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Author SHA1 Message Date
Mark Moissette
d86c503e60
Merge e54d41ca5c into 9b50d77790 2024-07-21 00:08:30 +00:00
26 changed files with 192 additions and 286 deletions

24
TODO.md
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@ -62,7 +62,7 @@ Components:
- [x] Hashmap Support
- [x] fix parsing of keys's type either on Bevy side (prefered) or on the Blender side
- [x] fix weird issue with missing "0" property when adding new entry in empty hashmap => happens only if the values for the "setter" have never been set
- [x] handle missing types in registry for keys & values
- [ ] handle missing types in registry for keys & values
- [x] adding a hashmap nukes every existing component ??
- [x] Add correct upgrade handling from individual component to bevy_components
- [x] Settings handling:
@ -218,15 +218,10 @@ Blender side:
- [ ] add option to 'split out' meshes from blueprints ?
- [ ] ie considering meshletts etc , it would make sense to keep blueprints seperate from purely mesh gltfs
- [ ] materials fixes & upgrades
- [x] materials do not get exported again if the files are missing, until you change a material
- [x] materials do not get exported when a material is added ?
- [ ] material assets seem to be added to list regardless of whether material exports are enabled or not
- [ ] persist exported materials path in blueprints so that it can be read from library file users
- [ ] just like "export_path" write it into each blueprint's collection
- [ ] scan for used materials per blueprint !
- [ ] for scenes, scan for used materials of all non instance objects (TODO: what about overrides ?)
- [ ] persist exported materials path in blueprints so that it can be read from library file users
- [ ] just like "export_path" write it into each blueprint's collection
- [ ] scan for used materials per blueprint !
- [ ] for scenes, scan for used materials of all non instance objects (TODO: what about overrides ?)
- [ ] add a way of visualizing per blueprint instances ?
- [ ] display export path of blueprints (mostly external) ?
@ -289,7 +284,7 @@ Bevy Side:
- [x] for sub blueprint tracking: do not propagate/ deal with parent blueprints if they are not themselves Spawning (ie filter out by "BlueprintSpawning")
- [x] cleanup internals
- [ ] analyse what is off with blueprint level components
- [x] add the root blueprint itself to the assets either on the blender side or on the bevy side programatically
- [ ] add the root blueprint itself to the assets either on the blender side or on the bevy side programatically
- [ ] invalidate despawned entity & parent entities AABB
- [ ] add unloading/cache removal of materials
@ -321,11 +316,6 @@ Bevy Side:
- [x] replace all references to the old 2 add-ons with those to Blenvy
- [x] rename repo to "Blenvy"
- [x] do a deprecation release of all bevy_gltf_xxx crates to point at the new Blenvy crate
- [ ] consider finding a way of having unique ids for all objects & collections in Blender (not trivial, if not impossible)
this would allow things such as
- [ ] mapping uuids to blueprint paths
- [ ] solving problems with scene renames
- [ ] the ability to map external TEXT files to data in BLender (git-able, hand editable)
- [x] make aabbs calculation non configurable, getting rid of the last setting (for now)
- [ ] material assets seem to be added to list regardless of whether material exports are enabled or not
clear && pytest -svv --blender-template ../../testing/bevy_example/art/testing_library.blend --blender-executable /home/ckaos/tools/blender/blender-4.1.0-linux-x64/blender tests/test_bevy_integration_prepare.py && pytest -svv --blender-executable /home/ckaos/tools/blender/blender-4.1.0-linux-x64/blender tests/test_bevy_integration.py

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@ -14,7 +14,7 @@ license = "MIT OR Apache-2.0"
workspace = true
[dependencies]
bevy = { version = "0.14", default-features = false, features = ["bevy_asset", "bevy_scene", "bevy_gltf"] } #, "file_watcher"
bevy = { version = "0.14", default-features = false, features = ["bevy_asset", "bevy_scene", "bevy_gltf", "file_watcher"] }
serde = "1.0.188"
ron = "0.8.1"
serde_json = "1.0.108"

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@ -37,7 +37,8 @@ pub fn compute_scene_aabbs(
}
}
for entity in other_entities.iter() {
commands.entity(entity).insert(BlueprintReadyForFinalizing);
println!("already got AABB");
commands.entity(entity).insert(BlueprintReadyForFinalizing); // FIXME ! Yikes !!
}
}

