Alternative glTF coordinate conversion
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, 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.
Click to expand
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 - 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. 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
Meshassets 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
Scenewith 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'sTransform::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.
- This is probably the most common case - the user wants to do
- "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.
- Maybe the user is doing
- "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 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 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 and light node 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:
- 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
SceneRootcomponent - the scene root entity is a child of that entity.
- Note that this is not the user's entity with the
- 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
SceneRootcomponent.- Scene root entity.
- glTF root node entity.
- glTF intermediate node entities.
- glTF mesh node entity (does not contain
Mesh3dcomponent)- Mesh primitive entities (does contain
Mesh3dcomponent).
- Mesh primitive entities (does contain
- glTF mesh node entity (does not contain
- glTF intermediate node entities.
- glTF root node entity.
- Scene root entity.
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.)
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.
- glTF mesh node entity. <-- CONVERTED
- glTF intermediate node entities. <-- CONVERTED
- glTF root node entity. <-- CONVERTED
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)
- glTF mesh node entity.
- glTF intermediate node entities.
- glTF root node entity.
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:
+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.
The previous conversion option - GltfPlugin::use_model_forward_direction - has been split into two separate options for scene and mesh conversion.
struct GltfPlugin {
...
- use_model_forward_direction: bool,
+ convert_coordinates: GltfConvertCoordinates,
}
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.
# 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
Alternatives
Click to expand
Most of the problems in the current conversion relate to node conversion interacting badly with camera and light nodes. glTF's camera/light semantics already match Bevy's -Z forward, so 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, including animation.
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
Cameracomponent and animated transform.- glTF node parented to camera node.
- Camera glTF node entity with
After:
- Parent glTF node entity.
- Camera glTF node entity with animated transform.
- New child entity with
Cameracomponent and corrective transform. - glTF node parented to camera node.
- New child entity with
- Camera glTF node entity with animated transform.
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.
What About The Forward Flag Proposal?
There's a proposal 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 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.
Changed from draft to ready for review. I've done some more testing, added a migration guide for 0.18, and expanded the GltfConvertCoordinates docs.