mirror of
https://github.com/bevyengine/bevy
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0707c0717b
# Objective Fixes typos in bevy project, following suggestion in https://github.com/bevyengine/bevy-website/pull/1912#pullrequestreview-2483499337 ## Solution I used https://github.com/crate-ci/typos to find them. I included only the ones that feel undebatable too me, but I am not in game engine so maybe some terms are expected. I left out the following typos: - `reparametrize` => `reparameterize`: There are a lot of occurences, I believe this was expected - `semicircles` => `hemicircles`: 2 occurences, may mean something specific in geometry - `invertation` => `inversion`: may mean something specific - `unparented` => `parentless`: may mean something specific - `metalness` => `metallicity`: may mean something specific ## Testing - Did you test these changes? If so, how? I did not test the changes, most changes are related to raw text. I expect the others to be tested by the CI. - Are there any parts that need more testing? I do not think - How can other people (reviewers) test your changes? Is there anything specific they need to know? To me there is nothing to test - If relevant, what platforms did you test these changes on, and are there any important ones you can't test? --- ## Migration Guide > This section is optional. If there are no breaking changes, you can delete this section. (kept in case I include the `reparameterize` change here) - If this PR is a breaking change (relative to the last release of Bevy), describe how a user might need to migrate their code to support these changes - Simply adding new functionality is not a breaking change. - Fixing behavior that was definitely a bug, rather than a questionable design choice is not a breaking change. ## Questions - [x] Should I include the above typos? No (https://github.com/bevyengine/bevy/pull/16702#issuecomment-2525271152) - [ ] Should I add `typos` to the CI? (I will check how to configure it properly) This project looks awesome, I really enjoy reading the progress made, thanks to everyone involved.
401 lines
13 KiB
Rust
401 lines
13 KiB
Rust
//! Plays animations from a skinned glTF.
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use std::{f32::consts::PI, time::Duration};
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use bevy::{
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animation::{AnimationTargetId, RepeatAnimation},
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color::palettes::css::WHITE,
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pbr::CascadeShadowConfigBuilder,
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prelude::*,
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};
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use rand::{Rng, SeedableRng};
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use rand_chacha::ChaCha8Rng;
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const FOX_PATH: &str = "models/animated/Fox.glb";
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fn main() {
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App::new()
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.insert_resource(AmbientLight {
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color: Color::WHITE,
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brightness: 2000.,
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})
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.add_plugins(DefaultPlugins)
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.init_resource::<ParticleAssets>()
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.init_resource::<FoxFeetTargets>()
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.add_systems(Startup, setup)
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.add_systems(Update, setup_scene_once_loaded)
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.add_systems(Update, (keyboard_animation_control, simulate_particles))
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.add_observer(observe_on_step)
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.run();
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}
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#[derive(Resource)]
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struct SeededRng(ChaCha8Rng);
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#[derive(Resource)]
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struct Animations {
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animations: Vec<AnimationNodeIndex>,
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graph: Handle<AnimationGraph>,
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}
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#[derive(Event, Reflect, Clone)]
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struct OnStep;
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fn observe_on_step(
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trigger: Trigger<OnStep>,
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particle: Res<ParticleAssets>,
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mut commands: Commands,
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transforms: Query<&GlobalTransform>,
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mut seeded_rng: ResMut<SeededRng>,
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) {
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let translation = transforms.get(trigger.entity()).unwrap().translation();
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// Spawn a bunch of particles.
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for _ in 0..14 {
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let horizontal = seeded_rng.0.gen::<Dir2>() * seeded_rng.0.gen_range(8.0..12.0);
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let vertical = seeded_rng.0.gen_range(0.0..4.0);
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let size = seeded_rng.0.gen_range(0.2..1.0);
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commands.queue(spawn_particle(
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particle.mesh.clone(),
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particle.material.clone(),
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translation.reject_from_normalized(Vec3::Y),
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seeded_rng.0.gen_range(0.2..0.6),
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size,
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Vec3::new(horizontal.x, vertical, horizontal.y) * 10.0,
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));
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}
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}
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fn setup(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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mut graphs: ResMut<Assets<AnimationGraph>>,
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) {
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// Build the animation graph
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let (graph, node_indices) = AnimationGraph::from_clips([
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asset_server.load(GltfAssetLabel::Animation(2).from_asset(FOX_PATH)),
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asset_server.load(GltfAssetLabel::Animation(1).from_asset(FOX_PATH)),
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asset_server.load(GltfAssetLabel::Animation(0).from_asset(FOX_PATH)),
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]);
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// Insert a resource with the current scene information
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let graph_handle = graphs.add(graph);
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commands.insert_resource(Animations {
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animations: node_indices,
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graph: graph_handle,
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});
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// Camera
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commands.spawn((
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Camera3d::default(),
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Transform::from_xyz(100.0, 100.0, 150.0).looking_at(Vec3::new(0.0, 20.0, 0.0), Vec3::Y),
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));
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// Plane
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commands.spawn((
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Mesh3d(meshes.add(Plane3d::default().mesh().size(500000.0, 500000.0))),
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MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))),
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));
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// Light
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commands.spawn((
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Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)),
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DirectionalLight {
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shadows_enabled: true,
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..default()
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},
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CascadeShadowConfigBuilder {
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first_cascade_far_bound: 200.0,
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maximum_distance: 400.0,
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..default()
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}
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.build(),
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));
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// Fox
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commands.spawn(SceneRoot(
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asset_server.load(GltfAssetLabel::Scene(0).from_asset(FOX_PATH)),
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));
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println!("Animation controls:");
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println!(" - spacebar: play / pause");
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println!(" - arrow up / down: speed up / slow down animation playback");
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println!(" - arrow left / right: seek backward / forward");
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println!(" - digit 1 / 3 / 5: play the animation <digit> times");
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println!(" - L: loop the animation forever");
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println!(" - return: change animation");
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// We're seeding the PRNG here to make this example deterministic for testing purposes.
