 ea13f0bddf
			
		
	
	
		ea13f0bddf
		
	
	
	
	
		
			
			# Objective Users often ask for help with rotations as they struggle with `Quat`s. `Quat` is rather complex and has a ton of verbose methods. ## Solution Add rotation helper methods to `Transform`. Co-authored-by: devil-ira <justthecooldude@gmail.com>
		
			
				
	
	
		
			541 lines
		
	
	
		
			18 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			541 lines
		
	
	
		
			18 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! A simple glTF scene viewer made 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.
 | |
| 
 | |
| use bevy::{
 | |
|     asset::{AssetServerSettings, LoadState},
 | |
|     gltf::Gltf,
 | |
|     input::mouse::MouseMotion,
 | |
|     math::Vec3A,
 | |
|     prelude::*,
 | |
|     render::primitives::{Aabb, Sphere},
 | |
|     scene::InstanceId,
 | |
| };
 | |
| 
 | |
| use std::f32::consts::TAU;
 | |
| 
 | |
| #[derive(Debug, Hash, PartialEq, Eq, Clone, SystemLabel)]
 | |
| struct CameraControllerCheckSystem;
 | |
| 
 | |
| fn main() {
 | |
|     println!(
 | |
|         "
 | |
| Controls:
 | |
|     MOUSE       - Move camera orientation
 | |
|     LClick/M    - Enable mouse movement
 | |
|     WSAD        - forward/back/strafe left/right
 | |
|     LShift      - 'run'
 | |
|     E           - up
 | |
|     Q           - down
 | |
|     L           - animate light direction
 | |
|     U           - toggle shadows
 | |
|     C           - cycle through cameras
 | |
|     5/6         - decrease/increase shadow projection width
 | |
|     7/8         - decrease/increase shadow projection height
 | |
|     9/0         - decrease/increase shadow projection near/far
 | |
| 
 | |
|     Space       - Play/Pause animation
 | |
|     Enter       - Cycle through animations
 | |
| "
 | |
|     );
 | |
|     let mut app = App::new();
 | |
|     app.insert_resource(AmbientLight {
 | |
|         color: Color::WHITE,
 | |
|         brightness: 1.0 / 5.0f32,
 | |
|     })
 | |
|     .insert_resource(AssetServerSettings {
 | |
|         asset_folder: std::env::var("CARGO_MANIFEST_DIR").unwrap_or_else(|_| ".".to_string()),
 | |
|         watch_for_changes: true,
 | |
|     })
 | |
|     .insert_resource(WindowDescriptor {
 | |
|         title: "bevy scene viewer".to_string(),
 | |
|         ..default()
 | |
|     })
 | |
|     .init_resource::<CameraTracker>()
 | |
|     .add_plugins(DefaultPlugins)
 | |
|     .add_startup_system(setup)
 | |
|     .add_system_to_stage(CoreStage::PreUpdate, scene_load_check)
 | |
|     .add_system_to_stage(CoreStage::PreUpdate, setup_scene_after_load)
 | |
|     .add_system(update_lights)
 | |
|     .add_system(camera_controller)
 | |
|     .add_system(camera_tracker);
 | |
| 
 | |
|     #[cfg(feature = "animation")]
 | |
|     app.add_system(start_animation)
 | |
|         .add_system(keyboard_animation_control);
 | |
| 
 | |
|     app.run();
 | |
| }
 | |
| 
 | |
| struct SceneHandle {
 | |
|     handle: Handle<Gltf>,
 | |
|     #[cfg(feature = "animation")]
 | |
|     animations: Vec<Handle<AnimationClip>>,
 | |
|     instance_id: Option<InstanceId>,
 | |
|     is_loaded: bool,
 | |
|     has_light: bool,
 | |
| }
 | |
| 
 | |
| fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
 | |
|     let scene_path = std::env::args()
 | |
|         .nth(1)
 | |
|         .unwrap_or_else(|| "assets/models/FlightHelmet/FlightHelmet.gltf".to_string());
 | |
|     info!("Loading {}", scene_path);
 | |
|     commands.insert_resource(SceneHandle {
 | |
|         handle: asset_server.load(&scene_path),
 | |
|         #[cfg(feature = "animation")]
