Fixes #15834 ## Migration Guide The APIs of `Time`, `Timer` and `Stopwatch` have been cleaned up for consistency with each other and the standard library's `Duration` type. The following methods have been renamed: - `Stowatch::paused` -> `Stopwatch::is_paused` - `Time::elapsed_seconds` -> `Time::elasped_secs` (including `_f64` and `_wrapped` variants)
		
			
				
	
	
		
			72 lines
		
	
	
		
			2.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			72 lines
		
	
	
		
			2.6 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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use std::f32::consts::*;
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use bevy::{math::ops, prelude::*, render::mesh::skinning::SkinnedMesh};
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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: 750.0,
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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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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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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(-2.0, 2.5, 5.0).looking_at(Vec3::new(0.0, 1.0, 0.0), Vec3::Y),
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    ));
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    // Spawn the first scene in `models/SimpleSkin/SimpleSkin.gltf`
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    commands.spawn(SceneRoot(asset_server.load(
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        GltfAssetLabel::Scene(0).from_asset("models/SimpleSkin/SimpleSkin.gltf"),
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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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/// ```text
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/// <Parent entity>
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///   + Mesh node (without `Mesh3d` or `SkinnedMesh` component)
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///     + Skinned mesh entity (with `Mesh3d` 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 {
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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.get();
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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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        // 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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        // 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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        second_joint_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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}
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