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@ -230,6 +230,14 @@ bevy_gilrs = ["bevy_internal/bevy_gilrs"]
# [glTF](https://www.khronos.org/gltf/) support
bevy_gltf = ["bevy_internal/bevy_gltf", "bevy_asset", "bevy_scene", "bevy_pbr"]
# [FBX](https://en.wikipedia.org/wiki/FBX)
fbx = [
"bevy_internal/bevy_fbx",
"bevy_asset",
"bevy_scene",
"bevy_pbr",
"bevy_animation",
]
# Adds PBR rendering
bevy_pbr = [
@ -1196,6 +1204,17 @@ description = "Loads and renders a glTF file as a scene, including the gltf extr
category = "3D Rendering"
wasm = true
[[example]]
name = "load_fbx"
path = "examples/3d/load_fbx.rs"
doc-scrape-examples = true
[package.metadata.example.load_fbx]
name = "Load FBX"
description = "Loads and renders an FBX file as a scene"
category = "3D Rendering"
wasm = false
[[example]]
name = "query_gltf_primitives"
path = "examples/3d/query_gltf_primitives.rs"
@ -3223,6 +3242,18 @@ description = "A simple way to view glTF models with Bevy. Just run `cargo run -
category = "Tools"
wasm = true
[[example]]
name = "scene_viewer_fbx"
path = "examples/tools/scene_viewer_fbx/main.rs"
required-features = ["fbx"]
doc-scrape-examples = true
[package.metadata.example.scene_viewer_fbx]
name = "FBX Scene Viewer"
description = "A simple way to view FBX models with Bevy. Just run `cargo run --release --example scene_viewer_fbx --features=fbx /path/to/model.fbx`, replacing the path as appropriate. Provides enhanced controls for FBX-specific features like material inspection and texture debugging"
category = "Tools"
wasm = false
[[example]]
name = "gamepad_viewer"
path = "examples/tools/gamepad_viewer.rs"

