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Author | SHA1 | Date |
---|---|---|
MoeThun | d78e5a878e | |
kaosat.dev | 4a72ed68bf | |
kaosat.dev | 16a28ab760 | |
kaosat.dev | a951d82330 | |
kaosat.dev | 382759d71f |
24
TODO.md
24
TODO.md
|
@ -62,7 +62,7 @@ Components:
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- [x] Hashmap Support
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- [x] fix parsing of keys's type either on Bevy side (prefered) or on the Blender side
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- [x] fix weird issue with missing "0" property when adding new entry in empty hashmap => happens only if the values for the "setter" have never been set
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- [ ] handle missing types in registry for keys & values
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- [x] handle missing types in registry for keys & values
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- [x] adding a hashmap nukes every existing component ??
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- [x] Add correct upgrade handling from individual component to bevy_components
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- [x] Settings handling:
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@ -218,10 +218,15 @@ Blender side:
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- [ ] add option to 'split out' meshes from blueprints ?
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- [ ] ie considering meshletts etc , it would make sense to keep blueprints seperate from purely mesh gltfs
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- [ ] persist exported materials path in blueprints so that it can be read from library file users
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- [ ] just like "export_path" write it into each blueprint's collection
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- [ ] scan for used materials per blueprint !
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- [ ] for scenes, scan for used materials of all non instance objects (TODO: what about overrides ?)
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- [ ] materials fixes & upgrades
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- [x] materials do not get exported again if the files are missing, until you change a material
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- [x] materials do not get exported when a material is added ?
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- [ ] material assets seem to be added to list regardless of whether material exports are enabled or not
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- [ ] persist exported materials path in blueprints so that it can be read from library file users
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- [ ] just like "export_path" write it into each blueprint's collection
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- [ ] scan for used materials per blueprint !
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- [ ] for scenes, scan for used materials of all non instance objects (TODO: what about overrides ?)
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- [ ] add a way of visualizing per blueprint instances ?
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- [ ] display export path of blueprints (mostly external) ?
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|
@ -284,7 +289,7 @@ Bevy Side:
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- [x] for sub blueprint tracking: do not propagate/ deal with parent blueprints if they are not themselves Spawning (ie filter out by "BlueprintSpawning")
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- [x] cleanup internals
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- [ ] analyse what is off with blueprint level components
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- [ ] add the root blueprint itself to the assets either on the blender side or on the bevy side programatically
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- [x] add the root blueprint itself to the assets either on the blender side or on the bevy side programatically
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- [ ] invalidate despawned entity & parent entities AABB
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- [ ] add unloading/cache removal of materials
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@ -316,6 +321,11 @@ Bevy Side:
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- [x] replace all references to the old 2 add-ons with those to Blenvy
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- [x] rename repo to "Blenvy"
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- [x] do a deprecation release of all bevy_gltf_xxx crates to point at the new Blenvy crate
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- [ ] material assets seem to be added to list regardless of whether material exports are enabled or not
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- [ ] consider finding a way of having unique ids for all objects & collections in Blender (not trivial, if not impossible)
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this would allow things such as
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- [ ] mapping uuids to blueprint paths
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- [ ] solving problems with scene renames
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- [ ] the ability to map external TEXT files to data in BLender (git-able, hand editable)
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- [x] make aabbs calculation non configurable, getting rid of the last setting (for now)
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clear && pytest -svv --blender-template ../../testing/bevy_example/art/testing_library.blend --blender-executable /home/ckaos/tools/blender/blender-4.1.0-linux-x64/blender tests/test_bevy_integration_prepare.py && pytest -svv --blender-executable /home/ckaos/tools/blender/blender-4.1.0-linux-x64/blender tests/test_bevy_integration.py
|
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@ -14,7 +14,7 @@ license = "MIT OR Apache-2.0"
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workspace = true
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[dependencies]
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bevy = { version = "0.14", default-features = false, features = ["bevy_asset", "bevy_scene", "bevy_gltf", "file_watcher"] }
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bevy = { version = "0.14", default-features = false, features = ["bevy_asset", "bevy_scene", "bevy_gltf"] } #, "file_watcher"
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serde = "1.0.188"
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ron = "0.8.1"
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serde_json = "1.0.108"
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|
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@ -37,8 +37,7 @@ pub fn compute_scene_aabbs(
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}
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}
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for entity in other_entities.iter() {
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println!("already got AABB");
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commands.entity(entity).insert(BlueprintReadyForFinalizing); // FIXME ! Yikes !!
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commands.entity(entity).insert(BlueprintReadyForFinalizing);
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}
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}
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|
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@ -87,10 +87,14 @@ pub struct AnimationMarkerReached {
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/////////////////////
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/// triggers events when a given animation marker is reached for BLUEPRINT animations
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pub fn trigger_blueprint_animation_markers_events(
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animation_data: Query<(Entity, &BlueprintAnimationPlayerLink, &BlueprintAnimationInfosLink, &BlueprintAnimations)>,
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animation_data: Query<(
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Entity,
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&BlueprintAnimationPlayerLink,
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&BlueprintAnimationInfosLink,
