Commit Graph

8 Commits

Author SHA1 Message Date
rewin 550a92eec1 Inspect for StandartMaterial (#76)
Allow to render StandartMaterial color and change in uniform way as
another components


![image](https://github.com/storytold/storyteller-bevy/assets/10954133/bf2fc91a-642e-40b6-99d3-a18c06dc156a)



![image](https://github.com/storytold/storyteller-bevy/assets/10954133/8534b82d-ed55-4714-8888-257db50c5e0f)
2024-03-07 21:03:42 +03:00
rewin add1e79fea Logic for inspector field muts (#73)
Allow to send change events from typescript to bevy

Example (test)
```rust
CHANGE_FROM_UI.write_message(UpdateField {
    component: "bevy_transform::components::transform::Transform".to_string(),
    reflect_path: ".translation.x".to_string(),
    value: 0.to_string(),
});
```

Function for typescript
```rust
#[wasm_bindgen(js_name = changeValue)]
pub fn change_value(msg: String) {
    let Ok(msg) = serde_json::from_str::<UpdateField>(&msg) else {
        error!("Failed to parse message: {}", msg);
        return;
    };
    CHANGE_FROM_UI.write_message(msg);
}

```
2024-03-05 22:28:46 +03:00
rewin 3a27f3b881 Blocking buttons (#69)
![image](https://github.com/storytold/storyteller-bevy/assets/10954133/6c963b6c-6551-4379-854e-9f3f57cb173d)

---------

Co-authored-by: Danny McGee <dannymcgee@gmail.com>
2024-03-04 21:33:44 +03:00
rewin ae88696213 Inspector: component view part (#55)
This PR allow to send entity components data to typescript with
inspector-dom event

Event data

![image](https://github.com/storytold/storyteller-bevy/assets/10954133/f4b5a88e-0a8d-4d56-ade2-d0102a6c08f7)

Component register example

![image](https://github.com/storytold/storyteller-bevy/assets/10954133/f9480f0a-a657-4445-a0d4-0984e2f69900)

Read event example

![image](https://github.com/storytold/storyteller-bevy/assets/10954133/2b6480f0-d1fb-42f1-bd6e-dfbc3d4676a2)


This PR is the first step of new inspector backend logic
Next parts is:
- Allow to edit components fields 
- Allow to show asset data (like show Handle<StandartMaterial> data)
- Allow to edit asset fields
2024-02-29 23:17:51 +03:00
Danny McGee edbc1fa30f Debug toggling (#9)
#8 introduced some additional debug information to the view, which was already
rendering some information and visualizations which were not necessary relevant
to the end-user experience. This PR adds an input action (bound to Ctrl + `) to
toggle the display of those visualizations, and disables them by default.
2023-11-02 15:25:14 -04:00
Danny McGee 06751e54f6 Object picking (#8)
This PR implements basic object selection, with help from `bevy_mod_picking` and
`bevy_mod_outline`.

### Work Done
 * Click to select objects in the world
 * Selected objects become visually highlighted
 * The selected entity is available globally on the `Res<Selection>` resource
 * Selected entities can also be queried via the `Selected` marker component
 * Pressing `F` will "focus" the camera on the selected entity
 * Pressing `Esc` will clear the active selection

### Known Issues
 * We're currently using `bevy_mod_picking`'s "Selection" feature, which isn't 
   aware of our own input events. As a consequence, it will select the object
   under the cursor when releasing `LMB` after orbiting the camera, which is not
   what we want. This should be pretty easily fixable by dropping
   `bevy_mod_picking`'s selection feature and reading the object under the
   cursor in our own click listener that only runs if the LMB event is
   unhandled.
 * The skinned mesh is not currently selectable. This is likely fixable by
   adjusting the logic in `scene::mark_scene_objects`... somehow. The `Gltf`
   data structure is kind of a nightmare to work with, so this will take some
   investigation.

### Future Enhancements
 * For parity with other DCC apps, the "Focus" action should also adjust the
   camera zoom level to "frame" the selected object in the view. Punting on that
   for now because I'm not super confident about the math involved.
 * Group selection with Shift/Ctrl and/or marquee selection would be really nice
   to have, but probably not critical for now.
2023-11-02 13:32:58 -04:00
Danny McGee c84fd31387 UI infrastructure and simple "Help" dialog (#3)
Sets up some WIP infrastructure for building out the UI, and adds a simple popup
to show the navigation controls for the app.
2023-10-09 22:19:58 -04:00
Danny McGee 5d8d9fe620 Split UI module 2023-10-04 16:05:34 -04:00