This example is running in WebGL2 and should work in most browsers. You can check the WebGPU examples here.
//! Loads animations from a skinned glTF, spawns many of them, and plays the
//! animation to stress test skinned meshes.
use std::{f32::consts::PI, time::Duration};
use argh::FromArgs;
use bevy::{
diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
pbr::CascadeShadowConfigBuilder,
prelude::*,
window::{PresentMode, WindowResolution},
winit::{UpdateMode, WinitSettings},
};
#[derive(FromArgs, Resource)]
/// `many_foxes` stress test
struct Args {
/// whether all foxes run in sync.
#[argh(switch)]
sync: bool,
/// total number of foxes.
#[argh(option, default = "1000")]
count: usize,
}
#[derive(Resource)]
struct Foxes {
count: usize,
speed: f32,
moving: bool,
sync: bool,
}
fn main() {
// `from_env` panics on the web
#[cfg(not(target_arch = "wasm32"))]
let args: Args = argh::from_env();
#[cfg(target_arch = "wasm32")]
let args = Args::from_args(&[], &[]).unwrap();
App::new()
.add_plugins((
DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
title: "🦊🦊🦊 Many Foxes! 🦊🦊🦊".into(),
present_mode: PresentMode::AutoNoVsync,
resolution: WindowResolution::new(1920.0, 1080.0)
.with_scale_factor_override(1.0),
..default()
}),
..default()
}),
FrameTimeDiagnosticsPlugin,
LogDiagnosticsPlugin::default(),
))
.insert_resource(WinitSettings {
focused_mode: UpdateMode::Continuous,
unfocused_mode: UpdateMode::Continuous,
})
.insert_resource(Foxes {
count: args.count,
speed: 2.0,
moving: true,
sync: args.sync,
})
.add_systems(Startup, setup)
.add_systems(
Update,
(
setup_scene_once_loaded,
keyboard_animation_control,
update_fox_rings.after(keyboard_animation_control),
),
)
.run();
}
#[derive(Resource)]
struct Animations {
node_indices: Vec<AnimationNodeIndex>,
graph: Handle<AnimationGraph>,
}
const RING_SPACING: f32 = 2.0;
const FOX_SPACING: f32 = 2.0;
#[derive(Component, Clone, Copy)]
enum RotationDirection {
CounterClockwise,
Clockwise,
}
impl RotationDirection {
fn sign(&self) -> f32 {
match self {
RotationDirection::CounterClockwise => 1.0,
RotationDirection::Clockwise => -1.0,
}
}
}
#[derive(Component)]
struct Ring {
radius: f32,
}
fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
mut animation_graphs: ResMut<Assets<AnimationGraph>>,
foxes: Res<Foxes>,
) {
warn!(include_str!("warning_string.txt"));
// Insert a resource with the current scene information
let animation_clips = [
asset_server.load(GltfAssetLabel::Animation(2).from_asset("models/animated/Fox.glb")),
asset_server.load(GltfAssetLabel::Animation(1).from_asset("models/animated/Fox.glb")),
asset_server.load(GltfAssetLabel::Animation(0).from_asset("models/animated/Fox.glb")),
];
let mut animation_graph = AnimationGraph::new();
let node_indices = animation_graph
.add_clips(animation_clips.iter().cloned(), 1.0, animation_graph.root)
.collect();
commands.insert_resource(Animations {
node_indices,
graph: animation_graphs.add(animation_graph),
});
// Foxes
// Concentric rings of foxes, running in opposite directions. The rings are spaced at 2m radius intervals.
// The foxes in each ring are spaced at least 2m apart around its circumference.'
