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loader.rs
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loader.rs
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use crate::{vertex_attributes::*, Gltf, GltfExtras, GltfNode};
use anyhow::Result;
use bevy_asset::{
AssetIoError, AssetLoader, AssetPath, BoxedFuture, Handle, HandleId, LoadContext, LoadedAsset,
};
use bevy_core::Name;
use bevy_core_pipeline::prelude::Camera3dBundle;
use bevy_ecs::{entity::Entity, world::World};
use bevy_hierarchy::{BuildWorldChildren, WorldChildBuilder};
use bevy_log::warn;
use bevy_math::{Mat4, Vec3};
use bevy_pbr::{
AlphaMode, DirectionalLight, DirectionalLightBundle, PbrBundle, PointLight, PointLightBundle,
SpotLight, SpotLightBundle, StandardMaterial,
};
use bevy_render::{
camera::{Camera, OrthographicProjection, PerspectiveProjection, Projection, ScalingMode},
color::Color,
mesh::{
morph::{MeshMorphWeights, MorphAttributes, MorphTargetImage, MorphWeights},
skinning::{SkinnedMesh, SkinnedMeshInverseBindposes},
Indices, Mesh, MeshVertexAttribute, VertexAttributeValues,
},
prelude::SpatialBundle,
primitives::Aabb,
render_resource::{AddressMode, Face, FilterMode, PrimitiveTopology, SamplerDescriptor},
texture::{CompressedImageFormats, Image, ImageSampler, ImageType, TextureError},
};
use bevy_scene::Scene;
#[cfg(not(target_arch = "wasm32"))]
use bevy_tasks::IoTaskPool;
use bevy_transform::components::Transform;
use bevy_utils::{HashMap, HashSet};
use gltf::{
accessor::Iter,
mesh::{util::ReadIndices, Mode},
texture::{MagFilter, MinFilter, WrappingMode},
Material, Node, Primitive,
};
use serde::Deserialize;
use std::{collections::VecDeque, path::Path};
use thiserror::Error;
/// An error that occurs when loading a glTF file.
#[derive(Error, Debug)]
pub enum GltfError {
#[error("unsupported primitive mode")]
UnsupportedPrimitive { mode: Mode },
#[error("invalid glTF file: {0}")]
Gltf(#[from] gltf::Error),
#[error("binary blob is missing")]
MissingBlob,
#[error("failed to decode base64 mesh data")]
Base64Decode(#[from] base64::DecodeError),
#[error("unsupported buffer format")]
BufferFormatUnsupported,
#[error("invalid image mime type: {0}")]
InvalidImageMimeType(String),
#[error("You may need to add the feature for the file format: {0}")]
ImageError(#[from] TextureError),
#[error("failed to load an asset path: {0}")]
AssetIoError(#[from] AssetIoError),
#[error("Missing sampler for animation {0}")]
MissingAnimationSampler(usize),
#[error("failed to generate tangents: {0}")]
GenerateTangentsError(#[from] bevy_render::mesh::GenerateTangentsError),
#[error("failed to generate morph targets: {0}")]
MorphTarget(#[from] bevy_render::mesh::morph::MorphBuildError),
}
/// Loads glTF files with all of their data as their corresponding bevy representations.
pub struct GltfLoader {
pub supported_compressed_formats: CompressedImageFormats,
pub custom_vertex_attributes: HashMap<String, MeshVertexAttribute>,
}
impl AssetLoader for GltfLoader {
fn load<'a>(
&'a self,
bytes: &'a [u8],
load_context: &'a mut LoadContext,
) -> BoxedFuture<'a, Result<()>> {
Box::pin(async move { Ok(load_gltf(bytes, load_context, self).await?) })
}
fn extensions(&self) -> &[&str] {
&["gltf", "glb"]
}
}
/// Loads an entire glTF file.
