bevy/examples/tools/scene_viewer/scene_viewer_plugin.rs

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Add morph targets (#8158) # Objective - Add morph targets to `bevy_pbr` (closes #5756) & load them from glTF - Supersedes #3722 - Fixes #6814 [Morph targets][1] (also known as shape interpolation, shape keys, or blend shapes) allow animating individual vertices with fine grained controls. This is typically used for facial expressions. By specifying multiple poses as vertex offset, and providing a set of weight of each pose, it is possible to define surprisingly realistic transitions between poses. Blending between multiple poses also allow composition. Morph targets are part of the [gltf standard][2] and are a feature of Unity and Unreal, and babylone.js, it is only natural to implement them in bevy. ## Solution This implementation of morph targets uses a 3d texture where each pixel is a component of an animated attribute. Each layer is a different target. We use a 2d texture for each target, because the number of attribute×components×animated vertices is expected to always exceed the maximum pixel row size limit of webGL2. It copies fairly closely the way skinning is implemented on the CPU side, while on the GPU side, the shader morph target implementation is a relatively trivial detail. We add an optional `morph_texture` to the `Mesh` struct. The `morph_texture` is built through a method that accepts an iterator over attribute buffers. The `MorphWeights` component, user-accessible, controls the blend of poses used by mesh instances (so that multiple copy of the same mesh may have different weights), all the weights are uploaded to a uniform buffer of 256 `f32`. We limit to 16 poses per mesh, and a total of 256 poses. More literature: * Old babylone.js implementation (vertex attribute-based): https://www.eternalcoding.com/dev-log-1-morph-targets/ * Babylone.js implementation (similar to ours): https://www.youtube.com/watch?v=LBPRmGgU0PE * GPU gems 3: https://developer.nvidia.com/gpugems/gpugems3/part-i-geometry/chapter-3-directx-10-blend-shapes-breaking-limits * Development discord thread https://discord.com/channels/691052431525675048/1083325980615114772 https://user-images.githubusercontent.com/26321040/231181046-3bca2ab2-d4d9-472e-8098-639f1871ce2e.mp4 https://github.com/bevyengine/bevy/assets/26321040/d2a0c544-0ef8-45cf-9f99-8c3792f5a258 ## Acknowledgements * Thanks to `storytold` for sponsoring the feature * Thanks to `superdump` and `james7132` for guidance and help figuring out stuff ## Future work - Handling of less and more attributes (eg: animated uv, animated arbitrary attributes) - Dynamic pose allocation (so that zero-weighted poses aren't uploaded to GPU for example, enables much more total poses) - Better animation API, see #8357 ---- ## Changelog - Add morph targets to bevy meshes - Support up to 64 poses per mesh of individually up to 116508 vertices, animation currently strictly limited to the position, normal and tangent attributes. - Load a morph target using `Mesh::set_morph_targets` - Add `VisitMorphTargets` and `VisitMorphAttributes` traits to `bevy_render`, this allows defining morph targets (a fairly complex and nested data structure) through iterators (ie: single copy instead of passing around buffers), see documentation of those traits for details - Add `MorphWeights` component exported by `bevy_render` - `MorphWeights` control mesh's morph target weights, blending between various poses defined as morph targets. - `MorphWeights` are directly inherited by direct children (single level of hierarchy) of an entity. This allows controlling several mesh primitives through a unique entity _as per GLTF spec_. - Add `MorphTargetNames` component, naming each indices of loaded morph targets. - Load morph targets weights and buffers in `bevy_gltf` - handle morph targets animations in `bevy_animation` (previously, it was a `warn!` log) - Add the `MorphStressTest.gltf` asset for morph targets testing, taken from the glTF samples repo, CC0. - Add morph target manipulation to `scene_viewer` - Separate the animation code in `scene_viewer` from the rest of the code, reducing `#[cfg(feature)]` noise - Add the `morph_targets.rs` example to show off how to manipulate morph targets, loading `MorpStressTest.gltf` ## Migration Guide - (very specialized, unlikely to be touched by 3rd parties) - `MeshPipeline` now has a single `mesh_layouts` field rather than separate `mesh_layout` and `skinned_mesh_layout` fields. You should handle all possible mesh bind group layouts in your implementation - You should also handle properly the new `MORPH_TARGETS` shader def and mesh pipeline key. A new function is exposed to make this easier: `setup_moprh_and_skinning_defs` - The `MeshBindGroup` is now `MeshBindGroups`, cached bind groups are now accessed through the `get` method. [1]: https://en.wikipedia.org/wiki/Morph_target_animation [2]: https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#morph-targets --------- Co-authored-by: François <mockersf@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-06-22 20:00:01 +00:00
//! A glTF scene viewer plugin. Provides controls for directional lighting, and switching between scene cameras.
//! To use in your own application:
//! - Copy the code for the `SceneViewerPlugin` and add the plugin to your App.
//! - Insert an initialized `SceneHandle` resource into your App's `AssetServer`.
use bevy::{
Remove incorrect equality comparisons for asset load error types (#15890) # Objective The type `AssetLoadError` has `PartialEq` and `Eq` impls, which is problematic due to the fact that the `AssetLoaderError` and `AddAsyncError` variants lie in their impls: they will return `true` for any `Box<dyn Error>` with the same `TypeId`, even if the actual value is different. This can lead to subtle bugs if a user relies on the equality comparison to ensure that two values are equal. The same is true for `DependencyLoadState`, `RecursiveDependencyLoadState`. More generally, it is an anti-pattern for large error types involving dynamic dispatch, such as `AssetLoadError`, to have equality comparisons. Directly comparing two errors for equality is usually not desired -- if some logic needs to branch based on the value of an error, it is usually more correct to check for specific variants and inspect their fields. As far as I can tell, the only reason these errors have equality comparisons is because the `LoadState` enum wraps `AssetLoadError` for its `Failed` variant. This equality comparison is only used to check for `== LoadState::Loaded`, which we can easily replace with an `is_loaded` method. ## Solution Remove the `{Partial}Eq` impls from `LoadState`, which also allows us to remove it from the error types. ## Migration Guide The types `bevy_asset::AssetLoadError` and `bevy_asset::LoadState` no longer support equality comparisons. If you need to check for an asset's load state, consider checking for a specific variant using `LoadState::is_loaded` or the `matches!` macro. Similarly, consider using the `matches!` macro to check for specific variants of the `AssetLoadError` type if you need to inspect the value of an asset load error in your code. `DependencyLoadState` and `RecursiveDependencyLoadState` are not released yet, so no migration needed, --------- Co-authored-by: Joseph <21144246+JoJoJet@users.noreply.github.com>
2024-10-14 01:00:45 +00:00
gltf::Gltf, input::common_conditions::input_just_pressed, prelude::*, scene::InstanceId,
};
use std::{f32::consts::*, fmt};
use super::camera_controller::*;
#[derive(Resource)]
pub struct SceneHandle {
Add morph targets (#8158) # Objective - Add morph targets to `bevy_pbr` (closes #5756) & load them from glTF - Supersedes #3722 - Fixes #6814 [Morph targets][1] (also known as shape interpolation, shape keys, or blend shapes) allow animating individual vertices with fine grained controls. This is typically used for facial expressions. By specifying multiple poses as vertex offset, and providing a set of weight of each pose, it is possible to define surprisingly realistic transitions between poses. Blending between multiple poses also allow composition. Morph targets are part of the [gltf standard][2] and are a feature of Unity and Unreal, and babylone.js, it is only natural to implement them in bevy. ## Solution This implementation of morph targets uses a 3d texture where each pixel is a component of an animated attribute. Each layer is a different target. We use a 2d texture for each target, because the number of attribute×components×animated vertices is expected to always exceed the maximum pixel row size limit of webGL2. It copies fairly closely the way skinning is implemented on the CPU side, while on the GPU side, the shader morph target implementation is a relatively trivial detail. We add an optional `morph_texture` to the `Mesh` struct. The `morph_texture` is built through a method that accepts an iterator over attribute buffers. The `MorphWeights` component, user-accessible, controls the blend of poses used by mesh instances (so that multiple copy of the