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https://github.com/kaosat-dev/Blender_bevy_components_workflow.git
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ce473a357e
...
0b64de79da
@ -4,7 +4,7 @@ use bevy::utils::HashMap;
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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/// storage for animations for a given entity (hierarchy), essentially a clone of gltf's `named_animations`
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pub struct BlueprintAnimations {
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pub struct Animations {
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pub named_animations: HashMap<String, Handle<AnimationClip>>,
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}
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@ -13,25 +13,10 @@ pub struct BlueprintAnimations {
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/// so that the root entity knows which of its children contains an actualy `AnimationPlayer` component
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/// this is for convenience, because currently , Bevy's gltf parsing inserts `AnimationPlayers` "one level down"
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/// ie armature/root for animated models, which means more complex queries to trigger animations that we want to avoid
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pub struct BlueprintAnimationPlayerLink(pub Entity);
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pub struct AnimationPlayerLink(pub Entity);
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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pub struct Animated{
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pub animations: Vec<String>
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}
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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/// storage for animations for a given entity (hierarchy), essentially a clone of gltf's `named_animations`
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pub struct InstanceAnimations {
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pub named_animations: HashMap<String, Handle<AnimationClip>>,
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}
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#[derive(Component, Debug)]
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/// Stop gap helper component : this is inserted into a "root" entity (an entity representing a whole gltf file)
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/// so that the root entity knows which of its children contains an actualy `AnimationPlayer` component
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/// this is for convenience, because currently , Bevy's gltf parsing inserts `AnimationPlayers` "one level down"
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/// ie armature/root for animated models, which means more complex queries to trigger animations that we want to avoid
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pub struct InstanceAnimationPlayerLink(pub Entity);
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@ -119,11 +119,8 @@ impl Plugin for BlueprintsPlugin {
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.register_type::<BlueprintName>()
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.register_type::<MaterialInfo>()
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.register_type::<SpawnHere>()
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.register_type::<BlueprintAnimations>()
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.register_type::<InstanceAnimations>()
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.register_type::<Animations>()
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.register_type::<Animated>()
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.register_type::<BlueprintsList>()
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.register_type::<Vec<String>>()
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.register_type::<HashMap<String, Vec<String>>>()
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@ -2,7 +2,7 @@ use std::path::{Path, PathBuf};
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use bevy::{gltf::Gltf, prelude::*, utils::HashMap};
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use crate::{BlueprintAnimations, BluePrintsConfig};
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use crate::{Animations, BluePrintsConfig};
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/// this is a flag component for our levels/game world
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#[derive(Component)]
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@ -279,11 +279,11 @@ pub(crate) fn spawn_from_blueprints(
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transform: transforms,
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..Default::default()
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},
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Animations {
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named_animations: gltf.named_animations.clone(),
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},
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Spawned,
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OriginalChildren(original_children),
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BlueprintAnimations { // these are animations specific to the inside of the blueprint
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named_animations: gltf.named_animations.clone(),
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}
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));
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if add_to_world.is_some() {
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@ -5,7 +5,7 @@ use bevy::prelude::*;
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use bevy::scene::SceneInstance;
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// use bevy::utils::hashbrown::HashSet;
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use super::{BlueprintAnimationPlayerLink, BlueprintAnimations};
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use super::{AnimationPlayerLink, Animations};
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use super::{SpawnHere, Spawned};
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use crate::{
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AssetsToLoad, BlueprintAssetsLoaded, CopyComponents, InBlueprint, NoInBlueprint,
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@ -24,7 +24,7 @@ pub(crate) fn spawned_blueprint_post_process(
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Entity,
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&Children,
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&OriginalChildren,
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&BlueprintAnimations,
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&Animations,
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Option<&NoInBlueprint>,
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Option<&Name>,
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),
