
This reverts commit 0b5302d96a
.
# Objective
- Fixes #18158
- #17482 introduced rendering changes and was merged a bit too fast
## Solution
- Revert #17482 so that it can be redone and rendering changes discussed
before being merged. This will make it easier to compare changes with
main in the known "valid" state
This is not an issue with the work done in #17482 that is still
interesting
236 lines
8.0 KiB
Rust
236 lines
8.0 KiB
Rust
//! Skinned mesh example with mesh and joints data defined in code.
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//! Example taken from <https://github.com/KhronosGroup/glTF-Tutorials/blob/master/gltfTutorial/gltfTutorial_019_SimpleSkin.md>
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use std::f32::consts::*;
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use bevy::{
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math::ops,
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prelude::*,
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render::{
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mesh::{
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skinning::{SkinnedMesh, SkinnedMeshInverseBindposes},
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Indices, PrimitiveTopology, VertexAttributeValues,
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},
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render_asset::RenderAssetUsages,
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},
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};
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use rand::{Rng, SeedableRng};
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use rand_chacha::ChaCha8Rng;
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.insert_resource(AmbientLight {
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brightness: 3000.0,
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..default()
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})
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.add_systems(Startup, setup)
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.add_systems(Update, joint_animation)
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.run();
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}
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/// Used to mark a joint to be animated in the [`joint_animation`] system.
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#[derive(Component)]
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struct AnimatedJoint(isize);
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/// Construct a mesh and a skeleton with 2 joints for that mesh,
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/// and mark the second joint to be animated.
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/// It is similar to the scene defined in `models/SimpleSkin/SimpleSkin.gltf`
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fn setup(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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mut skinned_mesh_inverse_bindposes_assets: ResMut<Assets<SkinnedMeshInverseBindposes>>,
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) {
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// Create a camera
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commands.spawn((
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Camera3d::default(),
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Transform::from_xyz(2.5, 2.5, 9.0).looking_at(Vec3::ZERO, Vec3::Y),
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));
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// Create inverse bindpose matrices for a skeleton consists of 2 joints
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let inverse_bindposes = skinned_mesh_inverse_bindposes_assets.add(vec![
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Mat4::from_translation(Vec3::new(-0.5, -1.0, 0.0)),
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Mat4::from_translation(Vec3::new(-0.5, -1.0, 0.0)),
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]);
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// Create a mesh
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let mesh = Mesh::new(
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PrimitiveTopology::TriangleList,
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RenderAssetUsages::RENDER_WORLD,
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)
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// Set mesh vertex positions
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.with_inserted_attribute(
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Mesh::ATTRIBUTE_POSITION,
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vec![
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[0.0, 0.0, 0.0],
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[1.0, 0.0, 0.0],
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[0.0, 0.5, 0.0],
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[1.0, 0.5, 0.0],
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[0.0, 1.0, 0.0],
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[1.0, 1.0, 0.0],
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[0.0, 1.5, 0.0],
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[1.0, 1.5, 0.0],
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[0.0, 2.0, 0.0],
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[1.0, 2.0, 0.0],
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],
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)
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// Add UV coordinates that map the left half of the texture since its a 1 x
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// 2 rectangle.
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.with_inserted_attribute(
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Mesh::ATTRIBUTE_UV_0,
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vec![
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[0.0, 0.00],
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[0.5, 0.00],
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[0.0, 0.25],
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[0.5, 0.25],
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[0.0, 0.50],
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[0.5, 0.50],
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[0.0, 0.75],
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[0.5, 0.75],
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[0.0, 1.00],
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[0.5, 1.00],
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],
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)
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// Set mesh vertex normals
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.with_inserted_attribute(Mesh::ATTRIBUTE_NORMAL, vec![[0.0, 0.0, 1.0]; 10])
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// Set mesh vertex joint indices for mesh skinning.
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// Each vertex gets 4 indices used to address the `JointTransforms` array in the vertex shader
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// as well as `SkinnedMeshJoint` array in the `SkinnedMesh` component.
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// This means that a maximum of 4 joints can affect a single vertex.
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.with_inserted_attribute(
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Mesh::ATTRIBUTE_JOINT_INDEX,
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// Need to be explicit here as [u16; 4] could be either Uint16x4 or Unorm16x4.
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VertexAttributeValues::Uint16x4(vec![
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[0, 0, 0, 0],
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[0, 0, 0, 0],
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[0, 1, 0, 0],
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[0, 1, 0, 0],
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[0, 1, 0, 0],
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[0, 1, 0, 0],
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[0, 1, 0, 0],
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[0, 1, 0, 0],
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[0, 1, 0, 0],
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[0, 1, 0, 0],
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]),
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)
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// Set mesh vertex joint weights for mesh skinning.
