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>
		
			
				
	
	
		
			160 lines
		
	
	
		
			4.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			160 lines
		
	
	
		
			4.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Plays animations from a skinned glTF.
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use std::f32::consts::PI;
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use std::time::Duration;
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use bevy::{animation::RepeatAnimation, pbr::CascadeShadowConfigBuilder, prelude::*};
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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: 150.0,
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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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#[derive(Resource)]
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struct Animations(Vec<Handle<AnimationClip>>);
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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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    // 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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    // Plane
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    commands.spawn(PbrBundle {
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        mesh: meshes.add(shape::Plane::from_size(500000.0)),
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        material: materials.add(Color::rgb(0.3, 0.5, 0.3)),
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        ..default()
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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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            illuminance: 2000.0,
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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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    // 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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    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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// 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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fn keyboard_animation_control(
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    keyboard_input: Res<ButtonInput<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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        if keyboard_input.just_pressed(KeyCode::ArrowUp) {
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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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        if keyboard_input.just_pressed(KeyCode::ArrowDown) {
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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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        if keyboard_input.just_pressed(KeyCode::ArrowLeft) {
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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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        if keyboard_input.just_pressed(KeyCode::ArrowRight) {
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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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        if keyboard_input.just_pressed(KeyCode::Enter) {
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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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        if keyboard_input.just_pressed(KeyCode::Digit1) {
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            player.set_repeat(RepeatAnimation::Count(1));
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            player.replay();
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        }
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        if keyboard_input.just_pressed(KeyCode::Digit3) {
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            player.set_repeat(RepeatAnimation::Count(3));
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            player.replay();
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        }
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        if keyboard_input.just_pressed(KeyCode::Digit5) {
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            player.set_repeat(RepeatAnimation::Count(5));
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            player.replay();
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        }
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        if keyboard_input.just_pressed(KeyCode::KeyL) {
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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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