feat(gltf_blueprints): basics of functional dynamic loading of sub_blueprints
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@ -144,7 +144,10 @@ impl Plugin for BlueprintsPlugin {
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.add_systems(
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Update,
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(
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spawn_from_blueprints,
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(spawn_from_blueprints,
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check_for_loaded,
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actually_spawn_stuff, apply_deferred).chain(),
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compute_scene_aabbs.run_if(aabbs_enabled),
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apply_deferred.run_if(aabbs_enabled),
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apply_deferred,
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@ -51,22 +51,163 @@ pub(crate) struct OriginalChildren(pub Vec<Entity>);
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#[reflect(Component)]
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pub struct BlueprintsList(pub HashMap<String,Vec<String>>);
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/// main spawning functions,
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#[derive(Reflect, Default, Debug)]
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pub(crate) struct BlueprintLoadTracker{
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pub name: String,
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pub id: AssetId<Gltf>,
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pub loaded: bool,
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pub handle: Handle<Gltf>
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}
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#[derive(Component, Default, Debug)]
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pub(crate) struct BlueprintAssetsToLoad{
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pub all_loaded: bool,
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pub asset_infos: Vec<BlueprintLoadTracker>,
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pub progress: f32
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}
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/// flag component
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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 spawn_from_blueprints(
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spawn_placeholders: Query<
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(
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Entity,
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&BlueprintName,
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Option<&Transform>,
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Option<&Parent>,
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Option<&Library>,
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Option<&AddToGameWorld>,
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Option<&Name>,
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Option<&BlueprintsList>,
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// Option<&BlueprintAssetsPreloaded>
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),
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(Added<BlueprintName>, Added<SpawnHere>, Without<Spawned>),
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>,
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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blueprints_config: Res<BluePrintsConfig>,
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) {
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for (
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entity,
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blupeprint_name,
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original_parent,
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library_override,
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name,
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blueprints_list,
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) in spawn_placeholders.iter()
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{
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debug!(
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"preparing to spawn {:?} for entity {:?}, id: {:?}, parent:{:?}",
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blupeprint_name.0, name, entity, original_parent
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);
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// println!("main model path {:?}", model_path);
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if blueprints_list.is_some() {
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let blueprints_list = blueprints_list.unwrap();
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// println!("blueprints list {:?}", blueprints_list.0.keys());
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let mut asset_infos:Vec<BlueprintLoadTracker> = vec![];
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for (blueprint_name, _) in blueprints_list.0.iter() {
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/*if blueprint_name == what {
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println!("WHOLY MOLLY !")
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}*/
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// println!("library path {:?}", library_path);
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let mut library_path = &blueprints_config.library_folder; // TODO: we cannot use the overriden library path
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// FIXME: hack
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if blueprint_name == "World" {
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library_path= &library_override.unwrap().0;
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}
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let model_file_name = format!("{}.{}", &blueprint_name, &blueprints_config.format);
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let model_path = Path::new(&library_path).join(Path::new(model_file_name.as_str()));
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let model_handle: Handle<Gltf> = asset_server.load(model_path.clone());
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let model_id = model_handle.id();
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let loaded = asset_server.is_loaded_with_dependencies(model_id);
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if !loaded {
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asset_infos.push(BlueprintLoadTracker{
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name: model_path.to_string_lossy().into(),
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id: model_id,
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loaded: false,
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handle: model_handle.clone()
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});
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}
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}
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// if not all assets are already loaded, inject a component to signal that we need them to be loaded
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if asset_infos.len() > 0 {
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commands
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.entity(entity)
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.insert(BlueprintAssetsToLoad{
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all_loaded: false,
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asset_infos: asset_infos,
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..Default::default()
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})
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.insert(BlueprintAssetsNotLoaded);
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}else {
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commands
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.entity(entity)
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.insert(BlueprintAssetsLoaded);
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}
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}
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}
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}
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pub(crate) fn check_for_loaded(
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mut blueprint_assets_to_load: Query<(Entity, &mut BlueprintAssetsToLoad),With<BlueprintAssetsNotLoaded>>,