 | |
|         animations: Vec::new(),
 | |
|         instance_id: None,
 | |
|         is_loaded: false,
 | |
|         has_light: false,
 | |
|     });
 | |
| }
 | |
| 
 | |
| fn scene_load_check(
 | |
|     asset_server: Res<AssetServer>,
 | |
|     mut scenes: ResMut<Assets<Scene>>,
 | |
|     gltf_assets: ResMut<Assets<Gltf>>,
 | |
|     mut scene_handle: ResMut<SceneHandle>,
 | |
|     mut scene_spawner: ResMut<SceneSpawner>,
 | |
| ) {
 | |
|     match scene_handle.instance_id {
 | |
|         None => {
 | |
|             if asset_server.get_load_state(&scene_handle.handle) == LoadState::Loaded {
 | |
|                 let gltf = gltf_assets.get(&scene_handle.handle).unwrap();
 | |
|                 let gltf_scene_handle = gltf.scenes.first().expect("glTF file contains no scenes!");
 | |
|                 let scene = scenes.get_mut(gltf_scene_handle).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(gltf_scene_handle.clone_weak()));
 | |
| 
 | |
|                 #[cfg(feature = "animation")]
 | |
|                 {
 | |
|                     scene_handle.animations = gltf.animations.clone();
 | |
|                     if !scene_handle.animations.is_empty() {
 | |
|                         info!(
 | |
|                             "Found {} animation{}",
 | |
|                             scene_handle.animations.len(),
 | |
|                             if scene_handle.animations.len() == 1 {
 | |
|                                 ""
 | |
|                             } else {
 | |
|                                 "s"
 | |
|                             }
 | |
|                         );
 | |
|                     }
 | |
|                 }
 | |
| 
 | |
|                 info!("Spawning scene...");
 | |
|             }
 | |
|         }
 | |
|         Some(instance_id) if !scene_handle.is_loaded => {
 | |
|             if scene_spawner.instance_is_ready(instance_id) {
 | |
|                 info!("...done!");
 | |
|                 scene_handle.is_loaded = true;
 | |
|             }
 | |
|         }
 | |
|         Some(_) => {}
 | |
|     }
 | |
| }
 | |
| 
 | |
| #[cfg(feature = "animation")]
 | |
| fn start_animation(
 | |
|     mut player: Query<&mut AnimationPlayer>,
 | |
|     mut done: Local<bool>,
 | |
|     scene_handle: Res<SceneHandle>,
 | |
| ) {
 | |
|     if !*done {
 | |
|         if let Ok(mut player) = player.get_single_mut() {
 | |
|             if let Some(animation) = scene_handle.animations.first() {
 | |
|                 player.play(animation.clone_weak()).repeat();
 | |
|                 *done = true;
 | |
|             }
 | |
|         }
 | |
|     }
 | |
| }
 | |
| 
 | |
| #[cfg(feature = "animation")]
 | |
| fn keyboard_animation_control(
 | |
|     keyboard_input: Res<Input<KeyCode>>,
 | |
|     mut animation_player: Query<&mut AnimationPlayer>,
 | |
|     scene_handle: Res<SceneHandle>,
 | |
|     mut current_animation: Local<usize>,
 | |
|     mut changing: Local<bool>,
 | |
| ) {
 | |
|     if scene_handle.animations.is_empty() {
 | |
|         return;
 | |
|     }
 | |
| 
 | |
|     if let Ok(mut player) = animation_player.get_single_mut() {
 | |
|         if keyboard_input.just_pressed(KeyCode::Space) {
 | |
|             if player.is_paused() {
 | |
|                 player.resume();
 | |
|             } else {
 | |
|                 player.pause();
 | |
|             }
 | |
|         }
 | |
| 
 | |
|         if *changing {
 | |
|             // change the animation the frame after return was pressed
 | |
|             *current_animation = (*current_animation + 1) % scene_handle.animations.len();
