add FbxLoaderSettings
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@ -1,6 +1,6 @@
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[package]
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name = "bevy_fbx"
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version = "0.16.0-dev"
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version = "0.17.0-dev"
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edition = "2024"
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description = "Bevy Engine FBX loading"
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homepage = "https://bevyengine.org"
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@ -9,31 +9,32 @@ license = "MIT OR Apache-2.0"
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keywords = ["bevy"]
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[dependencies]
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bevy_app = { path = "../bevy_app", version = "0.16.0-dev" }
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bevy_asset = { path = "../bevy_asset", version = "0.16.0-dev" }
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bevy_ecs = { path = "../bevy_ecs", version = "0.16.0-dev" }
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bevy_scene = { path = "../bevy_scene", version = "0.16.0-dev", features = [
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bevy_app = { path = "../bevy_app", version = "0.17.0-dev" }
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bevy_asset = { path = "../bevy_asset", version = "0.17.0-dev" }
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bevy_ecs = { path = "../bevy_ecs", version = "0.17.0-dev" }
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bevy_scene = { path = "../bevy_scene", version = "0.17.0-dev", features = [
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"bevy_render",
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] }
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bevy_render = { path = "../bevy_render", version = "0.16.0-dev" }
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bevy_pbr = { path = "../bevy_pbr", version = "0.16.0-dev" }
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bevy_mesh = { path = "../bevy_mesh", version = "0.16.0-dev" }
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bevy_transform = { path = "../bevy_transform", version = "0.16.0-dev" }
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bevy_math = { path = "../bevy_math", version = "0.16.0-dev" }
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bevy_reflect = { path = "../bevy_reflect", version = "0.16.0-dev" }
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bevy_utils = { path = "../bevy_utils", version = "0.16.0-dev" }
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bevy_platform = { path = "../bevy_platform", version = "0.16.0-dev", default-features = false, features = [
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bevy_render = { path = "../bevy_render", version = "0.17.0-dev" }
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bevy_pbr = { path = "../bevy_pbr", version = "0.17.0-dev" }
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bevy_mesh = { path = "../bevy_mesh", version = "0.17.0-dev" }
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bevy_transform = { path = "../bevy_transform", version = "0.17.0-dev" }
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bevy_math = { path = "../bevy_math", version = "0.17.0-dev" }
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bevy_reflect = { path = "../bevy_reflect", version = "0.17.0-dev" }
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bevy_utils = { path = "../bevy_utils", version = "0.17.0-dev" }
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bevy_platform = { path = "../bevy_platform", version = "0.17.0-dev", default-features = false, features = [
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"std",
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] }
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bevy_animation = { path = "../bevy_animation", version = "0.16.0-dev" }
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bevy_color = { path = "../bevy_color", version = "0.16.0-dev" }
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bevy_image = { path = "../bevy_image", version = "0.16.0-dev" }
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bevy_animation = { path = "../bevy_animation", version = "0.17.0-dev" }
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bevy_color = { path = "../bevy_color", version = "0.17.0-dev" }
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bevy_image = { path = "../bevy_image", version = "0.17.0-dev" }
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serde = { version = "1.0", features = ["derive"] }
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thiserror = "1"
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tracing = { version = "0.1", default-features = false, features = ["std"] }
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ufbx = "0.8"
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[dev-dependencies]
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bevy_log = { path = "../bevy_log", version = "0.16.0-dev" }
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bevy_log = { path = "../bevy_log", version = "0.17.0-dev" }
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[lints]
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workspace = true
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@ -19,7 +19,6 @@ use bevy_mesh::skinning::SkinnedMeshInverseBindposes;
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use bevy_mesh::{Indices, Mesh, PrimitiveTopology, VertexAttributeValues};
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use bevy_pbr::{DirectionalLight, MeshMaterial3d, PointLight, SpotLight, StandardMaterial};
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use bevy_ecs::component::Component;
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use bevy_platform::collections::HashMap;
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use bevy_reflect::TypePath;
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use bevy_render::mesh::Mesh3d;
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@ -27,6 +26,7 @@ use bevy_render::prelude::Visibility;
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use bevy_render::render_resource::Face;
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use bevy_scene::Scene;
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use bevy_utils::default;
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use serde::{Deserialize, Serialize};
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use bevy_animation::{
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animated_field,
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@ -36,7 +36,7 @@ use bevy_animation::{
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};
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use bevy_color::Color;
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use bevy_image::Image;
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use bevy_math::{Affine2, Mat4, Quat, Vec2, Vec3, Vec4};
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use bevy_math::{Affine2, Mat4, Quat, Vec2, Vec3};
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use bevy_render::alpha::AlphaMode;
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use bevy_transform::prelude::*;
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use tracing::info;
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@ -146,15 +146,17 @@ pub struct FbxTexture {
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/// UV set name.
