bevy/examples/animation/animated_fox.rs
Tim eb51b4c28e
Migrate scenes to required components (#15579)
# Objective

A step in the migration to required components: scenes!

## Solution

As per the [selected
proposal](https://hackmd.io/@bevy/required_components/%2FPJtNGVMMQhyM0zIvCJSkbA):
- Deprecate `SceneBundle` and `DynamicSceneBundle`.
- Add `SceneRoot` and `DynamicSceneRoot` components, which wrap a
`Handle<Scene>` and `Handle<DynamicScene>` respectively.

## Migration Guide
Asset handles for scenes and dynamic scenes must now be wrapped in the
`SceneRoot` and `DynamicSceneRoot` components. Raw handles as components
no longer spawn scenes.

Additionally, `SceneBundle` and `DynamicSceneBundle` have been
deprecated. Instead, use the scene components directly.

Previously:
```rust
let model_scene = asset_server.load(GltfAssetLabel::Scene(0).from_asset("model.gltf"));

commands.spawn(SceneBundle {
    scene: model_scene,
    transform: Transform::from_xyz(-4.0, 0.0, -3.0),
    ..default()
});
```
Now:
```rust
let model_scene = asset_server.load(GltfAssetLabel::Scene(0).from_asset("model.gltf"));

commands.spawn((
    SceneRoot(model_scene),
    Transform::from_xyz(-4.0, 0.0, -3.0),
));
```
2024-10-01 22:42:11 +00:00

203 lines
6.9 KiB
Rust

//! Plays animations from a skinned glTF.
use std::{f32::consts::PI, time::Duration};
use bevy::{
animation::{animate_targets, RepeatAnimation},
pbr::CascadeShadowConfigBuilder,
prelude::*,
};
const FOX_PATH: &str = "models/animated/Fox.glb";
fn main() {
App::new()
.insert_resource(AmbientLight {
color: Color::WHITE,
brightness: 2000.,
})
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, setup_scene_once_loaded.before(animate_targets))
.add_systems(Update, keyboard_animation_control)
.run();
}
#[derive(Resource)]
struct Animations {
animations: Vec<AnimationNodeIndex>,
#[allow(dead_code)]
graph: Handle<AnimationGraph>,
}
fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
mut graphs: ResMut<Assets<AnimationGraph>>,
) {
// Build the animation graph
let (graph, node_indices) = AnimationGraph::from_clips([
asset_server.load(GltfAssetLabel::Animation(2).from_asset(FOX_PATH)),
asset_server.load(GltfAssetLabel::Animation(1).from_asset(FOX_PATH)),
asset_server.load(GltfAssetLabel::Animation(0).from_asset(FOX_PATH)),
]);
// Insert a resource with the current scene information
let graph_handle = graphs.add(graph);
commands.insert_resource(Animations {
animations: node_indices,
graph: graph_handle,
});
// 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((
Mesh3d(meshes.add(Plane3d::default().mesh().size(500000.0, 500000.0))),
MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))),
));
// Light
commands.spawn((
Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)),
DirectionalLight {
shadows_enabled: true,
..default()
},
CascadeShadowConfigBuilder {
first_cascade_far_bound: 200.0,
maximum_distance: 400.0,
..default()
}
.build(),
));
// Fox
commands.spawn(SceneRoot(
asset_server.load(GltfAssetLabel::Scene(0).from_asset(FOX_PATH)),
));
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");
}
// An `AnimationPlayer` is automatically added to the scene when it's ready.
// When the player is added, start the animation.
fn setup_scene_once_loaded(
mut commands: Commands,
animations: Res<Animations>,
mut players: Query<(Entity, &mut AnimationPlayer), Added<AnimationPlayer>>,
) {
for (entity, mut player) in &mut players {
let mut transitions = AnimationTransitions::new();
// Make sure to start the animation via the `AnimationTransitions`
// component. The `AnimationTransitions` component wants to manage all
// the animations and will get confused if the animations are started
// directly via the `AnimationPlayer`.
transitions
.play(&mut player, animations.animations[0], Duration::ZERO)
.repeat();
commands
.entity(entity)
.insert(animations.graph.clone())
.insert(transitions);
}
}
fn keyboard_animation_control(
keyboard_input: Res<ButtonInput<KeyCode>>,
mut animation_players: Query<(&mut AnimationPlayer, &mut AnimationTransitions)>,
animations: Res<Animations>,
mut current_animation: Local<usize>,
) {
for (mut player, mut transitions) in &mut animation_players {
let Some((&playing_animation_index, _)) = player.playing_animations().next() else {
continue;
};
if keyboard_input.just_pressed(KeyCode::Space) {
let playing_animation = player.animation_mut(playing_animation_index).unwrap();
if playing_animation.is_paused() {
playing_animation.resume();
} else {
playing_animation.pause();
}
}
if keyboard_input.just_pressed(KeyCode::ArrowUp) {
let playing_animation = player.animation_mut(playing_animation_index).unwrap();
let speed = playing_animation.speed();
playing_animation.set_speed(speed * 1.2);
}
if keyboard_input.just_pressed(KeyCode::ArrowDown) {
let playing_animation = player.animation_mut(playing_animation_index).unwrap();
let speed = playing_animation.speed();
playing_animation.set_speed(speed * 0.8);
}
if keyboard_input.just_pressed(KeyCode::ArrowLeft) {
let playing_animation = player.animation_mut(playing_animation_index).unwrap();
let elapsed = playing_animation.seek_time();
playing_animation.seek_to(elapsed - 0.1);
}
if keyboard_input.just_pressed(KeyCode::ArrowRight) {
let playing_animation = player.animation_mut(playing_animation_index).unwrap();
let elapsed = playing_animation.seek_time();
playing_animation.seek_to(elapsed + 0.1);
}
if keyboard_input.just_pressed(KeyCode::Enter) {
*current_animation = (*current_animation + 1) % animations.animations.len();
transitions
.play(
&mut player,
animations.animations[*current_animation],
Duration::from_millis(250),
)
.repeat();
}
if keyboard_input.just_pressed(KeyCode::Digit1) {
let playing_animation = player.animation_mut(playing_animation_index).unwrap();
playing_animation
.set_repeat(RepeatAnimation::Count(1))
.replay();
}
if keyboard_input.just_pressed(KeyCode::Digit3) {
let playing_animation = player.animation_mut(playing_animation_index).unwrap();
playing_animation
.set_repeat(RepeatAnimation::Count(3))
.replay();
}
if keyboard_input.just_pressed(KeyCode::Digit5) {
let playing_animation = player.animation_mut(playing_animation_index).unwrap();
playing_animation
.set_repeat(RepeatAnimation::Count(5))
.replay();
}
if keyboard_input.just_pressed(KeyCode::KeyL) {
let playing_animation = player.animation_mut(playing_animation_index).unwrap();
playing_animation.set_repeat(RepeatAnimation::Forever);
}
}
}