mirror of
https://github.com/bevyengine/bevy
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d80b809ea1
PR #15164 made Bevy consider the center of the mesh to be the center of the axis-aligned bounding box (AABB). Unfortunately, this breaks crossfading in many cases. LODs may have different AABBs and so the center of the AABB may differ for different LODs of the same mesh. The crossfading, however, relies on all LODs having *precisely* the same position. To address this problem, this PR adds a new field, `use_aabb`, to `VisibilityRange`, which makes the AABB center point behavior opt-in. @BenjaminBrienen first noticed this issue when reviewing PR #16286. That PR contains a video showing the effects of this regression on the `visibility_range` example. This commit fixes that example. ## Migration Guide * The `VisibilityRange` component now has an extra field, `use_aabb`. Generally, you can safely set it to false.
326 lines
10 KiB
Rust
326 lines
10 KiB
Rust
//! Demonstrates visibility ranges, also known as HLODs.
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use std::f32::consts::PI;
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use bevy::{
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input::mouse::MouseWheel,
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math::vec3,
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pbr::{light_consts::lux::FULL_DAYLIGHT, CascadeShadowConfigBuilder},
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prelude::*,
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render::view::VisibilityRange,
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};
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// Where the camera is focused.
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const CAMERA_FOCAL_POINT: Vec3 = vec3(0.0, 0.3, 0.0);
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// Speed in units per frame.
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const CAMERA_KEYBOARD_ZOOM_SPEED: f32 = 0.05;
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// Speed in radians per frame.
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const CAMERA_KEYBOARD_PAN_SPEED: f32 = 0.01;
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// Speed in units per frame.
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const CAMERA_MOUSE_MOVEMENT_SPEED: f32 = 0.25;
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// The minimum distance that the camera is allowed to be from the model.
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const MIN_ZOOM_DISTANCE: f32 = 0.5;
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// The visibility ranges for high-poly and low-poly models respectively, when
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// both models are being shown.
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static NORMAL_VISIBILITY_RANGE_HIGH_POLY: VisibilityRange = VisibilityRange {
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start_margin: 0.0..0.0,
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end_margin: 3.0..4.0,
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use_aabb: false,
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};
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static NORMAL_VISIBILITY_RANGE_LOW_POLY: VisibilityRange = VisibilityRange {
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start_margin: 3.0..4.0,
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end_margin: 8.0..9.0,
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use_aabb: false,
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};
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// A visibility model that we use to always show a model (until the camera is so
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// far zoomed out that it's culled entirely).
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static SINGLE_MODEL_VISIBILITY_RANGE: VisibilityRange = VisibilityRange {
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start_margin: 0.0..0.0,
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end_margin: 8.0..9.0,
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use_aabb: false,
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};
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// A visibility range that we use to completely hide a model.
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static INVISIBLE_VISIBILITY_RANGE: VisibilityRange = VisibilityRange {
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start_margin: 0.0..0.0,
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end_margin: 0.0..0.0,
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use_aabb: false,
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};
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// Allows us to identify the main model.
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#[derive(Component, Debug, Clone, Copy, PartialEq)]
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enum MainModel {
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// The high-poly version.
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HighPoly,
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// The low-poly version.
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LowPoly,
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}
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// The current mode.
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#[derive(Default, Resource)]
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struct AppStatus {
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// Whether to show only one model.
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show_one_model_only: Option<MainModel>,
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}
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// Sets up the app.
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins.set(WindowPlugin {
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primary_window: Some(Window {
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title: "Bevy Visibility Range Example".into(),
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..default()
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}),
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..default()
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}))
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.init_resource::<AppStatus>()
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.add_systems(Startup, setup)
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.add_systems(
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Update,
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(
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move_camera,
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set_visibility_ranges,
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update_help_text,
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update_mode,
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),
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)
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.run();
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}
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// Set up a simple 3D scene. Load the two meshes.
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fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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asset_server: Res<AssetServer>,
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app_status: Res<AppStatus>,
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) {
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// Spawn a plane.
