mirror of
https://github.com/kaosat-dev/Blender_bevy_components_workflow.git
synced 2024-11-26 13:32:32 +00:00
fbcd025dc1
* updated simple test to include deep nested blueprint instance within blueprint instance case * restructured materials handling to use the new logic, removed clutter * experimenting with solutions to the deeply nested blueprint instances problem * moved out all obsolete code to "old" folder, keeeping around until all problems are solved * added hack-ish solution to the "aabb system as post process" implementation * various minor boilerprate changes
191 lines
6.3 KiB
Rust
191 lines
6.3 KiB
Rust
use std::path::Path;
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use bevy::{
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asset::{AssetServer, Assets, Handle},
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ecs::{
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component::Component,
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entity::Entity,
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query::{Added, With},
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reflect::ReflectComponent,
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system::{Commands, Query, Res, ResMut},
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},
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gltf::Gltf,
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hierarchy::{Children, Parent},
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log::debug,
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pbr::StandardMaterial,
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reflect::Reflect,
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render::mesh::Mesh,
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};
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use crate::{AssetLoadTracker, BlueprintAssetsLoadState, BlenvyConfig, BlueprintInstanceReady};
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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/// struct containing the name & path of the material to apply
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pub struct MaterialInfo {
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pub name: String,
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pub path: String,
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}
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/// flag component
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#[derive(Component)]
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pub(crate) struct BlueprintMaterialAssetsLoaded;
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/// flag component
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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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blenvy_config: ResMut<BlenvyConfig>,
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material_infos: Query<(Entity, &MaterialInfo), Added<MaterialInfo>>,
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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, material_info) in material_infos.iter() {
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println!("Entity with material info {:?} {:?}", entity, material_info);
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let material_full_path = format!("{}#{}", material_info.path, material_info.name);
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if blenvy_config
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.materials_cache
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.contains_key(&material_full_path)
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{
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debug!("material is cached, retrieving");
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blenvy_config
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.materials_cache
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.get(&material_full_path)
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.expect("we should have the material available");
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commands
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.entity(entity)
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.insert(BlueprintMaterialAssetsLoaded);
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} else {
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let material_file_handle = asset_server.load_untyped(&material_info.path.clone()); // : Handle<Gltf>
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let material_file_id = material_file_handle.id();
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let asset_infos: Vec<AssetLoadTracker> = vec![AssetLoadTracker {
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name: material_info.name.clone(),
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path: material_info.path.clone(),
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id: material_file_id,
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loaded: false,
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handle: material_file_handle.clone(),
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}];
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commands
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.entity(entity)
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.insert(BlueprintAssetsLoadState {
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all_loaded: false,
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asset_infos,
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..Default::default()
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})
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.insert(BlueprintMaterialAssetsNotLoaded);
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}
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}
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}
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// TODO, merge with blueprints_check_assets_loading, make generic ?
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pub(crate) fn check_for_material_loaded(
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mut blueprint_assets_to_load: Query<
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(Entity, &mut BlueprintAssetsLoadState),
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With<BlueprintMaterialAssetsNotLoaded>,
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>,
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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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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
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.entity(entity)
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.insert(BlueprintMaterialAssetsLoaded)
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.remove::<BlueprintMaterialAssetsNotLoaded>();
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}
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}
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}
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/// system that injects / replaces materials from material library
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pub(crate) fn materials_inject2(
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mut blenvy_config: ResMut<BlenvyConfig>,
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material_infos: Query<
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(&MaterialInfo, &Children),
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(
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Added<BlueprintMaterialAssetsLoaded>,
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With<BlueprintMaterialAssetsLoaded>,
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),
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>,
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with_materials_and_meshes: Query<
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(),
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(
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With<Parent>,
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With<Handle<StandardMaterial>>,
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With<Handle<Mesh>>,
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),
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>,
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assets_gltf: Res<Assets<Gltf>>,
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asset_server: Res<AssetServer>,
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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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let material_full_path = format!("{}#{}", material_info.path, material_info.name);
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let mut material_found: Option<&Handle<StandardMaterial>> = None;
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if blenvy_config
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.materials_cache
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.contains_key(&material_full_path)
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{
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debug!("material is cached, retrieving");
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let material = blenvy_config
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.materials_cache
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.get(&material_full_path)
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.expect("we should have the material available");
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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(material_info.path.clone()); // FIXME: kinda weird now
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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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if mat_gltf.named_materials.contains_key(&material_info.name as &str) {
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let material = mat_gltf
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.named_materials
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.get(&material_info.name as &str)
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.expect("this material should have been loaded");
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blenvy_config
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.materials_cache
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.insert(material_full_path, material.clone());
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material_found = Some(material);
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}
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}
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if let Some(material) = material_found {
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for child in children.iter() {
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if with_materials_and_meshes.contains(*child) {
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debug!(
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"injecting material {}, path: {:?}",
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material_info.name,
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material_info.path.clone()
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);
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commands.entity(*child).insert(material.clone());
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}
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}
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}
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}
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}
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