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glTF labels: add enum to avoid misspelling and keep up-to-date list d…
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…ocumented (#13586)

# Objective

- Followup to #13548
- It added a list of all possible labels to documentation. This seems
hard to keep up and doesn't stop people from making spelling mistake

## Solution

- Add an enum that can create all the labels possible, and encourage its
use rather than manually typed labels

---------

Co-authored-by: Alice Cecile <[email protected]>
Co-authored-by: Rob Parrett <[email protected]>
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3 people authored May 31, 2024
1 parent ce46d52 commit 5559632
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Showing 30 changed files with 293 additions and 117 deletions.
140 changes: 126 additions & 14 deletions crates/bevy_gltf/src/lib.rs
Original file line number Diff line number Diff line change
Expand Up @@ -19,12 +19,14 @@
//! # use bevy_asset::prelude::*;
//! # use bevy_scene::prelude::*;
//! # use bevy_transform::prelude::*;
//! # use bevy_gltf::prelude::*;
//!
//! fn spawn_gltf(mut commands: Commands, asset_server: Res<AssetServer>) {
//! commands.spawn(SceneBundle {
//! // This is equivalent to "models/FlightHelmet/FlightHelmet.gltf#Scene0"
//! // The `#Scene0` label here is very important because it tells bevy to load the first scene in the glTF file.
//! // If this isn't specified bevy doesn't know which part of the glTF file to load.
//! scene: asset_server.load("models/FlightHelmet/FlightHelmet.gltf#Scene0"),
//! scene: asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/FlightHelmet/FlightHelmet.gltf")),
//! // You can use the transform to give it a position
//! transform: Transform::from_xyz(2.0, 0.0, -5.0),
//! ..Default::default()
Expand Down Expand Up @@ -91,18 +93,7 @@
//!
//! Be careful when using this feature, if you misspell a label it will simply ignore it without warning.
//!
//! Here's the list of supported labels (`{}` is the index in the file):
//!
//! - `Scene{}`: glTF Scene as a Bevy `Scene`
//! - `Node{}`: glTF Node as a `GltfNode`
//! - `Mesh{}`: glTF Mesh as a `GltfMesh`
//! - `Mesh{}/Primitive{}`: glTF Primitive as a Bevy `Mesh`
//! - `Mesh{}/Primitive{}/MorphTargets`: Morph target animation data for a glTF Primitive
//! - `Texture{}`: glTF Texture as a Bevy `Image`
//! - `Material{}`: glTF Material as a Bevy `StandardMaterial`
//! - `DefaultMaterial`: as above, if the glTF file contains a default material with no index
//! - `Animation{}`: glTF Animation as Bevy `AnimationClip`
//! - `Skin{}`: glTF mesh skin as Bevy `SkinnedMeshInverseBindposes`
//! You can use [`GltfAssetLabel`] to ensure you are using the correct label.
#[cfg(feature = "bevy_animation")]
use bevy_animation::AnimationClip;
Expand All @@ -113,7 +104,7 @@ mod vertex_attributes;
pub use loader::*;

use bevy_app::prelude::*;
use bevy_asset::{Asset, AssetApp, Handle};
use bevy_asset::{Asset, AssetApp, AssetPath, Handle};
use bevy_ecs::{prelude::Component, reflect::ReflectComponent};
use bevy_pbr::StandardMaterial;
use bevy_reflect::{Reflect, TypePath};
Expand All @@ -124,6 +115,12 @@ use bevy_render::{
};
use bevy_scene::Scene;

/// The `bevy_gltf` prelude.
pub mod prelude {
#[doc(hidden)]
pub use crate::{Gltf, GltfAssetLabel, GltfExtras};
}

/// Adds support for glTF file loading to the app.
#[derive(Default)]
pub struct GltfPlugin {
Expand Down Expand Up @@ -251,3 +248,118 @@ pub struct GltfExtras {
/// Content of the extra data.
pub value: String,
}

