 25bfa80e60
			
		
	
	
		25bfa80e60
		
			
		
	
	
	
	
		
			
			# Objective Yet another PR for migrating stuff to required components. This time, cameras! ## Solution As per the [selected proposal](https://hackmd.io/tsYID4CGRiWxzsgawzxG_g#Combined-Proposal-1-Selected), deprecate `Camera2dBundle` and `Camera3dBundle` in favor of `Camera2d` and `Camera3d`. Adding a `Camera` without `Camera2d` or `Camera3d` now logs a warning, as suggested by Cart [on Discord](https://discord.com/channels/691052431525675048/1264881140007702558/1291506402832945273). I would personally like cameras to work a bit differently and be split into a few more components, to avoid some footguns and confusing semantics, but that is more controversial, and shouldn't block this core migration. ## Testing I ran a few 2D and 3D examples, and tried cameras with and without render graphs. --- ## Migration Guide `Camera2dBundle` and `Camera3dBundle` have been deprecated in favor of `Camera2d` and `Camera3d`. Inserting them will now also insert the other components required by them automatically.
		
			
				
	
	
		
			165 lines
		
	
	
		
			5.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			165 lines
		
	
	
		
			5.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Skinned mesh example with mesh and joints data defined in code.
 | |
| //! Example taken from <https://github.com/KhronosGroup/glTF-Tutorials/blob/master/gltfTutorial/gltfTutorial_019_SimpleSkin.md>
 | |
| 
 | |
| use std::f32::consts::*;
 | |
| 
 | |
| use bevy::{
 | |
|     math::ops,
 | |
|     prelude::*,
 | |
|     render::{
 | |
|         mesh::{
 | |
|             skinning::{SkinnedMesh, SkinnedMeshInverseBindposes},
 | |
|             Indices, PrimitiveTopology, VertexAttributeValues,
 | |
|         },
 | |
|         render_asset::RenderAssetUsages,
 | |
|     },
 | |
| };
 | |
| use rand::{Rng, SeedableRng};
 | |
| use rand_chacha::ChaCha8Rng;
 | |
| 
 | |
| fn main() {
 | |
|     App::new()
 | |
|         .add_plugins(DefaultPlugins)
 | |
|         .insert_resource(AmbientLight {
 | |
|             brightness: 3000.0,
 | |
|             ..default()
 | |
|         })
 | |
|         .add_systems(Startup, setup)
 | |
|         .add_systems(Update, joint_animation)
 | |
|         .run();
 | |
| }
 | |
| 
 | |
| /// Used to mark a joint to be animated in the [`joint_animation`] system.
 | |
| #[derive(Component)]
 | |
| struct AnimatedJoint;
 | |
| 
 | |
| /// Construct a mesh and a skeleton with 2 joints for that mesh,
 | |
| ///   and mark the second joint to be animated.
 | |
| /// It is similar to the scene defined in `models/SimpleSkin/SimpleSkin.gltf`
 | |
| fn setup(
 | |
|     mut commands: Commands,
 | |
|     mut meshes: ResMut<Assets<Mesh>>,
 | |
|     mut materials: ResMut<Assets<StandardMaterial>>,
 | |
|     mut skinned_mesh_inverse_bindposes_assets: ResMut<Assets<SkinnedMeshInverseBindposes>>,
 | |
| ) {
 | |
|     // Create a camera
 | |
|     commands.spawn((
 | |
|         Camera3d::default(),
 | |
|         Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
 | |
|     ));
 | |
| 
 | |
|     // Create inverse bindpose matrices for a skeleton consists of 2 joints
 | |
|     let inverse_bindposes = skinned_mesh_inverse_bindposes_assets.add(vec![
 | |
|         Mat4::from_translation(Vec3::new(-0.5, -1.0, 0.0)),
 | |
|         Mat4::from_translation(Vec3::new(-0.5, -1.0, 0.0)),
 | |
|     ]);
 | |
| 
 | |
|     // Create a mesh
 | |
|     let mesh = Mesh::new(
 | |
|         PrimitiveTopology::TriangleList,
 | |
|         RenderAssetUsages::RENDER_WORLD,
 | |
|     )
 | |
|     // Set mesh vertex positions
 | |
|     .with_inserted_attribute(
 | |
|         Mesh::ATTRIBUTE_POSITION,
 | |
|         vec![
 | |
|             [0.0, 0.0, 0.0],
 | |
|             [1.0, 0.0, 0.0],
 | |
|             [0.0, 0.5, 0.0],
 | |
|             [1.0, 0.5, 0.0],
 | |
|             [0.0, 1.0, 0.0],
 | |
|             [1.0, 1.0, 0.0],
 | |
|             [0.0, 1.5, 0.0],
 | |
|             [1.0, 1.5, 0.0],
 | |
|             [0.0, 2.0, 0.0],
 | |
|             [1.0, 2.0, 0.0],
