 ba5e71f53d
			
		
	
	
		ba5e71f53d
		
			
		
	
	
	
	
		
			
			Fixes #17412 ## Objective `Parent` uses the "has a X" naming convention. There is increasing sentiment that we should use the "is a X" naming convention for relationships (following #17398). This leaves `Children` as-is because there is prevailing sentiment that `Children` is clearer than `ParentOf` in many cases (especially when treating it like a collection). This renames `Parent` to `ChildOf`. This is just the implementation PR. To discuss the path forward, do so in #17412. ## Migration Guide - The `Parent` component has been renamed to `ChildOf`.
		
			
				
	
	
		
			72 lines
		
	
	
		
			2.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			72 lines
		
	
	
		
			2.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Skinned mesh example with mesh and joints data loaded from a glTF file.
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| //! Example taken from <https://github.com/KhronosGroup/glTF-Tutorials/blob/master/gltfTutorial/gltfTutorial_019_SimpleSkin.md>
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| 
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| use std::f32::consts::*;
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| 
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| use bevy::{math::ops, prelude::*, render::mesh::skinning::SkinnedMesh};
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| 
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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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|             brightness: 750.0,
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|             ..default()
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|         })
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|         .add_systems(Startup, setup)
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|         .add_systems(Update, joint_animation)
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|         .run();
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| }
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| 
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| fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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|     // Create a camera
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|     commands.spawn((
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|         Camera3d::default(),
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|         Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::new(0.0, 1.0, 0.0), Vec3::Y),
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|     ));
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| 
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|     // Spawn the first scene in `models/SimpleSkin/SimpleSkin.gltf`
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|     commands.spawn(SceneRoot(asset_server.load(
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|         GltfAssetLabel::Scene(0).from_asset("models/SimpleSkin/SimpleSkin.gltf"),
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|     )));
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| }
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| 
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| /// The scene hierarchy currently looks somewhat like this:
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| ///
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| /// ```text
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| /// <Parent entity>
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| ///   + Mesh node (without `Mesh3d` or `SkinnedMesh` component)
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| ///     + Skinned mesh entity (with `Mesh3d` and `SkinnedMesh` component, created by glTF loader)
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| ///     + First joint
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| ///       + Second joint
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| /// ```
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| ///
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| /// In this example, we want to get and animate the second joint.
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| /// It is similar to the animation defined in `models/SimpleSkin/SimpleSkin.gltf`.
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| fn joint_animation(
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|     time: Res<Time>,
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|     children: Query<&ChildOf, With<SkinnedMesh>>,
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|     parents: Query<&Children>,
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|     mut transform_query: Query<&mut Transform>,
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| ) {
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|     // Iter skinned mesh entity
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|     for child_of in &children {
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|         // Mesh node is the parent of the skinned mesh entity.
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|         let mesh_node_entity = child_of.get();
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|         // Get `Children` in the mesh node.
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|         let mesh_node_parent = parents.get(mesh_node_entity).unwrap();
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| 
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|         // First joint is the second child of the mesh node.
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|         let first_joint_entity = mesh_node_parent[1];
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|         // Get `Children` in the first joint.
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|         let first_joint_children = parents.get(first_joint_entity).unwrap();
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| 
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|         // Second joint is the first child of the first joint.
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|         let second_joint_entity = first_joint_children[0];
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|         // Get `Transform` in the second joint.
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|         let mut second_joint_transform = transform_query.get_mut(second_joint_entity).unwrap();
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| 
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|         second_joint_transform.rotation =
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|             Quat::from_rotation_z(FRAC_PI_2 * ops::sin(time.elapsed_secs()));
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|     }
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| }
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