2024-03-23 02:22:52 +00:00
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#![cfg_attr(docsrs, feature(doc_auto_cfg))]
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2024-03-27 03:30:08 +00:00
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#![forbid(unsafe_code)]
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2024-03-25 18:52:50 +00:00
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#![doc(
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html_logo_url = "https://bevyengine.org/assets/icon.png",
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html_favicon_url = "https://bevyengine.org/assets/icon.png"
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)]
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2024-03-23 02:22:52 +00:00
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2022-04-02 22:36:02 +00:00
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//! Animation for the game engine Bevy
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2024-09-27 00:59:59 +00:00
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extern crate alloc;
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2024-08-31 18:38:34 +00:00
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pub mod animatable;
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Curve-based animation (#15434)
# Objective
This PR extends and reworks the material from #15282 by allowing
arbitrary curves to be used by the animation system to animate arbitrary
properties. The goals of this work are to:
- Allow far greater flexibility in how animations are allowed to be
defined in order to be used with `bevy_animation`.
- Delegate responsibility over keyframe interpolation to `bevy_math` and
the `Curve` libraries and reduce reliance on keyframes in animation
definitions generally.
- Move away from allowing the glTF spec to completely define animations
on a mechanical level.
## Solution
### Overview
At a high level, curves have been incorporated into the animation system
using the `AnimationCurve` trait (closely related to what was
`Keyframes`). From the top down:
1. In `animate_targets`, animations are driven by `VariableCurve`, which
is now a thin wrapper around a `Box<dyn AnimationCurve>`.
2. `AnimationCurve` is something built out of a `Curve`, and it tells
the animation system how to use the curve's output to actually mutate
component properties. The trait looks like this:
```rust
/// A low-level trait that provides control over how curves are actually applied to entities
/// by the animation system.
///
/// Typically, this will not need to be implemented manually, since it is automatically
/// implemented by [`AnimatableCurve`] and other curves used by the animation system
/// (e.g. those that animate parts of transforms or morph weights). However, this can be
/// implemented manually when `AnimatableCurve` is not sufficiently expressive.
///
/// In many respects, this behaves like a type-erased form of [`Curve`], where the output
/// type of the curve is remembered only in the components that are mutated in the
/// implementation of [`apply`].
///
/// [`apply`]: AnimationCurve::apply
pub trait AnimationCurve: Reflect + Debug + Send + Sync {
/// Returns a boxed clone of this value.
fn clone_value(&self) -> Box<dyn AnimationCurve>;
/// The range of times for which this animation is defined.
fn domain(&self) -> Interval;
/// Write the value of sampling this curve at time `t` into `transform` or `entity`,
/// as appropriate, interpolating between the existing value and the sampled value
/// using the given `weight`.
fn apply<'a>(
&self,
t: f32,
transform: Option<Mut<'a, Transform>>,
entity: EntityMutExcept<'a, (Transform, AnimationPlayer, Handle<AnimationGraph>)>,
weight: f32,
) -> Result<(), AnimationEvaluationError>;
}
```
3. The conversion process from a `Curve` to an `AnimationCurve` involves
using wrappers which communicate the intent to animate a particular
property. For example, here is `TranslationCurve`, which wraps a
`Curve<Vec3>` and uses it to animate `Transform::translation`:
```rust
/// This type allows a curve valued in `Vec3` to become an [`AnimationCurve`] that animates
/// the translation component of a transform.
pub struct TranslationCurve<C>(pub C);
```
### Animatable Properties
The `AnimatableProperty` trait survives in the transition, and it can be
used to allow curves to animate arbitrary component properties. The
updated documentation for `AnimatableProperty` explains this process:
<details>
<summary>Expand AnimatableProperty example</summary
An `AnimatableProperty` is a value on a component that Bevy can animate.
You can implement this trait on a unit struct in order to support
animating
custom components other than transforms and morph weights. Use that type
in
conjunction with `AnimatableCurve` (and perhaps
`AnimatableKeyframeCurve`
to define the animation itself). For example, in order to animate font
size of a
text section from 24 pt. to 80 pt., you might use:
```rust
#[derive(Reflect)]
struct FontSizeProperty;
impl AnimatableProperty for FontSizeProperty {
type Component = Text;
type Property = f32;
fn get_mut(component: &mut Self::Component) -> Option<&mut Self::Property> {
Some(&mut component.sections.get_mut(0)?.style.font_size)
}
}
```
You can then create an `AnimationClip` to animate this property like so:
```rust
let mut animation_clip = AnimationClip::default();
animation_clip.add_curve_to_target(
animation_target_id,
AnimatableKeyframeCurve::new(
[
(0.0, 24.0),
(1.0, 80.0),
]
)
.map(AnimatableCurve::<FontSizeProperty, _>::from_curve)
.expect("Failed to create font size curve")
);
```
Here, the use of `AnimatableKeyframeCurve` creates a curve out of the
given keyframe time-value
pairs, using the `Animatable` implementation of `f32` to interpolate
between them. The
invocation of `AnimatableCurve::from_curve` with `FontSizeProperty`
indicates that the `f32`
output from that curve is to be used to animate the font size of a
`Text` component (as
configured above).
</details>
### glTF Loading
glTF animations are now loaded into `Curve` types of various kinds,
depending on what is being animated and what interpolation mode is being
used. Those types get wrapped into and converted into `Box<dyn
AnimationCurve>` and shoved inside of a `VariableCurve` just like
everybody else.
### Morph Weights
There is an `IterableCurve` abstraction which allows sampling these from
a contiguous buffer without allocating. Its only reason for existing is
that Rust disallows you from naming function types, otherwise we would
just use `Curve` with an iterator output type. (The iterator involves
`Map`, and the name of the function type would have to be able to be
named, but it is not.)
A `WeightsCurve` adaptor turns an `IterableCurve` into an
`AnimationCurve`, so it behaves like everything else in that regard.
## Testing
Tested by running existing animation examples. Interpolation logic has
had additional tests added within the `Curve` API to replace the tests
in `bevy_animation`. Some kinds of out-of-bounds errors have become
impossible.
Performance testing on `many_foxes` (`animate_targets`) suggests that
performance is very similar to the existing implementation. Here are a
couple trace histograms across different runs (yellow is this branch,
red is main).
<img width="669" alt="Screenshot 2024-09-27 at 9 41 50 AM"
src="https://github.com/user-attachments/assets/5ba4e9ac-3aea-452e-aaf8-1492acc2d7fc">
<img width="673" alt="Screenshot 2024-09-27 at 9 45 18 AM"
src="https://github.com/user-attachments/assets/8982538b-04cf-46b5-97b2-164c6bc8162e">
---
## Migration Guide
Most user code that does not directly deal with `AnimationClip` and
`VariableCurve` will not need to be changed. On the other hand,
`VariableCurve` has been completely overhauled. If you were previously
defining animation curves in code using keyframes, you will need to
migrate that code to use curve constructors instead. For example, a
rotation animation defined using keyframes and added to an animation
clip like this:
```rust
animation_clip.add_curve_to_target(
animation_target_id,
VariableCurve {
keyframe_timestamps: vec![0.0, 1.0, 2.0, 3.0, 4.0],
keyframes: Keyframes::Rotation(vec![
Quat::IDENTITY,
Quat::from_axis_angle(Vec3::Y, PI / 2.),
Quat::from_axis_angle(Vec3::Y, PI / 2. * 2.),
Quat::from_axis_angle(Vec3::Y, PI / 2. * 3.),
Quat::IDENTITY,
]),
interpolation: Interpolation::Linear,
},
);
```
would now be added like this:
```rust
animation_clip.add_curve_to_target(
animation_target_id,
AnimatableKeyframeCurve::new([0.0, 1.0, 2.0, 3.0, 4.0].into_iter().zip([
Quat::IDENTITY,
Quat::from_axis_angle(Vec3::Y, PI / 2.),
Quat::from_axis_angle(Vec3::Y, PI / 2. * 2.),
Quat::from_axis_angle(Vec3::Y, PI / 2. * 3.),
Quat::IDENTITY,
]))
.map(RotationCurve)
.expect("Failed to build rotation curve"),
);
```
Note that the interface of `AnimationClip::add_curve_to_target` has also
changed (as this example shows, if subtly), and now takes its curve
input as an `impl AnimationCurve`. If you need to add a `VariableCurve`
directly, a new method `add_variable_curve_to_target` accommodates that
(and serves as a one-to-one migration in this regard).
### For reviewers
The diff is pretty big, and the structure of some of the changes might
not be super-obvious:
- `keyframes.rs` became `animation_curves.rs`, and `AnimationCurve` is
based heavily on `Keyframes`, with the adaptors also largely following
suite.
- The Curve API adaptor structs were moved from `bevy_math::curve::mod`
into their own module `adaptors`. There are no functional changes to how
these adaptors work; this is just to make room for the specialized
reflection implementations since `mod.rs` was getting kind of cramped.
- The new module `gltf_curves` holds the additional curve constructions
that are needed by the glTF loader. Note that the loader uses a mix of
these and off-the-shelf `bevy_math` curve stuff.
- `animatable.rs` no longer holds logic related to keyframe
interpolation, which is now delegated to the existing abstractions in
`bevy_math::curve::cores`.
---------
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
Co-authored-by: aecsocket <43144841+aecsocket@users.noreply.github.com>
2024-09-30 19:56:55 +00:00
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pub mod animation_curves;
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pub mod gltf_curves;
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2024-08-31 18:38:34 +00:00
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pub mod graph;
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pub mod transition;
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2024-02-02 21:19:37 +00:00
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mod util;
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2024-09-27 00:59:59 +00:00
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use core::{
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AnimatedField and Rework Evaluators (#16484)
# Objective
Animating component fields requires too much boilerplate at the moment:
```rust
#[derive(Reflect)]
struct FontSizeProperty;
impl AnimatableProperty for FontSizeProperty {
type Component = TextFont;
type Property = f32;
fn get_mut(component: &mut Self::Component) -> Option<&mut Self::Property> {
Some(&mut component.font_size)
}
}
animation_clip.add_curve_to_target(
animation_target_id,
AnimatableKeyframeCurve::new(
[0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0]
.into_iter()
.zip([24.0, 80.0, 24.0, 80.0, 24.0, 80.0, 24.0]),
)
.map(AnimatableCurve::<FontSizeProperty, _>::from_curve)
.expect("should be able to build translation curve because we pass in valid samples"),
);
```
## Solution
This adds `AnimatedField` and an `animated_field!` macro, enabling the
following:
```rust
animation_clip.add_curve_to_target(
animation_target_id,
AnimatableCurve::new(
animated_field!(TextFont::font_size),
AnimatableKeyframeCurve::new(
[0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0]
.into_iter()
.zip([24.0, 80.0, 24.0, 80.0, 24.0, 80.0, 24.0]),
)
.expect(
"should be able to build translation curve because we pass in valid samples",
),
),
);
```
This required reworking the internals a bit, namely stripping out a lot
of the `Reflect` usage, as that implementation was fundamentally
incompatible with the `AnimatedField` pattern. `Reflect` was being used
in this context just to downcast traits. But we can get downcasting
behavior without the `Reflect` requirement by implementing `Downcast`
for `AnimationCurveEvaluator`.
This also reworks "evaluator identity" to support either a (Component /
Field) pair, or a TypeId. This allows properties to reuse evaluators,
even if they have different accessor methods. The "contract" here is
that for a given (Component / Field) pair, the accessor will return the
same value. Fields are identified by their Reflect-ed field index. The
(TypeId, usize) is prehashed and cached to optimize for lookup speed.
This removes the built-in hard-coded TranslationCurve / RotationCurve /
ScaleCurve in favor of AnimatableField.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-11-27 22:19:55 +00:00
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any::TypeId,
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2024-09-24 11:42:59 +00:00
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cell::RefCell,
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fmt::Debug,
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hash::{Hash, Hasher},
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Add Support for Triggering Events via `AnimationEvent`s (#15538)
# Objective
Add support for events that can be triggered from animation clips. This
is useful when you need something to happen at a specific time in an
animation. For example, playing a sound every time a characters feet
hits the ground when walking.
Closes #15494
## Solution
Added a new field to `AnimationClip`: `events`, which contains a list of
`AnimationEvent`s. These are automatically triggered in
`animate_targets` and `trigger_untargeted_animation_events`.
## Testing
Added a couple of tests and example (`animation_events.rs`) to make sure
events are triggered when expected.
---
## Showcase
`Events` need to also implement `AnimationEvent` and `Reflect` to be
used with animations.
```rust
#[derive(Event, AnimationEvent, Reflect)]
struct SomeEvent;
```
Events can be added to an `AnimationClip` by specifying a time and
event.
```rust
// trigger an event after 1.0 second
animation_clip.add_event(1.0, SomeEvent);
```
And optionally, providing a target id.
```rust
let id = AnimationTargetId::from_iter(["shoulder", "arm", "hand"]);
animation_clip.add_event_to_target(id, 1.0, HandEvent);
```
I modified the `animated_fox` example to show off the feature.
![CleanShot 2024-10-05 at 02 41
57](https://github.com/user-attachments/assets/0bb47db7-24f9-4504-88f1-40e375b89b1b)
---------
Co-authored-by: Matty <weatherleymatthew@gmail.com>
Co-authored-by: Chris Biscardi <chris@christopherbiscardi.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
2024-10-06 10:03:05 +00:00
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iter, slice,
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2024-09-24 11:42:59 +00:00
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};
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2024-10-04 22:13:22 +00:00
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use graph::AnimationNodeType;
|
Impose a more sensible ordering for animation graph evaluation. (#15589)
This is an updated version of #15530. Review comments were addressed.
This commit changes the animation graph evaluation to be operate in a
more sensible order and updates the semantics of blend nodes to conform
to [the animation composition RFC]. Prior to this patch, a node graph
like this:
```
┌─────┐
│ │
│ 1 │
│ │
└──┬──┘
│
┌───────┴───────┐
│ │
▼ ▼
┌─────┐ ┌─────┐
│ │ │ │
│ 2 │ │ 3 │
│ │ │ │
└──┬──┘ └──┬──┘
│ │
┌───┴───┐ ┌───┴───┐
│ │ │ │
▼ ▼ ▼ ▼
┌─────┐ ┌─────┐ ┌─────┐ ┌─────┐
│ │ │ │ │ │ │ │
│ 4 │ │ 6 │ │ 5 │ │ 7 │
│ │ │ │ │ │ │ │
└─────┘ └─────┘ └─────┘ └─────┘
```
Would be evaluated as (((4 ⊕ 5) ⊕ 6) ⊕ 7), with the blend (lerp/slerp)
operation notated as ⊕. As quaternion multiplication isn't commutative,
this is very counterintuitive and will especially lead to trouble with
the forthcoming additive blending feature (#15198).
This patch fixes the issue by changing the evaluation order to
postorder, with children of a node evaluated in ascending order by node
index.
To do so, this patch revamps `AnimationCurve` to be based on an
*evaluation stack* and a *blend register*. During target evaluation, the
graph evaluator traverses the graph in postorder. When encountering a
clip node, the evaluator pushes the possibly-interpolated value onto the
evaluation stack. When encountering a blend node, the evaluator pops
values off the stack into the blend register, accumulating weights as
appropriate. When the graph is completely evaluated, the top element on
the stack is *committed* to the property of the component.
A new system, the *graph threading* system, is added in order to cache
the sorted postorder traversal to avoid the overhead of sorting children
at animation evaluation time. Mask evaluation has been moved to this
system so that the graph only has to be traversed at most once per
frame. Unlike the `ActiveAnimation` list, the *threaded graph* is cached
from frame to frame and only has to be regenerated when the animation
graph asset changes.
This patch currently regresses the `animate_target` performance in
`many_foxes` by around 50%, resulting in an FPS loss of about 2-3 FPS.
I'd argue that this is an acceptable price to pay for a much more
intuitive system. In the future, we can mitigate the regression with a
fast path that avoids consulting the graph if only one animation is
playing. However, in the interest of keeping this patch simple, I didn't
do so here.
[the animation composition RFC]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
# Objective
- Describe the objective or issue this PR addresses.
- If you're fixing a specific issue, say "Fixes #X".
## Solution
- Describe the solution used to achieve the objective above.
## Testing
- Did you test these changes? If so, how?
- Are there any parts that need more testing?
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
---
## Showcase
> This section is optional. If this PR does not include a visual change
or does not add a new feature, you can delete this section.
- Help others understand the result of this PR by showcasing your
awesome work!
- If this PR adds a new feature or public API, consider adding a brief
pseudo-code snippet of it in action
- If this PR includes a visual change, consider adding a screenshot,
GIF, or video
- If you want, you could even include a before/after comparison!
- If the Migration Guide adequately covers the changes, you can delete
this section
While a showcase should aim to be brief and digestible, you can use a
toggleable section to save space on longer showcases:
<details>
<summary>Click to view showcase</summary>
```rust
println!("My super cool code.");
```
</details>
## Migration Guide
> This section is optional. If there are no breaking changes, you can
delete this section.
- If this PR is a breaking change (relative to the last release of
Bevy), describe how a user might need to migrate their code to support
these changes
- Simply adding new functionality is not a breaking change.
- Fixing behavior that was definitely a bug, rather than a questionable
design choice is not a breaking change.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-10-03 00:36:42 +00:00
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use prelude::AnimationCurveEvaluator;
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|
AnimatedField and Rework Evaluators (#16484)
# Objective
Animating component fields requires too much boilerplate at the moment:
```rust
#[derive(Reflect)]
struct FontSizeProperty;
impl AnimatableProperty for FontSizeProperty {
type Component = TextFont;
type Property = f32;
fn get_mut(component: &mut Self::Component) -> Option<&mut Self::Property> {
Some(&mut component.font_size)
}
}
animation_clip.add_curve_to_target(
animation_target_id,
AnimatableKeyframeCurve::new(
[0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0]
.into_iter()
.zip([24.0, 80.0, 24.0, 80.0, 24.0, 80.0, 24.0]),
)
.map(AnimatableCurve::<FontSizeProperty, _>::from_curve)
.expect("should be able to build translation curve because we pass in valid samples"),
);
```
## Solution
This adds `AnimatedField` and an `animated_field!` macro, enabling the
following:
```rust
animation_clip.add_curve_to_target(
animation_target_id,
AnimatableCurve::new(
animated_field!(TextFont::font_size),
AnimatableKeyframeCurve::new(
[0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0]
.into_iter()
.zip([24.0, 80.0, 24.0, 80.0, 24.0, 80.0, 24.0]),
)
.expect(
"should be able to build translation curve because we pass in valid samples",
),
),
);
```
This required reworking the internals a bit, namely stripping out a lot
of the `Reflect` usage, as that implementation was fundamentally
incompatible with the `AnimatedField` pattern. `Reflect` was being used
in this context just to downcast traits. But we can get downcasting
behavior without the `Reflect` requirement by implementing `Downcast`
for `AnimationCurveEvaluator`.
This also reworks "evaluator identity" to support either a (Component /
Field) pair, or a TypeId. This allows properties to reuse evaluators,
even if they have different accessor methods. The "contract" here is
that for a given (Component / Field) pair, the accessor will return the
same value. Fields are identified by their Reflect-ed field index. The
(TypeId, usize) is prehashed and cached to optimize for lookup speed.
This removes the built-in hard-coded TranslationCurve / RotationCurve /
ScaleCurve in favor of AnimatableField.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-11-27 22:19:55 +00:00
|
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use crate::{
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graph::{AnimationGraphHandle, ThreadedAnimationGraphs},
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prelude::EvaluatorId,
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};
|
2022-04-02 22:36:02 +00:00
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AnimationEvent -> Event and other improvements (#16440)
# Objective
Needing to derive `AnimationEvent` for `Event` is unnecessary, and the
trigger logic coupled to it feels like we're coupling "event producer"
logic with the event itself, which feels wrong. It also comes with a
bunch of complexity, which is again unnecessary. We can have the
flexibility of "custom animation event trigger logic" without this
coupling and complexity.
The current `animation_events` example is also needlessly complicated,
due to it needing to work around system ordering issues. The docs
describing it are also slightly wrong. We can make this all a non-issue
by solving the underlying ordering problem.
Related to this, we use the `bevy_animation::Animation` system set to
solve PostUpdate animation order-of-operations issues. If we move this
to bevy_app as part of our "core schedule", we can cut out needless
`bevy_animation` crate dependencies in these instances.
## Solution
- Remove `AnimationEvent`, the derive, and all other infrastructure
associated with it (such as the `bevy_animation/derive` crate)
- Replace all instances of `AnimationEvent` traits with `Event + Clone`
- Store and use functions for custom animation trigger logic (ex:
`clip.add_event_fn()`). For "normal" cases users dont need to think
about this and should use the simpler `clip.add_event()`
- Run the `Animation` system set _before_ updating text
- Move `bevy_animation::Animation` to `bevy_app::Animation`. Remove
unnecessary `bevy_animation` dependency from `bevy_ui`
- Adjust `animation_events` example to use the simpler `clip.add_event`
API, as the workarounds are no longer necessary
This is polishing work that will land in 0.15, and I think it is simple
enough and valuable enough to land in 0.15 with it, in the interest of
making the feature as compelling as possible.
2024-11-22 00:16:04 +00:00
|
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use bevy_app::{Animation, App, Plugin, PostUpdate};
|
2024-10-08 22:41:24 +00:00
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use bevy_asset::{Asset, AssetApp, Assets};
|
2022-05-26 00:27:18 +00:00
|
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use bevy_core::Name;
|
2024-09-24 11:42:59 +00:00
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use bevy_ecs::{
|
2024-09-30 17:32:03 +00:00
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entity::{VisitEntities, VisitEntitiesMut},
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prelude::*,
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reflect::{ReflectMapEntities, ReflectVisitEntities, ReflectVisitEntitiesMut},
|
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world::EntityMutExcept,
|
2024-09-24 11:42:59 +00:00
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|
};
|
Add Support for Triggering Events via `AnimationEvent`s (#15538)
# Objective
Add support for events that can be triggered from animation clips. This
is useful when you need something to happen at a specific time in an
animation. For example, playing a sound every time a characters feet
hits the ground when walking.
Closes #15494
## Solution
Added a new field to `AnimationClip`: `events`, which contains a list of
`AnimationEvent`s. These are automatically triggered in
`animate_targets` and `trigger_untargeted_animation_events`.
## Testing
Added a couple of tests and example (`animation_events.rs`) to make sure
events are triggered when expected.
---
## Showcase
`Events` need to also implement `AnimationEvent` and `Reflect` to be
used with animations.
```rust
#[derive(Event, AnimationEvent, Reflect)]
struct SomeEvent;
```
Events can be added to an `AnimationClip` by specifying a time and
event.
```rust
// trigger an event after 1.0 second
animation_clip.add_event(1.0, SomeEvent);
```
And optionally, providing a target id.
```rust
let id = AnimationTargetId::from_iter(["shoulder", "arm", "hand"]);
animation_clip.add_event_to_target(id, 1.0, HandEvent);
```
I modified the `animated_fox` example to show off the feature.
![CleanShot 2024-10-05 at 02 41
57](https://github.com/user-attachments/assets/0bb47db7-24f9-4504-88f1-40e375b89b1b)
---------
Co-authored-by: Matty <weatherleymatthew@gmail.com>
Co-authored-by: Chris Biscardi <chris@christopherbiscardi.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
2024-10-06 10:03:05 +00:00
|
|
|
use bevy_math::FloatOrd;
|
AnimatedField and Rework Evaluators (#16484)
# Objective
Animating component fields requires too much boilerplate at the moment:
```rust
#[derive(Reflect)]
struct FontSizeProperty;
impl AnimatableProperty for FontSizeProperty {
type Component = TextFont;
type Property = f32;
fn get_mut(component: &mut Self::Component) -> Option<&mut Self::Property> {
Some(&mut component.font_size)
}
}
animation_clip.add_curve_to_target(
animation_target_id,
AnimatableKeyframeCurve::new(
[0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0]
.into_iter()
.zip([24.0, 80.0, 24.0, 80.0, 24.0, 80.0, 24.0]),
)
.map(AnimatableCurve::<FontSizeProperty, _>::from_curve)
.expect("should be able to build translation curve because we pass in valid samples"),
);
```
## Solution
This adds `AnimatedField` and an `animated_field!` macro, enabling the
following:
```rust
animation_clip.add_curve_to_target(
animation_target_id,
AnimatableCurve::new(
animated_field!(TextFont::font_size),
AnimatableKeyframeCurve::new(
[0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0]
.into_iter()
.zip([24.0, 80.0, 24.0, 80.0, 24.0, 80.0, 24.0]),
)
.expect(
"should be able to build translation curve because we pass in valid samples",
),
),
);
```
This required reworking the internals a bit, namely stripping out a lot
of the `Reflect` usage, as that implementation was fundamentally
incompatible with the `AnimatedField` pattern. `Reflect` was being used
in this context just to downcast traits. But we can get downcasting
behavior without the `Reflect` requirement by implementing `Downcast`
for `AnimationCurveEvaluator`.
This also reworks "evaluator identity" to support either a (Component /
Field) pair, or a TypeId. This allows properties to reuse evaluators,
even if they have different accessor methods. The "contract" here is
that for a given (Component / Field) pair, the accessor will return the
same value. Fields are identified by their Reflect-ed field index. The
(TypeId, usize) is prehashed and cached to optimize for lookup speed.
This removes the built-in hard-coded TranslationCurve / RotationCurve /
ScaleCurve in favor of AnimatableField.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-11-27 22:19:55 +00:00
|
|
|
use bevy_reflect::{prelude::ReflectDefault, Reflect, TypePath};
|
2022-05-26 00:27:18 +00:00
|
|
|
use bevy_time::Time;
|
AnimatedField and Rework Evaluators (#16484)
# Objective
Animating component fields requires too much boilerplate at the moment:
```rust
#[derive(Reflect)]
struct FontSizeProperty;
impl AnimatableProperty for FontSizeProperty {
type Component = TextFont;
type Property = f32;
fn get_mut(component: &mut Self::Component) -> Option<&mut Self::Property> {
Some(&mut component.font_size)
}
}
animation_clip.add_curve_to_target(
animation_target_id,
AnimatableKeyframeCurve::new(
[0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0]
.into_iter()
.zip([24.0, 80.0, 24.0, 80.0, 24.0, 80.0, 24.0]),
)
.map(AnimatableCurve::<FontSizeProperty, _>::from_curve)
.expect("should be able to build translation curve because we pass in valid samples"),
);
```
## Solution
This adds `AnimatedField` and an `animated_field!` macro, enabling the
following:
```rust
animation_clip.add_curve_to_target(
animation_target_id,
AnimatableCurve::new(
animated_field!(TextFont::font_size),
AnimatableKeyframeCurve::new(
[0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0]
.into_iter()
.zip([24.0, 80.0, 24.0, 80.0, 24.0, 80.0, 24.0]),
)
.expect(
"should be able to build translation curve because we pass in valid samples",
),
),
);
```
This required reworking the internals a bit, namely stripping out a lot
of the `Reflect` usage, as that implementation was fundamentally
incompatible with the `AnimatedField` pattern. `Reflect` was being used
in this context just to downcast traits. But we can get downcasting
behavior without the `Reflect` requirement by implementing `Downcast`
for `AnimationCurveEvaluator`.
This also reworks "evaluator identity" to support either a (Component /
Field) pair, or a TypeId. This allows properties to reuse evaluators,
even if they have different accessor methods. The "contract" here is
that for a given (Component / Field) pair, the accessor will return the
same value. Fields are identified by their Reflect-ed field index. The
(TypeId, usize) is prehashed and cached to optimize for lookup speed.
This removes the built-in hard-coded TranslationCurve / RotationCurve /
ScaleCurve in favor of AnimatableField.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-11-27 22:19:55 +00:00
|
|
|
use bevy_transform::TransformSystem;
|
Implement the `AnimationGraph`, allowing for multiple animations to be blended together. (#11989)
This is an implementation of RFC #51:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
Note that the implementation strategy is different from the one outlined
in that RFC, because two-phase animation has now landed.
# Objective
Bevy needs animation blending. The RFC for this is [RFC 51].
## Solution
This is an implementation of the RFC. Note that the implementation
strategy is different from the one outlined there, because two-phase
animation has now landed.
This is just a draft to get the conversation started. Currently we're
missing a few things:
- [x] A fully-fleshed-out mechanism for transitions
- [x] A serialization format for `AnimationGraph`s
- [x] Examples are broken, other than `animated_fox`
- [x] Documentation
---
## Changelog
### Added
* The `AnimationPlayer` has been reworked to support blending multiple
animations together through an `AnimationGraph`, and as such will no
longer function unless a `Handle<AnimationGraph>` has been added to the
entity containing the player. See [RFC 51] for more details.
* Transition functionality has moved from the `AnimationPlayer` to a new
component, `AnimationTransitions`, which works in tandem with the
`AnimationGraph`.
## Migration Guide
* `AnimationPlayer`s can no longer play animations by themselves and
need to be paired with a `Handle<AnimationGraph>`. Code that was using
`AnimationPlayer` to play animations will need to create an
`AnimationGraph` asset first, add a node for the clip (or clips) you
want to play, and then supply the index of that node to the
`AnimationPlayer`'s `play` method.
* The `AnimationPlayer::play_with_transition()` method has been removed
and replaced with the `AnimationTransitions` component. If you were
previously using `AnimationPlayer::play_with_transition()`, add all
animations that you were playing to the `AnimationGraph`, and create an
`AnimationTransitions` component to manage the blending between them.
[RFC 51]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
---------
Co-authored-by: Rob Parrett <robparrett@gmail.com>
2024-03-07 20:22:42 +00:00
|
|
|
use bevy_utils::{
|
2024-09-24 11:42:59 +00:00
|
|
|
hashbrown::HashMap,
|
Allow animation clips to animate arbitrary properties. (#15282)
Currently, Bevy restricts animation clips to animating
`Transform::translation`, `Transform::rotation`, `Transform::scale`, or
`MorphWeights`, which correspond to the properties that glTF can
animate. This is insufficient for many use cases such as animating UI,
as the UI layout systems expect to have exclusive control over UI
elements' `Transform`s and therefore the `Style` properties must be
animated instead.
This commit fixes this, allowing for `AnimationClip`s to animate
arbitrary properties. The `Keyframes` structure has been turned into a
low-level trait that can be implemented to achieve arbitrary animation
behavior. Along with `Keyframes`, this patch adds a higher-level trait,
`AnimatableProperty`, that simplifies the task of animating single
interpolable properties. Built-in `Keyframes` implementations exist for
translation, rotation, scale, and morph weights. For the most part, you
can migrate by simply changing your code from
`Keyframes::Translation(...)` to `TranslationKeyframes(...)`, and
likewise for rotation, scale, and morph weights.
An example `AnimatableProperty` implementation for the font size of a
text section follows:
#[derive(Reflect)]
struct FontSizeProperty;
impl AnimatableProperty for FontSizeProperty {
type Component = Text;
type Property = f32;
fn get_mut(component: &mut Self::Component) -> Option<&mut
Self::Property> {
Some(&mut component.sections.get_mut(0)?.style.font_size)
}
}
In order to keep this patch relatively small, this patch doesn't include
an implementation of `AnimatableProperty` on top of the reflection
system. That can be a follow-up.
This patch builds on top of the new `EntityMutExcept<>` type in order to
widen the `AnimationTarget` query to include write access to all
components. Because `EntityMutExcept<>` has some performance overhead
over an explicit query, we continue to explicitly query `Transform` in
order to avoid regressing the performance of skeletal animation, such as
the `many_foxes` benchmark. I've measured the performance of that
benchmark and have found no significant regressions.
A new example, `animated_ui`, has been added. This example shows how to
use Bevy's built-in animation infrastructure to animate font size and
color, which wasn't possible before this patch.
## Showcase
https://github.com/user-attachments/assets/1fa73492-a9ce-405a-a8f2-4aacd7f6dc97
## Migration Guide
* Animation keyframes are now an extensible trait, not an enum. Replace
`Keyframes::Translation(...)`, `Keyframes::Scale(...)`,
`Keyframes::Rotation(...)`, and `Keyframes::Weights(...)` with
`Box::new(TranslationKeyframes(...))`, `Box::new(ScaleKeyframes(...))`,
`Box::new(RotationKeyframes(...))`, and
`Box::new(MorphWeightsKeyframes(...))` respectively.
2024-09-23 17:14:12 +00:00
|
|
|
tracing::{trace, warn},
|
AnimatedField and Rework Evaluators (#16484)
# Objective
Animating component fields requires too much boilerplate at the moment:
```rust
#[derive(Reflect)]
struct FontSizeProperty;
impl AnimatableProperty for FontSizeProperty {
type Component = TextFont;
type Property = f32;
fn get_mut(component: &mut Self::Component) -> Option<&mut Self::Property> {
Some(&mut component.font_size)
}
}
animation_clip.add_curve_to_target(
animation_target_id,
AnimatableKeyframeCurve::new(
[0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0]
.into_iter()
.zip([24.0, 80.0, 24.0, 80.0, 24.0, 80.0, 24.0]),
)
.map(AnimatableCurve::<FontSizeProperty, _>::from_curve)
.expect("should be able to build translation curve because we pass in valid samples"),
);
```
## Solution
This adds `AnimatedField` and an `animated_field!` macro, enabling the
following:
```rust
animation_clip.add_curve_to_target(
animation_target_id,
AnimatableCurve::new(
animated_field!(TextFont::font_size),
AnimatableKeyframeCurve::new(
[0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0]
.into_iter()
.zip([24.0, 80.0, 24.0, 80.0, 24.0, 80.0, 24.0]),
)
.expect(
"should be able to build translation curve because we pass in valid samples",
),
),
);
```
This required reworking the internals a bit, namely stripping out a lot
of the `Reflect` usage, as that implementation was fundamentally
incompatible with the `AnimatedField` pattern. `Reflect` was being used
in this context just to downcast traits. But we can get downcasting
behavior without the `Reflect` requirement by implementing `Downcast`
for `AnimationCurveEvaluator`.
This also reworks "evaluator identity" to support either a (Component /
Field) pair, or a TypeId. This allows properties to reuse evaluators,
even if they have different accessor methods. The "contract" here is
that for a given (Component / Field) pair, the accessor will return the
same value. Fields are identified by their Reflect-ed field index. The
(TypeId, usize) is prehashed and cached to optimize for lookup speed.
This removes the built-in hard-coded TranslationCurve / RotationCurve /
ScaleCurve in favor of AnimatableField.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-11-27 22:19:55 +00:00
|
|
|
NoOpHash, PreHashMap, PreHashMapExt, TypeIdMap,
|
Implement the `AnimationGraph`, allowing for multiple animations to be blended together. (#11989)
This is an implementation of RFC #51:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
Note that the implementation strategy is different from the one outlined
in that RFC, because two-phase animation has now landed.
# Objective
Bevy needs animation blending. The RFC for this is [RFC 51].
## Solution
This is an implementation of the RFC. Note that the implementation
strategy is different from the one outlined there, because two-phase
animation has now landed.
This is just a draft to get the conversation started. Currently we're
missing a few things:
- [x] A fully-fleshed-out mechanism for transitions
- [x] A serialization format for `AnimationGraph`s
- [x] Examples are broken, other than `animated_fox`
- [x] Documentation
---
## Changelog
### Added
* The `AnimationPlayer` has been reworked to support blending multiple
animations together through an `AnimationGraph`, and as such will no
longer function unless a `Handle<AnimationGraph>` has been added to the
entity containing the player. See [RFC 51] for more details.
* Transition functionality has moved from the `AnimationPlayer` to a new
component, `AnimationTransitions`, which works in tandem with the
`AnimationGraph`.
## Migration Guide
* `AnimationPlayer`s can no longer play animations by themselves and
need to be paired with a `Handle<AnimationGraph>`. Code that was using
`AnimationPlayer` to play animations will need to create an
`AnimationGraph` asset first, add a node for the clip (or clips) you
want to play, and then supply the index of that node to the
`AnimationPlayer`'s `play` method.
* The `AnimationPlayer::play_with_transition()` method has been removed
and replaced with the `AnimationTransitions` component. If you were
previously using `AnimationPlayer::play_with_transition()`, add all
animations that you were playing to the `AnimationGraph`, and create an
`AnimationTransitions` component to manage the blending between them.
[RFC 51]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
---------
Co-authored-by: Rob Parrett <robparrett@gmail.com>
2024-03-07 20:22:42 +00:00
|
|
|
};
|
Impose a more sensible ordering for animation graph evaluation. (#15589)
This is an updated version of #15530. Review comments were addressed.
This commit changes the animation graph evaluation to be operate in a
more sensible order and updates the semantics of blend nodes to conform
to [the animation composition RFC]. Prior to this patch, a node graph
like this:
```
┌─────┐
│ │
│ 1 │
│ │
└──┬──┘
│
┌───────┴───────┐
│ │
▼ ▼
┌─────┐ ┌─────┐
│ │ │ │
│ 2 │ │ 3 │
│ │ │ │
└──┬──┘ └──┬──┘
│ │
┌───┴───┐ ┌───┴───┐
│ │ │ │
▼ ▼ ▼ ▼
┌─────┐ ┌─────┐ ┌─────┐ ┌─────┐
│ │ │ │ │ │ │ │
│ 4 │ │ 6 │ │ 5 │ │ 7 │
│ │ │ │ │ │ │ │
└─────┘ └─────┘ └─────┘ └─────┘
```
Would be evaluated as (((4 ⊕ 5) ⊕ 6) ⊕ 7), with the blend (lerp/slerp)
operation notated as ⊕. As quaternion multiplication isn't commutative,
this is very counterintuitive and will especially lead to trouble with
the forthcoming additive blending feature (#15198).
This patch fixes the issue by changing the evaluation order to
postorder, with children of a node evaluated in ascending order by node
index.
To do so, this patch revamps `AnimationCurve` to be based on an
*evaluation stack* and a *blend register*. During target evaluation, the
graph evaluator traverses the graph in postorder. When encountering a
clip node, the evaluator pushes the possibly-interpolated value onto the
evaluation stack. When encountering a blend node, the evaluator pops
values off the stack into the blend register, accumulating weights as
appropriate. When the graph is completely evaluated, the top element on
the stack is *committed* to the property of the component.
A new system, the *graph threading* system, is added in order to cache
the sorted postorder traversal to avoid the overhead of sorting children
at animation evaluation time. Mask evaluation has been moved to this
system so that the graph only has to be traversed at most once per
frame. Unlike the `ActiveAnimation` list, the *threaded graph* is cached
from frame to frame and only has to be regenerated when the animation
graph asset changes.
This patch currently regresses the `animate_target` performance in
`many_foxes` by around 50%, resulting in an FPS loss of about 2-3 FPS.
I'd argue that this is an acceptable price to pay for a much more
intuitive system. In the future, we can mitigate the regression with a
fast path that avoids consulting the graph if only one animation is
playing. However, in the interest of keeping this patch simple, I didn't
do so here.
[the animation composition RFC]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
# Objective
- Describe the objective or issue this PR addresses.
- If you're fixing a specific issue, say "Fixes #X".
## Solution
- Describe the solution used to achieve the objective above.
## Testing
- Did you test these changes? If so, how?
- Are there any parts that need more testing?
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
---
## Showcase
> This section is optional. If this PR does not include a visual change
or does not add a new feature, you can delete this section.
- Help others understand the result of this PR by showcasing your
awesome work!
- If this PR adds a new feature or public API, consider adding a brief
pseudo-code snippet of it in action
- If this PR includes a visual change, consider adding a screenshot,
GIF, or video
- If you want, you could even include a before/after comparison!
- If the Migration Guide adequately covers the changes, you can delete
this section
While a showcase should aim to be brief and digestible, you can use a
toggleable section to save space on longer showcases:
<details>
<summary>Click to view showcase</summary>
```rust
println!("My super cool code.");
```
</details>
## Migration Guide
> This section is optional. If there are no breaking changes, you can
delete this section.
- If this PR is a breaking change (relative to the last release of
Bevy), describe how a user might need to migrate their code to support
these changes
- Simply adding new functionality is not a breaking change.
- Fixing behavior that was definitely a bug, rather than a questionable
design choice is not a breaking change.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-10-03 00:36:42 +00:00
|
|
|
use petgraph::graph::NodeIndex;
|
Implement animation masks, allowing fine control of the targets that animations affect. (#15013)
This commit adds support for *masks* to the animation graph. A mask is a
set of animation targets (bones) that neither a node nor its descendants
are allowed to animate. Animation targets can be assigned one or more
*mask group*s, which are specific to a single graph. If a node masks out
any mask group that an animation target belongs to, animation curves for
that target will be ignored during evaluation.
The canonical use case for masks is to support characters holding
objects. Typically, character animations will contain hand animations in
the case that the character's hand is empty. (For example, running
animations may close a character's fingers into a fist.) However, when
the character is holding an object, the animation must be altered so
that the hand grips the object.
Bevy currently has no convenient way to handle this. The only workaround
that I can see is to have entirely separate animation clips for
characters' hands and bodies and keep them in sync, which is burdensome
and doesn't match artists' expectations from other engines, which all
effectively have support for masks. However, with mask group support,
this task is simple. We assign each hand to a mask group and parent all
character animations to a node. When a character grasps an object in
hand, we position the fingers as appropriate and then enable the mask
group for that hand in that node. This allows the character's animations
to run normally, while the object remains correctly attached to the
hand.
Note that even with this PR, we won't have support for running separate
animations for a character's hand and the rest of the character. This is
because we're missing additive blending: there's no way to combine the
two masked animations together properly. I intend that to be a follow-up
PR.
The major engines all have support for masks, though the workflow varies
from engine to engine:
* Unity has support for masks [essentially as implemented here], though
with layers instead of a tree. However, when using the Mecanim
("Humanoid") feature, precise control over bones is lost in favor of
predefined muscle groups.
* Unreal has a feature named [*layered blend per bone*]. This allows for
separate blend weights for different bones, effectively achieving masks.
I believe that the combination of blend nodes and masks make Bevy's
animation graph as expressible as that of Unreal, once we have support
for additive blending, though you may have to use more nodes than you
would in Unreal. Moreover, separating out the concepts of "blend weight"
and "which bones this node applies to" seems like a cleaner design than
what Unreal has.
* Godot's `AnimationTree` has the notion of [*blend filters*], which are
essentially the same as masks as implemented in this PR.
Additionally, this patch fixes a bug with weight evaluation whereby
weights weren't properly propagated down to grandchildren, because the
weight evaluation for a node only checked its parent's weight, not its
evaluated weight. I considered submitting this as a separate PR, but
given that this PR refactors that code entirely to support masks and
weights under a unified "evaluated node" concept, I simply included the
fix here.
A new example, `animation_masks`, has been added. It demonstrates how to
toggle masks on and off for specific portions of a skin.
This is part of #14395, but I'm going to defer closing that issue until
we have additive blending.
[essentially as implemented here]:
https://docs.unity3d.com/560/Documentation/Manual/class-AvatarMask.html
[*layered blend per bone*]:
https://dev.epicgames.com/documentation/en-us/unreal-engine/using-layered-animations-in-unreal-engine
[*blend filters*]:
https://docs.godotengine.org/en/stable/tutorials/animation/animation_tree.html
## Migration Guide
* The serialized format of animation graphs has changed with the
addition of animation masks. To upgrade animation graph RON files, add
`mask` and `mask_groups` fields as appropriate. (They can be safely set
to zero.)
2024-09-02 17:10:34 +00:00
|
|
|
use serde::{Deserialize, Serialize};
|
Implement the `AnimationGraph`, allowing for multiple animations to be blended together. (#11989)
This is an implementation of RFC #51:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
Note that the implementation strategy is different from the one outlined
in that RFC, because two-phase animation has now landed.
# Objective
Bevy needs animation blending. The RFC for this is [RFC 51].
## Solution
This is an implementation of the RFC. Note that the implementation
strategy is different from the one outlined there, because two-phase
animation has now landed.
This is just a draft to get the conversation started. Currently we're
missing a few things:
- [x] A fully-fleshed-out mechanism for transitions
- [x] A serialization format for `AnimationGraph`s
- [x] Examples are broken, other than `animated_fox`
- [x] Documentation
---
## Changelog
### Added
* The `AnimationPlayer` has been reworked to support blending multiple
animations together through an `AnimationGraph`, and as such will no
longer function unless a `Handle<AnimationGraph>` has been added to the
entity containing the player. See [RFC 51] for more details.
* Transition functionality has moved from the `AnimationPlayer` to a new
component, `AnimationTransitions`, which works in tandem with the
`AnimationGraph`.
## Migration Guide
* `AnimationPlayer`s can no longer play animations by themselves and
need to be paired with a `Handle<AnimationGraph>`. Code that was using
`AnimationPlayer` to play animations will need to create an
`AnimationGraph` asset first, add a node for the clip (or clips) you
want to play, and then supply the index of that node to the
`AnimationPlayer`'s `play` method.
* The `AnimationPlayer::play_with_transition()` method has been removed
and replaced with the `AnimationTransitions` component. If you were
previously using `AnimationPlayer::play_with_transition()`, add all
animations that you were playing to the `AnimationGraph`, and create an
`AnimationTransitions` component to manage the blending between them.
[RFC 51]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
---------
Co-authored-by: Rob Parrett <robparrett@gmail.com>
2024-03-07 20:22:42 +00:00
|
|
|
use thread_local::ThreadLocal;
|
2024-03-07 02:30:15 +00:00
|
|
|
use uuid::Uuid;
|
2022-04-02 22:36:02 +00:00
|
|
|
|
2024-09-08 17:10:57 +00:00
|
|
|
/// The animation prelude.
|
|
|
|
///
|
|
|
|
/// This includes the most common types in this crate, re-exported for your convenience.
|
2022-04-02 22:36:02 +00:00
|
|
|
pub mod prelude {
|
2022-11-02 20:40:45 +00:00
|
|
|
#[doc(hidden)]
|
2022-04-02 22:36:02 +00:00
|
|
|
pub use crate::{
|
AnimationEvent -> Event and other improvements (#16440)
# Objective
Needing to derive `AnimationEvent` for `Event` is unnecessary, and the
trigger logic coupled to it feels like we're coupling "event producer"
logic with the event itself, which feels wrong. It also comes with a
bunch of complexity, which is again unnecessary. We can have the
flexibility of "custom animation event trigger logic" without this
coupling and complexity.
The current `animation_events` example is also needlessly complicated,
due to it needing to work around system ordering issues. The docs
describing it are also slightly wrong. We can make this all a non-issue
by solving the underlying ordering problem.
Related to this, we use the `bevy_animation::Animation` system set to
solve PostUpdate animation order-of-operations issues. If we move this
to bevy_app as part of our "core schedule", we can cut out needless
`bevy_animation` crate dependencies in these instances.
## Solution
- Remove `AnimationEvent`, the derive, and all other infrastructure
associated with it (such as the `bevy_animation/derive` crate)
- Replace all instances of `AnimationEvent` traits with `Event + Clone`
- Store and use functions for custom animation trigger logic (ex:
`clip.add_event_fn()`). For "normal" cases users dont need to think
about this and should use the simpler `clip.add_event()`
- Run the `Animation` system set _before_ updating text
- Move `bevy_animation::Animation` to `bevy_app::Animation`. Remove
unnecessary `bevy_animation` dependency from `bevy_ui`
- Adjust `animation_events` example to use the simpler `clip.add_event`
API, as the workarounds are no longer necessary
This is polishing work that will land in 0.15, and I think it is simple
enough and valuable enough to land in 0.15 with it, in the interest of
making the feature as compelling as possible.
2024-11-22 00:16:04 +00:00
|
|
|
animatable::*, animation_curves::*, graph::*, transition::*, AnimationClip,
|
|
|
|
AnimationPlayer, AnimationPlugin, VariableCurve,
|
2022-04-02 22:36:02 +00:00
|
|
|
};
|
|
|
|
}
|
|
|
|
|
2024-08-30 01:24:31 +00:00
|
|
|
use crate::{
|
Curve-based animation (#15434)
# Objective
This PR extends and reworks the material from #15282 by allowing
arbitrary curves to be used by the animation system to animate arbitrary
properties. The goals of this work are to:
- Allow far greater flexibility in how animations are allowed to be
defined in order to be used with `bevy_animation`.
- Delegate responsibility over keyframe interpolation to `bevy_math` and
the `Curve` libraries and reduce reliance on keyframes in animation
definitions generally.
- Move away from allowing the glTF spec to completely define animations
on a mechanical level.
## Solution
### Overview
At a high level, curves have been incorporated into the animation system
using the `AnimationCurve` trait (closely related to what was
`Keyframes`). From the top down:
1. In `animate_targets`, animations are driven by `VariableCurve`, which
is now a thin wrapper around a `Box<dyn AnimationCurve>`.
2. `AnimationCurve` is something built out of a `Curve`, and it tells
the animation system how to use the curve's output to actually mutate
component properties. The trait looks like this:
```rust
/// A low-level trait that provides control over how curves are actually applied to entities
/// by the animation system.
///
/// Typically, this will not need to be implemented manually, since it is automatically
/// implemented by [`AnimatableCurve`] and other curves used by the animation system
/// (e.g. those that animate parts of transforms or morph weights). However, this can be
/// implemented manually when `AnimatableCurve` is not sufficiently expressive.
///
/// In many respects, this behaves like a type-erased form of [`Curve`], where the output
/// type of the curve is remembered only in the components that are mutated in the
/// implementation of [`apply`].
///
/// [`apply`]: AnimationCurve::apply
pub trait AnimationCurve: Reflect + Debug + Send + Sync {
/// Returns a boxed clone of this value.
fn clone_value(&self) -> Box<dyn AnimationCurve>;
/// The range of times for which this animation is defined.
fn domain(&self) -> Interval;
/// Write the value of sampling this curve at time `t` into `transform` or `entity`,
/// as appropriate, interpolating between the existing value and the sampled value
/// using the given `weight`.
fn apply<'a>(
&self,
t: f32,
transform: Option<Mut<'a, Transform>>,
entity: EntityMutExcept<'a, (Transform, AnimationPlayer, Handle<AnimationGraph>)>,
weight: f32,
) -> Result<(), AnimationEvaluationError>;
}
```
3. The conversion process from a `Curve` to an `AnimationCurve` involves
using wrappers which communicate the intent to animate a particular
property. For example, here is `TranslationCurve`, which wraps a
`Curve<Vec3>` and uses it to animate `Transform::translation`:
```rust
/// This type allows a curve valued in `Vec3` to become an [`AnimationCurve`] that animates
/// the translation component of a transform.
pub struct TranslationCurve<C>(pub C);
```
### Animatable Properties
The `AnimatableProperty` trait survives in the transition, and it can be
used to allow curves to animate arbitrary component properties. The
updated documentation for `AnimatableProperty` explains this process:
<details>
<summary>Expand AnimatableProperty example</summary
An `AnimatableProperty` is a value on a component that Bevy can animate.
