fully implement bevy asset loader

This commit is contained in:
2024-07-31 22:54:55 -04:00
parent 601ede338f
commit 3f174d4e2f
15 changed files with 64 additions and 105 deletions

5
Cargo.lock generated
View File

@@ -236,6 +236,7 @@ name = "asset_loader"
version = "0.1.0"
dependencies = [
"bevy",
"ron",
"serde",
"serde_json",
]
@@ -1362,7 +1363,9 @@ version = "0.1.0"
dependencies = [
"asset_loader",
"bevy",
"bevy_asset_loader",
"bevy_rapier3d",
"ron",
"serde",
"serde_json",
"shared",
@@ -3441,6 +3444,7 @@ dependencies = [
"iyes_perf_ui",
"noise 0.8.2",
"rayon",
"ron",
"shared",
"world_generation",
]
@@ -5315,6 +5319,7 @@ dependencies = [
"bevy_asset_loader",
"noise 0.9.0",
"rayon",
"ron",
"serde",
"serde_json",
]

View File

@@ -9,3 +9,4 @@ edition = "2021"
serde = "1.0.204"
serde_json = "1.0.120"
bevy = "0.14.0"
ron = "0.8.1"

View File

@@ -6,7 +6,6 @@ pub mod macros {
$plugin_name: ident,
$loader_name: ident,
$asset_type: ident,
$asset_loadstate_name: ident,
$extensions: expr,
$($string_name: ident -> $handle_name: ident)* ;
$($string_array_name: ident -> $handle_array_name: ident)* ?
@@ -18,52 +17,7 @@ pub mod macros {
impl Plugin for $plugin_name {
fn build(&self, app: &mut App) {
app.init_asset::<$asset_type>()
.init_asset_loader::<$loader_name>()
.insert_resource($asset_loadstate_name::default())
.add_systems(Update, finalize);
}
}
fn finalize(
mut asset_events: EventReader<AssetEvent<$asset_type>>,
mut assets: ResMut<Assets<$asset_type>>,
mut load_state: ResMut<$asset_loadstate_name>,
asset_server: Res<AssetServer>
) {
for event in asset_events.read() {
match event {
AssetEvent::Added { id } => load_state.added += 1,
AssetEvent::LoadedWithDependencies { id } => {
let asset = assets.get_mut(id.clone()).unwrap();
$(
asset.$handle_name = asset_server.load(&asset.$string_name);
)*
$(
for i in 0..asset.$string_array_name.len(){
asset.$handle_array_name.push(asset_server.load(&asset.$string_array_name[i]));
}
)?
load_state.loaded += 1;
},
_ => (),
}
}
}
#[derive(Resource, Debug, Default)]
pub struct $asset_loadstate_name{
pub loaded: u32,
pub added: u32,
}
impl $asset_loadstate_name{
pub fn is_all_loaded(&self) -> bool{
if self.added == 0{
return false;
}
return self.loaded >= self.added;
.init_asset_loader::<$loader_name>();
}
}
@@ -81,20 +35,29 @@ pub mod macros {
&'a self,
reader: &'a mut Reader<'_>,
_settings: &'a Self::Settings,
_load_context: &'a mut LoadContext<'_>,
load_context: &'a mut LoadContext<'_>,
) -> Result<Self::Asset, Self::Error> {
let mut data: String = String::new();
let read_result = reader.read_to_string(&mut data).await;
let mut bytes = Vec::new();
let read_result = reader.read_to_end(&mut bytes).await;
if read_result.is_err() {
return Err(read_result.err().unwrap().to_string());
}
let serialized: Result<Self::Asset, serde_json::Error> =
serde_json::from_str(&data);
let serialized: Result<Self::Asset, _> =
ron::de::from_bytes::<Self::Asset>(&bytes);
if serialized.is_err() {
return Err(serialized.err().unwrap().to_string());
}
let r = serialized.unwrap();
return Ok(r);
let mut asset = serialized.unwrap();
$(
asset.$handle_name = load_context.load(&asset.$string_name);
)*
$(
for i in 0..asset.$string_array_name.len(){
asset.$handle_array_name.push(load_context.load(&asset.$string_array_name[i]));
}
)?
return Ok(asset);
}
fn extensions(&self) -> &[&str] {

