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@ -13,7 +13,7 @@ this crate adds the ability to define Blueprints/Prefabs for [Bevy](https://bevy
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A blueprint is a set of **overrideable** components + a hierarchy: ie
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A blueprint is a set of **overrideable** components + a hierarchy: ie
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* just a Gltf file with Gltf_extras specifying components
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* just a Gltf file with Gltf_extras specifying components
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* a component called BlueprintInfo
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* a component called BlueprintName
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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-on that do a lot of the work for you
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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-on that do a lot of the work for you
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- [blenvy](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/tools/blenvy)
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- [blenvy](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/tools/blenvy)
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@ -51,7 +51,7 @@ fn spawn_blueprint(
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){
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){
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if keycode.just_pressed(KeyCode::S) {
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if keycode.just_pressed(KeyCode::S) {
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let new_entity = commands.spawn((
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let new_entity = commands.spawn((
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BlueprintInfo(name: "Health_Pickup".to_string(), path:""), // mandatory !!
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BlueprintName("Health_Pickup".to_string()), // mandatory !!
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SpawnHere, // mandatory !!
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SpawnHere, // mandatory !!
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TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)), // VERY important !!
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TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)), // VERY important !!
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// any other component you want to insert
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// any other component you want to insert
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@ -114,7 +114,7 @@ fn main() {
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You can spawn entities from blueprints like this:
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You can spawn entities from blueprints like this:
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```rust no_run
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```rust no_run
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commands.spawn((
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commands.spawn((
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BlueprintInfo("Health_Pickup".to_string()), // mandatory !!
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BlueprintName("Health_Pickup".to_string()), // mandatory !!
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SpawnHere, // mandatory !!
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SpawnHere, // mandatory !!
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TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)), // optional
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TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)), // optional
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@ -134,7 +134,7 @@ you can just add any additional components you need when spawning :
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```rust no_run
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```rust no_run
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commands.spawn((
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commands.spawn((
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BlueprintInfo("Health_Pickup".to_string()),
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BlueprintName("Health_Pickup".to_string()),
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SpawnHere,
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SpawnHere,
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TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)),
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TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)),
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// from Rapier/bevy_xpbd: this means the entity will also have a velocity component when inserted into the world
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// from Rapier/bevy_xpbd: this means the entity will also have a velocity component when inserted into the world
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@ -152,7 +152,7 @@ any component you specify when spawning the Blueprint that is also specified **w
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for example
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for example
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```rust no_run
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```rust no_run
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commands.spawn((
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commands.spawn((
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BlueprintInfo("Health_Pickup".to_string()),
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BlueprintName("Health_Pickup".to_string()),
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SpawnHere,
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SpawnHere,
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TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)),
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TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)),
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HealthPowerUp(20)// if this is component is also present inside the "Health_Pickup" blueprint, that one will be replaced with this component during spawning
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HealthPowerUp(20)// if this is component is also present inside the "Health_Pickup" blueprint, that one will be replaced with this component during spawning
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@ -163,7 +163,7 @@ commands.spawn((
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### BluePrintBundle
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### BluePrintBundle
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There is also a ```BluePrintBundle``` for convenience , which just has
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There is also a ```BluePrintBundle``` for convenience , which just has
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* a ```BlueprintInfo``` component
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* a ```BlueprintName``` component
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* a ```SpawnHere``` component
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* a ```SpawnHere``` component
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## Additional information
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## Additional information
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@ -178,7 +178,7 @@ commands
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.spawn((
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.spawn((
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Name::from("test"),
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Name::from("test"),
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BluePrintBundle {
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BluePrintBundle {
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blueprint: BlueprintInfo("TestBlueprint".to_string()),
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blueprint: BlueprintName("TestBlueprint".to_string()),
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..Default::default()
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..Default::default()
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},
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},
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Library("models".into()) // now the path to the blueprint above will be /assets/models/TestBlueprint.glb
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Library("models".into()) // now the path to the blueprint above will be /assets/models/TestBlueprint.glb
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@ -1,12 +1,11 @@
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use std::path::{Path, PathBuf};
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use std::path::{Path, PathBuf};
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use bevy::{asset::LoadedUntypedAsset, gltf::Gltf, prelude::*, utils::HashMap};
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use bevy::{asset::LoadedUntypedAsset, gltf::Gltf, prelude::*, utils::HashMap};
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use serde::Deserialize;
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use crate::{BlenvyConfig, BlueprintAnimations};
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use crate::{BlenvyConfig, BlueprintAnimations};
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/// helper component, is used to store the list of sub blueprints to enable automatic loading of dependend blueprints
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/// helper component, is used to store the list of sub blueprints to enable automatic loading of dependend blueprints
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#[derive(Component, Reflect, Default, Debug, Deserialize)]
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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#[reflect(Component)]
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pub struct MyAsset{
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pub struct MyAsset{
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pub name: String,
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pub name: String,
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@ -14,24 +13,9 @@ pub struct MyAsset{
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}
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}
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/// helper component, is used to store the list of sub blueprints to enable automatic loading of dependend blueprints
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/// helper component, is used to store the list of sub blueprints to enable automatic loading of dependend blueprints
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#[derive(Component, Reflect, Default, Debug, Deserialize)]
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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#[reflect(Component)]
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pub struct BlenvyAssets {
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pub struct BlenvyAssets(pub Vec<MyAsset>);
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/// only this field should get filled in from the Blender side
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pub assets: Vec<MyAsset>,
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/// set to default when deserializing
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#[serde(default)]
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#[reflect(default)]
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pub loaded: bool,
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/// set to default when deserializing
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#[serde(default)]
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#[reflect(default)]
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pub progress: f32,
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#[reflect(ignore)]
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#[serde(skip)]
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pub asset_infos: Vec<AssetLoadTracker>,
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}
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//(pub Vec<MyAsset>);
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@ -45,7 +29,7 @@ pub(crate) struct BlueprintAssetsLoaded;
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pub(crate) struct BlueprintAssetsNotLoaded;
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pub(crate) struct BlueprintAssetsNotLoaded;
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/// helper component, for tracking loaded assets's loading state, id , handle etc
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/// helper component, for tracking loaded assets's loading state, id , handle etc
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#[derive(Debug, Reflect)]
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#[derive(Debug)]
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pub(crate) struct AssetLoadTracker {
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pub(crate) struct AssetLoadTracker {
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#[allow(dead_code)]
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#[allow(dead_code)]
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pub name: String,
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pub name: String,
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@ -58,12 +42,12 @@ pub(crate) struct AssetLoadTracker {
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/// helper component, for tracking loaded assets
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/// helper component, for tracking loaded assets
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#[derive(Component, Debug)]
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#[derive(Component, Debug)]
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pub(crate) struct BlenvyAssetsLoadState {
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pub(crate) struct AssetsToLoad {
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pub all_loaded: bool,
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pub all_loaded: bool,
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pub asset_infos: Vec<AssetLoadTracker>,
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pub asset_infos: Vec<AssetLoadTracker>,
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pub progress: f32,
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pub progress: f32,
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}
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}
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impl Default for BlenvyAssetsLoadState {
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impl Default for AssetsToLoad {
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fn default() -> Self {
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fn default() -> Self {
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Self {
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Self {
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all_loaded: Default::default(),
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all_loaded: Default::default(),
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@ -17,7 +17,7 @@ use bevy::{
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render::mesh::Mesh,
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render::mesh::Mesh,
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};
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};
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|
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use crate::{AssetLoadTracker, BlenvyAssetsLoadState, BlenvyConfig, BlueprintInstanceReady};
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use crate::{AssetLoadTracker, AssetsToLoad, BlenvyConfig, BlueprintInstanceReady};
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#[derive(Component, Reflect, Default, Debug)]
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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#[reflect(Component)]
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@ -71,7 +71,7 @@ pub(crate) fn materials_inject(
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|
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commands
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commands
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.entity(entity)
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.entity(entity)
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.insert(BlenvyAssetsLoadState {
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.insert(AssetsToLoad {
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all_loaded: false,
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all_loaded: false,
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asset_infos,
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asset_infos,
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..Default::default()
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..Default::default()
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@ -85,7 +85,7 @@ pub(crate) fn materials_inject(
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// TODO, merge with blueprints_check_assets_loading, make generic ?
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// TODO, merge with blueprints_check_assets_loading, make generic ?
