//! Controls morph targets in a loaded scene. //! //! Illustrates: //! //! - How to access and modify individual morph target weights. //! See the [`update_weights`] system for details. //! - How to read morph target names in [`name_morphs`]. //! - How to play morph target animations in [`setup_animations`]. use bevy::prelude::*; use std::f32::consts::PI; fn main() { App::new() .add_plugins(DefaultPlugins.set(WindowPlugin { primary_window: Some(Window { title: "morph targets".to_string(), ..default() }), ..default() })) .insert_resource(AmbientLight { brightness: 1.0, ..default() }) .add_systems(Startup, setup) .add_systems(Update, (name_morphs, setup_animations)) .run(); } #[derive(Resource)] struct MorphData { the_wave: Handle, mesh: Handle, } fn setup(asset_server: Res, mut commands: Commands) { commands.insert_resource(MorphData { the_wave: asset_server.load("models/animated/MorphStressTest.gltf#Animation2"), mesh: asset_server.load("models/animated/MorphStressTest.gltf#Mesh0/Primitive0"), }); commands.spawn(SceneBundle { scene: asset_server.load("models/animated/MorphStressTest.gltf#Scene0"), ..default() }); commands.spawn(DirectionalLightBundle { directional_light: DirectionalLight { color: Color::WHITE, illuminance: 19350.0, ..default() }, transform: Transform::from_rotation(Quat::from_rotation_z(PI / 2.0)), ..default() }); commands.spawn(Camera3dBundle { transform: Transform::from_xyz(3.0, 2.1, 10.2).looking_at(Vec3::ZERO, Vec3::Y), ..default() }); } /// Plays an [`AnimationClip`] from the loaded [`Gltf`] on the [`AnimationPlayer`] created by the spawned scene. fn setup_animations( mut has_setup: Local, mut players: Query<(&Name, &mut AnimationPlayer)>, morph_data: Res, ) { if *has_setup { return; } for (name, mut player) in &mut players { // The name of the entity in the GLTF scene containing the AnimationPlayer for our morph targets is "Main" if name.as_str() != "Main" { continue; } player.play(morph_data.the_wave.clone()).repeat(); *has_setup = true; } } /// You can get the target names in their corresponding [`Mesh`]. /// They are in the order of the weights. fn name_morphs( mut has_printed: Local, morph_data: Res, meshes: Res>, ) { if *has_printed { return; } let Some(mesh) = meshes.get(&morph_data.mesh) else { return; }; let Some(names) = mesh.morph_target_names() else { return; }; for name in names { println!(" {name}"); } *has_printed = true; }