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@ -87,14 +87,10 @@ pub struct AnimationMarkerReached {
/////////////////////
/// triggers events when a given animation marker is reached for BLUEPRINT animations
pub fn trigger_blueprint_animation_markers_events(
animation_data: Query<(
Entity,
&BlueprintAnimationPlayerLink,
&BlueprintAnimationInfosLink,
&BlueprintAnimations,
)>,
animation_data: Query<(Entity, &BlueprintAnimationPlayerLink, &BlueprintAnimationInfosLink, &BlueprintAnimations)>,
// FIXME: annoying hiearchy issue yet again: the Markers & AnimationInfos are stored INSIDE the blueprint, so we need to access them differently
animation_infos: Query<(&AnimationInfos, &AnimationMarkers)>,
animation_players: Query<&AnimationPlayer>,
@ -103,7 +99,9 @@ pub fn trigger_blueprint_animation_markers_events(
animation_clips: Res<Assets<AnimationClip>>,
) {
for (entity, player_link, infos_link, animations) in animation_data.iter() {
for (animation_name, node_index) in animations.named_indices.iter() {
let animation_player = animation_players.get(player_link.0).unwrap();
let (animation_infos, animation_markers) = animation_infos.get(infos_link.0).unwrap();
@ -111,24 +109,21 @@ pub fn trigger_blueprint_animation_markers_events(
if let Some(animation) = animation_player.animation(*node_index) {
// animation.speed()
// animation.completions()
if let Some(animation_clip_handle) =
animations.named_animations.get(animation_name)
{
if let Some(animation_clip_handle) = animations.named_animations.get(animation_name) {
if let Some(animation_clip) = animation_clips.get(animation_clip_handle) {
let animation_length_seconds = animation_clip.duration();
let animation_length_frames =
animation_infos // FIXME: horribly inneficient
.animations
.iter()
.find(|anim| &anim.name == animation_name)
.unwrap()
.frames_length;
let animation_length_frames = animation_infos // FIXME: horribly inneficient
.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.elapsed()
- (animation.completions() as f32) * animation_length_seconds;
let frame_seconds = (animation_length_frames
/ animation_length_seconds)
- (animation.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
@ -138,10 +133,7 @@ pub fn trigger_blueprint_animation_markers_events(
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
);
println!("FOUND A MARKER {:?} at frame {}", matching_markers_per_frame, frame);
// 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;
if diff < 0.1 {
@ -163,6 +155,7 @@ pub fn trigger_blueprint_animation_markers_events(
}
}
/// triggers events when a given animation marker is reached for INSTANCE animations
pub fn trigger_instance_animation_markers_events(
animation_infos: Query<(
@ -185,10 +178,9 @@ pub fn trigger_instance_animation_markers_events(
let animation_player = animation_players.get(player_link.0).unwrap();
if animation_player.animation_is_playing(*node_index) {
if let Some(animation) = animation_player.animation(*node_index) {
if let Some(animation_clip_handle) =
animations.named_animations.get(animation_name)
{
if let Some(animation_clip_handle) = animations.named_animations.get(animation_name) {
if let Some(animation_clip) = animation_clips.get(animation_clip_handle) {
println!("helooo")
}
}

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@ -37,6 +37,7 @@ pub struct BlueprintAllAssets {
pub assets: Vec<BlueprintAsset>,
}
////////////////////////
///
/// flag component, usually added when a blueprint is loaded

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@ -1,23 +1,26 @@
use crate::{
BlueprintAssetsLoadState, BlueprintAssetsLoaded, BlueprintInfo, BlueprintInstanceReady,
BlueprintSpawning, FromBlueprint, SpawnBlueprint, SubBlueprintsSpawnTracker,
};
use crate::{BlueprintAssetsLoadState, BlueprintAssetsLoaded, BlueprintInfo, BlueprintInstanceReady, BlueprintSpawning, FromBlueprint, SpawnBlueprint, SubBlueprintsSpawnTracker};
use bevy::asset::AssetEvent;
use bevy::prelude::*;
use bevy::scene::SceneInstance;
use bevy::utils::hashbrown::HashMap;
/// Resource mapping asset paths (ideally untyped ids, but more complex) to a list of blueprint instance entity ids
#[derive(Debug, Clone, Resource, Default)]
pub(crate) struct AssetToBlueprintInstancesMapper {
pub(crate) struct AssetToBlueprintInstancesMapper{
// pub(crate) untyped_id_to_blueprint_entity_ids: HashMap<UntypedAssetId, Vec<Entity>>
pub(crate) untyped_id_to_blueprint_entity_ids: HashMap<String, Vec<Entity>>,
pub(crate) untyped_id_to_blueprint_entity_ids: HashMap<String, Vec<Entity>>
}
pub(crate) fn react_to_asset_changes(
mut gltf_events: EventReader<AssetEvent<Gltf>>, // FIXME: Problem: we need to react to any asset change, not just gltf files !
// mut untyped_events: EventReader<AssetEvent<LoadedUntypedAsset>>,
blueprint_assets: Query<(Entity, Option<&Name>, &BlueprintInfo, Option<&Children>)>,
blueprint_assets: Query<(
Entity,
Option<&Name>,
&BlueprintInfo,
Option<&Children>,
)>,
blueprint_children_entities: Query<&FromBlueprint>, //=> can only be used if the entites are tagged
assets_to_blueprint_instances: Res<AssetToBlueprintInstancesMapper>,
all_parents: Query<&Parent>,
@ -25,6 +28,7 @@ pub(crate) fn react_to_asset_changes(
asset_server: Res<AssetServer>,
mut commands: Commands,
) {
let mut respawn_candidates: Vec<&Entity> = vec![];
@ -40,19 +44,15 @@ pub(crate) fn react_to_asset_changes(
// let bla = untyped.unwrap().id();
// asset_server.get
// in order to avoid respawn both a parent & a child , which would crash Bevy, we do things in two steps
if let Some(entities) = assets_to_blueprint_instances
.untyped_id_to_blueprint_entity_ids
.get(&asset_path.to_string())
{
if let Some(entities) = assets_to_blueprint_instances.untyped_id_to_blueprint_entity_ids.get(&asset_path.to_string()) {
for entity in entities.iter() {
// println!("matching blueprint instance {}", entity);
println!("matching blueprint instance {}", entity);
// disregard entities that are already (re) spawning
if !respawn_candidates.contains(&entity)
&& blueprint_assets.get(*entity).is_ok()
&& spawning_blueprints.get(*entity).is_err()
if !respawn_candidates.contains(&entity) && blueprint_assets.get(*entity).is_ok() && spawning_blueprints.get(*entity).is_err()
{
respawn_candidates.push(entity);
}
}
}
}
@ -65,28 +65,26 @@ pub(crate) fn react_to_asset_changes(
// TODO: improve this, very inneficient
let mut retained_candidates: Vec<Entity> = vec![];
'outer: for entity in respawn_candidates.iter() {
for parent in all_parents.iter_ancestors(**entity) {
for parent in all_parents.iter_ancestors(**entity){
for ent in respawn_candidates.iter() {
if **ent == parent {
if !retained_candidates.contains(&parent) {
if ! retained_candidates.contains(&parent) {
retained_candidates.push(parent);
}
continue 'outer;
}
}
}
if !retained_candidates.contains(entity) {
if ! retained_candidates.contains(entity) {
retained_candidates.push(**entity);
}
}
// println!("respawn candidates {:?}", respawn_candidates);
for retained in retained_candidates.iter() {
// println!("retained {}", retained);
println!("retained {}", retained);
if let Ok((entity, entity_name, _blueprint_info, children)) =
blueprint_assets.get(*retained)
{
info!("Change detected !!, now respawn {:?}", entity_name);
if let Ok((entity, entity_name, _blueprint_info, children)) = blueprint_assets.get(*retained) {
println!("HOLY MOLY IT DETECTS !!, now respawn {:?}", entity_name);
// TODO: only remove those that are "in blueprint"
if children.is_some() {

