bevy/examples/tools/scene_viewer/scene_viewer_plugin.rs
andriyDev d05c435848
Replace Handle::Weak with Handle::Uuid. (#19896)
# Objective

- Progress towards #19024.

## Solution

- Remove `Handle::Weak`!

If users were relying on `Handle::Weak` for some purpose, they can
almost certainly replace it with raw `AssetId` instead. If they cannot,
they can make their own enum that holds either a Handle or an AssetId.
In either case, we don't need weak handles!

Sadly we still need Uuid handles since we rely on them for "default"
assets and "invalid" assets, as well as anywhere where a component wants
to impl default with a non-defaulted asset handle. One step at a time
though!
2025-07-02 14:40:35 +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::{
gltf::Gltf, input::common_conditions::input_just_pressed, prelude::*, scene::InstanceId,
};
use std::{f32::consts::*, fmt};
use super::camera_controller::*;
#[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<GizmoConfigStore>) {
config.config_mut::<AabbGizmoConfigGroup>().1.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)
.is_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()));
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_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;
}
}
}
}