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@ -1,5 +1,5 @@
[![Bevy tracking](https://img.shields.io/badge/Bevy%20tracking-released%20version-lightblue)](https://github.com/bevyengine/bevy/blob/main/docs/plugins_guidelines.md#main-branch-tracking)
[![License](https://img.shields.io/crates/l/blenvy)](https://github.com/kaosat-dev/Blenvy/blob/main/LICENSE.md)
[![License](https://img.shields.io/crates/l/bevy_gltf_components)](https://github.com/kaosat-dev/Blender_bevy_components_workflow/blob/main/LICENSE.md)
[![ko-fi](https://ko-fi.com/img/githubbutton_sm.svg)](https://ko-fi.com/F1F5TO32O)
# BLENVY: a friendly Blender <=> Bevy workflow !

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@ -261,7 +261,7 @@ Bevy Side:
- [ ] fix animations handling
- [x] fix/upgrade blueprint level animations
- [x] fix/upgrade scene level animations
- [x] rename SceneAnimations to InstanceAnimations (more coherent with the rest)
- [ ] rename SceneAnimations to LevelAnimations (more coherent with the rest)
- [ ] add back & cleanup animation frame triggers
- [x] move sub blueprint handling to blueprints_finalize_instances
- [x] look into component overriding , it seems broken:
@ -295,7 +295,7 @@ Bevy Side:
Injection => inject lights & co => spawn => afterSpawn
=> Injection => inject lights & co
- [ ] add a way of overriding assets for collection instances => how can we make this possible
- [ ] add a way of overriding assets for collection instances => doubt this is possible
- [ ] cleanup all the spurious debug messages
- [x] fix animation handling
- [x] how to deal with animation graphs ?
@ -305,7 +305,6 @@ Bevy Side:
- [x] make "InBlueprint" non optional,
- [x] and perhaps rename it to "FromBlueprint"
- [ ] perhaps change it to FromBlueprint(BlueprintInfo)
- [ ] in order for this to work correctly, stop iterating descendants as soon as there is one with an Existing FromBlueprint component
- [x] BlueprintInstanceDisabled => BlueprintInstanceDisabled
- [x] fix "remove component" operator from the rename/fix/update components panel
@ -313,9 +312,8 @@ Bevy Side:
- [ ] update main docs
- [x] rename project to Blenvy
- [x] replace all references to the old 2 add-ons with those to Blenvy
- [ ] replace all references to the old 2 add-ons with those to Blenvy
- [x] rename repo to "Blenvy"
- [x] do a deprecation release of all bevy_gltf_xxx crates to point at the new Blenvy crate
- [ ] material assets seem to be added to list regardless of whether material exports are enabled or not
clear && pytest -svv --blender-template ../../testing/bevy_example/art/testing_library.blend --blender-executable /home/ckaos/tools/blender/blender-4.1.0-linux-x64/blender tests/test_bevy_integration_prepare.py && pytest -svv --blender-executable /home/ckaos/tools/blender/blender-4.1.0-linux-x64/blender tests/test_bevy_integration.py

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@ -1,18 +0,0 @@
## SystemSet
the ordering of systems is very important !
For example to replace your proxy components (stand-in components when you cannot/ do not want to use real components in the gltf file) with actual ones, which should happen **AFTER** the Blueprint based spawning,
so ```blenvy``` provides a **SystemSet** for that purpose: ```GltfBlueprintsSet```
Typically , the order of systems should be
***blenvy (GltfComponentsSet::Injection)*** => ***blenvy (GltfBlueprintsSet::Spawn, GltfBlueprintsSet::AfterSpawn)*** => ***replace_proxies***
see https://github.com/kaosat-dev/Blenvy/tree/main/examples/blenvy/basic for how to set it up correctly

