mirror of
https://github.com/bevyengine/bevy
synced 2024-12-18 17:13:10 +00:00
3ada15ee1c
# Objective Glam has some common and useful types and helpers that are not in the prelude of `bevy_math`. This includes shorthand constructors like `vec3`, or even `Vec3A`, the aligned version of `Vec3`. ```rust // The "normal" way to create a 3D vector let vec = Vec3::new(2.0, 1.0, -3.0); // Shorthand version let vec = vec3(2.0, 1.0, -3.0); ``` ## Solution Add the following types and methods to the prelude: - `vec2`, `vec3`, `vec3a`, `vec4` - `uvec2`, `uvec3`, `uvec4` - `ivec2`, `ivec3`, `ivec4` - `bvec2`, `bvec3`, `bvec3a`, `bvec4`, `bvec4a` - `mat2`, `mat3`, `mat3a`, `mat4` - `quat` (not sure if anyone uses this, but for consistency) - `Vec3A` - `BVec3A`, `BVec4A` - `Mat3A` I did not add the u16, i16, or f64 variants like `dvec2`, since there are currently no existing types like those in the prelude. The shorthand constructors are currently used a lot in some places in Bevy, and not at all in others. In a follow-up, we might want to consider if we have a preference for the shorthand, and make a PR to change the codebase to use it more consistently.
159 lines
5.5 KiB
Rust
159 lines
5.5 KiB
Rust
//! 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::{
|
|
prelude::*,
|
|
render::primitives::{Aabb, Sphere},
|
|
};
|
|
|
|
#[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::<Vec<_>>();
|
|
if let Some((last, path)) = gltf_and_scene.split_last() {
|
|
if let Some(index) = last
|
|
.strip_prefix("Scene")
|
|
.and_then(|index| index.parse::<usize>().ok())
|
|
{
|
|
return (path.join("#"), index);
|
|
}
|
|
}
|
|
}
|
|
(scene_path, 0)
|
|
}
|
|
|
|
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);
|
|
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<bool>,
|
|
mut scene_handle: ResMut<SceneHandle>,
|
|
asset_server: Res<AssetServer>,
|
|
meshes: Query<(&GlobalTransform, Option<&Aabb>), With<Mesh3d>>,
|
|
) {
|
|
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 walk_speed = size * 3.0;
|
|
let camera_controller = CameraController {
|
|
walk_speed,
|
|
run_speed: 3.0 * walk_speed,
|
|
..default()
|
|
};
|
|
|
|
// Display the controls of the scene viewer
|
|
info!("{}", camera_controller);
|
|
info!("{}", *scene_handle);
|
|
|
|
commands.spawn((
|
|
Camera3d::default(),
|
|
Projection::from(projection),
|
|
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 {
|
|
is_active: false,
|
|
..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,
|
|
..default()
|
|
},
|
|
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((
|
|
DirectionalLight::default(),
|
|
Transform::from_xyz(1.0, 1.0, 0.0).looking_at(Vec3::ZERO, Vec3::Y),
|
|
));
|
|
|
|
scene_handle.has_light = true;
|
|
}
|
|
}
|
|
}
|