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@ -53,12 +53,7 @@ pub(crate) fn inject_materials(
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()).unwrap_or_else(|| {
panic!(
"materials file {} should have been preloaded",
material_info.path
)
});
let mat_gltf = assets_gltf.get(model_handle.id()).unwrap_or_else(|| panic!("materials file {} should have been preloaded", material_info.path));
if mat_gltf
.named_materials
.contains_key(&material_info.name as &str)

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@ -50,14 +50,19 @@ impl Default for BluePrintBundle {
#[derive(Debug, Clone)]
/// Plugin for gltf blueprints
pub struct BlueprintsPlugin {
/// Automatically generate aabbs for the blueprints root objects
pub aabbs: bool,
}
impl Default for BlueprintsPlugin {
fn default() -> Self {
Self { }
Self { aabbs: false }
}
}
fn aabbs_enabled(blenvy_config: Res<BlenvyConfig>) -> bool {
blenvy_config.aabbs
}
fn hot_reload(watching_for_changes: Res<WatchingForChanges>) -> bool {
// println!("hot reload ? {}", watching_for_changes.0);
@ -126,7 +131,7 @@ impl Plugin for BlueprintsPlugin {
blueprints_cleanup_spawned_scene,
// beyond this point : post processing to finalize blueprint instances
inject_materials,
compute_scene_aabbs,
compute_scene_aabbs, // .run_if(aabbs_enabled),
blueprints_finalize_instances,
)
.chain()

