feat(blueprints): added gltf file path for more informative error in case a gltf is missing
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@ -150,7 +150,7 @@ pub(crate) fn prepare_blueprints(
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commands.entity(entity).insert(BlueprintAssetsLoaded);
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commands.entity(entity).insert(BlueprintAssetsLoaded);
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}
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}
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} else {
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} else {
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// in case there are no blueprintsList
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// in case there are no blueprintsList, we revert back to the old behaviour
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commands.entity(entity).insert(BlueprintAssetsLoaded);
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commands.entity(entity).insert(BlueprintAssetsLoaded);
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}
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}
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}
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}
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@ -243,11 +243,14 @@ pub(crate) fn spawn_from_blueprints(
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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_path = Path::new(&library_path).join(Path::new(model_file_name.as_str()));
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// info!("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); // FIXME: kinda weird now
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let model_handle: Handle<Gltf> = asset_server.load(model_path.clone()); // FIXME: kinda weird now
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let gltf = assets_gltf
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let gltf = assets_gltf.get(&model_handle).unwrap_or_else(|| {
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.get(&model_handle)
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panic!(
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.expect("this gltf should have been loaded");
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"gltf file {:?} should have been loaded",
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model_path.to_str()
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)
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});
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// WARNING we work under the assumtion that there is ONLY ONE named scene, and that the first one is the right one
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// WARNING we work under the assumtion that there is ONLY ONE named scene, and that the first one is the right one
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let main_scene_name = gltf
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let main_scene_name = gltf
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