async fn load_gltf<'a, 'b>(
bytes: &'a [u8],
load_context: &'a mut LoadContext<'b>,
loader: &GltfLoader,
) -> Result<(), GltfError> {
let gltf = gltf::Gltf::from_slice(bytes)?;
let buffer_data = load_buffers(&gltf, load_context, load_context.path()).await?;
let mut materials = vec![];
let mut named_materials = HashMap::default();
let mut linear_textures = HashSet::default();
for material in gltf.materials() {
let handle = load_material(&material, load_context);
if let Some(name) = material.name() {
named_materials.insert(name.to_string(), handle.clone());
}
materials.push(handle);
if let Some(texture) = material.normal_texture() {
linear_textures.insert(texture.texture().index());
}
if let Some(texture) = material.occlusion_texture() {
linear_textures.insert(texture.texture().index());
}
if let Some(texture) = material
.pbr_metallic_roughness()
.metallic_roughness_texture()
{
linear_textures.insert(texture.texture().index());
}
}
#[cfg(feature = "bevy_animation")]
let paths = {
let mut paths = HashMap::<usize, (usize, Vec<Name>)>::new();
for scene in gltf.scenes() {
for node in scene.nodes() {
let root_index = node.index();
paths_recur(node, &[], &mut paths, root_index);
}
}
paths
};
#[cfg(feature = "bevy_animation")]
let (animations, named_animations, animation_roots) = {
use bevy_animation::Keyframes;
use gltf::animation::util::ReadOutputs;
let mut animations = vec![];
let mut named_animations = HashMap::default();
let mut animation_roots = HashSet::default();
for animation in gltf.animations() {
let mut animation_clip = bevy_animation::AnimationClip::default();
for channel in animation.channels() {
match channel.sampler().interpolation() {
gltf::animation::Interpolation::Linear => (),
other => warn!(
"Animation interpolation {:?} is not supported, will use linear",
other
),
};
let node = channel.target().node();
let reader = channel.reader(|buffer| Some(&buffer_data[buffer.index()]));
let keyframe_timestamps: Vec<f32> = if let Some(inputs) = reader.read_inputs() {
match inputs {
gltf::accessor::Iter::Standard(times) => times.collect(),
gltf::accessor::Iter::Sparse(_) => {
warn!("Sparse accessor not supported for animation sampler input");
continue;
}
}
} else {
warn!("Animations without a sampler input are not supported");
return Err(GltfError::MissingAnimationSampler(animation.index()));
};
let keyframes = if let Some(outputs) = reader.read_outputs() {
match outputs {
ReadOutputs::Translations(tr) => {
Keyframes::Translation(tr.map(Vec3::from).collect())
}
ReadOutputs::Rotations(rots) => Keyframes::Rotation(
rots.into_f32().map(bevy_math::Quat::from_array).collect(),
),
ReadOutputs::Scales(scale) => {
Keyframes::Scale(scale.map(Vec3::from).collect())
}
ReadOutputs::MorphTargetWeights(weights) => {
Keyframes::Weights(weights.into_f32().collect())
}
}
} else {
warn!("Animations without a sampler output are not supported");
return Err(GltfError::MissingAnimationSampler(animation.index()));
};
if let Some((root_index, path)) = paths.get(&node.index()) {
animation_roots.insert(root_index);
animation_clip.add_curve_to_path(
bevy_animation::EntityPath {
parts: path.clone(),
},
bevy_animation::VariableCurve {
keyframe_timestamps,
keyframes,
},
);
} else {
warn!(
"Animation ignored for node {}: part of its hierarchy is missing a name",
node.index()
);
}
}
let handle = load_context.set_labeled_asset(
&format!("Animation{}", animation.index()),
LoadedAsset::new(animation_clip),
);
if let Some(name) = animation.name() {
named_animations.insert(name.to_string(), handle.clone());
