bevy/examples/animation/animated_fox.rs
ira 65252bb87a Consistently use PI to specify angles in examples. (#5825)
Examples inconsistently use either `TAU`, `PI`, `FRAC_PI_2` or `FRAC_PI_4`.
Often in odd ways and without `use`ing the constants, making it difficult to parse.

 * Use `PI` to specify angles.
 * General code-quality improvements.
 * Fix borked `hierarchy` example.


Co-authored-by: devil-ira <justthecooldude@gmail.com>
2022-08-30 19:52:11 +00:00

129 lines
3.8 KiB
Rust

//! Plays animations from a skinned glTF.
use std::f32::consts::PI;
use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.insert_resource(AmbientLight {
color: Color::WHITE,
brightness: 1.0,
})
.add_startup_system(setup)
.add_system(setup_scene_once_loaded)
.add_system(keyboard_animation_control)
.run();
}
#[derive(Resource)]
struct Animations(Vec<Handle<AnimationClip>>);
fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// Insert a resource with the current scene information
commands.insert_resource(Animations(vec![
asset_server.load("models/animated/Fox.glb#Animation2"),
asset_server.load("models/animated/Fox.glb#Animation1"),
asset_server.load("models/animated/Fox.glb#Animation0"),
]));
// Camera
commands.spawn_bundle(Camera3dBundle {
transform: Transform::from_xyz(100.0, 100.0, 150.0)
.looking_at(Vec3::new(0.0, 20.0, 0.0), Vec3::Y),
..default()
});
// Plane
commands.spawn_bundle(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Plane { size: 500000.0 })),
material: materials.add(Color::rgb(0.3, 0.5, 0.3).into()),
..default()
});
// Light
commands.spawn_bundle(DirectionalLightBundle {
transform: Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)),
directional_light: DirectionalLight {
shadows_enabled: true,
..default()
},
..default()
});
// Fox
commands.spawn_bundle(SceneBundle {
scene: asset_server.load("models/animated/Fox.glb#Scene0"),
..default()
});
println!("Animation controls:");
println!(" - spacebar: play / pause");
println!(" - arrow up / down: speed up / slow down animation playback");
println!(" - arrow left / right: seek backward / forward");
println!(" - return: change animation");
}
// Once the scene is loaded, start the animation
fn setup_scene_once_loaded(
animations: Res<Animations>,
mut player: Query<&mut AnimationPlayer>,
mut done: Local<bool>,
) {
if !*done {
if let Ok(mut player) = player.get_single_mut() {
player.play(animations.0[0].clone_weak()).repeat();
*done = true;
}
}
}
fn keyboard_animation_control(
keyboard_input: Res<Input<KeyCode>>,
mut animation_player: Query<&mut AnimationPlayer>,
animations: Res<Animations>,
mut current_animation: Local<usize>,
) {
if let Ok(mut player) = animation_player.get_single_mut() {
if keyboard_input.just_pressed(KeyCode::Space) {
if player.is_paused() {
player.resume();
} else {
player.pause();
}
}
if keyboard_input.just_pressed(KeyCode::Up) {
let speed = player.speed();
player.set_speed(speed * 1.2);
}
if keyboard_input.just_pressed(KeyCode::Down) {
let speed = player.speed();
player.set_speed(speed * 0.8);
}
if keyboard_input.just_pressed(KeyCode::Left) {
let elapsed = player.elapsed();
player.set_elapsed(elapsed - 0.1);
}
if keyboard_input.just_pressed(KeyCode::Right) {
let elapsed = player.elapsed();
player.set_elapsed(elapsed + 0.1);
}
if keyboard_input.just_pressed(KeyCode::Return) {
*current_animation = (*current_animation + 1) % animations.0.len();
player
.play(animations.0[*current_animation].clone_weak())
.repeat();
}
}
}