bevy/examples/tools/scene_viewer.rs
ira 65252bb87a Consistently use PI to specify angles in examples. (#5825)
Examples inconsistently use either `TAU`, `PI`, `FRAC_PI_2` or `FRAC_PI_4`.
Often in odd ways and without `use`ing the constants, making it difficult to parse.

 * Use `PI` to specify angles.
 * General code-quality improvements.
 * Fix borked `hierarchy` example.


Co-authored-by: devil-ira <justthecooldude@gmail.com>
2022-08-30 19:52:11 +00:00

535 lines
18 KiB
Rust

//! A simple glTF scene viewer made with Bevy.
//!
//! Just run `cargo run --release --example scene_viewer /path/to/model.gltf#Scene0`,
//! replacing the path as appropriate.
//! With no arguments it will load the `FieldHelmet` glTF model from the repository assets subdirectory.
use bevy::{
asset::{AssetServerSettings, LoadState},
gltf::Gltf,
input::mouse::MouseMotion,
math::Vec3A,
prelude::*,
render::primitives::{Aabb, Sphere},
scene::InstanceId,
};
use std::f32::consts::PI;
#[derive(Debug, Hash, PartialEq, Eq, Clone, SystemLabel)]
struct CameraControllerCheckSystem;
fn main() {
println!(
"
Controls:
MOUSE - Move camera orientation
LClick/M - Enable mouse movement
WSAD - forward/back/strafe left/right
LShift - 'run'
E - up
Q - down
L - animate light direction
U - toggle shadows
C - cycle through cameras
5/6 - decrease/increase shadow projection width
7/8 - decrease/increase shadow projection height
9/0 - decrease/increase shadow projection near/far
Space - Play/Pause animation
Enter - Cycle through animations
"
);
let mut app = App::new();
app.insert_resource(AmbientLight {
color: Color::WHITE,
brightness: 1.0 / 5.0f32,
})
.insert_resource(AssetServerSettings {
asset_folder: std::env::var("CARGO_MANIFEST_DIR").unwrap_or_else(|_| ".".to_string()),
watch_for_changes: true,
})
.insert_resource(WindowDescriptor {
title: "bevy scene viewer".to_string(),
..default()
})
.init_resource::<CameraTracker>()
.add_plugins(DefaultPlugins)
.add_startup_system(setup)
.add_system_to_stage(CoreStage::PreUpdate, scene_load_check)
.add_system_to_stage(CoreStage::PreUpdate, setup_scene_after_load)
.add_system(update_lights)
.add_system(camera_controller)
.add_system(camera_tracker);
#[cfg(feature = "animation")]
app.add_system(start_animation)
.add_system(keyboard_animation_control);
app.run();
}
#[derive(Resource)]
struct SceneHandle {
handle: Handle<Gltf>,
#[cfg(feature = "animation")]
animations: Vec<Handle<AnimationClip>>,
instance_id: Option<InstanceId>,
is_loaded: bool,
has_light: bool,
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
let scene_path = std::env::args()
.nth(1)
.unwrap_or_else(|| "assets/models/FlightHelmet/FlightHelmet.gltf".to_string());
info!("Loading {}", scene_path);
commands.insert_resource(SceneHandle {
handle: asset_server.load(&scene_path),
#[cfg(feature = "animation")]
animations: Vec::new(),
instance_id: None,
is_loaded: false,
has_light: false,
});
}
fn scene_load_check(
asset_server: Res<AssetServer>,
mut scenes: ResMut<Assets<Scene>>,
gltf_assets: ResMut<Assets<Gltf>>,
mut scene_handle: ResMut<SceneHandle>,
mut scene_spawner: ResMut<SceneSpawner>,
) {
match scene_handle.instance_id {
None => {
if asset_server.get_load_state(&scene_handle.handle) == LoadState::Loaded {
let gltf = gltf_assets.get(&scene_handle.handle).unwrap();
let gltf_scene_handle = gltf.scenes.first().expect("glTF file contains no scenes!");
let scene = scenes.get_mut(gltf_scene_handle).unwrap();
let mut query = scene
.world
.query::<(Option<&DirectionalLight>, Option<&PointLight>)>();
scene_handle.has_light =
query
.iter(&scene.world)
.any(|(maybe_directional_light, maybe_point_light)| {
maybe_directional_light.is_some() || maybe_point_light.is_some()
});
scene_handle.instance_id =
Some(scene_spawner.spawn(gltf_scene_handle.clone_weak()));
#[cfg(feature = "animation")]
{
scene_handle.animations = gltf.animations.clone();
if !scene_handle.animations.is_empty() {
info!(
"Found {} animation{}",
scene_handle.animations.len(),
if scene_handle.animations.len() == 1 {
""
} else {
"s"
}
);
}
}
info!("Spawning scene...");
}
}
Some(instance_id) if !scene_handle.is_loaded => {
if scene_spawner.instance_is_ready(instance_id) {
info!("...done!");
scene_handle.is_loaded = true;
}
}
Some(_) => {}
}
}
#[cfg(feature = "animation")]
fn start_animation(
mut player: Query<&mut AnimationPlayer>,