// NOTE: This fox model faces +z
let fox_handle =
asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/animated/Fox.glb"));
let ring_directions = [
(
Quat::from_rotation_y(PI),
RotationDirection::CounterClockwise,
),
(Quat::IDENTITY, RotationDirection::Clockwise),
];
let mut ring_index = 0;
let mut radius = RING_SPACING;
let mut foxes_remaining = foxes.count;
info!("Spawning {} foxes...", foxes.count);
while foxes_remaining > 0 {
let (base_rotation, ring_direction) = ring_directions[ring_index % 2];
let ring_parent = commands
.spawn((
Transform::default(),
Visibility::default(),
ring_direction,
Ring { radius },
))
.id();
let circumference = PI * 2. * radius;
let foxes_in_ring = ((circumference / FOX_SPACING) as usize).min(foxes_remaining);
let fox_spacing_angle = circumference / (foxes_in_ring as f32 * radius);
for fox_i in 0..foxes_in_ring {
let fox_angle = fox_i as f32 * fox_spacing_angle;
let (s, c) = ops::sin_cos(fox_angle);
let (x, z) = (radius * c, radius * s);
commands.entity(ring_parent).with_children(|builder| {
builder.spawn((
SceneRoot(fox_handle.clone()),
Transform::from_xyz(x, 0.0, z)
.with_scale(Vec3::splat(0.01))
.with_rotation(base_rotation * Quat::from_rotation_y(-fox_angle)),
));
});
}
foxes_remaining -= foxes_in_ring;
radius += RING_SPACING;
ring_index += 1;
}
// Camera
let zoom = 0.8;
let translation = Vec3::new(
radius * 1.25 * zoom,
radius * 0.5 * zoom,
radius * 1.5 * zoom,
);
commands.spawn((
Camera3d::default(),
Transform::from_translation(translation)
.looking_at(0.2 * Vec3::new(translation.x, 0.0, translation.z), Vec3::Y),
));
// Plane
commands.spawn((
Mesh3d(meshes.add(Plane3d::default().mesh().size(5000.0, 5000.0))),
MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))),
));
// Light
commands.spawn((
Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)),
DirectionalLight {
shadows_enabled: true,
..default()
},
CascadeShadowConfigBuilder {
first_cascade_far_bound: 0.9 * radius,
maximum_distance: 2.8 * radius,
..default()
}
.build(),
));
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>,
foxes: Res<Foxes>,
mut commands: Commands,
mut player: Query<(Entity, &mut AnimationPlayer)>,
mut done: Local<bool>,
) {
if !*done && player.iter().len() == foxes.count {
for (entity, mut player) in &mut player {
commands
.entity(entity)
.insert(AnimationGraphHandle(animations.graph.clone()))
.insert(AnimationTransitions::new());
let playing_animation = player.play(animations.node_indices[0]).repeat();
if !foxes.sync {
playing_animation.seek_to(entity.index() as f32 / 10.0);
}
}
*done = true;
}
}
fn update_fox_rings(
time: Res<Time>,
foxes: Res<Foxes>,
mut rings: Query<(&Ring, &RotationDirection, &mut Transform)>,
) {
if !foxes.moving {
return;
}
let dt = time.delta_secs();
for (ring, rotation_direction, mut transform) in &mut rings {
let angular_velocity = foxes.speed / ring.radius;
transform.rotate_y(rotation_direction.sign() * angular_velocity * dt);
}
}
fn keyboard_animation_control(
keyboard_input: Res<ButtonInput<KeyCode>>,
mut animation_player: Query<(&mut AnimationPlayer, &mut AnimationTransitions)>,
animations: Res<Animations>,
mut current_animation: Local<usize>,
mut foxes: ResMut<Foxes>,
) {
if keyboard_input.just_pressed(KeyCode::Space) {
foxes.moving = !foxes.moving;
}
if keyboard_input.just_pressed(KeyCode::ArrowUp) {
foxes.speed *= 1.25;
}
if keyboard_input.just_pressed(KeyCode::ArrowDown) {
foxes.speed *= 0.8;
}
if keyboard_input.just_pressed(KeyCode::Enter) {
*current_animation = (*current_animation + 1) % animations.node_indices.len();
}
for (mut player, mut transitions) in &mut animation_player {
if keyboard_input.just_pressed(KeyCode::Space) {
if player.all_paused() {
player.resume_all();
} else {
player.pause_all();
}
}
if keyboard_input.just_pressed(KeyCode::ArrowUp) {
player.adjust_speeds(1.25);
}
if keyboard_input.just_pressed(KeyCode::ArrowDown) {
player.adjust_speeds(0.8);
}
if keyboard_input.just_pressed(KeyCode::ArrowLeft) {
player.seek_all_by(-0.1);
}
if keyboard_input.just_pressed(KeyCode::ArrowRight) {
player.seek_all_by(0.1);
}
if keyboard_input.just_pressed(KeyCode::Enter) {
transitions
.play(
&mut player,
animations.node_indices[*current_animation],
Duration::from_millis(250),
)
.repeat();
}
}
}