same mesh may have different weights), all the weights are uploaded to a uniform buffer of 256 `f32`. We limit to 16 poses per mesh, and a total of 256 poses. More literature: * Old babylone.js implementation (vertex attribute-based): https://www.eternalcoding.com/dev-log-1-morph-targets/ * Babylone.js implementation (similar to ours): https://www.youtube.com/watch?v=LBPRmGgU0PE * GPU gems 3: https://developer.nvidia.com/gpugems/gpugems3/part-i-geometry/chapter-3-directx-10-blend-shapes-breaking-limits * Development discord thread https://discord.com/channels/691052431525675048/1083325980615114772 https://user-images.githubusercontent.com/26321040/231181046-3bca2ab2-d4d9-472e-8098-639f1871ce2e.mp4 https://github.com/bevyengine/bevy/assets/26321040/d2a0c544-0ef8-45cf-9f99-8c3792f5a258 ## Acknowledgements * Thanks to `storytold` for sponsoring the feature * Thanks to `superdump` and `james7132` for guidance and help figuring out stuff ## Future work - Handling of less and more attributes (eg: animated uv, animated arbitrary attributes) - Dynamic pose allocation (so that zero-weighted poses aren't uploaded to GPU for example, enables much more total poses) - Better animation API, see #8357 ---- ## Changelog - Add morph targets to bevy meshes - Support up to 64 poses per mesh of individually up to 116508 vertices, animation currently strictly limited to the position, normal and tangent attributes. - Load a morph target using `Mesh::set_morph_targets` - Add `VisitMorphTargets` and `VisitMorphAttributes` traits to `bevy_render`, this allows defining morph targets (a fairly complex and nested data structure) through iterators (ie: single copy instead of passing around buffers), see documentation of those traits for details - Add `MorphWeights` component exported by `bevy_render` - `MorphWeights` control mesh's morph target weights, blending between various poses defined as morph targets. - `MorphWeights` are directly inherited by direct children (single level of hierarchy) of an entity. This allows controlling several mesh primitives through a unique entity _as per GLTF spec_. - Add `MorphTargetNames` component, naming each indices of loaded morph targets. - Load morph targets weights and buffers in `bevy_gltf` - handle morph targets animations in `bevy_animation` (previously, it was a `warn!` log) - Add the `MorphStressTest.gltf` asset for morph targets testing, taken from the glTF samples repo, CC0. - Add morph target manipulation to `scene_viewer` - Separate the animation code in `scene_viewer` from the rest of the code, reducing `#[cfg(feature)]` noise - Add the `morph_targets.rs` example to show off how to manipulate morph targets, loading `MorpStressTest.gltf` ## Migration Guide - (very specialized, unlikely to be touched by 3rd parties) - `MeshPipeline` now has a single `mesh_layouts` field rather than separate `mesh_layout` and `skinned_mesh_layout` fields. You should handle all possible mesh bind group layouts in your implementation - You should also handle properly the new `MORPH_TARGETS` shader def and mesh pipeline key. A new function is exposed to make this easier: `setup_moprh_and_skinning_defs` - The `MeshBindGroup` is now `MeshBindGroups`, cached bind groups are now accessed through the `get` method. [1]: https://en.wikipedia.org/wiki/Morph_target_animation [2]: https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#morph-targets --------- Co-authored-by: François <mockersf@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-06-22 20:00:01 +00:00
pub gltf_handle: Handle<Gltf>,
scene_index: usize,
instance_id: Option<InstanceId>,
pub is_loaded: bool,
pub has_light: bool,
}
impl SceneHandle {
pub fn new(gltf_handle: Handle<Gltf>, scene_index: usize) -> Self {
Self {
gltf_handle,
scene_index,
instance_id: None,
is_loaded: false,
has_light: false,
}
}
}
Add morph targets (#8158) # Objective - Add morph targets to `bevy_pbr` (closes #5756) & load them from glTF - Supersedes #3722 - Fixes #6814 [Morph targets][1] (also known as shape interpolation, shape keys, or blend shapes) allow animating individual vertices with fine grained controls. This is typically used for facial expressions. By specifying multiple poses as vertex offset, and providing a set of weight of each pose, it is possible to define surprisingly realistic transitions between poses. Blending between multiple poses also allow composition. Morph targets are part of the [gltf standard][2] and are a feature of Unity and Unreal, and babylone.js, it is only natural to implement them in bevy. ## Solution This implementation of morph targets uses a 3d texture where each pixel is a component of an animated attribute. Each layer is a different target. We use a 2d texture for each target, because the number of attribute×components×animated vertices is expected to always exceed the maximum pixel row size limit of webGL2. It copies fairly closely the way skinning is implemented on the CPU side, while on the GPU side, the shader morph target implementation is a relatively trivial detail. We add an optional `morph_texture` to the `Mesh` struct. The `morph_texture` is built through a method that accepts an iterator over attribute buffers. The `MorphWeights` component, user-accessible, controls the blend of poses used by mesh instances (so that multiple copy of the same mesh may have different weights), all the weights are uploaded to a uniform buffer of 256 `f32`. We limit to 16 poses per mesh, and a total of 256 poses. More literature: * Old babylone.js implementation (vertex attribute-based): https://www.eternalcoding.com/dev-log-1-morph-targets/ * Babylone.js implementation (similar to ours): https://www.youtube.com/watch?v=LBPRmGgU0PE * GPU gems 3: https://developer.nvidia.com/gpugems/gpugems3/part-i-geometry/chapter-3-directx-10-blend-shapes-breaking-limits * Development discord thread https://discord.com/channels/691052431525675048/1083325980615114772 https://user-images.githubusercontent.com/26321040/231181046-3bca2ab2-d4d9-472e-8098-639f1871ce2e.mp4 https://github.com/bevyengine/bevy/assets/26321040/d2a0c544-0ef8-45cf-9f99-8c3792f5a258 ## Acknowledgements * Thanks to `storytold` for sponsoring the feature * Thanks to `superdump` and `james7132` for guidance and help figuring out stuff ## Future work - Handling of less and more attributes (eg: animated uv, animated arbitrary attributes) - Dynamic pose allocation (so that zero-weighted poses aren't uploaded to GPU for example, enables much more total poses) - Better animation API, see #8357 ---- ## Changelog - Add morph targets to bevy meshes - Support up to 64 poses per mesh of individually up to 116508 vertices, animation currently strictly limited to the position, normal and tangent attributes. - Load a morph target using `Mesh::set_morph_targets` - Add `VisitMorphTargets` and `VisitMorphAttributes` traits to `bevy_render`, this allows defining morph targets (a fairly complex and nested data structure) through iterators (ie: single copy instead of passing around buffers), see documentation of those traits for details - Add `MorphWeights` component exported by `bevy_render` - `MorphWeights` control mesh's morph target weights, blending between various poses defined as morph targets. - `MorphWeights` are directly inherited by direct children (single level of hierarchy) of an entity. This allows controlling several mesh primitives through a unique entity _as per GLTF spec_. - Add `MorphTargetNames` component, naming each indices of loaded morph targets. - Load morph targets weights and buffers in `bevy_gltf` - handle morph targets animations in `bevy_animation` (previously, it was a `warn!` log) - Add the `MorphStressTest.gltf` asset for morph targets testing, taken from the glTF samples repo, CC0. - Add morph target manipulation to `scene_viewer` - Separate the animation code in `scene_viewer` from the rest of the code, reducing `#[cfg(feature)]` noise - Add the `morph_targets.rs` example to show off how to manipulate morph targets, loading `MorpStressTest.gltf` ## Migration Guide - (very specialized, unlikely to be touched by 3rd parties) - `MeshPipeline` now has a single `mesh_layouts` field rather than separate `mesh_layout` and `skinned_mesh_layout` fields. You should handle all possible mesh bind group layouts in your implementation - You should also handle properly the new `MORPH_TARGETS` shader def and mesh pipeline key. A new function is exposed to make this easier: `setup_moprh_and_skinning_defs` - The `MeshBindGroup` is now `MeshBindGroups`, cached bind groups are now accessed through the `get` method. [1]: https://en.wikipedia.org/wiki/Morph_target_animation [2]: https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#morph-targets --------- Co-authored-by: François <mockersf@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-06-22 20:00:01 +00:00
#[cfg(not(feature = "animation"))]
const INSTRUCTIONS: &str = r#"
Scene Controls:
L - animate light direction
U - toggle shadows
C - cycle through the camera controller and any cameras loaded from the scene
compile with "--features animation" for animation controls.
