Blacksite/crates/shared/src/hydration/static_meshes.rs
Rbanh b5e561904c
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Upgrade to Bevy 0.19 and harden editor workflows
2026-07-09 23:43:47 -04:00

383 lines
12 KiB
Rust

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