diff --git a/assets/textures/uv_checker_bw.png b/assets/textures/uv_checker_bw.png new file mode 100644 index 0000000000000..bef39cd66b9d1 Binary files /dev/null and b/assets/textures/uv_checker_bw.png differ diff --git a/examples/animation/custom_skinned_mesh.rs b/examples/animation/custom_skinned_mesh.rs index 383fbaefff3d3..bffcf7eb08dd4 100644 --- a/examples/animation/custom_skinned_mesh.rs +++ b/examples/animation/custom_skinned_mesh.rs @@ -31,13 +31,14 @@ fn main() { /// Used to mark a joint to be animated in the [`joint_animation`] system. #[derive(Component)] -struct AnimatedJoint; +struct AnimatedJoint(isize); /// Construct a mesh and a skeleton with 2 joints for that mesh, /// and mark the second joint to be animated. /// It is similar to the scene defined in `models/SimpleSkin/SimpleSkin.gltf` fn setup( mut commands: Commands, + asset_server: Res, mut meshes: ResMut>, mut materials: ResMut>, mut skinned_mesh_inverse_bindposes_assets: ResMut>, @@ -45,7 +46,7 @@ fn setup( // Create a camera commands.spawn(( Camera3d::default(), - Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y), + Transform::from_xyz(2.5, 2.5, 9.0).looking_at(Vec3::ZERO, Vec3::Y), )); // Create inverse bindpose matrices for a skeleton consists of 2 joints @@ -75,6 +76,23 @@ fn setup( [1.0, 2.0, 0.0], ], ) + // Add UV coordinates that map the left half of the texture since its a 1 x + // 2 rectangle. + .with_inserted_attribute( + Mesh::ATTRIBUTE_UV_0, + vec![ + [0.0, 0.00], + [0.5, 0.00], + [0.0, 0.25], + [0.5, 0.25], + [0.0, 0.50], + [0.5, 0.50], + [0.0, 0.75], + [0.5, 0.75], + [0.0, 1.00], + [0.5, 1.00], + ], + ) // Set mesh vertex normals .with_inserted_attribute(Mesh::ATTRIBUTE_NORMAL, vec![[0.0, 0.0, 1.0]; 10]) // Set mesh vertex joint indices for mesh skinning. @@ -130,9 +148,15 @@ fn setup( for i in -5..5 { // Create joint entities let joint_0 = commands - .spawn(Transform::from_xyz(i as f32 * 1.5, 0.0, i as f32 * 0.1)) + .spawn(Transform::from_xyz( + i as f32 * 1.5, + 0.0, + // Move quads back a small amount to avoid Z-fighting and not + // obscure the transform gizmos. + -(i as f32 * 0.01).abs(), + )) .id(); - let joint_1 = commands.spawn((AnimatedJoint, Transform::IDENTITY)).id(); + let joint_1 = commands.spawn((AnimatedJoint(i), Transform::IDENTITY)).id(); // Set joint_1 as a child of joint_0. commands.entity(joint_0).add_children(&[joint_1]); @@ -143,11 +167,15 @@ fn setup( // Create skinned mesh renderer. Note that its transform doesn't affect the position of the mesh. commands.spawn(( Mesh3d(mesh.clone()), - MeshMaterial3d(materials.add(Color::srgb( - rng.gen_range(0.0..1.0), - rng.gen_range(0.0..1.0), - rng.gen_range(0.0..1.0), - ))), + MeshMaterial3d(materials.add(StandardMaterial { + base_color: Color::srgb( + rng.gen_range(0.0..1.0), + rng.gen_range(0.0..1.0), + rng.gen_range(0.0..1.0), + ), + base_color_texture: Some(asset_server.load("textures/uv_checker_bw.png")), + ..default() + })), SkinnedMesh { inverse_bindposes: inverse_bindposes.clone(), joints: joint_entities, @@ -157,8 +185,51 @@ fn setup( } /// Animate the joint marked with [`AnimatedJoint`] component. -fn joint_animation(time: Res