Files
Fyrox/examples/blend_shape.rs
T

288 lines
9.3 KiB
Rust

pub mod shared;
use crate::shared::create_camera;
use fyrox::resource::model::{Model, ModelResourceExtension};
use fyrox::{
asset::manager::ResourceManager,
core::{
algebra::{UnitQuaternion, Vector2, Vector3},
color::Color,
futures::executor::block_on,
pool::Handle,
},
engine::{executor::Executor, GraphicsContext, GraphicsContextParams},
event::{ElementState, Event, VirtualKeyCode, WindowEvent},
event_loop::ControlFlow,
gui::{
grid::{Column, GridBuilder, Row},
message::{MessageDirection, UiMessage},
scroll_bar::{ScrollBarBuilder, ScrollBarMessage},
scroll_viewer::ScrollViewerBuilder,
text::{TextBuilder, TextMessage},
widget::WidgetBuilder,
window::{WindowBuilder, WindowTitle},
UiNode, UserInterface,
},
plugin::{Plugin, PluginConstructor, PluginContext},
scene::{
base::BaseBuilder,
light::{point::PointLightBuilder, BaseLightBuilder},
node::Node,
transform::TransformBuilder,
Scene,
},
window::WindowAttributes,
};
use std::collections::BTreeSet;
struct GameSceneLoader {
scene: Scene,
model_handle: Handle<Node>,
sliders: Vec<(String, Handle<UiNode>)>,
}
impl GameSceneLoader {
fn load_with(resource_manager: ResourceManager, ui: &mut UserInterface) -> Self {
let mut scene = Scene::new();
scene.ambient_lighting_color = Color::opaque(150, 150, 150);
block_on(create_camera(
resource_manager.clone(),
Vector3::new(0.0, 2.0, -8.0),
&mut scene.graph,
));
PointLightBuilder::new(BaseLightBuilder::new(
BaseBuilder::new().with_local_transform(
TransformBuilder::new()
.with_local_position(Vector3::new(0.0, 12.0, -6.0))
.build(),
),
))
.with_radius(20.0)
.build(&mut scene.graph);
let model_resource = block_on(
resource_manager.request::<Model, _>("examples/data/blend_shape/Gunan_animated2.fbx"),
)
.unwrap();
let model_handle = model_resource.instantiate(&mut scene);
scene.graph[model_handle]
.local_transform_mut()
.set_scale(Vector3::new(0.05, 0.05, 0.05));
let sphere = scene.graph.find_by_name_from_root("Head_Mesh").unwrap().0;
let blend_shape = scene.graph[sphere].as_mesh_mut();
let mut blend_shape_names = BTreeSet::new();
for surface in blend_shape.surfaces_mut() {
let data = surface.data();
let data = data.lock();
if let Some(container) = data.blend_shapes_container.as_ref() {
for blend_shape in container.blend_shapes.iter() {
blend_shape_names.insert(blend_shape.name.clone());
}
}
}
let ctx = &mut ui.build_ctx();
let mut children = Vec::new();
let mut sliders = Vec::new();
for (row, blend_shape_name) in blend_shape_names.iter().enumerate() {
let short_name = blend_shape_name
.strip_prefix("ExpressionBlendshapes.")
