mirror of
https://github.com/kaosat-dev/Blender_bevy_components_workflow.git
synced 2024-11-22 20:00:53 +00:00
Compare commits
No commits in common. "a947d3b7d1a7ade8bc312d5dfacfaae6817e98fe" and "2b8c239fe8956a9a466a778a6881e6d4459e2246" have entirely different histories.
a947d3b7d1
...
2b8c239fe8
@ -23,7 +23,6 @@ pub struct BlueprintAnimationPlayerLink(pub Entity);
|
||||
pub struct SceneAnimations {
|
||||
pub named_animations: HashMap<String, Handle<AnimationClip>>,
|
||||
pub named_indices: HashMap<String, AnimationNodeIndex>,
|
||||
pub graph: Handle<AnimationGraph>,
|
||||
}
|
||||
|
||||
#[derive(Component, Debug)]
|
||||
|
@ -52,11 +52,16 @@ impl Default for BluePrintBundle {
|
||||
pub struct BlueprintsPlugin {
|
||||
/// Automatically generate aabbs for the blueprints root objects
|
||||
pub aabbs: bool,
|
||||
/// use library of materials
|
||||
pub material_library: bool,
|
||||
}
|
||||
|
||||
impl Default for BlueprintsPlugin {
|
||||
fn default() -> Self {
|
||||
Self { aabbs: false }
|
||||
Self {
|
||||
aabbs: false,
|
||||
material_library: false,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -121,7 +126,7 @@ impl Plugin for BlueprintsPlugin {
|
||||
(
|
||||
blueprints_prepare_spawn,
|
||||
blueprints_check_assets_loading,
|
||||
blueprints_assets_loaded,
|
||||
blueprints_assets_ready,
|
||||
blueprints_scenes_spawned,
|
||||
blueprints_cleanup_spawned_scene,
|
||||
// post process
|
||||
|
@ -4,9 +4,8 @@ use bevy::{gltf::Gltf, prelude::*, scene::SceneInstance, utils::hashbrown::HashM
|
||||
use serde_json::Value;
|
||||
|
||||
use crate::{
|
||||
AnimationInfos, AssetLoadTracker, BlenvyConfig, BlueprintAnimationPlayerLink,
|
||||
BlueprintAnimations, BlueprintAssets, BlueprintAssetsLoadState, BlueprintAssetsLoaded,
|
||||
BlueprintAssetsNotLoaded, SceneAnimationPlayerLink, SceneAnimations,
|
||||
AssetLoadTracker, BlenvyConfig, BlueprintAnimationPlayerLink, BlueprintAnimations,
|
||||
BlueprintAssets, BlueprintAssetsLoadState, BlueprintAssetsLoaded, BlueprintAssetsNotLoaded,
|
||||
};
|
||||
|
||||
/// this is a flag component for our levels/game world
|
||||
@ -65,10 +64,6 @@ pub(crate) struct OriginalChildren(pub Vec<Entity>);
|
||||
/// as it would first become invisible before re-appearing again
|
||||
pub struct HideUntilReady;
|
||||
|
||||
#[derive(Component)]
|
||||
/// marker component, gets added to all children of a currently spawning blueprint instance, can be usefull to avoid manipulating still in progress entities
|
||||
pub struct BlueprintDisabled;
|
||||
|
||||
#[derive(Event, Debug)]
|
||||
pub enum BlueprintEvent {
|
||||
/// event fired when a blueprint has finished loading all of its assets & before it attempts spawning
|
||||
@ -250,7 +245,7 @@ pub(crate) fn blueprints_check_assets_loading(
|
||||
}
|
||||
}
|
||||
|
||||
pub(crate) fn blueprints_assets_loaded(
|
||||
pub(crate) fn blueprints_assets_ready(
|
||||
spawn_placeholders: Query<
|
||||
(
|
||||
Entity,
|
||||
@ -260,7 +255,6 @@ pub(crate) fn blueprints_assets_loaded(
|
||||
Option<&AddToGameWorld>,
|
||||
Option<&Name>,
|
||||
Option<&HideUntilReady>,
|
||||
Option<&AnimationInfos>,
|
||||
),
|
||||
(
|
||||
With<BlueprintAssetsLoaded>,
|
||||
@ -285,7 +279,6 @@ pub(crate) fn blueprints_assets_loaded(
|
||||
add_to_world,
|
||||
name,
|
||||
hide_until_ready,
|
||||
animation_infos,
|
||||
) in spawn_placeholders.iter()
|
||||
{
|
||||
/*info!(
|
||||
@ -301,7 +294,7 @@ pub(crate) fn blueprints_assets_loaded(
|
||||
// info!("attempting to spawn {:?}", model_path);
|
||||
let model_handle: Handle<Gltf> = asset_server.load(blueprint_info.path.clone()); // FIXME: kinda weird now
|
||||
|
||||
let blueprint_gltf = assets_gltf.get(&model_handle).unwrap_or_else(|| {
|
||||
let gltf = assets_gltf.get(&model_handle).unwrap_or_else(|| {
|
||||
panic!(
|
||||
"gltf file {:?} should have been loaded",
