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model.rs
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model.rs
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/*
* Copyright (C) 2022 Open Source Robotics Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
*/
use crate::{
interaction::{DragPlaneBundle, Preview, MODEL_PREVIEW_LAYER},
site::SiteAssets,
site_asset_io::MODEL_ENVIRONMENT_VARIABLE,
};
use bevy::{
ecs::system::Command, gltf::Gltf, prelude::*, render::view::RenderLayers, scene::SceneInstance,
};
use bevy_impulse::*;
use bevy_mod_outline::OutlineMeshExt;
use rmf_site_format::{AssetSource, ModelMarker, Pending, Scale};
use smallvec::SmallVec;
use std::{any::TypeId, future::Future};
use thiserror::Error;
/// Denotes the properties of the current spawned scene for the model, to despawn when updating AssetSource
/// and avoid spurious reloading if the new `AssetSource` is equal to the old one
#[derive(Component, Debug, Clone)]
pub struct ModelScene {
source: AssetSource,
entity: Entity,
}
/// For a given `AssetSource`, return all the sources that we should try loading.
pub fn get_all_for_source(source: &AssetSource) -> SmallVec<[AssetSource; 6]> {
match source {
AssetSource::Search(ref name) => {
let model_name = name.split('/').last().unwrap();
SmallVec::from([
AssetSource::Search(name.to_owned()),
AssetSource::Search(name.to_owned() + "/model.sdf"),
AssetSource::Search(name.to_owned() + "/" + model_name + ".obj"),
AssetSource::Search(name.to_owned() + ".glb"),
AssetSource::Search(name.to_owned() + ".stl"),
AssetSource::Search(name.to_owned() + "/" + model_name + ".glb"),
])
}
AssetSource::Local(_) | AssetSource::Remote(_) | AssetSource::Package(_) => {
let mut v = SmallVec::new();
v.push(source.clone());
v
}
}
}
pub type ModelLoadingResult = Result<ModelLoadingRequest, Option<ModelLoadingError>>;
#[derive(Resource)]
/// Services that deal with workspace loading
pub struct ModelLoadingServices {
/// Service that loads the requested model
pub load_model: Service<ModelLoadingRequest, ModelLoadingResult>,
pub check_scene_is_spawned: Service<(Entity, Option<Handle<Scene>>), Entity>,
}
#[derive(Default)]
pub struct ModelLoadingPlugin {}
impl Plugin for ModelLoadingPlugin {
fn build(&self, app: &mut App) {
let model_loading_services = ModelLoadingServices::from_app(app);
app.insert_resource(model_loading_services);
}
}
// For each InstanceId send a response when it is spawned
fn check_scenes_are_spawned(
In(ContinuousService { key }): ContinuousServiceInput<(Entity, Option<Handle<Scene>>), Entity>,
mut orders: ContinuousQuery<(Entity, Option<Handle<Scene>>), Entity>,
instance_ids: Query<(), With<SceneInstance>>,
// We use having children as a proxy for scene having been spawned, alternatives are fairly
// complex (i.e. reading the instance_is_ready API needs the InstanceId that is private, the
// SceneInstanceReady event needs access to the parent entity that we would need in a Local
children: Query<(), With<Children>>,
) {
let Some(mut orders) = orders.get_mut(&key) else {
return;
};
orders.for_each(|order| {
let req = order.request().clone();
match req.1 {
Some(_) => {
// There is a scene, make sure the entity has a `SceneInstance` component that marks
// it as spawned
if instance_ids.get(req.0).is_ok() && children.get(req.0).is_ok() {
order.respond(req.0);
}
}
None => {
// No scene is present, we can just proceed
order.respond(req.0);
}
}
})
}
fn load_asset_source(
In(source): In<AssetSource>,
asset_server: Res<AssetServer>,
) -> impl Future<Output = Result<UntypedHandle, ModelLoadingError>> {
let asset_server = asset_server.clone();
async move {
let asset_path = match String::try_from(&source) {
Ok(asset_path) => asset_path,
Err(err) => {
return Err(ModelLoadingError::InvalidAssetSource(
source,
err.to_string(),
));
}
};
asset_server
.load_untyped_async(&asset_path)
.await
.map_err(|e| ModelLoadingError::AssetServerError(source, e.to_string()))
}
}
pub fn spawn_scene_for_loaded_model(
In(h): In<UntypedHandle>,
world: &mut World,
) -> Option<(Entity, Option<Handle<Scene>>)> {
// For each model that is loading, check if its scene has finished loading
// yet. If the scene has finished loading, then insert it as a child of the
// model entity and make it selectable.
