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make more information available from loaded GLTF model #1020
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791d907
make gltf nodes available as assets
mockersf 0867828
add list of primitive per mesh, and their associated material
mockersf a470964
complete gltf structure
mockersf cc30ad2
get names of gltf assets
mockersf 6da061c
only load materials once
mockersf df4ef7e
format
mockersf 9a915c0
add labels with node names
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -1,15 +1,60 @@ | ||
use std::collections::HashMap; | ||
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mod loader; | ||
pub use loader::*; | ||
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use bevy_app::prelude::*; | ||
use bevy_asset::AddAsset; | ||
use bevy_asset::{AddAsset, Handle}; | ||
use bevy_pbr::prelude::StandardMaterial; | ||
use bevy_reflect::TypeUuid; | ||
use bevy_render::mesh::Mesh; | ||
use bevy_scene::Scene; | ||
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/// Adds support for GLTF file loading to Apps | ||
#[derive(Default)] | ||
pub struct GltfPlugin; | ||
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impl Plugin for GltfPlugin { | ||
fn build(&self, app: &mut AppBuilder) { | ||
app.init_asset_loader::<GltfLoader>(); | ||
app.init_asset_loader::<GltfLoader>() | ||
.add_asset::<Gltf>() | ||
.add_asset::<GltfNode>() | ||
.add_asset::<GltfPrimitive>() | ||
.add_asset::<GltfMesh>(); | ||
} | ||
} | ||
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#[derive(Debug, TypeUuid)] | ||
#[uuid = "5c7d5f8a-f7b0-4e45-a09e-406c0372fea2"] | ||
pub struct Gltf { | ||
pub scenes: Vec<Handle<Scene>>, | ||
pub named_scenes: HashMap<String, Handle<Scene>>, | ||
pub meshes: Vec<Handle<GltfMesh>>, | ||
pub named_meshes: HashMap<String, Handle<GltfMesh>>, | ||
pub materials: Vec<Handle<StandardMaterial>>, | ||
pub named_materials: HashMap<String, Handle<StandardMaterial>>, | ||
pub nodes: Vec<Handle<GltfNode>>, | ||
pub named_nodes: HashMap<String, Handle<GltfNode>>, | ||
pub default_scene: Option<Handle<Scene>>, | ||
} | ||
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#[derive(Debug, Clone, TypeUuid)] | ||
#[uuid = "dad74750-1fd6-460f-ac51-0a7937563865"] | ||
pub struct GltfNode { | ||
pub children: Vec<GltfNode>, | ||
pub mesh: Option<Handle<GltfMesh>>, | ||
pub transform: bevy_transform::prelude::Transform, | ||
} | ||
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#[derive(Debug, Clone, TypeUuid)] | ||
#[uuid = "8ceaec9a-926a-4f29-8ee3-578a69f42315"] | ||
pub struct GltfMesh { | ||
pub primitives: Vec<GltfPrimitive>, | ||
} | ||
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#[derive(Debug, Clone, TypeUuid)] | ||
#[uuid = "cbfca302-82fd-41cb-af77-cab6b3d50af1"] | ||
pub struct GltfPrimitive { | ||
pub mesh: Handle<Mesh>, | ||
pub material: Option<Handle<StandardMaterial>>, | ||
} |
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This change makes this kind of code fail compilation:
Is there a way to not be bothered with specifying the
T
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Hmm yeah that is suboptimal. Its both less ergonomic and creates a class of bug where the user specifies the wrong asset type.
We could make it
LoadedAsset<T>
, then created a BoxedLoadedAsset that we coerce it into withinset_labeled_asset