|
||||
&blueprint_info.path
|
||||
@ -309,13 +302,13 @@ pub(crate) fn blueprints_assets_loaded(
|
||||
});
|
||||
|
||||
// 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 = blueprint_gltf
|
||||
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 = &blueprint_gltf.named_scenes[main_scene_name];
|
||||
let scene = &gltf.named_scenes[main_scene_name];
|
||||
|
||||
// transforms are optional, but still deal with them correctly
|
||||
let mut transforms: Transform = Transform::default();
|
||||
@ -336,16 +329,13 @@ pub(crate) fn blueprints_assets_loaded(
|
||||
let mut named_animations: HashMap<String, Handle<AnimationClip>> = HashMap::new();
|
||||
let mut animation_indices: HashMap<String, AnimationNodeIndex> = HashMap::new();
|
||||
|
||||
for (key, clip) in blueprint_gltf.named_animations.iter() {
|
||||
for (key, clip) in gltf.named_animations.iter() {
|
||||
named_animations.insert(key.to_string(), clip.clone());
|
||||
let animation_index = graph.add_clip(clip.clone(), 1.0, graph.root);
|
||||
animation_indices.insert(key.to_string(), animation_index);
|
||||
}
|
||||
let graph = graphs.add(graph);
|
||||
|
||||
println!("Named animations : {:?}", named_animations.keys());
|
||||
println!("ANIMATION INFOS: {:?}", animation_infos);
|
||||
|
||||
commands.entity(entity).insert((
|
||||
SceneBundle {
|
||||
scene: scene.clone(),
|
||||
@ -354,7 +344,6 @@ pub(crate) fn blueprints_assets_loaded(
|
||||
},
|
||||
OriginalChildren(original_children),
|
||||
BlueprintAnimations {
|
||||
// TODO: perhaps swap this out with SceneAnimations depending on whether we are spawning a level or a simple blueprint
|
||||
// these are animations specific to the blueprint
|
||||
named_animations,
|
||||
named_indices: animation_indices,
|
||||
@ -477,8 +466,6 @@ pub(crate) fn blueprints_scenes_spawned(
|
||||
}
|
||||
}
|
||||
}
|
||||
// Mark all components as "Disabled" (until Bevy gets this as first class feature)
|
||||
commands.entity(child).insert(BlueprintDisabled);
|
||||
}
|
||||
}
|
||||
|
||||
@ -509,30 +496,29 @@ pub struct BlueprintReadyForPostProcess;
|
||||
/// - it copies the children of the blueprint scene into the original entity
|
||||
/// - it adds an `AnimationLink` component containing the entity that has the AnimationPlayer so that animations can be controlled from the original entity
|
||||
pub(crate) fn blueprints_cleanup_spawned_scene(
|
||||
blueprint_scenes: Query<
|
||||
foo: Query<
|
||||
(
|
||||
Entity,
|
||||
&Children,
|
||||
&OriginalChildren,
|
||||
Option<&Name>,
|
||||
Option<&SubBlueprintSpawnRoot>,
|
||||
&BlueprintAnimations,
|
||||
Option<&NoInBlueprint>,
|
||||
),
|
||||
Added<BlueprintChildrenReady>,
|
||||
>,
|
||||
animation_players: Query<(Entity, &Parent), With<AnimationPlayer>>,
|
||||
added_animation_players: Query<(Entity, &Parent), Added<AnimationPlayer>>,
|
||||
|
||||
mut sub_blueprint_trackers: Query<&mut SubBlueprintsSpawnTracker, With<BlueprintInfo>>,
|
||||
all_children: Query<&Children>,
|
||||
all_parents: Query<&Parent>,
|
||||
with_animation_infos: Query<&AnimationInfos>,
|
||||
// FIXME: meh
|
||||
anims: Query<&BlueprintAnimations>,
|
||||
|
||||
mut commands: Commands,
|
||||
|
||||
all_names: Query<&Name>,
|
||||
) {
|
||||
for (original, children, original_children, name, animations, no_inblueprint) in
|
||||
blueprint_scenes.iter()
|
||||
for (original, children, original_children, name, track_root, animations, no_inblueprint) in
|
||||
foo.iter()
|
||||
{
|
||||
info!("YOOO ready !! removing empty nodes {:?}", name);
|
||||
|
||||
@ -576,67 +562,22 @@ pub(crate) fn blueprints_cleanup_spawned_scene(
|
||||
}
|
||||
|
||||
if animations.named_animations.keys().len() > 0 {
|
||||
for (entity_with_player, parent) in animation_players.iter() {
|
||||
for (added, parent) in added_animation_players.iter() {
|
||||
