
))
|
||||
.run();
|
||||
}
|
||||
|
||||
```
|
||||
|
||||
## Spawning entities from blueprints
|
||||
|
||||
You can spawn entities from blueprints like this:
|
||||
```rust no_run
|
||||
commands.spawn((
|
||||
BlueprintName("Health_Pickup".to_string()), // mandatory !!
|
||||
SpawnHere, // mandatory !!
|
||||
|
||||
TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)), // optional
|
||||
// any other component you want to insert
|
||||
))
|
||||
|
||||
```
|
||||
|
||||
Once spawning of the actual entity is done, the spawned Blueprint will be *gone/merged* with the contents of Blueprint !
|
||||
|
||||
> Important :
|
||||
you can **add** or **override** components present inside your Blueprint when spawning the BluePrint itself: ie
|
||||
|
||||
### Adding components not specified inside the blueprint
|
||||
|
||||
you can just add any additional components you need when spawning :
|
||||
|
||||
```rust no_run
|
||||
commands.spawn((
|
||||
BlueprintName("Health_Pickup".to_string()),
|
||||
SpawnHere,
|
||||
TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)),
|
||||
// from Rapier/bevy_xpbd: this means the entity will also have a velocity component when inserted into the world
|
||||
Velocity {
|
||||
linvel: Vec3::new(vel_x, vel_y, vel_z),
|
||||
angvel: Vec3::new(0.0, 0.0, 0.0),
|
||||
},
|
||||
))
|
||||
|
||||
```
|
||||
### Overriding components specified inside the blueprint
|
||||
|
||||
any component you specify when spawning the Blueprint that is also specified **within** the Blueprint will **override** that component in the final spawned entity
|
||||
|
||||
for example
|
||||
```rust no_run
|
||||
commands.spawn((
|
||||
BlueprintName("Health_Pickup".to_string()),
|
||||
SpawnHere,
|
||||
TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)),
|
||||
HealthPowerUp(20)// if this is component is also present inside the "Health_Pickup" blueprint, that one will be replaced with this component during spawning
|
||||
))
|
||||
|
||||
```
|
||||
|
||||
### BluePrintBundle
|
||||
|
||||
There is also a ```BluePrintBundle``` for convenience , which just has
|
||||
* a ```BlueprintName``` component
|
||||
* a ```SpawnHere``` component
|
||||
|
||||
## Additional information
|
||||
|
||||
- When a blueprint is spawned, all its children entities (and nested children etc) also have an ```InBlueprint``` component that gets insert
|
||||
- In cases where that is undesirable, you can add a ```NoInBlueprint``` component on the entity you spawn the blueprint with, and the components above will not be add
|
||||
- if you want to overwrite the **path** where this crate looks for blueprints (gltf files) , you can add a ```Library``` component , and that will be used instead of the default path
|
||||
ie :
|
||||
|
||||
```rust no_run
|
||||
commands
|
||||
.spawn((
|
||||
Name::from("test"),
|
||||
BluePrintBundle {
|
||||
blueprint: BlueprintName("TestBlueprint".to_string()),
|
||||
..Default::default()
|
||||
},
|
||||
Library("models".into()) // now the path to the blueprint above will be /assets/models/TestBlueprint.glb
|
||||
))
|
||||
```
|
||||
- this crate also provides a special optional ```GameWorldTag``` component: this is useful when you want to keep all your spawned entities inside a root entity
|
||||
|
||||
You can use it in your queries to add your entities as children of this "world"
|
||||
This way all your levels, your dynamic entities etc, are kept seperated from UI nodes & other entities that are not relevant to the game world
|
||||
|
||||
> Note: you should only have a SINGLE entity tagged with that component !
|
||||
|
||||
```rust no_run
|
||||
commands.spawn((
|
||||
SceneBundle {
|
||||
scene: models
|
||||
.get(game_assets.world.id())
|
||||
.expect("main level should have been loaded")
|
||||
.scenes[0]
|
||||
.clone(),
|
||||
..default()
|
||||
},
|
||||
bevy::prelude::Name::from("world"),
|
||||
GameWorldTag, // here it is
|
||||
));
|
||||
```
|
||||
|
||||
|
||||
## SystemSet
|
||||
|
||||
the ordering of systems is very important !
|
||||
|
||||
For example to replace your proxy components (stand-in components when you cannot/ do not want to use real components in the gltf file) with actual ones, which should happen **AFTER** the Blueprint based spawning,
|
||||
|
||||
so ```blenvy``` provides a **SystemSet** for that purpose: ```GltfBlueprintsSet```
|
||||
|
||||
Typically , the order of systems should be
|
||||
|
||||
***bevy_gltf_components (GltfComponentsSet::Injection)*** => ***blenvy (GltfBlueprintsSet::Spawn, GltfBlueprintsSet::AfterSpawn)*** => ***replace_proxies***
|
||||
|
||||
see https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/blenvy/basic for how to set it up correctly
|
||||
|
||||
|
||||
|
||||
## Animation
|
||||
|
||||
```blenvy``` provides some lightweight helpers to deal with animations stored in gltf files
|
||||
|
||||
* an ```Animations``` component that gets inserted into spawned (root) entities that contains a hashmap of all animations contained inside that entity/gltf file .
|
||||
(this is a copy of the ```named_animations``` inside Bevy's gltf structures )
|
||||
* an ```AnimationPlayerLink``` component that gets inserted into spawned (root) entities, to make it easier to trigger/ control animations than it usually is inside Bevy + Gltf files
|
||||
|
||||
The workflow for animations is as follows:
|
||||
* create a gltf file with animations (using Blender & co) as you would normally do
|
||||
* inside Bevy, use the ```blenvy``` boilerplate (see sections above), no specific setup beyond that is required
|
||||
* to control the animation of an entity, you need to query for entities that have both ```AnimationPlayerLink``` and ```Animations``` components (added by ```blenvy```) AND entities with the ```AnimationPlayer``` component
|
||||
|
||||
For example:
|
||||
|
||||
```rust no_run
|
||||
// example of changing animation of entities based on proximity to the player, for "fox" entities (Tag component)
|
||||
pub fn animation_change_on_proximity_foxes(
|
||||
players: Query<&GlobalTransform, With<Player>>,
|
||||
animated_foxes: Query<(&GlobalTransform, &AnimationPlayerLink, &Animations ), With<Fox>>,
|
||||
|
||||
mut animation_players: Query<&mut AnimationPlayer>,
|
||||
|
||||
){
|
||||
for player_transforms in players.iter() {
|
||||
for (fox_tranforms, link, animations) in animated_foxes.iter() {
|
||||
let distance = player_transforms
|
||||
.translation()
|
||||
.distance(fox_tranforms.translation());
|
||||
let mut anim_name = "Walk";
|
||||
if distance < 8.5 {
|
||||
anim_name = "Run";
|
||||
}
|
||||
else if distance >= 8.5 && distance < 10.0{
|
||||
anim_name = "Walk";
|
||||
}
|
||||
else if distance >= 10.0 && distance < 15.0{
|
||||
anim_name = "Survey";
|
||||
}
|
||||
// now play the animation based on the chosen animation name
|
||||
let mut animation_player = animation_players.get_mut(link.0).unwrap();
|
||||
animation_player.play_with_transition(
|
||||
animations.named_animations.get(anim_name).expect("animation name should be in the list").clone(),
|
||||
Duration::from_secs(3)
|
||||
).repeat();
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
see https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/blenvy/animation for how to set it up correctly
|
||||
|
||||
particularly from https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/blenvy/animation/game/in_game.rs
|
||||
|
||||
|
||||
## Materials
|
||||
|
||||
You have the option of using "material libraries" to share common textures/materials between blueprints, in order to avoid asset & memory bloat:
|
||||
|
||||
Ie for example without this option, 56 different blueprints using the same material with a large texture would lead to the material/texture being embeded
|
||||
56 times !!
|
||||
|
||||
|
||||
you can configure this with the settings:
|
||||
```rust
|
||||
material_library: true // defaults to false, enable this to enable automatic injection of materials from material library files
|
||||
```
|
||||
|
||||
> Important! you must take care of preloading your material librairy gltf files in advance, using for example ```bevy_asset_loader```since
|
||||
```blenvy``` currently does NOT take care of loading those at runtime
|
||||
|
||||
|
||||
see https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/blenvy/materials for how to set it up correctly
|
||||
|
||||
Generating optimised blueprints and material libraries can be automated using the latests version of the [Blender plugin](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/tools/gltf_auto_export)
|
||||
|
||||
|
||||
## Examples
|
||||
|
||||
https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/blenvy/basic
|
||||
|
||||
https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/blenvy/basic_xpbd_physics
|
||||
|
||||
https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/blenvy/animation
|
||||
|
||||
https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/blenvy/materials
|
||||
|
||||
https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/blenvy/multiple_levels_multiple_blendfiles
|
||||
|
||||
|
||||
## Compatible Bevy versions
|
||||
|
||||
The main branch is compatible with the latest Bevy release, while the branch `bevy_main` tries to track the `main` branch of Bevy (PRs updating the tracked commit are welcome).
|
||||
|
||||
Compatibility of `blenvy` versions:
|
||||
| `blenvy` | `bevy` |
|
||||
| :-- | :-- |
|
||||
| `0.1 - 0.2` | `0.14` |
|
||||
| branch `main` | `0.14` |
|
||||
| branch `bevy_main` | `main` |
|
||||
|
||||
|
||||
## License
|
||||
|
||||
This crate, 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)
|
|
@ -0,0 +1,61 @@
|
|||
use bevy::{math::Vec3A, prelude::*, render::primitives::Aabb};
|
||||
|
||||
use crate::{BlenvyConfig, Spawned};
|
||||
|
||||
/// helper system that computes the compound aabbs of the scenes/blueprints
|
||||
pub fn compute_scene_aabbs(
|
||||
root_entities: Query<(Entity, &Name), (With<Spawned>, Without<Aabb>)>,
|
||||
children: Query<&Children>,
|
||||
existing_aabbs: Query<&Aabb>,
|
||||
|
||||
mut blenvy_config: ResMut<BlenvyConfig>,
|
||||
mut commands: Commands,
|
||||
) {
|
||||
// compute compound aabb
|
||||
for (root_entity, name) in root_entities.iter() {
|
||||
// info!("generating aabb for {:?}", name);
|
||||
|
||||
// only recompute aabb if it has not already been done before
|
||||
if blenvy_config.aabb_cache.contains_key(&name.to_string()) {
|
||||
let aabb = blenvy_config
|
||||
.aabb_cache
|
||||
.get(&name.to_string())
|
||||
.expect("we should have the aabb available");
|
||||
commands.entity(root_entity).insert(*aabb);
|
||||
} else {
|
||||
let aabb = compute_descendant_aabb(root_entity, &children, &existing_aabbs);
|
||||
commands.entity(root_entity).insert(aabb);
|
||||
blenvy_config.aabb_cache.insert(name.to_string(), aabb);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub fn compute_descendant_aabb(
|
||||
root_entity: Entity,
|
||||
children: &Query<&Children>,
|
||||
existing_aabbs: &Query<&Aabb>,
|
||||
) -> Aabb {
|
||||
if let Ok(children_list) = children.get(root_entity) {
|
||||
let mut chilren_aabbs: Vec<Aabb> = vec![];
|
||||
for child in children_list.iter() {
|
||||
if let Ok(aabb) = existing_aabbs.get(*child) {
|
||||
chilren_aabbs.push(*aabb);
|
||||
} else {
|
||||
let aabb = compute_descendant_aabb(*child, children, existing_aabbs);
|
||||
chilren_aabbs.push(aabb);
|
||||
}
|
||||
}
|
||||
|
||||
let mut min = Vec3A::splat(f32::MAX);
|
||||
let mut max = Vec3A::splat(f32::MIN);
|
||||
for aabb in chilren_aabbs.iter() {
|
||||
min = min.min(aabb.min());
|
||||
max = max.max(aabb.max());
|
||||
}
|
||||
let aabb = Aabb::from_min_max(Vec3::from(min), Vec3::from(max));
|
||||
|
||||
return aabb;
|
||||
}
|
||||
|
||||
Aabb::default()
|
||||
}
|
|
@ -0,0 +1,221 @@
|
|||
use bevy::prelude::*;
|
||||
use bevy::utils::HashMap;
|
||||
|
||||
#[derive(Component, Reflect, Default, Debug)]
|
||||
#[reflect(Component)]
|
||||
/// storage for animations for a given entity's BLUEPRINT (ie for example a characters animations), essentially a clone of gltf's `named_animations`
|
||||
pub struct BlueprintAnimations {
|
||||
pub named_animations: HashMap<String, Handle<AnimationClip>>,
|
||||
}
|
||||
|
||||
#[derive(Component, Debug)]
|
||||
/// Stop gap helper component : this is inserted into a "root" entity (an entity representing a whole gltf file)
