Added skin_mesh example, made debug_lines optional

This commit is contained in:
Bram Buurlage 2022-09-18 11:40:20 +02:00
parent 87c0a0dffe
commit fa3ee3d0ff
5 changed files with 7815 additions and 19 deletions

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@ -9,4 +9,7 @@ license = "MIT OR Apache-2.0"
[dependencies]
bevy = "0.8.1"
bevy_prototype_debug_lines = { version = "0.8.1", features = ["3d"] }
bevy_prototype_debug_lines = { version = "0.8.1", features = ["3d"], optional = true }
[features]
debug_lines = ["bevy_prototype_debug_lines"]

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assets/.DS_Store vendored Normal file

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assets/skin.gltf Normal file

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217
examples/skin_mesh.rs Normal file
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@ -0,0 +1,217 @@
use bevy::prelude::*;
use bevy_mod_inverse_kinematics::*;
#[derive(Component)]
pub struct ManuallyTarget(Vec4);
fn main() {
App::new()
.insert_resource(WindowDescriptor {
width: 800.0,
height: 600.0,
..default()
})
.add_plugins(DefaultPlugins)
.add_plugin(InverseKinematicsPlugin)
.add_startup_system(setup)
.add_system(setup_ik)
.add_system(manually_target)
.run();
}
fn setup(
mut commands: Commands,
assets: Res<AssetServer>,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
commands
.spawn_bundle(SpatialBundle::default())
.with_children(|parent| {
parent.spawn_bundle(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()
});
});
let size = 30.0;
commands.spawn_bundle(DirectionalLightBundle {
directional_light: DirectionalLight {
color: Color::WHITE,
illuminance: 10000.0,
shadows_enabled: true,
shadow_projection: OrthographicProjection {
left: -size,
right: size,
bottom: -size,
top: size,
near: -size,
far: size,
..default()
},
..default()
},
transform: Transform::from_xyz(-8.0, 8.0, 8.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
commands.spawn_bundle(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Plane { size: 5.0 })),
material: materials.add(StandardMaterial {
base_color: Color::WHITE,
..default()
}),
..default()
});
commands.spawn_bundle(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
.spawn_bundle(PbrBundle {
transform: Transform::from_xyz(0.3, 0.8, 0.2),
mesh: meshes.add(Mesh::from(shape::Icosphere {
radius: 0.05,
subdivisions: 1,
})),
material: materials.add(StandardMaterial {
base_color: Color::RED,
..default()
}),
..default()
})
.insert(ManuallyTarget(Vec4::new(0.0, 0.0, 1.0, 0.3)))
.id();
let pole_target = commands
.spawn_bundle(PbrBundle {
transform: Transform::from_xyz(-1.0, 0.4, -0.2),
mesh: meshes.add(Mesh::from(shape::Icosphere {
radius: 0.05,
subdivisions: 1,
})),
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,
});
}
}
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();
if let Some(event) = cursor.iter().last() {
let view = transform.compute_matrix();
let (viewport_min, viewport_max) = camera.logical_viewport_rect().unwrap();
let screen_size = camera.logical_target_size().unwrap();
let viewport_size = viewport_max - viewport_min;
let adj_cursor_pos =
event.position - Vec2::new(viewport_min.x, screen_size.y - viewport_max.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;
let cursor_ndc = (adj_cursor_pos / viewport_size) * 2.0 - Vec2::ONE;
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;
}
}
}
}

