 c6958b3056
			
		
	
	
		c6958b3056
		
	
	
	
	
		
			
			# Objective
- Spawning a scene is handled as a special case with a command `spawn_scene` that takes an handle but doesn't let you specify anything else. This is the only handle that works that way.
- Workaround for this have been to add the `spawn_scene` on `ChildBuilder` to be able to specify transform of parent, or to make the `SceneSpawner` available to be able to select entities from a scene by their instance id
## Solution
Add a bundle
```rust
pub struct SceneBundle {
    pub scene: Handle<Scene>,
    pub transform: Transform,
    pub global_transform: GlobalTransform,
    pub instance_id: Option<InstanceId>,
}
```
and instead of 
```rust
commands.spawn_scene(asset_server.load("models/FlightHelmet/FlightHelmet.gltf#Scene0"));
```
you can do
```rust
commands.spawn_bundle(SceneBundle {
    scene: asset_server.load("models/FlightHelmet/FlightHelmet.gltf#Scene0"),
    ..Default::default()
});
```
The scene will be spawned as a child of the entity with the `SceneBundle`
~I would like to remove the command `spawn_scene` in favor of this bundle but didn't do it yet to get feedback first~
Co-authored-by: François <8672791+mockersf@users.noreply.github.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
		
	
			
		
			
				
	
	
		
			132 lines
		
	
	
		
			3.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			132 lines
		
	
	
		
			3.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Plays animations from a skinned glTF.
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| 
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| use bevy::prelude::*;
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| 
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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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|             color: Color::WHITE,
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|             brightness: 1.0,
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|         })
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|         .add_startup_system(setup)
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|         .add_system(setup_scene_once_loaded)
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|         .add_system(keyboard_animation_control)
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|         .run();
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| }
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| 
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| struct Animations(Vec<Handle<AnimationClip>>);
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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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| ) {
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|     // Insert a resource with the current scene information
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|     commands.insert_resource(Animations(vec![
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|         asset_server.load("models/animated/Fox.glb#Animation2"),
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|         asset_server.load("models/animated/Fox.glb#Animation1"),
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|         asset_server.load("models/animated/Fox.glb#Animation0"),
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|     ]));
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| 
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|     // Camera
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|     commands.spawn_bundle(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_bundle(PbrBundle {
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|         mesh: meshes.add(Mesh::from(shape::Plane { size: 500000.0 })),
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|         material: materials.add(Color::rgb(0.3, 0.5, 0.3).into()),
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|         ..default()
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|     });
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| 
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|     // Light
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|     commands.spawn_bundle(DirectionalLightBundle {
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|         transform: Transform::from_rotation(Quat::from_euler(
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|             EulerRot::ZYX,
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|             0.0,
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|             1.0,
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|             -std::f32::consts::FRAC_PI_4,
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|         )),
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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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|         ..default()
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|     });
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| 
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|     // Fox
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|     commands.spawn_bundle(SceneBundle {
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|         scene: asset_server.load("models/animated/Fox.glb#Scene0"),
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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!("  - return: change animation");
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| }
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| 
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| // Once the scene is loaded, start the animation
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| fn setup_scene_once_loaded(
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|     animations: Res<Animations>,
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|     mut player: Query<&mut AnimationPlayer>,
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|     mut done: Local<bool>,
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| ) {
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|     if !*done {
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|         if let Ok(mut player) = player.get_single_mut() {
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|             player.play(animations.0[0].clone_weak()).repeat();
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|             *done = true;
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|         }
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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<Input<KeyCode>>,
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|     mut animation_player: Query<&mut AnimationPlayer>,
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|     animations: Res<Animations>,
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|     mut current_animation: Local<usize>,
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| ) {
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|     if let Ok(mut player) = animation_player.get_single_mut() {
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|         if keyboard_input.just_pressed(KeyCode::Space) {
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|             if player.is_paused() {
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|                 player.resume();
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|             } else {
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|                 player.pause();
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|             }
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|         }
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| 
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|         if keyboard_input.just_pressed(KeyCode::Up) {
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|             let speed = player.speed();
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|             player.set_speed(speed * 1.2);
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|         }
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| 
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|         if keyboard_input.just_pressed(KeyCode::Down) {
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|             let speed = player.speed();
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|             player.set_speed(speed * 0.8);
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|         }
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| 
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|         if keyboard_input.just_pressed(KeyCode::Left) {
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|             let elapsed = player.elapsed();
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|             player.set_elapsed(elapsed - 0.1);
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|         }
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| 
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|         if keyboard_input.just_pressed(KeyCode::Right) {
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|             let elapsed = player.elapsed();
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|             player.set_elapsed(elapsed + 0.1);
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|         }
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| 
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|         if keyboard_input.just_pressed(KeyCode::Return) {
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|             *current_animation = (*current_animation + 1) % animations.0.len();
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|             player
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|                 .play(animations.0[*current_animation].clone_weak())
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|                 .repeat();
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|         }
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|     }
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| }
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