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@ -4,10 +4,7 @@ use bevy::{gltf::Gltf, prelude::*, scene::SceneInstance, utils::hashbrown::HashM
use serde_json::Value;
use crate::{
AnimationInfos, AssetLoadTracker, AssetToBlueprintInstancesMapper, BlueprintAnimationInfosLink,
BlueprintAnimationPlayerLink, BlueprintAnimations, BlueprintAssets, BlueprintAssetsLoadState,
BlueprintAssetsLoaded, BlueprintAssetsNotLoaded, InstanceAnimationInfosLink,
InstanceAnimationPlayerLink, InstanceAnimations, WatchingForChanges,
AnimationInfos, AssetLoadTracker, AssetToBlueprintInstancesMapper, BlenvyConfig, BlueprintAnimationInfosLink, BlueprintAnimationPlayerLink, BlueprintAnimations, BlueprintAssets, BlueprintAssetsLoadState, BlueprintAssetsLoaded, BlueprintAssetsNotLoaded, InstanceAnimationInfosLink, InstanceAnimationPlayerLink, InstanceAnimations, WatchingForChanges
};
/// this is a flag component for our levels/game world
@ -92,6 +89,7 @@ pub enum BlueprintEvent {
},
}
#[derive(Component, Reflect, Debug, Default)]
#[reflect(Component)]
/// component gets added when a blueprint starts spawning, removed when spawning is completely done
@ -99,6 +97,7 @@ pub struct BlueprintSpawning;
use gltf::Gltf as RawGltf;
/*
Overview of the Blueprint Spawning process
- Blueprint Load Assets
@ -116,7 +115,10 @@ Overview of the Blueprint Spawning process
*/
pub(crate) fn blueprints_prepare_spawn(
blueprint_instances_to_spawn: Query<(Entity, &BlueprintInfo), Added<SpawnBlueprint>>,
blueprint_instances_to_spawn: Query<
(Entity, &BlueprintInfo),
Added<SpawnBlueprint>,
>,
mut commands: Commands,
asset_server: Res<AssetServer>,
// for hot reload
@ -151,9 +153,9 @@ pub(crate) fn blueprints_prepare_spawn(
/* prefetch attempt */
let gltf = RawGltf::open(format!("assets/{}", blueprint_info.path)).unwrap();
for scene in gltf.scenes() {
if let Some(scene_extras) = scene.extras().clone() {
let lookup: HashMap<String, Value> =
serde_json::from_str(scene_extras.get()).unwrap();
if let Some(scene_extras) = scene.extras().clone()
{
let lookup: HashMap<String, Value> = serde_json::from_str(scene_extras.get()).unwrap();
if lookup.contains_key("BlueprintAssets") {
let assets_raw = &lookup["BlueprintAssets"];
//println!("ASSETS RAW {}", assets_raw);
@ -181,59 +183,21 @@ pub(crate) fn blueprints_prepare_spawn(
// Only do this if hot reload is enabled
if watching_for_changes.0 {
if !assets_to_blueprint_instances
.untyped_id_to_blueprint_entity_ids
.contains_key(&path_id)
{
assets_to_blueprint_instances
.untyped_id_to_blueprint_entity_ids
.insert(path_id.clone(), vec![]);
if !assets_to_blueprint_instances.untyped_id_to_blueprint_entity_ids.contains_key(&path_id) {
assets_to_blueprint_instances.untyped_id_to_blueprint_entity_ids.insert(path_id.clone(), vec![]);
}
// only insert if not already present in mapping
if !assets_to_blueprint_instances.untyped_id_to_blueprint_entity_ids
[&path_id]
.contains(&entity)
{
if !assets_to_blueprint_instances.untyped_id_to_blueprint_entity_ids[&path_id].contains(&entity) {
// println!("adding mapping between {} and entity {:?}", path_id, all_names.get(entity));
assets_to_blueprint_instances
.untyped_id_to_blueprint_entity_ids
.get_mut(&path_id)
.unwrap()
.push(entity);
assets_to_blueprint_instances.untyped_id_to_blueprint_entity_ids.get_mut(&path_id).unwrap().push(entity);
}
}
}
}
}
}
// Only do this if hot reload is enabled
// TODO: should this be added to the list of "all assets" on the blender side instead
if watching_for_changes.0 {
// also add the root blueprint info to the list of hot reload items
if !assets_to_blueprint_instances
.untyped_id_to_blueprint_entity_ids
.contains_key(&blueprint_info.path)
{
assets_to_blueprint_instances
.untyped_id_to_blueprint_entity_ids
.insert(blueprint_info.path.clone(), vec![]);
}
// only insert if not already present in mapping
if !assets_to_blueprint_instances.untyped_id_to_blueprint_entity_ids
[&blueprint_info.path]
.contains(&entity)
{
// println!("adding mapping between {} and entity {:?}", path_id, all_names.get(entity));
assets_to_blueprint_instances
.untyped_id_to_blueprint_entity_ids
.get_mut(&blueprint_info.path)
.unwrap()
.push(entity);
}
}
// now insert load tracker
// if there are assets to load
if !asset_infos.is_empty() {
@ -279,9 +243,7 @@ pub(crate) fn blueprints_check_assets_loading(
let loaded = asset_server.is_loaded_with_dependencies(asset_id);
let mut failed = false;
if let bevy::asset::LoadState::Failed(_) = asset_server.load_state(asset_id) {
failed = true
}
if let bevy::asset::LoadState::Failed(_) = asset_server.load_state(asset_id) { failed = true }
tracker.loaded = loaded || failed;
if loaded || failed {
loaded_amount += 1;
@ -305,10 +267,12 @@ pub(crate) fn blueprints_check_assets_loading(
commands
.entity(entity)
.insert(BlueprintAssetsLoaded)
.remove::<BlueprintAssetsNotLoaded>();
.remove::<BlueprintAssetsNotLoaded>()
;
if !watching_for_changes.0 {
commands.entity(entity).remove::<BlueprintAssetsLoadState>(); //we REMOVE this component when in hot reload is OFF, as we
commands.entity(entity)
.remove::<BlueprintAssetsLoadState>(); //we REMOVE this component when in hot reload is OFF, as we
}
}
}
@ -592,11 +556,12 @@ pub(crate) fn blueprints_cleanup_spawned_scene(
all_names: Query<&Name>,
) {
for (original, children, original_children, name, animations) in blueprint_scenes.iter() {
for (original, children, original_children, name, animations) in
blueprint_scenes.iter()
{
info!("Cleaning up spawned scene {:?}", name);
if children.len() == 0 {
// TODO: investigate, Honestly not sure if this issue from Bevy 0.12 is still present at all anymore
if children.len() == 0 { // TODO: investigate, Honestly not sure if this issue from Bevy 0.12 is still present at all anymore
warn!("timing issue ! no children found, please restart your bevy app (bug being investigated)");
continue;
}
@ -617,6 +582,7 @@ pub(crate) fn blueprints_cleanup_spawned_scene(
commands.entity(child).insert(FromBlueprint); // we do this here in order to avoid doing it to normal children
}
// copy components into from blueprint instance's blueprint_root_entity to original entity
commands.add(CopyComponents {
source: blueprint_root_entity,
@ -666,10 +632,14 @@ pub(crate) fn blueprints_cleanup_spawned_scene(
all_names.get(child),
all_names.get(original)
);
commands.entity(original).insert(
commands
.entity(original)
.insert(
//BlueprintAnimationPlayerLink(bla),
BlueprintAnimationInfosLink(child),
);
BlueprintAnimationInfosLink(child)
)
;
} else {
for parent in all_parents.iter_ancestors(child) {
if animation_players.get(parent).is_ok() {
@ -693,9 +663,8 @@ pub(crate) fn blueprints_cleanup_spawned_scene(
));
}
if with_animation_infos.get(parent).is_ok() {
commands
.entity(child)
.insert(InstanceAnimationInfosLink(parent));
commands.entity(child).insert(InstanceAnimationInfosLink(parent));
}
}
}

View File

@ -65,6 +65,7 @@ fn components_string_to_components(
ron::ser::to_string_pretty(&serializer, ron::ser::PrettyConfig::default()).unwrap();
println!("serialized Component {}", serialized);
*/
debug!("component data ron string {}", ron_string);
let mut deserializer = ron::Deserializer::from_str(ron_string.as_str())
.expect("deserialzer should have been generated from string");

