mirror of
https://github.com/bevyengine/bevy
synced 2024-12-24 03:53:06 +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.
108 lines
3.1 KiB
Rust
108 lines
3.1 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(GltfAssetLabel::Animation(2).from_asset("models/animated/MorphStressTest.gltf")),
|
|
mesh: asset_server.load(
|
|
GltfAssetLabel::Primitive {
|
|
mesh: 0,
|
|
primitive: 0,
|
|
}
|
|
.from_asset("models/animated/MorphStressTest.gltf"),
|
|
),
|
|
});
|
|
commands.spawn(SceneRoot(asset_server.load(
|
|
GltfAssetLabel::Scene(0).from_asset("models/animated/MorphStressTest.gltf"),
|
|
)));
|
|
commands.spawn((
|
|
DirectionalLight::default(),
|
|
Transform::from_rotation(Quat::from_rotation_z(PI / 2.0)),
|
|
));
|
|
commands.spawn((
|
|
Camera3d::default(),
|
|
Transform::from_xyz(3.0, 2.1, 10.2).looking_at(Vec3::ZERO, Vec3::Y),
|
|
));
|
|
}
|
|
|
|
/// Plays an [`AnimationClip`] from the loaded [`Gltf`] on the [`AnimationPlayer`] created by the spawned scene.
|
|
fn setup_animations(
|
|
mut has_setup: Local<bool>,
|
|
mut commands: Commands,
|
|
mut players: Query<(Entity, &Name, &mut AnimationPlayer)>,
|
|
morph_data: Res<MorphData>,
|
|
mut graphs: ResMut<Assets<AnimationGraph>>,
|
|
) {
|
|
if *has_setup {
|
|
return;
|
|
}
|
|
for (entity, 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;
|
|
}
|
|
|
|
let (graph, animation) = AnimationGraph::from_clip(morph_data.the_wave.clone());
|
|
commands.entity(entity).insert(graphs.add(graph));
|
|
|
|
player.play(animation).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;
|
|
}
|