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Author | SHA1 | Date |
---|---|---|
Mark Moissette | d955de03a3 | |
kaosat.dev | 0b64de79da | |
Mark Moissette | bb4b07b7af | |
Mark Moissette | f438116ece | |
kaosat.dev | 67588ba3a4 | |
kaosat.dev | 4f5f3be317 | |
Jan Hohenheim | ada54450a5 |
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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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@ -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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@ -167,10 +171,11 @@ 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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@ -3373,6 +3373,17 @@
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"type": "object",
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"typeInfo": "Struct"
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},
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"bevy_gltf_blueprints::animation::Animated": {
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"additionalProperties": false,
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"isComponent": true,
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"isResource": false,
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"properties": {},
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"required": [],
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"short_name": "Animated",
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"title": "bevy_gltf_blueprints::animation::Animated",
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"type": "object",
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"typeInfo": "Struct"
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},
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"bevy_gltf_blueprints::animation::Animations": {
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"additionalProperties": false,
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"isComponent": true,
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@ -3433,6 +3444,22 @@
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"type": "array",
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"typeInfo": "TupleStruct"
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},
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"bevy_gltf_blueprints::spawn_from_blueprints::BlueprintsList": {
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"isComponent": true,
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"isResource": false,
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"items": false,
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"prefixItems": [
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{
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"type": {
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"$ref": "#/$defs/bevy_utils::hashbrown::HashMap<alloc::string::String, alloc::vec::Vec<alloc::string::String>, bevy_utils::hashbrown::hash_map::DefaultHashBuilder>"
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}
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}
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],
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"short_name": "BlueprintsList",
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"title": "bevy_gltf_blueprints::spawn_from_blueprints::BlueprintsList",
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"type": "array",
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"typeInfo": "TupleStruct"
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},
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"bevy_gltf_blueprints::spawn_from_blueprints::SpawnHere": {
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"additionalProperties": false,
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"isComponent": true,
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@ -10691,6 +10718,19 @@
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"type": "object",
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"typeInfo": "Value"
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},
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"bevy_utils::hashbrown::HashMap<alloc::string::String, alloc::vec::Vec<alloc::string::String>, bevy_utils::hashbrown::hash_map::DefaultHashBuilder>": {
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"additionalProperties": {
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"type": {
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"$ref": "#/$defs/alloc::vec::Vec<alloc::string::String>"
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}
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},
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"isComponent": false,
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"isResource": false,
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"short_name": "HashMap<String, Vec<String>, DefaultHashBuilder>",
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"title": "bevy_utils::hashbrown::HashMap<alloc::string::String, alloc::vec::Vec<alloc::string::String>, bevy_utils::hashbrown::hash_map::DefaultHashBuilder>",
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"type": "object",
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"typeInfo": "Map"
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},
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"bevy_utils::smallvec::SmallVec<[bevy_ecs::entity::Entity; 8]>": {
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"isComponent": false,
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"isResource": false,
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Binary file not shown.
Before Width: | Height: | Size: 626 KiB After Width: | Height: | Size: 644 KiB |
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@ -3,11 +3,11 @@ use std::{
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collections::HashMap, fs, time::Duration
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};
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use bevy_gltf_blueprints::{AnimationPlayerLink, Animations, BlueprintName, BlueprintsList};
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use bevy_gltf_blueprints::{Animated, AnimationPlayerLink, Animations, BlueprintName, BlueprintsList};
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pub use in_game::*;
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use bevy::{
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ecs::query, prelude::*, render::view::screenshot::ScreenshotManager, time::common_conditions::on_timer, window::PrimaryWindow
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ecs::query, gltf::Gltf, prelude::*, render::view::screenshot::ScreenshotManager, time::common_conditions::on_timer, window::PrimaryWindow
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};
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use bevy_gltf_worlflow_examples_common_rapier::{AppState, GameState};
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@ -19,16 +19,10 @@ fn start_game(mut next_app_state: ResMut<NextState<AppState>>) {
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}
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#[derive(Debug)]
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struct Node {
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value: String,
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children: Vec<String>,
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}
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// if the export from Blender worked correctly, we should have animations (simplified here by using AnimationPlayerLink)
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// if the export from Blender worked correctly, we should have an Entity called "Cylinder" that has two components: UnitTest, TupleTestF32
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// if the export from Blender worked correctly, we should have an Entity called "Blueprint4_nested" that has a child called "Blueprint3" that has a "BlueprintName" component with value Blueprint3
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// if the export from Blender worked correctly, we should have a blueprints_list
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// if the export from Blender worked correctly, we should have the correct tree of entities
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#[allow(clippy::too_many_arguments)]
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fn validate_export(
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parents: Query<&Parent>,
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@ -36,7 +30,6 @@ fn validate_export(
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names: Query<&Name>,
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blueprints: Query<(Entity, &Name, &BlueprintName)>,
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animation_player_links: Query<(Entity, &AnimationPlayerLink)>,
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exported_cylinder: Query<(Entity, &Name, &UnitTest, &TupleTestF32)>,
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empties_candidates: Query<(Entity, &Name, &GlobalTransform)>,
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blueprints_list: Query<(Entity, &BlueprintsList)>,