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pub(crate) fn check_for_material_loaded(
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pub(crate) fn check_for_material_loaded(
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mut blueprint_assets_to_load: Query<
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mut blueprint_assets_to_load: Query<
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(Entity, &mut BlenvyAssetsLoadState),
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(Entity, &mut AssetsToLoad),
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With<BlueprintMaterialAssetsNotLoaded>,
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With<BlueprintMaterialAssetsNotLoaded>,
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>,
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>,
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asset_server: Res<AssetServer>,
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asset_server: Res<AssetServer>,
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@ -35,13 +35,15 @@ pub enum GltfBlueprintsSet {
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#[derive(Bundle)]
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#[derive(Bundle)]
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pub struct BluePrintBundle {
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pub struct BluePrintBundle {
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pub blueprint: BlueprintInfo,
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pub blueprint: BlueprintName,
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pub blueprint_path: BlueprintPath,
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pub spawn_here: SpawnHere,
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pub spawn_here: SpawnHere,
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}
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}
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impl Default for BluePrintBundle {
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impl Default for BluePrintBundle {
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fn default() -> Self {
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fn default() -> Self {
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BluePrintBundle {
|
BluePrintBundle {
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blueprint: BlueprintInfo{ name: "default".into(), path:"".into()},
|
blueprint: BlueprintName("default".into()),
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|
blueprint_path: BlueprintPath("".into()),
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spawn_here: SpawnHere,
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spawn_here: SpawnHere,
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}
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}
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}
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}
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@ -74,7 +76,8 @@ fn aabbs_enabled(blenvy_config: Res<BlenvyConfig>) -> bool {
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impl Plugin for BlueprintsPlugin {
|
impl Plugin for BlueprintsPlugin {
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fn build(&self, app: &mut App) {
|
fn build(&self, app: &mut App) {
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app
|
app
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.register_type::<BlueprintInfo>()
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.register_type::<BlueprintName>()
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|
.register_type::<BlueprintPath>()
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.register_type::<MaterialInfo>()
|
.register_type::<MaterialInfo>()
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.register_type::<SpawnHere>()
|
.register_type::<SpawnHere>()
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.register_type::<BlueprintAnimations>()
|
.register_type::<BlueprintAnimations>()
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|
@ -1,396 +0,0 @@
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use std::path::{Path, PathBuf};
|
|
||||||
|
|
||||||
use bevy::{gltf::Gltf, prelude::*, utils::hashbrown::HashMap};
|
|
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use serde_json::Value;
|
|
||||||
|
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use crate::{BlenvyAssets, AssetsToLoad, AssetLoadTracker, BlenvyConfig, BlueprintAnimations, BlueprintAssetsLoaded, BlueprintAssetsNotLoaded};
|
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|
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/// this is a flag component for our levels/game world
|
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#[derive(Component)]
|
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pub struct GameWorldTag;
|
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|
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/// Main component for the blueprints
|
|
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#[derive(Component, Reflect, Default, Debug)]
|
|
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#[reflect(Component)]
|
|
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pub struct BlueprintName(pub String);
|
|
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|
|
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/// path component for the blueprints
|
|
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#[derive(Component, Reflect, Default, Debug)]
|
|
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#[reflect(Component)]
|
|
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pub struct BlueprintPath(pub String);
|
|
||||||
|
|
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/// flag component needed to signify the intent to spawn a Blueprint
|
|
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#[derive(Component, Reflect, Default, Debug)]
|
|
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#[reflect(Component)]
|
|
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pub struct SpawnHere;
|
|
||||||
|
|
||||||
#[derive(Component)]
|
|
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/// flag component for dynamically spawned scenes
|
|
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pub struct Spawned;
|
|
||||||
|
|
||||||
|
|
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#[derive(Component, Debug)]
|
|
||||||
/// flag component added when a Blueprint instance ist Ready : ie :
|
|
||||||
/// - its assets have loaded
|
|
||||||
/// - it has finished spawning
|
|
||||||
pub struct BlueprintInstanceReady;
|
|
||||||
|
|
||||||
#[derive(Component, Reflect, Default, Debug)]
|
|
||||||
#[reflect(Component)]
|
|
||||||
/// flag component marking any spwaned child of blueprints ..unless the original entity was marked with the `NoInBlueprint` marker component
|
|
||||||
pub struct InBlueprint;
|
|
||||||
|
|
||||||
#[derive(Component, Reflect, Default, Debug)]
|
|
||||||
#[reflect(Component)]
|
|
||||||
/// flag component preventing any spawned child of blueprints to be marked with the `InBlueprint` component
|
|
||||||
pub struct NoInBlueprint;
|
|
||||||
|
|
||||||
#[derive(Component, Reflect, Default, Debug)]
|
|
||||||
#[reflect(Component)]
|
|
||||||
// this allows overriding the default library path for a given entity/blueprint
|
|
||||||
pub struct Library(pub PathBuf);
|
|
||||||
|
|
||||||
#[derive(Component, Reflect, Default, Debug)]
|
|
||||||
#[reflect(Component)]
|
|
||||||
/// flag component to force adding newly spawned entity as child of game world
|
|
||||||
pub struct AddToGameWorld;
|
|
||||||
|
|
||||||
#[derive(Component)]
|
|
||||||
/// helper component, just to transfer child data
|
|
||||||
pub(crate) struct OriginalChildren(pub Vec<Entity>);
|
|
||||||
|
|
||||||
|
|
||||||
#[derive(Event, Debug)]
|
|
||||||
pub enum BlueprintEvent {
|
|
||||||
|
|
||||||
/// event fired when a blueprint has finished loading its assets & before it attempts spawning
|
|
||||||
AssetsLoaded {
|
|
||||||
blueprint_name: String,
|
|
||||||
blueprint_path: String,
|
|
||||||
// TODO: add assets list ?
|
|
||||||
},
|
|
||||||
/// event fired when a blueprint is COMPLETELY done spawning ie
|
|
||||||
/// - all its assets have been loaded
|
|
||||||
/// - the spawning attempt has been sucessfull
|
|
||||||
Spawned {
|
|
||||||
blueprint_name: String,
|
|
||||||
blueprint_path: String,
|
|
||||||
},
|
|
||||||
|
|
||||||
///
|
|
||||||
Ready {
|
|
||||||
blueprint_path: String,
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
use gltf::Gltf as RawGltf;
|
|
||||||
|
|
||||||
pub(crate) fn blueprints_prepare_spawn(
|
|
||||||
spawn_placeholders: Query<
|
|
||||||
(
|
|
||||||
Entity,
|
|
||||||
&BlueprintPath,
|
|
||||||
),
|
|
||||||
(Added<BlueprintPath>, Without<Spawned>, Without<SpawnHere>)>,
