mirror of
https://github.com/bevyengine/bevy
synced 2024-11-23 05:03:47 +00:00
189ceaf0d3
# Objective There are a lot of doctests that are `ignore`d for no documented reason. And that should be fixed. ## Solution I searched the bevy repo with the regex ` ```[a-z,]*ignore ` in order to find all `ignore`d doctests. For each one of the `ignore`d doctests, I did the following steps: 1. Attempt to remove the `ignored` attribute while still passing the test. I did this by adding hidden dummy structs and imports. 2. If step 1 doesn't work, attempt to replace the `ignored` attribute with the `no_run` attribute while still passing the test. 3. If step 2 doesn't work, keep the `ignored` attribute but add documentation for why the `ignored` attribute was added. --------- Co-authored-by: François <mockersf@gmail.com>
72 lines
2.6 KiB
Rust
72 lines
2.6 KiB
Rust
//! Skinned mesh example with mesh and joints data loaded from a glTF file.
|
|
//! 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};
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins)
|
|
.insert_resource(AmbientLight {
|
|
brightness: 1.0,
|
|
..default()
|
|
})
|
|
.add_systems(Startup, setup)
|
|
.add_systems(Update, joint_animation)
|
|
.run();
|
|
}
|
|
|
|
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
|
// Create a camera
|
|
commands.spawn(Camera3dBundle {
|
|
transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
|
|
..default()
|
|
});
|
|
|
|
// Spawn the first scene in `models/SimpleSkin/SimpleSkin.gltf`
|
|
commands.spawn(SceneBundle {
|
|
scene: asset_server.load("models/SimpleSkin/SimpleSkin.gltf#Scene0"),
|
|
..default()
|
|
});
|
|
}
|
|
|
|
/// The scene hierarchy currently looks somewhat like this:
|
|
///
|
|
/// ```text
|
|
/// <Parent entity>
|
|
/// + Mesh node (without `PbrBundle` or `SkinnedMesh` component)
|
|
/// + Skinned mesh entity (with `PbrBundle` and `SkinnedMesh` component, created by glTF loader)
|
|
/// + First joint
|
|
/// + Second joint
|
|
/// ```
|
|
///
|
|
/// In this example, we want to get and animate the second joint.
|
|
/// It is similar to the animation defined in `models/SimpleSkin/SimpleSkin.gltf`.
|
|
fn joint_animation(
|
|
time: Res<Time>,
|
|
parent_query: Query<&Parent, With<SkinnedMesh>>,
|
|
children_query: Query<&Children>,
|
|
mut transform_query: Query<&mut Transform>,
|
|
) {
|
|
// Iter skinned mesh entity
|
|
for skinned_mesh_parent in &parent_query {
|
|
// Mesh node is the parent of the skinned mesh entity.
|
|
let mesh_node_entity = skinned_mesh_parent.get();
|
|
// Get `Children` in the mesh node.
|
|
let mesh_node_children = children_query.get(mesh_node_entity).unwrap();
|
|
|
|
// First joint is the second child of the mesh node.
|
|
let first_joint_entity = mesh_node_children[1];
|
|
// Get `Children` in the first joint.
|
|
let first_joint_children = children_query.get(first_joint_entity).unwrap();
|
|
|
|
// Second joint is the first child of the first joint.
|
|
let second_joint_entity = first_joint_children[0];
|
|
// Get `Transform` in the second joint.
|
|
let mut second_joint_transform = transform_query.get_mut(second_joint_entity).unwrap();
|
|
|
|
second_joint_transform.rotation =
|
|
Quat::from_rotation_z(FRAC_PI_2 * time.elapsed_seconds().sin());
|
|
}
|
|
}
|