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@ -1,6 +1,6 @@
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[package]
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name = "bevy_gltf_blueprints"
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version = "0.10.0"
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version = "0.10.2"
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authors = ["Mark 'kaosat-dev' Moissette"]
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description = "Adds the ability to define Blueprints/Prefabs for Bevy inside gltf files and spawn them in Bevy."
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homepage = "https://github.com/kaosat-dev/Blender_bevy_components_workflow"
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@ -224,7 +224,7 @@ Typically , the order of systems should be
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***bevy_gltf_components (GltfComponentsSet::Injection)*** => ***bevy_gltf_blueprints (GltfBlueprintsSet::Spawn, GltfBlueprintsSet::AfterSpawn)*** => ***replace_proxies***
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see https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/basic for how to set it up correctly
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see an example [here](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/basic) for how to set it up correctly
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@ -278,9 +278,9 @@ pub fn animation_change_on_proximity_foxes(
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}
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```
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see https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/animation for how to set it up correctly
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see [here](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/animation) for how to set it up correctly
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particularly from https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/animation/game/in_game.rs
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particularly from [here](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/animation/src/game/in_game.rs)
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## Materials
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@ -301,7 +301,7 @@ material_library_folder: "materials".into() //defaults to "materials" the folder
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```bevy_gltf_blueprints``` currently does NOT take care of loading those at runtime
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see https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/materials for how to set it up correctly
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see an example [here](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/materials) for how to set it up correctly
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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)
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@ -326,15 +326,15 @@ As it create custom properties that are writen in real **ron** file format inste
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## Examples
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https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/basic
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* [basic](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/basic)
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https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/basic_xpbd_physics
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* [xbpd](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/basic_xpbd_physics)
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https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/animation
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* [animation](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/animation)
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https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/materials
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* [materials](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/materials)
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https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/multiple_levels_multiple_blendfiles
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* [multiple_levels_multiple_blendfiles](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/multiple_levels_multiple_blendfiles)
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## Compatible Bevy versions
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@ -34,4 +34,14 @@ pub struct InstanceAnimations {
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/// so that the root entity knows which of its children contains an actualy `AnimationPlayer` component
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/// this is for convenience, because currently , Bevy's gltf parsing inserts `AnimationPlayers` "one level down"
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/// ie armature/root for animated models, which means more complex queries to trigger animations that we want to avoid
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pub struct InstanceAnimationPlayerLink(pub Entity);
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pub struct InstanceAnimationPlayerLink(pub Entity);
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pub struct AnimationMarker{
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pub frame:u32,
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pub name: String,
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}
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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pub struct AnimationMarkers(pub HashMap<String, HashMap<u32, Vec<String> >>);
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@ -19,7 +19,11 @@ pub use copy_components::*;
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use core::fmt;
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use std::path::PathBuf;
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use bevy::{prelude::*, render::primitives::Aabb, utils::HashMap};
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use bevy::{
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prelude::*,
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render::{primitives::Aabb, view::VisibilitySystems},
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utils::HashMap,
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};
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use bevy_gltf_components::{ComponentsFromGltfPlugin, GltfComponentsSet};
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#[derive(SystemSet, Debug, Hash, PartialEq, Eq, Clone)]
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@ -123,6 +127,10 @@ impl Plugin for BlueprintsPlugin {
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.register_type::<BlueprintAnimations>()
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.register_type::<InstanceAnimations>()
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.register_type::<Animated>()
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.register_type::<AnimationMarkers>()
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.register_type::<HashMap<u32, Vec<String>>>()
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.register_type::<HashMap<String, HashMap<u32, Vec<String> >>>()
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.register_type::<BlueprintsList>()
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.register_type::<Vec<String>>()
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@ -170,10 +178,11 @@ impl Plugin for BlueprintsPlugin {
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.in_set(GltfBlueprintsSet::Spawn),
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)
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.add_systems(
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Update,
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PostUpdate,
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(spawned_blueprint_post_process, apply_deferred)
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.chain()
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.in_set(GltfBlueprintsSet::AfterSpawn),
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.in_set(GltfBlueprintsSet::AfterSpawn)
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.before(VisibilitySystems::CheckVisibility),
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);
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}
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}
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@ -1,5 +1,10 @@
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use bevy::pbr::DirectionalLightShadowMap;
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use bevy::prelude::*;
