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[gltf] Support camera and fix hierarchy #772

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Nov 7, 2020
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111 changes: 78 additions & 33 deletions crates/bevy_gltf/src/loader.rs
Original file line number Diff line number Diff line change
Expand Up @@ -4,9 +4,13 @@ use bevy_ecs::{bevy_utils::BoxedFuture, World, WorldBuilderSource};
use bevy_math::Mat4;
use bevy_pbr::prelude::{PbrComponents, StandardMaterial};
use bevy_render::{
camera::{
Camera, CameraProjection, OrthographicProjection, PerspectiveProjection, VisibleEntities,
},
mesh::{Indices, Mesh, VertexAttributeValues},
pipeline::PrimitiveTopology,
prelude::{Color, Texture},
render_graph::base,
texture::{AddressMode, FilterMode, SamplerDescriptor, TextureFormat},
};
use bevy_scene::Scene;
Expand Down Expand Up @@ -204,49 +208,90 @@ async fn load_gltf<'a, 'b>(
}

fn load_node(
node: &gltf::Node,
gltf_node: &gltf::Node,
world_builder: &mut WorldChildBuilder,
load_context: &mut LoadContext,
buffer_data: &[Vec<u8>],
) -> Result<(), GltfError> {
let transform = node.transform();
let transform = gltf_node.transform();
let mut gltf_error = None;
world_builder
.spawn((
Transform::from_matrix(Mat4::from_cols_array_2d(&transform.matrix())),
GlobalTransform::default(),
))
.with_children(|parent| {
if let Some(mesh) = node.mesh() {
for primitive in mesh.primitives() {
let primitive_label = primitive_label(&mesh, &primitive);
let mesh_asset_path =
AssetPath::new_ref(load_context.path(), Some(&primitive_label));
let material = primitive.material();
let material_label = material_label(&material);
let material_asset_path =
AssetPath::new_ref(load_context.path(), Some(&material_label));
parent.spawn(PbrComponents {
mesh: load_context.get_handle(mesh_asset_path),
material: load_context.get_handle(material_asset_path),
..Default::default()
});
let node = world_builder.spawn((
Transform::from_matrix(Mat4::from_cols_array_2d(&transform.matrix())),
GlobalTransform::default(),
));

// create camera node
if let Some(camera) = gltf_node.camera() {
node.with(VisibleEntities {
..Default::default()
});

match camera.projection() {
gltf::camera::Projection::Orthographic(orthographic) => {
let xmag = orthographic.xmag();
let ymag = orthographic.ymag();
let mut orthographic_projection: OrthographicProjection = Default::default();
orthographic_projection.left = -xmag;
orthographic_projection.right = xmag;
orthographic_projection.top = ymag;
orthographic_projection.bottom = -ymag;
orthographic_projection.far = orthographic.zfar();
orthographic_projection.near = orthographic.znear();
orthographic_projection.get_projection_matrix();
node.with(Camera {
name: Some(base::camera::CAMERA2D.to_owned()),
projection_matrix: orthographic_projection.get_projection_matrix(),
..Default::default()
});
node.with(orthographic_projection);
}
gltf::camera::Projection::Perspective(perspective) => {
let mut perspective_projection: PerspectiveProjection = Default::default();
perspective_projection.fov = perspective.yfov();
perspective_projection.near = perspective.znear();
if let Some(zfar) = perspective.zfar() {
perspective_projection.far = zfar;
}
if let Some(aspect_ratio) = perspective.aspect_ratio() {
perspective_projection.aspect_ratio = aspect_ratio;
}
node.with(Camera {
name: Some(base::camera::CAMERA3D.to_owned()),
projection_matrix: perspective_projection.get_projection_matrix(),
..Default::default()
});
node.with(perspective_projection);
}
}
}

if parent.current_entity().is_none() {
return;
node.with_children(|parent| {
if let Some(mesh) = gltf_node.mesh() {
// append primitives
for primitive in mesh.primitives() {
let primitive_label = primitive_label(&mesh, &primitive);
let mesh_asset_path =
AssetPath::new_ref(load_context.path(), Some(&primitive_label));
let material = primitive.material();
let material_label = material_label(&material);
let material_asset_path =
AssetPath::new_ref(load_context.path(), Some(&material_label));
parent.spawn(PbrComponents {
mesh: load_context.get_handle(mesh_asset_path),
material: load_context.get_handle(material_asset_path),
..Default::default()
});
}
}

parent.with_children(|parent| {
for child in node.children() {
if let Err(err) = load_node(&child, parent, load_context, buffer_data) {
gltf_error = Some(err);
return;
}
}
});
});
// append other nodes
for child in gltf_node.children() {
if let Err(err) = load_node(&child, parent, load_context, buffer_data) {
gltf_error = Some(err);
return;
}
}
});
if let Some(err) = gltf_error {
Err(err)
} else {
Expand Down