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...
5e73d68718
Author | SHA1 | Date |
---|---|---|
Jan Hohenheim | 5e73d68718 | |
kaosat.dev | d08c235122 | |
kaosat.dev | 171ec7490a | |
kaosat.dev | ae9f07f549 |
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@ -10,6 +10,9 @@ pub use registry::*;
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pub mod blueprints;
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pub use blueprints::*;
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pub mod save_load;
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pub use save_load::*;
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#[derive(Clone, Resource)]
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pub struct BlenvyConfig {
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// registry
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@ -26,6 +29,8 @@ pub struct BlenvyConfig {
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// save & load
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pub(crate) save_component_filter: SceneFilter,
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pub(crate) save_resource_filter: SceneFilter,
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//pub(crate) save_path: PathBuf,
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// save_path: PathBuf::from("saves"),
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}
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#[derive(Debug, Clone)]
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@ -63,6 +68,7 @@ impl Plugin for BlenvyPlugin {
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#[cfg(not(target_arch = "wasm32"))]
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ExportRegistryPlugin::default(),
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BlueprintsPlugin::default(),
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SaveLoadPlugin::default()
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))
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.insert_resource(BlenvyConfig {
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export_registry: self.export_registry,
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@ -1,108 +1,59 @@
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pub mod saveable;
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use std::path::PathBuf;
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pub use saveable::*;
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pub mod saving;
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pub use saving::*;
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pub mod loading;
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pub use loading::*;
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use bevy::core_pipeline::core_3d::{Camera3dDepthTextureUsage, ScreenSpaceTransmissionQuality};
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use bevy::prelude::*;
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use bevy::prelude::{App, IntoSystemConfigs, Plugin};
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use blenvy::GltfBlueprintsSet;
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#[derive(SystemSet, Debug, Hash, PartialEq, Eq, Clone)]
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pub enum SavingSet {
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Save,
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}
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#[derive(Component, Reflect, Debug, Default)]
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#[reflect(Component)]
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/// component used to mark any entity as Dynamic: aka add this to make sure your entity is going to be saved
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pub struct Dynamic;
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#[derive(SystemSet, Debug, Hash, PartialEq, Eq, Clone)]
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pub enum LoadingSet {
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Load,
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}
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#[derive(Component, Reflect, Debug, Default)]
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#[reflect(Component)]
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/// marker component for entities that do not have parents, or whose parents should be ignored when serializing
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pub(crate) struct RootEntity;
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// Plugin configuration
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#[derive(Component, Debug)]
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/// internal helper component to store parents before resetting them
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pub(crate) struct OriginalParent(pub(crate) Entity);
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#[derive(Clone, Resource)]
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pub struct SaveLoadConfig {
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pub(crate) save_path: PathBuf,
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pub(crate) component_filter: SceneFilter,
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pub(crate) resource_filter: SceneFilter,
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}
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// define the plugin
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pub struct SaveLoadPlugin {
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pub component_filter: SceneFilter,
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pub resource_filter: SceneFilter,
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pub save_path: PathBuf,
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}
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impl Default for SaveLoadPlugin {
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fn default() -> Self {
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Self {
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component_filter: SceneFilter::default(),
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resource_filter: SceneFilter::default(),
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save_path: PathBuf::from("scenes"),
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}
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}
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}
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/// Marker component to Flag the root entity of all static entities (immutables)
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#[derive(Component, Reflect, Debug, Default)]