|
|
||||||
|
|
||||||
// before 0.14 we have to use a seperate query, after migrating we can query at the root level
|
|
||||||
entities_with_assets: Query<
|
|
||||||
(
|
|
||||||
Entity,
|
|
||||||
/*&BlueprintName,
|
|
||||||
&BlueprintPath,
|
|
||||||
Option<&Parent>,*/
|
|
||||||
Option<&Name>,
|
|
||||||
Option<&BlenvyAssets>,
|
|
||||||
),
|
|
||||||
(Added<BlenvyAssets>), // Added<BlenvyAssets>
|
|
||||||
>,
|
|
||||||
|
|
||||||
|
|
||||||
bla_bla : Query<
|
|
||||||
(
|
|
||||||
Entity,
|
|
||||||
&BlueprintName,
|
|
||||||
&BlueprintPath,
|
|
||||||
Option<&Parent>,
|
|
||||||
Option<&BlenvyAssets>,
|
|
||||||
),(Added<BlueprintPath>)
|
|
||||||
>,
|
|
||||||
mut commands: Commands,
|
|
||||||
asset_server: Res<AssetServer>,
|
|
||||||
|
|
||||||
|
|
||||||
) {
|
|
||||||
for (entity, blueprint_path) in spawn_placeholders.iter() {
|
|
||||||
println!("added blueprint_path {:?}", blueprint_path);
|
|
||||||
/*commands.entity(entity).insert(
|
|
||||||
SceneBundle {
|
|
||||||
scene: asset_server.load(format!("{}#Scene0", &blueprint_path.0)), // "levels/World.glb#Scene0"),
|
|
||||||
..default()
|
|
||||||
},
|
|
||||||
);*/
|
|
||||||
// let model_handle: Handle<Gltf> = asset_server.load(model_path.clone());
|
|
||||||
}
|
|
||||||
|
|
||||||
for (entity, blueprint_name, blueprint_path, parent, all_assets) in bla_bla.iter() {
|
|
||||||
println!("added blueprint to spawn {:?} {:?}", blueprint_name, blueprint_path);
|
|
||||||
println!("all assets {:?}", all_assets);
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
/* prefetch attempt */
|
|
||||||
let gltf = RawGltf::open(format!("assets/{}", blueprint_path.0)).unwrap();// RawGltf::open("examples/Box.gltf")?;
|
|
||||||
for scene in gltf.scenes() {
|
|
||||||
let foo_extras = scene.extras().clone().unwrap();
|
|
||||||
|
|
||||||
let lookup: HashMap<String, Value> = serde_json::from_str(&foo_extras.get()).unwrap();
|
|
||||||
for (key, value) in lookup.clone().into_iter() {
|
|
||||||
println!("{} / {}", key, value);
|
|
||||||
}
|
|
||||||
|
|
||||||
if lookup.contains_key("BlenvyAssets"){
|
|
||||||
let assets_raw = &lookup["BlenvyAssets"];
|
|
||||||
println!("ASSETS RAW {}", assets_raw);
|
|
||||||
let x: BlenvyAssets = ron::from_str(&assets_raw.as_str().unwrap()).unwrap();
|
|
||||||
println!("YAHA {:?}", x);
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
//println!("SCENE EXTRAS {:?}", foo_extras);
|
|
||||||
}
|
|
||||||
|
|
||||||
//////////////
|
|
||||||
|
|
||||||
|
|
||||||
let untyped_handle = asset_server.load_untyped(&blueprint_path.0);
|
|
||||||
let asset_id = untyped_handle.id();
|
|
||||||
let loaded = asset_server.is_loaded_with_dependencies(asset_id);
|
|
||||||
|
|
||||||
let mut asset_infos: Vec<AssetLoadTracker> = vec![];
|
|
||||||
if !loaded {
|
|
||||||
asset_infos.push(AssetLoadTracker {
|
|
||||||
name: blueprint_name.0.clone(),
|
|
||||||
id: asset_id,
|
|
||||||
loaded: false,
|
|
||||||
handle: untyped_handle.clone(),
|
|
||||||
});
|
|
||||||
}
|
|
||||||
|
|
||||||
// now insert load tracker
|
|
||||||
if !asset_infos.is_empty() {
|
|
||||||
commands
|
|
||||||
.entity(entity)
|
|
||||||
.insert(AssetsToLoad {
|
|
||||||
all_loaded: false,
|
|
||||||
asset_infos,
|
|
||||||
..Default::default()
|
|
||||||
})
|
|
||||||
.insert(BlueprintAssetsNotLoaded);
|
|
||||||
} else {
|
|
||||||
commands.entity(entity).insert(BlueprintAssetsLoaded);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
for (child_entity, child_entity_name, all_assets) in entities_with_assets.iter(){
|
|
||||||
println!("added assets {:?} to {:?}", all_assets, child_entity_name);
|
|
||||||
if all_assets.is_some() {
|
|
||||||
let mut asset_infos: Vec<AssetLoadTracker> = vec![];
|
|
||||||
|
|
||||||
for asset in all_assets.unwrap().0.iter() {
|
|
||||||
let untyped_handle = asset_server.load_untyped(&asset.path);
|
|
||||||
//println!("untyped handle {:?}", untyped_handle);
|
|
||||||
//asset_server.load(asset.path);
|
|
||||||
|
|
||||||
let asset_id = untyped_handle.id();
|
|
||||||
//println!("ID {:?}", asset_id);
|
|
||||||
let loaded = asset_server.is_loaded_with_dependencies(asset_id);
|
|
||||||
//println!("Loaded ? {:?}", loaded);
|
|
||||||
if !loaded {
|
|
||||||
asset_infos.push(AssetLoadTracker {
|
|
||||||
name: asset.name.clone(),
|
|
||||||
id: asset_id,
|
|
||||||
loaded: false,
|
|
||||||
handle: untyped_handle.clone(),
|
|
||||||
});
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// now insert load tracker
|
|
||||||
if !asset_infos.is_empty() {
|
|
||||||
commands
|
|
||||||
.entity(child_entity)
|
|
||||||
.insert(AssetsToLoad {
|
|
||||||
all_loaded: false,
|
|
||||||
asset_infos,
|
|
||||||
..Default::default()
|
|
||||||
})
|
|
||||||
.insert(BlueprintAssetsNotLoaded);
|
|
||||||
} else {
|
|
||||||
commands.entity(child_entity).insert(BlueprintAssetsLoaded);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
pub(crate) fn blueprints_check_assets_loading(
|
|
||||||
mut blueprint_assets_to_load: Query<
|
|
||||||
(Entity, Option<&Name>, &BlueprintPath, &mut AssetsToLoad),
|
|
||||||
With<BlueprintAssetsNotLoaded>,
|
|
||||||
>,
|
|
||||||
asset_server: Res<AssetServer>,
|
|
||||||
mut commands: Commands,
|
|
||||||
mut blueprint_events: EventWriter<BlueprintEvent>,
|
|
||||||
|
|
||||||
) {
|
|
||||||
for (entity, entity_name, blueprint_path, mut assets_to_load) in blueprint_assets_to_load.iter_mut() {
|
|
||||||
let mut all_loaded = true;
|
|
||||||
let mut loaded_amount = 0;
|
|
||||||
let total = assets_to_load.asset_infos.len();
|
|
||||||
for tracker in assets_to_load.asset_infos.iter_mut() {
|
|
||||||
let asset_id = tracker.id;
|
|
||||||
let loaded = asset_server.is_loaded_with_dependencies(asset_id);
|
|
||||||
println!("loading {}: // load state: {:?}", tracker.name, asset_server.load_state(asset_id));
|
|
||||||
|
|
||||||
// FIXME: hack for now
|
|
||||||
let mut failed = false;// asset_server.load_state(asset_id) == bevy::asset::LoadState::Failed(_error);
|
|
||||||
match asset_server.load_state(asset_id) {
|
|
||||||
bevy::asset::LoadState::Failed(_) => {
|
|
||||||
failed = true
|
|
||||||
},
|
|
||||||
_ => {}
|
|
||||||
}
|
|
||||||
tracker.loaded = loaded || failed;
|
|
||||||
if loaded || failed {
|
|
||||||
loaded_amount += 1;
|
|
||||||
} else {
|
|
||||||
all_loaded = false;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
let progress: f32 = loaded_amount as f32 / total as f32;
|
|
||||||
println!("progress: {}",progress);
|
|
||||||
assets_to_load.progress = progress;
|
|
||||||
|
|
||||||
if all_loaded {
|
|
||||||
assets_to_load.all_loaded = true;
|
|
||||||
println!("done with loading {:?}, inserting components", entity_name);
|
|
||||||
blueprint_events.send(BlueprintEvent::AssetsLoaded {blueprint_name:"".into(), blueprint_path: blueprint_path.0.clone() });
|
|
||||||
|
|
||||||
commands
|
|
||||||
.entity(entity)
|
|
||||||
.insert(BlueprintAssetsLoaded)
|
|
||||||
.remove::<BlueprintAssetsNotLoaded>()
|
|
||||||
.remove::<AssetsToLoad>()
|
|
||||||
;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
pub(crate) fn blueprints_spawn(
|
|
||||||
spawn_placeholders: Query<
|
|
||||||
(
|
|
||||||
Entity,
|
|
||||||
&BlueprintName,
|
|
||||||
&BlueprintPath,
|
|
||||||
Option<&Transform>,
|
|
||||||
Option<&Parent>,
|
|
||||||
Option<&AddToGameWorld>,
|
|
||||||
Option<&Name>,
|
|
||||||
),
|
|
||||||
(
|
|
||||||
With<BlueprintAssetsLoaded>,
|
|
||||||
Added<BlueprintAssetsLoaded>,
|
|
||||||
Without<BlueprintAssetsNotLoaded>,
|
|
||||||
),
|
|
||||||
>,
|
|
||||||
|
|
||||||
mut commands: Commands,
|
|
||||||
mut game_world: Query<Entity, With<GameWorldTag>>,
|
|
||||||
|
|
||||||
assets_gltf: Res<Assets<Gltf>>,
|
|
||||||
asset_server: Res<AssetServer>,
|
|
||||||
children: Query<&Children>,
|
|
||||||
) {
|
|
||||||
for (
|
|
||||||
entity,
|
|
||||||
blupeprint_name,
|
|
||||||
blueprint_path,
|
|
||||||
transform,
|
|
||||||
original_parent,
|
|
||||||
add_to_world,
|
|
||||||
name,
|
|
||||||
) in spawn_placeholders.iter()
|
|
||||||
{
|
|
||||||
info!(
|
|
||||||
"attempting to spawn blueprint {:?} for entity {:?}, id: {:?}, parent:{:?}",
|
|
||||||
blupeprint_name.0, name, entity, original_parent
|
|
||||||
);
|
|
||||||
|
|
||||||
// info!("attempting to spawn {:?}", model_path);
|
|
||||||
let model_handle: Handle<Gltf> = asset_server.load(blueprint_path.0.clone()); // FIXME: kinda weird now
|
|
||||||
|
|
||||||
let gltf = assets_gltf.get(&model_handle).unwrap_or_else(|| {
|
|
||||||
panic!(
|
|
||||||
"gltf file {:?} should have been loaded",
|
|
||||||
&blueprint_path.0
|
|
||||||
)
|
|
||||||
});
|
|
||||||
|
|
||||||
// WARNING we work under the assumtion that there is ONLY ONE named scene, and that the first one is the right one
|
|
||||||
let main_scene_name = gltf
|
|
||||||
.named_scenes
|
|
||||||
.keys()
|
|
||||||
.next()
|
|
||||||
.expect("there should be at least one named scene in the gltf file to spawn");