if parent.get() == blueprint_root_entity {
|
||||
println!(
|
||||
"FOUND ANIMATION PLAYER FOR {:?} {:?} ",
|
||||
all_names.get(original),
|
||||
all_names.get(entity_with_player)
|
||||
);
|
||||
// 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(entity_with_player),)); // FIXME : this is only valid for per-blueprint logic, no per scene animations
|
||||
.insert((BlueprintAnimationPlayerLink(added),));
|
||||
|
||||
// since v0.14 you need both AnimationTransitions and AnimationGraph components/handle on the same entity as the animationPlayer
|
||||
let transitions = AnimationTransitions::new();
|
||||
commands
|
||||
.entity(entity_with_player)
|
||||
.entity(added)
|
||||
.insert((transitions, animations.graph.clone()));
|
||||
}
|
||||
}
|
||||
// VERY convoluted, but it works
|
||||
for child in all_children.iter_descendants(blueprint_root_entity) {
|
||||
if with_animation_infos.get(child).is_ok() {
|
||||
// player is already on the same entity as the animation_infos
|
||||
if animation_players.get(child).is_ok() {
|
||||
println!(
|
||||
"found BLUEPRINT animation player for {:?} at {:?} Root: {:?}",
|
||||
all_names.get(child),
|
||||
all_names.get(child),
|
||||
all_names.get(original)
|
||||
);
|
||||
/*commands
|
||||
.entity(original)
|
||||
.insert((BlueprintAnimationPlayerLink(bla),)); */
|
||||
} else {
|
||||
for parent in all_parents.iter_ancestors(child) {
|
||||
if animation_players.get(parent).is_ok() {
|
||||
println!(
|
||||
"found SCENE animation player for {:?} at {:?} Root: {:?}",
|
||||
all_names.get(child),
|
||||
all_names.get(parent),
|
||||
all_names.get(original)
|
||||
);
|
||||
println!("INSERTING SCENE ANIMATIONS INTO");
|
||||
let original_animations = anims.get(original).unwrap();
|
||||
commands.entity(child).insert((
|
||||
SceneAnimationPlayerLink(parent),
|
||||
SceneAnimations {
|
||||
named_animations: original_animations
|
||||
.named_animations
|
||||
.clone(),
|
||||
named_indices: original_animations.named_indices.clone(),
|
||||
graph: original_animations.graph.clone(),
|
||||
},
|
||||
));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
commands
|
||||
@ -644,54 +585,19 @@ pub(crate) fn blueprints_cleanup_spawned_scene(
|
||||
.insert(BlueprintReadyForPostProcess); // Tag the entity so any systems dealing with post processing can know it is now their "turn"
|
||||
|
||||
commands.entity(blueprint_root_entity).despawn_recursive(); // Remove the root entity that comes from the spawned-in scene
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Component, Reflect, Debug)]
|
||||
#[reflect(Component)]
|
||||
pub struct BlueprintReadyForFinalizing;
|
||||
|
||||
pub(crate) fn blueprints_finalize_instances(
|
||||
blueprint_instances: Query<
|
||||
(
|
||||
Entity,
|
||||
Option<&Name>,
|
||||
&BlueprintInfo,
|
||||
Option<&SubBlueprintSpawnRoot>,
|
||||
Option<&HideUntilReady>,
|
||||
),
|
||||
(With<BlueprintSpawning>, With<BlueprintReadyForFinalizing>),
|
||||
>,
|
||||
mut sub_blueprint_trackers: Query<&mut SubBlueprintsSpawnTracker, With<BlueprintInfo>>,
|
||||
all_children: Query<&Children>,
|
||||
mut blueprint_events: EventWriter<BlueprintEvent>,
|
||||
mut commands: Commands,
|
||||
) {
|
||||
for (entity, name, blueprint_info, parent_blueprint, hide_until_ready) in
|
||||
blueprint_instances.iter()
|
||||
{
|
||||
info!("Finalizing blueprint instance {:?}", name);
|
||||
commands
|
||||
.entity(entity)
|
||||
.remove::<BlueprintReadyForPostProcess>()
|
||||
.remove::<BlueprintSpawning>()
|
||||
.remove::<SpawnBlueprint>()
|
||||
//.remove::<Handle<Scene>>(); // FIXME: if we delete the handle to the scene, things get despawned ! not what we want
|
||||
//.remove::<BlueprintAssetsLoadState>(); // also clear the sub assets tracker to free up handles, perhaps just freeing up the handles and leave the rest would be better ?