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&BlueprintAnimations,
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)>,
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// FIXME: annoying hiearchy issue yet again: the Markers & AnimationInfos are stored INSIDE the blueprint, so we need to access them differently
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animation_infos: Query<(&AnimationInfos, &AnimationMarkers)>,
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animation_players: Query<&AnimationPlayer>,
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|
@ -99,9 +103,7 @@ pub fn trigger_blueprint_animation_markers_events(
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animation_clips: Res<Assets<AnimationClip>>,
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) {
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for (entity, player_link, infos_link, animations) in animation_data.iter() {
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for (animation_name, node_index) in animations.named_indices.iter() {
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let animation_player = animation_players.get(player_link.0).unwrap();
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let (animation_infos, animation_markers) = animation_infos.get(infos_link.0).unwrap();
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|
@ -109,21 +111,24 @@ pub fn trigger_blueprint_animation_markers_events(
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if let Some(animation) = animation_player.animation(*node_index) {
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// animation.speed()
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// animation.completions()
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if let Some(animation_clip_handle) = animations.named_animations.get(animation_name) {
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if let Some(animation_clip_handle) =
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animations.named_animations.get(animation_name)
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{
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if let Some(animation_clip) = animation_clips.get(animation_clip_handle) {
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let animation_length_seconds = animation_clip.duration();
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let animation_length_frames = animation_infos // FIXME: horribly inneficient
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.animations
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.iter()
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.find(|anim| &anim.name == animation_name)
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.unwrap()
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.frames_length;
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let animation_length_frames =
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animation_infos // FIXME: horribly inneficient
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.animations
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.iter()
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.find(|anim| &anim.name == animation_name)
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.unwrap()
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.frames_length;
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// TODO: we also need to take playback speed into account
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let time_in_animation = animation.elapsed()
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- (animation.completions() as f32) * animation_length_seconds;
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let frame_seconds = (animation_length_frames / animation_length_seconds)
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- (animation.completions() as f32) * animation_length_seconds;
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let frame_seconds = (animation_length_frames
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/ animation_length_seconds)
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* time_in_animation;
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// println!("frame seconds {}", frame_seconds);
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let frame = frame_seconds.ceil() as u32; // FIXME , bad hack
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|
@ -133,7 +138,10 @@ pub fn trigger_blueprint_animation_markers_events(
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if matching_animation_marker.contains_key(&frame) {
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let matching_markers_per_frame =
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matching_animation_marker.get(&frame).unwrap();
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println!("FOUND A MARKER {:?} at frame {}", matching_markers_per_frame, frame);
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println!(
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"FOUND A MARKER {:?} at frame {}",
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matching_markers_per_frame, frame
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);
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// FIXME: complete hack-ish solution , otherwise this can fire multiple times in a row, depending on animation length , speed , etc
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let diff = frame as f32 - frame_seconds;
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if diff < 0.1 {
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|
@ -155,7 +163,6 @@ pub fn trigger_blueprint_animation_markers_events(
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}
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}
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/// triggers events when a given animation marker is reached for INSTANCE animations
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pub fn trigger_instance_animation_markers_events(
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animation_infos: Query<(
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@ -178,9 +185,10 @@ pub fn trigger_instance_animation_markers_events(
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let animation_player = animation_players.get(player_link.0).unwrap();
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if animation_player.animation_is_playing(*node_index) {
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if let Some(animation) = animation_player.animation(*node_index) {
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if let Some(animation_clip_handle) = animations.named_animations.get(animation_name) {
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if let Some(animation_clip_handle) =
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animations.named_animations.get(animation_name)
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{
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if let Some(animation_clip) = animation_clips.get(animation_clip_handle) {
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println!("helooo")
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}
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}
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|
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@ -37,7 +37,6 @@ pub struct BlueprintAllAssets {
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pub assets: Vec<BlueprintAsset>,
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}
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////////////////////////
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///
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/// flag component, usually added when a blueprint is loaded
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|
|
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@ -1,26 +1,23 @@
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use crate::{BlueprintAssetsLoadState, BlueprintAssetsLoaded, BlueprintInfo, BlueprintInstanceReady, BlueprintSpawning, FromBlueprint, SpawnBlueprint, SubBlueprintsSpawnTracker};
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use crate::{
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BlueprintAssetsLoadState, BlueprintAssetsLoaded, BlueprintInfo, BlueprintInstanceReady,
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BlueprintSpawning, FromBlueprint, SpawnBlueprint, SubBlueprintsSpawnTracker,
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};
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use bevy::asset::AssetEvent;
