From e0cf15d9e44278e469c7bab7b5e7172b0e436cfa Mon Sep 17 00:00:00 2001 From: Taras Palczynski III Date: Sun, 25 Dec 2022 00:23:13 +0000 Subject: [PATCH] Organized scene_viewer into plugins for reuse and organization (#6936) # Objective This PR reorganizes majority of the scene viewer example into a module of plugins which then allows reuse of functionality among new or existing examples. In addition, this enables the scene viewer to be more succinct and showcase the distinct cases of camera control and scene control. This work is to support future work in organization and future examples. A more complicated 3D scene example has been requested by the community (#6551) which requests functionality currently included in scene_viewer, but previously inaccessible. The future example can now just utilize the two plugins created here. The existing example [animated_fox example] can utilize the scene creation and animation control functionality of `SceneViewerPlugin`. ## Solution - Created a `scene_viewer` module inside the `tools` example folder. - Created two plugins: `SceneViewerPlugin` (gltf scene loading, animation control, camera tracking control, light control) and `CameraControllerPlugin` (controllable camera). - Original `scene_viewer.rs` moved to `scene_viewer/main.rs` and now utilizes the two plugins. --- Cargo.toml | 2 +- examples/README.md | 2 +- examples/tools/scene_viewer.rs | 578 ------------------ .../scene_viewer/camera_controller_plugin.rs | 174 ++++++ examples/tools/scene_viewer/main.rs | 163 +++++ examples/tools/scene_viewer/mod.rs | 2 + .../tools/scene_viewer/scene_viewer_plugin.rs | 314 ++++++++++ 7 files changed, 655 insertions(+), 580 deletions(-) delete mode 100644 examples/tools/scene_viewer.rs create mode 100644 examples/tools/scene_viewer/camera_controller_plugin.rs create mode 100644 examples/tools/scene_viewer/main.rs create mode 100644 examples/tools/scene_viewer/mod.rs create mode 100644 examples/tools/scene_viewer/scene_viewer_plugin.rs diff --git a/Cargo.toml b/Cargo.toml index 47cb8a55c30d4..88a732ad3929e 100644 --- a/Cargo.toml +++ b/Cargo.toml @@ -1358,7 +1358,7 @@ wasm = true # Tools [[example]] name = "scene_viewer" -path = "examples/tools/scene_viewer.rs" +path = "examples/tools/scene_viewer/main.rs" [package.metadata.example.scene_viewer] name = "Scene Viewer" diff --git a/examples/README.md b/examples/README.md index e354e6f283120..9b732cc7f9cc8 100644 --- a/examples/README.md +++ b/examples/README.md @@ -295,7 +295,7 @@ Example | Description Example | Description --- | --- [Gamepad Viewer](../examples/tools/gamepad_viewer.rs) | Shows a visualization of gamepad buttons, sticks, and triggers -[Scene Viewer](../examples/tools/scene_viewer.rs) | A simple way to view glTF models with Bevy. Just run `cargo run --release --example scene_viewer /path/to/model.gltf#Scene0`, replacing the path as appropriate. With no arguments it will load the FieldHelmet glTF model from the repository assets subdirectory +[Scene Viewer](../examples/tools/scene_viewer/main.rs) | A simple way to view glTF models with Bevy. Just run `cargo run --release --example scene_viewer /path/to/model.gltf#Scene0`, replacing the path as appropriate. With no arguments it will load the FieldHelmet glTF model from the repository assets subdirectory ## Transforms diff --git a/examples/tools/scene_viewer.rs b/examples/tools/scene_viewer.rs deleted file mode 100644 index abdb3f87a8494..0000000000000 --- a/examples/tools/scene_viewer.rs +++ /dev/null @@ -1,578 +0,0 @@ -//! 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::LoadState, - gltf::Gltf, - input::mouse::MouseMotion, - math::Vec3A, - prelude::*, - render::primitives::{Aabb, Sphere}, - scene::InstanceId, -}; - -use std::f32::consts::*; - -#[derive(Debug, Hash, PartialEq, Eq, Clone, SystemLabel)] -struct CameraControllerCheckSystem; - -fn main() { - println!( - " -Controls: - MOUSE - Move camera orientation - LClick/M - Enable mouse movement - WSAD - forward/back/strafe left/right - LShift - 'run' - E - up - Q - down - L - animate light direction - U - toggle shadows - C - cycle through the camera controller and any cameras loaded from the scene - 5/6 - decrease/increase shadow projection width - 7/8 - decrease/increase shadow projection height - 9/0 - decrease/increase shadow projection near/far - - Space - Play/Pause animation - Enter - Cycle through animations -" - ); - let mut app = App::new(); - app.insert_resource(AmbientLight { - color: Color::WHITE, - brightness: 1.0 / 5.0f32, - }) - .init_resource::() - .add_plugins( - DefaultPlugins - .set(WindowPlugin { - window: WindowDescriptor { - title: "bevy scene viewer".to_string(), - ..default() - }, - ..default() - }) - .set(AssetPlugin { - asset_folder: std::env::var("CARGO_MANIFEST_DIR") - .unwrap_or_else(|_| ".".to_string()), - watch_for_changes: true, - }), - ) - .add_startup_system(setup) - .add_system_to_stage(CoreStage::PreUpdate, scene_load_check) - .add_system_to_stage(CoreStage::PreUpdate, setup_scene_after_load) - .add_system(update_lights) - .add_system(camera_controller) - .add_system(camera_tracker); - - #[cfg(feature = "animation")] - app.add_system(start_animation) - .add_system(keyboard_animation_control); - - app.run(); -} - -#[derive(Resource)] -struct SceneHandle { - gltf_handle: Handle, - scene_index: usize, - #[cfg(feature = "animation")] - animations: Vec>, - instance_id: Option, - is_loaded: bool, - has_light: bool, -} - -fn parse_scene(scene_path: String) -> (String, usize) { - if scene_path.contains('#') { - let gltf_and_scene = scene_path.split('#').collect::>(); - if let Some((last, path)) = gltf_and_scene.split_last() { - if let Some(index) = last - .strip_prefix("Scene") - .and_then(|index| index.parse::().ok()) - { - return (path.join("#"), index); - } - } - } - (scene_path, 0) -} - -fn setup(mut commands: Commands, asset_server: Res) { - 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 { - gltf_handle: asset_server.load(file_path), - scene_index, - #[cfg(feature = "animation")] - animations: Vec::new(), - instance_id: None, - is_loaded: false, - has_light: false, - }); -} - -fn scene_load_check( - asset_server: Res, - mut scenes: ResMut>, - gltf_assets: ResMut>, - mut scene_handle: ResMut, - mut scene_spawner: ResMut, -) { - match scene_handle.instance_id { - None => { - if asset_server.get_load_state(&scene_handle.gltf_handle) == LoadState::Loaded { - let gltf = gltf_assets.get(&scene_handle.gltf_handle).unwrap(); - if gltf.scenes.len() > 1 { - info!( - "Displaying scene {} out of {}", - scene_handle.scene_index, - gltf.scenes.len() - ); - info!("You can select the scene by adding '#Scene' followed by a number to the end of the file path (e.g '#Scene1' to load the second scene)."); - } - - let gltf_scene_handle = - gltf.scenes - .get(scene_handle.scene_index) - .unwrap_or_else(|| { - panic!( - "glTF file doesn't contain scene {}!", - scene_handle.scene_index - ) - }); - let scene = scenes.get_mut(gltf_scene_handle).unwrap(); - - let mut query = scene - .world - .query::<(Option<&DirectionalLight>, Option<&PointLight>)>(); - scene_handle.has_light = - query - .iter(&scene.world) - .any(|(maybe_directional_light, maybe_point_light)| { - maybe_directional_light.is_some() || maybe_point_light.is_some() - }); - - scene_handle.instance_id = - Some(scene_spawner.spawn(gltf_scene_handle.clone_weak())); - - #[cfg(feature = "animation")] - { - scene_handle.animations = gltf.animations.clone(); - if !scene_handle.animations.is_empty() { - info!( - "Found {} animation{}", - scene_handle.animations.len(), - if scene_handle.animations.len() == 1 { - "" - } else { - "s" - } - ); - } - } - - info!("Spawning scene..."); - } - } - Some(instance_id) if !scene_handle.is_loaded => { - if scene_spawner.instance_is_ready(instance_id) { - info!("...done!"); - scene_handle.is_loaded = true; - } - } - Some(_) => {} - } -} - -#[cfg(feature = "animation")] -fn start_animation( - mut player: Query<&mut AnimationPlayer>, - mut done: Local, - scene_handle: Res, -) { - if !*done { - if let Ok(mut player) = player.get_single_mut() { - if let Some(animation) = scene_handle.animations.first() { - player.play(animation.clone_weak()).repeat(); - *done = true; - } - } - } -} - -#[cfg(feature = "animation")] -fn keyboard_animation_control( - keyboard_input: Res>, - mut animation_player: Query<&mut AnimationPlayer>, - scene_handle: Res, - mut current_animation: Local, - mut changing: Local, -) { - if scene_handle.animations.is_empty() { - return; - } - - if let Ok(mut player) = animation_player.get_single_mut() { - if keyboard_input.just_pressed(KeyCode::Space) { - if player.is_paused() { - player.resume(); - } else { - player.pause(); - } - } - - if *changing { - // change the animation the frame after return was pressed - *current_animation = (*current_animation + 1) % scene_handle.animations.len(); - player - .play(scene_handle.animations[*current_animation].clone_weak()) - .repeat(); - *changing = false; - } - - if keyboard_input.just_pressed(KeyCode::Return) { - // delay the animation change for one frame - *changing = true; - // set the current animation to its start and pause it to reset to its starting state - player.set_elapsed(0.0).pause(); - } - } -} - -fn setup_scene_after_load( - mut commands: Commands, - mut setup: Local, - mut scene_handle: ResMut, - meshes: Query<(&GlobalTransform, Option<&Aabb>), With>>, -) { - 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); - 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() - }, - CameraController::default(), - )); - - // Spawn a default light if the scene does not have one - if !scene_handle.has_light { - let sphere = Sphere { - center: aabb.center, - radius: aabb.half_extents.length(), - }; - let aabb = Aabb::from(sphere); - let min = aabb.min(); - let max = aabb.max(); - - info!("Spawning a directional light"); - commands.spawn(DirectionalLightBundle { - directional_light: DirectionalLight { - shadow_projection: OrthographicProjection { - left: min.x, - right: max.x, - bottom: min.y, - top: max.y, - near: min.z, - far: max.z, - ..default() - }, - shadows_enabled: false, - ..default() - }, - ..default() - }); - - scene_handle.has_light = true; - } - } -} - -const SCALE_STEP: f32 = 0.1; - -fn update_lights( - key_input: Res>, - time: Res