mirror of
https://github.com/storytold/bevy-mocap.git
synced 2026-10-09 00:09:45 +00:00
69 lines
2.0 KiB
Rust
69 lines
2.0 KiB
Rust
#![allow(clippy::type_complexity)]
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use bevy::{
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pbr::{CascadeShadowConfigBuilder, DirectionalLightShadowMap},
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prelude::*,
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};
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use bevy_facial_mocap::CSVAnimationLoader;
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use bevy_inspector_egui::quick::WorldInspectorPlugin;
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fn main() {
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App::new()
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.insert_resource(DirectionalLightShadowMap { size: 4096 })
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.add_plugins(DefaultPlugins)
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.add_plugins(WorldInspectorPlugin::new())
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.init_asset_loader::<CSVAnimationLoader>()
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.add_systems(Startup, setup)
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.add_systems(Update, setup_animation)
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.run();
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}
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#[derive(Component)]
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struct AnimationRunning(Handle<AnimationClip>);
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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commands.spawn(Camera3dBundle {
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transform: Transform::from_xyz(0.7, 0.7, 1.0).looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::Y),
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..default()
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});
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commands.spawn(DirectionalLightBundle {
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directional_light: DirectionalLight {
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shadows_enabled: true,
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..default()
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},
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// This is a relatively small scene, so use tighter shadow
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// cascade bounds than the default for better quality.
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// We also adjusted the shadow map to be larger since we're
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// only using a single cascade.
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cascade_shadow_config: CascadeShadowConfigBuilder {
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num_cascades: 1,
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maximum_distance: 1.6,
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..default()
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}
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.into(),
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..default()
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});
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commands.spawn(SceneBundle {
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scene: asset_server.load("example.gltf#Scene0"),
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..default()
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});
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}
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fn setup_animation(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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mut players: Query<Entity, (With<MorphWeights>, Without<AnimationRunning>)>,
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) {
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for entity in &mut players {
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let handle = asset_server.load("fake_test.morph_anim.json");
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let mut player = AnimationPlayer::default();
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player.play(handle.clone()).repeat();
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commands
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.entity(entity)
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.insert((AnimationRunning(handle), player));
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}
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}
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