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@ -85,7 +85,7 @@ pub(crate) fn spawned_blueprint_post_process(
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// FIXME: stopgap solution: since we cannot use an AnimationPlayer at the root entity level
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// and we cannot update animation clips so that the EntityPaths point to one level deeper,
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// BUT we still want to have some marker/control at the root entity level, we add this
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commands.entity(original).insert(BlueprintAnimationPlayerLink(added));
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commands.entity(original).insert(AnimationPlayerLink(added));
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}
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}
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}
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@ -2947,39 +2947,6 @@
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"type": "object",
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"typeInfo": "Struct"
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},
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"bevy_example::game::Marker1": {
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"additionalProperties": false,
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"isComponent": true,
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"isResource": false,
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"properties": {},
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"required": [],
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"short_name": "Marker1",
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"title": "bevy_example::game::Marker1",
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"type": "object",
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"typeInfo": "Struct"
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},
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"bevy_example::game::Marker2": {
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"additionalProperties": false,
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"isComponent": true,
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"isResource": false,
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"properties": {},
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"required": [],
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"short_name": "Marker2",
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"title": "bevy_example::game::Marker2",
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"type": "object",
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"typeInfo": "Struct"
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},
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"bevy_example::game::Marker3": {
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"additionalProperties": false,
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"isComponent": true,
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"isResource": false,
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"properties": {},
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"required": [],
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"short_name": "Marker3",
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"title": "bevy_example::game::Marker3",
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"type": "object",
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"typeInfo": "Struct"
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},
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"bevy_example::test_components::AComponentWithAnExtremlyExageratedOrMaybeNotButCouldBeNameOrWut": {
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"additionalProperties": false,
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"isComponent": true,
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@ -3568,7 +3535,7 @@
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"type": "object",
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"typeInfo": "Struct"
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},
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"bevy_gltf_blueprints::animation::BlueprintAnimations": {
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"bevy_gltf_blueprints::animation::Animations": {
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"additionalProperties": false,
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"isComponent": true,
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"isResource": false,
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@ -3582,27 +3549,8 @@
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"required": [
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"named_animations"
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],
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"short_name": "BlueprintAnimations",
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"title": "bevy_gltf_blueprints::animation::BlueprintAnimations",
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"type": "object",
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"typeInfo": "Struct"
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},
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"bevy_gltf_blueprints::animation::InstanceAnimations": {
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"additionalProperties": false,
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"isComponent": true,
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"isResource": false,
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"properties": {
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"named_animations": {
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"type": {
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"$ref": "#/$defs/bevy_utils::hashbrown::HashMap<alloc::string::String, bevy_asset::handle::Handle<bevy_animation::AnimationClip>, bevy_utils::hashbrown::hash_map::DefaultHashBuilder>"
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}
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}
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},
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"required": [
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"named_animations"
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],
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"short_name": "InstanceAnimations",
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"title": "bevy_gltf_blueprints::animation::InstanceAnimations",
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"short_name": "Animations",
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"title": "bevy_gltf_blueprints::animation::Animations",
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"type": "object",
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"typeInfo": "Struct"
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},
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Binary file not shown.