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use bevy::prelude::*;
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use bevy::scene::SceneInstance;
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use bevy::utils::hashbrown::HashMap;
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/// Resource mapping asset paths (ideally untyped ids, but more complex) to a list of blueprint instance entity ids
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#[derive(Debug, Clone, Resource, Default)]
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pub(crate) struct AssetToBlueprintInstancesMapper{
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pub(crate) struct AssetToBlueprintInstancesMapper {
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// pub(crate) untyped_id_to_blueprint_entity_ids: HashMap<UntypedAssetId, Vec<Entity>>
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pub(crate) untyped_id_to_blueprint_entity_ids: HashMap<String, Vec<Entity>>
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pub(crate) untyped_id_to_blueprint_entity_ids: HashMap<String, Vec<Entity>>,
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}
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pub(crate) fn react_to_asset_changes(
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mut gltf_events: EventReader<AssetEvent<Gltf>>, // FIXME: Problem: we need to react to any asset change, not just gltf files !
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// mut untyped_events: EventReader<AssetEvent<LoadedUntypedAsset>>,
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blueprint_assets: Query<(
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Entity,
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Option<&Name>,
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&BlueprintInfo,
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Option<&Children>,
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)>,
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blueprint_assets: Query<(Entity, Option<&Name>, &BlueprintInfo, Option<&Children>)>,
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blueprint_children_entities: Query<&FromBlueprint>, //=> can only be used if the entites are tagged
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assets_to_blueprint_instances: Res<AssetToBlueprintInstancesMapper>,
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all_parents: Query<&Parent>,
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|
@ -28,7 +25,6 @@ pub(crate) fn react_to_asset_changes(
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asset_server: Res<AssetServer>,
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mut commands: Commands,
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) {
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let mut respawn_candidates: Vec<&Entity> = vec![];
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|
@ -44,15 +40,19 @@ pub(crate) fn react_to_asset_changes(
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// let bla = untyped.unwrap().id();
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// asset_server.get
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// in order to avoid respawn both a parent & a child , which would crash Bevy, we do things in two steps
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if let Some(entities) = assets_to_blueprint_instances.untyped_id_to_blueprint_entity_ids.get(&asset_path.to_string()) {
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if let Some(entities) = assets_to_blueprint_instances
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.untyped_id_to_blueprint_entity_ids
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.get(&asset_path.to_string())
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{
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for entity in entities.iter() {
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println!("matching blueprint instance {}", entity);
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// println!("matching blueprint instance {}", entity);
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// disregard entities that are already (re) spawning
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if !respawn_candidates.contains(&entity) && blueprint_assets.get(*entity).is_ok() && spawning_blueprints.get(*entity).is_err()
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if !respawn_candidates.contains(&entity)
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&& blueprint_assets.get(*entity).is_ok()
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&& spawning_blueprints.get(*entity).is_err()
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{
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respawn_candidates.push(entity);
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}
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}
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}
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}
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|
@ -65,26 +65,28 @@ pub(crate) fn react_to_asset_changes(
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// TODO: improve this, very inneficient
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let mut retained_candidates: Vec<Entity> = vec![];
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'outer: for entity in respawn_candidates.iter() {
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for parent in all_parents.iter_ancestors(**entity){
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for parent in all_parents.iter_ancestors(**entity) {
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for ent in respawn_candidates.iter() {
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if **ent == parent {
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if ! retained_candidates.contains(&parent) {
|
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if !retained_candidates.contains(&parent) {
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retained_candidates.push(parent);
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}
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continue 'outer;
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}
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}
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}
|
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if ! retained_candidates.contains(entity) {
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if !retained_candidates.contains(entity) {
|
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retained_candidates.push(**entity);
|
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}
|
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}
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// println!("respawn candidates {:?}", respawn_candidates);
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for retained in retained_candidates.iter() {
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println!("retained {}", retained);
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// println!("retained {}", retained);
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|
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if let Ok((entity, entity_name, _blueprint_info, children)) = blueprint_assets.get(*retained) {
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println!("HOLY MOLY IT DETECTS !!, now respawn {:?}", entity_name);
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if let Ok((entity, entity_name, _blueprint_info, children)) =
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blueprint_assets.get(*retained)
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{
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info!("Change detected !!, now respawn {:?}", entity_name);
|
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|
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// TODO: only remove those that are "in blueprint"
|
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if children.is_some() {
|
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|
|
|
@ -53,7 +53,12 @@ pub(crate) fn inject_materials(
|
|||
material_found = Some(material);
|
||||
} else {
|
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let model_handle: Handle<Gltf> = asset_server.load(material_info.path.clone()); // FIXME: kinda weird now
|
||||
let mat_gltf = assets_gltf.get(model_handle.id()).unwrap_or_else(|| panic!("materials file {} should have been preloaded", material_info.path));
|
||||
let mat_gltf = assets_gltf.get(model_handle.id()).unwrap_or_else(|| {
|
