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make more information available from loaded GLTF model #1020

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merged 7 commits into from
Dec 31, 2020

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@mockersf mockersf commented Dec 7, 2020

makes node information available as "path/to/file.gltf#Node0"
this helps the user select correct meshes and their transform between each other when picking nodes out of a gltf file

makes list of primitives per mesh and their material available as "path/to/file.gltf#Mesh0"
this lets the user get all the primitives for a mesh with the correct material

I am not sure about the asset type names, Gltf*, but didn't want confusion with the existing Node and Mesh types

@mockersf mockersf marked this pull request as draft December 7, 2020 02:25
@mockersf mockersf changed the title make gltf nodes available as assets make more information available from loaded GLTF model Dec 7, 2020
@mockersf mockersf marked this pull request as ready for review December 7, 2020 02:43
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mockersf commented Dec 7, 2020

CI failures are due to formatting error in bevy_render, seems like macro matches! now is formatted differently

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The code changes look good, but I'm not familiar enough with GLTF to comment on much more.

@Moxinilian Moxinilian added A-Assets Load files from disk to use for things like images, models, and sounds C-Feature A new feature, making something new possible labels Dec 9, 2020
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cart commented Dec 9, 2020

I like the idea of exposing more information, but I think we could make this a bit cleaner by addressing an issue with how I implemented the loader: right now it assumes that the scene is the top-level asset.

This is problematic for two reasons:

  1. GLTF files can have more than one scene
  2. GLTF files encode useful information other than "raw assets".

I propose something like the following:

#[derive(Debug, TypeUuid)]
#[uuid = "5c7d5f8a-f7b0-4e45-a09e-406c0372fea2"]
struct Gltf {
    scenes: Vec<Handle<Scene>>
    meshes: Vec<Handle<Mesh>>
    materials: Vec<Handle<Material>>
    nodes: Vec<GltfNode>,
}

This would be the "default" asset returned, instead of a single Scene.

It would have a number of benefits:

  1. Able to include whatever metadata you want without needing new asset types for each "thing"
  2. Able to navigate gltf sub-assets in a type-safe way
  3. Supports multiple scenes

The downside is that we could no longer do this:

commands.spawn_scene(server.load("my.gltf"))

But this is almost as good, and is more "correct":

commands.spawn_scene(server.load("my.gltf#Scene0"))

Thoughts?

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cart commented Dec 9, 2020

The meshes: Vec<Handle<Mesh>> would probably actually be meshes: Vec<GltfMesh>

Then we could add the Handle<Mesh> to GltfMesh

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mockersf commented Dec 9, 2020

didn't want to break everything as I was discovering GLTF, but that look's better to me!

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I changed the object to be returned when loading a gltf to:

pub struct Gltf {
    pub scenes: Vec<Handle<Scene>>,
    pub meshes: Vec<Handle<GltfMesh>>,
    pub materials: Vec<Handle<StandardMaterial>>,
    pub nodes: Vec<Handle<GltfNode>>,
    pub default_scene: Option<Handle<Scene>>,
}

in a separate commit I also added the names feature of gltf and the following fields:

    pub named_scenes: HashMap<String, Handle<Scene>>,
    pub named_meshes: HashMap<String, Handle<GltfMesh>>,
    pub named_materials: HashMap<String, Handle<StandardMaterial>>,
    pub named_nodes: HashMap<String, Handle<GltfNode>>,

on a gltf file I have, this gives me extra information which looks useful:

    named_nodes: {
        "body": StrongHandle<GltfNode>(AssetPathId(AssetPathId(SourcePathId(3806774963703447708), LabelId(11310862584416107483)))),
        "armLeft": StrongHandle<GltfNode>(AssetPathId(AssetPathId(SourcePathId(3806774963703447708), LabelId(15957055608553047399)))),
        "cape": StrongHandle<GltfNode>(AssetPathId(AssetPathId(SourcePathId(3806774963703447708), LabelId(16543170105607056499)))),
        "legRight": StrongHandle<GltfNode>(AssetPathId(AssetPathId(SourcePathId(3806774963703447708), LabelId(3945245733129666297)))),
        "head": StrongHandle<GltfNode>(AssetPathId(AssetPathId(SourcePathId(3806774963703447708), LabelId(12706021548412882015)))),
        "tmpParent": StrongHandle<GltfNode>(AssetPathId(AssetPathId(SourcePathId(3806774963703447708), LabelId(9458706519151557857)))),
        "vampire": StrongHandle<GltfNode>(AssetPathId(AssetPathId(SourcePathId(3806774963703447708), LabelId(13863501689609897062)))),
        "legLeft": StrongHandle<GltfNode>(AssetPathId(AssetPathId(SourcePathId(3806774963703447708), LabelId(11246812150243246633)))),
        "armRight": StrongHandle<GltfNode>(AssetPathId(AssetPathId(SourcePathId(3806774963703447708), LabelId(15717067171356699421)))),
    },

