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WIP: Fix glTF model forward direction #20135
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The generated |
| // With higher speed the curvature of the orbit would be smaller. | ||
| let incremental_turn_weight = cube.turn_speed * timer.delta_secs(); | ||
| let old_rotation = transform.rotation; | ||
| transform.rotation = old_rotation.lerp(look_at_sphere.rotation, incremental_turn_weight); |
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I believe this should be smooth_nudge nowadays
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| /// Equivalent to [`-local_z()`][Transform::local_z] | ||
| #[inline] | ||
| pub fn forward(&self) -> Dir3 { |
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Should probably deprecate these methods instead of removing them
| /// Equivalent to [`-local_z()`][Transform::local_z] if `flip_model_forward` is false, | ||
| /// else [`local_z()`][Transform::local_z] | ||
| /// | ||
| /// glTF has opposing forward directions for cameras and lights, and for models. Model |
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To be asset agnostic, this should not even mention glTF imo
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If we decide to do this, we should only mention glTF in an explanatory note.
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| translation: Vec3::from(translation), | ||
| rotation: bevy_math::Quat::from_array(rotation), | ||
| scale: Vec3::from(scale), | ||
| flip_model_forward: true, |
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Per @atlv24: let's make this a u8 enum :)
| /// Equivalent to [`-local_z()`][Transform::local_z] | ||
| #[inline] | ||
| pub fn forward(&self) -> Dir3 { | ||
| pub fn camera_forward(&self) -> Dir3 { |
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This needs to cover lights too. Maybe just duplicate methods?
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It looks like your PR is a breaking change, but you didn't provide a migration guide. Please review the instructions for writing migration guides, then expand or revise the content in the migration guides directory to reflect your changes. |
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Punted on for now due to concerns about how this would interact in cases such as global transform propagation and setting one transform equal to another. |
## Objective Change glTF coordinate conversion to satisfy some common use cases while dodging the more controversial aspects. This fixes #20621, but at the cost of removing one feature. ## Summary The Bevy glTF loader can optionally convert nodes and meshes from glTF's "+Z forward" semantics to Bevy's "-Z forward". But the current implementation [has issues](#20621), particularly with cameras and lights. It might also cause problems for users who want to re-orient the scene as a whole while preserving the original node semantics. This PR replaces node conversion with a simpler correction to the scene root and mesh entities. The new approach satisfies many use cases and fixes the issues with cameras and lights. But it could be a regression for some users. ## Background There's been confusion over how glTF behaves and what users might want from coordinate conversion. This section recaps the basic concepts, glTF's semantics, the current loader behaviour, and some potential user stories. Or you can skip to the next section if you want to get straight to the changes. <details> <summary>Click to expand</summary> ### Coordinate Systems and Semantics 3D coordinate systems can have semantics assigned to their axes. These semantics are often defined as a forward axis, an up axis, and a [handedness](https://en.wikipedia.org/wiki/Right-hand_rule) - the side axis is implicit in the other choices. Bevy's standard semantics are "-Z = forward, +Y = up, right handed". This standard is codified by the `forward` and `up` methods of `Transform` and `GlobalTransform`, and by the renderer's interpretation of camera and light transforms. There are debates about the standard and whether users should be able to choose different semantics. This PR does not account for those debates, and assumes that users want to follow the current standard. Other engines, DCCs, and file formats can have [different semantics](https://mastodon.social/@acegikmo/113313928426095165). Unlike Bevy, some vary their semantics by object type - a camera's forward axis may not be the same as a light's. Some only specify an up axis, leaving the forward and side axes unspecified. Assets might not follow the standard semantics of their file format. Static mesh hierarchies and skeletal animation rigs may even have per-node or per-joint semantics - a character rig could be +Y forward in the scene, while the head joint is +Z forward. One character rig might have both feet +X forward, while another rig might have the left foot +X forward and the right foot -X forward. This creates complexity, but also creates jobs, so no-one can say if it's good or bad. ### Asset Loaders And Coordinate Conversion Bevy currently has a glTF loader, and I'm assuming it will get in-repo FBX and USD loaders at some point. These loaders are likely to follow a common pattern: - The files contain meshes, which correspond to Bevy `Mesh` assets and skinned meshes. - Bevy meshes can only have a single material, so what the file format considers a single mesh might be multiple Bevy meshes. - The files have a node hierarchy, where nodes roughly correspond to Bevy entities with a `Transform`. - Nodes can optionally be mesh instances, cameras, lights or skinned mesh joints. - The loader outputs the assets and a `Scene` with an entity hierarchy that tries to match the file's node hierarchy. - Some aspects of nodes (e.g. pivot transforms) can't be represented in Bevy within a single entity. - So a 1:1 mapping might not be possible - instead nodes become multiple entities, or some data is lost (e.g. baking down pivot transforms). - Users can choose to spawn the scene, or they can ignore it and use the assets directly. Users may want asset loaders that convert assets to Bevy's standard