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#[reflect(Component)]
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pub struct StaticEntitiesRoot;
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/// Marker component to Flag the root entity of all dynamic entities (mutables)
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#[derive(Component, Reflect, Debug, Default)]
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#[reflect(Component)]
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pub struct DynamicEntitiesRoot;
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#[derive(Resource, Clone, Debug, Default, Reflect)]
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#[reflect(Resource)]
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pub struct StaticEntitiesBlueprintInfo {
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//pub blueprint_info: BlueprintInfo,
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pub path: String,
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}
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pub mod saving;
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pub use saving::*;
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#[derive(Debug, Clone, Default)]
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/// Plugin for saving & loading
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pub struct SaveLoadPlugin {}
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impl Plugin for SaveLoadPlugin {
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fn build(&self, app: &mut App) {
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app.register_type::<Dynamic>()
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.register_type::<StaticEntitiesRoot>()
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// TODO: remove these in bevy 0.13, as these are now registered by default
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.register_type::<Camera3dDepthTextureUsage>()
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.register_type::<ScreenSpaceTransmissionQuality>()
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.register_type::<StaticEntitiesStorage>()
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.add_event::<SaveRequest>()
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.add_event::<LoadRequest>()
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.add_event::<LoadingFinished>()
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.add_event::<SavingFinished>()
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.insert_resource(SaveLoadConfig {
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save_path: self.save_path.clone(),
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component_filter: self.component_filter.clone(),
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resource_filter: self.resource_filter.clone(),
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})
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.configure_sets(
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Update,
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(LoadingSet::Load).chain().before(GltfBlueprintsSet::Spawn), //.before(GltfComponentsSet::Injection)
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)
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.add_event::<SaveRequest>()
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.add_event::<SaveFinished>()
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.add_systems(
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PreUpdate,
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Update,
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(prepare_save_game, apply_deferred, save_game, cleanup_save)
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.chain()
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.run_if(should_save),
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)
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.add_systems(Update, mark_load_requested)
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.add_systems(
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Update,
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(unload_world, apply_deferred, load_game)
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.chain()
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.run_if(resource_exists::<LoadRequested>)
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.run_if(not(resource_exists::<LoadFirstStageDone>))
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.in_set(LoadingSet::Load),
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)
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.add_systems(
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Update,
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(load_static, apply_deferred, cleanup_loaded_scene)
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.chain()
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.run_if(resource_exists::<LoadFirstStageDone>)
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// .run_if(in_state(AppState::LoadingGame))
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.in_set(LoadingSet::Load),
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);
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;
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}
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}
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@ -0,0 +1,76 @@
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pub mod saveable;
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use std::path::PathBuf;
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pub use saveable::*;
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pub mod saving;
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pub use saving::*;
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pub mod loading;
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pub use loading::*;
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use bevy::core_pipeline::core_3d::{Camera3dDepthTextureUsage, ScreenSpaceTransmissionQuality};
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use bevy::prelude::*;
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use bevy::prelude::{App, IntoSystemConfigs, Plugin};
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use blenvy::GltfBlueprintsSet;
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#[derive(SystemSet, Debug, Hash, PartialEq, Eq, Clone)]
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pub enum SavingSet {
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Save,
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}