}
animations.push(handle);
}
(animations, named_animations, animation_roots)
};
let mut meshes = vec![];
let mut named_meshes = HashMap::default();
for gltf_mesh in gltf.meshes() {
let mut primitives = vec![];
for primitive in gltf_mesh.primitives() {
let primitive_label = primitive_label(&gltf_mesh, &primitive);
let primitive_topology = get_primitive_topology(primitive.mode())?;
let mut mesh = Mesh::new(primitive_topology);
// Read vertex attributes
for (semantic, accessor) in primitive.attributes() {
match convert_attribute(
semantic,
accessor,
&buffer_data,
&loader.custom_vertex_attributes,
) {
Ok((attribute, values)) => mesh.insert_attribute(attribute, values),
Err(err) => warn!("{}", err),
}
}
// Read vertex indices
let reader = primitive.reader(|buffer| Some(buffer_data[buffer.index()].as_slice()));
if let Some(indices) = reader.read_indices() {
mesh.set_indices(Some(match indices {
ReadIndices::U8(is) => Indices::U16(is.map(|x| x as u16).collect()),
ReadIndices::U16(is) => Indices::U16(is.collect()),
ReadIndices::U32(is) => Indices::U32(is.collect()),
}));
};
{
let morph_target_reader = reader.read_morph_targets();
if morph_target_reader.len() != 0 {
let morph_targets_label = morph_targets_label(&gltf_mesh, &primitive);
let morph_target_image = MorphTargetImage::new(
morph_target_reader.map(PrimitiveMorphAttributesIter),
mesh.count_vertices(),
)?;
let handle = load_context.set_labeled_asset(
&morph_targets_label,
LoadedAsset::new(morph_target_image.0),
);
mesh.set_morph_targets(handle);
let extras = gltf_mesh.extras().as_ref();
if let Option::<MorphTargetNames>::Some(names) =
extras.and_then(|extras| serde_json::from_str(extras.get()).ok())
{
mesh.set_morph_target_names(names.target_names);
}
}
}
if mesh.attribute(Mesh::ATTRIBUTE_NORMAL).is_none()
&& matches!(mesh.primitive_topology(), PrimitiveTopology::TriangleList)
{
let vertex_count_before = mesh.count_vertices();
mesh.duplicate_vertices();
mesh.compute_flat_normals();
let vertex_count_after = mesh.count_vertices();
if vertex_count_before != vertex_count_after {
bevy_log::debug!("Missing vertex normals in indexed geometry, computing them as flat. Vertex count increased from {} to {}", vertex_count_before, vertex_count_after);
} else {
bevy_log::debug!(
"Missing vertex normals in indexed geometry, computing them as flat."
);
}
}
if let Some(vertex_attribute) = reader
.read_tangents()
.map(|v| VertexAttributeValues::Float32x4(v.collect()))
{
mesh.insert_attribute(Mesh::ATTRIBUTE_TANGENT, vertex_attribute);
} else if mesh.attribute(Mesh::ATTRIBUTE_NORMAL).is_some()
&& primitive.material().normal_texture().is_some()
{
bevy_log::debug!(
"Missing vertex tangents, computing them using the mikktspace algorithm"
);
if let Err(err) = mesh.generate_tangents() {
bevy_log::warn!(
"Failed to generate vertex tangents using the mikktspace algorithm: {:?}",
err
);
}
}
let mesh = load_context.set_labeled_asset(&primitive_label, LoadedAsset::new(mesh));
primitives.push(super::GltfPrimitive {
mesh,
material: primitive
.material()
.index()
.and_then(|i| materials.get(i).cloned()),
extras: get_gltf_extras(primitive.extras()),
material_extras: get_gltf_extras(primitive.material().extras()),
});
}
let handle = load_context.set_labeled_asset(
&mesh_label(&gltf_mesh),
LoadedAsset::new(super::GltfMesh {
primitives,
extras: get_gltf_extras(gltf_mesh.extras()),
}),
);
if let Some(name) = gltf_mesh.name() {
named_meshes.insert(name.to_string(), handle.clone());
}
meshes.push(handle);
}
let mut nodes_intermediate = vec![];
