mirror of
https://github.com/bevyengine/bevy
synced 2024-11-29 16:10:19 +00:00
25bfa80e60
# Objective Yet another PR for migrating stuff to required components. This time, cameras! ## Solution As per the [selected proposal](https://hackmd.io/tsYID4CGRiWxzsgawzxG_g#Combined-Proposal-1-Selected), deprecate `Camera2dBundle` and `Camera3dBundle` in favor of `Camera2d` and `Camera3d`. Adding a `Camera` without `Camera2d` or `Camera3d` now logs a warning, as suggested by Cart [on Discord](https://discord.com/channels/691052431525675048/1264881140007702558/1291506402832945273). I would personally like cameras to work a bit differently and be split into a few more components, to avoid some footguns and confusing semantics, but that is more controversial, and shouldn't block this core migration. ## Testing I ran a few 2D and 3D examples, and tried cameras with and without render graphs. --- ## Migration Guide `Camera2dBundle` and `Camera3dBundle` have been deprecated in favor of `Camera2d` and `Camera3d`. Inserting them will now also insert the other components required by them automatically.
71 lines
2.6 KiB
Rust
71 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::{math::ops, prelude::*, render::mesh::skinning::SkinnedMesh};
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins)
|
|
.insert_resource(AmbientLight {
|
|
brightness: 750.0,
|
|
..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((
|
|
Camera3d::default(),
|
|
Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::new(0.0, 1.0, 0.0), Vec3::Y),
|
|
));
|
|
|
|
// Spawn the first scene in `models/SimpleSkin/SimpleSkin.gltf`
|
|
commands.spawn(SceneRoot(asset_server.load(
|
|
GltfAssetLabel::Scene(0).from_asset("models/SimpleSkin/SimpleSkin.gltf"),
|
|
)));
|
|
}
|
|
|
|
/// The scene hierarchy currently looks somewhat like this:
|
|
///
|
|
/// ```text
|
|
/// <Parent entity>
|
|
/// + Mesh node (without `Mesh3d` or `SkinnedMesh` component)
|
|
/// + Skinned mesh entity (with `Mesh3d` 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 * ops::sin(time.elapsed_seconds()));
|
|
}
|
|
}
|