Files
storyteller-bevy/studio/src/scene.rs
2024-02-12 17:02:38 -05:00

492 lines
14 KiB
Rust

use bevy::{
asset::{DependencyLoadState, LoadState, RecursiveDependencyLoadState},
core_pipeline::{
bloom::{BloomCompositeMode, BloomPrefilterSettings, BloomSettings},
fxaa::Fxaa,
tonemapping::Tonemapping,
},
gltf::Gltf,
math::vec2,
pbr::ShadowFilteringMethod,
prelude::*,
render::primitives::Aabb,
scene::InstanceId,
utils::HashSet,
};
use space_editor::{
prelude::PrefabMarker,
space_prefab::component::{GltfPrefab, SceneAutoChild},
};
#[cfg(feature = "wasm")]
use wasm_bindgen::prelude::wasm_bindgen;
use crate::{
camera_controller::{CameraController, CameraControllerBundle},
debug::DebugPoint,
math::{Combinable, Extrema},
MainCamera,
};
pub struct ScenePlugin;
#[derive(SystemSet, Clone, Copy, PartialEq, Eq, Hash, Debug)]
pub struct SceneSpawnerSystem;
impl Plugin for ScenePlugin {
fn build(&self, app: &mut App) {
app.insert_resource(ClearColor(Color::hsl(0.0, 0.0, 0.25)))
.insert_resource(Msaa::Off)
.add_state::<SceneState>()
.add_event::<LoadSceneEvent>()
.add_systems(Startup, initialize)
.add_systems(Update, init_scene_loading.in_set(SceneSpawnerSystem))
.add_systems(
OnEnter(SceneState::Active),
(tag_scene_elements, frame_scene_in_view).in_set(SceneSpawnerSystem),
);
app.add_systems(Update, (tag_scene_elements, play_animations));
//Auto loading screen
//Register handles on which we will look to show loading screen
app.init_resource::<LoadingQueue>();
app.add_systems(
PostUpdate,
(
check_loading,
auto_add_handle::<Scene>,
auto_add_handle::<Mesh>,
auto_add_handle::<StandardMaterial>,
),
);
//setup default light
app.add_systems(Startup, minimal_scene_setup);
#[cfg(feature = "wasm")]
app.add_systems(
Update,
(
wasm::dispatch_scene_request,
wasm::notify_state_changes
.map(bevy::utils::error)
.run_if(resource_changed::<State<SceneState>>()),
),
);
}
}
fn minimal_scene_setup(mut cmd: Commands) {
cmd.spawn(DirectionalLightBundle {
directional_light: DirectionalLight {
shadows_enabled: false,
illuminance: 20000.0,
..default()
},
transform: Transform::default().looking_at(Vec3::NEG_ONE, Vec3::Y),
..default()
})
.insert(PrefabMarker);
}
#[cfg_attr(feature = "wasm", wasm_bindgen)]
#[derive(States, Clone, Copy, Default, Debug, PartialEq, Eq, Hash)]
pub enum SceneState {
#[default]
None,
Loading,
Active,
}
#[derive(Resource, Deref)]
pub struct ActiveScene {
#[deref]
pub instance: InstanceId,
pub source: Handle<Gltf>,
}
#[derive(Resource, Default)]
pub struct LoadingQueue {
pub queue: Vec<UntypedHandle>,
}
fn check_loading(
mut loading_queue: ResMut<LoadingQueue>,
mut st_next: ResMut<NextState<SceneState>>,
asset_server: Res<AssetServer>,
) {
if !loading_queue.queue.is_empty() {
//filter queue to only include notloaded assets
let mut not_loaded_count = 0;
loading_queue.queue.retain(|h| {
if let Some((load_state, dep_load_state, rec_load_state)) =
asset_server.get_load_states(h.id())
{
let is_loaded = dep_load_state == DependencyLoadState::Loaded;
let is_failed = dep_load_state == DependencyLoadState::Failed
|| rec_load_state == RecursiveDependencyLoadState::Failed
|| load_state == LoadState::Failed;
if load_state == LoadState::NotLoaded {
not_loaded_count += 1;
}
!(is_failed || is_loaded)
} else {
false
}
});
info!("Loading {} assets", loading_queue.queue.len());
if loading_queue.queue.len() - not_loaded_count == 0 {
//not change state
} else {
st_next.set(SceneState::Loading);
}
} else {
st_next.set(SceneState::Active);
}
}
fn auto_add_handle<T: Asset>(
mut queue: ResMut<LoadingQueue>,
query: Query<&Handle<T>, Added<Handle<T>>>,
) {
for h in query.iter() {
queue.queue.push(h.clone().untyped());
}
}
#[derive(Event, Deref)]
pub struct LoadSceneEvent(pub String);
// TODOL This could be converted into an enum that indicates what "kind" of
// element this is (e.g. StaticMesh, SkinnedMesh, Bone, Light, Camera).
