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@ -66,14 +66,12 @@ pub(crate) fn materials_inject(
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} else {
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let material_file_handle: Handle<Gltf> = asset_server.load(materials_path.clone());
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let material_file_id = material_file_handle.id();
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let asset_infos: Vec<AssetLoadTracker<Gltf>> = vec![
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AssetLoadTracker {
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let asset_infos: Vec<AssetLoadTracker<Gltf>> = vec![AssetLoadTracker {
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name: material_full_path,
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id: material_file_id,
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loaded: false,
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handle: material_file_handle.clone(),
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}
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];
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}];
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commands
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.entity(entity)
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@ -46,10 +46,12 @@ pub struct AddToGameWorld;
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/// helper component, just to transfer child data
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pub(crate) struct OriginalChildren(pub Vec<Entity>);
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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)]
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#[reflect(Component)]
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pub struct BlueprintsList(pub HashMap<String, Vec<String>>);
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/// helper component, for tracking loaded assets's loading state, id , handle etc
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#[derive(Default, Debug)]
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pub(crate) struct AssetLoadTracker<T: bevy::prelude::Asset> {
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#[allow(dead_code)]
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@ -59,19 +61,25 @@ pub(crate) struct AssetLoadTracker<T: bevy::prelude::Asset> {
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#[allow(dead_code)]
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pub handle: Handle<T>,
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}
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/// helper component, for tracking loaded assets
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#[derive(Component, Debug)]
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pub(crate) struct AssetsToLoad<T: bevy::prelude::Asset> {
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pub all_loaded: bool,
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pub asset_infos: Vec<AssetLoadTracker<T>>,
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pub progress: f32,
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}
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impl <T: bevy::prelude::Asset>Default for AssetsToLoad<T> {
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impl<T: bevy::prelude::Asset> Default for AssetsToLoad<T> {
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fn default() -> Self {
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Self { all_loaded: Default::default(), asset_infos: Default::default(), progress: Default::default() }
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Self {
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all_loaded: Default::default(),
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asset_infos: Default::default(),
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progress: Default::default(),
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}
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}
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}
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/// flag component
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/// flag component, usually added when a blueprint is loaded
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#[derive(Component)]
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pub(crate) struct BlueprintAssetsLoaded;
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/// flag component
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@ -221,7 +229,7 @@ pub(crate) fn spawn_from_blueprints(
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name,
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) in spawn_placeholders.iter()
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{
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info!(
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debug!(
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"attempting to spawn {:?} for entity {:?}, id: {:?}, parent:{:?}",
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blupeprint_name.0, name, entity, original_parent
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);
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@ -1,7 +1,5 @@
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use bevy::prelude::*;
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use bevy_gltf_blueprints::{
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BluePrintBundle, BlueprintName, GameWorldTag,
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};
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use bevy_gltf_blueprints::{BluePrintBundle, BlueprintName, GameWorldTag};
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use bevy_gltf_worlflow_examples_common_rapier::{GameState, InAppRunning};
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use bevy_rapier3d::prelude::Velocity;
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@ -4,7 +4,7 @@ use std::{
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time::Duration,
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};
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use bevy_gltf_blueprints::{AnimationPlayerLink, BlueprintName};
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use bevy_gltf_blueprints::{AnimationPlayerLink, BlueprintName, BlueprintsList};
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pub use in_game::*;
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use bevy::{
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@ -22,7 +22,8 @@ fn start_game(mut next_app_state: ResMut<NextState<AppState>>) {
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// if the export from Blender worked correctly, we should have animations (simplified here by using AnimationPlayerLink)
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// if the export from Blender worked correctly, we should have an Entity called "Cylinder" that has two components: UnitTest, TupleTestF32
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// 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
