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Author SHA1 Message Date
Mark Moissette
a633610dc4
Merge 4f50c4f6d2 into 9f21df035b 2024-03-21 14:27:31 +00:00
8 changed files with 35 additions and 125 deletions

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@ -1,6 +1,6 @@
[package]
name = "bevy_gltf_blueprints"
version = "0.10.2"
version = "0.10.0"
authors = ["Mark 'kaosat-dev' Moissette"]
description = "Adds the ability to define Blueprints/Prefabs for Bevy inside gltf files and spawn them in Bevy."
homepage = "https://github.com/kaosat-dev/Blender_bevy_components_workflow"

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@ -224,7 +224,7 @@ Typically , the order of systems should be
***bevy_gltf_components (GltfComponentsSet::Injection)*** => ***bevy_gltf_blueprints (GltfBlueprintsSet::Spawn, GltfBlueprintsSet::AfterSpawn)*** => ***replace_proxies***
see an example [here](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/basic) for how to set it up correctly
see https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/basic for how to set it up correctly
@ -278,9 +278,9 @@ pub fn animation_change_on_proximity_foxes(
}
```
see [here](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/animation) for how to set it up correctly
see https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/animation for how to set it up correctly
particularly from [here](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/animation/src/game/in_game.rs)
particularly from https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/animation/game/in_game.rs
## Materials
@ -301,7 +301,7 @@ material_library_folder: "materials".into() //defaults to "materials" the folder
```bevy_gltf_blueprints``` currently does NOT take care of loading those at runtime
see an example [here](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/materials) for how to set it up correctly
see https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/materials for how to set it up correctly
Generating optimised blueprints and material libraries can be automated using the latests version of the [Blender plugin](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/tools/gltf_auto_export)
@ -326,15 +326,15 @@ As it create custom properties that are writen in real **ron** file format inste
## Examples
* [basic](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/basic)
https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/basic
* [xbpd](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/basic_xpbd_physics)
https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/basic_xpbd_physics
* [animation](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/animation)
https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/animation
* [materials](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/materials)
https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/materials
* [multiple_levels_multiple_blendfiles](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/multiple_levels_multiple_blendfiles)
https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/multiple_levels_multiple_blendfiles
## Compatible Bevy versions

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@ -19,11 +19,7 @@ pub use copy_components::*;
use core::fmt;
use std::path::PathBuf;
use bevy::{
prelude::*,
render::{primitives::Aabb, view::VisibilitySystems},
utils::HashMap,
};
use bevy::{prelude::*, render::primitives::Aabb, utils::HashMap};
use bevy_gltf_components::{ComponentsFromGltfPlugin, GltfComponentsSet};
#[derive(SystemSet, Debug, Hash, PartialEq, Eq, Clone)]
@ -171,11 +167,10 @@ impl Plugin for BlueprintsPlugin {
.in_set(GltfBlueprintsSet::Spawn),
)
.add_systems(
PostUpdate,
Update,
(spawned_blueprint_post_process, apply_deferred)
.chain()
.in_set(GltfBlueprintsSet::AfterSpawn)
.before(VisibilitySystems::CheckVisibility),
.in_set(GltfBlueprintsSet::AfterSpawn),
);
}
}