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use bevy::render::render_asset::RenderAssetUsages;
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use bevy::render::render_resource::{
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Extent3d, TextureDimension, TextureFormat, TextureViewDescriptor, TextureViewDimension,
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};
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use std::iter;
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use crate::GltfComponentsSet;
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@ -84,14 +89,66 @@ fn process_shadowmap(
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}
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fn process_background_shader(
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background_shaders: Query<&BlenderBackgroundShader, Added<BlenderBackgroundShader>>,
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background_shaders: Query<Ref<BlenderBackgroundShader>>,
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cameras: Query<(Entity, Ref<Camera3d>)>,
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mut images: ResMut<Assets<Image>>,
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mut commands: Commands,
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mut env_map_handle: Local<Option<Handle<Image>>>,
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) {
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for background_shader in background_shaders.iter() {
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commands.insert_resource(AmbientLight {
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color: background_shader.color,
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// Just a guess, see <https://github.com/bevyengine/bevy/issues/12280>
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brightness: background_shader.strength * 400.0,
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let Ok(background_shader) = background_shaders.get_single() else {
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return;
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};
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let env_map_handle = env_map_handle.get_or_insert_with(|| {
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let size = Extent3d {
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width: 1,
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height: 6,
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depth_or_array_layers: 1,
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};
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let dimension = TextureDimension::D2;
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const SIDES_PER_CUBE: usize = 6;
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let data: Vec<_> = iter::repeat(background_shader.color.as_rgba_u8())
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.take(SIDES_PER_CUBE)
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.flatten()
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.collect();
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let format = TextureFormat::Rgba8UnormSrgb;
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let asset_usage = RenderAssetUsages::RENDER_WORLD;
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let mut image = Image::new(size, dimension, data, format, asset_usage);
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// Source: https://github.com/bevyengine/bevy/blob/85b488b73d6f6e75690962fba67a144d9beb6b88/examples/3d/skybox.rs#L152-L160
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image.reinterpret_stacked_2d_as_array(image.height() / image.width());
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image.texture_view_descriptor = Some(TextureViewDescriptor {
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dimension: Some(TextureViewDimension::Cube),
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..default()
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});
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images.add(image)
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});
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// Don't need the handle to be &mut
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let env_map_handle = &*env_map_handle;
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if background_shader.is_added() {
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// We're using an environment map, so we don't need the ambient light
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commands.remove_resource::<AmbientLight>();
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}
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let is_bg_outdated = background_shader.is_changed();
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if is_bg_outdated {
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let color = background_shader.color * background_shader.strength;
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commands.insert_resource(ClearColor(color));
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}
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let camera_entities = cameras
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.iter()
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.filter_map(|(entity, cam)| (is_bg_outdated || cam.is_changed()).then_some(entity));
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for camera_entity in camera_entities {
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// See https://github.com/KhronosGroup/glTF-Blender-IO/blob/8573cc0dfb612091bfc1bcf6df55c18a44b9668a/addons/io_scene_gltf2/blender/com/gltf2_blender_conversion.py#L19
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const PBR_WATTS_TO_LUMENS: f32 = 683.0;
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commands.entity(camera_entity).insert(EnvironmentMapLight {
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diffuse_map: env_map_handle.clone(),
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specular_map: env_map_handle.clone(),
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intensity: background_shader.strength * PBR_WATTS_TO_LUMENS,
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});
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}
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}
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Binary file not shown.
@ -3,7 +3,7 @@ use std::{
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collections::HashMap, fs, time::Duration
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};
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use bevy_gltf_blueprints::{Animated, BlueprintAnimationPlayerLink, BlueprintAnimations, InstanceAnimationPlayerLink, InstanceAnimations, BlueprintName, BlueprintsList, GltfBlueprintsSet};
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use bevy_gltf_blueprints::{Animated, AnimationMarkers, BlueprintAnimationPlayerLink, BlueprintAnimations, BlueprintName, BlueprintsList, GltfBlueprintsSet, InstanceAnimationPlayerLink, InstanceAnimations};
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pub use in_game::*;
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use bevy::{
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@ -308,6 +308,39 @@ fn play_animations(
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}
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}
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fn trigger_event_based_on_animation_marker(
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bla: Query<(Entity, &AnimationMarkers, &InstanceAnimationPlayerLink, &InstanceAnimations)>,
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animation_players: Query<&AnimationPlayer>,
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animation_clips: Res<Assets<AnimationClip>>
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) {
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for (entity, markers, link, animations) in bla.iter() {
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let animation_player = animation_players.get(link.0).unwrap();
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let animation_clip = animation_clips.get(animation_player.animation_clip());
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if animation_clip.is_some(){
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// println!("Entity {:?} markers {:?}", entity, markers);
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// println!("Player {:?} {}", animation_player.elapsed(), animation_player.completions());
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let animation_total_length = animation_clip.unwrap().duration();
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let animation_total_frames = 80; // FIXME just for testing
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// TODO: we also need to take playback speed into account