 | |
|             player
 | |
|                 .play(scene_handle.animations[*current_animation].clone_weak())
 | |
|                 .repeat();
 | |
|             *changing = false;
 | |
|         }
 | |
| 
 | |
|         if keyboard_input.just_pressed(KeyCode::Return) {
 | |
|             // delay the animation change for one frame
 | |
|             *changing = true;
 | |
|             // set the current animation to its start and pause it to reset to its starting state
 | |
|             player.set_elapsed(0.0).pause();
 | |
|         }
 | |
|     }
 | |
| }
 | |
| 
 | |
| fn setup_scene_after_load(
 | |
|     mut commands: Commands,
 | |
|     mut setup: Local<bool>,
 | |
|     mut scene_handle: ResMut<SceneHandle>,
 | |
|     meshes: Query<(&GlobalTransform, Option<&Aabb>), With<Handle<Mesh>>>,
 | |
| ) {
 | |
|     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.iter() {
 | |
|             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.mul_vec3(Vec3::from(aabb.center))),
 | |
|                 radius: (Vec3A::from(transform.scale) * aabb.half_extents).length(),
 | |
|             };
 | |
|             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);
 | |
|         commands
 | |
|             .spawn_bundle(Camera3dBundle {
 | |
|                 projection: projection.into(),
 | |
|                 transform: 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: Camera {
 | |
|                     is_active: false,
 | |
|                     ..default()
 | |
|                 },
 | |
|                 ..default()
 | |
|             })
 | |
|             .insert(CameraController::default());
 | |
| 
 | |
|         // Spawn a default light if the scene does not have one
 | |
|         if !scene_handle.has_light {
 | |
|             let sphere = Sphere {
 | |
|                 center: aabb.center,
 | |
|                 radius: aabb.half_extents.length(),
 | |
|             };
 | |
|             let aabb = Aabb::from(sphere);
 | |
|             let min = aabb.min();
 | |
|             let max = aabb.max();
 | |
| 
 | |
|             info!("Spawning a directional light");
 | |
|             commands.spawn_bundle(DirectionalLightBundle {
 | |
|                 directional_light: DirectionalLight {
 | |
|                     shadow_projection: OrthographicProjection {
 | |
|                         left: min.x,
 | |
|                         right: max.x,
 | |
|                         bottom: min.y,
 | |
|                         top: max.y,
 | |
|                         near: min.z,
 | |
|                         far: max.z,
 | |
|                         ..default()
 | |
|                     },
 | |
|                     shadows_enabled: false,
 | |
|                     ..default()
 | |
|                 },
 | |
|                 ..default()
 | |
|             });
 | |
| 
 | |
|             scene_handle.has_light = true;
 | |
|         }
 | |
|     }
 | |
| }
 | |
| 
 | |
| const SCALE_STEP: f32 = 0.1;
 | |
| 
 | |
| fn update_lights(
 | |
|     key_input: Res<Input<KeyCode>>,
 | |
|     time: Res<Time>,
 | |
|     mut query: Query<(&mut Transform, &mut DirectionalLight)>,
 | |
|     mut animate_directional_light: Local<bool>,
 | |
| ) {
 | |
|     let mut projection_adjustment = Vec3::ONE;
 | |
|     if key_input.just_pressed(KeyCode::Key5) {
 | |
|         projection_adjustment.x -= SCALE_STEP;
 | |
|     } else if key_input.just_pressed(KeyCode::Key6) {
 | |
|         projection_adjustment.x += SCALE_STEP;
 | |
|     } else if key_input.just_pressed(KeyCode::Key7) {
 | |