|
||||
//.remove::<BlueprintAssetsLoaded>();
|
||||
.insert(BlueprintInstanceReady);
|
||||
|
||||
// Deal with sub blueprints
|
||||
// now check if the current entity is a child blueprint instance of another entity
|
||||
// this should always be done last, as children should be finished before the parent can be processed correctly
|
||||
// TODO: perhaps use observers for these
|
||||
if let Some(track_root) = parent_blueprint {
|
||||
if let Some(track_root) = track_root {
|
||||
let root_name = all_names.get(track_root.0);
|
||||
println!("got some root {:?}", root_name);
|
||||
if let Ok(mut tracker) = sub_blueprint_trackers.get_mut(track_root.0) {
|
||||
tracker
|
||||
.sub_blueprint_instances
|
||||
.entry(entity)
|
||||
.entry(original)
|
||||
.or_insert(true);
|
||||
tracker.sub_blueprint_instances.insert(entity, true);
|
||||
tracker.sub_blueprint_instances.insert(original, true);
|
||||
|
||||
// TODO: ugh, my limited rust knowledge, this is bad code
|
||||
let mut all_spawned = true;
|
||||
@ -707,10 +613,37 @@ pub(crate) fn blueprints_finalize_instances(
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for child in all_children.iter_descendants(entity) {
|
||||
commands.entity(child).remove::<BlueprintDisabled>();
|
||||
}
|
||||
#[derive(Component, Reflect, Debug)]
|
||||
#[reflect(Component)]
|
||||
pub struct BlueprintReadyForFinalizing;
|
||||
|
||||
pub(crate) fn blueprints_finalize_instances(
|
||||
blueprint_instances: Query<
|
||||
(
|
||||
Entity,
|
||||
Option<&Name>,
|
||||
&BlueprintInfo,
|
||||
Option<&HideUntilReady>,
|
||||
),
|
||||
(With<BlueprintSpawning>, With<BlueprintReadyForFinalizing>),
|
||||
>,
|
||||
mut blueprint_events: EventWriter<BlueprintEvent>,
|
||||
mut commands: Commands,
|
||||
) {
|
||||
for (entity, name, blueprint_info, hide_until_ready) in blueprint_instances.iter() {
|
||||
info!("Finalizing blueprint instance {:?}", name);
|
||||
commands
|
||||
.entity(entity)
|
||||
.remove::<SpawnBlueprint>()
|
||||
.remove::<BlueprintSpawning>()
|
||||
.remove::<BlueprintReadyForPostProcess>()
|
||||
//.remove::<Handle<Scene>>(); // FIXME: if we delete the handle to the scene, things get despawned ! not what we want
|
||||
//.remove::<BlueprintAssetsLoadState>(); // also clear the sub assets tracker to free up handles, perhaps just freeing up the handles and leave the rest would be better ?
|
||||
//.remove::<BlueprintAssetsLoaded>();
|
||||
.insert(BlueprintInstanceReady);
|
||||
|
||||
if hide_until_ready.is_some() {
|
||||
commands.entity(entity).insert(Visibility::Visible);
|
||||
|
Binary file not shown.
@ -3705,25 +3705,14 @@
|
||||
"type": "object",
|
||||
"typeInfo": "Struct"
|
||||
},
|
||||
"bevy_example::game::animation::MarkerAllFoxes": {
|
||||
"bevy_example::game::animation::MarkerFox": {
|
||||
"additionalProperties": false,
|
||||
"isComponent": true,
|
||||
"isResource": false,
|
||||
"long_name": "bevy_example::game::animation::MarkerAllFoxes",
|
||||
"long_name": "bevy_example::game::animation::MarkerFox",
|
||||
"properties": {},
|
||||
"required": [],
|
||||
"short_name": "MarkerAllFoxes",
|
||||
"type": "object",
|
||||
"typeInfo": "Struct"
|
||||
},
|
||||
"bevy_example::game::animation::MarkerSpecificFox": {
|
||||
"additionalProperties": false,
|
||||
"isComponent": true,
|
||||
"isResource": false,
|
||||
"long_name": "bevy_example::game::animation::MarkerSpecificFox",
|
||||
"properties": {},
|
||||
"required": [],
|
||||
"short_name": "MarkerSpecificFox",
|
||||
"short_name": "MarkerFox",
|
||||
"type": "object",
|
||||
"typeInfo": "Struct"
|
||||
},
|
||||
@ -13346,11 +13335,6 @@
|
||||
"isResource": false,
|
||||
"long_name": "blenvy::blueprints::animation::SceneAnimations",
|
||||
"properties": {
|
||||
"graph": {
|
||||
"type": {
|
||||
"$ref": "#/$defs/bevy_asset::handle::Handle<bevy_animation::graph::AnimationGraph>"
|
||||
}
|
||||
},
|
||||
"named_animations": {
|
||||
"type": {
|
||||
"$ref": "#/$defs/bevy_utils::hashbrown::HashMap<alloc::string::String, bevy_asset::handle::Handle<bevy_animation::AnimationClip>, bevy_utils::hashbrown::hash_map::DefaultHashBuilder>"
|
||||
@ -13364,8 +13348,7 @@
|
||||
},
|
||||
"required": [
|
||||
"named_animations",
