//! Demonstrates visibility ranges, also known as HLODs. use std::f32::consts::PI; use bevy::{ input::mouse::MouseWheel, math::vec3, pbr::{light_consts::lux::FULL_DAYLIGHT, CascadeShadowConfigBuilder}, prelude::*, render::view::VisibilityRange, }; // Where the camera is focused. const CAMERA_FOCAL_POINT: Vec3 = vec3(0.0, 0.3, 0.0); // Speed in units per frame. const CAMERA_KEYBOARD_ZOOM_SPEED: f32 = 0.05; // Speed in radians per frame. const CAMERA_KEYBOARD_PAN_SPEED: f32 = 0.01; // Speed in units per frame. const CAMERA_MOUSE_MOVEMENT_SPEED: f32 = 0.25; // The minimum distance that the camera is allowed to be from the model. const MIN_ZOOM_DISTANCE: f32 = 0.5; // The visibility ranges for high-poly and low-poly models respectively, when // both models are being shown. static NORMAL_VISIBILITY_RANGE_HIGH_POLY: VisibilityRange = VisibilityRange { start_margin: 0.0..0.0, end_margin: 3.0..4.0, }; static NORMAL_VISIBILITY_RANGE_LOW_POLY: VisibilityRange = VisibilityRange { start_margin: 3.0..4.0, end_margin: 8.0..9.0, }; // A visibility model that we use to always show a model (until the camera is so // far zoomed out that it's culled entirely). static SINGLE_MODEL_VISIBILITY_RANGE: VisibilityRange = VisibilityRange { start_margin: 0.0..0.0, end_margin: 8.0..9.0, }; // A visibility range that we use to completely hide a model. static INVISIBLE_VISIBILITY_RANGE: VisibilityRange = VisibilityRange { start_margin: 0.0..0.0, end_margin: 0.0..0.0, }; // Allows us to identify the main model. #[derive(Component, Debug, Clone, Copy, PartialEq)] enum MainModel { // The high-poly version. HighPoly, // The low-poly version. LowPoly, } // The current mode. #[derive(Default, Resource)] struct AppStatus { // Whether to show only one model. show_one_model_only: Option, } // Sets up the app. fn main() { App::new() .add_plugins(DefaultPlugins.set(WindowPlugin { primary_window: Some(Window { title: "Bevy Visibility Range Example".into(), ..default() }), ..default() })) .init_resource::() .add_systems(Startup, setup) .add_systems( Update, ( move_camera, set_visibility_ranges, update_help_text, update_mode, ), ) .run(); } // Set up a simple 3D scene. Load the two meshes. fn setup( mut commands: Commands, mut meshes: ResMut>, mut materials: ResMut>, asset_server: Res, app_status: Res, ) { // Spawn a plane. commands.spawn(PbrBundle { mesh: meshes.add(Plane3d::default().mesh().size(50.0, 50.0)), material: materials.add(Color::srgb(0.1, 0.2, 0.1)), ..default() }); // Spawn the two HLODs. commands .spawn(SceneBundle { scene: asset_server .load(GltfAssetLabel::Scene(0).from_asset("models/FlightHelmet/FlightHelmet.gltf")), ..default() }) .insert(MainModel::HighPoly); commands .spawn(SceneBundle { scene: asset_server.load( GltfAssetLabel::Scene(0) .from_asset("models/FlightHelmetLowPoly/FlightHelmetLowPoly.gltf"), ), ..default() }) .insert(MainModel::LowPoly); // Spawn a light. commands.spawn(DirectionalLightBundle { directional_light: DirectionalLight { illuminance: FULL_DAYLIGHT, shadows_enabled: true, ..default() }, transform: Transform::from_rotation(Quat::from_euler( EulerRot::ZYX, 0.0, PI * -0.15, PI * -0.15, )), cascade_shadow_config: CascadeShadowConfigBuilder { maximum_distance: 30.0, first_cascade_far_bound: 0.9, ..default() } .into(), ..default() }); // Spawn a camera. commands .spawn(Camera3dBundle { transform: Transform::from_xyz(0.7, 0.7, 1.0).looking_at(CAMERA_FOCAL_POINT, Vec3::Y), ..default() }) .insert(EnvironmentMapLight { diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"), specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"), intensity: 150.0, }); // Create the text. commands.spawn( TextBundle { text: app_status.create_text(), ..default() } .with_style(Style { position_type: PositionType::Absolute, bottom: Val::Px(12.0), left: Val::Px(12.0), ..default() }), ); } // We need to add the `VisibilityRange` components manually, as glTF currently // has no way to specify visibility ranges. This system watches for new meshes, // determines which `Scene` they're under, and adds the `VisibilityRange` // component as appropriate. fn set_visibility_ranges( mut commands: Commands, mut new_meshes: Query>>, parents: Query<(Option<&Parent>, Option<&MainModel>)>, ) { // Loop over each newly-added mesh. for new_mesh