bevy/crates/bevy_gltf/src/lib.rs
Robin KAY d74533b407
Add support for custom glTF vertex attributes. (#5370)
# Objective

The objective is to be able to load data from "application-specific"
(see glTF spec 3.7.2.1.) vertex attribute semantics from glTF files into
Bevy meshes.

## Solution

Rather than probe the glTF for the specific attributes supported by
Bevy, this PR changes the loader to iterate through all the attributes
and map them onto `MeshVertexAttribute`s. This mapping includes all the
previously supported attributes, plus it is now possible to add mappings
using the `add_custom_vertex_attribute()` method on `GltfPlugin`.

## Changelog

- Add support for loading custom vertex attributes from glTF files.
- Add the `custom_gltf_vertex_attribute.rs` example to illustrate
loading custom vertex attributes.

## Migration Guide

- If you were instantiating `GltfPlugin` using the unit-like struct
syntax, you must instead use `GltfPlugin::default()` as the type is no
longer unit-like.
2023-04-24 14:20:13 +00:00

114 lines
3.6 KiB
Rust

#![allow(clippy::type_complexity)]
#[cfg(feature = "bevy_animation")]
use bevy_animation::AnimationClip;
use bevy_utils::HashMap;
mod loader;
mod vertex_attributes;
pub use loader::*;
use bevy_app::prelude::*;
use bevy_asset::{AddAsset, Handle};
use bevy_ecs::{prelude::Component, reflect::ReflectComponent};
use bevy_pbr::StandardMaterial;
use bevy_reflect::{Reflect, TypeUuid};
use bevy_render::{
mesh::{Mesh, MeshVertexAttribute},
renderer::RenderDevice,
texture::CompressedImageFormats,
};
use bevy_scene::Scene;
/// Adds support for glTF file loading to the app.
#[derive(Default)]
pub struct GltfPlugin {
custom_vertex_attributes: HashMap<String, MeshVertexAttribute>,
}
impl GltfPlugin {
pub fn add_custom_vertex_attribute(
mut self,
name: &str,
attribute: MeshVertexAttribute,
) -> Self {
self.custom_vertex_attributes
.insert(name.to_string(), attribute);
self
}
}
impl Plugin for GltfPlugin {
fn build(&self, app: &mut App) {
let supported_compressed_formats = match app.world.get_resource::<RenderDevice>() {
Some(render_device) => CompressedImageFormats::from_features(render_device.features()),
None => CompressedImageFormats::all(),
};
app.add_asset_loader::<GltfLoader>(GltfLoader {
supported_compressed_formats,
custom_vertex_attributes: self.custom_vertex_attributes.clone(),
})
.register_type::<GltfExtras>()
.add_asset::<Gltf>()
.add_asset::<GltfNode>()
.add_asset::<GltfPrimitive>()
.add_asset::<GltfMesh>();
}
}
/// Representation of a loaded glTF file.
#[derive(Debug, TypeUuid)]
#[uuid = "5c7d5f8a-f7b0-4e45-a09e-406c0372fea2"]
pub struct Gltf {
pub scenes: Vec<Handle<Scene>>,
pub named_scenes: HashMap<String, Handle<Scene>>,
pub meshes: Vec<Handle<GltfMesh>>,
pub named_meshes: HashMap<String, Handle<GltfMesh>>,
pub materials: Vec<Handle<StandardMaterial>>,
pub named_materials: HashMap<String, Handle<StandardMaterial>>,
pub nodes: Vec<Handle<GltfNode>>,
pub named_nodes: HashMap<String, Handle<GltfNode>>,
pub default_scene: Option<Handle<Scene>>,
#[cfg(feature = "bevy_animation")]
pub animations: Vec<Handle<AnimationClip>>,
#[cfg(feature = "bevy_animation")]
pub named_animations: HashMap<String, Handle<AnimationClip>>,
}
/// A glTF node with all of its child nodes, its [`GltfMesh`],
/// [`Transform`](bevy_transform::prelude::Transform) and an optional [`GltfExtras`].
#[derive(Debug, Clone, TypeUuid)]
#[uuid = "dad74750-1fd6-460f-ac51-0a7937563865"]
pub struct GltfNode {
pub children: Vec<GltfNode>,
pub mesh: Option<Handle<GltfMesh>>,
pub transform: bevy_transform::prelude::Transform,
pub extras: Option<GltfExtras>,
}
/// A glTF mesh, which may consist of multiple [`GltfPrimitives`](GltfPrimitive)
/// and an optional [`GltfExtras`].
#[derive(Debug, Clone, TypeUuid)]
#[uuid = "8ceaec9a-926a-4f29-8ee3-578a69f42315"]
pub struct GltfMesh {
pub primitives: Vec<GltfPrimitive>,
pub extras: Option<GltfExtras>,
}
/// Part of a [`GltfMesh`] that consists of a [`Mesh`], an optional [`StandardMaterial`] and [`GltfExtras`].
#[derive(Debug, Clone, TypeUuid)]
#[uuid = "cbfca302-82fd-41cb-af77-cab6b3d50af1"]
pub struct GltfPrimitive {
pub mesh: Handle<Mesh>,
pub material: Option<Handle<StandardMaterial>>,
pub extras: Option<GltfExtras>,
pub material_extras: Option<GltfExtras>,
}
#[derive(Clone, Debug, Reflect, Default, Component)]
#[reflect(Component)]
pub struct GltfExtras {
pub value: String,
}