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@ -13,13 +13,13 @@ pub use blueprints::*;
#[derive(Clone, Resource)]
pub struct BlenvyConfig {
// registry
pub(crate) export_registry: bool,
pub(crate) registry_save_path: PathBuf,
pub(crate) registry_component_filter: SceneFilter,
#[allow(dead_code)]
pub(crate) registry_resource_filter: SceneFilter,
// 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
@ -31,12 +31,14 @@ pub struct BlenvyConfig {
#[derive(Debug, Clone)]
/// Plugin for gltf blueprints
pub struct BlenvyPlugin {
pub export_registry: bool,
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,
// for save & load
pub save_component_filter: SceneFilter,
pub save_resource_filter: SceneFilter,
@ -45,10 +47,10 @@ pub struct BlenvyPlugin {
impl Default for BlenvyPlugin {
fn default() -> Self {
Self {
export_registry: true,
registry_save_path: PathBuf::from("registry.json"), // relative to assets folder
registry_component_filter: SceneFilter::default(),
registry_resource_filter: SceneFilter::default(),
aabbs: false,
save_component_filter: SceneFilter::default(),
save_resource_filter: SceneFilter::default(),
@ -64,17 +66,17 @@ impl Plugin for BlenvyPlugin {
BlueprintsPlugin::default(),
))
.insert_resource(BlenvyConfig {
export_registry: self.export_registry,
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(),
save_component_filter: self.save_component_filter.clone(),
save_resource_filter: self.save_resource_filter.clone(),
save_resource_filter: self.save_resource_filter.clone()
});
}
}

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@ -6,12 +6,10 @@ pub use export_types::*;
use bevy::{
app::Startup,
asset::AssetPlugin,
prelude::{App, IntoSystemConfigs, Plugin, Res, Resource},
prelude::{App, Plugin, Resource},
scene::SceneFilter,
};
use crate::BlenvyConfig;
pub struct ExportRegistryPlugin {
pub component_filter: SceneFilter,
pub resource_filter: SceneFilter,
@ -28,14 +26,9 @@ impl Default for ExportRegistryPlugin {
}
}
fn export_registry(blenvy_config: Res<BlenvyConfig>) -> bool {
// TODO: add detection of Release builds, wasm, and android in order to avoid exporting registry in those cases
blenvy_config.export_registry
}
impl Plugin for ExportRegistryPlugin {
fn build(&self, app: &mut App) {
app.register_asset_root().add_systems(Startup, export_types.run_if(export_registry));
app.register_asset_root().add_systems(Startup, export_types);
}
}

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@ -1,11 +1,7 @@
use std::time::Duration;
use bevy::prelude::*;
use blenvy::{
AddToGameWorld, BlenvyPlugin, BluePrintBundle, BlueprintAnimationPlayerLink,
BlueprintAnimations, BlueprintInfo, DynamicBlueprintInstance, GameWorldTag, HideUntilReady,
SpawnBlueprint,
};
use blenvy::{AddToGameWorld, BlenvyPlugin, BluePrintBundle, BlueprintAnimationPlayerLink, BlueprintAnimations, BlueprintInfo, DynamicBlueprintInstance, GameWorldTag, HideUntilReady, SpawnBlueprint};
use rand::Rng;
mod component_examples;
@ -26,24 +22,31 @@ pub struct Fox;
/// Demo marker component
pub struct Robot;
fn main() {
App::new()
.add_plugins((
DefaultPlugins.set(AssetPlugin::default()),
// our custom plugins
ComponentsExamplesPlugin, // Showcases different type of components /structs
BlenvyPlugin::default(),
BlenvyPlugin::default()
))
.register_type::<Player>()
.register_type::<Fox>()
.register_type::<Robot>()
.add_systems(Startup, setup_game)
.add_systems(Update, (animation_control,))
.add_systems(Update,
(animation_control,)
)
.run();
}
// this is how you setup & spawn a level from a blueprint
fn setup_game(mut commands: Commands) {
fn setup_game(
mut commands: Commands,
) {
// here we actually spawn our game world/level
commands.spawn((
BlueprintInfo::from_path("levels/World.glb"), // all we need is a Blueprint info...
@ -53,6 +56,7 @@ fn setup_game(mut commands: Commands) {
));
}
//////////////////////////////////
pub fn animation_control(
@ -90,7 +94,7 @@ pub fn animation_control(
if keycode.just_pressed(KeyCode::KeyW) {
for (link, animations) in animated_foxes.iter() {
let (mut animation_player, mut animation_transitions) =
animation_players.get_mut(link.0).unwrap();
animation_players.get_mut(link.0).unwrap();
let anim_name = "Walk";
animation_transitions
@ -110,7 +114,7 @@ pub fn animation_control(
if keycode.just_pressed(KeyCode::KeyX) {
for (link, animations) in animated_foxes.iter() {
let (mut animation_player, mut animation_transitions) =
animation_players.get_mut(link.0).unwrap();
animation_players.get_mut(link.0).unwrap();
let anim_name = "Run";
animation_transitions
@ -130,7 +134,7 @@ pub fn animation_control(
if keycode.just_pressed(KeyCode::KeyC) {
for (link, animations) in animated_foxes.iter() {
let (mut animation_player, mut animation_transitions) =
animation_players.get_mut(link.0).unwrap();
animation_players.get_mut(link.0).unwrap();
let anim_name = "Survey";
animation_transitions

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@ -1,8 +1,5 @@
use bevy::prelude::*;
use blenvy::{
AddToGameWorld, BlenvyPlugin, BluePrintBundle, BlueprintInfo, DynamicBlueprintInstance,
GameWorldTag, HideUntilReady, SpawnBlueprint,
};
use blenvy::{AddToGameWorld, BlenvyPlugin, BluePrintBundle, BlueprintInfo, DynamicBlueprintInstance, GameWorldTag, HideUntilReady, SpawnBlueprint};
use rand::Rng;
mod component_examples;
@ -14,15 +11,20 @@ fn main() {
DefaultPlugins.set(AssetPlugin::default()),
// our custom plugins
ComponentsExamplesPlugin, // Showcases different type of components /structs
BlenvyPlugin::default(),
BlenvyPlugin::default()
))
.add_systems(Startup, setup_game)
.add_systems(Update, spawn_blueprint_instance)
.run();
}
// this is how you setup & spawn a level from a blueprint
fn setup_game(mut commands: Commands) {
fn setup_game(
mut commands: Commands,
) {
// here we spawn our game world/level, which is also a blueprint !
commands.spawn((
BlueprintInfo::from_path("levels/World.glb"), // all we need is a Blueprint info...
@ -32,6 +34,7 @@ fn setup_game(mut commands: Commands) {
));
}
// you can also spawn blueprint instances at runtime
pub fn spawn_blueprint_instance(
keycode: Res<ButtonInput<KeyCode>>,
@ -64,8 +67,10 @@ pub fn spawn_blueprint_instance(
HideUntilReady,
AddToGameWorld,
TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)),
))
.id();
// commands.entity(world).add_child(new_entity);
}
}