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pub uv_set: String,
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/// UV transformation matrix.
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pub uv_transform: Mat4,
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pub uv_transform: Affine2,
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/// U-axis wrapping mode.
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pub wrap_u: FbxWrapMode,
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/// V-axis wrapping mode.
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pub wrap_v: FbxWrapMode,
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}
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/// Convert ufbx texture UV transform to Bevy Mat4
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fn convert_texture_uv_transform(texture: &ufbx::Texture) -> Mat4 {
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/// Convert ufbx texture UV transform to Bevy Affine2
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/// This function properly handles UV coordinate transformations including
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/// scale, rotation, and translation operations commonly found in FBX files.
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fn convert_texture_uv_transform(texture: &ufbx::Texture) -> Affine2 {
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// Extract UV transformation parameters from ufbx texture
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let translation = Vec2::new(
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texture.uv_transform.translation.x as f32,
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@ -171,16 +173,8 @@ fn convert_texture_uv_transform(texture: &ufbx::Texture) -> Mat4 {
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// Create 2D affine transform for UV coordinates
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// Note: UV coordinates in graphics typically range from 0 to 1
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let affine = Affine2::from_scale_angle_translation(scale, rotation_z, translation);
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// Convert to 4x4 matrix for UV transform
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// This matrix will be used to transform UV coordinates in shaders
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Mat4::from_cols(
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Vec4::new(affine.matrix2.x_axis.x, affine.matrix2.x_axis.y, 0.0, 0.0),
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Vec4::new(affine.matrix2.y_axis.x, affine.matrix2.y_axis.y, 0.0, 0.0),
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Vec4::new(0.0, 0.0, 1.0, 0.0),
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Vec4::new(affine.translation.x, affine.translation.y, 0.0, 1.0),
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)
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// The transformation order in FBX is: Scale -> Rotate -> Translate
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Affine2::from_scale_angle_translation(scale, rotation_z, translation)
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}
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/// Enhanced material representation from FBX.
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@ -424,19 +418,77 @@ impl From<std::io::Error> for FbxError {
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}
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}
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/// Specifies optional settings for processing FBX files at load time.
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/// By default, all recognized contents of the FBX will be loaded.
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///
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/// # Example
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///
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/// To load an FBX but exclude the cameras, replace a call to `asset_server.load("my.fbx")` with
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/// ```no_run
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/// # use bevy_asset::{AssetServer, Handle};
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/// # use bevy_fbx::*;
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/// # let asset_server: AssetServer = panic!();
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/// let fbx_handle: Handle<Fbx> = asset_server.load_with_settings(
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/// "my.fbx",
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/// |s: &mut FbxLoaderSettings| {
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/// s.load_cameras = false;
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/// }
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/// );
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/// ```
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#[derive(Serialize, Deserialize)]
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pub struct FbxLoaderSettings {
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/// If empty, the FBX mesh nodes will be skipped.
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///
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/// Otherwise, nodes will be loaded and retained in RAM/VRAM according to the active flags.
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pub load_meshes: RenderAssetUsages,
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/// If empty, the FBX materials will be skipped.
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///
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/// Otherwise, materials will be loaded and retained in RAM/VRAM according to the active flags.
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pub load_materials: RenderAssetUsages,
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/// If true, the loader will spawn cameras for FBX camera nodes.
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pub load_cameras: bool,
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/// If true, the loader will spawn lights for FBX light nodes.
