mirror of
https://github.com/kaosat-dev/Blender_bevy_components_workflow.git
synced 2024-11-22 11:50:53 +00:00
528e13a250
* feat(bevy_gltf_components): * create crate * added SystemSet (GltfComponentsSet) to run process_loaded_scenes (where components are injected) in a specific systemset & allow ordering other systems relative to it * feat(bevy_gltf_blueprints): * created crate * made the blueprint library path configurable * added BluePrintBundle helper * added SystemSet (GltfBlueprintsSet) for better system ordering * integrated into advanced demo * feat(tools-blender-auto-export): * renamed blender tool to gltf_auto_export * rewritten auto_export * added blueprint / prefab support * creates scene with empties with BlueprintName components in the scene * export of the main scene now exports this scene instead of real main scene * changes collection stand in names in original scene & sets them back after export to have correctly named collection instance exports * also added an additional 'SpawnHere' component to not conflate BlueprintNames & spawning requests * toggling & blueprint library output parameters added * added correct handling/ restoring of saved selection when using blueprints * feat(examples): * added advanced example * general example renamed to "basic", and cleaned up * feat(various): a lot of experiments with saving & loading etc * chore(assets): updated blend & generated assets * fix(examples-advanced): disabling hot reloading as it messes up scenes in experiments with save & loading * docs(): * added & fleshing out docs for the various crates & main README * added process doc image & tweaks to README * added missing licence info where relevant * fixed broken links * clarified some aspects * added updated screenshots where relevant * added tweaks & improvements etc
112 lines
3.2 KiB
Rust
112 lines
3.2 KiB
Rust
use std::time::Duration;
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use bevy::{prelude::*, asset::ChangeWatcher, gltf::Gltf};
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use bevy_editor_pls::prelude::*;
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use bevy_rapier3d::prelude::*;
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use bevy_gltf_components::ComponentsFromGltfPlugin;
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mod core;
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use crate::core::*;
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mod game;
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use game::*;
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mod test_components;
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use test_components::*;
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#[derive(Component, Reflect, Default, Debug, )]
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#[reflect(Component)]
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/// helper marker component
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pub struct LoadedMarker;
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#[derive(Debug, Clone, Copy, Default, Eq, PartialEq, Hash, States)]
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enum AppState {
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#[default]
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Loading,
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Running,
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}
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fn main(){
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App::new()
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.add_plugins((
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DefaultPlugins.set(
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AssetPlugin {
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// This tells the AssetServer to watch for changes to assets.
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// It enables our scenes to automatically reload in game when we modify their files.
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// practical in our case to be able to edit the shaders without needing to recompile
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watch_for_changes: ChangeWatcher::with_delay(Duration::from_millis(50)),
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..default()
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}
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),
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// editor
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EditorPlugin::default(),
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// physics
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RapierPhysicsPlugin::<NoUserData>::default(),
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RapierDebugRenderPlugin::default(),
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// our custom plugins
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ComponentsFromGltfPlugin,
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CorePlugin, // reusable plugins
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DemoPlugin, // specific to our game
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ComponentsTestPlugin // Showcases different type of components /structs
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))
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.add_state::<AppState>()
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.add_systems(Startup, setup)
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.add_systems(Update, (
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spawn_level.run_if(in_state(AppState::Loading)),
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))
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.run();
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}
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#[derive(Resource)]
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struct AssetLoadHelper(Handle<Scene>);
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// we preload the data here, but this is for DEMO PURPOSES ONLY !! Please use https://github.com/NiklasEi/bevy_asset_loader or a similar logic to seperate loading / pre processing
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// of assets from the spawning
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// AssetLoadHelper is also just for the same purpose, you do not need it in a real scenario
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// the states here are also for demo purposes only,
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fn setup(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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) {
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let tmp: Handle<Scene> = asset_server.load("basic/models/level1.glb#Scene0");
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commands.insert_resource(AssetLoadHelper(tmp));
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}
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fn spawn_level(
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mut commands: Commands,
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scene_markers: Query<&LoadedMarker>,
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preloaded_scene: Res<AssetLoadHelper>,
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mut asset_event_reader: EventReader<AssetEvent<Gltf>>,
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mut next_state: ResMut<NextState<AppState>>,
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){
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if let Some(asset_event) = asset_event_reader.iter().next() {
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match asset_event {
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AssetEvent::Created { handle: _ } => {
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info!("GLTF loaded");
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if scene_markers.is_empty() {
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info!("spawning scene");
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commands.spawn(
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(
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SceneBundle {
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scene: preloaded_scene.0.clone(),
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..default()
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},
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LoadedMarker,
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Name::new("Level1")
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)
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);
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next_state.set(AppState::Running);
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}
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}
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_ => ()
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}
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}
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}
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