383 lines
12 KiB
Rust
383 lines
12 KiB
Rust
//! Static mesh renderer hydration from normalized authoring entries.
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use avian3d::prelude::ColliderConstructor;
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use bevy::light::{NotShadowCaster, NotShadowReceiver};
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use bevy::prelude::*;
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use serde::Deserialize;
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use std::collections::{HashMap, HashSet};
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use crate::{
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asset_server_path, inspector_component_active, ColliderDesc, ColliderShapeDesc, EditorAssetRef,
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InspectorOrder, LevelObject, MaterialDesc, MaterialOverride, StaticMeshRenderer,
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StaticMeshRendererEntry, COMPONENT_COLLIDER_DESC, COMPONENT_MATERIAL_DESC,
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COMPONENT_STATIC_MESH_RENDERER,
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};
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use super::materials::material_from_desc;
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pub const STATIC_MESH_ARTIFACT_DIR: &str = "assets/meshes/generated";
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/// Runtime marker for mesh children generated from [`StaticMeshRenderer`].
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#[derive(Component, Reflect, Default, Debug, Clone, Copy)]
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#[reflect(Component, Default, Debug)]
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pub struct HydratedStaticMeshPart;
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#[derive(Debug, Clone)]
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struct ResolvedStaticMeshPart {
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source_path: String,
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mesh_label: String,
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material_label: Option<String>,
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}
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#[derive(Debug, Clone)]
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struct ResolvedStaticMeshMaterial {
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source_path: String,
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material_label: String,
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}
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/// Cache for generated static mesh artifact lookups.
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#[derive(Resource, Default)]
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pub struct StaticMeshArtifactCache {
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parts: HashMap<(String, String), ResolvedStaticMeshPart>,
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materials: HashMap<(String, String), ResolvedStaticMeshMaterial>,
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loaded_assets: HashSet<String>,
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failed_assets: HashSet<String>,
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}
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impl StaticMeshArtifactCache {
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fn resolve(&mut self, mesh: &EditorAssetRef) -> Option<ResolvedStaticMeshPart> {
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if !mesh.is_resolved() {
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return None;
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}
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let key = (mesh.asset_id.clone(), mesh.sub_asset_id.clone());
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if let Some(part) = self.parts.get(&key) {
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return Some(part.clone());
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}
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if !self.loaded_assets.contains(&mesh.asset_id)
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&& !self.failed_assets.contains(&mesh.asset_id)
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{
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self.load_artifact(&mesh.asset_id);
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}
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self.parts.get(&key).cloned()
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}
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fn resolve_material(
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&mut self,
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material: &EditorAssetRef,
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) -> Option<ResolvedStaticMeshMaterial> {
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if !material.is_resolved() {
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return None;
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}
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let key = (material.asset_id.clone(), material.sub_asset_id.clone());
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if let Some(material) = self.materials.get(&key) {
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return Some(material.clone());
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}
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if !self.loaded_assets.contains(&material.asset_id)
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&& !self.failed_assets.contains(&material.asset_id)
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{
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self.load_artifact(&material.asset_id);
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}
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self.materials.get(&key).cloned()
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}
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fn load_artifact(&mut self, asset_id: &str) {
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let path = static_mesh_manifest_path(asset_id);
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match std::fs::read_to_string(&path)
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.map_err(|err| format!("could not read {path}: {err}"))
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.and_then(|text| {
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ron::from_str::<StaticMeshResolveManifest>(&text)
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.map_err(|err| format!("could not parse {path}: {err}"))
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}) {
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Ok(manifest) => {
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for part in manifest.parts {
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let part_id = if part.id.trim().is_empty() {
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part_id_from_label(&part.mesh_label)
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} else {
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part.id.clone()
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};
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self.parts.insert(
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(asset_id.to_string(), part_id),
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ResolvedStaticMeshPart {
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source_path: manifest.source.path.clone(),
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mesh_label: part.mesh_label.clone(),
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material_label: part.material_label.clone(),
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},
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);
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if let Some(material_label) = part.material_label {
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let material_id = part
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.material_id
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.filter(|id| !id.trim().is_empty())
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.unwrap_or_else(|| material_id_from_label(&material_label));
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self.materials
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.entry((asset_id.to_string(), material_id))
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.or_insert(ResolvedStaticMeshMaterial {
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source_path: manifest.source.path.clone(),
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material_label,
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});
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}
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}
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self.loaded_assets.insert(asset_id.to_string());
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}
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Err(error) => {
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warn!("Static mesh artifact lookup failed for asset {asset_id}: {error}");