You can implement this trait on a unit struct in order to support
animating
custom components other than transforms and morph weights. Use that type
in
conjunction with `AnimatableCurve` (and perhaps
`AnimatableKeyframeCurve`
to define the animation itself). For example, in order to animate font
size of a
text section from 24 pt. to 80 pt., you might use:
```rust
#[derive(Reflect)]
struct FontSizeProperty;
impl AnimatableProperty for FontSizeProperty {
type Component = Text;
type Property = f32;
fn get_mut(component: &mut Self::Component) -> Option<&mut Self::Property> {
Some(&mut component.sections.get_mut(0)?.style.font_size)
}
}
```
You can then create an `AnimationClip` to animate this property like so:
```rust
let mut animation_clip = AnimationClip::default();
animation_clip.add_curve_to_target(
animation_target_id,
AnimatableKeyframeCurve::new(
[
(0.0, 24.0),
(1.0, 80.0),
]
)
.map(AnimatableCurve::<FontSizeProperty, _>::from_curve)
.expect("Failed to create font size curve")
);
```
Here, the use of `AnimatableKeyframeCurve` creates a curve out of the
given keyframe time-value
pairs, using the `Animatable` implementation of `f32` to interpolate
between them. The
invocation of `AnimatableCurve::from_curve` with `FontSizeProperty`
indicates that the `f32`
output from that curve is to be used to animate the font size of a
`Text` component (as
configured above).
</details>
### glTF Loading
glTF animations are now loaded into `Curve` types of various kinds,
depending on what is being animated and what interpolation mode is being
used. Those types get wrapped into and converted into `Box<dyn
AnimationCurve>` and shoved inside of a `VariableCurve` just like
everybody else.
### Morph Weights
There is an `IterableCurve` abstraction which allows sampling these from
a contiguous buffer without allocating. Its only reason for existing is
that Rust disallows you from naming function types, otherwise we would
just use `Curve` with an iterator output type. (The iterator involves
`Map`, and the name of the function type would have to be able to be
named, but it is not.)
A `WeightsCurve` adaptor turns an `IterableCurve` into an
`AnimationCurve`, so it behaves like everything else in that regard.
## Testing
Tested by running existing animation examples. Interpolation logic has
had additional tests added within the `Curve` API to replace the tests
in `bevy_animation`. Some kinds of out-of-bounds errors have become
impossible.
Performance testing on `many_foxes` (`animate_targets`) suggests that
performance is very similar to the existing implementation. Here are a
couple trace histograms across different runs (yellow is this branch,
red is main).
<img width="669" alt="Screenshot 2024-09-27 at 9 41 50 AM"
src="https://github.com/user-attachments/assets/5ba4e9ac-3aea-452e-aaf8-1492acc2d7fc">
<img width="673" alt="Screenshot 2024-09-27 at 9 45 18 AM"
src="https://github.com/user-attachments/assets/8982538b-04cf-46b5-97b2-164c6bc8162e">
---
## Migration Guide
Most user code that does not directly deal with `AnimationClip` and
`VariableCurve` will not need to be changed. On the other hand,
`VariableCurve` has been completely overhauled. If you were previously
defining animation curves in code using keyframes, you will need to
migrate that code to use curve constructors instead. For example, a
rotation animation defined using keyframes and added to an animation
clip like this:
```rust
animation_clip.add_curve_to_target(
animation_target_id,
VariableCurve {
keyframe_timestamps: vec![0.0, 1.0, 2.0, 3.0, 4.0],
keyframes: Keyframes::Rotation(vec![
Quat::IDENTITY,
Quat::from_axis_angle(Vec3::Y, PI / 2.),
Quat::from_axis_angle(Vec3::Y, PI / 2. * 2.),
Quat::from_axis_angle(Vec3::Y, PI / 2. * 3.),
Quat::IDENTITY,
]),
interpolation: Interpolation::Linear,
},
);
```
would now be added like this:
```rust
animation_clip.add_curve_to_target(
animation_target_id,
AnimatableKeyframeCurve::new([0.0, 1.0, 2.0, 3.0, 4.0].into_iter().zip([
Quat::IDENTITY,
Quat::from_axis_angle(Vec3::Y, PI / 2.),
Quat::from_axis_angle(Vec3::Y, PI / 2. * 2.),
Quat::from_axis_angle(Vec3::Y, PI / 2. * 3.),
Quat::IDENTITY,
]))
.map(RotationCurve)
.expect("Failed to build rotation curve"),
);
```
Note that the interface of `AnimationClip::add_curve_to_target` has also
changed (as this example shows, if subtly), and now takes its curve
input as an `impl AnimationCurve`. If you need to add a `VariableCurve`
directly, a new method `add_variable_curve_to_target` accommodates that
(and serves as a one-to-one migration in this regard).
### For reviewers
The diff is pretty big, and the structure of some of the changes might
not be super-obvious:
- `keyframes.rs` became `animation_curves.rs`, and `AnimationCurve` is
based heavily on `Keyframes`, with the adaptors also largely following
suite.
- The Curve API adaptor structs were moved from `bevy_math::curve::mod`
into their own module `adaptors`. There are no functional changes to how
these adaptors work; this is just to make room for the specialized
reflection implementations since `mod.rs` was getting kind of cramped.
- The new module `gltf_curves` holds the additional curve constructions
that are needed by the glTF loader. Note that the loader uses a mix of
these and off-the-shelf `bevy_math` curve stuff.
- `animatable.rs` no longer holds logic related to keyframe
interpolation, which is now delegated to the existing abstractions in
`bevy_math::curve::cores`.
---------
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
Co-authored-by: aecsocket <43144841+aecsocket@users.noreply.github.com>
2024-09-30 19:56:55 +00:00
|
|
|
animation_curves::AnimationCurve,
|
2024-08-30 01:24:31 +00:00
|
|
|
graph::{AnimationGraph, AnimationGraphAssetLoader, AnimationNodeIndex},
|
|
|
|
transition::{advance_transitions, expire_completed_transitions, AnimationTransitions},
|
|
|
|
};
|
AnimationEvent -> Event and other improvements (#16440)
# Objective
Needing to derive `AnimationEvent` for `Event` is unnecessary, and the
trigger logic coupled to it feels like we're coupling "event producer"
logic with the event itself, which feels wrong. It also comes with a
bunch of complexity, which is again unnecessary. We can have the
flexibility of "custom animation event trigger logic" without this
coupling and complexity.
The current `animation_events` example is also needlessly complicated,
due to it needing to work around system ordering issues. The docs
describing it are also slightly wrong. We can make this all a non-issue
by solving the underlying ordering problem.
Related to this, we use the `bevy_animation::Animation` system set to
solve PostUpdate animation order-of-operations issues. If we move this
to bevy_app as part of our "core schedule", we can cut out needless
`bevy_animation` crate dependencies in these instances.
## Solution
- Remove `AnimationEvent`, the derive, and all other infrastructure
associated with it (such as the `bevy_animation/derive` crate)
- Replace all instances of `AnimationEvent` traits with `Event + Clone`
- Store and use functions for custom animation trigger logic (ex:
`clip.add_event_fn()`). For "normal" cases users dont need to think
about this and should use the simpler `clip.add_event()`
- Run the `Animation` system set _before_ updating text
- Move `bevy_animation::Animation` to `bevy_app::Animation`. Remove
unnecessary `bevy_animation` dependency from `bevy_ui`
- Adjust `animation_events` example to use the simpler `clip.add_event`
API, as the workarounds are no longer necessary
This is polishing work that will land in 0.15, and I think it is simple
enough and valuable enough to land in 0.15 with it, in the interest of
making the feature as compelling as possible.
2024-11-22 00:16:04 +00:00
|
|
|
use alloc::sync::Arc;
|
Implement the `AnimationGraph`, allowing for multiple animations to be blended together. (#11989)
This is an implementation of RFC #51:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
Note that the implementation strategy is different from the one outlined
in that RFC, because two-phase animation has now landed.
# Objective
Bevy needs animation blending. The RFC for this is [RFC 51].
## Solution
This is an implementation of the RFC. Note that the implementation
strategy is different from the one outlined there, because two-phase
animation has now landed.
This is just a draft to get the conversation started. Currently we're
missing a few things:
- [x] A fully-fleshed-out mechanism for transitions
- [x] A serialization format for `AnimationGraph`s
- [x] Examples are broken, other than `animated_fox`
- [x] Documentation
---
## Changelog
### Added
* The `AnimationPlayer` has been reworked to support blending multiple
animations together through an `AnimationGraph`, and as such will no
longer function unless a `Handle<AnimationGraph>` has been added to the
entity containing the player. See [RFC 51] for more details.
* Transition functionality has moved from the `AnimationPlayer` to a new
component, `AnimationTransitions`, which works in tandem with the
`AnimationGraph`.
## Migration Guide
* `AnimationPlayer`s can no longer play animations by themselves and
need to be paired with a `Handle<AnimationGraph>`. Code that was using
`AnimationPlayer` to play animations will need to create an
`AnimationGraph` asset first, add a node for the clip (or clips) you
want to play, and then supply the index of that node to the
`AnimationPlayer`'s `play` method.
* The `AnimationPlayer::play_with_transition()` method has been removed
and replaced with the `AnimationTransitions` component. If you were
previously using `AnimationPlayer::play_with_transition()`, add all
animations that you were playing to the `AnimationGraph`, and create an
`AnimationTransitions` component to manage the blending between them.
[RFC 51]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
---------
Co-authored-by: Rob Parrett <robparrett@gmail.com>
2024-03-07 20:22:42 +00:00
|
|
|
|
Rework animation to be done in two phases. (#11707)
# Objective
Bevy's animation system currently does tree traversals based on `Name`
that aren't necessary. Not only do they require in unsafe code because
tree traversals are awkward with parallelism, but they are also somewhat
slow, brittle, and complex, which manifested itself as way too many
queries in #11670.
# Solution
Divide animation into two phases: animation *advancement* and animation
*evaluation*, which run after one another. *Advancement* operates on the
`AnimationPlayer` and sets the current animation time to match the game
time. *Evaluation* operates on all animation bones in the scene in
parallel and sets the transforms and/or morph weights based on the time
and the clip.
To do this, we introduce a new component, `AnimationTarget`, which the
asset loader places on every bone. It contains the ID of the entity
containing the `AnimationPlayer`, as well as a UUID that identifies
which bone in the animation the target corresponds to. In the case of
glTF, the UUID is derived from the full path name to the bone. The rule
that `AnimationTarget`s are descendants of the entity containing
`AnimationPlayer` is now just a convention, not a requirement; this
allows us to eliminate the unsafe code.
# Migration guide
* `AnimationClip` now uses UUIDs instead of hierarchical paths based on
the `Name` component to refer to bones. This has several consequences:
- A new component, `AnimationTarget`, should be placed on each bone that
you wish to animate, in order to specify its UUID and the associated
`AnimationPlayer`. The glTF loader automatically creates these
components as necessary, so most uses of glTF rigs shouldn't need to
change.
- Moving a bone around the tree, or renaming it, no longer prevents an
`AnimationPlayer` from affecting it.
- Dynamically changing the `AnimationPlayer` component will likely
require manual updating of the `AnimationTarget` components.
* Entities with `AnimationPlayer` components may now possess descendants
that also have `AnimationPlayer` components. They may not, however,
animate the same bones.
* As they aren't specific to `TypeId`s,
`bevy_reflect::utility::NoOpTypeIdHash` and
`bevy_reflect::utility::NoOpTypeIdHasher` have been renamed to
`bevy_reflect::utility::NoOpHash` and
`bevy_reflect::utility::NoOpHasher` respectively.
2024-02-19 14:59:54 +00:00
|
|
|
/// The [UUID namespace] of animation targets (e.g. bones).
|
|
|
|
///
|
|
|
|
/// [UUID namespace]: https://en.wikipedia.org/wiki/Universally_unique_identifier#Versions_3_and_5_(namespace_name-based)
|
|
|
|
pub static ANIMATION_TARGET_NAMESPACE: Uuid = Uuid::from_u128(0x3179f519d9274ff2b5966fd077023911);
|
|
|
|
|
2024-10-11 20:52:58 +00:00
|
|
|
/// Contains an [animation curve] which is used to animate a property of an entity.
|
2022-04-02 22:36:02 +00:00
|
|
|
///
|
Curve-based animation (#15434)
# Objective
This PR extends and reworks the material from #15282 by allowing
arbitrary curves to be used by the animation system to animate arbitrary
properties. The goals of this work are to:
- Allow far greater flexibility in how animations are allowed to be
defined in order to be used with `bevy_animation`.
- Delegate responsibility over keyframe interpolation to `bevy_math` and
the `Curve` libraries and reduce reliance on keyframes in animation
definitions generally.
- Move away from allowing the glTF spec to completely define animations
on a mechanical level.
## Solution
### Overview
At a high level, curves have been incorporated into the animation system
using the `AnimationCurve` trait (closely related to what was
`Keyframes`). From the top down:
1. In `animate_targets`, animations are driven by `VariableCurve`, which
is now a thin wrapper around a `Box<dyn AnimationCurve>`.
2. `AnimationCurve` is something built out of a `Curve`, and it tells
the animation system how to use the curve's output to actually mutate
component properties. The trait looks like this:
```rust
/// A low-level trait that provides control over how curves are actually applied to entities
/// by the animation system.
///
/// Typically, this will not need to be implemented manually, since it is automatically
/// implemented by [`AnimatableCurve`] and other curves used by the animation system
/// (e.g. those that animate parts of transforms or morph weights). However, this can be
/// implemented manually when `AnimatableCurve` is not sufficiently expressive.
///
/// In many respects, this behaves like a type-erased form of [`Curve`], where the output
/// type of the curve is remembered only in the components that are mutated in the
/// implementation of [`apply`].
///
/// [`apply`]: AnimationCurve::apply
pub trait AnimationCurve: Reflect + Debug + Send + Sync {
/// Returns a boxed clone of this value.
fn clone_value(&self) -> Box<dyn AnimationCurve>;
/// The range of times for which this animation is defined.
fn domain(&self) -> Interval;
/// Write the value of sampling this curve at time `t` into `transform` or `entity`,
/// as appropriate, interpolating between the existing value and the sampled value
/// using the given `weight`.
fn apply<'a>(
&self,
t: f32,
transform: Option<Mut<'a, Transform>>,
entity: EntityMutExcept<'a, (Transform, AnimationPlayer, Handle<AnimationGraph>)>,
weight: f32,
) -> Result<(), AnimationEvaluationError>;
}
```
3. The conversion process from a `Curve` to an `AnimationCurve` involves
using wrappers which communicate the intent to animate a particular
property. For example, here is `TranslationCurve`, which wraps a
`Curve<Vec3>` and uses it to animate `Transform::translation`:
```rust
/// This type allows a curve valued in `Vec3` to become an [`AnimationCurve`] that animates
/// the translation component of a transform.
pub struct TranslationCurve<C>(pub C);
```
### Animatable Properties
The `AnimatableProperty` trait survives in the transition, and it can be
used to allow curves to animate arbitrary component properties. The
updated documentation for `AnimatableProperty` explains this process:
<details>
<summary>Expand AnimatableProperty example</summary
An `AnimatableProperty` is a value on a component that Bevy can animate.
You can implement this trait on a unit struct in order to support
animating
custom components other than transforms and morph weights. Use that type
in
conjunction with `AnimatableCurve` (and perhaps
`AnimatableKeyframeCurve`
to define the animation itself). For example, in order to animate font
size of a
text section from 24 pt. to 80 pt., you might use:
```rust
#[derive(Reflect)]
struct FontSizeProperty;
impl AnimatableProperty for FontSizeProperty {
type Component = Text;
type Property = f32;
fn get_mut(component: &mut Self::Component) -> Option<&mut Self::Property> {
Some(&mut component.sections.get_mut(0)?.style.font_size)
}
}
```
You can then create an `AnimationClip` to animate this property like so:
```rust
let mut animation_clip = AnimationClip::default();
animation_clip.add_curve_to_target(
animation_target_id,
AnimatableKeyframeCurve::new(
[
(0.0, 24.0),
(1.0, 80.0),
]
)
.map(AnimatableCurve::<FontSizeProperty, _>::from_curve)
.expect("Failed to create font size curve")
);
```
Here, the use of `AnimatableKeyframeCurve` creates a curve out of the
given keyframe time-value
pairs, using the `Animatable` implementation of `f32` to interpolate
between them. The
invocation of `AnimatableCurve::from_curve` with `FontSizeProperty`
indicates that the `f32`
output from that curve is to be used to animate the font size of a
`Text` component (as
configured above).
</details>
### glTF Loading
glTF animations are now loaded into `Curve` types of various kinds,
depending on what is being animated and what interpolation mode is being
used. Those types get wrapped into and converted into `Box<dyn
AnimationCurve>` and shoved inside of a `VariableCurve` just like
everybody else.
### Morph Weights
There is an `IterableCurve` abstraction which allows sampling these from
a contiguous buffer without allocating. Its only reason for existing is
that Rust disallows you from naming function types, otherwise we would
just use `Curve` with an iterator output type. (The iterator involves
`Map`, and the name of the function type would have to be able to be
named, but it is not.)
A `WeightsCurve` adaptor turns an `IterableCurve` into an
`AnimationCurve`, so it behaves like everything else in that regard.
## Testing
Tested by running existing animation examples. Interpolation logic has
had additional tests added within the `Curve` API to replace the tests
in `bevy_animation`. Some kinds of out-of-bounds errors have become
impossible.
Performance testing on `many_foxes` (`animate_targets`) suggests that
performance is very similar to the existing implementation. Here are a
couple trace histograms across different runs (yellow is this branch,
red is main).
<img width="669" alt="Screenshot 2024-09-27 at 9 41 50 AM"
src="https://github.com/user-attachments/assets/5ba4e9ac-3aea-452e-aaf8-1492acc2d7fc">
<img width="673" alt="Screenshot 2024-09-27 at 9 45 18 AM"
src="https://github.com/user-attachments/assets/8982538b-04cf-46b5-97b2-164c6bc8162e">
---
## Migration Guide
Most user code that does not directly deal with `AnimationClip` and
`VariableCurve` will not need to be changed. On the other hand,
`VariableCurve` has been completely overhauled. If you were previously
defining animation curves in code using keyframes, you will need to
migrate that code to use curve constructors instead. For example, a
rotation animation defined using keyframes and added to an animation
clip like this:
```rust
animation_clip.add_curve_to_target(
animation_target_id,
VariableCurve {
keyframe_timestamps: vec![0.0, 1.0, 2.0, 3.0, 4.0],
keyframes: Keyframes::Rotation(vec![
Quat::IDENTITY,
Quat::from_axis_angle(Vec3::Y, PI / 2.),
Quat::from_axis_angle(Vec3::Y, PI / 2. * 2.),
Quat::from_axis_angle(Vec3::Y, PI / 2. * 3.),
Quat::IDENTITY,
]),
interpolation: Interpolation::Linear,
},
);
```
would now be added like this:
```rust
animation_clip.add_curve_to_target(
animation_target_id,
AnimatableKeyframeCurve::new([0.0, 1.0, 2.0, 3.0, 4.0].into_iter().zip([
Quat::IDENTITY,
Quat::from_axis_angle(Vec3::Y, PI / 2.),
Quat::from_axis_angle(Vec3::Y, PI / 2. * 2.),
Quat::from_axis_angle(Vec3::Y, PI / 2. * 3.),
Quat::IDENTITY,
]))
.map(RotationCurve)
.expect("Failed to build rotation curve"),
);
```
Note that the interface of `AnimationClip::add_curve_to_target` has also
changed (as this example shows, if subtly), and now takes its curve
input as an `impl AnimationCurve`. If you need to add a `VariableCurve`
directly, a new method `add_variable_curve_to_target` accommodates that
(and serves as a one-to-one migration in this regard).
### For reviewers
The diff is pretty big, and the structure of some of the changes might
not be super-obvious:
- `keyframes.rs` became `animation_curves.rs`, and `AnimationCurve` is
based heavily on `Keyframes`, with the adaptors also largely following
suite.
- The Curve API adaptor structs were moved from `bevy_math::curve::mod`
into their own module `adaptors`. There are no functional changes to how
these adaptors work; this is just to make room for the specialized
reflection implementations since `mod.rs` was getting kind of cramped.
- The new module `gltf_curves` holds the additional curve constructions
that are needed by the glTF loader. Note that the loader uses a mix of
these and off-the-shelf `bevy_math` curve stuff.
- `animatable.rs` no longer holds logic related to keyframe
interpolation, which is now delegated to the existing abstractions in
`bevy_math::curve::cores`.
---------
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
Co-authored-by: aecsocket <43144841+aecsocket@users.noreply.github.com>
2024-09-30 19:56:55 +00:00
|
|
|
/// [animation curve]: AnimationCurve
|
Allow animation clips to animate arbitrary properties. (#15282)
Currently, Bevy restricts animation clips to animating
`Transform::translation`, `Transform::rotation`, `Transform::scale`, or
`MorphWeights`, which correspond to the properties that glTF can
animate. This is insufficient for many use cases such as animating UI,
as the UI layout systems expect to have exclusive control over UI
elements' `Transform`s and therefore the `Style` properties must be
animated instead.
This commit fixes this, allowing for `AnimationClip`s to animate
arbitrary properties. The `Keyframes` structure has been turned into a
low-level trait that can be implemented to achieve arbitrary animation
behavior. Along with `Keyframes`, this patch adds a higher-level trait,
`AnimatableProperty`, that simplifies the task of animating single
interpolable properties. Built-in `Keyframes` implementations exist for
translation, rotation, scale, and morph weights. For the most part, you
can migrate by simply changing your code from
`Keyframes::Translation(...)` to `TranslationKeyframes(...)`, and
likewise for rotation, scale, and morph weights.
An example `AnimatableProperty` implementation for the font size of a
text section follows:
#[derive(Reflect)]
struct FontSizeProperty;
impl AnimatableProperty for FontSizeProperty {
type Component = Text;
type Property = f32;
fn get_mut(component: &mut Self::Component) -> Option<&mut
Self::Property> {
Some(&mut component.sections.get_mut(0)?.style.font_size)
}
}
In order to keep this patch relatively small, this patch doesn't include
an implementation of `AnimatableProperty` on top of the reflection
system. That can be a follow-up.
This patch builds on top of the new `EntityMutExcept<>` type in order to
widen the `AnimationTarget` query to include write access to all
components. Because `EntityMutExcept<>` has some performance overhead
over an explicit query, we continue to explicitly query `Transform` in
order to avoid regressing the performance of skeletal animation, such as
the `many_foxes` benchmark. I've measured the performance of that
benchmark and have found no significant regressions.
A new example, `animated_ui`, has been added. This example shows how to
use Bevy's built-in animation infrastructure to animate font size and
color, which wasn't possible before this patch.
## Showcase
https://github.com/user-attachments/assets/1fa73492-a9ce-405a-a8f2-4aacd7f6dc97
## Migration Guide
* Animation keyframes are now an extensible trait, not an enum. Replace
`Keyframes::Translation(...)`, `Keyframes::Scale(...)`,
`Keyframes::Rotation(...)`, and `Keyframes::Weights(...)` with
`Box::new(TranslationKeyframes(...))`, `Box::new(ScaleKeyframes(...))`,
`Box::new(RotationKeyframes(...))`, and
`Box::new(MorphWeightsKeyframes(...))` respectively.
2024-09-23 17:14:12 +00:00
|
|
|
#[derive(Debug, TypePath)]
|
Curve-based animation (#15434)
# Objective
This PR extends and reworks the material from #15282 by allowing
arbitrary curves to be used by the animation system to animate arbitrary
properties. The goals of this work are to:
- Allow far greater flexibility in how animations are allowed to be
defined in order to be used with `bevy_animation`.
- Delegate responsibility over keyframe interpolation to `bevy_math` and
the `Curve` libraries and reduce reliance on keyframes in animation
definitions generally.
- Move away from allowing the glTF spec to completely define animations
on a mechanical level.
## Solution
### Overview
At a high level, curves have been incorporated into the animation system
using the `AnimationCurve` trait (closely related to what was
`Keyframes`). From the top down:
1. In `animate_targets`, animations are driven by `VariableCurve`, which
is now a thin wrapper around a `Box<dyn AnimationCurve>`.
2. `AnimationCurve` is something built out of a `Curve`, and it tells
the animation system how to use the curve's output to actually mutate
component properties. The trait looks like this:
```rust
/// A low-level trait that provides control over how curves are actually applied to entities
/// by the animation system.
///
/// Typically, this will not need to be implemented manually, since it is automatically
/// implemented by [`AnimatableCurve`] and other curves used by the animation system
/// (e.g. those that animate parts of transforms or morph weights). However, this can be
/// implemented manually when `AnimatableCurve` is not sufficiently expressive.
///
/// In many respects, this behaves like a type-erased form of [`Curve`], where the output
/// type of the curve is remembered only in the components that are mutated in the
/// implementation of [`apply`].
///
/// [`apply`]: AnimationCurve::apply
pub trait AnimationCurve: Reflect + Debug + Send + Sync {
/// Returns a boxed clone of this value.
fn clone_value(&self) -> Box<dyn AnimationCurve>;
/// The range of times for which this animation is defined.
fn domain(&self) -> Interval;
/// Write the value of sampling this curve at time `t` into `transform` or `entity`,
/// as appropriate, interpolating between the existing value and the sampled value
/// using the given `weight`.
fn apply<'a>(
&self,
t: f32,
transform: Option<Mut<'a, Transform>>,
entity: EntityMutExcept<'a, (Transform, AnimationPlayer, Handle<AnimationGraph>)>,
weight: f32,
) -> Result<(), AnimationEvaluationError>;
}
```
3. The conversion process from a `Curve` to an `AnimationCurve` involves
using wrappers which communicate the intent to animate a particular
property. For example, here is `TranslationCurve`, which wraps a
`Curve<Vec3>` and uses it to animate `Transform::translation`:
```rust
/// This type allows a curve valued in `Vec3` to become an [`AnimationCurve`] that animates
/// the translation component of a transform.
pub struct TranslationCurve<C>(pub C);
```
### Animatable Properties
The `AnimatableProperty` trait survives in the transition, and it can be
used to allow curves to animate arbitrary component properties. The
updated documentation for `AnimatableProperty` explains this process:
<details>
<summary>Expand AnimatableProperty example</summary
An `AnimatableProperty` is a value on a component that Bevy can animate.
You can implement this trait on a unit struct in order to support
animating
custom components other than transforms and morph weights. Use that type
in
conjunction with `AnimatableCurve` (and perhaps
`AnimatableKeyframeCurve`
to define the animation itself). For example, in order to animate font
size of a
text section from 24 pt. to 80 pt., you might use:
```rust
#[derive(Reflect)]
struct FontSizeProperty;
impl AnimatableProperty for FontSizeProperty {
type Component = Text;
type Property = f32;
fn get_mut(component: &mut Self::Component) -> Option<&mut Self::Property> {
Some(&mut component.sections.get_mut(0)?.style.font_size)
}
}
```
You can then create an `AnimationClip` to animate this property like so:
```rust
let mut animation_clip = AnimationClip::default();
animation_clip.add_curve_to_target(
animation_target_id,
AnimatableKeyframeCurve::new(
[
(0.0, 24.0),
(1.0, 80.0),
]
)
.map(AnimatableCurve::<FontSizeProperty, _>::from_curve)
.expect("Failed to create font size curve")
);
```
Here, the use of `AnimatableKeyframeCurve` creates a curve out of the
given keyframe time-value
pairs, using the `Animatable` implementation of `f32` to interpolate
between them. The
invocation of `AnimatableCurve::from_curve` with `FontSizeProperty`
indicates that the `f32`
output from that curve is to be used to animate the font size of a
`Text` component (as
configured above).
</details>
### glTF Loading
glTF animations are now loaded into `Curve` types of various kinds,
depending on what is being animated and what interpolation mode is being
used. Those types get wrapped into and converted into `Box<dyn
AnimationCurve>` and shoved inside of a `VariableCurve` just like
everybody else.
### Morph Weights
There is an `IterableCurve` abstraction which allows sampling these from
a contiguous buffer without allocating. Its only reason for existing is
that Rust disallows you from naming function types, otherwise we would
just use `Curve` with an iterator output type. (The iterator involves
`Map`, and the name of the function type would have to be able to be
named, but it is not.)
A `WeightsCurve` adaptor turns an `IterableCurve` into an
`AnimationCurve`, so it behaves like everything else in that regard.
## Testing
Tested by running existing animation examples. Interpolation logic has
had additional tests added within the `Curve` API to replace the tests
in `bevy_animation`. Some kinds of out-of-bounds errors have become
impossible.
Performance testing on `many_foxes` (`animate_targets`) suggests that
performance is very similar to the existing implementation. Here are a
couple trace histograms across different runs (yellow is this branch,
red is main).
<img width="669" alt="Screenshot 2024-09-27 at 9 41 50 AM"
src="https://github.com/user-attachments/assets/5ba4e9ac-3aea-452e-aaf8-1492acc2d7fc">
<img width="673" alt="Screenshot 2024-09-27 at 9 45 18 AM"
src="https://github.com/user-attachments/assets/8982538b-04cf-46b5-97b2-164c6bc8162e">
---
## Migration Guide
Most user code that does not directly deal with `AnimationClip` and
`VariableCurve` will not need to be changed. On the other hand,
`VariableCurve` has been completely overhauled. If you were previously
defining animation curves in code using keyframes, you will need to
migrate that code to use curve constructors instead. For example, a
rotation animation defined using keyframes and added to an animation
clip like this:
```rust
animation_clip.add_curve_to_target(
animation_target_id,
VariableCurve {
keyframe_timestamps: vec![0.0, 1.0, 2.0, 3.0, 4.0],
keyframes: Keyframes::Rotation(vec![
Quat::IDENTITY,
Quat::from_axis_angle(Vec3::Y, PI / 2.),
Quat::from_axis_angle(Vec3::Y, PI / 2. * 2.),
Quat::from_axis_angle(Vec3::Y, PI / 2. * 3.),
Quat::IDENTITY,
]),
interpolation: Interpolation::Linear,
},
);
```
would now be added like this:
```rust
animation_clip.add_curve_to_target(
animation_target_id,
AnimatableKeyframeCurve::new([0.0, 1.0, 2.0, 3.0, 4.0].into_iter().zip([
Quat::IDENTITY,
Quat::from_axis_angle(Vec3::Y, PI / 2.),
Quat::from_axis_angle(Vec3::Y, PI / 2. * 2.),
Quat::from_axis_angle(Vec3::Y, PI / 2. * 3.),
Quat::IDENTITY,
]))
.map(RotationCurve)
.expect("Failed to build rotation curve"),
);
```
Note that the interface of `AnimationClip::add_curve_to_target` has also
changed (as this example shows, if subtly), and now takes its curve
input as an `impl AnimationCurve`. If you need to add a `VariableCurve`
directly, a new method `add_variable_curve_to_target` accommodates that
(and serves as a one-to-one migration in this regard).
### For reviewers
The diff is pretty big, and the structure of some of the changes might
not be super-obvious:
- `keyframes.rs` became `animation_curves.rs`, and `AnimationCurve` is
based heavily on `Keyframes`, with the adaptors also largely following
suite.
- The Curve API adaptor structs were moved from `bevy_math::curve::mod`
into their own module `adaptors`. There are no functional changes to how
these adaptors work; this is just to make room for the specialized
reflection implementations since `mod.rs` was getting kind of cramped.
- The new module `gltf_curves` holds the additional curve constructions
that are needed by the glTF loader. Note that the loader uses a mix of
these and off-the-shelf `bevy_math` curve stuff.
- `animatable.rs` no longer holds logic related to keyframe
interpolation, which is now delegated to the existing abstractions in
`bevy_math::curve::cores`.
---------
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
Co-authored-by: aecsocket <43144841+aecsocket@users.noreply.github.com>
2024-09-30 19:56:55 +00:00
|
|
|
pub struct VariableCurve(pub Box<dyn AnimationCurve>);
|
support all types of animation interpolation from gltf (#10755)
# Objective
- Support step and cubic spline interpolation from gltf
## Solution
- Support step and cubic spline interpolation from gltf
Tested with
https://github.com/KhronosGroup/glTF-Sample-Models/tree/master/2.0/InterpolationTest
expected:
![](https://raw.githubusercontent.com/KhronosGroup/glTF-Sample-Models/master/2.0/InterpolationTest/screenshot/screenshot.gif)
result:
![output](https://github.com/bevyengine/bevy/assets/8672791/e7f1afd5-20c9-4921-97d4-8d0c82203068)
---
## Migration Guide
When manually specifying an animation `VariableCurve`, the interpolation
type must be specified:
- Bevy 0.12
```rust
VariableCurve {
keyframe_timestamps: vec![0.0, 1.0, 2.0, 3.0, 4.0],
keyframes: Keyframes::Rotation(vec![
Quat::IDENTITY,
Quat::from_axis_angle(Vec3::Y, PI / 2.),
Quat::from_axis_angle(Vec3::Y, PI / 2. * 2.),
Quat::from_axis_angle(Vec3::Y, PI / 2. * 3.),
Quat::IDENTITY,
]),
},
```
- Bevy 0.13
```rust
VariableCurve {
keyframe_timestamps: vec![0.0, 1.0, 2.0, 3.0, 4.0],
keyframes: Keyframes::Rotation(vec![
Quat::IDENTITY,
Quat::from_axis_angle(Vec3::Y, PI / 2.),
Quat::from_axis_angle(Vec3::Y, PI / 2. * 2.),
Quat::from_axis_angle(Vec3::Y, PI / 2. * 3.),
Quat::IDENTITY,
]),
interpolation: Interpolation::Linear,
},
```
2023-12-31 18:01:50 +00:00
|
|
|
|
Allow animation clips to animate arbitrary properties. (#15282)
Currently, Bevy restricts animation clips to animating
`Transform::translation`, `Transform::rotation`, `Transform::scale`, or
`MorphWeights`, which correspond to the properties that glTF can
animate. This is insufficient for many use cases such as animating UI,
as the UI layout systems expect to have exclusive control over UI
elements' `Transform`s and therefore the `Style` properties must be
animated instead.
This commit fixes this, allowing for `AnimationClip`s to animate
arbitrary properties. The `Keyframes` structure has been turned into a
low-level trait that can be implemented to achieve arbitrary animation
behavior. Along with `Keyframes`, this patch adds a higher-level trait,
`AnimatableProperty`, that simplifies the task of animating single
interpolable properties. Built-in `Keyframes` implementations exist for
translation, rotation, scale, and morph weights. For the most part, you
can migrate by simply changing your code from
`Keyframes::Translation(...)` to `TranslationKeyframes(...)`, and
likewise for rotation, scale, and morph weights.
An example `AnimatableProperty` implementation for the font size of a
text section follows:
#[derive(Reflect)]
struct FontSizeProperty;
impl AnimatableProperty for FontSizeProperty {
type Component = Text;
type Property = f32;
fn get_mut(component: &mut Self::Component) -> Option<&mut
Self::Property> {
Some(&mut component.sections.get_mut(0)?.style.font_size)
}
}
In order to keep this patch relatively small, this patch doesn't include
an implementation of `AnimatableProperty` on top of the reflection
system. That can be a follow-up.
This patch builds on top of the new `EntityMutExcept<>` type in order to
widen the `AnimationTarget` query to include write access to all
components. Because `EntityMutExcept<>` has some performance overhead
over an explicit query, we continue to explicitly query `Transform` in
order to avoid regressing the performance of skeletal animation, such as
the `many_foxes` benchmark. I've measured the performance of that
benchmark and have found no significant regressions.
A new example, `animated_ui`, has been added. This example shows how to
use Bevy's built-in animation infrastructure to animate font size and
color, which wasn't possible before this patch.
## Showcase
https://github.com/user-attachments/assets/1fa73492-a9ce-405a-a8f2-4aacd7f6dc97
## Migration Guide
* Animation keyframes are now an extensible trait, not an enum. Replace
`Keyframes::Translation(...)`, `Keyframes::Scale(...)`,
`Keyframes::Rotation(...)`, and `Keyframes::Weights(...)` with
`Box::new(TranslationKeyframes(...))`, `Box::new(ScaleKeyframes(...))`,
`Box::new(RotationKeyframes(...))`, and
`Box::new(MorphWeightsKeyframes(...))` respectively.
2024-09-23 17:14:12 +00:00
|
|
|
impl Clone for VariableCurve {
|
|
|
|
fn clone(&self) -> Self {
|
Curve-based animation (#15434)
# Objective
This PR extends and reworks the material from #15282 by allowing
arbitrary curves to be used by the animation system to animate arbitrary
properties. The goals of this work are to:
- Allow far greater flexibility in how animations are allowed to be
defined in order to be used with `bevy_animation`.
- Delegate responsibility over keyframe interpolation to `bevy_math` and
the `Curve` libraries and reduce reliance on keyframes in animation
definitions generally.
- Move away from allowing the glTF spec to completely define animations
on a mechanical level.
## Solution
### Overview
At a high level, curves have been incorporated into the animation system
using the `AnimationCurve` trait (closely related to what was
`Keyframes`). From the top down:
1. In `animate_targets`, animations are driven by `VariableCurve`, which
is now a thin wrapper around a `Box<dyn AnimationCurve>`.
2. `AnimationCurve` is something built out of a `Curve`, and it tells
the animation system how to use the curve's output to actually mutate
component properties. The trait looks like this:
```rust
/// A low-level trait that provides control over how curves are actually applied to entities
/// by the animation system.
///
/// Typically, this will not need to be implemented manually, since it is automatically
/// implemented by [`AnimatableCurve`] and other curves used by the animation system
/// (e.g. those that animate parts of transforms or morph weights). However, this can be
/// implemented manually when `AnimatableCurve` is not sufficiently expressive.
///
/// In many respects, this behaves like a type-erased form of [`Curve`], where the output
/// type of the curve is remembered only in the components that are mutated in the
/// implementation of [`apply`].
///
/// [`apply`]: AnimationCurve::apply
pub trait AnimationCurve: Reflect + Debug + Send + Sync {
/// Returns a boxed clone of this value.
fn clone_value(&self) -> Box<dyn AnimationCurve>;
/// The range of times for which this animation is defined.
fn domain(&self) -> Interval;
/// Write the value of sampling this curve at time `t` into `transform` or `entity`,
/// as appropriate, interpolating between the existing value and the sampled value
/// using the given `weight`.
fn apply<'a>(
&self,
t: f32,
transform: Option<Mut<'a, Transform>>,
entity: EntityMutExcept<'a, (Transform, AnimationPlayer, Handle<AnimationGraph>)>,
weight: f32,
) -> Result<(), AnimationEvaluationError>;
}
```
3. The conversion process from a `Curve` to an `AnimationCurve` involves
using wrappers which communicate the intent to animate a particular
property. For example, here is `TranslationCurve`, which wraps a
`Curve<Vec3>` and uses it to animate `Transform::translation`:
```rust
/// This type allows a curve valued in `Vec3` to become an [`AnimationCurve`] that animates
/// the translation component of a transform.
pub struct TranslationCurve<C>(pub C);
```
### Animatable Properties
The `AnimatableProperty` trait survives in the transition, and it can be
used to allow curves to animate arbitrary component properties. The
updated documentation for `AnimatableProperty` explains this process:
<details>
<summary>Expand AnimatableProperty example</summary
An `AnimatableProperty` is a value on a component that Bevy can animate.
You can implement this trait on a unit struct in order to support
animating
custom components other than transforms and morph weights. Use that type
in
conjunction with `AnimatableCurve` (and perhaps
`AnimatableKeyframeCurve`
to define the animation itself). For example, in order to animate font
size of a
text section from 24 pt. to 80 pt., you might use:
```rust
#[derive(Reflect)]
struct FontSizeProperty;
impl AnimatableProperty for FontSizeProperty {
type Component = Text;
type Property = f32;
fn get_mut(component: &mut Self::Component) -> Option<&mut Self::Property> {
Some(&mut component.sections.get_mut(0)?.style.font_size)
}
}
```
You can then create an `AnimationClip` to animate this property like so:
```rust
let mut animation_clip = AnimationClip::default();
animation_clip.add_curve_to_target(
animation_target_id,
AnimatableKeyframeCurve::new(
[
(0.0, 24.0),
(1.0, 80.0),
]
)
.map(AnimatableCurve::<FontSizeProperty, _>::from_curve)
.expect("Failed to create font size curve")
);
```
Here, the use of `AnimatableKeyframeCurve` creates a curve out of the
given keyframe time-value
pairs, using the `Animatable` implementation of `f32` to interpolate
between them. The
invocation of `AnimatableCurve::from_curve` with `FontSizeProperty`
indicates that the `f32`
output from that curve is to be used to animate the font size of a
`Text` component (as
configured above).
</details>
### glTF Loading
glTF animations are now loaded into `Curve` types of various kinds,
depending on what is being animated and what interpolation mode is being
used. Those types get wrapped into and converted into `Box<dyn
AnimationCurve>` and shoved inside of a `VariableCurve` just like
everybody else.
### Morph Weights
There is an `IterableCurve` abstraction which allows sampling these from
a contiguous buffer without allocating. Its only reason for existing is
that Rust disallows you from naming function types, otherwise we would
just use `Curve` with an iterator output type. (The iterator involves
`Map`, and the name of the function type would have to be able to be
named, but it is not.)
A `WeightsCurve` adaptor turns an `IterableCurve` into an
`AnimationCurve`, so it behaves like everything else in that regard.
## Testing
Tested by running existing animation examples. Interpolation logic has
had additional tests added within the `Curve` API to replace the tests
in `bevy_animation`. Some kinds of out-of-bounds errors have become
impossible.
Performance testing on `many_foxes` (`animate_targets`) suggests that
performance is very similar to the existing implementation. Here are a
couple trace histograms across different runs (yellow is this branch,
red is main).
<img width="669" alt="Screenshot 2024-09-27 at 9 41 50 AM"
src="https://github.com/user-attachments/assets/5ba4e9ac-3aea-452e-aaf8-1492acc2d7fc">
<img width="673" alt="Screenshot 2024-09-27 at 9 45 18 AM"
src="https://github.com/user-attachments/assets/8982538b-04cf-46b5-97b2-164c6bc8162e">
---
## Migration Guide
Most user code that does not directly deal with `AnimationClip` and
`VariableCurve` will not need to be changed. On the other hand,
`VariableCurve` has been completely overhauled. If you were previously
defining animation curves in code using keyframes, you will need to
migrate that code to use curve constructors instead. For example, a
rotation animation defined using keyframes and added to an animation
clip like this:
```rust
animation_clip.add_curve_to_target(
animation_target_id,
VariableCurve {
keyframe_timestamps: vec![0.0, 1.0, 2.0, 3.0, 4.0],
keyframes: Keyframes::Rotation(vec![
Quat::IDENTITY,
Quat::from_axis_angle(Vec3::Y, PI / 2.),
Quat::from_axis_angle(Vec3::Y, PI / 2. * 2.),
Quat::from_axis_angle(Vec3::Y, PI / 2. * 3.),
Quat::IDENTITY,
]),
interpolation: Interpolation::Linear,
},
);
```
would now be added like this:
```rust
animation_clip.add_curve_to_target(
animation_target_id,
AnimatableKeyframeCurve::new([0.0, 1.0, 2.0, 3.0, 4.0].into_iter().zip([
Quat::IDENTITY,
Quat::from_axis_angle(Vec3::Y, PI / 2.),
Quat::from_axis_angle(Vec3::Y, PI / 2. * 2.),
Quat::from_axis_angle(Vec3::Y, PI / 2. * 3.),
Quat::IDENTITY,
]))
.map(RotationCurve)
.expect("Failed to build rotation curve"),
);
```
Note that the interface of `AnimationClip::add_curve_to_target` has also
changed (as this example shows, if subtly), and now takes its curve
input as an `impl AnimationCurve`. If you need to add a `VariableCurve`
directly, a new method `add_variable_curve_to_target` accommodates that
(and serves as a one-to-one migration in this regard).
### For reviewers
The diff is pretty big, and the structure of some of the changes might
not be super-obvious:
- `keyframes.rs` became `animation_curves.rs`, and `AnimationCurve` is
based heavily on `Keyframes`, with the adaptors also largely following
suite.
- The Curve API adaptor structs were moved from `bevy_math::curve::mod`
into their own module `adaptors`. There are no functional changes to how
these adaptors work; this is just to make room for the specialized
reflection implementations since `mod.rs` was getting kind of cramped.
- The new module `gltf_curves` holds the additional curve constructions
that are needed by the glTF loader. Note that the loader uses a mix of
these and off-the-shelf `bevy_math` curve stuff.
- `animatable.rs` no longer holds logic related to keyframe
interpolation, which is now delegated to the existing abstractions in
`bevy_math::curve::cores`.
---------
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
Co-authored-by: aecsocket <43144841+aecsocket@users.noreply.github.com>
2024-09-30 19:56:55 +00:00
|
|
|
Self(AnimationCurve::clone_value(&*self.0))
|
Allow animation clips to animate arbitrary properties. (#15282)
Currently, Bevy restricts animation clips to animating
`Transform::translation`, `Transform::rotation`, `Transform::scale`, or
`MorphWeights`, which correspond to the properties that glTF can
animate. This is insufficient for many use cases such as animating UI,
as the UI layout systems expect to have exclusive control over UI
elements' `Transform`s and therefore the `Style` properties must be
animated instead.
This commit fixes this, allowing for `AnimationClip`s to animate
arbitrary properties. The `Keyframes` structure has been turned into a
low-level trait that can be implemented to achieve arbitrary animation
behavior. Along with `Keyframes`, this patch adds a higher-level trait,
`AnimatableProperty`, that simplifies the task of animating single
interpolable properties. Built-in `Keyframes` implementations exist for
translation, rotation, scale, and morph weights. For the most part, you
can migrate by simply changing your code from
`Keyframes::Translation(...)` to `TranslationKeyframes(...)`, and
likewise for rotation, scale, and morph weights.
An example `AnimatableProperty` implementation for the font size of a
text section follows:
#[derive(Reflect)]
struct FontSizeProperty;
impl AnimatableProperty for FontSizeProperty {
type Component = Text;
type Property = f32;
fn get_mut(component: &mut Self::Component) -> Option<&mut
Self::Property> {
Some(&mut component.sections.get_mut(0)?.style.font_size)
}
}
In order to keep this patch relatively small, this patch doesn't include
an implementation of `AnimatableProperty` on top of the reflection
system. That can be a follow-up.
This patch builds on top of the new `EntityMutExcept<>` type in order to
widen the `AnimationTarget` query to include write access to all
components. Because `EntityMutExcept<>` has some performance overhead
over an explicit query, we continue to explicitly query `Transform` in
order to avoid regressing the performance of skeletal animation, such as
the `many_foxes` benchmark. I've measured the performance of that
benchmark and have found no significant regressions.
A new example, `animated_ui`, has been added. This example shows how to
use Bevy's built-in animation infrastructure to animate font size and
color, which wasn't possible before this patch.
## Showcase
https://github.com/user-attachments/assets/1fa73492-a9ce-405a-a8f2-4aacd7f6dc97
## Migration Guide
* Animation keyframes are now an extensible trait, not an enum. Replace
`Keyframes::Translation(...)`, `Keyframes::Scale(...)`,
`Keyframes::Rotation(...)`, and `Keyframes::Weights(...)` with
`Box::new(TranslationKeyframes(...))`, `Box::new(ScaleKeyframes(...))`,
`Box::new(RotationKeyframes(...))`, and
`Box::new(MorphWeightsKeyframes(...))` respectively.
2024-09-23 17:14:12 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2024-01-13 13:25:28 +00:00
|
|
|
impl VariableCurve {
|
Curve-based animation (#15434)
# Objective
This PR extends and reworks the material from #15282 by allowing
arbitrary curves to be used by the animation system to animate arbitrary
properties. The goals of this work are to:
- Allow far greater flexibility in how animations are allowed to be
defined in order to be used with `bevy_animation`.
- Delegate responsibility over keyframe interpolation to `bevy_math` and
the `Curve` libraries and reduce reliance on keyframes in animation
definitions generally.
- Move away from allowing the glTF spec to completely define animations
on a mechanical level.
## Solution
### Overview
At a high level, curves have been incorporated into the animation system
using the `AnimationCurve` trait (closely related to what was
`Keyframes`). From the top down:
1. In `animate_targets`, animations are driven by `VariableCurve`, which
is now a thin wrapper around a `Box<dyn AnimationCurve>`.
2. `AnimationCurve` is something built out of a `Curve`, and it tells
the animation system how to use the curve's output to actually mutate
component properties. The trait looks like this:
```rust
/// A low-level trait that provides control over how curves are actually applied to entities
/// by the animation system.
///
/// Typically, this will not need to be implemented manually, since it is automatically
/// implemented by [`AnimatableCurve`] and other curves used by the animation system
/// (e.g. those that animate parts of transforms or morph weights). However, this can be
/// implemented manually when `AnimatableCurve` is not sufficiently expressive.
///
/// In many respects, this behaves like a type-erased form of [`Curve`], where the output
/// type of the curve is remembered only in the components that are mutated in the
/// implementation of [`apply`].
///
/// [`apply`]: AnimationCurve::apply
pub trait AnimationCurve: Reflect + Debug + Send + Sync {
/// Returns a boxed clone of this value.
fn clone_value(&self) -> Box<dyn AnimationCurve>;
/// The range of times for which this animation is defined.
fn domain(&self) -> Interval;
/// Write the value of sampling this curve at time `t` into `transform` or `entity`,
/// as appropriate, interpolating between the existing value and the sampled value
/// using the given `weight`.
fn apply<'a>(
&self,
t: f32,
transform: Option<Mut<'a, Transform>>,
entity: EntityMutExcept<'a, (Transform, AnimationPlayer, Handle<AnimationGraph>)>,
weight: f32,
) -> Result<(), AnimationEvaluationError>;
}
```
3. The conversion process from a `Curve` to an `AnimationCurve` involves
using wrappers which communicate the intent to animate a particular
property. For example, here is `TranslationCurve`, which wraps a
`Curve<Vec3>` and uses it to animate `Transform::translation`:
```rust
/// This type allows a curve valued in `Vec3` to become an [`AnimationCurve`] that animates
/// the translation component of a transform.
pub struct TranslationCurve<C>(pub C);
```
### Animatable Properties
The `AnimatableProperty` trait survives in the transition, and it can be
used to allow curves to animate arbitrary component properties. The
updated documentation for `AnimatableProperty` explains this process:
<details>
<summary>Expand AnimatableProperty example</summary
An `AnimatableProperty` is a value on a component that Bevy can animate.
