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https://github.com/kaosat-dev/Blender_bevy_components_workflow.git
synced 2024-11-26 21:37:01 +00:00
refactor(): minor cleanups
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10e85fce26
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@ -30,8 +30,6 @@ pub(crate) struct BlueprintMaterialAssetsLoaded;
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#[derive(Component)]
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pub(crate) struct BlueprintMaterialAssetsNotLoaded;
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/// system that injects / replaces materials from material library
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pub(crate) fn materials_inject(
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blueprints_config: ResMut<BluePrintsConfig>,
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@ -65,7 +63,6 @@ pub(crate) fn materials_inject(
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} else {
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let material_file_handle: Handle<Gltf> = asset_server.load(materials_path.clone());
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let material_file_id = material_file_handle.id();
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println!("loading material {} {}", material_full_path, material_file_id);
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let mut asset_infos:Vec<AssetLoadTracker<Gltf>> = vec![];
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asset_infos.push(AssetLoadTracker {
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@ -103,14 +100,12 @@ pub(crate) fn check_for_material_loaded(
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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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println!("loaded {} {}", tracker.name, tracker.id);
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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 (materials): {}",progress);
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assets_to_load.progress = progress;
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if all_loaded {
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@ -141,7 +136,6 @@ pub(crate) fn materials_inject2(
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mut commands: Commands,
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) {
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for (material_info, children) in material_infos.iter() {
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println!("here");
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let model_file_name = format!(
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"{}_materials_library.{}",
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&material_info.source, &blueprints_config.format
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@ -157,7 +151,7 @@ pub(crate) fn materials_inject2(
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.material_library_cache
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.contains_key(&material_full_path)
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{
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info!("material is cached, retrieving");
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debug!("material is cached, retrieving");
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let material = blueprints_config
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.material_library_cache
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.get(&material_full_path)
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@ -165,8 +159,6 @@ pub(crate) fn materials_inject2(
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material_found = Some(material);
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}else {
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let model_handle: Handle<Gltf> = asset_server.load(materials_path.clone());// FIXME: kinda weird now
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println!("loading material {:?} {}", materials_path, model_handle.id());
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let mat_gltf = assets_gltf
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.get(model_handle.id())
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.expect("material should have been preloaded");
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@ -51,20 +51,6 @@ 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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#[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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#[derive(Default, Debug)]
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pub(crate) struct AssetLoadTracker<T:bevy::prelude::Asset>{
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pub name: String,
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@ -117,7 +103,7 @@ pub(crate) fn spawn_from_blueprints(
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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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"requesting 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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@ -194,7 +180,7 @@ pub(crate) fn check_for_loaded(
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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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// println!("progress: {}",progress);
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assets_to_load.progress = progress;
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if all_loaded {
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@ -242,7 +228,7 @@ pub(crate) fn actually_spawn_stuff(
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) in spawn_placeholders.iter()
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{
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info!(
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"need to spawn {:?} for entity {:?}, id: {:?}, parent:{:?}",
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"attempting 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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@ -254,7 +240,7 @@ pub(crate) fn actually_spawn_stuff(
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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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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 gltf = assets_gltf
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@ -1,12 +1,13 @@
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use std::any::TypeId;
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use bevy::gltf::Gltf;
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use bevy::prelude::*;
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use bevy::scene::SceneInstance;
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// use bevy::utils::hashbrown::HashSet;
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use super::{AnimationPlayerLink, Animations};
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use super::{SpawnHere, Spawned};
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use crate::{BlueprintAssetsToLoad, CopyComponents, InBlueprint, NoInBlueprint, OriginalChildren};
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use crate::{AssetsToLoad, 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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@ -89,7 +90,7 @@ 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(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 ?
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commands.entity(root_entity).despawn_recursive();
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}
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}
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