let mut named_nodes_intermediate = HashMap::default();
for node in gltf.nodes() {
let node_label = node_label(&node);
nodes_intermediate.push((
node_label,
GltfNode {
children: vec![],
mesh: node
.mesh()
.map(|mesh| mesh.index())
.and_then(|i| meshes.get(i).cloned()),
transform: match node.transform() {
gltf::scene::Transform::Matrix { matrix } => {
Transform::from_matrix(bevy_math::Mat4::from_cols_array_2d(&matrix))
}
gltf::scene::Transform::Decomposed {
translation,
rotation,
scale,
} => Transform {
translation: bevy_math::Vec3::from(translation),
rotation: bevy_math::Quat::from_array(rotation),
scale: bevy_math::Vec3::from(scale),
},
},
extras: get_gltf_extras(node.extras()),
},
node.children()
.map(|child| child.index())
.collect::<Vec<_>>(),
));
if let Some(name) = node.name() {
named_nodes_intermediate.insert(name, node.index());
}
}
let nodes = resolve_node_hierarchy(nodes_intermediate, load_context.path())
.into_iter()
.map(|(label, node)| load_context.set_labeled_asset(&label, LoadedAsset::new(node)))
.collect::<Vec<bevy_asset::Handle<GltfNode>>>();
let named_nodes = named_nodes_intermediate
.into_iter()
.filter_map(|(name, index)| {
nodes
.get(index)
.map(|handle| (name.to_string(), handle.clone()))
})
.collect();
// TODO: use the threaded impl on wasm once wasm thread pool doesn't deadlock on it
// See https://github.com/bevyengine/bevy/issues/1924 for more details
// The taskpool use is also avoided when there is only one texture for performance reasons and
// to avoid https://github.com/bevyengine/bevy/pull/2725
if gltf.textures().len() == 1 || cfg!(target_arch = "wasm32") {
for gltf_texture in gltf.textures() {
let (texture, label) = load_texture(
gltf_texture,
&buffer_data,
&linear_textures,
load_context,
loader.supported_compressed_formats,
)
.await?;
load_context.set_labeled_asset(&label, LoadedAsset::new(texture));
}
} else {
#[cfg(not(target_arch = "wasm32"))]
IoTaskPool::get()
.scope(|scope| {
gltf.textures().for_each(|gltf_texture| {
let linear_textures = &linear_textures;
let load_context: &LoadContext = load_context;
let buffer_data = &buffer_data;
scope.spawn(async move {
load_texture(
gltf_texture,
buffer_data,
linear_textures,
load_context,
loader.supported_compressed_formats,
)
.await
});
});
})
.into_iter()
.filter_map(|res| {
if let Err(err) = res.as_ref() {
warn!("Error loading glTF texture: {}", err);
}
res.ok()
})
.for_each(|(texture, label)| {
load_context.set_labeled_asset(&label, LoadedAsset::new(texture));
});
}
let skinned_mesh_inverse_bindposes: Vec<_> = gltf
.skins()
.map(|gltf_skin| {
let reader = gltf_skin.reader(|buffer| Some(&buffer_data[buffer.index()]));
let inverse_bindposes: Vec<Mat4> = reader
.read_inverse_bind_matrices()
.unwrap()
.map(|mat| Mat4::from_cols_array_2d(&mat))
.collect();
load_context.set_labeled_asset(
&skin_label(&gltf_skin),
LoadedAsset::new(SkinnedMeshInverseBindposes::from(inverse_bindposes)),
)
})
.collect();
let mut scenes = vec![];
let mut named_scenes = HashMap::default();
let mut active_camera_found = false;
for scene in gltf.scenes() {
let mut err = None;
let mut world = World::default();
let mut node_index_to_entity_map = HashMap::new();
let mut entity_to_skin_index_map = HashMap::new();
world
.spawn(SpatialBundle::INHERITED_IDENTITY)
.with_children(|parent| {
for node in scene.nodes() {
let result = load_node(
&node,
parent,
load_context,
&mut node_index_to_entity_map,
&mut entity_to_skin_index_map,
&mut active_camera_found,
);
if result.is_err() {
err = Some(result);
return;
}
}
});
