 efda7f3f9c
			
		
	
	
		efda7f3f9c
		
			
		
	
	
	
	
		
			
			Takes the first two commits from #15375 and adds suggestions from this comment: https://github.com/bevyengine/bevy/pull/15375#issuecomment-2366968300 See #15375 for more reasoning/motivation. ## Rebasing (rerunning) ```rust git switch simpler-lint-fixes git reset --hard main cargo fmt --all -- --unstable-features --config normalize_comments=true,imports_granularity=Crate cargo fmt --all git add --update git commit --message "rustfmt" cargo clippy --workspace --all-targets --all-features --fix cargo fmt --all -- --unstable-features --config normalize_comments=true,imports_granularity=Crate cargo fmt --all git add --update git commit --message "clippy" git cherry-pick e6c0b94f6795222310fb812fa5c4512661fc7887 ```
		
			
				
	
	
		
			207 lines
		
	
	
		
			7.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			207 lines
		
	
	
		
			7.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Plays animations from a skinned glTF.
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| 
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| use std::{f32::consts::PI, time::Duration};
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| 
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| use bevy::{
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|     animation::{animate_targets, RepeatAnimation},
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|     pbr::CascadeShadowConfigBuilder,
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|     prelude::*,
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| };
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| 
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| const FOX_PATH: &str = "models/animated/Fox.glb";
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| 
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| fn main() {
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|     App::new()
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|         .insert_resource(AmbientLight {
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|             color: Color::WHITE,
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|             brightness: 2000.,
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|         })
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|         .add_plugins(DefaultPlugins)
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|         .add_systems(Startup, setup)
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|         .add_systems(Update, setup_scene_once_loaded.before(animate_targets))
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|         .add_systems(Update, keyboard_animation_control)
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|         .run();
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| }
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| 
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| #[derive(Resource)]
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| struct Animations {
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|     animations: Vec<AnimationNodeIndex>,
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|     #[allow(dead_code)]
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|     graph: Handle<AnimationGraph>,
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| }
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| 
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| fn setup(
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|     mut commands: Commands,
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|     asset_server: Res<AssetServer>,
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|     mut meshes: ResMut<Assets<Mesh>>,
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|     mut materials: ResMut<Assets<StandardMaterial>>,
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|     mut graphs: ResMut<Assets<AnimationGraph>>,
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| ) {
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|     // Build the animation graph
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|     let (graph, node_indices) = AnimationGraph::from_clips([
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|         asset_server.load(GltfAssetLabel::Animation(2).from_asset(FOX_PATH)),
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|         asset_server.load(GltfAssetLabel::Animation(1).from_asset(FOX_PATH)),
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|         asset_server.load(GltfAssetLabel::Animation(0).from_asset(FOX_PATH)),
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|     ]);
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| 
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|     // Insert a resource with the current scene information
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|     let graph_handle = graphs.add(graph);
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|     commands.insert_resource(Animations {
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|         animations: node_indices,
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|         graph: graph_handle,
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|     });
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| 
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|     // Camera
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|     commands.spawn(Camera3dBundle {
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|         transform: Transform::from_xyz(100.0, 100.0, 150.0)
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|             .looking_at(Vec3::new(0.0, 20.0, 0.0), Vec3::Y),
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|         ..default()
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|     });
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| 
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|     // Plane
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|     commands.spawn(PbrBundle {
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|         mesh: meshes.add(Plane3d::default().mesh().size(500000.0, 500000.0)),
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|         material: materials.add(Color::srgb(0.3, 0.5, 0.3)),
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|         ..default()
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|     });
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| 
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|     // Light
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|     commands.spawn(DirectionalLightBundle {
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|         transform: Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)),
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|         directional_light: DirectionalLight {
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|             shadows_enabled: true,
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|             ..default()
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|         },
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|         cascade_shadow_config: CascadeShadowConfigBuilder {
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|             first_cascade_far_bound: 200.0,
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|             maximum_distance: 400.0,
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|             ..default()
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|         }
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|         .into(),
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|         ..default()
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|     });
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| 
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|     // Fox
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|     commands.spawn(SceneBundle {
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|         scene: asset_server.load(GltfAssetLabel::Scene(0).from_asset(FOX_PATH)),
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|         ..default()
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|     });
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| 
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|     println!("Animation controls:");
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|     println!("  - spacebar: play / pause");
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|     println!("  - arrow up / down: speed up / slow down animation playback");
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|     println!("  - arrow left / right: seek backward / forward");
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|     println!("  - digit 1 / 3 / 5: play the animation <digit> times");
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|     println!("  - L: loop the animation forever");
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|     println!("  - return: change animation");
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| }
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| 
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| // An `AnimationPlayer` is automatically added to the scene when it's ready.
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| // When the player is added, start the animation.
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| fn setup_scene_once_loaded(
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|     mut commands: Commands,
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|     animations: Res<Animations>,