mut done: Local<bool>,
scene_handle: Res<SceneHandle>,
) {
if !*done {
if let Ok(mut player) = player.get_single_mut() {
if let Some(animation) = scene_handle.animations.first() {
player.play(animation.clone_weak()).repeat();
*done = true;
}
}
}
}
#[cfg(feature = "animation")]
fn keyboard_animation_control(
keyboard_input: Res<Input<KeyCode>>,
mut animation_player: Query<&mut AnimationPlayer>,
scene_handle: Res<SceneHandle>,
mut current_animation: Local<usize>,
mut changing: Local<bool>,
) {
if scene_handle.animations.is_empty() {
return;
}
if let Ok(mut player) = animation_player.get_single_mut() {
if keyboard_input.just_pressed(KeyCode::Space) {
if player.is_paused() {
player.resume();
} else {
player.pause();
}
}
if *changing {
// change the animation the frame after return was pressed
*current_animation = (*current_animation + 1) % scene_handle.animations.len();
player
.play(scene_handle.animations[*current_animation].clone_weak())
.repeat();
*changing = false;
}
if keyboard_input.just_pressed(KeyCode::Return) {
// delay the animation change for one frame
*changing = true;
// set the current animation to its start and pause it to reset to its starting state
player.set_elapsed(0.0).pause();
}
}
}
fn setup_scene_after_load(
mut commands: Commands,
mut setup: Local<bool>,
mut scene_handle: ResMut<SceneHandle>,
meshes: Query<(&GlobalTransform, Option<&Aabb>), With<Handle<Mesh>>>,
) {
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.mul_vec3(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);
commands
.spawn_bundle(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()
})
.insert(CameraController::default());
// Spawn a default light if the scene does not have one
if !scene_handle.has_light {
let sphere = Sphere {
center: aabb.center,
radius: aabb.half_extents.length(),
};
let aabb = Aabb::from(sphere);
let min = aabb.min();
let max = aabb.max();
info!("Spawning a directional light");
commands.spawn_bundle(DirectionalLightBundle {
directional_light: DirectionalLight {
shadow_projection: OrthographicProjection {
left: min.x,
right: max.x,
bottom: min.y,
top: max.y,
near: min.z,
far: max.z,
..default()
},
shadows_enabled: false,
..default()
},
..default()
});
scene_handle.has_light = true;
}
}
}
const SCALE_STEP: f32 = 0.1;
fn update_lights(
key_input: Res<Input<KeyCode>>,
time: Res<Time>,
mut query: Query<(&mut Transform, &mut DirectionalLight)>,
mut animate_directional_light: Local<bool>,
) {
let mut projection_adjustment = Vec3::ONE;
if key_input.just_pressed(KeyCode::Key5) {
projection_adjustment.x -= SCALE_STEP;
} else if key_input.just_pressed(KeyCode::Key6) {
projection_adjustment.x += SCALE_STEP;
} else if key_input.just_pressed(KeyCode::Key7) {
projection_adjustment.y -= SCALE_STEP;
} else if key_input.just_pressed(KeyCode::Key8) {
projection_adjustment.y += SCALE_STEP;
} else if key_input.just_pressed(KeyCode::Key9) {
projection_adjustment.z -= SCALE_STEP;
} else if key_input.just_pressed(KeyCode::Key0) {
projection_adjustment.z += SCALE_STEP;
}
for (_, mut light) in &mut query {
light.shadow_projection.left *= projection_adjustment.x;
light.shadow_projection.right *= projection_adjustment.x;
light.shadow_projection.bottom *= projection_adjustment.y;
light.shadow_projection.top *= projection_adjustment.y;
light.shadow_projection.near *= projection_adjustment.z;
light.shadow_projection.far *= projection_adjustment.z;
if key_input.just_pressed(KeyCode::U) {
light.shadows_enabled = !light.shadows_enabled;
}
}
if key_input.just_pressed(KeyCode::L) {
*animate_directional_light = !*animate_directional_light;
}
if *animate_directional_light {
for (mut transform, _) in &mut query {
transform.rotation = Quat::from_euler(
EulerRot::ZYX,
0.0,
time.seconds_since_startup() as f32 * PI / 15.0,
-PI / 4.,
);
}
}
}
#[derive(Resource, Default)]
struct CameraTracker {
active_index: Option<usize>,
cameras: Vec<Entity>,
}
impl CameraTracker {
fn track_camera(&mut self, entity: Entity) -> bool {
self.cameras.push(entity);
if self.active_index.is_none() {
self.active_index = Some(self.cameras.len() - 1);
true
} else {
false
}
}
fn active_camera(&self) -> Option<Entity> {
self.active_index.map(|i| self.cameras[i])
}
fn set_next_active(&mut self) -> Option<Entity> {
let active_index = self.active_index?;