if let Some(Err(err)) = err {
return Err(err);
}
#[cfg(feature = "bevy_animation")]
{
// for each node root in a scene, check if it's the root of an animation
// if it is, add the AnimationPlayer component
for node in scene.nodes() {
if animation_roots.contains(&node.index()) {
world
.entity_mut(*node_index_to_entity_map.get(&node.index()).unwrap())
.insert(bevy_animation::AnimationPlayer::default());
}
}
}
for (&entity, &skin_index) in &entity_to_skin_index_map {
let mut entity = world.entity_mut(entity);
let skin = gltf.skins().nth(skin_index).unwrap();
let joint_entities: Vec<_> = skin
.joints()
.map(|node| node_index_to_entity_map[&node.index()])
.collect();
entity.insert(SkinnedMesh {
inverse_bindposes: skinned_mesh_inverse_bindposes[skin_index].clone(),
joints: joint_entities,
});
}
let scene_handle = load_context
.set_labeled_asset(&scene_label(&scene), LoadedAsset::new(Scene::new(world)));
if let Some(name) = scene.name() {
named_scenes.insert(name.to_string(), scene_handle.clone());
}
scenes.push(scene_handle);
}
load_context.set_default_asset(LoadedAsset::new(Gltf {
default_scene: gltf
.default_scene()
.and_then(|scene| scenes.get(scene.index()))
.cloned(),
scenes,
named_scenes,
meshes,
named_meshes,
materials,
named_materials,
nodes,
named_nodes,
#[cfg(feature = "bevy_animation")]
animations,
#[cfg(feature = "bevy_animation")]
named_animations,
}));
Ok(())
}
fn get_gltf_extras(extras: &gltf::json::Extras) -> Option<GltfExtras> {
extras.as_ref().map(|extras| super::GltfExtras {
value: extras.get().to_string(),
})
}
fn node_name(node: &Node) -> Name {
let name = node
.name()
.map(|s| s.to_string())
.unwrap_or_else(|| format!("GltfNode{}", node.index()));
Name::new(name)
}
#[cfg(feature = "bevy_animation")]
fn paths_recur(
node: Node,
current_path: &[Name],
paths: &mut HashMap<usize, (usize, Vec<Name>)>,
root_index: usize,
) {
let mut path = current_path.to_owned();
path.push(node_name(&node));
for child in node.children() {
paths_recur(child, &path, paths, root_index);
}
paths.insert(node.index(), (root_index, path));
}
/// Loads a glTF texture as a bevy [`Image`] and returns it together with its label.
async fn load_texture<'a>(
gltf_texture: gltf::Texture<'a>,
buffer_data: &[Vec<u8>],
linear_textures: &HashSet<usize>,
load_context: &LoadContext<'a>,
supported_compressed_formats: CompressedImageFormats,
) -> Result<(Image, String), GltfError> {
let is_srgb = !linear_textures.contains(&gltf_texture.index());
let mut texture = match gltf_texture.source().source() {
gltf::image::Source::View { view, mime_type } => {
let start = view.offset();
let end = view.offset() + view.length();
let buffer = &buffer_data[view.buffer().index()][start..end];
Image::from_buffer(
buffer,
ImageType::MimeType(mime_type),
supported_compressed_formats,
is_srgb,
)?
}
gltf::image::Source::Uri { uri, mime_type } => {
let uri = percent_encoding::percent_decode_str(uri)
.decode_utf8()
.unwrap();
let uri = uri.as_ref();
let (bytes, image_type) = if let Ok(data_uri) = DataUri::parse(uri) {
(data_uri.decode()?, ImageType::MimeType(data_uri.mime_type))
} else {
let parent = load_context.path().parent().unwrap();
let image_path = parent.join(uri);
let bytes = load_context.read_asset_bytes(image_path.clone()).await?;
let extension = Path::new(uri).extension().unwrap().to_str().unwrap();
let image_type = ImageType::Extension(extension);
(bytes, image_type)
};
Image::from_buffer(
&bytes,
mime_type.map(ImageType::MimeType).unwrap_or(image_type),
supported_compressed_formats,
is_srgb,
)?
