bevy_gltf/label.rs
1//! Labels that can be used to load part of a glTF
2
3use bevy_asset::AssetPath;
4
5/// Labels that can be used to load part of a glTF
6///
7/// You can use [`GltfAssetLabel::from_asset`] to add it to an asset path
8///
9/// ```
10/// # use bevy_ecs::prelude::*;
11/// # use bevy_asset::prelude::*;
12/// # use bevy_scene::prelude::*;
13/// # use bevy_gltf::prelude::*;
14///
15/// fn load_gltf_scene(asset_server: Res<AssetServer>) {
16/// let gltf_scene: Handle<Scene> = asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/FlightHelmet/FlightHelmet.gltf"));
17/// }
18/// ```
19///
20/// Or when formatting a string for the path
21///
22/// ```
23/// # use bevy_ecs::prelude::*;
24/// # use bevy_asset::prelude::*;
25/// # use bevy_scene::prelude::*;
26/// # use bevy_gltf::prelude::*;
27///
28/// fn load_gltf_scene(asset_server: Res<AssetServer>) {
29/// let gltf_scene: Handle<Scene> = asset_server.load(format!("models/FlightHelmet/FlightHelmet.gltf#{}", GltfAssetLabel::Scene(0)));
30/// }
31/// ```
32#[derive(Debug, Clone, Copy, PartialEq, Eq)]
33pub enum GltfAssetLabel {
34 /// `Scene{}`: glTF Scene as a Bevy [`Scene`](bevy_scene::Scene)
35 Scene(usize),
36 /// `Node{}`: glTF Node as a [`GltfNode`](crate::GltfNode)
37 Node(usize),
38 /// `Mesh{}`: glTF Mesh as a [`GltfMesh`](crate::GltfMesh)
39 Mesh(usize),
40 /// `Mesh{}/Primitive{}`: glTF Primitive as a Bevy [`Mesh`](bevy_mesh::Mesh)
41 Primitive {
42 /// Index of the mesh for this primitive
43 mesh: usize,
44 /// Index of this primitive in its parent mesh
45 primitive: usize,
46 },
47 /// `Mesh{}/Primitive{}/MorphTargets`: Morph target animation data for a glTF Primitive
48 /// as a Bevy [`Image`](bevy_image::prelude::Image)
49 MorphTarget {
50 /// Index of the mesh for this primitive
51 mesh: usize,
52 /// Index of this primitive in its parent mesh
53 primitive: usize,
54 },
55 /// `Texture{}`: glTF Texture as a Bevy [`Image`](bevy_image::prelude::Image)
56 Texture(usize),
57 /// `Material{}`: glTF Material as a Bevy [`StandardMaterial`](bevy_pbr::StandardMaterial)
58 Material {
59 /// Index of this material
60 index: usize,
61 /// Used to set the [`Face`](bevy_render::render_resource::Face) of the material,
62 /// useful if it is used with negative scale
63 is_scale_inverted: bool,
64 },
65 /// `DefaultMaterial`: glTF's default Material as a
66 /// Bevy [`StandardMaterial`](bevy_pbr::StandardMaterial)
67 DefaultMaterial,
68 /// `Animation{}`: glTF Animation as Bevy [`AnimationClip`](bevy_animation::AnimationClip)
69 Animation(usize),
70 /// `Skin{}`: glTF mesh skin as [`GltfSkin`](crate::GltfSkin)
71 Skin(usize),
72 /// `Skin{}/InverseBindMatrices`: glTF mesh skin matrices as Bevy
73 /// [`SkinnedMeshInverseBindposes`](bevy_mesh::skinning::SkinnedMeshInverseBindposes)
74 InverseBindMatrices(usize),
75}
76
77impl core::fmt::Display for GltfAssetLabel {
78 fn fmt(&self, f: &mut core::fmt::Formatter<'_>) -> core::fmt::Result {
79 match self {
80 GltfAssetLabel::Scene(index) => f.write_str(&format!("Scene{index}")),
81 GltfAssetLabel::Node(index) => f.write_str(&format!("Node{index}")),
82 GltfAssetLabel::Mesh(index) => f.write_str(&format!("Mesh{index}")),
83 GltfAssetLabel::Primitive { mesh, primitive } => {
84 f.write_str(&format!("Mesh{mesh}/Primitive{primitive}"))
85 }
86 GltfAssetLabel::MorphTarget { mesh, primitive } => {
87 f.write_str(&format!("Mesh{mesh}/Primitive{primitive}/MorphTargets"))
88 }
89 GltfAssetLabel::Texture(index) => f.write_str(&format!("Texture{index}")),
90 GltfAssetLabel::Material {
91 index,
92 is_scale_inverted,
93 } => f.write_str(&format!(
94 "Material{index}{}",
95 if *is_scale_inverted {
96 " (inverted)"
97 } else {
98 ""
99 }
100 )),
101 GltfAssetLabel::DefaultMaterial => f.write_str("DefaultMaterial"),
102 GltfAssetLabel::Animation(index) => f.write_str(&format!("Animation{index}")),
103 GltfAssetLabel::Skin(index) => f.write_str(&format!("Skin{index}")),
104 GltfAssetLabel::InverseBindMatrices(index) => {
105 f.write_str(&format!("Skin{index}/InverseBindMatrices"))
106 }
107 }
108 }
109}
110
111impl GltfAssetLabel {
112 /// Add this label to an asset path
113 ///
114 /// ```
115 /// # use bevy_ecs::prelude::*;
116 /// # use bevy_asset::prelude::*;
117 /// # use bevy_scene::prelude::*;
118 /// # use bevy_gltf::prelude::*;
119 ///
120 /// fn load_gltf_scene(asset_server: Res<AssetServer>) {
121 /// let gltf_scene: Handle<Scene> = asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/FlightHelmet/FlightHelmet.gltf"));
122 /// }
123 /// ```
124 pub fn from_asset(&self, path: impl Into<AssetPath<'static>>) -> AssetPath<'static> {
125 path.into().with_label(self.to_string())
126 }
127}