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#[derive(SystemSet, Debug, Hash, PartialEq, Eq, Clone)]
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pub enum LoadingSet {
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Load,
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}
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#[derive(Component, Reflect, Debug, Default)]
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#[reflect(Component)]
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pub struct StaticEntitiesRoot;
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#[derive(Component, Reflect, Debug, Default)]
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#[reflect(Component)]
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pub struct DynamicEntitiesRoot;
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impl Plugin for SaveLoadPlugin {
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fn build(&self, app: &mut App) {
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app.register_type::<Dynamic>()
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.register_type::<StaticEntitiesRoot>()
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// TODO: remove these in bevy 0.13, as these are now registered by default
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.register_type::<Camera3dDepthTextureUsage>()
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.register_type::<ScreenSpaceTransmissionQuality>()
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.register_type::<StaticEntitiesStorage>()
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.add_event::<SaveRequest>()
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.add_event::<LoadRequest>()
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.add_event::<LoadingFinished>()
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.add_event::<SavingFinished>()
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.configure_sets(
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Update,
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(LoadingSet::Load).chain().before(GltfBlueprintsSet::Spawn), //.before(GltfComponentsSet::Injection)
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)
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.add_systems(
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PreUpdate,
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(prepare_save_game, apply_deferred, save_game, cleanup_save)
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.chain()
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.run_if(should_save),
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)
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.add_systems(Update, mark_load_requested)
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.add_systems(
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Update,
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(unload_world, apply_deferred, load_game)
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.chain()
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.run_if(resource_exists::<LoadRequested>)
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.run_if(not(resource_exists::<LoadFirstStageDone>))
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.in_set(LoadingSet::Load),
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)
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.add_systems(
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Update,
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(load_static, apply_deferred, cleanup_loaded_scene)
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.chain()
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.run_if(resource_exists::<LoadFirstStageDone>)
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// .run_if(in_state(AppState::LoadingGame))
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.in_set(LoadingSet::Load),
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);
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}
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}
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@ -0,0 +1,196 @@
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use bevy::prelude::*;
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use bevy::tasks::IoTaskPool;
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use blenvy::{BlueprintName, InBlueprint, Library, SpawnHere};
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use std::fs::File;
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use std::io::Write;
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use std::path::Path;
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use crate::{DynamicEntitiesRoot, SaveLoadConfig, StaticEntitiesRoot};
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#[derive(Event, Debug)]
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pub struct SaveRequest {
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pub path: String,
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}
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#[derive(Event)]
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pub struct SavingFinished;
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pub fn should_save(save_requests: EventReader<SaveRequest>) -> bool {
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!save_requests.is_empty()
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}
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#[derive(Resource, Clone, Debug, Default, Reflect)]
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#[reflect(Resource)]
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pub struct StaticEntitiesStorage {
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pub name: String,
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pub library_path: String,
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}
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#[derive(Component, Reflect, Debug, Default)]
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#[reflect(Component)]
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/// marker component for entities that do not have parents, or whose parents should be ignored when serializing
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pub(crate) struct RootEntity;
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#[derive(Component, Debug)]
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/// internal helper component to store parents before resetting them
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pub(crate) struct OriginalParent(pub(crate) Entity);
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// any child of dynamic/ saveable entities that is not saveable itself should be removed from the list of children
