mirror of
https://github.com/kaosat-dev/Blender_bevy_components_workflow.git
synced 2024-11-22 11:50:53 +00:00
fix(Blenvy:Bevy): Fix direct file access for gltf preload on Wasm (#199)
* Fix direct file access * Fix dropped handles * Remove debug messages * Minor refactoring * Fix access
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5621b66cb3
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@ -49,16 +49,14 @@ impl Default for BluePrintBundle {
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#[derive(Debug, Clone)]
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#[derive(Debug, Clone)]
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/// Plugin for gltf blueprints
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/// Plugin for gltf blueprints
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pub struct BlueprintsPlugin {
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pub struct BlueprintsPlugin {}
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}
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impl Default for BlueprintsPlugin {
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impl Default for BlueprintsPlugin {
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fn default() -> Self {
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fn default() -> Self {
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Self { }
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Self {}
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}
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}
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}
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}
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fn hot_reload(watching_for_changes: Res<WatchingForChanges>) -> bool {
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fn hot_reload(watching_for_changes: Res<WatchingForChanges>) -> bool {
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// println!("hot reload ? {}", watching_for_changes.0);
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// println!("hot reload ? {}", watching_for_changes.0);
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watching_for_changes.0
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watching_for_changes.0
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@ -110,6 +108,8 @@ impl Plugin for BlueprintsPlugin {
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.register_type::<Vec<String>>()
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.register_type::<Vec<String>>()
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.register_type::<BlueprintAssets>()
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.register_type::<BlueprintAssets>()
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.register_type::<HashMap<String, Vec<String>>>()
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.register_type::<HashMap<String, Vec<String>>>()
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.init_asset::<RawGltfAsset>()
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.init_asset_loader::<RawGltfAssetLoader>()
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.configure_sets(
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.configure_sets(
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Update,
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Update,
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(GltfBlueprintsSet::Spawn, GltfBlueprintsSet::AfterSpawn)
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(GltfBlueprintsSet::Spawn, GltfBlueprintsSet::AfterSpawn)
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@ -119,6 +119,7 @@ impl Plugin for BlueprintsPlugin {
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.add_systems(
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.add_systems(
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Update,
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Update,
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(
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(
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load_raw_gltf,
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blueprints_prepare_spawn,
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blueprints_prepare_spawn,
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blueprints_check_assets_loading,
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blueprints_check_assets_loading,
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blueprints_assets_loaded,
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blueprints_assets_loaded,
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@ -132,16 +133,14 @@ impl Plugin for BlueprintsPlugin {
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.chain()
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.chain()
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.in_set(GltfBlueprintsSet::Spawn),
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.in_set(GltfBlueprintsSet::Spawn),
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)
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)
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// animation
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// animation
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.add_systems(
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.add_systems(
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Update,
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Update,
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(
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(
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trigger_blueprint_animation_markers_events,
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trigger_blueprint_animation_markers_events,
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trigger_instance_animation_markers_events
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trigger_instance_animation_markers_events,
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),
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),
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)
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)
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// hot reload
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// hot reload
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.add_systems(Update, react_to_asset_changes.run_if(hot_reload));
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.add_systems(Update, react_to_asset_changes.run_if(hot_reload));
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}
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}
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@ -1,6 +1,12 @@
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use std::path::Path;
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use std::path::Path;
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use bevy::{gltf::Gltf, prelude::*, scene::SceneInstance, utils::hashbrown::HashMap};
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use bevy::{
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asset::{io::Reader, AssetLoader, AsyncReadExt, LoadContext},
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gltf::Gltf,
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prelude::*,
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scene::SceneInstance,
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utils::hashbrown::HashMap,
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};
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use serde_json::Value;
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use serde_json::Value;
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use crate::{
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use crate::{
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@ -115,17 +121,59 @@ Overview of the Blueprint Spawning process
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=> distinguish between blueprint instances inside blueprint instances vs blueprint instances inside blueprints ??
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=> distinguish between blueprint instances inside blueprint instances vs blueprint instances inside blueprints ??