|
||||
/// so that the root entity knows which of its children contains an actualy `AnimationPlayer` component
|
||||
/// this is for convenience, because currently , Bevy's gltf parsing inserts `AnimationPlayers` "one level down"
|
||||
/// ie armature/root for animated models, which means more complex queries to trigger animations that we want to avoid
|
||||
pub struct BlueprintAnimationPlayerLink(pub Entity);
|
||||
|
||||
#[derive(Component, Reflect, Default, Debug)]
|
||||
#[reflect(Component)]
|
||||
/// storage for scene level animations for a given entity (hierarchy), essentially a clone of gltf's `named_animations`
|
||||
pub struct SceneAnimations {
|
||||
pub named_animations: HashMap<String, Handle<AnimationClip>>,
|
||||
}
|
||||
|
||||
#[derive(Component, Debug)]
|
||||
/// Stop gap helper component : this is inserted into a "root" entity (an entity representing a whole gltf file)
|
||||
/// so that the root entity knows which of its children contains an actualy `AnimationPlayer` component
|
||||
/// this is for convenience, because currently , Bevy's gltf parsing inserts `AnimationPlayers` "one level down"
|
||||
/// ie armature/root for animated models, which means more complex queries to trigger animations that we want to avoid
|
||||
pub struct SceneAnimationPlayerLink(pub Entity);
|
||||
|
||||
/// Stores Animation information: name, frame informations etc
|
||||
#[derive(Reflect, Default, Debug)]
|
||||
pub struct AnimationInfo {
|
||||
pub name: String,
|
||||
pub frame_start: f32,
|
||||
pub frame_end: f32,
|
||||
pub frames_length: f32,
|
||||
pub frame_start_override: f32,
|
||||
pub frame_end_override: f32,
|
||||
}
|
||||
|
||||
/// Stores information about animations, to make things a bit easier api wise:
|
||||
/// these components are automatically inserted by `gltf_auto_export` on entities that have animations
|
||||
#[derive(Component, Reflect, Default, Debug)]
|
||||
#[reflect(Component)]
|
||||
pub struct AnimationInfos {
|
||||
pub animations: Vec<AnimationInfo>,
|
||||
}
|
||||
|
||||
#[derive(Reflect, Default, Debug)]
|
||||
pub struct AnimationMarker {
|
||||
// pub frame: u32,
|
||||
pub name: String,
|
||||
pub handled_for_cycle: bool,
|
||||
}
|
||||
|
||||
/// Stores information about animation markers: practical for adding things like triggering events at specific keyframes etc
|
||||
/// it is essentiall a hashmap of `AnimationName` => `HashMap`<`FrameNumber`, Vec of marker names>
|
||||
#[derive(Component, Reflect, Default, Debug)]
|
||||
#[reflect(Component)]
|
||||
pub struct AnimationMarkers(pub HashMap<String, HashMap<u32, Vec<String>>>);
|
||||
|
||||
/// Event that gets triggered once a specific marker inside an animation has been reached (frame based)
|
||||
/// Provides some usefull information about which entity , wich animation, wich frame & which marker got triggered
|
||||
#[derive(Event, Debug)]
|
||||
pub struct AnimationMarkerReached {
|
||||
pub entity: Entity,
|
||||
pub animation_name: String,
|
||||
pub frame: u32,
|
||||
pub marker_name: String,
|
||||
}
|
||||
|
||||
/////////////////////
|
||||
|
||||
/*
|
||||
/// triggers events when a given animation marker is reached for INSTANCE animations
|
||||
pub fn trigger_instance_animation_markers_events(
|
||||
animation_infos: Query<(
|
||||
Entity,
|
||||
&AnimationMarkers,
|
||||
&SceneAnimationPlayerLink,
|
||||
&SceneAnimations,
|
||||
&AnimationInfos,
|
||||
)>,
|
||||
animation_players: Query<(&AnimationPlayer)>,
|
||||
animation_clips: Res<Assets<AnimationClip>>,
|
||||
animation_graphs: Res<Assets<AnimationGraph>>,
|
||||
mut animation_marker_events: EventWriter<AnimationMarkerReached>,
|
||||
) {
|
||||
for (entity, markers, link, animations, animation_infos) in animation_infos.iter() {
|
||||
let animation_player = animation_players.get(link.0).unwrap();
|
||||
let animation_clip = animation_clips.get(animation_player.animation_clip());
|
||||
// animation_player.play(animation)
|
||||
|
||||
if animation_clip.is_some() {
|
||||
// println!("Entity {:?} markers {:?}", entity, markers);
|
||||
// println!("Player {:?} {}", animation_player.elapsed(), animation_player.completions());
|
||||
// FIMXE: yikes ! very inneficient ! perhaps add boilerplate to the "start playing animation" code so we know what is playing
|
||||
let animation_name = animations.named_animations.iter().find_map(|(key, value)| {
|
||||
if value == animation_player.animation_clip() {
|
||||
Some(key)
|
||||
} else {
|
||||
None
|
||||
}
|
||||
});
|
||||
if animation_name.is_some() {
|
||||
let animation_name = animation_name.unwrap();
|
||||
|
||||
let animation_length_seconds = animation_clip.unwrap().duration();
|
||||
let animation_length_frames = animation_infos
|
||||
.animations
|
||||
.iter()
|
||||
.find(|anim| &anim.name == animation_name)
|
||||
.unwrap()
|
||||
.frames_length;
|
||||
// TODO: we also need to take playback speed into account
|
||||
let time_in_animation = animation_player.elapsed()
|
||||
- (animation_player.completions() as f32) * animation_length_seconds;
|
||||
let frame_seconds =
|
||||
(animation_length_frames / animation_length_seconds) * time_in_animation;
|
||||
let frame = frame_seconds as u32;
|
||||
|
||||
let matching_animation_marker = &markers.0[animation_name];
|
||||
if matching_animation_marker.contains_key(&frame) {
|
||||
let matching_markers_per_frame = matching_animation_marker.get(&frame).unwrap();
|
||||
|
||||
// let timediff = animation_length_seconds - time_in_animation;
|
||||
// println!("timediff {}", timediff);
|
||||
// println!("FOUND A MARKER {:?} at frame {}", matching_markers_per_frame, frame);
|
||||
// emit an event AnimationMarkerReached(entity, animation_name, frame, marker_name)
|
||||
// FIXME: problem, this can fire multiple times in a row, depending on animation length , speed , etc
|
||||
for marker in matching_markers_per_frame {
|
||||
animation_marker_events.send(AnimationMarkerReached {
|
||||
entity,
|
||||
animation_name: animation_name.clone(),
|
||||
frame,
|
||||
marker_name: marker.clone(),
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// triggers events when a given animation marker is reached for BLUEPRINT animations
|
||||
pub fn trigger_blueprint_animation_markers_events(
|
||||
animation_infos: Query<(Entity, &BlueprintAnimationPlayerLink, &BlueprintAnimations)>,
|
||||
// FIXME: annoying hiearchy issue yet again: the Markers & AnimationInfos are stored INSIDE the blueprint, so we need to access them differently
|
||||
all_animation_infos: Query<(Entity, &AnimationMarkers, &AnimationInfos, &Parent)>,
|
||||
animation_players: Query<&AnimationPlayer>,
|
||||
animation_clips: Res<Assets<AnimationClip>>,
|
||||
mut animation_marker_events: EventWriter<AnimationMarkerReached>,
|
||||
) {
|
||||
for (entity, link, animations) in animation_infos.iter() {
|
||||
let animation_player = animation_players.get(link.0).unwrap();
|
||||
let animation_clip = animation_clips.get(animation_player.animation_clip());
|
||||
|
||||
// FIXME: horrible code
|
||||
for (_, markers, animation_infos, parent) in all_animation_infos.iter() {
|
||||
if parent.get() == entity {
|
||||
if animation_clip.is_some() {
|
||||
// println!("Entity {:?} markers {:?}", entity, markers);
|
||||
// println!("Player {:?} {}", animation_player.elapsed(), animation_player.completions());
|
||||
// FIMXE: yikes ! very inneficient ! perhaps add boilerplate to the "start playing animation" code so we know what is playing
|
||||
let animation_name =
|
||||
animations.named_animations.iter().find_map(|(key, value)| {
|
||||
if value == animation_player.animation_clip() {
|
||||
Some(key)
|
||||
} else {
|
||||
None
|
||||
}
|
||||
});
|
||||
if animation_name.is_some() {
|
||||
let animation_name = animation_name.unwrap();
|
||||
let animation_length_seconds = animation_clip.unwrap().duration();
|
||||
let animation_length_frames = animation_infos
|
||||
.animations
|
||||
.iter()
|
||||
.find(|anim| &anim.name == animation_name)
|
||||
.unwrap()
|
||||
.frames_length;
|
||||
// TODO: we also need to take playback speed into account
|
||||
let time_in_animation = animation_player.elapsed()
|
||||
- (animation_player.completions() as f32) * animation_length_seconds;
|
||||
let frame_seconds = (animation_length_frames / animation_length_seconds)
|
||||
* time_in_animation;
|
||||
// println!("frame seconds {}", frame_seconds);
|
||||
let frame = frame_seconds.ceil() as u32; // FIXME , bad hack
|
||||
|
||||
let matching_animation_marker = &markers.0[animation_name];
|
||||
|
||||
if matching_animation_marker.contains_key(&frame) {
|
||||
let matching_markers_per_frame =
|
||||
matching_animation_marker.get(&frame).unwrap();
|
||||
// println!("FOUND A MARKER {:?} at frame {}", matching_markers_per_frame, frame);
|
||||
// emit an event AnimationMarkerReached(entity, animation_name, frame, marker_name)
|
||||
// FIXME: complete hack-ish solution , otherwise this can fire multiple times in a row, depending on animation length , speed , etc
|
||||
let diff = frame as f32 - frame_seconds;
|
||||
println!("diff {}", diff);
|
||||
if diff < 0.1 {
|
||||
for marker in matching_markers_per_frame {
|
||||
animation_marker_events.send(AnimationMarkerReached {
|
||||
entity,
|
||||
animation_name: animation_name.clone(),
|
||||
frame,
|
||||
marker_name: marker.clone(),
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
*/
|
|
@ -0,0 +1,63 @@
|
|||
use std::path::{Path, PathBuf};
|
||||
|
||||
use bevy::{asset::LoadedUntypedAsset, gltf::Gltf, prelude::*, utils::HashMap};
|
||||
|
||||
use crate::{BlenvyConfig, BlueprintAnimations};
|
||||
|
||||
/// helper component, is used to store the list of sub blueprints to enable automatic loading of dependend blueprints
|
||||
#[derive(Component, Reflect, Default, Debug)]
|
||||
#[reflect(Component)]
|
||||
pub struct MyAsset{
|
||||
pub name: String,
|
||||
pub path: String
|
||||
}
|
||||
|
||||
/// helper component, is used to store the list of sub blueprints to enable automatic loading of dependend blueprints
|
||||
#[derive(Component, Reflect, Default, Debug)]
|
||||
#[reflect(Component)]
|
||||
pub struct LocalAssets(pub Vec<MyAsset>);
|
||||
|
||||
/// helper component, is used to store the list of sub blueprints to enable automatic loading of dependend blueprints
|
||||
#[derive(Component, Reflect, Default, Debug)]
|
||||
#[reflect(Component)]
|
||||
pub struct AllAssets(pub Vec<MyAsset>);
|
||||
|
||||
|
||||
|
||||
////////////////////////
|
||||
///
|
||||
/// flag component, usually added when a blueprint is loaded
|
||||
#[derive(Component)]
|
||||
pub(crate) struct BlueprintAssetsLoaded;
|
||||
/// flag component
|
||||
#[derive(Component)]
|
||||
pub(crate) struct BlueprintAssetsNotLoaded;
|
||||
|
||||
/// helper component, for tracking loaded assets's loading state, id , handle etc
|
||||
#[derive(Debug)]
|
||||
pub(crate) struct AssetLoadTracker {
|
||||
#[allow(dead_code)]
|
||||
pub name: String,
|
||||
pub id: AssetId<LoadedUntypedAsset>,
|
||||
pub loaded: bool,
|
||||
#[allow(dead_code)]
|
||||
pub handle: Handle<LoadedUntypedAsset>,
|
||||
}
|
||||
|
||||
|
||||
/// helper component, for tracking loaded assets
|
||||
#[derive(Component, Debug)]
|
||||
pub(crate) struct AssetsToLoad {
|
||||
pub all_loaded: bool,
|
||||
pub asset_infos: Vec<AssetLoadTracker>,
|
||||
pub progress: f32,
|
||||
}
|
||||
impl Default for AssetsToLoad {
|
||||
fn default() -> Self {
|
||||
Self {
|
||||
all_loaded: Default::default(),
|
||||
asset_infos: Default::default(),
|
||||
progress: Default::default(),
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,107 @@
|
|||
use bevy::ecs::world::Command;
|
||||
use bevy::prelude::*;
|
||||
use std::any::TypeId;
|
||||
|
||||
// originally based https://github.com/bevyengine/bevy/issues/1515,
|
||||
// more specifically https://gist.github.com/nwtnni/85d6b87ae75337a522166c500c9a8418
|
||||
// to work with Bevy 0.11
|
||||
// to copy components between entities but NOT overwriting any existing components
|
||||
// plus some bells & whistles
|
||||
pub struct CopyComponents {
|
||||
pub source: Entity,
|
||||
pub destination: Entity,
|
||||
pub exclude: Vec<TypeId>,
|
||||
pub stringent: bool,
|
||||
}
|
||||
|
||||
impl CopyComponents {
|
||||
// Copy all components from an entity to another.