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@ -43,7 +43,7 @@ Here's a minimal usage example:
# Cargo.toml
[dependencies]
bevy="0.14"
blenvy = { version = "0.1.0-alpha.1"}
blenvy = { version = "0.1.0"}
```
@ -54,7 +54,7 @@ use blenvy::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugins(BlenvyPlugin::default())
.add_plugins(BlenvyPlugin)
.add_systems(Startup, setup_game)
.add_systems(Update, spawn_blueprint_instance)
@ -78,13 +78,13 @@ fn setup_game(
fn spawn_blueprint_instance(
mut commands: Commands,
keycode: Res<ButtonInput<KeyCode>>,
keycode: Res<Input<KeyCode>>,
){
if keycode.just_pressed(KeyCode::KeyS) {
if keycode.just_pressed(KeyCode::S) {
let new_entity = commands.spawn((
BlueprintInfo::from_path("spawnable.glb"), // mandatory !!
BlueprintInfo(name: "Health_Pickup".to_string(), path:""), // mandatory !!
SpawnBlueprint, // mandatory !!
TransformBundle::from_transform(Transform::from_xyz(0.0, 2.0, 0.2)), // VERY important !!
TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)), // VERY important !!
// any other component you want to insert
));
}
@ -96,7 +96,7 @@ fn spawn_blueprint_instance(
Add the following to your `[dependencies]` section in `Cargo.toml`:
```toml
blenvy = "0.1.0-alpha.1"
blenvy = "0.1.0"
```
Or use `cargo add`:
@ -114,13 +114,14 @@ use blenvy::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugin(BlenvyPlugin::default())
.add_plugin(BlenvyPlugin)
.run();
}
```
you may want to configure your settings:
you may want to configure your "library"/"blueprints" settings:
```rust no_run
use bevy::prelude::*;
@ -144,8 +145,7 @@ fn main() {
You can spawn entities from blueprints like this:
```rust no_run
commands.spawn((
BlueprintInfo::from_path("Health_Pickup.glb"), // mandatory !!
// or the alterive: BlueprintInfo{name:"health pickup1".into(), path:"Health_Pickup.glb".into()}
BlueprintInfo("Health_Pickup".to_string()), // mandatory !!
SpawnBlueprint, // mandatory !!
TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)), // optional
@ -154,7 +154,7 @@ commands.spawn((
```
Once spawning of the actual entity is done, the contents (components, children etc) of the Blueprint will have been merged with those of the entity itself.
Once spawning of the actual entity is done, the spawned Blueprint will be *gone/merged* with the contents of Blueprint !
> Important :
you can **add** or **override** components present inside your Blueprint when spawning the BluePrint itself: ie
@ -165,7 +165,7 @@ you can just add any additional components you need when spawning :
```rust no_run
commands.spawn((
BlueprintInfo::from_path("Health_Pickup.glb"),
BlueprintInfo("Health_Pickup".to_string()),
SpawnBlueprint,
TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)),
// from Rapier/bevy_xpbd: this means the entity will also have a velocity component when inserted into the world
@ -183,7 +183,7 @@ any component you specify when spawning the Blueprint that is also specified **w
for example
```rust no_run
commands.spawn((
BlueprintInfo::from_path("Health_Pickup.glb"),
BlueprintInfo(path: "Health_Pickup.glb".into()),
SpawnBlueprint,
TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)),
HealthPowerUp(20)// if this is component is also present inside the "Health_Pickup" blueprint, that one will be replaced with this component during spawning
@ -217,65 +217,67 @@ This way all your levels, your dynamic entities etc, are kept seperated from UI
```
## Registry
## SystemSet
Blenvy automatically exports a Json file containing of all your registered components/ types, in order to be able to create UIs that allows you to add & edit your components directly in Blender in the [Blenvy](https://github.com/kaosat-dev/Blenvy/tree/main/tools/blenvy) Blender add-on
- The output file will be generated in the ```Startup``` schedule whenever you run your app.
- Every time you compile & run your app, the output json file will be updated.
the ordering of systems is very important !
## Materials
For example to replace your proxy components (stand-in components when you cannot/ do not want to use real components in the gltf file) with actual ones, which should happen **AFTER** the Blueprint based spawning,
so ```blenvy``` provides a **SystemSet** for that purpose: ```GltfBlueprintsSet```
Typically , the order of systems should be
***bevy_gltf_components (GltfComponentsSet::Injection)*** => ***blenvy (GltfBlueprintsSet::Spawn, GltfBlueprintsSet::AfterSpawn)*** => ***replace_proxies***
see https://github.com/kaosat-dev/Blenvy/tree/main/examples/blenvy/basic for how to set it up correctly
Ff you enable it on the blender side, Blenvy will be using "material libraries" to share common textures/materials between blueprints, in order to avoid asset & memory bloat:
Ie for example without this option, 56 different blueprints using the same material with a large texture would lead to the material/texture being embeded
56 times !!
Generating optimised blueprints and material libraries can be automated using the [Blender plugin](https://github.com/kaosat-dev/Blenvy/tree/main/tools/blenvy)
## Animation
```blenvy``` provides some lightweight helpers to deal with animations stored in gltf files
It has both support for blueprint level animations (shared by all blueprint instance of the same blueprint)
* an ```BlueprintAnimations``` component that gets inserted into spawned (root) entities that contains a hashmap of all animations contained inside that entity/gltf file .
* an ```BlueprintAnimationPlayerLink``` component that gets inserted into spawned (root) entities, to make it easier to find Bevy's ```AnimationPlayer``` and ```AnimationTransitions``` components
And instance level animations (specific to one instance)
* an ```InstanceAnimations``` component that gets inserted into spawned (root) entities that contains a hashmap of all animations **specific to that instance** .
* an ```InstanceAnimationPlayerLink``` component that gets inserted into spawned (root) entities, to make it easier to find Bevy's ```AnimationPlayer``` and ```AnimationTransitions``` components for the animations above
* an ```Animations``` component that gets inserted into spawned (root) entities that contains a hashmap of all animations contained inside that entity/gltf file .
(this is a copy of the ```named_animations``` inside Bevy's gltf structures )
* an ```AnimationPlayerLink``` component that gets inserted into spawned (root) entities, to make it easier to trigger/ control animations than it usually is inside Bevy + Gltf files
The workflow for animations is as follows:
* create a gltf file with animations (using Blender & co) as you would normally do
* inside Bevy, use the ```blenvy``` boilerplate (see sections above), no specific setup beyond that is required
* to control the animation of an entity, you need to query for entities that have both ```BlueprintAnimationPlayerLink``` and ```BlueprintAnimations``` components (added by ```blenvy```) AND entities with the ```AnimationPlayer``` component
* to control the animation of an entity, you need to query for entities that have both ```AnimationPlayerLink``` and ```Animations``` components (added by ```blenvy```) AND entities with the ```AnimationPlayer``` component
For example (blueprint animations):
For example:
```rust no_run
pub fn trigger_blueprint_animations(
animated_foxes: Query<(&BlueprintAnimationPlayerLink, &BlueprintAnimations), With<Fox>>,
mut animation_players: Query<(&mut AnimationPlayer, &mut AnimationTransitions)>,
keycode: Res<ButtonInput<KeyCode>>,
){
if keycode.just_pressed(KeyCode::KeyW) {
for (link, animations) in animated_foxes.iter() {
let (mut animation_player, mut animation_transitions) =
animation_players.get_mut(link.0).unwrap();
// example of changing animation of entities based on proximity to the player, for "fox" entities (Tag component)
pub fn animation_change_on_proximity_foxes(
players: Query<&GlobalTransform, With<Player>>,
animated_foxes: Query<(&GlobalTransform, &AnimationPlayerLink, &Animations ), With<Fox>>,
let anim_name = "Walk";
animation_transitions
.play(
&mut animation_player,
animations
.named_indices
.get(anim_name)
.expect("animation name should be in the list")
.clone(),
Duration::from_secs(5),
)
.repeat();
mut animation_players: Query<&mut AnimationPlayer>,
){
for player_transforms in players.iter() {
for (fox_tranforms, link, animations) in animated_foxes.iter() {
let distance = player_transforms
.translation()
.distance(fox_tranforms.translation());
let mut anim_name = "Walk";
if distance < 8.5 {
anim_name = "Run";
}
else if distance >= 8.5 && distance < 10.0{
anim_name = "Walk";
}
else if distance >= 10.0 && distance < 15.0{
anim_name = "Survey";
}
// now play the animation based on the chosen animation name
let mut animation_player = animation_players.get_mut(link.0).unwrap();
animation_player.play_with_transition(
animations.named_animations.get(anim_name).expect("animation name should be in the list").clone(),
Duration::from_secs(3)
).repeat();
}
}
}
@ -283,15 +285,17 @@ pub fn trigger_blueprint_animations(
see https://github.com/kaosat-dev/Blenvy/tree/main/examples/blenvy/animation for how to set it up correctly
particularly from https://github.com/kaosat-dev/Blenvy/tree/main/examples/blenvy/animation/game/in_game.rs
## Additional features
this crate also includes automatic handling of lights in gltf files, to attempt to match Blender's eevee rendering as close as possible:
* **BlenderLightShadows** (automatically generated by the gltf_auto_export Blender add-on) allows you to toggle light's shadows on/off in Blender and have matching
behaviour in Bevy
* **BlenderBackgroundShader** aka background color is also automatically set on the Bevy side
* **BlenderShadowSettings** sets the cascade_size on the bevy side to match the one configured in Blender
## Materials
Ff you enable it on the blender side, Blenvy will be using "material libraries" to share common textures/materials between blueprints, in order to avoid asset & memory bloat:
Ie for example without this option, 56 different blueprints using the same material with a large texture would lead to the material/texture being embeded
56 times !!
Generating optimised blueprints and material libraries can be automated using the latests version of the [Blender plugin](https://github.com/kaosat-dev/Blenvy/tree/main/tools/blenvy)
## Examples
@ -314,7 +318,7 @@ The main branch is compatible with the latest Bevy release, while the branch `be
Compatibility of `blenvy` versions:
| `blenvy` | `bevy` |
| :-- | :-- |
| `0.1` | `0.14` |
| `0.1 - 0.2` | `0.14` |
| branch `main` | `0.14` |
| branch `bevy_main` | `main` |

