bevy/examples/animation/gltf_skinned_mesh.rs
Joona Aalto 25bfa80e60
Migrate cameras to required components (#15641)
# 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.
2024-10-05 01:59:52 +00:00

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()));
}
}