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5f955c1a53
Author | SHA1 | Date |
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kaosat.dev | 5f955c1a53 | |
kaosat.dev | ec7dc2cb48 |
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@ -32,7 +32,7 @@ It also allows you to setup 'blueprints' in Blender by using collections (the re
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One crate to rule them all !
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- [blenvy](./crates/blenvu/) This crate allows you to
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- [blenvy](./crates/blenvy/) This crate allows you to
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* define components direclty inside gltf files and instanciate/inject the components on the Bevy side.
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* export your project's Bevy registry to json, in order to be able to generate custom component UIs on the Blender side in the Blender [blenvy](./tools/blenvy/README.md) add-on
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* define Blueprints/Prefabs for Bevy inside gltf files and spawn them in Bevy. With the ability to override and add components when spawning, efficient "level" loading etc
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3
TODO.md
3
TODO.md
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@ -301,7 +301,8 @@ Bevy Side:
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- [x] remove "Library" component & co
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- [x] make "InBlueprint" non optional,
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- [ ] and perhaps rename it to "FromBlueprint(BlueprintInfo)"
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- [x] and perhaps rename it to "FromBlueprint"
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- [ ] perhaps change it to FromBlueprint(BlueprintInfo)
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- [x] BlueprintInstanceDisabled => BlueprintInstanceDisabled
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- [x] fix "remove component" operator from the rename/fix/update components panel
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@ -199,7 +199,7 @@ There is also a ```BluePrintBundle``` for convenience , which just has
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## Additional information
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- When a blueprint is spawned, an ```InBlueprint``` component is inserted into all its children entities (and nested children etc)
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- When a blueprint is spawned, an ```FromBlueprint``` component is inserted into all its children entities (and nested children etc)
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- this crate also provides a special optional ```GameWorldTag``` component: this is useful when you want to keep all your spawned entities inside a root entity
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You can use it in your queries to add your entities as children of this "world"
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@ -17,6 +17,11 @@ pub struct BlueprintAnimations {
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/// ie armature/root for animated models, which means more complex queries to trigger animations that we want to avoid
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pub struct BlueprintAnimationPlayerLink(pub Entity);
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#[derive(Component, Debug)]
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/// Same as the above but for `AnimationInfos` components which get added (on the Blender side) to the entities that actually have the animations
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/// which often is not the Blueprint or blueprint instance entity itself.
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pub struct BlueprintAnimationInfosLink(pub Entity);
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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/// storage for scene level animations for a given entity (hierarchy), essentially a clone of gltf's `named_animations`
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@ -33,6 +38,11 @@ pub struct SceneAnimations {
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/// ie armature/root for animated models, which means more complex queries to trigger animations that we want to avoid
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pub struct SceneAnimationPlayerLink(pub Entity);
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#[derive(Component, Debug)]
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/// Same as the above but for scene's `AnimationInfos` components which get added (on the Blender side) to the entities that actually have the animations
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/// which often is not the Blueprint or blueprint instance entity itself.