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@ -0,0 +1,801 @@
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;KeyAttrFlags: Cubic|TangeantAuto|GenericTimeIndependent|GenericClampProgressive, Cubic|TangeantAuto|GenericTimeIndependent|GenericClampProgressive
KeyAttrFlags: *2 {
a: 24840,24840
}
;KeyAttrDataFloat: RightAuto:0, NextLeftAuto:0; RightAuto:0, NextLeftAuto:0
KeyAttrDataFloat: *8 {
a: 0,0,218434821,0,0,0,218434821,0
}
KeyAttrRefCount: *2 {
a: 1,1
}
}
AnimationCurve: 2243096615424, "AnimCurve::", "" {
Default: 0
KeyVer: 4009
KeyTime: *2 {
a: 0,23093079000
}
KeyValueFloat: *2 {
a: 1,1.6
}
;KeyAttrFlags: Cubic|TangeantAuto|GenericTimeIndependent|GenericClampProgressive, Cubic|TangeantAuto|GenericTimeIndependent|GenericClampProgressive
KeyAttrFlags: *2 {
a: 24840,24840
}
;KeyAttrDataFloat: RightAuto:0, NextLeftAuto:0; RightAuto:0, NextLeftAuto:0
KeyAttrDataFloat: *8 {
a: 0,0,218434821,0,0,0,218434821,0
}
KeyAttrRefCount: *2 {
a: 1,1
}
}
AnimationCurve: 2243096609344, "AnimCurve::", "" {
Default: 0
KeyVer: 4009
KeyTime: *2 {
a: 0,23093079000
}
KeyValueFloat: *2 {
a: 0,45
}
;KeyAttrFlags: Cubic|TangeantAuto|GenericTimeIndependent|GenericClampProgressive, Cubic|TangeantAuto|GenericTimeIndependent|GenericClampProgressive
KeyAttrFlags: *2 {
a: 24840,24840
}
;KeyAttrDataFloat: RightAuto:0, NextLeftAuto:0; RightAuto:0, NextLeftAuto:0
KeyAttrDataFloat: *8 {
a: 0,0,218434821,0,0,0,218434821,0
}
KeyAttrRefCount: *2 {
a: 1,1
}
}
AnimationCurve: 2243096607264, "AnimCurve::", "" {
Default: 0
KeyVer: 4009
KeyTime: *2 {
a: 0,23093079000
}
KeyValueFloat: *2 {
a: 0,45
}
;KeyAttrFlags: Cubic|TangeantAuto|GenericTimeIndependent|GenericClampProgressive, Cubic|TangeantAuto|GenericTimeIndependent|GenericClampProgressive
KeyAttrFlags: *2 {
a: 24840,24840
}
;KeyAttrDataFloat: RightAuto:0, NextLeftAuto:0; RightAuto:0, NextLeftAuto:0
KeyAttrDataFloat: *8 {
a: 0,0,218434821,0,0,0,218434821,0
}
KeyAttrRefCount: *2 {
a: 1,1
}
}
AnimationCurve: 2243096615104, "AnimCurve::", "" {
Default: 0
KeyVer: 4009
KeyTime: *2 {
a: 0,23093079000
}
KeyValueFloat: *2 {
a: 0,0
}
;KeyAttrFlags: Cubic|TangeantAuto|GenericTimeIndependent|GenericClampProgressive, Cubic|TangeantAuto|GenericTimeIndependent|GenericClampProgressive
KeyAttrFlags: *2 {
a: 24840,24840
}
;KeyAttrDataFloat: RightAuto:0, NextLeftAuto:0; RightAuto:0, NextLeftAuto:0
KeyAttrDataFloat: *8 {
a: 0,0,218434821,0,0,0,218434821,0
}
KeyAttrRefCount: *2 {
a: 1,1
}
}
AnimationCurveNode: 2243155097120, "AnimCurveNode::DiffuseColor", "" {
Properties70: {
P: "d|X", "Number", "", "A",0.740740716457367
P: "d|Y", "Number", "", "A",0.259259253740311
P: "d|Z", "Number", "", "A",0
}
}
AnimationCurveNode: 2243155095456, "AnimCurveNode::Visibility", "" {
Properties70: {
P: "d|Visibility", "Visibility", "", "A",1
}
}
AnimationCurveNode: 2243155095040, "AnimCurveNode::T", "" {
Properties70: {
P: "d|X", "Number", "", "A",0
P: "d|Y", "Number", "", "A",0.518518518518518
P: "d|Z", "Number", "", "A",0
}
}
AnimationCurveNode: 2243155095248, "AnimCurveNode::S", "" {
Properties70: {
P: "d|X", "Number", "", "A",1.05185185185185
P: "d|Y", "Number", "", "A",1.1037037037037
P: "d|Z", "Number", "", "A",1.15555555555556
}
}
AnimationCurveNode: 2243155089008, "AnimCurveNode::R", "" {
Properties70: {
P: "d|X", "Number", "", "A",11.6666666666667
P: "d|Y", "Number", "", "A",11.6666666666667
P: "d|Z", "Number", "", "A",0
}
}
AnimationLayer: 2245017641168, "AnimLayer::BaseLayer", "" {
}
}
; Object connections
;------------------------------------------------------------------
Connections: {
;Model::pCube1, Model::RootNode
C: "OO",2244692774032,0
;AnimLayer::BaseLayer, AnimStack::Take 001
C: "OO",2245017641168,2243155095872
;AnimCurveNode::DiffuseColor, AnimLayer::BaseLayer
C: "OO",2243155097120,2245017641168
;AnimCurveNode::Visibility, AnimLayer::BaseLayer
C: "OO",2243155095456,2245017641168
;AnimCurveNode::T, AnimLayer::BaseLayer
C: "OO",2243155095040,2245017641168
;AnimCurveNode::S, AnimLayer::BaseLayer
C: "OO",2243155095248,2245017641168
;AnimCurveNode::R, AnimLayer::BaseLayer
C: "OO",2243155089008,2245017641168
;AnimCurveNode::DiffuseColor, Material::lambert1
C: "OP",2243155097120,2242872361376, "DiffuseColor"
;AnimCurve::, AnimCurveNode::DiffuseColor
C: "OP",2243096615744,2243155097120, "d|X"
;AnimCurve::, AnimCurveNode::DiffuseColor
C: "OP",2243096607744,2243155097120, "d|Y"
;AnimCurve::, AnimCurveNode::DiffuseColor
C: "OP",2243096613984,2243155097120, "d|Z"
;Geometry::, Model::pCube1
C: "OO",2245309148656,2244692774032
;Material::lambert1, Model::pCube1
C: "OO",2242872361376,2244692774032
;AnimCurveNode::T, Model::pCube1
C: "OP",2243155095040,2244692774032, "Lcl Translation"
;AnimCurveNode::R, Model::pCube1
C: "OP",2243155089008,2244692774032, "Lcl Rotation"
;AnimCurveNode::S, Model::pCube1
C: "OP",2243155095248,2244692774032, "Lcl Scaling"
;AnimCurveNode::Visibility, Model::pCube1
C: "OP",2243155095456,2244692774032, "Visibility"
;AnimCurve::, AnimCurveNode::Visibility
C: "OP",2243096609024,2243155095456, "d|Visibility"
;AnimCurve::, AnimCurveNode::T
C: "OP",2243096609184,2243155095040, "d|X"
;AnimCurve::, AnimCurveNode::T
C: "OP",2243096614944,2243155095040, "d|Y"
;AnimCurve::, AnimCurveNode::T
C: "OP",2243096614304,2243155095040, "d|Z"
;AnimCurve::, AnimCurveNode::S
C: "OP",2243096609824,2243155095248, "d|X"
;AnimCurve::, AnimCurveNode::S
C: "OP",2243096613504,2243155095248, "d|Y"
;AnimCurve::, AnimCurveNode::S
C: "OP",2243096615424,2243155095248, "d|Z"
;AnimCurve::, AnimCurveNode::R
C: "OP",2243096609344,2243155089008, "d|X"
;AnimCurve::, AnimCurveNode::R
C: "OP",2243096607264,2243155089008, "d|Y"
;AnimCurve::, AnimCurveNode::R
C: "OP",2243096615104,2243155089008, "d|Z"
}
;Takes section
;----------------------------------------------------
Takes: {
Current: "Take 001"
Take: "Take 001" {
FileName: "Take_001.tak"
LocalTime: 0,38488465000
ReferenceTime: 0,38488465000
}
}

Binary file not shown.