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let time_in_animation = animation_player.elapsed() - (animation_player.completions() as f32) * animation_total_length;//(animation_player.elapsed() / (animation_player.completions() as f32 + 1.0)) ;// / animation_total_length;
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let time_bla = (animation_total_frames as f32 / animation_total_length) * time_in_animation ;
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let frame = time_bla as u32;
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// println!("time_in_animation {} out of {}, completions {}, // frame {}",time_in_animation, animation_total_length, animation_player.completions(), frame);
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//animation_player.animation_clip()
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let matching_animation_marker = &markers.0[&"Blueprint1_jump".to_string()];
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if matching_animation_marker.contains_key(&frame) {
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let matching_markers_per_frame = matching_animation_marker.get(&frame).unwrap();
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println!("FOUND A MARKER {:?} at frame {}", matching_markers_per_frame, frame);
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}
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}
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}
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}
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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/// flag component for testing
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@ -336,7 +369,7 @@ impl Plugin for GamePlugin {
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.add_systems(OnEnter(AppState::AppRunning), setup_game)
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.add_systems(OnEnter(AppState::MenuRunning), setup_main_scene_animations)
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.add_systems(Update, animations
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.add_systems(Update, (animations, trigger_event_based_on_animation_marker)
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.run_if(in_state(AppState::AppRunning))
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.after(GltfBlueprintsSet::AfterSpawn)
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)
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@ -56,8 +56,22 @@ def copy_animation_data(source, target):
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# sort animations alphabetically (case insensitive) so they have a defined order and match Blender's Action list
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blender_actions.sort(key = lambda a: a.name.lower())
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markers_per_animation = {}
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for action in blender_actions:
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animations.append(blender_tracks[action.name])
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animation_name = blender_tracks[action.name]
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animations.append(animation_name)
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markers_per_animation[animation_name] = {}
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print("markers", action.pose_markers, "for", action.name)
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for marker in action.pose_markers:
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if marker.frame not in markers_per_animation[animation_name]:
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markers_per_animation[animation_name][marker.frame] = []
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print(" marker", marker.name, marker.frame)
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markers_per_animation[animation_name][marker.frame].append(marker.name)
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print("animations", animations)
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"""if target.animation_data == None:
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@ -67,13 +81,29 @@ def copy_animation_data(source, target):
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with bpy.context.temp_override(active_object=source, selected_editable_objects=[target]):
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bpy.ops.object.make_links_data(type='ANIMATION')
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# we add an "animated" flag component
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target['Animated'] = f'(animations: {animations})'.replace("'", '"') #'(animations: [])' #
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target['Animated'] = f'(animations: {animations})'.replace("'", '"')
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markers_formated = '{'
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for animation in markers_per_animation.keys():
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markers_formated += f'"{animation}":'
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markers_formated += "{"
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for frame in markers_per_animation[animation].keys():
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markers = markers_per_animation[animation][frame]
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markers_formated += f"{frame}:{markers}, ".replace("'", '"')
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markers_formated += '}, '
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markers_formated += '}'
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print("markers_formated", markers_formated)
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target["AnimationMarkers"] = f'( {markers_formated} )'
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#'({"animation_name": {5: ["Marker_1"]} })'
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#f'({json.dumps(markers_per_animation)})'
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"""print("copying animation data for", source.name, target.animation_data)
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properties = [p.identifier for p in source.animation_data.bl_rna.properties if not p.is_readonly]
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for prop in properties:
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print("copying stuff", prop)
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setattr(target.animation_data, prop, getattr(source.animation_data, prop))"""
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def duplicate_object(object, parent, combine_mode, destination_collection, library_collections, legacy_mode, nester=""):
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copy = None
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@ -95,6 +125,10 @@ def duplicate_object(object, parent, combine_mode, destination_collection, libra
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children_per_collection = {}
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get_sub_collections([object.instance_collection], root_node, children_per_collection)
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empty_obj["BlueprintsList"] = f"({json.dumps(dict(children_per_collection))})"
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# empty_obj["AnimationMarkers"] = '({"animation_name": {5: "Marker_1"} })'
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#'({5: "sdf"})'#.replace('"',"'") #f"({json.dumps(dict(animation_foo))})"
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#empty_obj["Assets"] = {"Animations": [], "Materials": [], "Models":[], "Textures":[], "Audio":[], "Other":[]}
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# we copy custom properties over from our original object to our empty
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@ -109,10 +143,7 @@ def duplicate_object(object, parent, combine_mode, destination_collection, libra
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object.name = original_name + "____bak"
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copy = object.copy()
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copy.name = original_name
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# FIXME: orphan data comes from this one, not even sure if this copying is needed at all
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"""if object.data:
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data = object.data.copy()
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obj_copy.data = data"""
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|
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|
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destination_collection.objects.link(copy)
|
||||
|
||||
|
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