
Fixes #17192. Replaces "animated_fox" with "animated_mesh". I considered a few different names - should it say "skinned_mesh" to be precise? Should it mention gltf? But "animated_mesh" seems intuitive and keeps it short. ## Testing - Ran all three examples (Windows 10).
106 lines
3.1 KiB
Rust
106 lines
3.1 KiB
Rust
//! Plays animations from a skinned glTF.
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use std::{f32::consts::PI, time::Duration};
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use bevy::{pbr::CascadeShadowConfigBuilder, prelude::*};
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const FOX_PATH: &str = "models/animated/Fox.glb";
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fn main() {
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App::new()
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.insert_resource(AmbientLight {
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color: Color::WHITE,
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brightness: 2000.,
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..default()
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})
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup)
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.add_systems(Update, setup_scene_once_loaded)
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.run();
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}
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#[derive(Resource)]
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struct Animations {
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graph_handle: Handle<AnimationGraph>,
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index: AnimationNodeIndex,
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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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mut graphs: ResMut<Assets<AnimationGraph>>,
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) {
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// Build the animation graph
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let (graph, index) = AnimationGraph::from_clip(
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// We specifically want the "walk" animation, which is the first one.
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asset_server.load(GltfAssetLabel::Animation(0).from_asset(FOX_PATH)),
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);
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// Keep our animation graph in a Resource so that it can be inserted onto
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// the correct entity once the scene actually loads.
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let graph_handle = graphs.add(graph);
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commands.insert_resource(Animations {
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graph_handle: graph_handle.clone(),
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index,
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});
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// Camera
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commands.spawn((
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Camera3d::default(),
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Transform::from_xyz(100.0, 100.0, 150.0).looking_at(Vec3::new(0.0, 20.0, 0.0), Vec3::Y),
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));
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// Plane
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commands.spawn((
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Mesh3d(meshes.add(Plane3d::default().mesh().size(500000.0, 500000.0))),
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MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))),
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));
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// Light
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commands.spawn((
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Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)),
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DirectionalLight {
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shadows_enabled: true,
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..default()
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},
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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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.build(),
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));
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// Fox
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commands.spawn((
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SceneRoot(asset_server.load(GltfAssetLabel::Scene(0).from_asset(FOX_PATH))),
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AnimationGraphHandle(graph_handle),
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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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mut commands: Commands,
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animations: Res<Animations>,
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mut players: Query<(Entity, &mut AnimationPlayer), Added<AnimationPlayer>>,
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) {
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for (entity, mut player) in &mut players {
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let mut transitions = AnimationTransitions::new();
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// Make sure to start the animation via the `AnimationTransitions`
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// component. The `AnimationTransitions` component wants to manage all
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// the animations and will get confused if the animations are started
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// directly via the `AnimationPlayer`.
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transitions
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.play(&mut player, animations.index, Duration::ZERO)
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.repeat();
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commands
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.entity(entity)
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.insert(transitions)
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.insert(AnimationGraphHandle(animations.graph_handle.clone()));
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}
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}
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