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*/
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*/
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pub(crate) fn blueprints_prepare_spawn(
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#[derive(Asset, TypePath, Debug)]
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pub struct RawGltfAsset(pub RawGltf);
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#[derive(Default)]
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pub(super) struct RawGltfAssetLoader;
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impl AssetLoader for RawGltfAssetLoader {
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type Asset = RawGltfAsset;
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type Settings = ();
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type Error = gltf::Error;
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async fn load<'a>(
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&'a self,
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reader: &'a mut Reader<'_>,
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_settings: &'a (),
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_load_context: &'a mut LoadContext<'_>,
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) -> Result<Self::Asset, Self::Error> {
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let mut bytes = Vec::new();
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reader.read_to_end(&mut bytes).await?;
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let gltf = RawGltf::from_slice_without_validation(&bytes)?;
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Ok(RawGltfAsset(gltf))
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}
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}
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#[derive(Debug, Component, Deref, DerefMut)]
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#[component(storage = "SparseSet")]
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pub(super) struct AssociatedRawGltfHandle(Handle<RawGltfAsset>);
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pub(super) fn load_raw_gltf(
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blueprint_instances_to_spawn: Query<(Entity, &BlueprintInfo), Added<SpawnBlueprint>>,
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blueprint_instances_to_spawn: Query<(Entity, &BlueprintInfo), Added<SpawnBlueprint>>,
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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, blueprint_info) in blueprint_instances_to_spawn.iter() {
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let gltf_handle: Handle<RawGltfAsset> = asset_server.load(&blueprint_info.path);
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commands
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.entity(entity)
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.insert(AssociatedRawGltfHandle(gltf_handle));
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}
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}
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pub(super) fn blueprints_prepare_spawn(
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blueprint_instances_to_spawn: Query<(Entity, &BlueprintInfo, &AssociatedRawGltfHandle)>,
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mut commands: Commands,
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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asset_server: Res<AssetServer>,
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// for hot reload
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// for hot reload
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watching_for_changes: Res<WatchingForChanges>,
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watching_for_changes: Res<WatchingForChanges>,
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mut assets_to_blueprint_instances: ResMut<AssetToBlueprintInstancesMapper>,
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mut assets_to_blueprint_instances: ResMut<AssetToBlueprintInstancesMapper>,
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raw_gltf_assets: Res<Assets<RawGltfAsset>>,
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// for debug
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// for debug
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// all_names: Query<&Name>
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// all_names: Query<&Name>
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) {
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) {
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for (entity, blueprint_info) in blueprint_instances_to_spawn.iter() {
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for (entity, blueprint_info, raw_gltf_handle) in blueprint_instances_to_spawn.iter() {
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info!(
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info!(
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"BLUEPRINT: to spawn detected: {:?} path:{:?}",
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"BLUEPRINT: to spawn detected: {:?} path:{:?}",
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blueprint_info.name, blueprint_info.path
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blueprint_info.name, blueprint_info.path
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@ -149,7 +197,9 @@ pub(crate) fn blueprints_prepare_spawn(
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// and we also add all its assets
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// and we also add all its assets
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/* prefetch attempt */
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/* prefetch attempt */
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let gltf = RawGltf::open(format!("assets/{}", blueprint_info.path)).unwrap();
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let Some(RawGltfAsset(gltf)) = raw_gltf_assets.get(&raw_gltf_handle.0) else {
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continue;
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};
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for scene in gltf.scenes() {
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for scene in gltf.scenes() {
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if let Some(scene_extras) = scene.extras().clone() {
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if let Some(scene_extras) = scene.extras().clone() {
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let lookup: HashMap<String, Value> =
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let lookup: HashMap<String, Value> =
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@ -254,7 +304,10 @@ pub(crate) fn blueprints_prepare_spawn(
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.entity(entity)
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.entity(entity)
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.insert(bevy::prelude::Name::from(blueprint_info.name.clone()));
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.insert(bevy::prelude::Name::from(blueprint_info.name.clone()));
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// add the blueprint spawning marker
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// add the blueprint spawning marker
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commands.entity(entity).insert(BlueprintSpawning);
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commands
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.entity(entity)
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.insert(BlueprintSpawning)
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.remove::<AssociatedRawGltfHandle>();
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}
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}
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}
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}
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