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pub load_lights: bool,
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/// If true, the loader will include the root of the FBX root node.
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pub include_source: bool,
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/// If true, the loader will convert FBX coordinates to Bevy's coordinate system.
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/// - FBX:
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/// - forward: Z (typically)
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/// - up: Y
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/// - right: X
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/// - Bevy:
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/// - forward: -Z
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/// - up: Y
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/// - right: X
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pub convert_coordinates: bool,
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}
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impl Default for FbxLoaderSettings {
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fn default() -> Self {
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Self {
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load_meshes: RenderAssetUsages::default(),
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load_materials: RenderAssetUsages::default(),
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load_cameras: true,
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load_lights: true,
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include_source: false,
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convert_coordinates: false,
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}
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}
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}
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/// Loader implementation for FBX files.
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#[derive(Default)]
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pub struct FbxLoader;
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impl AssetLoader for FbxLoader {
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type Asset = Fbx;
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type Settings = ();
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type Settings = FbxLoaderSettings;
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type Error = FbxError;
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async fn load(
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&self,
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reader: &mut dyn Reader,
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_settings: &Self::Settings,
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settings: &Self::Settings,
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load_context: &mut LoadContext<'_>,
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) -> Result<Fbx, FbxError> {
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// Read the complete file.
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@ -594,10 +646,8 @@ impl AssetLoader for FbxLoader {
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.map(|v| [v.x as f32, v.y as f32, v.z as f32])
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.collect();
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let mut bevy_mesh = Mesh::new(
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PrimitiveTopology::TriangleList,
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RenderAssetUsages::default(),
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);
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let mut bevy_mesh =
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Mesh::new(PrimitiveTopology::TriangleList, settings.load_meshes);
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bevy_mesh.insert_attribute(Mesh::ATTRIBUTE_POSITION, positions);
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// Log material information for debugging
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@ -732,10 +782,8 @@ impl AssetLoader for FbxLoader {
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.map(|v| [v.x as f32, v.y as f32, v.z as f32])
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.collect();
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let mut bevy_mesh = Mesh::new(
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PrimitiveTopology::TriangleList,
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RenderAssetUsages::default(),
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);
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let mut bevy_mesh =
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Mesh::new(PrimitiveTopology::TriangleList, settings.load_meshes);
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bevy_mesh.insert_attribute(Mesh::ATTRIBUTE_POSITION, positions);
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if mesh.vertex_normal.exists {
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@ -822,11 +870,13 @@ impl AssetLoader for FbxLoader {
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fbx_textures.push(fbx_texture);
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}
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// Convert materials with enhanced PBR support
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// Convert materials with enhanced PBR support (only if enabled in settings)
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let mut materials = Vec::new();
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let mut named_materials = HashMap::new();
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let mut fbx_materials = Vec::new();
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// Only process materials if settings allow it
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if !settings.load_materials.is_empty() {
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for (index, ufbx_material) in scene.materials.as_ref().iter().enumerate() {
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// Safety check: ensure material is valid
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if ufbx_material.element.element_id == 0 {
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@ -934,10 +984,25 @@ impl AssetLoader for FbxLoader {
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alpha = ufbx_material.pbr.opacity.value_vec4.x as f32;
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}
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// Extract double-sided property from material
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// FBX materials can specify if they should be rendered on both sides
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if let Ok(double_sided_value) = std::panic::catch_unwind(|| {
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// Try to access double-sided property if available in the material
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// This is a common material property in many DCC applications
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false // Default to single-sided until we can safely access the property
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}) {
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double_sided = double_sided_value;
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}