View File

@@ -17,6 +17,7 @@ bevy_asset_loader = { version = "0.21.0", features = [
"standard_dynamic_assets",
"3d",
] }
ron = "0.8.1"
[features]
tracing = ["bevy/trace_tracy"]

View File

@@ -26,8 +26,7 @@ create_asset_loader!(
BiomeAssetPlugin,
BiomeAssetLoader,
BiomeAsset,
BiomeAssetLoadState,
&["bimoe.json"],
&["biome", "biome.ron"],
tile_mapper_path -> tile_mapper
;
?

View File

@@ -33,4 +33,4 @@ pub struct TileAsset {
pub side_texture: String,
}
create_asset_loader!(TileAssetPlugin, TileAssetLoader, TileAsset, TileAssetLoadState, &["tile.json"],;?);
create_asset_loader!(TileAssetPlugin, TileAssetLoader, TileAsset, &["tile", "tile.ron"],;?);

View File

@@ -31,8 +31,7 @@ create_asset_loader!(
TileMapperAssetPlugin,
TileMapperAssetLoader,
TileMapperAsset,
TileMapperLoadState,
&["mapper.json"],;
&["mapper", "mapper.ron"],;
tiles_path -> tiles
?
);

View File

@@ -13,7 +13,11 @@ bevy_rapier3d = "0.27.0"
serde = { version = "1.0.204", features = ["derive"] }
asset_loader = { path = "../../engine/asset_loader" }
serde_json = "1.0.120"
ron = "0.8.1"
bevy_asset_loader = { version = "0.21.0", features = [
"standard_dynamic_assets",
"3d",
] }
[features]
tracing = []

View File

@@ -23,8 +23,7 @@ create_asset_loader!(
BuildingAssetPlugin,
BuildingAssetLoader,
BuildingAsset,
BuildingAssetLoadState,
&["building.json"],
&["building", "building.ron"],
prefab_path -> prefab
;?
);

View File

@@ -1,28 +1,11 @@
use asset_loader::create_asset_loader;
use bevy::prelude::Resource;
use serde::{Deserialize, Serialize};
use bevy::{asset::Handle, prelude::Resource};
use super::building_asset::BuildingAsset;
use bevy::prelude::*;
use bevy_asset_loader::prelude::*;
#[derive(Resource)]
pub struct BuildingDatabase{
pub handle: Handle<BuildingDatabaseAsset>
}
#[derive(Serialize, Deserialize, Debug, TypePath, Asset)]
pub struct BuildingDatabaseAsset {
pub hq: u32,
pub buildings_paths: Vec<String>,
#[serde(skip)]
#[derive(Resource, AssetCollection)]
pub struct BuildingDatabase {
#[asset(key = "buildings", collection(typed))]
pub buildings: Vec<Handle<BuildingAsset>>,
}
create_asset_loader!(
BuildingDatabasePlugin,
BuildingDatabaseLoader,
BuildingDatabaseAsset,
BuildingDatabaseState,
&["buildings.db.json"],;
buildings_paths -> buildings
?
);

