use std::f32::consts::PI; use bevy::{ pbr::AmbientLight, prelude::*, render::mesh::{ skinning::{SkinnedMesh, SkinnedMeshInverseBindposes}, Indices, PrimitiveTopology, }, }; use rand::Rng; /// Skinned mesh example with mesh and joints data defined in code. /// Example taken from fn main() { App::new() .add_plugins(DefaultPlugins) .insert_resource(AmbientLight { brightness: 1.0, ..Default::default() }) .add_startup_system(setup) .add_system(joint_animation) .run(); } /// Used to mark a joint to be animated in the [`joint_animation`] system. #[derive(Component)] struct AnimatedJoint; /// 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, mut meshes: ResMut>, mut materials: ResMut>, mut skinned_mesh_inverse_bindposes_assets: ResMut>, ) { // Create a camera commands.spawn_bundle(PerspectiveCameraBundle { transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y), ..default() }); // Create inverse bindpose matrices for a skeleton consists of 2 joints let inverse_bindposes = skinned_mesh_inverse_bindposes_assets.add(SkinnedMeshInverseBindposes::from(vec![ Mat4::from_translation(Vec3::new(-0.5, -1.0, 0.0)), Mat4::from_translation(Vec3::new(-0.5, -1.0, 0.0)), ])); // Create a mesh let mut mesh = Mesh::new(PrimitiveTopology::TriangleList); // Set mesh vertex positions mesh.insert_attribute( Mesh::ATTRIBUTE_POSITION, vec![ [0.0, 0.0, 0.0], [1.0, 0.0, 0.0], [0.0, 0.5, 0.0], [1.0, 0.5, 0.0], [0.0, 1.0, 0.0], [1.0, 1.0, 0.0], [0.0, 1.5, 0.0], [1.0, 1.5, 0.0], [0.0, 2.0, 0.0], [1.0, 2.0, 0.0], ], ); // Set mesh vertex normals mesh.insert_attribute(Mesh::ATTRIBUTE_NORMAL, vec![[0.0, 0.0, 1.0]; 10]); // Set mesh vertex UVs. Although the mesh doesn't have any texture applied, // UVs are still required by the render pipeline. So these UVs are zeroed out. mesh.insert_attribute(Mesh::ATTRIBUTE_UV_0, vec![[0.0, 0.0]; 10]); // Set mesh vertex joint indices for mesh skinning. // Each vertex gets 4 indices used to address the `JointTransforms` array in the vertex shader // as well as `SkinnedMeshJoint` array in the `SkinnedMesh` component. // This means that a maximum of 4 joints can affect a single vertex. mesh.insert_attribute( Mesh::ATTRIBUTE_JOINT_INDEX, vec![ [0u16, 0, 0, 0], [0, 0, 0, 0], [0, 1, 0, 0], [0, 1, 0, 0], [0, 1, 0, 0], [0, 1, 0, 0], [0, 1, 0, 0], [0, 1, 0, 0], [0, 1, 0, 0], [0, 1, 0, 0], ], ); // Set mesh vertex joint weights for mesh skinning. // Each vertex gets 4 joint weights corresponding to the 4 joint indices assigned to it. // The sum of these weights should equal to 1. mesh.insert_attribute( Mesh::ATTRIBUTE_JOINT_WEIGHT, vec![ [1.00, 0.00, 0.0, 0.0], [1.00, 0.00, 0.0, 0.0], [0.75, 0.25, 0.0, 0.0], [0.75, 0.25, 0.0, 0.0], [0.50, 0.50, 0.0, 0.0], [0.50, 0.50, 0.0, 0.0], [0.25, 0.75, 0.0, 0.0], [0.25, 0.75, 0.0, 0.0], [0.00, 1.00, 0.0, 0.0], [0.00, 1.00, 0.0, 0.0], ], ); // Tell bevy to construct triangles from a list of vertex indices, // where each 3 vertex indices form an triangle. mesh.set_indices(Some(Indices::U16(vec![ 0, 1, 3, 0, 3, 2, 2, 3, 5, 2, 5, 4, 4, 5, 7, 4, 7, 6, 6, 7, 9, 6, 9, 8, ]))); let mesh = meshes.add(mesh); for i in -5..5 { // Create joint entities let joint_0 = commands .spawn_bundle(( Transform::from_xyz(i as f32 * 1.5, 0.0, 0.0), GlobalTransform::identity(), )) .id(); let joint_1 = commands .spawn_bundle(( AnimatedJoint, Transform::identity(), GlobalTransform::identity(), )) .id(); // Set joint_1 as a child of joint_0. commands.entity(joint_0).push_children(&[joint_1]); // Each joint in this vector corresponds to each inverse bindpose matrix in `SkinnedMeshInverseBindposes`. let joint_entities = vec![joint_0, joint_1]; // Create skinned mesh renderer. Note that its transform doesn't affect the position of the mesh. commands .spawn_bundle(PbrBundle { mesh: mesh.clone(), material: materials.add( Color::rgb( rand::thread_rng().gen_range(0.0..1.0), rand::thread_rng().gen_range(0.0..1.0), rand::thread_rng().gen_range(0.0..1.0), ) .into(), ), ..Default::default() }) .insert(SkinnedMesh { inverse_bindposes: inverse_bindposes.clone(), joints: joint_entities, }); } } /// Animate the joint marked with [`AnimatedJoint`] component. fn joint_animation(time: Res