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// Each vertex gets 4 joint weights corresponding to the 4 joint indices assigned to it.
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// The sum of these weights should equal to 1.
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.with_inserted_attribute(
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Mesh::ATTRIBUTE_JOINT_WEIGHT,
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vec![
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[1.00, 0.00, 0.0, 0.0],
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[1.00, 0.00, 0.0, 0.0],
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[0.75, 0.25, 0.0, 0.0],
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[0.75, 0.25, 0.0, 0.0],
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[0.50, 0.50, 0.0, 0.0],
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[0.50, 0.50, 0.0, 0.0],
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[0.25, 0.75, 0.0, 0.0],
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[0.25, 0.75, 0.0, 0.0],
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[0.00, 1.00, 0.0, 0.0],
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[0.00, 1.00, 0.0, 0.0],
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],
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)
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// Tell bevy to construct triangles from a list of vertex indices,
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// where each 3 vertex indices form a triangle.
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.with_inserted_indices(Indices::U16(vec![
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0, 1, 3, 0, 3, 2, 2, 3, 5, 2, 5, 4, 4, 5, 7, 4, 7, 6, 6, 7, 9, 6, 9, 8,
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]));
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let mesh = meshes.add(mesh);
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// We're seeding the PRNG here to make this example deterministic for testing purposes.
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// This isn't strictly required in practical use unless you need your app to be deterministic.
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let mut rng = ChaCha8Rng::seed_from_u64(42);
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for i in -5..5 {
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// Create joint entities
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let joint_0 = commands
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.spawn(Transform::from_xyz(
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i as f32 * 1.5,
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0.0,
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// Move quads back a small amount to avoid Z-fighting and not
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// obscure the transform gizmos.
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-(i as f32 * 0.01).abs(),
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))
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.id();
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let joint_1 = commands.spawn((AnimatedJoint(i), Transform::IDENTITY)).id();
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// Set joint_1 as a child of joint_0.
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commands.entity(joint_0).add_children(&[joint_1]);
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// Each joint in this vector corresponds to each inverse bindpose matrix in `SkinnedMeshInverseBindposes`.
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let joint_entities = vec![joint_0, joint_1];
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// Create skinned mesh renderer. Note that its transform doesn't affect the position of the mesh.
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commands.spawn((
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Mesh3d(mesh.clone()),
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MeshMaterial3d(materials.add(StandardMaterial {
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base_color: Color::srgb(
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rng.gen_range(0.0..1.0),
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rng.gen_range(0.0..1.0),
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rng.gen_range(0.0..1.0),
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),
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base_color_texture: Some(asset_server.load("textures/uv_checker_bw.png")),
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..default()
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})),
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SkinnedMesh {
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inverse_bindposes: inverse_bindposes.clone(),
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joints: joint_entities,
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},
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));
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}
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}
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/// Animate the joint marked with [`AnimatedJoint`] component.
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fn joint_animation(
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time: Res<Time>,
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mut query: Query<(&mut Transform, &AnimatedJoint)>,
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mut gizmos: Gizmos,
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) {
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for (mut transform, animated_joint) in &mut query {
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match animated_joint.0 {
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-5 => {
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transform.rotation =
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Quat::from_rotation_x(FRAC_PI_2 * ops::sin(time.elapsed_secs()));
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}
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-4 => {
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transform.rotation =
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Quat::from_rotation_y(FRAC_PI_2 * ops::sin(time.elapsed_secs()));
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}
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-3 => {
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transform.rotation =
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Quat::from_rotation_z(FRAC_PI_2 * ops::sin(time.elapsed_secs()));
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}
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-2 => {
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transform.scale.x = ops::sin(time.elapsed_secs()) + 1.0;
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}
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-1 => {
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transform.scale.y = ops::sin(time.elapsed_secs()) + 1.0;
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}
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0 => {
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transform.translation.x = 0.5 * ops::sin(time.elapsed_secs());
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transform.translation.y = ops::cos(time.elapsed_secs());
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}
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1 => {
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transform.translation.y = ops::sin(time.elapsed_secs());
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transform.translation.z = ops::cos(time.elapsed_secs());
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}
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2 => {
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transform.translation.x = ops::sin(time.elapsed_secs());
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}
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3 => {
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transform.translation.y = ops::sin(time.elapsed_secs());
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transform.scale.x = ops::sin(time.elapsed_secs()) + 1.0;
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}
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_ => (),
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}
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// Show transform
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let mut axis = *transform;
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axis.translation.x += animated_joint.0 as f32 * 1.5;
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gizmos.axes(axis, 1.0);
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}
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}
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