You can implement this trait on a unit struct in order to support
animating
custom components other than transforms and morph weights. Use that type
in
conjunction with `AnimatableCurve` (and perhaps
`AnimatableKeyframeCurve`
to define the animation itself). For example, in order to animate font
size of a
text section from 24 pt. to 80 pt., you might use:
```rust
#[derive(Reflect)]
struct FontSizeProperty;
impl AnimatableProperty for FontSizeProperty {
type Component = Text;
type Property = f32;
fn get_mut(component: &mut Self::Component) -> Option<&mut Self::Property> {
Some(&mut component.sections.get_mut(0)?.style.font_size)
}
}
```
You can then create an `AnimationClip` to animate this property like so:
```rust
let mut animation_clip = AnimationClip::default();
animation_clip.add_curve_to_target(
animation_target_id,
AnimatableKeyframeCurve::new(
[
(0.0, 24.0),
(1.0, 80.0),
]
)
.map(AnimatableCurve::<FontSizeProperty, _>::from_curve)
.expect("Failed to create font size curve")
);
```
Here, the use of `AnimatableKeyframeCurve` creates a curve out of the
given keyframe time-value
pairs, using the `Animatable` implementation of `f32` to interpolate
between them. The
invocation of `AnimatableCurve::from_curve` with `FontSizeProperty`
indicates that the `f32`
output from that curve is to be used to animate the font size of a
`Text` component (as
configured above).
</details>
### glTF Loading
glTF animations are now loaded into `Curve` types of various kinds,
depending on what is being animated and what interpolation mode is being
used. Those types get wrapped into and converted into `Box<dyn
AnimationCurve>` and shoved inside of a `VariableCurve` just like
everybody else.
### Morph Weights
There is an `IterableCurve` abstraction which allows sampling these from
a contiguous buffer without allocating. Its only reason for existing is
that Rust disallows you from naming function types, otherwise we would
just use `Curve` with an iterator output type. (The iterator involves
`Map`, and the name of the function type would have to be able to be
named, but it is not.)
A `WeightsCurve` adaptor turns an `IterableCurve` into an
`AnimationCurve`, so it behaves like everything else in that regard.
## Testing
Tested by running existing animation examples. Interpolation logic has
had additional tests added within the `Curve` API to replace the tests
in `bevy_animation`. Some kinds of out-of-bounds errors have become
impossible.
Performance testing on `many_foxes` (`animate_targets`) suggests that
performance is very similar to the existing implementation. Here are a
couple trace histograms across different runs (yellow is this branch,
red is main).
<img width="669" alt="Screenshot 2024-09-27 at 9 41 50 AM"
src="https://github.com/user-attachments/assets/5ba4e9ac-3aea-452e-aaf8-1492acc2d7fc">
<img width="673" alt="Screenshot 2024-09-27 at 9 45 18 AM"
src="https://github.com/user-attachments/assets/8982538b-04cf-46b5-97b2-164c6bc8162e">
---
## Migration Guide
Most user code that does not directly deal with `AnimationClip` and
`VariableCurve` will not need to be changed. On the other hand,
`VariableCurve` has been completely overhauled. If you were previously
defining animation curves in code using keyframes, you will need to
migrate that code to use curve constructors instead. For example, a
rotation animation defined using keyframes and added to an animation
clip like this:
```rust
animation_clip.add_curve_to_target(
animation_target_id,
VariableCurve {
keyframe_timestamps: vec![0.0, 1.0, 2.0, 3.0, 4.0],
keyframes: Keyframes::Rotation(vec![
Quat::IDENTITY,
Quat::from_axis_angle(Vec3::Y, PI / 2.),
Quat::from_axis_angle(Vec3::Y, PI / 2. * 2.),
Quat::from_axis_angle(Vec3::Y, PI / 2. * 3.),
Quat::IDENTITY,
]),
interpolation: Interpolation::Linear,
},
);
```
would now be added like this:
```rust
animation_clip.add_curve_to_target(
animation_target_id,
AnimatableKeyframeCurve::new([0.0, 1.0, 2.0, 3.0, 4.0].into_iter().zip([
Quat::IDENTITY,
Quat::from_axis_angle(Vec3::Y, PI / 2.),
Quat::from_axis_angle(Vec3::Y, PI / 2. * 2.),
Quat::from_axis_angle(Vec3::Y, PI / 2. * 3.),
Quat::IDENTITY,
]))
.map(RotationCurve)
.expect("Failed to build rotation curve"),
);
```
Note that the interface of `AnimationClip::add_curve_to_target` has also
changed (as this example shows, if subtly), and now takes its curve
input as an `impl AnimationCurve`. If you need to add a `VariableCurve`
directly, a new method `add_variable_curve_to_target` accommodates that
(and serves as a one-to-one migration in this regard).
### For reviewers
The diff is pretty big, and the structure of some of the changes might
not be super-obvious:
- `keyframes.rs` became `animation_curves.rs`, and `AnimationCurve` is
based heavily on `Keyframes`, with the adaptors also largely following
suite.
- The Curve API adaptor structs were moved from `bevy_math::curve::mod`
into their own module `adaptors`. There are no functional changes to how
these adaptors work; this is just to make room for the specialized
reflection implementations since `mod.rs` was getting kind of cramped.
- The new module `gltf_curves` holds the additional curve constructions
that are needed by the glTF loader. Note that the loader uses a mix of
these and off-the-shelf `bevy_math` curve stuff.
- `animatable.rs` no longer holds logic related to keyframe
interpolation, which is now delegated to the existing abstractions in
`bevy_math::curve::cores`.
---------
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
Co-authored-by: aecsocket <43144841+aecsocket@users.noreply.github.com>
2024-09-30 19:56:55 +00:00
|
|
|
/// Create a new [`VariableCurve`] from an [animation curve].
|
2024-01-13 13:25:28 +00:00
|
|
|
///
|
Curve-based animation (#15434)
# Objective
This PR extends and reworks the material from #15282 by allowing
arbitrary curves to be used by the animation system to animate arbitrary
properties. The goals of this work are to:
- Allow far greater flexibility in how animations are allowed to be
defined in order to be used with `bevy_animation`.
- Delegate responsibility over keyframe interpolation to `bevy_math` and
the `Curve` libraries and reduce reliance on keyframes in animation
definitions generally.
- Move away from allowing the glTF spec to completely define animations
on a mechanical level.
## Solution
### Overview
At a high level, curves have been incorporated into the animation system
using the `AnimationCurve` trait (closely related to what was
`Keyframes`). From the top down:
1. In `animate_targets`, animations are driven by `VariableCurve`, which
is now a thin wrapper around a `Box<dyn AnimationCurve>`.
2. `AnimationCurve` is something built out of a `Curve`, and it tells
the animation system how to use the curve's output to actually mutate
component properties. The trait looks like this:
```rust
/// A low-level trait that provides control over how curves are actually applied to entities
/// by the animation system.
///
/// Typically, this will not need to be implemented manually, since it is automatically
/// implemented by [`AnimatableCurve`] and other curves used by the animation system
/// (e.g. those that animate parts of transforms or morph weights). However, this can be
/// implemented manually when `AnimatableCurve` is not sufficiently expressive.
///
/// In many respects, this behaves like a type-erased form of [`Curve`], where the output
/// type of the curve is remembered only in the components that are mutated in the
/// implementation of [`apply`].
///
/// [`apply`]: AnimationCurve::apply
pub trait AnimationCurve: Reflect + Debug + Send + Sync {
/// Returns a boxed clone of this value.
fn clone_value(&self) -> Box<dyn AnimationCurve>;
/// The range of times for which this animation is defined.
fn domain(&self) -> Interval;
/// Write the value of sampling this curve at time `t` into `transform` or `entity`,
/// as appropriate, interpolating between the existing value and the sampled value
/// using the given `weight`.
fn apply<'a>(
&self,
t: f32,
transform: Option<Mut<'a, Transform>>,
entity: EntityMutExcept<'a, (Transform, AnimationPlayer, Handle<AnimationGraph>)>,
weight: f32,
) -> Result<(), AnimationEvaluationError>;
}
```
3. The conversion process from a `Curve` to an `AnimationCurve` involves
using wrappers which communicate the intent to animate a particular
property. For example, here is `TranslationCurve`, which wraps a
`Curve<Vec3>` and uses it to animate `Transform::translation`:
```rust
/// This type allows a curve valued in `Vec3` to become an [`AnimationCurve`] that animates
/// the translation component of a transform.
pub struct TranslationCurve<C>(pub C);
```
### Animatable Properties
The `AnimatableProperty` trait survives in the transition, and it can be
used to allow curves to animate arbitrary component properties. The
updated documentation for `AnimatableProperty` explains this process:
<details>
<summary>Expand AnimatableProperty example</summary
An `AnimatableProperty` is a value on a component that Bevy can animate.
You can implement this trait on a unit struct in order to support
animating
custom components other than transforms and morph weights. Use that type
in
conjunction with `AnimatableCurve` (and perhaps
`AnimatableKeyframeCurve`
to define the animation itself). For example, in order to animate font
size of a
text section from 24 pt. to 80 pt., you might use:
```rust
#[derive(Reflect)]
struct FontSizeProperty;
impl AnimatableProperty for FontSizeProperty {
type Component = Text;
type Property = f32;
fn get_mut(component: &mut Self::Component) -> Option<&mut Self::Property> {
Some(&mut component.sections.get_mut(0)?.style.font_size)
}
}
```
You can then create an `AnimationClip` to animate this property like so:
```rust
let mut animation_clip = AnimationClip::default();
animation_clip.add_curve_to_target(
animation_target_id,
AnimatableKeyframeCurve::new(
[
(0.0, 24.0),
(1.0, 80.0),
]
)
.map(AnimatableCurve::<FontSizeProperty, _>::from_curve)
.expect("Failed to create font size curve")
);
```
Here, the use of `AnimatableKeyframeCurve` creates a curve out of the
given keyframe time-value
pairs, using the `Animatable` implementation of `f32` to interpolate
between them. The
invocation of `AnimatableCurve::from_curve` with `FontSizeProperty`
indicates that the `f32`
output from that curve is to be used to animate the font size of a
`Text` component (as
configured above).
</details>
### glTF Loading
glTF animations are now loaded into `Curve` types of various kinds,
depending on what is being animated and what interpolation mode is being
used. Those types get wrapped into and converted into `Box<dyn
AnimationCurve>` and shoved inside of a `VariableCurve` just like
everybody else.
### Morph Weights
There is an `IterableCurve` abstraction which allows sampling these from
a contiguous buffer without allocating. Its only reason for existing is
that Rust disallows you from naming function types, otherwise we would
just use `Curve` with an iterator output type. (The iterator involves
`Map`, and the name of the function type would have to be able to be
named, but it is not.)
A `WeightsCurve` adaptor turns an `IterableCurve` into an
`AnimationCurve`, so it behaves like everything else in that regard.
## Testing
Tested by running existing animation examples. Interpolation logic has
had additional tests added within the `Curve` API to replace the tests
in `bevy_animation`. Some kinds of out-of-bounds errors have become
impossible.
Performance testing on `many_foxes` (`animate_targets`) suggests that
performance is very similar to the existing implementation. Here are a
couple trace histograms across different runs (yellow is this branch,
red is main).
<img width="669" alt="Screenshot 2024-09-27 at 9 41 50 AM"
src="https://github.com/user-attachments/assets/5ba4e9ac-3aea-452e-aaf8-1492acc2d7fc">
<img width="673" alt="Screenshot 2024-09-27 at 9 45 18 AM"
src="https://github.com/user-attachments/assets/8982538b-04cf-46b5-97b2-164c6bc8162e">
---
## Migration Guide
Most user code that does not directly deal with `AnimationClip` and
`VariableCurve` will not need to be changed. On the other hand,
`VariableCurve` has been completely overhauled. If you were previously
defining animation curves in code using keyframes, you will need to
migrate that code to use curve constructors instead. For example, a
rotation animation defined using keyframes and added to an animation
clip like this:
```rust
animation_clip.add_curve_to_target(
animation_target_id,
VariableCurve {
keyframe_timestamps: vec![0.0, 1.0, 2.0, 3.0, 4.0],
keyframes: Keyframes::Rotation(vec![
Quat::IDENTITY,
Quat::from_axis_angle(Vec3::Y, PI / 2.),
Quat::from_axis_angle(Vec3::Y, PI / 2. * 2.),
Quat::from_axis_angle(Vec3::Y, PI / 2. * 3.),
Quat::IDENTITY,
]),
interpolation: Interpolation::Linear,
},
);
```
would now be added like this:
```rust
animation_clip.add_curve_to_target(
animation_target_id,
AnimatableKeyframeCurve::new([0.0, 1.0, 2.0, 3.0, 4.0].into_iter().zip([
Quat::IDENTITY,
Quat::from_axis_angle(Vec3::Y, PI / 2.),
Quat::from_axis_angle(Vec3::Y, PI / 2. * 2.),
Quat::from_axis_angle(Vec3::Y, PI / 2. * 3.),
Quat::IDENTITY,
]))
.map(RotationCurve)
.expect("Failed to build rotation curve"),
);
```
Note that the interface of `AnimationClip::add_curve_to_target` has also
changed (as this example shows, if subtly), and now takes its curve
input as an `impl AnimationCurve`. If you need to add a `VariableCurve`
directly, a new method `add_variable_curve_to_target` accommodates that
(and serves as a one-to-one migration in this regard).
### For reviewers
The diff is pretty big, and the structure of some of the changes might
not be super-obvious:
- `keyframes.rs` became `animation_curves.rs`, and `AnimationCurve` is
based heavily on `Keyframes`, with the adaptors also largely following
suite.
- The Curve API adaptor structs were moved from `bevy_math::curve::mod`
into their own module `adaptors`. There are no functional changes to how
these adaptors work; this is just to make room for the specialized
reflection implementations since `mod.rs` was getting kind of cramped.
- The new module `gltf_curves` holds the additional curve constructions
that are needed by the glTF loader. Note that the loader uses a mix of
these and off-the-shelf `bevy_math` curve stuff.
- `animatable.rs` no longer holds logic related to keyframe
interpolation, which is now delegated to the existing abstractions in
`bevy_math::curve::cores`.
---------
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
Co-authored-by: aecsocket <43144841+aecsocket@users.noreply.github.com>
2024-09-30 19:56:55 +00:00
|
|
|
/// [animation curve]: AnimationCurve
|
|
|
|
pub fn new(animation_curve: impl AnimationCurve) -> Self {
|
|
|
|
Self(Box::new(animation_curve))
|
2024-08-15 15:10:23 +00:00
|
|
|
}
|
2024-01-13 13:25:28 +00:00
|
|
|
}
|
|
|
|
|
Rework animation to be done in two phases. (#11707)
# Objective
Bevy's animation system currently does tree traversals based on `Name`
that aren't necessary. Not only do they require in unsafe code because
tree traversals are awkward with parallelism, but they are also somewhat
slow, brittle, and complex, which manifested itself as way too many
queries in #11670.
# Solution
Divide animation into two phases: animation *advancement* and animation
*evaluation*, which run after one another. *Advancement* operates on the
`AnimationPlayer` and sets the current animation time to match the game
time. *Evaluation* operates on all animation bones in the scene in
parallel and sets the transforms and/or morph weights based on the time
and the clip.
To do this, we introduce a new component, `AnimationTarget`, which the
asset loader places on every bone. It contains the ID of the entity
containing the `AnimationPlayer`, as well as a UUID that identifies
which bone in the animation the target corresponds to. In the case of
glTF, the UUID is derived from the full path name to the bone. The rule
that `AnimationTarget`s are descendants of the entity containing
`AnimationPlayer` is now just a convention, not a requirement; this
allows us to eliminate the unsafe code.
# Migration guide
* `AnimationClip` now uses UUIDs instead of hierarchical paths based on
the `Name` component to refer to bones. This has several consequences:
- A new component, `AnimationTarget`, should be placed on each bone that
you wish to animate, in order to specify its UUID and the associated
`AnimationPlayer`. The glTF loader automatically creates these
components as necessary, so most uses of glTF rigs shouldn't need to
change.
- Moving a bone around the tree, or renaming it, no longer prevents an
`AnimationPlayer` from affecting it.
- Dynamically changing the `AnimationPlayer` component will likely
require manual updating of the `AnimationTarget` components.
* Entities with `AnimationPlayer` components may now possess descendants
that also have `AnimationPlayer` components. They may not, however,
animate the same bones.
* As they aren't specific to `TypeId`s,
`bevy_reflect::utility::NoOpTypeIdHash` and
`bevy_reflect::utility::NoOpTypeIdHasher` have been renamed to
`bevy_reflect::utility::NoOpHash` and
`bevy_reflect::utility::NoOpHasher` respectively.
2024-02-19 14:59:54 +00:00
|
|
|
/// A list of [`VariableCurve`]s and the [`AnimationTargetId`]s to which they
|
|
|
|
/// apply.
|
|
|
|
///
|
|
|
|
/// Because animation clips refer to targets by UUID, they can target any
|
|
|
|
/// [`AnimationTarget`] with that ID.
|
Bevy Asset V2 (#8624)
# Bevy Asset V2 Proposal
## Why Does Bevy Need A New Asset System?
Asset pipelines are a central part of the gamedev process. Bevy's
current asset system is missing a number of features that make it
non-viable for many classes of gamedev. After plenty of discussions and
[a long community feedback
period](https://github.com/bevyengine/bevy/discussions/3972), we've
identified a number missing features:
* **Asset Preprocessing**: it should be possible to "preprocess" /
"compile" / "crunch" assets at "development time" rather than when the
game starts up. This enables offloading expensive work from deployed
apps, faster asset loading, less runtime memory usage, etc.
* **Per-Asset Loader Settings**: Individual assets cannot define their
own loaders that override the defaults. Additionally, they cannot
provide per-asset settings to their loaders. This is a huge limitation,
as many asset types don't provide all information necessary for Bevy
_inside_ the asset. For example, a raw PNG image says nothing about how
it should be sampled (ex: linear vs nearest).
* **Asset `.meta` files**: assets should have configuration files stored
adjacent to the asset in question, which allows the user to configure
asset-type-specific settings. These settings should be accessible during
the pre-processing phase. Modifying a `.meta` file should trigger a
re-processing / re-load of the asset. It should be possible to configure
asset loaders from the meta file.
* **Processed Asset Hot Reloading**: Changes to processed assets (or
their dependencies) should result in re-processing them and re-loading
the results in live Bevy Apps.
* **Asset Dependency Tracking**: The current bevy_asset has no good way
to wait for asset dependencies to load. It punts this as an exercise for
consumers of the loader apis, which is unreasonable and error prone.
There should be easy, ergonomic ways to wait for assets to load and
block some logic on an asset's entire dependency tree loading.
* **Runtime Asset Loading**: it should be (optionally) possible to load
arbitrary assets dynamically at runtime. This necessitates being able to
deploy and run the asset server alongside Bevy Apps on _all platforms_.
For example, we should be able to invoke the shader compiler at runtime,
stream scenes from sources like the internet, etc. To keep deployed
binaries (and startup times) small, the runtime asset server
configuration should be configurable with different settings compared to
the "pre processor asset server".
* **Multiple Backends**: It should be possible to load assets from
arbitrary sources (filesystems, the internet, remote asset serves, etc).
* **Asset Packing**: It should be possible to deploy assets in
compressed "packs", which makes it easier and more efficient to
distribute assets with Bevy Apps.
* **Asset Handoff**: It should be possible to hold a "live" asset
handle, which correlates to runtime data, without actually holding the
asset in memory. Ex: it must be possible to hold a reference to a GPU
mesh generated from a "mesh asset" without keeping the mesh data in CPU
memory
* **Per-Platform Processed Assets**: Different platforms and app
distributions have different capabilities and requirements. Some
platforms need lower asset resolutions or different asset formats to
operate within the hardware constraints of the platform. It should be
possible to define per-platform asset processing profiles. And it should
be possible to deploy only the assets required for a given platform.
These features have architectural implications that are significant
enough to require a full rewrite. The current Bevy Asset implementation
got us this far, but it can take us no farther. This PR defines a brand
new asset system that implements most of these features, while laying
the foundations for the remaining features to be built.
## Bevy Asset V2
Here is a quick overview of the features introduced in this PR.
* **Asset Preprocessing**: Preprocess assets at development time into
more efficient (and configurable) representations
* **Dependency Aware**: Dependencies required to process an asset are
tracked. If an asset's processed dependency changes, it will be
reprocessed
* **Hot Reprocessing/Reloading**: detect changes to asset source files,
reprocess them if they have changed, and then hot-reload them in Bevy
Apps.
* **Only Process Changes**: Assets are only re-processed when their
source file (or meta file) has changed. This uses hashing and timestamps
to avoid processing assets that haven't changed.
* **Transactional and Reliable**: Uses write-ahead logging (a technique
commonly used by databases) to recover from crashes / forced-exits.
Whenever possible it avoids full-reprocessing / only uncompleted
transactions will be reprocessed. When the processor is running in
parallel with a Bevy App, processor asset writes block Bevy App asset
reads. Reading metadata + asset bytes is guaranteed to be transactional
/ correctly paired.
* **Portable / Run anywhere / Database-free**: The processor does not
rely on an in-memory database (although it uses some database techniques
for reliability). This is important because pretty much all in-memory
databases have unsupported platforms or build complications.
* **Configure Processor Defaults Per File Type**: You can say "use this
processor for all files of this type".
* **Custom Processors**: The `Processor` trait is flexible and
unopinionated. It can be implemented by downstream plugins.
* **LoadAndSave Processors**: Most asset processing scenarios can be
expressed as "run AssetLoader A, save the results using AssetSaver X,
and then load the result using AssetLoader B". For example, load this
png image using `PngImageLoader`, which produces an `Image` asset and
then save it using `CompressedImageSaver` (which also produces an
`Image` asset, but in a compressed format), which takes an `Image` asset
as input. This means if you have an `AssetLoader` for an asset, you are
already half way there! It also means that you can share AssetSavers
across multiple loaders. Because `CompressedImageSaver` accepts Bevy's
generic Image asset as input, it means you can also use it with some
future `JpegImageLoader`.
* **Loader and Saver Settings**: Asset Loaders and Savers can now define
their own settings types, which are passed in as input when an asset is
loaded / saved. Each asset can define its own settings.
* **Asset `.meta` files**: configure asset loaders, their settings,
enable/disable processing, and configure processor settings
* **Runtime Asset Dependency Tracking** Runtime asset dependencies (ex:
if an asset contains a `Handle<Image>`) are tracked by the asset server.
An event is emitted when an asset and all of its dependencies have been
loaded
* **Unprocessed Asset Loading**: Assets do not require preprocessing.
They can be loaded directly. A processed asset is just a "normal" asset
with some extra metadata. Asset Loaders don't need to know or care about
whether or not an asset was processed.
* **Async Asset IO**: Asset readers/writers use async non-blocking
interfaces. Note that because Rust doesn't yet support async traits,
there is a bit of manual Boxing / Future boilerplate. This will
hopefully be removed in the near future when Rust gets async traits.
* **Pluggable Asset Readers and Writers**: Arbitrary asset source
readers/writers are supported, both by the processor and the asset
server.
* **Better Asset Handles**
* **Single Arc Tree**: Asset Handles now use a single arc tree that
represents the lifetime of the asset. This makes their implementation
simpler, more efficient, and allows us to cheaply attach metadata to
handles. Ex: the AssetPath of a handle is now directly accessible on the
handle itself!
* **Const Typed Handles**: typed handles can be constructed in a const
context. No more weird "const untyped converted to typed at runtime"
patterns!
* **Handles and Ids are Smaller / Faster To Hash / Compare**: Typed
`Handle<T>` is now much smaller in memory and `AssetId<T>` is even
smaller.
* **Weak Handle Usage Reduction**: In general Handles are now considered
to be "strong". Bevy features that previously used "weak `Handle<T>`"
have been ported to `AssetId<T>`, which makes it statically clear that
the features do not hold strong handles (while retaining strong type
information). Currently Handle::Weak still exists, but it is very
possible that we can remove that entirely.
* **Efficient / Dense Asset Ids**: Assets now have efficient dense
runtime asset ids, which means we can avoid expensive hash lookups.
Assets are stored in Vecs instead of HashMaps. There are now typed and
untyped ids, which means we no longer need to store dynamic type
information in the ID for typed handles. "AssetPathId" (which was a
nightmare from a performance and correctness standpoint) has been
entirely removed in favor of dense ids (which are retrieved for a path
on load)
* **Direct Asset Loading, with Dependency Tracking**: Assets that are
defined at runtime can still have their dependencies tracked by the
Asset Server (ex: if you create a material at runtime, you can still
wait for its textures to load). This is accomplished via the (currently
optional) "asset dependency visitor" trait. This system can also be used
to define a set of assets to load, then wait for those assets to load.
* **Async folder loading**: Folder loading also uses this system and
immediately returns a handle to the LoadedFolder asset, which means
folder loading no longer blocks on directory traversals.
* **Improved Loader Interface**: Loaders now have a specific "top level
asset type", which makes returning the top-level asset simpler and
statically typed.
* **Basic Image Settings and Processing**: Image assets can now be
processed into the gpu-friendly Basic Universal format. The ImageLoader
now has a setting to define what format the image should be loaded as.
Note that this is just a minimal MVP ... plenty of additional work to do
here. To demo this, enable the `basis-universal` feature and turn on
asset processing.
* **Simpler Audio Play / AudioSink API**: Asset handle providers are
cloneable, which means the Audio resource can mint its own handles. This
means you can now do `let sink_handle = audio.play(music)` instead of
`let sink_handle = audio_sinks.get_handle(audio.play(music))`. Note that
this might still be replaced by
https://github.com/bevyengine/bevy/pull/8424.
**Removed Handle Casting From Engine Features**: Ex: FontAtlases no
longer use casting between handle types
## Using The New Asset System
### Normal Unprocessed Asset Loading
By default the `AssetPlugin` does not use processing. It behaves pretty
much the same way as the old system.
If you are defining a custom asset, first derive `Asset`:
```rust
#[derive(Asset)]
struct Thing {
value: String,
}
```
Initialize the asset:
```rust
app.init_asset:<Thing>()
```
Implement a new `AssetLoader` for it:
```rust
#[derive(Default)]
struct ThingLoader;
#[derive(Serialize, Deserialize, Default)]
pub struct ThingSettings {
some_setting: bool,
}
impl AssetLoader for ThingLoader {
type Asset = Thing;
type Settings = ThingSettings;
fn load<'a>(
&'a self,
reader: &'a mut Reader,
settings: &'a ThingSettings,
load_context: &'a mut LoadContext,
) -> BoxedFuture<'a, Result<Thing, anyhow::Error>> {
Box::pin(async move {
let mut bytes = Vec::new();
reader.read_to_end(&mut bytes).await?;
// convert bytes to value somehow
Ok(Thing {
value
})
})
}
fn extensions(&self) -> &[&str] {
&["thing"]
}
}
```
Note that this interface will get much cleaner once Rust gets support
for async traits. `Reader` is an async futures_io::AsyncRead. You can
stream bytes as they come in or read them all into a `Vec<u8>`,
depending on the context. You can use `let handle =
load_context.load(path)` to kick off a dependency load, retrieve a
handle, and register the dependency for the asset.
Then just register the loader in your Bevy app:
```rust
app.init_asset_loader::<ThingLoader>()
```
Now just add your `Thing` asset files into the `assets` folder and load
them like this:
```rust
fn system(asset_server: Res<AssetServer>) {
let handle = Handle<Thing> = asset_server.load("cool.thing");
}
```
You can check load states directly via the asset server:
```rust
if asset_server.load_state(&handle) == LoadState::Loaded { }
```
You can also listen for events:
```rust
fn system(mut events: EventReader<AssetEvent<Thing>>, handle: Res<SomeThingHandle>) {
for event in events.iter() {
if event.is_loaded_with_dependencies(&handle) {
}
}
}
```
Note the new `AssetEvent::LoadedWithDependencies`, which only fires when
the asset is loaded _and_ all dependencies (and their dependencies) have
loaded.
Unlike the old asset system, for a given asset path all `Handle<T>`
values point to the same underlying Arc. This means Handles can cheaply
hold more asset information, such as the AssetPath:
```rust
// prints the AssetPath of the handle
info!("{:?}", handle.path())
```
### Processed Assets
Asset processing can be enabled via the `AssetPlugin`. When developing
Bevy Apps with processed assets, do this:
```rust
app.add_plugins(DefaultPlugins.set(AssetPlugin::processed_dev()))
```
This runs the `AssetProcessor` in the background with hot-reloading. It
reads assets from the `assets` folder, processes them, and writes them
to the `.imported_assets` folder. Asset loads in the Bevy App will wait
for a processed version of the asset to become available. If an asset in
the `assets` folder changes, it will be reprocessed and hot-reloaded in
the Bevy App.
When deploying processed Bevy apps, do this:
```rust
app.add_plugins(DefaultPlugins.set(AssetPlugin::processed()))
```
This does not run the `AssetProcessor` in the background. It behaves
like `AssetPlugin::unprocessed()`, but reads assets from
`.imported_assets`.
When the `AssetProcessor` is running, it will populate sibling `.meta`
files for assets in the `assets` folder. Meta files for assets that do
not have a processor configured look like this:
```rust
(
meta_format_version: "1.0",
asset: Load(
loader: "bevy_render::texture::image_loader::ImageLoader",
settings: (
format: FromExtension,
),
),
)
```
This is metadata for an image asset. For example, if you have
`assets/my_sprite.png`, this could be the metadata stored at
`assets/my_sprite.png.meta`. Meta files are totally optional. If no
metadata exists, the default settings will be used.
In short, this file says "load this asset with the ImageLoader and use
the file extension to determine the image type". This type of meta file
is supported in all AssetPlugin modes. If in `Unprocessed` mode, the
asset (with the meta settings) will be loaded directly. If in
`ProcessedDev` mode, the asset file will be copied directly to the
`.imported_assets` folder. The meta will also be copied directly to the
`.imported_assets` folder, but with one addition:
```rust
(
meta_format_version: "1.0",
processed_info: Some((
hash: 12415480888597742505,
full_hash: 14344495437905856884,
process_dependencies: [],
)),
asset: Load(
loader: "bevy_render::texture::image_loader::ImageLoader",
settings: (
format: FromExtension,
),
),
)
```
`processed_info` contains `hash` (a direct hash of the asset and meta
bytes), `full_hash` (a hash of `hash` and the hashes of all
`process_dependencies`), and `process_dependencies` (the `path` and
`full_hash` of every process_dependency). A "process dependency" is an
asset dependency that is _directly_ used when processing the asset.
Images do not have process dependencies, so this is empty.
When the processor is enabled, you can use the `Process` metadata
config:
```rust
(
meta_format_version: "1.0",
asset: Process(
processor: "bevy_asset::processor::process::LoadAndSave<bevy_render::texture::image_loader::ImageLoader, bevy_render::texture::compressed_image_saver::CompressedImageSaver>",
settings: (
loader_settings: (
format: FromExtension,
),
saver_settings: (
generate_mipmaps: true,
),
),
),
)
```
This configures the asset to use the `LoadAndSave` processor, which runs
an AssetLoader and feeds the result into an AssetSaver (which saves the
given Asset and defines a loader to load it with). (for terseness
LoadAndSave will likely get a shorter/friendlier type name when [Stable
Type Paths](#7184) lands). `LoadAndSave` is likely to be the most common
processor type, but arbitrary processors are supported.
`CompressedImageSaver` saves an `Image` in the Basis Universal format
and configures the ImageLoader to load it as basis universal. The
`AssetProcessor` will read this meta, run it through the LoadAndSave
processor, and write the basis-universal version of the image to
`.imported_assets`. The final metadata will look like this:
```rust
(
meta_format_version: "1.0",
processed_info: Some((
hash: 905599590923828066,
full_hash: 9948823010183819117,
process_dependencies: [],
)),
asset: Load(
loader: "bevy_render::texture::image_loader::ImageLoader",
settings: (
format: Format(Basis),
),
),
)
```
To try basis-universal processing out in Bevy examples, (for example
`sprite.rs`), change `add_plugins(DefaultPlugins)` to
`add_plugins(DefaultPlugins.set(AssetPlugin::processed_dev()))` and run
with the `basis-universal` feature enabled: `cargo run
--features=basis-universal --example sprite`.
To create a custom processor, there are two main paths:
1. Use the `LoadAndSave` processor with an existing `AssetLoader`.
Implement the `AssetSaver` trait, register the processor using
`asset_processor.register_processor::<LoadAndSave<ImageLoader,
CompressedImageSaver>>(image_saver.into())`.
2. Implement the `Process` trait directly and register it using:
`asset_processor.register_processor(thing_processor)`.
You can configure default processors for file extensions like this:
```rust
asset_processor.set_default_processor::<ThingProcessor>("thing")
```
There is one more metadata type to be aware of:
```rust
(
meta_format_version: "1.0",
asset: Ignore,
)
```
This will ignore the asset during processing / prevent it from being
written to `.imported_assets`.
The AssetProcessor stores a transaction log at `.imported_assets/log`
and uses it to gracefully recover from unexpected stops. This means you
can force-quit the processor (and Bevy Apps running the processor in
parallel) at arbitrary times!
`.imported_assets` is "local state". It should _not_ be checked into
source control. It should also be considered "read only". In practice,
you _can_ modify processed assets and processed metadata if you really
need to test something. But those modifications will not be represented
in the hashes of the assets, so the processed state will be "out of
sync" with the source assets. The processor _will not_ fix this for you.
Either revert the change after you have tested it, or delete the
processed files so they can be re-populated.
## Open Questions
There are a number of open questions to be discussed. We should decide
if they need to be addressed in this PR and if so, how we will address
them:
### Implied Dependencies vs Dependency Enumeration
There are currently two ways to populate asset dependencies:
* **Implied via AssetLoaders**: if an AssetLoader loads an asset (and
retrieves a handle), a dependency is added to the list.
* **Explicit via the optional Asset::visit_dependencies**: if
`server.load_asset(my_asset)` is called, it will call
`my_asset.visit_dependencies`, which will grab dependencies that have
been manually defined for the asset via the Asset trait impl (which can
be derived).
This means that defining explicit dependencies is optional for "loaded
assets". And the list of dependencies is always accurate because loaders
can only produce Handles if they register dependencies. If an asset was
loaded with an AssetLoader, it only uses the implied dependencies. If an
asset was created at runtime and added with
`asset_server.load_asset(MyAsset)`, it will use
`Asset::visit_dependencies`.
However this can create a behavior mismatch between loaded assets and
equivalent "created at runtime" assets if `Assets::visit_dependencies`
doesn't exactly match the dependencies produced by the AssetLoader. This
behavior mismatch can be resolved by completely removing "implied loader
dependencies" and requiring `Asset::visit_dependencies` to supply
dependency data. But this creates two problems:
* It makes defining loaded assets harder and more error prone: Devs must
remember to manually annotate asset dependencies with `#[dependency]`
when deriving `Asset`. For more complicated assets (such as scenes), the
derive likely wouldn't be sufficient and a manual `visit_dependencies`
impl would be required.
* Removes the ability to immediately kick off dependency loads: When
AssetLoaders retrieve a Handle, they also immediately kick off an asset
load for the handle, which means it can start loading in parallel
_before_ the asset finishes loading. For large assets, this could be
significant. (although this could be mitigated for processed assets if
we store dependencies in the processed meta file and load them ahead of
time)
### Eager ProcessorDev Asset Loading
I made a controversial call in the interest of fast startup times ("time
to first pixel") for the "processor dev mode configuration". When
initializing the AssetProcessor, current processed versions of unchanged
assets are yielded immediately, even if their dependencies haven't been
checked yet for reprocessing. This means that
non-current-state-of-filesystem-but-previously-valid assets might be
returned to the App first, then hot-reloaded if/when their dependencies
change and the asset is reprocessed.
Is this behavior desirable? There is largely one alternative: do not
yield an asset from the processor to the app until all of its
dependencies have been checked for changes. In some common cases (load
dependency has not changed since last run) this will increase startup
time. The main question is "by how much" and is that slower startup time
worth it in the interest of only yielding assets that are true to the
current state of the filesystem. Should this be configurable? I'm
starting to think we should only yield an asset after its (historical)
dependencies have been checked for changes + processed as necessary, but
I'm curious what you all think.
### Paths Are Currently The Only Canonical ID / Do We Want Asset UUIDs?
In this implementation AssetPaths are the only canonical asset
identifier (just like the previous Bevy Asset system and Godot). Moving
assets will result in re-scans (and currently reprocessing, although
reprocessing can easily be avoided with some changes). Asset
renames/moves will break code and assets that rely on specific paths,
unless those paths are fixed up.
Do we want / need "stable asset uuids"? Introducing them is very
possible:
1. Generate a UUID and include it in .meta files
2. Support UUID in AssetPath
3. Generate "asset indices" which are loaded on startup and map UUIDs to
paths.
4 (maybe). Consider only supporting UUIDs for processed assets so we can
generate quick-to-load indices instead of scanning meta files.
The main "pro" is that assets referencing UUIDs don't need to be
migrated when a path changes. The main "con" is that UUIDs cannot be
"lazily resolved" like paths. They need a full view of all assets to
answer the question "does this UUID exist". Which means UUIDs require
the AssetProcessor to fully finish startup scans before saying an asset
doesnt exist. And they essentially require asset pre-processing to use
in apps, because scanning all asset metadata files at runtime to resolve
a UUID is not viable for medium-to-large apps. It really requires a
pre-generated UUID index, which must be loaded before querying for
assets.
I personally think this should be investigated in a separate PR. Paths
aren't going anywhere ... _everyone_ uses filesystems (and
filesystem-like apis) to manage their asset source files. I consider
them permanent canonical asset information. Additionally, they behave
well for both processed and unprocessed asset modes. Given that Bevy is
supporting both, this feels like the right canonical ID to start with.
UUIDS (and maybe even other indexed-identifier types) can be added later
as necessary.
### Folder / File Naming Conventions
All asset processing config currently lives in the `.imported_assets`
folder. The processor transaction log is in `.imported_assets/log`.
Processed assets are added to `.imported_assets/Default`, which will
make migrating to processed asset profiles (ex: a
`.imported_assets/Mobile` profile) a non-breaking change. It also allows
us to create top-level files like `.imported_assets/log` without it
being interpreted as an asset. Meta files currently have a `.meta`
suffix. Do we like these names and conventions?
### Should the `AssetPlugin::processed_dev` configuration enable
`watch_for_changes` automatically?
Currently it does (which I think makes sense), but it does make it the
only configuration that enables watch_for_changes by default.
### Discuss on_loaded High Level Interface:
This PR includes a very rough "proof of concept" `on_loaded` system
adapter that uses the `LoadedWithDependencies` event in combination with
`asset_server.load_asset` dependency tracking to support this pattern
```rust
fn main() {
App::new()
.init_asset::<MyAssets>()
.add_systems(Update, on_loaded(create_array_texture))
.run();
}
#[derive(Asset, Clone)]
struct MyAssets {
#[dependency]
picture_of_my_cat: Handle<Image>,
#[dependency]
picture_of_my_other_cat: Handle<Image>,
}
impl FromWorld for ArrayTexture {
fn from_world(world: &mut World) -> Self {
picture_of_my_cat: server.load("meow.png"),
picture_of_my_other_cat: server.load("meeeeeeeow.png"),
}
}
fn spawn_cat(In(my_assets): In<MyAssets>, mut commands: Commands) {
commands.spawn(SpriteBundle {
texture: my_assets.picture_of_my_cat.clone(),
..default()
});
commands.spawn(SpriteBundle {
texture: my_assets.picture_of_my_other_cat.clone(),
..default()
});
}
```
The implementation is _very_ rough. And it is currently unsafe because
`bevy_ecs` doesn't expose some internals to do this safely from inside
`bevy_asset`. There are plenty of unanswered questions like:
* "do we add a Loadable" derive? (effectively automate the FromWorld
implementation above)
* Should `MyAssets` even be an Asset? (largely implemented this way
because it elegantly builds on `server.load_asset(MyAsset { .. })`
dependency tracking).
We should think hard about what our ideal API looks like (and if this is
a pattern we want to support). Not necessarily something we need to
solve in this PR. The current `on_loaded` impl should probably be
removed from this PR before merging.
## Clarifying Questions
### What about Assets as Entities?
This Bevy Asset V2 proposal implementation initially stored Assets as
ECS Entities. Instead of `AssetId<T>` + the `Assets<T>` resource it used
`Entity` as the asset id and Asset values were just ECS components.
There are plenty of compelling reasons to do this:
1. Easier to inline assets in Bevy Scenes (as they are "just" normal
entities + components)
2. More flexible queries: use the power of the ECS to filter assets (ex:
`Query<Mesh, With<Tree>>`).
3. Extensible. Users can add arbitrary component data to assets.
4. Things like "component visualization tools" work out of the box to
visualize asset data.
However Assets as Entities has a ton of caveats right now:
* We need to be able to allocate entity ids without a direct World
reference (aka rework id allocator in Entities ... i worked around this
in my prototypes by just pre allocating big chunks of entities)
* We want asset change events in addition to ECS change tracking ... how
do we populate them when mutations can come from anywhere? Do we use
Changed queries? This would require iterating over the change data for
all assets every frame. Is this acceptable or should we implement a new
"event based" component change detection option?
* Reconciling manually created assets with asset-system managed assets
has some nuance (ex: are they "loaded" / do they also have that
component metadata?)
* "how do we handle "static" / default entity handles" (ties in to the
Entity Indices discussion:
https://github.com/bevyengine/bevy/discussions/8319). This is necessary
for things like "built in" assets and default handles in things like
SpriteBundle.
* Storing asset information as a component makes it easy to "invalidate"
asset state by removing the component (or forcing modifications).
Ideally we have ways to lock this down (some combination of Rust type
privacy and ECS validation)
In practice, how we store and identify assets is a reasonably
superficial change (porting off of Assets as Entities and implementing
dedicated storage + ids took less than a day). So once we sort out the
remaining challenges the flip should be straightforward. Additionally, I
do still have "Assets as Entities" in my commit history, so we can reuse
that work. I personally think "assets as entities" is a good endgame,
but it also doesn't provide _significant_ value at the moment and it
certainly isn't ready yet with the current state of things.
### Why not Distill?
[Distill](https://github.com/amethyst/distill) is a high quality fully
featured asset system built in Rust. It is very natural to ask "why not
just use Distill?".
It is also worth calling out that for awhile, [we planned on adopting
Distill / I signed off on
it](https://github.com/bevyengine/bevy/issues/708).
However I think Bevy has a number of constraints that make Distill
adoption suboptimal:
* **Architectural Simplicity:**
* Distill's processor requires an in-memory database (lmdb) and RPC
networked API (using Cap'n Proto). Each of these introduces API
complexity that increases maintenance burden and "code grokability".
Ignoring tests, documentation, and examples, Distill has 24,237 lines of
Rust code (including generated code for RPC + database interactions). If
you ignore generated code, it has 11,499 lines.
* Bevy builds the AssetProcessor and AssetServer using pluggable
AssetReader/AssetWriter Rust traits with simple io interfaces. They do
not necessitate databases or RPC interfaces (although Readers/Writers
could use them if that is desired). Bevy Asset V2 (at the time of
writing this PR) is 5,384 lines of Rust code (ignoring tests,
documentation, and examples). Grain of salt: Distill does have more
features currently (ex: Asset Packing, GUIDS, remote-out-of-process
asset processor). I do plan to implement these features in Bevy Asset V2
and I personally highly doubt they will meaningfully close the 6115
lines-of-code gap.
* This complexity gap (which while illustrated by lines of code, is much
bigger than just that) is noteworthy to me. Bevy should be hackable and
there are pillars of Distill that are very hard to understand and
extend. This is a matter of opinion (and Bevy Asset V2 also has
complicated areas), but I think Bevy Asset V2 is much more approachable
for the average developer.
* Necessary disclaimer: counting lines of code is an extremely rough
complexity metric. Read the code and form your own opinions.
* **Optional Asset Processing:** Not all Bevy Apps (or Bevy App
developers) need / want asset preprocessing. Processing increases the
complexity of the development environment by introducing things like
meta files, imported asset storage, running processors in the
background, waiting for processing to finish, etc. Distill _requires_
preprocessing to work. With Bevy Asset V2 processing is fully opt-in.
The AssetServer isn't directly aware of asset processors at all.
AssetLoaders only care about converting bytes to runtime Assets ... they
don't know or care if the bytes were pre-processed or not. Processing is
"elegantly" (forgive my self-congratulatory phrasing) layered on top and
builds on the existing Asset system primitives.
* **Direct Filesystem Access to Processed Asset State:** Distill stores
processed assets in a database. This makes debugging / inspecting the
processed outputs harder (either requires special tooling to query the
database or they need to be "deployed" to be inspected). Bevy Asset V2,
on the other hand, stores processed assets in the filesystem (by default
... this is configurable). This makes interacting with the processed
state more natural. Note that both Godot and Unity's new asset system
store processed assets in the filesystem.
* **Portability**: Because Distill's processor uses lmdb and RPC
networking, it cannot be run on certain platforms (ex: lmdb is a
non-rust dependency that cannot run on the web, some platforms don't
support running network servers). Bevy should be able to process assets
everywhere (ex: run the Bevy Editor on the web, compile + process
shaders on mobile, etc). Distill does partially mitigate this problem by
supporting "streaming" assets via the RPC protocol, but this is not a
full solve from my perspective. And Bevy Asset V2 can (in theory) also
stream assets (without requiring RPC, although this isn't implemented
yet)
Note that I _do_ still think Distill would be a solid asset system for
Bevy. But I think the approach in this PR is a better solve for Bevy's
specific "asset system requirements".
### Doesn't async-fs just shim requests to "sync" `std::fs`? What is the
point?
"True async file io" has limited / spotty platform support. async-fs
(and the rust async ecosystem generally ... ex Tokio) currently use
async wrappers over std::fs that offload blocking requests to separate
threads. This may feel unsatisfying, but it _does_ still provide value
because it prevents our task pools from blocking on file system
operations (which would prevent progress when there are many tasks to
do, but all threads in a pool are currently blocking on file system
ops).
Additionally, using async APIs for our AssetReaders and AssetWriters
also provides value because we can later add support for "true async
file io" for platforms that support it. _And_ we can implement other
"true async io" asset backends (such as networked asset io).
## Draft TODO
- [x] Fill in missing filesystem event APIs: file removed event (which
is expressed as dangling RenameFrom events in some cases), file/folder
renamed event
- [x] Assets without loaders are not moved to the processed folder. This
breaks things like referenced `.bin` files for GLTFs. This should be
configurable per-non-asset-type.
- [x] Initial implementation of Reflect and FromReflect for Handle. The
"deserialization" parity bar is low here as this only worked with static
UUIDs in the old impl ... this is a non-trivial problem. Either we add a
Handle::AssetPath variant that gets "upgraded" to a strong handle on
scene load or we use a separate AssetRef type for Bevy scenes (which is
converted to a runtime Handle on load). This deserves its own discussion
in a different pr.
- [x] Populate read_asset_bytes hash when run by the processor (a bit of
a special case .. when run by the processor the processed meta will
contain the hash so we don't need to compute it on the spot, but we
don't want/need to read the meta when run by the main AssetServer)
- [x] Delay hot reloading: currently filesystem events are handled
immediately, which creates timing issues in some cases. For example hot
reloading images can sometimes break because the image isn't finished
writing. We should add a delay, likely similar to the [implementation in
this PR](https://github.com/bevyengine/bevy/pull/8503).
- [x] Port old platform-specific AssetIo implementations to the new
AssetReader interface (currently missing Android and web)
- [x] Resolve on_loaded unsafety (either by removing the API entirely or
removing the unsafe)
- [x] Runtime loader setting overrides
- [x] Remove remaining unwraps that should be error-handled. There are
number of TODOs here
- [x] Pretty AssetPath Display impl
- [x] Document more APIs
- [x] Resolve spurious "reloading because it has changed" events (to
repro run load_gltf with `processed_dev()`)
- [x] load_dependency hot reloading currently only works for processed
assets. If processing is disabled, load_dependency changes are not hot
reloaded.
- [x] Replace AssetInfo dependency load/fail counters with
`loading_dependencies: HashSet<UntypedAssetId>` to prevent reloads from
(potentially) breaking counters. Storing this will also enable
"dependency reloaded" events (see [Next Steps](#next-steps))
- [x] Re-add filesystem watcher cargo feature gate (currently it is not
optional)
- [ ] Migration Guide
- [ ] Changelog
## Followup TODO
- [ ] Replace "eager unchanged processed asset loading" behavior with
"don't returned unchanged processed asset until dependencies have been
checked".
- [ ] Add true `Ignore` AssetAction that does not copy the asset to the
imported_assets folder.
- [ ] Finish "live asset unloading" (ex: free up CPU asset memory after
uploading an image to the GPU), rethink RenderAssets, and port renderer
features. The `Assets` collection uses `Option<T>` for asset storage to
support its removal. (1) the Option might not actually be necessary ...
might be able to just remove from the collection entirely (2) need to
finalize removal apis
- [ ] Try replacing the "channel based" asset id recycling with
something a bit more efficient (ex: we might be able to use raw atomic
ints with some cleverness)
- [ ] Consider adding UUIDs to processed assets (scoped just to helping
identify moved assets ... not exposed to load queries ... see [Next
Steps](#next-steps))
- [ ] Store "last modified" source asset and meta timestamps in
processed meta files to enable skipping expensive hashing when the file
wasn't changed
- [ ] Fix "slow loop" handle drop fix
- [ ] Migrate to TypeName
- [x] Handle "loader preregistration". See #9429
## Next Steps
* **Configurable per-type defaults for AssetMeta**: It should be
possible to add configuration like "all png image meta should default to
using nearest sampling" (currently this hard-coded per-loader/processor
Settings::default() impls). Also see the "Folder Meta" bullet point.
* **Avoid Reprocessing on Asset Renames / Moves**: See the "canonical
asset ids" discussion in [Open Questions](#open-questions) and the
relevant bullet point in [Draft TODO](#draft-todo). Even without
canonical ids, folder renames could avoid reprocessing in some cases.
* **Multiple Asset Sources**: Expand AssetPath to support "asset source
names" and support multiple AssetReaders in the asset server (ex:
`webserver://some_path/image.png` backed by an Http webserver
AssetReader). The "default" asset reader would use normal
`some_path/image.png` paths. Ideally this works in combination with
multiple AssetWatchers for hot-reloading
* **Stable Type Names**: this pr removes the TypeUuid requirement from
assets in favor of `std::any::type_name`. This makes defining assets
easier (no need to generate a new uuid / use weird proc macro syntax).
It also makes reading meta files easier (because things have "friendly
names"). We also use type names for components in scene files. If they
are good enough for components, they are good enough for assets. And
consistency across Bevy pillars is desirable. However,
`std::any::type_name` is not guaranteed to be stable (although in
practice it is). We've developed a [stable type
path](https://github.com/bevyengine/bevy/pull/7184) to resolve this,
which should be adopted when it is ready.
* **Command Line Interface**: It should be possible to run the asset
processor in a separate process from the command line. This will also
require building a network-server-backed AssetReader to communicate
between the app and the processor. We've been planning to build a "bevy
cli" for awhile. This seems like a good excuse to build it.
* **Asset Packing**: This is largely an additive feature, so it made
sense to me to punt this until we've laid the foundations in this PR.
* **Per-Platform Processed Assets**: It should be possible to generate
assets for multiple platforms by supporting multiple "processor
profiles" per asset (ex: compress with format X on PC and Y on iOS). I
think there should probably be arbitrary "profiles" (which can be
separate from actual platforms), which are then assigned to a given
platform when generating the final asset distribution for that platform.
