//! Loads and renders a glTF file as a scene, and list all the different `gltf_extras`. use bevy::{ gltf::{GltfExtras, GltfMaterialExtras, GltfMeshExtras, GltfSceneExtras}, prelude::*, }; fn main() { App::new() .add_plugins(DefaultPlugins) .add_systems(Startup, setup) .add_systems(Update, check_for_gltf_extras) .run(); } #[derive(Component)] struct ExampleDisplay; fn setup(mut commands: Commands, asset_server: Res) { commands.spawn(( Camera3d::default(), Transform::from_xyz(2.0, 2.0, 2.0).looking_at(Vec3::ZERO, Vec3::Y), )); commands.spawn(DirectionalLight { shadows_enabled: true, ..default() }); // a barebones scene containing one of each gltf_extra type commands.spawn(SceneRoot(asset_server.load( GltfAssetLabel::Scene(0).from_asset("models/extras/gltf_extras.glb"), ))); // a place to display the extras on screen commands.spawn(( Text::default(), TextFont { font_size: 15., ..default() }, Node { position_type: PositionType::Absolute, top: Val::Px(12.0), left: Val::Px(12.0), ..default() }, ExampleDisplay, )); } fn check_for_gltf_extras( gltf_extras_per_entity: Query<( Entity, Option<&Name>, Option<&GltfSceneExtras>, Option<&GltfExtras>, Option<&GltfMeshExtras>, Option<&GltfMaterialExtras>, )>, mut display: Single<&mut Text, With>, ) { let mut gltf_extra_infos_lines: Vec = vec![]; for (id, name, scene_extras, extras, mesh_extras, material_extras) in gltf_extras_per_entity.iter() { if scene_extras.is_some() || extras.is_some() || mesh_extras.is_some() || material_extras.is_some() { let formatted_extras = format!( "Extras per entity {} ('Name: {}'): - scene extras: {:?} - primitive extras: {:?} - mesh extras: {:?} - material extras: {:?} ", id, name.unwrap_or(&Name::default()), scene_extras, extras, mesh_extras, material_extras ); gltf_extra_infos_lines.push(formatted_extras); } display.0 = gltf_extra_infos_lines.join("\n"); } }