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@ -10,13 +10,18 @@ fn main() {
DefaultPlugins.set(AssetPlugin::default()),
// our custom plugins
ComponentsExamplesPlugin, // Showcases different type of components /structs
BlenvyPlugin::default(),
BlenvyPlugin::default()
))
.add_systems(Startup, setup_game)
.run();
}
fn setup_game(mut commands: Commands) {
fn setup_game(
mut commands: Commands,
) {
// here we actually spawn our game world/level
commands.spawn((
BlueprintInfo::from_path("levels/World.glb"), // all we need is a Blueprint info...

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@ -1,6 +1,6 @@
use bevy::prelude::*;
use bevy_gltf_worlflow_examples_common_rapier::{assets::GameAssets, GameState, InAppRunning};
use blenvy::{BluePrintBundle, BlueprintName, GameWorldTag};
use bevy_gltf_worlflow_examples_common_rapier::{assets::GameAssets, GameState, InAppRunning};
use bevy_rapier3d::prelude::Velocity;
use rand::Rng;

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@ -1,9 +1,9 @@
use bevy::{gltf::Gltf, prelude::*};
use blenvy::GameWorldTag;
use bevy_gltf_worlflow_examples_common_rapier::{
assets::GameAssets, GameState, InAppRunning, Player,
};
use bevy_rapier3d::prelude::*;
use blenvy::GameWorldTag;
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]

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@ -12,9 +12,7 @@ from .export_gltf import get_standard_exporter_settings
from ..levels.export_levels import export_level_scene
from ..blueprints.export_blueprints import export_blueprints
from ..materials.get_materials_to_export import get_materials_to_export
from ..materials.export_materials import cleanup_materials, export_materials
from .export_materials import cleanup_materials, export_materials
from ..levels.bevy_scene_components import remove_scene_components, upsert_scene_components
@ -72,7 +70,9 @@ def auto_export(changes_per_scene, changes_per_collection, changes_per_material,
# since materials export adds components we need to call this before blueprints are exported
# export materials & inject materials components into relevant objects
materials_to_export = get_materials_to_export(changes_per_material, changed_export_parameters, blueprints_data, settings)
# FIXME: improve change detection, perhaps even add "material changes"
if export_materials_library and (changed_export_parameters or len(changes_per_material.keys()) > 0 ):
export_materials(blueprints_data.blueprint_names, settings.library_scenes, settings)
# update the list of tracked exports
exports_total = len(blueprints_to_export) + len(level_scenes_to_export) + (1 if export_materials_library else 0)
@ -90,11 +90,9 @@ def auto_export(changes_per_scene, changes_per_collection, changes_per_material,
print("BLUEPRINTS: external:", external_blueprints)
print("BLUEPRINTS: per_scene:", blueprints_per_scene)
print("-------------------------------")
print("BLUEPRINTS: to export:", [blueprint.name for blueprint in blueprints_to_export])
print("BLUEPRINTS: to export:", [blueprint.name for blueprint in blueprints_to_export])
print("-------------------------------")
print("LEVELS: to export:", level_scenes_to_export)
print("-------------------------------")
print("MATERIALS: to export:", materials_to_export)
print("MAIN SCENES: to export:", level_scenes_to_export)
print("-------------------------------")
# backup current active scene
old_current_scene = bpy.context.scene
@ -114,10 +112,6 @@ def auto_export(changes_per_scene, changes_per_collection, changes_per_material,
print("export LIBRARY")
export_blueprints(blueprints_to_export, settings, blueprints_data)
# then deal with materials
if export_materials_library:
export_materials(materials_to_export, settings, blueprints_data)#blueprints_data.blueprint_names, settings.library_scenes, settings)
# reset current scene from backup
bpy.context.window.scene = old_current_scene

