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*.gltf filter=lfs diff=lfs merge=lfs -text |
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[package] | ||
name = "ik" | ||
version.workspace = true | ||
license.workspace = true | ||
repository.workspace = true | ||
edition.workspace = true | ||
rust-version.workspace = true | ||
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# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html | ||
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[dependencies] | ||
bevy.workspace = true | ||
color-eyre.workspace = true | ||
tracing.workspace = true | ||
bevy_mod_inverse_kinematics = "0.4.0" |
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# `IK & FK` | ||
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Inverse Kinematics and Forward Kinematics |
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use bevy::pbr::{DirectionalLightShadowMap}; | ||
use bevy::prelude::*; | ||
use bevy::window::WindowResolution; | ||
use bevy_mod_inverse_kinematics::{IkConstraint, InverseKinematicsPlugin}; | ||
use std::f32::consts::*; | ||
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fn main() { | ||
// This will take like 5 seconds to load the gltf/vrm model, don't worry, just wait. | ||
App::new() | ||
.insert_resource(AmbientLight { | ||
color: Color::WHITE, | ||
brightness: 1.0 / 5.0f32, | ||
}) | ||
.insert_resource(DirectionalLightShadowMap { size: 4096 }) | ||
.add_plugins(DefaultPlugins) | ||
.add_plugins(InverseKinematicsPlugin) | ||
.add_systems(Startup, setup) | ||
.add_systems(Update, animate_light_direction) | ||
.add_systems(Update, (setup_ik, manually_target)) | ||
.run(); | ||
} | ||
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#[derive(Component)] | ||
struct Thing; | ||
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#[derive(Component)] | ||
pub struct ManuallyTarget(Vec4); | ||
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fn setup( | ||
mut commands: Commands, | ||
assets: Res<AssetServer>, | ||
mut meshes: ResMut<Assets<Mesh>>, | ||
mut materials: ResMut<Assets<StandardMaterial>>, | ||
) { | ||
commands | ||
.spawn(SpatialBundle::default()) | ||
.with_children(|parent| { | ||
parent.spawn(Camera3dBundle { | ||
transform: Transform::from_xyz(-0.5, 1.5, 2.5) | ||
.looking_at(Vec3::new(0.0, 1.0, 0.0), Vec3::Y), | ||
projection: bevy::render::camera::Projection::Perspective(PerspectiveProjection { | ||
fov: std::f32::consts::FRAC_PI_4, | ||
aspect_ratio: 1.0, | ||
near: 0.1, | ||
far: 100.0, | ||
}), | ||
..default() | ||
}); | ||
}); | ||
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commands.spawn(DirectionalLightBundle { | ||
directional_light: DirectionalLight { | ||
color: Color::WHITE, | ||
illuminance: 10000.0, | ||
shadows_enabled: true, | ||
..default() | ||
}, | ||
transform: Transform::from_xyz(-8.0, 8.0, 8.0).looking_at(Vec3::ZERO, Vec3::Y), | ||
..default() | ||
}); | ||
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commands.spawn(PbrBundle { | ||
mesh: meshes.add(Mesh::from(shape::Plane { | ||
size: 5.0, | ||
subdivisions: 0, | ||
})), | ||
material: materials.add(StandardMaterial { | ||
base_color: Color::WHITE, | ||
..default() | ||
}), | ||
..default() | ||
}); | ||
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commands.spawn(( | ||
SceneBundle { | ||
scene: assets.load("malek.gltf#Scene0"), | ||
transform: Transform::from_xyz(0.0, 0.0, 0.0).with_rotation(Quat::from_euler(EulerRot::XYZ, 0.0, 180.0_f32.to_radians(), 0.0)), | ||
..default() | ||
}, | ||
Thing, | ||
)); | ||
} | ||
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fn animate_light_direction( | ||
time: Res<Time>, | ||
mut query: Query<&mut Transform, With<DirectionalLight>>, | ||
) { | ||
for mut transform in &mut query { | ||
transform.rotation = Quat::from_euler( | ||
