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499 lines
15 KiB
Rust
499 lines
15 KiB
Rust
use bevy::{gltf::Gltf, prelude::*, utils::HashMap};
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use monologue_trees::debug::*;
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fn main() {
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App::new()
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.add_plugins((
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DefaultPlugins.set(WindowPlugin {
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primary_window: Some(Window {
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title: "GLTF Inspector".into(),
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resolution: (640., 480.).into(),
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..default()
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}),
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..default()
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}),
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DebugInfoPlugin,
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))
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.add_event::<ResetScene>()
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.add_event::<SpawnScene>()
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.init_resource::<Current>()
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.add_systems(Startup, spawn_ui)
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.add_systems(PreUpdate, (add_camera_ui, add_scene_ui, add_animation_ui))
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.add_systems(
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Update,
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(
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drag_and_drop,
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loading,
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reset_scene.before(spawn_scene),
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spawn_scene.after(reset_scene),
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control_scene,
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control_animation,
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control_camera,
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control_default_camera,
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control_default_light,
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),
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)
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.add_systems(
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PostUpdate,
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(
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clean_ui::<SceneButton>,
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clean_ui::<AnimationButton>,
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clean_ui::<CameraButton>,
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),
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)
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.run();
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}
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#[derive(Component)]
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struct SceneMarker;
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#[derive(Component)]
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struct DefaultCamera;
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#[derive(Component)]
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struct DefaultLight;
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#[derive(Component)]
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struct MainUi;
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#[derive(Component)]
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struct UiTitle;
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#[derive(Component)]
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struct InstructionsUi;
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#[derive(Component)]
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struct SceneSelectUi;
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#[derive(Component, PartialEq, Debug)]
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struct SceneButton(Handle<Scene>);
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#[derive(Event)]
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struct SpawnScene(Handle<Scene>);
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#[derive(Component)]
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struct AnimationSelectUi;
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#[derive(Component, PartialEq, Debug)]
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struct AnimationButton(Handle<AnimationClip>);
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#[derive(Component)]
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struct CameraSelectUi;
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#[derive(Component, PartialEq, Debug)]
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struct CameraButton(Entity);
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#[derive(Resource, Default)]
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struct Current {
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gltf: Handle<Gltf>,
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scenes: HashMap<String, Handle<Scene>>,
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animations: HashMap<String, Handle<AnimationClip>>,
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}
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#[derive(Event)]
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struct ResetScene;
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#[derive(Component)]
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struct ResetAnimation;
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fn drag_and_drop(
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mut events: EventReader<FileDragAndDrop>,
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server: Res<AssetServer>,
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mut current: ResMut<Current>,
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) {
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events
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.iter()
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.filter_map(|event| match event {
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FileDragAndDrop::DroppedFile { path_buf, .. } => Some(path_buf),
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_ => None,
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})
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.map(|path_buf| server.load(path_buf.to_str().expect("PathBuf to str")))
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.for_each(|handle| current.gltf = handle.clone());
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}
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fn spawn_ui(mut commands: Commands) {
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// TODO: Warn no camera (hidden)
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// TODO: Scene select container
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// TODO: Animation Play/Pause Placeholder
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commands.spawn((
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Camera3dBundle {
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transform: Transform::from_xyz(5.0, 5.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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},
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UiCameraConfig { show_ui: true },
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DefaultCamera,
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));
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commands.spawn((
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DirectionalLightBundle {
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transform: Transform::default().looking_at(Vec3::new(1.0, -1.0, -1.0), Vec3::Y),
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..default()
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},
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DefaultLight,
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));
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commands
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.spawn((
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NodeBundle {
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style: Style {
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flex_wrap: FlexWrap::Wrap,
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flex_direction: FlexDirection::Row,
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justify_content: JustifyContent::SpaceAround,
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width: Val::Percent(100.0),
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height: Val::Percent(100.0),
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..default()
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},
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..default()
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},
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MainUi,
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))
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.with_children(|parent| {
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parent
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.spawn(NodeBundle {
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style: Style {
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flex_direction: FlexDirection::Column,
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..default()
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},
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..default()
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})
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.with_children(|parent| {
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parent.spawn((
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TextBundle::from_section(
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"Drag and Drop .gltf/.glb file",
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TextStyle {
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color: Color::WHITE,
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..default()
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},
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),
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InstructionsUi,
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));
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parent.spawn((
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TextBundle::from_section(
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"Using default camera",
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TextStyle {
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color: Color::WHITE,
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..default()
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},
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),
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DefaultCamera,
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));
