bevy/examples/animation/gltf_skinned_mesh.rs
JMS55 fcd7c0fc3d
Exposure settings (adopted) (#11347)
Rebased and finished version of
https://github.com/bevyengine/bevy/pull/8407. Huge thanks to @GitGhillie
for adjusting all the examples, and the many other people who helped
write this PR (@superdump , @coreh , among others) :)

Fixes https://github.com/bevyengine/bevy/issues/8369

---

## Changelog
- Added a `brightness` control to `Skybox`.
- Added an `intensity` control to `EnvironmentMapLight`.
- Added `ExposureSettings` and `PhysicalCameraParameters` for
controlling exposure of 3D cameras.
- Removed the baked-in `DirectionalLight` exposure Bevy previously
hardcoded internally.

## Migration Guide
- If using a `Skybox` or `EnvironmentMapLight`, use the new `brightness`
and `intensity` controls to adjust their strength.
- All 3D scene will now have different apparent brightnesses due to Bevy
implementing proper exposure controls. You will have to adjust the
intensity of your lights and/or your camera exposure via the new
`ExposureSettings` component to compensate.

---------

Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: GitGhillie <jillisnoordhoek@gmail.com>
Co-authored-by: Marco Buono <thecoreh@gmail.com>
Co-authored-by: vero <email@atlasdostal.com>
Co-authored-by: atlas dostal <rodol@rivalrebels.com>
2024-01-16 14:53:21 +00:00

72 lines
2.6 KiB
Rust

//! Skinned mesh example with mesh and joints data loaded from a glTF file.
//! 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};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.insert_resource(AmbientLight {
brightness: 150.0,
..default()
})
.add_systems(Startup, setup)
.add_systems(Update, joint_animation)
.run();
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
// Create a camera
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
// Spawn the first scene in `models/SimpleSkin/SimpleSkin.gltf`
commands.spawn(SceneBundle {
scene: asset_server.load("models/SimpleSkin/SimpleSkin.gltf#Scene0"),
..default()
});
}
/// The scene hierarchy currently looks somewhat like this:
///
/// ```text
/// <Parent entity>
/// + Mesh node (without `PbrBundle` or `SkinnedMesh` component)
/// + Skinned mesh entity (with `PbrBundle` and `SkinnedMesh` component, created by glTF loader)
/// + First joint
/// + Second joint
/// ```
///
/// In this example, we want to get and animate the second joint.
/// It is similar to the animation defined in `models/SimpleSkin/SimpleSkin.gltf`.
fn joint_animation(
time: Res<Time>,
parent_query: Query<&Parent, With<SkinnedMesh>>,
children_query: Query<&Children>,
mut transform_query: Query<&mut Transform>,
) {
// Iter skinned mesh entity
for skinned_mesh_parent in &parent_query {
// Mesh node is the parent of the skinned mesh entity.
let mesh_node_entity = skinned_mesh_parent.get();
// Get `Children` in the mesh node.
let mesh_node_children = children_query.get(mesh_node_entity).unwrap();
// First joint is the second child of the mesh node.
let first_joint_entity = mesh_node_children[1];
// Get `Children` in the first joint.
let first_joint_children = children_query.get(first_joint_entity).unwrap();
// Second joint is the first child of the first joint.
let second_joint_entity = first_joint_children[0];
// Get `Transform` in the second joint.
let mut second_joint_transform = transform_query.get_mut(second_joint_entity).unwrap();
second_joint_transform.rotation =
Quat::from_rotation_z(FRAC_PI_2 * time.elapsed_seconds().sin());
}
}