bevy/examples/animation/custom_skinned_mesh.rs
Shane Celis 320d53c1d2
Vary transforms for custom_skinned_mesh example (#15710)
# Objective

Enhance the [custom skinned mesh
example](https://bevyengine.org/examples/animation/custom-skinned-mesh/)
to show some variety and clarify what the transform does to the mesh.

## Solution


https://github.com/user-attachments/assets/c919db74-6e77-4f33-ba43-0f40a88042b3

Add variety and clarity with the following changes:

- vary transform changes,
- use a UV texture,
- and show transform changes via gizmos.

(Maybe it'd be worth turning on wireframe rendering to show what happens
to the mesh. I think it'd be nice visually but might make the code a
little noisy.)

## Testing

I exercised it on my x86 macOS computer. It'd be good to have it
validated on Windows, Linux, and WASM.

---

## Showcase

- Custom skinned mesh example varies the transforms changes and uses a
UV test texture.
2024-10-08 12:37:46 +00:00

235 lines
8 KiB
Rust

//! Skinned mesh example with mesh and joints data defined in code.
//! Example taken from <https://github.com/KhronosGroup/glTF-Tutorials/blob/master/gltfTutorial/gltfTutorial_019_SimpleSkin.md>
use std::f32::consts::*;
use bevy::{
math::ops,
prelude::*,
render::{
mesh::{
skinning::{SkinnedMesh, SkinnedMeshInverseBindposes},
Indices, PrimitiveTopology, VertexAttributeValues,
},
render_asset::RenderAssetUsages,
},
};
use rand::{Rng, SeedableRng};
use rand_chacha::ChaCha8Rng;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.insert_resource(AmbientLight {
brightness: 3000.0,
..default()
})
.add_systems(Startup, setup)
.add_systems(Update, joint_animation)
.run();
}
/// Used to mark a joint to be animated in the [`joint_animation`] system.
#[derive(Component)]
struct AnimatedJoint(isize);
/// Construct a mesh and a skeleton with 2 joints for that mesh,
/// and mark the second joint to be animated.
/// It is similar to the scene defined in `models/SimpleSkin/SimpleSkin.gltf`
fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
mut skinned_mesh_inverse_bindposes_assets: ResMut<Assets<SkinnedMeshInverseBindposes>>,
) {
// Create a camera
commands.spawn((
Camera3d::default(),
Transform::from_xyz(2.5, 2.5, 9.0).looking_at(Vec3::ZERO, Vec3::Y),
));
// Create inverse bindpose matrices for a skeleton consists of 2 joints
let inverse_bindposes = skinned_mesh_inverse_bindposes_assets.add(vec![
Mat4::from_translation(Vec3::new(-0.5, -1.0, 0.0)),
Mat4::from_translation(Vec3::new(-0.5, -1.0, 0.0)),
]);
// Create a mesh
let mesh = Mesh::new(
PrimitiveTopology::TriangleList,
RenderAssetUsages::RENDER_WORLD,
)
// Set mesh vertex positions
.with_inserted_attribute(
Mesh::ATTRIBUTE_POSITION,
vec![
[0.0, 0.0, 0.0],
[1.0, 0.0, 0.0],
[0.0, 0.5, 0.0],
[1.0, 0.5, 0.0],
[0.0, 1.0, 0.0],
[1.0, 1.0, 0.0],
[0.0, 1.5, 0.0],
[1.0, 1.5, 0.0],
[0.0, 2.0, 0.0],
[1.0, 2.0, 0.0],
],
)
// Add UV coordinates that map the left half of the texture since its a 1 x
// 2 rectangle.
.with_inserted_attribute(
Mesh::ATTRIBUTE_UV_0,
vec![
[0.0, 0.00],
[0.5, 0.00],
[0.0, 0.25],
[0.5, 0.25],
[0.0, 0.50],
[0.5, 0.50],
[0.0, 0.75],
[0.5, 0.75],
[0.0, 1.00],
[0.5, 1.00],
],
)
// Set mesh vertex normals
.with_inserted_attribute(Mesh::ATTRIBUTE_NORMAL, vec![[0.0, 0.0, 1.0]; 10])
// Set mesh vertex joint indices for mesh skinning.
// Each vertex gets 4 indices used to address the `JointTransforms` array in the vertex shader
// as well as `SkinnedMeshJoint` array in the `SkinnedMesh` component.
// This means that a maximum of 4 joints can affect a single vertex.
.with_inserted_attribute(
Mesh::ATTRIBUTE_JOINT_INDEX,
