 d26900a9ea
			
		
	
	
		d26900a9ea
		
			
		
	
	
	
	
		
			
			# Objective - fixes #4823 ## Solution As outlined in the discussion in the linked issue as the best current solution, this PR adds specific GltfExtras for - scenes - meshes - materials - As it is , it is not a breaking change, I hesitated to rename the current "GltfExtras" component to "PrimitiveGltfExtras", but that would result in a breaking change and might be a bit confusing as to what "primitive" that refers to. ## Testing - I included a bare-bones example & asset (exported gltf file from Blender) with gltf extras at all the relevant levels : scene, mesh, material --- ## Changelog - adds "SceneGltfExtras" injected at the scene level if any - adds "MeshGltfExtras", injected at the mesh level if any - adds "MaterialGltfExtras", injected at the mesh level if any: ie if a mesh has a material that has gltf extras, the component will be injected there.
		
			
				
	
	
		
			98 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			98 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Loads and renders a glTF file as a scene, and list all the different `gltf_extras`.
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| 
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| use bevy::{
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|     gltf::{GltfExtras, GltfMaterialExtras, GltfMeshExtras, GltfSceneExtras},
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|     prelude::*,
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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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|         .add_systems(Startup, setup)
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|         .add_systems(Update, check_for_gltf_extras)
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|         .run();
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| }
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| 
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| #[derive(Component)]
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| struct ExampleDisplay;
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| 
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| fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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|     commands.spawn(Camera3dBundle {
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|         transform: Transform::from_xyz(2.0, 2.0, 2.0).looking_at(Vec3::ZERO, Vec3::Y),
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|         ..default()
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|     });
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| 
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|     commands.spawn(DirectionalLightBundle {
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|         directional_light: DirectionalLight {
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|             shadows_enabled: true,
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|             ..default()
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|         },
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|         ..default()
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|     });
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|     // a barebones scene containing one of each gltf_extra type
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|     commands.spawn(SceneBundle {
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|         scene: asset_server.load("models/extras/gltf_extras.glb#Scene0"),
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|         ..default()
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|     });
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| 
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|     // a place to display the extras on screen
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|     commands.spawn((
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|         TextBundle::from_section(
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|             "",
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|             TextStyle {
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|                 font_size: 18.,
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|                 ..default()
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|             },
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|         )
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|         .with_style(Style {
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|             position_type: PositionType::Absolute,
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|             top: Val::Px(12.0),
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|             left: Val::Px(12.0),
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|             ..default()
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|         }),
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|         ExampleDisplay,
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|     ));
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| }
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| 
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| fn check_for_gltf_extras(
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|     gltf_extras_per_entity: Query<(
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|         Entity,
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|         Option<&Name>,
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|         Option<&GltfSceneExtras>,
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|         Option<&GltfExtras>,
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|         Option<&GltfMeshExtras>,
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|         Option<&GltfMaterialExtras>,
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|     )>,
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|     mut display: Query<&mut Text, With<ExampleDisplay>>,
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| ) {
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|     let mut gltf_extra_infos_lines: Vec<String> = vec![];
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| 
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|     for (id, name, scene_extras, extras, mesh_extras, material_extras) in
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|         gltf_extras_per_entity.iter()
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|     {
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|         if scene_extras.is_some()
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|             || extras.is_some()
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|             || mesh_extras.is_some()
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|             || material_extras.is_some()
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|         {
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|             let formatted_extras = format!(
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|                 "Extras per entity {} ('Name: {}'):
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|     - scene extras:     {:?}
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|     - primitive extras: {:?}
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|     - mesh extras:      {:?}
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|     - material extras:  {:?}
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|                 ",
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|                 id,
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|                 name.unwrap_or(&Name::default()),
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|                 scene_extras,
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|                 extras,
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|                 mesh_extras,
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|                 material_extras
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|             );
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|             gltf_extra_infos_lines.push(formatted_extras);
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|         }
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|         let mut display = display.single_mut();
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|         display.sections[0].value = gltf_extra_infos_lines.join("\n");
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|     }
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| }
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