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542 lines
18 KiB
Rust
542 lines
18 KiB
Rust
use bevy::{
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core_pipeline::clear_color::ClearColorConfig,
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gltf::Gltf,
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input::{
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keyboard::KeyboardInput,
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mouse::{MouseMotion, MouseWheel},
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ButtonState,
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},
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pbr::CascadeShadowConfigBuilder,
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prelude::*,
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render::{
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camera::RenderTarget,
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render_resource::{
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Extent3d, TextureDescriptor, TextureDimension, TextureFormat, TextureUsages,
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},
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},
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utils::HashSet,
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};
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fn main() {
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App::new()
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.add_plugins(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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.add_event::<ManageActive>()
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.add_startup_system(load_models)
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.add_startup_system(spawn_base_scene)
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.add_startup_system(spawn_base_ui)
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.add_system(spawn_models)
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.add_system(spawn_ui)
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.add_system(catalog_animations)
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.add_system(play_animation)
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.add_system(rotate_model)
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.add_system(zoom_model)
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.add_system(scroll)
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.add_system(select)
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.add_system(manage_active)
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.run();
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}
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///
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/// Stores GLTF handles for later use
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#[derive(Resource)]
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struct Models {
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handles: Vec<Handle<Gltf>>,
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}
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///
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/// Marks GLTF model as inspectable
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#[derive(Component)]
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struct Inspect;
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#[derive(Component)]
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struct SelectionUI;
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#[derive(Component)]
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struct PreviewCamera;
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#[derive(Component)]
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struct ScrollingList;
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#[derive(Component)]
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struct Preview(Handle<Image>);
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#[derive(Component)]
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struct Container;
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#[derive(Component)]
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struct Active;
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///
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/// Event for managing which entities are tagged "Active"
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#[derive(Debug)]
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struct ManageActive(Option<Entity>);
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///
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/// Load all GLTF models on startup
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fn load_models(mut commands: Commands, ass: Res<AssetServer>) {
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let weak_handles = ass.load_folder("models").expect("Load gltfs");
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let handles: Vec<Handle<Gltf>> = weak_handles
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.iter()
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.map(|weak| weak.clone().typed::<Gltf>())
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.collect();
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// info!("Scene Handles: {:#?}", handles);
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commands.insert_resource(Models { handles });
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}
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///
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/// Spawn base scene
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fn spawn_base_scene(mut commands: Commands) {
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commands.spawn((
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Camera2dBundle {
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camera_2d: Camera2d {
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clear_color: ClearColorConfig::Custom(Color::BLACK),
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},
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..default()
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},
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UiCameraConfig { ..default() },
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SelectionUI,
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));
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}
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fn spawn_base_ui(mut commands: Commands) {
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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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justify_content: JustifyContent::Center,
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size: Size::all(Val::Percent(90.0)),
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overflow: Overflow::Hidden,
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..default()
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},
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..default()
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},
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SelectionUI,
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))
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.with_children(|parent| {
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parent.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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size: Size::AUTO,
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max_size: Size::UNDEFINED,
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..default()
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},
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..default()
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},
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ScrollingList,
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));
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});
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}
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///
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/// Spawn a loaded scene for inspection
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/// TODO: Update/add/delete when files are updated
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fn spawn_models(
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mut commands: Commands,
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mut scene_evr: EventReader<AssetEvent<Scene>>,
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mut images: ResMut<Assets<Image>>,
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) {
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if !scene_evr.is_empty() {
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info!("Spawning scenes");
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}
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for ev in scene_evr.iter() {
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match ev {
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AssetEvent::Created { handle } => {
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info!("Creating scene {:#?}", handle);
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// Preview image
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let preview_image_handle = {
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info!("Creating preview");
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let size = Extent3d {
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width: 256,
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height: 256,
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..default()
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};
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// Create render target image for the preview camera
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let mut image = Image {
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texture_descriptor: TextureDescriptor {
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label: None,
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size,
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dimension: TextureDimension::D2,
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format: TextureFormat::Bgra8UnormSrgb,
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mip_level_count: 1,
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sample_count: 1,
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usage: TextureUsages::TEXTURE_BINDING
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| TextureUsages::COPY_DST
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| TextureUsages::RENDER_ATTACHMENT,
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view_formats: &[],
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},
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..default()
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};
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// Fill with zeroes
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image.resize(size);
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let image_handle = images.add(image);
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image_handle
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};
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let local = {
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// Get a unique number for this resource from the handle
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let idx = handle.id().reflect_hash().unwrap();
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// Set the origin of this scene to [idx, idx, idx];
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let origin = Vec3::ONE * ((idx % 1000) as f32);
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// Transform pointing at origin
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Transform::from_translation(origin)
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};
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// Spawn the actual scene
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commands
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.spawn((
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SpatialBundle {
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transform: local,
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..default()
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},
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Inspect,
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Container,
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Preview(preview_image_handle.clone()),
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))
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.with_children(|builder| {
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let camera_location =
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Transform::from_xyz(0.0, 0.0, 10.0).looking_at(Vec3::ZERO, Vec3::Y);
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// Spawn preview camera
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builder.spawn((
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Camera3dBundle {
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camera_3d: Camera3d {
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clear_color: ClearColorConfig::Custom(Color::WHITE),
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..default()
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},
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camera: Camera {
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order: -1,
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target: RenderTarget::Image(preview_image_handle.clone()),
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..default()