// Need to be explicit here as [u16; 4] could be either Uint16x4 or Unorm16x4.
VertexAttributeValues::Uint16x4(vec![
[0, 0, 0, 0],
[0, 0, 0, 0],
[0, 1, 0, 0],
[0, 1, 0, 0],
[0, 1, 0, 0],
[0, 1, 0, 0],
[0, 1, 0, 0],
[0, 1, 0, 0],
[0, 1, 0, 0],
[0, 1, 0, 0],
]),
)
// Set mesh vertex joint weights for mesh skinning.
// Each vertex gets 4 joint weights corresponding to the 4 joint indices assigned to it.
// The sum of these weights should equal to 1.
.with_inserted_attribute(
Mesh::ATTRIBUTE_JOINT_WEIGHT,
vec![
[1.00, 0.00, 0.0, 0.0],
[1.00, 0.00, 0.0, 0.0],
[0.75, 0.25, 0.0, 0.0],
[0.75, 0.25, 0.0, 0.0],
[0.50, 0.50, 0.0, 0.0],
[0.50, 0.50, 0.0, 0.0],
[0.25, 0.75, 0.0, 0.0],
[0.25, 0.75, 0.0, 0.0],
[0.00, 1.00, 0.0, 0.0],
[0.00, 1.00, 0.0, 0.0],
],
)
// Tell bevy to construct triangles from a list of vertex indices,
// where each 3 vertex indices form an triangle.
.with_inserted_indices(Indices::U16(vec![
0, 1, 3, 0, 3, 2, 2, 3, 5, 2, 5, 4, 4, 5, 7, 4, 7, 6, 6, 7, 9, 6, 9, 8,
]));
let mesh = meshes.add(mesh);
// We're seeding the PRNG here to make this example deterministic for testing purposes.
// This isn't strictly required in practical use unless you need your app to be deterministic.
let mut rng = ChaCha8Rng::seed_from_u64(42);
for i in -5..5 {
// Create joint entities
let joint_0 = commands
.spawn(Transform::from_xyz(
i as f32 * 1.5,
0.0,
// Move quads back a small amount to avoid Z-fighting and not
// obscure the transform gizmos.
-(i as f32 * 0.01).abs(),
))
.id();
let joint_1 = commands.spawn((AnimatedJoint(i), Transform::IDENTITY)).id();
// Set joint_1 as a child of joint_0.
commands.entity(joint_0).add_children(&[joint_1]);
// Each joint in this vector corresponds to each inverse bindpose matrix in `SkinnedMeshInverseBindposes`.
let joint_entities = vec![joint_0, joint_1];
// Create skinned mesh renderer. Note that its transform doesn't affect the position of the mesh.
commands.spawn((
Mesh3d(mesh.clone()),
MeshMaterial3d(materials.add(StandardMaterial {
base_color: Color::srgb(
rng.gen_range(0.0..1.0),
rng.gen_range(0.0..1.0),
rng.gen_range(0.0..1.0),
),
base_color_texture: Some(asset_server.load("textures/uv_checker_bw.png")),
..default()
})),
SkinnedMesh {
inverse_bindposes: inverse_bindposes.clone(),
joints: joint_entities,
},
));
}
}
/// Animate the joint marked with [`AnimatedJoint`] component.
fn joint_animation(
time: Res<Time>,
mut query: Query<(&mut Transform, &AnimatedJoint)>,
mut gizmos: Gizmos,
) {
for (mut transform, animated_joint) in &mut query {
match animated_joint.0 {
-5 => {
transform.rotation =
Quat::from_rotation_x(FRAC_PI_2 * ops::sin(time.elapsed_seconds()));
}
-4 => {
transform.rotation =
Quat::from_rotation_y(FRAC_PI_2 * ops::sin(time.elapsed_seconds()));
}
-3 => {
transform.rotation =
Quat::from_rotation_z(FRAC_PI_2 * ops::sin(time.elapsed_seconds()));
}
-2 => {
transform.scale.x = ops::sin(time.elapsed_seconds()) + 1.0;
}
-1 => {
transform.scale.y = ops::sin(time.elapsed_seconds()) + 1.0;
}
0 => {
transform.translation.x = 0.5 * ops::sin(time.elapsed_seconds());
transform.translation.y = ops::cos(time.elapsed_seconds());
}
1 => {
transform.translation.y = ops::sin(time.elapsed_seconds());
transform.translation.z = ops::cos(time.elapsed_seconds());
}
2 => {
transform.translation.x = ops::sin(time.elapsed_seconds());
}
3 => {
transform.translation.y = ops::sin(time.elapsed_seconds());
transform.scale.x = ops::sin(time.elapsed_seconds()) + 1.0;
}
_ => (),
}
// Show transform
let mut axis = *transform;
axis.translation.x += animated_joint.0 as f32 * 1.5;
gizmos.axes(axis, 1.0);
}
}