|
||||
// Using an entity with no components as the destination creates a copy of the source entity.
|
||||
// Panics if:
|
||||
// - the components are not registered in the type registry,
|
||||
// - the world does not have a type registry
|
||||
// - the source or destination entity do not exist
|
||||
fn transfer_components(self, world: &mut World) {
|
||||
let components = {
|
||||
let registry = world
|
||||
.get_resource::<AppTypeRegistry>()
|
||||
.expect("the world should have a type registry")
|
||||
.read();
|
||||
|
||||
world
|
||||
.get_entity(self.source)
|
||||
.expect("source entity should exist")
|
||||
.archetype()
|
||||
.components()
|
||||
.filter_map(|component_id| {
|
||||
let component_info = world
|
||||
.components()
|
||||
.get_info(component_id)
|
||||
.expect("component info should be available");
|
||||
|
||||
let type_id = component_info.type_id().unwrap();
|
||||
if self.exclude.contains(&type_id) {
|
||||
debug!("excluding component: {:?}", component_info.name());
|
||||
None
|
||||
} else {
|
||||
debug!(
|
||||
"cloning: component: {:?} {:?}",
|
||||
component_info.name(),
|
||||
type_id
|
||||
);
|
||||
|
||||
if let Some(type_registration) = registry.get(type_id) {
|
||||
Some(type_registration)
|
||||
} else if self.stringent {
|
||||
return Some(registry.get(type_id).unwrap_or_else(|| {
|
||||
panic!(
|
||||
"cannot clone entity: component: {:?} is not registered",
|
||||
component_info.name()
|
||||
)
|
||||
}));
|
||||
} else {
|
||||
warn!(
|
||||
"cannot clone component: component: {:?} is not registered",
|
||||
component_info.name()
|
||||
);
|
||||
None
|
||||
}
|
||||
}
|
||||
})
|
||||
.map(|type_id| {
|
||||
return (
|
||||
type_id.data::<ReflectComponent>().unwrap().clone(),
|
||||
type_id.type_info().type_id(), // we need the original type_id down the line
|
||||
);
|
||||
})
|
||||
.collect::<Vec<_>>()
|
||||
};
|
||||
|
||||
for (component, type_id) in components {
|
||||
let type_registry: &AppTypeRegistry = world.resource();
|
||||
let type_registry = type_registry.clone();
|
||||
let type_registry = type_registry.read();
|
||||
let source = component
|
||||
.reflect(world.get_entity(self.source).unwrap())
|
||||
.unwrap()
|
||||
.clone_value();
|
||||
|
||||
let mut destination = world
|
||||
.get_entity_mut(self.destination)
|
||||
.expect("destination entity should exist");
|
||||
|
||||
// println!("contains typeid {:?} {}", type_id, destination.contains_type_id(type_id));
|
||||
// we only want to copy components that are NOT already in the destination (ie no overwriting existing components)
|
||||
if !destination.contains_type_id(type_id) {
|
||||
component.insert(&mut destination, &*source, &type_registry);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// This allows the command to be used in systems
|
||||
impl Command for CopyComponents {
|
||||
fn apply(self, world: &mut World) {
|
||||
self.transfer_components(world);
|
||||
}
|
||||
}
|
|
@ -0,0 +1,189 @@
|
|||
use std::path::Path;
|
||||
|
||||
use bevy::{
|
||||
asset::{AssetServer, Assets, Handle},
|
||||
ecs::{
|
||||
component::Component,
|
||||
entity::Entity,
|
||||
query::{Added, With},
|
||||
reflect::ReflectComponent,
|
||||
system::{Commands, Query, Res, ResMut},
|
||||
},
|
||||
gltf::Gltf,
|
||||
hierarchy::{Children, Parent},
|
||||
log::debug,
|
||||
pbr::StandardMaterial,
|
||||
reflect::Reflect,
|
||||
render::mesh::Mesh,
|
||||
};
|
||||
|
||||
use crate::{AssetLoadTracker, AssetsToLoad, BlenvyConfig, BlueprintInstanceReady};
|
||||
|
||||
#[derive(Component, Reflect, Default, Debug)]
|
||||
#[reflect(Component)]
|
||||
/// struct containing the name & path of the material to apply
|
||||
pub struct MaterialInfo {
|
||||
pub name: String,
|
||||
pub path: String,
|
||||
}
|
||||
|
||||
/// flag component
|
||||
#[derive(Component)]
|
||||
pub(crate) struct BlueprintMaterialAssetsLoaded;
|
||||
/// flag component
|
||||
#[derive(Component)]
|
||||
pub(crate) struct BlueprintMaterialAssetsNotLoaded;
|
||||
|
||||
/// system that injects / replaces materials from material library
|
||||
pub(crate) fn materials_inject(
|
||||
blenvy_config: ResMut<BlenvyConfig>,
|
||||
material_infos: Query<(Entity, &MaterialInfo), Added<MaterialInfo>>,
|
||||
asset_server: Res<AssetServer>,
|
||||
mut commands: Commands,
|
||||
) {
|
||||
|
||||
|
||||
for (entity, material_info) in material_infos.iter() {
|
||||
println!("Entity with material info {:?} {:?}", entity, material_info);
|
||||
let material_full_path = format!("{}#{}", material_info.path, material_info.name);
|
||||
if blenvy_config
|
||||
.materials_cache
|
||||
.contains_key(&material_full_path)
|
||||
{
|
||||
debug!("material is cached, retrieving");
|
||||
blenvy_config
|
||||
.materials_cache
|
||||
.get(&material_full_path)
|
||||
.expect("we should have the material available");
|
||||
commands
|
||||
.entity(entity)
|
||||
.insert(BlueprintMaterialAssetsLoaded);
|
||||
} else {
|
||||
let material_file_handle = asset_server.load_untyped(&material_info.path.clone()); // : Handle<Gltf>
|
||||
let material_file_id = material_file_handle.id();
|
||||
|
||||
let asset_infos: Vec<AssetLoadTracker> = vec![AssetLoadTracker {
|
||||
name: material_info.name.clone(),
|
||||
id: material_file_id,
|
||||
loaded: false,
|
||||
handle: material_file_handle.clone(),
|
||||
}];
|
||||
|
||||
commands
|
||||
.entity(entity)
|
||||
.insert(AssetsToLoad {
|
||||
all_loaded: false,
|
||||
asset_infos,
|
||||
..Default::default()
|
||||
})
|
||||
.insert(BlueprintMaterialAssetsNotLoaded);
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// TODO, merge with blueprints_check_assets_loading, make generic ?
|
||||
pub(crate) fn check_for_material_loaded(
|
||||
mut blueprint_assets_to_load: Query<
|
||||
(Entity, &mut AssetsToLoad),
|
||||
With<BlueprintMaterialAssetsNotLoaded>,
|
||||
>,
|
||||
asset_server: Res<AssetServer>,
|
||||
mut commands: Commands,
|
||||
) {
|
||||
for (entity, mut assets_to_load) in blueprint_assets_to_load.iter_mut() {
|
||||
let mut all_loaded = true;
|
||||
let mut loaded_amount = 0;
|
||||
let total = assets_to_load.asset_infos.len();
|
||||
for tracker in assets_to_load.asset_infos.iter_mut() {
|
||||
let asset_id = tracker.id;
|
||||
let loaded = asset_server.is_loaded_with_dependencies(asset_id);
|
||||
tracker.loaded = loaded;
|
||||
if loaded {
|
||||
loaded_amount += 1;
|
||||
} else {
|
||||
all_loaded = false;
|
||||
}
|
||||
}
|
||||
let progress: f32 = loaded_amount as f32 / total as f32;
|
||||
assets_to_load.progress = progress;
|
||||
|
||||
if all_loaded {
|
||||
assets_to_load.all_loaded = true;
|
||||
commands
|
||||
.entity(entity)
|
||||
.insert(BlueprintMaterialAssetsLoaded)
|
||||
.remove::<BlueprintMaterialAssetsNotLoaded>();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// system that injects / replaces materials from material library
|
||||
pub(crate) fn materials_inject2(
|
||||
mut blenvy_config: ResMut<BlenvyConfig>,
|
||||
material_infos: Query<
|
||||
(&MaterialInfo, &Children),
|
||||
(
|
||||
Added<BlueprintMaterialAssetsLoaded>,
|
||||
With<BlueprintMaterialAssetsLoaded>,
|
||||
),
|
||||
>,
|
||||
with_materials_and_meshes: Query<
|
||||
(),
|
||||
(
|
||||
With<Parent>,
|
||||
With<Handle<StandardMaterial>>,
|
||||
With<Handle<Mesh>>,
|
||||
),
|
||||
>,
|
||||
assets_gltf: Res<Assets<Gltf>>,
|
||||
asset_server: Res<AssetServer>,
|
||||
|
||||
mut commands: Commands,
|
||||
) {
|
||||
for (material_info, children) in material_infos.iter() {
|
||||
let material_full_path = format!("{}#{}", material_info.path, material_info.name);
|
||||
let mut material_found: Option<&Handle<StandardMaterial>> = None;
|
||||
|
||||
if blenvy_config
|
||||
.materials_cache
|
||||
.contains_key(&material_full_path)
|
||||
{
|
||||
debug!("material is cached, retrieving");
|
||||
let material = blenvy_config
|
||||
.materials_cache
|
||||
.get(&material_full_path)
|
||||
.expect("we should have the material available");
|
||||
material_found = Some(material);
|
||||
} else {
|
||||
let model_handle: Handle<Gltf> = asset_server.load(material_info.path.clone()); // FIXME: kinda weird now
|
||||
let mat_gltf = assets_gltf
|
||||
.get(model_handle.id())
|
||||
.expect("material should have been preloaded");
|
||||
if mat_gltf.named_materials.contains_key(&material_info.name as &str) {
|
||||
let material = mat_gltf
|
||||
.named_materials
|
||||
.get(&material_info.name as &str)
|
||||
.expect("this material should have been loaded");
|
||||
blenvy_config
|
||||
.materials_cache
|
||||
.insert(material_full_path, material.clone());
|
||||
material_found = Some(material);
|
||||
}
|
||||
}
|
||||
|
||||
if let Some(material) = material_found {
|
||||
for child in children.iter() {
|
||||
if with_materials_and_meshes.contains(*child) {
|
||||
debug!(
|
||||
"injecting material {}, path: {:?}",
|
||||
material_info.name,
|
||||
material_info.path.clone()
|
||||
);
|
||||
|
||||
commands.entity(*child).insert(material.clone());
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,172 @@
|
|||
pub mod spawn_from_blueprints;
|
||||
pub use spawn_from_blueprints::*;
|
||||
|
||||
pub mod spawn_post_process;
|
||||
pub(crate) use spawn_post_process::*;
|
||||
|
||||
pub mod animation;
|
||||
pub use animation::*;
|
||||
|
||||
pub mod aabb;
|
||||
pub use aabb::*;
|
||||
|
||||
pub mod assets;
|
||||
pub use assets::*;
|
||||
|
||||
pub mod materials;
|
||||
pub use materials::*;
|
||||
|
||||
pub mod copy_components;
|
||||
pub use copy_components::*;
|
||||
|
||||
use core::fmt;
|
||||
use std::path::PathBuf;
|
||||
|
||||
use bevy::{prelude::*, render::primitives::Aabb, utils::HashMap};
|
||||
|
||||
use crate::{BlenvyConfig, GltfComponentsSet};
|
||||
|
||||
#[derive(SystemSet, Debug, Hash, PartialEq, Eq, Clone)]
|
||||
/// set for the two stages of blueprint based spawning :
|
||||
pub enum GltfBlueprintsSet {
|
||||
Spawn,
|
||||
AfterSpawn,
|
||||
}
|
||||
|
||||
#[derive(Bundle)]
|
||||
pub struct BluePrintBundle {
|
||||
pub blueprint: BlueprintName,
|
||||
pub blueprint_path: BlueprintPath,
|
||||
pub spawn_here: SpawnHere,
|
||||
}
|
||||
impl Default for BluePrintBundle {
|
||||
fn default() -> Self {
|
||||
BluePrintBundle {
|
||||
blueprint: BlueprintName("default".into()),
|
||||
blueprint_path: BlueprintPath("".into()),
|
||||
spawn_here: SpawnHere,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
#[derive(Debug, Clone, Copy, Eq, PartialEq, Hash, Default)]
|
||||
pub enum GltfFormat {
|
||||
#[default]
|
||||
GLB,
|
||||
GLTF,
|
||||
}
|
||||
|
||||
impl fmt::Display for GltfFormat {
|
||||
fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
|
||||
match self {
|
||||
GltfFormat::GLB => {
|
||||
write!(f, "glb",)
|
||||
}
|
||||
GltfFormat::GLTF => {
|
||||
write!(f, "gltf")
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Debug, Clone)]
|
||||
/// Plugin for gltf blueprints
|
||||
pub struct BlueprintsPlugin {
|
||||
/// Automatically generate aabbs for the blueprints root objects
|
||||
pub aabbs: bool,
|
||||
///
|
||||
pub material_library: bool,
|
||||
}
|
||||
|
||||
impl Default for BlueprintsPlugin {
|
||||
fn default() -> Self {
|
||||
Self {
|
||||
aabbs: false,
|
||||
material_library: false
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn aabbs_enabled(blenvy_config: Res<BlenvyConfig>) -> bool {
|
||||
blenvy_config.aabbs
|
||||
}
|
||||
|
||||
|
||||
impl Plugin for BlueprintsPlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
app
|
||||
.register_type::<BlueprintName>()
|
||||
.register_type::<BlueprintPath>()
|
||||
.register_type::<MaterialInfo>()
|
||||
.register_type::<SpawnHere>()
|
||||
.register_type::<BlueprintAnimations>()
|
||||
.register_type::<SceneAnimations>()
|
||||
.register_type::<AnimationInfo>()
|
||||
.register_type::<AnimationInfos>()
|
||||
.register_type::<Vec<AnimationInfo>>()
|
||||
.register_type::<AnimationMarkers>()
|
||||
.register_type::<HashMap<u32, Vec<String>>>()
|
||||