@ -3,7 +3,7 @@ use std::{
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collections::HashMap, fs, time::Duration
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};
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use bevy_gltf_blueprints::{Animated, BlueprintAnimationPlayerLink, BlueprintAnimations, InstanceAnimationPlayerLink, InstanceAnimations, BlueprintName, BlueprintsList, GltfBlueprintsSet};
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use bevy_gltf_blueprints::{Animated, AnimationPlayerLink, Animations, BlueprintName, BlueprintsList};
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pub use in_game::*;
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use bevy::{
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@ -29,7 +29,7 @@ fn validate_export(
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children: Query<&Children>,
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names: Query<&Name>,
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blueprints: Query<(Entity, &Name, &BlueprintName)>,
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animation_player_links: Query<(Entity, &BlueprintAnimationPlayerLink)>,
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animation_player_links: Query<(Entity, &AnimationPlayerLink)>,
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empties_candidates: Query<(Entity, &Name, &GlobalTransform)>,
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blueprints_list: Query<(Entity, &BlueprintsList)>,
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@ -138,23 +138,22 @@ fn setup_main_scene_animations(
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commands.insert_resource(AnimTest(asset_server.load("models/World.glb")));
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}
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fn animations(
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added_animation_players:Query<(Entity, &Name, &AnimationPlayer)>,
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addded_animateds:Query<(Entity, &Name, &Animated),(Added<Animated>)>,
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animtest: Res<AnimTest>,
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foo:Query<(Entity, &Name, &AnimationPlayer),(Added<AnimationPlayer>)>,
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bla:Query<(Entity, &Name, &Animated),(Added<Animated>, Without<AnimationPlayerLink>)>,
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blurp: Res<AnimTest>,
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asset_server: Res<AssetServer>,
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mut commands: Commands,
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assets_gltf: Res<Assets<Gltf>>,
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parents: Query<&Parent>,
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names: Query<&Name>,
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) {
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for (entity, name, animated) in addded_animateds.iter() {
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for (entity, name, animated) in bla.iter() {
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// println!("animated stuf {:?} on entity {}", animated, name);
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let gltf = assets_gltf.get(&animtest.0).unwrap();
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let gltf = assets_gltf.get(&blurp.0).unwrap();
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let animations_list = animated;
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let mut matching_data = true;
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@ -167,180 +166,43 @@ fn animations(
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if matching_data {
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println!("inserting Animations components into {} ({:?})", name, entity);
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println!("Found match {:?}", gltf.named_animations);
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// commands.entity(entity).remove::<Animations>();
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// FIXME: for some reason this does NOT overwrite the component ??
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commands.entity(entity).insert(
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InstanceAnimations {
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named_animations: gltf.named_animations.clone(),
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},
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);
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//animations.named_animations = gltf.named_animations.clone();
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for ancestor in parents.iter_ancestors(entity) {
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if added_animation_players.contains(ancestor) {
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println!("found match with animationPlayer !! {:?}",names.get(ancestor));
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commands.entity(entity).insert(InstanceAnimationPlayerLink(ancestor));
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commands.entity(entity).remove::<Animations>();
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commands.entity(entity).insert((
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Animations {
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named_animations: gltf.named_animations.clone()
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}
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// info!("{:?} is an ancestor of {:?}", ancestor, player);
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}
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));
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}
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}
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/*for bla in foo.iter() {
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let mut counter = 0;
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counter +=1;
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println!("found some animations {} {}", counter, bla.1);
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if bla.1.to_string() == "Collection".to_string(){
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/*commands.insert_resource(Animations(vec![
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asset_server.load("models/World.glb#Animation0"),
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asset_server.load("models/World.glb#Animation1"),
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]));*/
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/*commands.entity(bla.0).insert(Animations {
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named_animations:
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})*/
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}
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}*/
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}
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fn play_animations(
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animated_marker1: Query<(&InstanceAnimationPlayerLink, &InstanceAnimations), (With<Animated>, With<Marker1>)>,
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animated_marker2: Query<(&InstanceAnimationPlayerLink, &InstanceAnimations), (With<Animated>, With<Marker2>)>,
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animated_marker3: Query<(&InstanceAnimationPlayerLink, &InstanceAnimations, &BlueprintAnimationPlayerLink, &BlueprintAnimations), (With<Animated>, With<Marker3>)>,
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mut animation_players: Query<&mut AnimationPlayer>,
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keycode: Res<ButtonInput<KeyCode>>,
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) {
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if keycode.just_pressed(KeyCode::KeyM) {
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for (link, animations) in animated_marker1.iter() {
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println!("animations {:?}", animations.named_animations);
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let mut animation_player = animation_players.get_mut(link.0).unwrap();
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let anim_name = "Blueprint1_move";
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animation_player
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.play_with_transition(
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animations
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.named_animations
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.get(anim_name)