Ex: maybe devs want a "Mobile" profile that is shared between iOS and
Android. Or a "LowEnd" profile shared between web and mobile.
* **Versioning and Migrations**: Assets, Loaders, Savers, and Processors
need to have versions to determine if their schema is valid. If an asset
/ loader version is incompatible with the current version expected at
runtime, the processor should be able to migrate them. I think we should
try using Bevy Reflect for this, as it would allow us to load the old
version as a dynamic Reflect type without actually having the old Rust
type. It would also allow us to define "patches" to migrate between
versions (Bevy Reflect devs are currently working on patching). The
`.meta` file already has its own format version. Migrating that to new
versions should also be possible.
* **Real Copy-on-write AssetPaths**: Rust's actual Cow (clone-on-write
type) currently used by AssetPath can still result in String clones that
aren't actually necessary (cloning an Owned Cow clones the contents).
Bevy's asset system requires cloning AssetPaths in a number of places,
which result in actual clones of the internal Strings. This is not
efficient. AssetPath internals should be reworked to exhibit truer
cow-like-behavior that reduces String clones to the absolute minimum.
* **Consider processor-less processing**: In theory the AssetServer
could run processors "inline" even if the background AssetProcessor is
disabled. If we decide this is actually desirable, we could add this.
But I don't think its a priority in the short or medium term.
* **Pre-emptive dependency loading**: We could encode dependencies in
processed meta files, which could then be used by the Asset Server to
kick of dependency loads as early as possible (prior to starting the
actual asset load). Is this desirable? How much time would this save in
practice?
* **Optimize Processor With UntypedAssetIds**: The processor exclusively
uses AssetPath to identify assets currently. It might be possible to
swap these out for UntypedAssetIds in some places, which are smaller /
cheaper to hash and compare.
* **One to Many Asset Processing**: An asset source file that produces
many assets currently must be processed into a single "processed" asset
source. If labeled assets can be written separately they can each have
their own configured savers _and_ they could be loaded more granularly.
Definitely worth exploring!
* **Automatically Track "Runtime-only" Asset Dependencies**: Right now,
tracking "created at runtime" asset dependencies requires adding them
via `asset_server.load_asset(StandardMaterial::default())`. I think with
some cleverness we could also do this for
`materials.add(StandardMaterial::default())`, making tracking work
"everywhere". There are challenges here relating to change detection /
ensuring the server is made aware of dependency changes. This could be
expensive in some cases.
* **"Dependency Changed" events**: Some assets have runtime artifacts
that need to be re-generated when one of their dependencies change (ex:
regenerate a material's bind group when a Texture needs to change). We
are generating the dependency graph so we can definitely produce these
events. Buuuuut generating these events will have a cost / they could be
high frequency for some assets, so we might want this to be opt-in for
specific cases.
* **Investigate Storing More Information In Handles**: Handles can now
store arbitrary information, which makes it cheaper and easier to
access. How much should we move into them? Canonical asset load states
(via atomics)? (`handle.is_loaded()` would be very cool). Should we
store the entire asset and remove the `Assets<T>` collection?
(`Arc<RwLock<Option<Image>>>`?)
* **Support processing and loading files without extensions**: This is a
pretty arbitrary restriction and could be supported with very minimal
changes.
* **Folder Meta**: It would be nice if we could define per folder
processor configuration defaults (likely in a `.meta` or `.folder_meta`
file). Things like "default to linear filtering for all Images in this
folder".
* **Replace async_broadcast with event-listener?** This might be
approximately drop-in for some uses and it feels more light weight
* **Support Running the AssetProcessor on the Web**: Most of the hard
work is done here, but there are some easy straggling TODOs (make the
transaction log an interface instead of a direct file writer so we can
write a web storage backend, implement an AssetReader/AssetWriter that
reads/writes to something like LocalStorage).
* **Consider identifying and preventing circular dependencies**: This is
especially important for "processor dependencies", as processing will
silently never finish in these cases.
* **Built-in/Inlined Asset Hot Reloading**: This PR regresses
"built-in/inlined" asset hot reloading (previously provided by the
DebugAssetServer). I'm intentionally punting this because I think it can
be cleanly implemented with "multiple asset sources" by registering a
"debug asset source" (ex: `debug://bevy_pbr/src/render/pbr.wgsl` asset
paths) in combination with an AssetWatcher for that asset source and
support for "manually loading pats with asset bytes instead of
AssetReaders". The old DebugAssetServer was quite nasty and I'd love to
avoid that hackery going forward.
* **Investigate ways to remove double-parsing meta files**: Parsing meta
files currently involves parsing once with "minimal" versions of the
meta file to extract the type name of the loader/processor config, then
parsing again to parse the "full" meta. This is suboptimal. We should be
able to define custom deserializers that (1) assume the loader/processor
type name comes first (2) dynamically looks up the loader/processor
registrations to deserialize settings in-line (similar to components in
the bevy scene format). Another alternative: deserialize as dynamic
Reflect objects and then convert.
* **More runtime loading configuration**: Support using the Handle type
as a hint to select an asset loader (instead of relying on AssetPath
extensions)
* **More high level Processor trait implementations**: For example, it
might be worth adding support for arbitrary chains of "asset transforms"
that modify an in-memory asset representation between loading and
saving. (ex: load a Mesh, run a `subdivide_mesh` transform, followed by
a `flip_normals` transform, then save the mesh to an efficient
compressed format).
* **Bevy Scene Handle Deserialization**: (see the relevant [Draft TODO
item](#draft-todo) for context)
* **Explore High Level Load Interfaces**: See [this
discussion](#discuss-on_loaded-high-level-interface) for one prototype.
* **Asset Streaming**: It would be great if we could stream Assets (ex:
stream a long video file piece by piece)
* **ID Exchanging**: In this PR Asset Handles/AssetIds are bigger than
they need to be because they have a Uuid enum variant. If we implement
an "id exchanging" system that trades Uuids for "efficient runtime ids",
we can cut down on the size of AssetIds, making them more efficient.
This has some open design questions, such as how to spawn entities with
"default" handle values (as these wouldn't have access to the exchange
api in the current system).
* **Asset Path Fixup Tooling**: Assets that inline asset paths inside
them will break when an asset moves. The asset system provides the
functionality to detect when paths break. We should build a framework
that enables formats to define "path migrations". This is especially
important for scene files. For editor-generated files, we should also
consider using UUIDs (see other bullet point) to avoid the need to
migrate in these cases.
---------
Co-authored-by: BeastLe9enD <beastle9end@outlook.de>
Co-authored-by: Mike <mike.hsu@gmail.com>
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2023-09-07 02:07:27 +00:00
|
|
|
#[derive(Asset, Reflect, Clone, Debug, Default)]
|
2022-04-02 22:36:02 +00:00
|
|
|
pub struct AnimationClip {
|
AnimatedField and Rework Evaluators (#16484)
# Objective
Animating component fields requires too much boilerplate at the moment:
```rust
#[derive(Reflect)]
struct FontSizeProperty;
impl AnimatableProperty for FontSizeProperty {
type Component = TextFont;
type Property = f32;
fn get_mut(component: &mut Self::Component) -> Option<&mut Self::Property> {
Some(&mut component.font_size)
}
}
animation_clip.add_curve_to_target(
animation_target_id,
AnimatableKeyframeCurve::new(
[0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0]
.into_iter()
.zip([24.0, 80.0, 24.0, 80.0, 24.0, 80.0, 24.0]),
)
.map(AnimatableCurve::<FontSizeProperty, _>::from_curve)
.expect("should be able to build translation curve because we pass in valid samples"),
);
```
## Solution
This adds `AnimatedField` and an `animated_field!` macro, enabling the
following:
```rust
animation_clip.add_curve_to_target(
animation_target_id,
AnimatableCurve::new(
animated_field!(TextFont::font_size),
AnimatableKeyframeCurve::new(
[0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0]
.into_iter()
.zip([24.0, 80.0, 24.0, 80.0, 24.0, 80.0, 24.0]),
)
.expect(
"should be able to build translation curve because we pass in valid samples",
),
),
);
```
This required reworking the internals a bit, namely stripping out a lot
of the `Reflect` usage, as that implementation was fundamentally
incompatible with the `AnimatedField` pattern. `Reflect` was being used
in this context just to downcast traits. But we can get downcasting
behavior without the `Reflect` requirement by implementing `Downcast`
for `AnimationCurveEvaluator`.
This also reworks "evaluator identity" to support either a (Component /
Field) pair, or a TypeId. This allows properties to reuse evaluators,
even if they have different accessor methods. The "contract" here is
that for a given (Component / Field) pair, the accessor will return the
same value. Fields are identified by their Reflect-ed field index. The
(TypeId, usize) is prehashed and cached to optimize for lookup speed.
This removes the built-in hard-coded TranslationCurve / RotationCurve /
ScaleCurve in favor of AnimatableField.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-11-27 22:19:55 +00:00
|
|
|
// This field is ignored by reflection because AnimationCurves can contain things that are not reflect-able
|
|
|
|
#[reflect(ignore)]
|
Rework animation to be done in two phases. (#11707)
# Objective
Bevy's animation system currently does tree traversals based on `Name`
that aren't necessary. Not only do they require in unsafe code because
tree traversals are awkward with parallelism, but they are also somewhat
slow, brittle, and complex, which manifested itself as way too many
queries in #11670.
# Solution
Divide animation into two phases: animation *advancement* and animation
*evaluation*, which run after one another. *Advancement* operates on the
`AnimationPlayer` and sets the current animation time to match the game
time. *Evaluation* operates on all animation bones in the scene in
parallel and sets the transforms and/or morph weights based on the time
and the clip.
To do this, we introduce a new component, `AnimationTarget`, which the
asset loader places on every bone. It contains the ID of the entity
containing the `AnimationPlayer`, as well as a UUID that identifies
which bone in the animation the target corresponds to. In the case of
glTF, the UUID is derived from the full path name to the bone. The rule
that `AnimationTarget`s are descendants of the entity containing
`AnimationPlayer` is now just a convention, not a requirement; this
allows us to eliminate the unsafe code.
# Migration guide
* `AnimationClip` now uses UUIDs instead of hierarchical paths based on
the `Name` component to refer to bones. This has several consequences:
- A new component, `AnimationTarget`, should be placed on each bone that
you wish to animate, in order to specify its UUID and the associated
`AnimationPlayer`. The glTF loader automatically creates these
components as necessary, so most uses of glTF rigs shouldn't need to
change.
- Moving a bone around the tree, or renaming it, no longer prevents an
`AnimationPlayer` from affecting it.
- Dynamically changing the `AnimationPlayer` component will likely
require manual updating of the `AnimationTarget` components.
* Entities with `AnimationPlayer` components may now possess descendants
that also have `AnimationPlayer` components. They may not, however,
animate the same bones.
* As they aren't specific to `TypeId`s,
`bevy_reflect::utility::NoOpTypeIdHash` and
`bevy_reflect::utility::NoOpTypeIdHasher` have been renamed to
`bevy_reflect::utility::NoOpHash` and
`bevy_reflect::utility::NoOpHasher` respectively.
2024-02-19 14:59:54 +00:00
|
|
|
curves: AnimationCurves,
|
Add Support for Triggering Events via `AnimationEvent`s (#15538)
# Objective
Add support for events that can be triggered from animation clips. This
is useful when you need something to happen at a specific time in an
animation. For example, playing a sound every time a characters feet
hits the ground when walking.
Closes #15494
## Solution
Added a new field to `AnimationClip`: `events`, which contains a list of
`AnimationEvent`s. These are automatically triggered in
`animate_targets` and `trigger_untargeted_animation_events`.
## Testing
Added a couple of tests and example (`animation_events.rs`) to make sure
events are triggered when expected.
---
## Showcase
`Events` need to also implement `AnimationEvent` and `Reflect` to be
used with animations.
```rust
#[derive(Event, AnimationEvent, Reflect)]
struct SomeEvent;
```
Events can be added to an `AnimationClip` by specifying a time and
event.
```rust
// trigger an event after 1.0 second
animation_clip.add_event(1.0, SomeEvent);
```
And optionally, providing a target id.
```rust
let id = AnimationTargetId::from_iter(["shoulder", "arm", "hand"]);
animation_clip.add_event_to_target(id, 1.0, HandEvent);
```
I modified the `animated_fox` example to show off the feature.
![CleanShot 2024-10-05 at 02 41
57](https://github.com/user-attachments/assets/0bb47db7-24f9-4504-88f1-40e375b89b1b)
---------
Co-authored-by: Matty <weatherleymatthew@gmail.com>
Co-authored-by: Chris Biscardi <chris@christopherbiscardi.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
2024-10-06 10:03:05 +00:00
|
|
|
events: AnimationEvents,
|
2022-04-02 22:36:02 +00:00
|
|
|
duration: f32,
|
|
|
|
}
|
|
|
|
|
Add Support for Triggering Events via `AnimationEvent`s (#15538)
# Objective
Add support for events that can be triggered from animation clips. This
is useful when you need something to happen at a specific time in an
animation. For example, playing a sound every time a characters feet
hits the ground when walking.
Closes #15494
## Solution
Added a new field to `AnimationClip`: `events`, which contains a list of
`AnimationEvent`s. These are automatically triggered in
`animate_targets` and `trigger_untargeted_animation_events`.
## Testing
Added a couple of tests and example (`animation_events.rs`) to make sure
events are triggered when expected.
---
## Showcase
`Events` need to also implement `AnimationEvent` and `Reflect` to be
used with animations.
```rust
#[derive(Event, AnimationEvent, Reflect)]
struct SomeEvent;
```
Events can be added to an `AnimationClip` by specifying a time and
event.
```rust
// trigger an event after 1.0 second
animation_clip.add_event(1.0, SomeEvent);
```
And optionally, providing a target id.
```rust
let id = AnimationTargetId::from_iter(["shoulder", "arm", "hand"]);
animation_clip.add_event_to_target(id, 1.0, HandEvent);
```
I modified the `animated_fox` example to show off the feature.
![CleanShot 2024-10-05 at 02 41
57](https://github.com/user-attachments/assets/0bb47db7-24f9-4504-88f1-40e375b89b1b)
---------
Co-authored-by: Matty <weatherleymatthew@gmail.com>
Co-authored-by: Chris Biscardi <chris@christopherbiscardi.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
2024-10-06 10:03:05 +00:00
|
|
|
#[derive(Reflect, Debug, Clone)]
|
|
|
|
struct TimedAnimationEvent {
|
|
|
|
time: f32,
|
AnimationEvent -> Event and other improvements (#16440)
# Objective
Needing to derive `AnimationEvent` for `Event` is unnecessary, and the
trigger logic coupled to it feels like we're coupling "event producer"
logic with the event itself, which feels wrong. It also comes with a
bunch of complexity, which is again unnecessary. We can have the
flexibility of "custom animation event trigger logic" without this
coupling and complexity.
The current `animation_events` example is also needlessly complicated,
due to it needing to work around system ordering issues. The docs
describing it are also slightly wrong. We can make this all a non-issue
by solving the underlying ordering problem.
Related to this, we use the `bevy_animation::Animation` system set to
solve PostUpdate animation order-of-operations issues. If we move this
to bevy_app as part of our "core schedule", we can cut out needless
`bevy_animation` crate dependencies in these instances.
## Solution
- Remove `AnimationEvent`, the derive, and all other infrastructure
associated with it (such as the `bevy_animation/derive` crate)
- Replace all instances of `AnimationEvent` traits with `Event + Clone`
- Store and use functions for custom animation trigger logic (ex:
`clip.add_event_fn()`). For "normal" cases users dont need to think
about this and should use the simpler `clip.add_event()`
- Run the `Animation` system set _before_ updating text
- Move `bevy_animation::Animation` to `bevy_app::Animation`. Remove
unnecessary `bevy_animation` dependency from `bevy_ui`
- Adjust `animation_events` example to use the simpler `clip.add_event`
API, as the workarounds are no longer necessary
This is polishing work that will land in 0.15, and I think it is simple
enough and valuable enough to land in 0.15 with it, in the interest of
making the feature as compelling as possible.
2024-11-22 00:16:04 +00:00
|
|
|
event: AnimationEvent,
|
|
|
|
}
|
|
|
|
|
|
|
|
#[derive(Reflect, Debug, Clone)]
|
|
|
|
struct AnimationEvent {
|
|
|
|
#[reflect(ignore)]
|
|
|
|
trigger: AnimationEventFn,
|
|
|
|
}
|
|
|
|
|
|
|
|
impl AnimationEvent {
|
|
|
|
fn trigger(&self, commands: &mut Commands, entity: Entity, time: f32, weight: f32) {
|
|
|
|
(self.trigger.0)(commands, entity, time, weight);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
#[derive(Reflect, Clone)]
|
2024-11-22 13:14:15 +00:00
|
|
|
#[reflect(opaque)]
|
AnimationEvent -> Event and other improvements (#16440)
# Objective
Needing to derive `AnimationEvent` for `Event` is unnecessary, and the
trigger logic coupled to it feels like we're coupling "event producer"
logic with the event itself, which feels wrong. It also comes with a
bunch of complexity, which is again unnecessary. We can have the
flexibility of "custom animation event trigger logic" without this
coupling and complexity.
The current `animation_events` example is also needlessly complicated,
due to it needing to work around system ordering issues. The docs
describing it are also slightly wrong. We can make this all a non-issue
by solving the underlying ordering problem.
Related to this, we use the `bevy_animation::Animation` system set to
solve PostUpdate animation order-of-operations issues. If we move this
to bevy_app as part of our "core schedule", we can cut out needless
`bevy_animation` crate dependencies in these instances.
## Solution
- Remove `AnimationEvent`, the derive, and all other infrastructure
associated with it (such as the `bevy_animation/derive` crate)
- Replace all instances of `AnimationEvent` traits with `Event + Clone`
- Store and use functions for custom animation trigger logic (ex:
`clip.add_event_fn()`). For "normal" cases users dont need to think
about this and should use the simpler `clip.add_event()`
- Run the `Animation` system set _before_ updating text
- Move `bevy_animation::Animation` to `bevy_app::Animation`. Remove
unnecessary `bevy_animation` dependency from `bevy_ui`
- Adjust `animation_events` example to use the simpler `clip.add_event`
API, as the workarounds are no longer necessary
This is polishing work that will land in 0.15, and I think it is simple
enough and valuable enough to land in 0.15 with it, in the interest of
making the feature as compelling as possible.
2024-11-22 00:16:04 +00:00
|
|
|
struct AnimationEventFn(Arc<dyn Fn(&mut Commands, Entity, f32, f32) + Send + Sync>);
|
|
|
|
|
|
|
|
impl Default for AnimationEventFn {
|
|
|
|
fn default() -> Self {
|
|
|
|
Self(Arc::new(|_commands, _entity, _time, _weight| {}))
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
impl Debug for AnimationEventFn {
|
|
|
|
fn fmt(&self, f: &mut core::fmt::Formatter<'_>) -> core::fmt::Result {
|
|
|
|
f.debug_tuple("AnimationEventFn").finish()
|
|
|
|
}
|
Add Support for Triggering Events via `AnimationEvent`s (#15538)
# Objective
Add support for events that can be triggered from animation clips. This
is useful when you need something to happen at a specific time in an
animation. For example, playing a sound every time a characters feet
hits the ground when walking.
Closes #15494
## Solution
Added a new field to `AnimationClip`: `events`, which contains a list of
`AnimationEvent`s. These are automatically triggered in
`animate_targets` and `trigger_untargeted_animation_events`.
## Testing
Added a couple of tests and example (`animation_events.rs`) to make sure
events are triggered when expected.
---
## Showcase
`Events` need to also implement `AnimationEvent` and `Reflect` to be
used with animations.
```rust
#[derive(Event, AnimationEvent, Reflect)]
struct SomeEvent;
```
Events can be added to an `AnimationClip` by specifying a time and
event.
```rust
// trigger an event after 1.0 second
animation_clip.add_event(1.0, SomeEvent);
```
And optionally, providing a target id.
```rust
let id = AnimationTargetId::from_iter(["shoulder", "arm", "hand"]);
animation_clip.add_event_to_target(id, 1.0, HandEvent);
```
I modified the `animated_fox` example to show off the feature.
![CleanShot 2024-10-05 at 02 41
57](https://github.com/user-attachments/assets/0bb47db7-24f9-4504-88f1-40e375b89b1b)
---------
Co-authored-by: Matty <weatherleymatthew@gmail.com>
Co-authored-by: Chris Biscardi <chris@christopherbiscardi.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
2024-10-06 10:03:05 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
#[derive(Reflect, Debug, PartialEq, Eq, PartialOrd, Ord, Hash, Clone)]
|
|
|
|
enum AnimationEventTarget {
|
|
|
|
Root,
|
|
|
|
Node(AnimationTargetId),
|
|
|
|
}
|
|
|
|
|
|
|
|
type AnimationEvents = HashMap<AnimationEventTarget, Vec<TimedAnimationEvent>>;
|
|
|
|
|
Rework animation to be done in two phases. (#11707)
# Objective
Bevy's animation system currently does tree traversals based on `Name`
that aren't necessary. Not only do they require in unsafe code because
tree traversals are awkward with parallelism, but they are also somewhat
slow, brittle, and complex, which manifested itself as way too many
queries in #11670.
# Solution
Divide animation into two phases: animation *advancement* and animation
*evaluation*, which run after one another. *Advancement* operates on the
`AnimationPlayer` and sets the current animation time to match the game
time. *Evaluation* operates on all animation bones in the scene in
parallel and sets the transforms and/or morph weights based on the time
and the clip.
To do this, we introduce a new component, `AnimationTarget`, which the
asset loader places on every bone. It contains the ID of the entity
containing the `AnimationPlayer`, as well as a UUID that identifies
which bone in the animation the target corresponds to. In the case of
glTF, the UUID is derived from the full path name to the bone. The rule
that `AnimationTarget`s are descendants of the entity containing
`AnimationPlayer` is now just a convention, not a requirement; this
allows us to eliminate the unsafe code.
# Migration guide
* `AnimationClip` now uses UUIDs instead of hierarchical paths based on
the `Name` component to refer to bones. This has several consequences:
- A new component, `AnimationTarget`, should be placed on each bone that
you wish to animate, in order to specify its UUID and the associated
`AnimationPlayer`. The glTF loader automatically creates these
components as necessary, so most uses of glTF rigs shouldn't need to
change.
- Moving a bone around the tree, or renaming it, no longer prevents an
`AnimationPlayer` from affecting it.
- Dynamically changing the `AnimationPlayer` component will likely
require manual updating of the `AnimationTarget` components.
* Entities with `AnimationPlayer` components may now possess descendants
that also have `AnimationPlayer` components. They may not, however,
animate the same bones.
* As they aren't specific to `TypeId`s,
`bevy_reflect::utility::NoOpTypeIdHash` and
`bevy_reflect::utility::NoOpTypeIdHasher` have been renamed to
`bevy_reflect::utility::NoOpHash` and
`bevy_reflect::utility::NoOpHasher` respectively.
2024-02-19 14:59:54 +00:00
|
|
|
/// A mapping from [`AnimationTargetId`] (e.g. bone in a skinned mesh) to the
|
|
|
|
/// animation curves.
|
|
|
|
pub type AnimationCurves = HashMap<AnimationTargetId, Vec<VariableCurve>, NoOpHash>;
|
|
|
|
|
|
|
|
/// A unique [UUID] for an animation target (e.g. bone in a skinned mesh).
|
|
|
|
///
|
|
|
|
/// The [`AnimationClip`] asset and the [`AnimationTarget`] component both use
|
|
|
|
/// this to refer to targets (e.g. bones in a skinned mesh) to be animated.
|
|
|
|
///
|
|
|
|
/// When importing an armature or an animation clip, asset loaders typically use
|
|
|
|
/// the full path name from the armature to the bone to generate these UUIDs.
|
|
|
|
/// The ID is unique to the full path name and based only on the names. So, for
|
|
|
|
/// example, any imported armature with a bone at the root named `Hips` will
|
|
|
|
/// assign the same [`AnimationTargetId`] to its root bone. Likewise, any
|
|
|
|
/// imported animation clip that animates a root bone named `Hips` will
|
|
|
|
/// reference the same [`AnimationTargetId`]. Any animation is playable on any
|
|
|
|
/// armature as long as the bone names match, which allows for easy animation
|
|
|
|
/// retargeting.
|
|
|
|
///
|
|
|
|
/// Note that asset loaders generally use the *full* path name to generate the
|
|
|
|
/// [`AnimationTargetId`]. Thus a bone named `Chest` directly connected to a
|
|
|
|
/// bone named `Hips` will have a different ID from a bone named `Chest` that's
|
|
|
|
/// connected to a bone named `Stomach`.
|
|
|
|
///
|
|
|
|
/// [UUID]: https://en.wikipedia.org/wiki/Universally_unique_identifier
|
Implement animation masks, allowing fine control of the targets that animations affect. (#15013)
This commit adds support for *masks* to the animation graph. A mask is a
set of animation targets (bones) that neither a node nor its descendants
are allowed to animate. Animation targets can be assigned one or more
*mask group*s, which are specific to a single graph. If a node masks out
any mask group that an animation target belongs to, animation curves for
that target will be ignored during evaluation.
The canonical use case for masks is to support characters holding
objects. Typically, character animations will contain hand animations in
the case that the character's hand is empty. (For example, running
animations may close a character's fingers into a fist.) However, when
the character is holding an object, the animation must be altered so
that the hand grips the object.
Bevy currently has no convenient way to handle this. The only workaround
that I can see is to have entirely separate animation clips for
characters' hands and bodies and keep them in sync, which is burdensome
and doesn't match artists' expectations from other engines, which all
effectively have support for masks. However, with mask group support,
this task is simple. We assign each hand to a mask group and parent all
character animations to a node. When a character grasps an object in
hand, we position the fingers as appropriate and then enable the mask
group for that hand in that node. This allows the character's animations
to run normally, while the object remains correctly attached to the
hand.
Note that even with this PR, we won't have support for running separate
animations for a character's hand and the rest of the character. This is
because we're missing additive blending: there's no way to combine the
two masked animations together properly. I intend that to be a follow-up
PR.
The major engines all have support for masks, though the workflow varies
from engine to engine:
* Unity has support for masks [essentially as implemented here], though
with layers instead of a tree. However, when using the Mecanim
("Humanoid") feature, precise control over bones is lost in favor of
predefined muscle groups.
* Unreal has a feature named [*layered blend per bone*]. This allows for
separate blend weights for different bones, effectively achieving masks.
I believe that the combination of blend nodes and masks make Bevy's
animation graph as expressible as that of Unreal, once we have support
for additive blending, though you may have to use more nodes than you
would in Unreal. Moreover, separating out the concepts of "blend weight"
and "which bones this node applies to" seems like a cleaner design than
what Unreal has.
* Godot's `AnimationTree` has the notion of [*blend filters*], which are
essentially the same as masks as implemented in this PR.
Additionally, this patch fixes a bug with weight evaluation whereby
weights weren't properly propagated down to grandchildren, because the
weight evaluation for a node only checked its parent's weight, not its
evaluated weight. I considered submitting this as a separate PR, but
given that this PR refactors that code entirely to support masks and
weights under a unified "evaluated node" concept, I simply included the
fix here.
A new example, `animation_masks`, has been added. It demonstrates how to
toggle masks on and off for specific portions of a skin.
This is part of #14395, but I'm going to defer closing that issue until
we have additive blending.
[essentially as implemented here]:
https://docs.unity3d.com/560/Documentation/Manual/class-AvatarMask.html
[*layered blend per bone*]:
https://dev.epicgames.com/documentation/en-us/unreal-engine/using-layered-animations-in-unreal-engine
[*blend filters*]:
https://docs.godotengine.org/en/stable/tutorials/animation/animation_tree.html
## Migration Guide
* The serialized format of animation graphs has changed with the
addition of animation masks. To upgrade animation graph RON files, add
`mask` and `mask_groups` fields as appropriate. (They can be safely set
to zero.)
2024-09-02 17:10:34 +00:00
|
|
|
#[derive(Clone, Copy, PartialEq, Eq, PartialOrd, Ord, Reflect, Debug, Serialize, Deserialize)]
|
Rework animation to be done in two phases. (#11707)
# Objective
Bevy's animation system currently does tree traversals based on `Name`
that aren't necessary. Not only do they require in unsafe code because
tree traversals are awkward with parallelism, but they are also somewhat
slow, brittle, and complex, which manifested itself as way too many
queries in #11670.
# Solution
Divide animation into two phases: animation *advancement* and animation
*evaluation*, which run after one another. *Advancement* operates on the
`AnimationPlayer` and sets the current animation time to match the game
time. *Evaluation* operates on all animation bones in the scene in
parallel and sets the transforms and/or morph weights based on the time
and the clip.
To do this, we introduce a new component, `AnimationTarget`, which the
asset loader places on every bone. It contains the ID of the entity
containing the `AnimationPlayer`, as well as a UUID that identifies
which bone in the animation the target corresponds to. In the case of
glTF, the UUID is derived from the full path name to the bone. The rule
that `AnimationTarget`s are descendants of the entity containing
`AnimationPlayer` is now just a convention, not a requirement; this
allows us to eliminate the unsafe code.
# Migration guide
* `AnimationClip` now uses UUIDs instead of hierarchical paths based on
the `Name` component to refer to bones. This has several consequences:
- A new component, `AnimationTarget`, should be placed on each bone that
you wish to animate, in order to specify its UUID and the associated
`AnimationPlayer`. The glTF loader automatically creates these
components as necessary, so most uses of glTF rigs shouldn't need to
change.
- Moving a bone around the tree, or renaming it, no longer prevents an
`AnimationPlayer` from affecting it.
- Dynamically changing the `AnimationPlayer` component will likely
require manual updating of the `AnimationTarget` components.
* Entities with `AnimationPlayer` components may now possess descendants
that also have `AnimationPlayer` components. They may not, however,
animate the same bones.
* As they aren't specific to `TypeId`s,
`bevy_reflect::utility::NoOpTypeIdHash` and
`bevy_reflect::utility::NoOpTypeIdHasher` have been renamed to
`bevy_reflect::utility::NoOpHash` and
`bevy_reflect::utility::NoOpHasher` respectively.
2024-02-19 14:59:54 +00:00
|
|
|
pub struct AnimationTargetId(pub Uuid);
|
|
|
|
|
|
|
|
impl Hash for AnimationTargetId {
|
|
|
|
fn hash<H: Hasher>(&self, state: &mut H) {
|
|
|
|
let (hi, lo) = self.0.as_u64_pair();
|
|
|
|
state.write_u64(hi ^ lo);
|
2022-04-02 22:36:02 +00:00
|
|
|
}
|
Rework animation to be done in two phases. (#11707)
# Objective
Bevy's animation system currently does tree traversals based on `Name`
that aren't necessary. Not only do they require in unsafe code because
tree traversals are awkward with parallelism, but they are also somewhat
slow, brittle, and complex, which manifested itself as way too many
queries in #11670.
# Solution
Divide animation into two phases: animation *advancement* and animation
*evaluation*, which run after one another. *Advancement* operates on the
`AnimationPlayer` and sets the current animation time to match the game
time. *Evaluation* operates on all animation bones in the scene in
parallel and sets the transforms and/or morph weights based on the time
and the clip.
To do this, we introduce a new component, `AnimationTarget`, which the
asset loader places on every bone. It contains the ID of the entity
containing the `AnimationPlayer`, as well as a UUID that identifies
which bone in the animation the target corresponds to. In the case of
glTF, the UUID is derived from the full path name to the bone. The rule
that `AnimationTarget`s are descendants of the entity containing
`AnimationPlayer` is now just a convention, not a requirement; this
allows us to eliminate the unsafe code.
# Migration guide
* `AnimationClip` now uses UUIDs instead of hierarchical paths based on
the `Name` component to refer to bones. This has several consequences:
- A new component, `AnimationTarget`, should be placed on each bone that
you wish to animate, in order to specify its UUID and the associated
`AnimationPlayer`. The glTF loader automatically creates these
components as necessary, so most uses of glTF rigs shouldn't need to
change.
- Moving a bone around the tree, or renaming it, no longer prevents an
`AnimationPlayer` from affecting it.
- Dynamically changing the `AnimationPlayer` component will likely
require manual updating of the `AnimationTarget` components.
* Entities with `AnimationPlayer` components may now possess descendants
that also have `AnimationPlayer` components. They may not, however,
animate the same bones.
* As they aren't specific to `TypeId`s,
`bevy_reflect::utility::NoOpTypeIdHash` and
`bevy_reflect::utility::NoOpTypeIdHasher` have been renamed to
`bevy_reflect::utility::NoOpHash` and
`bevy_reflect::utility::NoOpHasher` respectively.
2024-02-19 14:59:54 +00:00
|
|
|
}
|
2022-04-02 22:36:02 +00:00
|
|
|
|
Rework animation to be done in two phases. (#11707)
# Objective
Bevy's animation system currently does tree traversals based on `Name`
that aren't necessary. Not only do they require in unsafe code because
tree traversals are awkward with parallelism, but they are also somewhat
slow, brittle, and complex, which manifested itself as way too many
queries in #11670.
# Solution
Divide animation into two phases: animation *advancement* and animation
*evaluation*, which run after one another. *Advancement* operates on the
`AnimationPlayer` and sets the current animation time to match the game
time. *Evaluation* operates on all animation bones in the scene in
parallel and sets the transforms and/or morph weights based on the time
and the clip.
To do this, we introduce a new component, `AnimationTarget`, which the
asset loader places on every bone. It contains the ID of the entity
containing the `AnimationPlayer`, as well as a UUID that identifies
which bone in the animation the target corresponds to. In the case of
glTF, the UUID is derived from the full path name to the bone. The rule
that `AnimationTarget`s are descendants of the entity containing
`AnimationPlayer` is now just a convention, not a requirement; this
allows us to eliminate the unsafe code.
# Migration guide
* `AnimationClip` now uses UUIDs instead of hierarchical paths based on
the `Name` component to refer to bones. This has several consequences:
- A new component, `AnimationTarget`, should be placed on each bone that
you wish to animate, in order to specify its UUID and the associated
`AnimationPlayer`. The glTF loader automatically creates these
components as necessary, so most uses of glTF rigs shouldn't need to
change.
- Moving a bone around the tree, or renaming it, no longer prevents an
`AnimationPlayer` from affecting it.
- Dynamically changing the `AnimationPlayer` component will likely
require manual updating of the `AnimationTarget` components.
* Entities with `AnimationPlayer` components may now possess descendants
that also have `AnimationPlayer` components. They may not, however,
animate the same bones.
* As they aren't specific to `TypeId`s,
`bevy_reflect::utility::NoOpTypeIdHash` and
`bevy_reflect::utility::NoOpTypeIdHasher` have been renamed to
`bevy_reflect::utility::NoOpHash` and
`bevy_reflect::utility::NoOpHasher` respectively.
2024-02-19 14:59:54 +00:00
|
|
|
/// An entity that can be animated by an [`AnimationPlayer`].
|
|
|
|
///
|
|
|
|
/// These are frequently referred to as *bones* or *joints*, because they often
|
|
|
|
/// refer to individually-animatable parts of an armature.
|
|
|
|
///
|
|
|
|
/// Asset loaders for armatures are responsible for adding these as necessary.
|
|
|
|
/// Typically, they're generated from hashed versions of the entire name path
|
|
|
|
/// from the root of the armature to the bone. See the [`AnimationTargetId`]
|
|
|
|
/// documentation for more details.
|
|
|
|
///
|
|
|
|
/// By convention, asset loaders add [`AnimationTarget`] components to the
|
|
|
|
/// descendants of an [`AnimationPlayer`], as well as to the [`AnimationPlayer`]
|
|
|
|
/// entity itself, but Bevy doesn't require this in any way. So, for example,
|
|
|
|
/// it's entirely possible for an [`AnimationPlayer`] to animate a target that
|
|
|
|
/// it isn't an ancestor of. If you add a new bone to or delete a bone from an
|
|
|
|
/// armature at runtime, you may want to update the [`AnimationTarget`]
|
|
|
|
/// component as appropriate, as Bevy won't do this automatically.
|
|
|
|
///
|
|
|
|
/// Note that each entity can only be animated by one animation player at a
|
|
|
|
/// time. However, you can change [`AnimationTarget`]'s `player` property at
|
|
|
|
/// runtime to change which player is responsible for animating the entity.
|
2024-09-30 17:32:03 +00:00
|
|
|
#[derive(Clone, Copy, Component, Reflect, VisitEntities, VisitEntitiesMut)]
|
|
|
|
#[reflect(Component, MapEntities, VisitEntities, VisitEntitiesMut)]
|
Rework animation to be done in two phases. (#11707)
# Objective
Bevy's animation system currently does tree traversals based on `Name`
that aren't necessary. Not only do they require in unsafe code because
tree traversals are awkward with parallelism, but they are also somewhat
slow, brittle, and complex, which manifested itself as way too many
queries in #11670.
# Solution
Divide animation into two phases: animation *advancement* and animation
*evaluation*, which run after one another. *Advancement* operates on the
`AnimationPlayer` and sets the current animation time to match the game
time. *Evaluation* operates on all animation bones in the scene in
parallel and sets the transforms and/or morph weights based on the time
and the clip.
To do this, we introduce a new component, `AnimationTarget`, which the
asset loader places on every bone. It contains the ID of the entity
containing the `AnimationPlayer`, as well as a UUID that identifies
which bone in the animation the target corresponds to. In the case of
glTF, the UUID is derived from the full path name to the bone. The rule
that `AnimationTarget`s are descendants of the entity containing
`AnimationPlayer` is now just a convention, not a requirement; this
allows us to eliminate the unsafe code.
# Migration guide
* `AnimationClip` now uses UUIDs instead of hierarchical paths based on
the `Name` component to refer to bones. This has several consequences:
- A new component, `AnimationTarget`, should be placed on each bone that
you wish to animate, in order to specify its UUID and the associated
`AnimationPlayer`. The glTF loader automatically creates these
components as necessary, so most uses of glTF rigs shouldn't need to
change.
- Moving a bone around the tree, or renaming it, no longer prevents an
`AnimationPlayer` from affecting it.
- Dynamically changing the `AnimationPlayer` component will likely
require manual updating of the `AnimationTarget` components.
* Entities with `AnimationPlayer` components may now possess descendants
that also have `AnimationPlayer` components. They may not, however,
animate the same bones.
* As they aren't specific to `TypeId`s,
`bevy_reflect::utility::NoOpTypeIdHash` and
`bevy_reflect::utility::NoOpTypeIdHasher` have been renamed to
`bevy_reflect::utility::NoOpHash` and
`bevy_reflect::utility::NoOpHasher` respectively.
2024-02-19 14:59:54 +00:00
|
|
|
pub struct AnimationTarget {
|
|
|
|
/// The ID of this animation target.
|
2023-01-04 20:43:39 +00:00
|
|
|
///
|
Rework animation to be done in two phases. (#11707)
# Objective
Bevy's animation system currently does tree traversals based on `Name`
that aren't necessary. Not only do they require in unsafe code because
tree traversals are awkward with parallelism, but they are also somewhat
slow, brittle, and complex, which manifested itself as way too many
queries in #11670.
# Solution
Divide animation into two phases: animation *advancement* and animation
*evaluation*, which run after one another. *Advancement* operates on the
`AnimationPlayer` and sets the current animation time to match the game
time. *Evaluation* operates on all animation bones in the scene in
parallel and sets the transforms and/or morph weights based on the time
and the clip.
To do this, we introduce a new component, `AnimationTarget`, which the
asset loader places on every bone. It contains the ID of the entity
containing the `AnimationPlayer`, as well as a UUID that identifies
which bone in the animation the target corresponds to. In the case of
glTF, the UUID is derived from the full path name to the bone. The rule
that `AnimationTarget`s are descendants of the entity containing
`AnimationPlayer` is now just a convention, not a requirement; this
allows us to eliminate the unsafe code.
# Migration guide
* `AnimationClip` now uses UUIDs instead of hierarchical paths based on
the `Name` component to refer to bones. This has several consequences:
- A new component, `AnimationTarget`, should be placed on each bone that
you wish to animate, in order to specify its UUID and the associated
`AnimationPlayer`. The glTF loader automatically creates these
components as necessary, so most uses of glTF rigs shouldn't need to
change.
- Moving a bone around the tree, or renaming it, no longer prevents an
`AnimationPlayer` from affecting it.
- Dynamically changing the `AnimationPlayer` component will likely
require manual updating of the `AnimationTarget` components.
* Entities with `AnimationPlayer` components may now possess descendants
that also have `AnimationPlayer` components. They may not, however,
animate the same bones.
* As they aren't specific to `TypeId`s,
`bevy_reflect::utility::NoOpTypeIdHash` and
`bevy_reflect::utility::NoOpTypeIdHasher` have been renamed to
`bevy_reflect::utility::NoOpHash` and
`bevy_reflect::utility::NoOpHasher` respectively.
2024-02-19 14:59:54 +00:00
|
|
|
/// Typically, this is derived from the path.
|
2024-09-30 17:32:03 +00:00
|
|
|
#[visit_entities(ignore)]
|
Rework animation to be done in two phases. (#11707)
# Objective
Bevy's animation system currently does tree traversals based on `Name`
that aren't necessary. Not only do they require in unsafe code because
tree traversals are awkward with parallelism, but they are also somewhat
slow, brittle, and complex, which manifested itself as way too many
queries in #11670.
# Solution
Divide animation into two phases: animation *advancement* and animation
*evaluation*, which run after one another. *Advancement* operates on the
`AnimationPlayer` and sets the current animation time to match the game
time. *Evaluation* operates on all animation bones in the scene in
parallel and sets the transforms and/or morph weights based on the time
and the clip.
To do this, we introduce a new component, `AnimationTarget`, which the
asset loader places on every bone. It contains the ID of the entity
containing the `AnimationPlayer`, as well as a UUID that identifies
which bone in the animation the target corresponds to. In the case of
glTF, the UUID is derived from the full path name to the bone. The rule
that `AnimationTarget`s are descendants of the entity containing
`AnimationPlayer` is now just a convention, not a requirement; this
allows us to eliminate the unsafe code.
# Migration guide
* `AnimationClip` now uses UUIDs instead of hierarchical paths based on
the `Name` component to refer to bones. This has several consequences:
- A new component, `AnimationTarget`, should be placed on each bone that
you wish to animate, in order to specify its UUID and the associated
`AnimationPlayer`. The glTF loader automatically creates these
components as necessary, so most uses of glTF rigs shouldn't need to
change.
- Moving a bone around the tree, or renaming it, no longer prevents an
`AnimationPlayer` from affecting it.
- Dynamically changing the `AnimationPlayer` component will likely
require manual updating of the `AnimationTarget` components.
* Entities with `AnimationPlayer` components may now possess descendants
that also have `AnimationPlayer` components. They may not, however,
animate the same bones.
* As they aren't specific to `TypeId`s,
`bevy_reflect::utility::NoOpTypeIdHash` and
`bevy_reflect::utility::NoOpTypeIdHasher` have been renamed to
`bevy_reflect::utility::NoOpHash` and
`bevy_reflect::utility::NoOpHasher` respectively.
2024-02-19 14:59:54 +00:00
|
|
|
pub id: AnimationTargetId,
|
|
|
|
|
|
|
|
/// The entity containing the [`AnimationPlayer`].
|
|
|
|
pub player: Entity,
|
|
|
|
}
|
|
|
|
|
|
|
|
impl AnimationClip {
|
2023-01-04 20:43:39 +00:00
|
|
|
#[inline]
|
Rework animation to be done in two phases. (#11707)
# Objective
Bevy's animation system currently does tree traversals based on `Name`
that aren't necessary. Not only do they require in unsafe code because
tree traversals are awkward with parallelism, but they are also somewhat
slow, brittle, and complex, which manifested itself as way too many
queries in #11670.
# Solution
Divide animation into two phases: animation *advancement* and animation
*evaluation*, which run after one another. *Advancement* operates on the
`AnimationPlayer` and sets the current animation time to match the game
time. *Evaluation* operates on all animation bones in the scene in
parallel and sets the transforms and/or morph weights based on the time
and the clip.
To do this, we introduce a new component, `AnimationTarget`, which the
asset loader places on every bone. It contains the ID of the entity
containing the `AnimationPlayer`, as well as a UUID that identifies
which bone in the animation the target corresponds to. In the case of
glTF, the UUID is derived from the full path name to the bone. The rule
that `AnimationTarget`s are descendants of the entity containing
`AnimationPlayer` is now just a convention, not a requirement; this
allows us to eliminate the unsafe code.
# Migration guide
* `AnimationClip` now uses UUIDs instead of hierarchical paths based on
the `Name` component to refer to bones. This has several consequences:
- A new component, `AnimationTarget`, should be placed on each bone that
you wish to animate, in order to specify its UUID and the associated
`AnimationPlayer`. The glTF loader automatically creates these
components as necessary, so most uses of glTF rigs shouldn't need to
change.
- Moving a bone around the tree, or renaming it, no longer prevents an
`AnimationPlayer` from affecting it.
- Dynamically changing the `AnimationPlayer` component will likely
require manual updating of the `AnimationTarget` components.
* Entities with `AnimationPlayer` components may now possess descendants
that also have `AnimationPlayer` components. They may not, however,
animate the same bones.
* As they aren't specific to `TypeId`s,
`bevy_reflect::utility::NoOpTypeIdHash` and
`bevy_reflect::utility::NoOpTypeIdHasher` have been renamed to
`bevy_reflect::utility::NoOpHash` and
`bevy_reflect::utility::NoOpHasher` respectively.
2024-02-19 14:59:54 +00:00
|
|
|
/// [`VariableCurve`]s for each animation target. Indexed by the [`AnimationTargetId`].
|
|
|
|
pub fn curves(&self) -> &AnimationCurves {
|
|
|
|
&self.curves
|
2023-01-04 20:43:39 +00:00
|
|
|
}
|
|
|
|
|
2024-04-23 14:58:08 +00:00
|
|
|
#[inline]
|
|
|
|
/// Get mutable references of [`VariableCurve`]s for each animation target. Indexed by the [`AnimationTargetId`].
|
|
|
|
pub fn curves_mut(&mut self) -> &mut AnimationCurves {
|
|
|
|
&mut self.curves
|
|
|
|
}
|
|
|
|
|
Rework animation to be done in two phases. (#11707)
# Objective
Bevy's animation system currently does tree traversals based on `Name`
that aren't necessary. Not only do they require in unsafe code because
tree traversals are awkward with parallelism, but they are also somewhat
slow, brittle, and complex, which manifested itself as way too many
queries in #11670.
# Solution
Divide animation into two phases: animation *advancement* and animation
*evaluation*, which run after one another. *Advancement* operates on the
`AnimationPlayer` and sets the current animation time to match the game
time. *Evaluation* operates on all animation bones in the scene in
parallel and sets the transforms and/or morph weights based on the time
and the clip.
To do this, we introduce a new component, `AnimationTarget`, which the
asset loader places on every bone. It contains the ID of the entity
containing the `AnimationPlayer`, as well as a UUID that identifies
which bone in the animation the target corresponds to. In the case of
glTF, the UUID is derived from the full path name to the bone. The rule
that `AnimationTarget`s are descendants of the entity containing
`AnimationPlayer` is now just a convention, not a requirement; this
allows us to eliminate the unsafe code.
# Migration guide
* `AnimationClip` now uses UUIDs instead of hierarchical paths based on
the `Name` component to refer to bones. This has several consequences:
- A new component, `AnimationTarget`, should be placed on each bone that
you wish to animate, in order to specify its UUID and the associated
`AnimationPlayer`. The glTF loader automatically creates these
components as necessary, so most uses of glTF rigs shouldn't need to
change.
- Moving a bone around the tree, or renaming it, no longer prevents an
`AnimationPlayer` from affecting it.
- Dynamically changing the `AnimationPlayer` component will likely
require manual updating of the `AnimationTarget` components.
* Entities with `AnimationPlayer` components may now possess descendants
that also have `AnimationPlayer` components. They may not, however,
animate the same bones.
* As they aren't specific to `TypeId`s,
`bevy_reflect::utility::NoOpTypeIdHash` and
`bevy_reflect::utility::NoOpTypeIdHasher` have been renamed to
`bevy_reflect::utility::NoOpHash` and
`bevy_reflect::utility::NoOpHasher` respectively.
2024-02-19 14:59:54 +00:00
|
|
|
/// Gets the curves for a single animation target.
|
2023-01-04 20:43:39 +00:00
|
|
|
///
|
Rework animation to be done in two phases. (#11707)
# Objective
Bevy's animation system currently does tree traversals based on `Name`
that aren't necessary. Not only do they require in unsafe code because
tree traversals are awkward with parallelism, but they are also somewhat
slow, brittle, and complex, which manifested itself as way too many
queries in #11670.
# Solution
Divide animation into two phases: animation *advancement* and animation
*evaluation*, which run after one another. *Advancement* operates on the
`AnimationPlayer` and sets the current animation time to match the game
time. *Evaluation* operates on all animation bones in the scene in
parallel and sets the transforms and/or morph weights based on the time
and the clip.
To do this, we introduce a new component, `AnimationTarget`, which the
asset loader places on every bone. It contains the ID of the entity
containing the `AnimationPlayer`, as well as a UUID that identifies
which bone in the animation the target corresponds to. In the case of
glTF, the UUID is derived from the full path name to the bone. The rule
that `AnimationTarget`s are descendants of the entity containing
`AnimationPlayer` is now just a convention, not a requirement; this
allows us to eliminate the unsafe code.
# Migration guide
* `AnimationClip` now uses UUIDs instead of hierarchical paths based on
the `Name` component to refer to bones. This has several consequences:
- A new component, `AnimationTarget`, should be placed on each bone that
you wish to animate, in order to specify its UUID and the associated
`AnimationPlayer`. The glTF loader automatically creates these
components as necessary, so most uses of glTF rigs shouldn't need to
change.
- Moving a bone around the tree, or renaming it, no longer prevents an
`AnimationPlayer` from affecting it.
- Dynamically changing the `AnimationPlayer` component will likely
require manual updating of the `AnimationTarget` components.
* Entities with `AnimationPlayer` components may now possess descendants
that also have `AnimationPlayer` components. They may not, however,
animate the same bones.
* As they aren't specific to `TypeId`s,
`bevy_reflect::utility::NoOpTypeIdHash` and
`bevy_reflect::utility::NoOpTypeIdHasher` have been renamed to
`bevy_reflect::utility::NoOpHash` and
`bevy_reflect::utility::NoOpHasher` respectively.
2024-02-19 14:59:54 +00:00
|
|
|
/// Returns `None` if this clip doesn't animate the target.
|
2023-01-04 20:43:39 +00:00
|
|
|
#[inline]
|
Rework animation to be done in two phases. (#11707)
# Objective
Bevy's animation system currently does tree traversals based on `Name`
that aren't necessary. Not only do they require in unsafe code because
tree traversals are awkward with parallelism, but they are also somewhat
slow, brittle, and complex, which manifested itself as way too many
queries in #11670.