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@ -1,6 +1,6 @@
[![Crates.io](https://img.shields.io/crates/v/bevy_gltf_blueprints)](https://crates.io/crates/bevy_gltf_blueprints)
[![Docs](https://img.shields.io/docsrs/bevy_gltf_blueprints)](https://docs.rs/bevy_gltf_blueprints/latest/bevy_gltf_blueprints/)
[![License](https://img.shields.io/crates/l/bevy_gltf_blueprints)](https://github.com/kaosat-dev/Blenvy/blob/main/crates/bevy_gltf_blueprints/License.md)
[![License](https://img.shields.io/crates/l/bevy_gltf_blueprints)](https://github.com/kaosat-dev/Blender_bevy_components_workflow/blob/main/crates/bevy_gltf_blueprints/License.md)
[![Bevy tracking](https://img.shields.io/badge/Bevy%20tracking-released%20version-lightblue)](https://github.com/bevyengine/bevy/blob/main/docs/plugins_guidelines.md#main-branch-tracking)
# bevy_gltf_blueprints (deprecated in favor of Blenvy)
@ -18,8 +18,8 @@ A blueprint is a set of **overrideable** components + a hierarchy: ie
* a component called BlueprintName
Particularly useful when using [Blender](https://www.blender.org/) as an editor for the [Bevy](https://bevyengine.org/) game engine, combined with the Blender add-ons that do a lot of the work for you
- [gltf_auto_export](https://github.com/kaosat-dev/Blenvy/tree/main/tools/gltf_auto_export)
- [bevy_components](https://github.com/kaosat-dev/Blenvy/tree/main/tools/bevy_components)
- [gltf_auto_export](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/tools/gltf_auto_export)
- [bevy_components](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/tools/bevy_components)
## Usage
@ -226,7 +226,7 @@ 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/Blenvy/tree/main/examples/bevy_gltf_blueprints/basic) for how to set it up correctly
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
@ -280,9 +280,9 @@ pub fn animation_change_on_proximity_foxes(
}
```
see [here](https://github.com/kaosat-dev/Blenvy/tree/main/examples/bevy_gltf_blueprints/animation) for how to set it up correctly
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
particularly from [here](https://github.com/kaosat-dev/Blenvy/tree/main/examples/bevy_gltf_blueprints/animation/src/game/in_game.rs)
particularly from [here](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/animation/src/game/in_game.rs)
## Materials
@ -303,9 +303,9 @@ 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/Blenvy/tree/main/examples/bevy_gltf_blueprints/materials) for how to set it up correctly
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
Generating optimised blueprints and material libraries can be automated using the latests version of the [Blender plugin](https://github.com/kaosat-dev/Blenvy/tree/main/tools/gltf_auto_export)
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)
## Legacy mode
@ -319,7 +319,7 @@ BlueprintsPlugin{legacy_mode: false}
```
You **need** to disable legacy mode if you want to use the [```bevy_components```](https://github.com/kaosat-dev/Blenvy/tree/tools_bevy_blueprints/tools/bevy_components) Blender addon + the [```bevy_registry_export crate```](https://crates.io/crates/bevy_registry_export) !
You **need** to disable legacy mode if you want to use the [```bevy_components```](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/tools_bevy_blueprints/tools/bevy_components) Blender addon + the [```bevy_registry_export crate```](https://crates.io/crates/bevy_registry_export) !
As it create custom properties that are writen in real **ron** file format instead of a simplified version (the one in the legacy mode)
@ -328,15 +328,15 @@ As it create custom properties that are writen in real **ron** file format inste
## Examples
* [basic](https://github.com/kaosat-dev/Blenvy/tree/main/examples/bevy_gltf_blueprints/basic)
* [basic](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/basic)
* [xbpd](https://github.com/kaosat-dev/Blenvy/tree/main/examples/bevy_gltf_blueprints/basic_xpbd_physics)
* [xbpd](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/basic_xpbd_physics)
* [animation](https://github.com/kaosat-dev/Blenvy/tree/main/examples/bevy_gltf_blueprints/animation)
* [animation](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/animation)
* [materials](https://github.com/kaosat-dev/Blenvy/tree/main/examples/bevy_gltf_blueprints/materials)
* [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/Blenvy/tree/main/examples/bevy_gltf_blueprints/multiple_levels_multiple_blendfiles)
* [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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@ -1,6 +1,6 @@
[![Crates.io](https://img.shields.io/crates/v/bevy_gltf_components)](https://crates.io/crates/bevy_gltf_components)
[![Docs](https://img.shields.io/docsrs/bevy_gltf_components)](https://docs.rs/bevy_gltf_components/latest/bevy_gltf_components/)
[![License](https://img.shields.io/crates/l/bevy_gltf_components)](https://github.com/kaosat-dev/Blenvy/blob/main/crates/bevy_gltf_components/License.md)
[![License](https://img.shields.io/crates/l/bevy_gltf_components)](https://github.com/kaosat-dev/Blender_bevy_components_workflow/blob/main/crates/bevy_gltf_components/License.md)
[![Bevy tracking](https://img.shields.io/badge/Bevy%20tracking-released%20version-lightblue)](https://github.com/bevyengine/bevy/blob/main/docs/plugins_guidelines.md#main-branch-tracking)
@ -15,7 +15,7 @@ This crate allows you to define [Bevy](https://bevyengine.org/) components direc
***important*** : the plugin for processing gltf files runs in ***update*** , so you cannot use the components directly if you spawn your scene from gltf in ***setup*** (the additional components will not show up)
Please see the
* [example](https://github.com/kaosat-dev/Blenvy/tree/main/examples/bevy_gltf_components/basic)
* [example](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_components/basic)
* or use [```bevy_asset_loader```](https://github.com/NiklasEi/bevy_asset_loader) for reliable preloading of files, as this crate does not deal with loading your assets.
* alternatively, use the [```bevy_gltf_blueprints```](https://crates.io/crates/bevy_gltf_blueprints) crate, built on this crate's features,
that allows you to directly spawn entities from gltf based blueprints.
@ -31,7 +31,7 @@ bevy_gltf_components = { version = "0.6"}
```
```rust no_run
//too barebones of an example to be meaningfull, please see https://github.com/kaosat-dev/Blenvy/bevy_gltf_components/examples/basic for a real example
//too barebones of an example to be meaningfull, please see https://github.com/kaosat-dev/Blender_bevy_components_workflow/bevy_gltf_components/examples/basic for a real example
fn main() {
App::new()
.add_plugins(DefaultPlugins)
@ -86,7 +86,7 @@ Or disable the legacy mode: (enabled by default)
ComponentsFromGltfPlugin{legacy_mode: false}
```
You **need** to disable legacy mode if you want to use the [```bevy_components```](https://github.com/kaosat-dev/Blenvy/tree/main/tools/bevy_components) Blender addon + the [```bevy_registry_export crate```](https://crates.io/crates/bevy_registry_export) !
You **need** to disable legacy mode if you want to use the [```bevy_components```](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/tools/bevy_components) Blender addon + the [```bevy_registry_export crate```](https://crates.io/crates/bevy_registry_export) !
As it create custom properties that are writen in real **ron** file format
instead of a simplified version (the one in the legacy mode)
@ -118,7 +118,7 @@ Typically , the order of systems should be
## Examples
https://github.com/kaosat-dev/Blenvy/tree/main/examples/bevy_gltf_components/basic
https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_components/basic

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@ -1,6 +1,6 @@
[![Crates.io](https://img.shields.io/crates/v/bevy_registry_export)](https://crates.io/crates/bevy_registry_export)
[![Docs](https://img.shields.io/docsrs/bevy_registry_export)](https://docs.rs/bevy_registry_export/latest/bevy_registry_export/)
[![License](https://img.shields.io/crates/l/bevy_registry_export)](https://github.com/kaosat-dev/Blenvy/blob/main/crates/bevy_registry_export/License.md)
[![License](https://img.shields.io/crates/l/bevy_registry_export)](https://github.com/kaosat-dev/Blender_bevy_components_workflow/blob/main/crates/bevy_registry_export/License.md)
[![Bevy tracking](https://img.shields.io/badge/Bevy%20tracking-released%20version-lightblue)](https://github.com/bevyengine/bevy/blob/main/docs/plugins_guidelines.md#main-branch-tracking)
# bevy_registry_export (deprecated in favor of Blenvy)
@ -9,7 +9,7 @@
This plugin allows you to create a Json export of all your components/ registered types.
Its main use case is as a backbone for the [```bevy_components``` Blender add-on](https://github.com/kaosat-dev/Blenvy/tree/main/tools/bevy_components), that allows you to add & edit components directly in Blender, using the actual type definitions from Bevy
Its main use case is as a backbone for the [```bevy_components``` Blender add-on](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/tools/bevy_components), that allows you to add & edit components directly in Blender, using the actual type definitions from Bevy
(and any of your custom types & components that you register in Bevy).
@ -39,7 +39,7 @@ fn main() {
```
take a look at the [example](https://github.com/kaosat-dev/Blenvy/tree/main/examples/bevy_registry_export/basic/src/core/mod.rs) for more clarity
take a look at the [example](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_registry_export/basic/src/core/mod.rs) for more clarity
## Installation
@ -105,7 +105,7 @@ All examples are here:
> the examples use ```bevy_gltf_blueprints``` with the **legacy_mode** set to **FALSE** as the new custom properties generated by the Blender add-on require newer/ non legacy logic.
- https://github.com/kaosat-dev/Blenvy/tree/main/examples/bevy_registry_export/basic
- https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_registry_export/basic
## Compatible Bevy versions

