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Part 2 of #23619 In **Bevy 0.19** we are landing a subset of Bevy's Next Generation Scene system (often known as BSN), which now lives in the `bevy_scene` / `bevy::scene` crate. However the old `bevy_scene` system still needs to stick around for a bit longer, as it provides some features that Bevy's Next Generation Scene system doesn't (yet!): 1. It is not _yet_ possible to write a World _to_ BSN, so the old system is still necessary for "round trip World serialization". 2. The GLTF scene loader has not yet been ported to BSN, so the old system is still necessary to spawn GLTF scenes in Bevy. For this reason, we have renamed the old `bevy_scene` crate to `bevy_world_serialization`. If you were referencing `bevy_scene::*` or `bevy::scene::*` types, rename those paths to `bevy_world_serialization::*` and `bevy::world_serialization::*` respectively. Additionally, to avoid confusion / conflicts with the new scene system, all "scene" terminology / types have been reframed as "world serialization": - `Scene` -> `WorldAsset` (as this was always just a World wrapper) - `SceneRoot` -> `WorldAssetRoot` - `DynamicScene` -> `DynamicWorld` - `DynamicScene::from_scene` -> `DynamicWorld::from_world_asset` - `DynamicSceneBuilder` -> `DynamicWorldBuilder` - `DynamicSceneRoot` -> `DynamicWorldRoot` - `SceneInstanceReady` -> `WorldInstanceReady` - `SceneLoader` -> `WorldAssetLoader` - `ScenePlugin` -> `WorldSerializationPlugin` - `SceneRootTemplate` -> `WorldAssetRootTemplate` - `SceneSpawner` -> `WorldInstanceSpawner` - `SceneFilter` -> `WorldFilter` - `SceneLoaderError` -> `WorldAssetLoaderError` - `SceneSpawnError` -> `WorldInstanceSpawnError` Note that I went with `bevy_world_serialization` over `bevy_ecs_serialization`, as that is what all of the internal features described themselves as. I think it is both more specific and does a better job of making itself decoupled from `bevy_ecs` proper.
296 lines
9.2 KiB
Rust
296 lines
9.2 KiB
Rust
//! Plays animations from a skinned glTF.
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use std::{f32::consts::PI, time::Duration};
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use bevy::{
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animation::{AnimationEvent, AnimationTargetId},
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color::palettes::css::WHITE,
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light::CascadeShadowConfigBuilder,
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prelude::*,
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};
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use chacha20::ChaCha8Rng;
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use rand::{RngExt, SeedableRng};
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const FOX_PATH: &str = "models/animated/Fox.glb";
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fn main() {
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App::new()
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.insert_resource(GlobalAmbientLight {
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color: Color::WHITE,
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brightness: 2000.,
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..default()
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})
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.add_plugins(DefaultPlugins)
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.init_resource::<ParticleAssets>()
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.init_resource::<FoxFeetTargets>()
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.add_systems(Startup, setup)
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.add_systems(Update, setup_scene_once_loaded)
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.add_systems(Update, simulate_particles)
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.add_observer(observe_on_step)
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.run();
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}
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#[derive(Resource)]
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struct SeededRng(ChaCha8Rng);
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#[derive(Resource)]
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struct Animations {
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index: AnimationNodeIndex,
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graph_handle: Handle<AnimationGraph>,
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}
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#[derive(AnimationEvent, Reflect, Clone)]
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struct Step;
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fn observe_on_step(
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step: On<Step>,
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particle: Res<ParticleAssets>,
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mut commands: Commands,
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transforms: Query<&GlobalTransform>,
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mut seeded_rng: ResMut<SeededRng>,
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) -> Result {
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let translation = transforms.get(step.trigger().target)?.translation();
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// Spawn a bunch of particles.
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for _ in 0..14 {
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let horizontal = seeded_rng.0.random::<Dir2>() * seeded_rng.0.random_range(8.0..12.0);
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let vertical = seeded_rng.0.random_range(0.0..4.0);
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let size = seeded_rng.0.random_range(0.2..1.0);
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commands.spawn((
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Particle {
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lifetime_timer: Timer::from_seconds(
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seeded_rng.0.random_range(0.2..0.6),
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TimerMode::Once,
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),
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size,
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velocity: Vec3::new(horizontal.x, vertical, horizontal.y) * 10.0,
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},
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Mesh3d(particle.mesh.clone()),
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MeshMaterial3d(particle.material.clone()),
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Transform {
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translation,
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scale: Vec3::splat(size),
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..Default::default()
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},
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));
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}
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Ok(())
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}
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fn setup(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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mut graphs: ResMut<Assets<AnimationGraph>>,
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) {
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// Build the animation graph
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let (graph, index) = AnimationGraph::from_clip(
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// We specifically want the "run" animation, which is the third one.
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asset_server.load(GltfAssetLabel::Animation(2).from_asset(FOX_PATH)),
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);
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// Insert a resource with the current scene information
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let graph_handle = graphs.add(graph);
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commands.insert_resource(Animations {
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index,
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graph_handle,
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});
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// Camera
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commands.spawn((
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Camera3d::default(),
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Transform::from_xyz(100.0, 100.0, 150.0).looking_at(Vec3::new(0.0, 20.0, 0.0), Vec3::Y),
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));
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// Plane
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commands.spawn((
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Mesh3d(meshes.add(Plane3d::default().mesh().size(500000.0, 500000.0))),
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MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))),
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));
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// Light
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commands.spawn((
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Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)),
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DirectionalLight {
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shadow_maps_enabled: true,
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..default()
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},
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CascadeShadowConfigBuilder {
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first_cascade_far_bound: 200.0,
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maximum_distance: 400.0,
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..default()
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}
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.build(),
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));
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// Fox
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commands.spawn(WorldAssetRoot(
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asset_server.load(GltfAssetLabel::Scene(0).from_asset(FOX_PATH)),
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));
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// We're seeding the PRNG here to make this example deterministic for testing purposes.
