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use std::f32::consts::PI; |
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use bevy::{ |
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light::CascadeShadowConfigBuilder, prelude::*, world_serialization::WorldInstanceReady, |
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}; |
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const GLTF_PATH: &str = "models/animated/Fox.glb"; |
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fn main() { |
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App::new() |
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.insert_resource(GlobalAmbientLight { |
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color: Color::WHITE, |
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brightness: 2000., |
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..default() |
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}) |
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.add_plugins(DefaultPlugins) |
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.add_systems(Startup, setup_mesh_and_animation) |
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.add_systems(Startup, setup_camera_and_environment) |
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.run(); |
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} |
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#[derive(Component)] |
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struct AnimationToPlay { |
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graph_handle: Handle<AnimationGraph>, |
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index: AnimationNodeIndex, |
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} |
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|
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fn setup_mesh_and_animation( |
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mut commands: Commands, |
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asset_server: Res<AssetServer>, |
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mut graphs: ResMut<Assets<AnimationGraph>>, |
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) { |
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let (graph, index) = AnimationGraph::from_clip( |
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asset_server.load(GltfAssetLabel::Animation(2).from_asset(GLTF_PATH)), |
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); |
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let graph_handle = graphs.add(graph); |
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let animation_to_play = AnimationToPlay { |
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graph_handle, |
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index, |
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}; |
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let mesh_scene = |
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WorldAssetRoot(asset_server.load(GltfAssetLabel::Scene(0).from_asset(GLTF_PATH))); |
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commands |
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.spawn((animation_to_play, mesh_scene)) |
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.observe(play_animation_when_ready); |
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} |
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fn play_animation_when_ready( |
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scene_ready: On<WorldInstanceReady>, |
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mut commands: Commands, |
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children: Query<&Children>, |
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animations_to_play: Query<&AnimationToPlay>, |
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mut players: Query<&mut AnimationPlayer>, |
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) { |
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if let Ok(animation_to_play) = animations_to_play.get(scene_ready.entity) { |
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for child in children.iter_descendants(scene_ready.entity) { |
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if let Ok(mut player) = players.get_mut(child) { |
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player.play(animation_to_play.index).repeat(); |
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commands |
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.entity(child) |
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.insert(AnimationGraphHandle(animation_to_play.graph_handle.clone())); |
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} |
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} |
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} |
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} |
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fn setup_camera_and_environment( |
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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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) { |
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commands.spawn(( |
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Camera3d::default(), |
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Transform::from_xyz(100.0, 100.0, 150.0).looking_at(Vec3::new(0.0, 20.0, 0.0), Vec3::Y), |
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)); |
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commands.spawn(( |
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Mesh3d(meshes.add(Plane3d::default().mesh().size(500000.0, 500000.0))), |
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MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))), |
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)); |
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commands.spawn(( |
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Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)), |
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DirectionalLight { |
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shadow_maps_enabled: true, |
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..default() |
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}, |
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CascadeShadowConfigBuilder { |
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first_cascade_far_bound: 200.0, |
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maximum_distance: 400.0, |
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..default() |
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} |
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.build(), |
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)); |
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} |