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428 lines
13 KiB
Rust
428 lines
13 KiB
Rust
// TODO:
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// * Determine where local assets folder needs to be created
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// * Create local assets folder
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// * Recusrively laod that folder and watch for changes
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// * Copy assets into local folder in leue of importing them
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// * Check portability by moving binary + folder to new location
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use std::{
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fs::{DirBuilder, File},
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io::Write,
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time::Duration,
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};
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use bevy::{
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asset::{Asset, ChangeWatcher},
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audio::PlaybackMode,
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gltf::Gltf,
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prelude::*,
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tasks::IoTaskPool,
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};
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use monologue_trees::{debug::*, ui};
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fn main() {
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App::new()
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.init_resource::<AssetRegistry>()
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.add_plugins((
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DefaultPlugins
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.set(WindowPlugin {
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primary_window: Some(Window {
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title: "Serialization WTF".into(),
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resolution: (640., 480.).into(),
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..default()
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}),
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..default()
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})
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.set(AssetPlugin {
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asset_folder: "assets".into(),
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// Tell the asset server to watch for asset changes on disk:
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watch_for_changes: ChangeWatcher::with_delay(Duration::from_millis(0)),
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..default()
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}),
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DebugInfoPlugin,
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ui::GameUiPlugin { ..default() },
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))
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.add_systems(Startup, (init, init_assets_dir))
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.add_systems(
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Update,
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(
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export.run_if(interaction_condition::<ExportAction>),
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clear.run_if(interaction_condition::<ClearAction>),
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import.run_if(interaction_condition::<ImportAction>),
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inspect.run_if(interaction_condition::<InspectAction>),
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load.run_if(interaction_condition::<LoadAssetsAction>),
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unload.run_if(interaction_condition::<UnloadAssetsAction>),
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spawn_level.run_if(interaction_condition::<SpawnLevelAction>),
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asset_inspector::<AudioSource>,
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asset_inspector::<Scene>,
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),
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)
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.add_systems(
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PostUpdate,
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(
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rehydrate::<Visibility, ComputedVisibility>,
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rehydrate::<Handle<AudioSource>, PlaybackSettings>,
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fallback_camera.run_if(fallback_camera_condition),
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),
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)
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.run();
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}
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#[derive(Debug, Component, Reflect, Default)]
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#[reflect(Component)]
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struct LevelRoot;
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#[derive(Debug, Component)]
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struct ExportAction;
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#[derive(Debug, Component)]
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struct ClearAction;
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#[derive(Debug, Component)]
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struct ImportAction;
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#[derive(Debug, Component)]
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struct InspectAction;
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#[derive(Debug, Component)]
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struct LoadAssetsAction;
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#[derive(Debug, Component)]
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struct UnloadAssetsAction;
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#[derive(Debug, Component)]
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struct SpawnLevelAction;
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#[derive(Debug, Resource, Default)]
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struct AssetRegistry {
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handles: Vec<HandleUntyped>,
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}
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fn init_assets_dir() {
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IoTaskPool::get()
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.spawn(async move {
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match DirBuilder::new().create("assets") {
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Ok(_) => info!("Created assets directory"),
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Err(e) => warn!("Error creating assets directory", e),
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}
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})
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.detach();
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}
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fn init(mut commands: Commands) {
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commands.spawn((
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Camera2dBundle { ..default() },
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UiCameraConfig { show_ui: true },
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));
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commands
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.spawn((
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NodeBundle {
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style: Style {
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top: Val::Px(0.0),
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right: Val::Px(0.0),
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margin: UiRect::all(Val::Px(5.0)),
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padding: UiRect::all(Val::Px(5.0)),
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border: UiRect::all(Val::Px(1.0)),
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position_type: PositionType::Absolute,
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..default()
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},
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background_color: Color::WHITE.into(),
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border_color: Color::BLACK.into(),
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..default()
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},
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ui::Select::Action,
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))
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.with_children(|parent| {
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parent.spawn((
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ButtonBundle {
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style: Style {
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margin: UiRect::all(Val::Px(5.0)),
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padding: UiRect::all(Val::Px(5.0)),