|
|
||||||
|
|
||||||
let scene = &gltf.named_scenes[main_scene_name];
|
|
||||||
|
|
||||||
// transforms are optional, but still deal with them correctly
|
|
||||||
let mut transforms: Transform = Transform::default();
|
|
||||||
if transform.is_some() {
|
|
||||||
transforms = *transform.unwrap();
|
|
||||||
}
|
|
||||||
|
|
||||||
let mut original_children: Vec<Entity> = vec![];
|
|
||||||
if let Ok(c) = children.get(entity) {
|
|
||||||
for child in c.iter() {
|
|
||||||
original_children.push(*child);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
let mut named_animations:HashMap<String, Handle<AnimationClip>> = HashMap::new() ;
|
|
||||||
for (key, value) in gltf.named_animations.iter() {
|
|
||||||
named_animations.insert(key.to_string(), value.clone());
|
|
||||||
}
|
|
||||||
|
|
||||||
commands.entity(entity).insert((
|
|
||||||
SceneBundle {
|
|
||||||
scene: scene.clone(),
|
|
||||||
transform: transforms,
|
|
||||||
..Default::default()
|
|
||||||
},
|
|
||||||
Spawned,
|
|
||||||
BlueprintInstanceReady, // FIXME: not sure if this is should be added here or in the post process
|
|
||||||
OriginalChildren(original_children),
|
|
||||||
BlueprintAnimations {
|
|
||||||
// these are animations specific to the inside of the blueprint
|
|
||||||
named_animations: named_animations//gltf.named_animations.clone(),
|
|
||||||
},
|
|
||||||
));
|
|
||||||
|
|
||||||
if add_to_world.is_some() {
|
|
||||||
let world = game_world
|
|
||||||
.get_single_mut()
|
|
||||||
.expect("there should be a game world present");
|
|
||||||
commands.entity(world).add_child(entity);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
@ -1,24 +1,22 @@
|
|||||||
use std::path::{Path, PathBuf};
|
use std::path::{Path, PathBuf};
|
||||||
|
|
||||||
use bevy::{gltf::Gltf, prelude::*, utils::hashbrown::HashMap};
|
use bevy::{gltf::Gltf, prelude::*, utils::hashbrown::HashMap};
|
||||||
use serde_json::Value;
|
|
||||||
|
|
||||||
use crate::{BlenvyAssets, BlenvyAssetsLoadState, AssetLoadTracker, BlenvyConfig, BlueprintAnimations, BlueprintAssetsLoaded, BlueprintAssetsNotLoaded};
|
use crate::{BlenvyAssets, AssetsToLoad, AssetLoadTracker, BlenvyConfig, BlueprintAnimations, BlueprintAssetsLoaded, BlueprintAssetsNotLoaded};
|
||||||
|
|
||||||
/// this is a flag component for our levels/game world
|
/// this is a flag component for our levels/game world
|
||||||
#[derive(Component)]
|
#[derive(Component)]
|
||||||
pub struct GameWorldTag;
|
pub struct GameWorldTag;
|
||||||
|
|
||||||
/// Main component for the blueprints
|
/// Main component for the blueprints
|
||||||
/// has both name & path of the blueprint to enable injecting the data from the correct blueprint
|
|
||||||
/// into the entity that contains this component
|
|
||||||
#[derive(Component, Reflect, Default, Debug)]
|
#[derive(Component, Reflect, Default, Debug)]
|
||||||
#[reflect(Component)]
|
#[reflect(Component)]
|
||||||
pub struct BlueprintInfo {
|
pub struct BlueprintName(pub String);
|
||||||
pub name: String,
|
|
||||||
pub path: String,
|
|
||||||
}
|
|
||||||
|
|
||||||
|
/// path component for the blueprints
|
||||||
|
#[derive(Component, Reflect, Default, Debug)]
|
||||||
|
#[reflect(Component)]
|
||||||
|
pub struct BlueprintPath(pub String);
|
||||||
|
|
||||||
/// flag component needed to signify the intent to spawn a Blueprint
|
/// flag component needed to signify the intent to spawn a Blueprint
|
||||||
#[derive(Component, Reflect, Default, Debug)]
|
#[derive(Component, Reflect, Default, Debug)]
|
||||||
@ -85,66 +83,95 @@ pub enum BlueprintEvent {
|
|||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
use gltf::Gltf as RawGltf;
|
|
||||||
|
|
||||||
pub(crate) fn blueprints_prepare_spawn(
|
pub(crate) fn blueprints_prepare_spawn(
|
||||||
blueprint_instances_to_spawn : Query<
|
spawn_placeholders: Query<
|
||||||
(
|
(
|
||||||
Entity,
|
Entity,
|
||||||
&BlueprintInfo,
|
&BlueprintPath,
|
||||||
|
),
|
||||||
|
(Added<BlueprintPath>, Without<Spawned>, Without<SpawnHere>)>,
|
||||||
|
|
||||||
|
// before 0.14 we have to use a seperate query, after migrating we can query at the root level
|
||||||
|
entities_with_assets: Query<
|
||||||
|
(
|
||||||
|
Entity,
|
||||||
|
/*&BlueprintName,
|
||||||
|
&BlueprintPath,
|
||||||
|
Option<&Parent>,*/
|
||||||
|
Option<&Name>,
|
||||||
|
Option<&BlenvyAssets>,
|
||||||
|
),
|
||||||
|
(Added<BlenvyAssets>), // Added<BlenvyAssets>
|
||||||
|
>,
|
||||||
|
|
||||||
|
|
||||||
|
bla_bla : Query<
|
||||||
|
(
|
||||||
|
Entity,
|
||||||
|
&BlueprintName,
|
||||||
|
&BlueprintPath,
|
||||||
Option<&Parent>,
|
Option<&Parent>,
|
||||||
Option<&BlenvyAssets>,
|
Option<&BlenvyAssets>,
|
||||||
),(Added<BlueprintInfo>)
|
),(Added<BlueprintPath>)
|
||||||
>,
|
>,
|
||||||
mut commands: Commands,
|
mut commands: Commands,
|
||||||
asset_server: Res<AssetServer>,
|
asset_server: Res<AssetServer>,
|
||||||
|
|
||||||
|
|
||||||
) {
|
) {
|
||||||
|
for (entity, blueprint_path) in spawn_placeholders.iter() {
|
||||||
|
//println!("added blueprint_path {:?}", blueprint_path);
|
||||||
|
/*commands.entity(entity).insert(
|
||||||
|
SceneBundle {
|
||||||
|
scene: asset_server.load(format!("{}#Scene0", &blueprint_path.0)), // "levels/World.glb#Scene0"),
|
||||||
|
..default()
|
||||||
|
},
|
||||||
|
);*/
|
||||||
|
// let model_handle: Handle<Gltf> = asset_server.load(model_path.clone());
|
||||||
|
}
|
||||||
|
|
||||||
for (entity, blueprint_info, parent, all_assets) in blueprint_instances_to_spawn.iter() {
|
for (entity, blueprint_name, blueprint_path, parent, all_assets) in bla_bla.iter() {
|
||||||
println!("Detected blueprint to spawn {:?} {:?}", blueprint_info.name, blueprint_info.path);
|
println!("added blueprint to spawn {:?} {:?}", blueprint_name, blueprint_path);
|
||||||
println!("all assets {:?}", all_assets);
|
// println!("all assets {:?}", all_assets);
|
||||||
//////////////
|
let untyped_handle = asset_server.load_untyped(&blueprint_path.0);
|
||||||
|
|
||||||
// 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);
|
|
||||||
let asset_id = untyped_handle.id();
|
let asset_id = untyped_handle.id();
|
||||||
let loaded = asset_server.is_loaded_with_dependencies(asset_id);
|
let loaded = asset_server.is_loaded_with_dependencies(asset_id);
|
||||||
|
|
||||||
let mut asset_infos: Vec<AssetLoadTracker> = vec![];
|
let mut asset_infos: Vec<AssetLoadTracker> = vec![];
|
||||||
if !loaded {
|
if !loaded {
|
||||||
asset_infos.push(AssetLoadTracker {
|
asset_infos.push(AssetLoadTracker {
|
||||||
name: blueprint_info.name.clone(),
|
name: blueprint_name.0.clone(),
|
||||||
id: asset_id,
|
id: asset_id,
|
||||||
loaded: false,
|
loaded: false,
|
||||||
handle: untyped_handle.clone(),
|
handle: untyped_handle.clone(),
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
// and we also add all its assets
|
// now insert load tracker
|
||||||
/* prefetch attempt */
|
if !asset_infos.is_empty() {
|
||||||
let gltf = RawGltf::open(format!("assets/{}", blueprint_info.path)).unwrap();// RawGltf::open("examples/Box.gltf")?;
|
commands
|
||||||
for scene in gltf.scenes() {
|
.entity(entity)
|
||||||
let foo_extras = scene.extras().clone().unwrap();
|
.insert(AssetsToLoad {
|
||||||
|
all_loaded: false,
|
||||||
|
asset_infos,
|
||||||
|
..Default::default()
|
||||||
|
})
|
||||||
|
.insert(BlueprintAssetsNotLoaded);
|
||||||
|
} else {
|
||||||
|
commands.entity(entity).insert(BlueprintAssetsLoaded);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
let lookup: HashMap<String, Value> = serde_json::from_str(&foo_extras.get()).unwrap();
|
for (child_entity, child_entity_name, all_assets) in entities_with_assets.iter(){
|
||||||
/*for (key, value) in lookup.clone().into_iter() {
|
println!("added assets {:?} to {:?}", all_assets, child_entity_name);
|
||||||
println!("{} / {}", key, value);
|
if all_assets.is_some() {
|
||||||
}*/
|
let mut asset_infos: Vec<AssetLoadTracker> = vec![];
|
||||||
|
|
||||||
if lookup.contains_key("BlenvyAssets"){
|
for asset in all_assets.unwrap().0.iter() {
|
||||||
let assets_raw = &lookup["BlenvyAssets"];
|
|
||||||
//println!("ASSETS RAW {}", assets_raw);
|
|
||||||
let all_assets: BlenvyAssets = ron::from_str(&assets_raw.as_str().unwrap()).unwrap();
|
|
||||||
println!("all_assets {:?}", all_assets);
|
|
||||||
|
|
||||||
for asset in all_assets.assets.iter() {
|
|
||||||
let untyped_handle = asset_server.load_untyped(&asset.path);
|
let untyped_handle = asset_server.load_untyped(&asset.path);
|
||||||
//println!("untyped handle {:?}", untyped_handle);
|
//println!("untyped handle {:?}", untyped_handle);
|
||||||
//asset_server.load(asset.path);
|
//asset_server.load(asset.path);
|
||||||
|
|
||||||
let asset_id = untyped_handle.id();
|
let asset_id = untyped_handle.id();
|
||||||
//println!("ID {:?}", asset_id);
|
//println!("ID {:?}", asset_id);
|
||||||
let loaded = asset_server.is_loaded_with_dependencies(asset_id);
|
