Added skin_mesh example, made debug_lines optional
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87c0a0dffe
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@ -9,4 +9,7 @@ license = "MIT OR Apache-2.0"
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[dependencies]
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bevy = "0.8.1"
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bevy_prototype_debug_lines = { version = "0.8.1", features = ["3d"] }
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bevy_prototype_debug_lines = { version = "0.8.1", features = ["3d"], optional = true }
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[features]
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debug_lines = ["bevy_prototype_debug_lines"]
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BIN
assets/.DS_Store
vendored
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assets/.DS_Store
vendored
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7557
assets/skin.gltf
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7557
assets/skin.gltf
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File diff suppressed because one or more lines are too long
217
examples/skin_mesh.rs
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217
examples/skin_mesh.rs
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@ -0,0 +1,217 @@
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use bevy::prelude::*;
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use bevy_mod_inverse_kinematics::*;
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#[derive(Component)]
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pub struct ManuallyTarget(Vec4);
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fn main() {
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App::new()
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.insert_resource(WindowDescriptor {
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width: 800.0,
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height: 600.0,
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..default()
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})
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.add_plugins(DefaultPlugins)
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.add_plugin(InverseKinematicsPlugin)
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.add_startup_system(setup)
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.add_system(setup_ik)
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.add_system(manually_target)
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.run();
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}
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fn setup(
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mut commands: Commands,
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assets: Res<AssetServer>,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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commands
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.spawn_bundle(SpatialBundle::default())
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.with_children(|parent| {
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parent.spawn_bundle(Camera3dBundle {
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transform: Transform::from_xyz(-0.5, 1.5, 2.5)
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.looking_at(Vec3::new(0.0, 1.0, 0.0), Vec3::Y),
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projection: bevy::render::camera::Projection::Perspective(PerspectiveProjection {
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fov: std::f32::consts::FRAC_PI_4,
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aspect_ratio: 1.0,
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near: 0.1,
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far: 100.0,
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}),
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..default()
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});
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});
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let size = 30.0;
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commands.spawn_bundle(DirectionalLightBundle {
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directional_light: DirectionalLight {
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color: Color::WHITE,
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illuminance: 10000.0,
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shadows_enabled: true,
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shadow_projection: OrthographicProjection {
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left: -size,
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right: size,
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bottom: -size,
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top: size,
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near: -size,
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far: size,
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..default()
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},
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..default()
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},
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transform: Transform::from_xyz(-8.0, 8.0, 8.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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});
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commands.spawn_bundle(PbrBundle {
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mesh: meshes.add(Mesh::from(shape::Plane { size: 5.0 })),
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material: materials.add(StandardMaterial {
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base_color: Color::WHITE,
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..default()
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}),
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..default()
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});
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commands.spawn_bundle(SceneBundle {
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scene: assets.load("skin.gltf#Scene0"),
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transform: Transform::from_xyz(0.0, 0.0, 0.0),
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..default()
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});
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}
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fn setup_ik(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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added_query: Query<(Entity, &Parent), Added<AnimationPlayer>>,
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children: Query<&Children>,
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names: Query<&Name>,
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) {
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// Use the presence of `AnimationPlayer` to determine the root entity of the skeleton.
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for (entity, _parent) in added_query.iter() {
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// Try to get the entity for the right hand joint.
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let right_hand = find_entity(
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&EntityPath {
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parts: vec![
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"Pelvis".into(),
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"Spine1".into(),
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"Spine2".into(),
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"Collar.R".into(),
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"UpperArm.R".into(),
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"ForeArm.R".into(),
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"Hand.R".into(),
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],
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},
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entity,
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&children,
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&names,
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)
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.unwrap();
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let target = commands
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.spawn_bundle(PbrBundle {
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transform: Transform::from_xyz(0.3, 0.8, 0.2),
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mesh: meshes.add(Mesh::from(shape::Icosphere {
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radius: 0.05,
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subdivisions: 1,
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})),
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material: materials.add(StandardMaterial {
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base_color: Color::RED,
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..default()
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}),
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..default()
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})
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.insert(ManuallyTarget(Vec4::new(0.0, 0.0, 1.0, 0.3)))
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.id();
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let pole_target = commands
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.spawn_bundle(PbrBundle {
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transform: Transform::from_xyz(-1.0, 0.4, -0.2),
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mesh: meshes.add(Mesh::from(shape::Icosphere {
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radius: 0.05,
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subdivisions: 1,
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})),
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material: materials.add(StandardMaterial {
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base_color: Color::GREEN,
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..default()
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}),
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..default()
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})
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.id();
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// Add an IK constraint to the right hand, using the targets that were created earlier.