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},
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transform: camera_location,
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..default()
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},
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UiCameraConfig { show_ui: false },
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PreviewCamera,
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));
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// Spawn window camera
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builder.spawn((
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Camera3dBundle {
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camera_3d: Camera3d {
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clear_color: ClearColorConfig::Custom(Color::WHITE),
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..default()
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},
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camera: Camera {
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is_active: false,
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..default()
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},
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transform: camera_location,
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..default()
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},
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Inspect,
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Preview(preview_image_handle.clone()),
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));
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builder.spawn((
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DirectionalLightBundle {
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directional_light: DirectionalLight {
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shadows_enabled: true,
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..default()
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},
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cascade_shadow_config: CascadeShadowConfigBuilder {
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num_cascades: 1,
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maximum_distance: 1.6,
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..default()
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}
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.into(),
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..default()
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},
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Inspect,
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));
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builder.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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Inspect,
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));
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});
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}
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AssetEvent::Removed { .. } => {
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todo!("Remove deleted scene")
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}
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AssetEvent::Modified { .. } => {
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todo!("Update modified scene")
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}
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}
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}
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}
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fn spawn_ui(
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mut commands: Commands,
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query: Query<Entity, With<ScrollingList>>,
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previews: Query<&Preview, (Added<Preview>, Without<Camera>, Without<Interaction>)>,
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) {
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// UI container
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if let Ok(scrolling_list_container) = query.get_single() {
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let mut entity_commands = commands.entity(scrolling_list_container);
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entity_commands.with_children(|parent| {
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for Preview(image_handle) in previews.iter() {
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// Preview Image
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info!("Spawning image preview");
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parent
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.spawn((
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ButtonBundle { ..default() },
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SelectionUI,
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Preview(image_handle.clone()),
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))
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.with_children(|parent| {
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parent.spawn(ImageBundle {
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style: Style {
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size: Size::all(Val::Px(256.0)),
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padding: UiRect::all(Val::Px(5.0)),
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..default()
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},
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image: UiImage {
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texture: image_handle.clone(),
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..default()
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},
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..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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}
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fn catalog_animations(
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mut events: EventReader<AssetEvent<AnimationClip>>,
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clips: Res<Assets<AnimationClip>>,
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) {
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for event in events.iter() {
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match event {
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AssetEvent::Created { handle } => {
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if let Some(clip) = clips.get(handle) {
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info!("Event: {:#?}", clip.curves());
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}
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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 play_animation(
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mut events: EventReader<ManageActive>,
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mut players: Query<&mut AnimationPlayer>,
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children: Query<&Children>,
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models: Res<Models>,
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gltfs: Res<Assets<Gltf>>,
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) {
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for event in events.iter() {
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match event {
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ManageActive(None) => {
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info!("Disabling all animations");
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for mut player in players.iter_mut() {
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player.stop_repeating();
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}
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}
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ManageActive(Some(entity)) => {
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info!("Setting {:?} Active Animation", entity);
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for child in children.iter_descendants(*entity) {
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if let Ok(mut player) = players.get_mut(child) {
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for gltf_handle in models.handles.iter() {
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if let Some(gltf) = gltfs.get(gltf_handle) {
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for animation_handle in gltf.animations.iter() {
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player.start(animation_handle.clone()).repeat();
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}
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} else {
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info!("Failed to get GLTF handle");
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}
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}
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} else {
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info!("Failed to get active animation player");
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}
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}
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}
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}
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}
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}
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///
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/// Rotate a model as part of inspection
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/// TODO: move light with model (want to see shadows)
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fn rotate_model(
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buttons: Res<Input<MouseButton>>,
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mut mouse_evr: EventReader<MouseMotion>,
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mut transforms: Query<&mut Transform, (With<Inspect>, With<Active>, Without<Camera>)>,
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) {
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if buttons.pressed(MouseButton::Left) {
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for MouseMotion { delta } in mouse_evr.iter() {
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for mut transform in transforms.iter_mut() {
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let rot_y = delta.x / 1000.0;
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let rot_x = delta.y / 1000.0;
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transform.rotate_y(rot_y);
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transform.rotate_x(rot_x);
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}
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}
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}
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}
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///
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/// Zoom in and out of the model
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/// TODO: Only modify selected entities
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fn zoom_model(
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keys: Res<Input<KeyCode>>,
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mut wheel_evr: EventReader<MouseWheel>,
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mut transforms: Query<&mut Transform, (With<Inspect>, With<Active>, Without<Camera>)>,
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) {
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if keys.pressed(KeyCode::LShift) {
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for ev in wheel_evr.iter() {
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for mut transform in transforms.iter_mut() {
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let scale = (Vec3::ONE * ev.y) / 100.0;
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transform.scale += scale;
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}
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}
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}
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}
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fn scroll(
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mut scroll_evr: EventReader<MouseWheel>,
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mut query: Query<&mut Style, With<ScrollingList>>,
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) {
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for ev in scroll_evr.iter() {
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for mut s in query.iter_mut() {
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s.position.top = match s.position.top {
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Val::Px(current) => Val::Px(current + (ev.y * 5.0)),
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_ => Val::Px(0.0),
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};
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}
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}
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}
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///
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/// Click a UI element to select
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///
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/// This is a really ugly implementation. I'm not really happy with how we have to navigate the ECS
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/// parent/child hierarchy. There should be a more direct way to correlate the scene with the
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/// button.