EulerRot::ZYX, | ||
0.0, | ||
time.elapsed_seconds() * PI / 5.0, | ||
-FRAC_PI_4, | ||
); | ||
} | ||
} | ||
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fn setup_ik( | ||
mut commands: Commands, | ||
mut meshes: ResMut<Assets<Mesh>>, | ||
mut materials: ResMut<Assets<StandardMaterial>>, | ||
added_query: Query<(Entity, &Thing)>, | ||
children: Query<&Children>, | ||
names: Query<&Name>, | ||
) { | ||
for (entity, _thing) in added_query.iter() { | ||
let mut right_hand = None; | ||
// Try to get the entity for the right hand joint. | ||
for child in children.iter_descendants(entity) { | ||
if let Ok(name) = names.get(child) { | ||
if name.as_str() == "J_Bip_R_Hand" { | ||
right_hand.replace(child); | ||
commands.entity(entity).remove::<Thing>(); | ||
} | ||
} | ||
} | ||
let right_hand = match right_hand { | ||
Some(e) => e, | ||
// keep returning until the model fully loads in and we have found the right hand | ||
// this is massively inefficient. | ||
None => return, | ||
}; | ||
let target = commands | ||
.spawn(( | ||
PbrBundle { | ||
transform: Transform::from_xyz(0.3, 0.8, 0.2), | ||
mesh: meshes.add(Mesh::from(shape::UVSphere { | ||
radius: 0.05, | ||
sectors: 7, | ||
stacks: 7, | ||
})), | ||
material: materials.add(StandardMaterial { | ||
base_color: Color::RED, | ||
..default() | ||
}), | ||
..default() | ||
}, | ||
ManuallyTarget(Vec4::new(0.0, 0.0, 1.0, 0.3)), | ||
)) | ||
.id(); | ||
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let pole_target = commands | ||
.spawn(PbrBundle { | ||
transform: Transform::from_xyz(-1.0, 0.4, -0.2), | ||
mesh: meshes.add(Mesh::from(shape::UVSphere { | ||
radius: 0.05, | ||
sectors: 7, | ||
stacks: 7, | ||
})), | ||
material: materials.add(StandardMaterial { | ||
base_color: Color::GREEN, | ||
..default() | ||
}), | ||
..default() | ||
}) | ||
.id(); | ||
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// Add an IK constraint to the right hand, using the targets that were created earlier. | ||
commands.entity(right_hand).insert(IkConstraint { | ||
chain_length: 3, | ||
iterations: 20, | ||
target, | ||
pole_target: Some(pole_target), | ||
pole_angle: -std::f32::consts::FRAC_PI_2, | ||
enabled: true, | ||
}); | ||
} | ||
} | ||
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fn manually_target( | ||
camera_query: Query<(&Camera, &GlobalTransform)>, | ||
mut target_query: Query<(&ManuallyTarget, &mut Transform)>, | ||
mut cursor: EventReader<CursorMoved>, | ||
) { | ||
let (camera, transform) = camera_query.single(); | ||
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if let Some(event) = cursor.iter().last() { | ||
let view = transform.compute_matrix(); | ||
let viewport_rect = camera.logical_viewport_rect().unwrap(); | ||
let viewport_size = viewport_rect.size(); | ||
let adj_cursor_pos = event.position - Vec2::new(viewport_rect.min.x, viewport_rect.min.y); | ||
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let projection = camera.projection_matrix(); | ||
let far_ndc = projection.project_point3(Vec3::NEG_Z).z; | ||
let near_ndc = projection.project_point3(Vec3::Z).z; | ||
let cursor_ndc = | ||
((adj_cursor_pos / viewport_size) * 2.0 - Vec2::ONE) * Vec2::new(1.0, -1.0); | ||
let ndc_to_world: Mat4 = view * projection.inverse(); | ||
let near = ndc_to_world.project_point3(cursor_ndc.extend(near_ndc)); | ||
let far = ndc_to_world.project_point3(cursor_ndc.extend(far_ndc)); | ||
let ray_direction = far - near; | ||
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for (&ManuallyTarget(plane), mut transform) in target_query.iter_mut() { | ||
let normal = plane.truncate(); | ||
let d = plane.w; | ||
let denom = normal.dot(ray_direction); | ||
if denom.abs() > 0.0001 { | ||
let t = (normal * d - near).dot(normal) / denom; | ||
transform.translation = near + ray_direction * t; | ||
} | ||
} | ||
} | ||
} |