let loaded = asset_server.is_loaded_with_dependencies(asset_id);
|
||||||
@ -158,28 +185,27 @@ asset_server: Res<AssetServer>,
|
|||||||
});
|
});
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// now insert load tracker
|
// now insert load tracker
|
||||||
if !asset_infos.is_empty() {
|
if !asset_infos.is_empty() {
|
||||||
commands
|
commands
|
||||||
.entity(entity)
|
.entity(child_entity)
|
||||||
.insert(BlenvyAssetsLoadState {
|
.insert(AssetsToLoad {
|
||||||
all_loaded: false,
|
all_loaded: false,
|
||||||
asset_infos,
|
asset_infos,
|
||||||
..Default::default()
|
..Default::default()
|
||||||
})
|
})
|
||||||
.insert(BlueprintAssetsNotLoaded);
|
.insert(BlueprintAssetsNotLoaded);
|
||||||
} else {
|
} else {
|
||||||
commands.entity(entity).insert(BlueprintAssetsLoaded);
|
commands.entity(child_entity).insert(BlueprintAssetsLoaded);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
pub(crate) fn blueprints_check_assets_loading(
|
pub(crate) fn blueprints_check_assets_loading(
|
||||||
mut blueprint_assets_to_load: Query<
|
mut blueprint_assets_to_load: Query<
|
||||||
(Entity, Option<&Name>, &BlueprintInfo, &mut BlenvyAssetsLoadState),
|
(Entity, Option<&Name>, &BlueprintPath, &mut AssetsToLoad),
|
||||||
With<BlueprintAssetsNotLoaded>,
|
With<BlueprintAssetsNotLoaded>,
|
||||||
>,
|
>,
|
||||||
asset_server: Res<AssetServer>,
|
asset_server: Res<AssetServer>,
|
||||||
@ -187,14 +213,14 @@ pub(crate) fn blueprints_check_assets_loading(
|
|||||||
mut blueprint_events: EventWriter<BlueprintEvent>,
|
mut blueprint_events: EventWriter<BlueprintEvent>,
|
||||||
|
|
||||||
) {
|
) {
|
||||||
for (entity, entity_name, blueprint_info, mut assets_to_load) in blueprint_assets_to_load.iter_mut() {
|
for (entity, entity_name, blueprint_path, mut assets_to_load) in blueprint_assets_to_load.iter_mut() {
|
||||||
let mut all_loaded = true;
|
let mut all_loaded = true;
|
||||||
let mut loaded_amount = 0;
|
let mut loaded_amount = 0;
|
||||||
let total = assets_to_load.asset_infos.len();
|
let total = assets_to_load.asset_infos.len();
|
||||||
for tracker in assets_to_load.asset_infos.iter_mut() {
|
for tracker in assets_to_load.asset_infos.iter_mut() {
|
||||||
let asset_id = tracker.id;
|
let asset_id = tracker.id;
|
||||||
let loaded = asset_server.is_loaded_with_dependencies(asset_id);
|
let loaded = asset_server.is_loaded_with_dependencies(asset_id);
|
||||||
// println!("loading {}: // load state: {:?}", tracker.name, asset_server.load_state(asset_id));
|
println!("loading {}: // load state: {:?}", tracker.name, asset_server.load_state(asset_id));
|
||||||
|
|
||||||
// FIXME: hack for now
|
// FIXME: hack for now
|
||||||
let mut failed = false;// asset_server.load_state(asset_id) == bevy::asset::LoadState::Failed(_error);
|
let mut failed = false;// asset_server.load_state(asset_id) == bevy::asset::LoadState::Failed(_error);
|
||||||
@ -212,21 +238,20 @@ pub(crate) fn blueprints_check_assets_loading(
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
let progress: f32 = loaded_amount as f32 / total as f32;
|
let progress: f32 = loaded_amount as f32 / total as f32;
|
||||||
|
println!("progress: {}",progress);
|
||||||
assets_to_load.progress = progress;
|
assets_to_load.progress = progress;
|
||||||
|
|
||||||
if all_loaded {
|
if all_loaded {
|
||||||
assets_to_load.all_loaded = true;
|
assets_to_load.all_loaded = true;
|
||||||
println!("LOADING: in progress for ALL assets of {:?} (instance of {}), preparing for spawn", entity_name, blueprint_info.path);
|
println!("done with loading {:?}, inserting components", entity_name);
|
||||||
blueprint_events.send(BlueprintEvent::AssetsLoaded {blueprint_name:"".into(), blueprint_path: blueprint_info.path.clone() });
|
blueprint_events.send(BlueprintEvent::AssetsLoaded {blueprint_name:"".into(), blueprint_path: blueprint_path.0.clone() });
|
||||||
|
|
||||||
commands
|
commands
|
||||||
.entity(entity)
|
.entity(entity)
|
||||||
.insert(BlueprintAssetsLoaded)
|
.insert(BlueprintAssetsLoaded)
|
||||||
.remove::<BlueprintAssetsNotLoaded>()
|
.remove::<BlueprintAssetsNotLoaded>()
|
||||||
.remove::<BlenvyAssetsLoadState>()
|
.remove::<AssetsToLoad>()
|
||||||
;
|
;
|
||||||
}else {
|
|
||||||
println!("LOADING: done for ALL assets of {:?} (instance of {}): {} ",entity_name, blueprint_info.path, progress * 100.0);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -237,7 +262,8 @@ pub(crate) fn blueprints_spawn(
|
|||||||
spawn_placeholders: Query<
|
spawn_placeholders: Query<
|
||||||
(
|
(
|
||||||
Entity,
|
Entity,
|
||||||
&BlueprintInfo,
|
&BlueprintName,
|
||||||
|
&BlueprintPath,
|
||||||
Option<&Transform>,
|
Option<&Transform>,
|
||||||
Option<&Parent>,
|
Option<&Parent>,
|
||||||
Option<&AddToGameWorld>,
|
Option<&AddToGameWorld>,
|
||||||
@ -259,7 +285,8 @@ pub(crate) fn blueprints_spawn(
|
|||||||
) {
|
) {
|
||||||
for (
|
for (
|
||||||
entity,
|
entity,
|
||||||
blueprint_info,
|
blupeprint_name,
|
||||||
|
blueprint_path,
|
||||||
transform,
|
transform,
|
||||||
original_parent,
|
original_parent,
|
||||||
add_to_world,
|
add_to_world,
|
||||||
@ -267,17 +294,17 @@ pub(crate) fn blueprints_spawn(
|
|||||||
) in spawn_placeholders.iter()
|
) in spawn_placeholders.iter()
|
||||||
{
|
{
|
||||||
info!(
|
info!(
|
||||||
"all assets loaded, attempting to spawn blueprint {:?} for entity {:?}, id: {:?}, parent:{:?}",
|
"attempting to spawn blueprint {:?} for entity {:?}, id: {:?}, parent:{:?}",
|
||||||
blueprint_info.name, name, entity, original_parent
|
blupeprint_name.0, name, entity, original_parent
|
||||||
);
|
);
|
||||||
|
|
||||||
// info!("attempting to spawn {:?}", model_path);
|
// info!("attempting to spawn {:?}", model_path);
|
||||||
let model_handle: Handle<Gltf> = asset_server.load(blueprint_info.path.clone()); // FIXME: kinda weird now
|
let model_handle: Handle<Gltf> = asset_server.load(blueprint_path.0.clone()); // FIXME: kinda weird now
|
||||||
|
|
||||||
let gltf = assets_gltf.get(&model_handle).unwrap_or_else(|| {
|
let gltf = assets_gltf.get(&model_handle).unwrap_or_else(|| {
|
||||||
panic!(
|
panic!(
|
||||||
"gltf file {:?} should have been loaded",
|
"gltf file {:?} should have been loaded",
|
||||||
&blueprint_info.path
|
&blueprint_path.0
|
||||||
)
|
)
|
||||||
});
|
});
|
||||||
|
|
||||||
|
@ -5,10 +5,10 @@ use bevy::prelude::*;
|
|||||||
use bevy::scene::SceneInstance;
|
use bevy::scene::SceneInstance;
|
||||||
// use bevy::utils::hashbrown::HashSet;
|
// use bevy::utils::hashbrown::HashSet;
|
||||||
|
|
||||||
use crate::{BlueprintAnimationPlayerLink, BlueprintAnimations, BlueprintInfo};
|
use crate::{BlueprintAnimationPlayerLink, BlueprintAnimations, BlueprintPath};
|
||||||
use crate::{SpawnHere, Spawned};
|
use crate::{SpawnHere, Spawned};
|
||||||
use crate::{
|
use crate::{
|
||||||
BlenvyAssetsLoadState, BlueprintAssetsLoaded, BlueprintEvent, CopyComponents, InBlueprint, NoInBlueprint, OriginalChildren
|
AssetsToLoad, BlueprintAssetsLoaded, BlueprintEvent, CopyComponents, InBlueprint, NoInBlueprint, OriginalChildren
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
||||||
@ -28,7 +28,7 @@ pub(crate) fn spawned_blueprint_post_process(
|
|||||||
&BlueprintAnimations,
|
&BlueprintAnimations,
|
||||||
Option<&NoInBlueprint>,
|
Option<&NoInBlueprint>,
|
||||||
Option<&Name>,
|
Option<&Name>,
|
||||||
&BlueprintInfo
|
&BlueprintPath
|
||||||
),
|
),
|
||||||
(With<SpawnHere>, With<SceneInstance>, With<Spawned>),
|
(With<SpawnHere>, With<SceneInstance>, With<Spawned>),
|
||||||
>,
|
>,
|
||||||
@ -39,7 +39,7 @@ pub(crate) fn spawned_blueprint_post_process(
|
|||||||
mut blueprint_events: EventWriter<BlueprintEvent>,
|
mut blueprint_events: EventWriter<BlueprintEvent>,
|
||||||
|
|
||||||
) {
|
) {
|
||||||
for (original, children, original_children, animations, no_inblueprint, name, blueprint_info) in
|
for (original, children, original_children, animations, no_inblueprint, name, blueprint_path) in
|
||||||
unprocessed_entities.iter()
|
unprocessed_entities.iter()
|
||||||
{
|
{
|
||||||
info!("post processing blueprint for entity {:?}", name);
|
info!("post processing blueprint for entity {:?}", name);
|
||||||
@ -99,11 +99,11 @@ pub(crate) fn spawned_blueprint_post_process(
|
|||||||
commands.entity(original).remove::<SpawnHere>();
|
commands.entity(original).remove::<SpawnHere>();
|
||||||
commands.entity(original).remove::<Spawned>();
|
commands.entity(original).remove::<Spawned>();
|
||||||
// commands.entity(original).remove::<Handle<Scene>>(); // FIXME: if we delete the handle to the scene, things get despawned ! not what we want
|
// commands.entity(original).remove::<Handle<Scene>>(); // FIXME: if we delete the handle to the scene, things get despawned ! not what we want
|
||||||
//commands.entity(original).remove::<BlenvyAssetsLoadState>(); // also clear the sub assets tracker to free up handles, perhaps just freeing up the handles and leave the rest would be better ?
