bevy/crates/bevy_gltf/src/lib.rs
Tristan Guichaoua 694c06f3d0
Inverse missing_docs logic (#11676)
# Objective

Currently the `missing_docs` lint is allowed-by-default and enabled at
crate level when their documentations is complete (see #3492).
This PR proposes to inverse this logic by making `missing_docs`
warn-by-default and mark crates with imcomplete docs allowed.

## Solution

Makes `missing_docs` warn at workspace level and allowed at crate level
when the docs is imcomplete.
2024-02-03 21:40:55 +00:00

154 lines
5.8 KiB
Rust

//! Plugin providing an [`AssetLoader`](bevy_asset::AssetLoader) and type definitions
//! for loading glTF 2.0 (a standard 3D scene definition format) files in Bevy.
//!
//! The [glTF 2.0 specification](https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html) defines the format of the glTF files.
#[cfg(feature = "bevy_animation")]
use bevy_animation::AnimationClip;
use bevy_utils::HashMap;
mod loader;
mod vertex_attributes;
pub use loader::*;
use bevy_app::prelude::*;
use bevy_asset::{Asset, AssetApp, Handle};
use bevy_ecs::{prelude::Component, reflect::ReflectComponent};
use bevy_pbr::StandardMaterial;
use bevy_reflect::{Reflect, TypePath};
use bevy_render::{
mesh::{Mesh, MeshVertexAttribute},
renderer::RenderDevice,
texture::CompressedImageFormats,
};
use bevy_scene::Scene;
/// Adds support for glTF file loading to the app.
#[derive(Default)]
pub struct GltfPlugin {
custom_vertex_attributes: HashMap<String, MeshVertexAttribute>,
}
impl GltfPlugin {
/// Register a custom vertex attribute so that it is recognized when loading a glTF file with the [`GltfLoader`].
///
/// `name` must be the attribute name as found in the glTF data, which must start with an underscore.
/// See [this section of the glTF specification](https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#meshes-overview)
/// for additional details on custom attributes.
pub fn add_custom_vertex_attribute(
mut self,
name: &str,
attribute: MeshVertexAttribute,
) -> Self {
self.custom_vertex_attributes
.insert(name.to_string(), attribute);
self
}
}
impl Plugin for GltfPlugin {
fn build(&self, app: &mut App) {
app.register_type::<GltfExtras>()
.init_asset::<Gltf>()
.init_asset::<GltfNode>()
.init_asset::<GltfPrimitive>()
.init_asset::<GltfMesh>()
.preregister_asset_loader::<GltfLoader>(&["gltf", "glb"]);
}
fn finish(&self, app: &mut App) {
let supported_compressed_formats = match app.world.get_resource::<RenderDevice>() {
Some(render_device) => CompressedImageFormats::from_features(render_device.features()),
None => CompressedImageFormats::NONE,
};
app.register_asset_loader(GltfLoader {
supported_compressed_formats,
custom_vertex_attributes: self.custom_vertex_attributes.clone(),
});
}
}
/// Representation of a loaded glTF file.
#[derive(Asset, Debug, TypePath)]
pub struct Gltf {
/// All scenes loaded from the glTF file.
pub scenes: Vec<Handle<Scene>>,
/// Named scenes loaded from the glTF file.
pub named_scenes: HashMap<String, Handle<Scene>>,
/// All meshes loaded from the glTF file.
pub meshes: Vec<Handle<GltfMesh>>,
/// Named meshes loaded from the glTF file.
pub named_meshes: HashMap<String, Handle<GltfMesh>>,
/// All materials loaded from the glTF file.
pub materials: Vec<Handle<StandardMaterial>>,
/// Named materials loaded from the glTF file.
pub named_materials: HashMap<String, Handle<StandardMaterial>>,
/// All nodes loaded from the glTF file.
pub nodes: Vec<Handle<GltfNode>>,
/// Named nodes loaded from the glTF file.
pub named_nodes: HashMap<String, Handle<GltfNode>>,
/// Default scene to be displayed.
pub default_scene: Option<Handle<Scene>>,
/// All animations loaded from the glTF file.
#[cfg(feature = "bevy_animation")]
pub animations: Vec<Handle<AnimationClip>>,
/// Named animations loaded from the glTF file.
#[cfg(feature = "bevy_animation")]
pub named_animations: HashMap<String, Handle<AnimationClip>>,
/// The gltf root of the gltf asset, see <https://docs.rs/gltf/latest/gltf/struct.Gltf.html>. Only has a value when `GltfLoaderSettings::include_source` is true.
pub source: Option<gltf::Gltf>,
}
/// A glTF node with all of its child nodes, its [`GltfMesh`],
/// [`Transform`](bevy_transform::prelude::Transform) and an optional [`GltfExtras`].
///
/// See [the relevant glTF specification section](https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#reference-node).
#[derive(Asset, Debug, Clone, TypePath)]
pub struct GltfNode {
/// Direct children of the node.
pub children: Vec<GltfNode>,
/// Mesh of the node.
pub mesh: Option<Handle<GltfMesh>>,
/// Local transform.
pub transform: bevy_transform::prelude::Transform,
/// Additional data.
pub extras: Option<GltfExtras>,
}
/// A glTF mesh, which may consist of multiple [`GltfPrimitives`](GltfPrimitive)
/// and an optional [`GltfExtras`].
///
/// See [the relevant glTF specification section](https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#reference-mesh).
#[derive(Asset, Debug, Clone, TypePath)]
pub struct GltfMesh {
/// Primitives of the glTF mesh.
pub primitives: Vec<GltfPrimitive>,
/// Additional data.
pub extras: Option<GltfExtras>,
}
/// Part of a [`GltfMesh`] that consists of a [`Mesh`], an optional [`StandardMaterial`] and [`GltfExtras`].
///
/// See [the relevant glTF specification section](https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#reference-mesh-primitive).
#[derive(Asset, Debug, Clone, TypePath)]
pub struct GltfPrimitive {
/// Topology to be rendered.
pub mesh: Handle<Mesh>,
/// Material to apply to the `mesh`.
pub material: Option<Handle<StandardMaterial>>,
/// Additional data.
pub extras: Option<GltfExtras>,
/// Additional data of the `material`.
pub material_extras: Option<GltfExtras>,
}
/// Additional untyped data that can be present on most glTF types.
///
/// See [the relevant glTF specification section](https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#reference-extras).
#[derive(Clone, Debug, Reflect, Default, Component)]
#[reflect(Component)]
pub struct GltfExtras {
/// Content of the extra data.
pub value: String,
}