}
};
texture.sampler_descriptor = ImageSampler::Descriptor(texture_sampler(&gltf_texture));
Ok((texture, texture_label(&gltf_texture)))
}
/// Loads a glTF material as a bevy [`StandardMaterial`] and returns it.
fn load_material(material: &Material, load_context: &mut LoadContext) -> Handle<StandardMaterial> {
let material_label = material_label(material);
let pbr = material.pbr_metallic_roughness();
let color = pbr.base_color_factor();
let base_color_texture = pbr.base_color_texture().map(|info| {
// TODO: handle info.tex_coord() (the *set* index for the right texcoords)
let label = texture_label(&info.texture());
let path = AssetPath::new_ref(load_context.path(), Some(&label));
load_context.get_handle(path)
});
let normal_map_texture: Option<Handle<Image>> =
material.normal_texture().map(|normal_texture| {
// TODO: handle normal_texture.scale
// TODO: handle normal_texture.tex_coord() (the *set* index for the right texcoords)
let label = texture_label(&normal_texture.texture());
let path = AssetPath::new_ref(load_context.path(), Some(&label));
load_context.get_handle(path)
});
let metallic_roughness_texture = pbr.metallic_roughness_texture().map(|info| {
// TODO: handle info.tex_coord() (the *set* index for the right texcoords)
let label = texture_label(&info.texture());
let path = AssetPath::new_ref(load_context.path(), Some(&label));
load_context.get_handle(path)
});
let occlusion_texture = material.occlusion_texture().map(|occlusion_texture| {
// TODO: handle occlusion_texture.tex_coord() (the *set* index for the right texcoords)
// TODO: handle occlusion_texture.strength() (a scalar multiplier for occlusion strength)
let label = texture_label(&occlusion_texture.texture());
let path = AssetPath::new_ref(load_context.path(), Some(&label));
load_context.get_handle(path)
});
let emissive = material.emissive_factor();
let emissive_texture = material.emissive_texture().map(|info| {
// TODO: handle occlusion_texture.tex_coord() (the *set* index for the right texcoords)
// TODO: handle occlusion_texture.strength() (a scalar multiplier for occlusion strength)
let label = texture_label(&info.texture());
let path = AssetPath::new_ref(load_context.path(), Some(&label));
load_context.get_handle(path)
});
load_context.set_labeled_asset(
&material_label,
LoadedAsset::new(StandardMaterial {
base_color: Color::rgba_linear(color[0], color[1], color[2], color[3]),
base_color_texture,
perceptual_roughness: pbr.roughness_factor(),
metallic: pbr.metallic_factor(),
metallic_roughness_texture,
normal_map_texture,
double_sided: material.double_sided(),
cull_mode: if material.double_sided() {
None
} else {
Some(Face::Back)
},
occlusion_texture,
emissive: Color::rgb_linear(emissive[0], emissive[1], emissive[2]),
emissive_texture,
unlit: material.unlit(),
alpha_mode: alpha_mode(material),
..Default::default()
}),
)
}
/// Loads a glTF node.
fn load_node(
gltf_node: &gltf::Node,
world_builder: &mut WorldChildBuilder,
load_context: &mut LoadContext,
node_index_to_entity_map: &mut HashMap<usize, Entity>,
entity_to_skin_index_map: &mut HashMap<Entity, usize>,
active_camera_found: &mut bool,
) -> Result<(), GltfError> {
let transform = gltf_node.transform();
let mut gltf_error = None;
let transform = Transform::from_matrix(Mat4::from_cols_array_2d(&transform.matrix()));
let mut node = world_builder.spawn(SpatialBundle::from(transform));
node.insert(node_name(gltf_node));
if let Some(extras) = gltf_node.extras() {
node.insert(super::GltfExtras {
value: extras.get().to_string(),
});
}
// create camera node
if let Some(camera) = gltf_node.camera() {
let projection = match camera.projection() {
gltf::camera::Projection::Orthographic(orthographic) => {
let xmag = orthographic.xmag();
let orthographic_projection = OrthographicProjection {
near: orthographic.znear(),
far: orthographic.zfar(),
scaling_mode: ScalingMode::FixedHorizontal(1.0),
scale: xmag,
..Default::default()
};
Projection::Orthographic(orthographic_projection)
}
gltf::camera::Projection::Perspective(perspective) => {
