bevy/examples/animation/morph_targets.rs
Shaye Garg 0b5302d96a
Replace Ambient Lights with Environment Map Lights (#17482)
# 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.
2025-03-04 07:40:53 +00:00

117 lines
3.3 KiB
Rust

//! Controls morph targets in a loaded scene.
//!
//! Illustrates:
//!
//! - How to access and modify individual morph target weights.
//! See the `update_weights` system for details.
//! - How to read morph target names in `name_morphs`.
//! - How to play morph target animations in `setup_animations`.
use bevy::prelude::*;
use std::f32::consts::PI;
fn main() {
App::new()
.add_plugins(DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
title: "morph targets".to_string(),
..default()
}),
..default()
}))
.add_systems(Startup, setup)
.add_systems(Update, (name_morphs, setup_animations))
.run();
}
#[derive(Resource)]
struct MorphData {
the_wave: Handle<AnimationClip>,
mesh: Handle<Mesh>,
}
fn setup(
asset_server: Res<AssetServer>,
mut commands: Commands,
mut images: ResMut<Assets<Image>>,
) {
commands.insert_resource(MorphData {
the_wave: asset_server
.load(GltfAssetLabel::Animation(2).from_asset("models/animated/MorphStressTest.gltf")),
mesh: asset_server.load(
GltfAssetLabel::Primitive {
mesh: 0,
primitive: 0,
}
.from_asset("models/animated/MorphStressTest.gltf"),
),
});
commands.spawn(SceneRoot(asset_server.load(
GltfAssetLabel::Scene(0).from_asset("models/animated/MorphStressTest.gltf"),
)));
commands.spawn((
DirectionalLight::default(),
Transform::from_rotation(Quat::from_rotation_z(PI / 2.0)),
));
commands.spawn((
Camera3d::default(),
Transform::from_xyz(3.0, 2.1, 10.2).looking_at(Vec3::ZERO, Vec3::Y),
EnvironmentMapLight {
intensity: 150.0,
..EnvironmentMapLight::solid_color(&mut images, Color::WHITE)
},
));
}
/// Plays an [`AnimationClip`] from the loaded [`Gltf`] on the [`AnimationPlayer`] created by the spawned scene.
fn setup_animations(
mut has_setup: Local<bool>,
mut commands: Commands,
mut players: Query<(Entity, &Name, &mut AnimationPlayer)>,
morph_data: Res<MorphData>,
mut graphs: ResMut<Assets<AnimationGraph>>,
) {
if *has_setup {
return;
}
for (entity, name, mut player) in &mut players {
// The name of the entity in the GLTF scene containing the AnimationPlayer for our morph targets is "Main"
if name.as_str() != "Main" {
continue;
}
let (graph, animation) = AnimationGraph::from_clip(morph_data.the_wave.clone());
commands
.entity(entity)
.insert(AnimationGraphHandle(graphs.add(graph)));
player.play(animation).repeat();
*has_setup = true;
}
}
/// You can get the target names in their corresponding [`Mesh`].
/// They are in the order of the weights.
fn name_morphs(
mut has_printed: Local<bool>,
morph_data: Res<MorphData>,
meshes: Res<Assets<Mesh>>,
) {
if *has_printed {
return;
}
let Some(mesh) = meshes.get(&morph_data.mesh) else {
return;
};
let Some(names) = mesh.morph_target_names() else {
return;
};
info!("Target names:");
for name in names {
info!(" {name}");
}
*has_printed = true;
}