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|
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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(( |
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Camera3d::default(), |
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Transform::from_xyz(2.0, 2.0, 2.0).looking_at(Vec3::ZERO, Vec3::Y), |
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)); |
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|
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commands.spawn(DirectionalLight { |
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shadow_maps_enabled: true, |
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..default() |
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}); |
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|
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|
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commands.spawn(WorldAssetRoot(asset_server.load( |
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GltfAssetLabel::Scene(0).from_asset("models/extras/gltf_extras.glb"), |
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))); |
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|
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|
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commands.spawn(( |
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Text::default(), |
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TextFont { |
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font_size: FontSize::Px(15.), |
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..default() |
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}, |
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Node { |
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position_type: PositionType::Absolute, |
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top: px(12), |
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left: px(12), |
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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: Single<&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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display.0 = gltf_extra_infos_lines.join("\n"); |
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} |
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} |