bevy/examples/tools/scene_viewer/main.rs
Carter Anderson 17edf4f7c7
Copy on Write AssetPaths (#9729)
# Objective

The `AssetServer` and `AssetProcessor` do a lot of `AssetPath` cloning
(across many threads). To store the path on the handle, to store paths
in dependency lists, to pass an owned path to the offloaded thread, to
pass a path to the LoadContext, etc , etc. Cloning multiple string
allocations multiple times like this will add up. It is worth optimizing
this.

Referenced in #9714 

## Solution

Added a new `CowArc<T>` type to `bevy_util`, which behaves a lot like
`Cow<T>`, but the Owned variant is an `Arc<T>`. Use this in place of
`Cow<str>` and `Cow<Path>` on `AssetPath`.

---

## Changelog

- `AssetPath` now internally uses `CowArc`, making clone operations much
cheaper
- `AssetPath` now serializes as `AssetPath("some_path.extension#Label")`
instead of as `AssetPath { path: "some_path.extension", label:
Some("Label) }`


## Migration Guide

```rust
// Old
AssetPath::new("logo.png", None);

// New
AssetPath::new("logo.png");

// Old
AssetPath::new("scene.gltf", Some("Mesh0");

// New
AssetPath::new("scene.gltf").with_label("Mesh0");
```

`AssetPath` now serializes as `AssetPath("some_path.extension#Label")`
instead of as `AssetPath { path: "some_path.extension", label:
Some("Label) }`

---------

Co-authored-by: Pascal Hertleif <killercup@gmail.com>
2023-09-09 23:15:10 +00:00

162 lines
5.6 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.
use bevy::{
asset::io::AssetProviders,
math::Vec3A,
prelude::*,
render::primitives::{Aabb, Sphere},
window::WindowPlugin,
};
#[cfg(feature = "animation")]
mod animation_plugin;
mod camera_controller_plugin;
mod morph_viewer_plugin;
mod scene_viewer_plugin;
use camera_controller_plugin::{CameraController, CameraControllerPlugin};
use morph_viewer_plugin::MorphViewerPlugin;
use scene_viewer_plugin::{SceneHandle, SceneViewerPlugin};
fn main() {
let mut app = App::new();
app.insert_resource(AmbientLight {
color: Color::WHITE,
brightness: 1.0 / 5.0f32,
})
.insert_resource(AssetProviders::default().with_default_file_source(
std::env::var("CARGO_MANIFEST_DIR").unwrap_or_else(|_| ".".to_string()),
))
.add_plugins((
DefaultPlugins
.set(WindowPlugin {
primary_window: Some(Window {
title: "bevy scene viewer".to_string(),
..default()
}),
..default()
})
.set(AssetPlugin::default().watch_for_changes()),
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<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.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 camera_controller = CameraController::default();
// Display the controls of the scene viewer
info!("{}", camera_controller);
info!("{}", *scene_handle);
commands.spawn((
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()
},
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"),
},
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(DirectionalLightBundle {
directional_light: DirectionalLight {
shadows_enabled: false,
..default()
},
..default()
});
scene_handle.has_light = true;
}
}
}