|         projection_adjustment.y -= SCALE_STEP;
 | |
|     } else if key_input.just_pressed(KeyCode::Key8) {
 | |
|         projection_adjustment.y += SCALE_STEP;
 | |
|     } else if key_input.just_pressed(KeyCode::Key9) {
 | |
|         projection_adjustment.z -= SCALE_STEP;
 | |
|     } else if key_input.just_pressed(KeyCode::Key0) {
 | |
|         projection_adjustment.z += SCALE_STEP;
 | |
|     }
 | |
|     for (_, mut light) in query.iter_mut() {
 | |
|         light.shadow_projection.left *= projection_adjustment.x;
 | |
|         light.shadow_projection.right *= projection_adjustment.x;
 | |
|         light.shadow_projection.bottom *= projection_adjustment.y;
 | |
|         light.shadow_projection.top *= projection_adjustment.y;
 | |
|         light.shadow_projection.near *= projection_adjustment.z;
 | |
|         light.shadow_projection.far *= projection_adjustment.z;
 | |
|         if key_input.just_pressed(KeyCode::U) {
 | |
|             light.shadows_enabled = !light.shadows_enabled;
 | |
|         }
 | |
|     }
 | |
| 
 | |
|     if key_input.just_pressed(KeyCode::L) {
 | |
|         *animate_directional_light = !*animate_directional_light;
 | |
|     }
 | |
|     if *animate_directional_light {
 | |
|         for (mut transform, _) in query.iter_mut() {
 | |
|             transform.rotation = Quat::from_euler(
 | |
|                 EulerRot::ZYX,
 | |
|                 0.0,
 | |
|                 time.seconds_since_startup() as f32 * TAU / 30.0,
 | |
|                 -TAU / 8.,
 | |
|             );
 | |
|         }
 | |
|     }
 | |
| }
 | |
| 
 | |
| #[derive(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<Input<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::C) {
 | |
|         // 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;
 | |
|             }
 | |
|         }
 | |
|     }
 | |
| }
 | |
| 
 | |
| #[derive(Component)]
 | |
| struct CameraController {
 | |
|     pub enabled: bool,
 | |
|     pub initialized: bool,
 | |
|     pub sensitivity: f32,
 | |
|     pub key_forward: KeyCode,
 | |
|     pub key_back: KeyCode,
 | |
|     pub key_left: KeyCode,
 | |
|     pub key_right: KeyCode,
 | |
|     pub key_up: KeyCode,
 | |
|     pub key_down: KeyCode,
 | |
|     pub key_run: KeyCode,
 | |
|     pub mouse_key_enable_mouse: MouseButton,
 | |
|     pub keyboard_key_enable_mouse: KeyCode,
 | |
|     pub walk_speed: f32,
 | |
|     pub run_speed: f32,
 | |
|     pub friction: f32,
 | |
|     pub pitch: f32,
 | |
|     pub yaw: f32,
 | |
|     pub velocity: Vec3,
 | |
| }
 | |
| 
 | |
| impl Default for CameraController {
 | |
|     fn default() -> Self {
 | |
|         Self {
 | |
|             enabled: true,
 | |
|             initialized: false,
 | |
|             sensitivity: 0.5,
 | |
|             key_forward: KeyCode::W,
 | |
|             key_back: KeyCode::S,
 | |
|             key_left: KeyCode::A,
 | |
|             key_right: KeyCode::D,
 | |
|             key_up: KeyCode::E,
 | |
|             key_down: KeyCode::Q,
 | |
|             key_run: KeyCode::LShift,
 | |
|             mouse_key_enable_mouse: MouseButton::Left,
 | |
|             keyboard_key_enable_mouse: KeyCode::M,
 | |
|             walk_speed: 5.0,
 | |
|             run_speed: 15.0,
 | |
|             friction: 0.5,
 | |
|             pitch: 0.0,
 | |
|             yaw: 0.0,
 | |
|             velocity: Vec3::ZERO,
 | |
|         }
 | |
|     }
 | |
| }
 | |
| 
 | |
| fn camera_controller(
 | |
|     time: Res<Time>,
 | |
|     mut mouse_events: EventReader<MouseMotion>,
 | |
|     mouse_button_input: Res<Input<MouseButton>>,