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panic!(
|
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"materials file {} should have been preloaded",
|
||||
material_info.path
|
||||
)
|
||||
});
|
||||
if mat_gltf
|
||||
.named_materials
|
||||
.contains_key(&material_info.name as &str)
|
||||
|
|
|
@ -50,19 +50,14 @@ impl Default for BluePrintBundle {
|
|||
#[derive(Debug, Clone)]
|
||||
/// Plugin for gltf blueprints
|
||||
pub struct BlueprintsPlugin {
|
||||
/// Automatically generate aabbs for the blueprints root objects
|
||||
pub aabbs: bool,
|
||||
}
|
||||
|
||||
impl Default for BlueprintsPlugin {
|
||||
fn default() -> Self {
|
||||
Self { aabbs: false }
|
||||
Self { }
|
||||
}
|
||||
}
|
||||
|
||||
fn aabbs_enabled(blenvy_config: Res<BlenvyConfig>) -> bool {
|
||||
blenvy_config.aabbs
|
||||
}
|
||||
|
||||
fn hot_reload(watching_for_changes: Res<WatchingForChanges>) -> bool {
|
||||
// println!("hot reload ? {}", watching_for_changes.0);
|
||||
|
@ -131,7 +126,7 @@ impl Plugin for BlueprintsPlugin {
|
|||
blueprints_cleanup_spawned_scene,
|
||||
// beyond this point : post processing to finalize blueprint instances
|
||||
inject_materials,
|
||||
compute_scene_aabbs, // .run_if(aabbs_enabled),
|
||||
compute_scene_aabbs,
|
||||
blueprints_finalize_instances,
|
||||
)
|
||||
.chain()
|
||||
|
|
|
@ -4,7 +4,10 @@ use bevy::{gltf::Gltf, prelude::*, scene::SceneInstance, utils::hashbrown::HashM
|
|||
use serde_json::Value;
|
||||
|
||||
use crate::{
|
||||
AnimationInfos, AssetLoadTracker, AssetToBlueprintInstancesMapper, BlenvyConfig, BlueprintAnimationInfosLink, BlueprintAnimationPlayerLink, BlueprintAnimations, BlueprintAssets, BlueprintAssetsLoadState, BlueprintAssetsLoaded, BlueprintAssetsNotLoaded, InstanceAnimationInfosLink, InstanceAnimationPlayerLink, InstanceAnimations, WatchingForChanges
|
||||
AnimationInfos, AssetLoadTracker, AssetToBlueprintInstancesMapper, BlueprintAnimationInfosLink,
|
||||
BlueprintAnimationPlayerLink, BlueprintAnimations, BlueprintAssets, BlueprintAssetsLoadState,
|
||||
BlueprintAssetsLoaded, BlueprintAssetsNotLoaded, InstanceAnimationInfosLink,
|
||||
InstanceAnimationPlayerLink, InstanceAnimations, WatchingForChanges,
|
||||
};
|
||||
|
||||
/// this is a flag component for our levels/game world
|
||||
|
@ -89,7 +92,6 @@ pub enum BlueprintEvent {
|
|||
},
|
||||
}
|
||||
|
||||
|
||||
#[derive(Component, Reflect, Debug, Default)]
|
||||
#[reflect(Component)]
|
||||
/// component gets added when a blueprint starts spawning, removed when spawning is completely done
|
||||
|
@ -97,7 +99,6 @@ pub struct BlueprintSpawning;
|
|||
|
||||
use gltf::Gltf as RawGltf;
|
||||
|
||||
|
||||
/*
|
||||
Overview of the Blueprint Spawning process
|
||||
- Blueprint Load Assets
|
||||
|
@ -115,10 +116,7 @@ Overview of the Blueprint Spawning process
|
|||
*/
|
||||
|
||||
pub(crate) fn blueprints_prepare_spawn(
|
||||
blueprint_instances_to_spawn: Query<
|
||||
(Entity, &BlueprintInfo),
|
||||
Added<SpawnBlueprint>,
|
||||
>,
|
||||
blueprint_instances_to_spawn: Query<(Entity, &BlueprintInfo), Added<SpawnBlueprint>>,
|
||||
mut commands: Commands,
|
||||
asset_server: Res<AssetServer>,
|
||||
// for hot reload
|
||||
|
@ -153,9 +151,9 @@ pub(crate) fn blueprints_prepare_spawn(
|
|||
/* prefetch attempt */
|
||||
let gltf = RawGltf::open(format!("assets/{}", blueprint_info.path)).unwrap();
|
||||
for scene in gltf.scenes() {
|
||||
if let Some(scene_extras) = scene.extras().clone()
|
||||
{
|
||||
let lookup: HashMap<String, Value> = serde_json::from_str(scene_extras.get()).unwrap();
|
||||
if let Some(scene_extras) = scene.extras().clone() {
|
||||
let lookup: HashMap<String, Value> =
|
||||
serde_json::from_str(scene_extras.get()).unwrap();
|
||||
if lookup.contains_key("BlueprintAssets") {
|
||||
let assets_raw = &lookup["BlueprintAssets"];
|
||||
//println!("ASSETS RAW {}", assets_raw);
|
||||
|
@ -183,21 +181,59 @@ pub(crate) fn blueprints_prepare_spawn(
|
|||
|
||||
// Only do this if hot reload is enabled
|
||||
if watching_for_changes.0 {
|
||||
if !assets_to_blueprint_instances.untyped_id_to_blueprint_entity_ids.contains_key(&path_id) {
|
||||
assets_to_blueprint_instances.untyped_id_to_blueprint_entity_ids.insert(path_id.clone(), vec![]);
|
||||
if !assets_to_blueprint_instances
|
||||
.untyped_id_to_blueprint_entity_ids
|
||||
.contains_key(&path_id)
|
||||
{
|
||||
assets_to_blueprint_instances
|
||||
.untyped_id_to_blueprint_entity_ids
|
||||
.insert(path_id.clone(), vec![]);
|
||||
}
|
||||
|
||||
// only insert if not already present in mapping
|
||||
if !assets_to_blueprint_instances.untyped_id_to_blueprint_entity_ids[&path_id].contains(&entity) {
|
||||
if !assets_to_blueprint_instances.untyped_id_to_blueprint_entity_ids
|
||||
[&path_id]
|
||||
.contains(&entity)
|
||||
{
|
||||
// println!("adding mapping between {} and entity {:?}", path_id, all_names.get(entity));
|
||||
assets_to_blueprint_instances.untyped_id_to_blueprint_entity_ids.get_mut(&path_id).unwrap().push(entity);
|
||||
assets_to_blueprint_instances
|
||||
.untyped_id_to_blueprint_entity_ids
|
||||
.get_mut(&path_id)
|
||||
.unwrap()
|
||||
.push(entity);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Only do this if hot reload is enabled
|
||||
// TODO: should this be added to the list of "all assets" on the blender side instead
|
||||
if watching_for_changes.0 {
|
||||
// also add the root blueprint info to the list of hot reload items
|
||||
if !assets_to_blueprint_instances
|
||||
.untyped_id_to_blueprint_entity_ids
|
||||
.contains_key(&blueprint_info.path)
|
||||
{
|
||||
assets_to_blueprint_instances
|
||||
.untyped_id_to_blueprint_entity_ids
|
||||
.insert(blueprint_info.path.clone(), vec![]);
|
||||
}
|
||||
// only insert if not already present in mapping
|
||||
if !assets_to_blueprint_instances.untyped_id_to_blueprint_entity_ids
|
||||
[&blueprint_info.path]
|
||||
.contains(&entity)
|
||||
{
|
||||
// println!("adding mapping between {} and entity {:?}", path_id, all_names.get(entity));
|
||||
assets_to_blueprint_instances
|
||||
.untyped_id_to_blueprint_entity_ids
|
||||
.get_mut(&blueprint_info.path)
|
||||
.unwrap()
|
||||
.push(entity);
|
||||
}
|
||||
}
|
||||
|
||||
// now insert load tracker
|
||||
// if there are assets to load
|
||||
if !asset_infos.is_empty() {
|
||||
|
@ -243,7 +279,9 @@ pub(crate) fn blueprints_check_assets_loading(
|
|||
let loaded = asset_server.is_loaded_with_dependencies(asset_id);
|
||||
|
||||
let mut failed = false;
|
||||
if let bevy::asset::LoadState::Failed(_) = asset_server.load_state(asset_id) { failed = true }
|
||||
if let bevy::asset::LoadState::Failed(_) = asset_server.load_state(asset_id) {
|
||||
failed = true
|
||||
}
|
||||
tracker.loaded = loaded || failed;
|
||||
if loaded || failed {
|
||||
loaded_amount += 1;
|
||||
|
@ -267,12 +305,10 @@ pub(crate) fn blueprints_check_assets_loading(
|
|||
commands
|
||||
.entity(entity)
|
||||
.insert(BlueprintAssetsLoaded)
|
||||
.remove::<BlueprintAssetsNotLoaded>()
|
||||
;
|
||||
.remove::<BlueprintAssetsNotLoaded>();
|
||||
|
||||
if !watching_for_changes.0 {
|
||||
commands.entity(entity)
|
||||
.remove::<BlueprintAssetsLoadState>(); //we REMOVE this component when in hot reload is OFF, as we
|
||||
commands.entity(entity).remove::<BlueprintAssetsLoadState>(); //we REMOVE this component when in hot reload is OFF, as we
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -556,12 +592,11 @@ pub(crate) fn blueprints_cleanup_spawned_scene(
|
|||
|
||||
all_names: Query<&Name>,
|
||||
) {
|
||||
for (original, children, original_children, name, animations) in
|
||||
blueprint_scenes.iter()
|
||||
{
|
||||
for (original, children, original_children, name, animations) in blueprint_scenes.iter() {
|
||||
info!("Cleaning up spawned scene {:?}", name);
|
||||
|
||||
if children.len() == 0 { // TODO: investigate, Honestly not sure if this issue from Bevy 0.12 is still present at all anymore
|
||||
if children.len() == 0 {
|
||||
// TODO: investigate, Honestly not sure if this issue from Bevy 0.12 is still present at all anymore
|
||||
warn!("timing issue ! no children found, please restart your bevy app (bug being investigated)");
|
||||
continue;
|
||||
}
|
||||
|
@ -582,7 +617,6 @@ pub(crate) fn blueprints_cleanup_spawned_scene(
|
|||
commands.entity(child).insert(FromBlueprint); // we do this here in order to avoid doing it to normal children
|
||||
}
|
||||
|
||||
|
||||
// copy components into from blueprint instance's blueprint_root_entity to original entity
|
||||
commands.add(CopyComponents {
|
||||
source: blueprint_root_entity,
|
||||
|
@ -632,14 +666,10 @@ pub(crate) fn blueprints_cleanup_spawned_scene(
|
|||
all_names.get(child),
|
||||
