bevy/examples/animation/custom_skinned_mesh.rs
ira b42f426fc3 Add associated constant IDENTITY to Transform and friends. (#5340)
# Objective
Since `identity` is a const fn that takes no arguments it seems logical to make it an associated constant.
This is also more in line with types from glam (eg. `Quat::IDENTITY`).

## Migration Guide

The method `identity()` on `Transform`, `GlobalTransform` and `TransformBundle` has been deprecated.
Use the associated constant `IDENTITY` instead.

Co-authored-by: devil-ira <justthecooldude@gmail.com>
2022-08-30 22:10:24 +00:00

170 lines
5.8 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::PI;
use bevy::{
pbr::AmbientLight,
prelude::*,
render::mesh::{
skinning::{SkinnedMesh, SkinnedMeshInverseBindposes},
Indices, PrimitiveTopology,
},
};
use rand::Rng;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.insert_resource(AmbientLight {
brightness: 1.0,
..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(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 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()
})
.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 &mut query {
transform.rotation =
Quat::from_rotation_z(PI / 2. * time.time_since_startup().as_secs_f32().sin());
}
}