bevy/examples/tools/scene_viewer_fbx/main.rs
2025-07-13 00:26:42 +08:00

199 lines
6.7 KiB
Rust

//! A simple FBX scene viewer made with Bevy.
//!
//! Just run `cargo run --release --example scene_viewer_fbx --features="fbx" /path/to/model.fbx`,
//! replacing the path as appropriate.
//! With no arguments it will load a default FBX model if available.
//! Pass `--help` to see all the supported arguments.
//!
//! If you want to hot reload asset changes, enable the `file_watcher` cargo feature.
use argh::FromArgs;
use bevy::{
asset::UnapprovedPathMode,
core_pipeline::prepass::{DeferredPrepass, DepthPrepass},
pbr::DefaultOpaqueRendererMethod,
prelude::*,
render::{
experimental::occlusion_culling::OcclusionCulling,
primitives::{Aabb, Sphere},
},
};
#[path = "../../helpers/camera_controller.rs"]
mod camera_controller;
mod fbx_viewer_plugin;
use camera_controller::{CameraController, CameraControllerPlugin};
use fbx_viewer_plugin::{FbxSceneHandle, FbxViewerPlugin};
/// A simple FBX scene viewer made with Bevy
#[derive(FromArgs, Resource)]
struct Args {
/// the path to the FBX scene
#[argh(positional, default = "\"assets/models/cube/cube.fbx\".to_string()")]
scene_path: String,
/// enable a depth prepass
#[argh(switch)]
depth_prepass: Option<bool>,
/// enable occlusion culling
#[argh(switch)]
occlusion_culling: Option<bool>,
/// enable deferred shading
#[argh(switch)]
deferred: Option<bool>,
/// spawn a light even if the scene already has one
#[argh(switch)]
add_light: Option<bool>,
}
fn main() {
#[cfg(not(target_arch = "wasm32"))]
let args: Args = argh::from_env();
#[cfg(target_arch = "wasm32")]
let args: Args = Args::from_args(&[], &[]).unwrap();
let deferred = args.deferred;
let mut app = App::new();
app.add_plugins((
DefaultPlugins
.set(WindowPlugin {
primary_window: Some(Window {
title: "bevy fbx scene viewer".to_string(),
..default()
}),
..default()
})
.set(AssetPlugin {
file_path: std::env::var("CARGO_MANIFEST_DIR").unwrap_or_else(|_| ".".to_string()),
// Allow scenes to be loaded from anywhere on disk
unapproved_path_mode: UnapprovedPathMode::Allow,
..default()
}),
CameraControllerPlugin,
FbxViewerPlugin,
))
.insert_resource(args)
.add_systems(Startup, setup)
.add_systems(PreUpdate, setup_scene_after_load);
// If deferred shading was requested, turn it on.
if deferred == Some(true) {
app.insert_resource(DefaultOpaqueRendererMethod::deferred());
}
app.run();
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>, args: Res<Args>) {
let scene_path = &args.scene_path;
info!("Loading FBX file: {}", scene_path);
commands.insert_resource(FbxSceneHandle::new(asset_server.load(scene_path.clone())));
}
fn setup_scene_after_load(
mut commands: Commands,
mut setup: Local<bool>,
mut scene_handle: ResMut<FbxSceneHandle>,
asset_server: Res<AssetServer>,
args: Res<Args>,
meshes: Query<(&GlobalTransform, Option<&Aabb>), With<Mesh3d>>,
) {
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 {
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.transform_point(Vec3::from(aabb.center))),
radius: transform.radius_vec3a(aabb.half_extents),
};
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);
let walk_speed = size * 3.0;
let camera_controller = CameraController {
walk_speed,
run_speed: 3.0 * walk_speed,
..default()
};
// Display the controls of the scene viewer
info!("{}", camera_controller);
info!("{}", *scene_handle);
let mut camera = commands.spawn((
Camera3d::default(),
Projection::from(projection),
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 {
is_active: false,
..default()
},
EnvironmentMapLight {
diffuse_map: asset_server
.load("assets/environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
specular_map: asset_server
.load("assets/environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
intensity: 150.0,
..default()
},
camera_controller,
));
// If occlusion culling was requested, include the relevant components.
// The Z-prepass is currently required.
if args.occlusion_culling == Some(true) {
camera.insert((DepthPrepass, OcclusionCulling));
}
// If the depth prepass was requested, include it.
if args.depth_prepass == Some(true) {
camera.insert(DepthPrepass);
}
// If deferred shading was requested, include the prepass.
if args.deferred == Some(true) {
camera
.insert(Msaa::Off)
.insert(DepthPrepass)
.insert(DeferredPrepass);
}
// Spawn a default light if the scene does not have one
if !scene_handle.has_light || args.add_light == Some(true) {
info!("Spawning a directional light");
let mut light = commands.spawn((
DirectionalLight::default(),
Transform::from_xyz(1.0, 1.0, 0.0).looking_at(Vec3::ZERO, Vec3::Y),
));
if args.occlusion_culling == Some(true) {
light.insert(OcclusionCulling);
}
scene_handle.has_light = true;
}
}
}