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pub struct SceneAnimationInfosLink(pub Entity);
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/// Stores Animation information: name, frame informations etc
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#[derive(Reflect, Default, Debug)]
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pub struct AnimationInfo {
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@ -77,7 +87,75 @@ pub struct AnimationMarkerReached {
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/////////////////////
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/*
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/// triggers events when a given animation marker is reached for BLUEPRINT animations
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pub fn trigger_blueprint_animation_markers_events(
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animation_data: Query<(Entity, &BlueprintAnimationPlayerLink, &BlueprintAnimationInfosLink, &BlueprintAnimations)>,
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// FIXME: annoying hiearchy issue yet again: the Markers & AnimationInfos are stored INSIDE the blueprint, so we need to access them differently
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animation_infos: Query<(&AnimationInfos, &AnimationMarkers)>,
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animation_players: Query<&AnimationPlayer>,
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mut animation_marker_events: EventWriter<AnimationMarkerReached>,
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animation_clips: Res<Assets<AnimationClip>>,
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) {
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for (entity, player_link, infos_link, animations) in animation_data.iter() {
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for (animation_name, node_index) in animations.named_indices.iter() {
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let animation_player = animation_players.get(player_link.0).unwrap();
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let (animation_infos, animation_markers) = animation_infos.get(infos_link.0).unwrap();
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if animation_player.animation_is_playing(*node_index) {
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if let Some(animation) = animation_player.animation(*node_index) {
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// animation.speed()
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// animation.completions()
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if let Some(animation_clip_handle) = animations.named_animations.get(animation_name) {
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if let Some(animation_clip) = animation_clips.get(animation_clip_handle) {
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let animation_length_seconds = animation_clip.duration();
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let animation_length_frames = animation_infos // FIXME: horribly inneficient
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.animations
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.iter()
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.find(|anim| &anim.name == animation_name)
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.unwrap()
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.frames_length;
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// TODO: we also need to take playback speed into account
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let time_in_animation = animation.elapsed()
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- (animation.completions() as f32) * animation_length_seconds;
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let frame_seconds = (animation_length_frames / animation_length_seconds)
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* time_in_animation;
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// println!("frame seconds {}", frame_seconds);
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let frame = frame_seconds.ceil() as u32; // FIXME , bad hack
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let matching_animation_marker = &animation_markers.0[animation_name];
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if matching_animation_marker.contains_key(&frame) {
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let matching_markers_per_frame =
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matching_animation_marker.get(&frame).unwrap();
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println!("FOUND A MARKER {:?} at frame {}", matching_markers_per_frame, frame);
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// FIXME: complete hack-ish solution , otherwise this can fire multiple times in a row, depending on animation length , speed , etc
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let diff = frame as f32 - frame_seconds;
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if diff < 0.1 {
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for marker_name in matching_markers_per_frame {
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animation_marker_events.send(AnimationMarkerReached {
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entity,
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animation_name: animation_name.clone(),
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frame,
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marker_name: marker_name.clone(),
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});
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}
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}
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}
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}
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}
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}
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}
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}
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}
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}
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/// triggers events when a given animation marker is reached for INSTANCE animations
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pub fn trigger_instance_animation_markers_events(
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animation_infos: Query<(
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@ -87,14 +165,30 @@ pub fn trigger_instance_animation_markers_events(
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&SceneAnimations,
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&AnimationInfos,
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)>,
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animation_players: Query<(&AnimationPlayer)>,
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animation_players: Query<&AnimationPlayer>,
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animation_clips: Res<Assets<AnimationClip>>,
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animation_graphs: Res<Assets<AnimationGraph>>,
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mut animation_marker_events: EventWriter<AnimationMarkerReached>,
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) {
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for (entity, markers, link, animations, animation_infos) in animation_infos.iter() {
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let animation_player = animation_players.get(link.0).unwrap();
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let animation_clip = animation_clips.get(animation_player.animation_clip());
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for (entity, markers, player_link, animations, animation_infos) in animation_infos.iter() {
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//let (animation_player, animation_transitions) = animation_players.get(player_link.0).unwrap();
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//let foo = animation_transitions.get_main_animation().unwrap();
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for (animation_name, node_index) in animations.named_indices.iter() {
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let animation_player = animation_players.get(player_link.0).unwrap();