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@ -5,8 +5,8 @@ from pathlib import Path
from blenvy.core.helpers_collections import (traverse_tree)
from blenvy.core.object_makers import make_cube
from blenvy.materials.materials_helpers import add_material_info_to_objects, get_all_materials
from ..common.generate_temporary_scene_and_export import generate_temporary_scene_and_export
from ..common.export_gltf import (generate_gltf_export_settings)
from .generate_temporary_scene_and_export import generate_temporary_scene_and_export
from .export_gltf import (generate_gltf_export_settings)
# material library logic
# To avoid redundant materials (can be very costly, mostly when using high res textures)
@ -65,38 +65,35 @@ def clear_materials_scene(temp_scene):
# exports the materials used inside the current project:
# the name of the output path is <materials_folder>/<name_of_your_blend_file>_materials_library.gltf/glb
def export_materials(materials_to_export, settings, blueprints_data):
if len(materials_to_export) > 0:
gltf_export_settings = generate_gltf_export_settings(settings)
materials_path_full = getattr(settings,"materials_path_full")
def export_materials(collections, library_scenes, settings):
gltf_export_settings = generate_gltf_export_settings(settings)
materials_path_full = getattr(settings,"materials_path_full")
(used_material_names, materials_per_object) = get_all_materials(blueprints_data.blueprint_names, settings.library_scenes)
add_material_info_to_objects(materials_per_object, settings)
(used_material_names, materials_per_object) = get_all_materials(collections, library_scenes)
add_material_info_to_objects(materials_per_object, settings)
gltf_export_settings = { **gltf_export_settings,
'use_active_scene': True,
'use_active_collection':True,
'use_active_collection_with_nested':True,
'use_visible': False,
'use_renderable': False,
'export_apply':True
}
gltf_export_settings = { **gltf_export_settings,
'use_active_scene': True,
'use_active_collection':True,
'use_active_collection_with_nested':True,
'use_visible': False,
'use_renderable': False,
'export_apply':True
}
current_project_name = Path(bpy.context.blend_data.filepath).stem
gltf_output_path = os.path.join(materials_path_full, current_project_name + "_materials")
print(" exporting Materials to", gltf_output_path, ".gltf/glb")
generate_temporary_scene_and_export(
settings=settings,
gltf_export_settings=gltf_export_settings,
temp_scene_name="__materials_scene",
gltf_output_path=gltf_output_path,
tempScene_filler= lambda temp_collection: generate_materials_scene_content(temp_collection, used_material_names),
tempScene_cleaner= lambda temp_scene, params: clear_materials_scene(temp_scene=temp_scene)
)
current_project_name = Path(bpy.context.blend_data.filepath).stem
gltf_output_path = os.path.join(materials_path_full, current_project_name + "_materials")
print(" exporting Materials to", gltf_output_path, ".gltf/glb")
generate_temporary_scene_and_export(
settings=settings,
gltf_export_settings=gltf_export_settings,
temp_scene_name="__materials_scene",
gltf_output_path=gltf_output_path,
tempScene_filler= lambda temp_collection: generate_materials_scene_content(temp_collection, used_material_names),
tempScene_cleaner= lambda temp_scene, params: clear_materials_scene(temp_scene=temp_scene)
)
def cleanup_materials(collections, library_scenes):

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@ -1,31 +0,0 @@
import bpy
from blenvy.materials.materials_helpers import find_materials_not_on_disk
def get_materials_to_export(changes_per_material, changed_export_parameters, blueprints_data, settings):
export_gltf_extension = getattr(settings, "export_gltf_extension", ".glb")
blueprints_path_full = getattr(settings,"blueprints_path_full", "")
materials_path_full = getattr(settings,"materials_path_full", "")
change_detection = getattr(settings.auto_export, "change_detection")
collection_instances_combine_mode = getattr(settings.auto_export, "collection_instances_combine_mode")
all_materials = bpy.data.materials
local_materials = [material for material in all_materials if material.library is None]
#and (changed_export_parameters or len(changes_per_material.keys()) > 0 )
materials_to_export = []
if change_detection and not changed_export_parameters:
changed_materials = []
# first check if all materials have already been exported before (if this is the first time the exporter is run
# in your current Blender session for example)
materials_not_on_disk = find_materials_not_on_disk(local_materials, materials_path_full, export_gltf_extension)
# also deal with blueprints that are always marked as "always_export"
#materials_always_export = [material for material in internal_materials if is_material_always_export(material)]
materials_always_export = []
materials_to_export = list(set(changed_materials + materials_not_on_disk + materials_always_export))
return materials_to_export

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@ -1,5 +1,5 @@
import posixpath
import bpy
import os
from pathlib import Path
from blenvy.assets.assets_scan import get_blueprint_asset_tree, get_level_scene_assets_tree2
@ -10,6 +10,9 @@ def assets_to_fake_ron(list_like):
return f"(assets: {result})".replace("'", '')
return f"({result})".replace("'", '')
# TODO : move to assets
def upsert_scene_assets(scene, blueprints_data, settings):
"""print("level scene", scene)
@ -30,7 +33,7 @@ def upsert_scene_assets(scene, blueprints_data, settings):
blueprints_path = getattr(settings, "blueprints_path")
for blueprint in blueprints_in_scene:
if blueprint.local:
blueprint_exported_path = posixpath.join(blueprints_path, f"{blueprint.name}{export_gltf_extension}")
blueprint_exported_path = os.path.join(blueprints_path, f"{blueprint.name}{export_gltf_extension}")
else:
# get the injected path of the external blueprints
blueprint_exported_path = blueprint.collection['export_path'] if 'export_path' in blueprint.collection else None
@ -53,7 +56,7 @@ def upsert_scene_assets(scene, blueprints_data, settings):
materials_path = getattr(settings, "materials_path")
current_project_name = Path(bpy.context.blend_data.filepath).stem
materials_library_name = f"{current_project_name}_materials"
materials_exported_path = posixpath.join(materials_path, f"{materials_library_name}{export_gltf_extension}")
materials_exported_path = os.path.join(materials_path, f"{materials_library_name}{export_gltf_extension}")
material_assets = [{"name": materials_library_name, "path": materials_exported_path}] # we also add the material library as an asset
print("material_assets", material_assets, "extension", export_gltf_extension)