.register_type::<HashMap<String, HashMap<u32, Vec<String>>>>()
|
||||
.add_event::<AnimationMarkerReached>()
|
||||
.register_type::<MyAsset>()
|
||||
.register_type::<Vec<MyAsset>>()
|
||||
.register_type::<Vec<String>>()
|
||||
.register_type::<LocalAssets>()
|
||||
.register_type::<AllAssets>()
|
||||
|
||||
.add_event::<BlueprintEvent>()
|
||||
|
||||
|
||||
|
||||
.register_type::<HashMap<String, Vec<String>>>()
|
||||
.configure_sets(
|
||||
Update,
|
||||
(GltfBlueprintsSet::Spawn, GltfBlueprintsSet::AfterSpawn)
|
||||
.chain()
|
||||
.after(GltfComponentsSet::Injection),
|
||||
)
|
||||
.add_systems(
|
||||
Update,
|
||||
(
|
||||
blueprints_prepare_spawn,
|
||||
blueprints_check_assets_loading,
|
||||
blueprints_spawn,
|
||||
|
||||
/*(
|
||||
prepare_blueprints,
|
||||
blueprints_check_assets_loading,
|
||||
blueprints_spawn,
|
||||
apply_deferred,
|
||||
)
|
||||
.chain(),*/
|
||||
(compute_scene_aabbs, apply_deferred)
|
||||
.chain()
|
||||
.run_if(aabbs_enabled),
|
||||
apply_deferred,
|
||||
(
|
||||
materials_inject,
|
||||
check_for_material_loaded,
|
||||
materials_inject2,
|
||||
)
|
||||
.chain()
|
||||
)
|
||||
.chain()
|
||||
.in_set(GltfBlueprintsSet::Spawn),
|
||||
)
|
||||
.add_systems(
|
||||
Update,
|
||||
(spawned_blueprint_post_process, apply_deferred)
|
||||
.chain()
|
||||
.in_set(GltfBlueprintsSet::AfterSpawn),
|
||||
)
|
||||
/* .add_systems(
|
||||
Update,
|
||||
(
|
||||
trigger_instance_animation_markers_events,
|
||||
trigger_blueprint_animation_markers_events,
|
||||
),
|
||||
)*/
|
||||
;
|
||||
}
|
||||
}
|
|
@ -0,0 +1,248 @@
|
|||
|
||||
|
||||
/// helper component, for tracking loaded assets's loading state, id , handle etc
|
||||
#[derive(Default, Debug)]
|
||||
pub(crate) struct AssetLoadTracker<T: bevy::prelude::Asset> {
|
||||
#[allow(dead_code)]
|
||||
pub name: String,
|
||||
pub id: AssetId<T>,
|
||||
pub loaded: bool,
|
||||
#[allow(dead_code)]
|
||||
pub handle: Handle<T>,
|
||||
}
|
||||
|
||||
/// helper component, for tracking loaded assets
|
||||
#[derive(Component, Debug)]
|
||||
pub(crate) struct AssetsToLoad<T: bevy::prelude::Asset> {
|
||||
pub all_loaded: bool,
|
||||
pub asset_infos: Vec<AssetLoadTracker<T>>,
|
||||
pub progress: f32,
|
||||
}
|
||||
impl<T: bevy::prelude::Asset> Default for AssetsToLoad<T> {
|
||||
fn default() -> Self {
|
||||
Self {
|
||||
all_loaded: Default::default(),
|
||||
asset_infos: Default::default(),
|
||||
progress: Default::default(),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// flag component, usually added when a blueprint is loaded
|
||||
#[derive(Component)]
|
||||
pub(crate) struct BlueprintAssetsLoaded;
|
||||
/// flag component
|
||||
#[derive(Component)]
|
||||
pub(crate) struct BlueprintAssetsNotLoaded;
|
||||
|
||||
|
||||
|
||||
/// spawning prepare function,
|
||||
/// * also takes into account the already exisiting "override" components, ie "override components" > components from blueprint
|
||||
pub(crate) fn prepare_blueprints(
|
||||
spawn_placeholders: Query<
|
||||
(
|
||||
Entity,
|
||||
&BlueprintName,
|
||||
Option<&Parent>,
|
||||
Option<&Library>,
|
||||
Option<&Name>,
|
||||
Option<&BlueprintsList>,
|
||||
),
|
||||
(Added<BlueprintName>, Added<SpawnHere>, Without<Spawned>),
|
||||
>,
|
||||
|
||||
mut commands: Commands,
|
||||
asset_server: Res<AssetServer>,
|
||||
blenvy_config: Res<BluePrintsConfig>,
|
||||
) {
|
||||
for (entity, blupeprint_name, original_parent, library_override, name, blueprints_list) in
|
||||
spawn_placeholders.iter()
|
||||
{
|
||||
debug!(
|
||||
"requesting to spawn {:?} for entity {:?}, id: {:?}, parent:{:?}",
|
||||
blupeprint_name.0, name, entity, original_parent
|
||||
);
|
||||
|
||||
// println!("main model path {:?}", model_path);
|
||||
if blueprints_list.is_some() {
|
||||
let blueprints_list = blueprints_list.unwrap();
|
||||
// println!("blueprints list {:?}", blueprints_list.0.keys());
|
||||
let mut asset_infos: Vec<AssetLoadTracker<Gltf>> = vec![];
|
||||
let library_path =
|
||||
library_override.map_or_else(|| &blenvy_config.library_folder, |l| &l.0);
|
||||
for (blueprint_name, _) in blueprints_list.0.iter() {
|
||||
let model_file_name = format!("{}.{}", &blueprint_name, &blenvy_config.format);
|
||||
let model_path = Path::new(&library_path).join(Path::new(model_file_name.as_str()));
|
||||
|
||||
let model_handle: Handle<Gltf> = asset_server.load(model_path.clone());
|
||||
let model_id = model_handle.id();
|
||||
let loaded = asset_server.is_loaded_with_dependencies(model_id);
|
||||
if !loaded {
|
||||
asset_infos.push(AssetLoadTracker {
|
||||
name: model_path.to_string_lossy().into(),
|
||||
id: model_id,
|
||||
loaded: false,
|
||||
handle: model_handle.clone(),
|
||||
});
|
||||
}
|
||||
}
|
||||
// if not all assets are already loaded, inject a component to signal that we need them to be loaded
|
||||
if !asset_infos.is_empty() {
|
||||
commands
|
||||
.entity(entity)
|
||||
.insert(AssetsToLoad {
|
||||
all_loaded: false,
|
||||
asset_infos,
|
||||
..Default::default()
|
||||
})
|
||||
.insert(BlueprintAssetsNotLoaded);
|
||||
} else {
|
||||
commands.entity(entity).insert(BlueprintAssetsLoaded);
|
||||
}
|
||||
} else {
|
||||
// in case there are no blueprintsList, we revert back to the old behaviour
|
||||
commands.entity(entity).insert(BlueprintAssetsLoaded);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub(crate) fn blueprints_check_assets_loading(
|
||||
mut blueprint_assets_to_load: Query<
|
||||
(Entity, &mut AssetsToLoad<Gltf>),
|
||||
With<BlueprintAssetsNotLoaded>,
|
||||
>,
|
||||
asset_server: Res<AssetServer>,
|
||||
mut commands: Commands,
|
||||
) {
|
||||
for (entity, mut assets_to_load) in blueprint_assets_to_load.iter_mut() {
|
||||
let mut all_loaded = true;
|
||||
let mut loaded_amount = 0;
|
||||
let total = assets_to_load.asset_infos.len();
|
||||
for tracker in assets_to_load.asset_infos.iter_mut() {
|
||||
let asset_id = tracker.id;
|
||||
let loaded = asset_server.is_loaded_with_dependencies(asset_id);
|
||||
tracker.loaded = loaded;
|
||||
if loaded {
|
||||
loaded_amount += 1;
|
||||
} else {
|
||||
all_loaded = false;
|
||||
}
|
||||
}
|
||||
let progress: f32 = loaded_amount as f32 / total as f32;
|
||||
// println!("progress: {}",progress);
|
||||
assets_to_load.progress = progress;
|
||||
|
||||
if all_loaded {
|
||||
assets_to_load.all_loaded = true;
|
||||
commands
|
||||
.entity(entity)
|
||||
.insert(BlueprintAssetsLoaded)
|
||||
.remove::<BlueprintAssetsNotLoaded>();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub(crate) fn blueprints_spawn(
|
||||
spawn_placeholders: Query<
|
||||
(
|
||||
Entity,
|
||||
&BlueprintName,
|
||||
Option<&Transform>,
|
||||
Option<&Parent>,
|
||||
Option<&Library>,
|
||||
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>,
|
||||
blenvy_config: Res<BluePrintsConfig>,
|
||||
|
||||
children: Query<&Children>,
|
||||
) {
|
||||
for (
|
||||
entity,
|
||||
blupeprint_name,
|
||||
transform,
|
||||
original_parent,
|
||||
library_override,
|
||||
add_to_world,
|
||||
name,
|
||||
) in spawn_placeholders.iter()
|
||||
{
|
||||
debug!(
|
||||
"attempting to spawn {:?} for entity {:?}, id: {:?}, parent:{:?}",
|
||||
blupeprint_name.0, name, entity, original_parent
|
||||
);
|
||||
|
||||
let what = &blupeprint_name.0;
|
||||
let model_file_name = format!("{}.{}", &what, &blenvy_config.format);
|
||||
|
||||
// library path is either defined at the plugin level or overriden by optional Library components
|
||||
let library_path =
|
||||
library_override.map_or_else(|| &blenvy_config.library_folder, |l| &l.0);
|
||||
let model_path = Path::new(&library_path).join(Path::new(model_file_name.as_str()));
|
||||
|
||||
// info!("attempting to spawn {:?}", model_path);
|
||||
let model_handle: Handle<Gltf> = asset_server.load(model_path.clone()); // FIXME: kinda weird now
|
||||
|
||||
let gltf = assets_gltf.get(&model_handle).unwrap_or_else(|| {
|
||||
panic!(
|
||||
"gltf file {:?} should have been loaded",
|
||||
model_path.to_str()
|
||||
)
|
||||
});
|
||||
|
||||
// WARNING we work under the assumtion that there is ONLY ONE named scene, and that the first one is the right one
|
||||
let main_scene_name = gltf
|
||||
.named_scenes
|
||||
.keys()
|
||||
.next()
|
||||
.expect("there should be at least one named scene in the gltf file to spawn");
|
||||
|
||||
let scene = &gltf.named_scenes[main_scene_name];
|
||||
|
||||
// transforms are optional, but still deal with them correctly
|
||||
let mut transforms: Transform = Transform::default();
|
||||
if transform.is_some() {
|
||||
transforms = *transform.unwrap();
|
||||
}
|
||||
|
||||
let mut original_children: Vec<Entity> = vec![];
|
||||
if let Ok(c) = children.get(entity) {
|
||||
for child in c.iter() {
|
||||
original_children.push(*child);
|
||||
}
|
||||
}
|
||||
commands.entity(entity).insert((
|
||||
SceneBundle {
|
||||
scene: scene.clone(),
|
||||
transform: transforms,
|
||||
..Default::default()
|
||||
},
|
||||
Spawned,
|
||||
OriginalChildren(original_children),
|
||||
BlueprintAnimations {
|
||||
// these are animations specific to the inside of the blueprint
|
||||
named_animations: gltf.named_animations.clone(),
|
||||
},
|
||||
));
|
||||
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,365 @@
|
|||
use std::path::{Path, PathBuf};
|
||||
|
||||
use bevy::{gltf::Gltf, prelude::*, utils::hashbrown::HashMap};
|
||||
|
||||
use crate::{AllAssets, AssetsToLoad, AssetLoadTracker, BlenvyConfig, BlueprintAnimations, BlueprintAssetsLoaded, BlueprintAssetsNotLoaded};
|
||||
|
||||
/// this is a flag component for our levels/game world
|
||||
#[derive(Component)]
|
||||
pub struct GameWorldTag;
|
||||
|
||||
/// Main component for the blueprints
|
||||
#[derive(Component, Reflect, Default, Debug)]
|
||||
#[reflect(Component)]
|
||||
pub struct BlueprintName(pub String);
|
||||
|
||||
/// path component for the blueprints
|
||||
#[derive(Component, Reflect, Default, Debug)]
|
||||
#[reflect(Component)]
|
||||
pub struct BlueprintPath(pub String);
|
||||
|
||||
/// flag component needed to signify the intent to spawn a Blueprint
|
||||
#[derive(Component, Reflect, Default, Debug)]
|
||||
#[reflect(Component)]
|
||||
pub struct SpawnHere;
|
||||
|
||||
#[derive(Component)]
|
||||
/// flag component for dynamically spawned scenes
|
||||
pub struct Spawned;
|
||||
|
||||
|
||||
#[derive(Component, Debug)]
|
||||
/// flag component added when a Blueprint instance ist Ready : ie :
|
||||
/// - its assets have loaded
|
||||
/// - it has finished spawning
|
||||
pub struct BlueprintInstanceReady;
|
||||
|
||||
#[derive(Component, Reflect, Default, Debug)]
|
||||
#[reflect(Component)]
|
||||
/// flag component marking any spwaned child of blueprints ..unless the original entity was marked with the `NoInBlueprint` marker component
|
||||
pub struct InBlueprint;
|
||||
|
||||
#[derive(Component, Reflect, Default, Debug)]
|
||||
#[reflect(Component)]
|
||||
/// flag component preventing any spawned child of blueprints to be marked with the `InBlueprint` component
|
||||
pub struct NoInBlueprint;
|
||||
|
||||
#[derive(Component, Reflect, Default, Debug)]
|
||||
#[reflect(Component)]
|
||||
// this allows overriding the default library path for a given entity/blueprint
|
||||
pub struct Library(pub PathBuf);
|
||||
|
||||
#[derive(Component, Reflect, Default, Debug)]
|
||||
#[reflect(Component)]
|
||||
/// flag component to force adding newly spawned entity as child of game world
|
||||
pub struct AddToGameWorld;
|
||||
|
||||
#[derive(Component)]
|
||||
/// helper component, just to transfer child data
|
||||
pub(crate) struct OriginalChildren(pub Vec<Entity>);
|
||||
|
||||
|
||||
#[derive(Event, Debug)]
|
||||
pub enum BlueprintEvent {
|
||||
|
||||
/// event fired when a blueprint has finished loading its assets & before it attempts spawning
|
||||
AssetsLoaded {
|
||||
blueprint_name: String,
|
||||
blueprint_path: String,
|
||||
// TODO: add assets list ?
