bevy_mod_outline/examples/animated_fox.rs

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use std::f32::consts::PI;
use bevy::{prelude::*, scene::SceneInstance, window::close_on_esc};
use bevy_mod_outline::{
AutoGenerateOutlineNormalsPlugin, OutlineBundle, OutlinePlugin, OutlineVolume,
};
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#[derive(Resource)]
struct Fox(Handle<AnimationClip>);
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugin(OutlinePlugin)
.add_plugin(AutoGenerateOutlineNormalsPlugin)
.insert_resource(AmbientLight {
color: Color::WHITE,
brightness: 1.0,
})
.add_startup_system(setup)
.add_system(setup_scene_once_loaded)
.add_system(close_on_esc)
.run();
}
fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// Insert a resource with the current animation
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commands.insert_resource(Fox(asset_server.load("Fox.glb#Animation0")));
// Camera
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commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(100.0, 100.0, 150.0)
.looking_at(Vec3::new(0.0, 20.0, 0.0), Vec3::Y),
..default()
});
// Plane
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commands.spawn(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Plane { size: 500000.0 })),
material: materials.add(Color::rgb(0.3, 0.5, 0.3).into()),
..default()
});
// Light
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commands.spawn(DirectionalLightBundle {
transform: Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)),
directional_light: DirectionalLight {
shadows_enabled: true,
..default()
},
..default()
});
// Fox
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commands.spawn(SceneBundle {
scene: asset_server.load("Fox.glb#Scene0"),
..default()
});
}
// Once the scene is loaded, start the animation and add an outline
fn setup_scene_once_loaded(
mut commands: Commands,
scene_query: Query<&SceneInstance>,
scene_manager: Res<SceneSpawner>,
mut player_query: Query<&mut AnimationPlayer>,
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animation: Res<Fox>,
mut done: Local<bool>,
) {
if !*done {
if let (Ok(scene), Ok(mut player)) =
(scene_query.get_single(), player_query.get_single_mut())
{
for entity in scene_manager.iter_instance_entities(**scene) {
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commands.entity(entity).insert(OutlineBundle {
outline: OutlineVolume {
visible: true,
width: 3.0,
colour: Color::RED,
},
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..default()
});
}
player.play(animation.0.clone_weak()).repeat();
*done = true;
}
}
}