|
||||
"named_indices",
|
||||
"graph"
|
||||
"named_indices"
|
||||
],
|
||||
"short_name": "SceneAnimations",
|
||||
"type": "object",
|
||||
|
@ -9,7 +9,7 @@ use bevy::{animation::RepeatAnimation, gltf::Gltf, prelude::*};
|
||||
|
||||
use blenvy::{
|
||||
AnimationInfos, AnimationMarkerReached, BlueprintAnimationPlayerLink, BlueprintAnimations,
|
||||
BlueprintDisabled, SceneAnimationPlayerLink, SceneAnimations,
|
||||
SceneAnimationPlayerLink, SceneAnimations,
|
||||
};
|
||||
|
||||
#[derive(Component, Reflect, Default, Debug)]
|
||||
@ -29,13 +29,15 @@ pub struct Marker3;
|
||||
|
||||
#[derive(Component, Reflect, Default, Debug)]
|
||||
#[reflect(Component)]
|
||||
/// flag component for testing; this is at the BLUEPRINT level
|
||||
pub struct MarkerAllFoxes;
|
||||
/// flag component for testing
|
||||
pub struct MarkerFox;
|
||||
|
||||
#[derive(Component, Reflect, Default, Debug)]
|
||||
#[reflect(Component)]
|
||||
/// flag component for testing; this is at the INSTANCE level
|
||||
pub struct MarkerSpecificFox;
|
||||
#[derive(Resource)]
|
||||
pub struct AnimTest(Handle<Gltf>);
|
||||
|
||||
pub fn setup_main_scene_animations(asset_server: Res<AssetServer>, mut commands: Commands) {
|
||||
commands.insert_resource(AnimTest(asset_server.load("levels/World.glb")));
|
||||
}
|
||||
|
||||
/*
|
||||
#[allow(clippy::type_complexity)]
|
||||
@ -79,90 +81,19 @@ pub fn animations(
|
||||
}
|
||||
}*/
|
||||
|
||||
pub fn check_animations(
|
||||
// (&BlueprintAnimationPlayerLink, &BlueprintAnimations)
|
||||
foxes: Query<
|
||||
(
|
||||
Entity,
|
||||
Option<&BlueprintAnimationPlayerLink>,
|
||||
Option<&SceneAnimationPlayerLink>,
|
||||
),
|
||||
(With<MarkerAllFoxes>, Without<BlueprintDisabled>),
|
||||
>,
|
||||
|
||||
foo: Query<
|
||||
(
|
||||
Entity,
|
||||
Option<&BlueprintAnimationPlayerLink>,
|
||||
Option<&SceneAnimationPlayerLink>,
|
||||
),
|
||||
(With<Marker1>, Without<BlueprintDisabled>),
|
||||
>,
|
||||
bar: Query<
|
||||
(
|
||||
Entity,
|
||||
Option<&BlueprintAnimationPlayerLink>,
|
||||
Option<&SceneAnimationPlayerLink>,
|
||||
),
|
||||
(With<Marker2>, Without<BlueprintDisabled>),
|
||||
>,
|
||||
baz: Query<
|
||||
(
|
||||
Entity,
|
||||
Option<&BlueprintAnimationPlayerLink>,
|
||||
Option<&SceneAnimationPlayerLink>,
|
||||
),
|
||||
(With<Marker3>, Without<BlueprintDisabled>),
|
||||
>,
|
||||
|
||||
bli: Query<(Entity, &AnimationInfos)>,
|
||||
anim_players: Query<(Entity, &AnimationPlayer)>,
|
||||
all_names: Query<&Name>,
|
||||
) {
|
||||
/*for bla in foxes.iter() {
|
||||
println!("MarkerAllFoxes {:?} {:?} {:?}", all_names.get(bla.0), bla.1, bla.2)
|
||||
}
|
||||
for bla in foo.iter() {
|
||||
println!("Marker1 {:?} {:?} {:?}", all_names.get(bla.0), bla.1, bla.2)
|
||||
}
|
||||
|
||||
for bla in bar.iter() {
|
||||
println!("Marker2 {:?} {:?} {:?}", all_names.get(bla.0), bla.1, bla.2)
|
||||
}
|
||||
for bla in baz.iter() {
|
||||
println!("Marker3 {:?} {:?} {:?}", all_names.get(bla.0), bla.1, bla.2)
|
||||
}
|
||||
println!(""); */
|
||||
/*for blo in bli.iter() {
|
||||
println!("YOOOOO {:?}", all_names.get(blo.0))
|
||||
}
|
||||
for anim in anim_players.iter() {
|
||||
println!("Players {:?}", all_names.get(anim.0))
|
||||
}*/
|
||||
}
|
||||
|
||||
#[allow(clippy::type_complexity)]
|
||||
pub fn play_animations(
|
||||
animated_foxes: Query<
|
||||
(&BlueprintAnimationPlayerLink, &BlueprintAnimations),
|
||||
With<MarkerAllFoxes>,
|
||||
>,
|
||||
animated_fox: Query<
|
||||
(&BlueprintAnimationPlayerLink, &BlueprintAnimations),
|
||||
With<MarkerSpecificFox>,
|
||||
>,
|
||||
animated_fox: Query<(&BlueprintAnimationPlayerLink, &BlueprintAnimations), With<MarkerFox>>,
|
||||
|
||||
animated_marker1: Query<
|
||||
/*animated_marker1: Query<
|
||||
(&SceneAnimationPlayerLink, &SceneAnimations),
|
||||
(With<AnimationInfos>, With<Marker1>),
|
||||
>,
|
||||
|
||||
animated_marker2: Query<
|
||||
(&SceneAnimationPlayerLink, &SceneAnimations),
|
||||
(With<AnimationInfos>, With<Marker2>),
|
||||
>,
|
||||
|
||||
with_blueprint_and_scene_animations: Query<
|
||||
animated_marker3: Query<
|
||||
(
|
||||
&SceneAnimationPlayerLink,
|
||||
&SceneAnimations,
|
||||
@ -170,16 +101,15 @@ pub fn play_animations(