all_names.get(original)
|
||||
);
|
||||
commands
|
||||
.entity(original)
|
||||
.insert(
|
||||
commands.entity(original).insert(
|
||||
//BlueprintAnimationPlayerLink(bla),
|
||||
BlueprintAnimationInfosLink(child)
|
||||
)
|
||||
;
|
||||
|
||||
BlueprintAnimationInfosLink(child),
|
||||
);
|
||||
} else {
|
||||
for parent in all_parents.iter_ancestors(child) {
|
||||
if animation_players.get(parent).is_ok() {
|
||||
|
@ -663,8 +693,9 @@ pub(crate) fn blueprints_cleanup_spawned_scene(
|
|||
));
|
||||
}
|
||||
if with_animation_infos.get(parent).is_ok() {
|
||||
commands.entity(child).insert(InstanceAnimationInfosLink(parent));
|
||||
|
||||
commands
|
||||
.entity(child)
|
||||
.insert(InstanceAnimationInfosLink(parent));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -65,7 +65,6 @@ fn components_string_to_components(
|
|||
ron::ser::to_string_pretty(&serializer, ron::ser::PrettyConfig::default()).unwrap();
|
||||
println!("serialized Component {}", serialized);
|
||||
*/
|
||||
|
||||
debug!("component data ron string {}", ron_string);
|
||||
if cfg!(windows) {
|
||||
ron_string = ron_string.replace("\\", "/");
|
||||
|
|
|
@ -13,13 +13,13 @@ pub use blueprints::*;
|
|||
#[derive(Clone, Resource)]
|
||||
pub struct BlenvyConfig {
|
||||
// registry
|
||||
pub(crate) export_registry: bool,
|
||||
pub(crate) registry_save_path: PathBuf,
|
||||
pub(crate) registry_component_filter: SceneFilter,
|
||||
#[allow(dead_code)]
|
||||
pub(crate) registry_resource_filter: SceneFilter,
|
||||
|
||||
// blueprints
|
||||
pub(crate) aabbs: bool,
|
||||
pub(crate) aabb_cache: HashMap<String, Aabb>, // cache for aabbs
|
||||
pub(crate) materials_cache: HashMap<String, Handle<StandardMaterial>>, // cache for materials
|
||||
|
||||
|
@ -31,14 +31,12 @@ pub struct BlenvyConfig {
|
|||
#[derive(Debug, Clone)]
|
||||
/// Plugin for gltf blueprints
|
||||
pub struct BlenvyPlugin {
|
||||
pub export_registry: bool,
|
||||
pub registry_save_path: PathBuf,
|
||||
|
||||
pub registry_component_filter: SceneFilter,
|
||||
pub registry_resource_filter: SceneFilter,
|
||||
|
||||
/// Automatically generate aabbs for the blueprints root objects
|
||||
pub aabbs: bool,
|
||||
|
||||
// for save & load
|
||||
pub save_component_filter: SceneFilter,
|
||||
pub save_resource_filter: SceneFilter,
|
||||
|
@ -47,10 +45,10 @@ pub struct BlenvyPlugin {
|
|||
impl Default for BlenvyPlugin {
|
||||
fn default() -> Self {
|
||||
Self {
|
||||
export_registry: true,
|
||||
registry_save_path: PathBuf::from("registry.json"), // relative to assets folder
|
||||
registry_component_filter: SceneFilter::default(),
|
||||
registry_resource_filter: SceneFilter::default(),
|
||||
aabbs: false,
|
||||
|
||||
save_component_filter: SceneFilter::default(),
|
||||
save_resource_filter: SceneFilter::default(),
|
||||
|
@ -66,17 +64,17 @@ impl Plugin for BlenvyPlugin {
|
|||
BlueprintsPlugin::default(),
|
||||
))
|
||||
.insert_resource(BlenvyConfig {
|
||||
export_registry: self.export_registry,
|
||||
registry_save_path: self.registry_save_path.clone(),
|
||||
registry_component_filter: self.registry_component_filter.clone(),
|
||||
registry_resource_filter: self.registry_resource_filter.clone(),
|
||||
|
||||
aabbs: self.aabbs,
|
||||
aabb_cache: HashMap::new(),
|
||||
|
||||
materials_cache: HashMap::new(),
|
||||
|
||||
save_component_filter: self.save_component_filter.clone(),
|
||||
save_resource_filter: self.save_resource_filter.clone()
|
||||
save_resource_filter: self.save_resource_filter.clone(),
|
||||
});
|
||||
}
|
||||
}
|
||||
|
|
|
@ -6,10 +6,12 @@ pub use export_types::*;
|
|||
use bevy::{
|
||||
app::Startup,
|
||||
asset::AssetPlugin,
|
||||
prelude::{App, Plugin, Resource},
|
||||
prelude::{App, IntoSystemConfigs, Plugin, Res, Resource},
|
||||
scene::SceneFilter,
|
||||
};
|
||||
|
||||
use crate::BlenvyConfig;
|
||||
|
||||
pub struct ExportRegistryPlugin {
|
||||
pub component_filter: SceneFilter,
|
||||
pub resource_filter: SceneFilter,
|
||||
|
@ -26,9 +28,14 @@ impl Default for ExportRegistryPlugin {
|
|||
}
|
||||
}
|
||||
|
||||
fn export_registry(blenvy_config: Res<BlenvyConfig>) -> bool {
|
||||
// TODO: add detection of Release builds, wasm, and android in order to avoid exporting registry in those cases
|
||||
blenvy_config.export_registry
|
||||
}
|
||||
|
||||
impl Plugin for ExportRegistryPlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
app.register_asset_root().add_systems(Startup, export_types);
|
||||
app.register_asset_root().add_systems(Startup, export_types.run_if(export_registry));
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -1,7 +1,11 @@
|
|||
use std::time::Duration;
|
||||
|
||||
use bevy::prelude::*;
|
||||
use blenvy::{AddToGameWorld, BlenvyPlugin, BluePrintBundle, BlueprintAnimationPlayerLink, BlueprintAnimations, BlueprintInfo, DynamicBlueprintInstance, GameWorldTag, HideUntilReady, SpawnBlueprint};
|
||||
use blenvy::{
|
||||
AddToGameWorld, BlenvyPlugin, BluePrintBundle, BlueprintAnimationPlayerLink,
|
||||
BlueprintAnimations, BlueprintInfo, DynamicBlueprintInstance, GameWorldTag, HideUntilReady,
|
||||
SpawnBlueprint,
|
||||
};
|
||||
use rand::Rng;
|
||||
|
||||
mod component_examples;
|
||||
|
@ -22,31 +26,24 @@ pub struct Fox;
|
|||
/// Demo marker component
|
||||
pub struct Robot;
|
||||
|
||||
|
||||
fn main() {
|
||||
App::new()
|
||||
.add_plugins((
|
||||
DefaultPlugins.set(AssetPlugin::default()),
|
||||
// our custom plugins
|
||||
ComponentsExamplesPlugin, // Showcases different type of components /structs
|
||||
BlenvyPlugin::default()
|
||||
BlenvyPlugin::default(),
|
||||
))
|
||||
.register_type::<Player>()
|
||||
.register_type::<Fox>()
|
||||
.register_type::<Robot>()
|
||||
|
||||
.add_systems(Startup, setup_game)
|
||||
.add_systems(Update,
|
||||
(animation_control,)
|
||||
)
|
||||
.add_systems(Update, (animation_control,))
|
||||
.run();
|
||||
}
|
||||
|
||||
// this is how you setup & spawn a level from a blueprint
|
||||
fn setup_game(
|
||||
mut commands: Commands,
|
||||
) {
|
||||
|
||||
fn setup_game(mut commands: Commands) {
|
||||
// here we actually spawn our game world/level
|
||||
commands.spawn((
|
||||
BlueprintInfo::from_path("levels/World.glb"), // all we need is a Blueprint info...
|
||||
|
@ -56,7 +53,6 @@ fn setup_game(
|
|||
));
|
||||
}
|
||||
|
||||
|
||||
//////////////////////////////////
|
||||
|
||||
pub fn animation_control(
|
||||
|
@ -94,7 +90,7 @@ pub fn animation_control(
|
|||
if keycode.just_pressed(KeyCode::KeyW) {
|
||||
for (link, animations) in animated_foxes.iter() {
|
||||
let (mut animation_player, mut animation_transitions) =
|
||||
animation_players.get_mut(link.0).unwrap();
|
||||
animation_players.get_mut(link.0).unwrap();
|
||||
|
||||
let anim_name = "Walk";
|
||||
animation_transitions
|
||||
|
@ -114,7 +110,7 @@ pub fn animation_control(
|
|||
if keycode.just_pressed(KeyCode::KeyX) {
|
||||
for (link, animations) in animated_foxes.iter() {
|
||||
let (mut animation_player, mut animation_transitions) =
|
||||
animation_players.get_mut(link.0).unwrap();
|
||||
animation_players.get_mut(link.0).unwrap();
|
||||
|
||||
let anim_name = "Run";
|
||||
animation_transitions
|
||||
|
@ -134,7 +130,7 @@ pub fn animation_control(
|
|||
if keycode.just_pressed(KeyCode::KeyC) {
|
||||
for (link, animations) in animated_foxes.iter() {
|
||||
let (mut animation_player, mut animation_transitions) =
|
||||
animation_players.get_mut(link.0).unwrap();
|
||||
animation_players.get_mut(link.0).unwrap();
|
||||
|
||||
let anim_name = "Survey";
|
||||
animation_transitions
|
||||
|
|
|
@ -1,5 +1,8 @@
|
|||
use bevy::prelude::*;
|
||||
use blenvy::{AddToGameWorld, BlenvyPlugin, BluePrintBundle, BlueprintInfo, DynamicBlueprintInstance, GameWorldTag, HideUntilReady, SpawnBlueprint};
|
||||
use blenvy::{
|
||||
AddToGameWorld, BlenvyPlugin, BluePrintBundle, BlueprintInfo, DynamicBlueprintInstance,
|
||||
GameWorldTag, HideUntilReady, SpawnBlueprint,
|
||||
};
|
||||
use rand::Rng;
|
||||
|
||||
mod component_examples;
|
||||
|
@ -11,20 +14,15 @@ fn main() {
|
|||
DefaultPlugins.set(AssetPlugin::default()),
|
||||
// our custom plugins
|
||||
ComponentsExamplesPlugin, // Showcases different type of components /structs
|
||||
BlenvyPlugin::default()
|
||||
BlenvyPlugin::default(),
|
||||
))
|
||||
|
||||
.add_systems(Startup, setup_game)
|
||||
.add_systems(Update, spawn_blueprint_instance)
|
||||
|
||||
.run();
|
||||
}
|
||||
|
||||
// this is how you setup & spawn a level from a blueprint
|
||||
fn setup_game(
|
||||
mut commands: Commands,
|
||||
) {
|
||||
|
||||
fn setup_game(mut commands: Commands) {
|
||||
// here we spawn our game world/level, which is also a blueprint !
