![Ame :]](/assets/img/avatar_default.png) f2f39c835a
			
		
	
	
		f2f39c835a
		
			
		
	
	
	
	
		
			
			# Objective - Avoid using bevy_internal imports in examples. ## Solution - Add CI to check for bevy_internal imports like suggested in https://github.com/bevyengine/bevy/pull/9547#issuecomment-1689377999 - Fix another import I don't know much about CI so I don't know if this is the better approach, but I think is better than doing a pull request every time I found this lol, any suggestion is welcome. --------- Co-authored-by: Rob Parrett <robparrett@gmail.com>
		
			
				
	
	
		
			159 lines
		
	
	
		
			4.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			159 lines
		
	
	
		
			4.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Plays animations from a skinned glTF.
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| 
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| use std::f32::consts::PI;
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| use std::time::Duration;
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| 
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| use bevy::{animation::RepeatAnimation, pbr::CascadeShadowConfigBuilder, prelude::*};
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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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|             color: Color::WHITE,
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|             brightness: 1.0,
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|         })
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|         .add_systems(Startup, setup)
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|         .add_systems(
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|             Update,
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|             (setup_scene_once_loaded, keyboard_animation_control),
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|         )
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|         .run();
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| }
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| 
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| #[derive(Resource)]
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| struct Animations(Vec<Handle<AnimationClip>>);
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| 
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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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| ) {
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|     // Insert a resource with the current scene information
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|     commands.insert_resource(Animations(vec![
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|         asset_server.load("models/animated/Fox.glb#Animation2"),
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|         asset_server.load("models/animated/Fox.glb#Animation1"),
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|         asset_server.load("models/animated/Fox.glb#Animation0"),
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|     ]));
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| 
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|     // Camera
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|     commands.spawn(Camera3dBundle {
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|         transform: Transform::from_xyz(100.0, 100.0, 150.0)
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|             .looking_at(Vec3::new(0.0, 20.0, 0.0), Vec3::Y),
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|         ..default()
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|     });
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| 
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|     // Plane
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|     commands.spawn(PbrBundle {
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|         mesh: meshes.add(shape::Plane::from_size(500000.0).into()),
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|         material: materials.add(Color::rgb(0.3, 0.5, 0.3).into()),
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|         ..default()
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|     });
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| 
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|     // Light
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|     commands.spawn(DirectionalLightBundle {
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|         transform: Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)),
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|         directional_light: DirectionalLight {
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|             shadows_enabled: true,
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|             ..default()
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|         },
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|         cascade_shadow_config: CascadeShadowConfigBuilder {
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|             first_cascade_far_bound: 200.0,
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|             maximum_distance: 400.0,
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|             ..default()
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|         }
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|         .into(),
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|         ..default()
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|     });
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| 
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|     // Fox
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|     commands.spawn(SceneBundle {
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|         scene: asset_server.load("models/animated/Fox.glb#Scene0"),
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|         ..default()
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|     });
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| 
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|     println!("Animation controls:");
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|     println!("  - spacebar: play / pause");
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|     println!("  - arrow up / down: speed up / slow down animation playback");
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|     println!("  - arrow left / right: seek backward / forward");
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|     println!("  - digit 1 / 3 / 5: play the animation <digit> times");
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|     println!("  - L: loop the animation forever");
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|     println!("  - return: change animation");
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| }
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| 
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| // Once the scene is loaded, start the animation
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| fn setup_scene_once_loaded(
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|     animations: Res<Animations>,
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|     mut players: Query<&mut AnimationPlayer, Added<AnimationPlayer>>,
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| ) {
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|     for mut player in &mut players {
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|         player.play(animations.0[0].clone_weak()).repeat();
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|     }
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| }
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| 
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| fn keyboard_animation_control(
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|     keyboard_input: Res<Input<KeyCode>>,
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|     mut animation_players: Query<&mut AnimationPlayer>,
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|     animations: Res<Animations>,
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|     mut current_animation: Local<usize>,
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| ) {
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|     for mut player in &mut animation_players {
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|         if keyboard_input.just_pressed(KeyCode::Space) {
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|             if player.is_paused() {
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|                 player.resume();
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|             } else {
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|                 player.pause();
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|             }
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|         }
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| 
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|         if keyboard_input.just_pressed(KeyCode::Up) {
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|             let speed = player.speed();
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|             player.set_speed(speed * 1.2);
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|         }
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| 
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|         if keyboard_input.just_pressed(KeyCode::Down) {
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|             let speed = player.speed();
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|             player.set_speed(speed * 0.8);
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|         }
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| 
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|         if keyboard_input.just_pressed(KeyCode::Left) {
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|             let elapsed = player.seek_time();
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|             player.seek_to(elapsed - 0.1);
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|         }
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| 
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|         if keyboard_input.just_pressed(KeyCode::Right) {
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|             let elapsed = player.seek_time();
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|             player.seek_to(elapsed + 0.1);
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|         }
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| 
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|         if keyboard_input.just_pressed(KeyCode::Return) {
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|             *current_animation = (*current_animation + 1) % animations.0.len();
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|             player
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|                 .play_with_transition(
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|                     animations.0[*current_animation].clone_weak(),
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|                     Duration::from_millis(250),
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|                 )
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|                 .repeat();
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|         }
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| 
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|         if keyboard_input.just_pressed(KeyCode::Key1) {
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|             player.set_repeat(RepeatAnimation::Count(1));
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|             player.replay();
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|         }
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| 
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|         if keyboard_input.just_pressed(KeyCode::Key3) {
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|             player.set_repeat(RepeatAnimation::Count(3));
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|             player.replay();
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|         }
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| 
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|         if keyboard_input.just_pressed(KeyCode::Key5) {
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|             player.set_repeat(RepeatAnimation::Count(5));
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|             player.replay();
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|         }
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| 
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|         if keyboard_input.just_pressed(KeyCode::L) {
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|             player.set_repeat(RepeatAnimation::Forever);
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|         }
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|     }
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| }
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