bevy/examples/asset/processing/asset_processing.rs
James Liu 512b7463a3
Disentangle bevy_utils/bevy_core's reexported dependencies (#12313)
# Objective
Make bevy_utils less of a compilation bottleneck. Tackle #11478.

## Solution
* Move all of the directly reexported dependencies and move them to
where they're actually used.
* Remove the UUID utilities that have gone unused since `TypePath` took
over for `TypeUuid`.
* There was also a extraneous bytemuck dependency on `bevy_core` that
has not been used for a long time (since `encase` became the primary way
to prepare GPU buffers).
* Remove the `all_tuples` macro reexport from bevy_ecs since it's
accessible from `bevy_utils`.

---

## Changelog
Removed: Many of the reexports from bevy_utils (petgraph, uuid, nonmax,
smallvec, and thiserror).
Removed: bevy_core's reexports of bytemuck.

## Migration Guide
bevy_utils' reexports of petgraph, uuid, nonmax, smallvec, and thiserror
have been removed.

bevy_core' reexports of bytemuck's types has been removed. 

Add them as dependencies in your own crate instead.
2024-03-07 02:30:15 +00:00

259 lines
8.4 KiB
Rust

//! This example illustrates how to define custom `AssetLoader`s, `AssetTransformer`s, and `AssetSaver`s, how to configure them, and how to register asset processors.
use bevy::{
asset::{
embedded_asset,
io::{Reader, Writer},
processor::LoadTransformAndSave,
ron,
saver::{AssetSaver, SavedAsset},
transformer::{AssetTransformer, TransformedAsset},
AssetLoader, AsyncReadExt, AsyncWriteExt, LoadContext,
},
prelude::*,
reflect::TypePath,
utils::BoxedFuture,
};
use serde::{Deserialize, Serialize};
use std::convert::Infallible;
use thiserror::Error;
fn main() {
App::new()
// Using the "processed" mode will configure the AssetPlugin to use asset processing.
// If you also enable the `asset_processor` cargo feature, this will run the AssetProcessor
// in the background, run them through configured asset processors, and write the results to
// the `imported_assets` folder. If you also enable the `file_watcher` cargo feature, changes to the
// source assets will be detected and they will be reprocessed.
//
// The AssetProcessor will create `.meta` files automatically for assets in the `assets` folder,
// which can then be used to configure how the asset will be processed.
.add_plugins((
DefaultPlugins.set(AssetPlugin {
mode: AssetMode::Processed,
// This is just overriding the default paths to scope this to the correct example folder
// You can generally skip this in your own projects
file_path: "examples/asset/processing/assets".to_string(),
processed_file_path: "examples/asset/processing/imported_assets/Default"
.to_string(),
..default()
}),
TextPlugin,
))
.add_systems(Startup, setup)
.add_systems(Update, print_text)
.run();
}
/// This [`TextPlugin`] defines two assets types:
/// * [`CoolText`]: a custom RON text format that supports dependencies and embedded dependencies
/// * [`Text`]: a "normal" plain text file
///
/// It also defines an asset processor that will load [`CoolText`], resolve embedded dependencies, and write the resulting
/// output to a "normal" plain text file. When the processed asset is loaded, it is loaded as a Text (plaintext) asset.
/// This illustrates that when you process an asset, you can change its type! However you don't _need_ to change the type.
pub struct TextPlugin;
impl Plugin for TextPlugin {
fn build(&self, app: &mut App) {
embedded_asset!(app, "examples/asset/processing/", "e.txt");
app.init_asset::<CoolText>()
.init_asset::<Text>()
.register_asset_loader(CoolTextLoader)
.register_asset_loader(TextLoader)
.register_asset_processor::<LoadTransformAndSave<CoolTextLoader, CoolTextTransformer, CoolTextSaver>>(
LoadTransformAndSave::new(CoolTextTransformer, CoolTextSaver),
)
.set_default_asset_processor::<LoadTransformAndSave<CoolTextLoader, CoolTextTransformer, CoolTextSaver>>("cool.ron");
}
}
#[derive(Asset, TypePath, Debug)]
struct Text(String);
#[derive(Default)]
struct TextLoader;
#[derive(Default, Serialize, Deserialize)]
struct TextSettings {
text_override: Option<String>,
}
impl AssetLoader for TextLoader {
type Asset = Text;