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asset_server: Res<AssetServer>,
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mut commands: Commands,
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){
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for (entity, mut assets_to_load) in blueprint_assets_to_load.iter_mut(){
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let mut all_loaded = true;
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let mut loaded_amount = 0;
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let total = assets_to_load.asset_infos.len();
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for tracker in assets_to_load.asset_infos.iter_mut(){
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let asset_id = tracker.id;
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let loaded = asset_server.is_loaded_with_dependencies(asset_id);
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tracker.loaded = loaded;
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if loaded {
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loaded_amount += 1;
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}else{
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all_loaded = false;
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}
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}
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let progress:f32 = loaded_amount as f32 / total as f32;
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println!("progress: {}",progress);
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assets_to_load.progress = progress;
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if all_loaded {
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assets_to_load.all_loaded = true;
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commands.entity(entity)
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.insert(BlueprintAssetsLoaded)
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.remove::<BlueprintAssetsNotLoaded>();
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}
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}
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}
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pub(crate) fn actually_spawn_stuff(
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spawn_placeholders: Query<
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(
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Entity,
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&BlueprintName,
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Option<&Transform>,
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Option<&Parent>,
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Option<&Library>,
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Option<&AddToGameWorld>,
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Option<&Name>,
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),
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(With<BlueprintAssetsLoaded>, Added<BlueprintAssetsLoaded>, Without<BlueprintAssetsNotLoaded>),
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>,
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mut commands: Commands,
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mut game_world: Query<Entity, With<GameWorldTag>>,
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@ -75,7 +216,9 @@ pub(crate) fn spawn_from_blueprints(
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blueprints_config: Res<BluePrintsConfig>,
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children: Query<&Children>,
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) {
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){
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for (
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entity,
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blupeprint_name,
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@ -84,20 +227,14 @@ pub(crate) fn spawn_from_blueprints(
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library_override,
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add_to_world,
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name,
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) in spawn_placeholders.iter()
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{
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debug!(
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info!(
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"need to spawn {:?} for entity {:?}, id: {:?}, parent:{:?}",
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blupeprint_name.0, name, entity, original_parent
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);
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let mut original_children: Vec<Entity> = vec![];
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if let Ok(c) = children.get(entity) {
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for child in c.iter() {
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original_children.push(*child);
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}
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}
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let what = &blupeprint_name.0;
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let model_file_name = format!("{}.{}", &what, &blueprints_config.format);
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@ -106,7 +243,7 @@ pub(crate) fn spawn_from_blueprints(
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library_override.map_or_else(|| &blueprints_config.library_folder, |l| &l.0);
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let model_path = Path::new(&library_path).join(Path::new(model_file_name.as_str()));
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debug!("attempting to spawn {:?}", model_path);
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info!("attempting to spawn {:?}", model_path);
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let model_handle: Handle<Gltf> = asset_server.load(model_path);
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let gltf = assets_gltf
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@ -128,6 +265,12 @@ pub(crate) fn spawn_from_blueprints(
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transforms = *transform.unwrap();
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}
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let mut original_children: Vec<Entity> = vec![];
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if let Ok(c) = children.get(entity) {
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for child in c.iter() {
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original_children.push(*child);
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}
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}
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commands.entity(entity).insert((
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SceneBundle {
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scene: scene.clone(),
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@ -6,7 +6,7 @@ use bevy::scene::SceneInstance;
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use super::{AnimationPlayerLink, Animations};
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use super::{SpawnHere, Spawned};
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use crate::{CopyComponents, InBlueprint, NoInBlueprint, OriginalChildren};
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use crate::{BlueprintAssetsToLoad, CopyComponents, InBlueprint, NoInBlueprint, OriginalChildren};
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/// this system is in charge of doing any necessary post processing after a blueprint scene has been spawned
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/// - it removes one level of useless nesting
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@ -89,6 +89,7 @@ pub(crate) fn spawned_blueprint_post_process(
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commands.entity(original).remove::<SpawnHere>();
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commands.entity(original).remove::<Spawned>();
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commands.entity(original).remove::<Handle<Scene>>();
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commands.entity(original).remove::<BlueprintAssetsToLoad>();// also clear the sub assets tracker to free up handles, perhaps just freeing up the handles and leave the rest would be better ?
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commands.entity(root_entity).despawn_recursive();
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}
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}
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