bevy/examples/animation/custom_skinned_mesh.rs
Marco Buono 12a2f83edd
Add consuming builder methods for more ergonomic Mesh creation (#10056)
# Objective

- This PR aims to make creating meshes a little bit more ergonomic,
specifically by removing the need for intermediate mutable variables.

## Solution

- We add methods that consume the `Mesh` and return a mesh with the
specified changes, so that meshes can be entirely constructed via
builder-style calls, without intermediate variables;
- Methods are flagged with `#[must_use]` to ensure proper use;
- Examples are updated to use the new methods where applicable. Some
examples are kept with the mutating methods so that users can still
easily discover them, and also where the new methods wouldn't really be
an improvement.

## Examples

Before:

```rust
let mut mesh = Mesh::new(PrimitiveTopology::TriangleList);
mesh.insert_attribute(Mesh::ATTRIBUTE_POSITION, vs);
mesh.insert_attribute(Mesh::ATTRIBUTE_NORMAL, vns);
mesh.insert_attribute(Mesh::ATTRIBUTE_UV_0, vts);
mesh.set_indices(Some(Indices::U32(tris)));
mesh
```

After:

```rust
Mesh::new(PrimitiveTopology::TriangleList)
    .with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, vs)
    .with_inserted_attribute(Mesh::ATTRIBUTE_NORMAL, vns)
    .with_inserted_attribute(Mesh::ATTRIBUTE_UV_0, vts)
    .with_indices(Some(Indices::U32(tris)))
```

Before:

```rust
let mut cube = Mesh::from(shape::Cube { size: 1.0 });

cube.generate_tangents().unwrap();

PbrBundle {
    mesh: meshes.add(cube),
    ..default()
}
```

After:

```rust
PbrBundle {
    mesh: meshes.add(
        Mesh::from(shape::Cube { size: 1.0 })
            .with_generated_tangents()
            .unwrap(),
    ),
    ..default()
}
```

---

## Changelog

- Added consuming builder methods for more ergonomic `Mesh` creation:
`with_inserted_attribute()`, `with_removed_attribute()`,
`with_indices()`, `with_duplicated_vertices()`,
`with_computed_flat_normals()`, `with_generated_tangents()`,
`with_morph_targets()`, `with_morph_target_names()`.
2023-10-09 19:47:41 +00:00

168 lines
5.9 KiB
Rust

//! Skinned mesh example with mesh and joints data defined in code.
//! Example taken from <https://github.com/KhronosGroup/glTF-Tutorials/blob/master/gltfTutorial/gltfTutorial_019_SimpleSkin.md>
use std::f32::consts::*;
use bevy::{
pbr::AmbientLight,
prelude::*,
render::mesh::{
skinning::{SkinnedMesh, SkinnedMeshInverseBindposes},
Indices, PrimitiveTopology, VertexAttributeValues,
},
};
use rand::{rngs::StdRng, Rng, SeedableRng};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.insert_resource(AmbientLight {
brightness: 1.0,
..default()
})
.add_systems(Startup, setup)
.add_systems(Update, 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<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
mut skinned_mesh_inverse_bindposes_assets: ResMut<Assets<SkinnedMeshInverseBindposes>>,
) {
// Create a camera
commands.spawn(Camera3dBundle {
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 mesh = Mesh::new(PrimitiveTopology::TriangleList)
// Set mesh vertex positions
.with_inserted_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
.with_inserted_attribute(Mesh::ATTRIBUTE_NORMAL, vec![[0.0, 0.0, 1.0]; 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.
.with_inserted_attribute(
Mesh::ATTRIBUTE_JOINT_INDEX,
// Need to be explicit here as [u16; 4] could be either Uint16x4 or Unorm16x4.
VertexAttributeValues::Uint16x4(vec![
[0, 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.
.with_inserted_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.
.with_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);
let mut rng = StdRng::seed_from_u64(42);
for i in -5..5 {
// Create joint entities
let joint_0 = commands
.spawn(TransformBundle::from(Transform::from_xyz(
i as f32 * 1.5,
0.0,
i as f32 * 0.1,
)))
.id();
let joint_1 = commands
.spawn((AnimatedJoint, TransformBundle::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((
PbrBundle {
mesh: mesh.clone(),
material: materials.add(
Color::rgb(
rng.gen_range(0.0..1.0),
rng.gen_range(0.0..1.0),
rng.gen_range(0.0..1.0),
)
.into(),
),
..default()
},
SkinnedMesh {
inverse_bindposes: inverse_bindposes.clone(),
joints: joint_entities,
},
));
}
}
/// 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 * time.elapsed_seconds().sin());
}
}