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@ -1,6 +1,5 @@
import os
import json
import posixpath
import bpy
from .asset_helpers import does_asset_exist, get_user_assets, get_user_assets_as_list
@ -23,7 +22,7 @@ def scan_assets(scene, blueprints_data, settings):
#print("BLUEPRINT", blueprint)
blueprint_exported_path = None
if blueprint.local:
blueprint_exported_path = posixpath.join(relative_blueprints_path, f"{blueprint.name}{export_gltf_extension}")
blueprint_exported_path = os.path.join(relative_blueprints_path, f"{blueprint.name}{export_gltf_extension}")
else:
# get the injected path of the external blueprints
blueprint_exported_path = blueprint.collection['Export_path'] if 'Export_path' in blueprint.collection else None
@ -72,7 +71,7 @@ def get_blueprint_assets_tree(blueprint, blueprints_data, parent, settings):
if child_blueprint:
blueprint_exported_path = None
if blueprint.local:
blueprint_exported_path = posixpath.join(blueprints_path, f"{child_blueprint.name}{export_gltf_extension}")
blueprint_exported_path = os.path.join(blueprints_path, f"{child_blueprint.name}{export_gltf_extension}")
else:
# get the injected path of the external blueprints
blueprint_exported_path = child_blueprint.collection['export_path'] if 'export_path' in child_blueprint.collection else None
@ -102,7 +101,7 @@ def get_level_scene_assets_tree(level_scene, blueprints_data, settings):
if blueprint is not None:
blueprint_exported_path = None
if blueprint.local:
blueprint_exported_path = posixpath.join(blueprints_path, f"{blueprint.name}{export_gltf_extension}")
blueprint_exported_path = os.path.join(blueprints_path, f"{blueprint.name}{export_gltf_extension}")
else:
# get the injected path of the external blueprints
blueprint_exported_path = blueprint.collection['export_path'] if 'export_path' in blueprint.collection else None
@ -135,7 +134,7 @@ def get_level_scene_assets_tree2(level_scene, blueprints_data, settings):
if blueprint is not None:
blueprint_exported_path = None
if blueprint.local:
blueprint_exported_path = posixpath.join(blueprints_path, f"{blueprint.name}{export_gltf_extension}")
blueprint_exported_path = os.path.join(blueprints_path, f"{blueprint.name}{export_gltf_extension}")
else:
# get the injected path of the external blueprints
blueprint_exported_path = blueprint.collection['export_path'] if 'export_path' in blueprint.collection else None
@ -157,7 +156,7 @@ def get_blueprint_asset_tree(blueprint, blueprints_data, settings):
if sub_blueprint is not None:
sub_blueprint_exported_path = None
if sub_blueprint.local:
sub_blueprint_exported_path = posixpath.join(blueprints_path, f"{sub_blueprint.name}{export_gltf_extension}")
sub_blueprint_exported_path = os.path.join(blueprints_path, f"{sub_blueprint.name}{export_gltf_extension}")
else:
# get the injected path of the external blueprints
sub_blueprint_exported_path = sub_blueprint.collection['export_path'] if 'export_path' in sub_blueprint.collection else None

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@ -3,7 +3,6 @@ import os
import json
import bpy
from pathlib import Path
import posixpath
from ..core.scene_helpers import add_scene_property
@ -29,10 +28,10 @@ def inject_export_path_into_internal_blueprints(internal_blueprints, blueprints_
materials_path = getattr(settings, "materials_path")
current_project_name = Path(bpy.context.blend_data.filepath).stem
materials_library_name = f"{current_project_name}_materials"
materials_exported_path = posixpath.join(materials_path, f"{materials_library_name}{export_gltf_extension}")
materials_exported_path = os.path.join(materials_path, f"{materials_library_name}{export_gltf_extension}")
for blueprint in internal_blueprints:
blueprint_exported_path = posixpath.join(blueprints_path, f"{blueprint.name}{gltf_extension}")
blueprint_exported_path = os.path.join(blueprints_path, f"{blueprint.name}{gltf_extension}")
# print("injecting blueprint path", blueprint_exported_path, "for", blueprint.name)
blueprint.collection["export_path"] = blueprint_exported_path
if export_materials_library:
@ -59,7 +58,7 @@ def inject_blueprints_list_into_level_scene(scene, blueprints_data, settings):
#print("BLUEPRINT", blueprint)
blueprint_exported_path = None
if blueprint.local:
blueprint_exported_path = posixpath.join(blueprints_path, f"{blueprint.name}{export_gltf_extension}")
blueprint_exported_path = os.path.join(blueprints_path, f"{blueprint.name}{export_gltf_extension}")
else:
# get the injected path of the external blueprints
blueprint_exported_path = blueprint.collection['Export_path'] if 'Export_path' in blueprint.collection else None

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@ -1,24 +1,8 @@
import os
import posixpath
import bpy
from pathlib import Path
from ..core.helpers_collections import (traverse_tree)
def find_materials_not_on_disk(materials, folder_path, extension):
not_found_materials = []
for material in materials:
gltf_output_path = os.path.join(folder_path, material.name + extension)
# print("gltf_output_path", gltf_output_path)
found = os.path.exists(gltf_output_path) and os.path.isfile(gltf_output_path)
if not found:
not_found_materials.append(material)
return not_found_materials
def check_if_material_on_disk(scene_name, folder_path, extension):
gltf_output_path = os.path.join(folder_path, scene_name + extension)
found = os.path.exists(gltf_output_path) and os.path.isfile(gltf_output_path)
return found
# get materials per object, and injects the materialInfo component
def get_materials(object, materials_per_object):
material_slots = object.material_slots
@ -54,11 +38,11 @@ def add_material_info_to_objects(materials_per_object, settings):
current_project_name = Path(bpy.context.blend_data.filepath).stem
materials_library_name = f"{current_project_name}_materials"
materials_exported_path = posixpath.join(materials_path, f"{materials_library_name}{export_gltf_extension}")
materials_exported_path = os.path.join(materials_path, f"{materials_library_name}{export_gltf_extension}")
for object in materials_per_object.keys():
material = materials_per_object[object]
# TODO: switch to using actual components ?
materials_exported_path = posixpath.join(materials_path, f"{materials_library_name}{export_gltf_extension}")
materials_exported_path = os.path.join(materials_path, f"{materials_library_name}{export_gltf_extension}")
object['MaterialInfo'] = f'(name: "{material.name}", path: "{materials_exported_path}")'