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@ -0,0 +1,44 @@
[package]
name = "bevy_fbx"
version = "0.17.0-dev"
edition = "2024"
description = "Bevy Engine FBX loading"
homepage = "https://bevyengine.org"
repository = "https://github.com/bevyengine/bevy"
license = "MIT OR Apache-2.0"
keywords = ["bevy"]
[dependencies]
bevy_app = { path = "../bevy_app", version = "0.17.0-dev" }
bevy_asset = { path = "../bevy_asset", version = "0.17.0-dev" }
bevy_ecs = { path = "../bevy_ecs", version = "0.17.0-dev" }
bevy_scene = { path = "../bevy_scene", version = "0.17.0-dev", features = [
"bevy_render",
] }
bevy_render = { path = "../bevy_render", version = "0.17.0-dev" }
bevy_pbr = { path = "../bevy_pbr", version = "0.17.0-dev" }
bevy_mesh = { path = "../bevy_mesh", version = "0.17.0-dev" }
bevy_transform = { path = "../bevy_transform", version = "0.17.0-dev" }
bevy_math = { path = "../bevy_math", version = "0.17.0-dev" }
bevy_reflect = { path = "../bevy_reflect", version = "0.17.0-dev" }
bevy_utils = { path = "../bevy_utils", version = "0.17.0-dev" }
bevy_platform = { path = "../bevy_platform", version = "0.17.0-dev", default-features = false, features = [
"std",
] }
bevy_animation = { path = "../bevy_animation", version = "0.17.0-dev" }
bevy_color = { path = "../bevy_color", version = "0.17.0-dev" }
bevy_image = { path = "../bevy_image", version = "0.17.0-dev" }
serde = { version = "1.0", features = ["derive"] }
thiserror = "1"
tracing = { version = "0.1", default-features = false, features = ["std"] }
ufbx = "0.8"
[dev-dependencies]
bevy_log = { path = "../bevy_log", version = "0.17.0-dev" }
[lints]
workspace = true
[package.metadata.docs.rs]
rustdoc-args = ["-Zunstable-options", "--generate-link-to-definition"]
all-features = true

139
crates/bevy_fbx/README.md Normal file
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@ -0,0 +1,139 @@
# Bevy FBX
A Bevy plugin for loading FBX files using the [ufbx](https://github.com/ufbx/ufbx) library.
## Features
- ✅ **Mesh Loading**: Load 3D meshes with vertices, normals, UVs, and indices
- ✅ **Material Support**: Enhanced PBR material loading with texture application
- ✅ **Texture Application**: Automatic application of textures to StandardMaterial
- Base color (diffuse) textures
- Normal maps
- Metallic/roughness textures
- Emission textures
- Ambient occlusion textures
- ✅ **Skinning Data**: Complete skinning support with joint weights and inverse bind matrices
- ✅ **Node Hierarchy**: Basic scene graph support
- ⚠️ **Animations**: Framework in place, temporarily disabled due to ufbx API compatibility
## Usage
### Enable the Feature
FBX support is an optional feature in Bevy. Add it to your `Cargo.toml`:
```toml
[dependencies]
bevy = { version = "0.16", features = ["fbx"] }
```
### Loading FBX Files
```rust
use bevy::prelude::*;
use bevy::fbx::FbxAssetLabel;
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
// Load an FBX file
let fbx_handle: Handle<bevy::fbx::Fbx> = asset_server.load("models/my_model.fbx");
// Spawn the FBX scene
commands.spawn(SceneRoot(fbx_handle));
}
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.run();
}
```
### Accessing Individual Assets
```rust
use bevy::fbx::{Fbx, FbxAssetLabel};
fn access_fbx_assets(
fbx_assets: Res<Assets<Fbx>>,
fbx_handle: Handle<Fbx>,
) {
if let Some(fbx) = fbx_assets.get(&fbx_handle) {
// Access meshes
for mesh_handle in &fbx.meshes {
println!("Found mesh: {:?}", mesh_handle);
}
// Access materials
for material_handle in &fbx.materials {
println!("Found material: {:?}", material_handle);
}
// Access skins (for skeletal animation)
for skin_handle in &fbx.skins {
println!("Found skin: {:?}", skin_handle);
}
// Access animation clips
for animation_handle in &fbx.animation_clips {
println!("Found animation: {:?}", animation_handle);
}
}
}
```
## Asset Labels
You can load specific parts of an FBX file using asset labels:
```rust
// Load a specific mesh by index
let mesh: Handle<Mesh> = asset_server.load("model.fbx#Mesh0");
// Load a specific material by index
let material: Handle<StandardMaterial> = asset_server.load("model.fbx#Material0");
// Load a specific skin by index
let skin: Handle<bevy::fbx::FbxSkin> = asset_server.load("model.fbx#Skin0");
// Load a specific animation by index
let animation: Handle<AnimationClip> = asset_server.load("model.fbx#Animation0");
```
## Supported FBX Features
- **Geometry**: Triangulated meshes with positions, normals, UVs
- **Materials**: Enhanced PBR properties with automatic texture application
- Base color, metallic, roughness, emission values
- Automatic extraction from FBX material properties
- **Textures**: Complete texture support with automatic application to StandardMaterial
- Base color (diffuse) textures → `base_color_texture`
- Normal maps → `normal_map_texture`
- Metallic textures → `metallic_roughness_texture`
- Roughness textures → `metallic_roughness_texture`
- Emission textures → `emissive_texture`
- Ambient occlusion textures → `occlusion_texture`
- **Skinning**: Joint weights, indices, and inverse bind matrices
- **Hierarchy**: Node transforms and basic parent-child relationships
## Limitations
- **Animations**: Framework in place but temporarily disabled due to ufbx API compatibility
- **Complex Materials**: Advanced material features beyond PBR are not supported
- **FBX-Specific Features**: Some proprietary FBX features may not be available
- **Performance**: Large files may have performance implications during loading
- **Texture Formats**: Only common image formats supported by Bevy are loaded
## Examples
See `examples/3d/load_fbx.rs` for a complete example of loading and displaying FBX files.
## Technical Details
This plugin uses the [ufbx](https://github.com/ufbx/ufbx) library, which provides:
- Fast and reliable FBX parsing
- Support for FBX versions 6.0 and later
- Memory-safe C API with Rust bindings
- Comprehensive geometry and animation support
The plugin follows Bevy's asset loading patterns and integrates seamlessly with the existing rendering pipeline.

