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add handling of all missing gltf extras: scene, mesh & materials #13453
add handling of all missing gltf extras: scene, mesh & materials #13453
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…erial * also adds a basic example & asset
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The generated |
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great changes, this will help out other crates as well.
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Seems like a fairly straightforward extension of what's already there, and it will simplify/improve Blender-to-Bevy workflows a lot.
Some nits here and there, and I'm wondering: The example will show up in https://bevyengine.org/examples/ right? Might be a bit confusing if there is no output on the screen.
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LGTM once GitGhillie's comments are addressed.
* tweaks & touchup adressing the review comments * added display of extras per entity on screen instead of console/cli * regenerated the example gltf file with more clear names & values for the different gltf extras
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Looking good! The query for the extras is now also much easier to read.
Thank you to everyone involved with the authoring or reviewing of this PR! This work is relatively important and needs release notes! Head over to bevyengine/bevy-website#1329 if you'd like to help out. |
Objective
Solution
As outlined in the discussion in the linked issue as the best current solution, this PR adds specific GltfExtras for
scenes
meshes
materials
As it is , it is not a breaking change, I hesitated to rename the current "GltfExtras" component to "PrimitiveGltfExtras", but that would result in a breaking change and might be a bit confusing as to what "primitive" that refers to.
Testing
Changelog