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https://github.com/bevyengine/bevy
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f2f39c835a
# Objective - Avoid using bevy_internal imports in examples. ## Solution - Add CI to check for bevy_internal imports like suggested in https://github.com/bevyengine/bevy/pull/9547#issuecomment-1689377999 - Fix another import I don't know much about CI so I don't know if this is the better approach, but I think is better than doing a pull request every time I found this lol, any suggestion is welcome. --------- Co-authored-by: Rob Parrett <robparrett@gmail.com>
158 lines
4.7 KiB
Rust
158 lines
4.7 KiB
Rust
//! Plays animations from a skinned glTF.
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use std::f32::consts::PI;
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use std::time::Duration;
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use bevy::{animation::RepeatAnimation, pbr::CascadeShadowConfigBuilder, prelude::*};
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.insert_resource(AmbientLight {
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color: Color::WHITE,
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brightness: 1.0,
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})
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.add_systems(Startup, setup)
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.add_systems(
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Update,
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(setup_scene_once_loaded, keyboard_animation_control),
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)
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.run();
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}
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#[derive(Resource)]
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struct Animations(Vec<Handle<AnimationClip>>);
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fn setup(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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// Insert a resource with the current scene information
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commands.insert_resource(Animations(vec![
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asset_server.load("models/animated/Fox.glb#Animation2"),
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asset_server.load("models/animated/Fox.glb#Animation1"),
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asset_server.load("models/animated/Fox.glb#Animation0"),
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]));
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// Camera
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commands.spawn(Camera3dBundle {
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transform: Transform::from_xyz(100.0, 100.0, 150.0)
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.looking_at(Vec3::new(0.0, 20.0, 0.0), Vec3::Y),
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..default()
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});
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// Plane
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commands.spawn(PbrBundle {
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mesh: meshes.add(shape::Plane::from_size(500000.0).into()),
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material: materials.add(Color::rgb(0.3, 0.5, 0.3).into()),
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..default()
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});
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// Light
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commands.spawn(DirectionalLightBundle {
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transform: Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)),
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directional_light: DirectionalLight {
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shadows_enabled: true,
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..default()
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},
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cascade_shadow_config: CascadeShadowConfigBuilder {
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first_cascade_far_bound: 200.0,
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maximum_distance: 400.0,
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..default()
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}
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.into(),
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..default()
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});
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// Fox
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commands.spawn(SceneBundle {
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scene: asset_server.load("models/animated/Fox.glb#Scene0"),
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..default()
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});
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println!("Animation controls:");
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println!(" - spacebar: play / pause");
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println!(" - arrow up / down: speed up / slow down animation playback");
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println!(" - arrow left / right: seek backward / forward");
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println!(" - digit 1 / 3 / 5: play the animation <digit> times");
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println!(" - L: loop the animation forever");
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println!(" - return: change animation");
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}
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// Once the scene is loaded, start the animation
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fn setup_scene_once_loaded(
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animations: Res<Animations>,
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mut players: Query<&mut AnimationPlayer, Added<AnimationPlayer>>,
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) {
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for mut player in &mut players {
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player.play(animations.0[0].clone_weak()).repeat();
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}
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}
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fn keyboard_animation_control(
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keyboard_input: Res<Input<KeyCode>>,
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mut animation_players: Query<&mut AnimationPlayer>,
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animations: Res<Animations>,
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mut current_animation: Local<usize>,
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) {
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for mut player in &mut animation_players {
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if keyboard_input.just_pressed(KeyCode::Space) {
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if player.is_paused() {
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player.resume();
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} else {
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player.pause();
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}
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}
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if keyboard_input.just_pressed(KeyCode::Up) {
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let speed = player.speed();
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player.set_speed(speed * 1.2);
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}
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if keyboard_input.just_pressed(KeyCode::Down) {
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let speed = player.speed();
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player.set_speed(speed * 0.8);
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}
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if keyboard_input.just_pressed(KeyCode::Left) {
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let elapsed = player.seek_time();
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player.seek_to(elapsed - 0.1);
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}
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if keyboard_input.just_pressed(KeyCode::Right) {
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let elapsed = player.seek_time();
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player.seek_to(elapsed + 0.1);
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}
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if keyboard_input.just_pressed(KeyCode::Return) {
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*current_animation = (*current_animation + 1) % animations.0.len();
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player
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.play_with_transition(
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animations.0[*current_animation].clone_weak(),
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Duration::from_millis(250),
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)
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.repeat();
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}
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if keyboard_input.just_pressed(KeyCode::Key1) {
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player.set_repeat(RepeatAnimation::Count(1));
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player.replay();
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}
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if keyboard_input.just_pressed(KeyCode::Key3) {
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player.set_repeat(RepeatAnimation::Count(3));
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player.replay();
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}
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if keyboard_input.just_pressed(KeyCode::Key5) {
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player.set_repeat(RepeatAnimation::Count(5));
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player.replay();
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}
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if keyboard_input.just_pressed(KeyCode::L) {
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player.set_repeat(RepeatAnimation::Forever);
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}
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}
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}
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