feat(bevy_gltf_blueprints): added new experimental asset structs
* also started moving code to a new "assets" mod in preparartion for bigger changes
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@ -0,0 +1,65 @@
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use std::path::{Path, PathBuf};
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use bevy::{gltf::Gltf, prelude::*, utils::HashMap};
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use crate::{BluePrintsConfig, BlueprintAnimations};
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/// helper component, is used to store the list of sub blueprints to enable automatic loading of dependend blueprints
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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pub struct MyAsset{
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pub name: String,
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pub path: String
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}
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/// helper component, is used to store the list of sub blueprints to enable automatic loading of dependend blueprints
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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pub struct LocalAssets(pub Vec<MyAsset>);
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/// helper component, is used to store the list of sub blueprints to enable automatic loading of dependend blueprints
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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pub struct AllAssets(pub Vec<MyAsset>);
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/// helper component, is used to store the list of sub blueprints to enable automatic loading of dependend blueprints
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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pub struct BlueprintsList(pub HashMap<String, Vec<String>>);
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/// helper component, for tracking loaded assets's loading state, id , handle etc
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#[derive(Default, Debug)]
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pub(crate) struct AssetLoadTracker<T: bevy::prelude::Asset> {
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#[allow(dead_code)]
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pub name: String,
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pub id: AssetId<T>,
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pub loaded: bool,
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#[allow(dead_code)]
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pub handle: Handle<T>,
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}
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/// helper component, for tracking loaded assets
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#[derive(Component, Debug)]
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pub(crate) struct AssetsToLoad<T: bevy::prelude::Asset> {
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pub all_loaded: bool,
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pub asset_infos: Vec<AssetLoadTracker<T>>,
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pub progress: f32,
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}
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impl<T: bevy::prelude::Asset> Default for AssetsToLoad<T> {
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fn default() -> Self {
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Self {
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all_loaded: Default::default(),
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asset_infos: Default::default(),
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progress: Default::default(),
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}
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}
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}
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/// flag component, usually added when a blueprint is loaded
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#[derive(Component)]
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pub(crate) struct BlueprintAssetsLoaded;
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/// flag component
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#[derive(Component)]
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pub(crate) struct BlueprintAssetsNotLoaded;
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@ -10,6 +10,9 @@ pub use animation::*;
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pub mod aabb;
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pub use aabb::*;
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pub mod assets;
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pub use assets::*;
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pub mod materials;
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pub use materials::*;
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@ -32,12 +35,14 @@ pub enum GltfBlueprintsSet {
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#[derive(Bundle)]
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pub struct BluePrintBundle {
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pub blueprint: BlueprintName,
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pub blueprint_path: BlueprintPath,
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pub spawn_here: SpawnHere,
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}
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impl Default for BluePrintBundle {
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fn default() -> Self {
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BluePrintBundle {
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blueprint: BlueprintName("default".into()),
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blueprint_path: BlueprintPath("".into()),
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spawn_here: SpawnHere,
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}
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}
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@ -112,6 +117,7 @@ impl Plugin for BlueprintsPlugin {
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fn build(&self, app: &mut App) {
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app.add_plugins(ComponentsFromGltfPlugin {})
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.register_type::<BlueprintName>()
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.register_type::<BlueprintPath>()
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.register_type::<MaterialInfo>()
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.register_type::<SpawnHere>()
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.register_type::<BlueprintAnimations>()
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@ -124,6 +130,12 @@ impl Plugin for BlueprintsPlugin {
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.register_type::<HashMap<String, HashMap<u32, Vec<String>>>>()
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.add_event::<AnimationMarkerReached>()
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.register_type::<BlueprintsList>()
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.register_type::<MyAsset>()
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.register_type::<Vec<MyAsset>>()
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.register_type::<Vec<String>>()
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.register_type::<LocalAssets>()
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.register_type::<AllAssets>()
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.register_type::<HashMap<String, Vec<String>>>()
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.insert_resource(BluePrintsConfig {
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format: self.format,
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@ -2,7 +2,7 @@ use std::path::{Path, PathBuf};
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use bevy::{gltf::Gltf, prelude::*, utils::HashMap};
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use crate::{BluePrintsConfig, BlueprintAnimations};
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use crate::{BluePrintsConfig, BlueprintAnimations, BlueprintsList, AssetLoadTracker, AssetsToLoad, BlueprintAssetsNotLoaded, BlueprintAssetsLoaded};
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/// this is a flag component for our levels/game world
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#[derive(Component)]
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@ -13,6 +13,11 @@ pub struct GameWorldTag;
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#[reflect(Component)]
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pub struct BlueprintName(pub String);
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/// path component for the blueprints
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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pub struct BlueprintPath(pub String);
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/// flag component needed to signify the intent to spawn a Blueprint
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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@ -46,46 +51,6 @@ pub struct AddToGameWorld;
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/// helper component, just to transfer child data
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pub(crate) struct OriginalChildren(pub Vec<Entity>);
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/// helper component, is used to store the list of sub blueprints to enable automatic loading of dependend blueprints
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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pub struct BlueprintsList(pub HashMap<String, Vec<String>>);
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/// helper component, for tracking loaded assets's loading state, id , handle etc
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#[derive(Default, Debug)]
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pub(crate) struct AssetLoadTracker<T: bevy::prelude::Asset> {
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#[allow(dead_code)]
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pub name: String,
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pub id: AssetId<T>,
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pub loaded: bool,
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#[allow(dead_code)]
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pub handle: Handle<T>,
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}
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/// helper component, for tracking loaded assets
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#[derive(Component, Debug)]
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pub(crate) struct AssetsToLoad<T: bevy::prelude::Asset> {
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pub all_loaded: bool,
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pub asset_infos: Vec<AssetLoadTracker<T>>,
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pub progress: f32,
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}
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impl<T: bevy::prelude::Asset> Default for AssetsToLoad<T> {
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fn default() -> Self {
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Self {
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all_loaded: Default::default(),
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asset_infos: Default::default(),
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progress: Default::default(),
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}
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}
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}
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/// flag component, usually added when a blueprint is loaded
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#[derive(Component)]
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pub(crate) struct BlueprintAssetsLoaded;
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/// flag component
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#[derive(Component)]
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pub(crate) struct BlueprintAssetsNotLoaded;
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/// spawning prepare function,
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/// * also takes into account the already exisiting "override" components, ie "override components" > components from blueprint
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pub(crate) fn prepare_blueprints(
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