let mut perspective_projection: PerspectiveProjection = PerspectiveProjection {
fov: perspective.yfov(),
near: perspective.znear(),
..Default::default()
};
if let Some(zfar) = perspective.zfar() {
perspective_projection.far = zfar;
}
if let Some(aspect_ratio) = perspective.aspect_ratio() {
perspective_projection.aspect_ratio = aspect_ratio;
}
Projection::Perspective(perspective_projection)
}
};
node.insert(Camera3dBundle {
projection,
transform,
camera: Camera {
is_active: !*active_camera_found,
..Default::default()
},
..Default::default()
});
*active_camera_found = true;
}
// Map node index to entity
node_index_to_entity_map.insert(gltf_node.index(), node.id());
if let Some(mesh) = gltf_node.mesh() {
if let Some(weights) = mesh.weights() {
let first_mesh = if let Some(primitive) = mesh.primitives().next() {
let primitive_label = primitive_label(&mesh, &primitive);
let path = AssetPath::new_ref(load_context.path(), Some(&primitive_label));
Some(Handle::weak(HandleId::from(path)))
} else {
None
};
node.insert(MorphWeights::new(weights.to_vec(), first_mesh)?);
}
};
node.with_children(|parent| {
if let Some(mesh) = gltf_node.mesh() {
// append primitives
for primitive in mesh.primitives() {
let material = primitive.material();
let material_label = material_label(&material);
// This will make sure we load the default material now since it would not have been
// added when iterating over all the gltf materials (since the default material is
// not explicitly listed in the gltf).
if !load_context.has_labeled_asset(&material_label) {
load_material(&material, load_context);
}
let primitive_label = primitive_label(&mesh, &primitive);
let bounds = primitive.bounding_box();
let mesh_asset_path =
AssetPath::new_ref(load_context.path(), Some(&primitive_label));
let material_asset_path =
AssetPath::new_ref(load_context.path(), Some(&material_label));
let mut primitive_entity = parent.spawn(PbrBundle {
mesh: load_context.get_handle(mesh_asset_path),
material: load_context.get_handle(material_asset_path),
..Default::default()
});
let target_count = primitive.morph_targets().len();
if target_count != 0 {
let weights = match mesh.weights() {
Some(weights) => weights.to_vec(),
None => vec![0.0; target_count],
};
// unwrap: the parent's call to `MeshMorphWeights::new`
// means this code doesn't run if it returns an `Err`.
// According to https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#morph-targets
// they should all have the same length.
// > All morph target accessors MUST have the same count as
// > the accessors of the original primitive.
primitive_entity.insert(MeshMorphWeights::new(weights).unwrap());
}
primitive_entity.insert(Aabb::from_min_max(
Vec3::from_slice(&bounds.min),
Vec3::from_slice(&bounds.max),
));
if let Some(extras) = primitive.extras() {
primitive_entity.insert(super::GltfExtras {
value: extras.get().to_string(),
});
}
primitive_entity.insert(Name::new(primitive_name(&mesh, &primitive)));
// Mark for adding skinned mesh
if let Some(skin) = gltf_node.skin() {
entity_to_skin_index_map.insert(primitive_entity.id(), skin.index());
}
}
}
if let Some(light) = gltf_node.light() {
match light.kind() {
gltf::khr_lights_punctual::Kind::Directional => {
let mut entity = parent.spawn(DirectionalLightBundle {
directional_light: DirectionalLight {
color: Color::from(light.color()),
// NOTE: KHR_punctual_lights defines the intensity units for directional
// lights in lux (lm/m^2) which is what we need.
illuminance: light.intensity(),
..Default::default()
},
..Default::default()
});
if let Some(name) = light.name() {
entity.insert(Name::new(name.to_string()));
}
if let Some(extras) = light.extras() {
entity.insert(super::GltfExtras {
value: extras.get().to_string(),
});
}
}
gltf::khr_lights_punctual::Kind::Point => {
let mut entity = parent.spawn(PointLightBundle {
point_light: PointLight {
color: Color::from(light.color()),
// NOTE: KHR_punctual_lights defines the intensity units for point lights in
// candela (lm/sr) which is luminous intensity and we need luminous power.