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parent.spawn((
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TextBundle::from_section(
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"Using default light",
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TextStyle {
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color: Color::WHITE,
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..default()
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},
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),
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DefaultLight,
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));
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});
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parent
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.spawn((
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NodeBundle {
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style: Style {
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flex_direction: FlexDirection::Column,
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..default()
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},
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..default()
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},
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SceneSelectUi,
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))
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.with_children(|parent| {
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parent.spawn((
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TextBundle::from_section("Scenes", TextStyle { ..default() }),
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UiTitle,
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));
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});
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parent
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.spawn((
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NodeBundle {
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style: Style {
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flex_direction: FlexDirection::Column,
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..default()
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},
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..default()
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},
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CameraSelectUi,
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))
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.with_children(|parent| {
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parent.spawn((
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TextBundle::from_section("Cameras", TextStyle { ..default() }),
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UiTitle,
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));
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});
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parent
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.spawn((
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NodeBundle {
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style: Style {
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flex_direction: FlexDirection::Column,
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..default()
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},
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..default()
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},
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AnimationSelectUi,
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))
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.with_children(|parent| {
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parent.spawn((
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TextBundle::from_section("Animations", TextStyle { ..default() }),
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UiTitle,
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));
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});
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});
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}
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/// When a new camera is loaded, clear the camera buttons
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fn clean_ui<T: Component>(
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mut spawn_events: EventReader<SpawnScene>,
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mut clear_events: EventReader<ResetScene>,
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cameras: Query<Entity, With<T>>,
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mut commands: Commands,
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) {
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// We don't care about the content of these events, just that we want to clear the UI after
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// each spawn or reset event, so we map each event to () and chain the two event streams.
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spawn_events
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.iter()
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.map(|_| ())
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.chain(clear_events.iter().map(|_| ()))
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.for_each(|_| {
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cameras.iter().for_each(|entity| {
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commands.entity(entity).despawn_recursive();
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});
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});
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}
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/// Translate UI button presses into scene spawn events
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fn control_scene(
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mut events: EventWriter<SpawnScene>,
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interactions: Query<(&Interaction, &SceneButton), (Changed<Interaction>, With<Button>)>,
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) {
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// Handle UI buttons
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interactions
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.iter()
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.for_each(|(interaction, SceneButton(handle))| match interaction {
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Interaction::Pressed => events.send(SpawnScene(handle.clone())),
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_ => (),
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});
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}
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/// Add scene buttons when a new scene is added/gltf is loaded
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fn add_scene_ui(
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mut events: EventReader<SpawnScene>,
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current: Res<Current>,
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root: Query<Entity, With<SceneSelectUi>>,
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mut commands: Commands,
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) {
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events.iter().for_each(|_| {
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commands.entity(root.single()).with_children(|parent| {
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current.scenes.iter().for_each(|(name, handle)| {
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parent
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.spawn((
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ButtonBundle {
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background_color: BackgroundColor(Color::NONE),
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..default()
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},
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SceneButton(handle.clone()),
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))
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.with_children(|parent| {
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parent.spawn(TextBundle::from_section(name, TextStyle { ..default() }));
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});
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});
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});
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});
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}
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fn control_animation(
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interactions: Query<(&Interaction, &AnimationButton), (Changed<Interaction>, With<Button>)>,
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mut players: Query<(&mut AnimationPlayer, &Name)>,
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clips: Res<Assets<AnimationClip>>,
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) {
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// For each button interaction
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interactions
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.iter()
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.for_each(|(interaction, AnimationButton(handle))| match interaction {
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// If this is a butotn press
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Interaction::Pressed => players
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.iter_mut()
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// Find all entities compatible with this animation
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.filter(|(_, name)| {
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clips
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.get(handle)
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.expect("Check animation clip compatability")
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.compatible_with(name)
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})
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// Play the given (checked compatible) animation
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.for_each(|(mut player, _)| {
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player.play(handle.clone()).repeat();
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}),
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_ => (),
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})
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}
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/// Add animation buttons when a new animation is added/gltf is loaded
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fn add_animation_ui(
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mut events: EventReader<SpawnScene>,
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current: Res<Current>,
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root: Query<Entity, With<AnimationSelectUi>>,
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mut commands: Commands,
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) {
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events.iter().for_each(|_| {