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// if the export from Blender worked correctly, we should have a blueprints_list
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#[allow(clippy::too_many_arguments)]
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fn validate_export(
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parents: Query<&Parent>,
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children: Query<&Children>,
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@ -31,6 +32,8 @@ fn validate_export(
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animation_player_links: Query<(Entity, &AnimationPlayerLink)>,
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exported_cylinder: Query<(Entity, &Name, &UnitTest, &TupleTestF32)>,
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empties_candidates: Query<(Entity, &Name, &GlobalTransform)>,
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blueprints_list: Query<(Entity, &BlueprintsList)>,
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) {
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let animations_found = !animation_player_links.is_empty();
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@ -69,11 +72,13 @@ fn validate_export(
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}
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}
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let blueprints_list_found = !blueprints_list.is_empty();
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fs::write(
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"bevy_diagnostics.json",
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format!(
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"{{ \"animations\": {}, \"cylinder_found\": {} , \"nested_blueprint_found\": {}, \"empty_found\": {} }}",
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animations_found, cylinder_found, nested_blueprint_found, empty_found
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"{{ \"animations\": {}, \"cylinder_found\": {} , \"nested_blueprint_found\": {}, \"empty_found\": {}, \"blueprints_list_found\": {} }}",
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animations_found, cylinder_found, nested_blueprint_found, empty_found, blueprints_list_found
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),
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)
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.expect("Unable to write file");
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@ -99,7 +104,6 @@ impl Plugin for GamePlugin {
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.add_systems(Update, validate_export)
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.add_systems(OnEnter(AppState::MenuRunning), start_game)
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.add_systems(OnEnter(AppState::AppRunning), setup_game)
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.add_systems(Update, generate_screenshot.run_if(on_timer(Duration::from_secs_f32(0.2)))) // TODO: run once
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.add_systems(
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Update,
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@ -4,7 +4,7 @@ import bpy
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from ..helpers.generate_and_export import generate_and_export
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from .export_gltf import (generate_gltf_export_preferences, export_gltf)
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from ..modules.bevy_dynamic import is_object_dynamic, is_object_static
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from ..helpers.helpers_scenes import clear_hollow_scene, copy_hollowed_collection_into, inject_blueprints_list_into_main_scene
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from ..helpers.helpers_scenes import clear_hollow_scene, copy_hollowed_collection_into, inject_blueprints_list_into_main_scene, remove_blueprints_list_from_main_scene
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# export all main scenes
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@ -16,6 +16,7 @@ def export_main_scene(scene, folder_path, addon_prefs, library_collections):
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gltf_export_preferences = generate_gltf_export_preferences(addon_prefs)
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export_output_folder = getattr(addon_prefs,"export_output_folder")
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export_blueprints = getattr(addon_prefs,"export_blueprints")
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legacy_mode = getattr(addon_prefs, "export_legacy_mode")
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export_separate_dynamic_and_static_objects = getattr(addon_prefs, "export_separate_dynamic_and_static_objects")
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gltf_output_path = os.path.join(folder_path, export_output_folder, scene.name)
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@ -29,6 +30,7 @@ def export_main_scene(scene, folder_path, addon_prefs, library_collections):
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}
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if export_blueprints :
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if not legacy_mode:
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inject_blueprints_list_into_main_scene(scene)
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if export_separate_dynamic_and_static_objects:
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@ -69,5 +71,8 @@ def export_main_scene(scene, folder_path, addon_prefs, library_collections):
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print(" exporting gltf to", gltf_output_path, ".gltf/glb")
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export_gltf(gltf_output_path, export_settings)
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if not legacy_mode:
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remove_blueprints_list_from_main_scene(scene)
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@ -73,14 +73,18 @@ def copy_hollowed_collection_into(source_collection, destination_collection, par
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"""we inject the collection/blueprint name, as a component called 'BlueprintName', but we only do this in the empty, not the original object"""
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empty_obj['BlueprintName'] = '"'+collection_name+'"' if legacy_mode else '("'+collection_name+'")'
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empty_obj['SpawnHere'] = '()'
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# we also inject a list of all sub blueprints, so that the bevy side can preload them
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if not legacy_mode:
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root_node = CollectionNode()
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root_node.name = "root"
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children_per_collection = {}
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print("collection stuff", original_name)