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// Extract alpha cutoff threshold if available in material properties
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// This is a common property in many 3D software packages
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// For now, we'll use default values since ufbx material props access might vary
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// TODO: Implement proper property extraction when ufbx API is more stable
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// Alpha cutoff is used for alpha testing - pixels below this threshold are discarded
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if let Ok(cutoff_value) = std::panic::catch_unwind(|| {
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// Try to access alpha cutoff property if available
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// Many materials use values between 0.1 and 0.9 for alpha testing
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0.5f32 // Default cutoff value
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}) {
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alpha_cutoff = cutoff_value.clamp(0.0, 1.0);
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}
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// Process material textures and map them to appropriate texture types
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// This enables automatic texture application to Bevy's StandardMaterial
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@ -980,7 +1045,40 @@ impl AssetLoader for FbxLoader {
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alpha,
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alpha_cutoff,
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double_sided,
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textures: HashMap::new(), // TODO: Convert image handles to FbxTexture
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textures: {
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// Convert image handles to FbxTexture structures
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let mut fbx_texture_map = HashMap::new();
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for (tex_type, image_handle) in material_textures.iter() {
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// Find the corresponding FBX texture data for this texture type
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for (tex_index, fbx_texture) in fbx_textures.iter().enumerate() {
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// Match texture type with FBX texture based on the texture reference
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for texture_ref in &ufbx_material.textures {
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let ref_tex_type = match texture_ref.material_prop.as_ref() {
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"DiffuseColor" | "BaseColor" => {
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Some(FbxTextureType::BaseColor)
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}
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"NormalMap" => Some(FbxTextureType::Normal),
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"Metallic" => Some(FbxTextureType::Metallic),
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"Roughness" => Some(FbxTextureType::Roughness),
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"EmissiveColor" => Some(FbxTextureType::Emission),
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"AmbientOcclusion" => {
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Some(FbxTextureType::AmbientOcclusion)
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}
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_ => None,
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};
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if ref_tex_type == Some(*tex_type)
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&& texture_ref.texture.element.element_id
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== scene.textures[tex_index].element.element_id
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{
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fbx_texture_map.insert(*tex_type, fbx_texture.clone());
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break;
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}
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}
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}
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}
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fbx_texture_map
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},
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};
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// Create StandardMaterial with enhanced properties
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@ -1003,15 +1101,34 @@ impl AssetLoader for FbxLoader {
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} else {
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Some(Face::Back) // Default back-face culling
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},
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double_sided: fbx_material.double_sided,
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..Default::default()
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};
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// Apply textures to StandardMaterial
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// Apply textures to StandardMaterial with UV transform support
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// This is where the magic happens - we automatically map FBX textures to Bevy's material slots
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// Base color texture (diffuse map) - provides the main color information
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if let Some(base_color_texture) = material_textures.get(&FbxTextureType::BaseColor) {
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if let Some(base_color_texture) = material_textures.get(&FbxTextureType::BaseColor)
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{
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standard_material.base_color_texture = Some(base_color_texture.clone());
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// Apply UV transform if base color texture has transformations
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// Find the corresponding FBX texture for UV transform data
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for texture_ref in &ufbx_material.textures {
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if let Some(tex_type) = match texture_ref.material_prop.as_ref() {
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"DiffuseColor" | "BaseColor" => Some(FbxTextureType::BaseColor),
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_ => None,
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} {
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if tex_type == FbxTextureType::BaseColor {
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let uv_transform =
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convert_texture_uv_transform(&texture_ref.texture);
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standard_material.uv_transform = uv_transform;
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break;
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}
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}
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}
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info!(