|
||||
commands.spawn((
|
||||
BlueprintInfo::from_path("levels/World.glb"), // all we need is a Blueprint info...
|
||||
|
@ -34,7 +32,6 @@ fn setup_game(
|
|||
));
|
||||
}
|
||||
|
||||
|
||||
// you can also spawn blueprint instances at runtime
|
||||
pub fn spawn_blueprint_instance(
|
||||
keycode: Res<ButtonInput<KeyCode>>,
|
||||
|
@ -67,10 +64,8 @@ pub fn spawn_blueprint_instance(
|
|||
HideUntilReady,
|
||||
AddToGameWorld,
|
||||
TransformBundle::from_transform(Transform::from_xyz(x, 2.0, y)),
|
||||
|
||||
))
|
||||
.id();
|
||||
// commands.entity(world).add_child(new_entity);
|
||||
|
||||
}
|
||||
}
|
|
@ -10,18 +10,13 @@ fn main() {
|
|||
DefaultPlugins.set(AssetPlugin::default()),
|
||||
// our custom plugins
|
||||
ComponentsExamplesPlugin, // Showcases different type of components /structs
|
||||
BlenvyPlugin::default()
|
||||
BlenvyPlugin::default(),
|
||||
))
|
||||
|
||||
.add_systems(Startup, setup_game)
|
||||
.run();
|
||||
}
|
||||
|
||||
|
||||
fn setup_game(
|
||||
mut commands: Commands,
|
||||
) {
|
||||
|
||||
fn setup_game(mut commands: Commands) {
|
||||
// here we actually spawn our game world/level
|
||||
commands.spawn((
|
||||
BlueprintInfo::from_path("levels/World.glb"), // all we need is a Blueprint info...
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
use bevy::prelude::*;
|
||||
use blenvy::{BluePrintBundle, BlueprintName, GameWorldTag};
|
||||
use bevy_gltf_worlflow_examples_common_rapier::{assets::GameAssets, GameState, InAppRunning};
|
||||
use blenvy::{BluePrintBundle, BlueprintName, GameWorldTag};
|
||||
|
||||
use bevy_rapier3d::prelude::Velocity;
|
||||
use rand::Rng;
|
||||
|
|
|
@ -1,9 +1,9 @@
|
|||
use bevy::{gltf::Gltf, prelude::*};
|
||||
use blenvy::GameWorldTag;
|
||||
use bevy_gltf_worlflow_examples_common_rapier::{
|
||||
assets::GameAssets, GameState, InAppRunning, Player,
|
||||
};
|
||||
use bevy_rapier3d::prelude::*;
|
||||
use blenvy::GameWorldTag;
|
||||
|
||||
#[derive(Component, Reflect, Default, Debug)]
|
||||
#[reflect(Component)]
|
||||
|
|
|
@ -12,7 +12,9 @@ from .export_gltf import get_standard_exporter_settings
|
|||
|
||||
from ..levels.export_levels import export_level_scene
|
||||
from ..blueprints.export_blueprints import export_blueprints
|
||||
from .export_materials import cleanup_materials, export_materials
|
||||
|
||||
from ..materials.get_materials_to_export import get_materials_to_export
|
||||
from ..materials.export_materials import cleanup_materials, export_materials
|
||||
from ..levels.bevy_scene_components import remove_scene_components, upsert_scene_components
|
||||
|
||||
|
||||
|
@ -70,9 +72,7 @@ def auto_export(changes_per_scene, changes_per_collection, changes_per_material,
|
|||
|
||||
# since materials export adds components we need to call this before blueprints are exported
|
||||
# export materials & inject materials components into relevant objects
|
||||
# FIXME: improve change detection, perhaps even add "material changes"
|
||||
if export_materials_library and (changed_export_parameters or len(changes_per_material.keys()) > 0 ):
|
||||
export_materials(blueprints_data.blueprint_names, settings.library_scenes, settings)
|
||||
materials_to_export = get_materials_to_export(changes_per_material, changed_export_parameters, blueprints_data, settings)
|
||||
|
||||
# update the list of tracked exports
|
||||
exports_total = len(blueprints_to_export) + len(level_scenes_to_export) + (1 if export_materials_library else 0)
|
||||
|
@ -90,9 +90,11 @@ def auto_export(changes_per_scene, changes_per_collection, changes_per_material,
|
|||
print("BLUEPRINTS: external:", external_blueprints)
|
||||
print("BLUEPRINTS: per_scene:", blueprints_per_scene)
|
||||
print("-------------------------------")
|
||||
print("BLUEPRINTS: to export:", [blueprint.name for blueprint in blueprints_to_export])
|
||||
print("BLUEPRINTS: to export:", [blueprint.name for blueprint in blueprints_to_export])
|
||||
print("-------------------------------")
|
||||
print("MAIN SCENES: to export:", level_scenes_to_export)
|
||||
print("LEVELS: to export:", level_scenes_to_export)
|
||||
print("-------------------------------")
|
||||
print("MATERIALS: to export:", materials_to_export)
|
||||
print("-------------------------------")
|
||||
# backup current active scene
|
||||
old_current_scene = bpy.context.scene
|
||||
|
@ -112,6 +114,10 @@ def auto_export(changes_per_scene, changes_per_collection, changes_per_material,
|
|||
print("export LIBRARY")
|
||||
export_blueprints(blueprints_to_export, settings, blueprints_data)
|
||||
|
||||
# then deal with materials
|
||||
if export_materials_library:
|
||||
export_materials(materials_to_export, settings, blueprints_data)#blueprints_data.blueprint_names, settings.library_scenes, settings)
|
||||
|
||||
# reset current scene from backup
|
||||
bpy.context.window.scene = old_current_scene
|
||||
|
||||
|
|
|
@ -5,8 +5,8 @@ from pathlib import Path
|
|||
from blenvy.core.helpers_collections import (traverse_tree)
|
||||
from blenvy.core.object_makers import make_cube
|
||||
from blenvy.materials.materials_helpers import add_material_info_to_objects, get_all_materials
|
||||
from .generate_temporary_scene_and_export import generate_temporary_scene_and_export
|
||||
from .export_gltf import (generate_gltf_export_settings)
|
||||
from ..common.generate_temporary_scene_and_export import generate_temporary_scene_and_export
|
||||
from ..common.export_gltf import (generate_gltf_export_settings)
|
||||
|
||||
# material library logic
|
||||
# To avoid redundant materials (can be very costly, mostly when using high res textures)
|
||||
|
@ -65,35 +65,38 @@ def clear_materials_scene(temp_scene):
|
|||
|
||||
# exports the materials used inside the current project:
|
||||
# the name of the output path is <materials_folder>/<name_of_your_blend_file>_materials_library.gltf/glb
|
||||
def export_materials(collections, library_scenes, settings):
|
||||
gltf_export_settings = generate_gltf_export_settings(settings)
|
||||
materials_path_full = getattr(settings,"materials_path_full")
|
||||
def export_materials(materials_to_export, settings, blueprints_data):
|
||||
if len(materials_to_export) > 0:
|
||||
gltf_export_settings = generate_gltf_export_settings(settings)
|
||||
materials_path_full = getattr(settings,"materials_path_full")
|
||||
|
||||
(used_material_names, materials_per_object) = get_all_materials(collections, library_scenes)
|
