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lib.rs
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#![cfg_attr(docsrs, feature(doc_cfg))]
#![forbid(unsafe_code)]
#![doc(
html_logo_url = "https://bevy.org/assets/icon.png",
html_favicon_url = "https://bevy.org/assets/icon.png"
)]
//! 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.
//!
//! # Quick Start
//!
//! Here's how to spawn a simple glTF scene
//!
//! ```
//! # use bevy_ecs::prelude::*;
//! # use bevy_asset::prelude::*;
//! # use bevy_scene::prelude::*;
//! # use bevy_transform::prelude::*;
//! # use bevy_gltf::prelude::*;
//!
//! fn spawn_gltf(mut commands: Commands, asset_server: Res<AssetServer>) {
//! commands.spawn((
//! // This is equivalent to "models/FlightHelmet/FlightHelmet.gltf#Scene0"
//! // The `#Scene0` label here is very important because it tells bevy to load the first scene in the glTF file.
//! // If this isn't specified bevy doesn't know which part of the glTF file to load.
//! SceneRoot(asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/FlightHelmet/FlightHelmet.gltf"))),
//! // You can use the transform to give it a position
//! Transform::from_xyz(2.0, 0.0, -5.0),
//! ));
//! }
//! ```
//! # Loading parts of a glTF asset
//!
//! ## Using `Gltf`
//!
//! If you want to access part of the asset, you can load the entire `Gltf` using the `AssetServer`.
//! Once the `Handle<Gltf>` is loaded you can then use it to access named parts of it.
//!
//! ```
//! # use bevy_ecs::prelude::*;
//! # use bevy_asset::prelude::*;
//! # use bevy_scene::prelude::*;
//! # use bevy_transform::prelude::*;
//! # use bevy_gltf::Gltf;
//!
//! // Holds the scene handle
//! #[derive(Resource)]
//! struct HelmetScene(Handle<Gltf>);
//!
//! fn load_gltf(mut commands: Commands, asset_server: Res<AssetServer>) {
//! let gltf = asset_server.load("models/FlightHelmet/FlightHelmet.gltf");
//! commands.insert_resource(HelmetScene(gltf));
//! }
//!
//! fn spawn_gltf_objects(
//! mut commands: Commands,
//! helmet_scene: Res<HelmetScene>,
//! gltf_assets: Res<Assets<Gltf>>,
//! mut loaded: Local<bool>,
//! ) {
//! // Only do this once
//! if *loaded {
//! return;
//! }
//! // Wait until the scene is loaded
//! let Some(gltf) = gltf_assets.get(&helmet_scene.0) else {
//! return;
//! };
//! *loaded = true;
//!
//! // Spawns the first scene in the file
//! commands.spawn(SceneRoot(gltf.scenes[0].clone()));
//!
//! // Spawns the scene named "Lenses_low"
//! commands.spawn((
//! SceneRoot(gltf.named_scenes["Lenses_low"].clone()),
//! Transform::from_xyz(1.0, 2.0, 3.0),
//! ));
//! }
//! ```
//!
//! ## Asset Labels
//!
//! The glTF loader let's you specify labels that let you target specific parts of the glTF.
//!
//! Be careful when using this feature, if you misspell a label it will simply ignore it without warning.
//!
//! You can use [`GltfAssetLabel`] to ensure you are using the correct label.
//!
//! # Supported KHR Extensions
//!
//! glTF files may use functionality beyond the base glTF specification, specified as a list of
//! required extensions. The table below shows which of the ratified Khronos extensions are
//! supported by Bevy.
//!
//! | Extension | Supported | Requires feature |
//! | --------------------------------- | --------- | ----------------------------------- |
//! | `KHR_animation_pointer` | ❌ | |
//! | `KHR_draco_mesh_compression` | ❌ | |
//! | `KHR_lights_punctual` | ✅ | |
//! | `KHR_materials_anisotropy` | ✅ | `pbr_anisotropy_texture` |
//! | `KHR_materials_clearcoat` | ✅ | `pbr_multi_layer_material_textures` |
//! | `KHR_materials_dispersion` | ❌ | |
//! | `KHR_materials_emissive_strength` | ✅ | |
//! | `KHR_materials_ior` | ✅ | |
//! | `KHR_materials_iridescence` | ❌ | |
//! | `KHR_materials_sheen` | ❌ | |
//! | `KHR_materials_specular` | ✅ | `pbr_specular_textures` |
//! | `KHR_materials_transmission` | ✅ | `pbr_transmission_textures` |
//! | `KHR_materials_unlit` | ✅ | |
//! | `KHR_materials_variants` | ❌ | |
//! | `KHR_materials_volume` | ✅ | |
//! | `KHR_mesh_quantization` | ❌ | |
//! | `KHR_texture_basisu` | ❌\* | |
//! | `KHR_texture_transform` | ✅\** | |
//! | `KHR_xmp_json_ld` | ❌ | |
//! | `EXT_mesh_gpu_instancing` | ❌ | |
//! | `EXT_meshopt_compression` | ❌ | |
//! | `EXT_texture_webp` | ❌\* | |
//!
//! \*Bevy supports ktx2 and webp formats but doesn't support the extension's syntax, see [#19104](https://github.com/bevyengine/bevy/issues/19104).
//!
