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Add a GltfProcessed marker to objects #144

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janhohenheim opened this issue Feb 22, 2024 · 1 comment · Fixed by #136
Closed

Add a GltfProcessed marker to objects #144

janhohenheim opened this issue Feb 22, 2024 · 1 comment · Fixed by #136

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@janhohenheim
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As we discussed in Discord, we currently iterate over all Gltf models on every frame. If we add a GltfProcessed marker to the objects after reading their GltfExtras, we can constrain the query with a Without<GltfProcessed>, which is an archetype and thus makes the query not need to loop over everything.

@kaosat-dev
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Agreed ! That is a pattern I often use already to restrict the queries, good fit, simple, efficient.

kaosat-dev added a commit that referenced this issue Mar 4, 2024
* chore(crates): updated crates to Bevy 0.13
   * updated deps
   * updated / changed code where relevant
   * updated README files
   * bumped version numbers for upcoming release
   * updated rust-toolchain
   * updated assets where relevant
   * closes #132 
* feat(bevy_gltf_components): 
  * added GltfProcessed flag component to improve performance of iteration over added<gltfExtras>
  * closes #144 
  * light & shadow processing is now integrated,  to match  lights coming from Blender: you can now control whether 
  lights cast shadows, the cascade resolution , background color etc  from Blender
   * closes #155 

* feat(bevy_registry_export): added boilerplate to make registry path relative to assets folder 
  * closes #137 
* feat(tools): added boilerplate for internal tools
   * clean zip file generator for blender add-on releases
   * example gltf file generator
* feat(lighting): added components, exporter support & testing for blender-configurable shadows
   * added BlenderLightShadows component to bevy_gltf_components
   * added writing shadow information to gltf_auto_export
   * updated tests
   * closes #157 

Co-authored-by: Jan Hohenheim <jan@hohenheim.ch>
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2 participants