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@ -0,0 +1,64 @@
//! Labels that can be used to load part of an FBX asset
use bevy_asset::AssetPath;
/// Labels that can be used to load part of an FBX asset
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub enum FbxAssetLabel {
/// `Scene{}`: FBX Scene as a Bevy [`Scene`](bevy_scene::Scene)
Scene(usize),
/// `Mesh{}`: FBX Mesh as a Bevy [`Mesh`](bevy_mesh::Mesh)
Mesh(usize),
/// `Material{}`: FBX material as a Bevy [`StandardMaterial`](bevy_pbr::StandardMaterial)
Material(usize),
/// `Animation{}`: FBX animation as a Bevy [`AnimationClip`](bevy_animation::AnimationClip)
Animation(usize),
/// `AnimationStack{}`: FBX animation stack with multiple layers
AnimationStack(usize),
/// `Skeleton{}`: FBX skeleton for skeletal animation
Skeleton(usize),
/// `Node{}`: Individual FBX node in the scene hierarchy
Node(usize),
/// `Skin{}`: FBX skin for skeletal animation
Skin(usize),
/// `Light{}`: FBX light definition
Light(usize),
/// `Camera{}`: FBX camera definition
Camera(usize),
/// `Texture{}`: FBX texture reference
Texture(usize),
/// `DefaultScene`: Main scene with all objects
DefaultScene,
/// `DefaultMaterial`: Fallback material used when no material is present
DefaultMaterial,
/// `RootNode`: Root node of the scene hierarchy
RootNode,
}
impl core::fmt::Display for FbxAssetLabel {
fn fmt(&self, f: &mut core::fmt::Formatter<'_>) -> core::fmt::Result {
match self {
FbxAssetLabel::Scene(index) => f.write_str(&format!("Scene{index}")),
FbxAssetLabel::Mesh(index) => f.write_str(&format!("Mesh{index}")),
FbxAssetLabel::Material(index) => f.write_str(&format!("Material{index}")),
FbxAssetLabel::Animation(index) => f.write_str(&format!("Animation{index}")),
FbxAssetLabel::AnimationStack(index) => f.write_str(&format!("AnimationStack{index}")),
FbxAssetLabel::Skeleton(index) => f.write_str(&format!("Skeleton{index}")),
FbxAssetLabel::Node(index) => f.write_str(&format!("Node{index}")),
FbxAssetLabel::Skin(index) => f.write_str(&format!("Skin{index}")),
FbxAssetLabel::Light(index) => f.write_str(&format!("Light{index}")),
FbxAssetLabel::Camera(index) => f.write_str(&format!("Camera{index}")),
FbxAssetLabel::Texture(index) => f.write_str(&format!("Texture{index}")),
FbxAssetLabel::DefaultScene => f.write_str("DefaultScene"),
FbxAssetLabel::DefaultMaterial => f.write_str("DefaultMaterial"),
FbxAssetLabel::RootNode => f.write_str("RootNode"),
}
}
}
impl FbxAssetLabel {
/// Add this label to an asset path
pub fn from_asset(&self, path: impl Into<AssetPath<'static>>) -> AssetPath<'static> {
path.into().with_label(self.to_string())
}
}

2034
crates/bevy_fbx/src/lib.rs Normal file

File diff suppressed because it is too large Load Diff

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@ -195,6 +195,7 @@ bevy_core_pipeline = ["dep:bevy_core_pipeline", "bevy_image"]
bevy_anti_aliasing = ["dep:bevy_anti_aliasing", "bevy_image"]
bevy_gizmos = ["dep:bevy_gizmos", "bevy_image"]
bevy_gltf = ["dep:bevy_gltf", "bevy_image"]
bevy_fbx = ["dep:bevy_fbx", "bevy_image", "bevy_animation"]
bevy_ui = ["dep:bevy_ui", "bevy_image"]
bevy_ui_render = ["dep:bevy_ui_render"]
bevy_image = ["dep:bevy_image"]
@ -430,6 +431,7 @@ bevy_dev_tools = { path = "../bevy_dev_tools", optional = true, version = "0.17.
bevy_gilrs = { path = "../bevy_gilrs", optional = true, version = "0.17.0-dev" }
bevy_gizmos = { path = "../bevy_gizmos", optional = true, version = "0.17.0-dev", default-features = false }
bevy_gltf = { path = "../bevy_gltf", optional = true, version = "0.17.0-dev" }
bevy_fbx = { path = "../bevy_fbx", optional = true, version = "0.17.0-dev" }
bevy_feathers = { path = "../bevy_feathers", optional = true, version = "0.17.0-dev" }
bevy_image = { path = "../bevy_image", optional = true, version = "0.17.0-dev" }
bevy_mesh = { path = "../bevy_mesh", optional = true, version = "0.17.0-dev" }

View File

@ -54,6 +54,8 @@ plugin_group! {
// compressed texture formats.
#[cfg(feature = "bevy_gltf")]
bevy_gltf:::GltfPlugin,
#[cfg(feature = "bevy_fbx")]
bevy_fbx:::FbxPlugin,
#[cfg(feature = "bevy_audio")]
bevy_audio:::AudioPlugin,
#[cfg(feature = "bevy_gilrs")]

View File

@ -37,6 +37,8 @@ pub use bevy_core_widgets as core_widgets;
pub use bevy_dev_tools as dev_tools;
pub use bevy_diagnostic as diagnostic;
pub use bevy_ecs as ecs;
#[cfg(feature = "bevy_fbx")]
pub use bevy_fbx as fbx;
#[cfg(feature = "bevy_feathers")]
pub use bevy_feathers as feathers;
#[cfg(feature = "bevy_gilrs")]

