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Cosmetic tweaks to query_gltf_primitives
(#16102)
# Objective This example is really confusing to look at and tell at a glance whether it's broken or not. It's displaying a strange shape -- a cube with two vertices stretched in a couple dimensions at an odd angle, and doing its vertex position modification in a way where the intent isn't obvious. ## Solution - Change the gltf geometry so that the object is a recognizable regular shape - Change the vertex modification so that the entire cube top is being "lifted" from the cube - Adjust colors, lighting, and camera location so we can see what's going on - Also remove some irrelevant shadow and environment map setup ## Before ![Image](https://github.com/user-attachments/assets/e5dd5075-0480-49d4-b1ed-cf1fe6106f3c) ## After <img width="1280" alt="image" src="https://github.com/user-attachments/assets/59cab60d-efbc-47c3-8688-e4544b462421">
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7451900e71
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2 changed files with 17 additions and 44 deletions
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@ -3,16 +3,10 @@
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use std::f32::consts::PI;
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use std::f32::consts::PI;
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use bevy::{
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use bevy::{gltf::GltfMaterialName, prelude::*, render::mesh::VertexAttributeValues};
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gltf::GltfMaterialName,
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pbr::{CascadeShadowConfigBuilder, DirectionalLightShadowMap},
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prelude::*,
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render::mesh::VertexAttributeValues,
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};
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fn main() {
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fn main() {
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App::new()
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App::new()
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.insert_resource(DirectionalLightShadowMap { size: 4096 })
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.add_plugins(DefaultPlugins)
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup)
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.add_systems(Startup, setup)
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.add_systems(Update, find_top_material_and_mesh)
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.add_systems(Update, find_top_material_and_mesh)
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@ -36,7 +30,7 @@ fn find_top_material_and_mesh(
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if let Color::Hsla(ref mut hsla) = material.base_color {
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if let Color::Hsla(ref mut hsla) = material.base_color {
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*hsla = hsla.rotate_hue(time.delta_secs() * 100.0);
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*hsla = hsla.rotate_hue(time.delta_secs() * 100.0);
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} else {
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} else {
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material.base_color = Color::from(Hsla::hsl(0.0, 0.8, 0.5));
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material.base_color = Color::from(Hsla::hsl(0.0, 0.9, 0.7));
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}
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}
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}
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}
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@ -44,53 +38,32 @@ fn find_top_material_and_mesh(
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if let Some(VertexAttributeValues::Float32x3(positions)) =
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if let Some(VertexAttributeValues::Float32x3(positions)) =
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mesh.attribute_mut(Mesh::ATTRIBUTE_POSITION)
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mesh.attribute_mut(Mesh::ATTRIBUTE_POSITION)
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{
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{
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positions[0] = (
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for position in positions {
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ops::sin(2.0 * PI * time.elapsed_secs()),
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*position = (
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positions[0][1],
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position[0],
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positions[0][2],
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1.5 + 0.5 * ops::sin(time.elapsed_secs() / 2.0),
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position[2],
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)
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)
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.into();
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.into();
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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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}
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}
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}
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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commands.spawn((
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commands.spawn((
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Camera3d::default(),
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Camera3d::default(),
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Transform::from_xyz(0.6, 1.6, 11.3).looking_at(Vec3::new(0.0, 0.0, 3.0), Vec3::Y),
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Transform::from_xyz(4.0, 4.0, 12.0).looking_at(Vec3::new(0.0, 0.0, 0.5), Vec3::Y),
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EnvironmentMapLight {
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diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
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specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
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intensity: 500.0,
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rotation: Quat::IDENTITY,
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},
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));
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));
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commands.spawn((
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commands.spawn((
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DirectionalLight {
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Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)),
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shadows_enabled: true,
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DirectionalLight::default(),
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..default()
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},
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// This is a relatively small scene, so use tighter shadow
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// cascade bounds than the default for better quality.
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// We also adjusted the shadow map to be larger since we're
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// only using a single cascade.
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CascadeShadowConfigBuilder {
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num_cascades: 1,
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maximum_distance: 1.6,
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..default()
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}
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.build(),
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));
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));
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commands.spawn((
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SceneRoot(asset_server.load(
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commands.spawn(SceneRoot(asset_server.load(
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GltfAssetLabel::Scene(0).from_asset("models/GltfPrimitives/gltf_primitives.glb"),
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GltfAssetLabel::Scene(0).from_asset("models/GltfPrimitives/gltf_primitives.glb"),
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)),
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)));
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Transform {
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rotation: Quat::from_rotation_y(-90.0 / 180.0 * PI),
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..default()
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},
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));
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}
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}
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