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b96193e6ca
# Objective - #11868 changed the lighting system, forcing lights to increase their intensity. The PR fixed most examples, but missed a few. These I later caught in https://github.com/bevyengine/bevy-website/pull/1023. - Related: #11982, #11981. - While there, I noticed that the spotlight example could use a few easy improvements. ## Solution - Increase lighting in `skybox`, `spotlight`, `animated_transform`, and `gltf_skinned_mesh`. - Improve spotlight example. - Make ground plane move with cubes, so they don't phase into each other. - Batch spawn cubes. - Add controls text. - Change controls to allow rotating around spotlights. ## Showcase ### Skybox Before: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/8ba00d74-6d68-4414-97a8-28afb8305570"> After: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/ad15c471-6979-4dda-9889-9189136d8404"> ### Spotlight Before: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/53f966de-acf3-46b8-8299-0005c4cb8da0"> After: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/05c73c1e-0739-4226-83d6-e4249a9105e0"> ### Animated Transform Before: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/6d7d4ea0-e22e-42a5-9905-ea1731d474cf"> After: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/f1ee08d6-d17a-4391-91a6-d903b9fbdc3c"> ### gLTF Skinned Mesh Before: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/547569a6-d13b-4fe0-a8c1-e11f02c4f9a2"> After: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/34517aba-09e4-4e9b-982a-a4a8b893c48a"> --- ## Changelog - Increased lighting in `skybox`, `spotlight`, `animated_transform`, and `gltf_skinned_mesh` examples. - Improved usability of `spotlight` example.
73 lines
2.6 KiB
Rust
73 lines
2.6 KiB
Rust
//! Skinned mesh example with mesh and joints data loaded from a glTF file.
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//! Example taken from <https://github.com/KhronosGroup/glTF-Tutorials/blob/master/gltfTutorial/gltfTutorial_019_SimpleSkin.md>
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use std::f32::consts::*;
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use bevy::{pbr::AmbientLight, prelude::*, render::mesh::skinning::SkinnedMesh};
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.insert_resource(AmbientLight {
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brightness: 750.0,
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..default()
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})
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.add_systems(Startup, setup)
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.add_systems(Update, joint_animation)
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.run();
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}
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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// Create a camera
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commands.spawn(Camera3dBundle {
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transform: Transform::from_xyz(-2.0, 2.5, 5.0)
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.looking_at(Vec3::new(0.0, 1.0, 0.0), Vec3::Y),
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..default()
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});
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// Spawn the first scene in `models/SimpleSkin/SimpleSkin.gltf`
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commands.spawn(SceneBundle {
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scene: asset_server.load("models/SimpleSkin/SimpleSkin.gltf#Scene0"),
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..default()
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});
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}
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/// The scene hierarchy currently looks somewhat like this:
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///
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/// ```text
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/// <Parent entity>
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/// + Mesh node (without `PbrBundle` or `SkinnedMesh` component)
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/// + Skinned mesh entity (with `PbrBundle` and `SkinnedMesh` component, created by glTF loader)
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/// + First joint
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/// + Second joint
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/// ```
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///
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/// In this example, we want to get and animate the second joint.
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/// It is similar to the animation defined in `models/SimpleSkin/SimpleSkin.gltf`.
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fn joint_animation(
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time: Res<Time>,
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parent_query: Query<&Parent, With<SkinnedMesh>>,
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children_query: Query<&Children>,
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mut transform_query: Query<&mut Transform>,
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) {
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// Iter skinned mesh entity
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for skinned_mesh_parent in &parent_query {
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// Mesh node is the parent of the skinned mesh entity.
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let mesh_node_entity = skinned_mesh_parent.get();
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// Get `Children` in the mesh node.
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let mesh_node_children = children_query.get(mesh_node_entity).unwrap();
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// First joint is the second child of the mesh node.
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let first_joint_entity = mesh_node_children[1];
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// Get `Children` in the first joint.
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let first_joint_children = children_query.get(first_joint_entity).unwrap();
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// Second joint is the first child of the first joint.
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let second_joint_entity = first_joint_children[0];
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// Get `Transform` in the second joint.
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let mut second_joint_transform = transform_query.get_mut(second_joint_entity).unwrap();
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second_joint_transform.rotation =
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Quat::from_rotation_z(FRAC_PI_2 * time.elapsed_seconds().sin());
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}
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}
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