refactor(): minor cleanups

This commit is contained in:
kaosat.dev 2024-03-12 10:10:23 +01:00
parent 10e85fce26
commit bb0975bbe8
3 changed files with 8 additions and 29 deletions

View File

@ -30,8 +30,6 @@ pub(crate) struct BlueprintMaterialAssetsLoaded;
#[derive(Component)]
pub(crate) struct BlueprintMaterialAssetsNotLoaded;
/// system that injects / replaces materials from material library
pub(crate) fn materials_inject(
blueprints_config: ResMut<BluePrintsConfig>,
@ -65,7 +63,6 @@ pub(crate) fn materials_inject(
} else {
let material_file_handle: Handle<Gltf> = asset_server.load(materials_path.clone());
let material_file_id = material_file_handle.id();
println!("loading material {} {}", material_full_path, material_file_id);
let mut asset_infos:Vec<AssetLoadTracker<Gltf>> = vec![];
asset_infos.push(AssetLoadTracker {
@ -103,14 +100,12 @@ pub(crate) fn check_for_material_loaded(
let loaded = asset_server.is_loaded_with_dependencies(asset_id);
tracker.loaded = loaded;
if loaded {
println!("loaded {} {}", tracker.name, tracker.id);
loaded_amount += 1;
}else{
all_loaded = false;
}
}
let progress:f32 = loaded_amount as f32 / total as f32;
println!("progress (materials): {}",progress);
assets_to_load.progress = progress;
if all_loaded {
@ -141,7 +136,6 @@ pub(crate) fn materials_inject2(
mut commands: Commands,
) {
for (material_info, children) in material_infos.iter() {
println!("here");
let model_file_name = format!(
"{}_materials_library.{}",
&material_info.source, &blueprints_config.format
@ -157,7 +151,7 @@ pub(crate) fn materials_inject2(
.material_library_cache
.contains_key(&material_full_path)
{
info!("material is cached, retrieving");
debug!("material is cached, retrieving");
let material = blueprints_config
.material_library_cache
.get(&material_full_path)
@ -165,8 +159,6 @@ pub(crate) fn materials_inject2(
material_found = Some(material);
}else {
let model_handle: Handle<Gltf> = asset_server.load(materials_path.clone());// FIXME: kinda weird now
println!("loading material {:?} {}", materials_path, model_handle.id());
let mat_gltf = assets_gltf
.get(model_handle.id())
.expect("material should have been preloaded");

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@ -51,20 +51,6 @@ pub(crate) struct OriginalChildren(pub Vec<Entity>);
#[reflect(Component)]
pub struct BlueprintsList(pub HashMap<String,Vec<String>>);
#[derive(Reflect, Default, Debug)]
pub(crate) struct BlueprintLoadTracker{
pub name: String,
pub id: AssetId<Gltf>,
pub loaded: bool,
pub handle: Handle<Gltf>
}
#[derive(Component, Default, Debug)]
pub(crate) struct BlueprintAssetsToLoad{
pub all_loaded: bool,
pub asset_infos: Vec<BlueprintLoadTracker>,
pub progress: f32
}
#[derive(Default, Debug)]
pub(crate) struct AssetLoadTracker<T:bevy::prelude::Asset>{
pub name: String,
@ -117,7 +103,7 @@ pub(crate) fn spawn_from_blueprints(
) in spawn_placeholders.iter()
{
debug!(
"preparing to spawn {:?} for entity {:?}, id: {:?}, parent:{:?}",
"requesting to spawn {:?} for entity {:?}, id: {:?}, parent:{:?}",
blupeprint_name.0, name, entity, original_parent
);
@ -194,7 +180,7 @@ pub(crate) fn check_for_loaded(
}
}
let progress:f32 = loaded_amount as f32 / total as f32;
println!("progress: {}",progress);
// println!("progress: {}",progress);
assets_to_load.progress = progress;
if all_loaded {
@ -242,7 +228,7 @@ pub(crate) fn actually_spawn_stuff(
) in spawn_placeholders.iter()
{
info!(
"need to spawn {:?} for entity {:?}, id: {:?}, parent:{:?}",
"attempting to spawn {:?} for entity {:?}, id: {:?}, parent:{:?}",
blupeprint_name.0, name, entity, original_parent
);
@ -254,7 +240,7 @@ pub(crate) fn actually_spawn_stuff(
library_override.map_or_else(|| &blueprints_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);
// info!("attempting to spawn {:?}", model_path);
let model_handle: Handle<Gltf> = asset_server.load(model_path);// FIXME: kinda weird now
let gltf = assets_gltf

View File

@ -1,12 +1,13 @@
use std::any::TypeId;
use bevy::gltf::Gltf;
use bevy::prelude::*;
use bevy::scene::SceneInstance;
// use bevy::utils::hashbrown::HashSet;
use super::{AnimationPlayerLink, Animations};
use super::{SpawnHere, Spawned};
use crate::{BlueprintAssetsToLoad, CopyComponents, InBlueprint, NoInBlueprint, OriginalChildren};
use crate::{AssetsToLoad, CopyComponents, InBlueprint, NoInBlueprint, OriginalChildren};
/// this system is in charge of doing any necessary post processing after a blueprint scene has been spawned
/// - it removes one level of useless nesting
@ -89,7 +90,7 @@ pub(crate) fn spawned_blueprint_post_process(
commands.entity(original).remove::<SpawnHere>();
commands.entity(original).remove::<Spawned>();
commands.entity(original).remove::<Handle<Scene>>();
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 ?
commands.entity(original).remove::<AssetsToLoad<Gltf>>();// also clear the sub assets tracker to free up handles, perhaps just freeing up the handles and leave the rest would be better ?
commands.entity(root_entity).despawn_recursive();
}
}