let type_id = h.type_id();
let (model_id, scene_handle) = if type_id == TypeId::of::<Gltf>() {
// Note we can't do an `if let Some()` because get(Handle) panics if the type is
// not the stored type
let gltfs = world.resource::<Assets<Gltf>>();
let gltf = gltfs.get(&h)?;
// Get default scene if present, otherwise index 0
let scene = gltf
.default_scene
.as_ref()
.map(|s| s.clone())
.unwrap_or(gltf.scenes.get(0).unwrap().clone());
Some((
world
.spawn(SceneBundle {
scene: scene.clone(),
..default()
})
.id(),
Some(scene),
))
} else if type_id == TypeId::of::<Scene>() {
let scene = h.clone().typed::<Scene>();
Some((
world
.spawn(SceneBundle {
scene: scene.clone(),
..default()
})
.id(),
Some(scene),
))
} else if type_id == TypeId::of::<Mesh>() {
let site_assets = world.resource::<SiteAssets>();
let mesh = h.clone().typed::<Mesh>();
Some((
world
.spawn(PbrBundle {
mesh,
material: site_assets.default_mesh_grey_material.clone(),
..default()
})
.id(),
None,
))
} else {
None
}?;
Some((model_id, scene_handle))
}
/// Return true if the source changed and we might need to continue downstream operations.
/// false if there was no change and we can dispose downstream operations.
pub fn despawn_if_asset_source_changed(
In((e, source)): In<(Entity, AssetSource)>,
mut commands: Commands,
model_scenes: Query<&ModelScene>,
) -> bool {
commands.entity(e).insert(source.clone());
let Ok(scene) = model_scenes.get(e) else {
return true;
};
if scene.source == source {
return false;
}
commands.entity(scene.entity).despawn_recursive();
commands.entity(e).remove::<ModelScene>();
true
}
fn handle_model_loading(
In(AsyncService {
request, channel, ..
}): AsyncServiceInput<ModelLoadingRequest>,
model_services: Res<ModelLoadingServices>,
) -> impl Future<Output = ModelLoadingResult> {
let check_scene_is_spawned = model_services.check_scene_is_spawned.clone();
let spawn_scene = spawn_scene_for_loaded_model.into_blocking_callback();
async move {
let asset_changed = channel
.query(
(request.parent, request.source.clone()),
despawn_if_asset_source_changed.into_blocking_callback(),
)
.await
.available()
.ok_or(ModelLoadingError::WorkflowExecutionError)?;
if !asset_changed {
return Err(None);
}
let sources = get_all_for_source(&request.source);
let load_asset_source = load_asset_source.into_async_callback();
let mut handle = None;
for source in sources {
let res = channel
.query(source, load_asset_source.clone())
.await
.available()
.ok_or(ModelLoadingError::WorkflowExecutionError)?;
if let Ok(h) = res {
handle = Some(h);
break;
}
}
let Some(handle) = handle else {
return Err(Some(ModelLoadingError::FailedLoadingAsset(request.source)));
};
// Now we have a handle and a parent entity, call the spawn scene service
let res = channel
.query(handle, spawn_scene)
.await
.available()
.ok_or(Some(ModelLoadingError::WorkflowExecutionError))?;
let Some((scene_entity, scene_handle)) = res else {
return Err(Some(ModelLoadingError::NonModelAsset(request.source)));
};
// Spawn a ModelScene to keep track of what was spawned and set parenthood / transforms
let add_components_to_spawned_model =
add_components_to_spawned_model.into_blocking_callback();
channel
.query(
(request.parent, scene_entity, request.source.clone()),
add_components_to_spawned_model,
)
.await
.available()
.ok_or(Some(ModelLoadingError::WorkflowExecutionError))?;
channel
.query((scene_entity, scene_handle), check_scene_is_spawned)
.await
.available()
.ok_or(Some(ModelLoadingError::WorkflowExecutionError))?;
Ok(request)
}
}
pub fn add_components_to_spawned_model(
In((parent, scene_entity, source)): In<(Entity, Entity, AssetSource)>,
mut commands: Commands,
vis: Query<&Visibility>,
tf: Query<&Transform>,
) {
// TODO(luca) just use commands.insert_if_new when updating to bevy 0.15, check
// https://github.com/bevyengine/bevy/pull/14646
commands
.entity(parent)
.insert(ModelScene {
source: source,
entity: scene_entity,
})
.add_child(scene_entity);
if vis.get(parent).is_err() {
commands.entity(parent).insert(VisibilityBundle::default());
}
if tf.get(parent).is_err() {
commands.entity(parent).insert(TransformBundle::default());
}
}
impl Command for ModelLoadingRequest {
fn apply(self, world: &mut World) {
let services = world.get_resource::<ModelLoadingServices>()
.expect("Model loading services not found, make sure the `ModelLoadingServices` Resource has been added to your world");
let load_model = services.load_model.clone();
world.command(|commands| {
let e = self.parent;
let promise = commands.request(self, load_model).take_response();
commands.entity(e).insert(ModelLoadingState(promise));
});
}
}
/// Component added to models that are being loaded
#[derive(Component, Deref, DerefMut)]
pub struct ModelLoadingState(Promise<ModelLoadingResult>);
/// Marker component added to models that failed loading
#[derive(Component)]
pub struct ModelFailedLoading;
/// Polling system that checks the state of promises and prints errors / adds marker components if
/// models failed loading