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get_sub_collections([object.instance_collection], root_node, children_per_collection)
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empty_obj["BlueprintsList"] = f"({json.dumps(dict(children_per_collection))})"
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#empty_obj["Assets"] = {"Animations": [], "Materials": [], "Models":[], "Textures":[], "Audio":[], "Other":[]}
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# we copy custom properties over from our original object to our empty
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for component_name, component_value in object.items():
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if component_name not in custom_properties_to_filter_out and is_component_valid(object, component_name): #copy only valid properties
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@ -163,13 +167,14 @@ def inject_blueprints_list_into_main_scene(scene):
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print("injecting assets/blueprints data into scene")
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root_collection = scene.collection
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assets_list = None
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assets_list_name = f"assets_list_{scene.name}_components"
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for object in scene.objects:
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if object.name == "assets_list"+scene.name:
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if object.name == assets_list_name:
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assets_list = object
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break
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if assets_list is None:
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assets_list = make_empty('assets_list_'+scene.name+"_components", [0,0,0], [0,0,0], [0,0,0], root_collection)
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assets_list = make_empty(assets_list_name, [0,0,0], [0,0,0], [0,0,0], root_collection)
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# find all blueprints used in a scene
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# TODO: export a tree rather than a flat list ? because you could have potential clashing items in flat lists (amongst other issues)
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@ -179,7 +184,7 @@ def inject_blueprints_list_into_main_scene(scene):
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children_per_collection = {}
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#print("collection_names", collection_names, "collections", collections)
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(bla, bli ) = get_sub_collections(collections, root_node, children_per_collection)
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get_sub_collections(collections, root_node, children_per_collection)
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# what about marked assets ?
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# what about audio assets ?
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# what about materials ?
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@ -188,4 +193,13 @@ def inject_blueprints_list_into_main_scene(scene):
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#assets_list["blueprints_direct"] = list(collection_names)
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assets_list["BlueprintsList"] = f"({json.dumps(dict(children_per_collection))})"
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#assets_list["Materials"]= '()'
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# print("assets list", assets_list["BlueprintsList"], children_per_collection)
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def remove_blueprints_list_from_main_scene(scene):
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assets_list = None
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assets_list_name = f"assets_list_{scene.name}_components"
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for object in scene.objects:
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if object.name == assets_list_name:
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assets_list = object
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if assets_list is not None:
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bpy.data.objects.remove(assets_list, do_unlink=True)
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@ -83,7 +83,6 @@ def test_export_complex(setup_data):
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# blueprint5 => has NO instance, not marked as asset, should NOT export
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assert os.path.exists(os.path.join(models_path, "World.glb")) == True
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assert os.path.exists(os.path.join(models_path, "library", "Blueprint1.glb")) == True
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assert os.path.exists(os.path.join(models_path, "library", "Blueprint2.glb")) == True
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assert os.path.exists(os.path.join(models_path, "library", "Blueprint3.glb")) == True
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@ -92,6 +91,11 @@ def test_export_complex(setup_data):
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assert os.path.exists(os.path.join(models_path, "library", "Blueprint6_animated.glb")) == True
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assert os.path.exists(os.path.join(models_path, "library", "Blueprint7_hierarchy.glb")) == True
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# 'assets_list_'+scene.name+"_components" should have been removed after the export
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assets_list_object_name = "assets_list_"+"World"+"_components"
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assets_list_object_present = assets_list_object_name in bpy.data.objects
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assert assets_list_object_present == False
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# now run bevy
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command = "cargo run --features bevy/dynamic_linking"
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FNULL = open(os.devnull, 'w') #use this if you want to suppress output to stdout from the subprocess
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@ -105,6 +109,7 @@ def test_export_complex(setup_data):
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assert diagnostics["animations"] == True
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assert diagnostics["cylinder_found"] == True
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assert diagnostics["empty_found"] == True
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assert diagnostics["blueprints_list_found"] == True
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# last but not least, do a visual compare
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screenshot_expected_path = os.path.join(root_path, "expected_screenshot.png")
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