Vary transforms for custom_skinned_mesh example (#15710)

# Objective

Enhance the [custom skinned mesh
example](https://bevyengine.org/examples/animation/custom-skinned-mesh/)
to show some variety and clarify what the transform does to the mesh.

## Solution


https://github.com/user-attachments/assets/c919db74-6e77-4f33-ba43-0f40a88042b3

Add variety and clarity with the following changes:

- vary transform changes,
- use a UV texture,
- and show transform changes via gizmos.

(Maybe it'd be worth turning on wireframe rendering to show what happens
to the mesh. I think it'd be nice visually but might make the code a
little noisy.)

## Testing

I exercised it on my x86 macOS computer. It'd be good to have it
validated on Windows, Linux, and WASM.

---

## Showcase

- Custom skinned mesh example varies the transforms changes and uses a
UV test texture.
This commit is contained in:
Shane Celis 2024-10-08 08:37:46 -04:00 committed by GitHub
parent 48e2027827
commit 320d53c1d2
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2 changed files with 83 additions and 12 deletions

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@ -31,13 +31,14 @@ fn main() {
/// Used to mark a joint to be animated in the [`joint_animation`] system. /// Used to mark a joint to be animated in the [`joint_animation`] system.
#[derive(Component)] #[derive(Component)]
struct AnimatedJoint; struct AnimatedJoint(isize);
/// Construct a mesh and a skeleton with 2 joints for that mesh, /// Construct a mesh and a skeleton with 2 joints for that mesh,
/// and mark the second joint to be animated. /// and mark the second joint to be animated.
/// It is similar to the scene defined in `models/SimpleSkin/SimpleSkin.gltf` /// It is similar to the scene defined in `models/SimpleSkin/SimpleSkin.gltf`
fn setup( fn setup(
mut commands: Commands, mut commands: Commands,
asset_server: Res<AssetServer>,
mut meshes: ResMut<Assets<Mesh>>, mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>, mut materials: ResMut<Assets<StandardMaterial>>,
mut skinned_mesh_inverse_bindposes_assets: ResMut<Assets<SkinnedMeshInverseBindposes>>, mut skinned_mesh_inverse_bindposes_assets: ResMut<Assets<SkinnedMeshInverseBindposes>>,
@ -45,7 +46,7 @@ fn setup(
// Create a camera // Create a camera
commands.spawn(( commands.spawn((
Camera3d::default(), Camera3d::default(),
Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y), Transform::from_xyz(2.5, 2.5, 9.0).looking_at(Vec3::ZERO, Vec3::Y),
)); ));
// Create inverse bindpose matrices for a skeleton consists of 2 joints // Create inverse bindpose matrices for a skeleton consists of 2 joints
@ -75,6 +76,23 @@ fn setup(
[1.0, 2.0, 0.0], [1.0, 2.0, 0.0],
], ],
) )
// Add UV coordinates that map the left half of the texture since its a 1 x
// 2 rectangle.
.with_inserted_attribute(
Mesh::ATTRIBUTE_UV_0,
vec![
[0.0, 0.00],
[0.5, 0.00],
[0.0, 0.25],
[0.5, 0.25],
[0.0, 0.50],
[0.5, 0.50],
[0.0, 0.75],
[0.5, 0.75],
[0.0, 1.00],
[0.5, 1.00],
],
)
// Set mesh vertex normals // Set mesh vertex normals
.with_inserted_attribute(Mesh::ATTRIBUTE_NORMAL, vec![[0.0, 0.0, 1.0]; 10]) .with_inserted_attribute(Mesh::ATTRIBUTE_NORMAL, vec![[0.0, 0.0, 1.0]; 10])
