bevy_mod_inverse_kinematics/examples/skin_mesh.rs

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use bevy::{prelude::*, window::WindowResolution};
use bevy_mod_inverse_kinematics::*;
#[derive(Component)]
pub struct ManuallyTarget(Vec4);
fn main() {
App::new()
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.add_plugins(DefaultPlugins.set(WindowPlugin {
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primary_window: Some(Window {
resolution: WindowResolution::new(800.0, 600.0),
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..default()
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}),
..default()
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}))
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.add_plugins(InverseKinematicsPlugin)
.add_systems(Startup, setup)
.add_systems(Update, (setup_ik, manually_target))
.run();
}
fn setup(
mut commands: Commands,
assets: Res<AssetServer>,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
commands
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.spawn(SpatialBundle::default())
.with_children(|parent| {
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parent.spawn(Camera3dBundle {
transform: Transform::from_xyz(-0.5, 1.5, 2.5)
.looking_at(Vec3::new(0.0, 1.0, 0.0), Vec3::Y),
projection: bevy::render::camera::Projection::Perspective(PerspectiveProjection {
fov: std::f32::consts::FRAC_PI_4,
aspect_ratio: 1.0,
near: 0.1,
far: 100.0,
}),
..default()
});
});
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commands.spawn(DirectionalLightBundle {
directional_light: DirectionalLight {
color: Color::WHITE,
illuminance: 10000.0,
shadows_enabled: true,
..default()
},
transform: Transform::from_xyz(-8.0, 8.0, 8.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
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commands.spawn(PbrBundle {
mesh: meshes.add(Mesh::from(Plane3d::default().mesh().size(5.0, 5.0))),
material: materials.add(StandardMaterial {
base_color: Color::WHITE,
..default()
}),
..default()
});
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commands.spawn(SceneBundle {
scene: assets.load("skin.gltf#Scene0"),
transform: Transform::from_xyz(0.0, 0.0, 0.0),
..default()
});
}
fn setup_ik(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
added_query: Query<(Entity, &Parent), Added<AnimationPlayer>>,
children: Query<&Children>,
names: Query<&Name>,
) {
// Use the presence of `AnimationPlayer` to determine the root entity of the skeleton.
for (entity, _parent) in added_query.iter() {
// Try to get the entity for the right hand joint.
let right_hand = find_entity(
&EntityPath {
parts: vec![
"Pelvis".into(),
"Spine1".into(),
"Spine2".into(),
"Collar.R".into(),
"UpperArm.R".into(),
"ForeArm.R".into(),
"Hand.R".into(),
],
},
entity,
&children,
&names,
)
.unwrap();
let target = commands
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.spawn((
PbrBundle {
transform: Transform::from_xyz(0.3, 0.8, 0.2),
mesh: meshes.add(Sphere::new(0.05).mesh().uv(7, 7)),
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material: materials.add(StandardMaterial {
base_color: Color::RED,
..default()
}),
..default()
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},
ManuallyTarget(Vec4::new(0.0, 0.0, 1.0, 0.3)),
))
.id();
let pole_target = commands
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.spawn(PbrBundle {
transform: Transform::from_xyz(-1.0, 0.4, -0.2),
mesh: meshes.add(Sphere::new(0.05).mesh().uv(7, 7)),
material: materials.add(StandardMaterial {
base_color: Color::GREEN,
..default()
}),
..default()
})
.id();
// Add an IK constraint to the right hand, using the targets that were created earlier.
commands.entity(right_hand).insert(IkConstraint {
chain_length: 2,
iterations: 20,
target,
pole_target: Some(pole_target),
pole_angle: -std::f32::consts::FRAC_PI_2,
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enabled: true,
});
}
}
fn find_entity(
path: &EntityPath,
root: Entity,
children: &Query<&Children>,
names: &Query<&Name>,
) -> Result<Entity, ()> {
let mut current_entity = root;
for part in path.parts.iter() {
let mut found = false;
if let Ok(children) = children.get(current_entity) {
for child in children.iter() {
if let Ok(name) = names.get(*child) {
if name == part {
// Found a children with the right name, continue to the next part
current_entity = *child;
found = true;
break;
}
}
}
}
if !found {
warn!("Entity not found for path {:?} on part {:?}", path, part);
return Err(());
}
}
Ok(current_entity)
}
fn manually_target(
camera_query: Query<(&Camera, &GlobalTransform)>,
mut target_query: Query<(&ManuallyTarget, &mut Transform)>,
mut cursor: EventReader<CursorMoved>,
) {
let (camera, transform) = camera_query.single();
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if let Some(event) = cursor.read().last() {
let view = transform.compute_matrix();
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let viewport_rect = camera.logical_viewport_rect().unwrap();
let viewport_size = viewport_rect.size();
let adj_cursor_pos = event.position - Vec2::new(viewport_rect.min.x, viewport_rect.min.y);
let projection = camera.projection_matrix();
let far_ndc = projection.project_point3(Vec3::NEG_Z).z;
let near_ndc = projection.project_point3(Vec3::Z).z;
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let cursor_ndc =
((adj_cursor_pos / viewport_size) * 2.0 - Vec2::ONE) * Vec2::new(1.0, -1.0);
let ndc_to_world: Mat4 = view * projection.inverse();
let near = ndc_to_world.project_point3(cursor_ndc.extend(near_ndc));
let far = ndc_to_world.project_point3(cursor_ndc.extend(far_ndc));
let ray_direction = far - near;
for (&ManuallyTarget(plane), mut transform) in target_query.iter_mut() {
let normal = plane.truncate();
let d = plane.w;
let denom = normal.dot(ray_direction);
if denom.abs() > 0.0001 {
let t = (normal * d - near).dot(normal) / denom;
transform.translation = near + ray_direction * t;
}
}
}
}