bevy/examples/asset/custom_asset.rs
Zachary Harrold afa7b5cba5
Added Support for Extension-less Assets (#10153)
# Objective

- Addresses **Support processing and loading files without extensions**
from #9714
- Addresses **More runtime loading configuration** from #9714
- Fixes #367
- Fixes #10703

## Solution

`AssetServer::load::<A>` and `AssetServer::load_with_settings::<A>` can
now use the `Asset` type parameter `A` to select a registered
`AssetLoader` without inspecting the provided `AssetPath`. This change
cascades onto `LoadContext::load` and `LoadContext::load_with_settings`.
This allows the loading of assets which have incorrect or ambiguous file
extensions.

```rust
// Allow the type to be inferred by context
let handle = asset_server.load("data/asset_no_extension");

// Hint the type through the handle
let handle: Handle<CustomAsset> = asset_server.load("data/asset_no_extension");

// Explicit through turbofish
let handle = asset_server.load::<CustomAsset>("data/asset_no_extension");
```

Since a single `AssetPath` no longer maps 1:1 with an `Asset`, I've also
modified how assets are loaded to permit multiple asset types to be
loaded from a single path. This allows for two different `AssetLoaders`
(which return different types of assets) to both load a single path (if
requested).

```rust
// Uses GltfLoader
let model = asset_server.load::<Gltf>("cube.gltf");

// Hypothetical Blob loader for data transmission (for example)
let blob = asset_server.load::<Blob>("cube.gltf");
```

As these changes are reflected in the `LoadContext` as well as the
`AssetServer`, custom `AssetLoaders` can also take advantage of this
behaviour to create more complex assets.

---

## Change Log

- Updated `custom_asset` example to demonstrate extension-less assets.
- Added `AssetServer::get_handles_untyped` and Added
`AssetServer::get_path_ids`

## Notes

As a part of that refactor, I chose to store `AssetLoader`s (within
`AssetLoaders`) using a `HashMap<TypeId, ...>` instead of a `Vec<...>`.
My reasoning for this was I needed to add a relationship between `Asset`
`TypeId`s and the `AssetLoader`, so instead of having a `Vec` and a
`HashMap`, I combined the two, removing the `usize` index from the
adjacent maps.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-01-31 14:58:08 +00:00

162 lines
4.2 KiB
Rust

//! Implements loader for a custom asset type.
use bevy::utils::thiserror;
use bevy::{
asset::{io::Reader, ron, AssetLoader, AsyncReadExt, LoadContext},
prelude::*,
reflect::TypePath,
utils::BoxedFuture,
};
use serde::Deserialize;
use thiserror::Error;
#[derive(Asset, TypePath, Debug, Deserialize)]
pub struct CustomAsset {
pub value: i32,
}
#[derive(Default)]
pub struct CustomAssetLoader;
/// Possible errors that can be produced by [`CustomAssetLoader`]
#[non_exhaustive]
#[derive(Debug, Error)]
pub enum CustomAssetLoaderError {
/// An [IO](std::io) Error
#[error("Could not load asset: {0}")]
Io(#[from] std::io::Error),
/// A [RON](ron) Error
#[error("Could not parse RON: {0}")]
RonSpannedError(#[from] ron::error::SpannedError),
}
impl AssetLoader for CustomAssetLoader {
type Asset = CustomAsset;
type Settings = ();
type Error = CustomAssetLoaderError;
fn load<'a>(
&'a self,
reader: &'a mut Reader,
_settings: &'a (),
_load_context: &'a mut LoadContext,
) -> BoxedFuture<'a, Result<Self::Asset, Self::Error>> {
Box::pin(async move {
let mut bytes = Vec::new();
reader.read_to_end(&mut bytes).await?;
let custom_asset = ron::de::from_bytes::<CustomAsset>(&bytes)?;
Ok(custom_asset)
})
}
fn extensions(&self) -> &[&str] {
&["custom"]
}
}
#[derive(Asset, TypePath, Debug)]
pub struct Blob {
pub bytes: Vec<u8>,
}
#[derive(Default)]
pub struct BlobAssetLoader;
/// Possible errors that can be produced by [`CustomAssetLoader`]
#[non_exhaustive]
#[derive(Debug, Error)]
pub enum BlobAssetLoaderError {
/// An [IO](std::io) Error
#[error("Could not load file: {0}")]
Io(#[from] std::io::Error),
}
impl AssetLoader for BlobAssetLoader {
type Asset = Blob;
type Settings = ();
type Error = BlobAssetLoaderError;
fn load<'a>(
&'a self,
reader: &'a mut Reader,
_settings: &'a (),
_load_context: &'a mut LoadContext,
) -> BoxedFuture<'a, Result<Self::Asset, Self::Error>> {
Box::pin(async move {
info!("Loading Blob...");
let mut bytes = Vec::new();
reader.read_to_end(&mut bytes).await?;
Ok(Blob { bytes })
})
}
}
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.init_resource::<State>()
.init_asset::<CustomAsset>()
.init_asset::<Blob>()
.init_asset_loader::<CustomAssetLoader>()
.init_asset_loader::<BlobAssetLoader>()
.add_systems(Startup, setup)
.add_systems(Update, print_on_load)
.run();
}
#[derive(Resource, Default)]
struct State {
handle: Handle<CustomAsset>,
other_handle: Handle<CustomAsset>,
blob: Handle<Blob>,
printed: bool,
}
fn setup(mut state: ResMut<State>, asset_server: Res<AssetServer>) {
// Recommended way to load an asset
state.handle = asset_server.load("data/asset.custom");
// File extensions are optional, but are recommended for project management and last-resort inference
state.other_handle = asset_server.load("data/asset_no_extension");
// Will use BlobAssetLoader instead of CustomAssetLoader thanks to type inference
state.blob = asset_server.load("data/asset.custom");
}
fn print_on_load(
mut state: ResMut<State>,
custom_assets: Res<Assets<CustomAsset>>,
blob_assets: Res<Assets<Blob>>,
) {
let custom_asset = custom_assets.get(&state.handle);
let other_custom_asset = custom_assets.get(&state.other_handle);
let blob = blob_assets.get(&state.blob);
// Can't print results if the assets aren't ready
if state.printed {
return;
}
if custom_asset.is_none() {
info!("Custom Asset Not Ready");
return;
}
if other_custom_asset.is_none() {
info!("Other Custom Asset Not Ready");
return;
}
if blob.is_none() {
info!("Blob Not Ready");
return;
}
info!("Custom asset loaded: {:?}", custom_asset.unwrap());
info!("Custom asset loaded: {:?}", other_custom_asset.unwrap());
info!("Blob Size: {:?} Bytes", blob.unwrap().bytes.len());
// Once printed, we won't print again
state.printed = true;
}