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commands.entity(root.single()).with_children(|parent| {
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current.animations.iter().for_each(|(name, handle)| {
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parent
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.spawn((
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ButtonBundle {
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background_color: BackgroundColor(Color::NONE),
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..default()
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},
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AnimationButton(handle.clone()),
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))
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.with_children(|parent| {
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parent.spawn(TextBundle::from_section(name, TextStyle { ..default() }));
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});
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});
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});
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});
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}
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fn control_camera(
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interactions: Query<(&Interaction, &CameraButton), (Changed<Interaction>, With<Button>)>,
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mut cameras: Query<(Entity, &mut Camera), Without<DefaultCamera>>,
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) {
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interactions
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.iter()
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.for_each(|(interaction, CameraButton(entity))| match interaction {
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Interaction::Pressed => cameras
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.iter_mut()
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.for_each(|(e, mut camera)| camera.is_active = e == *entity),
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_ => (),
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})
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}
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/// If there are no other cameras, use default camera
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fn control_default_camera(
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mut main_camera: Query<&mut Camera, With<DefaultCamera>>,
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other_cameras: Query<Entity, (With<Camera>, Without<DefaultCamera>)>,
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mut text_indicators: Query<&mut Visibility, With<DefaultCamera>>,
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) {
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// Figure out if we should use default camera
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let state = other_cameras.is_empty();
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// Toggle camera
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main_camera
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.iter_mut()
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.for_each(|mut cam| cam.is_active = state);
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// Update UI indicator
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text_indicators.iter_mut().for_each(|mut vis| {
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*vis = match state {
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true => Visibility::Visible,
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false => Visibility::Hidden,
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}
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})
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}
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/// If there are no other lights, use default light
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fn control_default_light(
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mut toggle: Query<&mut Visibility, With<DefaultLight>>,
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other_lights: Query<
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Entity,
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(
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Or<(With<SpotLight>, With<DirectionalLight>, With<PointLight>)>,
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Without<DefaultLight>,
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),
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>,
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) {
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toggle.iter_mut().for_each(|mut vis| {
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*vis = if other_lights.is_empty() {
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Visibility::Visible
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} else {
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Visibility::Hidden
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}
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});
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}
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/// Add camera buttons when a new camera is added/gltf is loaded
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fn add_camera_ui(
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events: Query<(Entity, &Name), Added<Camera>>,
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ui_root: Query<Entity, With<CameraSelectUi>>,
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mut commands: Commands,
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) {
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events.iter().for_each(|(entity, name)| {
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commands.entity(ui_root.single()).with_children(|parent| {
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parent
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.spawn((
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ButtonBundle {
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background_color: BackgroundColor(Color::NONE),
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..default()
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},
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CameraButton(entity),
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))
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.with_children(|parent| {
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parent.spawn(TextBundle::from_section(name, TextStyle { ..default() }));
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});
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});
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})
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}
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/// Load gltfs and spawn default scene
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fn loading(
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mut events: EventReader<AssetEvent<Gltf>>,
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gltfs: Res<Assets<Gltf>>,
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mut spawn: EventWriter<SpawnScene>,
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mut current: ResMut<Current>,
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) {
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events.iter().for_each(|event| {
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match event {
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AssetEvent::Created { handle } | AssetEvent::Modified { handle } => {
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let gltf = gltfs.get(handle).expect("Loaded Gltf");
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// Save active scenes
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current.scenes = gltf.named_scenes.clone();
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current.animations = gltf.named_animations.clone();
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// Despawn existing scene
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let default_scene = gltf.default_scene.clone().expect("Default scene");
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spawn.send(SpawnScene(default_scene));
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}
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AssetEvent::Removed { .. } => warn!("Ignoring asset removal"),
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}
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});
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}
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/// Reset the current scene
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fn reset_scene(
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mut events: EventReader<ResetScene>,
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mut commands: Commands,
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current: Query<Entity, With<SceneMarker>>,
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) {
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events.iter().for_each(|_| {
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info!("Reset scene");
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current
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.iter()
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.for_each(|e| commands.entity(e).despawn_recursive())
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});
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}
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|
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/// Spawn a desired scene
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fn spawn_scene(
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mut events: EventReader<SpawnScene>,
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mut commands: Commands,
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current: Query<Entity, With<SceneMarker>>,
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) {
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// Handle SpawnScene events
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events.iter().for_each(|SpawnScene(handle)| {
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info!("Reset scene (inline)");
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current
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.iter()
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.for_each(|e| commands.entity(e).despawn_recursive());
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info!("Spawning scene {:?}", handle);
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commands.spawn((
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SceneBundle {
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scene: handle.clone(),
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..default()
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},
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SceneMarker,
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));
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});
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}
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