pub fn maintain_model_loading_states(
mut loading_states: Query<(Entity, &mut ModelLoadingState, Option<&ModelScene>)>,
mut commands: Commands,
) {
for (e, mut state, scene_opt) in &mut loading_states {
if (**state).peek().is_available() {
let result = state.take().available().unwrap();
if let Some(err) = result.err().flatten() {
commands.entity(e).insert(ModelFailedLoading);
// Cleanup the scene
if let Some(scene) = scene_opt {
commands.entity(scene.entity).despawn_recursive();
commands.entity(e).remove::<ModelScene>();
}
error!("{err}");
}
commands.entity(e).remove::<ModelLoadingState>();
}
}
}
pub trait ModelSpawningExt<'w, 's> {
fn spawn_model(&mut self, request: ModelLoadingRequest);
}
impl<'w, 's> ModelSpawningExt<'w, 's> for Commands<'w, 's> {
fn spawn_model(&mut self, request: ModelLoadingRequest) {
self.add(request);
}
}
fn load_model_dependencies(
In(AsyncService {
request, channel, ..
}): AsyncServiceInput<ModelLoadingRequest>,
children_q: Query<&Children>,
models: Query<&AssetSource, With<ModelMarker>>,
model_loading: Res<ModelLoadingServices>,
) -> impl Future<Output = ModelLoadingResult> {
let models = DescendantIter::new(&children_q, request.parent)
.filter_map(|c| models.get(c).ok().map(|source| (c, source.clone())))
.collect::<Vec<_>>();
let load_model = model_loading.load_model.clone();
let root_source = request.source.clone();
async move {
for (model_entity, source) in models {
channel
.query((model_entity, source).into(), load_model)
.await
.available()
.ok_or(Some(ModelLoadingError::WorkflowExecutionError))?
.map_err(|err| {
Some(ModelLoadingError::FailedLoadingDependency(
root_source.clone(),
err.map(|e| e.to_string()).unwrap_or("No error".to_string()),
))
})?;
}
Ok(request)
}
}
#[derive(Debug, Hash, PartialEq, Eq, Clone, SystemSet)]
pub enum ModelLoadingSet {
/// Label to run the system that checks if scenes have been spawned
CheckSceneSystem,
/// Flush commands and impulses
CheckSceneFlush,
}
fn finalize_model(In(request): In<ModelLoadingRequest>, world: &mut World) -> ModelLoadingResult {
let parent = request.parent.clone();
if let Some(then) = request.then.clone() {
world.command(|cmd: &mut Commands| {
cmd.request(parent, then).detach();
});
}
Ok(request)
}
impl ModelLoadingServices {
pub fn from_app(app: &mut App) -> Self {
app.configure_sets(
PostUpdate,
(
ModelLoadingSet::CheckSceneSystem,
ModelLoadingSet::CheckSceneFlush,
)
.chain(),
)
.add_systems(Update, maintain_model_loading_states)
.add_systems(
PostUpdate,
(apply_deferred, flush_impulses()).in_set(ModelLoadingSet::CheckSceneFlush),
);
let check_scene_is_spawned = app.spawn_continuous_service(
PostUpdate,
check_scenes_are_spawned.configure(|config: SystemConfigs| {
config.in_set(ModelLoadingSet::CheckSceneSystem)
}),
);
let load_model_dependencies = app.world.spawn_service(load_model_dependencies);
let model_loading_service = app.world.spawn_service(handle_model_loading);
let load_model = app.world.spawn_workflow(|scope, builder| {
scope
.input
.chain(builder)
.then(model_loading_service)
.connect_on_err(scope.terminate)
.then(load_model_dependencies)
.connect_on_err(scope.terminate)
// The model and its dependencies are spawned, make them selectable / propagate
// render layers
.then(propagate_model_properties.into_blocking_callback())
.then(make_models_selectable.into_blocking_callback())
.then(finalize_model.into_blocking_callback())
.connect(scope.terminate)
});
Self {
load_model,
check_scene_is_spawned,
}
}
}
pub struct ModelLoadingRequest {
/// The entity to spawn the model for
// TODO(luca) consider making this an option to avoid users having to do spawn_empty if they
// don't need to pass an entity
pub parent: Entity,
/// AssetSource pointing to which asset we want to load
pub source: AssetSource,
/// A callback to be executed on the spawned model. This can be used for complex operations
/// that require querying / interactions with the ECS
pub then: Option<Callback<Entity, ()>>,
}
impl From<(Entity, AssetSource)> for ModelLoadingRequest {
fn from(t: (Entity, AssetSource)) -> Self {
ModelLoadingRequest::new(t.0, t.1)
}
}
impl ModelLoadingRequest {
pub fn new(parent: Entity, source: AssetSource) -> Self {
Self {
parent,
source,
then: None,
}
}
pub fn then(mut self, then: Callback<Entity, ()>) -> Self {
self.then = Some(then);
self
}
}
#[derive(Debug, Error)]
pub enum ModelLoadingError {
#[error("Error executing the model loading workflow")]
WorkflowExecutionError,
#[error("Asset server error while loading [{0:?}]: {1}")]
AssetServerError(AssetSource, String),
#[error(
"Invalid syntax while creating asset path for a model: {1}. \
Check that your asset information was input correctly. \
Current value:\n{0:?}"
)]
InvalidAssetSource(AssetSource, String),
#[error(
"Failed loading asset [{0:?}], make sure it is in a supported format (.dae is not supported),\
try using an API key if it belongs to a private organization \
or add its path to the {MODEL_ENVIRONMENT_VARIABLE} environment variable."
