Uses glTF extension processing to play an animation on a skinned glTF model of a fox.
use std::f32::consts::PI;
use bevy::{
asset::LoadContext,
ecs::entity::EntityHashSet,
gltf::extensions::{GltfExtensionHandler, GltfExtensionHandlers},
light::CascadeShadowConfigBuilder,
platform::collections::{HashMap, HashSet},
prelude::*,
scene::SceneInstanceReady,
};
/// An example asset that contains a mesh and animation.
const GLTF_PATH: &str = "models/animated/Fox.glb";
fn main() {
App::new()
.insert_resource(GlobalAmbientLight {
color: Color::WHITE,
brightness: 2000.,
..default()
})
.add_plugins((DefaultPlugins, GltfExtensionHandlerAnimationPlugin))
.add_systems(
Startup,
(setup_mesh_and_animation, setup_camera_and_environment),
)
.run();
}
/// A component that stores a reference to an animation we want to play. This is
/// created when we start loading the mesh (see `setup_mesh_and_animation`) and
/// read when the mesh has spawned (see `play_animation_once_loaded`).
#[derive(Component, Reflect)]
#[reflect(Component)]
struct AnimationToPlay {
graph_handle: Handle<AnimationGraph>,
index: AnimationNodeIndex,
}
fn setup_mesh_and_animation(mut commands: Commands, asset_server: Res<AssetServer>) {
// Spawn an entity with our components, and connect it to an observer that
// will trigger when the scene is loaded and spawned.
commands
.spawn(SceneRoot(
asset_server.load(GltfAssetLabel::Scene(0).from_asset(GLTF_PATH)),
))
.observe(play_animation_when_ready);
}
fn play_animation_when_ready(
scene_ready: On<SceneInstanceReady>,
mut commands: Commands,
children: Query<&Children>,
mut players: Query<(&mut AnimationPlayer, &AnimationToPlay)>,
) {
for child in children.iter_descendants(scene_ready.entity) {
let Ok((mut player, animation_to_play)) = players.get_mut(child) else {
continue;
};
// Tell the animation player to start the animation and keep
// repeating it.
//
// If you want to try stopping and switching animations, see the
// `animated_mesh_control.rs` example.
player.play(animation_to_play.index).repeat();
// Add the animation graph. This only needs to be done once to
// connect the animation player to the mesh.
commands
.entity(child)
.insert(AnimationGraphHandle(animation_to_play.graph_handle.clone()));
}
}
/// Spawn a camera and a simple environment with a ground plane and light.
fn setup_camera_and_environment(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// Camera
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),
));
// Plane
commands.spawn((
Mesh3d(meshes.add(Plane3d::default().mesh().size(500000.0, 500000.0))),
MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))),
));
// Light
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(),
));
}
struct GltfExtensionHandlerAnimationPlugin;
impl Plugin for GltfExtensionHandlerAnimationPlugin {
fn build(&self, app: &mut App) {
app.world_mut()
.resource_mut::<GltfExtensionHandlers>()
.0
.write_blocking()
.push(Box::new(GltfExtensionHandlerAnimation::default()));
}
}
#[derive(Default, Clone)]
struct GltfExtensionHandlerAnimation {
animation_root_indices: HashSet<usize>,
animation_root_entities: EntityHashSet,
clip: Option<Handle<AnimationClip>>,
}
impl GltfExtensionHandler for GltfExtensionHandlerAnimation {
fn dyn_clone(&self) -> Box<dyn GltfExtensionHandler> {
Box::new((*self).clone())
}
#[cfg(feature = "bevy_animation")]
fn on_animation(&mut self, gltf_animation: &gltf::Animation, handle: Handle<AnimationClip>) {
if gltf_animation.name().is_some_and(|v| v == "Walk") {
self.clip = Some(handle.clone());
}
}
#[cfg(feature = "bevy_animation")]
fn on_animations_collected(
&mut self,
_load_context: &mut LoadContext<'_>,
_animations: &[Handle<AnimationClip>],
_named_animations: &HashMap<Box<str>, Handle<AnimationClip>>,
animation_roots: &HashSet<usize>,
) {
self.animation_root_indices = animation_roots.clone();
}
fn on_gltf_node(
&mut self,
_load_context: &mut LoadContext<'_>,
gltf_node: &gltf::Node,
entity: &mut EntityWorldMut,
) {
if self.animation_root_indices.contains(&gltf_node.index()) {
self.animation_root_entities.insert(entity.id());
}
}
/// Called when an individual Scene is done processing
fn on_scene_completed(
&mut self,
load_context: &mut LoadContext<'_>,
_scene: &gltf::Scene,
_world_root_id: Entity,
world: &mut World,
) {
// Create an AnimationGraph from the desired clip
let (graph, index) = AnimationGraph::from_clip(self.clip.clone().unwrap());
// Store the animation graph as an asset with an arbitrary label
// We only have one graph, so this label will be unique
let graph_handle =
load_context.add_labeled_asset("MyAnimationGraphLabel".to_string(), graph);
// Create a component that stores a reference to our animation
let animation_to_play = AnimationToPlay {
graph_handle,
index,
};
// Insert the `AnimationToPlay` component on the first animation root
let mut entity = world.entity_mut(*self.animation_root_entities.iter().next().unwrap());
entity.insert(animation_to_play);
}
}