Install plugin for ShortMaterial in headless mode (#105)

Not for review. This is just to get an artifact to run in production.
There's probably a better way to organize this

**NB:** We don't need to keep compatibility with the `type_path`. I'm
only doing this to stay compatible with files being written in
production currently. I assume this might change.
This commit is contained in:
Brandon Thomas
2024-03-27 16:41:21 -04:00
committed by GitHub
parent 7cea820d78
commit b905a0f635
4 changed files with 66 additions and 40 deletions
+3
View File
@@ -21,6 +21,7 @@ mod hierarchy;
mod input;
mod inspector;
mod interaction;
pub mod material;
pub mod math;
mod mixamo;
mod path;
@@ -33,6 +34,7 @@ mod ui;
pub mod viewport;
mod world_grid;
use crate::material::MaterialPlugin;
pub use crate::{
anim::AnimPlugin,
bvh::BvhPlugin,
@@ -86,6 +88,7 @@ impl PluginGroup for CommonPlugins {
.add(InspectorPlugin)
.add(InterpolationPlugin)
.add(ScenePlugin)
.add(MaterialPlugin)
.add(SkyboxPlugin)
.add(StudioInputPlugin)
.add(UiLayerPlugin)
+37
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@@ -0,0 +1,37 @@
use crate::material::short_material::ShortMaterial;
use bevy::app::{App, Plugin, PostUpdate};
use bevy::asset::{Assets, Handle};
use bevy::pbr::StandardMaterial;
use bevy::prelude::{Commands, Entity, Query, ResMut};
use space_editor::prelude::EditorRegistryExt;
pub mod short_material;
pub struct MaterialPlugin;
impl Plugin for MaterialPlugin {
fn build(&self, app: &mut App) {
app.register_type::<ShortMaterial>()
.editor_registry::<ShortMaterial>();
app.add_systems(PostUpdate, apply_short_materials);
}
}
fn apply_short_materials(
mut commands: Commands,
q_mats: Query<(Entity, &Handle<StandardMaterial>, &ShortMaterial)>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
for (entity, handle, short) in q_mats.iter() {
let Some(material) = materials.get_mut(handle) else {
continue;
};
material.base_color = short.base_color;
material.perceptual_roughness = short.perceptual_roughness;
material.metallic = short.metallic;
material.reflectance = short.reflectance;
commands.entity(entity).remove::<ShortMaterial>();
}
}
+25
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@@ -0,0 +1,25 @@
use bevy::pbr::StandardMaterial;
use bevy::prelude::{Color, Component, Reflect};
use bevy::ecs::reflect::ReflectComponent;
use bevy::reflect::std_traits::ReflectDefault;
#[derive(Reflect, Default, Clone, Component)]
#[reflect(Default, Component)]
pub struct ShortMaterial {
pub base_color: Color,
pub perceptual_roughness: f32,
pub metallic: f32,
pub reflectance: f32,
}
impl ShortMaterial {
pub fn new(material: &StandardMaterial) -> Self {
Self {
base_color: material.base_color,
perceptual_roughness: material.perceptual_roughness,
metallic: material.metallic,
reflectance: material.reflectance,
}
}
}
+1 -40
View File
@@ -20,6 +20,7 @@ use space_editor::{
};
use wasm_bindgen::prelude::*;
use crate::material::short_material::ShortMaterial;
use crate::{
interaction::Selection,
wasm::{self, StaticBuffer, WasmMessageBuffer},
@@ -94,7 +95,6 @@ impl Plugin for InspectorPlugin {
.chain()
.before(space_editor::space_prefab::sub_scene::prepare_auto_scene),
);
app.add_systems(PostUpdate, apply_short_materials);
app.world.resource_mut::<InspectGetters>().getters.insert(
StandardMaterial::get_type_registration()
@@ -142,25 +142,6 @@ fn create_short_materials(
}
}
fn apply_short_materials(
mut commands: Commands,
q_mats: Query<(Entity, &Handle<StandardMaterial>, &ShortMaterial)>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
for (entity, handle, short) in q_mats.iter() {
let Some(material) = materials.get_mut(handle) else {
continue;
};
material.base_color = short.base_color;
material.perceptual_roughness = short.perceptual_roughness;
material.metallic = short.metallic;
material.reflectance = short.reflectance;
commands.entity(entity).remove::<ShortMaterial>();
}
}
#[derive(Resource, Default)]
struct InspectGetters {
getters: HashMap<
@@ -591,26 +572,6 @@ fn auto_serialize_asset<T: Asset + Reflect + GetTypeRegistration>(
ev_update_description.send(UpdateEntityDescription);
}
#[derive(Reflect, Default, Clone, Component)]
#[reflect(Default, Component)]
struct ShortMaterial {
pub base_color: Color,
pub perceptual_roughness: f32,
pub metallic: f32,
pub reflectance: f32,
}
impl ShortMaterial {
pub fn new(material: &StandardMaterial) -> Self {
Self {
base_color: material.base_color,
perceptual_roughness: material.perceptual_roughness,
metallic: material.metallic,
reflectance: material.reflectance,
}
}
}
fn serialize_standart_materal(
r_selection: Option<Res<Selection>>,
q_m: Query<&Handle<StandardMaterial>>,