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.expect("animation name should be in the list")
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.clone(),
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Duration::from_secs(5),
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)
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.repeat();
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}
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}
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if keycode.just_pressed(KeyCode::KeyJ) {
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for (link, animations) in animated_marker1.iter() {
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println!("animations {:?}", animations.named_animations);
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let mut animation_player = animation_players.get_mut(link.0).unwrap();
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let anim_name = "Blueprint1_jump";
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animation_player
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.play_with_transition(
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animations
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.named_animations
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.get(anim_name)
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.expect("animation name should be in the list")
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.clone(),
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Duration::from_secs(5),
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)
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.repeat();
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}
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}
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if keycode.just_pressed(KeyCode::KeyA) {
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for (link, animations) in animated_marker2.iter() {
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println!("animations {:?}", animations.named_animations);
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let mut animation_player = animation_players.get_mut(link.0).unwrap();
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let anim_name = "Blueprint1_move";
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animation_player
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.play_with_transition(
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animations
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.named_animations
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.get(anim_name)
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.expect("animation name should be in the list")
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.clone(),
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Duration::from_secs(5),
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)
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.repeat();
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}
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}
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if keycode.just_pressed(KeyCode::KeyB) {
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for (link, animations) in animated_marker2.iter() {
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println!("animations {:?}", animations.named_animations);
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let mut animation_player = animation_players.get_mut(link.0).unwrap();
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let anim_name = "Blueprint1_jump";
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animation_player
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.play_with_transition(
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animations
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.named_animations
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.get(anim_name)
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.expect("animation name should be in the list")
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.clone(),
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Duration::from_secs(5),
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)
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.repeat();
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}
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}
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// play instance animation
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if keycode.just_pressed(KeyCode::KeyW) {
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for (link, animations, _, _) in animated_marker3.iter() {
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println!("animations {:?}", animations.named_animations);
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let mut animation_player = animation_players.get_mut(link.0).unwrap();
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let anim_name = "Blueprint8_move";
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animation_player
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.play_with_transition(
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animations
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.named_animations
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.get(anim_name)
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.expect("animation name should be in the list")
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.clone(),
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Duration::from_secs(5),
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)
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.repeat();
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}
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}
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// play blueprint animation
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if keycode.just_pressed(KeyCode::KeyX) {
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for (_, _, link, animations) in animated_marker3.iter() {
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println!("animations {:?}", animations.named_animations);
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let mut animation_player = animation_players.get_mut(link.0).unwrap();
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let anim_name = "Walk";
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animation_player
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.play_with_transition(
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animations
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.named_animations
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.get(anim_name)
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.expect("animation name should be in the list")
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.clone(),
|
||||
Duration::from_secs(5),
|
||||
)
|
||||
.repeat();
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||||
}
|
||||
}
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||||
}
|
||||
|
||||
#[derive(Component, Reflect, Default, Debug)]
|
||||
#[reflect(Component)]
|
||||
/// flag component for testing
|
||||
pub struct Marker1;
|
||||
|
||||
#[derive(Component, Reflect, Default, Debug)]
|
||||
#[reflect(Component)]
|
||||
/// flag component for testing
|
||||
pub struct Marker2;
|
||||
|
||||
#[derive(Component, Reflect, Default, Debug)]
|
||||
#[reflect(Component)]
|
||||
/// flag component for testing
|
||||
pub struct Marker3;
|
||||
|
||||
pub struct GamePlugin;
|
||||
impl Plugin for GamePlugin {
|
||||
fn build(&self, app: &mut App) {
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app.register_type::<Marker1>()
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||||
.register_type::<Marker2>()
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||||
.register_type::<Marker3>()
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||||
|
||||
.add_systems(Update, (spawn_test).run_if(in_state(GameState::InGame)))
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app.add_systems(Update, (spawn_test).run_if(in_state(GameState::InGame)))
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.add_systems(Update, validate_export)
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.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)
|
||||
|
||||
.add_systems(Update, animations.run_if(in_state(AppState::AppRunning)))
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||||
/* .add_systems(Update, generate_screenshot.run_if(on_timer(Duration::from_secs_f32(0.2)))) // TODO: run once
|
||||
.add_systems(
|
||||
Update,
|
||||
|
Loading…
Reference in New Issue
Block a user