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border: UiRect::all(Val::Px(1.0)),
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..default()
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},
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border_color: Color::BLACK.into(),
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..default()
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},
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ui::Title {
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text: "Load Assets".into(),
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..default()
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},
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LoadAssetsAction,
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));
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parent.spawn((
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ButtonBundle {
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style: Style {
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margin: UiRect::all(Val::Px(5.0)),
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padding: UiRect::all(Val::Px(5.0)),
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border: UiRect::all(Val::Px(1.0)),
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..default()
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},
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border_color: Color::BLACK.into(),
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..default()
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},
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ui::Title {
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text: "Dump Assets".into(),
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..default()
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},
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UnloadAssetsAction,
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));
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parent.spawn((
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ButtonBundle {
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style: Style {
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margin: UiRect::all(Val::Px(5.0)),
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padding: UiRect::all(Val::Px(5.0)),
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border: UiRect::all(Val::Px(1.0)),
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..default()
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},
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border_color: Color::BLACK.into(),
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..default()
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},
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ui::Title {
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text: "Spawn Level".into(),
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..default()
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},
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SpawnLevelAction,
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));
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parent.spawn((
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ButtonBundle {
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style: Style {
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margin: UiRect::all(Val::Px(5.0)),
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padding: UiRect::all(Val::Px(5.0)),
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border: UiRect::all(Val::Px(1.0)),
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..default()
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},
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border_color: Color::BLACK.into(),
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..default()
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},
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ui::Title {
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text: "Export".into(),
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..default()
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},
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ExportAction,
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));
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parent.spawn((
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ButtonBundle {
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style: Style {
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margin: UiRect::all(Val::Px(5.0)),
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padding: UiRect::all(Val::Px(5.0)),
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border: UiRect::all(Val::Px(1.0)),
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..default()
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},
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border_color: Color::BLACK.into(),
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..default()
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},
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ui::Title {
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text: "Clear".into(),
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..default()
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},
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ClearAction,
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));
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parent.spawn((
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ButtonBundle {
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style: Style {
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margin: UiRect::all(Val::Px(5.0)),
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padding: UiRect::all(Val::Px(5.0)),
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border: UiRect::all(Val::Px(1.0)),
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..default()
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},
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border_color: Color::BLACK.into(),
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..default()
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},
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ui::Title {
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text: "Import".into(),
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..default()
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},
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ImportAction,
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));
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parent.spawn((
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ButtonBundle {
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style: Style {
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margin: UiRect::all(Val::Px(5.0)),
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padding: UiRect::all(Val::Px(5.0)),
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border: UiRect::all(Val::Px(1.0)),
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..default()
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},
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border_color: Color::BLACK.into(),
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..default()
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},
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ui::Title {
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text: "Inspect".into(),
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..default()
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},
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InspectAction,
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));
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});
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}
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fn interaction_condition<T: Component>(
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events: Query<&Interaction, (Changed<Interaction>, With<T>)>,
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) -> bool {
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events
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.iter()
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.find(|&interaction| *interaction == Interaction::Pressed)
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.is_some()
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}
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fn rehydrate<W: Component, WO: Component + Default + std::fmt::Debug>(
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events: Query<Entity, (Added<W>, Without<WO>)>,
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mut commands: Commands,
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) {
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events.iter().for_each(|entity| {
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info!("Rehydrating {:?}", WO::default());
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commands.entity(entity).insert(WO::default());
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});
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}
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fn ser(
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root: &Query<Entity, With<LevelRoot>>,
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children: &Query<&Children>,
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world: &World,
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) -> String {
