mirror of
https://github.com/bevyengine/bevy
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# Objective [Rust 1.72.0](https://blog.rust-lang.org/2023/08/24/Rust-1.72.0.html) is now stable. # Notes - `let-else` formatting has arrived! - I chose to allow `explicit_iter_loop` due to https://github.com/rust-lang/rust-clippy/issues/11074. We didn't hit any of the false positives that prevent compilation, but fixing this did produce a lot of the "symbol soup" mentioned, e.g. `for image in &mut *image_events {`. Happy to undo this if there's consensus the other way. --------- Co-authored-by: François <mockersf@gmail.com>
101 lines
2.9 KiB
Rust
101 lines
2.9 KiB
Rust
//! Controls morph targets in a loaded scene.
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//!
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//! Illustrates:
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//!
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//! - How to access and modify individual morph target weights.
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//! See the [`update_weights`] system for details.
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//! - How to read morph target names in [`name_morphs`].
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//! - How to play morph target animations in [`setup_animations`].
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use bevy::prelude::*;
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use std::f32::consts::PI;
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins.set(WindowPlugin {
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primary_window: Some(Window {
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title: "morph targets".to_string(),
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..default()
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}),
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..default()
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}))
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.insert_resource(AmbientLight {
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brightness: 1.0,
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..default()
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})
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.add_systems(Startup, setup)
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.add_systems(Update, (name_morphs, setup_animations))
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.run();
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}
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#[derive(Resource)]
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struct MorphData {
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the_wave: Handle<AnimationClip>,
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mesh: Handle<Mesh>,
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}
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fn setup(asset_server: Res<AssetServer>, mut commands: Commands) {
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commands.insert_resource(MorphData {
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the_wave: asset_server.load("models/animated/MorphStressTest.gltf#Animation2"),
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mesh: asset_server.load("models/animated/MorphStressTest.gltf#Mesh0/Primitive0"),
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});
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commands.spawn(SceneBundle {
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scene: asset_server.load("models/animated/MorphStressTest.gltf#Scene0"),
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..default()
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});
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commands.spawn(DirectionalLightBundle {
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directional_light: DirectionalLight {
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color: Color::WHITE,
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illuminance: 19350.0,
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..default()
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},
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transform: Transform::from_rotation(Quat::from_rotation_z(PI / 2.0)),
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..default()
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});
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commands.spawn(Camera3dBundle {
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transform: Transform::from_xyz(3.0, 2.1, 10.2).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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});
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}
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/// Plays an [`AnimationClip`] from the loaded [`Gltf`] on the [`AnimationPlayer`] created by the spawned scene.
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fn setup_animations(
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mut has_setup: Local<bool>,
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mut players: Query<(&Name, &mut AnimationPlayer)>,
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morph_data: Res<MorphData>,
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) {
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if *has_setup {
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return;
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}
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for (name, mut player) in &mut players {
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// The name of the entity in the GLTF scene containing the AnimationPlayer for our morph targets is "Main"
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if name.as_str() != "Main" {
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continue;
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}
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player.play(morph_data.the_wave.clone()).repeat();
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*has_setup = true;
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}
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}
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/// You can get the target names in their corresponding [`Mesh`].
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/// They are in the order of the weights.
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fn name_morphs(
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mut has_printed: Local<bool>,
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morph_data: Res<MorphData>,
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meshes: Res<Assets<Mesh>>,
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) {
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if *has_printed {
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return;
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}
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let Some(mesh) = meshes.get(&morph_data.mesh) else {
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return;
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};
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let Some(names) = mesh.morph_target_names() else {
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return;
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};
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for name in names {
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println!(" {name}");
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}
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*has_printed = true;
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}
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