semantics, so `Transform::forward` matches the asset. But the details of conversion can be contentious - users may want some parts of the scene to be converted differently from other parts, and assets may have ambiguities than can only be resolved by the user. There will never be a simple "it just works" option, although there could be a least worst default that satisfies the biggest group of users. Converting in the loader is not the only option. The user could edit the assets themselves or run a conversion script in DCC. But that's a pain - particularly for users who rely on asset packs and don't have DCC experience. Another option is to implement an asset transform that does coordinate conversion. But having the options right there in the loader is convenient. ### User Stories For coordinate conversion in the loader, some user stories might be: - "I want to spawn a scene on an entity with Bevy semantics and have it look right." - This is probably the most common case - the user wants to do `SceneRoot(load("my.gltf"))` and have it visually match the entity's `Transform::forward()`, and cameras and lights should do the right thing. - The user might not care about the semantics of mesh assets and nodes in the scene - they just want the scene as a whole to look right. - "I want to spawn a scene, and convert some or all of the nodes to Bevy semantics." - The user might have nodes in their scene that they want to animate manually or hook up to other systems that assume Bevy semantics. - That becomes easier if the loader can convert the node's forward to match `Transform::forward()`. - Conversely, some users might want nodes to stay as they are (particularly skeletal animation rigs). - "I want a mesh asset that's converted to Bevy semantics. I'm not using a scene." - Maybe the user is doing `Mesh3d(load("mesh.gltf#Mesh0"))` and wants it to match the entity's forward. - Or this is the first stage of an asset pipeline and the remaining stages expect Bevy semantics. - "I don't want the loader to touch anything." - Maybe they've already converted the file, or want to convert it post-load, or don't want to use Bevy semantics at all. - "I want one of the other conversion stories, but the loader should convert to my chosen semantics rather than Bevy's". - Z-up is not a crime. ### glTF Semantics glTF [scene semantics](https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#coordinate-system-and-units) are "+Z = forward, +Y = up, right handed". This is almost the same as Bevy, except that scene forward is +Z instead of Bevy's -Z. Some glTF assets do not follow the spec's scene semantics. The Kenney asset packs use a mix of +Z and -Z forward. At least [one of the Khronos sample assets](https://github.com/KhronosGroup/glTF-Sample-Assets/tree/main/Models/Duck) uses +X forward. That said, the majority of Kenney assets and almost all the Khronos sample assets I tested do follow the spec. glTF [camera node](https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#view-matrix) and [light node](https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Khronos/KHR_lights_punctual/README.md#adding-light-instances-to-nodes) semantics are different from glTF scene semantics - they're -Z forward, same as Bevy. The glTF spec doesn't explicitly say if non-camera/light nodes and mesh buffers have semantics. I'm guessing that some users will have nodes and meshes that follow the spec's scene semantics, and might want them converted to Bevy semantics. But as noted in the user stories, it's likely that other users will have different needs. glTF and Bevy allow a single node/entity to be both a mesh and a camera or a light. This only makes sense if the user intends the mesh to have the same semantics as cameras and lights. I think it's very unlikely that significant numbers of users will want support for this combination - many other DCCs, file formats and engines don't support it at all. ### How The Bevy glTF Loader Works The loader maps glTF nodes to Bevy entities. It also adds entities for two cases: 1. A single "scene root" entity is added as a parent of the glTF root nodes. - Note that this is not the user's entity with the `SceneRoot` component - the scene root entity is a child of that entity. 2. Mesh primitive entities are added as a child of each glTF mesh node. - In glTF, a single mesh node can contain multiple primitives. - But in Bevy a mesh component can only contain a single primitive, so one entity can't contain multiple primitives. - So, for each primitive, Bevy adds a child entity with a mesh component. A single branch of the resulting scene hierarchy might look like this: - User entity with `SceneRoot` component. - Scene root entity. - glTF root node entity. - glTF intermediate node entities. - glTF mesh node entity (does not contain `Mesh3d` component) - Mesh primitive entities (does contain `Mesh3d` component). ### glTF Loader Changes In 0.17 In Bevy 0.16, the only user story supported by the glTF loader was "no conversion". During the 0.17 cycle, #19633 and some follow up PRs implemented an option that converts nodes, meshes and animation tracks. The changes do satisfy some user stories, including the common "convert scene semantics" (mostly) and "convert mesh semantics". But there's some problems (#20621): - The conversion depends on converting both nodes and meshes. - Some users might want to convert the scene without converting nodes and/or meshes. - Light and camera nodes get complicated. - glTF camera/light nodes already match Bevy semantics, so they need a counter-conversion (since their parent might have been converted). - Animation tracks for lights and cameras are not correctly converted. - (Counterpoint: This is fixable at the cost of some complexity) - Child nodes of lights and cameras are not correctly converted. - (Counterpoint: Also fixable, and probably a niche case?) - The conversion can't support a node that's a mesh instance and also a light and/or a camera. - (Counterpoint: As mentioned earlier, this is probably a very niche or non-existent use case.) </details> ## Solution The big change in this PR is the removal of node conversion. Instead, corrective