 992681b59b
			
		
	
	
		992681b59b
		
	
	
	
	
		
			
			*This PR description is an edited copy of #5007, written by @alice-i-cecile.* # Objective Follow-up to https://github.com/bevyengine/bevy/pull/2254. The `Resource` trait currently has a blanket implementation for all types that meet its bounds. While ergonomic, this results in several drawbacks: * it is possible to make confusing, silent mistakes such as inserting a function pointer (Foo) rather than a value (Foo::Bar) as a resource * it is challenging to discover if a type is intended to be used as a resource * we cannot later add customization options (see the [RFC](https://github.com/bevyengine/rfcs/blob/main/rfcs/27-derive-component.md) for the equivalent choice for Component). * dependencies can use the same Rust type as a resource in invisibly conflicting ways * raw Rust types used as resources cannot preserve privacy appropriately, as anyone able to access that type can read and write to internal values * we cannot capture a definitive list of possible resources to display to users in an editor ## Notes to reviewers * Review this commit-by-commit; there's effectively no back-tracking and there's a lot of churn in some of these commits. *ira: My commits are not as well organized :')* * I've relaxed the bound on Local to Send + Sync + 'static: I don't think these concerns apply there, so this can keep things simple. Storing e.g. a u32 in a Local is fine, because there's a variable name attached explaining what it does. * I think this is a bad place for the Resource trait to live, but I've left it in place to make reviewing easier. IMO that's best tackled with https://github.com/bevyengine/bevy/issues/4981. ## Changelog `Resource` is no longer automatically implemented for all matching types. Instead, use the new `#[derive(Resource)]` macro. ## Migration Guide Add `#[derive(Resource)]` to all types you are using as a resource. If you are using a third party type as a resource, wrap it in a tuple struct to bypass orphan rules. Consider deriving `Deref` and `DerefMut` to improve ergonomics. `ClearColor` no longer implements `Component`. Using `ClearColor` as a component in 0.8 did nothing. Use the `ClearColorConfig` in the `Camera3d` and `Camera2d` components instead. Co-authored-by: Alice <alice.i.cecile@gmail.com> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: devil-ira <justthecooldude@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
		
			
				
	
	
		
			133 lines
		
	
	
		
			3.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			133 lines
		
	
	
