//! Loads animations from a skinned glTF, spawns many of them, and plays the //! animation to stress test skinned meshes. use std::f32::consts::PI; use std::time::Duration; use bevy::{ diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin}, pbr::CascadeShadowConfigBuilder, prelude::*, window::{PresentMode, WindowPlugin}, }; #[derive(Resource)] struct Foxes { count: usize, speed: f32, moving: bool, } fn main() { App::new() .add_plugins(DefaultPlugins.set(WindowPlugin { primary_window: Some(Window { title: "🦊🦊🦊 Many Foxes! 🦊🦊🦊".into(), present_mode: PresentMode::AutoNoVsync, ..default() }), ..default() })) .add_plugin(FrameTimeDiagnosticsPlugin) .add_plugin(LogDiagnosticsPlugin::default()) .insert_resource(Foxes { count: std::env::args() .nth(1) .map_or(1000, |s| s.parse::().unwrap()), speed: 2.0, moving: true, }) .insert_resource(AmbientLight { color: Color::WHITE, brightness: 1.0, }) .add_systems(Startup, setup) .add_systems( Update, ( setup_scene_once_loaded, keyboard_animation_control, update_fox_rings.after(keyboard_animation_control), ), ) .run(); } #[derive(Resource)] struct Animations(Vec>); const RING_SPACING: f32 = 2.0; const FOX_SPACING: f32 = 2.0; #[derive(Component, Clone, Copy)] enum RotationDirection { CounterClockwise, Clockwise, } impl RotationDirection { fn sign(&self) -> f32 { match self { RotationDirection::CounterClockwise => 1.0, RotationDirection::Clockwise => -1.0, } } } #[derive(Component)] struct Ring { radius: f32, } fn setup( mut commands: Commands, asset_server: Res, mut meshes: ResMut>, mut materials: ResMut>, foxes: Res, ) { warn!(include_str!("warning_string.txt")); // 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"), ])); // Foxes // Concentric rings of foxes, running in opposite directions. The rings are spaced at 2m radius intervals. // The foxes in each ring are spaced at least 2m apart around its circumference.' // NOTE: This fox model faces +z let fox_handle = asset_server.load("models/animated/Fox.glb#Scene0"); let ring_directions = [ ( Quat::from_rotation_y(PI), RotationDirection::CounterClockwise, ), (Quat::IDENTITY, RotationDirection::Clockwise), ]; let mut ring_index = 0; let mut radius = RING_SPACING; let mut foxes_remaining = foxes.count; info!("Spawning {} foxes...", foxes.count); while foxes_remaining > 0 { let (base_rotation, ring_direction) = ring_directions[ring_index % 2]; let ring_parent = commands .spawn(( SpatialBundle::INHERITED_IDENTITY, ring_direction, Ring { radius }, )) .id(); let circumference = PI * 2. * radius; let foxes_in_ring = ((circumference / FOX_SPACING) as usize).min(foxes_remaining); let fox_spacing_angle = circumference / (foxes_in_ring as f32 * radius); for fox_i in 0..foxes_in_ring { let fox_angle = fox_i as f32 * fox_spacing_angle; let (s, c) = fox_angle.sin_cos(); let (x, z) = (radius * c, radius * s); commands.entity(ring_parent).with_children(|builder| { builder.spawn(SceneBundle { scene: fox_handle.clone(), transform: Transform::from_xyz(x, 0.0, z) .with_scale(Vec3::splat(0.01)) .with_rotation(base_rotation * Quat::from_rotation_y(-fox_angle)), ..default() }); }); } foxes_remaining -= foxes_in_ring; radius += RING_SPACING; ring_index += 1; } // Camera let zoom = 0.8; let translation = Vec3::new( radius * 1.25 * zoom, radius * 0.5 * zoom, radius * 1.5 * zoom, ); commands.spawn(Camera3dBundle { transform: Transform::from_translation(translation) .looking_at(0.2 * Vec3::new(translation.x, 0.0, translation.z), Vec3::Y), ..default() }); // Plane commands.spawn(PbrBundle { mesh: meshes.add(shape::Plane::from_size(5000.0).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: 0.9 * radius, maximum_distance: 2.8 * radius, ..default() } .into(), ..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, foxes: Res, mut player: Query<&mut AnimationPlayer>, mut done: Local, ) { if !*done && player.iter().len() == foxes.count { for mut player in &mut player { player.play(animations.0[0].clone_weak()).repeat(); } *done = true; } } fn update_fox_rings( time: Res