|
||||
&BlueprintAnimations,
|
||||
),
|
||||
(With<AnimationInfos>, With<Marker3>),
|
||||
>,
|
||||
>, */
|
||||
mut animation_players: Query<(&mut AnimationPlayer, &mut AnimationTransitions)>,
|
||||
keycode: Res<ButtonInput<KeyCode>>,
|
||||
) {
|
||||
if keycode.just_pressed(KeyCode::KeyQ) {
|
||||
println!("playing fox blueprint animation requested");
|
||||
if keycode.just_pressed(KeyCode::KeyP) {
|
||||
println!("playing fox animation requested");
|
||||
for (link, animations) in animated_fox.iter() {
|
||||
println!("BAR");
|
||||
|
||||
// println!("animations {:?}", animations.named_animations);
|
||||
println!("animations {:?}", animations.named_animations);
|
||||
println!("LINK target {}", link.0);
|
||||
let (mut animation_player, mut animation_transitions) =
|
||||
animation_players.get_mut(link.0).unwrap();
|
||||
let anim_name = "Survey";
|
||||
@ -204,155 +134,114 @@ pub fn play_animations(
|
||||
println!("Playing animation {:?}", playing_animation);
|
||||
playing_animation.set_repeat(RepeatAnimation::Forever);*/
|
||||
}
|
||||
println!("");
|
||||
}
|
||||
|
||||
if keycode.just_pressed(KeyCode::KeyP) {
|
||||
println!("playing fox blueprint animation requested");
|
||||
for (link, animations) in animated_foxes.iter() {
|
||||
println!("FOO");
|
||||
|
||||
// println!("animations {:?}", animations.named_animations);
|
||||
let (mut animation_player, mut animation_transitions) =
|
||||
animation_players.get_mut(link.0).unwrap();
|
||||
let anim_name = "Run";
|
||||
let animation_index = animations
|
||||
.named_indices
|
||||
.get(anim_name)
|
||||
.expect("animation name should be in the list")
|
||||
.clone();
|
||||
|
||||
animation_transitions
|
||||
.play(
|
||||
&mut animation_player,
|
||||
animation_index,
|
||||
Duration::from_secs(5),
|
||||
)
|
||||
.repeat();
|
||||
|
||||
/*let Some((&playing_animation_index, _)) = animation_player.playing_animations().next() else {
|
||||
continue;
|
||||
};
|
||||
let playing_animation = animation_player.animation_mut(playing_animation_index).unwrap();
|
||||
println!("Playing animation {:?}", playing_animation);
|
||||
playing_animation.set_repeat(RepeatAnimation::Forever);*/
|
||||
}
|
||||
println!("");
|
||||
}
|
||||
|
||||
if keycode.just_pressed(KeyCode::KeyO) {
|
||||
println!("playing marker 3 blueprint animation requested");
|
||||
for (_, _, link, animations) in with_blueprint_and_scene_animations.iter() {
|
||||
// This only works for entities that are spawned as part of the level, as scene animations are only there in that case
|
||||
// println!("animations {:?}", animations.named_animations.keys());
|
||||
let (mut animation_player, mut animation_transitions) =
|
||||
animation_players.get_mut(link.0).unwrap();
|
||||
let anim_name = "Walk";
|
||||
let animation_index = animations
|
||||
.named_indices
|
||||
.get(anim_name)
|
||||
.expect("animation name should be in the list")
|
||||
.clone();
|
||||
|
||||
animation_transitions
|
||||
.play(
|
||||
&mut animation_player,
|
||||
animation_index,
|
||||
Duration::from_secs(5),
|
||||
)
|
||||
.repeat();
|
||||
}
|
||||
}
|
||||
|
||||
if keycode.just_pressed(KeyCode::KeyI) {
|
||||
println!("playing marker 3 scene animation requested");
|
||||
for (link, animations, _, _) in with_blueprint_and_scene_animations.iter() {
|
||||
//println!("animations {:?}", animations.named_animations.keys());
|
||||
let (mut animation_player, mut animation_transitions) =
|
||||
animation_players.get_mut(link.0).unwrap();
|
||||
let anim_name = "Blueprint8_move";
|
||||
let animation_index = animations
|
||||
.named_indices
|
||||
.get(anim_name)
|
||||
.expect("animation name should be in the list")
|
||||
.clone();
|
||||
|
||||
animation_transitions
|
||||
.play(
|
||||
&mut animation_player,
|
||||
animation_index,
|
||||
Duration::from_secs(5),
|
||||
)
|
||||
.repeat();
|
||||
}
|
||||
}
|
||||
|
||||
if keycode.just_pressed(KeyCode::KeyU) {
|
||||
/*if keycode.just_pressed(KeyCode::KeyM) {
|
||||
for (link, animations) in animated_marker1.iter() {
|
||||
println!("animations {:?}", animations.named_animations);
|
||||
let (mut animation_player, mut animation_transitions) =
|
||||