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if animation_player.animation_is_playing(*node_index) {
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if let Some(animation) = animation_player.animation(*node_index) {
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if let Some(animation_clip_handle) = animations.named_animations.get(animation_name) {
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if let Some(animation_clip) = animation_clips.get(animation_clip_handle) {
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println!("helooo")
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}
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}
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}
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}
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}
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/*let animation_clip = animation_clips.get(animation_player.animation_clip());
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// animation_player.play(animation)
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if animation_clip.is_some() {
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@ -144,82 +238,6 @@ pub fn trigger_instance_animation_markers_events(
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}
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}
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}
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}
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}*/
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}
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}
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/// triggers events when a given animation marker is reached for BLUEPRINT animations
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pub fn trigger_blueprint_animation_markers_events(
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animation_infos: Query<(Entity, &BlueprintAnimationPlayerLink, &BlueprintAnimations)>,
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// FIXME: annoying hiearchy issue yet again: the Markers & AnimationInfos are stored INSIDE the blueprint, so we need to access them differently
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all_animation_infos: Query<(Entity, &AnimationMarkers, &AnimationInfos, &Parent)>,
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animation_players: Query<&AnimationPlayer>,
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animation_clips: Res<Assets<AnimationClip>>,
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mut animation_marker_events: EventWriter<AnimationMarkerReached>,
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) {
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for (entity, link, animations) in animation_infos.iter() {
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let animation_player = animation_players.get(link.0).unwrap();
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let animation_clip = animation_clips.get(animation_player.animation_clip());
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// FIXME: horrible code
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for (_, markers, animation_infos, parent) in all_animation_infos.iter() {
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if parent.get() == entity {
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if animation_clip.is_some() {
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// println!("Entity {:?} markers {:?}", entity, markers);
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// println!("Player {:?} {}", animation_player.elapsed(), animation_player.completions());
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// FIMXE: yikes ! very inneficient ! perhaps add boilerplate to the "start playing animation" code so we know what is playing
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let animation_name =
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animations.named_animations.iter().find_map(|(key, value)| {
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if value == animation_player.animation_clip() {
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Some(key)
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} else {
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None
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}
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});
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if animation_name.is_some() {
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let animation_name = animation_name.unwrap();
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let animation_length_seconds = animation_clip.unwrap().duration();
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let animation_length_frames = animation_infos
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.animations
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.iter()
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.find(|anim| &anim.name == animation_name)
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.unwrap()
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.frames_length;
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// TODO: we also need to take playback speed into account
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let time_in_animation = animation_player.elapsed()
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- (animation_player.completions() as f32) * animation_length_seconds;
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let frame_seconds = (animation_length_frames / animation_length_seconds)
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* time_in_animation;
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// println!("frame seconds {}", frame_seconds);
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let frame = frame_seconds.ceil() as u32; // FIXME , bad hack
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let matching_animation_marker = &markers.0[animation_name];
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if matching_animation_marker.contains_key(&frame) {
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let matching_markers_per_frame =
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matching_animation_marker.get(&frame).unwrap();
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// println!("FOUND A MARKER {:?} at frame {}", matching_markers_per_frame, frame);
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// emit an event AnimationMarkerReached(entity, animation_name, frame, marker_name)
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// FIXME: complete hack-ish solution , otherwise this can fire multiple times in a row, depending on animation length , speed , etc
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let diff = frame as f32 - frame_seconds;
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println!("diff {}", diff);
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if diff < 0.1 {
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for marker in matching_markers_per_frame {
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animation_marker_events.send(AnimationMarkerReached {
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entity,
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animation_name: animation_name.clone(),
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frame,
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marker_name: marker.clone(),
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});
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}
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}
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}
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}
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}
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break;
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}
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}
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}
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}
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*/
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@ -1,4 +1,4 @@
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use crate::{BlueprintAssetsLoadState, BlueprintAssetsLoaded, BlueprintInfo, BlueprintInstanceReady, BlueprintSpawning, SpawnBlueprint, SubBlueprintsSpawnTracker};
