Commit Graph

12 Commits

Author SHA1 Message Date
DaoLendaye
cf3f26f10b
Add GltfMeshName component and Deref implementations (#19331)
Stores mesh names from glTF files in GltfMeshName component rather than
Name component, making both GltfMeshName and GltfMaterialName behave
like strings via Deref.

# Objective

Fixed the side effects of #19287
Fixes Examples that modify gltf materials are broken #19322

## Solution

Add GltfMeshName component and Deref implementations

Stores mesh names from glTF files in GltfMeshName component rather than
Name component, making both GltfMeshName and GltfMaterialName behave
like strings via Deref.


## Testing

cargo run --example depth_of_field
cargo run --example lightmaps
cargo run --example mixed_lighting
They are consistent with the situation before the error occurred.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Rob Parrett <robparrett@gmail.com>
2025-05-23 20:56:48 +00:00
DaoLendaye
c62ca1a0d3
Use material name for mesh entity's Name when available (#19287)
# Objective

Fixes #19286

## Solution

Use material name for mesh entity's Name when available

## Testing

Test code, modified from examples/load_gltf.rs
```rust
//! Loads and renders a glTF file as a scene.

use bevy::{gltf::GltfMaterialName, prelude::*, scene::SceneInstanceReady};

fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        .add_systems(Startup, setup)
        .add_observer(on_scene_load)
        .run();
}

fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
    commands.spawn((
        Camera3d::default(),
        Transform::from_xyz(0.7, 0.7, 1.0).looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::Y),
    ));

    commands.spawn((DirectionalLight {
        shadows_enabled: true,
        ..default()
    },));

    commands.spawn(SceneRoot(asset_server.load(
        GltfAssetLabel::Scene(0).from_asset("models/FlightHelmet/FlightHelmet.gltf"),
    )));
}

fn on_scene_load(
    trigger: Trigger<SceneInstanceReady>,
    children: Query<&Children>,
    names: Query<&Name>,
    material_names: Query<&GltfMaterialName>,
) {
    let target = trigger.target();

    for child in children.iter_descendants(target) {
        let name = if let Ok(name) = names.get(child) {
            Some(name.to_string())
        } else {
            None
        };
        let material_name = if let Ok(name) = material_names.get(child) {
            Some(name.0.clone())
        } else {
            None
        };

        info!("Entity name:{:?} | material name:{:?}", name, material_name);
    }
}
```

---

## Showcase

Run log:
<img width="859" alt="Image"
src="https://github.com/user-attachments/assets/87daddf3-31e6-41f8-9be2-4b292da9b75a"
/>

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Greeble <166992735+greeble-dev@users.noreply.github.com>
2025-05-20 14:45:04 +00:00
axlitEels
775fae5b62
Add image sampler configuration in GLTF loader (#17875)
I can't underrate anisotropic filtering.

# Objective

- Allow easily enabling anisotropic filtering on glTF assets.
- Allow selecting `ImageFilterMode` for glTF assets at runtime.

## Solution

- Added a Resource `DefaultGltfImageSampler`: it stores
`Arc<Mutex<ImageSamplerDescriptor>>` and the same `Arc` is stored in
`GltfLoader`. The default is independent from provided to `ImagePlugin`
and is set in the same way but with `GltfPlugin`. It can then be
modified at runtime with `DefaultGltfImageSampler::set`.
- Added two fields to `GltfLoaderSettings`: `default_sampler:
Option<ImageSamplerDescriptor>` to override aforementioned global
default descriptor and `override_sampler: bool` to ignore glTF sampler
data.

## Showcase

Enabling anisotropic filtering as easy as:
```rust
app.add_plugins(DefaultPlugins.set(GltfPlugin{
    default_sampler: ImageSamplerDescriptor {
        min_filter: ImageFilterMode::Linear,
        mag_filter: ImageFilterMode::Linear,
        mipmap_filter: ImageFilterMode::Linear,
        anisotropy_clamp: 16,
        ..default()
    },
    ..default()
}))
```

Use code below to ignore both the global default sampler and glTF data,
having `your_shiny_sampler` used directly for all textures instead:
```rust
commands.spawn(SceneRoot(asset_server.load_with_settings(
    GltfAssetLabel::Scene(0).from_asset("models/test-scene.gltf"),
    |settings: &mut GltfLoaderSettings| {
        settings.default_sampler = Some(your_shiny_sampler);
        settings.override_sampler = true;
    }
)));
```
Remove either setting to get different result! They don't come in pair!

Scene rendered with trillinear texture filtering:

![Trillinear](https://github.com/user-attachments/assets/be4c417f-910c-4806-9e64-fd2c21b9fd8d)
Scene rendered with 16x anisotropic texture filtering:
![Anisotropic Filtering
x16](https://github.com/user-attachments/assets/68190be8-aabd-4bef-8e97-d1b5124cce60)

## Migration Guide

- The new fields in `GltfLoaderSettings` have their default values
replicate previous behavior.

