//! A simple glTF scene viewer made with Bevy. //! //! Just run `cargo run --release --example scene_viewer /path/to/model.gltf`, //! replacing the path as appropriate. //! In case of multiple scenes, you can select which to display by adapting the file path: `/path/to/model.gltf#Scene1`. //! With no arguments it will load the `FlightHelmet` glTF model from the repository assets subdirectory. //! //! If you want to hot reload asset changes, enable the `file_watcher` cargo feature. use bevy::{ math::Vec3A, prelude::*, render::primitives::{Aabb, Sphere}, window::WindowPlugin, }; #[path = "../../helpers/camera_controller.rs"] mod camera_controller; #[cfg(feature = "animation")] mod animation_plugin; mod morph_viewer_plugin; mod scene_viewer_plugin; use camera_controller::{CameraController, CameraControllerPlugin}; use morph_viewer_plugin::MorphViewerPlugin; use scene_viewer_plugin::{SceneHandle, SceneViewerPlugin}; fn main() { let mut app = App::new(); app.add_plugins(( DefaultPlugins .set(WindowPlugin { primary_window: Some(Window { title: "bevy scene viewer".to_string(), ..default() }), ..default() }) .set(AssetPlugin { file_path: std::env::var("CARGO_MANIFEST_DIR").unwrap_or_else(|_| ".".to_string()), ..default() }), CameraControllerPlugin, SceneViewerPlugin, MorphViewerPlugin, )) .add_systems(Startup, setup) .add_systems(PreUpdate, setup_scene_after_load); #[cfg(feature = "animation")] app.add_plugins(animation_plugin::AnimationManipulationPlugin); app.run(); } fn parse_scene(scene_path: String) -> (String, usize) { if scene_path.contains('#') { let gltf_and_scene = scene_path.split('#').collect::>(); if let Some((last, path)) = gltf_and_scene.split_last() { if let Some(index) = last .strip_prefix("Scene") .and_then(|index| index.parse::().ok()) { return (path.join("#"), index); } } } (scene_path, 0) } fn setup(mut commands: Commands, asset_server: Res) { let scene_path = std::env::args() .nth(1) .unwrap_or_else(|| "assets/models/FlightHelmet/FlightHelmet.gltf".to_string()); info!("Loading {}", scene_path); let (file_path, scene_index) = parse_scene(scene_path); commands.insert_resource(SceneHandle::new(asset_server.load(file_path), scene_index)); } fn setup_scene_after_load( mut commands: Commands, mut setup: Local, mut scene_handle: ResMut, asset_server: Res, meshes: Query<(&GlobalTransform, Option<&Aabb>), With>>, ) { if scene_handle.is_loaded && !*setup { *setup = true; // Find an approximate bounding box of the scene from its meshes if meshes.iter().any(|(_, maybe_aabb)| maybe_aabb.is_none()) { return; } let mut min = Vec3A::splat(f32::MAX); let mut max = Vec3A::splat(f32::MIN); for (transform, maybe_aabb) in &meshes { let aabb = maybe_aabb.unwrap(); // If the Aabb had not been rotated, applying the non-uniform scale would produce the // correct bounds. However, it could very well be rotated and so we first convert to // a Sphere, and then back to an Aabb to find the conservative min and max points. let sphere = Sphere { center: Vec3A::from(transform.transform_point(Vec3::from(aabb.center))), radius: transform.radius_vec3a(aabb.half_extents), }; let aabb = Aabb::from(sphere); min = min.min(aabb.min()); max = max.max(aabb.max()); } let size = (max - min).length(); let aabb = Aabb::from_min_max(Vec3::from(min), Vec3::from(max)); info!("Spawning a controllable 3D perspective camera"); let mut projection = PerspectiveProjection::default(); projection.far = projection.far.max(size * 10.0); let camera_controller = CameraController::default(); // Display the controls of the scene viewer info!("{}", camera_controller); info!("{}", *scene_handle); commands.spawn(( Camera3dBundle { projection: projection.into(), transform: Transform::from_translation( Vec3::from(aabb.center) + size * Vec3::new(0.5, 0.25, 0.5), ) .looking_at(Vec3::from(aabb.center), Vec3::Y), camera: Camera { is_active: false, ..default() }, ..default() }, EnvironmentMapLight { diffuse_map: asset_server .load("assets/environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"), specular_map: asset_server .load("assets/environment_maps/pisa_specular_rgb9e5_zstd.ktx2"), intensity: 150.0, }, camera_controller, )); // Spawn a default light if the scene does not have one if !scene_handle.has_light { info!("Spawning a directional light"); commands.spawn(DirectionalLightBundle { transform: Transform::from_xyz(1.0, 1.0, 0.0).looking_at(Vec3::ZERO, Vec3::Y), ..default() }); scene_handle.has_light = true; } } }