# Solution
Divide animation into two phases: animation *advancement* and animation
*evaluation*, which run after one another. *Advancement* operates on the
`AnimationPlayer` and sets the current animation time to match the game
time. *Evaluation* operates on all animation bones in the scene in
parallel and sets the transforms and/or morph weights based on the time
and the clip.
To do this, we introduce a new component, `AnimationTarget`, which the
asset loader places on every bone. It contains the ID of the entity
containing the `AnimationPlayer`, as well as a UUID that identifies
which bone in the animation the target corresponds to. In the case of
glTF, the UUID is derived from the full path name to the bone. The rule
that `AnimationTarget`s are descendants of the entity containing
`AnimationPlayer` is now just a convention, not a requirement; this
allows us to eliminate the unsafe code.
# Migration guide
* `AnimationClip` now uses UUIDs instead of hierarchical paths based on
the `Name` component to refer to bones. This has several consequences:
- A new component, `AnimationTarget`, should be placed on each bone that
you wish to animate, in order to specify its UUID and the associated
`AnimationPlayer`. The glTF loader automatically creates these
components as necessary, so most uses of glTF rigs shouldn't need to
change.
- Moving a bone around the tree, or renaming it, no longer prevents an
`AnimationPlayer` from affecting it.
- Dynamically changing the `AnimationPlayer` component will likely
require manual updating of the `AnimationTarget` components.
* Entities with `AnimationPlayer` components may now possess descendants
that also have `AnimationPlayer` components. They may not, however,
animate the same bones.
* As they aren't specific to `TypeId`s,
`bevy_reflect::utility::NoOpTypeIdHash` and
`bevy_reflect::utility::NoOpTypeIdHasher` have been renamed to
`bevy_reflect::utility::NoOpHash` and
`bevy_reflect::utility::NoOpHasher` respectively.
2024-02-19 14:59:54 +00:00
|
|
|
pub fn curves_for_target(
|
|
|
|
&self,
|
|
|
|
target_id: AnimationTargetId,
|
|
|
|
) -> Option<&'_ Vec<VariableCurve>> {
|
|
|
|
self.curves.get(&target_id)
|
2023-01-04 20:43:39 +00:00
|
|
|
}
|
|
|
|
|
2024-04-23 14:58:08 +00:00
|
|
|
/// Gets mutable references of the curves for a single animation target.
|
|
|
|
///
|
|
|
|
/// Returns `None` if this clip doesn't animate the target.
|
|
|
|
#[inline]
|
|
|
|
pub fn curves_for_target_mut(
|
|
|
|
&mut self,
|
|
|
|
target_id: AnimationTargetId,
|
|
|
|
) -> Option<&'_ mut Vec<VariableCurve>> {
|
|
|
|
self.curves.get_mut(&target_id)
|
|
|
|
}
|
|
|
|
|
Rework animation to be done in two phases. (#11707)
# Objective
Bevy's animation system currently does tree traversals based on `Name`
that aren't necessary. Not only do they require in unsafe code because
tree traversals are awkward with parallelism, but they are also somewhat
slow, brittle, and complex, which manifested itself as way too many
queries in #11670.
# Solution
Divide animation into two phases: animation *advancement* and animation
*evaluation*, which run after one another. *Advancement* operates on the
`AnimationPlayer` and sets the current animation time to match the game
time. *Evaluation* operates on all animation bones in the scene in
parallel and sets the transforms and/or morph weights based on the time
and the clip.
To do this, we introduce a new component, `AnimationTarget`, which the
asset loader places on every bone. It contains the ID of the entity
containing the `AnimationPlayer`, as well as a UUID that identifies
which bone in the animation the target corresponds to. In the case of
glTF, the UUID is derived from the full path name to the bone. The rule
that `AnimationTarget`s are descendants of the entity containing
`AnimationPlayer` is now just a convention, not a requirement; this
allows us to eliminate the unsafe code.
# Migration guide
* `AnimationClip` now uses UUIDs instead of hierarchical paths based on
the `Name` component to refer to bones. This has several consequences:
- A new component, `AnimationTarget`, should be placed on each bone that
you wish to animate, in order to specify its UUID and the associated
`AnimationPlayer`. The glTF loader automatically creates these
components as necessary, so most uses of glTF rigs shouldn't need to
change.
- Moving a bone around the tree, or renaming it, no longer prevents an
`AnimationPlayer` from affecting it.
- Dynamically changing the `AnimationPlayer` component will likely
require manual updating of the `AnimationTarget` components.
* Entities with `AnimationPlayer` components may now possess descendants
that also have `AnimationPlayer` components. They may not, however,
animate the same bones.
* As they aren't specific to `TypeId`s,
`bevy_reflect::utility::NoOpTypeIdHash` and
`bevy_reflect::utility::NoOpTypeIdHasher` have been renamed to
`bevy_reflect::utility::NoOpHash` and
`bevy_reflect::utility::NoOpHasher` respectively.
2024-02-19 14:59:54 +00:00
|
|
|
/// Duration of the clip, represented in seconds.
|
2022-04-27 23:44:06 +00:00
|
|
|
#[inline]
|
|
|
|
pub fn duration(&self) -> f32 {
|
|
|
|
self.duration
|
2022-04-27 17:37:30 +00:00
|
|
|
}
|
|
|
|
|
2024-04-23 14:58:08 +00:00
|
|
|
/// Set the duration of the clip in seconds.
|
|
|
|
#[inline]
|
|
|
|
pub fn set_duration(&mut self, duration_sec: f32) {
|
|
|
|
self.duration = duration_sec;
|
|
|
|
}
|
|
|
|
|
Curve-based animation (#15434)
# Objective
This PR extends and reworks the material from #15282 by allowing
arbitrary curves to be used by the animation system to animate arbitrary
properties. The goals of this work are to:
- Allow far greater flexibility in how animations are allowed to be
defined in order to be used with `bevy_animation`.
- Delegate responsibility over keyframe interpolation to `bevy_math` and
the `Curve` libraries and reduce reliance on keyframes in animation
definitions generally.
- Move away from allowing the glTF spec to completely define animations
on a mechanical level.
## Solution
### Overview
At a high level, curves have been incorporated into the animation system
using the `AnimationCurve` trait (closely related to what was
`Keyframes`). From the top down:
1. In `animate_targets`, animations are driven by `VariableCurve`, which
is now a thin wrapper around a `Box<dyn AnimationCurve>`.
2. `AnimationCurve` is something built out of a `Curve`, and it tells
the animation system how to use the curve's output to actually mutate
component properties. The trait looks like this:
```rust
/// A low-level trait that provides control over how curves are actually applied to entities
/// by the animation system.
///
/// Typically, this will not need to be implemented manually, since it is automatically
/// implemented by [`AnimatableCurve`] and other curves used by the animation system
/// (e.g. those that animate parts of transforms or morph weights). However, this can be
/// implemented manually when `AnimatableCurve` is not sufficiently expressive.
///
/// In many respects, this behaves like a type-erased form of [`Curve`], where the output
/// type of the curve is remembered only in the components that are mutated in the
/// implementation of [`apply`].
///
/// [`apply`]: AnimationCurve::apply
pub trait AnimationCurve: Reflect + Debug + Send + Sync {
/// Returns a boxed clone of this value.
fn clone_value(&self) -> Box<dyn AnimationCurve>;
/// The range of times for which this animation is defined.
fn domain(&self) -> Interval;
/// Write the value of sampling this curve at time `t` into `transform` or `entity`,
/// as appropriate, interpolating between the existing value and the sampled value
/// using the given `weight`.
fn apply<'a>(
&self,
t: f32,
transform: Option<Mut<'a, Transform>>,
entity: EntityMutExcept<'a, (Transform, AnimationPlayer, Handle<AnimationGraph>)>,
weight: f32,
) -> Result<(), AnimationEvaluationError>;
}
```
3. The conversion process from a `Curve` to an `AnimationCurve` involves
using wrappers which communicate the intent to animate a particular
property. For example, here is `TranslationCurve`, which wraps a
`Curve<Vec3>` and uses it to animate `Transform::translation`:
```rust
/// This type allows a curve valued in `Vec3` to become an [`AnimationCurve`] that animates
/// the translation component of a transform.
pub struct TranslationCurve<C>(pub C);
```
### Animatable Properties
The `AnimatableProperty` trait survives in the transition, and it can be
used to allow curves to animate arbitrary component properties. The
updated documentation for `AnimatableProperty` explains this process:
<details>
<summary>Expand AnimatableProperty example</summary
An `AnimatableProperty` is a value on a component that Bevy can animate.
You can implement this trait on a unit struct in order to support
animating
custom components other than transforms and morph weights. Use that type
in
conjunction with `AnimatableCurve` (and perhaps
`AnimatableKeyframeCurve`
to define the animation itself). For example, in order to animate font
size of a
text section from 24 pt. to 80 pt., you might use:
```rust
#[derive(Reflect)]
struct FontSizeProperty;
impl AnimatableProperty for FontSizeProperty {
type Component = Text;
type Property = f32;
fn get_mut(component: &mut Self::Component) -> Option<&mut Self::Property> {
Some(&mut component.sections.get_mut(0)?.style.font_size)
}
}
```
You can then create an `AnimationClip` to animate this property like so:
```rust
let mut animation_clip = AnimationClip::default();
animation_clip.add_curve_to_target(
animation_target_id,
AnimatableKeyframeCurve::new(
[
(0.0, 24.0),
(1.0, 80.0),
]
)
.map(AnimatableCurve::<FontSizeProperty, _>::from_curve)
.expect("Failed to create font size curve")
);
```
Here, the use of `AnimatableKeyframeCurve` creates a curve out of the
given keyframe time-value
pairs, using the `Animatable` implementation of `f32` to interpolate
between them. The
invocation of `AnimatableCurve::from_curve` with `FontSizeProperty`
indicates that the `f32`
output from that curve is to be used to animate the font size of a
`Text` component (as
configured above).
</details>
### glTF Loading
glTF animations are now loaded into `Curve` types of various kinds,
depending on what is being animated and what interpolation mode is being
used. Those types get wrapped into and converted into `Box<dyn
AnimationCurve>` and shoved inside of a `VariableCurve` just like
everybody else.
### Morph Weights
There is an `IterableCurve` abstraction which allows sampling these from
a contiguous buffer without allocating. Its only reason for existing is
that Rust disallows you from naming function types, otherwise we would
just use `Curve` with an iterator output type. (The iterator involves
`Map`, and the name of the function type would have to be able to be
named, but it is not.)
A `WeightsCurve` adaptor turns an `IterableCurve` into an
`AnimationCurve`, so it behaves like everything else in that regard.
## Testing
Tested by running existing animation examples. Interpolation logic has
had additional tests added within the `Curve` API to replace the tests
in `bevy_animation`. Some kinds of out-of-bounds errors have become
impossible.
Performance testing on `many_foxes` (`animate_targets`) suggests that
performance is very similar to the existing implementation. Here are a
couple trace histograms across different runs (yellow is this branch,
red is main).
<img width="669" alt="Screenshot 2024-09-27 at 9 41 50 AM"
src="https://github.com/user-attachments/assets/5ba4e9ac-3aea-452e-aaf8-1492acc2d7fc">
<img width="673" alt="Screenshot 2024-09-27 at 9 45 18 AM"
src="https://github.com/user-attachments/assets/8982538b-04cf-46b5-97b2-164c6bc8162e">
---
## Migration Guide
Most user code that does not directly deal with `AnimationClip` and
`VariableCurve` will not need to be changed. On the other hand,
`VariableCurve` has been completely overhauled. If you were previously
defining animation curves in code using keyframes, you will need to
migrate that code to use curve constructors instead. For example, a
rotation animation defined using keyframes and added to an animation
clip like this:
```rust
animation_clip.add_curve_to_target(
animation_target_id,
VariableCurve {
keyframe_timestamps: vec![0.0, 1.0, 2.0, 3.0, 4.0],
keyframes: Keyframes::Rotation(vec![
Quat::IDENTITY,
Quat::from_axis_angle(Vec3::Y, PI / 2.),
Quat::from_axis_angle(Vec3::Y, PI / 2. * 2.),
Quat::from_axis_angle(Vec3::Y, PI / 2. * 3.),
Quat::IDENTITY,
]),
interpolation: Interpolation::Linear,
},
);
```
would now be added like this:
```rust
animation_clip.add_curve_to_target(
animation_target_id,
AnimatableKeyframeCurve::new([0.0, 1.0, 2.0, 3.0, 4.0].into_iter().zip([
Quat::IDENTITY,
Quat::from_axis_angle(Vec3::Y, PI / 2.),
Quat::from_axis_angle(Vec3::Y, PI / 2. * 2.),
Quat::from_axis_angle(Vec3::Y, PI / 2. * 3.),
Quat::IDENTITY,
]))
.map(RotationCurve)
.expect("Failed to build rotation curve"),
);
```
Note that the interface of `AnimationClip::add_curve_to_target` has also
changed (as this example shows, if subtly), and now takes its curve
input as an `impl AnimationCurve`. If you need to add a `VariableCurve`
directly, a new method `add_variable_curve_to_target` accommodates that
(and serves as a one-to-one migration in this regard).
### For reviewers
The diff is pretty big, and the structure of some of the changes might
not be super-obvious:
- `keyframes.rs` became `animation_curves.rs`, and `AnimationCurve` is
based heavily on `Keyframes`, with the adaptors also largely following
suite.
- The Curve API adaptor structs were moved from `bevy_math::curve::mod`
into their own module `adaptors`. There are no functional changes to how
these adaptors work; this is just to make room for the specialized
reflection implementations since `mod.rs` was getting kind of cramped.
- The new module `gltf_curves` holds the additional curve constructions
that are needed by the glTF loader. Note that the loader uses a mix of
these and off-the-shelf `bevy_math` curve stuff.
- `animatable.rs` no longer holds logic related to keyframe
interpolation, which is now delegated to the existing abstractions in
`bevy_math::curve::cores`.
---------
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
Co-authored-by: aecsocket <43144841+aecsocket@users.noreply.github.com>
2024-09-30 19:56:55 +00:00
|
|
|
/// Adds an [`AnimationCurve`] to an [`AnimationTarget`] named by an
|
Rework animation to be done in two phases. (#11707)
# Objective
Bevy's animation system currently does tree traversals based on `Name`
that aren't necessary. Not only do they require in unsafe code because
tree traversals are awkward with parallelism, but they are also somewhat
slow, brittle, and complex, which manifested itself as way too many
queries in #11670.
# Solution
Divide animation into two phases: animation *advancement* and animation
*evaluation*, which run after one another. *Advancement* operates on the
`AnimationPlayer` and sets the current animation time to match the game
time. *Evaluation* operates on all animation bones in the scene in
parallel and sets the transforms and/or morph weights based on the time
and the clip.
To do this, we introduce a new component, `AnimationTarget`, which the
asset loader places on every bone. It contains the ID of the entity
containing the `AnimationPlayer`, as well as a UUID that identifies
which bone in the animation the target corresponds to. In the case of
glTF, the UUID is derived from the full path name to the bone. The rule
that `AnimationTarget`s are descendants of the entity containing
`AnimationPlayer` is now just a convention, not a requirement; this
allows us to eliminate the unsafe code.
# Migration guide
* `AnimationClip` now uses UUIDs instead of hierarchical paths based on
the `Name` component to refer to bones. This has several consequences:
- A new component, `AnimationTarget`, should be placed on each bone that
you wish to animate, in order to specify its UUID and the associated
`AnimationPlayer`. The glTF loader automatically creates these
components as necessary, so most uses of glTF rigs shouldn't need to
change.
- Moving a bone around the tree, or renaming it, no longer prevents an
`AnimationPlayer` from affecting it.
- Dynamically changing the `AnimationPlayer` component will likely
require manual updating of the `AnimationTarget` components.
* Entities with `AnimationPlayer` components may now possess descendants
that also have `AnimationPlayer` components. They may not, however,
animate the same bones.
* As they aren't specific to `TypeId`s,
`bevy_reflect::utility::NoOpTypeIdHash` and
`bevy_reflect::utility::NoOpTypeIdHasher` have been renamed to
`bevy_reflect::utility::NoOpHash` and
`bevy_reflect::utility::NoOpHasher` respectively.
2024-02-19 14:59:54 +00:00
|
|
|
/// [`AnimationTargetId`].
|
|
|
|
///
|
|
|
|
/// If the curve extends beyond the current duration of this clip, this
|
|
|
|
/// method lengthens this clip to include the entire time span that the
|
|
|
|
/// curve covers.
|
2024-10-11 20:52:58 +00:00
|
|
|
///
|
|
|
|
/// More specifically:
|
|
|
|
/// - This clip will be sampled on the interval `[0, duration]`.
|
|
|
|
/// - Each curve in the clip is sampled by first clamping the sample time to its [domain].
|
|
|
|
/// - Curves that extend forever never contribute to the duration.
|
|
|
|
///
|
|
|
|
/// For example, a curve with domain `[2, 5]` will extend the clip to cover `[0, 5]`
|
|
|
|
/// when added and will produce the same output on the entire interval `[0, 2]` because
|
|
|
|
/// these time values all get clamped to `2`.
|
|
|
|
///
|
|
|
|
/// By contrast, a curve with domain `[-10, ∞]` will never extend the clip duration when
|
|
|
|
/// added and will be sampled only on `[0, duration]`, ignoring all negative time values.
|
|
|
|
///
|
|
|
|
/// [domain]: AnimationCurve::domain
|
Curve-based animation (#15434)
# Objective
This PR extends and reworks the material from #15282 by allowing
arbitrary curves to be used by the animation system to animate arbitrary
properties. The goals of this work are to:
- Allow far greater flexibility in how animations are allowed to be
defined in order to be used with `bevy_animation`.
- Delegate responsibility over keyframe interpolation to `bevy_math` and
the `Curve` libraries and reduce reliance on keyframes in animation
definitions generally.
- Move away from allowing the glTF spec to completely define animations
on a mechanical level.
## Solution
### Overview
At a high level, curves have been incorporated into the animation system
using the `AnimationCurve` trait (closely related to what was
`Keyframes`). From the top down:
1. In `animate_targets`, animations are driven by `VariableCurve`, which
is now a thin wrapper around a `Box<dyn AnimationCurve>`.
2. `AnimationCurve` is something built out of a `Curve`, and it tells
the animation system how to use the curve's output to actually mutate
component properties. The trait looks like this:
```rust
/// A low-level trait that provides control over how curves are actually applied to entities
/// by the animation system.
///
/// Typically, this will not need to be implemented manually, since it is automatically
/// implemented by [`AnimatableCurve`] and other curves used by the animation system
/// (e.g. those that animate parts of transforms or morph weights). However, this can be
/// implemented manually when `AnimatableCurve` is not sufficiently expressive.
///
/// In many respects, this behaves like a type-erased form of [`Curve`], where the output
/// type of the curve is remembered only in the components that are mutated in the
/// implementation of [`apply`].
///
/// [`apply`]: AnimationCurve::apply
pub trait AnimationCurve: Reflect + Debug + Send + Sync {
/// Returns a boxed clone of this value.
fn clone_value(&self) -> Box<dyn AnimationCurve>;
/// The range of times for which this animation is defined.
fn domain(&self) -> Interval;
/// Write the value of sampling this curve at time `t` into `transform` or `entity`,
/// as appropriate, interpolating between the existing value and the sampled value
/// using the given `weight`.
fn apply<'a>(
&self,
t: f32,
transform: Option<Mut<'a, Transform>>,
entity: EntityMutExcept<'a, (Transform, AnimationPlayer, Handle<AnimationGraph>)>,
weight: f32,
) -> Result<(), AnimationEvaluationError>;
}
```
3. The conversion process from a `Curve` to an `AnimationCurve` involves
using wrappers which communicate the intent to animate a particular
property. For example, here is `TranslationCurve`, which wraps a
`Curve<Vec3>` and uses it to animate `Transform::translation`:
```rust
/// This type allows a curve valued in `Vec3` to become an [`AnimationCurve`] that animates
/// the translation component of a transform.
pub struct TranslationCurve<C>(pub C);
```
### Animatable Properties
The `AnimatableProperty` trait survives in the transition, and it can be
used to allow curves to animate arbitrary component properties. The
updated documentation for `AnimatableProperty` explains this process:
<details>
<summary>Expand AnimatableProperty example</summary
An `AnimatableProperty` is a value on a component that Bevy can animate.
You can implement this trait on a unit struct in order to support
animating
custom components other than transforms and morph weights. Use that type
in
conjunction with `AnimatableCurve` (and perhaps
`AnimatableKeyframeCurve`
to define the animation itself). For example, in order to animate font
size of a
text section from 24 pt. to 80 pt., you might use:
```rust
#[derive(Reflect)]
struct FontSizeProperty;
impl AnimatableProperty for FontSizeProperty {
type Component = Text;
type Property = f32;
fn get_mut(component: &mut Self::Component) -> Option<&mut Self::Property> {
Some(&mut component.sections.get_mut(0)?.style.font_size)
}
}
```
You can then create an `AnimationClip` to animate this property like so:
```rust
let mut animation_clip = AnimationClip::default();
animation_clip.add_curve_to_target(
animation_target_id,
AnimatableKeyframeCurve::new(
[
(0.0, 24.0),
(1.0, 80.0),
]
)
.map(AnimatableCurve::<FontSizeProperty, _>::from_curve)
.expect("Failed to create font size curve")
);
```
Here, the use of `AnimatableKeyframeCurve` creates a curve out of the
given keyframe time-value
pairs, using the `Animatable` implementation of `f32` to interpolate
between them. The
invocation of `AnimatableCurve::from_curve` with `FontSizeProperty`
indicates that the `f32`
output from that curve is to be used to animate the font size of a
`Text` component (as
configured above).
</details>
### glTF Loading
glTF animations are now loaded into `Curve` types of various kinds,
depending on what is being animated and what interpolation mode is being
used. Those types get wrapped into and converted into `Box<dyn
AnimationCurve>` and shoved inside of a `VariableCurve` just like
everybody else.
### Morph Weights
There is an `IterableCurve` abstraction which allows sampling these from
a contiguous buffer without allocating. Its only reason for existing is
that Rust disallows you from naming function types, otherwise we would
just use `Curve` with an iterator output type. (The iterator involves
`Map`, and the name of the function type would have to be able to be
named, but it is not.)
A `WeightsCurve` adaptor turns an `IterableCurve` into an
`AnimationCurve`, so it behaves like everything else in that regard.
## Testing
Tested by running existing animation examples. Interpolation logic has
had additional tests added within the `Curve` API to replace the tests
in `bevy_animation`. Some kinds of out-of-bounds errors have become
impossible.
Performance testing on `many_foxes` (`animate_targets`) suggests that
performance is very similar to the existing implementation. Here are a
couple trace histograms across different runs (yellow is this branch,
red is main).
<img width="669" alt="Screenshot 2024-09-27 at 9 41 50 AM"
src="https://github.com/user-attachments/assets/5ba4e9ac-3aea-452e-aaf8-1492acc2d7fc">
<img width="673" alt="Screenshot 2024-09-27 at 9 45 18 AM"
src="https://github.com/user-attachments/assets/8982538b-04cf-46b5-97b2-164c6bc8162e">
---
## Migration Guide
Most user code that does not directly deal with `AnimationClip` and
`VariableCurve` will not need to be changed. On the other hand,
`VariableCurve` has been completely overhauled. If you were previously
defining animation curves in code using keyframes, you will need to
migrate that code to use curve constructors instead. For example, a
rotation animation defined using keyframes and added to an animation
clip like this:
```rust
animation_clip.add_curve_to_target(
animation_target_id,
VariableCurve {
keyframe_timestamps: vec![0.0, 1.0, 2.0, 3.0, 4.0],
keyframes: Keyframes::Rotation(vec![
Quat::IDENTITY,
Quat::from_axis_angle(Vec3::Y, PI / 2.),
Quat::from_axis_angle(Vec3::Y, PI / 2. * 2.),
Quat::from_axis_angle(Vec3::Y, PI / 2. * 3.),
Quat::IDENTITY,
]),
interpolation: Interpolation::Linear,
},
);
```
would now be added like this:
```rust
animation_clip.add_curve_to_target(
animation_target_id,
AnimatableKeyframeCurve::new([0.0, 1.0, 2.0, 3.0, 4.0].into_iter().zip([
Quat::IDENTITY,
Quat::from_axis_angle(Vec3::Y, PI / 2.),
Quat::from_axis_angle(Vec3::Y, PI / 2. * 2.),
Quat::from_axis_angle(Vec3::Y, PI / 2. * 3.),
Quat::IDENTITY,
]))
.map(RotationCurve)
.expect("Failed to build rotation curve"),
);
```
Note that the interface of `AnimationClip::add_curve_to_target` has also
changed (as this example shows, if subtly), and now takes its curve
input as an `impl AnimationCurve`. If you need to add a `VariableCurve`
directly, a new method `add_variable_curve_to_target` accommodates that
(and serves as a one-to-one migration in this regard).
### For reviewers
The diff is pretty big, and the structure of some of the changes might
not be super-obvious:
- `keyframes.rs` became `animation_curves.rs`, and `AnimationCurve` is
based heavily on `Keyframes`, with the adaptors also largely following
suite.
- The Curve API adaptor structs were moved from `bevy_math::curve::mod`
into their own module `adaptors`. There are no functional changes to how
these adaptors work; this is just to make room for the specialized
reflection implementations since `mod.rs` was getting kind of cramped.
- The new module `gltf_curves` holds the additional curve constructions
that are needed by the glTF loader. Note that the loader uses a mix of
these and off-the-shelf `bevy_math` curve stuff.
- `animatable.rs` no longer holds logic related to keyframe
interpolation, which is now delegated to the existing abstractions in
`bevy_math::curve::cores`.
---------
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
Co-authored-by: aecsocket <43144841+aecsocket@users.noreply.github.com>
2024-09-30 19:56:55 +00:00
|
|
|
pub fn add_curve_to_target(
|
|
|
|
&mut self,
|
|
|
|
target_id: AnimationTargetId,
|
|
|
|
curve: impl AnimationCurve,
|
|
|
|
) {
|
2022-04-02 22:36:02 +00:00
|
|
|
// Update the duration of the animation by this curve duration if it's longer
|
Curve-based animation (#15434)
# Objective
This PR extends and reworks the material from #15282 by allowing
arbitrary curves to be used by the animation system to animate arbitrary
properties. The goals of this work are to:
- Allow far greater flexibility in how animations are allowed to be
defined in order to be used with `bevy_animation`.
- Delegate responsibility over keyframe interpolation to `bevy_math` and
the `Curve` libraries and reduce reliance on keyframes in animation
definitions generally.
- Move away from allowing the glTF spec to completely define animations
on a mechanical level.
## Solution
### Overview
At a high level, curves have been incorporated into the animation system
using the `AnimationCurve` trait (closely related to what was
`Keyframes`). From the top down:
1. In `animate_targets`, animations are driven by `VariableCurve`, which
is now a thin wrapper around a `Box<dyn AnimationCurve>`.
2. `AnimationCurve` is something built out of a `Curve`, and it tells
the animation system how to use the curve's output to actually mutate
component properties. The trait looks like this:
```rust
/// A low-level trait that provides control over how curves are actually applied to entities
/// by the animation system.
///
/// Typically, this will not need to be implemented manually, since it is automatically
/// implemented by [`AnimatableCurve`] and other curves used by the animation system
/// (e.g. those that animate parts of transforms or morph weights). However, this can be
/// implemented manually when `AnimatableCurve` is not sufficiently expressive.
///
/// In many respects, this behaves like a type-erased form of [`Curve`], where the output
/// type of the curve is remembered only in the components that are mutated in the
/// implementation of [`apply`].
///
/// [`apply`]: AnimationCurve::apply
pub trait AnimationCurve: Reflect + Debug + Send + Sync {
/// Returns a boxed clone of this value.
fn clone_value(&self) -> Box<dyn AnimationCurve>;
/// The range of times for which this animation is defined.
fn domain(&self) -> Interval;
/// Write the value of sampling this curve at time `t` into `transform` or `entity`,
/// as appropriate, interpolating between the existing value and the sampled value
/// using the given `weight`.
fn apply<'a>(
&self,
t: f32,
transform: Option<Mut<'a, Transform>>,
entity: EntityMutExcept<'a, (Transform, AnimationPlayer, Handle<AnimationGraph>)>,
weight: f32,
) -> Result<(), AnimationEvaluationError>;
}
```
3. The conversion process from a `Curve` to an `AnimationCurve` involves
using wrappers which communicate the intent to animate a particular
property. For example, here is `TranslationCurve`, which wraps a
`Curve<Vec3>` and uses it to animate `Transform::translation`:
```rust
/// This type allows a curve valued in `Vec3` to become an [`AnimationCurve`] that animates
/// the translation component of a transform.
pub struct TranslationCurve<C>(pub C);
```
### Animatable Properties
The `AnimatableProperty` trait survives in the transition, and it can be
used to allow curves to animate arbitrary component properties. The
updated documentation for `AnimatableProperty` explains this process:
<details>
<summary>Expand AnimatableProperty example</summary
An `AnimatableProperty` is a value on a component that Bevy can animate.
You can implement this trait on a unit struct in order to support
animating
custom components other than transforms and morph weights. Use that type
in
conjunction with `AnimatableCurve` (and perhaps
`AnimatableKeyframeCurve`
to define the animation itself). For example, in order to animate font
size of a
text section from 24 pt. to 80 pt., you might use:
```rust
#[derive(Reflect)]
struct FontSizeProperty;
impl AnimatableProperty for FontSizeProperty {
type Component = Text;
type Property = f32;
fn get_mut(component: &mut Self::Component) -> Option<&mut Self::Property> {
Some(&mut component.sections.get_mut(0)?.style.font_size)
}
}
```
You can then create an `AnimationClip` to animate this property like so:
```rust
let mut animation_clip = AnimationClip::default();
animation_clip.add_curve_to_target(
animation_target_id,
AnimatableKeyframeCurve::new(
[
(0.0, 24.0),
(1.0, 80.0),
]
)
.map(AnimatableCurve::<FontSizeProperty, _>::from_curve)
.expect("Failed to create font size curve")
);
```
Here, the use of `AnimatableKeyframeCurve` creates a curve out of the
given keyframe time-value
pairs, using the `Animatable` implementation of `f32` to interpolate
between them. The
invocation of `AnimatableCurve::from_curve` with `FontSizeProperty`
indicates that the `f32`
output from that curve is to be used to animate the font size of a
`Text` component (as
configured above).
</details>
### glTF Loading
glTF animations are now loaded into `Curve` types of various kinds,
depending on what is being animated and what interpolation mode is being
used. Those types get wrapped into and converted into `Box<dyn
AnimationCurve>` and shoved inside of a `VariableCurve` just like
everybody else.
### Morph Weights
There is an `IterableCurve` abstraction which allows sampling these from
a contiguous buffer without allocating. Its only reason for existing is
that Rust disallows you from naming function types, otherwise we would
just use `Curve` with an iterator output type. (The iterator involves
`Map`, and the name of the function type would have to be able to be
named, but it is not.)
A `WeightsCurve` adaptor turns an `IterableCurve` into an
`AnimationCurve`, so it behaves like everything else in that regard.
## Testing
Tested by running existing animation examples. Interpolation logic has
had additional tests added within the `Curve` API to replace the tests
in `bevy_animation`. Some kinds of out-of-bounds errors have become
impossible.
Performance testing on `many_foxes` (`animate_targets`) suggests that
performance is very similar to the existing implementation. Here are a
couple trace histograms across different runs (yellow is this branch,
red is main).
<img width="669" alt="Screenshot 2024-09-27 at 9 41 50 AM"
src="https://github.com/user-attachments/assets/5ba4e9ac-3aea-452e-aaf8-1492acc2d7fc">
<img width="673" alt="Screenshot 2024-09-27 at 9 45 18 AM"
src="https://github.com/user-attachments/assets/8982538b-04cf-46b5-97b2-164c6bc8162e">
---
## Migration Guide
Most user code that does not directly deal with `AnimationClip` and
`VariableCurve` will not need to be changed. On the other hand,
`VariableCurve` has been completely overhauled. If you were previously
defining animation curves in code using keyframes, you will need to
migrate that code to use curve constructors instead. For example, a
rotation animation defined using keyframes and added to an animation
clip like this:
```rust
animation_clip.add_curve_to_target(
animation_target_id,
VariableCurve {
keyframe_timestamps: vec![0.0, 1.0, 2.0, 3.0, 4.0],
keyframes: Keyframes::Rotation(vec![
Quat::IDENTITY,
Quat::from_axis_angle(Vec3::Y, PI / 2.),
Quat::from_axis_angle(Vec3::Y, PI / 2. * 2.),
Quat::from_axis_angle(Vec3::Y, PI / 2. * 3.),
Quat::IDENTITY,
]),
interpolation: Interpolation::Linear,
},
);
```
would now be added like this:
```rust
animation_clip.add_curve_to_target(
animation_target_id,
AnimatableKeyframeCurve::new([0.0, 1.0, 2.0, 3.0, 4.0].into_iter().zip([
Quat::IDENTITY,
Quat::from_axis_angle(Vec3::Y, PI / 2.),
Quat::from_axis_angle(Vec3::Y, PI / 2. * 2.),
Quat::from_axis_angle(Vec3::Y, PI / 2. * 3.),
Quat::IDENTITY,
]))
.map(RotationCurve)
.expect("Failed to build rotation curve"),
);
```
Note that the interface of `AnimationClip::add_curve_to_target` has also
changed (as this example shows, if subtly), and now takes its curve
input as an `impl AnimationCurve`. If you need to add a `VariableCurve`
directly, a new method `add_variable_curve_to_target` accommodates that
(and serves as a one-to-one migration in this regard).
### For reviewers
The diff is pretty big, and the structure of some of the changes might
not be super-obvious:
- `keyframes.rs` became `animation_curves.rs`, and `AnimationCurve` is
based heavily on `Keyframes`, with the adaptors also largely following
suite.
- The Curve API adaptor structs were moved from `bevy_math::curve::mod`
into their own module `adaptors`. There are no functional changes to how
these adaptors work; this is just to make room for the specialized
reflection implementations since `mod.rs` was getting kind of cramped.
- The new module `gltf_curves` holds the additional curve constructions
that are needed by the glTF loader. Note that the loader uses a mix of
these and off-the-shelf `bevy_math` curve stuff.
- `animatable.rs` no longer holds logic related to keyframe
interpolation, which is now delegated to the existing abstractions in
`bevy_math::curve::cores`.
---------
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
Co-authored-by: aecsocket <43144841+aecsocket@users.noreply.github.com>
2024-09-30 19:56:55 +00:00
|
|
|
let end = curve.domain().end();
|
|
|
|
if end.is_finite() {
|
|
|
|
self.duration = self.duration.max(end);
|
|
|
|
}
|
|
|
|
self.curves
|
|
|
|
.entry(target_id)
|
|
|
|
.or_default()
|
|
|
|
.push(VariableCurve::new(curve));
|
|
|
|
}
|
|
|
|
|
|
|
|
/// Like [`add_curve_to_target`], but adding a [`VariableCurve`] directly.
|
|
|
|
///
|
|
|
|
/// Under normal circumstances, that method is generally more convenient.
|
|
|
|
///
|
|
|
|
/// [`add_curve_to_target`]: AnimationClip::add_curve_to_target
|
|
|
|
pub fn add_variable_curve_to_target(
|
|
|
|
&mut self,
|
|
|
|
target_id: AnimationTargetId,
|
|
|
|
variable_curve: VariableCurve,
|
|
|
|
) {
|
|
|
|
let end = variable_curve.0.domain().end();
|
|
|
|
if end.is_finite() {
|
|
|
|
self.duration = self.duration.max(end);
|
|
|
|
}
|
|
|
|
self.curves
|
|
|
|
.entry(target_id)
|
|
|
|
.or_default()
|
|
|
|
.push(variable_curve);
|
Add morph targets (#8158)
# Objective
- Add morph targets to `bevy_pbr` (closes #5756) & load them from glTF
- Supersedes #3722
- Fixes #6814
[Morph targets][1] (also known as shape interpolation, shape keys, or
blend shapes) allow animating individual vertices with fine grained
controls. This is typically used for facial expressions. By specifying
multiple poses as vertex offset, and providing a set of weight of each
pose, it is possible to define surprisingly realistic transitions
between poses. Blending between multiple poses also allow composition.
Morph targets are part of the [gltf standard][2] and are a feature of
Unity and Unreal, and babylone.js, it is only natural to implement them
in bevy.
## Solution
This implementation of morph targets uses a 3d texture where each pixel
is a component of an animated attribute. Each layer is a different
target. We use a 2d texture for each target, because the number of
attribute×components×animated vertices is expected to always exceed the
maximum pixel row size limit of webGL2. It copies fairly closely the way
skinning is implemented on the CPU side, while on the GPU side, the
shader morph target implementation is a relatively trivial detail.
We add an optional `morph_texture` to the `Mesh` struct. The
`morph_texture` is built through a method that accepts an iterator over
attribute buffers.
The `MorphWeights` component, user-accessible, controls the blend of
poses used by mesh instances (so that multiple copy of the same mesh may
have different weights), all the weights are uploaded to a uniform
buffer of 256 `f32`. We limit to 16 poses per mesh, and a total of 256
poses.
More literature:
* Old babylone.js implementation (vertex attribute-based):
https://www.eternalcoding.com/dev-log-1-morph-targets/
* Babylone.js implementation (similar to ours):
https://www.youtube.com/watch?v=LBPRmGgU0PE
* GPU gems 3:
https://developer.nvidia.com/gpugems/gpugems3/part-i-geometry/chapter-3-directx-10-blend-shapes-breaking-limits
* Development discord thread
https://discord.com/channels/691052431525675048/1083325980615114772
https://user-images.githubusercontent.com/26321040/231181046-3bca2ab2-d4d9-472e-8098-639f1871ce2e.mp4
https://github.com/bevyengine/bevy/assets/26321040/d2a0c544-0ef8-45cf-9f99-8c3792f5a258
## Acknowledgements
* Thanks to `storytold` for sponsoring the feature
* Thanks to `superdump` and `james7132` for guidance and help figuring
out stuff
## Future work
- Handling of less and more attributes (eg: animated uv, animated
arbitrary attributes)
- Dynamic pose allocation (so that zero-weighted poses aren't uploaded
to GPU for example, enables much more total poses)
- Better animation API, see #8357
----
## Changelog
- Add morph targets to bevy meshes
- Support up to 64 poses per mesh of individually up to 116508 vertices,
animation currently strictly limited to the position, normal and tangent
attributes.
- Load a morph target using `Mesh::set_morph_targets`
- Add `VisitMorphTargets` and `VisitMorphAttributes` traits to
`bevy_render`, this allows defining morph targets (a fairly complex and
nested data structure) through iterators (ie: single copy instead of
passing around buffers), see documentation of those traits for details
- Add `MorphWeights` component exported by `bevy_render`
- `MorphWeights` control mesh's morph target weights, blending between
various poses defined as morph targets.
- `MorphWeights` are directly inherited by direct children (single level
of hierarchy) of an entity. This allows controlling several mesh
primitives through a unique entity _as per GLTF spec_.
- Add `MorphTargetNames` component, naming each indices of loaded morph
targets.
- Load morph targets weights and buffers in `bevy_gltf`
- handle morph targets animations in `bevy_animation` (previously, it
was a `warn!` log)
- Add the `MorphStressTest.gltf` asset for morph targets testing, taken
from the glTF samples repo, CC0.
- Add morph target manipulation to `scene_viewer`
- Separate the animation code in `scene_viewer` from the rest of the
code, reducing `#[cfg(feature)]` noise
- Add the `morph_targets.rs` example to show off how to manipulate morph
targets, loading `MorpStressTest.gltf`
## Migration Guide
- (very specialized, unlikely to be touched by 3rd parties)
- `MeshPipeline` now has a single `mesh_layouts` field rather than
separate `mesh_layout` and `skinned_mesh_layout` fields. You should
handle all possible mesh bind group layouts in your implementation
- You should also handle properly the new `MORPH_TARGETS` shader def and
mesh pipeline key. A new function is exposed to make this easier:
`setup_moprh_and_skinning_defs`
- The `MeshBindGroup` is now `MeshBindGroups`, cached bind groups are
now accessed through the `get` method.
[1]: https://en.wikipedia.org/wiki/Morph_target_animation
[2]:
https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#morph-targets
---------
Co-authored-by: François <mockersf@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-06-22 20:00:01 +00:00
|
|
|
}
|
Add Support for Triggering Events via `AnimationEvent`s (#15538)
# Objective
Add support for events that can be triggered from animation clips. This
is useful when you need something to happen at a specific time in an
animation. For example, playing a sound every time a characters feet
hits the ground when walking.
Closes #15494
## Solution
Added a new field to `AnimationClip`: `events`, which contains a list of
`AnimationEvent`s. These are automatically triggered in
`animate_targets` and `trigger_untargeted_animation_events`.
## Testing
Added a couple of tests and example (`animation_events.rs`) to make sure
events are triggered when expected.
---
## Showcase
`Events` need to also implement `AnimationEvent` and `Reflect` to be
used with animations.
```rust
#[derive(Event, AnimationEvent, Reflect)]
struct SomeEvent;
```
Events can be added to an `AnimationClip` by specifying a time and
event.
```rust
// trigger an event after 1.0 second
animation_clip.add_event(1.0, SomeEvent);
```
And optionally, providing a target id.
```rust
let id = AnimationTargetId::from_iter(["shoulder", "arm", "hand"]);
animation_clip.add_event_to_target(id, 1.0, HandEvent);
```
I modified the `animated_fox` example to show off the feature.
![CleanShot 2024-10-05 at 02 41
57](https://github.com/user-attachments/assets/0bb47db7-24f9-4504-88f1-40e375b89b1b)
---------
Co-authored-by: Matty <weatherleymatthew@gmail.com>
Co-authored-by: Chris Biscardi <chris@christopherbiscardi.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
2024-10-06 10:03:05 +00:00
|
|
|
|
AnimationEvent -> Event and other improvements (#16440)
# Objective
Needing to derive `AnimationEvent` for `Event` is unnecessary, and the
trigger logic coupled to it feels like we're coupling "event producer"
logic with the event itself, which feels wrong. It also comes with a
bunch of complexity, which is again unnecessary. We can have the
flexibility of "custom animation event trigger logic" without this
coupling and complexity.
The current `animation_events` example is also needlessly complicated,
due to it needing to work around system ordering issues. The docs
describing it are also slightly wrong. We can make this all a non-issue
by solving the underlying ordering problem.
Related to this, we use the `bevy_animation::Animation` system set to
solve PostUpdate animation order-of-operations issues. If we move this
to bevy_app as part of our "core schedule", we can cut out needless
`bevy_animation` crate dependencies in these instances.
## Solution
- Remove `AnimationEvent`, the derive, and all other infrastructure
associated with it (such as the `bevy_animation/derive` crate)
- Replace all instances of `AnimationEvent` traits with `Event + Clone`
- Store and use functions for custom animation trigger logic (ex:
`clip.add_event_fn()`). For "normal" cases users dont need to think
about this and should use the simpler `clip.add_event()`
- Run the `Animation` system set _before_ updating text
- Move `bevy_animation::Animation` to `bevy_app::Animation`. Remove
unnecessary `bevy_animation` dependency from `bevy_ui`
- Adjust `animation_events` example to use the simpler `clip.add_event`
API, as the workarounds are no longer necessary
This is polishing work that will land in 0.15, and I think it is simple
enough and valuable enough to land in 0.15 with it, in the interest of
making the feature as compelling as possible.
2024-11-22 00:16:04 +00:00
|
|
|
/// Add a untargeted [`Event`] to this [`AnimationClip`].
|
|
|
|
///
|
|
|
|
/// The `event` will be cloned and triggered on the [`AnimationPlayer`] entity once the `time` (in seconds)
|
|
|
|
/// is reached in the animation.
|
|
|
|
///
|
|
|
|
/// See also [`add_event_to_target`](Self::add_event_to_target).
|
|
|
|
pub fn add_event(&mut self, time: f32, event: impl Event + Clone) {
|
|
|
|
self.add_event_fn(
|
|
|
|
time,
|
|
|
|
move |commands: &mut Commands, entity: Entity, _time: f32, _weight: f32| {
|
|
|
|
commands.entity(entity).trigger(event.clone());
|
|
|
|
},
|
|
|
|
);
|
|
|
|
}
|
|
|
|
|
|
|
|
/// Add an [`Event`] to an [`AnimationTarget`] named by an [`AnimationTargetId`].
|
Add Support for Triggering Events via `AnimationEvent`s (#15538)
# Objective
Add support for events that can be triggered from animation clips. This
is useful when you need something to happen at a specific time in an
animation. For example, playing a sound every time a characters feet
hits the ground when walking.
Closes #15494
## Solution
Added a new field to `AnimationClip`: `events`, which contains a list of
`AnimationEvent`s. These are automatically triggered in
`animate_targets` and `trigger_untargeted_animation_events`.
## Testing
Added a couple of tests and example (`animation_events.rs`) to make sure
events are triggered when expected.
---
## Showcase
`Events` need to also implement `AnimationEvent` and `Reflect` to be
used with animations.
```rust
#[derive(Event, AnimationEvent, Reflect)]
struct SomeEvent;
```
Events can be added to an `AnimationClip` by specifying a time and
event.
```rust
// trigger an event after 1.0 second
animation_clip.add_event(1.0, SomeEvent);
```
And optionally, providing a target id.
```rust
let id = AnimationTargetId::from_iter(["shoulder", "arm", "hand"]);
animation_clip.add_event_to_target(id, 1.0, HandEvent);
```
I modified the `animated_fox` example to show off the feature.
![CleanShot 2024-10-05 at 02 41
57](https://github.com/user-attachments/assets/0bb47db7-24f9-4504-88f1-40e375b89b1b)
---------
Co-authored-by: Matty <weatherleymatthew@gmail.com>
Co-authored-by: Chris Biscardi <chris@christopherbiscardi.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
2024-10-06 10:03:05 +00:00
|
|
|
///
|
AnimationEvent -> Event and other improvements (#16440)
# Objective
Needing to derive `AnimationEvent` for `Event` is unnecessary, and the
trigger logic coupled to it feels like we're coupling "event producer"
logic with the event itself, which feels wrong. It also comes with a
bunch of complexity, which is again unnecessary. We can have the
flexibility of "custom animation event trigger logic" without this
coupling and complexity.
The current `animation_events` example is also needlessly complicated,
due to it needing to work around system ordering issues. The docs
describing it are also slightly wrong. We can make this all a non-issue
by solving the underlying ordering problem.
Related to this, we use the `bevy_animation::Animation` system set to
solve PostUpdate animation order-of-operations issues. If we move this
to bevy_app as part of our "core schedule", we can cut out needless
`bevy_animation` crate dependencies in these instances.
## Solution
- Remove `AnimationEvent`, the derive, and all other infrastructure
associated with it (such as the `bevy_animation/derive` crate)
- Replace all instances of `AnimationEvent` traits with `Event + Clone`
- Store and use functions for custom animation trigger logic (ex:
`clip.add_event_fn()`). For "normal" cases users dont need to think
about this and should use the simpler `clip.add_event()`
- Run the `Animation` system set _before_ updating text
- Move `bevy_animation::Animation` to `bevy_app::Animation`. Remove
unnecessary `bevy_animation` dependency from `bevy_ui`
- Adjust `animation_events` example to use the simpler `clip.add_event`
API, as the workarounds are no longer necessary
This is polishing work that will land in 0.15, and I think it is simple
enough and valuable enough to land in 0.15 with it, in the interest of
making the feature as compelling as possible.
2024-11-22 00:16:04 +00:00
|
|
|
/// The `event` will be cloned and triggered on the entity matching the target once the `time` (in seconds)
|
Add Support for Triggering Events via `AnimationEvent`s (#15538)
# Objective
Add support for events that can be triggered from animation clips. This
is useful when you need something to happen at a specific time in an
animation. For example, playing a sound every time a characters feet
hits the ground when walking.
Closes #15494
## Solution
Added a new field to `AnimationClip`: `events`, which contains a list of
`AnimationEvent`s. These are automatically triggered in
`animate_targets` and `trigger_untargeted_animation_events`.
## Testing
Added a couple of tests and example (`animation_events.rs`) to make sure
events are triggered when expected.
---
## Showcase
`Events` need to also implement `AnimationEvent` and `Reflect` to be
used with animations.
```rust
#[derive(Event, AnimationEvent, Reflect)]
struct SomeEvent;
```
Events can be added to an `AnimationClip` by specifying a time and
event.
```rust
// trigger an event after 1.0 second
animation_clip.add_event(1.0, SomeEvent);
```
And optionally, providing a target id.
```rust
let id = AnimationTargetId::from_iter(["shoulder", "arm", "hand"]);
animation_clip.add_event_to_target(id, 1.0, HandEvent);
```
I modified the `animated_fox` example to show off the feature.
![CleanShot 2024-10-05 at 02 41
57](https://github.com/user-attachments/assets/0bb47db7-24f9-4504-88f1-40e375b89b1b)
---------
Co-authored-by: Matty <weatherleymatthew@gmail.com>
Co-authored-by: Chris Biscardi <chris@christopherbiscardi.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
2024-10-06 10:03:05 +00:00
|
|
|
/// is reached in the animation.
|
|
|
|
///
|
|
|
|
/// Use [`add_event`](Self::add_event) instead if you don't have a specific target.
|
|
|
|
pub fn add_event_to_target(
|
|
|
|
&mut self,
|
|
|
|
target_id: AnimationTargetId,
|
|
|
|
time: f32,
|
AnimationEvent -> Event and other improvements (#16440)
# Objective
Needing to derive `AnimationEvent` for `Event` is unnecessary, and the
trigger logic coupled to it feels like we're coupling "event producer"
logic with the event itself, which feels wrong. It also comes with a
bunch of complexity, which is again unnecessary. We can have the
flexibility of "custom animation event trigger logic" without this
coupling and complexity.
The current `animation_events` example is also needlessly complicated,
due to it needing to work around system ordering issues. The docs
describing it are also slightly wrong. We can make this all a non-issue
by solving the underlying ordering problem.
Related to this, we use the `bevy_animation::Animation` system set to
solve PostUpdate animation order-of-operations issues. If we move this
to bevy_app as part of our "core schedule", we can cut out needless
`bevy_animation` crate dependencies in these instances.
## Solution
- Remove `AnimationEvent`, the derive, and all other infrastructure
associated with it (such as the `bevy_animation/derive` crate)
- Replace all instances of `AnimationEvent` traits with `Event + Clone`
- Store and use functions for custom animation trigger logic (ex:
`clip.add_event_fn()`). For "normal" cases users dont need to think
about this and should use the simpler `clip.add_event()`
- Run the `Animation` system set _before_ updating text
- Move `bevy_animation::Animation` to `bevy_app::Animation`. Remove
unnecessary `bevy_animation` dependency from `bevy_ui`
- Adjust `animation_events` example to use the simpler `clip.add_event`
API, as the workarounds are no longer necessary
This is polishing work that will land in 0.15, and I think it is simple
enough and valuable enough to land in 0.15 with it, in the interest of
making the feature as compelling as possible.