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// This isn't strictly required in practical use unless you need your app to be deterministic.
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let seeded_rng = ChaCha8Rng::seed_from_u64(19878367467712);
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commands.insert_resource(SeededRng(seeded_rng));
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}
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// An `AnimationPlayer` is automatically added to the scene when it's ready.
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// When the player is added, start the animation.
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fn setup_scene_once_loaded(
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mut commands: Commands,
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animations: Res<Animations>,
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feet: Res<FoxFeetTargets>,
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graphs: Res<Assets<AnimationGraph>>,
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mut clips: ResMut<Assets<AnimationClip>>,
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mut players: Query<(Entity, &mut AnimationPlayer), Added<AnimationPlayer>>,
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) {
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fn get_clip<'a>(
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node: AnimationNodeIndex,
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graph: &AnimationGraph,
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clips: &'a mut Assets<AnimationClip>,
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) -> &'a mut AnimationClip {
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let node = graph.get(node).unwrap();
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let clip = match &node.node_type {
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AnimationNodeType::Clip(handle) => clips.get_mut(handle),
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_ => unreachable!(),
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};
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clip.unwrap().into_inner()
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}
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for (entity, mut player) in &mut players {
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// Send `OnStep` events once the fox feet hits the ground in the running animation.
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let graph = graphs.get(&animations.graph_handle).unwrap();
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let running_animation = get_clip(animations.index, graph, &mut clips);
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// You can determine the time an event should trigger if you know which frame it occurs and
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// the frame rate of the animation. Let's say we want to trigger an event at frame 15,
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// and the animation has a frame rate of 24 fps, then time = 15 / 24 = 0.625.
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running_animation.add_event_to_target(feet.front_left, 0.625, Step);
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running_animation.add_event_to_target(feet.front_right, 0.5, Step);
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running_animation.add_event_to_target(feet.back_left, 0.0, Step);
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running_animation.add_event_to_target(feet.back_right, 0.125, Step);
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// Start the animation
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let mut transitions = AnimationTransitions::new();
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// Make sure to start the animation via the `AnimationTransitions`
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// component. The `AnimationTransitions` component wants to manage all
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// the animations and will get confused if the animations are started
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// directly via the `AnimationPlayer`.
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transitions
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.play(&mut player, animations.index, Duration::ZERO)
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.repeat();
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commands
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.entity(entity)
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.insert(AnimationGraphHandle(animations.graph_handle.clone()))
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.insert(transitions);
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}
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}
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fn simulate_particles(
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mut commands: Commands,
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mut query: Query<(Entity, &mut Transform, &mut Particle)>,
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time: Res<Time>,
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) {
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for (entity, mut transform, mut particle) in &mut query {
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if particle.lifetime_timer.tick(time.delta()).just_finished() {
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commands.entity(entity).despawn();
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return;
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}
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transform.translation += particle.velocity * time.delta_secs();
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transform.scale = Vec3::splat(particle.size.lerp(0.0, particle.lifetime_timer.fraction()));
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particle
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.velocity
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.smooth_nudge(&Vec3::ZERO, 4.0, time.delta_secs());
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}
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}
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#[derive(Component)]
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struct Particle {
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lifetime_timer: Timer,
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size: f32,
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velocity: Vec3,
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}
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#[derive(Resource)]
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struct ParticleAssets {
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mesh: Handle<Mesh>,
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material: Handle<StandardMaterial>,
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}
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impl FromWorld for ParticleAssets {
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fn from_world(world: &mut World) -> Self {
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Self {
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mesh: world.add_asset::<Mesh>(Sphere::new(10.0)),
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material: world.add_asset::<StandardMaterial>(StandardMaterial {
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base_color: WHITE.into(),
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..Default::default()
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}),
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}
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}
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}
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/// Stores the `AnimationTargetId`s of the fox's feet
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#[derive(Resource)]
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struct FoxFeetTargets {
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front_right: AnimationTargetId,
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front_left: AnimationTargetId,
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back_left: AnimationTargetId,
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back_right: AnimationTargetId,
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}
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impl Default for FoxFeetTargets {
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fn default() -> Self {
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let hip_node = ["root", "_rootJoint", "b_Root_00", "b_Hip_01"];
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let front_left_foot = hip_node.iter().chain(
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[
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"b_Spine01_02",
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"b_Spine02_03",
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"b_LeftUpperArm_09",
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"b_LeftForeArm_010",
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"b_LeftHand_011",
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]
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.iter(),
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);
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let front_right_foot = hip_node.iter().chain(
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[
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"b_Spine01_02",
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"b_Spine02_03",
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"b_RightUpperArm_06",
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"b_RightForeArm_07",
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"b_RightHand_08",
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]
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.iter(),
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);
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let back_left_foot = hip_node.iter().chain(
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[
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"b_LeftLeg01_015",
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"b_LeftLeg02_016",
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"b_LeftFoot01_017",
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"b_LeftFoot02_018",
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]
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.iter(),
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);
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let back_right_foot = hip_node.iter().chain(
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[
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"b_RightLeg01_019",
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"b_RightLeg02_020",
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"b_RightFoot01_021",
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"b_RightFoot02_022",
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]
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.iter(),
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);
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Self {
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front_left: AnimationTargetId::from_iter(front_left_foot),
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front_right: AnimationTargetId::from_iter(front_right_foot),
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back_left: AnimationTargetId::from_iter(back_left_foot),
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back_right: AnimationTargetId::from_iter(back_right_foot),
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}
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}
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}
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