/// Labels that can be used to load part of a glTF
///
/// You can use [`GltfAssetLabel::from_asset`] to add it to an asset path
///
/// ```
/// # use bevy_ecs::prelude::*;
/// # use bevy_asset::prelude::*;
/// # use bevy_scene::prelude::*;
/// # use bevy_gltf::prelude::*;
///
/// fn load_gltf_scene(asset_server: Res<AssetServer>) {
/// let gltf_scene: Handle<Scene> = asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/FlightHelmet/FlightHelmet.gltf"));
/// }
/// ```
///
/// Or when formatting a string for the path
///
/// ```
/// # use bevy_ecs::prelude::*;
/// # use bevy_asset::prelude::*;
/// # use bevy_scene::prelude::*;
/// # use bevy_gltf::prelude::*;
///
/// fn load_gltf_scene(asset_server: Res<AssetServer>) {
/// let gltf_scene: Handle<Scene> = asset_server.load(format!("models/FlightHelmet/FlightHelmet.gltf#{}", GltfAssetLabel::Scene(0)));
/// }
/// ```
#[derive(Debug, Clone, Copy)]
pub enum GltfAssetLabel {
/// `Scene{}`: glTF Scene as a Bevy `Scene`
Scene(usize),
/// `Node{}`: glTF Node as a `GltfNode`
Node(usize),
/// `Mesh{}`: glTF Mesh as a `GltfMesh`
Mesh(usize),
/// `Mesh{}/Primitive{}`: glTF Primitive as a Bevy `Mesh`
Primitive {
/// Index of the mesh for this primitive
mesh: usize,
/// Index of this primitive in its parent mesh
primitive: usize,
},
/// `Mesh{}/Primitive{}/MorphTargets`: Morph target animation data for a glTF Primitive
MorphTarget {
/// Index of the mesh for this primitive
mesh: usize,
/// Index of this primitive in its parent mesh
primitive: usize,
},
/// `Texture{}`: glTF Texture as a Bevy `Image`
Texture(usize),
/// `Material{}`: glTF Material as a Bevy `StandardMaterial`
Material {
/// Index of this material
index: usize,
/// Used to set the [`Face`](bevy_render::render_resource::Face) of the material, useful if it is used with negative scale
is_scale_inverted: bool,
},
/// `DefaultMaterial`: as above, if the glTF file contains a default material with no index
DefaultMaterial,
/// `Animation{}`: glTF Animation as Bevy `AnimationClip`
Animation(usize),
/// `Skin{}`: glTF mesh skin as Bevy `SkinnedMeshInverseBindposes`
Skin(usize),
}

impl std::fmt::Display for GltfAssetLabel {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
match self {
GltfAssetLabel::Scene(index) => f.write_str(&format!("Scene{index}")),
GltfAssetLabel::Node(index) => f.write_str(&format!("Node{index}")),
GltfAssetLabel::Mesh(index) => f.write_str(&format!("Mesh{index}")),
GltfAssetLabel::Primitive { mesh, primitive } => {
f.write_str(&format!("Mesh{mesh}/Primitive{primitive}"))
}
GltfAssetLabel::MorphTarget { mesh, primitive } => {
f.write_str(&format!("Mesh{mesh}/Primitive{primitive}/MorphTargets"))
}
GltfAssetLabel::Texture(index) => f.write_str(&format!("Texture{index}")),
GltfAssetLabel::Material {
index,
is_scale_inverted,
} => f.write_str(&format!(
"Material{index}{}",
if *is_scale_inverted {
" (inverted)"
} else {
""
}
)),
GltfAssetLabel::DefaultMaterial => f.write_str("DefaultMaterial"),
GltfAssetLabel::Animation(index) => f.write_str(&format!("Animation{index}")),
GltfAssetLabel::Skin(index) => f.write_str(&format!("Skin{index}")),
}
}
}

impl GltfAssetLabel {
/// Add this label to an asset path
///
/// ```
/// # use bevy_ecs::prelude::*;
/// # use bevy_asset::prelude::*;
/// # use bevy_scene::prelude::*;
/// # use bevy_gltf::prelude::*;
///
/// fn load_gltf_scene(asset_server: Res<AssetServer>) {
/// let gltf_scene: Handle<Scene> = asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/FlightHelmet/FlightHelmet.gltf"));
/// }
/// ```
pub fn from_asset(&self, path: impl Into<AssetPath<'static>>) -> AssetPath<'static> {
path.into().with_label(self.to_string())
}
}
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