
This makes the [New Bevy Renderer](#2535) the default (and only) renderer. The new renderer isn't _quite_ ready for the final release yet, but I want as many people as possible to start testing it so we can identify bugs and address feedback prior to release. The examples are all ported over and operational with a few exceptions: * I removed a good portion of the examples in the `shader` folder. We still have some work to do in order to make these examples possible / ergonomic / worthwhile: #3120 and "high level shader material plugins" are the big ones. This is a temporary measure. * Temporarily removed the multiple_windows example: doing this properly in the new renderer will require the upcoming "render targets" changes. Same goes for the render_to_texture example. * Removed z_sort_debug: entity visibility sort info is no longer available in app logic. we could do this on the "render app" side, but i dont consider it a priority.
66 lines
2.0 KiB
Rust
66 lines
2.0 KiB
Rust
use bevy_utils::HashMap;
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mod loader;
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pub use loader::*;
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use bevy_app::prelude::*;
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use bevy_asset::{AddAsset, Handle};
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use bevy_pbr::StandardMaterial;
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use bevy_reflect::TypeUuid;
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use bevy_render::mesh::Mesh;
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use bevy_scene::Scene;
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/// Adds support for glTF file loading to the app.
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#[derive(Default)]
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pub struct GltfPlugin;
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impl Plugin for GltfPlugin {
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fn build(&self, app: &mut App) {
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app.init_asset_loader::<GltfLoader>()
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.add_asset::<Gltf>()
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.add_asset::<GltfNode>()
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.add_asset::<GltfPrimitive>()
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.add_asset::<GltfMesh>();
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}
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}
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/// Representation of a loaded glTF file.
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#[derive(Debug, TypeUuid)]
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#[uuid = "5c7d5f8a-f7b0-4e45-a09e-406c0372fea2"]
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pub struct Gltf {
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pub scenes: Vec<Handle<Scene>>,
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pub named_scenes: HashMap<String, Handle<Scene>>,
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pub meshes: Vec<Handle<GltfMesh>>,
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pub named_meshes: HashMap<String, Handle<GltfMesh>>,
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pub materials: Vec<Handle<StandardMaterial>>,
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pub named_materials: HashMap<String, Handle<StandardMaterial>>,
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pub nodes: Vec<Handle<GltfNode>>,
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pub named_nodes: HashMap<String, Handle<GltfNode>>,
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pub default_scene: Option<Handle<Scene>>,
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}
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/// A glTF node with all of its child nodes, its [`GltfMesh`] and
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/// [`Transform`](bevy_transform::prelude::Transform).
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#[derive(Debug, Clone, TypeUuid)]
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#[uuid = "dad74750-1fd6-460f-ac51-0a7937563865"]
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pub struct GltfNode {
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pub children: Vec<GltfNode>,
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pub mesh: Option<Handle<GltfMesh>>,
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pub transform: bevy_transform::prelude::Transform,
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}
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/// A glTF mesh, which may consists of multiple [`GtlfPrimitives`](GltfPrimitive).
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#[derive(Debug, Clone, TypeUuid)]
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#[uuid = "8ceaec9a-926a-4f29-8ee3-578a69f42315"]
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pub struct GltfMesh {
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pub primitives: Vec<GltfPrimitive>,
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}
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/// Part of a [`GltfMesh`] that consists of a [`Mesh`] and an optional [`StandardMaterial`].
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#[derive(Debug, Clone, TypeUuid)]
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#[uuid = "cbfca302-82fd-41cb-af77-cab6b3d50af1"]
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pub struct GltfPrimitive {
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pub mesh: Handle<Mesh>,
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pub material: Option<Handle<StandardMaterial>>,
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}
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