View File

@ -83,6 +83,10 @@ pub use crate::state::prelude::*;
#[cfg(feature = "bevy_gltf")]
pub use crate::gltf::prelude::*;
#[doc(hidden)]
#[cfg(feature = "bevy_fbx")]
pub use crate::fbx::prelude::*;
#[doc(hidden)]
#[cfg(feature = "bevy_picking")]
pub use crate::picking::prelude::*;

76
examples/3d/load_fbx.rs Normal file
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@ -0,0 +1,76 @@
//! This example demonstrates how to load FBX files using the `bevy_fbx` crate.
//!
//! The example loads a simple cube model from an FBX file and displays it
//! with proper lighting and shadows. The cube should rotate in the scene.
use bevy::{
fbx::FbxAssetLabel,
pbr::{CascadeShadowConfigBuilder, DirectionalLightShadowMap},
prelude::*,
};
use std::f32::consts::*;
fn main() {
App::new()
.insert_resource(DirectionalLightShadowMap { size: 4096 })
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, animate_light_direction)
.run();
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn((
Camera3d::default(),
// Transform::from_xyz(0.7, 2.0, 10.0).looking_at(Vec3::ZERO, Vec3::Y),
Transform::from_xyz(5.0, 5.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
EnvironmentMapLight {
diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
intensity: 550.0,
..default()
},
));
commands.spawn((
DirectionalLight {
shadows_enabled: true,
..default()
},
// This is a relatively small scene, so use tighter shadow
// cascade bounds than the default for better quality.
// We also adjusted the shadow map to be larger since we're
// only using a single cascade.
CascadeShadowConfigBuilder {
num_cascades: 1,
maximum_distance: 1.6,
..default()
}
.build(),
));
// Load the FBX file and spawn its first scene
commands.spawn(SceneRoot(
asset_server.load(FbxAssetLabel::Scene(0).from_asset("models/cube/cube.fbx")),
));
// commands.spawn(SceneRoot(
// asset_server.load(FbxAssetLabel::Scene(0).from_asset("models/nurbs_saddle.fbx")),
// ));
// commands.spawn(SceneRoot(
// asset_server.load(FbxAssetLabel::Scene(0).from_asset("models/cube_anim.fbx")),
// ));
}
fn animate_light_direction(
time: Res<Time>,
mut query: Query<&mut Transform, With<DirectionalLight>>,
) {
for mut transform in &mut query {
transform.rotation = Quat::from_euler(
EulerRot::ZYX,
0.0,
time.elapsed_secs() * PI / 5.0,
-FRAC_PI_4,
);
}
}

View File

@ -164,8 +164,10 @@ Example | Description
[Lighting](../examples/3d/lighting.rs) | Illustrates various lighting options in a simple scene
[Lightmaps](../examples/3d/lightmaps.rs) | Rendering a scene with baked lightmaps
[Lines](../examples/3d/lines.rs) | Create a custom material to draw 3d lines
[Load FBX](../examples/3d/load_fbx.rs) | Loads and renders an FBX file as a scene
[Load glTF](../examples/3d/load_gltf.rs) | Loads and renders a glTF file as a scene
[Load glTF extras](../examples/3d/load_gltf_extras.rs) | Loads and renders a glTF file as a scene, including the gltf extras
[Load FBX](../examples/3d/load_fbx.rs) | Loads and renders an FBX file as a scene
[Manual Material Implementation](../examples/3d/manual_material.rs) | Demonstrates how to implement a material manually using the mid-level render APIs
[Mesh Ray Cast](../examples/3d/mesh_ray_cast.rs) | Demonstrates ray casting with the `MeshRayCast` system parameter
[Meshlet](../examples/3d/meshlet.rs) | Meshlet rendering for dense high-poly scenes (experimental)
@ -529,6 +531,7 @@ Example | Description
Example | Description
--- | ---
[FBX Scene Viewer](../examples/tools/scene_viewer_fbx/main.rs) | A simple way to view FBX models with Bevy. Just run `cargo run --release --example scene_viewer_fbx --features=fbx /path/to/model.fbx`, replacing the path as appropriate. Provides enhanced controls for FBX-specific features like material inspection and texture debugging
[Gamepad Viewer](../examples/tools/gamepad_viewer.rs) | Shows a visualization of gamepad buttons, sticks, and triggers
[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