---------

Co-authored-by: Greeble <166992735+greeble-dev@users.noreply.github.com>
2025-05-06 05:48:13 +00:00
Carter Anderson
e9a0ef49f9
Rename bevy_platform_support to bevy_platform (#18813)
# Objective

The goal of `bevy_platform_support` is to provide a set of platform
agnostic APIs, alongside platform-specific functionality. This is a high
traffic crate (providing things like HashMap and Instant). Especially in
light of https://github.com/bevyengine/bevy/discussions/18799, it
deserves a friendlier / shorter name.

Given that it hasn't had a full release yet, getting this change in
before Bevy 0.16 makes sense.

## Solution

- Rename `bevy_platform_support` to `bevy_platform`.
2025-04-11 23:13:28 +00:00
Vic
f57c7a43c4
reexport entity set collections in entity module (#18413)
# Objective

Unlike for their helper typers, the import paths for
`unique_array::UniqueEntityArray`, `unique_slice::UniqueEntitySlice`,
`unique_vec::UniqueEntityVec`, `hash_set::EntityHashSet`,
`hash_map::EntityHashMap`, `index_set::EntityIndexSet`,
`index_map::EntityIndexMap` are quite redundant.

When looking at the structure of `hashbrown`, we can also see that while
both `HashSet` and `HashMap` have their own modules, the main types
themselves are re-exported to the crate level.

## Solution

Re-export the types in their shared `entity` parent module, and simplify
the imports where they're used.
2025-03-30 03:51:14 +00:00
andriyDev
a08760b19b
Revert PR #15481 to resolve a regression. (#18567)
# Objective

- Fixes #18010.

## Solution

- Revert the offending PRs! These are #15481 and #18013. We now no
longer get an error if there are duplicate subassets.
- In theory we could untangle #18013 from #15481, but that may be
tricky, and may still introduce regressions. To avoid this worry (since
we're already in RC mode), I am just reverting both.

## Testing

- This is just a revert.

---

## Migration Guide

<Remove the migration guides for #15481 and #18013>

I will make a PR to the bevy_website repo after this is merged.
2025-03-27 21:32:01 +00:00
Brian Reavis
9d25689f82
Remove Image::from_buffer name argument (only present in debug "dds" builds) (#18538)
# Objective

- Fixes https://github.com/bevyengine/bevy/issues/17891
- Cherry-picked from https://github.com/bevyengine/bevy/pull/18411

## Solution

The `name` argument could either be made permanent (by removing the
`#[cfg(...)]` condition) or eliminated entirely. I opted to remove it,
as debugging a specific DDS texture edge case in GLTF files doesn't seem
necessary, and there isn't any other foreseeable need to have it.

## Migration Guide

- `Image::from_buffer()` no longer has a `name` argument that's only
present in debug builds when the `"dds"` feature is enabled. If you
happen to pass a name, remove it.
2025-03-25 19:25:01 +00:00
Greeble
584c6665f9
Reduce dependencies on bevy_render by preferring bevy_mesh imports (#18437)
## Objective

Reduce dependencies on `bevy_render` by preferring `bevy_mesh` imports
over `bevy_render` re-exports.

```diff
- use bevy_render::mesh::Mesh;
+ use bevy_mesh::Mesh;
```

This is intended to help with #18423 (render crate restructure). Affects
`bevy_gltf`, `bevy_animation` and `bevy_picking`.

## But Why?

As part of #18423, I'm assuming there'll be a push to make crates less
dependent on the big render crates. This PR seemed like a small and safe
step along that path - it only changes imports and makes the `bevy_mesh`
crate dependency explicit in `Cargo.toml`. Any remaining dependencies on
`bevy_render` are true dependencies.

## Testing

```
cargo run --example testbed_3d
cargo run --example mesh_picking
```
2025-03-25 04:14:42 +00:00
François Mockers
031f67ebb6
fix error and lints when building for wasm32 (#18500)
# Objective

- Some crates don't compile or have clippy warnings when building for
wasm32

## Solution

- bevy_asset: unused lifetime
- bevy_gltf: the error is not too large in wasm32
- bevy_remote: fails to compile as feature http is also gated on wasm32
- bevy_winit: unused import `error`
2025-03-23 22:06:28 +00:00
robtfm
655ee4b120
Gltf handle missing bindposes (#18419)
# Objective

correctly load gltfs without explicit bindposes

## Solution

use identity matrices if bindposes are not found.

note: currently does nothing, as gltfs without explicit bindposes fail
to load, see <https://github.com/gltf-rs/gltf/pull/449>

---------

Co-authored-by: François Mockers <francois.mockers@vleue.com>
2025-03-19 21:45:05 +00:00
François Mockers
a24691a115
gate import on bevy_animation in bevy_gltf (#18403)
# Objective

- `collect_path` is only declared when feature `bevy_animation` is
enabled
- it is imported without checking for the feature, not compiling when
not enabled

## Solution

- Gate the import
2025-03-18 23:27:46 +00:00
Lucas Franca
11db71727d
Refactor bevy_gltf (#15994)
# Objective

Refactor `bevy_gltf`, the criteria for the split is kind of arbitrary
but at least it is not a 2.6k line file.

## Solution

Move methods and structs found in `bevy_gltf/loader.rs` into multiple
new modules.

## Testing

`cargo run -p ci`
2025-02-26 01:00:11 +00:00