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@ -1,7 +1,8 @@
use bevy::ecs::query::QueryEntityError;
use bevy::prelude::*;
use bevy::transform::TransformSystem;
use bevy_prototype_debug_lines::{DebugLinesPlugin, DebugLines};
#[cfg(feature = "debug_lines")]
use bevy_prototype_debug_lines::{DebugLines, DebugLinesPlugin};
pub struct InverseKinematicsPlugin;
@ -32,10 +33,16 @@ pub fn inverse_kinematics_solver_system(
query: Query<(Entity, &IkConstraint)>,
parents: Query<&Parent>,
mut transforms: Query<(&mut Transform, &mut GlobalTransform)>,
mut debug_lines: ResMut<DebugLines>,
#[cfg(feature = "debug_lines")] mut debug_lines: ResMut<DebugLines>,
) {
for (entity, constraint) in query.iter() {
if let Err(e) = constraint.solve(entity, &parents, &mut transforms, &mut debug_lines) {
if let Err(e) = constraint.solve(
entity,
&parents,
&mut transforms,
#[cfg(feature = "debug_lines")]
&mut debug_lines,
) {
bevy::log::warn!("Failed to solve IK constraint: {e}");
}
}
@ -47,7 +54,7 @@ impl IkConstraint {
entity: Entity,
parents: &Query<&Parent>,
transforms: &mut Query<(&mut Transform, &mut GlobalTransform)>,
debug_lines: &mut DebugLines,
#[cfg(feature = "debug_lines")] debug_lines: &mut DebugLines,
) -> Result<(), QueryEntityError> {
if self.chain_length == 0 {
return Ok(());
@ -87,6 +94,7 @@ impl IkConstraint {
target,
pole_target.as_ref(),
transforms,
#[cfg(feature = "debug_lines")]
debug_lines,
)?;
@ -104,7 +112,7 @@ impl IkConstraint {
target: Vec3,
pole_target: Option<&PoleTarget>,
transforms: &mut Query<(&mut Transform, &mut GlobalTransform)>,
debug_lines: &mut DebugLines,
#[cfg(feature = "debug_lines")] debug_lines: &mut DebugLines,
) -> Result<GlobalTransform, QueryEntityError> {
let (&transform, &global_transform) = transforms.get(chain[0])?;
if chain.len() == 1 {
@ -121,10 +129,7 @@ impl IkConstraint {
let distance = on_pole.distance(global_transform.translation());
let from_position = on_pole + pt.normal * distance;
let base = Quat::from_rotation_arc(
normal.normalize(),
Vec3::Z,
);
let base = Quat::from_rotation_arc(normal.normalize(), Vec3::Z);
let forward = (target - from_position).normalize();
let up = forward.cross(pt.normal).normalize();
@ -136,14 +141,19 @@ impl IkConstraint {
Quat::from_rotation_arc(
normal.normalize(),
(target - global_transform.translation()).normalize(),
).normalize()
)
.normalize()
};
let translation = target - rotation.mul_vec3(normal);
debug_lines.line_colored(translation, translation+rotation.mul_vec3(Vec3::X * 0.1), 0.0, Color::RED);
debug_lines.line_colored(translation, translation+rotation.mul_vec3(Vec3::Y * 0.1), 0.0, Color::GREEN);
debug_lines.line_colored(translation, translation+rotation.mul_vec3(Vec3::Z * 0.1), 0.0, Color::BLUE);
debug_lines.line_colored(translation, translation+rotation.mul_vec3(normal), 0.0, Color::YELLOW);
#[cfg(feature = "debug_lines")]
{
let p = translation;
debug_lines.line_colored(p, p + rotation.mul_vec3(Vec3::X * 0.1), 0.0, Color::RED);
debug_lines.line_colored(p, p + rotation.mul_vec3(Vec3::Y * 0.1), 0.0, Color::GREEN);
debug_lines.line_colored(p, p + rotation.mul_vec3(Vec3::Z * 0.1), 0.0, Color::BLUE);
debug_lines.line_colored(p, p + rotation.mul_vec3(normal), 0.0, Color::YELLOW);
}
// recurse to target the parent towards the current translation
let parent_global_transform = Self::solve_recursive(
@ -152,17 +162,25 @@ impl IkConstraint {
translation,
pole_target,
transforms,
#[cfg(feature = "debug_lines")]
debug_lines,
)?;
// apply constraints on the way back from recursing
let (mut transform, mut global_transform) = transforms.get_mut(chain[0]).unwrap();
transform.rotation =
Quat::from_affine3(&parent_global_transform.affine()).inverse().normalize() * rotation;
transform.rotation = Quat::from_affine3(&parent_global_transform.affine())
.inverse()
.normalize()
* rotation;
*global_transform = parent_global_transform.mul_transform(*transform);
debug_lines.line_gradient(global_transform.translation(), global_transform.translation() + rotation.mul_vec3(normal), 0.0, Color::VIOLET, Color::BLACK);
debug_lines.line_gradient(global_transform.translation(), global_transform.mul_vec3(normal), 0.0, Color::BLACK, Color::CYAN);
#[cfg(feature = "debug_lines")]
debug_lines.line_colored(
global_transform.translation(),
global_transform.mul_vec3(normal),
0.0,
Color::CYAN,
);
Ok(*global_transform)
}
@ -170,6 +188,7 @@ impl IkConstraint {
impl Plugin for InverseKinematicsPlugin {
fn build(&self, app: &mut App) {
#[cfg(feature = "debug_lines")]
app.add_plugin(DebugLinesPlugin::default());
// app.add_system_to_stage(