 | |
|     key_input: Res<Input<KeyCode>>,
 | |
|     mut move_toggled: Local<bool>,
 | |
|     mut query: Query<(&mut Transform, &mut CameraController), With<Camera>>,
 | |
| ) {
 | |
|     let dt = time.delta_seconds();
 | |
| 
 | |
|     if let Ok((mut transform, mut options)) = query.get_single_mut() {
 | |
|         if !options.initialized {
 | |
|             let (yaw, pitch, _roll) = transform.rotation.to_euler(EulerRot::YXZ);
 | |
|             options.yaw = yaw;
 | |
|             options.pitch = pitch;
 | |
|             options.initialized = true;
 | |
|         }
 | |
|         if !options.enabled {
 | |
|             return;
 | |
|         }
 | |
| 
 | |
|         // Handle key input
 | |
|         let mut axis_input = Vec3::ZERO;
 | |
|         if key_input.pressed(options.key_forward) {
 | |
|             axis_input.z += 1.0;
 | |
|         }
 | |
|         if key_input.pressed(options.key_back) {
 | |
|             axis_input.z -= 1.0;
 | |
|         }
 | |
|         if key_input.pressed(options.key_right) {
 | |
|             axis_input.x += 1.0;
 | |
|         }
 | |
|         if key_input.pressed(options.key_left) {
 | |
|             axis_input.x -= 1.0;
 | |
|         }
 | |
|         if key_input.pressed(options.key_up) {
 | |
|             axis_input.y += 1.0;
 | |
|         }
 | |
|         if key_input.pressed(options.key_down) {
 | |
|             axis_input.y -= 1.0;
 | |
|         }
 | |
|         if key_input.just_pressed(options.keyboard_key_enable_mouse) {
 | |
|             *move_toggled = !*move_toggled;
 | |
|         }
 | |
| 
 | |
|         // Apply movement update
 | |
|         if axis_input != Vec3::ZERO {
 | |
|             let max_speed = if key_input.pressed(options.key_run) {
 | |
|                 options.run_speed
 | |
|             } else {
 | |
|                 options.walk_speed
 | |
|             };
 | |
|             options.velocity = axis_input.normalize() * max_speed;
 | |
|         } else {
 | |
|             let friction = options.friction.clamp(0.0, 1.0);
 | |
|             options.velocity *= 1.0 - friction;
 | |
|             if options.velocity.length_squared() < 1e-6 {
 | |
|                 options.velocity = Vec3::ZERO;
 | |
|             }
 | |
|         }
 | |
|         let forward = transform.forward();
 | |
|         let right = transform.right();
 | |
|         transform.translation += options.velocity.x * dt * right
 | |
|             + options.velocity.y * dt * Vec3::Y
 | |
|             + options.velocity.z * dt * forward;
 | |
| 
 | |
|         // Handle mouse input
 | |
|         let mut mouse_delta = Vec2::ZERO;
 | |
|         if mouse_button_input.pressed(options.mouse_key_enable_mouse) || *move_toggled {
 | |
|             for mouse_event in mouse_events.iter() {
 | |
|                 mouse_delta += mouse_event.delta;
 | |
|             }
 | |
|         }
 | |
| 
 | |
|         if mouse_delta != Vec2::ZERO {
 | |
|             // Apply look update
 | |
|             let (pitch, yaw) = (
 | |
|                 (options.pitch - mouse_delta.y * 0.5 * options.sensitivity * dt).clamp(
 | |
|                     -0.99 * std::f32::consts::FRAC_PI_2,
 | |
|                     0.99 * std::f32::consts::FRAC_PI_2,
 | |
|                 ),
 | |
|                 options.yaw - mouse_delta.x * options.sensitivity * dt,
 | |
|             );
 | |
|             transform.rotation = Quat::from_euler(EulerRot::ZYX, 0.0, yaw, pitch);
 | |
|             options.pitch = pitch;
 | |
|             options.yaw = yaw;
 | |
|         }
 | |
|     }
 | |
| }
 |