animation_players.get_mut(link.0).unwrap();
|
||||
|
||||
let mut animation_player = animation_players.get_mut(link.0).unwrap();
|
||||
let anim_name = "Blueprint1_move";
|
||||
let animation_index = animations
|
||||
.named_indices
|
||||
.get(anim_name)
|
||||
.expect("animation name should be in the list")
|
||||
.clone();
|
||||
|
||||
animation_transitions
|
||||
.play(
|
||||
&mut animation_player,
|
||||
animation_index,
|
||||
animation_player
|
||||
.play_with_transition(
|
||||
animations
|
||||
.named_animations
|
||||
.get(anim_name)
|
||||
.expect("animation name should be in the list")
|
||||
.clone(),
|
||||
Duration::from_secs(5),
|
||||
)
|
||||
.repeat();
|
||||
}
|
||||
}
|
||||
if keycode.just_pressed(KeyCode::KeyY) {
|
||||
if keycode.just_pressed(KeyCode::KeyJ) {
|
||||
for (link, animations) in animated_marker1.iter() {
|
||||
println!("animations {:?}", animations.named_animations);
|
||||
let (mut animation_player, mut animation_transitions) =
|
||||
animation_players.get_mut(link.0).unwrap();
|
||||
|
||||
let mut animation_player = animation_players.get_mut(link.0).unwrap();
|
||||
let anim_name = "Blueprint1_jump";
|
||||
let animation_index = animations
|
||||
.named_indices
|
||||
.get(anim_name)
|
||||
.expect("animation name should be in the list")
|
||||
.clone();
|
||||
|
||||
animation_transitions
|
||||
.play(
|
||||
&mut animation_player,
|
||||
animation_index,
|
||||
animation_player
|
||||
.play_with_transition(
|
||||
animations
|
||||
.named_animations
|
||||
.get(anim_name)
|
||||
.expect("animation name should be in the list")
|
||||
.clone(),
|
||||
Duration::from_secs(5),
|
||||
)
|
||||
.repeat();
|
||||
}
|
||||
}
|
||||
if keycode.just_pressed(KeyCode::KeyT) {
|
||||
|
||||
if keycode.just_pressed(KeyCode::KeyA) {
|
||||
for (link, animations) in animated_marker2.iter() {
|
||||
println!("animations {:?}", animations.named_animations);
|
||||
let (mut animation_player, mut animation_transitions) =
|
||||
animation_players.get_mut(link.0).unwrap();
|
||||
|
||||
let mut animation_player = animation_players.get_mut(link.0).unwrap();
|
||||
let anim_name = "Blueprint1_move";
|
||||
let animation_index = animations
|
||||
.named_indices
|
||||
.get(anim_name)
|
||||
.expect("animation name should be in the list")
|
||||
.clone();
|
||||
|
||||
animation_transitions
|
||||
.play(
|
||||
&mut animation_player,
|
||||
animation_index,
|
||||
animation_player
|
||||
.play_with_transition(
|
||||
animations
|
||||
.named_animations
|
||||
.get(anim_name)
|
||||
.expect("animation name should be in the list")
|
||||
.clone(),
|
||||
Duration::from_secs(5),
|
||||
)
|
||||
.repeat();
|
||||
}
|
||||
}
|
||||
if keycode.just_pressed(KeyCode::KeyB) {
|
||||
for (link, animations) in animated_marker2.iter() {
|
||||
println!("animations {:?}", animations.named_animations);
|
||||
let mut animation_player = animation_players.get_mut(link.0).unwrap();
|
||||
let anim_name = "Blueprint1_jump";
|
||||
animation_player
|
||||
.play_with_transition(
|
||||
animations
|
||||
.named_animations
|
||||
.get(anim_name)
|
||||
.expect("animation name should be in the list")
|
||||
.clone(),
|
||||
Duration::from_secs(5),
|
||||
)
|
||||
.repeat();
|
||||
}
|
||||
}
|
||||
|
||||
// play instance animation
|
||||
if keycode.just_pressed(KeyCode::KeyW) {
|
||||
for (link, animations, _, _) in animated_marker3.iter() {
|
||||
println!("animations {:?}", animations.named_animations);
|
||||
let mut animation_player = animation_players.get_mut(link.0).unwrap();
|
||||
let anim_name = "Blueprint8_move";
|
||||
animation_player
|
||||
.play_with_transition(
|
||||
animations
|
||||
.named_animations
|
||||
.get(anim_name)
|
||||
.expect("animation name should be in the list")
|
||||
.clone(),
|
||||
Duration::from_secs(5),
|
||||
)
|
||||
.repeat();
|
||||
}
|
||||
}
|
||||
// play blueprint animation
|
||||
if keycode.just_pressed(KeyCode::KeyX) {
|
||||
for (_, _, link, animations) in animated_marker3.iter() {
|
||||
println!("animations {:?}", animations.named_animations);
|
||||
let mut animation_player = animation_players.get_mut(link.0).unwrap();
|
||||
let anim_name = "Walk";
|
||||
animation_player
|
||||
.play_with_transition(
