
# 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.
76 lines
2.6 KiB
Rust
76 lines
2.6 KiB
Rust
//! Skinned mesh example with mesh and joints data loaded from a glTF file.
|
|
//! 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};
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins)
|
|
.add_systems(Startup, setup)
|
|
.add_systems(Update, joint_animation)
|
|
.run();
|
|
}
|
|
|
|
fn setup(
|
|
mut commands: Commands,
|
|
asset_server: Res<AssetServer>,
|
|
mut images: ResMut<Assets<Image>>,
|
|
) {
|
|
// Create a camera
|
|
commands.spawn((
|
|
Camera3d::default(),
|
|
Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::new(0.0, 1.0, 0.0), Vec3::Y),
|
|
EnvironmentMapLight {
|
|
intensity: 750.0,
|
|
..EnvironmentMapLight::solid_color(&mut images, Color::WHITE)
|
|
},
|
|
));
|
|
|
|
// Spawn the first scene in `models/SimpleSkin/SimpleSkin.gltf`
|
|
commands.spawn(SceneRoot(asset_server.load(
|
|
GltfAssetLabel::Scene(0).from_asset("models/SimpleSkin/SimpleSkin.gltf"),
|
|
)));
|
|
}
|
|
|
|
/// The scene hierarchy currently looks somewhat like this:
|
|
///
|
|
/// ```text
|
|
/// <Parent entity>
|
|
/// + Mesh node (without `Mesh3d` or `SkinnedMesh` component)
|
|
/// + Skinned mesh entity (with `Mesh3d` and `SkinnedMesh` component, created by glTF loader)
|
|
/// + First joint
|
|
/// + Second joint
|
|
/// ```
|
|
///
|
|
/// In this example, we want to get and animate the second joint.
|
|
/// It is similar to the animation defined in `models/SimpleSkin/SimpleSkin.gltf`.
|
|
fn joint_animation(
|
|
time: Res<Time>,
|
|
children: Query<&ChildOf, With<SkinnedMesh>>,
|
|
parents: Query<&Children>,
|
|
mut transform_query: Query<&mut Transform>,
|
|
) {
|
|
// Iter skinned mesh entity
|
|
for child_of in &children {
|
|
// Mesh node is the parent of the skinned mesh entity.
|
|
let mesh_node_entity = child_of.parent;
|
|
// Get `Children` in the mesh node.
|
|
let mesh_node_parent = parents.get(mesh_node_entity).unwrap();
|
|
|
|
// First joint is the second child of the mesh node.
|
|
let first_joint_entity = mesh_node_parent[1];
|
|
// Get `Children` in the first joint.
|
|
let first_joint_children = parents.get(first_joint_entity).unwrap();
|
|
|
|
// Second joint is the first child of the first joint.
|
|
let second_joint_entity = first_joint_children[0];
|
|
// Get `Transform` in the second joint.
|
|
let mut second_joint_transform = transform_query.get_mut(second_joint_entity).unwrap();
|
|
|
|
second_joint_transform.rotation =
|
|
Quat::from_rotation_z(FRAC_PI_2 * ops::sin(time.elapsed_secs()));
|
|
}
|
|
}
|