bevy/examples/3d/load_gltf_extras.rs
Mark Moissette d26900a9ea
add handling of all missing gltf extras: scene, mesh & materials (#13453)
# Objective

- fixes #4823 

## Solution

As outlined in the discussion in the linked issue as the best current
solution, this PR adds specific GltfExtras for
 - scenes 
 - meshes
 - materials

- As it is , it is not a breaking change, I hesitated to rename the
current "GltfExtras" component to "PrimitiveGltfExtras", but that would
result in a breaking change and might be a bit confusing as to what
"primitive" that refers to.
 

## Testing

- I included a bare-bones example & asset (exported gltf file from
Blender) with gltf extras at all the relevant levels : scene, mesh,
material

---

## Changelog
- adds "SceneGltfExtras" injected at the scene level if any
- adds "MeshGltfExtras", injected at the mesh level if any
- adds "MaterialGltfExtras", injected at the mesh level if any: ie if a
mesh has a material that has gltf extras, the component will be injected
there.
2024-06-03 13:16:38 +00:00

97 lines
2.7 KiB
Rust

//! Loads and renders a glTF file as a scene, and list all the different `gltf_extras`.
use bevy::{
gltf::{GltfExtras, GltfMaterialExtras, GltfMeshExtras, GltfSceneExtras},
prelude::*,
};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, check_for_gltf_extras)
.run();
}
#[derive(Component)]
struct ExampleDisplay;
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(2.0, 2.0, 2.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
commands.spawn(DirectionalLightBundle {
directional_light: DirectionalLight {
shadows_enabled: true,
..default()
},
..default()
});
// a barebones scene containing one of each gltf_extra type
commands.spawn(SceneBundle {
scene: asset_server.load("models/extras/gltf_extras.glb#Scene0"),
..default()
});
// a place to display the extras on screen
commands.spawn((
TextBundle::from_section(
"",
TextStyle {
font_size: 18.,
..default()
},
)
.with_style(Style {
position_type: PositionType::Absolute,
top: Val::Px(12.0),
left: Val::Px(12.0),
..default()
}),
ExampleDisplay,
));
}
fn check_for_gltf_extras(
gltf_extras_per_entity: Query<(
Entity,
Option<&Name>,
Option<&GltfSceneExtras>,
Option<&GltfExtras>,
Option<&GltfMeshExtras>,
Option<&GltfMaterialExtras>,
)>,
mut display: Query<&mut Text, With<ExampleDisplay>>,
) {
let mut gltf_extra_infos_lines: Vec<String> = vec![];
for (id, name, scene_extras, extras, mesh_extras, material_extras) in
gltf_extras_per_entity.iter()
{
if scene_extras.is_some()
|| extras.is_some()
|| mesh_extras.is_some()
|| material_extras.is_some()
{
let formatted_extras = format!(
"Extras per entity {} ('Name: {}'):
- scene extras: {:?}
- primitive extras: {:?}
- mesh extras: {:?}
- material extras: {:?}
",
id,
name.unwrap_or(&Name::default()),
scene_extras,
extras,
mesh_extras,
material_extras
);
gltf_extra_infos_lines.push(formatted_extras);
}
let mut display = display.single_mut();
display.sections[0].value = gltf_extra_infos_lines.join("\n");
}
}