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@ -1,6 +1,6 @@
[![Crates.io](https://img.shields.io/crates/v/bevy_gltf_save_load)](https://crates.io/crates/bevy_gltf_save_load)
[![Docs](https://img.shields.io/docsrs/bevy_gltf_save_load)](https://docs.rs/bevy_gltf_save_load/latest/bevy_gltf_save_load/)
[![License](https://img.shields.io/crates/l/bevy_gltf_save_load)](https://github.com/kaosat-dev/Blenvy/blob/main/crates/bevy_gltf_save_load/License.md)
[![License](https://img.shields.io/crates/l/bevy_gltf_save_load)](https://github.com/kaosat-dev/Blender_bevy_components_workflow/blob/main/crates/bevy_gltf_save_load/License.md)
[![Bevy tracking](https://img.shields.io/badge/Bevy%20tracking-released%20version-lightblue)](https://github.com/bevyengine/bevy/blob/main/docs/plugins_guidelines.md#main-branch-tracking)
# bevy_gltf_save_load (deprecated in favor of Blenvy)
@ -19,7 +19,7 @@ Built upon [bevy_gltf_blueprints](https://crates.io/crates/bevy_gltf_blueprints)
* ability to specify **which resources** to save or to exclude
* small(er) save files (only a portion of the entities is saved)
Particularly useful when using [Blender](https://www.blender.org/) as an editor for the [Bevy](https://bevyengine.org/) game engine, combined with the [Blender plugin](https://github.com/kaosat-dev/Blenvy/tree/main/tools/gltf_auto_export) that does a lot of the work for you (including spliting generating seperate gltf files for your static vs dynamic assets)
Particularly useful when using [Blender](https://www.blender.org/) as an editor for the [Bevy](https://bevyengine.org/) game engine, combined with the [Blender plugin](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/tools/gltf_auto_export) that does a lot of the work for you (including spliting generating seperate gltf files for your static vs dynamic assets)
A bit of heads up:
@ -135,7 +135,7 @@ pub fn setup_game(
```
take a look at the [example](https://github.com/kaosat-dev/Blenvy/blob/main/examples/bevy_gltf_save_load/basic/src/game/mod.rs) for more clarity
take a look at the [example](https://github.com/kaosat-dev/Blender_bevy_components_workflow/blob/main/examples/bevy_gltf_save_load/basic/src/game/mod.rs) for more clarity
## Installation
@ -265,7 +265,7 @@ pub fn request_load(
- ```LoadingFinished``` for loading
> Note: I **highly** recomend you change states when you start/finish saving & loading, otherwise things **will** get unpredictable
Please see [the example](https://github.com/kaosat-dev/Blenvy/tree/main/examples/bevy_gltf_save_load/basic/src/game/mod.rs) for this.
Please see [the example](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_save_load/basic/src/game/mod.rs) for this.
## Additional notes
@ -284,13 +284,13 @@ For convenience ```bevy_gltf_save_load``` provides two **SystemSets**
Highly advised to get a better understanding of how things work !
To get started I recomend looking at
- [world setup](https://github.com/kaosat-dev/Blenvy/tree/main/examples/bevy_gltf_save_load/basic/src/game/in_game.rs)
- [various events & co](https://github.com/kaosat-dev/Blenvy/tree/main/examples/bevy_gltf_save_load/basic/src/game/mod.rs)
- [world setup](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_save_load/basic/src/game/in_game.rs)
- [various events & co](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_save_load/basic/src/game/mod.rs)
All examples are here:
- https://github.com/kaosat-dev/Blenvy/tree/main/examples/bevy_gltf_save_load/basic
- https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_save_load/basic
## Compatible Bevy versions

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@ -3,7 +3,7 @@ use bevy::utils::HashMap;
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
/// storage for animations for a given entity's BLUEPRINT (ie for example a characters animations)
/// storage for animations for a given entity's BLUEPRINT (ie for example a characters animations), essentially a clone of gltf's `named_animations`
pub struct BlueprintAnimations {
pub named_animations: HashMap<String, Handle<AnimationClip>>,
pub named_indices: HashMap<String, AnimationNodeIndex>,
@ -24,8 +24,8 @@ pub struct BlueprintAnimationInfosLink(pub Entity);
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
/// storage for per instance / scene level animations for a given entity (hierarchy)
pub struct InstanceAnimations {
/// storage for scene level animations for a given entity (hierarchy), essentially a clone of gltf's `named_animations`
pub struct SceneAnimations {
pub named_animations: HashMap<String, Handle<AnimationClip>>,
pub named_indices: HashMap<String, AnimationNodeIndex>,
pub graph: Handle<AnimationGraph>,
@ -36,12 +36,12 @@ pub struct InstanceAnimations {
/// so that the root entity knows which of its children contains an actualy `AnimationPlayer` component
/// this is for convenience, because currently , Bevy's gltf parsing inserts `AnimationPlayers` "one level down"
/// ie armature/root for animated models, which means more complex queries to trigger animations that we want to avoid
pub struct InstanceAnimationPlayerLink(pub Entity);
pub struct SceneAnimationPlayerLink(pub Entity);
#[derive(Component, Debug)]
/// Same as the above but for scene's `AnimationInfos` components which get added (on the Blender side) to the entities that actually have the animations
/// which often is not the Blueprint or blueprint instance entity itself.
pub struct InstanceAnimationInfosLink(pub Entity);
pub struct SceneAnimationInfosLink(pub Entity);
/// Stores Animation information: name, frame informations etc
#[derive(Reflect, Default, Debug)]
@ -161,8 +161,8 @@ pub fn trigger_instance_animation_markers_events(
animation_infos: Query<(
Entity,
&AnimationMarkers,
&InstanceAnimationPlayerLink,
&InstanceAnimations,
&SceneAnimationPlayerLink,
&SceneAnimations,
&AnimationInfos,
)>,
animation_players: Query<&AnimationPlayer>,

View File

@ -99,10 +99,8 @@ impl Plugin for BlueprintsPlugin {
.register_type::<BlueprintInfo>()
.register_type::<MaterialInfo>()
.register_type::<SpawnBlueprint>()
.register_type::<BlueprintInstanceDisabled>()
.register_type::<HideUntilReady>()
.register_type::<BlueprintAnimations>()
.register_type::<InstanceAnimations>()
.register_type::<SceneAnimations>()
.register_type::<AnimationInfo>()
.register_type::<AnimationInfos>()
.register_type::<Vec<AnimationInfo>>()
@ -115,6 +113,7 @@ impl Plugin for BlueprintsPlugin {
.register_type::<Vec<String>>()
.register_type::<BlueprintAssets>()
.register_type::<HashMap<String, Vec<String>>>()
.register_type::<HideUntilReady>()
.configure_sets(
Update,
(GltfBlueprintsSet::Spawn, GltfBlueprintsSet::AfterSpawn)
@ -129,7 +128,7 @@ impl Plugin for BlueprintsPlugin {
blueprints_assets_loaded,
blueprints_scenes_spawned,
blueprints_cleanup_spawned_scene,
// beyond this point : post processing to finalize blueprint instances
// post process
inject_materials,
compute_scene_aabbs, // .run_if(aabbs_enabled),
blueprints_finalize_instances,
@ -146,7 +145,6 @@ impl Plugin for BlueprintsPlugin {
trigger_instance_animation_markers_events
),
)
// hot reload
.add_systems(Update, react_to_asset_changes.run_if(hot_reload));
}

