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			Rebased and finished version of https://github.com/bevyengine/bevy/pull/8407. Huge thanks to @GitGhillie for adjusting all the examples, and the many other people who helped write this PR (@superdump , @coreh , among others) :) Fixes https://github.com/bevyengine/bevy/issues/8369 --- ## Changelog - Added a `brightness` control to `Skybox`. - Added an `intensity` control to `EnvironmentMapLight`. - Added `ExposureSettings` and `PhysicalCameraParameters` for controlling exposure of 3D cameras. - Removed the baked-in `DirectionalLight` exposure Bevy previously hardcoded internally. ## Migration Guide - If using a `Skybox` or `EnvironmentMapLight`, use the new `brightness` and `intensity` controls to adjust their strength. - All 3D scene will now have different apparent brightnesses due to Bevy implementing proper exposure controls. You will have to adjust the intensity of your lights and/or your camera exposure via the new `ExposureSettings` component to compensate. --------- Co-authored-by: Robert Swain <robert.swain@gmail.com> Co-authored-by: GitGhillie <jillisnoordhoek@gmail.com> Co-authored-by: Marco Buono <thecoreh@gmail.com> Co-authored-by: vero <email@atlasdostal.com> Co-authored-by: atlas dostal <rodol@rivalrebels.com>
		
			
				
	
	
		
			102 lines
		
	
	
		
			2.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			102 lines
		
	
	
		
			2.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Controls morph targets in a loaded scene.
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| //!
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| //! Illustrates:
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| //!
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| //! - How to access and modify individual morph target weights.
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| //!   See the `update_weights` system for details.
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| //! - How to read morph target names in `name_morphs`.
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| //! - How to play morph target animations in `setup_animations`.
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| 
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| use bevy::prelude::*;
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| use std::f32::consts::PI;
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| 
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| fn main() {
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|     App::new()
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|         .add_plugins(DefaultPlugins.set(WindowPlugin {
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|             primary_window: Some(Window {
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|                 title: "morph targets".to_string(),
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|                 ..default()
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|             }),
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|             ..default()
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|         }))
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|         .insert_resource(AmbientLight {
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|             brightness: 150.0,
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|             ..default()
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|         })
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|         .add_systems(Startup, setup)
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|         .add_systems(Update, (name_morphs, setup_animations))
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|         .run();
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| }
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| 
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| #[derive(Resource)]
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| struct MorphData {
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|     the_wave: Handle<AnimationClip>,
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|     mesh: Handle<Mesh>,
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| }
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| 
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| fn setup(asset_server: Res<AssetServer>, mut commands: Commands) {
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|     commands.insert_resource(MorphData {
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|         the_wave: asset_server.load("models/animated/MorphStressTest.gltf#Animation2"),
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|         mesh: asset_server.load("models/animated/MorphStressTest.gltf#Mesh0/Primitive0"),
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|     });
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|     commands.spawn(SceneBundle {
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|         scene: asset_server.load("models/animated/MorphStressTest.gltf#Scene0"),
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|         ..default()
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|     });
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|     commands.spawn(DirectionalLightBundle {
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|         directional_light: DirectionalLight {
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|             color: Color::WHITE,
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|             illuminance: 1000.0,
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|             ..default()
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|         },
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|         transform: Transform::from_rotation(Quat::from_rotation_z(PI / 2.0)),
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|         ..default()
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|     });
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|     commands.spawn(Camera3dBundle {
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|         transform: Transform::from_xyz(3.0, 2.1, 10.2).looking_at(Vec3::ZERO, Vec3::Y),
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|         ..default()
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|     });
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| }
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| 
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| /// Plays an [`AnimationClip`] from the loaded [`Gltf`] on the [`AnimationPlayer`] created by the spawned scene.
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| fn setup_animations(
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|     mut has_setup: Local<bool>,
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|     mut players: Query<(&Name, &mut AnimationPlayer)>,
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|     morph_data: Res<MorphData>,
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| ) {
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|     if *has_setup {
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|         return;
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|     }
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|     for (name, mut player) in &mut players {
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|         // The name of the entity in the GLTF scene containing the AnimationPlayer for our morph targets is "Main"
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|         if name.as_str() != "Main" {
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|             continue;
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|         }
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|         player.play(morph_data.the_wave.clone()).repeat();
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|         *has_setup = true;
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|     }
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| }
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| 
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| /// You can get the target names in their corresponding [`Mesh`].
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| /// They are in the order of the weights.
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| fn name_morphs(
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|     mut has_printed: Local<bool>,
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|     morph_data: Res<MorphData>,
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|     meshes: Res<Assets<Mesh>>,
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| ) {
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|     if *has_printed {
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|         return;
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|     }
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| 
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|     let Some(mesh) = meshes.get(&morph_data.mesh) else {
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|         return;
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|     };
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|     let Some(names) = mesh.morph_target_names() else {
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|         return;
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|     };
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|     for name in names {
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|         println!("  {name}");
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|     }
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|     *has_printed = true;
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| }
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