I have sometimes a crash when I launch example load_gltf, maybe one time in ten.
On a valid execution, I have the following AssetEvent<Texture>:

AssetEvent<bevy_render::texture::texture::Texture>::Created { handle: AssetPathId(AssetPathId(SourcePathId(14915453948569874894), LabelId(6298619649789039366))) }
AssetEvent<bevy_render::texture::texture::Texture>::Created { handle: AssetPathId(AssetPathId(SourcePathId(12698207005980422666), LabelId(6298619649789039366))) }
AssetEvent<bevy_render::texture::texture::Texture>::Created { handle: AssetPathId(AssetPathId(SourcePathId(15334466250598859188), LabelId(6298619649789039366))) }
AssetEvent<bevy_render::texture::texture::Texture>::Created { handle: AssetPathId(AssetPathId(SourcePathId(1984338858159794673), LabelId(6298619649789039366))) }
AssetEvent<bevy_render::texture::texture::Texture>::Created { handle: AssetPathId(AssetPathId(SourcePathId(10130169047868106944), LabelId(6298619649789039366))) }

on a crash:

AssetEvent<bevy_render::texture::texture::Texture>::Created { handle: AssetPathId(AssetPathId(SourcePathId(15334466250598859188), LabelId(6298619649789039366))) }
AssetEvent<bevy_render::texture::texture::Texture>::Created { handle: AssetPathId(AssetPathId(SourcePathId(10130169047868106944), LabelId(6298619649789039366))) }
AssetEvent<bevy_render::texture::texture::Texture>::Modified { handle: AssetPathId(AssetPathId(SourcePathId(15334466250598859188), LabelId(6298619649789039366))) }
AssetEvent<bevy_render::texture::texture::Texture>::Created { handle: AssetPathId(AssetPathId(SourcePathId(12698207005980422666), LabelId(6298619649789039366))) }
thread 'main' panicked at 'TextureId(2d05c484-52b7-4a0d-9f8d-e0a2c0d1495c)', crates/bevy_wgpu/src/renderer/wgpu_render_resource_context.rs:481:52
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace

also there is a conflict with #1016 that I'll fix tomorrow but I would appreciate some feedback as the PR is getting bigger

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cart commented Dec 10, 2020

Yup so far these changes are looking great!

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fixed the conflict.

for GltfNode:

#[derive(Debug, Clone, TypeUuid)]
 #[uuid = "dad74750-1fd6-460f-ac51-0a7937563865"]
 pub struct GltfNode {
     pub children: Vec<GltfNode>,
     pub mesh: Option<Handle<GltfMesh>>,
     pub transform: bevy_transform::prelude::Transform,
 }

I would have liked children to be a Vec<Handle<GltfNode>>, but that doesn't compile because

error[E0275]: overflow evaluating the requirement `GltfNode: Send`
  --> crates/bevy_gltf/src/lib.rs:36:16
   |
36 |     pub nodes: Vec<Handle<GltfNode>>,
   |                ^^^^^^^^^^^^^^^^^^^^^
   |
  ::: /Users/francois/Dev/vleue/bevy_friends/bevy/crates/bevy_asset/src/handle.rs:63:8
   |
63 |     T: Asset,
   |        ----- required by this bound in `Handle`
   |
   = note: required because of the requirements on the impl of `AssetDynamic` for `GltfNode`
   = note: required because of the requirements on the impl of `bevy_asset::Asset` for `GltfNode`

The other way around this would be to have a Vec<usize> with just the index of the children nodes. What do you think?

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should not be merged before #1142 due to Labels usage

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works with #1152, would be better with #1109 when it gets merged

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cart commented Dec 31, 2020

Cool these changes look good to me. I suspect that all of this sorting / hierarchy navigation / allocation might be a bit expensive when loading large gltf files, but this is such a clear usability improvement that I'm down to have that conversation if/when it becomes an issue.

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cart commented Dec 31, 2020

I just merged #1109. Feel free to follow up with Name changes if you feel so inclined 😄

@cart cart merged commit 21794fe into bevyengine:master Dec 31, 2020
@@ -89,9 +89,10 @@ impl<'a> LoadContext<'a> {
self.labeled_assets.insert(None, asset);
}

pub fn set_labeled_asset(&mut self, label: &str, asset: LoadedAsset) {
pub fn set_labeled_asset<T: Asset>(&mut self, label: &str, asset: LoadedAsset) -> Handle<T> {
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This change makes this kind of code fail compilation:

load_context.set_labeled_asset("cube", LoadedAsset::new(mesh));

Is there a way to not be bothered with specifying the T parameter?

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Hmm yeah that is suboptimal. Its both less ergonomic and creates a class of bug where the user specifies the wrong asset type.

We could make it LoadedAsset<T>, then created a BoxedLoadedAsset that we coerce it into within set_labeled_asset

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