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self.failed_assets.insert(asset_id.to_string());
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}
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}
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}
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}
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#[derive(Debug, Deserialize)]
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struct StaticMeshResolveManifest {
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source: StaticMeshResolveSource,
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#[serde(default)]
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parts: Vec<StaticMeshResolvePart>,
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}
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#[derive(Debug, Deserialize)]
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struct StaticMeshResolveSource {
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path: String,
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}
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#[derive(Debug, Deserialize)]
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struct StaticMeshResolvePart {
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#[serde(default)]
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id: String,
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mesh_label: String,
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#[serde(default)]
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material_id: Option<String>,
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#[serde(default)]
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material_label: Option<String>,
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}
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#[allow(clippy::type_complexity)]
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pub fn hydrate_static_mesh_renderers(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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mut artifact_cache: ResMut<StaticMeshArtifactCache>,
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renderers: Query<
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(
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Entity,
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&StaticMeshRenderer,
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Option<&MaterialDesc>,
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Option<&MaterialOverride>,
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Option<&ColliderDesc>,
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Option<&InspectorOrder>,
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),
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(
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With<LevelObject>,
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Or<(
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Added<StaticMeshRenderer>,
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Changed<StaticMeshRenderer>,
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Changed<MaterialDesc>,
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Changed<MaterialOverride>,
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Changed<ColliderDesc>,
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Changed<InspectorOrder>,
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)>,
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),
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>,
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children: Query<&Children>,
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generated_parts: Query<(), With<HydratedStaticMeshPart>>,
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) {
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for (entity, renderer, parent_material, material_override, collider, order) in &renderers {
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despawn_static_mesh_parts(&mut commands, entity, &children, &generated_parts);
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if !inspector_component_active(order, COMPONENT_STATIC_MESH_RENDERER) {
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continue;
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}
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let parent_material =
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parent_material.filter(|_| inspector_component_active(order, COMPONENT_MATERIAL_DESC));
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let collider =
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collider.filter(|_| inspector_component_active(order, COMPONENT_COLLIDER_DESC));
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spawn_static_mesh_parts(
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&mut commands,
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&asset_server,
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&mut materials,
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&mut artifact_cache,
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entity,
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renderer,
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parent_material,
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material_override,
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collider,
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);
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}
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}
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#[expect(
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clippy::too_many_arguments,
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reason = "hydration keeps Bevy asset stores and authored mesh inputs explicit"
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)]
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pub fn spawn_static_mesh_parts(
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commands: &mut Commands,
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asset_server: &AssetServer,
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materials: &mut Assets<StandardMaterial>,
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artifact_cache: &mut StaticMeshArtifactCache,
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parent: Entity,
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renderer: &StaticMeshRenderer,
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parent_material: Option<&MaterialDesc>,
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material_override: Option<&MaterialOverride>,
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collider: Option<&ColliderDesc>,
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) {
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let mut spawned = 0usize;
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for (index, entry) in renderer.slots.iter().enumerate() {
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if !entry.visible {
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continue;
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}
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let Some(resolved) = artifact_cache.resolve(&entry.mesh) else {
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warn!(
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"Static mesh renderer slot skipped: unresolved mesh asset ref asset_id='{}' part='{}' label='{}'",
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entry.mesh.asset_id, entry.mesh.sub_asset_id, entry.mesh.label
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);
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continue;
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};
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let source_path = asset_server_path(&resolved.source_path);
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let mesh_handle: Handle<Mesh> =
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asset_server.load(labeled_asset_path(&source_path, &resolved.mesh_label));
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let material_handle = material_for_entry(
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asset_server,
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materials,
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artifact_cache,
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entry,
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&resolved,
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parent_material,
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material_override,
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);
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let name = if entry.name.trim().is_empty() {
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format!("Static Mesh Part {index}")
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} else {
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entry.name.clone()
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};
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let mut part = commands.spawn((
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HydratedStaticMeshPart,
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Name::new(name),