|
//commands.entity(original).remove::<AssetsToLoad>(); // also clear the sub assets tracker to free up handles, perhaps just freeing up the handles and leave the rest would be better ?
|
||||||
//commands.entity(original).remove::<BlueprintAssetsLoaded>();
|
//commands.entity(original).remove::<BlueprintAssetsLoaded>();
|
||||||
commands.entity(root_entity).despawn_recursive();
|
commands.entity(root_entity).despawn_recursive();
|
||||||
|
|
||||||
blueprint_events.send(BlueprintEvent::Spawned {blueprint_name: blueprint_info.name.clone(), blueprint_path: blueprint_info.path.clone() });
|
blueprint_events.send(BlueprintEvent::Spawned {blueprint_name:"".into(), blueprint_path: blueprint_path.0.clone() });
|
||||||
|
|
||||||
debug!("DONE WITH POST PROCESS");
|
debug!("DONE WITH POST PROCESS");
|
||||||
}
|
}
|
||||||
|
@ -107,6 +107,7 @@ fn process_background_shader(
|
|||||||
mut commands: Commands,
|
mut commands: Commands,
|
||||||
) {
|
) {
|
||||||
for background_shader in background_shaders.iter() {
|
for background_shader in background_shaders.iter() {
|
||||||
|
println!("HEYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYY {:?}", background_shader.color);
|
||||||
commands.insert_resource(AmbientLight {
|
commands.insert_resource(AmbientLight {
|
||||||
color: background_shader.color,
|
color: background_shader.color,
|
||||||
// Just a guess, see <https://github.com/bevyengine/bevy/issues/12280>
|
// Just a guess, see <https://github.com/bevyengine/bevy/issues/12280>
|
||||||
|
@ -61,6 +61,7 @@ pub fn add_components_from_gltf_extras(world: &mut World) {
|
|||||||
// let gltf_components_config = world.resource::<GltfComponentsConfig>();
|
// let gltf_components_config = world.resource::<GltfComponentsConfig>();
|
||||||
|
|
||||||
for (entity, name, extra, parent) in extras.iter(world) {
|
for (entity, name, extra, parent) in extras.iter(world) {
|
||||||
|
println!("GLTF EXTRA !!!!");
|
||||||
debug!(
|
debug!(
|
||||||
"Name: {}, entity {:?}, parent: {:?}, extras {:?}",
|
"Name: {}, entity {:?}, parent: {:?}, extras {:?}",
|
||||||
name, entity, parent, extra
|
name, entity, parent, extra
|
||||||
@ -76,6 +77,8 @@ pub fn add_components_from_gltf_extras(world: &mut World) {
|
|||||||
|
|
||||||
|
|
||||||
for (entity, name, extra, parent) in scene_extras.iter(world) {
|
for (entity, name, extra, parent) in scene_extras.iter(world) {
|
||||||
|
println!("GLTF SCENE EXTRA !!!!");
|
||||||
|
|
||||||
debug!(
|
debug!(
|
||||||
"Name: {}, entity {:?}, parent: {:?}, scene_extras {:?}",
|
"Name: {}, entity {:?}, parent: {:?}, scene_extras {:?}",
|
||||||
name, entity, parent, extra
|
name, entity, parent, extra
|
||||||
@ -90,6 +93,8 @@ pub fn add_components_from_gltf_extras(world: &mut World) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
for (entity, name, extra, parent) in mesh_extras.iter(world) {
|
for (entity, name, extra, parent) in mesh_extras.iter(world) {
|
||||||
|
println!("GLTF MESH EXTRA !!!!");
|
||||||
|
|
||||||
debug!(
|
debug!(
|
||||||
"Name: {}, entity {:?}, parent: {:?}, mesh_extras {:?}",
|
"Name: {}, entity {:?}, parent: {:?}, mesh_extras {:?}",
|
||||||
name, entity, parent, extra
|
name, entity, parent, extra
|
||||||
|
@ -1,5 +1,6 @@
|
|||||||
use bevy::prelude::*;
|
use bevy::prelude::*;
|
||||||
use blenvy::{BluePrintBundle, BlueprintInfo, GameWorldTag, SpawnHere};
|
// use bevy_gltf_blueprints::{BluePrintBundle, BlueprintName, BlueprintPath, GameWorldTag};
|
||||||
|
use blenvy::{BluePrintBundle, BlueprintName, BlueprintPath, GameWorldTag, SpawnHere};
|
||||||
use crate::{GameState, InAppRunning};
|
use crate::{GameState, InAppRunning};
|
||||||
|
|
||||||
//use bevy_rapier3d::prelude::Velocity;
|
//use bevy_rapier3d::prelude::Velocity;
|
||||||
@ -22,8 +23,9 @@ pub fn setup_game(
|
|||||||
));*/
|
));*/
|
||||||
|
|
||||||
commands.spawn((
|
commands.spawn((
|
||||||
BlueprintInfo{name: "World".into(), path: "levels/World.glb".into()},
|
BlueprintName("World".into()),
|
||||||
bevy::prelude::Name::from("world"), //FIXME: not really needed ? could be infered from blueprint's name/ path
|
BlueprintPath("levels/World.glb".into()),
|
||||||
|
bevy::prelude::Name::from("world"),
|
||||||
SpawnHere,
|
SpawnHere,
|
||||||
GameWorldTag,
|
GameWorldTag,
|
||||||
InAppRunning,
|
InAppRunning,
|
||||||
@ -62,10 +64,11 @@ pub fn spawn_test(
|
|||||||
let new_entity = commands
|
let new_entity = commands
|
||||||
.spawn((
|
.spawn((
|
||||||
BluePrintBundle {
|
BluePrintBundle {
|
||||||
blueprint: BlueprintInfo{name: "Health_Pickup".into() , path:"foo/bar.glb".into()}, // FIXME
|
blueprint: BlueprintName("Health_Pickup".to_string()),
|
||||||
..Default::default()
|
..Default::default()
|
||||||
},
|
},
|
||||||
bevy::prelude::Name::from(format!("test{}", name_index)),
|
bevy::prelude::Name::from(format!("test{}", name_index)),
|
||||||
|
// BlueprintName("Health_Pickup".to_string()),
|
||||||
// SpawnHere,
|
// SpawnHere,
|
||||||
TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)),
|
TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)),
|
||||||
/*Velocity {
|
/*Velocity {
|
||||||
|
@ -7,7 +7,7 @@ pub use animation::*;
|
|||||||
use std::{collections::HashMap, fs, time::Duration};
|
use std::{collections::HashMap, fs, time::Duration};
|
||||||
|
|
||||||
use blenvy::{
|
use blenvy::{
|
||||||
BlenvyAssets, BlueprintAnimationPlayerLink, BlueprintEvent, BlueprintInfo, GltfBlueprintsSet, SceneAnimations
|
BlenvyAssets, BlueprintAnimationPlayerLink, BlueprintEvent, BlueprintName, GltfBlueprintsSet, SceneAnimations
|
||||||
};
|
};
|
||||||
|
|
||||||
use bevy::{
|
use bevy::{
|
||||||
@ -25,7 +25,7 @@ fn start_game(mut next_app_state: ResMut<NextState<AppState>>) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
// 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 animations (simplified here by using AnimationPlayerLink)
|
||||||
// if the export from Blender worked correctly, we should have an Entity called "Blueprint4_nested" that has a child called "Blueprint3" that has a "BlueprintInfo" component with value Blueprint3
|
// 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 an assets_list
|
// if the export from Blender worked correctly, we should have an assets_list
|
||||||
// if the export from Blender worked correctly, we should have the correct tree of entities
|
// if the export from Blender worked correctly, we should have the correct tree of entities
|
||||||
#[allow(clippy::too_many_arguments)]
|
#[allow(clippy::too_many_arguments)]
|
||||||
@ -34,7 +34,7 @@ fn validate_export(
|
|||||||
parents: Query<&Parent>,
|
parents: Query<&Parent>,
|
||||||
children: Query<&Children>,
|
children: Query<&Children>,
|
||||||
names: Query<&Name>,
|
names: Query<&Name>,
|
||||||
blueprints: Query<(Entity, &Name, &BlueprintInfo)>,
|
blueprints: Query<(Entity, &Name, &BlueprintName)>,
|
||||||
animation_player_links: Query<(Entity, &BlueprintAnimationPlayerLink)>,
|
animation_player_links: Query<(Entity, &BlueprintAnimationPlayerLink)>,
|
||||||
scene_animations: Query<(Entity, &SceneAnimations)>,
|
scene_animations: Query<(Entity, &SceneAnimations)>,
|
||||||
empties_candidates: Query<(Entity, &Name, &GlobalTransform)>,
|
empties_candidates: Query<(Entity, &Name, &GlobalTransform)>,
|
||||||
@ -46,13 +46,13 @@ fn validate_export(
|
|||||||
!animation_player_links.is_empty() && scene_animations.into_iter().len() == 4;
|
!animation_player_links.is_empty() && scene_animations.into_iter().len() == 4;
|
||||||
|
|
||||||
let mut nested_blueprint_found = false;
|
let mut nested_blueprint_found = false;
|
||||||
for (entity, name, blueprint_info) in blueprints.iter() {
|
for (entity, name, blueprint_name) in blueprints.iter() {
|
||||||
if name.to_string() == *"Blueprint4_nested" && blueprint_info.name == *"Blueprint4_nested" {
|
if name.to_string() == *"Blueprint4_nested" && blueprint_name.0 == *"Blueprint4_nested" {
|
||||||
if let Ok(cur_children) = children.get(entity) {
|
if let Ok(cur_children) = children.get(entity) {
|
||||||
for child in cur_children.iter() {
|
for child in cur_children.iter() {
|
||||||
if let Ok((_, child_name, child_blueprint_info)) = blueprints.get(*child) {
|
if let Ok((_, child_name, child_blueprint_name)) = blueprints.get(*child) {
|
||||||
if child_name.to_string() == *"Blueprint3"
|
if child_name.to_string() == *"Blueprint3"
|
||||||
&& child_blueprint_info.name == *"Blueprint3"
|
&& child_blueprint_name.0 == *"Blueprint3"
|
||||||
{
|
{
|
||||||
nested_blueprint_found = true;
|
nested_blueprint_found = true;
|
||||||
}
|
}
|
||||||
|
@ -133,7 +133,7 @@ This issue has been resolved in v0.9.
