Animation / Animated Fox

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Support Warning

WebGPU is currently only supported on Chrome starting with version 113, and only on desktop. If they don't work on your configuration, you can check the WebGL2 examples here.
Support for WebGPU in Bevy hasn't been released yet, this example has been compiled using the main branch.

//! Plays animations from a skinned glTF.

use std::f32::consts::PI;
use std::time::Duration;

use bevy::pbr::CascadeShadowConfigBuilder;
use bevy::prelude::*;

fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        .insert_resource(AmbientLight {
            color: Color::WHITE,
            brightness: 1.0,
        })
        .add_systems(Startup, setup)
        .add_systems(
            Update,
            (setup_scene_once_loaded, keyboard_animation_control),
        )
        .run();
}

#[derive(Resource)]
struct Animations(Vec<Handle<AnimationClip>>);

fn setup(
    mut commands: Commands,
    asset_server: Res<AssetServer>,
    mut meshes: ResMut<Assets<Mesh>>,
    mut materials: ResMut<Assets<StandardMaterial>>,
) {
    // Insert a resource with the current scene information
    commands.insert_resource(Animations(vec![
        asset_server.load("models/animated/Fox.glb#Animation2"),
        asset_server.load("models/animated/Fox.glb#Animation1"),
        asset_server.load("models/animated/Fox.glb#Animation0"),
    ]));

    // Camera
    commands.spawn(Camera3dBundle {
        transform: Transform::from_xyz(100.0, 100.0, 150.0)
            .looking_at(Vec3::new(0.0, 20.0, 0.0), Vec3::Y),
        ..default()
    });

    // Plane
    commands.spawn(PbrBundle {
        mesh: meshes.add(shape::Plane::from_size(500000.0).into()),
        material: materials.add(Color::rgb(0.3, 0.5, 0.3).into()),
        ..default()
    });

    // Light
    commands.spawn(DirectionalLightBundle {
        transform: Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)),
        directional_light: DirectionalLight {
            shadows_enabled: true,
            ..default()
        },
        cascade_shadow_config: CascadeShadowConfigBuilder {
            first_cascade_far_bound: 200.0,
            maximum_distance: 400.0,
            ..default()
        }
        .into(),
        ..default()
    });

    // Fox
    commands.spawn(SceneBundle {
        scene: asset_server.load("models/animated/Fox.glb#Scene0"),
        ..default()
    });

    println!("Animation controls:");
    println!("  - spacebar: play / pause");
    println!("  - arrow up / down: speed up / slow down animation playback");
    println!("  - arrow left / right: seek backward / forward");
    println!("  - return: change animation");
}

// Once the scene is loaded, start the animation
fn setup_scene_once_loaded(
    animations: Res<Animations>,
    mut player: Query<&mut AnimationPlayer>,
    mut done: Local<bool>,
) {
    if !*done {
        if let Ok(mut player) = player.get_single_mut() {
            player.play(animations.0[0].clone_weak()).repeat();
            *done = true;
        }
    }
}

fn keyboard_animation_control(
    keyboard_input: Res<Input<KeyCode>>,
    mut animation_player: Query<&mut AnimationPlayer>,
    animations: Res<Animations>,
    mut current_animation: Local<usize>,
) {
    if let Ok(mut player) = animation_player.get_single_mut() {
        if keyboard_input.just_pressed(KeyCode::Space) {
            if player.is_paused() {
                player.resume();
            } else {
                player.pause();
            }
        }

        if keyboard_input.just_pressed(KeyCode::Up) {
            let speed = player.speed();
            player.set_speed(speed * 1.2);
        }

        if keyboard_input.just_pressed(KeyCode::Down) {
            let speed = player.speed();
            player.set_speed(speed * 0.8);
        }

        if keyboard_input.just_pressed(KeyCode::Left) {
            let elapsed = player.elapsed();
            player.set_elapsed(elapsed - 0.1);
        }

        if keyboard_input.just_pressed(KeyCode::Right) {
            let elapsed = player.elapsed();
            player.set_elapsed(elapsed + 0.1);
        }

        if keyboard_input.just_pressed(KeyCode::Return) {
            *current_animation = (*current_animation + 1) % animations.0.len();
            player
                .play_with_transition(
                    animations.0[*current_animation].clone_weak(),
                    Duration::from_millis(250),
                )
                .repeat();
        }
    }
}