"#;
#[cfg(feature = "animation")]
const INSTRUCTIONS: &str = "
Scene Controls:
L - animate light direction
U - toggle shadows
B - toggle bounding boxes
C - cycle through the camera controller and any cameras loaded from the scene
Space - Play/Pause animation
Enter - Cycle through animations
Add morph targets (#8158) # Objective - Add morph targets to `bevy_pbr` (closes #5756) & load them from glTF - Supersedes #3722 - Fixes #6814 [Morph targets][1] (also known as shape interpolation, shape keys, or blend shapes) allow animating individual vertices with fine grained controls. This is typically used for facial expressions. By specifying multiple poses as vertex offset, and providing a set of weight of each pose, it is possible to define surprisingly realistic transitions between poses. Blending between multiple poses also allow composition. Morph targets are part of the [gltf standard][2] and are a feature of Unity and Unreal, and babylone.js, it is only natural to implement them in bevy. ## Solution This implementation of morph targets uses a 3d texture where each pixel is a component of an animated attribute. Each layer is a different target. We use a 2d texture for each target, because the number of attribute×components×animated vertices is expected to always exceed the maximum pixel row size limit of webGL2. It copies fairly closely the way skinning is implemented on the CPU side, while on the GPU side, the shader morph target implementation is a relatively trivial detail. We add an optional `morph_texture` to the `Mesh` struct. The `morph_texture` is built through a method that accepts an iterator over attribute buffers. The `MorphWeights` component, user-accessible, controls the blend of poses used by mesh instances (so that multiple copy of the same mesh may have different weights), all the weights are uploaded to a uniform buffer of 256 `f32`. We limit to 16 poses per mesh, and a total of 256 poses. More literature: * Old babylone.js implementation (vertex attribute-based): https://www.eternalcoding.com/dev-log-1-morph-targets/ * Babylone.js implementation (similar to ours): https://www.youtube.com/watch?v=LBPRmGgU0PE * GPU gems 3: https://developer.nvidia.com/gpugems/gpugems3/part-i-geometry/chapter-3-directx-10-blend-shapes-breaking-limits * Development discord thread https://discord.com/channels/691052431525675048/1083325980615114772 https://user-images.githubusercontent.com/26321040/231181046-3bca2ab2-d4d9-472e-8098-639f1871ce2e.mp4 https://github.com/bevyengine/bevy/assets/26321040/d2a0c544-0ef8-45cf-9f99-8c3792f5a258 ## Acknowledgements * Thanks to `storytold` for sponsoring the feature * Thanks to `superdump` and `james7132` for guidance and help figuring out stuff ## Future work - Handling of less and more attributes (eg: animated uv, animated arbitrary attributes) - Dynamic pose allocation (so that zero-weighted poses aren't uploaded to GPU for example, enables much more total poses) - Better animation API, see #8357 ---- ## Changelog - Add morph targets to bevy meshes - Support up to 64 poses per mesh of individually up to 116508 vertices, animation currently strictly limited to the position, normal and tangent attributes. - Load a morph target using `Mesh::set_morph_targets` - Add `VisitMorphTargets` and `VisitMorphAttributes` traits to `bevy_render`, this allows defining morph targets (a fairly complex and nested data structure) through iterators (ie: single copy instead of passing around buffers), see documentation of those traits for details - Add `MorphWeights` component exported by `bevy_render` - `MorphWeights` control mesh's morph target weights, blending between various poses defined as morph targets. - `MorphWeights` are directly inherited by direct children (single level of hierarchy) of an entity. This allows controlling several mesh primitives through a unique entity _as per GLTF spec_. - Add `MorphTargetNames` component, naming each indices of loaded morph targets. - Load morph targets weights and buffers in `bevy_gltf` - handle morph targets animations in `bevy_animation` (previously, it was a `warn!` log) - Add the `MorphStressTest.gltf` asset for morph targets testing, taken from the glTF samples repo, CC0. - Add morph target manipulation to `scene_viewer` - Separate the animation code in `scene_viewer` from the rest of the code, reducing `#[cfg(feature)]` noise - Add the `morph_targets.rs` example to show off how to manipulate morph targets, loading `MorpStressTest.gltf` ## Migration Guide - (very specialized, unlikely to be touched by 3rd parties) - `MeshPipeline` now has a single `mesh_layouts` field rather than separate `mesh_layout` and `skinned_mesh_layout` fields. You should handle all possible mesh bind group layouts in your implementation - You should also handle properly the new `MORPH_TARGETS` shader def and mesh pipeline key. A new function is exposed to make this easier: `setup_moprh_and_skinning_defs` - The `MeshBindGroup` is now `MeshBindGroups`, cached bind groups are now accessed through the `get` method. [1]: https://en.wikipedia.org/wiki/Morph_target_animation [2]: https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#morph-targets --------- Co-authored-by: François <mockersf@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-06-22 20:00:01 +00:00
";
impl fmt::Display for SceneHandle {
fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
write!(f, "{INSTRUCTIONS}")
}
}
pub struct SceneViewerPlugin;
impl Plugin for SceneViewerPlugin {
fn build(&self, app: &mut App) {
app.init_resource::<CameraTracker>()
.add_systems(PreUpdate, scene_load_check)
.add_systems(
Update,
(
update_lights,
camera_tracker,
Update winit dependency to 0.29 (#10702) # Objective - Update winit dependency to 0.29 ## Changelog ### KeyCode changes - Removed `ScanCode`, as it was [replaced by KeyCode](https://github.com/rust-windowing/winit/blob/master/CHANGELOG.md#0292). - `ReceivedCharacter.char` is now a `SmolStr`, [relevant doc](https://docs.rs/winit/latest/winit/event/struct.KeyEvent.html#structfield.text). - Changed most `KeyCode` values, and added more. KeyCode has changed meaning. With this PR, it refers to physical position on keyboard rather than the printed letter on keyboard keys. In practice this means: - On QWERTY keyboard layouts, nothing changes - On any other keyboard layout, `KeyCode` no longer reflects the label on key. - This is "good". In bevy 0.12, when you used WASD for movement, users with non-QWERTY keyboards couldn't play your game! This was especially bad for non-latin keyboards. Now, WASD represents the physical keys. A French player will press the ZQSD keys, which are near each other, Kyrgyz players will use "Цфыв". - This is "bad" as well. You can't know in advance what the label of the key for input is. Your UI says "press WASD to move", even if in reality, they should be pressing "ZQSD" or "Цфыв". You also no longer can use `KeyCode` for text inputs. In any case, it was a pretty bad API for text input. You should use `ReceivedCharacter` now instead. ### Other changes - Use `web-time` rather than `instant` crate. (https://github.com/rust-windowing/winit/pull/2836) - winit did split `run_return` in `run_onDemand` and `pump_events`, I did the same change in bevy_winit and used `pump_events`. - Removed `return_from_run` from `WinitSettings` as `winit::run` now returns on supported platforms. - I left the example "return_after_run" as