 25bfa80e60
			
		
	
	
		25bfa80e60
		
			
		
	
	
	
	
		
			
			# Objective Yet another PR for migrating stuff to required components. This time, cameras! ## Solution As per the [selected proposal](https://hackmd.io/tsYID4CGRiWxzsgawzxG_g#Combined-Proposal-1-Selected), deprecate `Camera2dBundle` and `Camera3dBundle` in favor of `Camera2d` and `Camera3d`. Adding a `Camera` without `Camera2d` or `Camera3d` now logs a warning, as suggested by Cart [on Discord](https://discord.com/channels/691052431525675048/1264881140007702558/1291506402832945273). I would personally like cameras to work a bit differently and be split into a few more components, to avoid some footguns and confusing semantics, but that is more controversial, and shouldn't block this core migration. ## Testing I ran a few 2D and 3D examples, and tried cameras with and without render graphs. --- ## Migration Guide `Camera2dBundle` and `Camera3dBundle` have been deprecated in favor of `Camera2d` and `Camera3d`. Inserting them will now also insert the other components required by them automatically.
		
			
				
	
	
		
			139 lines
		
	
	
		
			3.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			139 lines
		
	
	
		
			3.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Implements loader for a Gzip compressed asset.
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| 
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| use bevy::{
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|     asset::{
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|         io::{Reader, VecReader},
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|         AssetLoader, ErasedLoadedAsset, LoadContext, LoadDirectError,
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|     },
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|     prelude::*,
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|     reflect::TypePath,
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| };
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| use flate2::read::GzDecoder;
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| use std::{io::prelude::*, marker::PhantomData};
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| use thiserror::Error;
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| 
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| #[derive(Asset, TypePath)]
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| struct GzAsset {
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|     uncompressed: ErasedLoadedAsset,
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| }
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| 
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| #[derive(Default)]
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| struct GzAssetLoader;
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| 
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| /// Possible errors that can be produced by [`GzAssetLoader`]
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| #[non_exhaustive]
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| #[derive(Debug, Error)]
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| enum GzAssetLoaderError {
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|     /// An [IO](std::io) Error
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|     #[error("Could not load asset: {0}")]
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|     Io(#[from] std::io::Error),
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|     /// An error caused when the asset path cannot be used to determine the uncompressed asset type.
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|     #[error("Could not determine file path of uncompressed asset")]
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|     IndeterminateFilePath,
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|     /// An error caused by the internal asset loader.
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|     #[error("Could not load contained asset: {0}")]
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|     LoadDirectError(#[from] LoadDirectError),
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| }
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| 
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| impl AssetLoader for GzAssetLoader {
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|     type Asset = GzAsset;
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|     type Settings = ();
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|     type Error = GzAssetLoaderError;
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| 
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|     async fn load(
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|         &self,
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|         reader: &mut dyn Reader,
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|         _settings: &(),
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|         load_context: &mut LoadContext<'_>,
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|     ) -> Result<Self::Asset, Self::Error> {
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|         let compressed_path = load_context.path();
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|         let file_name = compressed_path
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|             .file_name()
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|             .ok_or(GzAssetLoaderError::IndeterminateFilePath)?
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|             .to_string_lossy();
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|         let uncompressed_file_name = file_name
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|             .strip_suffix(".gz")
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|             .ok_or(GzAssetLoaderError::IndeterminateFilePath)?;
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|         let contained_path = compressed_path.join(uncompressed_file_name);
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| 
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|         let mut bytes_compressed = Vec::new();
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| 
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|         reader.read_to_end(&mut bytes_compressed).await?;
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| 
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|         let mut decoder = GzDecoder::new(bytes_compressed.as_slice());
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| 
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|         let mut bytes_uncompressed = Vec::new();
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| 
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|         decoder.read_to_end(&mut bytes_uncompressed)?;
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| 
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|         // Now that we have decompressed the asset, let's pass it back to the
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|         // context to continue loading
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| 
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|         let mut reader = VecReader::new(bytes_uncompressed);
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| 
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|         let uncompressed = load_context
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|             .loader()
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|             .with_unknown_type()
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|             .immediate()
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|             .with_reader(&mut reader)
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|             .load(contained_path)
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|             .await?;
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| 
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|         Ok(GzAsset { uncompressed })
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|     }
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| 
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|     fn extensions(&self) -> &[&str] {
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|         &["gz"]
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|     }
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| }
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| 
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| #[derive(Component, Default)]
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| struct Compressed<T> {
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|     compressed: Handle<GzAsset>,
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|     _phantom: PhantomData<T>,
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| }
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| 
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| fn main() {
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|     App::new()
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|         .add_plugins(DefaultPlugins)
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|         .init_asset::<GzAsset>()
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|         .init_asset_loader::<GzAssetLoader>()
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|         .add_systems(Startup, setup)
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|         .add_systems(Update, decompress::<Image>)
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|         .run();
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| }
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| 
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| fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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|     commands.spawn(Camera2d);
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| 
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|     commands.spawn((
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|         Compressed::<Image> {
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|             compressed: asset_server.load("data/compressed_image.png.gz"),
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|             ..default()
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|         },
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|         Sprite::default(),
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|         Transform::default(),
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|         Visibility::default(),
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|     ));
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| }
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| 
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| fn decompress<A: Asset>(
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|     mut commands: Commands,
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|     asset_server: Res<AssetServer>,
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|     mut compressed_assets: ResMut<Assets<GzAsset>>,
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|     query: Query<(Entity, &Compressed<A>)>,
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| ) {
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|     for (entity, Compressed { compressed, .. }) in query.iter() {
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|         let Some(GzAsset { uncompressed }) = compressed_assets.remove(compressed) else {
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|             continue;
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|         };
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| 
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|         let uncompressed = uncompressed.take::<A>().unwrap();
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| 
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|         commands
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|             .entity(entity)
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|             .remove::<Compressed<A>>()
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|             .insert(asset_server.add(uncompressed));
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|     }
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| }
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