// For a point light, luminous power = 4 * pi * luminous intensity
intensity: light.intensity() * std::f32::consts::PI * 4.0,
range: light.range().unwrap_or(20.0),
radius: light.range().unwrap_or(0.0),
..Default::default()
},
..Default::default()
});
if let Some(name) = light.name() {
entity.insert(Name::new(name.to_string()));
}
if let Some(extras) = light.extras() {
entity.insert(super::GltfExtras {
value: extras.get().to_string(),
});
}
}
gltf::khr_lights_punctual::Kind::Spot {
inner_cone_angle,
outer_cone_angle,
} => {
let mut entity = parent.spawn(SpotLightBundle {
spot_light: SpotLight {
color: Color::from(light.color()),
// NOTE: KHR_punctual_lights defines the intensity units for spot lights in
// candela (lm/sr) which is luminous intensity and we need luminous power.
// For a spot light, we map luminous power = 4 * pi * luminous intensity
intensity: light.intensity() * std::f32::consts::PI * 4.0,
range: light.range().unwrap_or(20.0),
radius: light.range().unwrap_or(0.0),
inner_angle: inner_cone_angle,
outer_angle: outer_cone_angle,
..Default::default()
},
..Default::default()
});
if let Some(name) = light.name() {
entity.insert(Name::new(name.to_string()));
}
if let Some(extras) = light.extras() {
entity.insert(super::GltfExtras {
value: extras.get().to_string(),
});
}
}
}
}
// append other nodes
for child in gltf_node.children() {
if let Err(err) = load_node(
&child,
parent,
load_context,
node_index_to_entity_map,
entity_to_skin_index_map,
active_camera_found,
) {
gltf_error = Some(err);
return;
}
}
});
if let Some(err) = gltf_error {
Err(err)
} else {
Ok(())
}
}
/// Returns the label for the `mesh`.
fn mesh_label(mesh: &gltf::Mesh) -> String {
format!("Mesh{}", mesh.index())
}
/// Returns the label for the `mesh` and `primitive`.
fn primitive_label(mesh: &gltf::Mesh, primitive: &Primitive) -> String {
format!("Mesh{}/Primitive{}", mesh.index(), primitive.index())
}
fn primitive_name(mesh: &gltf::Mesh, primitive: &Primitive) -> String {
let mesh_name = mesh.name().unwrap_or("Mesh");
if mesh.primitives().len() > 1 {
format!("{}.{}", mesh_name, primitive.index())
} else {
mesh_name.to_string()
}
}
/// Returns the label for the morph target of `primitive`.
fn morph_targets_label(mesh: &gltf::Mesh, primitive: &Primitive) -> String {
format!(
"Mesh{}/Primitive{}/MorphTargets",
mesh.index(),
primitive.index()
)
}
/// Returns the label for the `material`.
fn material_label(material: &gltf::Material) -> String {
if let Some(index) = material.index() {
format!("Material{index}")
} else {
"MaterialDefault".to_string()
}
}
/// Returns the label for the `texture`.
fn texture_label(texture: &gltf::Texture) -> String {
format!("Texture{}", texture.index())
}
/// Returns the label for the `node`.
fn node_label(node: &gltf::Node) -> String {
format!("Node{}", node.index())
}
/// Returns the label for the `scene`.
fn scene_label(scene: &gltf::Scene) -> String {
format!("Scene{}", scene.index())
}
fn skin_label(skin: &gltf::Skin) -> String {
format!("Skin{}", skin.index())
}
/// Extracts the texture sampler data from the glTF texture.
fn texture_sampler<'a>(texture: &gltf::Texture) -> SamplerDescriptor<'a> {
let gltf_sampler = texture.sampler();
SamplerDescriptor {
address_mode_u: texture_address_mode(&gltf_sampler.wrap_s()),
address_mode_v: texture_address_mode(&gltf_sampler.wrap_t()),
mag_filter: gltf_sampler
.mag_filter()
.map(|mf| match mf {
MagFilter::Nearest => FilterMode::Nearest,
MagFilter::Linear => FilterMode::Linear,
})
.unwrap_or(SamplerDescriptor::default().mag_filter),
min_filter: gltf_sampler