|
||||
},
|
||||
/// event fired when a blueprint is COMPLETELY done spawning ie
|
||||
/// - all its assets have been loaded
|
||||
/// - the spawning attempt has been sucessfull
|
||||
Spawned {
|
||||
blueprint_name: String,
|
||||
blueprint_path: String,
|
||||
},
|
||||
|
||||
///
|
||||
Ready {
|
||||
blueprint_path: String,
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
pub(crate) fn blueprints_prepare_spawn(
|
||||
spawn_placeholders: Query<
|
||||
(
|
||||
Entity,
|
||||
&BlueprintPath,
|
||||
),
|
||||
(Added<BlueprintPath>, Without<Spawned>, Without<SpawnHere>)>,
|
||||
|
||||
// before 0.14 we have to use a seperate query, after migrating we can query at the root level
|
||||
entities_with_assets: Query<
|
||||
(
|
||||
Entity,
|
||||
/*&BlueprintName,
|
||||
&BlueprintPath,
|
||||
Option<&Parent>,*/
|
||||
Option<&Name>,
|
||||
Option<&AllAssets>,
|
||||
),
|
||||
(Added<AllAssets>), // Added<AllAssets>
|
||||
>,
|
||||
|
||||
|
||||
bla_bla : Query<
|
||||
(
|
||||
Entity,
|
||||
&BlueprintName,
|
||||
&BlueprintPath,
|
||||
Option<&Parent>,
|
||||
Option<&AllAssets>,
|
||||
),(Added<BlueprintPath>)
|
||||
>,
|
||||
mut commands: Commands,
|
||||
asset_server: Res<AssetServer>,
|
||||
|
||||
|
||||
) {
|
||||
for (entity, blueprint_path) in spawn_placeholders.iter() {
|
||||
//println!("added blueprint_path {:?}", blueprint_path);
|
||||
/*commands.entity(entity).insert(
|
||||
SceneBundle {
|
||||
scene: asset_server.load(format!("{}#Scene0", &blueprint_path.0)), // "levels/World.glb#Scene0"),
|
||||
..default()
|
||||
},
|
||||
);*/
|
||||
// let model_handle: Handle<Gltf> = asset_server.load(model_path.clone());
|
||||
}
|
||||
|
||||
for (entity, blueprint_name, blueprint_path, parent, all_assets) in bla_bla.iter() {
|
||||
println!("added blueprint to spawn {:?} {:?}", blueprint_name, blueprint_path);
|
||||
// println!("all assets {:?}", all_assets);
|
||||
let untyped_handle = asset_server.load_untyped(&blueprint_path.0);
|
||||
let asset_id = untyped_handle.id();
|
||||
let loaded = asset_server.is_loaded_with_dependencies(asset_id);
|
||||
|
||||
let mut asset_infos: Vec<AssetLoadTracker> = vec![];
|
||||
if !loaded {
|
||||
asset_infos.push(AssetLoadTracker {
|
||||
name: blueprint_name.0.clone(),
|
||||
id: asset_id,
|
||||
loaded: false,
|
||||
handle: untyped_handle.clone(),
|
||||
});
|
||||
}
|
||||
|
||||
// now insert load tracker
|
||||
if !asset_infos.is_empty() {
|
||||
commands
|
||||
.entity(entity)
|
||||
.insert(AssetsToLoad {
|
||||
all_loaded: false,
|
||||
asset_infos,
|
||||
..Default::default()
|
||||
})
|
||||
.insert(BlueprintAssetsNotLoaded);
|
||||
} else {
|
||||
commands.entity(entity).insert(BlueprintAssetsLoaded);
|
||||
}
|
||||
}
|
||||
|
||||
for (child_entity, child_entity_name, all_assets) in entities_with_assets.iter(){
|
||||
println!("added assets {:?} to {:?}", all_assets, child_entity_name);
|
||||
if all_assets.is_some() {
|
||||
let mut asset_infos: Vec<AssetLoadTracker> = vec![];
|
||||
|
||||
for asset in all_assets.unwrap().0.iter() {
|
||||
let untyped_handle = asset_server.load_untyped(&asset.path);
|
||||
//println!("untyped handle {:?}", untyped_handle);
|
||||
//asset_server.load(asset.path);
|
||||
|
||||
let asset_id = untyped_handle.id();
|
||||
//println!("ID {:?}", asset_id);
|
||||
let loaded = asset_server.is_loaded_with_dependencies(asset_id);
|
||||
//println!("Loaded ? {:?}", loaded);
|
||||
if !loaded {
|
||||
asset_infos.push(AssetLoadTracker {
|
||||
name: asset.name.clone(),
|
||||
id: asset_id,
|
||||
loaded: false,
|
||||
handle: untyped_handle.clone(),
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
// now insert load tracker
|
||||
if !asset_infos.is_empty() {
|
||||
commands
|
||||
.entity(child_entity)
|
||||
.insert(AssetsToLoad {
|
||||
all_loaded: false,
|
||||
asset_infos,
|
||||
..Default::default()
|
||||
})
|
||||
.insert(BlueprintAssetsNotLoaded);
|
||||
} else {
|
||||
commands.entity(child_entity).insert(BlueprintAssetsLoaded);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub(crate) fn blueprints_check_assets_loading(
|
||||
mut blueprint_assets_to_load: Query<
|
||||
(Entity, Option<&Name>, &BlueprintPath, &mut AssetsToLoad),
|
||||
With<BlueprintAssetsNotLoaded>,
|
||||
>,
|
||||
asset_server: Res<AssetServer>,
|
||||
mut commands: Commands,
|
||||
mut blueprint_events: EventWriter<BlueprintEvent>,
|
||||
|
||||
) {
|
||||
for (entity, entity_name, blueprint_path, mut assets_to_load) in blueprint_assets_to_load.iter_mut() {
|
||||
let mut all_loaded = true;
|
||||
let mut loaded_amount = 0;
|
||||
let total = assets_to_load.asset_infos.len();
|
||||
for tracker in assets_to_load.asset_infos.iter_mut() {
|
||||
let asset_id = tracker.id;
|
||||
let loaded = asset_server.is_loaded_with_dependencies(asset_id);
|
||||
println!("loading {}: // load state: {:?}", tracker.name, asset_server.load_state(asset_id));
|
||||
|
||||
// FIXME: hack for now
|
||||
let mut failed = false;// asset_server.load_state(asset_id) == bevy::asset::LoadState::Failed(_error);
|
||||
match asset_server.load_state(asset_id) {
|
||||
bevy::asset::LoadState::Failed(_) => {
|
||||
failed = true
|
||||
},
|
||||
_ => {}
|
||||
}
|
||||
tracker.loaded = loaded || failed;
|
||||
if loaded || failed {
|
||||
loaded_amount += 1;
|
||||
} else {
|
||||
all_loaded = false;
|
||||
}
|
||||
}
|
||||
let progress: f32 = loaded_amount as f32 / total as f32;
|
||||
println!("progress: {}",progress);
|
||||
assets_to_load.progress = progress;
|
||||
|
||||
if all_loaded {
|
||||
assets_to_load.all_loaded = true;
|
||||
println!("done with loading {:?}, inserting components", entity_name);
|
||||
blueprint_events.send(BlueprintEvent::AssetsLoaded {blueprint_name:"".into(), blueprint_path: blueprint_path.0.clone() });
|
||||
|
||||
commands
|
||||
.entity(entity)
|
||||
.insert(BlueprintAssetsLoaded)
|
||||
.remove::<BlueprintAssetsNotLoaded>()
|
||||
.remove::<AssetsToLoad>()
|
||||
;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
pub(crate) fn blueprints_spawn(
|
||||
spawn_placeholders: Query<
|
||||
(
|
||||
Entity,
|
||||
&BlueprintName,
|
||||
&BlueprintPath,
|
||||
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>,
|
||||
) {
|
||||
for (
|
||||
entity,
|
||||
blupeprint_name,
|
||||
blueprint_path,
|
||||
transform,
|
||||
original_parent,
|
||||
add_to_world,
|
||||
name,
|
||||
) in spawn_placeholders.iter()
|
||||
{
|
||||
info!(
|
||||
"attempting to spawn blueprint {:?} for entity {:?}, id: {:?}, parent:{:?}",
|
||||
blupeprint_name.0, name, entity, original_parent
|
||||
);
|
||||
|
||||
// info!("attempting to spawn {:?}", model_path);
|
||||
let model_handle: Handle<Gltf> = asset_server.load(blueprint_path.0.clone()); // FIXME: kinda weird now
|
||||
|
||||
let gltf = assets_gltf.get(&model_handle).unwrap_or_else(|| {
|
||||
panic!(
|
||||
"gltf file {:?} should have been loaded",
|
||||
&blueprint_path.0
|
||||
)
|
||||
});
|
||||
|
||||
// WARNING we work under the assumtion that there is ONLY ONE named scene, and that the first one is the right one
|
||||
let main_scene_name = gltf
|
||||
.named_scenes
|
||||
.keys()
|
||||
.next()
|
||||
.expect("there should be at least one named scene in the gltf file to spawn");
|
||||
|
||||
let scene = &gltf.named_scenes[main_scene_name];
|
||||
|
||||
// transforms are optional, but still deal with them correctly
|
||||
let mut transforms: Transform = Transform::default();
|
||||
if transform.is_some() {
|
||||
transforms = *transform.unwrap();
|
||||
}
|
||||
|
||||
let mut original_children: Vec<Entity> = vec![];
|
||||
if let Ok(c) = children.get(entity) {
|
||||
for child in c.iter() {
|
||||
original_children.push(*child);
|
||||
}
|
||||
}
|
||||
|
||||
let mut named_animations:HashMap<String, Handle<AnimationClip>> = HashMap::new() ;
|
||||
for (key, value) in gltf.named_animations.iter() {
|
||||
named_animations.insert(key.to_string(), value.clone());
|
||||
}
|
||||
|
||||
commands.entity(entity).insert((
|
||||
SceneBundle {
|
||||
scene: scene.clone(),
|
||||
transform: transforms,
|
||||
..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() {
|
||||
let world = game_world
|
||||
.get_single_mut()
|
||||
.expect("there should be a game world present");
|
||||
commands.entity(world).add_child(entity);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
|
@ -0,0 +1,110 @@
|
|||
use std::any::TypeId;
|
||||
|
||||
use bevy::gltf::Gltf;
|
||||
use bevy::prelude::*;
|
||||
use bevy::scene::SceneInstance;
|
||||
// use bevy::utils::hashbrown::HashSet;
|
||||
|
||||
use crate::{BlueprintAnimationPlayerLink, BlueprintAnimations, BlueprintPath};
|
||||
use crate::{SpawnHere, Spawned};
|
||||
use crate::{
|
||||
AssetsToLoad, BlueprintAssetsLoaded, BlueprintEvent, CopyComponents, InBlueprint, NoInBlueprint, OriginalChildren
|
||||
};
|
||||
|
||||
|
||||
|
||||
/// 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(
|
||||
unprocessed_entities: Query<
|
||||
(
|
||||
Entity,
|
||||
&Children,
|
||||
&OriginalChildren,
|
||||
&BlueprintAnimations,
|
||||
Option<&NoInBlueprint>,
|
||||
Option<&Name>,
|
||||
&BlueprintPath
|
||||
),
|
||||
(With<SpawnHere>, With<SceneInstance>, With<Spawned>),
|
||||
>,
|
||||
added_animation_players: Query<(Entity, &Parent), Added<AnimationPlayer>>,
|
||||
all_children: Query<&Children>,
|
||||
|
||||
mut commands: Commands,
|
||||
mut blueprint_events: EventWriter<BlueprintEvent>,
|
||||
|
||||
) {
|
||||
for (original, children, original_children, animations, no_inblueprint, name, blueprint_path) in
|
||||
unprocessed_entities.iter()
|
||||
{
|
||||
info!("post processing blueprint for entity {:?}", 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 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 c in children.iter() {
|
||||
if !original_children.0.contains(c) {
|
||||
root_entity = *c;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// we flag all children of the blueprint instance with 'InBlueprint'
|
||||
// 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);
|
||||
}
|
||||
}
|
||||
|
||||
// copy components into from blueprint instance's root_entity to original entity
|
||||
commands.add(CopyComponents {
|
||||
source: 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
|
||||
if let Ok(root_entity_children) = all_children.get(root_entity) {
|
||||
for child in root_entity_children.iter() {
|
||||
// info!("copying child {:?} upward from {:?} to {:?}", names.get(*child), root_entity, original);
|
||||