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Mesh3d(mesh_handle),
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MeshMaterial3d(material_handle),
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entry.local_transform,
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Visibility::Visible,
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ChildOf(parent),
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));
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if !entry.cast_shadows {
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part.insert(NotShadowCaster);
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}
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if !entry.receive_shadows {
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part.insert(NotShadowReceiver);
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}
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if should_attach_static_mesh_collider(collider, &entry.mesh) {
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part.insert(ColliderConstructor::TrimeshFromMesh);
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}
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spawned += 1;
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}
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debug!(
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"Hydrated static mesh renderer: parent={parent:?} slots={} spawned={spawned}",
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renderer.slots.len()
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);
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}
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pub fn despawn_static_mesh_parts(
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commands: &mut Commands,
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entity: Entity,
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children: &Query<&Children>,
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generated_parts: &Query<(), With<HydratedStaticMeshPart>>,
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) {
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let Ok(child_list) = children.get(entity) else {
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return;
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};
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for child in child_list.iter() {
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if generated_parts.get(child).is_ok() {
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commands.entity(child).despawn();
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}
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}
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}
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fn material_for_entry(
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asset_server: &AssetServer,
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materials: &mut Assets<StandardMaterial>,
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artifact_cache: &mut StaticMeshArtifactCache,
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entry: &StaticMeshRendererEntry,
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resolved: &ResolvedStaticMeshPart,
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parent_material: Option<&MaterialDesc>,
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material_override: Option<&MaterialOverride>,
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) -> Handle<StandardMaterial> {
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if let Some(parent_material) = parent_material {
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return materials.add(material_from_desc(asset_server, parent_material));
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}
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if let Some(override_material) = material_override.and_then(|overrides| {
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overrides
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.slots
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.iter()
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.find(|slot| slot.slot_id == entry.id)
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.map(|slot| &slot.material)
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}) {
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return materials.add(material_from_desc(asset_server, override_material));
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}
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if let Some(material_ref) = entry.material.as_ref() {
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if let Some(resolved_material) = artifact_cache.resolve_material(material_ref) {
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let source_path = asset_server_path(&resolved_material.source_path);
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return asset_server.load(labeled_asset_path(
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&source_path,
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&resolved_material.material_label,
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));
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}
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debug!(
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"Static mesh material ref unresolved: asset_id='{}' material='{}' label='{}'",
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material_ref.asset_id, material_ref.sub_asset_id, material_ref.label
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);
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}
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if let Some(label) = resolved.material_label.as_deref() {
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let source_path = asset_server_path(&resolved.source_path);
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return asset_server.load(labeled_asset_path(&source_path, label));
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}
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materials.add(StandardMaterial::default())
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}
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fn labeled_asset_path(path: &str, label: &str) -> String {
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format!("{path}#{label}")
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}
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fn should_attach_static_mesh_collider(
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collider: Option<&ColliderDesc>,
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mesh: &EditorAssetRef,
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) -> bool {
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let Some(collider) = collider else {
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return false;
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};
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if !collider.enabled {
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return false;
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}
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let ColliderShapeDesc::StaticMesh { meshes, .. } = &collider.shape else {
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return false;
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};
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meshes.iter().any(|candidate| candidate == mesh)
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}
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pub fn static_mesh_manifest_path(asset_id: &str) -> String {
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format!("{STATIC_MESH_ARTIFACT_DIR}/{asset_id}.static_mesh.ron")
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}
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fn part_id_from_label(label: &str) -> String {
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format!("mesh:{}", stable_sub_asset_slug(label))
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}
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fn material_id_from_label(label: &str) -> String {
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format!("material:{}", stable_sub_asset_slug(label))
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}
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fn stable_sub_asset_slug(label: &str) -> String {
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let mut slug = String::new();
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for ch in label.chars() {
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if ch.is_ascii_alphanumeric() {
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slug.push(ch.to_ascii_lowercase());
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} else if !slug.ends_with('_') {
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slug.push('_');
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}
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}
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slug.trim_matches('_').to_string()
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}
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