|
|||||||
You can enable this option to automatically replace all the **collection instances** inside your main scene with blueprints
|
You can enable this option to automatically replace all the **collection instances** inside your main scene with blueprints
|
||||||
- whenever you change your main scene (or your library scene , if that option is enabled), all your collection instances
|
- whenever you change your main scene (or your library scene , if that option is enabled), all your collection instances
|
||||||
* will be replaced with empties (this will not be visible to you)
|
* will be replaced with empties (this will not be visible to you)
|
||||||
* those empties will have additional custom properties / components : ```BlueprintInfo``` & ```SpawnHere```
|
* those empties will have additional custom properties / components : ```BlueprintName``` & ```SpawnHere```
|
||||||
* your main scene/ level will be exported to a much more trimmed down gltf file (see next point)
|
* your main scene/ level will be exported to a much more trimmed down gltf file (see next point)
|
||||||
* all the original collections (that you used to create the instances) will be exported as **seperate gltf files** into the "library" folder
|
* all the original collections (that you used to create the instances) will be exported as **seperate gltf files** into the "library" folder
|
||||||
|
|
||||||
|
@ -153,8 +153,8 @@ General issues:
|
|||||||
- [ ] scan for used materials per blueprint !
|
- [ ] scan for used materials per blueprint !
|
||||||
- [ ] for scenes, scan for used materials of all non instance objects (TODO: what about overrides ?)
|
- [ ] for scenes, scan for used materials of all non instance objects (TODO: what about overrides ?)
|
||||||
- [ ] find a solution for the new color handling
|
- [ ] find a solution for the new color handling
|
||||||
- [x] add back lighting_components
|
- [ ] add back lighting_components
|
||||||
- [x] check if scene components are being deleted through our scene re-orgs in the spawn post process
|
- [ ] check if scene components are being deleted through our scene re-orgs in the spawn post process
|
||||||
- [ ] should "blueprint spawned" only be triggered after all its sub blueprints have spawned ?
|
- [ ] should "blueprint spawned" only be triggered after all its sub blueprints have spawned ?
|
||||||
|
|
||||||
- [ ] simplify testing example:
|
- [ ] simplify testing example:
|
||||||
@ -171,11 +171,6 @@ General issues:
|
|||||||
- [ ] rename repo to "Blenvy"
|
- [ ] rename repo to "Blenvy"
|
||||||
- [ ] do a deprecation release of all bevy_gltf_xxx crates to point at the new Blenvy crate
|
- [ ] do a deprecation release of all bevy_gltf_xxx crates to point at the new Blenvy crate
|
||||||
- [ ] hidden objects/collections not respected at export !!!
|
- [ ] hidden objects/collections not respected at export !!!
|
||||||
- [ ] add a way of overriding assets for collection instances
|
|
||||||
- [ ] add a way of visualizing per blueprint instances
|
|
||||||
- [ ] cleanup all the spurious debug messages
|
|
||||||
- [ ] deprecate BlueprintName & BlueprintPath & use BlueprintInfo instead
|
|
||||||
- [ ] fix animation handling
|
|
||||||
|
|
||||||
|
|
||||||
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
|
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
|
@ -10,11 +10,7 @@ def assets_to_fake_ron(list_like):
|
|||||||
result = []
|
result = []
|
||||||
for item in list_like:
|
for item in list_like:
|
||||||
result.append(f"(name: \"{item['name']}\", path: \"{item['path']}\")")
|
result.append(f"(name: \"{item['name']}\", path: \"{item['path']}\")")
|
||||||
|
return result#.join(", ")
|
||||||
return f"(assets: {result})".replace("'", '')
|
|
||||||
|
|
||||||
return f"({result})".replace("'", '')
|
|
||||||
|
|
||||||
|
|
||||||
def export_blueprints(blueprints, settings, blueprints_data):
|
def export_blueprints(blueprints, settings, blueprints_data):
|
||||||
blueprints_path_full = getattr(settings, "blueprints_path_full")
|
blueprints_path_full = getattr(settings, "blueprints_path_full")
|
||||||
@ -43,7 +39,7 @@ def export_blueprints(blueprints, settings, blueprints_data):
|
|||||||
|
|
||||||
all_assets = []
|
all_assets = []
|
||||||
auto_assets = []
|
auto_assets = []
|
||||||
collection["BlenvyAssets"] = assets_to_fake_ron([]) #assets_to_fake_ron([{"name": asset.name, "path": asset.path} for asset in collection.user_assets] + auto_assets) #all_assets + [{"name": asset.name, "path": asset.path} for asset in collection.user_assets] + auto_assets)
|
collection["BlenvyAssets"] = assets_to_fake_ron([{"name": asset.name, "path": asset.path} for asset in collection.user_assets] + auto_assets) #all_assets + [{"name": asset.name, "path": asset.path} for asset in collection.user_assets] + auto_assets)
|
||||||
|
|
||||||
|
|
||||||
# do the actual export
|
# do the actual export
|
||||||
|
@ -97,9 +97,10 @@ def duplicate_object(object, parent, combine_mode, destination_collection, bluep
|
|||||||
object.name = original_name + "____bak"
|
object.name = original_name + "____bak"
|
||||||
empty_obj = make_empty(original_name, object.location, object.rotation_euler, object.scale, destination_collection)
|
empty_obj = make_empty(original_name, object.location, object.rotation_euler, object.scale, destination_collection)
|
||||||
|
|
||||||
"""we inject the collection/blueprint name & path, as a component called 'BlueprintInfo', but we only do this in the empty, not the original object"""
|
"""we inject the collection/blueprint name, as a component called 'BlueprintName', but we only do this in the empty, not the original object"""
|
||||||
|
empty_obj['BlueprintName'] = f'("{blueprint_name}")'
|
||||||
|
empty_obj["BlueprintPath"] = f'("{blueprint_path}")'
|
||||||
empty_obj['SpawnHere'] = '()'
|
empty_obj['SpawnHere'] = '()'
|
||||||
empty_obj['BlueprintInfo'] = f'(name: "{blueprint_name}", path: "{blueprint_path}")'
|
|
||||||
|
|
||||||
# we copy custom properties over from our original object to our empty
|
# we copy custom properties over from our original object to our empty
|
||||||
for component_name, component_value in object.items():
|
for component_name, component_value in object.items():
|
||||||
|
@ -20,7 +20,7 @@ def generate_temporary_scene_and_export(settings, gltf_export_settings, gltf_out
|
|||||||
temp_root_collection = temp_scene.collection
|
temp_root_collection = temp_scene.collection
|
||||||
|
|
||||||
print("additional_dataAAAAAAAAAAAAAAAH", additional_data)
|
print("additional_dataAAAAAAAAAAAAAAAH", additional_data)
|
||||||
properties_black_list = ['glTF2ExportSettings', 'assets', 'user_assets', 'components_meta', 'Components_meta', 'Generated_assets', 'generated_assets']
|
properties_black_list = ['glTF2ExportSettings', 'user_assets', 'components_meta']
|
||||||
if additional_data is not None: # FIXME not a fan of having this here
|
if additional_data is not None: # FIXME not a fan of having this here
|
||||||
for entry in dict(additional_data):
|
for entry in dict(additional_data):
|
||||||
# we copy everything over except those on the black list
|
# we copy everything over except those on the black list
|
||||||
|
@ -64,7 +64,7 @@ class ExampleExtensionProperties(bpy.types.PropertyGroup):