commands.entity(original).add_child(*child);
|
||||
}
|
||||
}
|
||||
|
||||
if animations.named_animations.keys().len() > 0 {
|
||||
for (added, parent) in added_animation_players.iter() {
|
||||
if parent.get() == root_entity {
|
||||
// FIXME: stopgap solution: since we cannot use an AnimationPlayer at the root entity level
|
||||
// and we cannot update animation clips so that the EntityPaths point to one level deeper,
|
||||
// BUT we still want to have some marker/control at the root entity level, we add this
|
||||
commands
|
||||
.entity(original)
|
||||
.insert(BlueprintAnimationPlayerLink(added));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
commands.entity(original).remove::<SpawnHere>();
|
||||
commands.entity(original).remove::<Spawned>();
|
||||
// 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::<AssetsToLoad>(); // 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();
|
||||
|
||||
blueprint_events.send(BlueprintEvent::Spawned {blueprint_name:"".into(), blueprint_path: blueprint_path.0.clone() });
|
||||
|
||||
debug!("DONE WITH POST PROCESS");
|
||||
}
|
||||
}
|
|
@ -0,0 +1,74 @@
|
|||
pub mod utils;
|
||||
pub use utils::*;
|
||||
|
||||
pub mod ronstring_to_reflect_component;
|
||||
pub use ronstring_to_reflect_component::*;
|
||||
|
||||
pub mod process_gltfs;
|
||||
pub use process_gltfs::*;
|
||||
|
||||
pub mod blender_settings;
|
||||
|
||||
use bevy::{
|
||||
ecs::{component::Component, reflect::ReflectComponent, system::Resource},
|
||||
prelude::{App, IntoSystemConfigs, Plugin, SystemSet, Update},
|
||||
reflect::Reflect,
|
||||
};
|
||||
|
||||
/// A Bevy plugin for extracting components from gltf files and automatically adding them to the relevant entities
|
||||
/// It will automatically run every time you load a gltf file
|
||||
/// Add this plugin to your Bevy app to get access to this feature
|
||||
/// ```
|
||||
/// # use bevy::prelude::*;
|
||||
/// # use bevy::gltf::*;
|
||||
/// # use bevy_gltf_components::ComponentsFromGltfPlugin;
|
||||
///
|
||||
/// //too barebones of an example to be meaningfull, please see https://github.com/kaosat-dev/Blender_bevy_components_workflow/examples/basic for a real example
|
||||
/// fn main() {
|
||||
/// App::new()
|
||||
/// .add_plugins(DefaultPlugins)
|
||||
/// .add_plugin(ComponentsFromGltfPlugin)
|
||||
/// .add_system(spawn_level)
|
||||
/// .run();
|
||||
/// }
|
||||
///
|
||||
/// fn spawn_level(
|
||||
/// asset_server: Res<AssetServer>,
|
||||
/// mut commands: bevy::prelude::Commands,
|
||||
/// keycode: Res<Input<KeyCode>>,
|
||||
|
||||
/// ){
|
||||
/// if keycode.just_pressed(KeyCode::Return) {
|
||||
/// commands.spawn(SceneBundle {
|
||||
/// scene: asset_server.load("basic/models/level1.glb"),
|
||||
/// transform: Transform::from_xyz(2.0, 0.0, -5.0),
|
||||
/// ..Default::default()
|
||||
/// });
|
||||
/// }
|
||||
///}
|
||||
/// ```
|
||||
|
||||
/// this is a flag component to tag a processed gltf, to avoid processing things multiple times
|
||||
#[derive(Component, Reflect, Default, Debug)]
|
||||
#[reflect(Component)]
|
||||
pub struct GltfProcessed;
|
||||
|
||||
#[derive(SystemSet, Debug, Hash, PartialEq, Eq, Clone)]
|
||||
/// systemset to order your systems after the component injection when needed
|
||||
pub enum GltfComponentsSet {
|
||||
Injection,
|
||||
}
|
||||
|
||||
#[derive(Default)]
|
||||
pub struct ComponentsFromGltfPlugin {}
|
||||
|
||||
impl Plugin for ComponentsFromGltfPlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
app.add_plugins(blender_settings::plugin)
|
||||
.register_type::<GltfProcessed>()
|
||||
.add_systems(
|
||||
Update,
|
||||
(add_components_from_gltf_extras).in_set(GltfComponentsSet::Injection),
|
||||
);
|
||||
}
|
||||
}
|
|
@ -15,7 +15,8 @@ use bevy::{
|
|||
|
||||
use crate::{ronstring_to_reflect_component, GltfProcessed};
|
||||
|
||||
fn bla_balb(entity: Entity, name: &Name, parent: &Parent, reflect_components: Vec<(Box<dyn Reflect>, TypeRegistration)>, mut entity_components: HashMap<Entity, Vec<(Box<dyn Reflect>, TypeRegistration)>>){
|
||||
// , mut entity_components: HashMap<Entity, Vec<(Box<dyn Reflect>, TypeRegistration)>>
|
||||
fn find_entity_components(entity: Entity, name: &Name, parent: &Parent, reflect_components: Vec<(Box<dyn Reflect>, TypeRegistration)>, entity_components: &HashMap<Entity, Vec<(Box<dyn Reflect>, TypeRegistration)>>) -> (Entity, Vec<(Box<dyn Reflect>, TypeRegistration)>){
|
||||
// we assign the components specified /xxx_components objects to their parent node
|
||||
let mut target_entity = entity;
|
||||
// if the node contains "components" or ends with "_pa" (ie add to parent), the components will not be added to the entity itself but to its parent
|
||||
|
@ -39,9 +40,11 @@ fn bla_balb(entity: Entity, name: &Name, parent: &Parent, reflect_components: Ve
|
|||
for (component, type_registration) in reflect_components {
|
||||
updated_components.push((component.clone_value(), type_registration));
|
||||
}
|
||||
entity_components.insert(target_entity, updated_components);
|
||||
return (target_entity, updated_components)
|
||||
//entity_components.insert(target_entity, updated_components);
|
||||
} else {
|
||||
entity_components.insert(target_entity, reflect_components);
|
||||
return (target_entity, reflect_components);
|
||||
// entity_components.insert(target_entity, reflect_components);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -69,38 +72,54 @@ pub fn add_components_from_gltf_extras(world: &mut World) {
|
|||
let type_registry = type_registry.read();
|
||||
let reflect_components = ronstring_to_reflect_component(&extra.value, &type_registry);
|
||||
|
||||
bla_balb(entity, name, parent, reflect_components, entity_components);
|
||||
|
||||
/*
|
||||
// we assign the components specified /xxx_components objects to their parent node
|
||||
let mut target_entity = entity;
|
||||
// if the node contains "components" or ends with "_pa" (ie add to parent), the components will not be added to the entity itself but to its parent
|
||||
// this is mostly used for Blender collections
|
||||
if name.as_str().contains("components") || name.as_str().ends_with("_pa") {
|
||||
debug!("adding components to parent");
|
||||
target_entity = parent.get();
|
||||
}
|
||||
debug!("adding to {:?}", target_entity);
|
||||
|
||||
// if there where already components set to be added to this entity (for example when entity_data was refering to a parent), update the vec of entity_components accordingly
|
||||
// this allows for example blender collection to provide basic ecs data & the instances to override/ define their own values
|
||||
if entity_components.contains_key(&target_entity) {
|
||||
let mut updated_components: Vec<(Box<dyn Reflect>, TypeRegistration)> = Vec::new();
|
||||
let current_components = &entity_components[&target_entity];
|
||||
// first inject the current components
|
||||
for (component, type_registration) in current_components {
|
||||
updated_components.push((component.clone_value(), type_registration.clone()));
|
||||
}
|
||||
// then inject the new components: this also enables overwrite components set in the collection
|
||||
for (component, type_registration) in reflect_components {
|
||||
updated_components.push((component.clone_value(), type_registration));
|
||||
}
|
||||
entity_components.insert(target_entity, updated_components);
|
||||
} else {
|
||||
entity_components.insert(target_entity, reflect_components);
|
||||
} */
|
||||
let (target_entity, updated_components) = find_entity_components(entity, name, parent, reflect_components, &entity_components);
|
||||
entity_components.insert(target_entity, updated_components);
|
||||
}
|
||||
|
||||
|
||||
for (entity, name, extra, parent) in scene_extras.iter(world) {
|
||||
debug!(
|
||||
"Name: {}, entity {:?}, parent: {:?}, scene_extras {:?}",
|
||||
name, entity, parent, extra
|
||||
);
|
||||
|
||||
let type_registry: &AppTypeRegistry = world.resource();
|
||||
let type_registry = type_registry.read();
|
||||
let reflect_components = ronstring_to_reflect_component(&extra.value, &type_registry);
|
||||
|
||||
let (target_entity, updated_components) = find_entity_components(entity, name, parent, reflect_components, &entity_components);
|
||||
entity_components.insert(target_entity, updated_components);
|
||||
}
|
||||
|
||||
for (entity, name, extra, parent) in mesh_extras.iter(world) {
|
||||
debug!(
|
||||
"Name: {}, entity {:?}, parent: {:?}, mesh_extras {:?}",
|
||||
name, entity, parent, extra
|
||||
);
|
||||
|
||||
let type_registry: &AppTypeRegistry = world.resource();
|
||||
let type_registry = type_registry.read();
|
||||
let reflect_components = ronstring_to_reflect_component(&extra.value, &type_registry);
|
||||
|
||||
let (target_entity, updated_components) = find_entity_components(entity, name, parent, reflect_components, &entity_components);
|
||||
entity_components.insert(target_entity, updated_components);
|
||||
}
|
||||
|
||||
for (entity, name, extra, parent) in material_extras.iter(world) {
|
||||
debug!(
|
||||
"Name: {}, entity {:?}, parent: {:?}, material_extras {:?}",
|
||||
name, entity, parent, extra
|
||||
);
|
||||
|
||||
let type_registry: &AppTypeRegistry = world.resource();
|
||||
let type_registry = type_registry.read();
|
||||
let reflect_components = ronstring_to_reflect_component(&extra.value, &type_registry);
|
||||
|
||||
let (target_entity, updated_components) = find_entity_components(entity, name, parent, reflect_components, &entity_components);
|
||||
entity_components.insert(target_entity, updated_components);
|
||||
}
|
||||
|
||||
|
||||
for (entity, components) in entity_components {
|
||||
let type_registry: &AppTypeRegistry = world.resource();
|
||||
let type_registry = type_registry.clone();
|
|
@ -1,78 +1,71 @@
|
|||
pub mod utils;
|
||||
pub use utils::*;
|
||||
use std::path::PathBuf;
|
||||
use bevy::{prelude::*, render::primitives::Aabb, utils::HashMap};
|
||||
|
||||
pub mod ronstring_to_reflect_component;
|
||||
pub use ronstring_to_reflect_component::*;
|
||||
pub mod components;
|
||||
pub use components::*;
|
||||
|
||||
pub mod process_gltfs;
|
||||
pub use process_gltfs::*;
|
||||
pub mod registry;
|
||||
pub use registry::*;
|
||||
|
||||
pub mod blender_settings;
|
||||
|
||||
use bevy::{
|
||||
ecs::{component::Component, reflect::ReflectComponent, system::Resource},
|
||||
prelude::{App, IntoSystemConfigs, Plugin, SystemSet, Update},
|
||||
reflect::Reflect,
|
||||
};
|
||||
|
||||