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commands.spawn((
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Mesh3d(meshes.add(Plane3d::default().mesh().size(50.0, 50.0))),
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MeshMaterial3d(materials.add(Color::srgb(0.1, 0.2, 0.1))),
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));
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// Spawn the two HLODs.
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commands.spawn((
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SceneRoot(
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asset_server
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.load(GltfAssetLabel::Scene(0).from_asset("models/FlightHelmet/FlightHelmet.gltf")),
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),
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MainModel::HighPoly,
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));
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commands.spawn((
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SceneRoot(
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asset_server.load(
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GltfAssetLabel::Scene(0)
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.from_asset("models/FlightHelmetLowPoly/FlightHelmetLowPoly.gltf"),
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),
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),
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MainModel::LowPoly,
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));
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// Spawn a light.
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commands.spawn((
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DirectionalLight {
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illuminance: FULL_DAYLIGHT,
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shadows_enabled: true,
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..default()
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},
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Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, PI * -0.15, PI * -0.15)),
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CascadeShadowConfigBuilder {
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maximum_distance: 30.0,
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first_cascade_far_bound: 0.9,
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..default()
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}
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.build(),
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));
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// Spawn a camera.
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commands
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.spawn((
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Camera3d::default(),
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Transform::from_xyz(0.7, 0.7, 1.0).looking_at(CAMERA_FOCAL_POINT, Vec3::Y),
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))
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.insert(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: 150.0,
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..default()
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});
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// Create the text.
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commands.spawn((
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app_status.create_text(),
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Node {
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position_type: PositionType::Absolute,
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bottom: 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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));
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}
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// We need to add the `VisibilityRange` components manually, as glTF currently
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// has no way to specify visibility ranges. This system watches for new meshes,
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// determines which `Scene` they're under, and adds the `VisibilityRange`
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// component as appropriate.
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fn set_visibility_ranges(
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mut commands: Commands,
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mut new_meshes: Query<Entity, Added<Mesh3d>>,
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parents: Query<(Option<&Parent>, Option<&MainModel>)>,
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) {
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// Loop over each newly-added mesh.
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for new_mesh in new_meshes.iter_mut() {
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// Search for the nearest ancestor `MainModel` component.
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let (mut current, mut main_model) = (new_mesh, None);
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while let Ok((parent, maybe_main_model)) = parents.get(current) {
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if let Some(model) = maybe_main_model {
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main_model = Some(model);
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break;
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}
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match parent {
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Some(parent) => current = **parent,
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None => break,
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}
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}
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// Add the `VisibilityRange` component.
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match main_model {
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Some(MainModel::HighPoly) => {
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commands
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.entity(new_mesh)
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.insert(NORMAL_VISIBILITY_RANGE_HIGH_POLY.clone())
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.insert(MainModel::HighPoly);
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}
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Some(MainModel::LowPoly) => {
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commands
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.entity(new_mesh)
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.insert(NORMAL_VISIBILITY_RANGE_LOW_POLY.clone())
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.insert(MainModel::LowPoly);
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}
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None => {}
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}
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}
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}
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// Process the movement controls.
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fn move_camera(
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keyboard_input: Res<ButtonInput<KeyCode>>,
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mut mouse_wheel_events: EventReader<MouseWheel>,
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mut cameras: Query<&mut Transform, With<Camera3d>>,
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) {
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let (mut zoom_delta, mut theta_delta) = (0.0, 0.0);
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// Process zoom in and out via the keyboard.
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if keyboard_input.pressed(KeyCode::KeyW) || keyboard_input.pressed(KeyCode::ArrowUp) {
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zoom_delta -= CAMERA_KEYBOARD_ZOOM_SPEED;
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} else if keyboard_input.pressed(KeyCode::KeyS) || keyboard_input.pressed(KeyCode::ArrowDown) {
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zoom_delta += CAMERA_KEYBOARD_ZOOM_SPEED;
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}
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// Process left and right pan via the keyboard.
