use std::f32::consts::PI; use bevy::{prelude::*, scene::SceneInstance}; use bevy_mod_outline::{ AsyncSceneInheritOutline, AsyncSceneInheritOutlinePlugin, AutoGenerateOutlineNormalsPlugin, OutlineBundle, OutlinePlugin, OutlineVolume, }; #[derive(Resource)] struct Fox(Handle); fn main() { App::new() .add_plugins(( DefaultPlugins, OutlinePlugin, AutoGenerateOutlineNormalsPlugin, AsyncSceneInheritOutlinePlugin, )) .insert_resource(AmbientLight::default()) .add_systems(Startup, setup) .add_systems(Update, setup_scene_once_loaded) .run(); } fn setup( mut commands: Commands, asset_server: Res, mut meshes: ResMut>, mut materials: ResMut>, ) { // Insert a resource with the current animation commands.insert_resource(Fox(asset_server.load("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( Plane3d::new(Vec3::Y, Vec2::new(500000.0, 500000.0)) .mesh() .build(), ), material: materials.add(StandardMaterial::from(Color::srgb(0.3, 0.5, 0.3))), ..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() }, ..default() }); // Fox commands .spawn(SceneBundle { scene: asset_server.load("Fox.glb#Scene0"), ..default() }) .insert(OutlineBundle { outline: OutlineVolume { visible: true, width: 3.0, colour: Color::srgb(1.0, 0.0, 0.0), }, ..default() }) .insert(AsyncSceneInheritOutline); } // Once the scene is loaded, start the animation fn setup_scene_once_loaded( mut commands: Commands, scene_query: Query<&SceneInstance>, scene_manager: Res, mut player_query: Query<(Entity, &mut AnimationPlayer)>, animation: Res, mut done: Local, mut graphs: ResMut>, ) { if !*done { if let (Ok(scene), Ok((entity, mut player))) = (scene_query.get_single(), player_query.get_single_mut()) { if scene_manager.instance_is_ready(**scene) { let (graph, animation) = AnimationGraph::from_clip(animation.0.clone()); commands.entity(entity).insert(graphs.add(graph)); player.play(animation).repeat(); *done = true; } } } }