67 lines
3.2 KiB
Rust
67 lines
3.2 KiB
Rust
// ▄████████▄ + ███ + ▄█████████ ███ +
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// ███ + ███ ███ ███ █████████ ███ ███ ███ ███
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// ███ +███ ███ ███ ███ ███▐██████ ███ ███ ███
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// ███ + ███ ███+ ███ +███ ███ + ███ ███ + ███
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// ███▄ ▄███ ███▄ ███ ███ + ███ + ███ ███▄ ███
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// ▀████████▀ + ▀███████ ███▄ ███▄ ▀████ ▀███████
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// + + + ███
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// + ▀████████████████████████████████████████████████████▀
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//
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// This module manages asset loading.
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use bevy::ecs::system::EntityCommands;
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use bevy::prelude::*;
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pub fn asset_name_to_path(name: &str) -> &'static str {
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match name {
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"suitv2" => "models/suit_v2/suit_v2.glb#Scene0",
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"suit_ar_chefhat" => "models/suit_v2/ar_chefhat.glb#Scene0",
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"asteroid1" => "models/asteroid.glb#Scene0",
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"asteroid2" => "models/asteroid2.glb#Scene0",
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"asteroid_lum" => "models/asteroid_lum.glb#Scene0",
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"hollow_asteroid" => "models/hollow_asteroid.glb#Scene0",
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"moonlet" => "models/moonlet.glb#Scene0",
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"monolith" => "models/monolith_neon.glb#Scene0",
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"lightorb" => "models/lightorb.glb#Scene0",
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"orb_busstop" => "models/orb_busstop.glb#Scene0",
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"orb_busstop_dim" => "models/orb_busstop_dim.glb#Scene0",
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"crate" => "models/crate.glb#Scene0",
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"MeteorAceGT" => "models/MeteorAceGT.glb#Scene0",
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"cruiser" => "models/cruiser.glb#Scene0",
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"satellite" => "models/satellite.glb#Scene0",
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"pizzeria" => "models/pizzeria2.glb#Scene0",
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"pizzasign" => "models/pizzasign.glb#Scene0",
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"selectagon" => "models/selectagon.glb#Scene0",
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"orbitring" => "models/orbitring.glb#Scene0",
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"clippy" => "models/clippy/clippy.glb#Scene0",
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"clippy_ar" => "models/clippy/ar_happy.glb#Scene0",
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"whale" => "models/whale.glb#Scene0",
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"marker_satellites" => "models/marker_satellites.glb#Scene0",
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"marker_planets" => "models/marker_planets.glb#Scene0",
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"point_of_interest" => "models/point_of_interest.glb#Scene0",
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_ => "models/error.glb#Scene0",
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}
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}
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pub fn load(
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name: &str,
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entity_commands: &mut EntityCommands,
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asset_server: &AssetServer,
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) {
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entity_commands.insert(load_scene_by_path(asset_name_to_path(name), asset_server));
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}
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#[inline]
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pub fn load_scene_by_path(
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path: &str,
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asset_server: &AssetServer
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) -> Handle<Scene> {
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let path_string = path.to_string();
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if let Some(handle) = asset_server.get_handle(&path_string) {
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handle
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} else {
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asset_server.load(&path_string)
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}
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}
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