View File

@ -1,10 +1,10 @@
use std::path::Path;
use std::path::PathBuf;
use bevy::{gltf::Gltf, prelude::*, scene::SceneInstance, utils::hashbrown::HashMap};
use serde_json::Value;
use crate::{
AnimationInfos, AssetLoadTracker, AssetToBlueprintInstancesMapper, BlenvyConfig, BlueprintAnimationInfosLink, BlueprintAnimationPlayerLink, BlueprintAnimations, BlueprintAssets, BlueprintAssetsLoadState, BlueprintAssetsLoaded, BlueprintAssetsNotLoaded, InstanceAnimationInfosLink, InstanceAnimationPlayerLink, InstanceAnimations, WatchingForChanges
AnimationInfos, AssetLoadTracker, AssetToBlueprintInstancesMapper, BlenvyConfig, BlueprintAnimationInfosLink, BlueprintAnimationPlayerLink, BlueprintAnimations, BlueprintAssets, BlueprintAssetsLoadState, BlueprintAssetsLoaded, BlueprintAssetsNotLoaded, SceneAnimationInfosLink, SceneAnimationPlayerLink, SceneAnimations
};
/// this is a flag component for our levels/game world
@ -20,6 +20,7 @@ pub struct BlueprintInfo {
pub name: String,
pub path: String,
}
use std::path::Path;
impl BlueprintInfo {
pub fn from_path(path: &str) -> BlueprintInfo {
@ -38,15 +39,9 @@ pub struct SpawnBlueprint;
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
/// flag component marking any spawned child of blueprints
/// flag component marking any spwaned child of blueprints
pub struct FromBlueprint;
// TODO: move to save_load
#[derive(Component, Reflect, Debug, Default)]
#[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 DynamicBlueprintInstance;
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
/// flag component to force adding newly spawned entity as child of game world
@ -63,8 +58,7 @@ pub(crate) struct OriginalChildren(pub Vec<Entity>);
/// as it would first become invisible before re-appearing again
pub struct HideUntilReady;
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
#[derive(Component)]
/// marker component, gets added to all children of a currently spawning blueprint instance, can be usefull to avoid manipulating still in progress entities
pub struct BlueprintInstanceDisabled;
@ -89,7 +83,13 @@ pub enum BlueprintEvent {
},
}
// TODO: move this somewhere else ?
#[derive(Component, Reflect, Debug, Default)]
#[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 DynamicBlueprintInstance;
// TODO: move these somewhere else ?
#[derive(Component, Reflect, Debug, Default)]
#[reflect(Component)]
/// component gets added when a blueprint starts spawning, removed when spawning is completely done
@ -98,6 +98,8 @@ pub struct BlueprintSpawning;
use gltf::Gltf as RawGltf;
/*
Overview of the Blueprint Spawning process
- Blueprint Load Assets
@ -116,22 +118,23 @@ Overview of the Blueprint Spawning process
pub(crate) fn blueprints_prepare_spawn(
blueprint_instances_to_spawn: Query<
(Entity, &BlueprintInfo),
(Entity, &BlueprintInfo, Option<&Name>),
Added<SpawnBlueprint>,
>,
mut commands: Commands,
asset_server: Res<AssetServer>,
// for hot reload
watching_for_changes: Res<WatchingForChanges>,
mut assets_to_blueprint_instances: ResMut<AssetToBlueprintInstancesMapper>,
// for debug
// all_names: Query<&Name>
all_names: Query<&Name>
) {
for (entity, blueprint_info) in blueprint_instances_to_spawn.iter() {
for (entity, blueprint_info, entity_name) in blueprint_instances_to_spawn.iter() {
info!(
"BLUEPRINT: to spawn detected: {:?} path:{:?}",
blueprint_info.name, blueprint_info.path
);
//println!("all assets {:?}", all_assets);
//////////////
// we add the asset of the blueprint itself
// TODO: add detection of already loaded data
let untyped_handle = asset_server.load_untyped(&blueprint_info.path);
@ -164,6 +167,7 @@ pub(crate) fn blueprints_prepare_spawn(
// println!("all_assets {:?}", all_assets);
for asset in all_assets.assets.iter() {
println!("ASSET {}",asset.path);
let untyped_handle = asset_server.load_untyped(&asset.path);
let asset_id = untyped_handle.id();
let loaded = asset_server.is_loaded_with_dependencies(asset_id);
@ -180,19 +184,15 @@ pub(crate) fn blueprints_prepare_spawn(
// FIXME: dang, too early, asset server has not yet started loading yet
// let path_id = asset_server.get_path_id(&asset.path).expect("we should have alread checked for this asset");
let path_id = asset.path.clone();
// Only do this if hot reload is enabled
if watching_for_changes.0 {
if !assets_to_blueprint_instances.untyped_id_to_blueprint_entity_ids.contains_key(&path_id) {
assets_to_blueprint_instances.untyped_id_to_blueprint_entity_ids.insert(path_id.clone(), vec![]);
}
// only insert if not already present in mapping
if !assets_to_blueprint_instances.untyped_id_to_blueprint_entity_ids[&path_id].contains(&entity) {
// println!("adding mapping between {} and entity {:?}", path_id, all_names.get(entity));
assets_to_blueprint_instances.untyped_id_to_blueprint_entity_ids.get_mut(&path_id).unwrap().push(entity);
}
// TODO: make this dependant on if hot reload is enabled or not
if !assets_to_blueprint_instances.untyped_id_to_blueprint_entity_ids.contains_key(&path_id) {
assets_to_blueprint_instances.untyped_id_to_blueprint_entity_ids.insert(path_id.clone(), vec![]);
}
// only insert if not already present in mapping
if !assets_to_blueprint_instances.untyped_id_to_blueprint_entity_ids[&path_id].contains(&entity) {
println!("adding mapping between {} and entity {:?}", path_id, all_names.get(entity));
assets_to_blueprint_instances.untyped_id_to_blueprint_entity_ids.get_mut(&path_id).unwrap().push(entity);
}
}
}
}
@ -231,8 +231,6 @@ pub(crate) fn blueprints_check_assets_loading(
asset_server: Res<AssetServer>,
mut commands: Commands,
mut blueprint_events: EventWriter<BlueprintEvent>,
// for hot reload
watching_for_changes: Res<WatchingForChanges>,
) {
for (entity, blueprint_info, mut assets_to_load) in blueprint_assets_to_load.iter_mut() {
let mut all_loaded = true;
@ -268,12 +266,8 @@ pub(crate) fn blueprints_check_assets_loading(
.entity(entity)
.insert(BlueprintAssetsLoaded)
.remove::<BlueprintAssetsNotLoaded>()
//.remove::<BlueprintAssetsLoadState>() //REMOVE this component in release mode/ when hot reload is off, keep it for dev/hot reload
;
if !watching_for_changes.0 {
commands.entity(entity)
.remove::<BlueprintAssetsLoadState>(); //we REMOVE this component when in hot reload is OFF, as we
}
}
}
}
@ -327,7 +321,7 @@ pub(crate) fn blueprints_assets_loaded(
);
// info!("attempting to spawn {:?}", model_path);
let model_handle: Handle<Gltf> = asset_server.load(blueprint_info.path.clone());
let model_handle: Handle<Gltf> = asset_server.load(blueprint_info.path.clone()); // FIXME: kinda weird now
let blueprint_gltf = assets_gltf.get(&model_handle).unwrap_or_else(|| {
panic!(
@ -371,8 +365,8 @@ pub(crate) fn blueprints_assets_loaded(
}
let graph = graphs.add(graph);
//println!("Named animations : {:?}", named_animations.keys());
//println!("ANIMATION INFOS: {:?}", animation_infos);
println!("Named animations : {:?}", named_animations.keys());
println!("ANIMATION INFOS: {:?}", animation_infos);
commands.entity(entity).insert((
SceneBundle {
@ -382,7 +376,7 @@ pub(crate) fn blueprints_assets_loaded(
},
OriginalChildren(original_children),
BlueprintAnimations {
// TODO: perhaps swap this out with InstanceAnimations depending on whether we are spawning a level or a simple blueprint
// TODO: perhaps swap this out with SceneAnimations depending on whether we are spawning a level or a simple blueprint
// these are animations specific to the blueprint
named_animations,
named_indices,
@ -478,11 +472,11 @@ pub(crate) fn blueprints_scenes_spawned(
if with_blueprint_infos.get(parent).is_ok() {
if parent == entity {
//println!("yohoho");
/*println!(
println!(
"Parent blueprint instance of {:?} is {:?}",
all_names.get(child),
all_names.get(parent)
);*/
);
commands.entity(child).insert(SubBlueprintSpawnRoot(entity)); // Injecting to know which entity is the root
@ -510,6 +504,8 @@ pub(crate) fn blueprints_scenes_spawned(
}
}
println!("sub blueprint instances {:?}", sub_blueprint_instance_names);
if tracker_data.keys().len() > 0 {
commands.entity(entity).insert(SubBlueprintsSpawnTracker {
sub_blueprint_instances: tracker_data.clone(),
@ -559,9 +555,9 @@ pub(crate) fn blueprints_cleanup_spawned_scene(
for (original, children, original_children, name, animations) in
blueprint_scenes.iter()
{
info!("Cleaning up spawned scene {:?}", name);
info!("YOOO ready !! removing empty nodes {:?}", name);
if children.len() == 0 { // TODO: investigate, Honestly not sure if this issue from Bevy 0.12 is still present at all anymore
if children.len() == 0 {
warn!("timing issue ! no children found, please restart your bevy app (bug being investigated)");
continue;
}
@ -621,7 +617,7 @@ pub(crate) fn blueprints_cleanup_spawned_scene(
.insert((transitions, animations.graph.clone()));
}
}
// FIXME VERY convoluted, but it works
// VERY convoluted, but it works
for child in all_children.iter_descendants(blueprint_root_entity) {
if with_animation_infos.get(child).is_ok() {
// player is already on the same entity as the animation_infos
@ -634,26 +630,26 @@ pub(crate) fn blueprints_cleanup_spawned_scene(
);
commands
.entity(original)
.insert(
.insert((
//BlueprintAnimationPlayerLink(bla),
BlueprintAnimationInfosLink(child)
)
))
;
} else {
for parent in all_parents.iter_ancestors(child) {
if animation_players.get(parent).is_ok() {
/*println!(
println!(
"found SCENE animation player for {:?} at {:?} Root: {:?}",
all_names.get(child),
all_names.get(parent),
all_names.get(original)
);
println!("INSERTING SCENE ANIMATIONS INTO");*/
println!("INSERTING SCENE ANIMATIONS INTO");
let original_animations = anims.get(original).unwrap();
commands.entity(child).insert((
InstanceAnimationPlayerLink(parent),
InstanceAnimations {
SceneAnimationPlayerLink(parent),
SceneAnimations {
named_animations: original_animations
.named_animations
.clone(),
@ -663,7 +659,7 @@ pub(crate) fn blueprints_cleanup_spawned_scene(
));
}
if with_animation_infos.get(parent).is_ok() {
commands.entity(child).insert(InstanceAnimationInfosLink(parent));
commands.entity(child).insert(SceneAnimationInfosLink(parent));
}
}
@ -707,7 +703,8 @@ pub(crate) fn blueprints_finalize_instances(
all_children: Query<&Children>,
mut blueprint_events: EventWriter<BlueprintEvent>,
mut commands: Commands,
// all_names: Query<&Name>
all_names: Query<&Name>
) {
for (entity, name, blueprint_info, parent_blueprint, hide_until_ready) in
blueprint_instances.iter()
@ -747,9 +744,11 @@ pub(crate) fn blueprints_finalize_instances(
}
}
if all_spawned {
// let root_name = all_names.get(track_root.0);
// println!("ALLLLL SPAAAAWNED for {} named {:?}", track_root.0, root_name);
commands.entity(track_root.0).insert(BlueprintChildrenReady);
let root_name = all_names.get(track_root.0);
println!("ALLLLL SPAAAAWNED for {} named {:?}", track_root.0, root_name);
commands.entity(track_root.0).insert(BlueprintChildrenReady);
}
}
}

