bevy/examples/animation/morph_targets.rs
Joona Aalto 25bfa80e60
Migrate cameras to required components (#15641)
# Objective

Yet another PR for migrating stuff to required components. This time,
cameras!

## Solution

As per the [selected
proposal](https://hackmd.io/tsYID4CGRiWxzsgawzxG_g#Combined-Proposal-1-Selected),
deprecate `Camera2dBundle` and `Camera3dBundle` in favor of `Camera2d`
and `Camera3d`.

Adding a `Camera` without `Camera2d` or `Camera3d` now logs a warning,
as suggested by Cart [on
Discord](https://discord.com/channels/691052431525675048/1264881140007702558/1291506402832945273).
I would personally like cameras to work a bit differently and be split
into a few more components, to avoid some footguns and confusing
semantics, but that is more controversial, and shouldn't block this core
migration.

## Testing

I ran a few 2D and 3D examples, and tried cameras with and without
render graphs.

---

## Migration Guide

`Camera2dBundle` and `Camera3dBundle` have been deprecated in favor of
`Camera2d` and `Camera3d`. Inserting them will now also insert the other
components required by them automatically.
2024-10-05 01:59:52 +00:00

108 lines
3.1 KiB
Rust

//! 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: 150.0,
..default()
})
.add_systems(Startup, setup)
.add_systems(Update, (name_morphs, setup_animations))
.run();
}
#[derive(Resource)]
struct MorphData {
the_wave: Handle<AnimationClip>,
mesh: Handle<Mesh>,
}
fn setup(asset_server: Res<AssetServer>, mut commands: Commands) {
commands.insert_resource(MorphData {
the_wave: asset_server
.load(GltfAssetLabel::Animation(2).from_asset("models/animated/MorphStressTest.gltf")),
mesh: asset_server.load(
GltfAssetLabel::Primitive {
mesh: 0,
primitive: 0,
}
.from_asset("models/animated/MorphStressTest.gltf"),
),
});
commands.spawn(SceneRoot(asset_server.load(
GltfAssetLabel::Scene(0).from_asset("models/animated/MorphStressTest.gltf"),
)));
commands.spawn((
DirectionalLight::default(),
Transform::from_rotation(Quat::from_rotation_z(PI / 2.0)),
));
commands.spawn((
Camera3d::default(),
Transform::from_xyz(3.0, 2.1, 10.2).looking_at(Vec3::ZERO, Vec3::Y),
));
}
/// Plays an [`AnimationClip`] from the loaded [`Gltf`] on the [`AnimationPlayer`] created by the spawned scene.
fn setup_animations(
mut has_setup: Local<bool>,
mut commands: Commands,
mut players: Query<(Entity, &Name, &mut AnimationPlayer)>,
morph_data: Res<MorphData>,
mut graphs: ResMut<Assets<AnimationGraph>>,
) {
if *has_setup {
return;
}
for (entity, 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;
}
let (graph, animation) = AnimationGraph::from_clip(morph_data.the_wave.clone());
commands.entity(entity).insert(graphs.add(graph));
player.play(animation).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<bool>,
morph_data: Res<MorphData>,
meshes: Res<Assets<Mesh>>,
) {
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;
}