Commit Graph

2 Commits

Author SHA1 Message Date
DaoLendaye
cf3f26f10b
Add GltfMeshName component and Deref implementations (#19331)
Stores mesh names from glTF files in GltfMeshName component rather than
Name component, making both GltfMeshName and GltfMaterialName behave
like strings via Deref.

# Objective

Fixed the side effects of #19287
Fixes Examples that modify gltf materials are broken #19322

## Solution

Add GltfMeshName component and Deref implementations

Stores mesh names from glTF files in GltfMeshName component rather than
Name component, making both GltfMeshName and GltfMaterialName behave
like strings via Deref.


## Testing

cargo run --example depth_of_field
cargo run --example lightmaps
cargo run --example mixed_lighting
They are consistent with the situation before the error occurred.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Rob Parrett <robparrett@gmail.com>
2025-05-23 20:56:48 +00:00
DaoLendaye
c62ca1a0d3
Use material name for mesh entity's Name when available (#19287)
# Objective

Fixes #19286

## Solution

Use material name for mesh entity's Name when available

## Testing

Test code, modified from examples/load_gltf.rs
```rust
//! Loads and renders a glTF file as a scene.

use bevy::{gltf::GltfMaterialName, prelude::*, scene::SceneInstanceReady};

fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        .add_systems(Startup, setup)
        .add_observer(on_scene_load)
        .run();
}

fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
    commands.spawn((
        Camera3d::default(),
        Transform::from_xyz(0.7, 0.7, 1.0).looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::Y),
    ));

    commands.spawn((DirectionalLight {
        shadows_enabled: true,
        ..default()
    },));

    commands.spawn(SceneRoot(asset_server.load(
        GltfAssetLabel::Scene(0).from_asset("models/FlightHelmet/FlightHelmet.gltf"),
    )));
}

fn on_scene_load(
    trigger: Trigger<SceneInstanceReady>,
    children: Query<&Children>,
    names: Query<&Name>,
    material_names: Query<&GltfMaterialName>,
) {
    let target = trigger.target();

    for child in children.iter_descendants(target) {
        let name = if let Ok(name) = names.get(child) {
            Some(name.to_string())
        } else {
            None
        };
        let material_name = if let Ok(name) = material_names.get(child) {
            Some(name.0.clone())
        } else {
            None
        };

        info!("Entity name:{:?} | material name:{:?}", name, material_name);
    }
}
```

---

## Showcase

Run log:
<img width="859" alt="Image"
src="https://github.com/user-attachments/assets/87daddf3-31e6-41f8-9be2-4b292da9b75a"
/>

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Greeble <166992735+greeble-dev@users.noreply.github.com>
2025-05-20 14:45:04 +00:00