||||
add_material_info_to_objects(materials_per_object, settings)
|
||||
(used_material_names, materials_per_object) = get_all_materials(blueprints_data.blueprint_names, settings.library_scenes)
|
||||
add_material_info_to_objects(materials_per_object, settings)
|
||||
|
||||
gltf_export_settings = { **gltf_export_settings,
|
||||
'use_active_scene': True,
|
||||
'use_active_collection':True,
|
||||
'use_active_collection_with_nested':True,
|
||||
'use_visible': False,
|
||||
'use_renderable': False,
|
||||
'export_apply':True
|
||||
}
|
||||
gltf_export_settings = { **gltf_export_settings,
|
||||
'use_active_scene': True,
|
||||
'use_active_collection':True,
|
||||
'use_active_collection_with_nested':True,
|
||||
'use_visible': False,
|
||||
'use_renderable': False,
|
||||
'export_apply':True
|
||||
}
|
||||
|
||||
current_project_name = Path(bpy.context.blend_data.filepath).stem
|
||||
gltf_output_path = os.path.join(materials_path_full, current_project_name + "_materials")
|
||||
current_project_name = Path(bpy.context.blend_data.filepath).stem
|
||||
gltf_output_path = os.path.join(materials_path_full, current_project_name + "_materials")
|
||||
|
||||
print(" exporting Materials to", gltf_output_path, ".gltf/glb")
|
||||
|
||||
generate_temporary_scene_and_export(
|
||||
settings=settings,
|
||||
gltf_export_settings=gltf_export_settings,
|
||||
temp_scene_name="__materials_scene",
|
||||
gltf_output_path=gltf_output_path,
|
||||
tempScene_filler= lambda temp_collection: generate_materials_scene_content(temp_collection, used_material_names),
|
||||
tempScene_cleaner= lambda temp_scene, params: clear_materials_scene(temp_scene=temp_scene)
|
||||
)
|
||||
|
||||
print(" exporting Materials to", gltf_output_path, ".gltf/glb")
|
||||
|
||||
generate_temporary_scene_and_export(
|
||||
settings=settings,
|
||||
gltf_export_settings=gltf_export_settings,
|
||||
temp_scene_name="__materials_scene",
|
||||
gltf_output_path=gltf_output_path,
|
||||
tempScene_filler= lambda temp_collection: generate_materials_scene_content(temp_collection, used_material_names),
|
||||
tempScene_cleaner= lambda temp_scene, params: clear_materials_scene(temp_scene=temp_scene)
|
||||
)
|
||||
|
||||
|
||||
def cleanup_materials(collections, library_scenes):
|
|
@ -0,0 +1,31 @@
|
|||
|
||||
import bpy
|
||||
from blenvy.materials.materials_helpers import find_materials_not_on_disk
|
||||
|
||||
def get_materials_to_export(changes_per_material, changed_export_parameters, blueprints_data, settings):
|
||||
export_gltf_extension = getattr(settings, "export_gltf_extension", ".glb")
|
||||
blueprints_path_full = getattr(settings,"blueprints_path_full", "")
|
||||
materials_path_full = getattr(settings,"materials_path_full", "")
|
||||
|
||||
change_detection = getattr(settings.auto_export, "change_detection")
|
||||
collection_instances_combine_mode = getattr(settings.auto_export, "collection_instances_combine_mode")
|
||||
|
||||
all_materials = bpy.data.materials
|
||||
local_materials = [material for material in all_materials if material.library is None]
|
||||
#and (changed_export_parameters or len(changes_per_material.keys()) > 0 )
|
||||
|
||||
materials_to_export = []
|
||||
if change_detection and not changed_export_parameters:
|
||||
changed_materials = []
|
||||
|
||||
# first check if all materials have already been exported before (if this is the first time the exporter is run
|
||||
# in your current Blender session for example)
|
||||
materials_not_on_disk = find_materials_not_on_disk(local_materials, materials_path_full, export_gltf_extension)
|
||||
|
||||
# also deal with blueprints that are always marked as "always_export"
|
||||
#materials_always_export = [material for material in internal_materials if is_material_always_export(material)]
|
||||
materials_always_export = []
|
||||
materials_to_export = list(set(changed_materials + materials_not_on_disk + materials_always_export))
|
||||
|
||||
|
||||
return materials_to_export
|
|
@ -1,5 +1,5 @@
|
|||
import posixpath
|
||||
import bpy
|
||||
import os
|
||||
from pathlib import Path
|
||||
from blenvy.assets.assets_scan import get_blueprint_asset_tree, get_level_scene_assets_tree2
|
||||
|
||||
|
@ -10,9 +10,6 @@ def assets_to_fake_ron(list_like):
|
|||
|
||||
return f"(assets: {result})".replace("'", '')
|
||||
|
||||
return f"({result})".replace("'", '')
|
||||
|
||||
|
||||
# TODO : move to assets
|
||||
def upsert_scene_assets(scene, blueprints_data, settings):
|
||||
"""print("level scene", scene)
|
||||
|
@ -33,7 +30,7 @@ def upsert_scene_assets(scene, blueprints_data, settings):
|
|||
blueprints_path = getattr(settings, "blueprints_path")
|
||||
for blueprint in blueprints_in_scene:
|
||||
if blueprint.local:
|
||||
blueprint_exported_path = os.path.join(blueprints_path, f"{blueprint.name}{export_gltf_extension}")
|
||||
blueprint_exported_path = posixpath.join(blueprints_path, f"{blueprint.name}{export_gltf_extension}")
|
||||
else:
|
||||
# get the injected path of the external blueprints
|
||||
blueprint_exported_path = blueprint.collection['export_path'] if 'export_path' in blueprint.collection else None
|
||||
|
@ -56,7 +53,7 @@ def upsert_scene_assets(scene, blueprints_data, settings):
|
|||
materials_path = getattr(settings, "materials_path")
|
||||
current_project_name = Path(bpy.context.blend_data.filepath).stem
|
||||
materials_library_name = f"{current_project_name}_materials"
|
||||
materials_exported_path = os.path.join(materials_path, f"{materials_library_name}{export_gltf_extension}")
|
||||
materials_exported_path = posixpath.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
|
||||
print("material_assets", material_assets, "extension", export_gltf_extension)
|
||||
|
||||
|
|
|
@ -1,5 +1,6 @@
|
|||
import os
|
||||
import json
|
||||
import posixpath
|
||||
import bpy
|
||||
|
||||
from .asset_helpers import does_asset_exist, get_user_assets, get_user_assets_as_list
|
||||
|
@ -22,7 +23,7 @@ def scan_assets(scene, blueprints_data, settings):
|
|||
#print("BLUEPRINT", blueprint)
|
||||
blueprint_exported_path = None
|
||||
if blueprint.local:
|
||||
blueprint_exported_path = os.path.join(relative_blueprints_path, f"{blueprint.name}{export_gltf_extension}")
|
||||
blueprint_exported_path = posixpath.join(relative_blueprints_path, f"{blueprint.name}{export_gltf_extension}")
|
||||
else:
|
||||
# get the injected path of the external blueprints
|
||||