transforms are applied to the scene root entity and mesh primitive entities. Before this PR: - Scene root entity. - glTF root node entity. <-- CONVERTED - glTF intermediate node entities. <-- CONVERTED - glTF mesh node entity. <-- CONVERTED - Mesh primitive entities. After this PR: - Scene root entity. <-- CORRECTIVE (if scene conversion enabled) - glTF root node entity. - glTF intermediate node entities. - glTF mesh node entity. - Mesh primitive entities. <-- CORRECTIVE (if mesh conversion enabled) The result is visually the same even though the scene internals are different. Cameras and lights now work correctly, including when animated. The new conversion is also simpler. There's no need to convert animations, and the scene part of the conversion only changes a single entity: ```diff +let world_root_transform = convert_coordinates.scene_conversion_transform(); let world_root_id = world - .spawn((Transform::default(), Visibility::default())) + .spawn((world_root_transform, Visibility::default())) .with_children(|parent| { for node in scene.nodes() { ``` Removing node conversion might be a regression for some users. My guess is that most users just want to spawn a scene with the correct orientation and don't worry about individual node transforms, so on balance this PR will be win. But I don't have much evidence to back that up. There might also be a path to adding node conversion back in as an option - see the "Future" section below. The previous conversion option - `GltfPlugin::use_model_forward_direction` - has been split into two separate options for scene and mesh conversion. ```diff struct GltfPlugin { ... - use_model_forward_direction: bool, + convert_coordinates: GltfConvertCoordinates, } ``` ```rust struct GltfConvertCoordinates { scenes: bool, meshes: bool, } ``` This might be turn out to be unnecessary flexibility, but I think it's the safer option for now in case users have unexpected needs. Both options are disabled by default. ### Testing I've tested various examples and glTFs with each combination of options, including glTFs with animated cameras and lights. ```sh # Visually the same as current Bevy *without* conversion. cargo run --example scene_viewer "assets/models/faces/faces.glb" cargo run --example scene_viewer "assets/models/faces/faces.glb" --convert-mesh-coordinates # Visually the same as current Bevy *with* conversion. cargo run --example scene_viewer "assets/models/faces/faces.glb" --convert-scene-coordinates cargo run --example scene_viewer "assets/models/faces/faces.glb" --convert-scene-coordinates --convert-mesh-coordinates cargo run --example animated_mesh ``` ## Future <details> <summary>Click to expand</summary> This PR removes node conversion, which is a desirable feature for some users. There are a couple of ways it could be added back as an option. The difficult part of node conversion is how to support camera and light nodes. glTF's camera/light semantics already match Bevy's -Z forward, so simply converting every node from +Z to -Z forward will leave camera and light nodes facing the wrong direction. The obvious solution is to special case camera/light node transforms - this is what the 0.17 conversion tries to do. But it's surprisingly complex to get right due to animation, child nodes, and nodes that can be meshes and cameras and lights. E.g. children of cameras and lights need a counter-conversion applied to their transform and animation tracks. For cameras, an alternative would be to split them multiple entities. The existing entity would correspond to the glTF node and be converted like every other node. But the Bevy `Camera` component would be on a new child entity and have a corrective transform. Before: - Parent glTF node entity. - Camera glTF node entity with `Camera` component and animated transform. - glTF node parented to camera node. After: - Parent glTF node entity. - Camera glTF node entity with animated transform. - New child entity with `Camera` component and corrective transform. - glTF node parented to camera node. Lights are already set up this way, so they only need the corrective transform. This approach is simpler since nodes are treated uniformly. And it's arguably a better reflection of the glTF format - glTF cameras are kind of a separate thing from nodes, and can be given a name that's different to their node's name. So it could be better for some users. The downside is that the glTF node entity might have the wrong semantics from the perspective of some users (although not all). And it will be annoying for users who currently assume the `Camera` component is on the node entity. </details> ## Alternatives <details> <summary>Click to expand</summary> ### What About The Forward Flag Proposal? There's a [proposal](#20135) to allow per-transform semantics, aka the "forward flag". This means the axis of `Transform::forward()` and others would depend on a variable in the `Transform`. In theory the forward flag might avoid the need for coordinate conversion in the loader. But whether that works in practice is unclear, and the proposal appears to be stalled. ### What Do Other Engines Do? [Godot's semantics](https://docs.godotengine.org/en/4.4/tutorials/assets_pipeline/importing_3d_scenes/model_export_considerations.html#d-asset-direction-conventions) are the same as the glTF standard. Godot doesn't offer any conversion options. Unreal's default semantics are "+X forward, +Z up, left handed", except meshes are typically "+Y forward, +Z up". Their glTF importer converts nodes and meshes to Unreal's mesh semantics - this is done by swapping the Y and Z axes, which implicitly flips the X for handedness. So Unreal's approach is actually closer to the current main approach of node + mesh conversion, versus this PR's scene + mesh conversion. The Unreal importer also supports a custom scene/mesh rotation and translation that's applied after normal conversion. There's no option to disable conversion. </details> --------- Co-authored-by: Carter Anderson <[email protected]> Co-authored-by: Alice I Cecile <[email protected]>
This is to illustrate what I think is needed for the glTF model forward direction being +z.