// We don't have an immediate need for that just yet, but likely will
// soon.
/// A tag that identifies its entity as a user-facing scene element like a prop,
/// a light, or a camera.
#[derive(Component)]
pub struct SceneElement;
#[derive(Component)]
pub struct SceneData {
pub scene_path: String,
}
#[derive(Component)]
pub struct SceneRoot;
fn initialize(mut cmd: Commands) {
// Camera, graphics settings
let focus = Vec3::ZERO;
let camera_xform = Transform::from_xyz(-2.5, 4.5, 5.0).looking_at(focus, Vec3::Y);
cmd.spawn((
Name::new("Main Camera"),
MainCamera,
Camera3dBundle {
transform: camera_xform,
tonemapping: Tonemapping::BlenderFilmic,
camera: Camera {
hdr: true,
..default()
},
..default()
},
CameraControllerBundle::new(focus, camera_xform.translation),
ShadowFilteringMethod::Hardware2x2,
BloomSettings {
composite_mode: BloomCompositeMode::EnergyConserving,
intensity: 0.25,
prefilter_settings: BloomPrefilterSettings {
threshold: 0.8,
threshold_softness: 0.5,
},
..default()
},
Fxaa::default(),
));
}
fn init_scene_loading(mut cmd: Commands, mut er: EventReader<LoadSceneEvent>) {
if let Some(id) = er.read().last() {
info!("Loading scene: {}", id.0);
cmd.spawn((
SpatialBundle::default(),
space_editor::prelude::GltfPrefab {
path: format!("gltf/{}", id.0),
scene: "Scene0".to_string(),
},
PrefabMarker,
SceneRoot,
));
}
}
#[derive(Component)]
pub struct NoMeshElement;
#[derive(Component)]
pub struct InitedKointSkinnedMesh;
fn tag_scene_elements(
mut cmd: Commands,
// A "glTF mesh" is actually a container for one or more "glTF primitives",
// which is basically a bundle of vertices paired with the material used to
// shade them. It's those "sub-meshes" that carry the actual mesh handles,
// but we don't necessarily want to expose those to users a la carte,
// because they often consist of stuff like a single eyeball, or just the
// leafy parts of a plant. Here we only want to tag the elements that a user
// might want to individually address when arranging or animating a scene.
q_named_non_primitives: Query<
(Entity, &Children),
(
With<SceneAutoChild>,
With<Name>,
Without<Handle<Mesh>>,
Without<SceneElement>,
Without<NoMeshElement>,
),
>,
mesh_entities: Query<Entity, With<Handle<Mesh>>>,
) {
for (e, children) in q_named_non_primitives.iter() {
let mut has_mesh = false;
for child in children {
if mesh_entities.contains(*child) {
has_mesh = true;
break;
}
}
if has_mesh {
cmd.entity(e).insert(SceneElement);
} else {
cmd.entity(e).insert(NoMeshElement);
}
}
}
fn frame_scene_in_view(
mut cmd: Commands,
q_aabbs: Query<(&Aabb, &GlobalTransform), With<SceneAutoChild>>,
mut q_camera: Query<(&mut CameraController, &mut Transform, &Projection)>,
) {
let Ok((mut cam, mut cam_xform, cam_proj)) = q_camera.get_single_mut() else {
error!("Failed to get camera controller");
return;
};
let Some(aabb) = Aabb::combine(q_aabbs.iter()) else {
return;
};
let world2cam = cam_xform.compute_matrix().inverse();
let plane_origin = Vec3::from(aabb.center);
let plane_normal = cam_xform.forward();
let Some((_depth, bounding_rect)) = aabb
.extrema()
.iter()
.copied()
.map(|mut p| {
cmd.spawn(DebugPoint {
point: p,
color: Color::CYAN,
});
// Inflate the combined AABB to give the model some breathing room
p *= 1.5;
// Project each corner onto the camera plane
let v = p - plane_origin;
let proj = p - v.project_onto_normalized(plane_normal);
cmd.spawn(DebugPoint {
point: proj,
color: Color::FUCHSIA,
});
// Transform into the camera's local space
world2cam.transform_point(proj)
})
// Fold the camera-space plane-projected points into a bounding rect and view depth
.fold(None, |accum: Option<(f32, Rect)>, p: Vec3| match accum {
Some((depth, rect)) => Some((depth, rect.union_point(vec2(p.x, p.y)))),
None => {
let depth = p.z.abs();
let p = vec2(p.x, p.y);
Some((depth, Rect::from_corners(p, p)))
}
})
else {
return;
};
let pproj = match cam_proj {
Projection::Perspective(p) => p,
_ => panic!("Expected a perspective projection"),
};
// Formula for the target camera distance
// (c/o https://stackoverflow.com/questions/2866350/move-camera-to-fit-3d-scene):
//
// d = (s/2) / tan(a/2)
// where:
// d = distance
// s = size of the largest camera-aligned axis in world coords
// a = field-of-view angle for the same axis
let Vec2 {
x: width,
y: height,
} = bounding_rect.size();
let s = f32::max(width, height);
let a = if s == height {
pproj.fov
} else {
f32::atan(pproj.aspect_ratio * f32::tan(pproj.fov / 2.))