|
||||
animations
|
||||
.named_animations
|
||||
.get(anim_name)
|
||||
.expect("animation name should be in the list")
|
||||
.clone(),
|
||||
Duration::from_secs(5),
|
||||
)
|
||||
.repeat();
|
||||
}
|
||||
}*/
|
||||
}
|
||||
|
||||
pub fn react_to_animation_markers(
|
||||
|
@ -70,8 +70,8 @@ pub fn spawn_test(
|
||||
.spawn((
|
||||
BluePrintBundle {
|
||||
blueprint: BlueprintInfo {
|
||||
name: "Blueprint8_animated_no_bones".into(),
|
||||
path: "blueprints/Blueprint6_animated.glb".into(),
|
||||
name: "Blueprint1".into(),
|
||||
path: "blueprints/Blueprint1.glb".into(),
|
||||
}, // FIXME
|
||||
..Default::default()
|
||||
},
|
||||
|
@ -169,8 +169,7 @@ impl Plugin for GamePlugin {
|
||||
app.register_type::<Marker1>()
|
||||
.register_type::<Marker2>()
|
||||
.register_type::<Marker3>()
|
||||
.register_type::<MarkerAllFoxes>()
|
||||
.register_type::<MarkerSpecificFox>()
|
||||
.register_type::<MarkerFox>()
|
||||
|
||||
.add_systems(Update, (spawn_test).run_if(in_state(GameState::InGame)))
|
||||
.add_systems(Update, (validate_export, check_for_gltf_events))
|
||||
@ -179,11 +178,12 @@ impl Plugin for GamePlugin {
|
||||
.add_systems(OnEnter(AppState::MenuRunning), start_game)
|
||||
.add_systems(OnEnter(AppState::AppRunning), setup_game)
|
||||
|
||||
.add_systems(OnEnter(AppState::MenuRunning), setup_main_scene_animations)
|
||||
/* .add_systems(Update, (animations)
|
||||
.run_if(in_state(AppState::AppRunning))
|
||||
.after(GltfBlueprintsSet::AfterSpawn)
|
||||
)*/
|
||||
.add_systems(Update, (play_animations, check_animations))
|
||||
.add_systems(Update, play_animations)
|
||||
//.add_systems(Update, react_to_animation_markers)
|
||||
|
||||
/*.add_systems(Update, generate_screenshot.run_if(on_timer(Duration::from_secs_f32(0.2)))) // TODO: run once
|
||||
|
@ -228,15 +228,7 @@ Bevy Side:
|
||||
- [x] fix issues with deeply nested blueprints
|
||||
- perhaps reverse logic by using iter_ascendants
|
||||
- [x] fix materials handling
|
||||
- [ ] fix animations handling
|
||||
- [x] fix/upgrade blueprint level animations
|
||||
- [x] fix/upgrade scene level animations
|
||||
- [ ] rename SceneAnimations to LevelAnimations (more coherent with the rest)
|
||||
- [x] move sub blueprint handling to blueprints_finalize_instances
|
||||
- [ ] look into component overriding , it seems broken:
|
||||
- [ ] blueprint level/ collection level components are now visible in instances in Blender
|
||||
- [ ] they do not seem to be transfered to the (instance) entity above:
|
||||
could they be on the "empty node" ?
|
||||
- [x] fix animations handling
|
||||
|
||||
- [ ] simplify testing example:
|
||||
- [x] remove use of rapier physics (or even the whole common boilerplate ?)
|
||||
@ -246,18 +238,16 @@ Bevy Side:
|
||||
- [ ] add hot reloading
|
||||
- [x] basics
|
||||
- [x] make it enabled/disabled based on general flag
|
||||
- [ ] make
|
||||
- [ ] cleanup internals
|
||||
|
||||
- [x] review & change general component insertion & spawning ordering & logic
|
||||
- [ ] review & change general component insertion & spawning ordering & logic
|
||||
- GltfComponentsSet::Injection => GltfBlueprintsSet::Spawn => GltfBlueprintsSet::AfterSpawn
|
||||
Injection => inject lights & co => spawn => afterSpawn
|
||||
=> Injection => inject lights & co
|
||||
|
||||
- [ ] add a way of overriding assets for collection instances => doubt this is possible
|
||||
- [ ] cleanup all the spurious debug messages
|
||||
- [x] fix animation handling
|
||||
- [x] how to deal with animation graphs ?
|
||||
- [ ] fix animation handling
|
||||
- [ ] how to deal with animation graphs ?
|
||||
|
||||
- [ ] update main docs
|
||||
- [ ] rename project to Blenvy
|
||||
|
@ -6,6 +6,6 @@ custom_properties_to_filter_out = [
|
||||
'assets', 'user_assets', 'Generated_assets', 'generated_assets',
|
||||
'components_meta', 'Components_meta',
|
||||
'_combine', 'template',
|
||||
'Blenvy_scene_type', 'blenvy_scene_type',
|
||||
'Materials_path', 'Export_path'
|
||||
'Blenvy_scene_type', 'blenvy_scene_type'
|
||||
]
|
||||
#['_combine', 'template', 'components_meta', 'Components_meta', 'Blenvy_scene_type']
|
||||
|
Loading…
Reference in New Issue
Block a user