View File

@ -21,7 +21,7 @@ use bevy::{
/// ```
/// # use bevy::prelude::*;
/// # use bevy::gltf::*;
/// # use blenvy::ComponentsFromGltfPlugin;
/// # use bevy_gltf_components::ComponentsFromGltfPlugin;
///
/// //too barebones of an example to be meaningfull, please see https://github.com/kaosat-dev/Blenvy/examples/basic for a real example
/// fn main() {

View File

@ -1,5 +1,5 @@
use bevy::{prelude::*, scene::SceneInstance};
use blenvy::{BluePrintBundle, BlueprintName, GameWorldTag, Library};
use bevy_gltf_blueprints::{BluePrintBundle, BlueprintName, GameWorldTag, Library};
use std::path::Path;
use crate::{DynamicEntitiesRoot, SaveLoadConfig, StaticEntitiesRoot, StaticEntitiesStorage};

View File

@ -12,7 +12,7 @@ pub use loading::*;
use bevy::core_pipeline::core_3d::{Camera3dDepthTextureUsage, ScreenSpaceTransmissionQuality};
use bevy::prelude::*;
use bevy::prelude::{App, IntoSystemConfigs, Plugin};
use blenvy::GltfBlueprintsSet;
use bevy_gltf_blueprints::GltfBlueprintsSet;
#[derive(SystemSet, Debug, Hash, PartialEq, Eq, Clone)]
pub enum SavingSet {

View File

@ -4,4 +4,3 @@ use bevy::prelude::*;
#[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);

View File

@ -1,6 +1,6 @@
use bevy::prelude::*;
use bevy::tasks::IoTaskPool;
use blenvy::{BlueprintName, InBlueprint, Library, SpawnHere};
use bevy_gltf_blueprints::{BlueprintName, InBlueprint, Library, SpawnHere};
use std::fs::File;
use std::io::Write;

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@ -6,5 +6,5 @@ license = "MIT OR Apache-2.0"
[dependencies]
bevy = { version = "0.14", features = ["dynamic_linking"] }
blenvy = { path = "../../crates/blenvy" }
blenvy = { path = "../../../crates/blenvy" }
rand = "0.8.5"

View File

@ -12264,11 +12264,11 @@
"type": "object",
"typeInfo": "Struct"
},
"blenvy::blueprints::animation::InstanceAnimations": {
"blenvy::blueprints::animation::SceneAnimations": {
"additionalProperties": false,
"isComponent": true,
"isResource": false,
"long_name": "blenvy::blueprints::animation::InstanceAnimations",
"long_name": "blenvy::blueprints::animation::SceneAnimations",
"properties": {
"graph": {
"type": {
@ -12291,7 +12291,7 @@
"named_indices",
"graph"
],
"short_name": "InstanceAnimations",
"short_name": "SceneAnimations",
"type": "object",
"typeInfo": "Struct"
},

View File

@ -6,5 +6,5 @@ license = "MIT OR Apache-2.0"
[dependencies]
bevy = { version = "0.14", features = ["dynamic_linking"] }
blenvy = { path = "../../crates/blenvy" }
blenvy = { path = "../../../crates/blenvy" }
rand = "0.8.5"

View File

@ -1,10 +1,10 @@
# Blueprints example
Example of blueprints :
- how to use them to spawn levels
- how to use them to spawn dynamic entities
# Materials example/demo
Example of materials use & reuse (including textures) to avoid redundant materials in blueprints gltfs that lead to asset & memory bloat
- to be used together with ```blenvy``` version >0.6 with the "materials library" option for exports
- It shows you how ou can configure```Bevy_gltf_blueprints``` to support material libraries
- material library is [here](./assets/materials/)
## Running this example

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@ -6,4 +6,4 @@ license = "MIT OR Apache-2.0"
[dependencies]
bevy = { version = "0.14", features = ["dynamic_linking"] }
blenvy = { path = "../../crates/blenvy" }
blenvy = { path = "../../../crates/blenvy" }

View File

@ -1,7 +1,14 @@
# Basic physics example/demo
This example showcases various Bevy components added to objects/ blueprints/ meshes and materials extracted from the gltf files
This example showcases various components & blueprints extracted from the gltf files, including physics colliders & rigid bodies
## Notes Workflow with blender / demo information
This example, is actually closer to a boilerplate + tooling showcases how to use a minimalistic [Blender](https://www.blender.org/) (gltf) centric workflow for [Bevy](https://bevyengine.org/), ie defining entites & their components
inside Blender using Blender's objects **custom properties**.
Aka "Blender as editor for Bevy"
It also allows you to setup 'blueprints' in Blender by using collections (the recomended way to go most of the time), or directly on single use objects .
## Running this example
@ -43,3 +50,4 @@ run a web server in the current folder, and navigate to the page, you should see
## Additional notes
* You usually define either the Components directly or use ```Proxy components``` that get replaced in Bevy systems with the actual Components that you want (usually when for some reason, ie external crates with unregistered components etc) you cannot use the components directly.
* this example contains code for future features, not finished yet ! please disregard anything related to saving & loading

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@ -12264,11 +12264,11 @@
"type": "object",
"typeInfo": "Struct"
},
"blenvy::blueprints::animation::InstanceAnimations": {
"blenvy::blueprints::animation::SceneAnimations": {
"additionalProperties": false,
"isComponent": true,
"isResource": false,
"long_name": "blenvy::blueprints::animation::InstanceAnimations",
"long_name": "blenvy::blueprints::animation::SceneAnimations",
"properties": {
"graph": {
"type": {
@ -12291,7 +12291,7 @@
"named_indices",
"graph"
],
"short_name": "InstanceAnimations",
"short_name": "SceneAnimations",
"type": "object",
"typeInfo": "Struct"
},

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@ -6,6 +6,6 @@ license = "MIT OR Apache-2.0"
[dependencies]
bevy = { version = "0.14", features = ["dynamic_linking"] }
blenvy = { path = "../../crates/blenvy" }
blenvy = { path = "../../../crates/blenvy" }
bevy_rapier3d = { version = "0.25.0", features = ["serde-serialize", "debug-render-3d", "enhanced-determinism"] }
rand = "0.8.5"

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@ -5,7 +5,7 @@ pub mod camera_replace_proxies;
pub use camera_replace_proxies::*;
use bevy::prelude::*;
use blenvy::GltfBlueprintsSet;
use bevy_gltf_blueprints::GltfBlueprintsSet;
pub struct CameraPlugin;
impl Plugin for CameraPlugin {

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@ -1,5 +1,5 @@
use bevy::prelude::*;
use blenvy::*;
use bevy_gltf_blueprints::*;
pub struct CorePlugin;
impl Plugin for CorePlugin {

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@ -7,7 +7,7 @@ pub(crate) mod controls;
pub(crate) use controls::*;
use bevy::prelude::*;
use blenvy::GltfBlueprintsSet;
use bevy_gltf_blueprints::GltfBlueprintsSet;
use bevy_gltf_worlflow_examples_common::state::GameState;
use bevy_rapier3d::{
prelude::{NoUserData, RapierPhysicsPlugin},

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@ -9,7 +9,7 @@ pub(crate) use controls::*;
use bevy::prelude::*;
use bevy_xpbd_3d::prelude::*;
use blenvy::GltfBlueprintsSet;
use bevy_gltf_blueprints::GltfBlueprintsSet;
use bevy_gltf_worlflow_examples_common::state::GameState;
pub(crate) fn plugin(app: &mut App) {

