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morph_targets.rs
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/
morph_targets.rs
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//! 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 std::f32::consts::PI;
fn main() {
App::new()
.add_plugins(DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
title: "morph targets".to_string(),
..default()
}),
..default()
}))
.insert_resource(AmbientLight {
brightness: 150.0,
..default()
})
.add_systems(Startup, setup)
.add_systems(Update, (name_morphs, 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("models/animated/MorphStressTest.gltf#Animation2"),
mesh: asset_server.load("models/animated/MorphStressTest.gltf#Mesh0/Primitive0"),
});
commands.spawn(SceneBundle {
scene: asset_server.load("models/animated/MorphStressTest.gltf#Scene0"),
..default()
});
commands.spawn(DirectionalLightBundle {
transform: Transform::from_rotation(Quat::from_rotation_z(PI / 2.0)),
..default()
});
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(3.0, 2.1, 10.2).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
}
/// 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;
}