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@ -3373,17 +3373,6 @@
"type": "object",
"typeInfo": "Struct"
},
"bevy_gltf_blueprints::animation::Animated": {
"additionalProperties": false,
"isComponent": true,
"isResource": false,
"properties": {},
"required": [],
"short_name": "Animated",
"title": "bevy_gltf_blueprints::animation::Animated",
"type": "object",
"typeInfo": "Struct"
},
"bevy_gltf_blueprints::animation::Animations": {
"additionalProperties": false,
"isComponent": true,
@ -3444,22 +3433,6 @@
"type": "array",
"typeInfo": "TupleStruct"
},
"bevy_gltf_blueprints::spawn_from_blueprints::BlueprintsList": {
"isComponent": true,
"isResource": false,
"items": false,
"prefixItems": [
{
"type": {
"$ref": "#/$defs/bevy_utils::hashbrown::HashMap<alloc::string::String, alloc::vec::Vec<alloc::string::String>, bevy_utils::hashbrown::hash_map::DefaultHashBuilder>"
}
}
],
"short_name": "BlueprintsList",
"title": "bevy_gltf_blueprints::spawn_from_blueprints::BlueprintsList",
"type": "array",
"typeInfo": "TupleStruct"
},
"bevy_gltf_blueprints::spawn_from_blueprints::SpawnHere": {
"additionalProperties": false,
"isComponent": true,
@ -10718,19 +10691,6 @@
"type": "object",
"typeInfo": "Value"
},
"bevy_utils::hashbrown::HashMap<alloc::string::String, alloc::vec::Vec<alloc::string::String>, bevy_utils::hashbrown::hash_map::DefaultHashBuilder>": {
"additionalProperties": {
"type": {
"$ref": "#/$defs/alloc::vec::Vec<alloc::string::String>"
}
},
"isComponent": false,
"isResource": false,
"short_name": "HashMap<String, Vec<String>, DefaultHashBuilder>",
"title": "bevy_utils::hashbrown::HashMap<alloc::string::String, alloc::vec::Vec<alloc::string::String>, bevy_utils::hashbrown::hash_map::DefaultHashBuilder>",
"type": "object",
"typeInfo": "Map"
},
"bevy_utils::smallvec::SmallVec<[bevy_ecs::entity::Entity; 8]>": {
"isComponent": false,
"isResource": false,