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@ -1,5 +1,5 @@
use bevy::prelude::*;
use blenvy::{BluePrintBundle, BlueprintName, GameWorldTag};
use bevy_gltf_blueprints::{BluePrintBundle, BlueprintName, GameWorldTag};
use bevy_gltf_worlflow_examples_common_rapier::{assets::GameAssets, GameState, InAppRunning};
use bevy_rapier3d::prelude::Velocity;

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@ -1,5 +1,5 @@
use bevy::{gltf::Gltf, prelude::*};
use blenvy::GameWorldTag;
use bevy_gltf_blueprints::GameWorldTag;
use bevy_gltf_worlflow_examples_common_rapier::{
assets::GameAssets, GameState, InAppRunning, Player,
};

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@ -1,6 +1,6 @@
use crate::Player;
use bevy::prelude::*;
use blenvy::GltfBlueprintsSet;
use bevy_gltf_blueprints::GltfBlueprintsSet;
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]

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@ -1,4 +1,5 @@
use bevy::prelude::*;
use bevy_gltf_worlflow_examples_common_rapier::CommonPlugin;
mod core;
use crate::core::*;
@ -14,6 +15,7 @@ fn main() {
.add_plugins((
DefaultPlugins.set(AssetPlugin::default()),
// our custom plugins
CommonPlugin,
CorePlugin, // reusable plugins
GamePlugin, // specific to our game
ComponentsTestPlugin, // Showcases different type of components /structs

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@ -6,7 +6,7 @@ license = "MIT OR Apache-2.0"
[dependencies]
bevy = { version = "0.14", features = ["dynamic_linking"] }
blenvy = { path = "../../crates/blenvy" }
blenvy = { path = "../../../crates/blenvy" }
serde_json = "1.0.108"
serde = "1.0.193"

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@ -1,6 +1,6 @@
use bevy::prelude::*;
use blenvy::{BluePrintBundle, BlueprintName, GameWorldTag, Library, NoInBlueprint};
use blenvy::{Dynamic, DynamicEntitiesRoot, StaticEntitiesRoot};
use bevy_gltf_blueprints::{BluePrintBundle, BlueprintName, GameWorldTag, Library, NoInBlueprint};
use bevy_gltf_save_load::{Dynamic, DynamicEntitiesRoot, StaticEntitiesRoot};
use bevy_gltf_worlflow_examples_common_rapier::{GameState, InAppRunning, Player};
use bevy_rapier3d::prelude::Velocity;
use rand::Rng;

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@ -12,7 +12,7 @@ pub mod in_game_saving;
pub use in_game_saving::*;
use bevy::prelude::*;
use blenvy::{LoadRequest, LoadingFinished, SaveRequest, SavingFinished};
use bevy_gltf_save_load::{LoadRequest, LoadingFinished, SaveRequest, SavingFinished};
pub fn request_save(
mut save_requests: EventWriter<SaveRequest>,

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@ -1,8 +1,8 @@
# Bevy registry export example/demo
This example showcases
* the use of the blenvy crate to extract all components & types information into a json file.
* That file is then used by the [Blender addon](https://github.com/kaosat-dev/Blenvy/tree/main/tools/bevy_components) to create Uis for each component,
* the use of the bevy_registry_export crate to extract all components & types information into a json file.
* That file is then used by the [Blender addon](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/tools/bevy_components) to create Uis for each component,
to be able to add & edit Bevy components easilly in Blender !

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@ -3,8 +3,8 @@ use std::any::TypeId;
use bevy::{prelude::*, utils::HashSet};
use blenvy::*;
/*use blenvy::*;
use blenvy::*; */
/*use bevy_gltf_blueprints::*;
use bevy_registry_export::*; */
use crate::{ComponentAToFilterOut, ComponentBToFilterOut};

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@ -1,15 +1,15 @@
use std::time::Duration;
/*use blenvy::{
/*use bevy_gltf_blueprints::{
AnimationInfos, AnimationMarkerReached, BlueprintAnimationPlayerLink, BlueprintAnimations,
InstanceAnimationPlayerLink, InstanceAnimations,
SceneAnimationPlayerLink, SceneAnimations,
};*/
use bevy::{animation::RepeatAnimation, gltf::Gltf, prelude::*};
use blenvy::{
AnimationInfos, AnimationMarkerReached, BlueprintAnimationPlayerLink, BlueprintAnimations,
BlueprintInstanceDisabled, InstanceAnimationPlayerLink, InstanceAnimations,
BlueprintInstanceDisabled, SceneAnimationPlayerLink, SceneAnimations,
};
#[derive(Component, Reflect, Default, Debug)]
@ -63,7 +63,7 @@ pub fn animations(
name, entity
);
println!("Found match {:?}", gltf.named_animations);
commands.entity(entity).insert(InstanceAnimations {
commands.entity(entity).insert(SceneAnimations {
named_animations: gltf.named_animations.clone(),
});
for ancestor in parents.iter_ancestors(entity) {
@ -71,7 +71,7 @@ pub fn animations(
// println!("found match with animationPlayer !! {:?}",names.get(ancestor));
commands
.entity(entity)
.insert(InstanceAnimationPlayerLink(ancestor));
.insert(SceneAnimationPlayerLink(ancestor));
}
// info!("{:?} is an ancestor of {:?}", ancestor, player);
}
@ -85,7 +85,7 @@ pub fn check_animations(
(
Entity,
Option<&BlueprintAnimationPlayerLink>,
Option<&InstanceAnimationPlayerLink>,
Option<&SceneAnimationPlayerLink>,
),
(With<MarkerAllFoxes>, Without<BlueprintInstanceDisabled>),
>,
@ -94,7 +94,7 @@ pub fn check_animations(
(
Entity,
Option<&BlueprintAnimationPlayerLink>,
Option<&InstanceAnimationPlayerLink>,
Option<&SceneAnimationPlayerLink>,
),
(With<Marker1>, Without<BlueprintInstanceDisabled>),
>,
@ -102,7 +102,7 @@ pub fn check_animations(
(
Entity,
Option<&BlueprintAnimationPlayerLink>,
Option<&InstanceAnimationPlayerLink>,
Option<&SceneAnimationPlayerLink>,
),
(With<Marker2>, Without<BlueprintInstanceDisabled>),
>,
@ -110,7 +110,7 @@ pub fn check_animations(
(
Entity,
Option<&BlueprintAnimationPlayerLink>,
Option<&InstanceAnimationPlayerLink>,
Option<&SceneAnimationPlayerLink>,
),
(With<Marker3>, Without<BlueprintInstanceDisabled>),
>,
@ -153,19 +153,19 @@ pub fn play_animations(
>,
animated_marker1: Query<
(&InstanceAnimationPlayerLink, &InstanceAnimations),
(&SceneAnimationPlayerLink, &SceneAnimations),
(With<AnimationInfos>, With<Marker1>),
>,
animated_marker2: Query<
(&InstanceAnimationPlayerLink, &InstanceAnimations),
(&SceneAnimationPlayerLink, &SceneAnimations),
(With<AnimationInfos>, With<Marker2>),
>,
with_blueprint_and_scene_animations: Query<
(
&InstanceAnimationPlayerLink,
&InstanceAnimations,
&SceneAnimationPlayerLink,
&SceneAnimations,
&BlueprintAnimationPlayerLink,
&BlueprintAnimations,
),

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@ -8,7 +8,7 @@ use std::{collections::HashMap, fs, time::Duration};
use blenvy::{
BlueprintAnimationPlayerLink, BlueprintAssets, BlueprintEvent, BlueprintInfo,
GltfBlueprintsSet, InstanceAnimations,
GltfBlueprintsSet, SceneAnimations,
};
use crate::{AppState, GameState};
@ -37,7 +37,7 @@ fn validate_export(
names: Query<&Name>,
blueprints: Query<(Entity, &Name, &BlueprintInfo)>,
animation_player_links: Query<(Entity, &BlueprintAnimationPlayerLink)>,
scene_animations: Query<(Entity, &InstanceAnimations)>,
scene_animations: Query<(Entity, &SceneAnimations)>,
empties_candidates: Query<(Entity, &Name, &GlobalTransform)>,
assets_list: Query<(Entity, &BlueprintAssets)>,