2024-11-22 00:16:04 +00:00
|
|
|
event: impl Event + Clone,
|
Add Support for Triggering Events via `AnimationEvent`s (#15538)
# Objective
Add support for events that can be triggered from animation clips. This
is useful when you need something to happen at a specific time in an
animation. For example, playing a sound every time a characters feet
hits the ground when walking.
Closes #15494
## Solution
Added a new field to `AnimationClip`: `events`, which contains a list of
`AnimationEvent`s. These are automatically triggered in
`animate_targets` and `trigger_untargeted_animation_events`.
## Testing
Added a couple of tests and example (`animation_events.rs`) to make sure
events are triggered when expected.
---
## Showcase
`Events` need to also implement `AnimationEvent` and `Reflect` to be
used with animations.
```rust
#[derive(Event, AnimationEvent, Reflect)]
struct SomeEvent;
```
Events can be added to an `AnimationClip` by specifying a time and
event.
```rust
// trigger an event after 1.0 second
animation_clip.add_event(1.0, SomeEvent);
```
And optionally, providing a target id.
```rust
let id = AnimationTargetId::from_iter(["shoulder", "arm", "hand"]);
animation_clip.add_event_to_target(id, 1.0, HandEvent);
```
I modified the `animated_fox` example to show off the feature.
![CleanShot 2024-10-05 at 02 41
57](https://github.com/user-attachments/assets/0bb47db7-24f9-4504-88f1-40e375b89b1b)
---------
Co-authored-by: Matty <weatherleymatthew@gmail.com>
Co-authored-by: Chris Biscardi <chris@christopherbiscardi.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
2024-10-06 10:03:05 +00:00
|
|
|
) {
|
AnimationEvent -> Event and other improvements (#16440)
# Objective
Needing to derive `AnimationEvent` for `Event` is unnecessary, and the
trigger logic coupled to it feels like we're coupling "event producer"
logic with the event itself, which feels wrong. It also comes with a
bunch of complexity, which is again unnecessary. We can have the
flexibility of "custom animation event trigger logic" without this
coupling and complexity.
The current `animation_events` example is also needlessly complicated,
due to it needing to work around system ordering issues. The docs
describing it are also slightly wrong. We can make this all a non-issue
by solving the underlying ordering problem.
Related to this, we use the `bevy_animation::Animation` system set to
solve PostUpdate animation order-of-operations issues. If we move this
to bevy_app as part of our "core schedule", we can cut out needless
`bevy_animation` crate dependencies in these instances.
## Solution
- Remove `AnimationEvent`, the derive, and all other infrastructure
associated with it (such as the `bevy_animation/derive` crate)
- Replace all instances of `AnimationEvent` traits with `Event + Clone`
- Store and use functions for custom animation trigger logic (ex:
`clip.add_event_fn()`). For "normal" cases users dont need to think
about this and should use the simpler `clip.add_event()`
- Run the `Animation` system set _before_ updating text
- Move `bevy_animation::Animation` to `bevy_app::Animation`. Remove
unnecessary `bevy_animation` dependency from `bevy_ui`
- Adjust `animation_events` example to use the simpler `clip.add_event`
API, as the workarounds are no longer necessary
This is polishing work that will land in 0.15, and I think it is simple
enough and valuable enough to land in 0.15 with it, in the interest of
making the feature as compelling as possible.
2024-11-22 00:16:04 +00:00
|
|
|
self.add_event_fn_to_target(
|
|
|
|
target_id,
|
|
|
|
time,
|
|
|
|
move |commands: &mut Commands, entity: Entity, _time: f32, _weight: f32| {
|
|
|
|
commands.entity(entity).trigger(event.clone());
|
|
|
|
},
|
|
|
|
);
|
Add Support for Triggering Events via `AnimationEvent`s (#15538)
# Objective
Add support for events that can be triggered from animation clips. This
is useful when you need something to happen at a specific time in an
animation. For example, playing a sound every time a characters feet
hits the ground when walking.
Closes #15494
## Solution
Added a new field to `AnimationClip`: `events`, which contains a list of
`AnimationEvent`s. These are automatically triggered in
`animate_targets` and `trigger_untargeted_animation_events`.
## Testing
Added a couple of tests and example (`animation_events.rs`) to make sure
events are triggered when expected.
---
## Showcase
`Events` need to also implement `AnimationEvent` and `Reflect` to be
used with animations.
```rust
#[derive(Event, AnimationEvent, Reflect)]
struct SomeEvent;
```
Events can be added to an `AnimationClip` by specifying a time and
event.
```rust
// trigger an event after 1.0 second
animation_clip.add_event(1.0, SomeEvent);
```
And optionally, providing a target id.
```rust
let id = AnimationTargetId::from_iter(["shoulder", "arm", "hand"]);
animation_clip.add_event_to_target(id, 1.0, HandEvent);
```
I modified the `animated_fox` example to show off the feature.
![CleanShot 2024-10-05 at 02 41
57](https://github.com/user-attachments/assets/0bb47db7-24f9-4504-88f1-40e375b89b1b)
---------
Co-authored-by: Matty <weatherleymatthew@gmail.com>
Co-authored-by: Chris Biscardi <chris@christopherbiscardi.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
2024-10-06 10:03:05 +00:00
|
|
|
}
|
|
|
|
|
AnimationEvent -> Event and other improvements (#16440)
# Objective
Needing to derive `AnimationEvent` for `Event` is unnecessary, and the
trigger logic coupled to it feels like we're coupling "event producer"
logic with the event itself, which feels wrong. It also comes with a
bunch of complexity, which is again unnecessary. We can have the
flexibility of "custom animation event trigger logic" without this
coupling and complexity.
The current `animation_events` example is also needlessly complicated,
due to it needing to work around system ordering issues. The docs
describing it are also slightly wrong. We can make this all a non-issue
by solving the underlying ordering problem.
Related to this, we use the `bevy_animation::Animation` system set to
solve PostUpdate animation order-of-operations issues. If we move this
to bevy_app as part of our "core schedule", we can cut out needless
`bevy_animation` crate dependencies in these instances.
## Solution
- Remove `AnimationEvent`, the derive, and all other infrastructure
associated with it (such as the `bevy_animation/derive` crate)
- Replace all instances of `AnimationEvent` traits with `Event + Clone`
- Store and use functions for custom animation trigger logic (ex:
`clip.add_event_fn()`). For "normal" cases users dont need to think
about this and should use the simpler `clip.add_event()`
- Run the `Animation` system set _before_ updating text
- Move `bevy_animation::Animation` to `bevy_app::Animation`. Remove
unnecessary `bevy_animation` dependency from `bevy_ui`
- Adjust `animation_events` example to use the simpler `clip.add_event`
API, as the workarounds are no longer necessary
This is polishing work that will land in 0.15, and I think it is simple
enough and valuable enough to land in 0.15 with it, in the interest of
making the feature as compelling as possible.
2024-11-22 00:16:04 +00:00
|
|
|
/// Add a untargeted event function to this [`AnimationClip`].
|
Add Support for Triggering Events via `AnimationEvent`s (#15538)
# Objective
Add support for events that can be triggered from animation clips. This
is useful when you need something to happen at a specific time in an
animation. For example, playing a sound every time a characters feet
hits the ground when walking.
Closes #15494
## Solution
Added a new field to `AnimationClip`: `events`, which contains a list of
`AnimationEvent`s. These are automatically triggered in
`animate_targets` and `trigger_untargeted_animation_events`.
## Testing
Added a couple of tests and example (`animation_events.rs`) to make sure
events are triggered when expected.
---
## Showcase
`Events` need to also implement `AnimationEvent` and `Reflect` to be
used with animations.
```rust
#[derive(Event, AnimationEvent, Reflect)]
struct SomeEvent;
```
Events can be added to an `AnimationClip` by specifying a time and
event.
```rust
// trigger an event after 1.0 second
animation_clip.add_event(1.0, SomeEvent);
```
And optionally, providing a target id.
```rust
let id = AnimationTargetId::from_iter(["shoulder", "arm", "hand"]);
animation_clip.add_event_to_target(id, 1.0, HandEvent);
```
I modified the `animated_fox` example to show off the feature.
![CleanShot 2024-10-05 at 02 41
57](https://github.com/user-attachments/assets/0bb47db7-24f9-4504-88f1-40e375b89b1b)
---------
Co-authored-by: Matty <weatherleymatthew@gmail.com>
Co-authored-by: Chris Biscardi <chris@christopherbiscardi.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
2024-10-06 10:03:05 +00:00
|
|
|
///
|
AnimationEvent -> Event and other improvements (#16440)
# Objective
Needing to derive `AnimationEvent` for `Event` is unnecessary, and the
trigger logic coupled to it feels like we're coupling "event producer"
logic with the event itself, which feels wrong. It also comes with a
bunch of complexity, which is again unnecessary. We can have the
flexibility of "custom animation event trigger logic" without this
coupling and complexity.
The current `animation_events` example is also needlessly complicated,
due to it needing to work around system ordering issues. The docs
describing it are also slightly wrong. We can make this all a non-issue
by solving the underlying ordering problem.
Related to this, we use the `bevy_animation::Animation` system set to
solve PostUpdate animation order-of-operations issues. If we move this
to bevy_app as part of our "core schedule", we can cut out needless
`bevy_animation` crate dependencies in these instances.
## Solution
- Remove `AnimationEvent`, the derive, and all other infrastructure
associated with it (such as the `bevy_animation/derive` crate)
- Replace all instances of `AnimationEvent` traits with `Event + Clone`
- Store and use functions for custom animation trigger logic (ex:
`clip.add_event_fn()`). For "normal" cases users dont need to think
about this and should use the simpler `clip.add_event()`
- Run the `Animation` system set _before_ updating text
- Move `bevy_animation::Animation` to `bevy_app::Animation`. Remove
unnecessary `bevy_animation` dependency from `bevy_ui`
- Adjust `animation_events` example to use the simpler `clip.add_event`
API, as the workarounds are no longer necessary
This is polishing work that will land in 0.15, and I think it is simple
enough and valuable enough to land in 0.15 with it, in the interest of
making the feature as compelling as possible.
2024-11-22 00:16:04 +00:00
|
|
|
/// The `func` will trigger on the [`AnimationPlayer`] entity once the `time` (in seconds)
|
Add Support for Triggering Events via `AnimationEvent`s (#15538)
# Objective
Add support for events that can be triggered from animation clips. This
is useful when you need something to happen at a specific time in an
animation. For example, playing a sound every time a characters feet
hits the ground when walking.
Closes #15494
## Solution
Added a new field to `AnimationClip`: `events`, which contains a list of
`AnimationEvent`s. These are automatically triggered in
`animate_targets` and `trigger_untargeted_animation_events`.
## Testing
Added a couple of tests and example (`animation_events.rs`) to make sure
events are triggered when expected.
---
## Showcase
`Events` need to also implement `AnimationEvent` and `Reflect` to be
used with animations.
```rust
#[derive(Event, AnimationEvent, Reflect)]
struct SomeEvent;
```
Events can be added to an `AnimationClip` by specifying a time and
event.
```rust
// trigger an event after 1.0 second
animation_clip.add_event(1.0, SomeEvent);
```
And optionally, providing a target id.
```rust
let id = AnimationTargetId::from_iter(["shoulder", "arm", "hand"]);
animation_clip.add_event_to_target(id, 1.0, HandEvent);
```
I modified the `animated_fox` example to show off the feature.
![CleanShot 2024-10-05 at 02 41
57](https://github.com/user-attachments/assets/0bb47db7-24f9-4504-88f1-40e375b89b1b)
---------
Co-authored-by: Matty <weatherleymatthew@gmail.com>
Co-authored-by: Chris Biscardi <chris@christopherbiscardi.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
2024-10-06 10:03:05 +00:00
|
|
|
/// is reached in the animation.
|
|
|
|
///
|
AnimationEvent -> Event and other improvements (#16440)
# Objective
Needing to derive `AnimationEvent` for `Event` is unnecessary, and the
trigger logic coupled to it feels like we're coupling "event producer"
logic with the event itself, which feels wrong. It also comes with a
bunch of complexity, which is again unnecessary. We can have the
flexibility of "custom animation event trigger logic" without this
coupling and complexity.
The current `animation_events` example is also needlessly complicated,
due to it needing to work around system ordering issues. The docs
describing it are also slightly wrong. We can make this all a non-issue
by solving the underlying ordering problem.
Related to this, we use the `bevy_animation::Animation` system set to
solve PostUpdate animation order-of-operations issues. If we move this
to bevy_app as part of our "core schedule", we can cut out needless
`bevy_animation` crate dependencies in these instances.
## Solution
- Remove `AnimationEvent`, the derive, and all other infrastructure
associated with it (such as the `bevy_animation/derive` crate)
- Replace all instances of `AnimationEvent` traits with `Event + Clone`
- Store and use functions for custom animation trigger logic (ex:
`clip.add_event_fn()`). For "normal" cases users dont need to think
about this and should use the simpler `clip.add_event()`
- Run the `Animation` system set _before_ updating text
- Move `bevy_animation::Animation` to `bevy_app::Animation`. Remove
unnecessary `bevy_animation` dependency from `bevy_ui`
- Adjust `animation_events` example to use the simpler `clip.add_event`
API, as the workarounds are no longer necessary
This is polishing work that will land in 0.15, and I think it is simple
enough and valuable enough to land in 0.15 with it, in the interest of
making the feature as compelling as possible.
2024-11-22 00:16:04 +00:00
|
|
|
/// For a simpler [`Event`]-based alternative, see [`AnimationClip::add_event`].
|
Add Support for Triggering Events via `AnimationEvent`s (#15538)
# Objective
Add support for events that can be triggered from animation clips. This
is useful when you need something to happen at a specific time in an
animation. For example, playing a sound every time a characters feet
hits the ground when walking.
Closes #15494
## Solution
Added a new field to `AnimationClip`: `events`, which contains a list of
`AnimationEvent`s. These are automatically triggered in
`animate_targets` and `trigger_untargeted_animation_events`.
## Testing
Added a couple of tests and example (`animation_events.rs`) to make sure
events are triggered when expected.
---
## Showcase
`Events` need to also implement `AnimationEvent` and `Reflect` to be
used with animations.
```rust
#[derive(Event, AnimationEvent, Reflect)]
struct SomeEvent;
```
Events can be added to an `AnimationClip` by specifying a time and
event.
```rust
// trigger an event after 1.0 second
animation_clip.add_event(1.0, SomeEvent);
```
And optionally, providing a target id.
```rust
let id = AnimationTargetId::from_iter(["shoulder", "arm", "hand"]);
animation_clip.add_event_to_target(id, 1.0, HandEvent);
```
I modified the `animated_fox` example to show off the feature.
![CleanShot 2024-10-05 at 02 41
57](https://github.com/user-attachments/assets/0bb47db7-24f9-4504-88f1-40e375b89b1b)
---------
Co-authored-by: Matty <weatherleymatthew@gmail.com>
Co-authored-by: Chris Biscardi <chris@christopherbiscardi.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
2024-10-06 10:03:05 +00:00
|
|
|
/// See also [`add_event_to_target`](Self::add_event_to_target).
|
AnimationEvent -> Event and other improvements (#16440)
# Objective
Needing to derive `AnimationEvent` for `Event` is unnecessary, and the
trigger logic coupled to it feels like we're coupling "event producer"
logic with the event itself, which feels wrong. It also comes with a
bunch of complexity, which is again unnecessary. We can have the
flexibility of "custom animation event trigger logic" without this
coupling and complexity.
The current `animation_events` example is also needlessly complicated,
due to it needing to work around system ordering issues. The docs
describing it are also slightly wrong. We can make this all a non-issue
by solving the underlying ordering problem.
Related to this, we use the `bevy_animation::Animation` system set to
solve PostUpdate animation order-of-operations issues. If we move this
to bevy_app as part of our "core schedule", we can cut out needless
`bevy_animation` crate dependencies in these instances.
## Solution
- Remove `AnimationEvent`, the derive, and all other infrastructure
associated with it (such as the `bevy_animation/derive` crate)
- Replace all instances of `AnimationEvent` traits with `Event + Clone`
- Store and use functions for custom animation trigger logic (ex:
`clip.add_event_fn()`). For "normal" cases users dont need to think
about this and should use the simpler `clip.add_event()`
- Run the `Animation` system set _before_ updating text
- Move `bevy_animation::Animation` to `bevy_app::Animation`. Remove
unnecessary `bevy_animation` dependency from `bevy_ui`
- Adjust `animation_events` example to use the simpler `clip.add_event`
API, as the workarounds are no longer necessary
This is polishing work that will land in 0.15, and I think it is simple
enough and valuable enough to land in 0.15 with it, in the interest of
making the feature as compelling as possible.
2024-11-22 00:16:04 +00:00
|
|
|
///
|
|
|
|
/// ```
|
|
|
|
/// # use bevy_animation::AnimationClip;
|
|
|
|
/// # let mut clip = AnimationClip::default();
|
|
|
|
/// clip.add_event_fn(1.0, |commands, entity, time, weight| {
|
|
|
|
/// println!("Animation Event Triggered {entity:#?} at time {time} with weight {weight}");
|
|
|
|
/// })
|
|
|
|
/// ```
|
|
|
|
pub fn add_event_fn(
|
|
|
|
&mut self,
|
|
|
|
time: f32,
|
|
|
|
func: impl Fn(&mut Commands, Entity, f32, f32) + Send + Sync + 'static,
|
|
|
|
) {
|
|
|
|
self.add_event_internal(AnimationEventTarget::Root, time, func);
|
|
|
|
}
|
|
|
|
|
|
|
|
/// Add an event function to an [`AnimationTarget`] named by an [`AnimationTargetId`].
|
|
|
|
///
|
|
|
|
/// The `func` will trigger on the entity matching the target once the `time` (in seconds)
|
|
|
|
/// is reached in the animation.
|
|
|
|
///
|
|
|
|
/// For a simpler [`Event`]-based alternative, see [`AnimationClip::add_event_to_target`].
|
|
|
|
/// Use [`add_event`](Self::add_event) instead if you don't have a specific target.
|
|
|
|
///
|
|
|
|
/// ```
|
|
|
|
/// # use bevy_animation::{AnimationClip, AnimationTargetId};
|
|
|
|
/// # let mut clip = AnimationClip::default();
|
|
|
|
/// clip.add_event_fn_to_target(AnimationTargetId::from_iter(["Arm", "Hand"]), 1.0, |commands, entity, time, weight| {
|
|
|
|
/// println!("Animation Event Triggered {entity:#?} at time {time} with weight {weight}");
|
|
|
|
/// })
|
|
|
|
/// ```
|
|
|
|
pub fn add_event_fn_to_target(
|
|
|
|
&mut self,
|
|
|
|
target_id: AnimationTargetId,
|
|
|
|
time: f32,
|
|
|
|
func: impl Fn(&mut Commands, Entity, f32, f32) + Send + Sync + 'static,
|
|
|
|
) {
|
|
|
|
self.add_event_internal(AnimationEventTarget::Node(target_id), time, func);
|
Add Support for Triggering Events via `AnimationEvent`s (#15538)
# Objective
Add support for events that can be triggered from animation clips. This
is useful when you need something to happen at a specific time in an
animation. For example, playing a sound every time a characters feet
hits the ground when walking.
Closes #15494
## Solution
Added a new field to `AnimationClip`: `events`, which contains a list of
`AnimationEvent`s. These are automatically triggered in
`animate_targets` and `trigger_untargeted_animation_events`.
## Testing
Added a couple of tests and example (`animation_events.rs`) to make sure
events are triggered when expected.
---
## Showcase
`Events` need to also implement `AnimationEvent` and `Reflect` to be
used with animations.
```rust
#[derive(Event, AnimationEvent, Reflect)]
struct SomeEvent;
```
Events can be added to an `AnimationClip` by specifying a time and
event.
```rust
// trigger an event after 1.0 second
animation_clip.add_event(1.0, SomeEvent);
```
And optionally, providing a target id.
```rust
let id = AnimationTargetId::from_iter(["shoulder", "arm", "hand"]);
animation_clip.add_event_to_target(id, 1.0, HandEvent);
```
I modified the `animated_fox` example to show off the feature.
![CleanShot 2024-10-05 at 02 41
57](https://github.com/user-attachments/assets/0bb47db7-24f9-4504-88f1-40e375b89b1b)
---------
Co-authored-by: Matty <weatherleymatthew@gmail.com>
Co-authored-by: Chris Biscardi <chris@christopherbiscardi.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
2024-10-06 10:03:05 +00:00
|
|
|
}
|
|
|
|
|
AnimationEvent -> Event and other improvements (#16440)
# Objective
Needing to derive `AnimationEvent` for `Event` is unnecessary, and the
trigger logic coupled to it feels like we're coupling "event producer"
logic with the event itself, which feels wrong. It also comes with a
bunch of complexity, which is again unnecessary. We can have the
flexibility of "custom animation event trigger logic" without this
coupling and complexity.
The current `animation_events` example is also needlessly complicated,
due to it needing to work around system ordering issues. The docs
describing it are also slightly wrong. We can make this all a non-issue
by solving the underlying ordering problem.
Related to this, we use the `bevy_animation::Animation` system set to
solve PostUpdate animation order-of-operations issues. If we move this
to bevy_app as part of our "core schedule", we can cut out needless
`bevy_animation` crate dependencies in these instances.
## Solution
- Remove `AnimationEvent`, the derive, and all other infrastructure
associated with it (such as the `bevy_animation/derive` crate)
- Replace all instances of `AnimationEvent` traits with `Event + Clone`
- Store and use functions for custom animation trigger logic (ex:
`clip.add_event_fn()`). For "normal" cases users dont need to think
about this and should use the simpler `clip.add_event()`
- Run the `Animation` system set _before_ updating text
- Move `bevy_animation::Animation` to `bevy_app::Animation`. Remove
unnecessary `bevy_animation` dependency from `bevy_ui`
- Adjust `animation_events` example to use the simpler `clip.add_event`
API, as the workarounds are no longer necessary
This is polishing work that will land in 0.15, and I think it is simple
enough and valuable enough to land in 0.15 with it, in the interest of
making the feature as compelling as possible.
2024-11-22 00:16:04 +00:00
|
|
|
fn add_event_internal(
|
Add Support for Triggering Events via `AnimationEvent`s (#15538)
# Objective
Add support for events that can be triggered from animation clips. This
is useful when you need something to happen at a specific time in an
animation. For example, playing a sound every time a characters feet
hits the ground when walking.
Closes #15494
## Solution
Added a new field to `AnimationClip`: `events`, which contains a list of
`AnimationEvent`s. These are automatically triggered in
`animate_targets` and `trigger_untargeted_animation_events`.
## Testing
Added a couple of tests and example (`animation_events.rs`) to make sure
events are triggered when expected.
---
## Showcase
`Events` need to also implement `AnimationEvent` and `Reflect` to be
used with animations.
```rust
#[derive(Event, AnimationEvent, Reflect)]
struct SomeEvent;
```
Events can be added to an `AnimationClip` by specifying a time and
event.
```rust
// trigger an event after 1.0 second
animation_clip.add_event(1.0, SomeEvent);
```
And optionally, providing a target id.
```rust
let id = AnimationTargetId::from_iter(["shoulder", "arm", "hand"]);
animation_clip.add_event_to_target(id, 1.0, HandEvent);
```
I modified the `animated_fox` example to show off the feature.
![CleanShot 2024-10-05 at 02 41
57](https://github.com/user-attachments/assets/0bb47db7-24f9-4504-88f1-40e375b89b1b)
---------
Co-authored-by: Matty <weatherleymatthew@gmail.com>
Co-authored-by: Chris Biscardi <chris@christopherbiscardi.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
2024-10-06 10:03:05 +00:00
|
|
|
&mut self,
|
|
|
|
target: AnimationEventTarget,
|
|
|
|
time: f32,
|
AnimationEvent -> Event and other improvements (#16440)
# Objective
Needing to derive `AnimationEvent` for `Event` is unnecessary, and the
trigger logic coupled to it feels like we're coupling "event producer"
logic with the event itself, which feels wrong. It also comes with a
bunch of complexity, which is again unnecessary. We can have the
flexibility of "custom animation event trigger logic" without this
coupling and complexity.
The current `animation_events` example is also needlessly complicated,
due to it needing to work around system ordering issues. The docs
describing it are also slightly wrong. We can make this all a non-issue
by solving the underlying ordering problem.
Related to this, we use the `bevy_animation::Animation` system set to
solve PostUpdate animation order-of-operations issues. If we move this
to bevy_app as part of our "core schedule", we can cut out needless
`bevy_animation` crate dependencies in these instances.
## Solution
- Remove `AnimationEvent`, the derive, and all other infrastructure
associated with it (such as the `bevy_animation/derive` crate)
- Replace all instances of `AnimationEvent` traits with `Event + Clone`
- Store and use functions for custom animation trigger logic (ex:
`clip.add_event_fn()`). For "normal" cases users dont need to think
about this and should use the simpler `clip.add_event()`
- Run the `Animation` system set _before_ updating text
- Move `bevy_animation::Animation` to `bevy_app::Animation`. Remove
unnecessary `bevy_animation` dependency from `bevy_ui`
- Adjust `animation_events` example to use the simpler `clip.add_event`
API, as the workarounds are no longer necessary
This is polishing work that will land in 0.15, and I think it is simple
enough and valuable enough to land in 0.15 with it, in the interest of
making the feature as compelling as possible.
2024-11-22 00:16:04 +00:00
|
|
|
trigger_fn: impl Fn(&mut Commands, Entity, f32, f32) + Send + Sync + 'static,
|
Add Support for Triggering Events via `AnimationEvent`s (#15538)
# Objective
Add support for events that can be triggered from animation clips. This
is useful when you need something to happen at a specific time in an
animation. For example, playing a sound every time a characters feet
hits the ground when walking.
Closes #15494
## Solution
Added a new field to `AnimationClip`: `events`, which contains a list of
`AnimationEvent`s. These are automatically triggered in
`animate_targets` and `trigger_untargeted_animation_events`.
## Testing
Added a couple of tests and example (`animation_events.rs`) to make sure
events are triggered when expected.
---
## Showcase
`Events` need to also implement `AnimationEvent` and `Reflect` to be
used with animations.
```rust
#[derive(Event, AnimationEvent, Reflect)]
struct SomeEvent;
```
Events can be added to an `AnimationClip` by specifying a time and
event.
```rust
// trigger an event after 1.0 second
animation_clip.add_event(1.0, SomeEvent);
```
And optionally, providing a target id.
```rust
let id = AnimationTargetId::from_iter(["shoulder", "arm", "hand"]);
animation_clip.add_event_to_target(id, 1.0, HandEvent);
```
I modified the `animated_fox` example to show off the feature.
![CleanShot 2024-10-05 at 02 41
57](https://github.com/user-attachments/assets/0bb47db7-24f9-4504-88f1-40e375b89b1b)
---------
Co-authored-by: Matty <weatherleymatthew@gmail.com>
Co-authored-by: Chris Biscardi <chris@christopherbiscardi.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
2024-10-06 10:03:05 +00:00
|
|
|
) {
|
|
|
|
self.duration = self.duration.max(time);
|
|
|
|
let triggers = self.events.entry(target).or_default();
|
|
|
|
match triggers.binary_search_by_key(&FloatOrd(time), |e| FloatOrd(e.time)) {
|
|
|
|
Ok(index) | Err(index) => triggers.insert(
|
|
|
|
index,
|
|
|
|
TimedAnimationEvent {
|
|
|
|
time,
|
AnimationEvent -> Event and other improvements (#16440)
# Objective
Needing to derive `AnimationEvent` for `Event` is unnecessary, and the
trigger logic coupled to it feels like we're coupling "event producer"
logic with the event itself, which feels wrong. It also comes with a
bunch of complexity, which is again unnecessary. We can have the
flexibility of "custom animation event trigger logic" without this
coupling and complexity.
The current `animation_events` example is also needlessly complicated,
due to it needing to work around system ordering issues. The docs
describing it are also slightly wrong. We can make this all a non-issue
by solving the underlying ordering problem.
Related to this, we use the `bevy_animation::Animation` system set to
solve PostUpdate animation order-of-operations issues. If we move this
to bevy_app as part of our "core schedule", we can cut out needless
`bevy_animation` crate dependencies in these instances.
## Solution
- Remove `AnimationEvent`, the derive, and all other infrastructure
associated with it (such as the `bevy_animation/derive` crate)
- Replace all instances of `AnimationEvent` traits with `Event + Clone`
- Store and use functions for custom animation trigger logic (ex:
`clip.add_event_fn()`). For "normal" cases users dont need to think
about this and should use the simpler `clip.add_event()`
- Run the `Animation` system set _before_ updating text
- Move `bevy_animation::Animation` to `bevy_app::Animation`. Remove
unnecessary `bevy_animation` dependency from `bevy_ui`
- Adjust `animation_events` example to use the simpler `clip.add_event`
API, as the workarounds are no longer necessary
This is polishing work that will land in 0.15, and I think it is simple
enough and valuable enough to land in 0.15 with it, in the interest of
making the feature as compelling as possible.
2024-11-22 00:16:04 +00:00
|
|
|
event: AnimationEvent {
|
|
|
|
trigger: AnimationEventFn(Arc::new(trigger_fn)),
|
|
|
|
},
|
Add Support for Triggering Events via `AnimationEvent`s (#15538)
# Objective
Add support for events that can be triggered from animation clips. This
is useful when you need something to happen at a specific time in an
animation. For example, playing a sound every time a characters feet
hits the ground when walking.
Closes #15494
## Solution
Added a new field to `AnimationClip`: `events`, which contains a list of
`AnimationEvent`s. These are automatically triggered in
`animate_targets` and `trigger_untargeted_animation_events`.
## Testing
Added a couple of tests and example (`animation_events.rs`) to make sure
events are triggered when expected.
---
## Showcase
`Events` need to also implement `AnimationEvent` and `Reflect` to be
used with animations.
```rust
#[derive(Event, AnimationEvent, Reflect)]
struct SomeEvent;
```
Events can be added to an `AnimationClip` by specifying a time and
event.
```rust
// trigger an event after 1.0 second
animation_clip.add_event(1.0, SomeEvent);
```
And optionally, providing a target id.
```rust
let id = AnimationTargetId::from_iter(["shoulder", "arm", "hand"]);
animation_clip.add_event_to_target(id, 1.0, HandEvent);
```
I modified the `animated_fox` example to show off the feature.
![CleanShot 2024-10-05 at 02 41
57](https://github.com/user-attachments/assets/0bb47db7-24f9-4504-88f1-40e375b89b1b)
---------
Co-authored-by: Matty <weatherleymatthew@gmail.com>
Co-authored-by: Chris Biscardi <chris@christopherbiscardi.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
2024-10-06 10:03:05 +00:00
|
|
|
},
|
|
|
|
),
|
|
|
|
}
|
|
|
|
}
|
2022-04-02 22:36:02 +00:00
|
|
|
}
|
|
|
|
|
API updates to the AnimationPlayer (#9002)
# Objective
Added `AnimationPlayer` API UX improvements.
- Succestor to https://github.com/bevyengine/bevy/pull/5912
- Fixes https://github.com/bevyengine/bevy/issues/5848
_(Credits to @asafigan for filing #5848, creating the initial pull
request, and the discussion in #5912)_
## Solution
- Created `RepeatAnimation` enum to describe an animation repetition
behavior.
- Added `is_finished()`, `set_repeat()`, and `is_playback_reversed()`
methods to the animation player.
- ~~Made the animation clip optional as per the comment from #5912~~
> ~~My problem is that the default handle [used the initialize a
`PlayingAnimation`] could actually refer to an actual animation if an
AnimationClip is set for the default handle, which leads me to ask,
"Should animation_clip should be an Option?"~~
- Added an accessor for the animation clip `animation_clip()` to the
animation player.
To determine if an animation is finished, we use the number of times the
animation has completed and the repetition behavior. If the animation is
playing in reverse then `elapsed < 0.0` counts as a completion.
Otherwise, `elapsed > animation.duration` counts as a completion. This
is what I would expect, personally. If there's any ambiguity, perhaps we
could add some `AnimationCompletionBehavior`, to specify that kind of
completion behavior to use.
Update: Previously `PlayingAnimation::elapsed` was being used as the
seek time into the animation clip. This was misleading because if you
increased the speed of the animation it would also increase (or
decrease) the elapsed time. In other words, the elapsed time was not
actually the elapsed time. To solve this, we introduce
`PlayingAnimation::seek_time` to serve as the value we manipulate the
move between keyframes. Consequently, `elapsed()` now returns the actual
elapsed time, and is not effected by the animation speed. Because
`set_elapsed` was being used to manipulate the displayed keyframe, we
introduce `AnimationPlayer::seek_to` and `AnimationPlayer::replay` to
provide this functionality.
## Migration Guide
- Removed `set_elapsed`.
- Removed `stop_repeating` in favour of
`AnimationPlayer::set_repeat(RepeatAnimation::Never)`.
- Introduced `seek_to` to seek to a given timestamp inside of the
animation.
- Introduced `seek_time` accessor for the `PlayingAnimation::seek_to`.
- Introduced `AnimationPlayer::replay` to reset the `PlayingAnimation`
to a state where no time has elapsed.
---------
Co-authored-by: Hennadii Chernyshchyk <genaloner@gmail.com>
Co-authored-by: François <mockersf@gmail.com>
2023-08-28 16:43:04 +00:00
|
|
|
/// Repetition behavior of an animation.
|
2023-11-15 14:05:04 +00:00
|
|
|
#[derive(Reflect, Debug, PartialEq, Eq, Copy, Clone, Default)]
|
API updates to the AnimationPlayer (#9002)
# Objective
Added `AnimationPlayer` API UX improvements.
- Succestor to https://github.com/bevyengine/bevy/pull/5912
- Fixes https://github.com/bevyengine/bevy/issues/5848
_(Credits to @asafigan for filing #5848, creating the initial pull
request, and the discussion in #5912)_
## Solution
- Created `RepeatAnimation` enum to describe an animation repetition
behavior.
- Added `is_finished()`, `set_repeat()`, and `is_playback_reversed()`
methods to the animation player.
- ~~Made the animation clip optional as per the comment from #5912~~
> ~~My problem is that the default handle [used the initialize a
`PlayingAnimation`] could actually refer to an actual animation if an
AnimationClip is set for the default handle, which leads me to ask,
"Should animation_clip should be an Option?"~~
- Added an accessor for the animation clip `animation_clip()` to the
animation player.
To determine if an animation is finished, we use the number of times the
animation has completed and the repetition behavior. If the animation is
playing in reverse then `elapsed < 0.0` counts as a completion.
Otherwise, `elapsed > animation.duration` counts as a completion. This
is what I would expect, personally. If there's any ambiguity, perhaps we
could add some `AnimationCompletionBehavior`, to specify that kind of
completion behavior to use.
Update: Previously `PlayingAnimation::elapsed` was being used as the
seek time into the animation clip. This was misleading because if you
increased the speed of the animation it would also increase (or
decrease) the elapsed time. In other words, the elapsed time was not
actually the elapsed time. To solve this, we introduce
`PlayingAnimation::seek_time` to serve as the value we manipulate the
move between keyframes. Consequently, `elapsed()` now returns the actual
elapsed time, and is not effected by the animation speed. Because
`set_elapsed` was being used to manipulate the displayed keyframe, we
introduce `AnimationPlayer::seek_to` and `AnimationPlayer::replay` to
provide this functionality.
## Migration Guide
- Removed `set_elapsed`.
- Removed `stop_repeating` in favour of
`AnimationPlayer::set_repeat(RepeatAnimation::Never)`.
- Introduced `seek_to` to seek to a given timestamp inside of the
animation.
- Introduced `seek_time` accessor for the `PlayingAnimation::seek_to`.
- Introduced `AnimationPlayer::replay` to reset the `PlayingAnimation`
to a state where no time has elapsed.
---------
Co-authored-by: Hennadii Chernyshchyk <genaloner@gmail.com>
Co-authored-by: François <mockersf@gmail.com>
2023-08-28 16:43:04 +00:00
|
|
|
pub enum RepeatAnimation {
|
|
|
|
/// The animation will finish after running once.
|
|
|
|
#[default]
|
|
|
|
Never,
|
|
|
|
/// The animation will finish after running "n" times.
|
|
|
|
Count(u32),
|
|
|
|
/// The animation will never finish.
|
|
|
|
Forever,
|
|
|
|
}
|
|
|
|
|
Allow animation clips to animate arbitrary properties. (#15282)
Currently, Bevy restricts animation clips to animating
`Transform::translation`, `Transform::rotation`, `Transform::scale`, or
`MorphWeights`, which correspond to the properties that glTF can
animate. This is insufficient for many use cases such as animating UI,
as the UI layout systems expect to have exclusive control over UI
elements' `Transform`s and therefore the `Style` properties must be
animated instead.
This commit fixes this, allowing for `AnimationClip`s to animate
arbitrary properties. The `Keyframes` structure has been turned into a
low-level trait that can be implemented to achieve arbitrary animation
behavior. Along with `Keyframes`, this patch adds a higher-level trait,
`AnimatableProperty`, that simplifies the task of animating single
interpolable properties. Built-in `Keyframes` implementations exist for
translation, rotation, scale, and morph weights. For the most part, you
can migrate by simply changing your code from
`Keyframes::Translation(...)` to `TranslationKeyframes(...)`, and
likewise for rotation, scale, and morph weights.
An example `AnimatableProperty` implementation for the font size of a
text section follows:
#[derive(Reflect)]
struct FontSizeProperty;
impl AnimatableProperty for FontSizeProperty {
type Component = Text;
type Property = f32;
fn get_mut(component: &mut Self::Component) -> Option<&mut
Self::Property> {
Some(&mut component.sections.get_mut(0)?.style.font_size)
}
}
In order to keep this patch relatively small, this patch doesn't include
an implementation of `AnimatableProperty` on top of the reflection
system. That can be a follow-up.
This patch builds on top of the new `EntityMutExcept<>` type in order to
widen the `AnimationTarget` query to include write access to all
components. Because `EntityMutExcept<>` has some performance overhead
over an explicit query, we continue to explicitly query `Transform` in
order to avoid regressing the performance of skeletal animation, such as
the `many_foxes` benchmark. I've measured the performance of that
benchmark and have found no significant regressions.
A new example, `animated_ui`, has been added. This example shows how to
use Bevy's built-in animation infrastructure to animate font size and
color, which wasn't possible before this patch.
## Showcase
https://github.com/user-attachments/assets/1fa73492-a9ce-405a-a8f2-4aacd7f6dc97
## Migration Guide
* Animation keyframes are now an extensible trait, not an enum. Replace
`Keyframes::Translation(...)`, `Keyframes::Scale(...)`,
`Keyframes::Rotation(...)`, and `Keyframes::Weights(...)` with
`Box::new(TranslationKeyframes(...))`, `Box::new(ScaleKeyframes(...))`,
`Box::new(RotationKeyframes(...))`, and
`Box::new(MorphWeightsKeyframes(...))` respectively.
2024-09-23 17:14:12 +00:00
|
|
|
/// Why Bevy failed to evaluate an animation.
|
|
|
|
#[derive(Clone, Debug)]
|
|
|
|
pub enum AnimationEvaluationError {
|
|
|
|
/// The component to be animated isn't present on the animation target.
|
|
|
|
///
|
|
|
|
/// To fix this error, make sure the entity to be animated contains all
|
|
|
|
/// components that have animation curves.
|
|
|
|
ComponentNotPresent(TypeId),
|
|
|
|
|
|
|
|
/// The component to be animated was present, but the property on the
|
|
|
|
/// component wasn't present.
|
|
|
|
PropertyNotPresent(TypeId),
|
Impose a more sensible ordering for animation graph evaluation. (#15589)
This is an updated version of #15530. Review comments were addressed.
This commit changes the animation graph evaluation to be operate in a
more sensible order and updates the semantics of blend nodes to conform
to [the animation composition RFC]. Prior to this patch, a node graph
like this:
```
┌─────┐
│ │
│ 1 │
│ │
└──┬──┘
│
┌───────┴───────┐
│ │
▼ ▼
┌─────┐ ┌─────┐
│ │ │ │
│ 2 │ │ 3 │
│ │ │ │
└──┬──┘ └──┬──┘
│ │
┌───┴───┐ ┌───┴───┐
│ │ │ │
▼ ▼ ▼ ▼
┌─────┐ ┌─────┐ ┌─────┐ ┌─────┐
│ │ │ │ │ │ │ │
│ 4 │ │ 6 │ │ 5 │ │ 7 │
│ │ │ │ │ │ │ │
└─────┘ └─────┘ └─────┘ └─────┘
```
Would be evaluated as (((4 ⊕ 5) ⊕ 6) ⊕ 7), with the blend (lerp/slerp)
operation notated as ⊕. As quaternion multiplication isn't commutative,
this is very counterintuitive and will especially lead to trouble with
the forthcoming additive blending feature (#15198).
This patch fixes the issue by changing the evaluation order to
postorder, with children of a node evaluated in ascending order by node
index.
To do so, this patch revamps `AnimationCurve` to be based on an
*evaluation stack* and a *blend register*. During target evaluation, the
graph evaluator traverses the graph in postorder. When encountering a
clip node, the evaluator pushes the possibly-interpolated value onto the
evaluation stack. When encountering a blend node, the evaluator pops
values off the stack into the blend register, accumulating weights as
appropriate. When the graph is completely evaluated, the top element on
the stack is *committed* to the property of the component.
A new system, the *graph threading* system, is added in order to cache
the sorted postorder traversal to avoid the overhead of sorting children
at animation evaluation time. Mask evaluation has been moved to this
system so that the graph only has to be traversed at most once per
frame. Unlike the `ActiveAnimation` list, the *threaded graph* is cached
from frame to frame and only has to be regenerated when the animation
graph asset changes.
This patch currently regresses the `animate_target` performance in
`many_foxes` by around 50%, resulting in an FPS loss of about 2-3 FPS.
I'd argue that this is an acceptable price to pay for a much more
intuitive system. In the future, we can mitigate the regression with a
fast path that avoids consulting the graph if only one animation is
playing. However, in the interest of keeping this patch simple, I didn't
do so here.
[the animation composition RFC]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
# Objective
- Describe the objective or issue this PR addresses.
- If you're fixing a specific issue, say "Fixes #X".
## Solution
- Describe the solution used to achieve the objective above.
## Testing
- Did you test these changes? If so, how?
- Are there any parts that need more testing?
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
---
## Showcase
> This section is optional. If this PR does not include a visual change
or does not add a new feature, you can delete this section.
- Help others understand the result of this PR by showcasing your
awesome work!
- If this PR adds a new feature or public API, consider adding a brief
pseudo-code snippet of it in action
- If this PR includes a visual change, consider adding a screenshot,
GIF, or video
- If you want, you could even include a before/after comparison!
- If the Migration Guide adequately covers the changes, you can delete
this section
While a showcase should aim to be brief and digestible, you can use a
toggleable section to save space on longer showcases:
<details>
<summary>Click to view showcase</summary>
```rust
println!("My super cool code.");
```
</details>
## Migration Guide
> This section is optional. If there are no breaking changes, you can
delete this section.
- If this PR is a breaking change (relative to the last release of
Bevy), describe how a user might need to migrate their code to support
these changes
- Simply adding new functionality is not a breaking change.
- Fixing behavior that was definitely a bug, rather than a questionable
design choice is not a breaking change.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-10-03 00:36:42 +00:00
|
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|
/// An internal error occurred in the implementation of
|
|
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|
/// [`AnimationCurveEvaluator`].
|
|
|
|
///
|
|
|
|
/// You shouldn't ordinarily see this error unless you implemented
|
|
|
|
/// [`AnimationCurveEvaluator`] yourself. The contained [`TypeId`] is the ID
|
|
|
|
/// of the curve evaluator.
|
|
|
|
InconsistentEvaluatorImplementation(TypeId),
|
Allow animation clips to animate arbitrary properties. (#15282)
Currently, Bevy restricts animation clips to animating
`Transform::translation`, `Transform::rotation`, `Transform::scale`, or
`MorphWeights`, which correspond to the properties that glTF can
animate. This is insufficient for many use cases such as animating UI,
as the UI layout systems expect to have exclusive control over UI
elements' `Transform`s and therefore the `Style` properties must be
animated instead.
This commit fixes this, allowing for `AnimationClip`s to animate
arbitrary properties. The `Keyframes` structure has been turned into a
low-level trait that can be implemented to achieve arbitrary animation
behavior. Along with `Keyframes`, this patch adds a higher-level trait,
`AnimatableProperty`, that simplifies the task of animating single
interpolable properties. Built-in `Keyframes` implementations exist for
translation, rotation, scale, and morph weights. For the most part, you
can migrate by simply changing your code from
`Keyframes::Translation(...)` to `TranslationKeyframes(...)`, and
likewise for rotation, scale, and morph weights.
An example `AnimatableProperty` implementation for the font size of a
text section follows:
#[derive(Reflect)]
struct FontSizeProperty;
impl AnimatableProperty for FontSizeProperty {
type Component = Text;
type Property = f32;
fn get_mut(component: &mut Self::Component) -> Option<&mut
Self::Property> {
Some(&mut component.sections.get_mut(0)?.style.font_size)
}
}
In order to keep this patch relatively small, this patch doesn't include
an implementation of `AnimatableProperty` on top of the reflection
system. That can be a follow-up.
This patch builds on top of the new `EntityMutExcept<>` type in order to
widen the `AnimationTarget` query to include write access to all
components. Because `EntityMutExcept<>` has some performance overhead
over an explicit query, we continue to explicitly query `Transform` in
order to avoid regressing the performance of skeletal animation, such as
the `many_foxes` benchmark. I've measured the performance of that
benchmark and have found no significant regressions.
A new example, `animated_ui`, has been added. This example shows how to
use Bevy's built-in animation infrastructure to animate font size and
color, which wasn't possible before this patch.
## Showcase
https://github.com/user-attachments/assets/1fa73492-a9ce-405a-a8f2-4aacd7f6dc97
## Migration Guide
* Animation keyframes are now an extensible trait, not an enum. Replace
`Keyframes::Translation(...)`, `Keyframes::Scale(...)`,
`Keyframes::Rotation(...)`, and `Keyframes::Weights(...)` with
`Box::new(TranslationKeyframes(...))`, `Box::new(ScaleKeyframes(...))`,
`Box::new(RotationKeyframes(...))`, and
`Box::new(MorphWeightsKeyframes(...))` respectively.
2024-09-23 17:14:12 +00:00
|
|
|
}
|
|
|
|
|
Implement the `AnimationGraph`, allowing for multiple animations to be blended together. (#11989)
This is an implementation of RFC #51:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
Note that the implementation strategy is different from the one outlined
in that RFC, because two-phase animation has now landed.
# Objective
Bevy needs animation blending. The RFC for this is [RFC 51].
## Solution
This is an implementation of the RFC. Note that the implementation
strategy is different from the one outlined there, because two-phase
animation has now landed.
This is just a draft to get the conversation started. Currently we're
missing a few things:
- [x] A fully-fleshed-out mechanism for transitions
- [x] A serialization format for `AnimationGraph`s
- [x] Examples are broken, other than `animated_fox`
- [x] Documentation
---
## Changelog
### Added
* The `AnimationPlayer` has been reworked to support blending multiple
animations together through an `AnimationGraph`, and as such will no
longer function unless a `Handle<AnimationGraph>` has been added to the
entity containing the player. See [RFC 51] for more details.
* Transition functionality has moved from the `AnimationPlayer` to a new
component, `AnimationTransitions`, which works in tandem with the
`AnimationGraph`.
## Migration Guide
* `AnimationPlayer`s can no longer play animations by themselves and
need to be paired with a `Handle<AnimationGraph>`. Code that was using
`AnimationPlayer` to play animations will need to create an
`AnimationGraph` asset first, add a node for the clip (or clips) you
want to play, and then supply the index of that node to the
`AnimationPlayer`'s `play` method.
* The `AnimationPlayer::play_with_transition()` method has been removed
and replaced with the `AnimationTransitions` component. If you were
previously using `AnimationPlayer::play_with_transition()`, add all
animations that you were playing to the `AnimationGraph`, and create an
`AnimationTransitions` component to manage the blending between them.
[RFC 51]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
---------
Co-authored-by: Rob Parrett <robparrett@gmail.com>
2024-03-07 20:22:42 +00:00
|
|
|
/// An animation that an [`AnimationPlayer`] is currently either playing or was
|
|
|
|
/// playing, but is presently paused.
|
|
|
|
///
|
|
|
|
/// An stopped animation is considered no longer active.
|
2024-06-07 21:51:24 +00:00
|
|
|
#[derive(Debug, Clone, Copy, Reflect)]
|
Implement the `AnimationGraph`, allowing for multiple animations to be blended together. (#11989)
This is an implementation of RFC #51:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
Note that the implementation strategy is different from the one outlined
in that RFC, because two-phase animation has now landed.
# Objective
Bevy needs animation blending. The RFC for this is [RFC 51].
## Solution
This is an implementation of the RFC. Note that the implementation
strategy is different from the one outlined there, because two-phase
animation has now landed.
This is just a draft to get the conversation started. Currently we're
missing a few things:
- [x] A fully-fleshed-out mechanism for transitions
- [x] A serialization format for `AnimationGraph`s
- [x] Examples are broken, other than `animated_fox`
- [x] Documentation
---
## Changelog
### Added
* The `AnimationPlayer` has been reworked to support blending multiple
animations together through an `AnimationGraph`, and as such will no
longer function unless a `Handle<AnimationGraph>` has been added to the
entity containing the player. See [RFC 51] for more details.
* Transition functionality has moved from the `AnimationPlayer` to a new
component, `AnimationTransitions`, which works in tandem with the
`AnimationGraph`.
## Migration Guide
* `AnimationPlayer`s can no longer play animations by themselves and
need to be paired with a `Handle<AnimationGraph>`. Code that was using
`AnimationPlayer` to play animations will need to create an
`AnimationGraph` asset first, add a node for the clip (or clips) you
want to play, and then supply the index of that node to the
`AnimationPlayer`'s `play` method.
* The `AnimationPlayer::play_with_transition()` method has been removed
and replaced with the `AnimationTransitions` component. If you were
previously using `AnimationPlayer::play_with_transition()`, add all
animations that you were playing to the `AnimationGraph`, and create an
`AnimationTransitions` component to manage the blending between them.
[RFC 51]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
---------
Co-authored-by: Rob Parrett <robparrett@gmail.com>
2024-03-07 20:22:42 +00:00
|
|
|
pub struct ActiveAnimation {
|
|
|
|
/// The factor by which the weight from the [`AnimationGraph`] is multiplied.
|
|
|
|
weight: f32,
|
API updates to the AnimationPlayer (#9002)
# Objective
Added `AnimationPlayer` API UX improvements.