let new_i = (active_index + 1) % self.cameras.len();
self.active_index = Some(new_i);
Some(self.cameras[new_i])
}
}
fn camera_tracker(
mut camera_tracker: ResMut<CameraTracker>,
keyboard_input: Res<Input<KeyCode>>,
mut queries: ParamSet<(
Query<(Entity, &mut Camera), (Added<Camera>, Without<CameraController>)>,
Query<(Entity, &mut Camera), (Added<Camera>, With<CameraController>)>,
Query<&mut Camera>,
)>,
) {
// track added scene camera entities first, to ensure they are preferred for the
// default active camera
for (entity, mut camera) in queries.p0().iter_mut() {
camera.is_active = camera_tracker.track_camera(entity);
}
// iterate added custom camera entities second
for (entity, mut camera) in queries.p1().iter_mut() {
camera.is_active = camera_tracker.track_camera(entity);
}
if keyboard_input.just_pressed(KeyCode::C) {
// disable currently active camera
if let Some(e) = camera_tracker.active_camera() {
if let Ok(mut camera) = queries.p2().get_mut(e) {
camera.is_active = false;
}
}
// enable next active camera
if let Some(e) = camera_tracker.set_next_active() {
if let Ok(mut camera) = queries.p2().get_mut(e) {
camera.is_active = true;
}
}
}
}
#[derive(Component)]
struct CameraController {
pub enabled: bool,
pub initialized: bool,
pub sensitivity: f32,
pub key_forward: KeyCode,
pub key_back: KeyCode,
pub key_left: KeyCode,
pub key_right: KeyCode,
pub key_up: KeyCode,
pub key_down: KeyCode,
pub key_run: KeyCode,
pub mouse_key_enable_mouse: MouseButton,
pub keyboard_key_enable_mouse: KeyCode,
pub walk_speed: f32,
pub run_speed: f32,
pub friction: f32,
pub pitch: f32,
pub yaw: f32,
pub velocity: Vec3,
}
impl Default for CameraController {
fn default() -> Self {
Self {
enabled: true,
initialized: false,
sensitivity: 0.5,
key_forward: KeyCode::W,
key_back: KeyCode::S,
key_left: KeyCode::A,
key_right: KeyCode::D,
key_up: KeyCode::E,
key_down: KeyCode::Q,
key_run: KeyCode::LShift,
mouse_key_enable_mouse: MouseButton::Left,
keyboard_key_enable_mouse: KeyCode::M,
walk_speed: 5.0,
run_speed: 15.0,
friction: 0.5,
pitch: 0.0,
yaw: 0.0,
velocity: Vec3::ZERO,
}
}
}
fn camera_controller(
time: Res<Time>,
mut mouse_events: EventReader<MouseMotion>,
mouse_button_input: Res<Input<MouseButton>>,
key_input: Res<Input<KeyCode>>,
mut move_toggled: Local<bool>,
mut query: Query<(&mut Transform, &mut CameraController), With<Camera>>,
) {
let dt = time.delta_seconds();
if let Ok((mut transform, mut options)) = query.get_single_mut() {
if !options.initialized {
let (yaw, pitch, _roll) = transform.rotation.to_euler(EulerRot::YXZ);
options.yaw = yaw;
options.pitch = pitch;
options.initialized = true;
}
if !options.enabled {
return;
}
// Handle key input
let mut axis_input = Vec3::ZERO;
if key_input.pressed(options.key_forward) {
axis_input.z += 1.0;
}
if key_input.pressed(options.key_back) {
axis_input.z -= 1.0;
}
if key_input.pressed(options.key_right) {
axis_input.x += 1.0;
}
if key_input.pressed(options.key_left) {
axis_input.x -= 1.0;
}
if key_input.pressed(options.key_up) {
axis_input.y += 1.0;
}
if key_input.pressed(options.key_down) {
axis_input.y -= 1.0;
}
if key_input.just_pressed(options.keyboard_key_enable_mouse) {
*move_toggled = !*move_toggled;
}
// Apply movement update
if axis_input != Vec3::ZERO {
let max_speed = if key_input.pressed(options.key_run) {
options.run_speed
} else {
options.walk_speed
};
options.velocity = axis_input.normalize() * max_speed;
} else {
let friction = options.friction.clamp(0.0, 1.0);
options.velocity *= 1.0 - friction;
if options.velocity.length_squared() < 1e-6 {
options.velocity = Vec3::ZERO;
}
}
let forward = transform.forward();
let right = transform.right();
transform.translation += options.velocity.x * dt * right
+ options.velocity.y * dt * Vec3::Y
+ options.velocity.z * dt * forward;
// Handle mouse input
let mut mouse_delta = Vec2::ZERO;
if mouse_button_input.pressed(options.mouse_key_enable_mouse) || *move_toggled {
for mouse_event in mouse_events.iter() {
mouse_delta += mouse_event.delta;
}
}
if mouse_delta != Vec2::ZERO {
// Apply look update
options.pitch = (options.pitch - mouse_delta.y * 0.5 * options.sensitivity * dt)
.clamp(-PI / 2., PI / 2.);
options.yaw -= mouse_delta.x * options.sensitivity * dt;
transform.rotation = Quat::from_euler(EulerRot::ZYX, 0.0, options.yaw, options.pitch);
}
}
}