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// This isn't strictly required in practical use unless you need your app to be deterministic.
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let seeded_rng = ChaCha8Rng::seed_from_u64(19878367467712);
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commands.insert_resource(SeededRng(seeded_rng));
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}
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// An `AnimationPlayer` is automatically added to the scene when it's ready.
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// When the player is added, start the animation.
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fn setup_scene_once_loaded(
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mut commands: Commands,
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animations: Res<Animations>,
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feet: Res<FoxFeetTargets>,
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graphs: Res<Assets<AnimationGraph>>,
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mut clips: ResMut<Assets<AnimationClip>>,
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mut players: Query<(Entity, &mut AnimationPlayer), Added<AnimationPlayer>>,
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) {
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fn get_clip<'a>(
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node: AnimationNodeIndex,
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graph: &AnimationGraph,
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clips: &'a mut Assets<AnimationClip>,
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) -> &'a mut AnimationClip {
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let node = graph.get(node).unwrap();
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let clip = match &node.node_type {
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AnimationNodeType::Clip(handle) => clips.get_mut(handle),
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_ => unreachable!(),
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};
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clip.unwrap()
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}
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for (entity, mut player) in &mut players {
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let graph = graphs.get(&animations.graph).unwrap();
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// Send `OnStep` events once the fox feet hits the ground in the running animation.
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let running_animation = get_clip(animations.animations[0], graph, &mut clips);
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// You can determine the time an event should trigger if you know witch frame it occurs and
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// the frame rate of the animation. Let's say we want to trigger an event at frame 15,
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// and the animation has a frame rate of 24 fps, then time = 15 / 24 = 0.625.
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running_animation.add_event_to_target(feet.front_left, 0.625, OnStep);
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running_animation.add_event_to_target(feet.front_right, 0.5, OnStep);
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running_animation.add_event_to_target(feet.back_left, 0.0, OnStep);
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running_animation.add_event_to_target(feet.back_right, 0.125, OnStep);
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let mut transitions = AnimationTransitions::new();
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// Make sure to start the animation via the `AnimationTransitions`
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// component. The `AnimationTransitions` component wants to manage all
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// the animations and will get confused if the animations are started
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// directly via the `AnimationPlayer`.
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transitions
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.play(&mut player, animations.animations[0], Duration::ZERO)
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.repeat();
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commands
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.entity(entity)
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.insert(AnimationGraphHandle(animations.graph.clone()))
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.insert(transitions);
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}
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}
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fn keyboard_animation_control(
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keyboard_input: Res<ButtonInput<KeyCode>>,
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mut animation_players: Query<(&mut AnimationPlayer, &mut AnimationTransitions)>,
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animations: Res<Animations>,
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mut current_animation: Local<usize>,
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) {
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for (mut player, mut transitions) in &mut animation_players {
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let Some((&playing_animation_index, _)) = player.playing_animations().next() else {
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continue;
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};
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if keyboard_input.just_pressed(KeyCode::Space) {
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let playing_animation = player.animation_mut(playing_animation_index).unwrap();
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if playing_animation.is_paused() {
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playing_animation.resume();
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} else {
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playing_animation.pause();
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}
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}
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if keyboard_input.just_pressed(KeyCode::ArrowUp) {
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let playing_animation = player.animation_mut(playing_animation_index).unwrap();
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let speed = playing_animation.speed();
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playing_animation.set_speed(speed * 1.2);
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}
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if keyboard_input.just_pressed(KeyCode::ArrowDown) {
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let playing_animation = player.animation_mut(playing_animation_index).unwrap();
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let speed = playing_animation.speed();
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playing_animation.set_speed(speed * 0.8);
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}
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if keyboard_input.just_pressed(KeyCode::ArrowLeft) {
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let playing_animation = player.animation_mut(playing_animation_index).unwrap();
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let elapsed = playing_animation.seek_time();
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playing_animation.seek_to(elapsed - 0.1);
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}
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if keyboard_input.just_pressed(KeyCode::ArrowRight) {
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let playing_animation = player.animation_mut(playing_animation_index).unwrap();
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let elapsed = playing_animation.seek_time();
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playing_animation.seek_to(elapsed + 0.1);
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}
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if keyboard_input.just_pressed(KeyCode::Enter) {
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*current_animation = (*current_animation + 1) % animations.animations.len();
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transitions
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.play(
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&mut player,
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animations.animations[*current_animation],
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Duration::from_millis(250),
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)
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.repeat();
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}
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if keyboard_input.just_pressed(KeyCode::Digit1) {
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let playing_animation = player.animation_mut(playing_animation_index).unwrap();
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playing_animation
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.set_repeat(RepeatAnimation::Count(1))
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.replay();
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}
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if keyboard_input.just_pressed(KeyCode::Digit3) {
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let playing_animation = player.animation_mut(playing_animation_index).unwrap();
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playing_animation
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.set_repeat(RepeatAnimation::Count(3))
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.replay();
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}
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if keyboard_input.just_pressed(KeyCode::Digit5) {
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let playing_animation = player.animation_mut(playing_animation_index).unwrap();
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playing_animation
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.set_repeat(RepeatAnimation::Count(5))
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.replay();
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}
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if keyboard_input.just_pressed(KeyCode::KeyL) {
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let playing_animation = player.animation_mut(playing_animation_index).unwrap();
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playing_animation.set_repeat(RepeatAnimation::Forever);
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}
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}
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}
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fn simulate_particles(
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mut commands: Commands,
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mut query: Query<(Entity, &mut Transform, &mut Particle)>,
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time: Res<Time>,
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) {
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for (entity, mut transform, mut particle) in &mut query {
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if particle.lifetime_timer.tick(time.delta()).just_finished() {
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commands.entity(entity).despawn();
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} else {
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transform.translation += particle.velocity * time.delta_secs();
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transform.scale =
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Vec3::splat(particle.size.lerp(0.0, particle.lifetime_timer.fraction()));
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particle
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.velocity
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.smooth_nudge(&Vec3::ZERO, 4.0, time.delta_secs());
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}
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}
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}
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fn spawn_particle<M: Material>(
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mesh: Handle<Mesh>,
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material: Handle<M>,
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translation: Vec3,
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lifetime: f32,
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size: f32,
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velocity: Vec3,
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) -> impl Command {
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move |world: &mut World| {
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world.spawn((
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Particle {
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lifetime_timer: Timer::from_seconds(lifetime, TimerMode::Once),
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size,
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velocity,
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},
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Mesh3d(mesh),
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MeshMaterial3d(material),
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Transform {
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translation,
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scale: Vec3::splat(size),
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..Default::default()
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},
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));
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}
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}
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#[derive(Component)]
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struct Particle {
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lifetime_timer: Timer,
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size: f32,
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velocity: Vec3,
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}
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#[derive(Resource)]
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struct ParticleAssets {
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mesh: Handle<Mesh>,
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material: Handle<StandardMaterial>,
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}
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impl FromWorld for ParticleAssets {
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fn from_world(world: &mut World) -> Self {
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Self {
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mesh: world.resource_mut::<Assets<Mesh>>().add(Sphere::new(10.0)),
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material: world
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.resource_mut::<Assets<StandardMaterial>>()
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.add(StandardMaterial {
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base_color: WHITE.into(),
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..Default::default()
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}),
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}
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}
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}
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#[derive(Resource)]
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struct FoxFeetTargets {
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front_right: AnimationTargetId,
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front_left: AnimationTargetId,
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back_left: AnimationTargetId,
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back_right: AnimationTargetId,
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}
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impl Default for FoxFeetTargets {
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fn default() -> Self {
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// Get the id's of the feet and store them in a resource.
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let hip_node = ["root", "_rootJoint", "b_Root_00", "b_Hip_01"];
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let front_left_foot = hip_node.iter().chain(
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[
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"b_Spine01_02",
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"b_Spine02_03",
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"b_LeftUpperArm_09",
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"b_LeftForeArm_010",
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"b_LeftHand_011",
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]
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.iter(),
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);
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let front_right_foot = hip_node.iter().chain(
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[
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"b_Spine01_02",
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"b_Spine02_03",
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"b_RightUpperArm_06",
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"b_RightForeArm_07",
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"b_RightHand_08",
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]
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.iter(),
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);
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let back_left_foot = hip_node.iter().chain(
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[
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"b_LeftLeg01_015",
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"b_LeftLeg02_016",
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"b_LeftFoot01_017",
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"b_LeftFoot02_018",
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]
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.iter(),
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);
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let back_right_foot = hip_node.iter().chain(
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[
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"b_RightLeg01_019",
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"b_RightLeg02_020",
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"b_RightFoot01_021",
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"b_RightFoot02_022",
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]
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.iter(),
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);
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Self {
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front_left: AnimationTargetId::from_iter(front_left_foot),
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front_right: AnimationTargetId::from_iter(front_right_foot),
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back_left: AnimationTargetId::from_iter(back_left_foot),
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back_right: AnimationTargetId::from_iter(back_right_foot),
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}
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}
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}
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