I think it's still useful. - This winit change is done partly to allow to create a new window after quitting all windows: https://github.com/emilk/egui/issues/1918 ; this PR doesn't address. - added `width` and `height` properties in the `canvas` from wasm example (https://github.com/bevyengine/bevy/pull/10702#discussion_r1420567168) ## Known regressions (important follow ups?) - Provide an API for reacting when a specific key from current layout was released. - possible solutions: use winit::Key from winit::KeyEvent ; mapping between KeyCode and Key ; or . - We don't receive characters through alt+numpad (e.g. alt + 151 = "ù") anymore ; reproduced on winit example "ime". maybe related to https://github.com/rust-windowing/winit/issues/2945 - (windows) Window content doesn't refresh at all when resizing. By reading https://github.com/rust-windowing/winit/issues/2900 ; I suspect we should just fire a `window.request_redraw();` from `AboutToWait`, and handle actual redrawing within `RedrawRequested`. I'm not sure how to move all that code so I'd appreciate it to be a follow up. - (windows) unreleased winit fix for using set_control_flow in AboutToWait https://github.com/rust-windowing/winit/issues/3215 ; ⚠️ I'm not sure what the implications are, but that feels bad 🤔 ## Follow up I'd like to avoid bloating this PR, here are a few follow up tasks worthy of a separate PR, or new issue to track them once this PR is closed, as they would either complicate reviews, or at risk of being controversial: - remove CanvasParentResizePlugin (https://github.com/bevyengine/bevy/pull/10702#discussion_r1417068856) - avoid mentionning explicitly winit in docs from bevy_window ? - NamedKey integration on bevy_input: https://github.com/rust-windowing/winit/pull/3143 introduced a new NamedKey variant. I implemented it only on the converters but we'd benefit making the same changes to bevy_input. - Add more info in KeyboardInput https://github.com/bevyengine/bevy/pull/10702#pullrequestreview-1748336313 - https://github.com/bevyengine/bevy/pull/9905 added a workaround on a bug allegedly fixed by winit 0.29. We should check if it's still necessary. - update to raw_window_handle 0.6 - blocked by wgpu - Rename `KeyCode` to `PhysicalKeyCode` https://github.com/bevyengine/bevy/pull/10702#discussion_r1404595015 - remove `instant` dependency, [replaced by](https://github.com/rust-windowing/winit/pull/2836) `web_time`), we'd need to update to : - fastrand >= 2.0 - [`async-executor`](https://github.com/smol-rs/async-executor) >= 1.7 - [`futures-lite`](https://github.com/smol-rs/futures-lite) >= 2.0 - Verify license, see [discussion](https://github.com/bevyengine/bevy/pull/8745#discussion_r1402439800) - we might be missing a short notice or description of changes made - Consider using https://github.com/rust-windowing/cursor-icon directly rather than vendoring it in bevy. - investigate [this unwrap](https://github.com/bevyengine/bevy/pull/8745#discussion_r1387044986) (`winit_window.canvas().unwrap();`) - Use more good things about winit's update - https://github.com/bevyengine/bevy/pull/10689#issuecomment-1823560428 ## Migration Guide This PR should have one.
2023-12-21 07:40:47 +00:00
toggle_bounding_boxes.run_if(input_just_pressed(KeyCode::KeyB)),
),
);
}
}
Multiple Configurations for Gizmos (#10342) # Objective This PR aims to implement multiple configs for gizmos as discussed in #9187. ## Solution Configs for the new `GizmoConfigGroup`s are stored in a `GizmoConfigStore` resource and can be accesses using a type based key or iterated over. This type based key doubles as a standardized location where plugin authors can put their own configuration not covered by the standard `GizmoConfig` struct. For example the `AabbGizmoGroup` has a default color and toggle to show all AABBs. New configs can be registered using `app.init_gizmo_group::<T>()` during startup. When requesting the `Gizmos<T>` system parameter the generic type determines which config is used. The config structs are available through the `Gizmos` system parameter allowing for easy access while drawing your gizmos. Internally, resources and systems used for rendering (up to an including the extract system) are generic over the type based key and inserted on registering a new config. ## Alternatives The configs could be stored as components on entities with markers which would make better use of the ECS. I also implemented this approach ([here](https://github.com/jeliag/bevy/tree/gizmo-multiconf-comp)) and believe that the ergonomic benefits of a central config store outweigh the decreased use of the ECS. ## Unsafe Code Implementing system parameter by hand is unsafe but seems to be required to access the config store once and not on every gizmo draw function call. This is critical for performance. ~Is there a better way to do this?~ ## Future Work New gizmos (such as #10038, and ideas from #9400) will require custom configuration structs. Should there be a new custom config for every gizmo type, or should we group them together in a common configuration? (for example `EditorGizmoConfig`, or something more fine-grained) ## Changelog - Added `GizmoConfigStore` resource and `GizmoConfigGroup` trait - Added `init_gizmo_group` to `App` - Added early returns to gizmo drawing increasing performance when gizmos are disabled - Changed `GizmoConfig` and aabb gizmos to use new `GizmoConfigStore` - Changed `Gizmos` system parameter to use type based key to retrieve config - Changed resources and systems used for gizmo rendering to be generic over type based key - Changed examples (3d_gizmos, 2d_gizmos) to showcase new API ## Migration Guide - `GizmoConfig` is no longer a resource and has to be accessed through `GizmoConfigStore` resource. The default config group is `DefaultGizmoGroup`, but consider using your own custom config group if applicable. --------- Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2024-01-18 15:52:50 +00:00
fn toggle_bounding_boxes(mut config: ResMut<GizmoConfigStore>) {
config.config_mut::<AabbGizmoConfigGroup>().1.draw_all ^= true;
}
fn scene_load_check(
asset_server: Res<AssetServer>,
mut scenes: ResMut<Assets<Scene>>,
Add morph targets (#8158) # Objective - Add morph targets to `bevy_pbr` (closes #5756) & load them from glTF - Supersedes #3722 - Fixes #6814 [Morph targets][1] (also known as shape interpolation, shape keys, or blend shapes) allow animating individual vertices with fine grained controls. This is typically used for facial expressions. By specifying multiple poses as vertex offset, and providing a set of weight of each pose, it is possible to define surprisingly realistic transitions between poses. Blending between multiple poses also allow composition. Morph targets are part of the [gltf standard][2] and are a feature of Unity and Unreal, and babylone.js, it is only natural to implement them in bevy. ## Solution This implementation of morph targets uses a 3d texture where each pixel is a component of an animated attribute. Each layer is a different target. We use a 2d texture for each target, because the number of attribute×components×animated vertices is expected to always exceed the maximum pixel row size limit of webGL2. It copies fairly closely the way skinning is implemented on the CPU side, while on the GPU side, the shader morph target implementation is a relatively trivial detail. We add an optional `morph_texture` to