bevy/examples/animation/animated_fox.rs
Alice Cecile de004da8d5
Rename bevy_render::Color to LegacyColor (#12069)
# Objective

The migration process for `bevy_color` (#12013) will be fairly involved:
there will be hundreds of affected files, and a large number of APIs.

## Solution

To allow us to proceed granularly, we're going to keep both
`bevy_color::Color` (new) and `bevy_render::Color` (old) around until
the migration is complete.

However, simply doing this directly is confusing! They're both called
`Color`, making it very hard to tell when a portion of the code has been
ported.

As discussed in #12056, by renaming the old `Color` type, we can make it
easier to gradually migrate over, one API at a time.

## Migration Guide

THIS MIGRATION GUIDE INTENTIONALLY LEFT BLANK.

This change should not be shipped to end users: delete this section in
the final migration guide!

---------

Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
2024-02-24 21:35:32 +00:00

158 lines
4.8 KiB
Rust

//! Plays animations from a skinned glTF.
use std::f32::consts::PI;
use std::time::Duration;
use bevy::{animation::RepeatAnimation, pbr::CascadeShadowConfigBuilder, prelude::*};
fn main() {
App::new()
.insert_resource(AmbientLight {
color: LegacyColor::WHITE,
brightness: 2000.,
})
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(
Update,
(setup_scene_once_loaded, keyboard_animation_control),
)
.run();
}
#[derive(Resource)]
struct Animations(Vec<Handle<AnimationClip>>);
fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// Insert a resource with the current scene information
commands.insert_resource(Animations(vec![
asset_server.load("models/animated/Fox.glb#Animation2"),
asset_server.load("models/animated/Fox.glb#Animation1"),
asset_server.load("models/animated/Fox.glb#Animation0"),
]));
// Camera
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(100.0, 100.0, 150.0)
.looking_at(Vec3::new(0.0, 20.0, 0.0), Vec3::Y),
..default()
});
// Plane
commands.spawn(PbrBundle {
mesh: meshes.add(Plane3d::default().mesh().size(500000.0, 500000.0)),
material: materials.add(LegacyColor::rgb(0.3, 0.5, 0.3)),
..default()
});
// Light
commands.spawn(DirectionalLightBundle {
transform: Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)),
directional_light: DirectionalLight {
shadows_enabled: true,
..default()
},
cascade_shadow_config: CascadeShadowConfigBuilder {
first_cascade_far_bound: 200.0,
maximum_distance: 400.0,
..default()
}
.into(),
..default()
});
// Fox
commands.spawn(SceneBundle {
scene: asset_server.load("models/animated/Fox.glb#Scene0"),
..default()
});
println!("Animation controls:");
println!(" - spacebar: play / pause");
println!(" - arrow up / down: speed up / slow down animation playback");
println!(" - arrow left / right: seek backward / forward");
println!(" - digit 1 / 3 / 5: play the animation <digit> times");
println!(" - L: loop the animation forever");
println!(" - return: change animation");
}
// Once the scene is loaded, start the animation
fn setup_scene_once_loaded(
animations: Res<Animations>,
mut players: Query<&mut AnimationPlayer, Added<AnimationPlayer>>,
) {
for mut player in &mut players {
player.play(animations.0[0].clone_weak()).repeat();
}
}
fn keyboard_animation_control(
keyboard_input: Res<ButtonInput<KeyCode>>,
mut animation_players: Query<&mut AnimationPlayer>,
animations: Res<Animations>,
mut current_animation: Local<usize>,
) {
for mut player in &mut animation_players {
if keyboard_input.just_pressed(KeyCode::Space) {
if player.is_paused() {
player.resume();
} else {
player.pause();
}
}
if keyboard_input.just_pressed(KeyCode::ArrowUp) {
let speed = player.speed();
player.set_speed(speed * 1.2);
}
if keyboard_input.just_pressed(KeyCode::ArrowDown) {
let speed = player.speed();
player.set_speed(speed * 0.8);
}
if keyboard_input.just_pressed(KeyCode::ArrowLeft) {
let elapsed = player.seek_time();
player.seek_to(elapsed - 0.1);
}
if keyboard_input.just_pressed(KeyCode::ArrowRight) {
let elapsed = player.seek_time();
player.seek_to(elapsed + 0.1);
}
if keyboard_input.just_pressed(KeyCode::Enter) {
*current_animation = (*current_animation + 1) % animations.0.len();
player
.play_with_transition(
animations.0[*current_animation].clone_weak(),
Duration::from_millis(250),
)
.repeat();
}
if keyboard_input.just_pressed(KeyCode::Digit1) {
player.set_repeat(RepeatAnimation::Count(1));
player.replay();
}
if keyboard_input.just_pressed(KeyCode::Digit3) {
player.set_repeat(RepeatAnimation::Count(3));
player.replay();
}
if keyboard_input.just_pressed(KeyCode::Digit5) {
player.set_repeat(RepeatAnimation::Count(5));
player.replay();
}
if keyboard_input.just_pressed(KeyCode::KeyL) {
player.set_repeat(RepeatAnimation::Forever);
}
}
}