Blender_bevy_components_wor.../tools/blenvy/README-components.md

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# Components
## Configuration
The second tab in the settings contains the component settings:
![blenvy component settings](./docs/blenvy_configuration_components.png)
> you normally do not need to do anything, as the defaults are already pre-set to match those on the Bevy side for the location of the ```registry.json``` file, unless you want to store it somewhere other than ```assets/registry.json```
###### registry file (default: assets/registry.json)
- click on the button to select your registry.json file (in the "configuration" panel)
###### reload registry
- click on the button to force refresh the list of components from the registry.json file
##### registry file polling
* by default, the add-on will check for changes in your registry file every second, and refresh the UI accordingly
* you can set the polling frequency or turn it off if you do not want auto-refresh
## Supported components
- normally (minus any bugs, please report those!) all components using **registered** types should be useable and editable
- this includes (non exhaustive list):
* enums (even complex ones !)
* complex structs, with various types of fields (including nested ones)
* lists/ vecs
* hashmaps
* etc !
![suported types](./docs/components_suported_types.png)
## Supported items for components
you can add components to
- objects
- collections/ blueprints
- meshes
- materials
These will be all applied correctly to the resulting entities on the Bevy side
### Blueprints & components:
- to add components to a blueprint, select your blueprint's collection and add the desired component
![blueprint components](./docs/components_blueprints.png)
- when you select a blueprint/collection **instance** you can view both the **blueprint** level components (for all instances) ...
![blueprint components](./docs/components_blueprints_blueprint.png)
- and the components specific to that **instance**
![blueprint components](./docs/components_blueprints_instance.png)
> if the instance and blueprint have the same component, the component value of the **instance** takes precedence & overwrites that of the blueprint ! In the case above, the component will have the value ```Metal``` for that instance.
## adding components
- to add a component, select any object, collection, mesh or material and then select the component from the components list: (the full type information will be displayed as tooltip)
- click on the dropdown to get the full list of available components
![components list](./docs/components_list.png)
- the list of components is searchable !
![filter components](./docs/components_search.png)
- add a component by clicking on the "add component" button once you have selected your desired component
![add component](./docs/components_add.png)
it will appear in the component list for that object
![add component](./docs/components_add2.png)
## editing components
- to edit a component's value just use the UI:
![edit component](./docs/components_edit.png)
## copy & pasting
- you can also copy & paste components between objects/collections/meshes/materials
- click on the "copy component button" of the component you want to copy
![copy component](./docs/components_copy.png)
- then select the item you want to copy the component (& its value) to, and click on the paste button.
It will add the component to the select item
![paste component](./docs/components_paste.png)
> if the target item already has the same component, its values will be overwritten
## Toggling component details
- for large/ complex components you can toggle the details of that component:
![toggle details](./docs/components_details.png)
## Error handling & unregistered types
- if you have a component made up of unregistered structs/enums etc, you will get visual feedback & the component will be deactivated
![invalid component](./docs/components_invalid.png)
> see [here](#renamingupgradingfixing-components) for ways to convert invalid / unregistered components to other types.
- if you are encountering this type of view: don't panic your component data is not gone ! It just means you need to reload the registry data by clicking on the relevant button
![missing registry data](./docs/components_missing_registry_data.png)
- non registered types can be viewed in this panel : (can be practical to see if you have any missing registrations too!)
![unregistered types](./docs/components_unregistered_types.png)
## Renaming/upgrading/fixing components
![rename and fix](./docs/components_rename_fix.png)
### Single item actions
this panel shows you the list of components that either
* are not in the registry anymore
* are invalid (there is some error in the component that makes it unavailable in Blenvy)
* need upgrading (ie they where stored as a custom property instead of Blenvy metadata for example)
> The last case is also for components that where created before Blenvy , using the legacy **bevy_components** Blender add-on
> The objects & components in this panel are not related to your current selection
- select the target component for a given source item/component:
![rename and fix](./docs/components_rename_fix2.png)
- click on the apply button
![rename and fix](./docs/components_rename_fix3.png)
- you will get a notification depending on how the process went, and if all went well, the entry will be deleted from the list of items that need fixing/upgrades
![rename and fix](./docs/components_rename_fix4.png)
### Bulk actions:
- you can rename/convert/upgrade or delete a given type of component to another for ALL of your objects, collections, meshes and materials in one go
by choosing an original and a target component & clicking on apply or delete
## Known issues & limitations:
* **Range** data (ie ```Range<f32>``` etc) are not handled at this time
* **Entity** structs are always set to 0 (setting entity values on the Blender side at this time does not make much sense anyway)
## Technical details
- Blenvy's component system uses the data from the exported **type registry** in the registry.json file to add **metadata** to objects/collection/meshes/etc containing information about what components it uses + some extra information
- uses Blender's **PropertyGroups** to generate custom UIs & connects those groups with the custom properties so that no matter the complexity
of your Bevy components you get a nicely packed custom_property
- in order to avoid name clashes, it uses the full paths of components & stores the data in the ```bevy_components``` custom property
- changing the values of a component in the UI will automatically update the value of the underlying entry in the ```bevy_components``` custom property
- different item types in Blender result in different types of GltfExtra components in Bevy (this all happens under the hood):
- objects : GltfExtras
- collections/ blueprints: SceneGltfExtras (as the Blueprints get exported as seperate scenes)
- meshes: MeshGltfExtras
- materials: MaterialGltfExtras