use bevy::{prelude::*, world_serialization::WorldInstance};
use bevy_mod_outline::{
AutoGenerateOutlineNormalsPlugin, InheritOutline, OutlinePlugin, OutlineVolume,
};
fn main() {
App::new()
.add_plugins((
DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
title: "morph targets".to_string(),
..default()
}),
..default()
}),
OutlinePlugin::EXTRUDE_VERTEX,
AutoGenerateOutlineNormalsPlugin::default(),
))
.insert_resource(GlobalAmbientLight::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((
WorldAssetRoot(asset_server.load("MorphStressTest.gltf#Scene0")),
OutlineVolume {
visible: true,
width: 3.0,
colour: Color::srgb(1.0, 0.0, 0.0),
},
));
commands.spawn(DirectionalLight {
color: Color::WHITE,
illuminance: 19350.0,
..default()
});
commands.spawn((
Camera3d::default(),
Transform::from_xyz(3.0, 2.1, 5.2).looking_at(Vec3::ZERO, Vec3::Y),
));
}
fn setup_outlines(
mut commands: Commands,
mut has_setup: Local<bool>,
scene_query: Query<&WorldInstance>,
scene_manager: Res<WorldInstanceSpawner>,
) {
if *has_setup {
return;
}
if let Ok(scene) = scene_query.single() {
if scene_manager.instance_is_ready(**scene) {
for entity in scene_manager.iter_instance_entities(**scene) {
commands.entity(entity).insert(InheritOutline);
*has_setup = true;
}
}
}
}
fn setup_animations(
mut has_setup: Local<bool>,
mut commands: Commands,
mut players: Query<(Entity, &Name, &mut AnimationPlayer)>,
morph_data: Res<MorphData>,
mut graphs: ResMut<Assets<AnimationGraph>>,
) {
if *has_setup {
return;
}
for (entity, name, mut player) in &mut players {
if name.as_str() != "Main" {
continue;
}
let (graph, animation) = AnimationGraph::from_clip(morph_data.the_wave.clone());
commands
.entity(entity)
.insert(AnimationGraphHandle(graphs.add(graph)));
player.play(animation).repeat();
*has_setup = true;
}
}
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;
}