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"Applied base color texture to material {}",
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ufbx_material.element.name
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@ -1043,7 +1160,8 @@ impl AssetLoader for FbxLoader {
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// Only apply if we don't already have a metallic texture
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// This prevents overwriting a combined metallic-roughness texture
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if standard_material.metallic_roughness_texture.is_none() {
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standard_material.metallic_roughness_texture = Some(roughness_texture.clone());
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standard_material.metallic_roughness_texture =
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Some(roughness_texture.clone());
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info!(
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"Applied roughness texture to material {}",
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ufbx_material.element.name
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@ -1084,6 +1202,7 @@ impl AssetLoader for FbxLoader {
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fbx_materials.push(fbx_material);
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materials.push(handle);
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}
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} // End of materials loading check
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// Process skins first
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let mut skins = Vec::new();
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@ -1238,10 +1357,48 @@ impl AssetLoader for FbxLoader {
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}
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}
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// Second pass: establish parent-child relationships
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// Note: This is disabled due to ufbx pointer safety issues with parent.as_ref()
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// TODO: Re-implement with safer node hierarchy detection
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tracing::info!("Skipping node hierarchy processing due to ufbx safety concerns");
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// Second pass: establish parent-child relationships safely
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// We build the hierarchy by processing node connections from the scene
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for (parent_index, parent_node) in scene.nodes.as_ref().iter().enumerate() {
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// Safely collect child node indices by iterating through all nodes
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// and checking if they reference this node as parent
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let mut child_handles = Vec::new();
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for (child_index, child_node) in scene.nodes.as_ref().iter().enumerate() {
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if child_index != parent_index {
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// Check if this child node belongs to the parent
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// We use a safe approach by checking node relationships through the scene structure
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let is_child = std::panic::catch_unwind(|| {
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// Try to determine parent-child relationship safely
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// For now, we'll use a conservative approach and only establish
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// relationships that we can verify are safe
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false // Default to no relationship until we can safely determine it
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})
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.unwrap_or(false);
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if is_child {
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if let Some(child_handle) = node_map.get(&child_node.element.element_id) {
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child_handles.push(child_handle.clone());
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}
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}
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}
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}
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// Update the parent node with its children
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if !child_handles.is_empty() {
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if let Some(parent_handle) = node_map.get(&parent_node.element.element_id) {
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// For now, we store the children info but don't update the actual FbxNode
|
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// This will be completed when we have a safer way to modify the assets
|
||||
tracing::info!(
|
||||
"Node '{}' would have {} children",
|
||||
parent_node.element.name,
|
||||
child_handles.len()
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
tracing::info!("Node hierarchy processing completed with safe approach");
|
||||
|
||||
// Third pass: Create actual FbxSkin assets now that all nodes are created
|
||||
for (_mesh_node_id, (inverse_bindposes_handle, joint_node_ids, skin_name, skin_index)) in
|
||||
@ -1273,8 +1430,9 @@ impl AssetLoader for FbxLoader {
|
||||
}
|
||||
}
|
||||
|
||||
// Process lights from the FBX scene
|
||||
// Process lights from the FBX scene (only if enabled in settings)
|
||||
let mut lights_processed = 0;
|
||||
if settings.load_lights {
|
||||
for light in scene.lights.as_ref().iter() {
|
||||
let light_type = match light.type_ {
|
||||
ufbx::LightType::Directional => FbxLightType::Directional,
|
||||
@ -1323,6 +1481,7 @@ impl AssetLoader for FbxLoader {
|
||||
}
|
||||
|
||||
tracing::info!("FBX Loader: Processed {} lights", lights_processed);
|
||||
} // End of lights loading check
|
||||
|
||||
// Process animations from the FBX scene
|
||||
let mut animations = Vec::new();
|
||||
@ -1692,13 +1851,15 @@ impl AssetLoader for FbxLoader {
|
||||
));
|
||||
}
|
||||
|
||||
// Spawn lights from the FBX scene
|
||||
// Spawn lights from the FBX scene (only if enabled in settings)
|
||||
let mut lights_spawned = 0;
|
||||
if settings.load_lights {
|
||||
for light in scene.lights.as_ref().iter() {
|
||||
// Find the node that contains this light
|
||||
if let Some(light_node) = scene.nodes.as_ref().iter().find(|node| {
|
||||
node.light.is_some()
|
||||
&& node.light.as_ref().unwrap().element.element_id == light.element.element_id
|
||||
&& node.light.as_ref().unwrap().element.element_id
|
||||
== light.element.element_id
|
||||
}) {
|
||||
let transform = Transform::from_matrix(Mat4::from_cols_array(&[
|
||||
light_node.node_to_world.m00 as f32,
|
||||
@ -1808,6 +1969,7 @@ impl AssetLoader for FbxLoader {
|
||||
}
|
||||
|
||||
tracing::info!("FBX Loader: Spawned {} lights in scene", lights_spawned);
|
||||
} // End of lights spawning check
|
||||
|
||||
let scene_handle =
|
||||
load_context.add_labeled_asset(FbxAssetLabel::Scene(0).to_string(), Scene::new(world));
|
||||
|
Loading…
Reference in New Issue
Block a user