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https://github.com/bevyengine/bevy
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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.
This commit is contained in:
parent
061bee7e3c
commit
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6 changed files with 171 additions and 4 deletions
11
Cargo.toml
11
Cargo.toml
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@ -802,6 +802,17 @@ description = "Loads and renders a glTF file as a scene"
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category = "3D Rendering"
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wasm = true
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[[example]]
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name = "load_gltf_extras"
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path = "examples/3d/load_gltf_extras.rs"
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doc-scrape-examples = true
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[package.metadata.example.load_gltf_extras]
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name = "Load glTF extras"
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description = "Loads and renders a glTF file as a scene, including the gltf extras"
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category = "3D Rendering"
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wasm = true
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[[example]]
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name = "motion_blur"
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path = "examples/3d/motion_blur.rs"
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BIN
assets/models/extras/gltf_extras.glb
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BIN
assets/models/extras/gltf_extras.glb
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Binary file not shown.
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@ -146,6 +146,9 @@ impl GltfPlugin {
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impl Plugin for GltfPlugin {
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fn build(&self, app: &mut App) {
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app.register_type::<GltfExtras>()
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.register_type::<GltfSceneExtras>()
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.register_type::<GltfMeshExtras>()
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.register_type::<GltfMaterialExtras>()
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.init_asset::<Gltf>()
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.init_asset::<GltfNode>()
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.init_asset::<GltfPrimitive>()
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@ -239,7 +242,7 @@ pub struct GltfPrimitive {
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pub material_extras: Option<GltfExtras>,
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}
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/// Additional untyped data that can be present on most glTF types.
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/// Additional untyped data that can be present on most glTF types at the primitive level.
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///
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/// See [the relevant glTF specification section](https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#reference-extras).
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#[derive(Clone, Debug, Reflect, Default, Component)]
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@ -249,6 +252,36 @@ pub struct GltfExtras {
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pub value: String,
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}
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/// Additional untyped data that can be present on most glTF types at the scene level.
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///
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/// See [the relevant glTF specification section](https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#reference-extras).
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#[derive(Clone, Debug, Reflect, Default, Component)]
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#[reflect(Component)]
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pub struct GltfSceneExtras {
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/// Content of the extra data.
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pub value: String,
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}
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/// Additional untyped data that can be present on most glTF types at the mesh level.
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///
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/// See [the relevant glTF specification section](https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#reference-extras).
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#[derive(Clone, Debug, Reflect, Default, Component)]
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#[reflect(Component)]
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pub struct GltfMeshExtras {
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/// Content of the extra data.
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pub value: String,
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}
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/// Additional untyped data that can be present on most glTF types at the material level.
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///
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/// See [the relevant glTF specification section](https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#reference-extras).
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#[derive(Clone, Debug, Reflect, Default, Component)]
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#[reflect(Component)]
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pub struct GltfMaterialExtras {
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/// Content of the extra data.
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pub value: String,
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}
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/// Labels that can be used to load part of a glTF
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///
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/// You can use [`GltfAssetLabel::from_asset`] to add it to an asset path
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@ -1,5 +1,8 @@
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use crate::GltfAssetLabel;
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use crate::{vertex_attributes::convert_attribute, Gltf, GltfExtras, GltfNode};
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use crate::{
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vertex_attributes::convert_attribute, Gltf, GltfAssetLabel, GltfExtras, GltfMaterialExtras,
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GltfMeshExtras, GltfNode, GltfSceneExtras,
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};
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#[cfg(feature = "bevy_animation")]
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use bevy_animation::{AnimationTarget, AnimationTargetId};
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use bevy_asset::{
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@ -634,7 +637,8 @@ async fn load_gltf<'a, 'b, 'c>(
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let mut node_index_to_entity_map = HashMap::new();
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let mut entity_to_skin_index_map = EntityHashMap::default();
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let mut scene_load_context = load_context.begin_labeled_asset();
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world
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let world_root_id = world
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.spawn(SpatialBundle::INHERITED_IDENTITY)
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.with_children(|parent| {
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for node in scene.nodes() {
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@ -659,7 +663,15 @@ async fn load_gltf<'a, 'b, 'c>(
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return;
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}
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}
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})
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.id();
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if let Some(extras) = scene.extras().as_ref() {
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world.entity_mut(world_root_id).insert(GltfSceneExtras {
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value: extras.get().to_string(),
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});
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}
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if let Some(Err(err)) = err {
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return Err(err);
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}
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@ -1270,6 +1282,7 @@ fn load_node(
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material: load_context.get_label_handle(&material_label),
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..Default::default()
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});
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let target_count = primitive.morph_targets().len();
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if target_count != 0 {
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let weights = match mesh.weights() {
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@ -1300,6 +1313,18 @@ fn load_node(
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});
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}
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if let Some(extras) = mesh.extras() {
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mesh_entity.insert(GltfMeshExtras {
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value: extras.get().to_string(),
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});
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}
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if let Some(extras) = material.extras() {
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mesh_entity.insert(GltfMaterialExtras {
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value: extras.get().to_string(),
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});
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}
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mesh_entity.insert(Name::new(primitive_name(&mesh, &primitive)));
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// Mark for adding skinned mesh
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if let Some(skin) = gltf_node.skin() {
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97
examples/3d/load_gltf_extras.rs
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97
examples/3d/load_gltf_extras.rs
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@ -0,0 +1,97 @@
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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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// a barebones scene containing one of each gltf_extra type
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commands.spawn(SceneBundle {
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scene: asset_server.load("models/extras/gltf_extras.glb#Scene0"),
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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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font_size: 18.,
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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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@ -143,6 +143,7 @@ Example | Description
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[Lightmaps](../examples/3d/lightmaps.rs) | Rendering a scene with baked lightmaps
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[Lines](../examples/3d/lines.rs) | Create a custom material to draw 3d lines
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[Load glTF](../examples/3d/load_gltf.rs) | Loads and renders a glTF file as a scene
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[Load glTF extras](../examples/3d/load_gltf_extras.rs) | Loads and renders a glTF file as a scene, including the gltf extras
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[Meshlet](../examples/3d/meshlet.rs) | Meshlet rendering for dense high-poly scenes (experimental)
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[Motion Blur](../examples/3d/motion_blur.rs) | Demonstrates per-pixel motion blur
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[Orthographic View](../examples/3d/orthographic.rs) | Shows how to create a 3D orthographic view (for isometric-look in games or CAD applications)
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