131 lines
3.6 KiB
Rust
131 lines
3.6 KiB
Rust
//! Controls morph targets in a loaded scene.
|
|
//!
|
|
//! Illustrates:
|
|
//!
|
|
//! - How to access and modify individual morph target weights.
|
|
//! See the [`update_weights`] system for details.
|
|
//! - How to read morph target names in [`name_morphs`].
|
|
//! - How to play morph target animations in [`setup_animations`].
|
|
|
|
use bevy::prelude::*;
|
|
use bevy_mod_outline::{
|
|
AutoGenerateOutlineNormalsPlugin, OutlineBundle, OutlinePlugin, OutlineVolume,
|
|
};
|
|
use std::f32::consts::PI;
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins((
|
|
DefaultPlugins.set(WindowPlugin {
|
|
primary_window: Some(Window {
|
|
title: "morph targets".to_string(),
|
|
..default()
|
|
}),
|
|
..default()
|
|
}),
|
|
OutlinePlugin,
|
|
AutoGenerateOutlineNormalsPlugin,
|
|
))
|
|
.insert_resource(AmbientLight {
|
|
brightness: 1.0,
|
|
..default()
|
|
})
|
|
.add_systems(Startup, setup)
|
|
.add_systems(Update, (name_morphs, setup_outlines, setup_animations))
|
|
.run();
|
|
}
|
|
|
|
#[derive(Resource)]
|
|
struct MorphData {
|
|
the_wave: Handle<AnimationClip>,
|
|
mesh: Handle<Mesh>,
|
|
}
|
|
|
|
fn setup(asset_server: Res<AssetServer>, mut commands: Commands) {
|
|
commands.insert_resource(MorphData {
|
|
the_wave: asset_server.load("MorphStressTest.gltf#Animation2"),
|
|
mesh: asset_server.load("MorphStressTest.gltf#Mesh0/Primitive0"),
|
|
});
|
|
commands.spawn(SceneBundle {
|
|
scene: asset_server.load("MorphStressTest.gltf#Scene0"),
|
|
..default()
|
|
});
|
|
commands.spawn(DirectionalLightBundle {
|
|
directional_light: DirectionalLight {
|
|
color: Color::WHITE,
|
|
illuminance: 19350.0,
|
|
..default()
|
|
},
|
|
transform: Transform::from_rotation(Quat::from_rotation_z(PI / 2.0)),
|
|
..default()
|
|
});
|
|
commands.spawn(Camera3dBundle {
|
|
transform: Transform::from_xyz(3.0, 2.1, 5.2).looking_at(Vec3::ZERO, Vec3::Y),
|
|
..default()
|
|
});
|
|
}
|
|
|
|
/// Adds outlines to the meshes.
|
|
fn setup_outlines(
|
|
mut commands: Commands,
|
|
mut has_setup: Local<bool>,
|
|
meshes: Query<Entity, With<Handle<Mesh>>>,
|
|
) {
|
|
if *has_setup {
|
|
return;
|
|
}
|
|
for entity in &meshes {
|
|
commands.entity(entity).insert(OutlineBundle {
|
|
outline: OutlineVolume {
|
|
visible: true,
|
|
width: 3.0,
|
|
colour: Color::RED,
|
|
},
|
|
..default()
|
|
});
|
|
*has_setup = true;
|
|
}
|
|
}
|
|
|
|
/// Plays an [`AnimationClip`] from the loaded [`Gltf`] on the [`AnimationPlayer`] created by the spawned scene.
|
|
fn setup_animations(
|
|
mut has_setup: Local<bool>,
|
|
mut players: Query<(&Name, &mut AnimationPlayer)>,
|
|
morph_data: Res<MorphData>,
|
|
) {
|
|
if *has_setup {
|
|
return;
|
|
}
|
|
for (name, mut player) in &mut players {
|
|
// The name of the entity in the GLTF scene containing the AnimationPlayer for our morph targets is "Main"
|
|
if name.as_str() != "Main" {
|
|
continue;
|
|
}
|
|
player.play(morph_data.the_wave.clone()).repeat();
|
|
*has_setup = true;
|
|
}
|
|
}
|
|
|
|
/// You can get the target names in their corresponding [`Mesh`].
|
|
/// They are in the order of the weights.
|
|
fn name_morphs(
|
|
mut has_printed: Local<bool>,
|
|
morph_data: Res<MorphData>,
|
|
meshes: Res<Assets<Mesh>>,
|
|
) {
|
|
if *has_printed {
|
|
return;
|
|
}
|
|
|
|
let Some(mesh) = meshes.get(&morph_data.mesh) else {
|
|
return;
|
|
};
|
|
let Some(names) = mesh.morph_target_names() else {
|
|
return;
|
|
};
|
|
for name in names {
|
|
println!(" {name}");
|
|
}
|
|
*has_printed = true;
|
|
}
|