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pub(crate) fn prepare_save_game(
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saveables: Query<Entity, (With<Dynamic>, With<BlueprintName>)>,
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root_entities: Query<Entity, Or<(With<DynamicEntitiesRoot>, Without<Parent>)>>, // With<DynamicEntitiesRoot>
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dynamic_entities: Query<(Entity, &Parent, Option<&Children>), With<Dynamic>>,
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static_entities: Query<(Entity, &BlueprintName, Option<&Library>), With<StaticEntitiesRoot>>,
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mut commands: Commands,
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) {
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for entity in saveables.iter() {
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commands.entity(entity).insert(SpawnHere);
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}
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for (entity, parent, children) in dynamic_entities.iter() {
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let parent = parent.get();
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if root_entities.contains(parent) {
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commands.entity(entity).insert(RootEntity);
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}
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if let Some(children) = children {
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for sub_child in children.iter() {
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if !dynamic_entities.contains(*sub_child) {
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commands.entity(*sub_child).insert(OriginalParent(entity));
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commands.entity(entity).remove_children(&[*sub_child]);
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}
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}
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}
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}
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for (_, blueprint_name, library) in static_entities.iter() {
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let library_path: String = library.map_or_else(|| "", |l| l.0.to_str().unwrap()).into();
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commands.insert_resource(StaticEntitiesStorage {
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name: blueprint_name.0.clone(),
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library_path,
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});
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}
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}
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pub(crate) fn save_game(world: &mut World) {
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info!("saving");
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let mut save_path: String = "".into();
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let mut events = world.resource_mut::<Events<SaveRequest>>();
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for event in events.get_reader().read(&events) {
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info!("SAVE EVENT !! {:?}", event);
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save_path.clone_from(&event.path);
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}
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events.clear();
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let saveable_entities: Vec<Entity> = world
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.query_filtered::<Entity, (With<Dynamic>, Without<InBlueprint>, Without<RootEntity>)>()
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.iter(world)
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.collect();
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let saveable_root_entities: Vec<Entity> = world
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.query_filtered::<Entity, (With<Dynamic>, Without<InBlueprint>, With<RootEntity>)>()
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.iter(world)
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.collect();
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info!("saveable entities {}", saveable_entities.len());
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info!("saveable root entities {}", saveable_root_entities.len());
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let save_load_config = world
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.get_resource::<SaveLoadConfig>()
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.expect("SaveLoadConfig should exist at this stage");
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// we hardcode some of the always allowed types
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let filter = save_load_config
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.component_filter
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.clone()
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.allow::<Parent>()
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.allow::<Children>()
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.allow::<BlueprintName>()
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.allow::<SpawnHere>()
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.allow::<Dynamic>()
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;
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// for root entities, it is the same EXCEPT we make sure parents are not included
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let filter_root = filter.clone().deny::<Parent>();
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let filter_resources = save_load_config
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.resource_filter
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.clone()
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.allow::<StaticEntitiesStorage>()
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;
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// for default stuff
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let scene_builder = DynamicSceneBuilder::from_world(world)
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.with_filter(filter.clone())
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.with_resource_filter(filter_resources.clone());
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let mut dyn_scene = scene_builder
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.extract_resources()