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@ -3,11 +3,11 @@ use std::{
collections::HashMap, fs, time::Duration
};
use bevy_gltf_blueprints::{Animated, AnimationPlayerLink, Animations, BlueprintName, BlueprintsList};
use bevy_gltf_blueprints::{AnimationPlayerLink, Animations, BlueprintName, BlueprintsList};
pub use in_game::*;
use bevy::{
ecs::query, gltf::Gltf, prelude::*, render::view::screenshot::ScreenshotManager, time::common_conditions::on_timer, window::PrimaryWindow
ecs::query, prelude::*, render::view::screenshot::ScreenshotManager, time::common_conditions::on_timer, window::PrimaryWindow
};
use bevy_gltf_worlflow_examples_common_rapier::{AppState, GameState};
@ -19,10 +19,16 @@ fn start_game(mut next_app_state: ResMut<NextState<AppState>>) {
}
#[derive(Debug)]
struct Node {
value: String,
children: Vec<String>,
}
// if the export from Blender worked correctly, we should have animations (simplified here by using AnimationPlayerLink)
// if the export from Blender worked correctly, we should have an Entity called "Cylinder" that has two components: UnitTest, TupleTestF32
// if the export from Blender worked correctly, we should have an Entity called "Blueprint4_nested" that has a child called "Blueprint3" that has a "BlueprintName" component with value Blueprint3
// if the export from Blender worked correctly, we should have a blueprints_list
// if the export from Blender worked correctly, we should have the correct tree of entities
#[allow(clippy::too_many_arguments)]
fn validate_export(
parents: Query<&Parent>,
@ -30,6 +36,7 @@ fn validate_export(
names: Query<&Name>,
blueprints: Query<(Entity, &Name, &BlueprintName)>,
animation_player_links: Query<(Entity, &AnimationPlayerLink)>,
exported_cylinder: Query<(Entity, &Name, &UnitTest, &TupleTestF32)>,
empties_candidates: Query<(Entity, &Name, &GlobalTransform)>,
blueprints_list: Query<(Entity, &BlueprintsList)>,
@ -73,10 +80,11 @@ fn validate_export(
}
}
// generate parent/child "tree"
// generate parent/child tree
if !root.is_empty() {
let root = root.single();
let mut tree: HashMap<String, Vec<String>> = HashMap::new();
// println!("root {}", root.1);
for child in children.iter_descendants(root.0) {
let child_name:String = names.get(child).map_or(String::from("no_name"), |e| e.to_string() ); //|e| e.to_string(), || "no_name".to_string());
@ -118,64 +126,17 @@ fn exit_game(mut app_exit_events: ResMut<Events<bevy::app::AppExit>>) {
app_exit_events.send(bevy::app::AppExit);
}
/*
#[derive(Resource)]
struct MainAnimations(Vec<Handle<AnimationClip>>);
struct Animations(Vec<Handle<AnimationClip>>);
*/
#[derive(Resource)]
struct AnimTest(Handle<Gltf>);
fn setup_main_scene_animations(
asset_server: Res<AssetServer>,
mut commands: Commands,
) {
/*commands.insert_resource(MainAnimations(vec![
asset_server.load("models/World.glb#Blueprint1_jump"),
asset_server.load("models/World.glb#Blueprint1_move"),
// asset_server.load("models/library/Blueprint6_animated.glb#Run"),
]));*/
commands.insert_resource(AnimTest(asset_server.load("models/World.glb")));
}
fn animations(
foo:Query<(Entity, &Name, &AnimationPlayer),(Added<AnimationPlayer>)>,
bla:Query<(Entity, &Name, &Animated),(Added<Animated>, Without<AnimationPlayerLink>)>,
blurp: Res<AnimTest>,
asset_server: Res<AssetServer>,
mut commands: Commands,
assets_gltf: Res<Assets<Gltf>>,
) {
for (entity, name, animated) in bla.iter() {
// println!("animated stuf {:?} on entity {}", animated, name);
let gltf = assets_gltf.get(&blurp.0).unwrap();
let animations_list = animated;
let mut matching_data = true;
for animation_name in &animations_list.animations {
if !gltf.named_animations.contains_key(animation_name){
matching_data = false;
break;
}
}
if matching_data {
println!("inserting Animations components into {} ({:?})", name, entity);
println!("Found match {:?}", gltf.named_animations);
commands.entity(entity).remove::<Animations>();
commands.entity(entity).insert((
Animations {
named_animations: gltf.named_animations.clone()
}
));
}
}
/*for bla in foo.iter() {
for bla in foo.iter() {
let mut counter = 0;
counter +=1;
println!("found some animations {} {}", counter, bla.1);
@ -189,7 +150,9 @@ fn animations(
named_animations:
})*/
}
}*/
}
}
pub struct GamePlugin;
@ -199,15 +162,12 @@ impl Plugin for GamePlugin {
.add_systems(Update, validate_export)
.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)))
/* .add_systems(Update, generate_screenshot.run_if(on_timer(Duration::from_secs_f32(0.2)))) // TODO: run once
.add_systems(Update, animations)
.add_systems(Update, generate_screenshot.run_if(on_timer(Duration::from_secs_f32(0.2)))) // TODO: run once
.add_systems(
Update,
exit_game.run_if(on_timer(Duration::from_secs_f32(0.5))),
) // shut down the app after this time*/
) // shut down the app after this time
;
}
}

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@ -68,7 +68,6 @@ def copy_animation_data(source, target):
bpy.ops.object.make_links_data(type='ANIMATION')
# we add an "animated" flag component
target['Animated'] = f'(animations: {animations})'.replace("'", '"') #'(animations: [])' #
"""print("copying animation data for", source.name, target.animation_data)
properties = [p.identifier for p in source.animation_data.bl_rna.properties if not p.is_readonly]
for prop in properties:

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@ -31,10 +31,6 @@ def setup_data(request):
if os.path.exists(diagnostics_file_path):
os.remove(diagnostics_file_path)
hierarchy_file_path = os.path.join(root_path, "bevy_hierarchy.json")
if os.path.exists(hierarchy_file_path):
os.remove(hierarchy_file_path)
screenshot_observed_path = os.path.join(root_path, "screenshot.png")
if os.path.exists(screenshot_observed_path):
os.remove(screenshot_observed_path)