
# Objective Transparently uses simple `EnvironmentMapLight`s to mimic `AmbientLight`s. Implements the first part of #17468, but I can implement hemispherical lights in this PR too if needed. ## Solution - A function `EnvironmentMapLight::solid_color(&mut Assets<Image>, Color)` is provided to make an environment light with a solid color. - A new system is added to `SimulationLightSystems` that maps `AmbientLight`s on views or the world to a corresponding `EnvironmentMapLight`. I have never worked with (or on) Bevy before, so nitpicky comments on how I did things are appreciated :). ## Testing Testing was done on a modified version of the `3d/lighting` example, where I removed all lights except the ambient light. I have not included the example, but can if required. ## Migration `bevy_pbr::AmbientLight` has been deprecated, so all usages of it should be replaced by a `bevy_pbr::EnvironmentMapLight` created with `EnvironmentMapLight::solid_color` placed on the camera. There is no alternative to ambient lights as resources.
117 lines
3.3 KiB
Rust
117 lines
3.3 KiB
Rust
//! Controls morph targets in a loaded scene.
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//!
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//! Illustrates:
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//!
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//! - How to access and modify individual morph target weights.
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//! See the `update_weights` system for details.
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//! - How to read morph target names in `name_morphs`.
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//! - How to play morph target animations in `setup_animations`.
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use bevy::prelude::*;
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use std::f32::consts::PI;
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins.set(WindowPlugin {
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primary_window: Some(Window {
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title: "morph targets".to_string(),
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..default()
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}),
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..default()
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}))
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.add_systems(Startup, setup)
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.add_systems(Update, (name_morphs, setup_animations))
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.run();
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}
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#[derive(Resource)]
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struct MorphData {
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the_wave: Handle<AnimationClip>,
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mesh: Handle<Mesh>,
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}
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fn setup(
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asset_server: Res<AssetServer>,
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mut commands: Commands,
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mut images: ResMut<Assets<Image>>,
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) {
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commands.insert_resource(MorphData {
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the_wave: asset_server
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.load(GltfAssetLabel::Animation(2).from_asset("models/animated/MorphStressTest.gltf")),
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mesh: asset_server.load(
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GltfAssetLabel::Primitive {
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mesh: 0,
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primitive: 0,
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}
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.from_asset("models/animated/MorphStressTest.gltf"),
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),
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});
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commands.spawn(SceneRoot(asset_server.load(
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GltfAssetLabel::Scene(0).from_asset("models/animated/MorphStressTest.gltf"),
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)));
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commands.spawn((
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DirectionalLight::default(),
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Transform::from_rotation(Quat::from_rotation_z(PI / 2.0)),
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));
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commands.spawn((
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Camera3d::default(),
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Transform::from_xyz(3.0, 2.1, 10.2).looking_at(Vec3::ZERO, Vec3::Y),
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EnvironmentMapLight {
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intensity: 150.0,
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..EnvironmentMapLight::solid_color(&mut images, Color::WHITE)
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},
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));
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}
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/// Plays an [`AnimationClip`] from the loaded [`Gltf`] on the [`AnimationPlayer`] created by the spawned scene.
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fn setup_animations(
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mut has_setup: Local<bool>,
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mut commands: Commands,
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mut players: Query<(Entity, &Name, &mut AnimationPlayer)>,
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morph_data: Res<MorphData>,
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mut graphs: ResMut<Assets<AnimationGraph>>,
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) {
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if *has_setup {
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return;
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}
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for (entity, name, mut player) in &mut players {
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// The name of the entity in the GLTF scene containing the AnimationPlayer for our morph targets is "Main"
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if name.as_str() != "Main" {
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continue;
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}
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let (graph, animation) = AnimationGraph::from_clip(morph_data.the_wave.clone());
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commands
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.entity(entity)
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.insert(AnimationGraphHandle(graphs.add(graph)));
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player.play(animation).repeat();
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*has_setup = true;
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}
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}
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/// You can get the target names in their corresponding [`Mesh`].
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/// They are in the order of the weights.
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fn name_morphs(
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mut has_printed: Local<bool>,
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morph_data: Res<MorphData>,
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meshes: Res<Assets<Mesh>>,
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) {
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if *has_printed {
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return;
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}
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let Some(mesh) = meshes.get(&morph_data.mesh) else {
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return;
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};
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let Some(names) = mesh.morph_target_names() else {
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return;
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};
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info!("Target names:");
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for name in names {
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info!(" {name}");
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}
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*has_printed = true;
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}
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