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use crate::{BlueprintAssetsLoadState, BlueprintAssetsLoaded, BlueprintInfo, BlueprintInstanceReady, BlueprintSpawning, FromBlueprint, SpawnBlueprint, SubBlueprintsSpawnTracker};
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use bevy::asset::AssetEvent;
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use bevy::prelude::*;
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use bevy::scene::SceneInstance;
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@ -21,7 +21,7 @@ pub(crate) fn react_to_asset_changes(
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&BlueprintInfo,
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Option<&Children>,
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)>,
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// blueprint_children_entities: Query<&InBlueprint>, => can only be used if the entites are tagged, right now that is optional...perhaps do not make it optional
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blueprint_children_entities: Query<&FromBlueprint>, //=> can only be used if the entites are tagged
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assets_to_blueprint_instances: Res<AssetToBlueprintInstancesMapper>,
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all_parents: Query<&Parent>,
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spawning_blueprints: Query<&BlueprintSpawning>,
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@ -136,13 +136,15 @@ impl Plugin for BlueprintsPlugin {
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.chain()
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.in_set(GltfBlueprintsSet::Spawn),
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)
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/* .add_systems(
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// animation
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.add_systems(
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Update,
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(
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trigger_instance_animation_markers_events,
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trigger_blueprint_animation_markers_events,
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trigger_instance_animation_markers_events
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),
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)*/
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)
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// hot reload
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.add_systems(Update, react_to_asset_changes.run_if(hot_reload));
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}
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@ -4,7 +4,7 @@ use bevy::{gltf::Gltf, prelude::*, scene::SceneInstance, utils::hashbrown::HashM
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use serde_json::Value;
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use crate::{
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AnimationInfos, AssetLoadTracker, AssetToBlueprintInstancesMapper, BlenvyConfig, BlueprintAnimationPlayerLink, BlueprintAnimations, BlueprintAssets, BlueprintAssetsLoadState, BlueprintAssetsLoaded, BlueprintAssetsNotLoaded, SceneAnimationPlayerLink, SceneAnimations
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AnimationInfos, AssetLoadTracker, AssetToBlueprintInstancesMapper, BlenvyConfig, BlueprintAnimationInfosLink, BlueprintAnimationPlayerLink, BlueprintAnimations, BlueprintAssets, BlueprintAssetsLoadState, BlueprintAssetsLoaded, BlueprintAssetsNotLoaded, SceneAnimationInfosLink, SceneAnimationPlayerLink, SceneAnimations
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};
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/// this is a flag component for our levels/game world
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@ -40,7 +40,7 @@ pub struct SpawnBlueprint;
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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/// flag component marking any spwaned child of blueprints
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pub struct InBlueprint;
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pub struct FromBlueprint;
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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@ -570,10 +570,10 @@ pub(crate) fn blueprints_cleanup_spawned_scene(
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}
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}
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// we flag all children of the blueprint instance with 'InBlueprint'
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// we flag all children of the blueprint instance with 'FromBlueprint'
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// can be usefull to filter out anything that came from blueprints vs normal children
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for child in all_children.iter_descendants(blueprint_root_entity) {
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commands.entity(child).insert(InBlueprint); // we do this here in order to avoid doing it to normal children
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commands.entity(child).insert(FromBlueprint); // we do this here in order to avoid doing it to normal children
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}
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@ -626,9 +626,14 @@ pub(crate) fn blueprints_cleanup_spawned_scene(
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all_names.get(child),
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all_names.get(original)
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);
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/*commands
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commands
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.entity(original)
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.insert((BlueprintAnimationPlayerLink(bla),)); */
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.insert((
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//BlueprintAnimationPlayerLink(bla),
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BlueprintAnimationInfosLink(child)
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))
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;
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} else {
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for parent in all_parents.iter_ancestors(child) {
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if animation_players.get(parent).is_ok() {
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@ -651,6 +656,10 @@ pub(crate) fn blueprints_cleanup_spawned_scene(
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},
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));
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}
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if with_animation_infos.get(parent).is_ok() {
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commands.entity(child).insert(SceneAnimationInfosLink(parent));
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}
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}
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}
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}
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@ -1 +0,0 @@
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({})
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@ -1,12 +0,0 @@
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({
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"world":File (path: "models/StartLevel.glb"),
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"level1":File (path: "models/Level1.glb"),
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"level2":File (path: "models/Level2.glb"),
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"models": Folder (
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path: "models/library",
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),
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"materials": Folder (
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path: "materials",
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),
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})
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Loading…
Reference in New Issue