
This reverts commit 0b5302d96a
.
# Objective
- Fixes #18158
- #17482 introduced rendering changes and was merged a bit too fast
## Solution
- Revert #17482 so that it can be redone and rendering changes discussed
before being merged. This will make it easier to compare changes with
main in the known "valid" state
This is not an issue with the work done in #17482 that is still
interesting
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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use std::f32::consts::*;
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use bevy::{math::ops, prelude::*, render::mesh::skinning::SkinnedMesh};
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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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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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// 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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/// 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.parent;
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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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// 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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// 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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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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