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commands.entity(right_hand).insert(IkConstraint {
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chain_length: 2,
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iterations: 20,
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target,
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pole_target: Some(pole_target),
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pole_angle: -std::f32::consts::FRAC_PI_2,
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});
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}
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}
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fn find_entity(
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path: &EntityPath,
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root: Entity,
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children: &Query<&Children>,
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names: &Query<&Name>,
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) -> Result<Entity, ()> {
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let mut current_entity = root;
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for part in path.parts.iter() {
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let mut found = false;
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if let Ok(children) = children.get(current_entity) {
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for child in children.iter() {
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if let Ok(name) = names.get(*child) {
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if name == part {
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// Found a children with the right name, continue to the next part
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current_entity = *child;
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found = true;
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break;
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}
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}
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}
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}
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if !found {
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warn!("Entity not found for path {:?} on part {:?}", path, part);
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return Err(());
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}
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}
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Ok(current_entity)
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}
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fn manually_target(
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camera_query: Query<(&Camera, &GlobalTransform)>,
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mut target_query: Query<(&ManuallyTarget, &mut Transform)>,
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mut cursor: EventReader<CursorMoved>,
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) {
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let (camera, transform) = camera_query.single();
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if let Some(event) = cursor.iter().last() {
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let view = transform.compute_matrix();
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let (viewport_min, viewport_max) = camera.logical_viewport_rect().unwrap();
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let screen_size = camera.logical_target_size().unwrap();
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let viewport_size = viewport_max - viewport_min;
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let adj_cursor_pos =
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event.position - Vec2::new(viewport_min.x, screen_size.y - viewport_max.y);
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let projection = camera.projection_matrix();
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let far_ndc = projection.project_point3(Vec3::NEG_Z).z;
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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;
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let ndc_to_world: Mat4 = view * projection.inverse();
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let near = ndc_to_world.project_point3(cursor_ndc.extend(near_ndc));
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let far = ndc_to_world.project_point3(cursor_ndc.extend(far_ndc));
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let ray_direction = far - near;
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for (&ManuallyTarget(plane), mut transform) in target_query.iter_mut() {
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let normal = plane.truncate();
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let d = plane.w;
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let denom = normal.dot(ray_direction);
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if denom.abs() > 0.0001 {
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let t = (normal * d - near).dot(normal) / denom;
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transform.translation = near + ray_direction * t;
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}
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}
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}
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}
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55
src/lib.rs
55
src/lib.rs
@ -1,7 +1,8 @@
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use bevy::ecs::query::QueryEntityError;
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use bevy::prelude::*;
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use bevy::transform::TransformSystem;
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use bevy_prototype_debug_lines::{DebugLinesPlugin, DebugLines};
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#[cfg(feature = "debug_lines")]
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use bevy_prototype_debug_lines::{DebugLines, DebugLinesPlugin};
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pub struct InverseKinematicsPlugin;
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@ -32,10 +33,16 @@ pub fn inverse_kinematics_solver_system(
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query: Query<(Entity, &IkConstraint)>,
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parents: Query<&Parent>,
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mut transforms: Query<(&mut Transform, &mut GlobalTransform)>,
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mut debug_lines: ResMut<DebugLines>,
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#[cfg(feature = "debug_lines")] mut debug_lines: ResMut<DebugLines>,
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) {
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for (entity, constraint) in query.iter() {
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if let Err(e) = constraint.solve(entity, &parents, &mut transforms, &mut debug_lines) {
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if let Err(e) = constraint.solve(
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entity,
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&parents,
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&mut transforms,
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#[cfg(feature = "debug_lines")]
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&mut debug_lines,
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) {
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bevy::log::warn!("Failed to solve IK constraint: {e}");
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}
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}
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@ -47,7 +54,7 @@ impl IkConstraint {
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entity: Entity,
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parents: &Query<&Parent>,
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transforms: &mut Query<(&mut Transform, &mut GlobalTransform)>,
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debug_lines: &mut DebugLines,
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#[cfg(feature = "debug_lines")] debug_lines: &mut DebugLines,
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) -> Result<(), QueryEntityError> {
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if self.chain_length == 0 {
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return Ok(());
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@ -87,6 +94,7 @@ impl IkConstraint {
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target,
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pole_target.as_ref(),
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transforms,
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#[cfg(feature = "debug_lines")]
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debug_lines,
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)?;
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@ -104,7 +112,7 @@ impl IkConstraint {
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target: Vec3,
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pole_target: Option<&PoleTarget>,
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transforms: &mut Query<(&mut Transform, &mut GlobalTransform)>,
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debug_lines: &mut DebugLines,
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#[cfg(feature = "debug_lines")] debug_lines: &mut DebugLines,
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) -> Result<GlobalTransform, QueryEntityError> {
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let (&transform, &global_transform) = transforms.get(chain[0])?;
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if chain.len() == 1 {
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@ -121,10 +129,7 @@ impl IkConstraint {
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let distance = on_pole.distance(global_transform.translation());
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let from_position = on_pole + pt.normal * distance;
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let base = Quat::from_rotation_arc(
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normal.normalize(),
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Vec3::Z,
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);
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let base = Quat::from_rotation_arc(normal.normalize(), Vec3::Z);
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let forward = (target - from_position).normalize();
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let up = forward.cross(pt.normal).normalize();
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@ -136,14 +141,19 @@ impl IkConstraint {
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Quat::from_rotation_arc(
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normal.normalize(),
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(target - global_transform.translation()).normalize(),
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).normalize()
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)
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.normalize()
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};
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let translation = target - rotation.mul_vec3(normal);
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debug_lines.line_colored(translation, translation+rotation.mul_vec3(Vec3::X * 0.1), 0.0, Color::RED);
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debug_lines.line_colored(translation, translation+rotation.mul_vec3(Vec3::Y * 0.1), 0.0, Color::GREEN);
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debug_lines.line_colored(translation, translation+rotation.mul_vec3(Vec3::Z * 0.1), 0.0, Color::BLUE);
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debug_lines.line_colored(translation, translation+rotation.mul_vec3(normal), 0.0, Color::YELLOW);
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#[cfg(feature = "debug_lines")]
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{
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let p = translation;
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debug_lines.line_colored(p, p + rotation.mul_vec3(Vec3::X * 0.1), 0.0, Color::RED);
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debug_lines.line_colored(p, p + rotation.mul_vec3(Vec3::Y * 0.1), 0.0, Color::GREEN);
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debug_lines.line_colored(p, p + rotation.mul_vec3(Vec3::Z * 0.1), 0.0, Color::BLUE);
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debug_lines.line_colored(p, p + rotation.mul_vec3(normal), 0.0, Color::YELLOW);
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}
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// recurse to target the parent towards the current translation
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let parent_global_transform = Self::solve_recursive(
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@ -152,17 +162,25 @@ impl IkConstraint {
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translation,
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pole_target,
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transforms,
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#[cfg(feature = "debug_lines")]
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debug_lines,
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)?;
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// apply constraints on the way back from recursing
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let (mut transform, mut global_transform) = transforms.get_mut(chain[0]).unwrap();
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transform.rotation =
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Quat::from_affine3(&parent_global_transform.affine()).inverse().normalize() * rotation;
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transform.rotation = Quat::from_affine3(&parent_global_transform.affine())
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.inverse()
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.normalize()
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* rotation;
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*global_transform = parent_global_transform.mul_transform(*transform);
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debug_lines.line_gradient(global_transform.translation(), global_transform.translation() + rotation.mul_vec3(normal), 0.0, Color::VIOLET, Color::BLACK);
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debug_lines.line_gradient(global_transform.translation(), global_transform.mul_vec3(normal), 0.0, Color::BLACK, Color::CYAN);
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#[cfg(feature = "debug_lines")]
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debug_lines.line_colored(
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global_transform.translation(),
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global_transform.mul_vec3(normal),
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0.0,
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Color::CYAN,
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);
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Ok(*global_transform)
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}
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@ -170,6 +188,7 @@ impl IkConstraint {
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impl Plugin for InverseKinematicsPlugin {
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fn build(&self, app: &mut App) {
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#[cfg(feature = "debug_lines")]
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app.add_plugin(DebugLinesPlugin::default());
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// app.add_system_to_stage(
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