type Settings = TextSettings;
type Error = std::io::Error;
fn load<'a>(
&'a self,
reader: &'a mut Reader,
settings: &'a TextSettings,
_load_context: &'a mut LoadContext,
) -> BoxedFuture<'a, Result<Text, Self::Error>> {
Box::pin(async move {
let mut bytes = Vec::new();
reader.read_to_end(&mut bytes).await?;
let value = if let Some(ref text) = settings.text_override {
text.clone()
} else {
String::from_utf8(bytes).unwrap()
};
Ok(Text(value))
})
}
fn extensions(&self) -> &[&str] {
&["txt"]
}
}
#[derive(Serialize, Deserialize)]
struct CoolTextRon {
text: String,
dependencies: Vec<String>,
embedded_dependencies: Vec<String>,
}
#[derive(Asset, TypePath, Debug)]
struct CoolText {
text: String,
#[allow(unused)]
dependencies: Vec<Handle<Text>>,
}
#[derive(Default)]
struct CoolTextLoader;
#[derive(Debug, Error)]
enum CoolTextLoaderError {
#[error(transparent)]
Io(#[from] std::io::Error),
#[error(transparent)]
RonSpannedError(#[from] ron::error::SpannedError),
#[error(transparent)]
LoadDirectError(#[from] bevy::asset::LoadDirectError),
}
impl AssetLoader for CoolTextLoader {
type Asset = CoolText;
type Settings = ();
type Error = CoolTextLoaderError;
fn load<'a>(
&'a self,
reader: &'a mut Reader,
_settings: &'a Self::Settings,
load_context: &'a mut LoadContext,
) -> BoxedFuture<'a, Result<CoolText, Self::Error>> {
Box::pin(async move {
let mut bytes = Vec::new();
reader.read_to_end(&mut bytes).await?;
let ron: CoolTextRon = ron::de::from_bytes(&bytes)?;
let mut base_text = ron.text;
for embedded in ron.embedded_dependencies {
let loaded = load_context.load_direct(&embedded).await?;
let text = loaded.get::<Text>().unwrap();
base_text.push_str(&text.0);
}
Ok(CoolText {
text: base_text,
dependencies: ron
.dependencies
.iter()
.map(|p| load_context.load(p))
.collect(),
})
})
}
fn extensions(&self) -> &[&str] {
&["cool.ron"]
}
}
#[derive(Default)]
struct CoolTextTransformer;
#[derive(Default, Serialize, Deserialize)]
struct CoolTextTransformerSettings {
appended: String,
}
impl AssetTransformer for CoolTextTransformer {
type AssetInput = CoolText;
type AssetOutput = CoolText;
type Settings = CoolTextTransformerSettings;
type Error = Infallible;
fn transform<'a>(
&'a self,
mut asset: TransformedAsset<Self::AssetInput>,
settings: &'a Self::Settings,
) -> BoxedFuture<'a, Result<TransformedAsset<Self::AssetOutput>, Self::Error>> {
Box::pin(async move {
asset.text = format!("{}{}", asset.text, settings.appended);
Ok(asset)
})
}
}
struct CoolTextSaver;
impl AssetSaver for CoolTextSaver {
type Asset = CoolText;
type Settings = ();
type OutputLoader = TextLoader;
type Error = std::io::Error;
fn save<'a>(
&'a self,
writer: &'a mut Writer,
asset: SavedAsset<'a, Self::Asset>,
_settings: &'a Self::Settings,
) -> BoxedFuture<'a, Result<TextSettings, Self::Error>> {
Box::pin(async move {
writer.write_all(asset.text.as_bytes()).await?;
Ok(TextSettings::default())
})
}
}
#[derive(Resource)]
struct TextAssets {
a: Handle<Text>,
b: Handle<Text>,
c: Handle<Text>,
d: Handle<Text>,
e: Handle<Text>,
}
fn setup(mut commands: Commands, assets: Res<AssetServer>) {
// This the final processed versions of `assets/a.cool.ron` and `assets/foo.c.cool.ron`
// Check out their counterparts in `imported_assets` to see what the outputs look like.
commands.insert_resource(TextAssets {
a: assets.load("a.cool.ron"),
b: assets.load("foo/b.cool.ron"),
c: assets.load("foo/c.cool.ron"),
d: assets.load("d.cool.ron"),
e: assets.load("embedded://asset_processing/e.txt"),
});
}
fn print_text(
handles: Res<TextAssets>,
texts: Res<Assets<Text>>,
mut asset_events: EventReader<AssetEvent<Text>>,
) {
if !asset_events.is_empty() {
// This prints the current values of the assets
// Hot-reloading is supported, so try modifying the source assets (and their meta files)!
println!("Current Values:");
println!(" a: {:?}", texts.get(&handles.a));
println!(" b: {:?}", texts.get(&handles.b));
println!(" c: {:?}", texts.get(&handles.c));
println!(" d: {:?}", texts.get(&handles.d));
println!(" e: {:?}", texts.get(&handles.e));
println!("(You can modify source assets and their .meta files to hot-reload changes!)");
println!();
asset_events.clear();
}
}