.map(|n| n.to_owned())
.unwrap_or_else(|| blend_shape_name.clone());
let name = TextBuilder::new(WidgetBuilder::new().on_row(row))
.with_text(short_name)
.build(ctx);
let slider = ScrollBarBuilder::new(WidgetBuilder::new().on_row(row).on_column(1))
.with_min(0.0)
.with_max(100.0)
.with_step(1.0)
.build(ctx);
children.push(name);
children.push(slider);
sliders.push((blend_shape_name.clone(), slider));
}
WindowBuilder::new(
WidgetBuilder::new()
.with_width(250.0)
.with_height(400.0)
.with_desired_position(Vector2::new(5.0, 50.0)),
)
.with_title(WindowTitle::text("Blend Shapes"))
.with_content(
ScrollViewerBuilder::new(WidgetBuilder::new())
.with_content(
GridBuilder::new(WidgetBuilder::new().with_children(children))
.add_column(Column::auto())
.add_column(Column::stretch())
.add_rows(
blend_shape_names
.iter()
.map(|_| Row::strict(20.0))
.collect(),
)
.build(ctx),
)
.build(ctx),
)
.build(ctx);
Self {
scene,
sliders,
model_handle,
}
}
}
struct InputController {
rotate_left: bool,
rotate_right: bool,
}
struct Game {
scene: Handle<Scene>,
model_handle: Handle<Node>,
input_controller: InputController,
debug_text: Handle<UiNode>,
model_angle: f32,
sliders: Vec<(String, Handle<UiNode>)>,
}
impl Plugin for Game {
fn update(&mut self, context: &mut PluginContext, _control_flow: &mut ControlFlow) {
let scene = &mut context.scenes[self.scene];
// Rotate model according to input controller state
if self.input_controller.rotate_left {
self.model_angle -= 5.0f32.to_radians();
} else if self.input_controller.rotate_right {
self.model_angle += 5.0f32.to_radians();
}
scene.graph[self.model_handle]
.local_transform_mut()
.set_rotation(UnitQuaternion::from_axis_angle(
&Vector3::y_axis(),
self.model_angle,
));
if let GraphicsContext::Initialized(ref graphics_context) = context.graphics_context {
context.user_interface.send_message(TextMessage::text(
self.debug_text,
MessageDirection::ToWidget,
format!(
"Example - Blend Shapes\nUse [A][D] keys to rotate the model and sliders to select facial expression.\nFPS: {}",
graphics_context.renderer.get_statistics().frames_per_second
),
));
}
}
fn on_ui_message(
&mut self,
context: &mut PluginContext,
message: &UiMessage,
_control_flow: &mut ControlFlow,
) {
if let Some(ScrollBarMessage::Value(value)) = message.data() {
if message.direction() == MessageDirection::FromWidget {
for (name, slider) in self.sliders.iter() {
if message.destination() == *slider {
let scene = &mut context.scenes[self.scene];
let sphere = scene.graph.find_by_name_from_root("Head_Mesh").unwrap().0;
for blend_shape in scene.graph[sphere]
.as_mesh_mut()
.blend_shapes_mut()
.iter_mut()
{
if &blend_shape.name == name {
blend_shape.weight = *value;
}
}
}
}
}
}
}
fn on_os_event(
&mut self,
event: &Event<()>,
_context: PluginContext,
_control_flow: &mut ControlFlow,
) {
if let Event::WindowEvent {
event: WindowEvent::KeyboardInput { input, .. },
..
} = event
{
if let Some(key_code) = input.virtual_keycode {
match key_code {
VirtualKeyCode::A => {
self.input_controller.rotate_left = input.state == ElementState::Pressed
}
VirtualKeyCode::D => {
self.input_controller.rotate_right = input.state == ElementState::Pressed
}
_ => (),
}
}
}
}
}
struct GameConstructor;
impl PluginConstructor for GameConstructor {
fn create_instance(
&self,
_override_scene: Handle<Scene>,
context: PluginContext,
) -> Box<dyn Plugin> {
let scene =
GameSceneLoader::load_with(context.resource_manager.clone(), context.user_interface);
Box::new(Game {
debug_text: TextBuilder::new(WidgetBuilder::new())
.build(&mut context.user_interface.build_ctx()),
scene: context.scenes.add(scene.scene),
model_handle: scene.model_handle,
// Create input controller - it will hold information about needed actions.
input_controller: InputController {
rotate_left: false,
rotate_right: false,
},
// We will rotate model using keyboard input.
model_angle: 180.0f32.to_radians(),
sliders: scene.sliders,
})
}
}
fn main() {
let mut executor = Executor::from_params(
Default::default(),
GraphicsContextParams {
window_attributes: WindowAttributes {
title: "Example - Blend Shapes".to_string(),
..Default::default()
},
vsync: true,
},
);
executor.add_plugin_constructor(GameConstructor);
executor.run()
}