blueprint_exported_path = blueprint.collection['Export_path'] if 'Export_path' in blueprint.collection else None
|
||||
|
@ -71,7 +72,7 @@ def get_blueprint_assets_tree(blueprint, blueprints_data, parent, settings):
|
|||
if child_blueprint:
|
||||
blueprint_exported_path = None
|
||||
if blueprint.local:
|
||||
blueprint_exported_path = os.path.join(blueprints_path, f"{child_blueprint.name}{export_gltf_extension}")
|
||||
blueprint_exported_path = posixpath.join(blueprints_path, f"{child_blueprint.name}{export_gltf_extension}")
|
||||
else:
|
||||
# get the injected path of the external blueprints
|
||||
blueprint_exported_path = child_blueprint.collection['export_path'] if 'export_path' in child_blueprint.collection else None
|
||||
|
@ -101,7 +102,7 @@ def get_level_scene_assets_tree(level_scene, blueprints_data, settings):
|
|||
if blueprint is not None:
|
||||
blueprint_exported_path = None
|
||||
if blueprint.local:
|
||||
blueprint_exported_path = os.path.join(blueprints_path, f"{blueprint.name}{export_gltf_extension}")
|
||||
blueprint_exported_path = posixpath.join(blueprints_path, f"{blueprint.name}{export_gltf_extension}")
|
||||
else:
|
||||
# get the injected path of the external blueprints
|
||||
blueprint_exported_path = blueprint.collection['export_path'] if 'export_path' in blueprint.collection else None
|
||||
|
@ -134,7 +135,7 @@ def get_level_scene_assets_tree2(level_scene, blueprints_data, settings):
|
|||
if blueprint is not None:
|
||||
blueprint_exported_path = None
|
||||
if blueprint.local:
|
||||
blueprint_exported_path = os.path.join(blueprints_path, f"{blueprint.name}{export_gltf_extension}")
|
||||
blueprint_exported_path = posixpath.join(blueprints_path, f"{blueprint.name}{export_gltf_extension}")
|
||||
else:
|
||||
# get the injected path of the external blueprints
|
||||
blueprint_exported_path = blueprint.collection['export_path'] if 'export_path' in blueprint.collection else None
|
||||
|
@ -156,7 +157,7 @@ def get_blueprint_asset_tree(blueprint, blueprints_data, settings):
|
|||
if sub_blueprint is not None:
|
||||
sub_blueprint_exported_path = None
|
||||
if sub_blueprint.local:
|
||||
sub_blueprint_exported_path = os.path.join(blueprints_path, f"{sub_blueprint.name}{export_gltf_extension}")
|
||||
sub_blueprint_exported_path = posixpath.join(blueprints_path, f"{sub_blueprint.name}{export_gltf_extension}")
|
||||
else:
|
||||
# get the injected path of the external blueprints
|
||||
sub_blueprint_exported_path = sub_blueprint.collection['export_path'] if 'export_path' in sub_blueprint.collection else None
|
||||
|
|
|
@ -3,6 +3,7 @@ import os
|
|||
import json
|
||||
import bpy
|
||||
from pathlib import Path
|
||||
import posixpath
|
||||
|
||||
from ..core.scene_helpers import add_scene_property
|
||||
|
||||
|
@ -28,10 +29,10 @@ def inject_export_path_into_internal_blueprints(internal_blueprints, blueprints_
|
|||
materials_path = getattr(settings, "materials_path")
|
||||
current_project_name = Path(bpy.context.blend_data.filepath).stem
|
||||
materials_library_name = f"{current_project_name}_materials"
|
||||
materials_exported_path = os.path.join(materials_path, f"{materials_library_name}{export_gltf_extension}")
|
||||
materials_exported_path = posixpath.join(materials_path, f"{materials_library_name}{export_gltf_extension}")
|
||||
|
||||
for blueprint in internal_blueprints:
|
||||
blueprint_exported_path = os.path.join(blueprints_path, f"{blueprint.name}{gltf_extension}")
|
||||
blueprint_exported_path = posixpath.join(blueprints_path, f"{blueprint.name}{gltf_extension}")
|
||||
# print("injecting blueprint path", blueprint_exported_path, "for", blueprint.name)
|
||||
blueprint.collection["export_path"] = blueprint_exported_path
|
||||
if export_materials_library:
|
||||
|
@ -58,7 +59,7 @@ def inject_blueprints_list_into_level_scene(scene, blueprints_data, settings):
|
|||
#print("BLUEPRINT", blueprint)
|
||||
blueprint_exported_path = None
|
||||
if blueprint.local:
|
||||
blueprint_exported_path = os.path.join(blueprints_path, f"{blueprint.name}{export_gltf_extension}")
|
||||
blueprint_exported_path = posixpath.join(blueprints_path, f"{blueprint.name}{export_gltf_extension}")
|
||||
else:
|
||||
# get the injected path of the external blueprints
|
||||
blueprint_exported_path = blueprint.collection['Export_path'] if 'Export_path' in blueprint.collection else None
|
||||
|
|
|
@ -1,8 +1,24 @@
|
|||
import os
|
||||
import posixpath
|
||||
import bpy
|
||||
from pathlib import Path
|
||||
from ..core.helpers_collections import (traverse_tree)
|
||||
|
||||
def find_materials_not_on_disk(materials, folder_path, extension):
|
||||
not_found_materials = []
|
||||
for material in materials:
|
||||
gltf_output_path = os.path.join(folder_path, material.name + extension)
|
||||
# print("gltf_output_path", gltf_output_path)
|
||||
found = os.path.exists(gltf_output_path) and os.path.isfile(gltf_output_path)
|
||||
if not found:
|
||||
not_found_materials.append(material)
|
||||
return not_found_materials
|
||||
|
||||
def check_if_material_on_disk(scene_name, folder_path, extension):
|
||||
gltf_output_path = os.path.join(folder_path, scene_name + extension)
|
||||
found = os.path.exists(gltf_output_path) and os.path.isfile(gltf_output_path)
|
||||
return found
|
||||
|
||||
# get materials per object, and injects the materialInfo component
|
||||
def get_materials(object, materials_per_object):
|
||||
material_slots = object.material_slots
|
||||
|
@ -38,11 +54,11 @@ def add_material_info_to_objects(materials_per_object, settings):
|
|||
|
||||
current_project_name = Path(bpy.context.blend_data.filepath).stem
|
||||
materials_library_name = f"{current_project_name}_materials"
|
||||
materials_exported_path = os.path.join(materials_path, f"{materials_library_name}{export_gltf_extension}")
|
||||
materials_exported_path = posixpath.join(materials_path, f"{materials_library_name}{export_gltf_extension}")
|
||||
for object in materials_per_object.keys():
|
||||
material = materials_per_object[object]
|
||||
# TODO: switch to using actual components ?
|
||||
materials_exported_path = os.path.join(materials_path, f"{materials_library_name}{export_gltf_extension}")
|
||||
materials_exported_path = posixpath.join(materials_path, f"{materials_library_name}{export_gltf_extension}")
|
||||
object['MaterialInfo'] = f'(name: "{material.name}", path: "{materials_exported_path}")'
|
||||
|
||||
|
||||
|
|
Loading…
Reference in New Issue