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let app_type_registry = world.resource::<AppTypeRegistry>().clone();
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let mut builder = DynamicSceneBuilder::from_world(world.clone());
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builder.deny_all_resources();
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// builder.allow_all();
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builder.deny::<ComputedVisibility>();
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// Level administrivia
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builder.allow::<LevelRoot>();
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// Scene components
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builder.allow::<Handle<Scene>>();
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builder.allow::<Visibility>();
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builder.allow::<Transform>();
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builder.allow::<GlobalTransform>();
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// Audio components
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builder.allow::<Handle<AudioSource>>();
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builder.allow::<PlaybackSettings>();
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root.iter().for_each(|r| {
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// Extract the level root
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builder.extract_entity(r);
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// Extract all level root children
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builder.extract_entities(
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children
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.get(r)
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.expect("Root has children")
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.iter()
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.map(|&entity| entity),
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);
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});
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let scene = builder.build();
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scene
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.serialize_ron(&app_type_registry)
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.expect("Serialize scene")
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}
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fn export(root: Query<Entity, With<LevelRoot>>, children: Query<&Children>, world: &World) {
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info!("Export level");
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let serialized = ser(&root, &children, world);
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IoTaskPool::get()
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.spawn(async move {
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// Write the scene RON data to file
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File::create(format!("assets/output.scn.ron"))
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.and_then(|mut file| file.write(serialized.as_bytes()))
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.expect("Error while writing scene to file");
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})
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.detach();
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}
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fn inspect(root: Query<Entity, With<LevelRoot>>, children: Query<&Children>, world: &World) {
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info!("Inexpect level");
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let serialized = ser(&root, &children, world);
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print!("{}", serialized);
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}
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fn clear(root: Query<Entity, With<LevelRoot>>, mut commands: Commands) {
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info!("Clearing level");
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root.iter().for_each(|entity| {
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commands.entity(entity).despawn_recursive();
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});
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}
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// TODO: Figure out how to import the same asset from a differnt source
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// How do the plugins do it??
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fn import(mut commands: Commands, server: Res<AssetServer>) {
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info!("Importing level");
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let scene_handle: Handle<DynamicScene> = server.load("output.scn.ron");
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commands.spawn((
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LevelRoot,
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DynamicSceneBundle {
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scene: scene_handle.clone(),
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..default()
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},
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));
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}
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fn fallback_camera_condition(
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added: Query<Entity, Added<Camera>>,
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mut removed: RemovedComponents<Camera>,
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) -> bool {
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added.iter().chain(removed.iter()).count() > 0
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}
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fn fallback_camera(
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mut ui_camera: Query<&mut Camera, With<Camera2d>>,
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cameras: Query<&mut Camera, Without<Camera2d>>,
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) {
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ui_camera.single_mut().is_active = cameras.iter().len() <= 0;
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}
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fn asset_inspector<T: Asset>(mut events: EventReader<AssetEvent<T>>) {
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events.iter().for_each(|event| match event {
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AssetEvent::Created { handle } => info!("Asset Created {:?}", handle),
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AssetEvent::Modified { handle } => info!("Asset Modified {:?}", handle),
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AssetEvent::Removed { handle } => info!("Asset Removed {:?}", handle),
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});
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}
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// OK seems like `load_folder` does not automatically pick up added files
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fn load(mut registry: ResMut<AssetRegistry>, server: Res<AssetServer>) {
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info!("Loading assets");
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registry.handles = server.load_folder("./dynamic").unwrap();
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info!("Current files: {:?}", registry.handles);
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}
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fn unload(mut registry: ResMut<AssetRegistry>, mut gltfs: ResMut<Assets<Gltf>>) {
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info!("Unloading asstes");
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registry.handles.clear();
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// This is required to clear scenes from asset cache
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gltfs.clear();
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}
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fn spawn_level(mut commands: Commands, server: Res<AssetServer>) {
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commands
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.spawn((SpatialBundle { ..default() }, LevelRoot))
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.with_children(|parent| {
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parent.spawn(AudioSourceBundle {
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source: server.load::<AudioSource, &str>("dynamic/Lake Sound 1.ogg"),
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settings: PlaybackSettings {
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mode: PlaybackMode::Loop,
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paused: false,
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..default()
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},
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});
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parent.spawn((SceneBundle {
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scene: server.load("dynamic/materials.glb#Scene0"),
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..default()
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},));
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});
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}
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