the `Mesh` struct. The `morph_texture` is built through a method that accepts an iterator over attribute buffers. The `MorphWeights` component, user-accessible, controls the blend of poses used by mesh instances (so that multiple copy of the same mesh may have different weights), all the weights are uploaded to a uniform buffer of 256 `f32`. We limit to 16 poses per mesh, and a total of 256 poses. More literature: * Old babylone.js implementation (vertex attribute-based): https://www.eternalcoding.com/dev-log-1-morph-targets/ * Babylone.js implementation (similar to ours): https://www.youtube.com/watch?v=LBPRmGgU0PE * GPU gems 3: https://developer.nvidia.com/gpugems/gpugems3/part-i-geometry/chapter-3-directx-10-blend-shapes-breaking-limits * Development discord thread https://discord.com/channels/691052431525675048/1083325980615114772 https://user-images.githubusercontent.com/26321040/231181046-3bca2ab2-d4d9-472e-8098-639f1871ce2e.mp4 https://github.com/bevyengine/bevy/assets/26321040/d2a0c544-0ef8-45cf-9f99-8c3792f5a258 ## Acknowledgements * Thanks to `storytold` for sponsoring the feature * Thanks to `superdump` and `james7132` for guidance and help figuring out stuff ## Future work - Handling of less and more attributes (eg: animated uv, animated arbitrary attributes) - Dynamic pose allocation (so that zero-weighted poses aren't uploaded to GPU for example, enables much more total poses) - Better animation API, see #8357 ---- ## Changelog - Add morph targets to bevy meshes - Support up to 64 poses per mesh of individually up to 116508 vertices, animation currently strictly limited to the position, normal and tangent attributes. - Load a morph target using `Mesh::set_morph_targets` - Add `VisitMorphTargets` and `VisitMorphAttributes` traits to `bevy_render`, this allows defining morph targets (a fairly complex and nested data structure) through iterators (ie: single copy instead of passing around buffers), see documentation of those traits for details - Add `MorphWeights` component exported by `bevy_render` - `MorphWeights` control mesh's morph target weights, blending between various poses defined as morph targets. - `MorphWeights` are directly inherited by direct children (single level of hierarchy) of an entity. This allows controlling several mesh primitives through a unique entity _as per GLTF spec_. - Add `MorphTargetNames` component, naming each indices of loaded morph targets. - Load morph targets weights and buffers in `bevy_gltf` - handle morph targets animations in `bevy_animation` (previously, it was a `warn!` log) - Add the `MorphStressTest.gltf` asset for morph targets testing, taken from the glTF samples repo, CC0. - Add morph target manipulation to `scene_viewer` - Separate the animation code in `scene_viewer` from the rest of the code, reducing `#[cfg(feature)]` noise - Add the `morph_targets.rs` example to show off how to manipulate morph targets, loading `MorpStressTest.gltf` ## Migration Guide - (very specialized, unlikely to be touched by 3rd parties) - `MeshPipeline` now has a single `mesh_layouts` field rather than separate `mesh_layout` and `skinned_mesh_layout` fields. You should handle all possible mesh bind group layouts in your implementation - You should also handle properly the new `MORPH_TARGETS` shader def and mesh pipeline key. A new function is exposed to make this easier: `setup_moprh_and_skinning_defs` - The `MeshBindGroup` is now `MeshBindGroups`, cached bind groups are now accessed through the `get` method. [1]: https://en.wikipedia.org/wiki/Morph_target_animation [2]: https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#morph-targets --------- Co-authored-by: François <mockersf@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-06-22 20:00:01 +00:00
gltf_assets: Res<Assets<Gltf>>,
mut scene_handle: ResMut<SceneHandle>,
mut scene_spawner: ResMut<SceneSpawner>,
) {
match scene_handle.instance_id {
None => {
Remove incorrect equality comparisons for asset load error types (#15890) # Objective The type `AssetLoadError` has `PartialEq` and `Eq` impls, which is problematic due to the fact that the `AssetLoaderError` and `AddAsyncError` variants lie in their impls: they will return `true` for any `Box<dyn Error>` with the same `TypeId`, even if the actual value is different. This can lead to subtle bugs if a user relies on the equality comparison to ensure that two values are equal. The same is true for `DependencyLoadState`, `RecursiveDependencyLoadState`. More generally, it is an anti-pattern for large error types involving dynamic dispatch, such as `AssetLoadError`, to have equality comparisons. Directly comparing two errors for equality is usually not desired -- if some logic needs to branch based on the value of an error, it is usually more correct to check for specific variants and inspect their fields. As far as I can tell, the only reason these errors have equality comparisons is because the `LoadState` enum wraps `AssetLoadError` for its `Failed` variant. This equality comparison is only used to check for `== LoadState::Loaded`, which we can easily replace with an `is_loaded` method. ## Solution Remove the `{Partial}Eq` impls from `LoadState`, which also allows us to remove it from the error types. ## Migration Guide The types `bevy_asset::AssetLoadError` and `bevy_asset::LoadState` no longer support equality comparisons. If you need to check for an asset's load state, consider checking for a specific variant using `LoadState::is_loaded` or the `matches!` macro. Similarly, consider using the `matches!` macro to check for specific variants of the `AssetLoadError` type if you need to inspect the value of an asset load error in your code. `DependencyLoadState` and `RecursiveDependencyLoadState` are not released yet, so no migration needed, --------- Co-authored-by: Joseph <21144246+JoJoJet@users.noreply.github.com>
2024-10-14 01:00:45 +00:00
if asset_server
.load_state(&scene_handle.gltf_handle)
.is_loaded()
{
let gltf = gltf_assets.get(&scene_handle.gltf_handle).unwrap();
if gltf.scenes.len() > 1 {
info!(
"Displaying scene {} out of {}",
scene_handle.scene_index,
gltf.scenes.len()
);
info!("You can select the scene by adding '#Scene' followed by a number to the end of the file path (e.g '#Scene1' to load the second scene).");
}
let gltf_scene_handle =
gltf.scenes
.get(scene_handle.scene_index)
.unwrap_or_else(|| {
panic!(
"glTF file doesn't contain scene {}!",
scene_handle.scene_index
)
});
let scene = scenes.get_mut(gltf_scene_handle).unwrap();
let mut query = scene
.world
.query::<(Option<&DirectionalLight>, Option<&PointLight>)>();
scene_handle.has_light =
query
.iter(&scene.world)
.any(|(maybe_directional_light, maybe_point_light)| {
maybe_directional_light.is_some() || maybe_point_light.is_some()
});
scene_handle.instance_id =
Some(scene_spawner.spawn(gltf_scene_handle.clone_weak()));
info!("Spawning scene...");
}
}
Some(instance_id) if !scene_handle.is_loaded => {
if scene_spawner.instance_is_ready(instance_id) {
info!("...done!");
scene_handle.is_loaded = true;
}
}
Some(_) => {}
}
}
