mirror of
https://github.com/bevyengine/bevy
synced 2024-11-26 14:40:19 +00:00
31bd4ecbbc
# Objective Load skeletal weights and indices from GLTF files. Animate meshes. ## Solution - Load skeletal weights and indices from GLTF files. - Added `SkinnedMesh` component and ` SkinnedMeshInverseBindPose` asset - Added `extract_skinned_meshes` to extract joint matrices. - Added queue phase systems for enqueuing the buffer writes. Some notes: - This ports part of # #2359 to the current main. - This generates new `BufferVec`s and bind groups every frame. The expectation here is that the number of `Query::get` calls during extract is probably going to be the stronger bottleneck, with up to 256 calls per skinned mesh. Until that is optimized, caching buffers and bind groups is probably a non-concern. - Unfortunately, due to the uniform size requirements, this means a 16KB buffer is allocated for every skinned mesh every frame. There's probably a few ways to get around this, but most of them require either compute shaders or storage buffers, which are both incompatible with WebGL2. Co-authored-by: james7132 <contact@jamessliu.com> Co-authored-by: François <mockersf@gmail.com> Co-authored-by: James Liu <contact@jamessliu.com>
171 lines
5.9 KiB
Rust
171 lines
5.9 KiB
Rust
use std::f32::consts::PI;
|
|
|
|
use bevy::{
|
|
pbr::AmbientLight,
|
|
prelude::*,
|
|
render::mesh::{
|
|
skinning::{SkinnedMesh, SkinnedMeshInverseBindposes},
|
|
Indices, PrimitiveTopology,
|
|
},
|
|
};
|
|
use rand::Rng;
|
|
|
|
/// 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>
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins)
|
|
.insert_resource(AmbientLight {
|
|
brightness: 1.0,
|
|
..Default::default()
|
|
})
|
|
.add_startup_system(setup)
|
|
.add_system(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_bundle(PerspectiveCameraBundle {
|
|
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 UVs. Although the mesh doesn't have any texture applied,
|
|
// UVs are still required by the render pipeline. So these UVs are zeroed out.
|
|
mesh.insert_attribute(Mesh::ATTRIBUTE_UV_0, vec![[0.0, 0.0]; 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,
|
|
vec![
|
|
[0u16, 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);
|
|
for i in -5..5 {
|
|
// Create joint entities
|
|
let joint_0 = commands
|
|
.spawn_bundle((
|
|
Transform::from_xyz(i as f32 * 1.5, 0.0, 0.0),
|
|
GlobalTransform::identity(),
|
|
))
|
|
.id();
|
|
let joint_1 = commands
|
|
.spawn_bundle((
|
|
AnimatedJoint,
|
|
Transform::identity(),
|
|
GlobalTransform::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_bundle(PbrBundle {
|
|
mesh: mesh.clone(),
|
|
material: materials.add(
|
|
Color::rgb(
|
|
rand::thread_rng().gen_range(0.0..1.0),
|
|
rand::thread_rng().gen_range(0.0..1.0),
|
|
rand::thread_rng().gen_range(0.0..1.0),
|
|
)
|
|
.into(),
|
|
),
|
|
..Default::default()
|
|
})
|
|
.insert(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 query.iter_mut() {
|
|
transform.rotation = Quat::from_axis_angle(
|
|
Vec3::Z,
|
|
0.5 * PI * time.time_since_startup().as_secs_f32().sin(),
|
|
);
|
|
}
|
|
}
|