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		c6958b3056
		
	
	
	
	
		
			
			# Objective
- Spawning a scene is handled as a special case with a command `spawn_scene` that takes an handle but doesn't let you specify anything else. This is the only handle that works that way.
- Workaround for this have been to add the `spawn_scene` on `ChildBuilder` to be able to specify transform of parent, or to make the `SceneSpawner` available to be able to select entities from a scene by their instance id
## Solution
Add a bundle
```rust
pub struct SceneBundle {
    pub scene: Handle<Scene>,
    pub transform: Transform,
    pub global_transform: GlobalTransform,
    pub instance_id: Option<InstanceId>,
}
```
and instead of 
```rust
commands.spawn_scene(asset_server.load("models/FlightHelmet/FlightHelmet.gltf#Scene0"));
```
you can do
```rust
commands.spawn_bundle(SceneBundle {
    scene: asset_server.load("models/FlightHelmet/FlightHelmet.gltf#Scene0"),
    ..Default::default()
});
```
The scene will be spawned as a child of the entity with the `SceneBundle`
~I would like to remove the command `spawn_scene` in favor of this bundle but didn't do it yet to get feedback first~
Co-authored-by: François <8672791+mockersf@users.noreply.github.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
		
	
			
		
			
				
	
	
		
			75 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			75 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Skinned mesh example with mesh and joints data loaded from a glTF file.
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| //! Example taken from <https://github.com/KhronosGroup/glTF-Tutorials/blob/master/gltfTutorial/gltfTutorial_019_SimpleSkin.md>
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| 
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| use std::f32::consts::PI;
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| 
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| use bevy::{pbr::AmbientLight, prelude::*, render::mesh::skinning::SkinnedMesh};
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| 
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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: 1.0,
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|             ..default()
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|         })
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|         .add_startup_system(setup)
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|         .add_system(joint_animation)
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|         .run();
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| }
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| 
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| fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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|     // Create a camera
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|     commands.spawn_bundle(Camera3dBundle {
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|         transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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|         ..default()
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|     });
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| 
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|     // Spawn the first scene in `models/SimpleSkin/SimpleSkin.gltf`
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|     commands.spawn_bundle(SceneBundle {
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|         scene: asset_server.load("models/SimpleSkin/SimpleSkin.gltf#Scene0"),
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|         ..default()
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|     });
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| }
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| 
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| /// The scene hierarchy currently looks somewhat like this:
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| ///
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| /// ```ignore
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| /// <Parent entity>
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| ///   + Mesh node (without `PbrBundle` or `SkinnedMesh` component)
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| ///     + Skinned mesh entity (with `PbrBundle` and `SkinnedMesh` component, created by glTF loader)
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| ///     + First joint
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| ///       + Second joint
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| /// ```
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| ///
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| /// In this example, we want to get and animate the second joint.
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| /// It is similar to the animation defined in `models/SimpleSkin/SimpleSkin.gltf`.
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| fn joint_animation(
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|     time: Res<Time>,
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|     parent_query: Query<&Parent, With<SkinnedMesh>>,
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|     children_query: Query<&Children>,
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|     mut transform_query: Query<&mut Transform>,
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| ) {
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|     // Iter skinned mesh entity
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|     for skinned_mesh_parent in parent_query.iter() {
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|         // Mesh node is the parent of the skinned mesh entity.
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|         let mesh_node_entity = skinned_mesh_parent.0;
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|         // Get `Children` in the mesh node.
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|         let mesh_node_children = children_query.get(mesh_node_entity).unwrap();
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| 
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|         // First joint is the second child of the mesh node.
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|         let first_joint_entity = mesh_node_children[1];
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|         // Get `Children` in the first joint.
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|         let first_joint_children = children_query.get(first_joint_entity).unwrap();
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| 
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|         // Second joint is the first child of the first joint.
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|         let second_joint_entity = first_joint_children[0];
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|         // Get `Transform` in the second joint.
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|         let mut second_joint_transform = transform_query.get_mut(second_joint_entity).unwrap();
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| 
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|         second_joint_transform.rotation = Quat::from_axis_angle(
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|             Vec3::Z,
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|             0.5 * PI * time.time_since_startup().as_secs_f32().sin(),
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|         );
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|     }
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| }
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