mirror of
https://github.com/bevyengine/bevy
synced 2024-11-22 04:33:37 +00:00
fcd7c0fc3d
Rebased and finished version of https://github.com/bevyengine/bevy/pull/8407. Huge thanks to @GitGhillie for adjusting all the examples, and the many other people who helped write this PR (@superdump , @coreh , among others) :) Fixes https://github.com/bevyengine/bevy/issues/8369 --- ## Changelog - Added a `brightness` control to `Skybox`. - Added an `intensity` control to `EnvironmentMapLight`. - Added `ExposureSettings` and `PhysicalCameraParameters` for controlling exposure of 3D cameras. - Removed the baked-in `DirectionalLight` exposure Bevy previously hardcoded internally. ## Migration Guide - If using a `Skybox` or `EnvironmentMapLight`, use the new `brightness` and `intensity` controls to adjust their strength. - All 3D scene will now have different apparent brightnesses due to Bevy implementing proper exposure controls. You will have to adjust the intensity of your lights and/or your camera exposure via the new `ExposureSettings` component to compensate. --------- Co-authored-by: Robert Swain <robert.swain@gmail.com> Co-authored-by: GitGhillie <jillisnoordhoek@gmail.com> Co-authored-by: Marco Buono <thecoreh@gmail.com> Co-authored-by: vero <email@atlasdostal.com> Co-authored-by: atlas dostal <rodol@rivalrebels.com>
101 lines
2.9 KiB
Rust
101 lines
2.9 KiB
Rust
//! Controls morph targets in a loaded scene.
|
|
//!
|
|
//! Illustrates:
|
|
//!
|
|
//! - How to access and modify individual morph target weights.
|
|
//! See the `update_weights` system for details.
|
|
//! - How to read morph target names in `name_morphs`.
|
|
//! - How to play morph target animations in `setup_animations`.
|
|
|
|
use bevy::prelude::*;
|
|
use std::f32::consts::PI;
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins.set(WindowPlugin {
|
|
primary_window: Some(Window {
|
|
title: "morph targets".to_string(),
|
|
..default()
|
|
}),
|
|
..default()
|
|
}))
|
|
.insert_resource(AmbientLight {
|
|
brightness: 150.0,
|
|
..default()
|
|
})
|
|
.add_systems(Startup, setup)
|
|
.add_systems(Update, (name_morphs, setup_animations))
|
|
.run();
|
|
}
|
|
|
|
#[derive(Resource)]
|
|
struct MorphData {
|
|
the_wave: Handle<AnimationClip>,
|
|
mesh: Handle<Mesh>,
|
|
}
|
|
|
|
fn setup(asset_server: Res<AssetServer>, mut commands: Commands) {
|
|
commands.insert_resource(MorphData {
|
|
the_wave: asset_server.load("models/animated/MorphStressTest.gltf#Animation2"),
|
|
mesh: asset_server.load("models/animated/MorphStressTest.gltf#Mesh0/Primitive0"),
|
|
});
|
|
commands.spawn(SceneBundle {
|
|
scene: asset_server.load("models/animated/MorphStressTest.gltf#Scene0"),
|
|
..default()
|
|
});
|
|
commands.spawn(DirectionalLightBundle {
|
|
directional_light: DirectionalLight {
|
|
color: Color::WHITE,
|
|
illuminance: 1000.0,
|
|
..default()
|
|
},
|
|
transform: Transform::from_rotation(Quat::from_rotation_z(PI / 2.0)),
|
|
..default()
|
|
});
|
|
commands.spawn(Camera3dBundle {
|
|
transform: Transform::from_xyz(3.0, 2.1, 10.2).looking_at(Vec3::ZERO, Vec3::Y),
|
|
..default()
|
|
});
|
|
}
|
|
|
|
/// Plays an [`AnimationClip`] from the loaded [`Gltf`] on the [`AnimationPlayer`] created by the spawned scene.
|
|
fn setup_animations(
|
|
mut has_setup: Local<bool>,
|
|
mut players: Query<(&Name, &mut AnimationPlayer)>,
|
|
morph_data: Res<MorphData>,
|
|
) {
|
|
if *has_setup {
|
|
return;
|
|
}
|
|
for (name, mut player) in &mut players {
|
|
// The name of the entity in the GLTF scene containing the AnimationPlayer for our morph targets is "Main"
|
|
if name.as_str() != "Main" {
|
|
continue;
|
|
}
|
|
player.play(morph_data.the_wave.clone()).repeat();
|
|
*has_setup = true;
|
|
}
|
|
}
|
|
|
|
/// You can get the target names in their corresponding [`Mesh`].
|
|
/// They are in the order of the weights.
|
|
fn name_morphs(
|
|
mut has_printed: Local<bool>,
|
|
morph_data: Res<MorphData>,
|
|
meshes: Res<Assets<Mesh>>,
|
|
) {
|
|
if *has_printed {
|
|
return;
|
|
}
|
|
|
|
let Some(mesh) = meshes.get(&morph_data.mesh) else {
|
|
return;
|
|
};
|
|
let Some(names) = mesh.morph_target_names() else {
|
|
return;
|
|
};
|
|
for name in names {
|
|
println!(" {name}");
|
|
}
|
|
*has_printed = true;
|
|
}
|