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if keyboard_input.pressed(KeyCode::KeyA) || keyboard_input.pressed(KeyCode::ArrowLeft) {
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theta_delta -= CAMERA_KEYBOARD_PAN_SPEED;
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} else if keyboard_input.pressed(KeyCode::KeyD) || keyboard_input.pressed(KeyCode::ArrowRight) {
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theta_delta += CAMERA_KEYBOARD_PAN_SPEED;
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}
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// Process zoom in and out via the mouse wheel.
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for event in mouse_wheel_events.read() {
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zoom_delta -= event.y * CAMERA_MOUSE_MOVEMENT_SPEED;
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}
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// Update the camera transform.
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for transform in cameras.iter_mut() {
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let transform = transform.into_inner();
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let direction = transform.translation.normalize_or_zero();
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let magnitude = transform.translation.length();
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let new_direction = Mat3::from_rotation_y(theta_delta) * direction;
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let new_magnitude = (magnitude + zoom_delta).max(MIN_ZOOM_DISTANCE);
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transform.translation = new_direction * new_magnitude;
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transform.look_at(CAMERA_FOCAL_POINT, Vec3::Y);
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}
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}
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// Toggles modes if the user requests.
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fn update_mode(
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mut meshes: Query<(&mut VisibilityRange, &MainModel)>,
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keyboard_input: Res<ButtonInput<KeyCode>>,
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mut app_status: ResMut<AppStatus>,
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) {
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// Toggle the mode as requested.
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if keyboard_input.just_pressed(KeyCode::Digit1) || keyboard_input.just_pressed(KeyCode::Numpad1)
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{
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app_status.show_one_model_only = None;
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} else if keyboard_input.just_pressed(KeyCode::Digit2)
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|| keyboard_input.just_pressed(KeyCode::Numpad2)
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{
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app_status.show_one_model_only = Some(MainModel::HighPoly);
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} else if keyboard_input.just_pressed(KeyCode::Digit3)
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|| keyboard_input.just_pressed(KeyCode::Numpad3)
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{
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app_status.show_one_model_only = Some(MainModel::LowPoly);
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} else {
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return;
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}
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// Update the visibility ranges as appropriate.
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for (mut visibility_range, main_model) in meshes.iter_mut() {
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*visibility_range = match (main_model, app_status.show_one_model_only) {
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(&MainModel::HighPoly, Some(MainModel::LowPoly))
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| (&MainModel::LowPoly, Some(MainModel::HighPoly)) => {
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INVISIBLE_VISIBILITY_RANGE.clone()
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}
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(&MainModel::HighPoly, Some(MainModel::HighPoly))
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| (&MainModel::LowPoly, Some(MainModel::LowPoly)) => {
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SINGLE_MODEL_VISIBILITY_RANGE.clone()
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}
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(&MainModel::HighPoly, None) => NORMAL_VISIBILITY_RANGE_HIGH_POLY.clone(),
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(&MainModel::LowPoly, None) => NORMAL_VISIBILITY_RANGE_LOW_POLY.clone(),
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}
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}
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}
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// A system that updates the help text.
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fn update_help_text(mut text_query: Query<&mut Text>, app_status: Res<AppStatus>) {
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for mut text in text_query.iter_mut() {
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*text = app_status.create_text();
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}
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}
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impl AppStatus {
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// Creates and returns help text reflecting the app status.
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fn create_text(&self) -> Text {
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format!(
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"\
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{} (1) Switch from high-poly to low-poly based on camera distance
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{} (2) Show only the high-poly model
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{} (3) Show only the low-poly model
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Press 1, 2, or 3 to switch which model is shown
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Press WASD or use the mouse wheel to move the camera",
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if self.show_one_model_only.is_none() {
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'>'
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} else {
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' '
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},
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if self.show_one_model_only == Some(MainModel::HighPoly) {
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'>'
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} else {
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' '
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},
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if self.show_one_model_only == Some(MainModel::LowPoly) {
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'>'
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} else {
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' '
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},
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)
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.into()
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}
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}
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