add handling of all missing gltf extras: scene, mesh & materials (#13453)
# Objective
- fixes #4823
## 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
- I included a bare-bones example & asset (exported gltf file from
Blender) with gltf extras at all the relevant levels : scene, mesh,
material
---
## Changelog
- adds "SceneGltfExtras" injected at the scene level if any
- adds "MeshGltfExtras", injected at the mesh level if any
- adds "MaterialGltfExtras", injected at the mesh level if any: ie if a
mesh has a material that has gltf extras, the component will be injected
there.
2024-06-03 13:16:38 +00:00
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//! Loads and renders a glTF file as a scene, and list all the different `gltf_extras`.
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use bevy::{
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gltf::{GltfExtras, GltfMaterialExtras, GltfMeshExtras, GltfSceneExtras},
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prelude::*,
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};
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup)
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.add_systems(Update, check_for_gltf_extras)
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.run();
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}
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#[derive(Component)]
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struct ExampleDisplay;
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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commands.spawn(Camera3dBundle {
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transform: Transform::from_xyz(2.0, 2.0, 2.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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});
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commands.spawn(DirectionalLightBundle {
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directional_light: DirectionalLight {
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shadows_enabled: true,
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..default()
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},
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..default()
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});
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2024-07-14 15:42:32 +00:00
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add handling of all missing gltf extras: scene, mesh & materials (#13453)
# Objective
- fixes #4823
## 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
- I included a bare-bones example & asset (exported gltf file from
Blender) with gltf extras at all the relevant levels : scene, mesh,
material
---
## Changelog
- adds "SceneGltfExtras" injected at the scene level if any
- adds "MeshGltfExtras", injected at the mesh level if any
- adds "MaterialGltfExtras", injected at the mesh level if any: ie if a
mesh has a material that has gltf extras, the component will be injected
there.
2024-06-03 13:16:38 +00:00
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// a barebones scene containing one of each gltf_extra type
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commands.spawn(SceneBundle {
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2024-07-14 15:42:32 +00:00
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scene: asset_server
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.load(GltfAssetLabel::Scene(0).from_asset("models/extras/gltf_extras.glb")),
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add handling of all missing gltf extras: scene, mesh & materials (#13453)
# Objective
- fixes #4823
## 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
- I included a bare-bones example & asset (exported gltf file from
Blender) with gltf extras at all the relevant levels : scene, mesh,
material
---
## Changelog
- adds "SceneGltfExtras" injected at the scene level if any
- adds "MeshGltfExtras", injected at the mesh level if any
- adds "MaterialGltfExtras", injected at the mesh level if any: ie if a
mesh has a material that has gltf extras, the component will be injected
there.
2024-06-03 13:16:38 +00:00
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..default()
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});
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// a place to display the extras on screen
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commands.spawn((
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TextBundle::from_section(
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"",
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TextStyle {
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2024-09-16 23:14:37 +00:00
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font_size: 15.,
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add handling of all missing gltf extras: scene, mesh & materials (#13453)
# Objective
- fixes #4823
## 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
- I included a bare-bones example & asset (exported gltf file from
Blender) with gltf extras at all the relevant levels : scene, mesh,
material
---
## Changelog
- adds "SceneGltfExtras" injected at the scene level if any
- adds "MeshGltfExtras", injected at the mesh level if any
- adds "MaterialGltfExtras", injected at the mesh level if any: ie if a
mesh has a material that has gltf extras, the component will be injected
there.
2024-06-03 13:16:38 +00:00
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..default()
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},
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)
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.with_style(Style {
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position_type: PositionType::Absolute,
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top: Val::Px(12.0),
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left: Val::Px(12.0),
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..default()
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}),
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ExampleDisplay,
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));
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}
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fn check_for_gltf_extras(
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gltf_extras_per_entity: Query<(
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Entity,
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Option<&Name>,
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Option<&GltfSceneExtras>,
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Option<&GltfExtras>,
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Option<&GltfMeshExtras>,
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Option<&GltfMaterialExtras>,
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)>,
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mut display: Query<&mut Text, With<ExampleDisplay>>,
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) {
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let mut gltf_extra_infos_lines: Vec<String> = vec![];
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for (id, name, scene_extras, extras, mesh_extras, material_extras) in
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gltf_extras_per_entity.iter()
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{
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if scene_extras.is_some()
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|| extras.is_some()
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|| mesh_extras.is_some()
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|| material_extras.is_some()
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{
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let formatted_extras = format!(
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"Extras per entity {} ('Name: {}'):
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- scene extras: {:?}
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- primitive extras: {:?}
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- mesh extras: {:?}
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- material extras: {:?}
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",
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id,
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name.unwrap_or(&Name::default()),
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scene_extras,
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extras,
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mesh_extras,
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material_extras
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);
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gltf_extra_infos_lines.push(formatted_extras);
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}
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let mut display = display.single_mut();
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display.sections[0].value = gltf_extra_infos_lines.join("\n");
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}
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}
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