mirror of
https://github.com/bevyengine/bevy
synced 2024-11-24 05:33:04 +00:00
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:
parent
48e2027827
commit
320d53c1d2
2 changed files with 83 additions and 12 deletions
BIN
assets/textures/uv_checker_bw.png
Normal file
BIN
assets/textures/uv_checker_bw.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 83 KiB |
|
@ -31,13 +31,14 @@ fn main() {
|
|||
|
||||
/// Used to mark a joint to be animated in the [`joint_animation`] system.
|
||||
#[derive(Component)]
|
||||
struct AnimatedJoint;
|
||||
struct AnimatedJoint(isize);
|
||||
|
||||
/// Construct a mesh and a skeleton with 2 joints for that mesh,
|
||||
/// and mark the second joint to be animated.
|
||||
/// It is similar to the scene defined in `models/SimpleSkin/SimpleSkin.gltf`
|
||||
fn setup(
|
||||
mut commands: Commands,
|
||||
asset_server: Res<AssetServer>,
|
||||
mut meshes: ResMut<Assets<Mesh>>,
|
||||
mut materials: ResMut<Assets<StandardMaterial>>,
|
||||
mut skinned_mesh_inverse_bindposes_assets: ResMut<Assets<SkinnedMeshInverseBindposes>>,
|
||||
|
@ -45,7 +46,7 @@ fn setup(
|
|||
// Create a camera
|
||||
commands.spawn((
|
||||
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
|
||||
|
@ -75,6 +76,23 @@ fn setup(
|
|||
[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
|
||||
.with_inserted_attribute(Mesh::ATTRIBUTE_NORMAL, vec![[0.0, 0.0, 1.0]; 10])
|
||||
// Set mesh vertex joint indices for mesh skinning.
|
||||
|
@ -130,9 +148,15 @@ fn setup(
|
|||
for i in -5..5 {
|
||||
// Create joint entities
|
||||
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();
|
||||
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.
|
||||
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.
|
||||
commands.spawn((
|
||||
Mesh3d(mesh.clone()),
|
||||
MeshMaterial3d(materials.add(Color::srgb(
|
||||
rng.gen_range(0.0..1.0),
|
||||
rng.gen_range(0.0..1.0),
|
||||
rng.gen_range(0.0..1.0),
|
||||
))),
|
||||
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),
|
||||
),
|
||||
base_color_texture: Some(asset_server.load("textures/uv_checker_bw.png")),
|
||||
..default()
|
||||
})),
|
||||
SkinnedMesh {
|
||||
inverse_bindposes: inverse_bindposes.clone(),
|
||||
joints: joint_entities,
|
||||
|
@ -157,8 +185,51 @@ fn setup(
|
|||
}
|
||||
|
||||
/// Animate the joint marked with [`AnimatedJoint`] component.
|
||||
fn joint_animation(time: Res<Time>, mut query: Query<&mut Transform, With<AnimatedJoint>>) {
|
||||
for mut transform in &mut query {
|
||||
transform.rotation = Quat::from_rotation_z(FRAC_PI_2 * ops::sin(time.elapsed_seconds()));
|
||||
fn joint_animation(
|
||||
time: Res<Time>,
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue