bevy/examples/tools/scene_viewer/scene_viewer_plugin.rs
Thierry Berger ced216f59a
Update winit dependency to 0.29 (#10702)
# Objective

- Update winit dependency to 0.29

## Changelog

### KeyCode changes

- Removed `ScanCode`, as it was [replaced by
KeyCode](https://github.com/rust-windowing/winit/blob/master/CHANGELOG.md#0292).
- `ReceivedCharacter.char` is now a `SmolStr`, [relevant
doc](https://docs.rs/winit/latest/winit/event/struct.KeyEvent.html#structfield.text).
- Changed most `KeyCode` values, and added more.

KeyCode has changed meaning. With this PR, it refers to physical
position on keyboard rather than the printed letter on keyboard keys.

In practice this means:
- On QWERTY keyboard layouts, nothing changes
- On any other keyboard layout, `KeyCode` no longer reflects the label
on key.
- This is "good". In bevy 0.12, when you used WASD for movement, users
with non-QWERTY keyboards couldn't play your game! This was especially
bad for non-latin keyboards. Now, WASD represents the physical keys. A
French player will press the ZQSD keys, which are near each other,
Kyrgyz players will use "Цфыв".
- This is "bad" as well. You can't know in advance what the label of the
key for input is. Your UI says "press WASD to move", even if in reality,
they should be pressing "ZQSD" or "Цфыв". You also no longer can use
`KeyCode` for text inputs. In any case, it was a pretty bad API for text
input. You should use `ReceivedCharacter` now instead.

### Other changes
- Use `web-time` rather than `instant` crate.
(https://github.com/rust-windowing/winit/pull/2836)
- winit did split `run_return` in `run_onDemand` and `pump_events`, I
did the same change in bevy_winit and used `pump_events`.
- Removed `return_from_run` from `WinitSettings` as `winit::run` now
returns on supported platforms.
- I left the example "return_after_run" as I think it's still useful.
- This winit change is done partly to allow to create a new window after
quitting all windows: https://github.com/emilk/egui/issues/1918 ; this
PR doesn't address.
- added `width` and `height` properties in the `canvas` from wasm
example
(https://github.com/bevyengine/bevy/pull/10702#discussion_r1420567168)

## Known regressions (important follow ups?)
- Provide an API for reacting when a specific key from current layout
was released.
- possible solutions: use winit::Key from winit::KeyEvent ; mapping
between KeyCode and Key ; or .
- We don't receive characters through alt+numpad (e.g. alt + 151 = "ù")
anymore ; reproduced on winit example "ime". maybe related to
https://github.com/rust-windowing/winit/issues/2945
- (windows) Window content doesn't refresh at all when resizing. By
reading https://github.com/rust-windowing/winit/issues/2900 ; I suspect
we should just fire a `window.request_redraw();` from `AboutToWait`, and
handle actual redrawing within `RedrawRequested`. I'm not sure how to
move all that code so I'd appreciate it to be a follow up.
- (windows) unreleased winit fix for using set_control_flow in
AboutToWait https://github.com/rust-windowing/winit/issues/3215 ; ⚠️ I'm
not sure what the implications are, but that feels bad 🤔

## Follow up 

I'd like to avoid bloating this PR, here are a few follow up tasks
worthy of a separate PR, or new issue to track them once this PR is
closed, as they would either complicate reviews, or at risk of being
controversial:
- remove CanvasParentResizePlugin
(https://github.com/bevyengine/bevy/pull/10702#discussion_r1417068856)
- avoid mentionning explicitly winit in docs from bevy_window ?
- NamedKey integration on bevy_input:
https://github.com/rust-windowing/winit/pull/3143 introduced a new
NamedKey variant. I implemented it only on the converters but we'd
benefit making the same changes to bevy_input.
- Add more info in KeyboardInput
https://github.com/bevyengine/bevy/pull/10702#pullrequestreview-1748336313
- https://github.com/bevyengine/bevy/pull/9905 added a workaround on a
bug allegedly fixed by winit 0.29. We should check if it's still
necessary.
- update to raw_window_handle 0.6
  - blocked by wgpu
- Rename `KeyCode` to `PhysicalKeyCode`
https://github.com/bevyengine/bevy/pull/10702#discussion_r1404595015
- remove `instant` dependency, [replaced
by](https://github.com/rust-windowing/winit/pull/2836) `web_time`), we'd
need to update to :
  - fastrand >= 2.0
- [`async-executor`](https://github.com/smol-rs/async-executor) >= 1.7
    - [`futures-lite`](https://github.com/smol-rs/futures-lite) >= 2.0
- Verify license, see
[discussion](https://github.com/bevyengine/bevy/pull/8745#discussion_r1402439800)
  - we might be missing a short notice or description of changes made
- Consider using https://github.com/rust-windowing/cursor-icon directly
rather than vendoring it in bevy.
- investigate [this
unwrap](https://github.com/bevyengine/bevy/pull/8745#discussion_r1387044986)
(`winit_window.canvas().unwrap();`)
- Use more good things about winit's update
- https://github.com/bevyengine/bevy/pull/10689#issuecomment-1823560428
## Migration Guide