- Succestor to https://github.com/bevyengine/bevy/pull/5912
- Fixes https://github.com/bevyengine/bevy/issues/5848
_(Credits to @asafigan for filing #5848, creating the initial pull
request, and the discussion in #5912)_
## Solution
- Created `RepeatAnimation` enum to describe an animation repetition
behavior.
- Added `is_finished()`, `set_repeat()`, and `is_playback_reversed()`
methods to the animation player.
- ~~Made the animation clip optional as per the comment from #5912~~
> ~~My problem is that the default handle [used the initialize a
`PlayingAnimation`] could actually refer to an actual animation if an
AnimationClip is set for the default handle, which leads me to ask,
"Should animation_clip should be an Option?"~~
- Added an accessor for the animation clip `animation_clip()` to the
animation player.
To determine if an animation is finished, we use the number of times the
animation has completed and the repetition behavior. If the animation is
playing in reverse then `elapsed < 0.0` counts as a completion.
Otherwise, `elapsed > animation.duration` counts as a completion. This
is what I would expect, personally. If there's any ambiguity, perhaps we
could add some `AnimationCompletionBehavior`, to specify that kind of
completion behavior to use.
Update: Previously `PlayingAnimation::elapsed` was being used as the
seek time into the animation clip. This was misleading because if you
increased the speed of the animation it would also increase (or
decrease) the elapsed time. In other words, the elapsed time was not
actually the elapsed time. To solve this, we introduce
`PlayingAnimation::seek_time` to serve as the value we manipulate the
move between keyframes. Consequently, `elapsed()` now returns the actual
elapsed time, and is not effected by the animation speed. Because
`set_elapsed` was being used to manipulate the displayed keyframe, we
introduce `AnimationPlayer::seek_to` and `AnimationPlayer::replay` to
provide this functionality.
## Migration Guide
- Removed `set_elapsed`.
- Removed `stop_repeating` in favour of
`AnimationPlayer::set_repeat(RepeatAnimation::Never)`.
- Introduced `seek_to` to seek to a given timestamp inside of the
animation.
- Introduced `seek_time` accessor for the `PlayingAnimation::seek_to`.
- Introduced `AnimationPlayer::replay` to reset the `PlayingAnimation`
to a state where no time has elapsed.
---------
Co-authored-by: Hennadii Chernyshchyk <genaloner@gmail.com>
Co-authored-by: François <mockersf@gmail.com>
2023-08-28 16:43:04 +00:00
|
|
|
repeat: RepeatAnimation,
|
2022-04-02 22:36:02 +00:00
|
|
|
speed: f32,
|
API updates to the AnimationPlayer (#9002)
# Objective
Added `AnimationPlayer` API UX improvements.
- Succestor to https://github.com/bevyengine/bevy/pull/5912
- Fixes https://github.com/bevyengine/bevy/issues/5848
_(Credits to @asafigan for filing #5848, creating the initial pull
request, and the discussion in #5912)_
## Solution
- Created `RepeatAnimation` enum to describe an animation repetition
behavior.
- Added `is_finished()`, `set_repeat()`, and `is_playback_reversed()`
methods to the animation player.
- ~~Made the animation clip optional as per the comment from #5912~~
> ~~My problem is that the default handle [used the initialize a
`PlayingAnimation`] could actually refer to an actual animation if an
AnimationClip is set for the default handle, which leads me to ask,
"Should animation_clip should be an Option?"~~
- Added an accessor for the animation clip `animation_clip()` to the
animation player.
To determine if an animation is finished, we use the number of times the
animation has completed and the repetition behavior. If the animation is
playing in reverse then `elapsed < 0.0` counts as a completion.
Otherwise, `elapsed > animation.duration` counts as a completion. This
is what I would expect, personally. If there's any ambiguity, perhaps we
could add some `AnimationCompletionBehavior`, to specify that kind of
completion behavior to use.
Update: Previously `PlayingAnimation::elapsed` was being used as the
seek time into the animation clip. This was misleading because if you
increased the speed of the animation it would also increase (or
decrease) the elapsed time. In other words, the elapsed time was not
actually the elapsed time. To solve this, we introduce
`PlayingAnimation::seek_time` to serve as the value we manipulate the
move between keyframes. Consequently, `elapsed()` now returns the actual
elapsed time, and is not effected by the animation speed. Because
`set_elapsed` was being used to manipulate the displayed keyframe, we
introduce `AnimationPlayer::seek_to` and `AnimationPlayer::replay` to
provide this functionality.
## Migration Guide
- Removed `set_elapsed`.
- Removed `stop_repeating` in favour of
`AnimationPlayer::set_repeat(RepeatAnimation::Never)`.
- Introduced `seek_to` to seek to a given timestamp inside of the
animation.
- Introduced `seek_time` accessor for the `PlayingAnimation::seek_to`.
- Introduced `AnimationPlayer::replay` to reset the `PlayingAnimation`
to a state where no time has elapsed.
---------
Co-authored-by: Hennadii Chernyshchyk <genaloner@gmail.com>
Co-authored-by: François <mockersf@gmail.com>
2023-08-28 16:43:04 +00:00
|
|
|
/// Total time the animation has been played.
|
|
|
|
///
|
|
|
|
/// Note: Time does not increase when the animation is paused or after it has completed.
|
2022-04-02 22:36:02 +00:00
|
|
|
elapsed: f32,
|
API updates to the AnimationPlayer (#9002)
# Objective
Added `AnimationPlayer` API UX improvements.
- Succestor to https://github.com/bevyengine/bevy/pull/5912
- Fixes https://github.com/bevyengine/bevy/issues/5848
_(Credits to @asafigan for filing #5848, creating the initial pull
request, and the discussion in #5912)_
## Solution
- Created `RepeatAnimation` enum to describe an animation repetition
behavior.
- Added `is_finished()`, `set_repeat()`, and `is_playback_reversed()`
methods to the animation player.
- ~~Made the animation clip optional as per the comment from #5912~~
> ~~My problem is that the default handle [used the initialize a
`PlayingAnimation`] could actually refer to an actual animation if an
AnimationClip is set for the default handle, which leads me to ask,
"Should animation_clip should be an Option?"~~
- Added an accessor for the animation clip `animation_clip()` to the
animation player.
To determine if an animation is finished, we use the number of times the
animation has completed and the repetition behavior. If the animation is
playing in reverse then `elapsed < 0.0` counts as a completion.
Otherwise, `elapsed > animation.duration` counts as a completion. This
is what I would expect, personally. If there's any ambiguity, perhaps we
could add some `AnimationCompletionBehavior`, to specify that kind of
completion behavior to use.
Update: Previously `PlayingAnimation::elapsed` was being used as the
seek time into the animation clip. This was misleading because if you
increased the speed of the animation it would also increase (or
decrease) the elapsed time. In other words, the elapsed time was not
actually the elapsed time. To solve this, we introduce
`PlayingAnimation::seek_time` to serve as the value we manipulate the
move between keyframes. Consequently, `elapsed()` now returns the actual
elapsed time, and is not effected by the animation speed. Because
`set_elapsed` was being used to manipulate the displayed keyframe, we
introduce `AnimationPlayer::seek_to` and `AnimationPlayer::replay` to
provide this functionality.
## Migration Guide
- Removed `set_elapsed`.
- Removed `stop_repeating` in favour of
`AnimationPlayer::set_repeat(RepeatAnimation::Never)`.
- Introduced `seek_to` to seek to a given timestamp inside of the
animation.
- Introduced `seek_time` accessor for the `PlayingAnimation::seek_to`.
- Introduced `AnimationPlayer::replay` to reset the `PlayingAnimation`
to a state where no time has elapsed.
---------
Co-authored-by: Hennadii Chernyshchyk <genaloner@gmail.com>
Co-authored-by: François <mockersf@gmail.com>
2023-08-28 16:43:04 +00:00
|
|
|
/// The timestamp inside of the animation clip.
|
|
|
|
///
|
|
|
|
/// Note: This will always be in the range [0.0, animation clip duration]
|
|
|
|
seek_time: f32,
|
Add Support for Triggering Events via `AnimationEvent`s (#15538)
# Objective
Add support for events that can be triggered from animation clips. This
is useful when you need something to happen at a specific time in an
animation. For example, playing a sound every time a characters feet
hits the ground when walking.
Closes #15494
## Solution
Added a new field to `AnimationClip`: `events`, which contains a list of
`AnimationEvent`s. These are automatically triggered in
`animate_targets` and `trigger_untargeted_animation_events`.
## Testing
Added a couple of tests and example (`animation_events.rs`) to make sure
events are triggered when expected.
---
## Showcase
`Events` need to also implement `AnimationEvent` and `Reflect` to be
used with animations.
```rust
#[derive(Event, AnimationEvent, Reflect)]
struct SomeEvent;
```
Events can be added to an `AnimationClip` by specifying a time and
event.
```rust
// trigger an event after 1.0 second
animation_clip.add_event(1.0, SomeEvent);
```
And optionally, providing a target id.
```rust
let id = AnimationTargetId::from_iter(["shoulder", "arm", "hand"]);
animation_clip.add_event_to_target(id, 1.0, HandEvent);
```
I modified the `animated_fox` example to show off the feature.
![CleanShot 2024-10-05 at 02 41
57](https://github.com/user-attachments/assets/0bb47db7-24f9-4504-88f1-40e375b89b1b)
---------
Co-authored-by: Matty <weatherleymatthew@gmail.com>
Co-authored-by: Chris Biscardi <chris@christopherbiscardi.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
2024-10-06 10:03:05 +00:00
|
|
|
/// The `seek_time` of the previous tick, if any.
|
|
|
|
last_seek_time: Option<f32>,
|
API updates to the AnimationPlayer (#9002)
# Objective
Added `AnimationPlayer` API UX improvements.
- Succestor to https://github.com/bevyengine/bevy/pull/5912
- Fixes https://github.com/bevyengine/bevy/issues/5848
_(Credits to @asafigan for filing #5848, creating the initial pull
request, and the discussion in #5912)_
## Solution
- Created `RepeatAnimation` enum to describe an animation repetition
behavior.
- Added `is_finished()`, `set_repeat()`, and `is_playback_reversed()`
methods to the animation player.
- ~~Made the animation clip optional as per the comment from #5912~~
> ~~My problem is that the default handle [used the initialize a
`PlayingAnimation`] could actually refer to an actual animation if an
AnimationClip is set for the default handle, which leads me to ask,
"Should animation_clip should be an Option?"~~
- Added an accessor for the animation clip `animation_clip()` to the
animation player.
To determine if an animation is finished, we use the number of times the
animation has completed and the repetition behavior. If the animation is
playing in reverse then `elapsed < 0.0` counts as a completion.
Otherwise, `elapsed > animation.duration` counts as a completion. This
is what I would expect, personally. If there's any ambiguity, perhaps we
could add some `AnimationCompletionBehavior`, to specify that kind of
completion behavior to use.
Update: Previously `PlayingAnimation::elapsed` was being used as the
seek time into the animation clip. This was misleading because if you
increased the speed of the animation it would also increase (or
decrease) the elapsed time. In other words, the elapsed time was not
actually the elapsed time. To solve this, we introduce
`PlayingAnimation::seek_time` to serve as the value we manipulate the
move between keyframes. Consequently, `elapsed()` now returns the actual
elapsed time, and is not effected by the animation speed. Because
`set_elapsed` was being used to manipulate the displayed keyframe, we
introduce `AnimationPlayer::seek_to` and `AnimationPlayer::replay` to
provide this functionality.
## Migration Guide
- Removed `set_elapsed`.
- Removed `stop_repeating` in favour of
`AnimationPlayer::set_repeat(RepeatAnimation::Never)`.
- Introduced `seek_to` to seek to a given timestamp inside of the
animation.
- Introduced `seek_time` accessor for the `PlayingAnimation::seek_to`.
- Introduced `AnimationPlayer::replay` to reset the `PlayingAnimation`
to a state where no time has elapsed.
---------
Co-authored-by: Hennadii Chernyshchyk <genaloner@gmail.com>
Co-authored-by: François <mockersf@gmail.com>
2023-08-28 16:43:04 +00:00
|
|
|
/// Number of times the animation has completed.
|
|
|
|
/// If the animation is playing in reverse, this increments when the animation passes the start.
|
|
|
|
completions: u32,
|
Add Support for Triggering Events via `AnimationEvent`s (#15538)
# Objective
Add support for events that can be triggered from animation clips. This
is useful when you need something to happen at a specific time in an
animation. For example, playing a sound every time a characters feet
hits the ground when walking.
Closes #15494
## Solution
Added a new field to `AnimationClip`: `events`, which contains a list of
`AnimationEvent`s. These are automatically triggered in
`animate_targets` and `trigger_untargeted_animation_events`.
## Testing
Added a couple of tests and example (`animation_events.rs`) to make sure
events are triggered when expected.
---
## Showcase
`Events` need to also implement `AnimationEvent` and `Reflect` to be
used with animations.
```rust
#[derive(Event, AnimationEvent, Reflect)]
struct SomeEvent;
```
Events can be added to an `AnimationClip` by specifying a time and
event.
```rust
// trigger an event after 1.0 second
animation_clip.add_event(1.0, SomeEvent);
```
And optionally, providing a target id.
```rust
let id = AnimationTargetId::from_iter(["shoulder", "arm", "hand"]);
animation_clip.add_event_to_target(id, 1.0, HandEvent);
```
I modified the `animated_fox` example to show off the feature.
![CleanShot 2024-10-05 at 02 41
57](https://github.com/user-attachments/assets/0bb47db7-24f9-4504-88f1-40e375b89b1b)
---------
Co-authored-by: Matty <weatherleymatthew@gmail.com>
Co-authored-by: Chris Biscardi <chris@christopherbiscardi.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
2024-10-06 10:03:05 +00:00
|
|
|
/// `true` if the animation was completed at least once this tick.
|
|
|
|
just_completed: bool,
|
Implement the `AnimationGraph`, allowing for multiple animations to be blended together. (#11989)
This is an implementation of RFC #51:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
Note that the implementation strategy is different from the one outlined
in that RFC, because two-phase animation has now landed.
# Objective
Bevy needs animation blending. The RFC for this is [RFC 51].
## Solution
This is an implementation of the RFC. Note that the implementation
strategy is different from the one outlined there, because two-phase
animation has now landed.
This is just a draft to get the conversation started. Currently we're
missing a few things:
- [x] A fully-fleshed-out mechanism for transitions
- [x] A serialization format for `AnimationGraph`s
- [x] Examples are broken, other than `animated_fox`
- [x] Documentation
---
## Changelog
### Added
* The `AnimationPlayer` has been reworked to support blending multiple
animations together through an `AnimationGraph`, and as such will no
longer function unless a `Handle<AnimationGraph>` has been added to the
entity containing the player. See [RFC 51] for more details.
* Transition functionality has moved from the `AnimationPlayer` to a new
component, `AnimationTransitions`, which works in tandem with the
`AnimationGraph`.
## Migration Guide
* `AnimationPlayer`s can no longer play animations by themselves and
need to be paired with a `Handle<AnimationGraph>`. Code that was using
`AnimationPlayer` to play animations will need to create an
`AnimationGraph` asset first, add a node for the clip (or clips) you
want to play, and then supply the index of that node to the
`AnimationPlayer`'s `play` method.
* The `AnimationPlayer::play_with_transition()` method has been removed
and replaced with the `AnimationTransitions` component. If you were
previously using `AnimationPlayer::play_with_transition()`, add all
animations that you were playing to the `AnimationGraph`, and create an
`AnimationTransitions` component to manage the blending between them.
[RFC 51]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
---------
Co-authored-by: Rob Parrett <robparrett@gmail.com>
2024-03-07 20:22:42 +00:00
|
|
|
paused: bool,
|
2022-04-02 22:36:02 +00:00
|
|
|
}
|
|
|
|
|
Implement the `AnimationGraph`, allowing for multiple animations to be blended together. (#11989)
This is an implementation of RFC #51:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
Note that the implementation strategy is different from the one outlined
in that RFC, because two-phase animation has now landed.
# Objective
Bevy needs animation blending. The RFC for this is [RFC 51].
## Solution
This is an implementation of the RFC. Note that the implementation
strategy is different from the one outlined there, because two-phase
animation has now landed.
This is just a draft to get the conversation started. Currently we're
missing a few things:
- [x] A fully-fleshed-out mechanism for transitions
- [x] A serialization format for `AnimationGraph`s
- [x] Examples are broken, other than `animated_fox`
- [x] Documentation
---
## Changelog
### Added
* The `AnimationPlayer` has been reworked to support blending multiple
animations together through an `AnimationGraph`, and as such will no
longer function unless a `Handle<AnimationGraph>` has been added to the
entity containing the player. See [RFC 51] for more details.
* Transition functionality has moved from the `AnimationPlayer` to a new
component, `AnimationTransitions`, which works in tandem with the
`AnimationGraph`.
## Migration Guide
* `AnimationPlayer`s can no longer play animations by themselves and
need to be paired with a `Handle<AnimationGraph>`. Code that was using
`AnimationPlayer` to play animations will need to create an
`AnimationGraph` asset first, add a node for the clip (or clips) you
want to play, and then supply the index of that node to the
`AnimationPlayer`'s `play` method.
* The `AnimationPlayer::play_with_transition()` method has been removed
and replaced with the `AnimationTransitions` component. If you were
previously using `AnimationPlayer::play_with_transition()`, add all
animations that you were playing to the `AnimationGraph`, and create an
`AnimationTransitions` component to manage the blending between them.
[RFC 51]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
---------
Co-authored-by: Rob Parrett <robparrett@gmail.com>
2024-03-07 20:22:42 +00:00
|
|
|
impl Default for ActiveAnimation {
|
2022-04-02 22:36:02 +00:00
|
|
|
fn default() -> Self {
|
|
|
|
Self {
|
Implement the `AnimationGraph`, allowing for multiple animations to be blended together. (#11989)
This is an implementation of RFC #51:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
Note that the implementation strategy is different from the one outlined
in that RFC, because two-phase animation has now landed.
# Objective
Bevy needs animation blending. The RFC for this is [RFC 51].
## Solution
This is an implementation of the RFC. Note that the implementation
strategy is different from the one outlined there, because two-phase
animation has now landed.
This is just a draft to get the conversation started. Currently we're
missing a few things:
- [x] A fully-fleshed-out mechanism for transitions
- [x] A serialization format for `AnimationGraph`s
- [x] Examples are broken, other than `animated_fox`
- [x] Documentation
---
## Changelog
### Added
* The `AnimationPlayer` has been reworked to support blending multiple
animations together through an `AnimationGraph`, and as such will no
longer function unless a `Handle<AnimationGraph>` has been added to the
entity containing the player. See [RFC 51] for more details.
* Transition functionality has moved from the `AnimationPlayer` to a new
component, `AnimationTransitions`, which works in tandem with the
`AnimationGraph`.
## Migration Guide
* `AnimationPlayer`s can no longer play animations by themselves and
need to be paired with a `Handle<AnimationGraph>`. Code that was using
`AnimationPlayer` to play animations will need to create an
`AnimationGraph` asset first, add a node for the clip (or clips) you
want to play, and then supply the index of that node to the
`AnimationPlayer`'s `play` method.
* The `AnimationPlayer::play_with_transition()` method has been removed
and replaced with the `AnimationTransitions` component. If you were
previously using `AnimationPlayer::play_with_transition()`, add all
animations that you were playing to the `AnimationGraph`, and create an
`AnimationTransitions` component to manage the blending between them.
[RFC 51]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
---------
Co-authored-by: Rob Parrett <robparrett@gmail.com>
2024-03-07 20:22:42 +00:00
|
|
|
weight: 1.0,
|
API updates to the AnimationPlayer (#9002)
# Objective
Added `AnimationPlayer` API UX improvements.
- Succestor to https://github.com/bevyengine/bevy/pull/5912
- Fixes https://github.com/bevyengine/bevy/issues/5848
_(Credits to @asafigan for filing #5848, creating the initial pull
request, and the discussion in #5912)_
## Solution
- Created `RepeatAnimation` enum to describe an animation repetition
behavior.
- Added `is_finished()`, `set_repeat()`, and `is_playback_reversed()`
methods to the animation player.
- ~~Made the animation clip optional as per the comment from #5912~~
> ~~My problem is that the default handle [used the initialize a
`PlayingAnimation`] could actually refer to an actual animation if an
AnimationClip is set for the default handle, which leads me to ask,
"Should animation_clip should be an Option?"~~
- Added an accessor for the animation clip `animation_clip()` to the
animation player.
To determine if an animation is finished, we use the number of times the
animation has completed and the repetition behavior. If the animation is
playing in reverse then `elapsed < 0.0` counts as a completion.
Otherwise, `elapsed > animation.duration` counts as a completion. This
is what I would expect, personally. If there's any ambiguity, perhaps we
could add some `AnimationCompletionBehavior`, to specify that kind of
completion behavior to use.
Update: Previously `PlayingAnimation::elapsed` was being used as the
seek time into the animation clip. This was misleading because if you
increased the speed of the animation it would also increase (or
decrease) the elapsed time. In other words, the elapsed time was not
actually the elapsed time. To solve this, we introduce
`PlayingAnimation::seek_time` to serve as the value we manipulate the
move between keyframes. Consequently, `elapsed()` now returns the actual
elapsed time, and is not effected by the animation speed. Because
`set_elapsed` was being used to manipulate the displayed keyframe, we
introduce `AnimationPlayer::seek_to` and `AnimationPlayer::replay` to
provide this functionality.
## Migration Guide
- Removed `set_elapsed`.
- Removed `stop_repeating` in favour of
`AnimationPlayer::set_repeat(RepeatAnimation::Never)`.
- Introduced `seek_to` to seek to a given timestamp inside of the
animation.
- Introduced `seek_time` accessor for the `PlayingAnimation::seek_to`.
- Introduced `AnimationPlayer::replay` to reset the `PlayingAnimation`
to a state where no time has elapsed.
---------
Co-authored-by: Hennadii Chernyshchyk <genaloner@gmail.com>
Co-authored-by: François <mockersf@gmail.com>
2023-08-28 16:43:04 +00:00
|
|
|
repeat: RepeatAnimation::default(),
|
2022-04-02 22:36:02 +00:00
|
|
|
speed: 1.0,
|
|
|
|
elapsed: 0.0,
|
API updates to the AnimationPlayer (#9002)
# Objective
Added `AnimationPlayer` API UX improvements.
- Succestor to https://github.com/bevyengine/bevy/pull/5912
- Fixes https://github.com/bevyengine/bevy/issues/5848
_(Credits to @asafigan for filing #5848, creating the initial pull
request, and the discussion in #5912)_
## Solution
- Created `RepeatAnimation` enum to describe an animation repetition
behavior.
- Added `is_finished()`, `set_repeat()`, and `is_playback_reversed()`
methods to the animation player.
- ~~Made the animation clip optional as per the comment from #5912~~
> ~~My problem is that the default handle [used the initialize a
`PlayingAnimation`] could actually refer to an actual animation if an
AnimationClip is set for the default handle, which leads me to ask,
"Should animation_clip should be an Option?"~~
- Added an accessor for the animation clip `animation_clip()` to the
animation player.
To determine if an animation is finished, we use the number of times the
animation has completed and the repetition behavior. If the animation is
playing in reverse then `elapsed < 0.0` counts as a completion.
Otherwise, `elapsed > animation.duration` counts as a completion. This
is what I would expect, personally. If there's any ambiguity, perhaps we
could add some `AnimationCompletionBehavior`, to specify that kind of
completion behavior to use.
Update: Previously `PlayingAnimation::elapsed` was being used as the
seek time into the animation clip. This was misleading because if you
increased the speed of the animation it would also increase (or
decrease) the elapsed time. In other words, the elapsed time was not
actually the elapsed time. To solve this, we introduce
`PlayingAnimation::seek_time` to serve as the value we manipulate the
move between keyframes. Consequently, `elapsed()` now returns the actual
elapsed time, and is not effected by the animation speed. Because
`set_elapsed` was being used to manipulate the displayed keyframe, we
introduce `AnimationPlayer::seek_to` and `AnimationPlayer::replay` to
provide this functionality.
## Migration Guide
- Removed `set_elapsed`.
- Removed `stop_repeating` in favour of
`AnimationPlayer::set_repeat(RepeatAnimation::Never)`.
- Introduced `seek_to` to seek to a given timestamp inside of the
animation.
- Introduced `seek_time` accessor for the `PlayingAnimation::seek_to`.
- Introduced `AnimationPlayer::replay` to reset the `PlayingAnimation`
to a state where no time has elapsed.
---------
Co-authored-by: Hennadii Chernyshchyk <genaloner@gmail.com>
Co-authored-by: François <mockersf@gmail.com>
2023-08-28 16:43:04 +00:00
|
|
|
seek_time: 0.0,
|
Add Support for Triggering Events via `AnimationEvent`s (#15538)
# Objective
Add support for events that can be triggered from animation clips. This
is useful when you need something to happen at a specific time in an
animation. For example, playing a sound every time a characters feet
hits the ground when walking.
Closes #15494
## Solution
Added a new field to `AnimationClip`: `events`, which contains a list of
`AnimationEvent`s. These are automatically triggered in
`animate_targets` and `trigger_untargeted_animation_events`.
## Testing
Added a couple of tests and example (`animation_events.rs`) to make sure
events are triggered when expected.
---
## Showcase
`Events` need to also implement `AnimationEvent` and `Reflect` to be
used with animations.
```rust
#[derive(Event, AnimationEvent, Reflect)]
struct SomeEvent;
```
Events can be added to an `AnimationClip` by specifying a time and
event.
```rust
// trigger an event after 1.0 second
animation_clip.add_event(1.0, SomeEvent);
```
And optionally, providing a target id.
```rust
let id = AnimationTargetId::from_iter(["shoulder", "arm", "hand"]);
animation_clip.add_event_to_target(id, 1.0, HandEvent);
```
I modified the `animated_fox` example to show off the feature.
![CleanShot 2024-10-05 at 02 41
57](https://github.com/user-attachments/assets/0bb47db7-24f9-4504-88f1-40e375b89b1b)
---------
Co-authored-by: Matty <weatherleymatthew@gmail.com>
Co-authored-by: Chris Biscardi <chris@christopherbiscardi.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
2024-10-06 10:03:05 +00:00
|
|
|
last_seek_time: None,
|
API updates to the AnimationPlayer (#9002)
# Objective
Added `AnimationPlayer` API UX improvements.
- Succestor to https://github.com/bevyengine/bevy/pull/5912
- Fixes https://github.com/bevyengine/bevy/issues/5848
_(Credits to @asafigan for filing #5848, creating the initial pull
request, and the discussion in #5912)_
## Solution
- Created `RepeatAnimation` enum to describe an animation repetition
behavior.
- Added `is_finished()`, `set_repeat()`, and `is_playback_reversed()`
methods to the animation player.
- ~~Made the animation clip optional as per the comment from #5912~~
> ~~My problem is that the default handle [used the initialize a
`PlayingAnimation`] could actually refer to an actual animation if an
AnimationClip is set for the default handle, which leads me to ask,
"Should animation_clip should be an Option?"~~
- Added an accessor for the animation clip `animation_clip()` to the
animation player.
To determine if an animation is finished, we use the number of times the
animation has completed and the repetition behavior. If the animation is
playing in reverse then `elapsed < 0.0` counts as a completion.
Otherwise, `elapsed > animation.duration` counts as a completion. This
is what I would expect, personally. If there's any ambiguity, perhaps we
could add some `AnimationCompletionBehavior`, to specify that kind of
completion behavior to use.
Update: Previously `PlayingAnimation::elapsed` was being used as the
seek time into the animation clip. This was misleading because if you
increased the speed of the animation it would also increase (or
decrease) the elapsed time. In other words, the elapsed time was not
actually the elapsed time. To solve this, we introduce
`PlayingAnimation::seek_time` to serve as the value we manipulate the
move between keyframes. Consequently, `elapsed()` now returns the actual
elapsed time, and is not effected by the animation speed. Because
`set_elapsed` was being used to manipulate the displayed keyframe, we
introduce `AnimationPlayer::seek_to` and `AnimationPlayer::replay` to
provide this functionality.
## Migration Guide
- Removed `set_elapsed`.
- Removed `stop_repeating` in favour of
`AnimationPlayer::set_repeat(RepeatAnimation::Never)`.
- Introduced `seek_to` to seek to a given timestamp inside of the
animation.
- Introduced `seek_time` accessor for the `PlayingAnimation::seek_to`.
- Introduced `AnimationPlayer::replay` to reset the `PlayingAnimation`
to a state where no time has elapsed.
---------
Co-authored-by: Hennadii Chernyshchyk <genaloner@gmail.com>
Co-authored-by: François <mockersf@gmail.com>
2023-08-28 16:43:04 +00:00
|
|
|
completions: 0,
|
Add Support for Triggering Events via `AnimationEvent`s (#15538)
# Objective
Add support for events that can be triggered from animation clips. This
is useful when you need something to happen at a specific time in an
animation. For example, playing a sound every time a characters feet
hits the ground when walking.
Closes #15494
## Solution
Added a new field to `AnimationClip`: `events`, which contains a list of
`AnimationEvent`s. These are automatically triggered in
`animate_targets` and `trigger_untargeted_animation_events`.
## Testing
Added a couple of tests and example (`animation_events.rs`) to make sure
events are triggered when expected.
---
## Showcase
`Events` need to also implement `AnimationEvent` and `Reflect` to be
used with animations.
```rust
#[derive(Event, AnimationEvent, Reflect)]
struct SomeEvent;
```
Events can be added to an `AnimationClip` by specifying a time and
event.
```rust
// trigger an event after 1.0 second
animation_clip.add_event(1.0, SomeEvent);
```
And optionally, providing a target id.
```rust
let id = AnimationTargetId::from_iter(["shoulder", "arm", "hand"]);
animation_clip.add_event_to_target(id, 1.0, HandEvent);
```
I modified the `animated_fox` example to show off the feature.
![CleanShot 2024-10-05 at 02 41
57](https://github.com/user-attachments/assets/0bb47db7-24f9-4504-88f1-40e375b89b1b)
---------
Co-authored-by: Matty <weatherleymatthew@gmail.com>
Co-authored-by: Chris Biscardi <chris@christopherbiscardi.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
2024-10-06 10:03:05 +00:00
|
|
|
just_completed: false,
|
Implement the `AnimationGraph`, allowing for multiple animations to be blended together. (#11989)
This is an implementation of RFC #51:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
Note that the implementation strategy is different from the one outlined
in that RFC, because two-phase animation has now landed.
# Objective
Bevy needs animation blending. The RFC for this is [RFC 51].
## Solution
This is an implementation of the RFC. Note that the implementation
strategy is different from the one outlined there, because two-phase
animation has now landed.
This is just a draft to get the conversation started. Currently we're
missing a few things:
- [x] A fully-fleshed-out mechanism for transitions
- [x] A serialization format for `AnimationGraph`s
- [x] Examples are broken, other than `animated_fox`
- [x] Documentation
---
## Changelog
### Added
* The `AnimationPlayer` has been reworked to support blending multiple
animations together through an `AnimationGraph`, and as such will no
longer function unless a `Handle<AnimationGraph>` has been added to the
entity containing the player. See [RFC 51] for more details.
* Transition functionality has moved from the `AnimationPlayer` to a new
component, `AnimationTransitions`, which works in tandem with the
`AnimationGraph`.
## Migration Guide
* `AnimationPlayer`s can no longer play animations by themselves and
need to be paired with a `Handle<AnimationGraph>`. Code that was using
`AnimationPlayer` to play animations will need to create an
`AnimationGraph` asset first, add a node for the clip (or clips) you
want to play, and then supply the index of that node to the
`AnimationPlayer`'s `play` method.
* The `AnimationPlayer::play_with_transition()` method has been removed
and replaced with the `AnimationTransitions` component. If you were
previously using `AnimationPlayer::play_with_transition()`, add all
animations that you were playing to the `AnimationGraph`, and create an
`AnimationTransitions` component to manage the blending between them.
[RFC 51]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
---------
Co-authored-by: Rob Parrett <robparrett@gmail.com>
2024-03-07 20:22:42 +00:00
|
|
|
paused: false,
|
API updates to the AnimationPlayer (#9002)
# Objective
Added `AnimationPlayer` API UX improvements.
- Succestor to https://github.com/bevyengine/bevy/pull/5912
- Fixes https://github.com/bevyengine/bevy/issues/5848
_(Credits to @asafigan for filing #5848, creating the initial pull
request, and the discussion in #5912)_
## Solution
- Created `RepeatAnimation` enum to describe an animation repetition
behavior.
- Added `is_finished()`, `set_repeat()`, and `is_playback_reversed()`
methods to the animation player.
- ~~Made the animation clip optional as per the comment from #5912~~
> ~~My problem is that the default handle [used the initialize a
`PlayingAnimation`] could actually refer to an actual animation if an
AnimationClip is set for the default handle, which leads me to ask,
"Should animation_clip should be an Option?"~~
- Added an accessor for the animation clip `animation_clip()` to the
animation player.
To determine if an animation is finished, we use the number of times the
animation has completed and the repetition behavior. If the animation is
playing in reverse then `elapsed < 0.0` counts as a completion.
Otherwise, `elapsed > animation.duration` counts as a completion. This
is what I would expect, personally. If there's any ambiguity, perhaps we
could add some `AnimationCompletionBehavior`, to specify that kind of
completion behavior to use.
Update: Previously `PlayingAnimation::elapsed` was being used as the
seek time into the animation clip. This was misleading because if you
increased the speed of the animation it would also increase (or
decrease) the elapsed time. In other words, the elapsed time was not
actually the elapsed time. To solve this, we introduce
`PlayingAnimation::seek_time` to serve as the value we manipulate the
move between keyframes. Consequently, `elapsed()` now returns the actual
elapsed time, and is not effected by the animation speed. Because
`set_elapsed` was being used to manipulate the displayed keyframe, we
introduce `AnimationPlayer::seek_to` and `AnimationPlayer::replay` to
provide this functionality.
## Migration Guide
- Removed `set_elapsed`.
- Removed `stop_repeating` in favour of
`AnimationPlayer::set_repeat(RepeatAnimation::Never)`.
- Introduced `seek_to` to seek to a given timestamp inside of the
animation.
- Introduced `seek_time` accessor for the `PlayingAnimation::seek_to`.
- Introduced `AnimationPlayer::replay` to reset the `PlayingAnimation`
to a state where no time has elapsed.
---------
Co-authored-by: Hennadii Chernyshchyk <genaloner@gmail.com>
Co-authored-by: François <mockersf@gmail.com>
2023-08-28 16:43:04 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
Implement the `AnimationGraph`, allowing for multiple animations to be blended together. (#11989)
This is an implementation of RFC #51:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
Note that the implementation strategy is different from the one outlined
in that RFC, because two-phase animation has now landed.
# Objective
Bevy needs animation blending. The RFC for this is [RFC 51].
## Solution
This is an implementation of the RFC. Note that the implementation
strategy is different from the one outlined there, because two-phase
animation has now landed.
This is just a draft to get the conversation started. Currently we're
missing a few things:
- [x] A fully-fleshed-out mechanism for transitions
- [x] A serialization format for `AnimationGraph`s
- [x] Examples are broken, other than `animated_fox`
- [x] Documentation
---
## Changelog
### Added
* The `AnimationPlayer` has been reworked to support blending multiple
animations together through an `AnimationGraph`, and as such will no
longer function unless a `Handle<AnimationGraph>` has been added to the
entity containing the player. See [RFC 51] for more details.
* Transition functionality has moved from the `AnimationPlayer` to a new
component, `AnimationTransitions`, which works in tandem with the
`AnimationGraph`.
## Migration Guide
* `AnimationPlayer`s can no longer play animations by themselves and
need to be paired with a `Handle<AnimationGraph>`. Code that was using
`AnimationPlayer` to play animations will need to create an
`AnimationGraph` asset first, add a node for the clip (or clips) you
want to play, and then supply the index of that node to the
`AnimationPlayer`'s `play` method.
* The `AnimationPlayer::play_with_transition()` method has been removed
and replaced with the `AnimationTransitions` component. If you were
previously using `AnimationPlayer::play_with_transition()`, add all
animations that you were playing to the `AnimationGraph`, and create an
`AnimationTransitions` component to manage the blending between them.
[RFC 51]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
---------
Co-authored-by: Rob Parrett <robparrett@gmail.com>
2024-03-07 20:22:42 +00:00
|
|
|
impl ActiveAnimation {
|
API updates to the AnimationPlayer (#9002)
# Objective
Added `AnimationPlayer` API UX improvements.
- Succestor to https://github.com/bevyengine/bevy/pull/5912
- Fixes https://github.com/bevyengine/bevy/issues/5848
_(Credits to @asafigan for filing #5848, creating the initial pull
request, and the discussion in #5912)_
## Solution
- Created `RepeatAnimation` enum to describe an animation repetition
behavior.
- Added `is_finished()`, `set_repeat()`, and `is_playback_reversed()`
methods to the animation player.
- ~~Made the animation clip optional as per the comment from #5912~~
> ~~My problem is that the default handle [used the initialize a
`PlayingAnimation`] could actually refer to an actual animation if an
AnimationClip is set for the default handle, which leads me to ask,
"Should animation_clip should be an Option?"~~
- Added an accessor for the animation clip `animation_clip()` to the
animation player.
To determine if an animation is finished, we use the number of times the
animation has completed and the repetition behavior. If the animation is
playing in reverse then `elapsed < 0.0` counts as a completion.
Otherwise, `elapsed > animation.duration` counts as a completion. This
is what I would expect, personally. If there's any ambiguity, perhaps we
could add some `AnimationCompletionBehavior`, to specify that kind of
completion behavior to use.
Update: Previously `PlayingAnimation::elapsed` was being used as the
seek time into the animation clip. This was misleading because if you
increased the speed of the animation it would also increase (or
decrease) the elapsed time. In other words, the elapsed time was not
actually the elapsed time. To solve this, we introduce
`PlayingAnimation::seek_time` to serve as the value we manipulate the
move between keyframes. Consequently, `elapsed()` now returns the actual
elapsed time, and is not effected by the animation speed. Because
`set_elapsed` was being used to manipulate the displayed keyframe, we
introduce `AnimationPlayer::seek_to` and `AnimationPlayer::replay` to
provide this functionality.
## Migration Guide
- Removed `set_elapsed`.
- Removed `stop_repeating` in favour of
`AnimationPlayer::set_repeat(RepeatAnimation::Never)`.
- Introduced `seek_to` to seek to a given timestamp inside of the
animation.
- Introduced `seek_time` accessor for the `PlayingAnimation::seek_to`.
- Introduced `AnimationPlayer::replay` to reset the `PlayingAnimation`
to a state where no time has elapsed.
---------
Co-authored-by: Hennadii Chernyshchyk <genaloner@gmail.com>
Co-authored-by: François <mockersf@gmail.com>
2023-08-28 16:43:04 +00:00
|
|
|
/// Check if the animation has finished, based on its repetition behavior and the number of times it has repeated.
|
|
|
|
///
|
|
|
|
/// Note: An animation with `RepeatAnimation::Forever` will never finish.
|
|
|
|
#[inline]
|
|
|
|
pub fn is_finished(&self) -> bool {
|
|
|
|
match self.repeat {
|
|
|
|
RepeatAnimation::Forever => false,
|
|
|
|
RepeatAnimation::Never => self.completions >= 1,
|
|
|
|
RepeatAnimation::Count(n) => self.completions >= n,
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/// Update the animation given the delta time and the duration of the clip being played.
|
|
|
|
#[inline]
|
|
|
|
fn update(&mut self, delta: f32, clip_duration: f32) {
|
Add Support for Triggering Events via `AnimationEvent`s (#15538)
# Objective
Add support for events that can be triggered from animation clips. This
is useful when you need something to happen at a specific time in an
animation. For example, playing a sound every time a characters feet
hits the ground when walking.
Closes #15494
## Solution
Added a new field to `AnimationClip`: `events`, which contains a list of
`AnimationEvent`s. These are automatically triggered in
`animate_targets` and `trigger_untargeted_animation_events`.
## Testing
Added a couple of tests and example (`animation_events.rs`) to make sure
events are triggered when expected.
---
## Showcase
`Events` need to also implement `AnimationEvent` and `Reflect` to be
used with animations.
```rust
#[derive(Event, AnimationEvent, Reflect)]
struct SomeEvent;
```
Events can be added to an `AnimationClip` by specifying a time and
event.
```rust
// trigger an event after 1.0 second
animation_clip.add_event(1.0, SomeEvent);
```
And optionally, providing a target id.
```rust
let id = AnimationTargetId::from_iter(["shoulder", "arm", "hand"]);
animation_clip.add_event_to_target(id, 1.0, HandEvent);
```
I modified the `animated_fox` example to show off the feature.
![CleanShot 2024-10-05 at 02 41
57](https://github.com/user-attachments/assets/0bb47db7-24f9-4504-88f1-40e375b89b1b)
---------
Co-authored-by: Matty <weatherleymatthew@gmail.com>
Co-authored-by: Chris Biscardi <chris@christopherbiscardi.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
2024-10-06 10:03:05 +00:00
|
|
|
self.just_completed = false;
|
|
|
|
self.last_seek_time = Some(self.seek_time);
|
|
|
|
|
API updates to the AnimationPlayer (#9002)
# Objective
Added `AnimationPlayer` API UX improvements.
- Succestor to https://github.com/bevyengine/bevy/pull/5912
- Fixes https://github.com/bevyengine/bevy/issues/5848
_(Credits to @asafigan for filing #5848, creating the initial pull
request, and the discussion in #5912)_
## Solution
- Created `RepeatAnimation` enum to describe an animation repetition
behavior.
- Added `is_finished()`, `set_repeat()`, and `is_playback_reversed()`
methods to the animation player.
- ~~Made the animation clip optional as per the comment from #5912~~
> ~~My problem is that the default handle [used the initialize a
`PlayingAnimation`] could actually refer to an actual animation if an
AnimationClip is set for the default handle, which leads me to ask,
"Should animation_clip should be an Option?"~~
- Added an accessor for the animation clip `animation_clip()` to the
animation player.
To determine if an animation is finished, we use the number of times the
animation has completed and the repetition behavior. If the animation is
playing in reverse then `elapsed < 0.0` counts as a completion.
Otherwise, `elapsed > animation.duration` counts as a completion. This
is what I would expect, personally. If there's any ambiguity, perhaps we
could add some `AnimationCompletionBehavior`, to specify that kind of
completion behavior to use.
Update: Previously `PlayingAnimation::elapsed` was being used as the
seek time into the animation clip. This was misleading because if you
increased the speed of the animation it would also increase (or
decrease) the elapsed time. In other words, the elapsed time was not
actually the elapsed time. To solve this, we introduce
`PlayingAnimation::seek_time` to serve as the value we manipulate the
move between keyframes. Consequently, `elapsed()` now returns the actual
elapsed time, and is not effected by the animation speed. Because
`set_elapsed` was being used to manipulate the displayed keyframe, we
introduce `AnimationPlayer::seek_to` and `AnimationPlayer::replay` to
provide this functionality.
## Migration Guide
- Removed `set_elapsed`.
- Removed `stop_repeating` in favour of
`AnimationPlayer::set_repeat(RepeatAnimation::Never)`.
- Introduced `seek_to` to seek to a given timestamp inside of the
animation.
- Introduced `seek_time` accessor for the `PlayingAnimation::seek_to`.
- Introduced `AnimationPlayer::replay` to reset the `PlayingAnimation`
to a state where no time has elapsed.
---------
Co-authored-by: Hennadii Chernyshchyk <genaloner@gmail.com>
Co-authored-by: François <mockersf@gmail.com>
2023-08-28 16:43:04 +00:00
|
|
|
if self.is_finished() {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
self.elapsed += delta;
|
|
|
|
self.seek_time += delta * self.speed;
|
|
|
|
|
2023-11-14 01:59:36 +00:00
|
|
|
let over_time = self.speed > 0.0 && self.seek_time >= clip_duration;
|
|
|
|
let under_time = self.speed < 0.0 && self.seek_time < 0.0;
|
|
|
|
|
|
|
|
if over_time || under_time {
|
Add Support for Triggering Events via `AnimationEvent`s (#15538)
# Objective
Add support for events that can be triggered from animation clips. This
is useful when you need something to happen at a specific time in an
animation. For example, playing a sound every time a characters feet
hits the ground when walking.
Closes #15494
## Solution
Added a new field to `AnimationClip`: `events`, which contains a list of
`AnimationEvent`s. These are automatically triggered in
`animate_targets` and `trigger_untargeted_animation_events`.
## Testing
Added a couple of tests and example (`animation_events.rs`) to make sure
events are triggered when expected.
---
## Showcase
`Events` need to also implement `AnimationEvent` and `Reflect` to be
used with animations.
```rust
#[derive(Event, AnimationEvent, Reflect)]
struct SomeEvent;
```
Events can be added to an `AnimationClip` by specifying a time and
event.
```rust
// trigger an event after 1.0 second
animation_clip.add_event(1.0, SomeEvent);
```
And optionally, providing a target id.
```rust
let id = AnimationTargetId::from_iter(["shoulder", "arm", "hand"]);
animation_clip.add_event_to_target(id, 1.0, HandEvent);
```
I modified the `animated_fox` example to show off the feature.
![CleanShot 2024-10-05 at 02 41
57](https://github.com/user-attachments/assets/0bb47db7-24f9-4504-88f1-40e375b89b1b)
---------
Co-authored-by: Matty <weatherleymatthew@gmail.com>
Co-authored-by: Chris Biscardi <chris@christopherbiscardi.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
2024-10-06 10:03:05 +00:00
|
|
|
self.just_completed = true;
|
API updates to the AnimationPlayer (#9002)
# Objective
Added `AnimationPlayer` API UX improvements.
- Succestor to https://github.com/bevyengine/bevy/pull/5912
- Fixes https://github.com/bevyengine/bevy/issues/5848
_(Credits to @asafigan for filing #5848, creating the initial pull
request, and the discussion in #5912)_
## Solution
- Created `RepeatAnimation` enum to describe an animation repetition
behavior.
- Added `is_finished()`, `set_repeat()`, and `is_playback_reversed()`
methods to the animation player.
- ~~Made the animation clip optional as per the comment from #5912~~
> ~~My problem is that the default handle [used the initialize a
`PlayingAnimation`] could actually refer to an actual animation if an
AnimationClip is set for the default handle, which leads me to ask,
"Should animation_clip should be an Option?"~~
- Added an accessor for the animation clip `animation_clip()` to the
animation player.
To determine if an animation is finished, we use the number of times the
animation has completed and the repetition behavior. If the animation is
playing in reverse then `elapsed < 0.0` counts as a completion.
Otherwise, `elapsed > animation.duration` counts as a completion. This
is what I would expect, personally. If there's any ambiguity, perhaps we
could add some `AnimationCompletionBehavior`, to specify that kind of
completion behavior to use.
Update: Previously `PlayingAnimation::elapsed` was being used as the
seek time into the animation clip. This was misleading because if you
increased the speed of the animation it would also increase (or
decrease) the elapsed time. In other words, the elapsed time was not
actually the elapsed time. To solve this, we introduce
`PlayingAnimation::seek_time` to serve as the value we manipulate the
move between keyframes. Consequently, `elapsed()` now returns the actual
elapsed time, and is not effected by the animation speed. Because
`set_elapsed` was being used to manipulate the displayed keyframe, we
introduce `AnimationPlayer::seek_to` and `AnimationPlayer::replay` to
provide this functionality.
## Migration Guide
- Removed `set_elapsed`.
- Removed `stop_repeating` in favour of
`AnimationPlayer::set_repeat(RepeatAnimation::Never)`.
- Introduced `seek_to` to seek to a given timestamp inside of the
animation.
- Introduced `seek_time` accessor for the `PlayingAnimation::seek_to`.
- Introduced `AnimationPlayer::replay` to reset the `PlayingAnimation`
to a state where no time has elapsed.
---------
Co-authored-by: Hennadii Chernyshchyk <genaloner@gmail.com>
Co-authored-by: François <mockersf@gmail.com>
2023-08-28 16:43:04 +00:00
|
|
|
self.completions += 1;
|
|
|
|
|
2023-11-14 01:59:36 +00:00
|
|
|
if self.is_finished() {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
API updates to the AnimationPlayer (#9002)
# Objective
Added `AnimationPlayer` API UX improvements.
- Succestor to https://github.com/bevyengine/bevy/pull/5912
- Fixes https://github.com/bevyengine/bevy/issues/5848
_(Credits to @asafigan for filing #5848, creating the initial pull
request, and the discussion in #5912)_
## Solution
- Created `RepeatAnimation` enum to describe an animation repetition
behavior.
- Added `is_finished()`, `set_repeat()`, and `is_playback_reversed()`
methods to the animation player.
- ~~Made the animation clip optional as per the comment from #5912~~
> ~~My problem is that the default handle [used the initialize a
`PlayingAnimation`] could actually refer to an actual animation if an
AnimationClip is set for the default handle, which leads me to ask,
"Should animation_clip should be an Option?"~~
- Added an accessor for the animation clip `animation_clip()` to the
animation player.
To determine if an animation is finished, we use the number of times the
animation has completed and the repetition behavior. If the animation is
playing in reverse then `elapsed < 0.0` counts as a completion.
Otherwise, `elapsed > animation.duration` counts as a completion. This
is what I would expect, personally. If there's any ambiguity, perhaps we
could add some `AnimationCompletionBehavior`, to specify that kind of
completion behavior to use.
Update: Previously `PlayingAnimation::elapsed` was being used as the
seek time into the animation clip. This was misleading because if you
increased the speed of the animation it would also increase (or
decrease) the elapsed time. In other words, the elapsed time was not
actually the elapsed time. To solve this, we introduce
`PlayingAnimation::seek_time` to serve as the value we manipulate the
move between keyframes. Consequently, `elapsed()` now returns the actual
elapsed time, and is not effected by the animation speed. Because
`set_elapsed` was being used to manipulate the displayed keyframe, we
introduce `AnimationPlayer::seek_to` and `AnimationPlayer::replay` to
provide this functionality.
## Migration Guide
- Removed `set_elapsed`.
- Removed `stop_repeating` in favour of
`AnimationPlayer::set_repeat(RepeatAnimation::Never)`.
- Introduced `seek_to` to seek to a given timestamp inside of the
animation.
- Introduced `seek_time` accessor for the `PlayingAnimation::seek_to`.
- Introduced `AnimationPlayer::replay` to reset the `PlayingAnimation`
to a state where no time has elapsed.
---------
Co-authored-by: Hennadii Chernyshchyk <genaloner@gmail.com>
Co-authored-by: François <mockersf@gmail.com>
2023-08-28 16:43:04 +00:00
|
|
|
if self.seek_time >= clip_duration {
|
|
|
|
self.seek_time %= clip_duration;
|
|
|
|
}
|
2023-11-14 01:59:36 +00:00
|
|
|
// Note: assumes delta is never lower than -clip_duration
|
API updates to the AnimationPlayer (#9002)
# Objective
Added `AnimationPlayer` API UX improvements.