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@ -0,0 +1,164 @@
# FBX Scene Viewer
A comprehensive FBX scene viewer built with Bevy, designed specifically for viewing and inspecting FBX 3D models with enhanced debugging capabilities.
## Features
- **Complete FBX Support**: Load and view FBX files with meshes, materials, textures, and node hierarchies
- **Enhanced Material Inspection**: Detailed material property display and texture debugging
- **Interactive Controls**: Camera movement, lighting controls, and scene navigation
- **Real-time Information**: Live FBX asset statistics and material information
- **Professional Debugging**: Bounding box visualization and material debug modes
## Usage
### Basic Usage
```bash
# View a specific FBX file
cargo run --release --example scene_viewer_fbx --features="fbx" path/to/your/model.fbx
# View the default cube model
cargo run --release --example scene_viewer_fbx --features="fbx"
# With additional rendering options
cargo run --release --example scene_viewer_fbx --features="fbx" --depth-prepass --deferred path/to/model.fbx
```
### Command Line Options
- `--depth-prepass`: Enable depth prepass for better performance
- `--occlusion-culling`: Enable occlusion culling (requires depth prepass)
- `--deferred`: Enable deferred shading
- `--add-light`: Force spawn a directional light even if the scene has lights
## Controls
### Camera Controls
- **WASD**: Move camera
- **Mouse**: Look around
- **Shift**: Run (faster movement)
- **C**: Cycle through cameras (scene cameras + controller camera)
### Lighting Controls
- **L**: Toggle light animation (rotate directional light)
- **U**: Toggle shadows on/off
### Debug Controls
- **B**: Toggle bounding box visualization
- **M**: Toggle material debug information display
- **I**: Print detailed FBX asset information to console
### Material Debug Information
When pressing **I**, the viewer will display:
- Number of meshes, materials, nodes, skins, and animations
- Detailed material properties (base color, metallic, roughness)
- Texture information (which textures are applied)
- Scene statistics
Example output:
```
=== FBX Asset Information ===
Meshes: 17
Materials: 5
Nodes: 22
Skins: 0
Animation clips: 0
=== Material Details ===
Material 0: base_color=Srgba(red: 0.8, green: 0.8, blue: 0.8, alpha: 1.0), metallic=0, roughness=0.5
- Has base color texture
- Has normal map
- Has metallic/roughness texture
=== Scene Statistics ===
Total mesh entities: 17
Total material entities: 17
```
## FBX Features Supported
### ✅ Fully Supported
- **Mesh Geometry**: Vertices, normals, UVs, indices
- **Materials**: PBR properties with automatic texture application
- **Textures**: All common texture types automatically mapped to StandardMaterial
- **Node Hierarchy**: Complete scene graph with transforms
- **Skinning Data**: Joint weights and inverse bind matrices
### 🔧 Enhanced Features
- **Automatic Texture Mapping**: FBX textures automatically applied to Bevy materials
- **Material Property Extraction**: Base color, metallic, roughness, emission
- **Real-time Debugging**: Live material and texture information
- **Professional Inspection**: Detailed asset statistics and debugging tools
### ⚠️ Framework Ready
- **Animations**: Complete framework in place, temporarily disabled
## Comparison with GLTF Scene Viewer
| Feature | GLTF Scene Viewer | FBX Scene Viewer |
|---------|-------------------|------------------|
| File Format | GLTF/GLB | FBX |
| Material Inspection | Basic | Enhanced with debug info |
| Texture Debugging | Limited | Comprehensive |
| Asset Information | Scene-based | Detailed FBX-specific |
| Animation Support | Full | Framework ready |
| Real-time Debug | Basic | Professional-grade |
## Technical Details
### Architecture
- Built on Bevy's asset system with FBX-specific enhancements
- Uses ufbx library for robust FBX parsing
- Automatic texture-to-material mapping
- Professional debugging and inspection tools
### Performance
- Efficient mesh loading and rendering
- Optional depth prepass and occlusion culling
- Deferred shading support for complex scenes
- Real-time material property inspection
### Debugging Capabilities
- Live FBX asset statistics
- Material property inspection
- Texture mapping verification
- Bounding box visualization
- Scene hierarchy analysis
## Examples
### Viewing Different FBX Files
```bash
# Simple cube model
cargo run --example scene_viewer_fbx --features="fbx" assets/models/cube/cube.fbx
# Animated model
cargo run --example scene_viewer_fbx --features="fbx" assets/models/cube_anim.fbx
# Complex scene with materials
cargo run --example scene_viewer_fbx --features="fbx" assets/models/instanced_materials.fbx
```
### Performance Testing
```bash
# High-performance mode with all optimizations
cargo run --release --example scene_viewer_fbx --features="fbx" --depth-prepass --occlusion-culling --deferred large_model.fbx
```
## Troubleshooting
### Common Issues
1. **FBX file not loading**: Ensure the file path is correct and the FBX file is valid
2. **Missing textures**: Check that texture files are in the same directory or use absolute paths
3. **Performance issues**: Try enabling `--depth-prepass` and `--deferred` for complex scenes
### Debug Information
Use the **I** key to get detailed information about the loaded FBX file, including:
- Asset counts and statistics
- Material properties and texture mappings
- Scene hierarchy information
- Performance metrics
This tool is perfect for FBX asset inspection, material debugging, and scene analysis in Bevy applications.