)]
FailedLoadingAsset(AssetSource),
#[error("Asset at source [{0:?}] did not contain a model")]
NonModelAsset(AssetSource),
#[error("Failed loading dependency for model with source [{0:?}]: {1}")]
FailedLoadingDependency(AssetSource, String),
}
pub fn update_model_scales(
changed_scales: Query<(&Scale, &ModelScene), Or<(Changed<Scale>, Changed<ModelScene>)>>,
mut transforms: Query<&mut Transform>,
) {
for (scale, scene) in changed_scales.iter() {
if let Ok(mut tf) = transforms.get_mut(scene.entity) {
tf.scale = **scale;
}
}
}
pub fn make_models_selectable(
In(req): In<ModelLoadingRequest>,
mut commands: Commands,
pending_or_previews: Query<(), Or<(With<Pending>, With<Preview>)>>,
scene_roots: Query<&RenderLayers, With<ModelMarker>>,
all_children: Query<&Children>,
mesh_handles: Query<&Handle<Mesh>>,
mut mesh_assets: ResMut<Assets<Mesh>>,
) -> ModelLoadingRequest {
// Pending items (i.e. mouse previews) should not be selectable
if pending_or_previews.get(req.parent).is_ok() {
return req;
}
// Use a small vec here to try to dodge heap allocation if possible.
// TODO(MXG): Run some tests to see if an allocation of 16 is typically
// sufficient.
let mut queue: SmallVec<[Entity; 16]> = SmallVec::new();
// If layer should not be visible, don't make it selectable
if scene_roots
.get(req.parent)
.ok()
.is_some_and(|r| r.iter().all(|l| l == MODEL_PREVIEW_LAYER))
{
return req;
}
queue.push(req.parent);
while let Some(e) = queue.pop() {
commands
.entity(e)
.insert(DragPlaneBundle::new(req.parent, Vec3::Z));
if let Ok(mesh_handle) = mesh_handles.get(e) {
if let Some(mesh) = mesh_assets.get_mut(mesh_handle) {
if mesh.generate_outline_normals().is_err() {
warn!(
"WARNING: Unable to generate outline normals for \
a model mesh"
);
}
}
}
if let Ok(children) = all_children.get(e) {
for child in children {
queue.push(*child);
}
}
}
req
}
/// Assigns the render layer of the root, if present, to all the children
pub fn propagate_model_properties(
In(req): In<ModelLoadingRequest>,
mut commands: Commands,
render_layers: Query<&RenderLayers>,
previews: Query<&Preview>,
pendings: Query<&Pending>,
mesh_entities: Query<(), With<Handle<Mesh>>>,
children: Query<&Children>,
) -> ModelLoadingRequest {
propagate_model_property(
req.parent,
&render_layers,
&children,
&mesh_entities,
&mut commands,
);
propagate_model_property(
req.parent,
&previews,
&children,
&mesh_entities,
&mut commands,
);
propagate_model_property(
req.parent,
&pendings,
&children,
&mesh_entities,
&mut commands,
);
req
}
pub fn propagate_model_property<Property: Component + Clone + std::fmt::Debug>(
root: Entity,
property_query: &Query<&Property>,
children: &Query<&Children>,
mesh_entities: &Query<(), With<Handle<Mesh>>>,
commands: &mut Commands,
) {
let Ok(property) = property_query.get(root) else {
return;
};
for c in DescendantIter::new(children, root) {
if mesh_entities.contains(c) {
commands.entity(c).insert(property.clone());
}
}
}