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