Update winit dependency to 0.29 (#10702) # Objective - Update winit dependency to 0.29 ## Changelog ### KeyCode changes - Removed `ScanCode`, as it was [replaced by KeyCode](https://github.com/rust-windowing/winit/blob/master/CHANGELOG.md#0292). - `ReceivedCharacter.char` is now a `SmolStr`, [relevant doc](https://docs.rs/winit/latest/winit/event/struct.KeyEvent.html#structfield.text). - Changed most `KeyCode` values, and added more. KeyCode has changed meaning. With this PR, it refers to physical position on keyboard rather than the printed letter on keyboard keys. In practice this means: - On QWERTY keyboard layouts, nothing changes - On any other keyboard layout, `KeyCode` no longer reflects the label on key. - This is "good". In bevy 0.12, when you used WASD for movement, users with non-QWERTY keyboards couldn't play your game! This was especially bad for non-latin keyboards. Now, WASD represents the physical keys. A French player will press the ZQSD keys, which are near each other, Kyrgyz players will use "Цфыв". - This is "bad" as well. You can't know in advance what the label of the key for input is. Your UI says "press WASD to move", even if in reality, they should be pressing "ZQSD" or "Цфыв". You also no longer can use `KeyCode` for text inputs. In any case, it was a pretty bad API for text input. You should use `ReceivedCharacter` now instead. ### Other changes - Use `web-time` rather than `instant` crate. (https://github.com/rust-windowing/winit/pull/2836) - winit did split `run_return` in `run_onDemand` and `pump_events`, I did the same change in bevy_winit and used `pump_events`. - Removed `return_from_run` from `WinitSettings` as `winit::run` now returns on supported platforms. - I left the example "return_after_run" as I think it's still useful. - This winit change is done partly to allow to create a new window after quitting all windows: https://github.com/emilk/egui/issues/1918 ; this PR doesn't address. - added `width` and `height` properties in the `canvas` from wasm example (https://github.com/bevyengine/bevy/pull/10702#discussion_r1420567168) ## Known regressions (important follow ups?) - Provide an API for reacting when a specific key from current layout was released. - possible solutions: use winit::Key from winit::KeyEvent ; mapping between KeyCode and Key ; or . - We don't receive characters through alt+numpad (e.g. alt + 151 = "ù") anymore ; reproduced on winit example "ime". maybe related to https://github.com/rust-windowing/winit/issues/2945 - (windows) Window content doesn't refresh at all when resizing. By reading https://github.com/rust-windowing/winit/issues/2900 ; I suspect we should just fire a `window.request_redraw();` from `AboutToWait`, and handle actual redrawing within `RedrawRequested`. I'm not sure how to move all that code so I'd appreciate it to be a follow up. - (windows) unreleased winit fix for using set_control_flow in AboutToWait https://github.com/rust-windowing/winit/issues/3215 ; ⚠️ I'm not sure what the implications are, but that feels bad 🤔 ## Follow up I'd like to avoid bloating this PR, here are a few follow up tasks worthy of a separate PR, or new issue to track them once this PR is closed, as they would either complicate reviews, or at risk of being controversial: - remove CanvasParentResizePlugin (https://github.com/bevyengine/bevy/pull/10702#discussion_r1417068856) - avoid mentionning explicitly winit in docs from bevy_window ? - NamedKey integration on bevy_input: https://github.com/rust-windowing/winit/pull/3143 introduced a new NamedKey variant. I implemented it only on the converters but we'd benefit making the same changes to bevy_input. - Add more info in KeyboardInput https://github.com/bevyengine/bevy/pull/10702#pullrequestreview-1748336313 - https://github.com/bevyengine/bevy/pull/9905 added a workaround on a bug allegedly fixed by winit 0.29. We should check if it's still necessary. - update to raw_window_handle 0.6 - blocked by wgpu - Rename `KeyCode` to `PhysicalKeyCode` https://github.com/bevyengine/bevy/pull/10702#discussion_r1404595015 - remove `instant` dependency, [replaced by](https://github.com/rust-windowing/winit/pull/2836) `web_time`), we'd need to update to : - fastrand >= 2.0 - [`async-executor`](https://github.com/smol-rs/async-executor) >= 1.7 - [`futures-lite`](https://github.com/smol-rs/futures-lite) >= 2.0 - Verify license, see [discussion](https://github.com/bevyengine/bevy/pull/8745#discussion_r1402439800) - we might be missing a short notice or description of changes made - Consider using https://github.com/rust-windowing/cursor-icon directly rather than vendoring it in bevy. - investigate [this unwrap](https://github.com/bevyengine/bevy/pull/8745#discussion_r1387044986) (`winit_window.canvas().unwrap();`) - Use more good things about winit's update - https://github.com/bevyengine/bevy/pull/10689#issuecomment-1823560428 ## Migration Guide This PR should have one.
2023-12-21 07:40:47 +00:00
fn update_lights(
key_input: Res<ButtonInput<KeyCode>>,
time: Res<Time>,
mut query: Query<(&mut Transform, &mut DirectionalLight)>,
mut animate_directional_light: Local<bool>,
) {
for (_, mut light) in &mut query {
Update winit dependency to 0.29 (#10702) # Objective - Update winit dependency to 0.29 ## Changelog ### KeyCode changes - Removed `ScanCode`, as it was [replaced by KeyCode](https://github.com/rust-windowing/winit/blob/master/CHANGELOG.md#0292). - `ReceivedCharacter.char` is now a `SmolStr`, [relevant doc](https://docs.rs/winit/latest/winit/event/struct.KeyEvent.html#structfield.text). - Changed most `KeyCode` values, and added more. KeyCode has changed meaning. With this PR, it refers to physical position on keyboard rather than the printed letter on keyboard keys. In practice this means: - On QWERTY keyboard layouts, nothing changes - On any other keyboard layout, `KeyCode` no longer reflects the label on key. - This is "good". In bevy 0.12, when you used WASD for movement, users with non-QWERTY keyboards couldn't play your game! This was especially bad for non-latin keyboards. Now, WASD represents the physical keys. A French player will press the ZQSD keys, which are near each other, Kyrgyz players will use "Цфыв". - This is "bad" as well. You can't know in advance what the label of the key for input is. Your UI says "press WASD to move", even if in reality, they should be pressing "ZQSD" or "Цфыв". You also no longer can use `KeyCode` for text inputs. In any case, it was a pretty bad API for text input. You should use `ReceivedCharacter` now instead. ### Other changes - Use `web-time` rather than `instant` crate. (https://github.com/rust-windowing/winit/pull/2836) - winit did split `run_return` in `run_onDemand` and `pump_events`, I did the same change in bevy_winit and used `pump_events`. - Removed `return_from_run` from `WinitSettings` as `winit::run` now returns on supported platforms. - I left the example "return_after_run" as I think it's still useful. - This winit change is done partly to allow to create a new window after quitting all windows: https://github.com/emilk/egui/issues/1918 ; this PR doesn't address. - added `width` and `height` properties in the `canvas` from wasm example (https://github.com/bevyengine/bevy/pull/10702#discussion_r1420567168) ## Known regressions (important follow ups?) - Provide an API for reacting when a specific key from current layout was released. - possible solutions: use winit::Key from winit::KeyEvent ; mapping between KeyCode and Key ; or . - We don't receive characters through alt+numpad (e.g. alt + 151 = "ù") anymore ; reproduced on winit example "ime". maybe related to https://github.com/rust-windowing/winit/issues/2945 - (windows) Window content doesn't refresh at all when resizing. By reading