- Succestor to https://github.com/bevyengine/bevy/pull/5912
- Fixes https://github.com/bevyengine/bevy/issues/5848
_(Credits to @asafigan for filing #5848, creating the initial pull
request, and the discussion in #5912)_
## Solution
- Created `RepeatAnimation` enum to describe an animation repetition
behavior.
- Added `is_finished()`, `set_repeat()`, and `is_playback_reversed()`
methods to the animation player.
- ~~Made the animation clip optional as per the comment from #5912~~
> ~~My problem is that the default handle [used the initialize a
`PlayingAnimation`] could actually refer to an actual animation if an
AnimationClip is set for the default handle, which leads me to ask,
"Should animation_clip should be an Option?"~~
- Added an accessor for the animation clip `animation_clip()` to the
animation player.
To determine if an animation is finished, we use the number of times the
animation has completed and the repetition behavior. If the animation is
playing in reverse then `elapsed < 0.0` counts as a completion.
Otherwise, `elapsed > animation.duration` counts as a completion. This
is what I would expect, personally. If there's any ambiguity, perhaps we
could add some `AnimationCompletionBehavior`, to specify that kind of
completion behavior to use.
Update: Previously `PlayingAnimation::elapsed` was being used as the
seek time into the animation clip. This was misleading because if you
increased the speed of the animation it would also increase (or
decrease) the elapsed time. In other words, the elapsed time was not
actually the elapsed time. To solve this, we introduce
`PlayingAnimation::seek_time` to serve as the value we manipulate the
move between keyframes. Consequently, `elapsed()` now returns the actual
elapsed time, and is not effected by the animation speed. Because
`set_elapsed` was being used to manipulate the displayed keyframe, we
introduce `AnimationPlayer::seek_to` and `AnimationPlayer::replay` to
provide this functionality.
## Migration Guide
- Removed `set_elapsed`.
- Removed `stop_repeating` in favour of
`AnimationPlayer::set_repeat(RepeatAnimation::Never)`.
- Introduced `seek_to` to seek to a given timestamp inside of the
animation.
- Introduced `seek_time` accessor for the `PlayingAnimation::seek_to`.
- Introduced `AnimationPlayer::replay` to reset the `PlayingAnimation`
to a state where no time has elapsed.
---------
Co-authored-by: Hennadii Chernyshchyk <genaloner@gmail.com>
Co-authored-by: François <mockersf@gmail.com>
2023-08-28 16:43:04 +00:00
|
|
|
if self.seek_time < 0.0 {
|
|
|
|
self.seek_time += clip_duration;
|
2022-04-02 22:36:02 +00:00
|
|
|
}
|
|
|
|
}
|
API updates to the AnimationPlayer (#9002)
# Objective
Added `AnimationPlayer` API UX improvements.
- Succestor to https://github.com/bevyengine/bevy/pull/5912
- Fixes https://github.com/bevyengine/bevy/issues/5848
_(Credits to @asafigan for filing #5848, creating the initial pull
request, and the discussion in #5912)_
## Solution
- Created `RepeatAnimation` enum to describe an animation repetition
behavior.
- Added `is_finished()`, `set_repeat()`, and `is_playback_reversed()`
methods to the animation player.
- ~~Made the animation clip optional as per the comment from #5912~~
> ~~My problem is that the default handle [used the initialize a
`PlayingAnimation`] could actually refer to an actual animation if an
AnimationClip is set for the default handle, which leads me to ask,
"Should animation_clip should be an Option?"~~
- Added an accessor for the animation clip `animation_clip()` to the
animation player.
To determine if an animation is finished, we use the number of times the
animation has completed and the repetition behavior. If the animation is
playing in reverse then `elapsed < 0.0` counts as a completion.
Otherwise, `elapsed > animation.duration` counts as a completion. This
is what I would expect, personally. If there's any ambiguity, perhaps we
could add some `AnimationCompletionBehavior`, to specify that kind of
completion behavior to use.
Update: Previously `PlayingAnimation::elapsed` was being used as the
seek time into the animation clip. This was misleading because if you
increased the speed of the animation it would also increase (or
decrease) the elapsed time. In other words, the elapsed time was not
actually the elapsed time. To solve this, we introduce
`PlayingAnimation::seek_time` to serve as the value we manipulate the
move between keyframes. Consequently, `elapsed()` now returns the actual
elapsed time, and is not effected by the animation speed. Because
`set_elapsed` was being used to manipulate the displayed keyframe, we
introduce `AnimationPlayer::seek_to` and `AnimationPlayer::replay` to
provide this functionality.
## Migration Guide
- Removed `set_elapsed`.
- Removed `stop_repeating` in favour of
`AnimationPlayer::set_repeat(RepeatAnimation::Never)`.
- Introduced `seek_to` to seek to a given timestamp inside of the
animation.
- Introduced `seek_time` accessor for the `PlayingAnimation::seek_to`.
- Introduced `AnimationPlayer::replay` to reset the `PlayingAnimation`
to a state where no time has elapsed.
---------
Co-authored-by: Hennadii Chernyshchyk <genaloner@gmail.com>
Co-authored-by: François <mockersf@gmail.com>
2023-08-28 16:43:04 +00:00
|
|
|
|
|
|
|
/// Reset back to the initial state as if no time has elapsed.
|
Implement the `AnimationGraph`, allowing for multiple animations to be blended together. (#11989)
This is an implementation of RFC #51:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
Note that the implementation strategy is different from the one outlined
in that RFC, because two-phase animation has now landed.
# Objective
Bevy needs animation blending. The RFC for this is [RFC 51].
## Solution
This is an implementation of the RFC. Note that the implementation
strategy is different from the one outlined there, because two-phase
animation has now landed.
This is just a draft to get the conversation started. Currently we're
missing a few things:
- [x] A fully-fleshed-out mechanism for transitions
- [x] A serialization format for `AnimationGraph`s
- [x] Examples are broken, other than `animated_fox`
- [x] Documentation
---
## Changelog
### Added
* The `AnimationPlayer` has been reworked to support blending multiple
animations together through an `AnimationGraph`, and as such will no
longer function unless a `Handle<AnimationGraph>` has been added to the
entity containing the player. See [RFC 51] for more details.
* Transition functionality has moved from the `AnimationPlayer` to a new
component, `AnimationTransitions`, which works in tandem with the
`AnimationGraph`.
## Migration Guide
* `AnimationPlayer`s can no longer play animations by themselves and
need to be paired with a `Handle<AnimationGraph>`. Code that was using
`AnimationPlayer` to play animations will need to create an
`AnimationGraph` asset first, add a node for the clip (or clips) you
want to play, and then supply the index of that node to the
`AnimationPlayer`'s `play` method.
* The `AnimationPlayer::play_with_transition()` method has been removed
and replaced with the `AnimationTransitions` component. If you were
previously using `AnimationPlayer::play_with_transition()`, add all
animations that you were playing to the `AnimationGraph`, and create an
`AnimationTransitions` component to manage the blending between them.
[RFC 51]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
---------
Co-authored-by: Rob Parrett <robparrett@gmail.com>
2024-03-07 20:22:42 +00:00
|
|
|
pub fn replay(&mut self) {
|
Add Support for Triggering Events via `AnimationEvent`s (#15538)
# Objective
Add support for events that can be triggered from animation clips. This
is useful when you need something to happen at a specific time in an
animation. For example, playing a sound every time a characters feet
hits the ground when walking.
Closes #15494
## Solution
Added a new field to `AnimationClip`: `events`, which contains a list of
`AnimationEvent`s. These are automatically triggered in
`animate_targets` and `trigger_untargeted_animation_events`.
## Testing
Added a couple of tests and example (`animation_events.rs`) to make sure
events are triggered when expected.
---
## Showcase
`Events` need to also implement `AnimationEvent` and `Reflect` to be
used with animations.
```rust
#[derive(Event, AnimationEvent, Reflect)]
struct SomeEvent;
```
Events can be added to an `AnimationClip` by specifying a time and
event.
```rust
// trigger an event after 1.0 second
animation_clip.add_event(1.0, SomeEvent);
```
And optionally, providing a target id.
```rust
let id = AnimationTargetId::from_iter(["shoulder", "arm", "hand"]);
animation_clip.add_event_to_target(id, 1.0, HandEvent);
```
I modified the `animated_fox` example to show off the feature.
![CleanShot 2024-10-05 at 02 41
57](https://github.com/user-attachments/assets/0bb47db7-24f9-4504-88f1-40e375b89b1b)
---------
Co-authored-by: Matty <weatherleymatthew@gmail.com>
Co-authored-by: Chris Biscardi <chris@christopherbiscardi.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
2024-10-06 10:03:05 +00:00
|
|
|
self.just_completed = false;
|
API updates to the AnimationPlayer (#9002)
# Objective
Added `AnimationPlayer` API UX improvements.
- Succestor to https://github.com/bevyengine/bevy/pull/5912
- Fixes https://github.com/bevyengine/bevy/issues/5848
_(Credits to @asafigan for filing #5848, creating the initial pull
request, and the discussion in #5912)_
## Solution
- Created `RepeatAnimation` enum to describe an animation repetition
behavior.
- Added `is_finished()`, `set_repeat()`, and `is_playback_reversed()`
methods to the animation player.
- ~~Made the animation clip optional as per the comment from #5912~~
> ~~My problem is that the default handle [used the initialize a
`PlayingAnimation`] could actually refer to an actual animation if an
AnimationClip is set for the default handle, which leads me to ask,
"Should animation_clip should be an Option?"~~
- Added an accessor for the animation clip `animation_clip()` to the
animation player.
To determine if an animation is finished, we use the number of times the
animation has completed and the repetition behavior. If the animation is
playing in reverse then `elapsed < 0.0` counts as a completion.
Otherwise, `elapsed > animation.duration` counts as a completion. This
is what I would expect, personally. If there's any ambiguity, perhaps we
could add some `AnimationCompletionBehavior`, to specify that kind of
completion behavior to use.
Update: Previously `PlayingAnimation::elapsed` was being used as the
seek time into the animation clip. This was misleading because if you
increased the speed of the animation it would also increase (or
decrease) the elapsed time. In other words, the elapsed time was not
actually the elapsed time. To solve this, we introduce
`PlayingAnimation::seek_time` to serve as the value we manipulate the
move between keyframes. Consequently, `elapsed()` now returns the actual
elapsed time, and is not effected by the animation speed. Because
`set_elapsed` was being used to manipulate the displayed keyframe, we
introduce `AnimationPlayer::seek_to` and `AnimationPlayer::replay` to
provide this functionality.
## Migration Guide
- Removed `set_elapsed`.
- Removed `stop_repeating` in favour of
`AnimationPlayer::set_repeat(RepeatAnimation::Never)`.
- Introduced `seek_to` to seek to a given timestamp inside of the
animation.
- Introduced `seek_time` accessor for the `PlayingAnimation::seek_to`.
- Introduced `AnimationPlayer::replay` to reset the `PlayingAnimation`
to a state where no time has elapsed.
---------
Co-authored-by: Hennadii Chernyshchyk <genaloner@gmail.com>
Co-authored-by: François <mockersf@gmail.com>
2023-08-28 16:43:04 +00:00
|
|
|
self.completions = 0;
|
|
|
|
self.elapsed = 0.0;
|
Add Support for Triggering Events via `AnimationEvent`s (#15538)
# Objective
Add support for events that can be triggered from animation clips. This
is useful when you need something to happen at a specific time in an
animation. For example, playing a sound every time a characters feet
hits the ground when walking.
Closes #15494
## Solution
Added a new field to `AnimationClip`: `events`, which contains a list of
`AnimationEvent`s. These are automatically triggered in
`animate_targets` and `trigger_untargeted_animation_events`.
## Testing
Added a couple of tests and example (`animation_events.rs`) to make sure
events are triggered when expected.
---
## Showcase
`Events` need to also implement `AnimationEvent` and `Reflect` to be
used with animations.
```rust
#[derive(Event, AnimationEvent, Reflect)]
struct SomeEvent;
```
Events can be added to an `AnimationClip` by specifying a time and
event.
```rust
// trigger an event after 1.0 second
animation_clip.add_event(1.0, SomeEvent);
```
And optionally, providing a target id.
```rust
let id = AnimationTargetId::from_iter(["shoulder", "arm", "hand"]);
animation_clip.add_event_to_target(id, 1.0, HandEvent);
```
I modified the `animated_fox` example to show off the feature.
![CleanShot 2024-10-05 at 02 41
57](https://github.com/user-attachments/assets/0bb47db7-24f9-4504-88f1-40e375b89b1b)
---------
Co-authored-by: Matty <weatherleymatthew@gmail.com>
Co-authored-by: Chris Biscardi <chris@christopherbiscardi.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
2024-10-06 10:03:05 +00:00
|
|
|
self.last_seek_time = None;
|
API updates to the AnimationPlayer (#9002)
# Objective
Added `AnimationPlayer` API UX improvements.
- Succestor to https://github.com/bevyengine/bevy/pull/5912
- Fixes https://github.com/bevyengine/bevy/issues/5848
_(Credits to @asafigan for filing #5848, creating the initial pull
request, and the discussion in #5912)_
## Solution
- Created `RepeatAnimation` enum to describe an animation repetition
behavior.
- Added `is_finished()`, `set_repeat()`, and `is_playback_reversed()`
methods to the animation player.
- ~~Made the animation clip optional as per the comment from #5912~~
> ~~My problem is that the default handle [used the initialize a
`PlayingAnimation`] could actually refer to an actual animation if an
AnimationClip is set for the default handle, which leads me to ask,
"Should animation_clip should be an Option?"~~
- Added an accessor for the animation clip `animation_clip()` to the
animation player.
To determine if an animation is finished, we use the number of times the
animation has completed and the repetition behavior. If the animation is
playing in reverse then `elapsed < 0.0` counts as a completion.
Otherwise, `elapsed > animation.duration` counts as a completion. This
is what I would expect, personally. If there's any ambiguity, perhaps we
could add some `AnimationCompletionBehavior`, to specify that kind of
completion behavior to use.
Update: Previously `PlayingAnimation::elapsed` was being used as the
seek time into the animation clip. This was misleading because if you
increased the speed of the animation it would also increase (or
decrease) the elapsed time. In other words, the elapsed time was not
actually the elapsed time. To solve this, we introduce
`PlayingAnimation::seek_time` to serve as the value we manipulate the
move between keyframes. Consequently, `elapsed()` now returns the actual
elapsed time, and is not effected by the animation speed. Because
`set_elapsed` was being used to manipulate the displayed keyframe, we
introduce `AnimationPlayer::seek_to` and `AnimationPlayer::replay` to
provide this functionality.
## Migration Guide
- Removed `set_elapsed`.
- Removed `stop_repeating` in favour of
`AnimationPlayer::set_repeat(RepeatAnimation::Never)`.
- Introduced `seek_to` to seek to a given timestamp inside of the
animation.
- Introduced `seek_time` accessor for the `PlayingAnimation::seek_to`.
- Introduced `AnimationPlayer::replay` to reset the `PlayingAnimation`
to a state where no time has elapsed.
---------
Co-authored-by: Hennadii Chernyshchyk <genaloner@gmail.com>
Co-authored-by: François <mockersf@gmail.com>
2023-08-28 16:43:04 +00:00
|
|
|
self.seek_time = 0.0;
|
|
|
|
}
|
2022-04-02 22:36:02 +00:00
|
|
|
|
Implement the `AnimationGraph`, allowing for multiple animations to be blended together. (#11989)
This is an implementation of RFC #51:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
Note that the implementation strategy is different from the one outlined
in that RFC, because two-phase animation has now landed.
# Objective
Bevy needs animation blending. The RFC for this is [RFC 51].
## Solution
This is an implementation of the RFC. Note that the implementation
strategy is different from the one outlined there, because two-phase
animation has now landed.
This is just a draft to get the conversation started. Currently we're
missing a few things:
- [x] A fully-fleshed-out mechanism for transitions
- [x] A serialization format for `AnimationGraph`s
- [x] Examples are broken, other than `animated_fox`
- [x] Documentation
---
## Changelog
### Added
* The `AnimationPlayer` has been reworked to support blending multiple
animations together through an `AnimationGraph`, and as such will no
longer function unless a `Handle<AnimationGraph>` has been added to the
entity containing the player. See [RFC 51] for more details.
* Transition functionality has moved from the `AnimationPlayer` to a new
component, `AnimationTransitions`, which works in tandem with the
`AnimationGraph`.
## Migration Guide
* `AnimationPlayer`s can no longer play animations by themselves and
need to be paired with a `Handle<AnimationGraph>`. Code that was using
`AnimationPlayer` to play animations will need to create an
`AnimationGraph` asset first, add a node for the clip (or clips) you
want to play, and then supply the index of that node to the
`AnimationPlayer`'s `play` method.
* The `AnimationPlayer::play_with_transition()` method has been removed
and replaced with the `AnimationTransitions` component. If you were
previously using `AnimationPlayer::play_with_transition()`, add all
animations that you were playing to the `AnimationGraph`, and create an
`AnimationTransitions` component to manage the blending between them.
[RFC 51]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
---------
Co-authored-by: Rob Parrett <robparrett@gmail.com>
2024-03-07 20:22:42 +00:00
|
|
|
/// Returns the current weight of this animation.
|
|
|
|
pub fn weight(&self) -> f32 {
|
|
|
|
self.weight
|
|
|
|
}
|
|
|
|
|
|
|
|
/// Sets the weight of this animation.
|
2024-08-25 13:44:52 +00:00
|
|
|
pub fn set_weight(&mut self, weight: f32) -> &mut Self {
|
Implement the `AnimationGraph`, allowing for multiple animations to be blended together. (#11989)
This is an implementation of RFC #51:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
Note that the implementation strategy is different from the one outlined
in that RFC, because two-phase animation has now landed.
# Objective
Bevy needs animation blending. The RFC for this is [RFC 51].
## Solution
This is an implementation of the RFC. Note that the implementation
strategy is different from the one outlined there, because two-phase
animation has now landed.
This is just a draft to get the conversation started. Currently we're
missing a few things:
- [x] A fully-fleshed-out mechanism for transitions
- [x] A serialization format for `AnimationGraph`s
- [x] Examples are broken, other than `animated_fox`
- [x] Documentation
---
## Changelog
### Added
* The `AnimationPlayer` has been reworked to support blending multiple
animations together through an `AnimationGraph`, and as such will no
longer function unless a `Handle<AnimationGraph>` has been added to the
entity containing the player. See [RFC 51] for more details.
* Transition functionality has moved from the `AnimationPlayer` to a new
component, `AnimationTransitions`, which works in tandem with the
`AnimationGraph`.
## Migration Guide
* `AnimationPlayer`s can no longer play animations by themselves and
need to be paired with a `Handle<AnimationGraph>`. Code that was using
`AnimationPlayer` to play animations will need to create an
`AnimationGraph` asset first, add a node for the clip (or clips) you
want to play, and then supply the index of that node to the
`AnimationPlayer`'s `play` method.
* The `AnimationPlayer::play_with_transition()` method has been removed
and replaced with the `AnimationTransitions` component. If you were
previously using `AnimationPlayer::play_with_transition()`, add all
animations that you were playing to the `AnimationGraph`, and create an
`AnimationTransitions` component to manage the blending between them.
[RFC 51]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
---------
Co-authored-by: Rob Parrett <robparrett@gmail.com>
2024-03-07 20:22:42 +00:00
|
|
|
self.weight = weight;
|
2024-08-25 13:44:52 +00:00
|
|
|
self
|
Implement the `AnimationGraph`, allowing for multiple animations to be blended together. (#11989)
This is an implementation of RFC #51:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
Note that the implementation strategy is different from the one outlined
in that RFC, because two-phase animation has now landed.
# Objective
Bevy needs animation blending. The RFC for this is [RFC 51].
## Solution
This is an implementation of the RFC. Note that the implementation
strategy is different from the one outlined there, because two-phase
animation has now landed.
This is just a draft to get the conversation started. Currently we're
missing a few things:
- [x] A fully-fleshed-out mechanism for transitions
- [x] A serialization format for `AnimationGraph`s
- [x] Examples are broken, other than `animated_fox`
- [x] Documentation
---
## Changelog
### Added
* The `AnimationPlayer` has been reworked to support blending multiple
animations together through an `AnimationGraph`, and as such will no
longer function unless a `Handle<AnimationGraph>` has been added to the
entity containing the player. See [RFC 51] for more details.
* Transition functionality has moved from the `AnimationPlayer` to a new
component, `AnimationTransitions`, which works in tandem with the
`AnimationGraph`.
## Migration Guide
* `AnimationPlayer`s can no longer play animations by themselves and
need to be paired with a `Handle<AnimationGraph>`. Code that was using
`AnimationPlayer` to play animations will need to create an
`AnimationGraph` asset first, add a node for the clip (or clips) you
want to play, and then supply the index of that node to the
`AnimationPlayer`'s `play` method.
* The `AnimationPlayer::play_with_transition()` method has been removed
and replaced with the `AnimationTransitions` component. If you were
previously using `AnimationPlayer::play_with_transition()`, add all
animations that you were playing to the `AnimationGraph`, and create an
`AnimationTransitions` component to manage the blending between them.
[RFC 51]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
---------
Co-authored-by: Rob Parrett <robparrett@gmail.com>
2024-03-07 20:22:42 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/// Pause the animation.
|
|
|
|
pub fn pause(&mut self) -> &mut Self {
|
|
|
|
self.paused = true;
|
|
|
|
self
|
|
|
|
}
|
|
|
|
|
|
|
|
/// Unpause the animation.
|
|
|
|
pub fn resume(&mut self) -> &mut Self {
|
|
|
|
self.paused = false;
|
|
|
|
self
|
|
|
|
}
|
|
|
|
|
|
|
|
/// Returns true if this animation is currently paused.
|
|
|
|
///
|
|
|
|
/// Note that paused animations are still [`ActiveAnimation`]s.
|
|
|
|
#[inline]
|
|
|
|
pub fn is_paused(&self) -> bool {
|
|
|
|
self.paused
|
|
|
|
}
|
|
|
|
|
|
|
|
/// Sets the repeat mode for this playing animation.
|
|
|
|
pub fn set_repeat(&mut self, repeat: RepeatAnimation) -> &mut Self {
|
|
|
|
self.repeat = repeat;
|
|
|
|
self
|
|
|
|
}
|
|
|
|
|
|
|
|
/// Marks this animation as repeating forever.
|
|
|
|
pub fn repeat(&mut self) -> &mut Self {
|
|
|
|
self.set_repeat(RepeatAnimation::Forever)
|
|
|
|
}
|
|
|
|
|
|
|
|
/// Returns the repeat mode assigned to this active animation.
|
|
|
|
pub fn repeat_mode(&self) -> RepeatAnimation {
|
|
|
|
self.repeat
|
|
|
|
}
|
|
|
|
|
|
|
|
/// Returns the number of times this animation has completed.
|
|
|
|
pub fn completions(&self) -> u32 {
|
|
|
|
self.completions
|
|
|
|
}
|
|
|
|
|
|
|
|
/// Returns true if the animation is playing in reverse.
|
|
|
|
pub fn is_playback_reversed(&self) -> bool {
|
|
|
|
self.speed < 0.0
|
|
|
|
}
|
|
|
|
|
|
|
|
/// Returns the speed of the animation playback.
|
|
|
|
pub fn speed(&self) -> f32 {
|
|
|
|
self.speed
|
|
|
|
}
|
|
|
|
|
|
|
|
/// Sets the speed of the animation playback.
|
|
|
|
pub fn set_speed(&mut self, speed: f32) -> &mut Self {
|
|
|
|
self.speed = speed;
|
|
|
|
self
|
|
|
|
}
|
|
|
|
|
|
|
|
/// Returns the amount of time the animation has been playing.
|
|
|
|
pub fn elapsed(&self) -> f32 {
|
|
|
|
self.elapsed
|
|
|
|
}
|
|
|
|
|
|
|
|
/// Returns the seek time of the animation.
|
|
|
|
///
|
|
|
|
/// This is nonnegative and no more than the clip duration.
|
|
|
|
pub fn seek_time(&self) -> f32 {
|
|
|
|
self.seek_time
|
|
|
|
}
|
|
|
|
|
|
|
|
/// Seeks to a specific time in the animation.
|
Add Support for Triggering Events via `AnimationEvent`s (#15538)
# Objective
Add support for events that can be triggered from animation clips. This
is useful when you need something to happen at a specific time in an
animation. For example, playing a sound every time a characters feet
hits the ground when walking.
Closes #15494
## Solution
Added a new field to `AnimationClip`: `events`, which contains a list of
`AnimationEvent`s. These are automatically triggered in
`animate_targets` and `trigger_untargeted_animation_events`.
## Testing
Added a couple of tests and example (`animation_events.rs`) to make sure
events are triggered when expected.
---
## Showcase
`Events` need to also implement `AnimationEvent` and `Reflect` to be
used with animations.
```rust
#[derive(Event, AnimationEvent, Reflect)]
struct SomeEvent;
```
Events can be added to an `AnimationClip` by specifying a time and
event.
```rust
// trigger an event after 1.0 second
animation_clip.add_event(1.0, SomeEvent);
```
And optionally, providing a target id.
```rust
let id = AnimationTargetId::from_iter(["shoulder", "arm", "hand"]);
animation_clip.add_event_to_target(id, 1.0, HandEvent);
```
I modified the `animated_fox` example to show off the feature.
![CleanShot 2024-10-05 at 02 41
57](https://github.com/user-attachments/assets/0bb47db7-24f9-4504-88f1-40e375b89b1b)
---------
Co-authored-by: Matty <weatherleymatthew@gmail.com>
Co-authored-by: Chris Biscardi <chris@christopherbiscardi.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
2024-10-06 10:03:05 +00:00
|
|
|
///
|
|
|
|
/// This will not trigger events between the current time and `seek_time`.
|
|
|
|
/// Use [`seek_to`](Self::seek_to) if this is desired.
|
|
|
|
pub fn set_seek_time(&mut self, seek_time: f32) -> &mut Self {
|
|
|
|
self.last_seek_time = Some(seek_time);
|
|
|
|
self.seek_time = seek_time;
|
|
|
|
self
|
|
|
|
}
|
|
|
|
|
|
|
|
/// Seeks to a specific time in the animation.
|
|
|
|
///
|
|
|
|
/// Note that any events between the current time and `seek_time`
|
|
|
|
/// will be triggered on the next update.
|
:pencil2: Fix typos across bevy (#16702)
# Objective
Fixes typos in bevy project, following suggestion in
https://github.com/bevyengine/bevy-website/pull/1912#pullrequestreview-2483499337
## Solution
I used https://github.com/crate-ci/typos to find them.
I included only the ones that feel undebatable too me, but I am not in
game engine so maybe some terms are expected.
I left out the following typos:
- `reparametrize` => `reparameterize`: There are a lot of occurences, I
believe this was expected
- `semicircles` => `hemicircles`: 2 occurences, may mean something
specific in geometry
- `invertation` => `inversion`: may mean something specific
- `unparented` => `parentless`: may mean something specific
- `metalness` => `metallicity`: may mean something specific
## Testing
- Did you test these changes? If so, how? I did not test the changes,
most changes are related to raw text. I expect the others to be tested
by the CI.
- Are there any parts that need more testing? I do not think
- How can other people (reviewers) test your changes? Is there anything
specific they need to know? To me there is nothing to test
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
---
## Migration Guide
> This section is optional. If there are no breaking changes, you can
delete this section.
(kept in case I include the `reparameterize` change here)
- If this PR is a breaking change (relative to the last release of
Bevy), describe how a user might need to migrate their code to support
these changes
- Simply adding new functionality is not a breaking change.
- Fixing behavior that was definitely a bug, rather than a questionable
design choice is not a breaking change.
## Questions
- [x] Should I include the above typos? No
(https://github.com/bevyengine/bevy/pull/16702#issuecomment-2525271152)
- [ ] Should I add `typos` to the CI? (I will check how to configure it
properly)
This project looks awesome, I really enjoy reading the progress made,
thanks to everyone involved.
2024-12-08 01:18:39 +00:00
|
|
|
/// Use [`set_seek_time`](Self::set_seek_time) if this is undesired.
|
Implement the `AnimationGraph`, allowing for multiple animations to be blended together. (#11989)
This is an implementation of RFC #51:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
Note that the implementation strategy is different from the one outlined
in that RFC, because two-phase animation has now landed.
# Objective
Bevy needs animation blending. The RFC for this is [RFC 51].
## Solution
This is an implementation of the RFC. Note that the implementation
strategy is different from the one outlined there, because two-phase
animation has now landed.
This is just a draft to get the conversation started. Currently we're
missing a few things:
- [x] A fully-fleshed-out mechanism for transitions
- [x] A serialization format for `AnimationGraph`s
- [x] Examples are broken, other than `animated_fox`
- [x] Documentation
---
## Changelog
### Added
* The `AnimationPlayer` has been reworked to support blending multiple
animations together through an `AnimationGraph`, and as such will no
longer function unless a `Handle<AnimationGraph>` has been added to the
entity containing the player. See [RFC 51] for more details.
* Transition functionality has moved from the `AnimationPlayer` to a new
component, `AnimationTransitions`, which works in tandem with the
`AnimationGraph`.
## Migration Guide
* `AnimationPlayer`s can no longer play animations by themselves and
need to be paired with a `Handle<AnimationGraph>`. Code that was using
`AnimationPlayer` to play animations will need to create an
`AnimationGraph` asset first, add a node for the clip (or clips) you
want to play, and then supply the index of that node to the
`AnimationPlayer`'s `play` method.
* The `AnimationPlayer::play_with_transition()` method has been removed
and replaced with the `AnimationTransitions` component. If you were
previously using `AnimationPlayer::play_with_transition()`, add all
animations that you were playing to the `AnimationGraph`, and create an
`AnimationTransitions` component to manage the blending between them.
[RFC 51]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
---------
Co-authored-by: Rob Parrett <robparrett@gmail.com>
2024-03-07 20:22:42 +00:00
|
|
|
pub fn seek_to(&mut self, seek_time: f32) -> &mut Self {
|
Add Support for Triggering Events via `AnimationEvent`s (#15538)
# Objective
Add support for events that can be triggered from animation clips. This
is useful when you need something to happen at a specific time in an
animation. For example, playing a sound every time a characters feet
hits the ground when walking.
Closes #15494
## Solution
Added a new field to `AnimationClip`: `events`, which contains a list of
`AnimationEvent`s. These are automatically triggered in
`animate_targets` and `trigger_untargeted_animation_events`.
## Testing
Added a couple of tests and example (`animation_events.rs`) to make sure
events are triggered when expected.
---
## Showcase
`Events` need to also implement `AnimationEvent` and `Reflect` to be
used with animations.
```rust
#[derive(Event, AnimationEvent, Reflect)]
struct SomeEvent;
```
Events can be added to an `AnimationClip` by specifying a time and
event.
```rust
// trigger an event after 1.0 second
animation_clip.add_event(1.0, SomeEvent);
```
And optionally, providing a target id.
```rust
let id = AnimationTargetId::from_iter(["shoulder", "arm", "hand"]);
animation_clip.add_event_to_target(id, 1.0, HandEvent);
```
I modified the `animated_fox` example to show off the feature.
![CleanShot 2024-10-05 at 02 41
57](https://github.com/user-attachments/assets/0bb47db7-24f9-4504-88f1-40e375b89b1b)
---------
Co-authored-by: Matty <weatherleymatthew@gmail.com>
Co-authored-by: Chris Biscardi <chris@christopherbiscardi.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
2024-10-06 10:03:05 +00:00
|
|
|
self.last_seek_time = Some(self.seek_time);
|
Implement the `AnimationGraph`, allowing for multiple animations to be blended together. (#11989)
This is an implementation of RFC #51:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
Note that the implementation strategy is different from the one outlined
in that RFC, because two-phase animation has now landed.
# Objective
Bevy needs animation blending. The RFC for this is [RFC 51].
## Solution
This is an implementation of the RFC. Note that the implementation
strategy is different from the one outlined there, because two-phase
animation has now landed.
This is just a draft to get the conversation started. Currently we're
missing a few things:
- [x] A fully-fleshed-out mechanism for transitions
- [x] A serialization format for `AnimationGraph`s
- [x] Examples are broken, other than `animated_fox`
- [x] Documentation
---
## Changelog
### Added
* The `AnimationPlayer` has been reworked to support blending multiple
animations together through an `AnimationGraph`, and as such will no
longer function unless a `Handle<AnimationGraph>` has been added to the
entity containing the player. See [RFC 51] for more details.
* Transition functionality has moved from the `AnimationPlayer` to a new
component, `AnimationTransitions`, which works in tandem with the
`AnimationGraph`.
## Migration Guide
* `AnimationPlayer`s can no longer play animations by themselves and
need to be paired with a `Handle<AnimationGraph>`. Code that was using
`AnimationPlayer` to play animations will need to create an
`AnimationGraph` asset first, add a node for the clip (or clips) you
want to play, and then supply the index of that node to the
`AnimationPlayer`'s `play` method.
* The `AnimationPlayer::play_with_transition()` method has been removed
and replaced with the `AnimationTransitions` component. If you were
previously using `AnimationPlayer::play_with_transition()`, add all
animations that you were playing to the `AnimationGraph`, and create an
`AnimationTransitions` component to manage the blending between them.
[RFC 51]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
---------
Co-authored-by: Rob Parrett <robparrett@gmail.com>
2024-03-07 20:22:42 +00:00
|
|
|
self.seek_time = seek_time;
|
|
|
|
self
|
|
|
|
}
|
|
|
|
|
|
|
|
/// Seeks to the beginning of the animation.
|
Add Support for Triggering Events via `AnimationEvent`s (#15538)
# Objective
Add support for events that can be triggered from animation clips. This
is useful when you need something to happen at a specific time in an
animation. For example, playing a sound every time a characters feet
hits the ground when walking.
Closes #15494
## Solution
Added a new field to `AnimationClip`: `events`, which contains a list of
`AnimationEvent`s. These are automatically triggered in
`animate_targets` and `trigger_untargeted_animation_events`.
## Testing
Added a couple of tests and example (`animation_events.rs`) to make sure
events are triggered when expected.
---
## Showcase
`Events` need to also implement `AnimationEvent` and `Reflect` to be
used with animations.
```rust
#[derive(Event, AnimationEvent, Reflect)]
struct SomeEvent;
```
Events can be added to an `AnimationClip` by specifying a time and
event.
```rust
// trigger an event after 1.0 second
animation_clip.add_event(1.0, SomeEvent);
```
And optionally, providing a target id.
```rust
let id = AnimationTargetId::from_iter(["shoulder", "arm", "hand"]);
animation_clip.add_event_to_target(id, 1.0, HandEvent);
```
I modified the `animated_fox` example to show off the feature.
![CleanShot 2024-10-05 at 02 41
57](https://github.com/user-attachments/assets/0bb47db7-24f9-4504-88f1-40e375b89b1b)
---------
Co-authored-by: Matty <weatherleymatthew@gmail.com>
Co-authored-by: Chris Biscardi <chris@christopherbiscardi.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
2024-10-06 10:03:05 +00:00
|
|
|
///
|
|
|
|
/// Note that any events between the current time and `0.0`
|
|
|
|
/// will be triggered on the next update.
|
:pencil2: Fix typos across bevy (#16702)
# Objective
Fixes typos in bevy project, following suggestion in
https://github.com/bevyengine/bevy-website/pull/1912#pullrequestreview-2483499337
## Solution
I used https://github.com/crate-ci/typos to find them.
I included only the ones that feel undebatable too me, but I am not in
game engine so maybe some terms are expected.
I left out the following typos:
- `reparametrize` => `reparameterize`: There are a lot of occurences, I
believe this was expected
- `semicircles` => `hemicircles`: 2 occurences, may mean something
specific in geometry
- `invertation` => `inversion`: may mean something specific
- `unparented` => `parentless`: may mean something specific
- `metalness` => `metallicity`: may mean something specific
## Testing
- Did you test these changes? If so, how? I did not test the changes,
most changes are related to raw text. I expect the others to be tested
by the CI.
- Are there any parts that need more testing? I do not think
- How can other people (reviewers) test your changes? Is there anything
specific they need to know? To me there is nothing to test
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
---
## Migration Guide
> This section is optional. If there are no breaking changes, you can
delete this section.
(kept in case I include the `reparameterize` change here)
- If this PR is a breaking change (relative to the last release of
Bevy), describe how a user might need to migrate their code to support
these changes
- Simply adding new functionality is not a breaking change.
- Fixing behavior that was definitely a bug, rather than a questionable
design choice is not a breaking change.
## Questions
- [x] Should I include the above typos? No
(https://github.com/bevyengine/bevy/pull/16702#issuecomment-2525271152)
- [ ] Should I add `typos` to the CI? (I will check how to configure it
properly)
This project looks awesome, I really enjoy reading the progress made,
thanks to everyone involved.
2024-12-08 01:18:39 +00:00
|
|
|
/// Use [`set_seek_time`](Self::set_seek_time) if this is undesired.
|
Implement the `AnimationGraph`, allowing for multiple animations to be blended together. (#11989)
This is an implementation of RFC #51:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
Note that the implementation strategy is different from the one outlined
in that RFC, because two-phase animation has now landed.
# Objective
Bevy needs animation blending. The RFC for this is [RFC 51].
## Solution
This is an implementation of the RFC. Note that the implementation
strategy is different from the one outlined there, because two-phase
animation has now landed.
This is just a draft to get the conversation started. Currently we're
missing a few things:
- [x] A fully-fleshed-out mechanism for transitions
- [x] A serialization format for `AnimationGraph`s
- [x] Examples are broken, other than `animated_fox`
- [x] Documentation
---
## Changelog
### Added
* The `AnimationPlayer` has been reworked to support blending multiple
animations together through an `AnimationGraph`, and as such will no
longer function unless a `Handle<AnimationGraph>` has been added to the
entity containing the player. See [RFC 51] for more details.
* Transition functionality has moved from the `AnimationPlayer` to a new
component, `AnimationTransitions`, which works in tandem with the
`AnimationGraph`.
## Migration Guide
* `AnimationPlayer`s can no longer play animations by themselves and
need to be paired with a `Handle<AnimationGraph>`. Code that was using
`AnimationPlayer` to play animations will need to create an
`AnimationGraph` asset first, add a node for the clip (or clips) you
want to play, and then supply the index of that node to the
`AnimationPlayer`'s `play` method.
* The `AnimationPlayer::play_with_transition()` method has been removed
and replaced with the `AnimationTransitions` component. If you were
previously using `AnimationPlayer::play_with_transition()`, add all
animations that you were playing to the `AnimationGraph`, and create an
`AnimationTransitions` component to manage the blending between them.
[RFC 51]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
---------
Co-authored-by: Rob Parrett <robparrett@gmail.com>
2024-03-07 20:22:42 +00:00
|
|
|
pub fn rewind(&mut self) -> &mut Self {
|
Add Support for Triggering Events via `AnimationEvent`s (#15538)
# Objective
Add support for events that can be triggered from animation clips. This
is useful when you need something to happen at a specific time in an
animation. For example, playing a sound every time a characters feet
hits the ground when walking.
Closes #15494
## Solution
Added a new field to `AnimationClip`: `events`, which contains a list of
`AnimationEvent`s. These are automatically triggered in
`animate_targets` and `trigger_untargeted_animation_events`.
## Testing
Added a couple of tests and example (`animation_events.rs`) to make sure
events are triggered when expected.
---
## Showcase
`Events` need to also implement `AnimationEvent` and `Reflect` to be
used with animations.
```rust
#[derive(Event, AnimationEvent, Reflect)]
struct SomeEvent;
```
Events can be added to an `AnimationClip` by specifying a time and
event.
```rust
// trigger an event after 1.0 second
animation_clip.add_event(1.0, SomeEvent);
```
And optionally, providing a target id.
```rust
let id = AnimationTargetId::from_iter(["shoulder", "arm", "hand"]);
animation_clip.add_event_to_target(id, 1.0, HandEvent);
```
I modified the `animated_fox` example to show off the feature.
![CleanShot 2024-10-05 at 02 41
57](https://github.com/user-attachments/assets/0bb47db7-24f9-4504-88f1-40e375b89b1b)
---------
Co-authored-by: Matty <weatherleymatthew@gmail.com>
Co-authored-by: Chris Biscardi <chris@christopherbiscardi.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
2024-10-06 10:03:05 +00:00
|
|
|
self.last_seek_time = Some(self.seek_time);
|
Implement the `AnimationGraph`, allowing for multiple animations to be blended together. (#11989)
This is an implementation of RFC #51:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
Note that the implementation strategy is different from the one outlined
in that RFC, because two-phase animation has now landed.
# Objective
Bevy needs animation blending. The RFC for this is [RFC 51].
## Solution
This is an implementation of the RFC. Note that the implementation
strategy is different from the one outlined there, because two-phase
animation has now landed.
This is just a draft to get the conversation started. Currently we're
missing a few things:
- [x] A fully-fleshed-out mechanism for transitions
- [x] A serialization format for `AnimationGraph`s
- [x] Examples are broken, other than `animated_fox`
- [x] Documentation
---
## Changelog
### Added
* The `AnimationPlayer` has been reworked to support blending multiple
animations together through an `AnimationGraph`, and as such will no
longer function unless a `Handle<AnimationGraph>` has been added to the
entity containing the player. See [RFC 51] for more details.
* Transition functionality has moved from the `AnimationPlayer` to a new
component, `AnimationTransitions`, which works in tandem with the
`AnimationGraph`.
## Migration Guide
* `AnimationPlayer`s can no longer play animations by themselves and
need to be paired with a `Handle<AnimationGraph>`. Code that was using
`AnimationPlayer` to play animations will need to create an
`AnimationGraph` asset first, add a node for the clip (or clips) you
want to play, and then supply the index of that node to the
`AnimationPlayer`'s `play` method.
* The `AnimationPlayer::play_with_transition()` method has been removed
and replaced with the `AnimationTransitions` component. If you were
previously using `AnimationPlayer::play_with_transition()`, add all
animations that you were playing to the `AnimationGraph`, and create an
`AnimationTransitions` component to manage the blending between them.
[RFC 51]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
---------
Co-authored-by: Rob Parrett <robparrett@gmail.com>
2024-03-07 20:22:42 +00:00
|
|
|
self.seek_time = 0.0;
|
|
|
|
self
|
|
|
|
}
|
2023-01-09 19:24:51 +00:00
|
|
|
}
|
|
|
|
|
2024-08-25 14:16:04 +00:00
|
|
|
/// Animation controls.
|
|
|
|
///
|
Migrate scenes to required components (#15579)
# Objective
A step in the migration to required components: scenes!
## Solution
As per the [selected
proposal](https://hackmd.io/@bevy/required_components/%2FPJtNGVMMQhyM0zIvCJSkbA):
- Deprecate `SceneBundle` and `DynamicSceneBundle`.
- Add `SceneRoot` and `DynamicSceneRoot` components, which wrap a
`Handle<Scene>` and `Handle<DynamicScene>` respectively.
## Migration Guide
Asset handles for scenes and dynamic scenes must now be wrapped in the
`SceneRoot` and `DynamicSceneRoot` components. Raw handles as components
no longer spawn scenes.
Additionally, `SceneBundle` and `DynamicSceneBundle` have been
deprecated. Instead, use the scene components directly.
Previously:
```rust
let model_scene = asset_server.load(GltfAssetLabel::Scene(0).from_asset("model.gltf"));
commands.spawn(SceneBundle {
scene: model_scene,
transform: Transform::from_xyz(-4.0, 0.0, -3.0),
..default()
});
```
Now:
```rust
let model_scene = asset_server.load(GltfAssetLabel::Scene(0).from_asset("model.gltf"));
commands.spawn((
SceneRoot(model_scene),
Transform::from_xyz(-4.0, 0.0, -3.0),
));
```
2024-10-01 22:42:11 +00:00
|
|
|
/// Automatically added to any root animations of a scene when it is
|
2024-08-25 14:16:04 +00:00
|
|
|
/// spawned.
|
2023-01-09 19:24:51 +00:00
|
|
|
#[derive(Component, Default, Reflect)]
|
2024-09-15 11:58:51 +00:00
|
|
|
#[reflect(Component, Default)]
|
2023-01-09 19:24:51 +00:00
|
|
|
pub struct AnimationPlayer {
|
Impose a more sensible ordering for animation graph evaluation. (#15589)
This is an updated version of #15530. Review comments were addressed.
This commit changes the animation graph evaluation to be operate in a
more sensible order and updates the semantics of blend nodes to conform
to [the animation composition RFC]. Prior to this patch, a node graph
like this:
```
┌─────┐
│ │
│ 1 │
│ │
└──┬──┘
│
┌───────┴───────┐
│ │
▼ ▼
┌─────┐ ┌─────┐
│ │ │ │
│ 2 │ │ 3 │
│ │ │ │
└──┬──┘ └──┬──┘
│ │
┌───┴───┐ ┌───┴───┐
│ │ │ │
▼ ▼ ▼ ▼
┌─────┐ ┌─────┐ ┌─────┐ ┌─────┐
│ │ │ │ │ │ │ │
│ 4 │ │ 6 │ │ 5 │ │ 7 │
│ │ │ │ │ │ │ │
└─────┘ └─────┘ └─────┘ └─────┘
```
Would be evaluated as (((4 ⊕ 5) ⊕ 6) ⊕ 7), with the blend (lerp/slerp)
operation notated as ⊕. As quaternion multiplication isn't commutative,
this is very counterintuitive and will especially lead to trouble with
the forthcoming additive blending feature (#15198).
This patch fixes the issue by changing the evaluation order to
postorder, with children of a node evaluated in ascending order by node
index.
To do so, this patch revamps `AnimationCurve` to be based on an
*evaluation stack* and a *blend register*. During target evaluation, the
graph evaluator traverses the graph in postorder. When encountering a
clip node, the evaluator pushes the possibly-interpolated value onto the
evaluation stack. When encountering a blend node, the evaluator pops
values off the stack into the blend register, accumulating weights as
appropriate. When the graph is completely evaluated, the top element on
the stack is *committed* to the property of the component.
A new system, the *graph threading* system, is added in order to cache
the sorted postorder traversal to avoid the overhead of sorting children
at animation evaluation time. Mask evaluation has been moved to this
system so that the graph only has to be traversed at most once per
frame. Unlike the `ActiveAnimation` list, the *threaded graph* is cached
from frame to frame and only has to be regenerated when the animation
graph asset changes.
This patch currently regresses the `animate_target` performance in
`many_foxes` by around 50%, resulting in an FPS loss of about 2-3 FPS.
I'd argue that this is an acceptable price to pay for a much more
intuitive system. In the future, we can mitigate the regression with a
fast path that avoids consulting the graph if only one animation is
playing. However, in the interest of keeping this patch simple, I didn't
do so here.
[the animation composition RFC]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
# Objective
- Describe the objective or issue this PR addresses.
- If you're fixing a specific issue, say "Fixes #X".
## Solution
- Describe the solution used to achieve the objective above.
## Testing
- Did you test these changes? If so, how?
- Are there any parts that need more testing?
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
---
## Showcase
> This section is optional. If this PR does not include a visual change
or does not add a new feature, you can delete this section.
- Help others understand the result of this PR by showcasing your
awesome work!
- If this PR adds a new feature or public API, consider adding a brief
pseudo-code snippet of it in action
- If this PR includes a visual change, consider adding a screenshot,
GIF, or video
- If you want, you could even include a before/after comparison!
- If the Migration Guide adequately covers the changes, you can delete
this section
While a showcase should aim to be brief and digestible, you can use a
toggleable section to save space on longer showcases:
<details>
<summary>Click to view showcase</summary>
```rust
println!("My super cool code.");
```
</details>
## Migration Guide
> This section is optional. If there are no breaking changes, you can
delete this section.
- If this PR is a breaking change (relative to the last release of
Bevy), describe how a user might need to migrate their code to support
these changes
- Simply adding new functionality is not a breaking change.
- Fixing behavior that was definitely a bug, rather than a questionable
design choice is not a breaking change.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-10-03 00:36:42 +00:00
|
|
|
active_animations: HashMap<AnimationNodeIndex, ActiveAnimation>,
|
Implement the `AnimationGraph`, allowing for multiple animations to be blended together. (#11989)
This is an implementation of RFC #51:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
Note that the implementation strategy is different from the one outlined
in that RFC, because two-phase animation has now landed.
# Objective
Bevy needs animation blending. The RFC for this is [RFC 51].
## Solution
This is an implementation of the RFC. Note that the implementation
strategy is different from the one outlined there, because two-phase
animation has now landed.
This is just a draft to get the conversation started. Currently we're
missing a few things:
- [x] A fully-fleshed-out mechanism for transitions
- [x] A serialization format for `AnimationGraph`s
- [x] Examples are broken, other than `animated_fox`
- [x] Documentation
---
## Changelog
### Added
* The `AnimationPlayer` has been reworked to support blending multiple
animations together through an `AnimationGraph`, and as such will no
longer function unless a `Handle<AnimationGraph>` has been added to the
entity containing the player. See [RFC 51] for more details.
* Transition functionality has moved from the `AnimationPlayer` to a new
component, `AnimationTransitions`, which works in tandem with the
`AnimationGraph`.
## Migration Guide
* `AnimationPlayer`s can no longer play animations by themselves and
need to be paired with a `Handle<AnimationGraph>`. Code that was using
`AnimationPlayer` to play animations will need to create an
`AnimationGraph` asset first, add a node for the clip (or clips) you
want to play, and then supply the index of that node to the
`AnimationPlayer`'s `play` method.
* The `AnimationPlayer::play_with_transition()` method has been removed
and replaced with the `AnimationTransitions` component. If you were
previously using `AnimationPlayer::play_with_transition()`, add all
animations that you were playing to the `AnimationGraph`, and create an
`AnimationTransitions` component to manage the blending between them.
[RFC 51]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
---------
Co-authored-by: Rob Parrett <robparrett@gmail.com>
2024-03-07 20:22:42 +00:00
|
|
|
blend_weights: HashMap<AnimationNodeIndex, f32>,
|
2023-01-09 19:24:51 +00:00
|
|
|
}
|
|
|
|
|
2024-06-07 21:51:24 +00:00
|
|
|
// This is needed since `#[derive(Clone)]` does not generate optimized `clone_from`.
|
|
|
|
impl Clone for AnimationPlayer {
|
|
|
|
fn clone(&self) -> Self {
|
|
|
|
Self {
|
|
|
|
active_animations: self.active_animations.clone(),
|
|
|
|
blend_weights: self.blend_weights.clone(),
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
fn clone_from(&mut self, source: &Self) {
|
|
|
|
self.active_animations.clone_from(&source.active_animations);
|
|
|
|
self.blend_weights.clone_from(&source.blend_weights);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
Impose a more sensible ordering for animation graph evaluation. (#15589)
This is an updated version of #15530. Review comments were addressed.
This commit changes the animation graph evaluation to be operate in a
more sensible order and updates the semantics of blend nodes to conform
to [the animation composition RFC]. Prior to this patch, a node graph
like this:
```
┌─────┐
│ │
│ 1 │
│ │
└──┬──┘
│
┌───────┴───────┐
│ │
▼ ