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https://github.com/bevyengine/bevy
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# Objective - Fixes: https://github.com/bevyengine/bevy/issues/14036 ## Solution - Add a world space transformation for the environment sample direction. ## Testing - I have tested the newly added `transform` field using the newly added `rotate_environment_map` example. https://github.com/user-attachments/assets/2de77c65-14bc-48ee-b76a-fb4e9782dbdb ## Migration Guide - Since we have added a new filed to the `EnvironmentMapLight` struct, users will need to include `..default()` or some rotation value in their initialization code.
334 lines
11 KiB
Rust
334 lines
11 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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};
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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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};
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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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};
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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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};
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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(PbrBundle {
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mesh: meshes.add(Plane3d::default().mesh().size(50.0, 50.0)),
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material: materials.add(Color::srgb(0.1, 0.2, 0.1)),
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..default()
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});
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// Spawn the two HLODs.
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commands
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.spawn(SceneBundle {
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scene: asset_server
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.load(GltfAssetLabel::Scene(0).from_asset("models/FlightHelmet/FlightHelmet.gltf")),
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..default()
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})
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.insert(MainModel::HighPoly);
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commands
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.spawn(SceneBundle {
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scene: 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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..default()
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})
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.insert(MainModel::LowPoly);
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// Spawn a light.
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commands.spawn(DirectionalLightBundle {
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directional_light: 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: Transform::from_rotation(Quat::from_euler(
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EulerRot::ZYX,
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0.0,
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PI * -0.15,
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PI * -0.15,
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)),
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cascade_shadow_config: 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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.into(),
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..default()
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});
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// Spawn a camera.
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commands
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.spawn(Camera3dBundle {
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transform: Transform::from_xyz(0.7, 0.7, 1.0).looking_at(CAMERA_FOCAL_POINT, Vec3::Y),
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..default()
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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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TextBundle {
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text: app_status.create_text(),
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..default()
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}
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.with_style(Style {
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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<Handle<Mesh>>>,
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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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Text::from_section(
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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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TextStyle::default(),
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)
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}
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}
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