https://github.com/rust-windowing/winit/issues/2900 ; I suspect we should just fire a `window.request_redraw();` from `AboutToWait`, and handle actual redrawing within `RedrawRequested`. I'm not sure how to move all that code so I'd appreciate it to be a follow up. - (windows) unreleased winit fix for using set_control_flow in AboutToWait https://github.com/rust-windowing/winit/issues/3215 ; ⚠️ I'm not sure what the implications are, but that feels bad 🤔 ## Follow up I'd like to avoid bloating this PR, here are a few follow up tasks worthy of a separate PR, or new issue to track them once this PR is closed, as they would either complicate reviews, or at risk of being controversial: - remove CanvasParentResizePlugin (https://github.com/bevyengine/bevy/pull/10702#discussion_r1417068856) - avoid mentionning explicitly winit in docs from bevy_window ? - NamedKey integration on bevy_input: https://github.com/rust-windowing/winit/pull/3143 introduced a new NamedKey variant. I implemented it only on the converters but we'd benefit making the same changes to bevy_input. - Add more info in KeyboardInput https://github.com/bevyengine/bevy/pull/10702#pullrequestreview-1748336313 - https://github.com/bevyengine/bevy/pull/9905 added a workaround on a bug allegedly fixed by winit 0.29. We should check if it's still necessary. - update to raw_window_handle 0.6 - blocked by wgpu - Rename `KeyCode` to `PhysicalKeyCode` https://github.com/bevyengine/bevy/pull/10702#discussion_r1404595015 - remove `instant` dependency, [replaced by](https://github.com/rust-windowing/winit/pull/2836) `web_time`), we'd need to update to : - fastrand >= 2.0 - [`async-executor`](https://github.com/smol-rs/async-executor) >= 1.7 - [`futures-lite`](https://github.com/smol-rs/futures-lite) >= 2.0 - Verify license, see [discussion](https://github.com/bevyengine/bevy/pull/8745#discussion_r1402439800) - we might be missing a short notice or description of changes made - Consider using https://github.com/rust-windowing/cursor-icon directly rather than vendoring it in bevy. - investigate [this unwrap](https://github.com/bevyengine/bevy/pull/8745#discussion_r1387044986) (`winit_window.canvas().unwrap();`) - Use more good things about winit's update - https://github.com/bevyengine/bevy/pull/10689#issuecomment-1823560428 ## Migration Guide This PR should have one.
2023-12-21 07:40:47 +00:00
if key_input.just_pressed(KeyCode::KeyU) {
light.shadows_enabled = !light.shadows_enabled;
}
}
Update winit dependency to 0.29 (#10702) # Objective - Update winit dependency to 0.29 ## Changelog ### KeyCode changes - Removed `ScanCode`, as it was [replaced by KeyCode](https://github.com/rust-windowing/winit/blob/master/CHANGELOG.md#0292). - `ReceivedCharacter.char` is now a `SmolStr`, [relevant doc](https://docs.rs/winit/latest/winit/event/struct.KeyEvent.html#structfield.text). - Changed most `KeyCode` values, and added more. KeyCode has changed meaning. With this PR, it refers to physical position on keyboard rather than the printed letter on keyboard keys. In practice this means: - On QWERTY keyboard layouts, nothing changes - On any other keyboard layout, `KeyCode` no longer reflects the label on key. - This is "good". In bevy 0.12, when you used WASD for movement, users with non-QWERTY keyboards couldn't play your game! This was especially bad for non-latin keyboards. Now, WASD represents the physical keys. A French player will press the ZQSD keys, which are near each other, Kyrgyz players will use "Цфыв". - This is "bad" as well. You can't know in advance what the label of the key for input is. Your UI says "press WASD to move", even if in reality, they should be pressing "ZQSD" or "Цфыв". You also no longer can use `KeyCode` for text inputs. In any case, it was a pretty bad API for text input. You should use `ReceivedCharacter` now instead. ### Other changes - Use `web-time` rather than `instant` crate. (https://github.com/rust-windowing/winit/pull/2836) - winit did split `run_return` in `run_onDemand` and `pump_events`, I did the same change in bevy_winit and used `pump_events`. - Removed `return_from_run` from `WinitSettings` as `winit::run` now returns on supported platforms. - I left the example "return_after_run" as I think it's still useful. - This winit change is done partly to allow to create a new window after quitting all windows: https://github.com/emilk/egui/issues/1918 ; this PR doesn't address. - added `width` and `height` properties in the `canvas` from wasm example (https://github.com/bevyengine/bevy/pull/10702#discussion_r1420567168) ## Known regressions (important follow ups?) - Provide an API for reacting when a specific key from current layout was released. - possible solutions: use winit::Key from winit::KeyEvent ; mapping between KeyCode and Key ; or . - We don't receive characters through alt+numpad (e.g. alt + 151 = "ù") anymore ; reproduced on winit example "ime". maybe related to https://github.com/rust-windowing/winit/issues/2945 - (windows) Window content doesn't refresh at all when resizing. By reading https://github.com/rust-windowing/winit/issues/2900 ; I suspect we should just fire a `window.request_redraw();` from `AboutToWait`, and handle actual redrawing within `RedrawRequested`. I'm not sure how to move all that code so I'd appreciate it to be a follow up. - (windows) unreleased winit fix for using set_control_flow in AboutToWait https://github.com/rust-windowing/winit/issues/3215 ; ⚠️ I'm not sure what the implications are, but that feels bad 🤔 ## Follow up I'd like to avoid bloating this PR, here are a few follow up tasks worthy of a separate PR, or new issue to track them once this PR is closed, as they would either complicate reviews, or at risk of being controversial: - remove CanvasParentResizePlugin (https://github.com/bevyengine/bevy/pull/10702#discussion_r1417068856) - avoid mentionning explicitly winit in docs from bevy_window ? - NamedKey integration on bevy_input: https://github.com/rust-windowing/winit/pull/3143 introduced a new NamedKey variant. I implemented it only on the converters but we'd benefit making the same changes to bevy_input. - Add more info in KeyboardInput https://github.com/bevyengine/bevy/pull/10702#pullrequestreview-1748336313 - https://github.com/bevyengine/bevy/pull/9905 added a workaround on a bug allegedly fixed by winit 0.29. We should check if it's still necessary. - update to raw_window_handle 0.6 - blocked by wgpu - Rename `KeyCode` to `PhysicalKeyCode` https://github.com/bevyengine/bevy/pull/10702#discussion_r1404595015 - remove `instant` dependency, [replaced by](https://github.com/rust-windowing/winit/pull/2836) `web_time`), we'd need to update to : - fastrand >= 2.0 - [`async-executor`](https://github.com/smol-rs/async-executor) >= 1.7 - [`futures-lite`](https://github.com/smol-rs/futures-lite) >= 2.0 - Verify license, see [discussion](https://github.com/bevyengine/bevy/pull/8745#discussion_r1402439800) - we might be missing a short notice or description of changes made - Consider using https://github.com/rust-windowing/cursor-icon directly rather than vendoring it in bevy. - investigate [this unwrap](https://github.com/bevyengine/bevy/pull/8745#discussion_r1387044986) (`winit_window.canvas().unwrap();`) - Use more good things about winit's update - https://github.com/bevyengine/bevy/pull/10689#issuecomment-1823560428 ## Migration Guide This PR should have one.