/// A Bevy plugin for extracting components from gltf files and automatically adding them to the relevant entities
|
||||
/// It will automatically run every time you load a gltf file
|
||||
/// Add this plugin to your Bevy app to get access to this feature
|
||||
/// ```
|
||||
/// # use bevy::prelude::*;
|
||||
/// # use bevy::gltf::*;
|
||||
/// # use bevy_gltf_components::ComponentsFromGltfPlugin;
|
||||
///
|
||||
/// //too barebones of an example to be meaningfull, please see https://github.com/kaosat-dev/Blender_bevy_components_workflow/examples/basic for a real example
|
||||
/// fn main() {
|
||||
/// App::new()
|
||||
/// .add_plugins(DefaultPlugins)
|
||||
/// .add_plugin(ComponentsFromGltfPlugin)
|
||||
/// .add_system(spawn_level)
|
||||
/// .run();
|
||||
/// }
|
||||
///
|
||||
/// fn spawn_level(
|
||||
/// asset_server: Res<AssetServer>,
|
||||
/// mut commands: bevy::prelude::Commands,
|
||||
/// keycode: Res<Input<KeyCode>>,
|
||||
|
||||
/// ){
|
||||
/// if keycode.just_pressed(KeyCode::Return) {
|
||||
/// commands.spawn(SceneBundle {
|
||||
/// scene: asset_server.load("basic/models/level1.glb"),
|
||||
/// transform: Transform::from_xyz(2.0, 0.0, -5.0),
|
||||
/// ..Default::default()
|
||||
/// });
|
||||
/// }
|
||||
///}
|
||||
/// ```
|
||||
|
||||
/// this is a flag component to tag a processed gltf, to avoid processing things multiple times
|
||||
#[derive(Component, Reflect, Default, Debug)]
|
||||
#[reflect(Component)]
|
||||
pub struct GltfProcessed;
|
||||
|
||||
#[derive(SystemSet, Debug, Hash, PartialEq, Eq, Clone)]
|
||||
/// systemset to order your systems after the component injection when needed
|
||||
pub enum GltfComponentsSet {
|
||||
Injection,
|
||||
}
|
||||
pub mod blueprints;
|
||||
pub use blueprints::*;
|
||||
|
||||
#[derive(Clone, Resource)]
|
||||
pub struct GltfComponentsConfig {}
|
||||
pub struct BlenvyConfig {
|
||||
// registry
|
||||
pub(crate) registry_save_path: PathBuf,
|
||||
pub(crate) registry_component_filter: SceneFilter,
|
||||
#[allow(dead_code)]
|
||||
pub(crate) registry_resource_filter: SceneFilter,
|
||||
|
||||
#[derive(Default)]
|
||||
pub struct ComponentsFromGltfPlugin {}
|
||||
// blueprints
|
||||
pub(crate) aabbs: bool,
|
||||
pub(crate) aabb_cache: HashMap<String, Aabb>, // cache for aabbs
|
||||
pub(crate) materials_cache: HashMap<String, Handle<StandardMaterial>>, // cache for materials
|
||||
}
|
||||
|
||||
impl Plugin for ComponentsFromGltfPlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
app.add_plugins(blender_settings::plugin)
|
||||
.register_type::<GltfProcessed>()
|
||||
.insert_resource(GltfComponentsConfig {})
|
||||
.add_systems(
|
||||
Update,
|
||||
(add_components_from_gltf_extras).in_set(GltfComponentsSet::Injection),
|
||||
);
|
||||
|
||||
#[derive(Debug, Clone)]
|
||||
/// Plugin for gltf blueprints
|
||||
pub struct BlenvyPlugin {
|
||||
pub registry_save_path: PathBuf,
|
||||
|
||||
pub registry_component_filter: SceneFilter,
|
||||
pub registry_resource_filter: SceneFilter,
|
||||
|
||||
/// Automatically generate aabbs for the blueprints root objects
|
||||
pub aabbs: bool,
|
||||
}
|
||||
|
||||
impl Default for BlenvyPlugin {
|
||||
fn default() -> Self {
|
||||
Self {
|
||||
registry_save_path: PathBuf::from("registry.json"), // relative to assets folder
|
||||
registry_component_filter: SceneFilter::default(),
|
||||
registry_resource_filter: SceneFilter::default(),
|
||||
aabbs: false,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl Plugin for BlenvyPlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
app.add_plugins((
|
||||
ComponentsFromGltfPlugin::default(),
|
||||
ExportRegistryPlugin::default(),
|
||||
BlueprintsPlugin::default()
|
||||
))
|
||||
.insert_resource(BlenvyConfig {
|
||||
registry_save_path: self.registry_save_path.clone(),
|
||||
registry_component_filter: self.registry_component_filter.clone(),
|
||||
registry_resource_filter: self.registry_resource_filter.clone(),
|
||||
|
||||
aabbs: self.aabbs,
|
||||
aabb_cache: HashMap::new(),
|
||||
|
||||
materials_cache: HashMap::new(),
|
||||
})
|
||||
;
|
||||
|
||||
}
|
||||
}
|
|
@ -0,0 +1,273 @@
|
|||
use std::{fs::File, path::Path};
|
||||
use bevy::{log::info, prelude::{AppTypeRegistry, ReflectComponent, ReflectResource, World}, reflect::{TypeInfo, TypeRegistration, VariantInfo}};
|
||||
use serde_json::{json, Map, Value};
|
||||
use crate::{AssetRoot, BlenvyConfig};
|
||||
|
||||
pub fn export_types(world: &mut World) {
|
||||
let config = world
|
||||
.get_resource::<BlenvyConfig>()
|
||||
.expect("ExportComponentsConfig should exist at this stage");
|
||||
|
||||
let asset_root = world.resource::<AssetRoot>();
|
||||
let registry_save_path = Path::join(&asset_root.0, &config.registry_save_path);
|
||||
let writer = File::create(registry_save_path).expect("should have created schema file");
|
||||
|
||||
let components_to_filter_out = &config.registry_component_filter.clone();
|
||||
let resources_to_filter_out = &config.registry_resource_filter.clone();
|
||||
|
||||
let types = world.resource_mut::<AppTypeRegistry>();
|
||||
let types = types.read();
|
||||
let schemas = types
|
||||
.iter()
|
||||
.filter(|type_info| {
|
||||
let type_id = type_info.type_id();
|
||||
components_to_filter_out.is_allowed_by_id(type_id)
|
||||
&& resources_to_filter_out.is_allowed_by_id(type_id)
|
||||
})
|
||||
.map(export_type)
|
||||
.collect::<Map<_, _>>();
|
||||
|
||||
serde_json::to_writer_pretty(
|
||||
writer,
|
||||
&json!({
|
||||
"$schema": "https://json-schema.org/draft/2020-12/schema",
|
||||
"long_name": "bevy component registry schema",
|
||||
"$defs": schemas,
|
||||
}),
|
||||
)
|
||||
.expect("valid json");
|
||||
|
||||
info!("Done exporting registry schema")
|
||||
}
|
||||
|
||||
pub fn export_type(reg: &TypeRegistration) -> (String, Value) {
|
||||
let t = reg.type_info();
|
||||
let binding = t.type_path_table();
|
||||
let short_name = binding.short_path();
|
||||
let mut schema = match t {
|
||||
TypeInfo::Struct(info) => {
|
||||
let properties = info
|
||||
.iter()
|
||||
.enumerate()
|
||||
.map(|(idx, field)| {
|
||||
(
|
||||
field.name().to_owned(),
|
||||
add_min_max(json!({ "type": typ(field.type_path()) }), reg, idx, None),
|
||||
)
|
||||
})
|
||||
.collect::<Map<_, _>>();
|
||||
|
||||
json!({
|
||||
"type": "object",
|
||||
"typeInfo": "Struct",
|
||||
"long_name": t.type_path(),
|
||||
"properties": properties,
|
||||
"additionalProperties": false,
|
||||
"required": info
|
||||
.iter()
|
||||
.filter(|field| !field.type_path().starts_with("core::option::Option"))
|
||||
.map(|field| field.name())
|
||||
.collect::<Vec<_>>(),
|
||||
})
|
||||
}
|
||||
TypeInfo::Enum(info) => {
|
||||
let simple = info
|
||||
.iter()
|
||||
.all(|variant| matches!(variant, VariantInfo::Unit(_)));
|
||||
if simple {
|
||||
json!({
|
||||
"type": "string",
|
||||
"typeInfo": "Enum",
|
||||
"long_name": t.type_path(),
|
||||
"oneOf": info
|
||||
.iter()
|
||||
.map(|variant| match variant {
|
||||
VariantInfo::Unit(v) => v.name(),
|
||||
_ => unreachable!(),
|
||||
})
|
||||
.collect::<Vec<_>>(),
|
||||
})
|
||||
} else {
|
||||
let variants = info
|
||||
.iter()
|
||||
.enumerate()
|
||||
.map(|(field_idx, variant)| match variant {
|
||||
//let binding = t.type_path_table();
|
||||
//let short_name = binding.short_path();
|
||||
VariantInfo::Struct(v) => json!({
|
||||
"type": "object",
|
||||
"typeInfo": "Struct",
|
||||
"long_name": v.name(),
|
||||
"short_name": v.name().split("::").last().unwrap_or(v.name()),
|
||||
"properties": v
|
||||
.iter()
|
||||
.enumerate()
|
||||
.map(|(variant_idx, field)| (field.name().to_owned(), add_min_max(json!({"type": typ(field.type_path()), "long_name": field.name()}), reg, field_idx, Some(variant_idx))))
|
||||
.collect::<Map<_, _>>(),
|
||||
"additionalProperties": false,
|
||||
"required": v
|
||||
.iter()
|
||||
.filter(|field| !field.type_path().starts_with("core::option::Option"))
|
||||
.map(|field| field.name())
|
||||
.collect::<Vec<_>>(),
|
||||
}),
|
||||
VariantInfo::Tuple(v) => json!({
|
||||
"type": "array",
|
||||
"typeInfo": "Tuple",
|
||||
"long_name": v.name(),
|
||||
"short_name":v.name(),
|
||||
"prefixItems": v
|
||||
.iter()
|
||||
.enumerate()
|
||||
.map(|(variant_idx, field)| add_min_max(json!({"type": typ(field.type_path())}), reg, field_idx, Some(variant_idx)))
|
||||
.collect::<Vec<_>>(),
|
||||
"items": false,
|
||||
}),
|
||||
VariantInfo::Unit(v) => json!({
|
||||
"long_name": v.name(),
|
||||
}),
|
||||
})
|
||||
.collect::<Vec<_>>();
|
||||
|
||||
json!({
|
||||
"type": "object",
|
||||
"typeInfo": "Enum",
|
||||
"long_name": t.type_path(),
|
||||
"oneOf": variants,
|
||||
})
|
||||
}
|
||||
}
|
||||
TypeInfo::TupleStruct(info) => json!({
|
||||
"long_name": t.type_path(),
|
||||
"type": "array",
|
||||
"typeInfo": "TupleStruct",
|
||||
"prefixItems": info
|
||||
.iter()
|
||||
.enumerate()
|
||||
.map(|(idx, field)| add_min_max(json!({"type": typ(field.type_path())}), reg, idx, None))
|
||||
.collect::<Vec<_>>(),
|
||||
"items": false,
|
||||
}),
|
||||
TypeInfo::List(info) => {
|
||||
json!({
|
||||
"long_name": t.type_path(),
|
||||
"type": "array",
|
||||
"typeInfo": "List",
|
||||
"items": json!({"type": typ(info.item_type_path_table().path())}),
|
||||
})
|
||||
}
|
||||
TypeInfo::Array(info) => json!({
|
||||
"long_name": t.type_path(),
|
||||
"type": "array",
|
||||
"typeInfo": "Array",
|
||||
"items": json!({"type": typ(info.item_type_path_table().path())}),
|
||||
}),
|
||||
TypeInfo::Map(info) => json!({
|
||||
"long_name": t.type_path(),
|
||||
"type": "object",
|
||||
"typeInfo": "Map",
|
||||
"valueType": json!({"type": typ(info.value_type_path_table().path())}),
|
||||
"keyType": json!({"type": typ(info.key_type_path_table().path())}),
|
||||
}),
|
||||
TypeInfo::Tuple(info) => json!({
|
||||
"long_name": t.type_path(),
|
||||
"type": "array",
|
||||
"typeInfo": "Tuple",
|
||||
"prefixItems": info
|
||||
.iter()
|
||||
.enumerate()
|
||||
.map(|(idx, field)| add_min_max(json!({"type": typ(field.type_path())}), reg, idx, None))
|
||||
.collect::<Vec<_>>(),
|
||||
"items": false,
|
||||
}),
|
||||
TypeInfo::Value(info) => json!({
|
||||
"long_name": t.type_path(),
|
||||
"type": map_json_type(info.type_path()),
|
||||
"typeInfo": "Value",
|
||||
}),
|
||||
};
|
||||
schema.as_object_mut().unwrap().insert(
|
||||
"isComponent".to_owned(),
|
||||
reg.data::<ReflectComponent>().is_some().into(),
|
||||
);
|
||||
schema.as_object_mut().unwrap().insert(
|
||||
"isResource".to_owned(),
|
||||
reg.data::<ReflectResource>().is_some().into(),
|
||||
);
|
||||
|
||||
schema
|
||||
.as_object_mut()
|
||||
.unwrap()
|
||||
.insert("short_name".to_owned(), short_name.into());
|
||||
|
||||
(t.type_path().to_owned(), schema)
|
||||
}
|
||||
|
||||
fn typ(t: &str) -> Value {
|
||||
json!({ "$ref": format!("#/$defs/{t}") })
|
||||
}
|
||||
|
||||
fn map_json_type(t: &str) -> Value {
|
||||
match t {
|
||||
"bool" => "boolean",
|
||||
"u8" | "u16" | "u32" | "u64" | "u128" | "usize" => "uint",
|
||||
"i8" | "i16" | "i32" | "i64" | "i128" | "isize" => "int",
|
||||
"f32" | "f64" => "float",
|
||||
"char" | "str" | "alloc::string::String" => "string",
|
||||
_ => "object",
|
||||
}
|
||||
.into()
|
||||
}
|
||||
|
||||
fn add_min_max(
|
||||
mut val: Value,
|
||||
reg: &TypeRegistration,
|
||||
field_index: usize,
|
||||
variant_index: Option<usize>,
|
||||
) -> Value {
|
||||
#[cfg(feature = "support-inspector")]
|
||||
fn get_min_max(
|
||||
reg: &TypeRegistration,
|
||||
field_index: usize,
|
||||
variant_index: Option<usize>,
|
||||
) -> Option<(Option<f32>, Option<f32>)> {
|
||||
use bevy_inspector_egui::inspector_options::{
|
||||
std_options::NumberOptions, ReflectInspectorOptions, Target,
|
||||
};
|
||||
|
||||
reg.data::<ReflectInspectorOptions>()
|
||||
.and_then(|ReflectInspectorOptions(o)| {
|
||||
o.get(if let Some(variant_index) = variant_index {
|
||||
Target::VariantField {
|
||||
variant_index,
|
||||
field_index,
|
||||
}
|
||||
} else {
|
||||
Target::Field(field_index)
|
||||
})
|
||||
})
|
||||
.and_then(|o| o.downcast_ref::<NumberOptions<f32>>())
|
||||
.map(|num| (num.min, num.max))
|
||||
}
|
||||
|
||||
#[cfg(not(feature = "support-inspector"))]
|
||||
fn get_min_max(
|
||||
_reg: &TypeRegistration,
|
||||
_field_index: usize,
|
||||
_variant_index: Option<usize>,
|
||||
) -> Option<(Option<f32>, Option<f32>)> {
|
||||
None
|
||||
}
|
||||
|
||||
let Some((min, max)) = get_min_max(reg, field_index, variant_index) else {
|
||||
return val;
|
||||
};
|
||||
let obj = val.as_object_mut().unwrap();
|
||||
if let Some(min) = min {
|
||||
obj.insert("minimum".to_owned(), min.into());
|
||||
}
|
||||
if let Some(max) = max {
|
||||
obj.insert("maximum".to_owned(), max.into());
|
||||
}
|
||||
val
|
||||
}
|
|
@ -0,0 +1,54 @@
|
|||
use std::path::PathBuf;
|
||||
|
||||
pub mod export_types;
|
||||
pub use export_types::*;
|
||||
|
||||
use bevy::{
|
||||
app::Startup, asset::AssetPlugin, prelude::{App, Plugin, Resource}, scene::SceneFilter
|
||||
};
|
||||
|
||||
pub struct ExportRegistryPlugin {
|
||||
pub component_filter: SceneFilter,
|
||||
pub resource_filter: SceneFilter,
|
||||
pub save_path: PathBuf,
|
||||
}
|
||||
|
||||
impl Default for ExportRegistryPlugin {
|
||||
fn default() -> Self {
|
||||
Self {
|
||||
component_filter: SceneFilter::default(),
|
||||
resource_filter: SceneFilter::default(),
|
||||
save_path: PathBuf::from("registry.json"), // relative to assets folder
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl Plugin for ExportRegistryPlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
app.register_asset_root()
|
||||
.add_systems(Startup, export_types);
|
||||
}
|
||||
}
|
||||
|
||||
trait RegistryExportApp {
|
||||
fn register_asset_root(&mut self) -> &mut Self;
|
||||
}
|
||||
impl RegistryExportApp for App {
|
||||
fn register_asset_root(&mut self) -> &mut Self {
|
||||
let asset_plugin = get_asset_plugin(self);
|
||||
let path_str = asset_plugin.file_path.clone();
|
||||
let path = PathBuf::from(path_str);
|
||||
self.insert_resource(AssetRoot(path))
|
||||
}
|
||||
}
|
||||
|
||||
fn get_asset_plugin(app: &App) -> &AssetPlugin {
|
||||
let asset_plugins: Vec<&AssetPlugin> = app.get_added_plugins();
|
||||
asset_plugins.into_iter().next().expect(ASSET_ERROR)
|
||||
}
|
||||
|
||||
const ASSET_ERROR: &str = "Bevy_registry_export requires access to the Bevy asset plugin. \
|
||||
Please add `ExportRegistryPlugin` after `AssetPlugin`, which is commonly added as part of the `DefaultPlugins`";
|
||||
|
||||
#[derive(Debug, Clone, PartialEq, Eq, Hash, Resource)]
|
||||
pub(crate) struct AssetRoot(pub(crate) PathBuf);
|
|
@ -6,8 +6,9 @@ license = "MIT OR Apache-2.0"
|
|||
|
||||
[dependencies]
|
||||
bevy = { version = "0.14.0-rc.3", features = ["dynamic_linking"] }
|
||||
bevy_gltf_blueprints = { path = "../../crates/bevy_gltf_blueprints" }
|
||||
bevy_registry_export = { path = "../../crates/bevy_registry_export" }
|
||||
blenvy = { path = "../../crates/blenvy" }
|
||||
# bevy_gltf_blueprints = { path = "../../crates/bevy_gltf_blueprints" }
|
||||
# bevy_registry_export = { path = "../../crates/bevy_registry_export" }
|
||||
# bevy_gltf_worlflow_examples_common_rapier = { path = "../../examples/common_rapier" }
|
||||
#bevy_gltf_worlflow_examples_common = { path = "../../examples/common" }
|
||||
|
||||
|
|
File diff suppressed because it is too large
Load Diff
|
@ -1,16 +1,29 @@
|
|||
use std::any::TypeId;
|
||||
|
||||
use bevy::{prelude::*, utils::HashSet};
|
||||
use bevy_gltf_blueprints::*;
|
||||
use bevy_registry_export::*;
|
||||
use blenvy::*;
|
||||
|
||||
/*use bevy_gltf_blueprints::*;
|
||||
use bevy_registry_export::*; */
|
||||
|
||||
use crate::{ComponentAToFilterOut, ComponentBToFilterOut};
|
||||
|
||||
pub struct CorePlugin;
|
||||
impl Plugin for CorePlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
app.add_plugins((
|
||||
ExportRegistryPlugin {
|
||||
app.add_plugins(
|
||||
BlenvyPlugin {
|
||||
aabbs: true,
|
||||
registry_component_filter: SceneFilter::Denylist(HashSet::from([
|
||||
// this is using Bevy's build in SceneFilter, you can compose what components you want to allow/deny
|
||||
TypeId::of::<ComponentAToFilterOut>(),
|
||||
TypeId::of::<ComponentBToFilterOut>(),
|
||||
// and any other commponent you want to include/exclude
|
||||
])),
|
||||
..Default::default()
|
||||
}
|
||||
|
||||
/* ExportRegistryPlugin {
|
||||
component_filter: SceneFilter::Denylist(HashSet::from([
|
||||
// this is using Bevy's build in SceneFilter, you can compose what components you want to allow/deny
|
||||
TypeId::of::<ComponentAToFilterOut>(),
|
||||
|
@ -23,7 +36,7 @@ impl Plugin for CorePlugin {
|
|||
material_library: true,
|
||||
aabbs: true,
|
||||
..Default::default()
|
||||
},
|
||||
));
|
||||
}, */
|
||||
);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,12 +1,17 @@
|
|||
use std::time::Duration;
|
||||
|
||||
use bevy_gltf_blueprints::{
|
||||
/*use bevy_gltf_blueprints::{
|
||||
AnimationInfos, AnimationMarkerReached, BlueprintAnimationPlayerLink, BlueprintAnimations,
|
||||
SceneAnimationPlayerLink, SceneAnimations,
|
||||
};*/
|
||||
|
||||
use bevy::{gltf::Gltf, prelude::*};
|
||||
|
||||
use blenvy::{
|
||||
AnimationInfos, AnimationMarkerReached, BlueprintAnimationPlayerLink, BlueprintAnimations,
|
||||
SceneAnimationPlayerLink, SceneAnimations,
|
||||
};
|
||||
|
||||
use bevy::{gltf::Gltf, prelude::*};
|
||||
|
||||
#[derive(Component, Reflect, Default, Debug)]
|
||||
#[reflect(Component)]
|
||||
/// flag component for testing
|
||||
|
|
|
@ -1,5 +1,6 @@
|
|||
use bevy::prelude::*;
|
||||
use bevy_gltf_blueprints::{BluePrintBundle, BlueprintName, BlueprintPath, GameWorldTag};
|
||||
// use bevy_gltf_blueprints::{BluePrintBundle, BlueprintName, BlueprintPath, GameWorldTag};
|
||||
use blenvy::{BluePrintBundle, BlueprintName, BlueprintPath, GameWorldTag, SpawnHere};
|
||||
use crate::{GameState, InAppRunning};
|
||||
|
||||
//use bevy_rapier3d::prelude::Velocity;
|
||||
|
@ -25,6 +26,7 @@ pub fn setup_game(
|
|||
BlueprintName("World".into()),
|
||||
BlueprintPath("levels/World.glb".into()),
|
||||
bevy::prelude::Name::from("world"),
|
||||
SpawnHere,
|
||||
GameWorldTag,
|
||||
InAppRunning,
|
||||
));
|
||||
|
|
|
@ -6,8 +6,8 @@ pub use animation::*;
|
|||
|
||||
use std::{collections::HashMap, fs, time::Duration};
|
||||
|
||||
use bevy_gltf_blueprints::{
|
||||
AllAssets, BlueprintAnimationPlayerLink, BlueprintName, GltfBlueprintsSet, SceneAnimations
|
||||
use blenvy::{
|
||||
AllAssets, BlueprintAnimationPlayerLink, BlueprintEvent, BlueprintName, GltfBlueprintsSet, SceneAnimations
|
||||
};
|
||||
|
||||
use bevy::{
|
||||
|
@ -127,6 +127,15 @@ fn exit_game(mut app_exit_events: ResMut<Events<bevy::app::AppExit>>) {
|
|||
app_exit_events.send(bevy::app::AppExit::Success);
|
||||
}
|
||||
|
||||
fn check_for_gltf_events(
|
||||
mut blueprint_events: EventReader<BlueprintEvent>,
|
||||
)
|
||||
{
|
||||
for event in blueprint_events.read() {
|
||||
info!("BLUEPRINT EVENT: {:?}", event);
|
||||
}
|
||||
}
|
||||
|
||||
pub struct GamePlugin;
|
||||
impl Plugin for GamePlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
|
@ -136,7 +145,7 @@ impl Plugin for GamePlugin {
|
|||
.register_type::<MarkerFox>()
|
||||
|
||||
.add_systems(Update, (spawn_test).run_if(in_state(GameState::InGame)))
|
||||
.add_systems(Update, validate_export)
|
||||
.add_systems(Update, (validate_export, check_for_gltf_events))
|
||||
//.add_systems(OnEnter(AppState::CoreLoading), start_game)
|
||||
|
||||
.add_systems(OnEnter(AppState::MenuRunning), start_game)
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
use bevy::{gltf::{GltfMaterialExtras, GltfMeshExtras, GltfSceneExtras}, prelude::*};
|
||||
use bevy_gltf_blueprints::{AllAssets, BlueprintInstanceReady};
|
||||
use blenvy::{AllAssets, BlueprintInstanceReady};
|
||||
|
||||
use crate::BasicTest;
|
||||
|
||||
|
@ -140,7 +140,7 @@ impl Plugin for HiearchyDebugPlugin {
|
|||
.add_systems(Startup, setup_hierarchy_debug)
|
||||
.add_systems(Update, draw_hierarchy_debug)
|
||||
//.add_systems(Update, check_for_gltf_extras)
|
||||
|
||||
|
||||
;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -160,12 +160,13 @@ General issues:
|
|||
- [ ] find a solution for the new color handling
|
||||
- [ ] add back lighting_components
|
||||
- [ ] check if scene components are being deleted through our scene re-orgs in the spawn post process
|
||||
|
||||
- [x] trigger events when assets are loaded, blueprints are spawned & co
|
||||
- [ ] should "blueprint spawned" only be triggered after all its sub blueprints have spawned ?
|
||||
|
||||
- [ ] 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
|
||||
|
||||
- [ ] do a deprecation release of all bevy_gltf_xxx crates to point at the new Blenvy crate
|
||||
|
||||
- [ ] simplify examples:
|
||||
- [ ] a full fledged demo (including physics & co)
|
||||
|
|
Loading…
Reference in New Issue