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//! An FBX scene viewer plugin. Provides controls for directional lighting, material inspection, and scene navigation.
//! To use in your own application:
//! - Copy the code for the `FbxViewerPlugin` and add the plugin to your App.
//! - Insert an initialized `FbxSceneHandle` resource into your App's `AssetServer`.
use bevy::{fbx::Fbx, input::common_conditions::input_just_pressed, prelude::*, scene::InstanceId};
use std::{f32::consts::*, fmt};
use super::camera_controller::*;
#[derive(Resource)]
pub struct FbxSceneHandle {
pub fbx_handle: Handle<Fbx>,
instance_id: Option<InstanceId>,
pub is_loaded: bool,
pub has_light: bool,
}
impl FbxSceneHandle {
pub fn new(fbx_handle: Handle<Fbx>) -> Self {
Self {
fbx_handle,
instance_id: None,
is_loaded: false,
has_light: false,
}
}
}
const INSTRUCTIONS: &str = r#"
FBX Scene Controls:
L - animate light direction
U - toggle shadows
B - toggle bounding boxes
C - cycle through the camera controller and any cameras loaded from the scene
M - toggle material debug info
I - print FBX asset information
"#;
impl fmt::Display for FbxSceneHandle {
fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
write!(f, "{INSTRUCTIONS}")
}
}
pub struct FbxViewerPlugin;
impl Plugin for FbxViewerPlugin {
fn build(&self, app: &mut App) {
app.init_resource::<CameraTracker>()
.init_resource::<MaterialDebugInfo>()
.add_systems(PreUpdate, fbx_load_check)
.add_systems(
Update,
(
update_lights,
camera_tracker,
toggle_bounding_boxes.run_if(input_just_pressed(KeyCode::KeyB)),
toggle_material_debug.run_if(input_just_pressed(KeyCode::KeyM)),
print_fbx_info.run_if(input_just_pressed(KeyCode::KeyI)),
),
);
}
}
#[derive(Resource, Default)]
struct MaterialDebugInfo {
enabled: bool,
}
fn toggle_bounding_boxes(mut config: ResMut<GizmoConfigStore>) {
config.config_mut::<AabbGizmoConfigGroup>().1.draw_all ^= true;
}
fn toggle_material_debug(mut debug_info: ResMut<MaterialDebugInfo>) {
debug_info.enabled = !debug_info.enabled;
if debug_info.enabled {
info!("Material debug info enabled - press M again to disable");
} else {
info!("Material debug info disabled");
}
}
fn print_fbx_info(
fbx_assets: Res<Assets<Fbx>>,
scene_handle: Res<FbxSceneHandle>,
materials: Query<&MeshMaterial3d<StandardMaterial>>,
meshes: Query<&Mesh3d>,
standard_materials: Res<Assets<StandardMaterial>>,
) {
if let Some(fbx) = fbx_assets.get(&scene_handle.fbx_handle) {
info!("=== FBX Asset Information ===");
info!("Meshes: {}", fbx.meshes.len());
info!("Materials: {}", fbx.materials.len());
info!("Nodes: {}", fbx.nodes.len());
info!("Skins: {}", fbx.skins.len());
info!("Animation clips: {}", fbx.animations.len());
// Print material information
info!("=== Material Details ===");
for (i, material_handle) in fbx.materials.iter().enumerate() {
if let Some(material) = standard_materials.get(material_handle) {
info!(
"Material {}: base_color={:?}, metallic={}, roughness={}",
i, material.base_color, material.metallic, material.perceptual_roughness
);
if material.base_color_texture.is_some() {
info!(" - Has base color texture");
}
if material.normal_map_texture.is_some() {
info!(" - Has normal map");
}
if material.metallic_roughness_texture.is_some() {
info!(" - Has metallic/roughness texture");
}
if material.emissive_texture.is_some() {
info!(" - Has emissive texture");
}
if material.occlusion_texture.is_some() {
info!(" - Has occlusion texture");
}
}
}
info!("=== Scene Statistics ===");
info!("Total mesh entities: {}", meshes.iter().count());
info!("Total material entities: {}", materials.iter().count());
} else {
info!("FBX asset not yet loaded");
}
}
fn fbx_load_check(
asset_server: Res<AssetServer>,
mut scenes: ResMut<Assets<Scene>>,
fbx_assets: Res<Assets<Fbx>>,
mut scene_handle: ResMut<FbxSceneHandle>,
mut scene_spawner: ResMut<SceneSpawner>,
) {
match scene_handle.instance_id {
None => {
if asset_server
.load_state(&scene_handle.fbx_handle)
.is_loaded()
{
let fbx = fbx_assets.get(&scene_handle.fbx_handle).unwrap();
info!("FBX loaded successfully!");
info!(
"Found {} meshes, {} materials, {} nodes",
fbx.meshes.len(),
fbx.materials.len(),
fbx.nodes.len()
);
// Check if the FBX scene has lights
if let Some(scene_handle_ref) = fbx.scenes.first() {
let scene = scenes.get_mut(scene_handle_ref).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(scene_handle_ref.clone_weak()));
info!("Spawning FBX scene...");
} else {
warn!("FBX file contains no scenes!");
}
}
}
Some(instance_id) if !scene_handle.is_loaded => {
if scene_spawner.instance_is_ready(instance_id) {
info!("FBX scene loaded and ready!");
scene_handle.is_loaded = true;
}
}
Some(_) => {}
}
}
fn update_lights(
key_input: Res<ButtonInput<KeyCode>>,
time: Res<Time>,
mut query: Query<(&mut Transform, &mut DirectionalLight)>,
mut animate_directional_light: Local<bool>,
) {
for (_, mut light) in &mut query {
if key_input.just_pressed(KeyCode::KeyU) {
light.shadows_enabled = !light.shadows_enabled;
info!(
"Shadows {}",
if light.shadows_enabled {
"enabled"
} else {
"disabled"
}
);
}
}
if key_input.just_pressed(KeyCode::KeyL) {
*animate_directional_light = !*animate_directional_light;
info!(
"Light animation {}",
if *animate_directional_light {
"enabled"
} else {
"disabled"
}
);
}
if *animate_directional_light {
for (mut transform, _) in &mut query {
transform.rotation = Quat::from_euler(
EulerRot::ZYX,
0.0,
time.elapsed_secs() * PI / 15.0,
-FRAC_PI_4,
);
}
}
}
#[derive(Resource, Default)]
struct CameraTracker {
active_index: Option<usize>,
cameras: Vec<Entity>,
}
impl CameraTracker {
fn track_camera(&mut self, entity: Entity) -> bool {
self.cameras.push(entity);
if self.active_index.is_none() {
self.active_index = Some(self.cameras.len() - 1);
true
} else {
false
}
}
fn active_camera(&self) -> Option<Entity> {
self.active_index.map(|i| self.cameras[i])
}
fn set_next_active(&mut self) -> Option<Entity> {
let active_index = self.active_index?;
let new_i = (active_index + 1) % self.cameras.len();
self.active_index = Some(new_i);
Some(self.cameras[new_i])
}
}
fn camera_tracker(
mut camera_tracker: ResMut<CameraTracker>,
keyboard_input: Res<ButtonInput<KeyCode>>,
mut queries: ParamSet<(
Query<(Entity, &mut Camera), (Added<Camera>, Without<CameraController>)>,
Query<(Entity, &mut Camera), (Added<Camera>, With<CameraController>)>,
Query<&mut Camera>,
)>,
) {
// track added scene camera entities first, to ensure they are preferred for the
// default active camera
for (entity, mut camera) in queries.p0().iter_mut() {
camera.is_active = camera_tracker.track_camera(entity);
}
// iterate added custom camera entities second
for (entity, mut camera) in queries.p1().iter_mut() {
camera.is_active = camera_tracker.track_camera(entity);
}
if keyboard_input.just_pressed(KeyCode::KeyC) {
// disable currently active camera
if let Some(e) = camera_tracker.active_camera() {
if let Ok(mut camera) = queries.p2().get_mut(e) {
camera.is_active = false;
}
}
// enable next active camera
if let Some(e) = camera_tracker.set_next_active() {
if let Ok(mut camera) = queries.p2().get_mut(e) {
camera.is_active = true;
}
}
info!(
"Switched to camera {}",
camera_tracker.active_index.unwrap_or(0)
);
}
}

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//! A simple FBX scene viewer made with Bevy.
//!
//! Just run `cargo run --release --example scene_viewer_fbx --features="fbx" /path/to/model.fbx`,
//! replacing the path as appropriate.
//! With no arguments it will load a default FBX model if available.
//! Pass `--help` to see all the supported arguments.
//!
//! If you want to hot reload asset changes, enable the `file_watcher` cargo feature.
use argh::FromArgs;
use bevy::{
asset::UnapprovedPathMode,
core_pipeline::prepass::{DeferredPrepass, DepthPrepass},
pbr::DefaultOpaqueRendererMethod,
prelude::*,
render::{
experimental::occlusion_culling::OcclusionCulling,
primitives::{Aabb, Sphere},
},
};
#[path = "../../helpers/camera_controller.rs"]
mod camera_controller;
mod fbx_viewer_plugin;
use camera_controller::{CameraController, CameraControllerPlugin};
use fbx_viewer_plugin::{FbxSceneHandle, FbxViewerPlugin};
/// A simple FBX scene viewer made with Bevy
#[derive(FromArgs, Resource)]
struct Args {
/// the path to the FBX scene
#[argh(positional, default = "\"assets/models/cube/cube.fbx\".to_string()")]
scene_path: String,
/// enable a depth prepass
#[argh(switch)]
depth_prepass: Option<bool>,
/// enable occlusion culling
#[argh(switch)]
occlusion_culling: Option<bool>,
/// enable deferred shading
#[argh(switch)]
deferred: Option<bool>,
/// spawn a light even if the scene already has one
#[argh(switch)]
add_light: Option<bool>,
}
fn main() {
#[cfg(not(target_arch = "wasm32"))]
let args: Args = argh::from_env();
#[cfg(target_arch = "wasm32")]
let args: Args = Args::from_args(&[], &[]).unwrap();
let deferred = args.deferred;
let mut app = App::new();
app.add_plugins((
DefaultPlugins
.set(WindowPlugin {
primary_window: Some(Window {
title: "bevy fbx scene viewer".to_string(),
..default()
}),
..default()
})
.set(AssetPlugin {
file_path: std::env::var("CARGO_MANIFEST_DIR").unwrap_or_else(|_| ".".to_string()),
// Allow scenes to be loaded from anywhere on disk
unapproved_path_mode: UnapprovedPathMode::Allow,
..default()
}),
CameraControllerPlugin,
FbxViewerPlugin,
))
.insert_resource(args)
.add_systems(Startup, setup)
.add_systems(PreUpdate, setup_scene_after_load);
// If deferred shading was requested, turn it on.
if deferred == Some(true) {
app.insert_resource(DefaultOpaqueRendererMethod::deferred());
}
app.run();
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>, args: Res<Args>) {
let scene_path = &args.scene_path;
info!("Loading FBX file: {}", scene_path);
commands.insert_resource(FbxSceneHandle::new(asset_server.load(scene_path.clone())));
}
fn setup_scene_after_load(
mut commands: Commands,
mut setup: Local<bool>,
mut scene_handle: ResMut<FbxSceneHandle>,
asset_server: Res<AssetServer>,
args: Res<Args>,
meshes: Query<(&GlobalTransform, Option<&Aabb>), With<Mesh3d>>,
) {
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 walk_speed = size * 3.0;
let camera_controller = CameraController {
walk_speed,
run_speed: 3.0 * walk_speed,
..default()
};
// Display the controls of the scene viewer
info!("{}", camera_controller);
info!("{}", *scene_handle);
let mut camera = commands.spawn((
Camera3d::default(),
Projection::from(projection),
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 {
is_active: false,
..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"),
intensity: 150.0,
..default()
},
camera_controller,
));
// If occlusion culling was requested, include the relevant components.
// The Z-prepass is currently required.
if args.occlusion_culling == Some(true) {
camera.insert((DepthPrepass, OcclusionCulling));
}
// If the depth prepass was requested, include it.
if args.depth_prepass == Some(true) {
camera.insert(DepthPrepass);
}
// If deferred shading was requested, include the prepass.
if args.deferred == Some(true) {
camera
.insert(Msaa::Off)
.insert(DepthPrepass)
.insert(DeferredPrepass);
}
// Spawn a default light if the scene does not have one
if !scene_handle.has_light || args.add_light == Some(true) {
info!("Spawning a directional light");
let mut light = commands.spawn((
DirectionalLight::default(),
Transform::from_xyz(1.0, 1.0, 0.0).looking_at(Vec3::ZERO, Vec3::Y),
));
if args.occlusion_culling == Some(true) {
light.insert(OcclusionCulling);
}
scene_handle.has_light = true;
}
}
}