This PR should have one.
2023-12-21 07:40:47 +00:00

235 lines
7.3 KiB
Rust

//! A glTF scene viewer plugin. Provides controls for directional lighting, and switching between scene cameras.
//! To use in your own application:
//! - Copy the code for the `SceneViewerPlugin` and add the plugin to your App.
//! - Insert an initialized `SceneHandle` resource into your App's `AssetServer`.
use bevy::{
asset::LoadState, gltf::Gltf, input::common_conditions::input_just_pressed, prelude::*,
scene::InstanceId,
};
use std::f32::consts::*;
use std::fmt;
use super::camera_controller_plugin::*;
#[derive(Resource)]
pub struct SceneHandle {
pub gltf_handle: Handle<Gltf>,
scene_index: usize,
instance_id: Option<InstanceId>,
pub is_loaded: bool,
pub has_light: bool,
}
impl SceneHandle {
pub fn new(gltf_handle: Handle<Gltf>, scene_index: usize) -> Self {
Self {
gltf_handle,
scene_index,
instance_id: None,
is_loaded: false,
has_light: false,
}
}
}
#[cfg(not(feature = "animation"))]
const INSTRUCTIONS: &str = r#"
Scene Controls:
L - animate light direction
U - toggle shadows
C - cycle through the camera controller and any cameras loaded from the scene
compile with "--features animation" for animation controls.
"#;
#[cfg(feature = "animation")]
const INSTRUCTIONS: &str = "
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
Space - Play/Pause animation
Enter - Cycle through animations
";
impl fmt::Display for SceneHandle {
fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
write!(f, "{INSTRUCTIONS}")
}
}
pub struct SceneViewerPlugin;
impl Plugin for SceneViewerPlugin {
fn build(&self, app: &mut App) {
app.init_resource::<CameraTracker>()
.add_systems(PreUpdate, scene_load_check)
.add_systems(
Update,
(
update_lights,
camera_tracker,
toggle_bounding_boxes.run_if(input_just_pressed(KeyCode::KeyB)),
),
);
}
}
fn toggle_bounding_boxes(mut config: ResMut<GizmoConfig>) {
config.aabb.draw_all ^= true;
}
fn scene_load_check(
asset_server: Res<AssetServer>,
mut scenes: ResMut<Assets<Scene>>,
gltf_assets: Res<Assets<Gltf>>,
mut scene_handle: ResMut<SceneHandle>,
mut scene_spawner: ResMut<SceneSpawner>,
) {
match scene_handle.instance_id {
None => {
if asset_server.load_state(&scene_handle.gltf_handle) == LoadState::Loaded {
let gltf = gltf_assets.get(&scene_handle.gltf_handle).unwrap();
if gltf.scenes.len() > 1 {
info!(
"Displaying scene {} out of {}",
scene_handle.scene_index,
gltf.scenes.len()
);
info!("You can select the scene by adding '#Scene' followed by a number to the end of the file path (e.g '#Scene1' to load the second scene).");
}
let gltf_scene_handle =
gltf.scenes
.get(scene_handle.scene_index)
.unwrap_or_else(|| {
panic!(
"glTF file doesn't contain scene {}!",
scene_handle.scene_index
)
});
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()));
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(_) => {}
}
}
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;
}
}
if key_input.just_pressed(KeyCode::KeyL) {
*animate_directional_light = !*animate_directional_light;
}
if *animate_directional_light {
for (mut transform, _) in &mut query {
transform.rotation = Quat::from_euler(
EulerRot::ZYX,
0.0,
time.elapsed_seconds() * 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;
}
}
}
}