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@ -80,11 +73,10 @@ fn validate_export(
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}
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}
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// generate parent/child tree
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// generate parent/child "tree"
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if !root.is_empty() {
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let root = root.single();
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let mut tree: HashMap<String, Vec<String>> = HashMap::new();
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// println!("root {}", root.1);
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for child in children.iter_descendants(root.0) {
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let child_name:String = names.get(child).map_or(String::from("no_name"), |e| e.to_string() ); //|e| e.to_string(), || "no_name".to_string());
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@ -126,17 +118,64 @@ fn exit_game(mut app_exit_events: ResMut<Events<bevy::app::AppExit>>) {
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app_exit_events.send(bevy::app::AppExit);
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}
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/*
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#[derive(Resource)]
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struct Animations(Vec<Handle<AnimationClip>>);
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*/
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fn animations(
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foo:Query<(Entity, &Name, &AnimationPlayer),(Added<AnimationPlayer>)>,
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#[derive(Resource)]
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struct MainAnimations(Vec<Handle<AnimationClip>>);
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#[derive(Resource)]
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struct AnimTest(Handle<Gltf>);
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fn setup_main_scene_animations(
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asset_server: Res<AssetServer>,
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mut commands: Commands,
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) {
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for bla in foo.iter() {
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/*commands.insert_resource(MainAnimations(vec![
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asset_server.load("models/World.glb#Blueprint1_jump"),
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asset_server.load("models/World.glb#Blueprint1_move"),
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// asset_server.load("models/library/Blueprint6_animated.glb#Run"),
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]));*/
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commands.insert_resource(AnimTest(asset_server.load("models/World.glb")));
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}
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fn animations(
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foo:Query<(Entity, &Name, &AnimationPlayer),(Added<AnimationPlayer>)>,
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bla:Query<(Entity, &Name, &Animated),(Added<Animated>, Without<AnimationPlayerLink>)>,
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blurp: Res<AnimTest>,
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asset_server: Res<AssetServer>,
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mut commands: Commands,
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assets_gltf: Res<Assets<Gltf>>,
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) {
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for (entity, name, animated) in bla.iter() {
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// println!("animated stuf {:?} on entity {}", animated, name);
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let gltf = assets_gltf.get(&blurp.0).unwrap();
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let animations_list = animated;
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let mut matching_data = true;
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for animation_name in &animations_list.animations {
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if !gltf.named_animations.contains_key(animation_name){
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matching_data = false;
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break;
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}
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}
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if matching_data {
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println!("inserting Animations components into {} ({:?})", name, entity);
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println!("Found match {:?}", gltf.named_animations);
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commands.entity(entity).remove::<Animations>();
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commands.entity(entity).insert((
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Animations {
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named_animations: gltf.named_animations.clone()
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}
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));
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}
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}
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/*for bla in foo.iter() {
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let mut counter = 0;
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counter +=1;
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println!("found some animations {} {}", counter, bla.1);
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@ -150,9 +189,7 @@ fn animations(
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named_animations:
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})*/
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}
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}
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}*/
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}
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pub struct GamePlugin;
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@ -162,12 +199,15 @@ impl Plugin for GamePlugin {
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.add_systems(Update, validate_export)
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.add_systems(OnEnter(AppState::MenuRunning), start_game)
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.add_systems(OnEnter(AppState::AppRunning), setup_game)
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.add_systems(Update, animations)
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.add_systems(Update, generate_screenshot.run_if(on_timer(Duration::from_secs_f32(0.2)))) // TODO: run once
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.add_systems(OnEnter(AppState::MenuRunning), setup_main_scene_animations)
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.add_systems(Update, animations.run_if(in_state(AppState::AppRunning)))
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/* .add_systems(Update, generate_screenshot.run_if(on_timer(Duration::from_secs_f32(0.2)))) // TODO: run once
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.add_systems(
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Update,
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exit_game.run_if(on_timer(Duration::from_secs_f32(0.5))),
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) // shut down the app after this time
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) // shut down the app after this time*/
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;
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}
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}
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@ -68,6 +68,7 @@ def copy_animation_data(source, 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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"""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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@ -30,6 +30,10 @@ def setup_data(request):
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diagnostics_file_path = os.path.join(root_path, "bevy_diagnostics.json")
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if os.path.exists(diagnostics_file_path):
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os.remove(diagnostics_file_path)
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hierarchy_file_path = os.path.join(root_path, "bevy_hierarchy.json")
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if os.path.exists(hierarchy_file_path):
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os.remove(hierarchy_file_path)
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screenshot_observed_path = os.path.join(root_path, "screenshot.png")
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if os.path.exists(screenshot_observed_path):
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