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fn select(
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query: Query<(&Interaction, &Preview), (With<SelectionUI>, Changed<Interaction>)>,
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mut selection_ui: Query<&mut Visibility, (With<SelectionUI>, Without<Parent>)>,
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mut ui_camera: Query<&mut Camera, (With<SelectionUI>, Without<Inspect>)>,
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mut scene_camera: Query<(Entity, &mut Camera, &Preview), (With<Inspect>, Without<SelectionUI>)>,
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mut key_evr: EventReader<KeyboardInput>,
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mut selected: Local<Option<Entity>>, // Active camera index
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parent_search: Query<&Children>,
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parents: Query<Entity, (With<Children>, Without<Parent>)>, // TODO: Constrain
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mut events: EventWriter<ManageActive>,
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) {
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for (interaction, selected_preview) in query.iter() {
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if interaction == &Interaction::Clicked {
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// Hide UI
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let mut ui_vis = selection_ui.single_mut();
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*ui_vis = Visibility::Hidden;
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// Disable UI camera
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let mut ui_cam = ui_camera.single_mut();
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ui_cam.is_active = false;
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|
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// Determine selected scene
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*selected = scene_camera
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.iter()
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.find(|(_, _, preview)| selected_preview.0 == preview.0)
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.map(|(entity, _, _)| entity);
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|
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// Enable scene camera
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let (_, mut scene_cam, _) = scene_camera
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.get_mut(selected.expect("Selected scene should be set"))
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.expect("Failed to get Scene camera");
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scene_cam.is_active = true;
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|
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// Set relevant entities active
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let message = parents.iter().find(|&parent| {
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parent_search
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.iter_descendants(parent)
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.find(|&entity| Some(entity) == *selected)
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.is_some()
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});
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events.send(ManageActive(message));
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}
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}
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for ev in key_evr.iter() {
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match ev {
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KeyboardInput {
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state: ButtonState::Pressed,
|
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key_code: Some(KeyCode::Escape),
|
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..
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} => {
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if let Some(s) = *selected {
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// Set all inactive
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events.send(ManageActive(None));
|
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|
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// Disable scene camera
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let (_, mut scene_cam, _) =
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scene_camera.get_mut(s).expect("Failed to get Scene camera");
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scene_cam.is_active = false;
|
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|
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// Enable UI camera
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let mut ui_cam = ui_camera.single_mut();
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ui_cam.is_active = true;
|
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|
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// Make UI visible
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let mut ui_vis = selection_ui.single_mut();
|
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*ui_vis = Visibility::Inherited;
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}
|
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}
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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 manage_active(
|
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mut commands: Commands,
|
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mut events: EventReader<ManageActive>,
|
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query: Query<&Children>,
|
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current: Query<Entity, With<Active>>,
|
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) {
|
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for event in events.iter() {
|
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info!("Setting active: {:?}", event);
|
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match event {
|
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ManageActive(None) => {
|
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for entity in current.iter() {
|
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if let Some(mut entity_commands) = commands.get_entity(entity) {
|
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entity_commands.remove::<Active>();
|
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}
|
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}
|
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}
|
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ManageActive(Some(entity)) => {
|
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for child in query.iter_descendants(*entity) {
|
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if let Some(mut child_commands) = commands.get_entity(child) {
|
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// info!(
|
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// "Active entity components: {:?} {:?}",
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// child,
|
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// names.get(child)
|
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// );
|
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// child_commands.log_components();
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child_commands.insert(Active);
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}
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}
|
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}
|
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}
|
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}
|
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}
|