|
|||||||
# blueprint settings
|
# blueprint settings
|
||||||
auto_export_blueprints: BoolProperty(
|
auto_export_blueprints: BoolProperty(
|
||||||
name='Export Blueprints',
|
name='Export Blueprints',
|
||||||
description='Replaces collection instances with an Empty with a BlueprintInfo custom property',
|
description='Replaces collection instances with an Empty with a BlueprintName custom property',
|
||||||
default=True
|
default=True
|
||||||
)
|
)
|
||||||
auto_export_blueprints_path: StringProperty(
|
auto_export_blueprints_path: StringProperty(
|
||||||
|
@ -1,7 +1,16 @@
|
|||||||
|
|
||||||
|
import bpy
|
||||||
|
from blenvy.core.object_makers import make_empty
|
||||||
|
|
||||||
|
# TODO: replace this with placing scene level custom properties once support for that has been added to bevy_gltf
|
||||||
def upsert_scene_components(main_scenes):
|
def upsert_scene_components(main_scenes):
|
||||||
for scene in main_scenes:
|
for scene in main_scenes:
|
||||||
if scene.world is not None:
|
if scene.world is not None:
|
||||||
scene['BlenderBackgroundShader'] = ambient_color_to_component(scene.world)
|
scene['BlenderBackgroundShader'] = ambient_color_to_component(scene.world)
|
||||||
|
print("FOOOOO WORLD", dir(scene.world))
|
||||||
|
print("FOOOO scene", dir(scene))
|
||||||
|
print("foooo", dir(scene.view_settings))
|
||||||
|
print("GNAAA", scene.view_settings.view_transform)
|
||||||
scene['BlenderShadowSettings'] = scene_shadows_to_component(scene)
|
scene['BlenderShadowSettings'] = scene_shadows_to_component(scene)
|
||||||
|
|
||||||
if scene.eevee.use_bloom:
|
if scene.eevee.use_bloom:
|
||||||
@ -23,11 +32,11 @@ def remove_scene_components(main_scenes):
|
|||||||
def scene_tonemapping_to_component(scene):
|
def scene_tonemapping_to_component(scene):
|
||||||
tone_mapping = scene.view_settings.view_transform
|
tone_mapping = scene.view_settings.view_transform
|
||||||
blender_to_bevy = {
|
blender_to_bevy = {
|
||||||
'NONE': 'None',
|
'NONE': '',
|
||||||
'AgX': 'AgX',
|
'AgX': 'AgX',
|
||||||
'Filmic': 'Filmic',
|
'Filmic': 'Filmic',
|
||||||
}
|
}
|
||||||
bevy_tone_mapping = blender_to_bevy[tone_mapping] if tone_mapping in blender_to_bevy else 'None'
|
bevy_tone_mapping = blender_to_bevy[tone_mapping] if tone_mapping in blender_to_bevy else None
|
||||||
return bevy_tone_mapping
|
return bevy_tone_mapping
|
||||||
|
|
||||||
def scene_colorgrading_to_component(scene):
|
def scene_colorgrading_to_component(scene):
|
||||||
|
@ -14,10 +14,7 @@ def assets_to_fake_ron(list_like):
|
|||||||
result = []
|
result = []
|
||||||
for item in list_like:
|
for item in list_like:
|
||||||
result.append(f"(name: \"{item['name']}\", path: \"{item['path']}\")")
|
result.append(f"(name: \"{item['name']}\", path: \"{item['path']}\")")
|
||||||
|
return result#.join(", ")
|
||||||
return f"(assets: {result})".replace("'", '')
|
|
||||||
|
|
||||||
return f"({result})".replace("'", '')
|
|
||||||
|
|
||||||
|
|
||||||
def export_main_scene(scene, settings, blueprints_data):
|
def export_main_scene(scene, settings, blueprints_data):
|
||||||
@ -81,8 +78,8 @@ def export_main_scene(scene, settings, blueprints_data):
|
|||||||
materials_exported_path = os.path.join(materials_path, f"{materials_library_name}{export_gltf_extension}")
|
materials_exported_path = os.path.join(materials_path, f"{materials_library_name}{export_gltf_extension}")
|
||||||
material_assets = [{"name": materials_library_name, "path": materials_exported_path}] # we also add the material library as an asset
|
material_assets = [{"name": materials_library_name, "path": materials_exported_path}] # we also add the material library as an asset
|
||||||
|
|
||||||
scene["BlenvyAssets"] = assets_to_fake_ron(all_assets + [{"name": asset.name, "path": asset.path} for asset in scene.user_assets] + auto_assets + material_assets)
|
#scene["BlenvyAssets"] = assets_to_fake_ron(all_assets + [{"name": asset.name, "path": asset.path} for asset in scene.user_assets] + auto_assets + material_assets)
|
||||||
#scene["BlenvyAssets"] = assets_to_fake_ron([{'name':'foo', 'path':'bar'}])
|
|
||||||
|
|
||||||
if export_separate_dynamic_and_static_objects:
|
if export_separate_dynamic_and_static_objects:
|
||||||
#print("SPLIT STATIC AND DYNAMIC")
|
#print("SPLIT STATIC AND DYNAMIC")
|
||||||
|
@ -59,7 +59,7 @@ class AutoExportSettings(PropertyGroup):
|
|||||||
# blueprint settings
|
# blueprint settings
|
||||||
export_blueprints: BoolProperty(
|
export_blueprints: BoolProperty(
|
||||||
name='Export Blueprints',
|
name='Export Blueprints',
|
||||||
description='Replaces collection instances with an Empty with a BlueprintInfo custom property, and enabled a lot more features !',
|
description='Replaces collection instances with an Empty with a BlueprintName custom property, and enabled a lot more features !',
|
||||||
default=True,
|
default=True,
|
||||||
update=save_settings
|
update=save_settings
|
||||||
) # type: ignore
|
) # type: ignore
|
||||||
|
@ -88,6 +88,7 @@ expected_custom_property_values = {'bevy_animation::AnimationPlayer': '(animatio
|
|||||||
'bevy_gltf_blueprints::animation::BlueprintAnimations': '(named_animations: "")',
|
'bevy_gltf_blueprints::animation::BlueprintAnimations': '(named_animations: "")',
|
||||||
'bevy_gltf_blueprints::animation::SceneAnimations': '(named_animations: "")',
|
'bevy_gltf_blueprints::animation::SceneAnimations': '(named_animations: "")',
|
||||||
'bevy_gltf_blueprints::materials::MaterialInfo': '(name: " ", source: " ")',
|
'bevy_gltf_blueprints::materials::MaterialInfo': '(name: " ", source: " ")',
|
||||||
|
'bevy_gltf_blueprints::spawn_from_blueprints::BlueprintName': '(" ")',
|
||||||
'bevy_gltf_blueprints::spawn_from_blueprints::BlueprintsList': '({})',
|
'bevy_gltf_blueprints::spawn_from_blueprints::BlueprintsList': '({})',
|
||||||
'bevy_gltf_blueprints::spawn_from_blueprints::SpawnHere': '()',
|
'bevy_gltf_blueprints::spawn_from_blueprints::SpawnHere': '()',
|
||||||
'bevy_gltf_components::GltfProcessed': '()',
|
'bevy_gltf_components::GltfProcessed': '()',
|
||||||
@ -346,6 +347,7 @@ expected_custom_property_values_randomized = {'bevy_animation::AnimationPlayer':
|
|||||||
'bevy_gltf_blueprints::animation::BlueprintAnimations': '(named_animations: "")',
|
'bevy_gltf_blueprints::animation::BlueprintAnimations': '(named_animations: "")',
|
||||||
'bevy_gltf_blueprints::animation::SceneAnimations': '(named_animations: "")',
|
'bevy_gltf_blueprints::animation::SceneAnimations': '(named_animations: "")',
|
||||||
'bevy_gltf_blueprints::materials::MaterialInfo': '(name: "sbnpsago", source: "piuzfbqp")',
|
'bevy_gltf_blueprints::materials::MaterialInfo': '(name: "sbnpsago", source: "piuzfbqp")',
|
||||||
|
'bevy_gltf_blueprints::spawn_from_blueprints::BlueprintName': '("sbnpsago")',
|
||||||
'bevy_gltf_blueprints::spawn_from_blueprints::BlueprintsList': '({})',
|
'bevy_gltf_blueprints::spawn_from_blueprints::BlueprintsList': '({})',
|
||||||
'bevy_gltf_blueprints::spawn_from_blueprints::SpawnHere': '()',
|
'bevy_gltf_blueprints::spawn_from_blueprints::SpawnHere': '()',
|
||||||
'bevy_gltf_components::GltfProcessed': '()',
|
'bevy_gltf_components::GltfProcessed': '()',
|
||||||
|
Loading…
Reference in New Issue
Block a user