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.extract_entities(saveable_entities.clone().into_iter())
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.remove_empty_entities()
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.build();
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// for root entities
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let scene_builder_root = DynamicSceneBuilder::from_world(world)
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.with_filter(filter_root.clone())
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.with_resource_filter(filter_resources.clone());
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// FIXME : add back
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let mut dyn_scene_root = scene_builder_root
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.extract_resources()
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.extract_entities(
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saveable_root_entities.clone().into_iter(), // .chain(static_world_markers.into_iter()),
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)
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.remove_empty_entities()
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.build();
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dyn_scene.entities.append(&mut dyn_scene_root.entities);
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// dyn_scene.resources.append(&mut dyn_scene_root.resources);
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let serialized_scene = dyn_scene
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.serialize(&world.resource::<AppTypeRegistry>().read())
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.unwrap();
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let save_path = Path::new("assets")
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.join(&save_load_config.save_path)
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.join(Path::new(save_path.as_str())); // Path::new(&save_load_config.save_path).join(Path::new(save_path.as_str()));
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info!("saving game to {:?}", save_path);
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// world.send_event(SavingFinished);
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#[cfg(not(target_arch = "wasm32"))]
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IoTaskPool::get()
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.spawn(async move {
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// Write the scene RON data to file
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File::create(save_path)
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.and_then(|mut file| file.write(serialized_scene.as_bytes()))
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.expect("Error while writing save to file");
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})
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.detach();
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}
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pub(crate) fn cleanup_save(
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needs_parent_reset: Query<(Entity, &OriginalParent)>,
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mut saving_finished: EventWriter<SavingFinished>,
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mut commands: Commands,
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) {
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for (entity, original_parent) in needs_parent_reset.iter() {
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commands.entity(original_parent.0).add_child(entity);
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}
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commands.remove_resource::<StaticEntitiesStorage>();
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saving_finished.send(SavingFinished);
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}
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/*
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pub(crate) fn cleanup_save(mut world: &mut World) {
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let mut query = world.query::<(Entity, &OriginalParent)>();
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for (mut entity, original_parent) in query.iter_mut(&mut world) {
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let e = world.entity_mut(original_parent.0);
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// .add_child(entity);
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}
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}*/
|
|
@ -1,7 +0,0 @@
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use bevy::prelude::*;
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||||
|
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#[derive(Component, Reflect, Debug, Default)]
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#[reflect(Component)]
|
||||
/// component used to mark any entity as Dynamic: aka add this to make sure your entity is going to be saved
|
||||
pub struct Dynamic(pub bool);
|
||||
|
|
@ -1,55 +1,42 @@
|
|||
use bevy::prelude::*;
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use bevy::tasks::IoTaskPool;
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use blenvy::{BlueprintName, InBlueprint, Library, SpawnHere};
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||||
|
||||
use std::fs::File;
|
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use std::io::Write;
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use std::path::Path;
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|
||||
use crate::{Dynamic, DynamicEntitiesRoot, SaveLoadConfig, StaticEntitiesRoot};
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use bevy::render::camera::{CameraMainTextureUsages, CameraRenderGraph};
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use bevy::{prelude::*, tasks::IoTaskPool};
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use bevy::prelude::World;
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|
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use crate::{BlenvyConfig, BlueprintInfo, Dynamic, FromBlueprint, RootEntity, SpawnBlueprint};
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|
||||
use super::{DynamicEntitiesRoot, OriginalParent, StaticEntitiesRoot};
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||||
|
||||
#[derive(Event, Debug)]
|
||||
pub struct SaveRequest {
|
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pub path: String,
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||||
}
|
||||
|
||||
#[derive(Event)]
|
||||
pub struct SavingFinished;
|
||||
pub struct SaveFinished; // TODO: merge the the events above
|
||||
|
||||
pub fn should_save(save_requests: EventReader<SaveRequest>) -> bool {
|
||||
!save_requests.is_empty()
|
||||
}
|
||||
|
||||
#[derive(Resource, Clone, Debug, Default, Reflect)]
|
||||
#[reflect(Resource)]
|
||||
pub struct StaticEntitiesStorage {
|
||||
pub name: String,
|
||||
pub library_path: String,
|
||||
}
|
||||
|
||||
#[derive(Component, Reflect, Debug, Default)]
|
||||
#[reflect(Component)]
|
||||
/// marker component for entities that do not have parents, or whose parents should be ignored when serializing
|
||||
pub(crate) struct RootEntity;
|
||||
|
||||
#[derive(Component, Debug)]
|
||||
/// internal helper component to store parents before resetting them
|
||||
pub(crate) struct OriginalParent(pub(crate) Entity);
|
||||
|
||||
// any child of dynamic/ saveable entities that is not saveable itself should be removed from the list of children
|
||||
pub(crate) fn prepare_save_game(
|
||||
saveables: Query<Entity, (With<Dynamic>, With<BlueprintName>)>,
|
||||
saveables: Query<Entity, (With<Dynamic>, With<BlueprintInfo>)>,
|
||||
root_entities: Query<Entity, Or<(With<DynamicEntitiesRoot>, Without<Parent>)>>, // With<DynamicEntitiesRoot>
|
||||
dynamic_entities: Query<(Entity, &Parent, Option<&Children>), With<Dynamic>>,
|
||||
static_entities: Query<(Entity, &BlueprintName, Option<&Library>), With<StaticEntitiesRoot>>,
|
||||
static_entities: Query<(Entity, &BlueprintInfo), With<StaticEntitiesRoot>>,
|
||||
|
||||
mut commands: Commands,
|
||||
) {
|
||||
for entity in saveables.iter() {
|
||||
commands.entity(entity).insert(SpawnHere);
|
||||
commands.entity(entity).insert(SpawnBlueprint);
|
||||
}
|
||||
|
||||
for (entity, parent, children) in dynamic_entities.iter() {
|
||||
println!("prepare save game");
|
||||
let parent = parent.get();
|
||||
if root_entities.contains(parent) {
|
||||
commands.entity(entity).insert(RootEntity);
|
||||
|
@ -64,14 +51,17 @@ pub(crate) fn prepare_save_game(
|
|||
}
|
||||
}
|
||||
}
|
||||
for (_, blueprint_name, library) in static_entities.iter() {
|
||||
/*for (_, blueprint_name) in static_entities.iter() {
|
||||
let library_path: String = library.map_or_else(|| "", |l| l.0.to_str().unwrap()).into();
|
||||
commands.insert_resource(StaticEntitiesStorage {
|
||||
name: blueprint_name.0.clone(),
|
||||
library_path,
|
||||
});
|
||||
}
|
||||
}*/
|
||||
}
|
||||
|
||||
|
||||
|
||||
pub(crate) fn save_game(world: &mut World) {
|
||||
info!("saving");
|
||||
|
||||
|
@ -85,39 +75,49 @@ pub(crate) fn save_game(world: &mut World) {
|
|||
events.clear();
|
||||
|
||||
let saveable_entities: Vec<Entity> = world
|
||||
.query_filtered::<Entity, (With<Dynamic>, Without<InBlueprint>, Without<RootEntity>)>()
|
||||
// .query_filtered::<Entity, (With<Dynamic>, Without<FromBlueprint>, Without<RootEntity>)>()
|
||||
.query_filtered::<Entity, (With<Dynamic>, Without<RootEntity>)>()
|
||||
.iter(world)
|
||||
.collect();
|
||||
|
||||
let saveable_root_entities: Vec<Entity> = world
|
||||
.query_filtered::<Entity, (With<Dynamic>, Without<InBlueprint>, With<RootEntity>)>()
|
||||
.query_filtered::<Entity, (With<Dynamic>, With<RootEntity>)>()
|
||||
//.query_filtered::<Entity, (With<Dynamic>, Without<FromBlueprint>, With<RootEntity>)>()
|
||||
.iter(world)
|
||||
.collect();
|
||||
|
||||
info!("saveable entities {}", saveable_entities.len());
|
||||
info!("saveable root entities {}", saveable_root_entities.len());
|
||||
|
||||
let save_load_config = world
|
||||
.get_resource::<SaveLoadConfig>()
|
||||
.expect("SaveLoadConfig should exist at this stage");
|
||||
let config = world
|
||||
.get_resource::<BlenvyConfig>()
|
||||
.expect("Blenvy configuration should exist at this stage");
|
||||
|
||||
// we hardcode some of the always allowed types
|
||||
let filter = save_load_config
|
||||
.component_filter
|
||||
let filter = config
|
||||
.save_component_filter
|
||||
.clone()
|
||||
.allow::<Parent>()
|
||||
.allow::<Children>()
|
||||
.allow::<BlueprintName>()
|
||||
.allow::<SpawnHere>()
|
||||
.allow::<Dynamic>();
|
||||
.allow::<BlueprintInfo>()
|
||||
.allow::<SpawnBlueprint>()
|
||||
.allow::<Dynamic>()
|
||||
|
||||
/*.deny::<CameraRenderGraph>()
|
||||
.deny::<CameraMainTextureUsages>()
|
||||
.deny::<Handle<Mesh>>()
|
||||
.deny::<Handle<StandardMaterial>>() */
|
||||
;
|
||||
|
||||
// for root entities, it is the same EXCEPT we make sure parents are not included
|
||||
let filter_root = filter.clone().deny::<Parent>();
|
||||
|
||||
let filter_resources = save_load_config
|
||||
.resource_filter
|
||||
.clone()
|
||||
.allow::<StaticEntitiesStorage>();
|
||||
let filter_resources = config.clone()
|
||||
.save_resource_filter
|
||||
.deny::<Time<Real>>()
|
||||
|
||||
.clone();
|
||||
//.allow::<StaticEntitiesStorage>();
|
||||
|
||||
// for default stuff
|
||||
let scene_builder = DynamicSceneBuilder::from_world(world)
|
||||
|
@ -143,15 +143,15 @@ pub(crate) fn save_game(world: &mut World) {
|
|||
.remove_empty_entities()
|
||||
.build();
|
||||
|
||||
dyn_scene.entities.append(&mut dyn_scene_root.entities);
|
||||
// dyn_scene.entities.append(&mut dyn_scene_root.entities);
|
||||
// dyn_scene.resources.append(&mut dyn_scene_root.resources);
|
||||
|
||||
let serialized_scene = dyn_scene
|
||||
.serialize(&world.resource::<AppTypeRegistry>().read())
|
||||
.unwrap();
|
||||
.expect("filtered scene should serialize correctly");
|
||||
|
||||
let save_path = Path::new("assets")
|
||||
.join(&save_load_config.save_path)
|
||||
//.join(&config.save_path)
|
||||
.join(Path::new(save_path.as_str())); // Path::new(&save_load_config.save_path).join(Path::new(save_path.as_str()));
|
||||
info!("saving game to {:?}", save_path);
|
||||
|
||||
|
@ -170,21 +170,12 @@ pub(crate) fn save_game(world: &mut World) {
|
|||
|
||||
pub(crate) fn cleanup_save(
|
||||
needs_parent_reset: Query<(Entity, &OriginalParent)>,
|
||||
mut saving_finished: EventWriter<SavingFinished>,
|
||||
mut saving_finished: EventWriter<SaveFinished>,
|
||||
mut commands: Commands,
|
||||
) {
|
||||
for (entity, original_parent) in needs_parent_reset.iter() {
|
||||
commands.entity(original_parent.0).add_child(entity);
|
||||
}
|
||||
commands.remove_resource::<StaticEntitiesStorage>();
|
||||
saving_finished.send(SavingFinished);
|
||||
}
|
||||
/*
|
||||
pub(crate) fn cleanup_save(mut world: &mut World) {
|
||||
|
||||
let mut query = world.query::<(Entity, &OriginalParent)>();
|
||||
for (mut entity, original_parent) in query.iter_mut(&mut world) {
|
||||
let e = world.entity_mut(original_parent.0);
|
||||
// .add_child(entity);
|
||||
}
|
||||
}*/
|
||||
// commands.remove_resource::<StaticEntitiesStorage>();
|
||||
saving_finished.send(SaveFinished);
|
||||
}
|
Binary file not shown.
|
@ -1 +0,0 @@
|
|||
({})
|
|
@ -1,8 +0,0 @@
|
|||
({
|
||||
"world":File (path: "models/World.glb"),
|
||||
"world_dynamic":File (path: "models/World_dynamic.glb"),
|
||||
|
||||
"models": Folder (
|
||||
path: "models/library",
|
||||
),
|
||||
})
|
Binary file not shown.
Binary file not shown.
|
@ -0,0 +1,5 @@
|
|||
(
|
||||
assets:
|
||||
[
|
||||
]
|
||||
)
|
Binary file not shown.
|
@ -0,0 +1,5 @@
|
|||
(
|
||||
assets:
|
||||
[
|
||||
]
|
||||
)
|
Binary file not shown.
|
@ -0,0 +1,9 @@
|
|||
(
|
||||
assets:
|
||||
[
|
||||
("Pillar", File ( path: "blueprints/Pillar.glb" )),
|
||||
("Stone", File ( path: "materials/Stone.glb" )),
|
||||
("Mover", File ( path: "blueprints/Mover.glb" )),
|
||||
("Material.001", File ( path: "materials/Material.001.glb" )),
|
||||
]
|
||||
)
|
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
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Binary file not shown.
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Binary file not shown.
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
|
@ -1,14 +1,11 @@
|
|||
use std::any::TypeId;
|
||||
|
||||
use bevy::{prelude::*, utils::hashbrown::HashSet};
|
||||
use blenvy::{AddToGameWorld, BlenvyPlugin, BluePrintBundle, BlueprintInfo, DynamicBlueprintInstance, GameWorldTag, HideUntilReady, SpawnBlueprint};
|
||||
use blenvy::{AddToGameWorld, BlenvyPlugin, BluePrintBundle, BlueprintInfo, Dynamic, DynamicBlueprintInstance, GameWorldTag, HideUntilReady, SaveRequest, SpawnBlueprint};
|
||||
use rand::Rng;
|
||||
|
||||
mod core;
|
||||
use crate::core::*;
|
||||
|
||||
mod game;
|
||||
use game::*;
|
||||
// mod game;
|
||||
// use game::*;
|
||||
|
||||
mod component_examples;
|
||||
use component_examples::*;
|
||||
|
@ -37,13 +34,12 @@ fn main() {
|
|||
..Default::default()
|
||||
},
|
||||
// our custom plugins
|
||||
CorePlugin, // reusable plugins
|
||||
GamePlugin, // specific to our game
|
||||
// GamePlugin, // specific to our game
|
||||
ComponentsExamplesPlugin, // Showcases different type of components /structs
|
||||
))
|
||||
|
||||
.add_systems(Startup, setup_game)
|
||||
.add_systems(Update, (spawn_blueprint_instance, save_game, load_game))
|
||||
.add_systems(Update, (spawn_blueprint_instance, move_movers, save_game, load_game))
|
||||
|
||||
.run();
|
||||
}
|
||||
|
@ -60,6 +56,13 @@ fn setup_game(
|
|||
HideUntilReady, // only reveal the level once it is ready
|
||||
GameWorldTag,
|
||||
));
|
||||
|
||||
// here we spawn our game world/level, which is also a blueprint !
|
||||
commands.spawn((
|
||||
BlueprintInfo::from_path("levels/World_dynamic.glb"), // all we need is a Blueprint info...
|
||||
SpawnBlueprint, // and spawnblueprint to tell blenvy to spawn the blueprint now
|
||||
HideUntilReady, // only reveal the level once it is ready
|
||||
));
|
||||
}
|
||||
|
||||
// you can also spawn blueprint instances at runtime
|
||||
|
@ -90,15 +93,47 @@ fn spawn_blueprint_instance(
|
|||
}
|
||||
}
|
||||
|
||||
fn save_game(
|
||||
keycode: Res<ButtonInput<KeyCode>>,
|
||||
|
||||
fn move_movers(
|
||||
mut movers: Query<(&mut Transform), With<Dynamic>>
|
||||
) {
|
||||
if keycode.just_pressed(KeyCode::KeyS) {
|
||||
|
||||
for mut transform in movers.iter_mut(){
|
||||
println!("moving dynamic entity");
|
||||
transform.translation.x += 0.01;
|
||||
}
|
||||
}
|
||||
|
||||
fn save_game(
|
||||
keycode: Res<ButtonInput<KeyCode>>,
|
||||
mut save_requests: EventWriter<SaveRequest>,
|
||||
) {
|
||||
if keycode.just_pressed(KeyCode::KeyS) {
|
||||
save_requests.send(SaveRequest {
|
||||
path: "scenes/save.scn.ron".into(),
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
pub fn request_save(
|
||||
mut save_requests: EventWriter<SaveRequest>,
|
||||
keycode: Res<ButtonInput<KeyCode>>,
|
||||
|
||||
current_state: Res<State<GameState>>,
|
||||
mut next_game_state: ResMut<NextState<GameState>>,
|
||||
) {
|
||||
if keycode.just_pressed(KeyCode::KeyS)
|
||||
&& (current_state.get() != &GameState::InLoading)
|
||||
&& (current_state.get() != &GameState::InSaving)
|
||||
{
|
||||
next_game_state.set(GameState::InSaving);
|
||||
save_requests.send(SaveRequest {
|
||||
path: "save.scn.ron".into(),
|
||||
});
|
||||
}
|
||||
}*/
|
||||
|
||||
|
||||
|
||||
fn load_game(
|
||||
keycode: Res<ButtonInput<KeyCode>>,
|
||||
) {
|
||||
|
|
|
@ -1,12 +1,14 @@
|
|||
import bpy
|
||||
|
||||
from ...bevy_components.components.metadata import get_bevy_component_value_by_long_name
|
||||
|
||||
# checks if an object is dynamic
|
||||
# TODO: for efficiency, it might make sense to write this flag semi automatically at the root level of the object so we can skip the inner loop
|
||||
# TODO: we need to recompute these on blueprint changes too
|
||||
# even better, keep a list of dynamic objects per scene , updated only when needed ?
|
||||
def is_object_dynamic(object):
|
||||
is_dynamic = object['Dynamic'] if 'Dynamic' in object else False
|
||||
is_dynamic = get_bevy_component_value_by_long_name(object, 'blenvy::save_load::Dynamic') is not None
|
||||
#is_dynamic = object['Dynamic'] if 'Dynamic' in object else False
|
||||
# only look for data in the original collection if it is not alread marked as dynamic at instance level
|
||||
if not is_dynamic and object.type == 'EMPTY' and hasattr(object, 'instance_collection') and object.instance_collection is not None :
|
||||
#print("collection", object.instance_collection, "object", object.name)
|
||||
|
@ -14,15 +16,18 @@ def is_object_dynamic(object):
|
|||
collection_name = object.instance_collection.name
|
||||
original_collection = bpy.data.collections[collection_name]
|
||||
|
||||
is_dynamic = get_bevy_component_value_by_long_name(original_collection, 'blenvy::save_load::Dynamic') is not None
|
||||
# scan original collection, look for a 'Dynamic' flag
|
||||
for object in original_collection.objects:
|
||||
"""for object in original_collection.objects:
|
||||
#print(" inner", object)
|
||||
if object.type == 'EMPTY' and object.name.endswith("components"):
|
||||
if object.type == 'EMPTY': #and object.name.endswith("components"):
|
||||
for component_name in object.keys():
|
||||
#print(" compo", component_name)
|
||||
if component_name == 'Dynamic':
|
||||
is_dynamic = True
|
||||
break
|
||||
break"""
|
||||
print("IS OBJECT DYNAMIC", object, is_dynamic)
|
||||
|
||||
return is_dynamic
|
||||
|
||||
def is_object_static(object):
|
||||
|
|
|
@ -1,10 +1,8 @@
|
|||
import os
|
||||
import bpy
|
||||
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)
|
||||
|
||||
|
|
Loading…
Reference in New Issue