// Set mesh vertex joint indices for mesh skinning. // Set mesh vertex joint indices for mesh skinning.
@ -130,9 +148,15 @@ fn setup(
for i in -5..5 { for i in -5..5 {
// Create joint entities // Create joint entities
let joint_0 = commands let joint_0 = commands
.spawn(Transform::from_xyz(i as f32 * 1.5, 0.0, i as f32 * 0.1)) .spawn(Transform::from_xyz(
i as f32 * 1.5,
0.0,
// Move quads back a small amount to avoid Z-fighting and not
// obscure the transform gizmos.
-(i as f32 * 0.01).abs(),
))
.id(); .id();
let joint_1 = commands.spawn((AnimatedJoint, Transform::IDENTITY)).id(); let joint_1 = commands.spawn((AnimatedJoint(i), Transform::IDENTITY)).id();
// Set joint_1 as a child of joint_0. // Set joint_1 as a child of joint_0.
commands.entity(joint_0).add_children(&[joint_1]); commands.entity(joint_0).add_children(&[joint_1]);
@ -143,11 +167,15 @@ fn setup(
// Create skinned mesh renderer. Note that its transform doesn't affect the position of the mesh. // Create skinned mesh renderer. Note that its transform doesn't affect the position of the mesh.
commands.spawn(( commands.spawn((
Mesh3d(mesh.clone()), Mesh3d(mesh.clone()),
MeshMaterial3d(materials.add(Color::srgb( MeshMaterial3d(materials.add(StandardMaterial {
base_color: Color::srgb(
rng.gen_range(0.0..1.0), rng.gen_range(0.0..1.0),
rng.gen_range(0.0..1.0), rng.gen_range(0.0..1.0),
rng.gen_range(0.0..1.0), rng.gen_range(0.0..1.0),
))), ),
base_color_texture: Some(asset_server.load("textures/uv_checker_bw.png")),
..default()
})),
SkinnedMesh { SkinnedMesh {
inverse_bindposes: inverse_bindposes.clone(), inverse_bindposes: inverse_bindposes.clone(),
joints: joint_entities, joints: joint_entities,
@ -157,8 +185,51 @@ fn setup(
} }
/// Animate the joint marked with [`AnimatedJoint`] component. /// Animate the joint marked with [`AnimatedJoint`] component.
fn joint_animation(time: Res<Time>, mut query: Query<&mut Transform, With<AnimatedJoint>>) { fn joint_animation(
for mut transform in &mut query { time: Res<Time>,
transform.rotation = Quat::from_rotation_z(FRAC_PI_2 * ops::sin(time.elapsed_seconds())); mut query: Query<(&mut Transform, &AnimatedJoint)>,
mut gizmos: Gizmos,
) {
for (mut transform, animated_joint) in &mut query {
match animated_joint.0 {
-5 => {
transform.rotation =
Quat::from_rotation_x(FRAC_PI_2 * ops::sin(time.elapsed_seconds()));
}
-4 => {
transform.rotation =
Quat::from_rotation_y(FRAC_PI_2 * ops::sin(time.elapsed_seconds()));
}
-3 => {
transform.rotation =
Quat::from_rotation_z(FRAC_PI_2 * ops::sin(time.elapsed_seconds()));
}
-2 => {
transform.scale.x = ops::sin(time.elapsed_seconds()) + 1.0;
}
-1 => {
transform.scale.y = ops::sin(time.elapsed_seconds()) + 1.0;
}
0 => {
transform.translation.x = 0.5 * ops::sin(time.elapsed_seconds());
transform.translation.y = ops::cos(time.elapsed_seconds());
}
1 => {
transform.translation.y = ops::sin(time.elapsed_seconds());
transform.translation.z = ops::cos(time.elapsed_seconds());
}
2 => {
transform.translation.x = ops::sin(time.elapsed_seconds());
}
3 => {
transform.translation.y = ops::sin(time.elapsed_seconds());
transform.scale.x = ops::sin(time.elapsed_seconds()) + 1.0;
}
_ => (),
}
// Show transform
let mut axis = *transform;
axis.translation.x += animated_joint.0 as f32 * 1.5;
gizmos.axes(axis, 1.0);
} }
} }