bevy/examples/animation/animated_mesh.rs
Greeble c96949dabe
Improve the animated_mesh example (#17328)
# Objective

Building upon https://github.com/bevyengine/bevy/pull/17191, improve the
`animated_mesh` example by removing code, adding comments, and making
the example more c&p'able.

## Solution

- Split the setup function in two to clarify what the example is
demonstrating.
    - `setup_mesh_and_animation` is the demonstration.
    - `setup_camera_and_environment` just sets up the example app.
- Changed the animation playing to use `AnimationPlayer` directly
instead of creating `AnimationTransitions`.
    - This appears sufficient when only playing a single animation.
- Added a comment pointing users to an example of multiple animations.
- Changed the animation to be the run cycle.
- I think it got accidentally changed to the idle in
[#17191](https://github.com/bevyengine/bevy/pull/17191), so this is
reverting back to the original.
- Note that we can improve it to select the animation by name if
[#16529](https://github.com/bevyengine/bevy/pull/16529) lands.
- Renamed `FOX_PATH` to a more neutral `GLTF_PATH`.
- Updated the example descriptions to mention the fox.
- This adds a little character and hints that the example involves
character animation.
- Removed a seemingly redundant `AnimationGraphHandle` component.
- Removed an unnecessary `clone()`.
- Added various comments.

## Notes

- A draft of this PR was discussed on Discord:
https://discord.com/channels/691052431525675048/1326910663972618302/1326920498663133348
- There was discord discussion on whether a component is "inserted
onto", "inserted into" or "added to" an entity.
- "Added to" is most common in code and docs, and seems best to me. But
it awkwardly differs from the name of `EntityCommands::insert`.
    - This PR prefers "added to".
- I plan to follow up this PR with similar changes to the
`animated_mesh_control` and `animated_mesh_events` examples.
    - But I could roll them into this PR if requested.

## Testing

`cargo run --example animated_mesh`

---------

Co-authored-by: François Mockers <mockersf@gmail.com>
2025-01-14 01:10:50 +00:00

112 lines
3.5 KiB
Rust

//! Plays an animation on a skinned glTF model of a fox.
use std::f32::consts::PI;
use bevy::{pbr::CascadeShadowConfigBuilder, prelude::*};
// An example asset that contains a mesh and animation.
const GLTF_PATH: &str = "models/animated/Fox.glb";
fn main() {
App::new()
.insert_resource(AmbientLight {
color: Color::WHITE,
brightness: 2000.,
..default()
})
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup_mesh_and_animation)
.add_systems(Startup, setup_camera_and_environment)
.add_systems(Update, play_animation_once_loaded)
.run();
}
#[derive(Resource)]
struct Animations {
graph_handle: Handle<AnimationGraph>,
index: AnimationNodeIndex,
}
// Create an animation graph and start loading the mesh and animation.
fn setup_mesh_and_animation(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut graphs: ResMut<Assets<AnimationGraph>>,
) {
// Build an animation graph containing a single animation.
let (graph, index) = AnimationGraph::from_clip(
// We want the "run" animation from our example asset, which has an
// index of two.
asset_server.load(GltfAssetLabel::Animation(2).from_asset(GLTF_PATH)),
);
// Keep our animation graph in a Resource so that it can be added to the
// correct entity once the scene loads.
let graph_handle = graphs.add(graph);
commands.insert_resource(Animations {
graph_handle,
index,
});
// Tell the engine to start loading our mesh and animation, and then spawn
// them as a scene when ready.
commands.spawn(SceneRoot(
asset_server.load(GltfAssetLabel::Scene(0).from_asset(GLTF_PATH)),
));
}
// Detect that the scene is loaded and spawned, then play the animation.
fn play_animation_once_loaded(
mut commands: Commands,
animations: Res<Animations>,
mut players: Query<(Entity, &mut AnimationPlayer), Added<AnimationPlayer>>,
) {
for (entity, mut player) in &mut players {
// Start the animation player and tell it to repeat forever.
//
// If you want to try stopping and switching animations, see the
// `animated_mesh_control.rs` example.
player.play(animations.index).repeat();
// Insert the animation graph with our selected animation. This
// connects the animation player to the mesh.
commands
.entity(entity)
.insert(AnimationGraphHandle(animations.graph_handle.clone()));
}
}
// Spawn a camera and a simple environment with a ground plane and light.
fn setup_camera_and_environment(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// Camera
commands.spawn((
Camera3d::default(),
Transform::from_xyz(100.0, 100.0, 150.0).looking_at(Vec3::new(0.0, 20.0, 0.0), Vec3::Y),
));
// Plane
commands.spawn((
Mesh3d(meshes.add(Plane3d::default().mesh().size(500000.0, 500000.0))),
MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))),
));
// Light
commands.spawn((
Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)),
DirectionalLight {
shadows_enabled: true,
..default()
},
CascadeShadowConfigBuilder {
first_cascade_far_bound: 200.0,
maximum_distance: 400.0,
..default()
}
.build(),
));
}