in new_meshes.iter_mut() { // Search for the nearest ancestor `MainModel` component. let (mut current, mut main_model) = (new_mesh, None); while let Ok((parent, maybe_main_model)) = parents.get(current) { if let Some(model) = maybe_main_model { main_model = Some(model); break; } match parent { Some(parent) => current = **parent, None => break, } } // Add the `VisibilityRange` component. match main_model { Some(MainModel::HighPoly) => { commands .entity(new_mesh) .insert(NORMAL_VISIBILITY_RANGE_HIGH_POLY.clone()) .insert(MainModel::HighPoly); } Some(MainModel::LowPoly) => { commands .entity(new_mesh) .insert(NORMAL_VISIBILITY_RANGE_LOW_POLY.clone()) .insert(MainModel::LowPoly); } None => {} } } } // Process the movement controls. fn move_camera( keyboard_input: Res>, mut mouse_wheel_events: EventReader, mut cameras: Query<&mut Transform, With>, ) { let (mut zoom_delta, mut theta_delta) = (0.0, 0.0); // Process zoom in and out via the keyboard. if keyboard_input.pressed(KeyCode::KeyW) || keyboard_input.pressed(KeyCode::ArrowUp) { zoom_delta -= CAMERA_KEYBOARD_ZOOM_SPEED; } else if keyboard_input.pressed(KeyCode::KeyS) || keyboard_input.pressed(KeyCode::ArrowDown) { zoom_delta += CAMERA_KEYBOARD_ZOOM_SPEED; } // Process left and right pan via the keyboard. if keyboard_input.pressed(KeyCode::KeyA) || keyboard_input.pressed(KeyCode::ArrowLeft) { theta_delta -= CAMERA_KEYBOARD_PAN_SPEED; } else if keyboard_input.pressed(KeyCode::KeyD) || keyboard_input.pressed(KeyCode::ArrowRight) { theta_delta += CAMERA_KEYBOARD_PAN_SPEED; } // Process zoom in and out via the mouse wheel. for event in mouse_wheel_events.read() { zoom_delta -= event.y * CAMERA_MOUSE_MOVEMENT_SPEED; } // Update the camera transform. for transform in cameras.iter_mut() { let transform = transform.into_inner(); let direction = transform.translation.normalize_or_zero(); let magnitude = transform.translation.length(); let new_direction = Mat3::from_rotation_y(theta_delta) * direction; let new_magnitude = (magnitude + zoom_delta).max(MIN_ZOOM_DISTANCE); transform.translation = new_direction * new_magnitude; transform.look_at(CAMERA_FOCAL_POINT, Vec3::Y); } } // Toggles modes if the user requests. fn update_mode( mut meshes: Query<(&mut VisibilityRange, &MainModel)>, keyboard_input: Res>, mut app_status: ResMut, ) { // Toggle the mode as requested. if keyboard_input.just_pressed(KeyCode::Digit1) || keyboard_input.just_pressed(KeyCode::Numpad1) { app_status.show_one_model_only = None; } else if keyboard_input.just_pressed(KeyCode::Digit2) || keyboard_input.just_pressed(KeyCode::Numpad2) { app_status.show_one_model_only = Some(MainModel::HighPoly); } else if keyboard_input.just_pressed(KeyCode::Digit3) || keyboard_input.just_pressed(KeyCode::Numpad3) { app_status.show_one_model_only = Some(MainModel::LowPoly); } else { return; } // Update the visibility ranges as appropriate. for (mut visibility_range, main_model) in meshes.iter_mut() { *visibility_range = match (main_model, app_status.show_one_model_only) { (&MainModel::HighPoly, Some(MainModel::LowPoly)) | (&MainModel::LowPoly, Some(MainModel::HighPoly)) => { INVISIBLE_VISIBILITY_RANGE.clone() } (&MainModel::HighPoly, Some(MainModel::HighPoly)) | (&MainModel::LowPoly, Some(MainModel::LowPoly)) => { SINGLE_MODEL_VISIBILITY_RANGE.clone() } (&MainModel::HighPoly, None) => NORMAL_VISIBILITY_RANGE_HIGH_POLY.clone(), (&MainModel::LowPoly, None) => NORMAL_VISIBILITY_RANGE_LOW_POLY.clone(), } } } // A system that updates the help text. fn update_help_text(mut text_query: Query<&mut Text>, app_status: Res) { for mut text in text_query.iter_mut() { *text = app_status.create_text(); } } impl AppStatus { // Creates and returns help text reflecting the app status. fn create_text(&self) -> Text { Text::from_section( format!( "\ {} (1) Switch from high-poly to low-poly based on camera distance {} (2) Show only the high-poly model {} (3) Show only the low-poly model Press 1, 2, or 3 to switch which model is shown Press WASD or use the mouse wheel to move the camera", if self.show_one_model_only.is_none() { '>' } else { ' ' }, if self.show_one_model_only == Some(MainModel::HighPoly) { '>' } else { ' ' }, if self.show_one_model_only == Some(MainModel::LowPoly) { '>' } else { ' ' }, ), TextStyle::default(), ) } }