 6462935b32
			
		
	
	
		6462935b32
		
			
		
	
	
	
	
		
			
			Fixes #17192. Replaces "animated_fox" with "animated_mesh". I considered a few different names - should it say "skinned_mesh" to be precise? Should it mention gltf? But "animated_mesh" seems intuitive and keeps it short. ## Testing - Ran all three examples (Windows 10).
		
			
				
	
	
		
			106 lines
		
	
	
		
			3.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			106 lines
		
	
	
		
			3.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Plays animations from a skinned glTF.
 | |
| 
 | |
| use std::{f32::consts::PI, time::Duration};
 | |
| 
 | |
| use bevy::{pbr::CascadeShadowConfigBuilder, prelude::*};
 | |
| 
 | |
| const FOX_PATH: &str = "models/animated/Fox.glb";
 | |
| 
 | |
| fn main() {
 | |
|     App::new()
 | |
|         .insert_resource(AmbientLight {
 | |
|             color: Color::WHITE,
 | |
|             brightness: 2000.,
 | |
|             ..default()
 | |
|         })
 | |
|         .add_plugins(DefaultPlugins)
 | |
|         .add_systems(Startup, setup)
 | |
|         .add_systems(Update, setup_scene_once_loaded)
 | |
|         .run();
 | |
| }
 | |
| 
 | |
| #[derive(Resource)]
 | |
| struct Animations {
 | |
|     graph_handle: Handle<AnimationGraph>,
 | |
|     index: AnimationNodeIndex,
 | |
| }
 | |
| 
 | |
| fn setup(
 | |
|     mut commands: Commands,
 | |
|     asset_server: Res<AssetServer>,
 | |
|     mut meshes: ResMut<Assets<Mesh>>,
 | |
|     mut materials: ResMut<Assets<StandardMaterial>>,
 | |
|     mut graphs: ResMut<Assets<AnimationGraph>>,
 | |
| ) {
 | |
|     // Build the animation graph
 | |
|     let (graph, index) = AnimationGraph::from_clip(
 | |
|         // We specifically want the "walk" animation, which is the first one.
 | |
|         asset_server.load(GltfAssetLabel::Animation(0).from_asset(FOX_PATH)),
 | |
|     );
 | |
| 
 | |
|     // Keep our animation graph in a Resource so that it can be inserted onto
 | |
|     // the correct entity once the scene actually loads.
 | |
|     let graph_handle = graphs.add(graph);
 | |
|     commands.insert_resource(Animations {
 | |
|         graph_handle: graph_handle.clone(),
 | |
|         index,
 | |
|     });
 | |
| 
 | |
|     // Camera
 | |
|     commands.spawn((
 | |
|         Camera3d::default(),
 | |
|         Transform::from_xyz(100.0, 100.0, 150.0).looking_at(Vec3::new(0.0, 20.0, 0.0), Vec3::Y),
 | |
|     ));
 | |
| 
 | |
|     // Plane
 | |
|     commands.spawn((
 | |
|         Mesh3d(meshes.add(Plane3d::default().mesh().size(500000.0, 500000.0))),
 | |
|         MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))),
 | |
|     ));
 | |
| 
 | |
|     // Light
 | |
|     commands.spawn((
 | |
|         Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)),
 | |
|         DirectionalLight {
 | |
|             shadows_enabled: true,
 | |
|             ..default()
 | |
|         },
 | |
|         CascadeShadowConfigBuilder {
 | |
|             first_cascade_far_bound: 200.0,
 | |
|             maximum_distance: 400.0,
 | |
|             ..default()
 | |
|         }
 | |
|         .build(),
 | |
|     ));
 | |
| 
 | |
|     // Fox
 | |
|     commands.spawn((
 | |
|         SceneRoot(asset_server.load(GltfAssetLabel::Scene(0).from_asset(FOX_PATH))),
 | |
|         AnimationGraphHandle(graph_handle),
 | |
|     ));
 | |
| }
 | |
| 
 | |
| // Once the scene is loaded, start the animation
 | |
| fn setup_scene_once_loaded(
 | |
|     mut commands: Commands,
 | |
|     animations: Res<Animations>,
 | |
|     mut players: Query<(Entity, &mut AnimationPlayer), Added<AnimationPlayer>>,
 | |
| ) {
 | |
|     for (entity, mut player) in &mut players {
 | |
|         let mut transitions = AnimationTransitions::new();
 | |
| 
 | |
|         // Make sure to start the animation via the `AnimationTransitions`
 | |
|         // component. The `AnimationTransitions` component wants to manage all
 | |
|         // the animations and will get confused if the animations are started
 | |
|         // directly via the `AnimationPlayer`.
 | |
|         transitions
 | |
|             .play(&mut player, animations.index, Duration::ZERO)
 | |
|             .repeat();
 | |
| 
 | |
|         commands
 | |
|             .entity(entity)
 | |
|             .insert(transitions)
 | |
|             .insert(AnimationGraphHandle(animations.graph_handle.clone()));
 | |
|     }
 | |
| }
 |