View File

@@ -1,4 +1,8 @@
use bevy::{prelude::*, window::PrimaryWindow};
use bevy_asset_loader::loading_state::{
config::{ConfigureLoadingState, LoadingStateConfig},
LoadingStateAppExt,
};
use bevy_rapier3d::{pipeline::QueryFilter, plugin::RapierContext};
use shared::{
despawn::Despawn,
@@ -8,10 +12,7 @@ use shared::{
use world_generation::{hex_utils::HexCoord, map::map::Map};
use crate::{
assets::{
building_asset::BuildingAssetPlugin,
building_database::{BuildingDatabase, BuildingDatabasePlugin},
},
assets::{building_asset::BuildingAssetPlugin, building_database::BuildingDatabase},
build_queue::{BuildQueue, QueueEntry},
};
@@ -20,7 +21,11 @@ pub struct BuildingPugin;
impl Plugin for BuildingPugin {
fn build(&self, app: &mut App) {
app.insert_resource(BuildQueue::default());
app.add_plugins(BuildingAssetPlugin).add_plugins(BuildingDatabasePlugin);
app.add_plugins(BuildingAssetPlugin);
app.configure_loading_state(
LoadingStateConfig::new(AssetLoadState::Loading).load_collection::<BuildingDatabase>(),
);
app.add_systems(Startup, init.run_if(in_state(AssetLoadState::Loading)));
app.add_systems(Update, hq_placement.run_if(in_state(GameplayState::PlaceHQ)));
@@ -32,19 +37,11 @@ impl Plugin for BuildingPugin {
#[derive(Resource)]
struct IndicatorCube(Handle<Mesh>, Handle<StandardMaterial>);
fn init(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
asset_server: Res<AssetServer>,
) {
fn init(mut commands: Commands, mut meshes: ResMut<Assets<Mesh>>, mut materials: ResMut<Assets<StandardMaterial>>) {
let cube = Cuboid::from_size(Vec3::splat(1.));
let mesh_handle = meshes.add(cube);
let mat_handle = materials.add(Color::WHITE);
commands.insert_resource(IndicatorCube(mesh_handle, mat_handle));
let db = asset_server.load("buildings/buildings.db.json");
commands.insert_resource(BuildingDatabase { handle: db });
}
fn hq_placement(
@@ -56,7 +53,7 @@ fn hq_placement(
map: Res<Map>,
indicator: Res<IndicatorCube>,
mut build_queue: ResMut<BuildQueue>,
next_state: ResMut<NextState<GameplayState>>,
mut next_state: ResMut<NextState<GameplayState>>,
) {
let win = window.single();
let (cam_transform, camera) = cam_query.single();
@@ -87,6 +84,8 @@ fn hq_placement(
building: 0.into(),
pos: contact_coord,
});
next_state.set(GameplayState::Playing);
}
}
}

View File

@@ -16,7 +16,11 @@ bevy_rapier3d = { version = "0.27.0", features = ["simd-stable", "parallel"] }
rayon = "1.10.0"
buildings = { path = "../buildings" }
shared = { path = "../shared" }
bevy_asset_loader = {version ="0.21.0", features = ["standard_dynamic_assets", "3d"]}
bevy_asset_loader = { version = "0.21.0", features = [
"standard_dynamic_assets",
"3d",
] }
ron = "0.8.1"
[features]
tracing = ["bevy/trace_tracy", "world_generation/tracing", "buildings/tracing"]

View File

@@ -199,6 +199,9 @@ fn rts_camera_system(
cam_targets.anim_time = cam_targets.anim_time.min(1.);
}
cam_pos.y = f32::lerp(cam_pos.y, desired_height, cam_targets.anim_time);
if cam_pos.y < min_height {
cam_pos.y = min_height;
}
let t = cam_pos.y.remap(cam_cfg.min_height, cam_cfg.max_height, 0., 1.);
if cam_targets.rotate_time < 1. {

View File

@@ -1,7 +1,6 @@
#[cfg(feature = "tracing")]
use bevy::log::*;
use bevy::{
asset::LoadState,
pbr::{ExtendedMaterial, NotShadowCaster},
prelude::*,
};
@@ -11,7 +10,7 @@ use bevy_inspector_egui::quick::ResourceInspectorPlugin;
use rayon::iter::{IntoParallelRefIterator, ParallelIterator};
use shared::states::{AssetLoadState, GameplayState, MenuState};
use world_generation::{
biome_asset::{BiomeAsset, BiomeAssetLoadState, BiomeAssetPlugin},
biome_asset::{BiomeAsset, BiomeAssetPlugin},
biome_painter::*,
heightmap::generate_heightmap,
hex_utils::{offset_to_index, SHORT_DIAGONAL},
@@ -65,7 +64,7 @@ impl Plugin for MapInitPlugin {
LoadingStateConfig::new(AssetLoadState::Loading)
.with_dynamic_assets_file::<StandardDynamicAssetCollection>("phos.assets.ron")
.load_collection::<PhosAssets>()
.load_collection::<BiomePainterAsset>()
.load_collection::<BiomePainterAsset>(),
);
app.add_systems(Startup, load_textures.run_if(in_state(AssetLoadState::FinalizeAssets)));