 | |
|         ],
 | |
|     )
 | |
|     // Set mesh vertex normals
 | |
|     .with_inserted_attribute(Mesh::ATTRIBUTE_NORMAL, vec![[0.0, 0.0, 1.0]; 10])
 | |
|     // Set mesh vertex joint indices for mesh skinning.
 | |
|     // Each vertex gets 4 indices used to address the `JointTransforms` array in the vertex shader
 | |
|     //  as well as `SkinnedMeshJoint` array in the `SkinnedMesh` component.
 | |
|     // This means that a maximum of 4 joints can affect a single vertex.
 | |
|     .with_inserted_attribute(
 | |
|         Mesh::ATTRIBUTE_JOINT_INDEX,
 | |
|         // Need to be explicit here as [u16; 4] could be either Uint16x4 or Unorm16x4.
 | |
|         VertexAttributeValues::Uint16x4(vec![
 | |
|             [0, 0, 0, 0],
 | |
|             [0, 0, 0, 0],
 | |
|             [0, 1, 0, 0],
 | |
|             [0, 1, 0, 0],
 | |
|             [0, 1, 0, 0],
 | |
|             [0, 1, 0, 0],
 | |
|             [0, 1, 0, 0],
 | |
|             [0, 1, 0, 0],
 | |
|             [0, 1, 0, 0],
 | |
|             [0, 1, 0, 0],
 | |
|         ]),
 | |
|     )
 | |
|     // Set mesh vertex joint weights for mesh skinning.
 | |
|     // Each vertex gets 4 joint weights corresponding to the 4 joint indices assigned to it.
 | |
|     // The sum of these weights should equal to 1.
 | |
|     .with_inserted_attribute(
 | |
|         Mesh::ATTRIBUTE_JOINT_WEIGHT,
 | |
|         vec![
 | |
|             [1.00, 0.00, 0.0, 0.0],
 | |
|             [1.00, 0.00, 0.0, 0.0],
 | |
|             [0.75, 0.25, 0.0, 0.0],
 | |
|             [0.75, 0.25, 0.0, 0.0],
 | |
|             [0.50, 0.50, 0.0, 0.0],
 | |
|             [0.50, 0.50, 0.0, 0.0],
 | |
|             [0.25, 0.75, 0.0, 0.0],
 | |
|             [0.25, 0.75, 0.0, 0.0],
 | |
|             [0.00, 1.00, 0.0, 0.0],
 | |
|             [0.00, 1.00, 0.0, 0.0],
 | |
|         ],
 | |
|     )
 | |
|     // Tell bevy to construct triangles from a list of vertex indices,
 | |
|     //  where each 3 vertex indices form an triangle.
 | |
|     .with_inserted_indices(Indices::U16(vec![
 | |
|         0, 1, 3, 0, 3, 2, 2, 3, 5, 2, 5, 4, 4, 5, 7, 4, 7, 6, 6, 7, 9, 6, 9, 8,
 | |
|     ]));
 | |
| 
 | |
|     let mesh = meshes.add(mesh);
 | |
| 
 | |
|     // We're seeding the PRNG here to make this example deterministic for testing purposes.
 | |
|     // This isn't strictly required in practical use unless you need your app to be deterministic.
 | |
|     let mut rng = ChaCha8Rng::seed_from_u64(42);
 | |
| 
 | |
|     for i in -5..5 {
 | |
|         // Create joint entities
 | |
|         let joint_0 = commands
 | |
|             .spawn(Transform::from_xyz(i as f32 * 1.5, 0.0, i as f32 * 0.1))
 | |
|             .id();
 | |
|         let joint_1 = commands.spawn((AnimatedJoint, Transform::IDENTITY)).id();
 | |
| 
 | |
|         // Set joint_1 as a child of joint_0.
 | |
|         commands.entity(joint_0).add_children(&[joint_1]);
 | |
| 
 | |
|         // Each joint in this vector corresponds to each inverse bindpose matrix in `SkinnedMeshInverseBindposes`.
 | |
|         let joint_entities = vec![joint_0, joint_1];
 | |
| 
 | |
|         // Create skinned mesh renderer. Note that its transform doesn't affect the position of the mesh.
 | |
|         commands.spawn((
 | |
|             Mesh3d(mesh.clone()),
 | |
|             MeshMaterial3d(materials.add(Color::srgb(
 | |
|                 rng.gen_range(0.0..1.0),
 | |
|                 rng.gen_range(0.0..1.0),
 | |
|                 rng.gen_range(0.0..1.0),
 | |
|             ))),
 | |
|             SkinnedMesh {
 | |
|                 inverse_bindposes: inverse_bindposes.clone(),
 | |
|                 joints: joint_entities,
 | |
|             },
 | |
|         ));
 | |
|     }
 | |
| }
 | |
| 
 | |
| /// Animate the joint marked with [`AnimatedJoint`] component.
 | |
| fn joint_animation(time: Res<Time>, mut query: Query<&mut Transform, With<AnimatedJoint>>) {
 | |
|     for mut transform in &mut query {
 | |
|         transform.rotation = Quat::from_rotation_z(FRAC_PI_2 * ops::sin(time.elapsed_seconds()));
 | |
|     }
 | |
| }
 |