		
			3.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Plays animations from a skinned glTF.
 | |
| 
 | |
| use bevy::prelude::*;
 | |
| 
 | |
| fn main() {
 | |
|     App::new()
 | |
|         .add_plugins(DefaultPlugins)
 | |
|         .insert_resource(AmbientLight {
 | |
|             color: Color::WHITE,
 | |
|             brightness: 1.0,
 | |
|         })
 | |
|         .add_startup_system(setup)
 | |
|         .add_system(setup_scene_once_loaded)
 | |
|         .add_system(keyboard_animation_control)
 | |
|         .run();
 | |
| }
 | |
| 
 | |
| #[derive(Resource)]
 | |
| struct Animations(Vec<Handle<AnimationClip>>);
 | |
| 
 | |
| fn setup(
 | |
|     mut commands: Commands,
 | |
|     asset_server: Res<AssetServer>,
 | |
|     mut meshes: ResMut<Assets<Mesh>>,
 | |
|     mut materials: ResMut<Assets<StandardMaterial>>,
 | |
| ) {
 | |
|     // Insert a resource with the current scene information
 | |
|     commands.insert_resource(Animations(vec![
 | |
|         asset_server.load("models/animated/Fox.glb#Animation2"),
 | |
|         asset_server.load("models/animated/Fox.glb#Animation1"),
 | |
|         asset_server.load("models/animated/Fox.glb#Animation0"),
 | |
|     ]));
 | |
| 
 | |
|     // Camera
 | |
|     commands.spawn_bundle(Camera3dBundle {
 | |
|         transform: Transform::from_xyz(100.0, 100.0, 150.0)
 | |
|             .looking_at(Vec3::new(0.0, 20.0, 0.0), Vec3::Y),
 | |
|         ..default()
 | |
|     });
 | |
| 
 | |
|     // Plane
 | |
|     commands.spawn_bundle(PbrBundle {
 | |
|         mesh: meshes.add(Mesh::from(shape::Plane { size: 500000.0 })),
 | |
|         material: materials.add(Color::rgb(0.3, 0.5, 0.3).into()),
 | |
|         ..default()
 | |
|     });
 | |
| 
 | |
|     // Light
 | |
|     commands.spawn_bundle(DirectionalLightBundle {
 | |
|         transform: Transform::from_rotation(Quat::from_euler(
 | |
|             EulerRot::ZYX,
 | |
|             0.0,
 | |
|             1.0,
 | |
|             -std::f32::consts::FRAC_PI_4,
 | |
|         )),
 | |
|         directional_light: DirectionalLight {
 | |
|             shadows_enabled: true,
 | |
|             ..default()
 | |
|         },
 | |
|         ..default()
 | |
|     });
 | |
| 
 | |
|     // Fox
 | |
|     commands.spawn_bundle(SceneBundle {
 | |
|         scene: asset_server.load("models/animated/Fox.glb#Scene0"),
 | |
|         ..default()
 | |
|     });
 | |
| 
 | |
|     println!("Animation controls:");
 | |
|     println!("  - spacebar: play / pause");
 | |
|     println!("  - arrow up / down: speed up / slow down animation playback");
 | |
|     println!("  - arrow left / right: seek backward / forward");
 | |
|     println!("  - return: change animation");
 | |
| }
 | |
| 
 | |
| // Once the scene is loaded, start the animation
 | |
| fn setup_scene_once_loaded(
 | |
|     animations: Res<Animations>,
 | |
|     mut player: Query<&mut AnimationPlayer>,
 | |
|     mut done: Local<bool>,
 | |
| ) {
 | |
|     if !*done {
 | |
|         if let Ok(mut player) = player.get_single_mut() {
 | |
|             player.play(animations.0[0].clone_weak()).repeat();
 | |
|             *done = true;
 | |
|         }
 | |
|     }
 | |
| }
 | |
| 
 | |
| fn keyboard_animation_control(
 | |
|     keyboard_input: Res<Input<KeyCode>>,
 | |
|     mut animation_player: Query<&mut AnimationPlayer>,
 | |
|     animations: Res<Animations>,
 | |
|     mut current_animation: Local<usize>,
 | |
| ) {
 | |
|     if let Ok(mut player) = animation_player.get_single_mut() {
 | |
|         if keyboard_input.just_pressed(KeyCode::Space) {
 | |
|             if player.is_paused() {
 | |
|                 player.resume();
 | |
|             } else {
 | |
|                 player.pause();
 | |
|             }
 | |
|         }
 | |
| 
 | |
|         if keyboard_input.just_pressed(KeyCode::Up) {
 | |
|             let speed = player.speed();
 | |
|             player.set_speed(speed * 1.2);
 | |
|         }
 | |
| 
 | |
|         if keyboard_input.just_pressed(KeyCode::Down) {
 | |
|             let speed = player.speed();
 | |
|             player.set_speed(speed * 0.8);
 | |
|         }
 | |
| 
 | |
|         if keyboard_input.just_pressed(KeyCode::Left) {
 | |
|             let elapsed = player.elapsed();
 | |
|             player.set_elapsed(elapsed - 0.1);
 | |
|         }
 | |
| 
 | |
|         if keyboard_input.just_pressed(KeyCode::Right) {
 | |
|             let elapsed = player.elapsed();
 | |
|             player.set_elapsed(elapsed + 0.1);
 | |
|         }
 | |
| 
 | |
|         if keyboard_input.just_pressed(KeyCode::Return) {
 | |
|             *current_animation = (*current_animation + 1) % animations.0.len();
 | |
|             player
 | |
|                 .play(animations.0[*current_animation].clone_weak())
 | |
|                 .repeat();
 | |
|         }
 | |
|     }
 | |
| }
 |