};
// TODO:
// According to "I eat babies" at the Ars Technica forums
// (https://arstechnica.com/civis/threads/if-you-have-aspect-ratio-and-vertical-fov-can-you-calc-horizontal-fov.37447/):
//
// tan(fov_v / 2) = y / z
// tan(fov_h / 2) = x / z
//
// Theoretically, this would let us skip some costly tan/atan
// computations, but I must be missing something, because just
// substituting (s / depth) for the divisor below would make the
// whole equation independent of the FOV, which is obviously
// wrong.
//
// Unfortunately I'm embarrassingly bad at algebra, but there
// must be some room for simplification here.
let radius = (s / 2.) / f32::tan(a / 2.);
cam.focus = aabb.center.into();
cam.radius = radius;
cam_xform.translation = cam.focus + cam_xform.back() * radius;
}
fn play_animations(
mut cmd: Commands,
mut l_done: Local<HashSet<String>>,
r_assets: Res<AssetServer>,
ra_gltfs: Res<Assets<Gltf>>,
ra_anims: Res<Assets<AnimationClip>>,
q_prefabs: Query<&GltfPrefab>,
q_named_ents: Query<(Entity, &Name)>,
mut q_players: Query<&mut AnimationPlayer>,
) {
for prefab in q_prefabs.iter() {
if l_done.contains(&prefab.path) {
continue;
}
// TODO: Get the `Handle<Gltf>` directly from the entity once it's available
let gltf_handle = match r_assets.get_handle::<Gltf>(&prefab.path) {
Some(handle) => {
info!("Returning existing handle");
handle
}
None => {
info!("Loading from path");
r_assets.load::<Gltf>(&prefab.path)
}
};
let Some(gltf) = ra_gltfs.get(gltf_handle) else {
continue;
};
let mut playing_anims = 0_usize;
for anim_handle in gltf.animations.iter() {
let Some(anim) = ra_anims.get(anim_handle.clone()) else {
continue;
};
let Some(target) = q_named_ents.iter().find_map(|(ent, name)| {
if anim.compatible_with(name) {
Some(ent)
} else {
None
}
}) else {
continue;
};
if let Ok(mut player) = q_players.get_mut(target) {
if !player.is_playing_clip(anim_handle) {
player.play(anim_handle.clone()).repeat();
}
} else {
let mut player = AnimationPlayer::default();
player.play(anim_handle.clone()).repeat();
cmd.entity(target).insert(player);
}
playing_anims += 1;
}
if playing_anims == gltf.animations.len() {
l_done.insert(prefab.path.clone());
}
}
}
#[cfg(feature = "wasm")]
mod wasm {
use bevy::{prelude::*, window::PrimaryWindow};
use wasm_bindgen::prelude::*;
use super::{LoadSceneEvent, SceneState};
use crate::wasm::{self, StaticBuffer, WasmMessageBuffer};
static OBJECT_LOAD_REQUEST: WasmMessageBuffer<String> = WasmMessageBuffer::new();
#[wasm_bindgen(js_name = loadObject)]
pub fn load_object(id: &str) {
OBJECT_LOAD_REQUEST.write_message(id.into());
}
// FIXME: Is it an object or a scene? Inconsistent terminology is
// unnecessarily confusing
pub(super) fn dispatch_scene_request(mut ew_load_scene: EventWriter<LoadSceneEvent>) {
if let Some(id) = OBJECT_LOAD_REQUEST.take_message() {
ew_load_scene.send(LoadSceneEvent(id));
}
}
#[wasm_bindgen(typescript_custom_section)]
const SCENE_STATE_EVENT: &str = r#"
export interface SceneStateEvent extends CustomEvent {
type: "scene-state";
detail: SceneState;
}
declare global {
export interface HTMLElementEventMap {
"scene-state": SceneStateEvent;
}
}
"#;
pub(super) fn notify_state_changes(
r_state: Res<State<SceneState>>,
q_window: Query<&Window, With<PrimaryWindow>>,
) -> Result<(), String> {
if let Ok(window) = q_window.get_single() {
wasm::dispatch_to_js(window, "scene-state", &(**r_state as u32))?;
}
Ok(())
}
}