//! \**`KHR_texture_transform` is only supported on `base_color_texture`, see [#15310](https://github.com/bevyengine/bevy/issues/15310).
//!
//! See the [glTF Extension Registry](https://github.com/KhronosGroup/glTF/blob/main/extensions/README.md) for more information on extensions.
mod assets;
mod convert_coordinates;
mod label;
mod loader;
mod vertex_attributes;
extern crate alloc;
use alloc::sync::Arc;
use std::sync::Mutex;
use tracing::warn;
use bevy_platform::collections::HashMap;
use bevy_app::prelude::*;
use bevy_asset::AssetApp;
use bevy_ecs::prelude::Resource;
use bevy_image::{CompressedImageFormatSupport, CompressedImageFormats, ImageSamplerDescriptor};
use bevy_mesh::MeshVertexAttribute;
/// The glTF prelude.
///
/// This includes the most common types in this crate, re-exported for your convenience.
pub mod prelude {
#[doc(hidden)]
pub use crate::{assets::Gltf, assets::GltfExtras, label::GltfAssetLabel};
}
use crate::extensions::GltfExtensionHandlers;
pub use {assets::*, label::GltfAssetLabel, loader::*};
// Has to store an Arc<Mutex<...>> as there is no other way to mutate fields of asset loaders.
/// Stores default [`ImageSamplerDescriptor`] in main world.
#[derive(Resource)]
pub struct DefaultGltfImageSampler(Arc<Mutex<ImageSamplerDescriptor>>);
impl DefaultGltfImageSampler {
/// Creates a new [`DefaultGltfImageSampler`].
pub fn new(descriptor: &ImageSamplerDescriptor) -> Self {
Self(Arc::new(Mutex::new(descriptor.clone())))
}
/// Returns the current default [`ImageSamplerDescriptor`].
pub fn get(&self) -> ImageSamplerDescriptor {
self.0.lock().unwrap().clone()
}
/// Makes a clone of internal [`Arc`] pointer.
///
/// Intended only to be used by code with no access to ECS.
pub fn get_internal(&self) -> Arc<Mutex<ImageSamplerDescriptor>> {
self.0.clone()
}
/// Replaces default [`ImageSamplerDescriptor`].
///
/// Doesn't apply to samplers already built on top of it, i.e. `GltfLoader`'s output.
/// Assets need to manually be reloaded.
pub fn set(&self, descriptor: &ImageSamplerDescriptor) {
*self.0.lock().unwrap() = descriptor.clone();
}
}
/// Adds support for glTF file loading to the app.
pub struct GltfPlugin {
/// The default image sampler to lay glTF sampler data on top of.
///
/// Can be modified with the [`DefaultGltfImageSampler`] resource.
pub default_sampler: ImageSamplerDescriptor,
/// _CAUTION: This is an experimental feature with [known issues](https://github.com/bevyengine/bevy/issues/20621). Behavior may change in future versions._
///
/// How to convert glTF coordinates on import. Assuming glTF cameras, glTF lights, and glTF meshes had global identity transforms,
/// their Bevy [`Transform::forward`](bevy_transform::components::Transform::forward) will be pointing in the following global directions:
/// - When set to `false`
/// - glTF cameras and glTF lights: global -Z,
/// - glTF models: global +Z.
/// - When set to `true`
/// - glTF cameras and glTF lights: global +Z,
/// - glTF models: global -Z.
///
/// The default is `false`.
pub use_model_forward_direction: bool,
/// Registry for custom vertex attributes.
///
/// To specify, use [`GltfPlugin::add_custom_vertex_attribute`].
pub custom_vertex_attributes: HashMap<Box<str>, MeshVertexAttribute>,
}
impl Default for GltfPlugin {
fn default() -> Self {
GltfPlugin {
default_sampler: ImageSamplerDescriptor::linear(),
custom_vertex_attributes: HashMap::default(),
use_model_forward_direction: false,
}
}
}
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.into(), attribute);
self
}
}
impl Plugin for GltfPlugin {
fn build(&self, app: &mut App) {
app.init_asset::<Gltf>()
.init_asset::<GltfNode>()
.init_asset::<GltfPrimitive>()
.init_asset::<GltfMesh>()
.init_asset::<GltfSkin>()
.preregister_asset_loader::<GltfLoader>(&["gltf", "glb"])
.init_resource::<GltfExtensionHandlers>();
}
fn finish(&self, app: &mut App) {
let supported_compressed_formats = if let Some(resource) =
app.world().get_resource::<CompressedImageFormatSupport>()
{
resource.0
} else {
warn!("CompressedImageFormatSupport resource not found. It should either be initialized in finish() of \
RenderPlugin, or manually if not using the RenderPlugin or the WGPU backend.");
CompressedImageFormats::NONE
};
let default_sampler_resource = DefaultGltfImageSampler::new(&self.default_sampler);
let default_sampler = default_sampler_resource.get_internal();
app.insert_resource(default_sampler_resource);
let extensions = app.world().resource::<GltfExtensionHandlers>();
app.register_asset_loader(GltfLoader {
supported_compressed_formats,
custom_vertex_attributes: self.custom_vertex_attributes.clone(),
default_sampler,
default_use_model_forward_direction: self.use_model_forward_direction,
extensions: extensions.0.clone(),
});
}
}