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@ -10,11 +10,11 @@ You can enable this option to automatically replace all the **collection instanc
- this means you will have
* one small main gltf file (your level/world)
* as many gltf files as you have used collections in the level scene , in the library path you specified :
for the included [basic](../../examples/blenvy/basic/) example's [assets](../../examples/blenvy/basic/assets/), it looks something like this:
for the included [basic](../../examples/bevy_gltf_blueprints/basic/) example's [assets](../../examples/bevy_gltf_blueprints/basic/assets/), it looks something like this:
![library](./docs/exported_library_files.png)
the .blend file that they are generated from can be found [here](../../examples/blenvy/basic/assets/advanced.blend)
the .blend file that they are generated from can be found [here](../../examples/bevy_gltf_blueprints/basic/assets/advanced.blend)
- the above only applies to collections that have **instances** in your level scene!
if you want a specific collection in your library to always get exported regardless of its use, you need to add

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@ -1,7 +1,7 @@
# Blenvy: Blender add-on
This [Blender addon](https://github.com/kaosat-dev/Blenvy/tree/main/tools/blenvy) gives you:
This [Blender addon](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/tools/blenvy) gives you:
- an easy to use UI to add and configure your [Bevy](https://bevyengine.org/) components inside Blender
- the UI is **automatically generated** based on a **registry schema** file, an export of all your **registered** Bevy components's information, generated
by the registry export part of the [Blenvy](https://crates.io/crates/blenvy) crate

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@ -6,8 +6,8 @@ bl_info = {
"location": "File > Import-Export",
"description": "tooling for the Bevy engine",
"warning": "",
"wiki_url": "https://github.com/kaosat-dev/Blenvy",
"tracker_url": "https://github.com/kaosat-dev/Blenvy/issues/new",
"wiki_url": "https://github.com/kaosat-dev/Blender_bevy_components_workflow",
"tracker_url": "https://github.com/kaosat-dev/Blender_bevy_components_workflow/issues/new",
"category": "Import-Export"
}

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@ -232,5 +232,5 @@ given object is located)
## Examples
you can find an example [here](https://github.com/kaosat-dev/Blenvy/tree/main/examples/bevy_registry_export/)
you can find an example [here](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_registry_export/)

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@ -83,18 +83,18 @@ expected_custom_property_values = {'bevy_animation::AnimationPlayer': '(animatio
'bevy_example::test_components::VecOfF32s': '([])',
'bevy_example::test_components::VecOfVec3s2': '([])',
'bevy_gltf::GltfExtras': '(value: " ")',
'blenvy::animation::AnimationInfos': '(animations: [])',
'blenvy::animation::AnimationMarkers': '({})',
'blenvy::animation::BlueprintAnimations': '(named_animations: "")',
'blenvy::animation::InstanceAnimations': '(named_animations: "")',
'blenvy::materials::MaterialInfo': '(name: " ", source: " ")',
'blenvy::spawn_from_blueprints::BlueprintsList': '({})',
'blenvy::spawn_from_blueprints::SpawnBlueprint': '()',
'blenvy::GltfProcessed': '()',
'blenvy::blender_settings::lighting::BlenderBackgroundShader': '(color: Rgba(red:1.0, green:1.0, '
'bevy_gltf_blueprints::animation::AnimationInfos': '(animations: [])',
'bevy_gltf_blueprints::animation::AnimationMarkers': '({})',
'bevy_gltf_blueprints::animation::BlueprintAnimations': '(named_animations: "")',
'bevy_gltf_blueprints::animation::SceneAnimations': '(named_animations: "")',
'bevy_gltf_blueprints::materials::MaterialInfo': '(name: " ", source: " ")',
'bevy_gltf_blueprints::spawn_from_blueprints::BlueprintsList': '({})',
'bevy_gltf_blueprints::spawn_from_blueprints::SpawnBlueprint': '()',
'bevy_gltf_components::GltfProcessed': '()',
'bevy_gltf_components::blender_settings::lighting::BlenderBackgroundShader': '(color: Rgba(red:1.0, green:1.0, '
'blue:0.0, alpha:1.0), strength: 0.0)',
'blenvy::blender_settings::lighting::BlenderLightShadows': '(buffer_bias: 0.0, enabled: true)',
'blenvy::blender_settings::lighting::BlenderShadowSettings': '(cascade_size: 0)',
'bevy_gltf_components::blender_settings::lighting::BlenderLightShadows': '(buffer_bias: 0.0, enabled: true)',
'bevy_gltf_components::blender_settings::lighting::BlenderShadowSettings': '(cascade_size: 0)',
'bevy_gltf_worlflow_examples_common::core::camera::camera_replace_proxies::SSAOSettings': '()',
'bevy_gltf_worlflow_examples_common::core::camera::camera_tracking::CameraTrackable': '()',
'bevy_gltf_worlflow_examples_common::core::camera::camera_tracking::CameraTracking': '(offset: Vec3(x:0.0, y:0.0, '
@ -338,25 +338,25 @@ expected_custom_property_values_randomized = {'bevy_animation::AnimationPlayer':
'bevy_example::test_components::VecOfVec3s2': '([(Vec3(x:0.42888906598091125, y:0.5780913233757019, '
'z:0.20609822869300842))])',
'bevy_gltf::GltfExtras': '(value: "sbnpsago")',
'blenvy::animation::AnimationInfos': '(animations: [(frame_end: 0.42888906598091125, '
'bevy_gltf_blueprints::animation::AnimationInfos': '(animations: [(frame_end: 0.42888906598091125, '
'frame_end_override: 0.5780913233757019, frame_start: '
'0.20609822869300842, frame_start_override: 0.8133212327957153, '
'frames_length: 0.8235888481140137, name: "uzfbqpkc")])',
'blenvy::animation::AnimationMarkers': '({})',
'blenvy::animation::BlueprintAnimations': '(named_animations: "")',
'blenvy::animation::InstanceAnimations': '(named_animations: "")',
'blenvy::materials::MaterialInfo': '(name: "sbnpsago", source: "piuzfbqp")',
'blenvy::spawn_from_blueprints::BlueprintsList': '({})',
'blenvy::spawn_from_blueprints::SpawnBlueprint': '()',
'blenvy::GltfProcessed': '()',
'blenvy::blender_settings::lighting::BlenderBackgroundShader': '(color: Rgba(red:0.5714026093482971, '
'bevy_gltf_blueprints::animation::AnimationMarkers': '({})',
'bevy_gltf_blueprints::animation::BlueprintAnimations': '(named_animations: "")',
'bevy_gltf_blueprints::animation::SceneAnimations': '(named_animations: "")',
'bevy_gltf_blueprints::materials::MaterialInfo': '(name: "sbnpsago", source: "piuzfbqp")',
'bevy_gltf_blueprints::spawn_from_blueprints::BlueprintsList': '({})',
'bevy_gltf_blueprints::spawn_from_blueprints::SpawnBlueprint': '()',
'bevy_gltf_components::GltfProcessed': '()',
'bevy_gltf_components::blender_settings::lighting::BlenderBackgroundShader': '(color: Rgba(red:0.5714026093482971, '
'green:0.42888906598091125, '
'blue:0.5780913233757019, '
'alpha:0.20609822869300842), strength: '
'0.8133212327957153)',
'blenvy::blender_settings::lighting::BlenderLightShadows': '(buffer_bias: 0.5714026093482971, enabled: '
'bevy_gltf_components::blender_settings::lighting::BlenderLightShadows': '(buffer_bias: 0.5714026093482971, enabled: '
'false)',
'blenvy::blender_settings::lighting::BlenderShadowSettings': '(cascade_size: 73)',
'bevy_gltf_components::blender_settings::lighting::BlenderShadowSettings': '(cascade_size: 73)',
'bevy_gltf_worlflow_examples_common::core::camera::camera_replace_proxies::SSAOSettings': '()',
'bevy_gltf_worlflow_examples_common::core::camera::camera_tracking::CameraTrackable': '()',
'bevy_gltf_worlflow_examples_common::core::camera::camera_tracking::CameraTracking': '(offset: '

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@ -13,11 +13,11 @@ def test_generate_example_gltf_files():
if __name__ == "__main__":
examples = [
'../examples/blenvy/basic',
"""'../examples/blenvy/animation',
'../examples/blenvy/basic_xpbd_physics',
'../examples/blenvy/materials',
'../examples/blenvy/multiple_levels_multiple_blendfiles',"""
'../examples/bevy_gltf_blueprints/basic',
"""'../examples/bevy_gltf_blueprints/animation',
'../examples/bevy_gltf_blueprints/basic_xpbd_physics',
'../examples/bevy_gltf_blueprints/materials',
'../examples/bevy_gltf_blueprints/multiple_levels_multiple_blendfiles',"""
]
for example_path in examples: