mirror of
https://github.com/bevyengine/bevy
synced 2024-11-14 00:47:32 +00:00
73e06e33da
# Objective Make the output of this example repeatable so it can be utilized by automated screenshot diffing. ## Solution - Use a seeded RNG for the random colors - Offset the meshes slightly in z so they don't intersect each other at the extents of their animations.
168 lines
5.7 KiB
Rust
168 lines
5.7 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::{
|
|
pbr::AmbientLight,
|
|
prelude::*,
|
|
render::mesh::{
|
|
skinning::{SkinnedMesh, SkinnedMeshInverseBindposes},
|
|
Indices, PrimitiveTopology, VertexAttributeValues,
|
|
},
|
|
};
|
|
use rand::{rngs::StdRng, Rng, SeedableRng};
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins)
|
|
.insert_resource(AmbientLight {
|
|
brightness: 1.0,
|
|
..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;
|
|
|
|
/// 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,
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
mut materials: ResMut<Assets<StandardMaterial>>,
|
|
mut skinned_mesh_inverse_bindposes_assets: ResMut<Assets<SkinnedMeshInverseBindposes>>,
|
|
) {
|
|
// Create a camera
|
|
commands.spawn(Camera3dBundle {
|
|
transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
|
|
..default()
|
|
});
|
|
|
|
// Create inverse bindpose matrices for a skeleton consists of 2 joints
|
|
let inverse_bindposes =
|
|
skinned_mesh_inverse_bindposes_assets.add(SkinnedMeshInverseBindposes::from(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 mut mesh = Mesh::new(PrimitiveTopology::TriangleList);
|
|
// Set mesh vertex positions
|
|
mesh.insert_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],
|
|
],
|
|
);
|
|
// Set mesh vertex normals
|
|
mesh.insert_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.
|
|
mesh.insert_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.
|
|
mesh.insert_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.
|
|
mesh.set_indices(Some(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);
|
|
|
|
let mut rng = StdRng::seed_from_u64(42);
|
|
|
|
for i in -5..5 {
|
|
// Create joint entities
|
|
let joint_0 = commands
|
|
.spawn(TransformBundle::from(Transform::from_xyz(
|
|
i as f32 * 1.5,
|
|
0.0,
|
|
i as f32 * 0.1,
|
|
)))
|
|
.id();
|
|
let joint_1 = commands
|
|
.spawn((AnimatedJoint, TransformBundle::IDENTITY))
|
|
.id();
|
|
|
|
// Set joint_1 as a child of joint_0.
|
|
commands.entity(joint_0).push_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((
|
|
PbrBundle {
|
|
mesh: mesh.clone(),
|
|
material: materials.add(
|
|
Color::rgb(
|
|
rng.gen_range(0.0..1.0),
|
|
rng.gen_range(0.0..1.0),
|
|
rng.gen_range(0.0..1.0),
|
|
)
|
|
.into(),
|
|
),
|
|
..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, With<AnimatedJoint>>) {
|
|
for mut transform in &mut query {
|
|
transform.rotation = Quat::from_rotation_z(FRAC_PI_2 * time.elapsed_seconds().sin());
|
|
}
|
|
}
|