//! Plays animations from a skinned glTF. use std::f32::consts::PI; use std::time::Duration; use bevy::pbr::CascadeShadowConfigBuilder; use bevy::prelude::*; fn main() { App::new() .add_plugins(DefaultPlugins) .insert_resource(AmbientLight { color: Color::WHITE, brightness: 1.0, }) .add_systems(Startup, setup) .add_systems( Update, (setup_scene_once_loaded, keyboard_animation_control), ) .run(); } #[derive(Resource)] struct Animations(Vec>); fn setup( mut commands: Commands, asset_server: Res, mut meshes: ResMut>, mut materials: ResMut>, ) { // 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(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(PbrBundle { mesh: meshes.add(shape::Plane::from_size(500000.0).into()), material: materials.add(Color::rgb(0.3, 0.5, 0.3).into()), ..default() }); // Light commands.spawn(DirectionalLightBundle { transform: Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)), directional_light: DirectionalLight { shadows_enabled: true, ..default() }, cascade_shadow_config: CascadeShadowConfigBuilder { first_cascade_far_bound: 200.0, maximum_distance: 400.0, ..default() } .into(), ..default() }); // Fox commands.spawn(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, mut player: Query<&mut AnimationPlayer>, mut done: Local, ) { 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>, mut animation_player: Query<&mut AnimationPlayer>, animations: Res, mut current_animation: Local, ) { 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_with_transition( animations.0[*current_animation].clone_weak(), Duration::from_millis(250), ) .repeat(); } } }