2023-12-21 07:40:47 +00:00
if key_input.just_pressed(KeyCode::KeyL) {
*animate_directional_light = !*animate_directional_light;
}
if *animate_directional_light {
for (mut transform, _) in &mut query {
transform.rotation = Quat::from_euler(
EulerRot::ZYX,
0.0,
time.elapsed_secs() * PI / 15.0,
-FRAC_PI_4,
);
}
}
}
#[derive(Resource, Default)]
struct CameraTracker {
active_index: Option<usize>,
cameras: Vec<Entity>,
}
impl CameraTracker {
fn track_camera(&mut self, entity: Entity) -> bool {
self.cameras.push(entity);
if self.active_index.is_none() {
self.active_index = Some(self.cameras.len() - 1);
true
} else {
false
}
}
fn active_camera(&self) -> Option<Entity> {
self.active_index.map(|i| self.cameras[i])
}
fn set_next_active(&mut self) -> Option<Entity> {
let active_index = self.active_index?;
let new_i = (active_index + 1) % self.cameras.len();
self.active_index = Some(new_i);
Some(self.cameras[new_i])
}
}
fn camera_tracker(
mut camera_tracker: ResMut<CameraTracker>,
keyboard_input: Res<ButtonInput<KeyCode>>,
mut queries: ParamSet<(
Query<(Entity, &mut Camera), (Added<Camera>, Without<CameraController>)>,
Query<(Entity, &mut Camera), (Added<Camera>, With<CameraController>)>,
Query<&mut Camera>,
)>,
) {
// track added scene camera entities first, to ensure they are preferred for the
// default active camera
for (entity, mut camera) in queries.p0().iter_mut() {
camera.is_active = camera_tracker.track_camera(entity);
}
// iterate added custom camera entities second
for (entity, mut camera) in queries.p1().iter_mut() {
camera.is_active = camera_tracker.track_camera(entity);
}
Update winit dependency to 0.29 (#10702) # Objective - Update winit dependency to 0.29 ## Changelog ### KeyCode changes - Removed `ScanCode`, as it was [replaced by KeyCode](https://github.com/rust-windowing/winit/blob/master/CHANGELOG.md#0292). - `ReceivedCharacter.char` is now a `SmolStr`, [relevant doc](https://docs.rs/winit/latest/winit/event/struct.KeyEvent.html#structfield.text). - Changed most `KeyCode` values, and added more. KeyCode has changed meaning. With this PR, it refers to physical position on keyboard rather than the printed letter on keyboard keys. In practice this means: - On QWERTY keyboard layouts, nothing changes - On any other keyboard layout, `KeyCode` no longer reflects the label on key. - This is "good". In bevy 0.12, when you used WASD for movement, users with non-QWERTY keyboards couldn't play your game! This was especially bad for non-latin keyboards. Now, WASD represents the physical keys. A French player will press the ZQSD keys, which are near each other, Kyrgyz players will use "Цфыв". - This is "bad" as well. You can't know in advance what the label of the key for input is. Your UI says "press WASD to move", even if in reality, they should be pressing "ZQSD" or "Цфыв". You also no longer can use `KeyCode` for text inputs. In any case, it was a pretty bad API for text input. You should use `ReceivedCharacter` now instead. ### Other changes - Use `web-time` rather than `instant` crate. (https://github.com/rust-windowing/winit/pull/2836) - winit did split `run_return` in `run_onDemand` and `pump_events`, I did the same change in bevy_winit and used `pump_events`. - Removed `return_from_run` from `WinitSettings` as `winit::run` now returns on supported platforms. - I left the example "return_after_run" as I think it's still useful. - This winit change is done partly to allow to create a new window after quitting all windows: https://github.com/emilk/egui/issues/1918 ; this PR doesn't address. - added `width` and `height` properties in the `canvas` from wasm example (https://github.com/bevyengine/bevy/pull/10702#discussion_r1420567168) ## Known regressions (important follow ups?) - Provide an API for reacting when a specific key from current layout was released. - possible solutions: use winit::Key from winit::KeyEvent ; mapping between KeyCode and Key ; or . - We don't receive characters through alt+numpad (e.g. alt + 151 = "ù") anymore ; reproduced on winit example "ime". maybe related to https://github.com/rust-windowing/winit/issues/2945 - (windows) Window content doesn't refresh at all when resizing. By reading https://github.com/rust-windowing/winit/issues/2900 ; I suspect we should just fire a `window.request_redraw();` from `AboutToWait`, and handle actual redrawing within `RedrawRequested`. I'm not sure how to move all that code so I'd appreciate it to be a follow up. - (windows) unreleased winit fix for using set_control_flow in AboutToWait https://github.com/rust-windowing/winit/issues/3215 ; ⚠️ I'm not sure what the implications are, but that feels bad 🤔 ## Follow up I'd like to avoid bloating this PR, here are a few follow up tasks worthy of a separate PR, or new issue to track them once this PR is closed, as they would either complicate reviews, or at risk of being controversial: - remove CanvasParentResizePlugin (https://github.com/bevyengine/bevy/pull/10702#discussion_r1417068856) - avoid mentionning explicitly winit in docs from bevy_window ? - NamedKey integration on bevy_input: https://github.com/rust-windowing/winit/pull/3143 introduced a new NamedKey variant. I implemented it only on the converters but we'd benefit making the same changes to bevy_input. - Add more info in KeyboardInput https://github.com/bevyengine/bevy/pull/10702#pullrequestreview-1748336313 - https://github.com/bevyengine/bevy/pull/9905 added a workaround on a bug allegedly fixed by winit 0.29. We should check if it's still necessary. - update to raw_window_handle 0.6 - blocked by wgpu - Rename `KeyCode` to `PhysicalKeyCode` https://github.com/bevyengine/bevy/pull/10702#discussion_r1404595015 - remove `instant` dependency, [replaced by](https://github.com/rust-windowing/winit/pull/2836) `web_time`), we'd need to update to : - fastrand >= 2.0 - [`async-executor`](https://github.com/smol-rs/async-executor) >= 1.7 - [`futures-lite`](https://github.com/smol-rs/futures-lite) >= 2.0 - Verify license, see [discussion](https://github.com/bevyengine/bevy/pull/8745#discussion_r1402439800) - we might be missing a short notice or description of changes made - Consider using https://github.com/rust-windowing/cursor-icon directly rather than vendoring it in bevy. - investigate [this unwrap](https://github.com/bevyengine/bevy/pull/8745#discussion_r1387044986) (`winit_window.canvas().unwrap();`) - Use more good things about winit's update - https://github.com/bevyengine/bevy/pull/10689#issuecomment-1823560428 ## Migration Guide This PR should have one.
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if keyboard_input.just_pressed(KeyCode::KeyC) {
// disable currently active camera
if let Some(e) = camera_tracker.active_camera() {
if let Ok(mut camera) = queries.p2().get_mut(e) {
camera.is_active = false;
}
}
// enable next active camera
if let Some(e) = camera_tracker.set_next_active() {
if let Ok(mut camera) = queries.p2().get_mut(e) {
camera.is_active = true;
}
}
}
}