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|     mut players: Query<(Entity, &mut AnimationPlayer), Added<AnimationPlayer>>,
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| ) {
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|     for (entity, mut player) in &mut players {
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|         let mut transitions = AnimationTransitions::new();
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| 
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|         // Make sure to start the animation via the `AnimationTransitions`
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|         // component. The `AnimationTransitions` component wants to manage all
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|         // the animations and will get confused if the animations are started
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|         // directly via the `AnimationPlayer`.
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|         transitions
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|             .play(&mut player, animations.animations[0], Duration::ZERO)
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|             .repeat();
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| 
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|         commands
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|             .entity(entity)
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|             .insert(animations.graph.clone())
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|             .insert(transitions);
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|     }
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| }
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| 
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| fn keyboard_animation_control(
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|     keyboard_input: Res<ButtonInput<KeyCode>>,
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|     mut animation_players: Query<(&mut AnimationPlayer, &mut AnimationTransitions)>,
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|     animations: Res<Animations>,
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|     mut current_animation: Local<usize>,
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| ) {
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|     for (mut player, mut transitions) in &mut animation_players {
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|         let Some((&playing_animation_index, _)) = player.playing_animations().next() else {
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|             continue;
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|         };
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| 
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|         if keyboard_input.just_pressed(KeyCode::Space) {
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|             let playing_animation = player.animation_mut(playing_animation_index).unwrap();
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|             if playing_animation.is_paused() {
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|                 playing_animation.resume();
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|             } else {
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|                 playing_animation.pause();
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|             }
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|         }
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| 
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|         if keyboard_input.just_pressed(KeyCode::ArrowUp) {
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|             let playing_animation = player.animation_mut(playing_animation_index).unwrap();
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|             let speed = playing_animation.speed();
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|             playing_animation.set_speed(speed * 1.2);
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|         }
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| 
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|         if keyboard_input.just_pressed(KeyCode::ArrowDown) {
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|             let playing_animation = player.animation_mut(playing_animation_index).unwrap();
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|             let speed = playing_animation.speed();
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|             playing_animation.set_speed(speed * 0.8);
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|         }
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| 
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|         if keyboard_input.just_pressed(KeyCode::ArrowLeft) {
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|             let playing_animation = player.animation_mut(playing_animation_index).unwrap();
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|             let elapsed = playing_animation.seek_time();
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|             playing_animation.seek_to(elapsed - 0.1);
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|         }
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| 
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|         if keyboard_input.just_pressed(KeyCode::ArrowRight) {
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|             let playing_animation = player.animation_mut(playing_animation_index).unwrap();
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|             let elapsed = playing_animation.seek_time();
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|             playing_animation.seek_to(elapsed + 0.1);
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|         }
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| 
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|         if keyboard_input.just_pressed(KeyCode::Enter) {
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|             *current_animation = (*current_animation + 1) % animations.animations.len();
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| 
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|             transitions
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|                 .play(
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|                     &mut player,
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|                     animations.animations[*current_animation],
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|                     Duration::from_millis(250),
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|                 )
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|                 .repeat();
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|         }
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| 
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|         if keyboard_input.just_pressed(KeyCode::Digit1) {
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|             let playing_animation = player.animation_mut(playing_animation_index).unwrap();
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|             playing_animation
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|                 .set_repeat(RepeatAnimation::Count(1))
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|                 .replay();
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|         }
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| 
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|         if keyboard_input.just_pressed(KeyCode::Digit3) {
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|             let playing_animation = player.animation_mut(playing_animation_index).unwrap();
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|             playing_animation
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|                 .set_repeat(RepeatAnimation::Count(3))
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|                 .replay();
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|         }
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| 
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|         if keyboard_input.just_pressed(KeyCode::Digit5) {
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|             let playing_animation = player.animation_mut(playing_animation_index).unwrap();
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|             playing_animation
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|                 .set_repeat(RepeatAnimation::Count(5))
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|                 .replay();
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|         }
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| 
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|         if keyboard_input.just_pressed(KeyCode::KeyL) {
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|             let playing_animation = player.animation_mut(playing_animation_index).unwrap();
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|             playing_animation.set_repeat(RepeatAnimation::Forever);
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|         }
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|     }
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| }
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