Blender_bevy_components_wor.../crates/blenvy/old/old.rs

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/// helper component, for tracking loaded assets's loading state, id , handle etc
#[derive(Default, Debug)]
pub(crate) struct AssetLoadTracker<T: bevy::prelude::Asset> {
#[allow(dead_code)]
pub name: String,
pub id: AssetId<T>,
pub loaded: bool,
#[allow(dead_code)]
pub handle: Handle<T>,
}
/// helper component, for tracking loaded assets
#[derive(Component, Debug)]
pub(crate) struct AssetsToLoad<T: bevy::prelude::Asset> {
pub all_loaded: bool,
pub asset_infos: Vec<AssetLoadTracker<T>>,
pub progress: f32,
}
impl<T: bevy::prelude::Asset> Default for AssetsToLoad<T> {
fn default() -> Self {
Self {
all_loaded: Default::default(),
asset_infos: Default::default(),
progress: Default::default(),
}
}
}
/// flag component, usually added when a blueprint is loaded
#[derive(Component)]
pub(crate) struct BlueprintAssetsLoaded;
/// flag component
#[derive(Component)]
pub(crate) struct BlueprintAssetsNotLoaded;
/// spawning prepare function,
/// * also takes into account the already exisiting "override" components, ie "override components" > components from blueprint
pub(crate) fn prepare_blueprints(
spawn_placeholders: Query<
(
Entity,
&BlueprintName,
Option<&Parent>,
Option<&Library>,
Option<&Name>,
Option<&BlueprintsList>,
),
(Added<BlueprintName>, Added<SpawnHere>, Without<Spawned>),
>,
mut commands: Commands,
asset_server: Res<AssetServer>,
blenvy_config: Res<BluePrintsConfig>,
) {
for (entity, blupeprint_name, original_parent, library_override, name, blueprints_list) in
spawn_placeholders.iter()
{
debug!(
"requesting to spawn {:?} for entity {:?}, id: {:?}, parent:{:?}",
blupeprint_name.0, name, entity, original_parent
);
// println!("main model path {:?}", model_path);
if blueprints_list.is_some() {
let blueprints_list = blueprints_list.unwrap();
// println!("blueprints list {:?}", blueprints_list.0.keys());
let mut asset_infos: Vec<AssetLoadTracker<Gltf>> = vec![];
let library_path =
library_override.map_or_else(|| &blenvy_config.library_folder, |l| &l.0);
for (blueprint_name, _) in blueprints_list.0.iter() {
let model_file_name = format!("{}.{}", &blueprint_name, &blenvy_config.format);
let model_path = Path::new(&library_path).join(Path::new(model_file_name.as_str()));
let model_handle: Handle<Gltf> = asset_server.load(model_path.clone());
let model_id = model_handle.id();
let loaded = asset_server.is_loaded_with_dependencies(model_id);
if !loaded {
asset_infos.push(AssetLoadTracker {
name: model_path.to_string_lossy().into(),
id: model_id,
loaded: false,
handle: model_handle.clone(),
});
}
}
// if not all assets are already loaded, inject a component to signal that we need them to be loaded
if !asset_infos.is_empty() {
commands
.entity(entity)
.insert(AssetsToLoad {
all_loaded: false,
asset_infos,
..Default::default()
})
.insert(BlueprintAssetsNotLoaded);
} else {
commands.entity(entity).insert(BlueprintAssetsLoaded);
}
} else {
// in case there are no blueprintsList, we revert back to the old behaviour
commands.entity(entity).insert(BlueprintAssetsLoaded);
}
}
}
pub(crate) fn blueprints_check_assets_loading(
mut blueprint_assets_to_load: Query<
(Entity, &mut AssetsToLoad<Gltf>),
With<BlueprintAssetsNotLoaded>,
>,
asset_server: Res<AssetServer>,
mut commands: Commands,
) {
for (entity, mut assets_to_load) in blueprint_assets_to_load.iter_mut() {
let mut all_loaded = true;
let mut loaded_amount = 0;
let total = assets_to_load.asset_infos.len();
for tracker in assets_to_load.asset_infos.iter_mut() {
let asset_id = tracker.id;
let loaded = asset_server.is_loaded_with_dependencies(asset_id);
tracker.loaded = loaded;
if loaded {
loaded_amount += 1;
} else {
all_loaded = false;
}
}
let progress: f32 = loaded_amount as f32 / total as f32;
// println!("progress: {}",progress);
assets_to_load.progress = progress;
if all_loaded {
assets_to_load.all_loaded = true;
commands
.entity(entity)
.insert(BlueprintAssetsLoaded)
.remove::<BlueprintAssetsNotLoaded>();
}
}
}
pub(crate) fn blueprints_spawn(
spawn_placeholders: Query<
(
Entity,
&BlueprintName,
Option<&Transform>,
Option<&Parent>,
Option<&Library>,
Option<&AddToGameWorld>,
Option<&Name>,
),
(
With<BlueprintAssetsLoaded>,
Added<BlueprintAssetsLoaded>,
Without<BlueprintAssetsNotLoaded>,
),
>,
mut commands: Commands,
mut game_world: Query<Entity, With<GameWorldTag>>,
assets_gltf: Res<Assets<Gltf>>,
asset_server: Res<AssetServer>,
blenvy_config: Res<BluePrintsConfig>,
children: Query<&Children>,
) {
for (
entity,
blupeprint_name,
transform,
original_parent,
library_override,
add_to_world,
name,
) in spawn_placeholders.iter()
{
debug!(
"attempting to spawn {:?} for entity {:?}, id: {:?}, parent:{:?}",
blupeprint_name.0, name, entity, original_parent
);
let what = &blupeprint_name.0;
let model_file_name = format!("{}.{}", &what, &blenvy_config.format);
// library path is either defined at the plugin level or overriden by optional Library components
let library_path =
library_override.map_or_else(|| &blenvy_config.library_folder, |l| &l.0);
let model_path = Path::new(&library_path).join(Path::new(model_file_name.as_str()));
// info!("attempting to spawn {:?}", model_path);
let model_handle: Handle<Gltf> = asset_server.load(model_path.clone()); // FIXME: kinda weird now
let gltf = assets_gltf.get(&model_handle).unwrap_or_else(|| {
panic!(
"gltf file {:?} should have been loaded",
model_path.to_str()
)
});
// WARNING we work under the assumtion that there is ONLY ONE named scene, and that the first one is the right one
let main_scene_name = gltf
.named_scenes
.keys()
.next()
.expect("there should be at least one named scene in the gltf file to spawn");
let scene = &gltf.named_scenes[main_scene_name];
// transforms are optional, but still deal with them correctly
let mut transforms: Transform = Transform::default();
if transform.is_some() {
transforms = *transform.unwrap();
}
let mut original_children: Vec<Entity> = vec![];
if let Ok(c) = children.get(entity) {
for child in c.iter() {
original_children.push(*child);
}
}
commands.entity(entity).insert((
SceneBundle {
scene: scene.clone(),
transform: transforms,
..Default::default()
},
Spawned,
OriginalChildren(original_children),
BlueprintAnimations {
// these are animations specific to the inside of the blueprint
named_animations: gltf.named_animations.clone(),
},
));
if add_to_world.is_some() {
let world = game_world
.get_single_mut()
.expect("there should be a game world present");
commands.entity(world).add_child(entity);
}
}
}