mirror of
https://github.com/bevyengine/bevy
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de004da8d5
# 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>
170 lines
5.7 KiB
Rust
170 lines
5.7 KiB
Rust
//! Skinned mesh example with mesh and joints data defined in code.
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//! Example taken from <https://github.com/KhronosGroup/glTF-Tutorials/blob/master/gltfTutorial/gltfTutorial_019_SimpleSkin.md>
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use std::f32::consts::*;
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use bevy::{
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pbr::AmbientLight,
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prelude::*,
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render::{
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mesh::{
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skinning::{SkinnedMesh, SkinnedMeshInverseBindposes},
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Indices, PrimitiveTopology, VertexAttributeValues,
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},
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render_asset::RenderAssetUsages,
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},
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};
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use rand::{rngs::StdRng, Rng, SeedableRng};
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.insert_resource(AmbientLight {
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brightness: 3000.0,
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..default()
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})
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.add_systems(Startup, setup)
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.add_systems(Update, joint_animation)
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.run();
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}
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/// Used to mark a joint to be animated in the [`joint_animation`] system.
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#[derive(Component)]
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struct AnimatedJoint;
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/// Construct a mesh and a skeleton with 2 joints for that mesh,
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/// and mark the second joint to be animated.
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/// It is similar to the scene defined in `models/SimpleSkin/SimpleSkin.gltf`
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fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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mut skinned_mesh_inverse_bindposes_assets: ResMut<Assets<SkinnedMeshInverseBindposes>>,
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) {
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// Create a camera
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commands.spawn(Camera3dBundle {
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transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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});
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// Create inverse bindpose matrices for a skeleton consists of 2 joints
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let inverse_bindposes = skinned_mesh_inverse_bindposes_assets.add(vec![
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Mat4::from_translation(Vec3::new(-0.5, -1.0, 0.0)),
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Mat4::from_translation(Vec3::new(-0.5, -1.0, 0.0)),
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]);
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// Create a mesh
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let mesh = Mesh::new(
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PrimitiveTopology::TriangleList,
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RenderAssetUsages::RENDER_WORLD,
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)
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// Set mesh vertex positions
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.with_inserted_attribute(
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Mesh::ATTRIBUTE_POSITION,
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vec![
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[0.0, 0.0, 0.0],
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[1.0, 0.0, 0.0],
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[0.0, 0.5, 0.0],
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[1.0, 0.5, 0.0],
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[0.0, 1.0, 0.0],
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[1.0, 1.0, 0.0],
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[0.0, 1.5, 0.0],
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[1.0, 1.5, 0.0],
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[0.0, 2.0, 0.0],
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[1.0, 2.0, 0.0],
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],
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)
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// Set mesh vertex normals
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.with_inserted_attribute(Mesh::ATTRIBUTE_NORMAL, vec![[0.0, 0.0, 1.0]; 10])
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// Set mesh vertex joint indices for mesh skinning.
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// Each vertex gets 4 indices used to address the `JointTransforms` array in the vertex shader
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// as well as `SkinnedMeshJoint` array in the `SkinnedMesh` component.
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// This means that a maximum of 4 joints can affect a single vertex.
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.with_inserted_attribute(
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Mesh::ATTRIBUTE_JOINT_INDEX,
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// Need to be explicit here as [u16; 4] could be either Uint16x4 or Unorm16x4.
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VertexAttributeValues::Uint16x4(vec![
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[0, 0, 0, 0],
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[0, 0, 0, 0],
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[0, 1, 0, 0],
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[0, 1, 0, 0],
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[0, 1, 0, 0],
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[0, 1, 0, 0],
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[0, 1, 0, 0],
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[0, 1, 0, 0],
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[0, 1, 0, 0],
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[0, 1, 0, 0],
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]),
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)
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// Set mesh vertex joint weights for mesh skinning.
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// Each vertex gets 4 joint weights corresponding to the 4 joint indices assigned to it.
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// The sum of these weights should equal to 1.
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.with_inserted_attribute(
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Mesh::ATTRIBUTE_JOINT_WEIGHT,
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vec![
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[1.00, 0.00, 0.0, 0.0],
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[1.00, 0.00, 0.0, 0.0],
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[0.75, 0.25, 0.0, 0.0],
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[0.75, 0.25, 0.0, 0.0],
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[0.50, 0.50, 0.0, 0.0],
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[0.50, 0.50, 0.0, 0.0],
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[0.25, 0.75, 0.0, 0.0],
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[0.25, 0.75, 0.0, 0.0],
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[0.00, 1.00, 0.0, 0.0],
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[0.00, 1.00, 0.0, 0.0],
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],
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)
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// Tell bevy to construct triangles from a list of vertex indices,
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// where each 3 vertex indices form an triangle.
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.with_inserted_indices(Indices::U16(vec![
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0, 1, 3, 0, 3, 2, 2, 3, 5, 2, 5, 4, 4, 5, 7, 4, 7, 6, 6, 7, 9, 6, 9, 8,
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]));
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let mesh = meshes.add(mesh);
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let mut rng = StdRng::seed_from_u64(42);
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for i in -5..5 {
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// Create joint entities
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let joint_0 = commands
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.spawn(TransformBundle::from(Transform::from_xyz(
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i as f32 * 1.5,
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0.0,
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i as f32 * 0.1,
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)))
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.id();
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let joint_1 = commands
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.spawn((AnimatedJoint, TransformBundle::IDENTITY))
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.id();
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// Set joint_1 as a child of joint_0.
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commands.entity(joint_0).push_children(&[joint_1]);
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// Each joint in this vector corresponds to each inverse bindpose matrix in `SkinnedMeshInverseBindposes`.
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let joint_entities = vec![joint_0, joint_1];
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// Create skinned mesh renderer. Note that its transform doesn't affect the position of the mesh.
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commands.spawn((
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PbrBundle {
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mesh: mesh.clone(),
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material: materials.add(LegacyColor::rgb(
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rng.gen_range(0.0..1.0),
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rng.gen_range(0.0..1.0),
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rng.gen_range(0.0..1.0),
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)),
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..default()
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},
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SkinnedMesh {
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inverse_bindposes: inverse_bindposes.clone(),
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joints: joint_entities,
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},
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));
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}
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}
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/// Animate the joint marked with [`AnimatedJoint`] component.
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fn joint_animation(time: Res<Time>, mut query: Query<&mut Transform, With<AnimatedJoint>>) {
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for mut transform in &mut query {
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transform.rotation = Quat::from_rotation_z(FRAC_PI_2 * time.elapsed_seconds().sin());
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}
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}
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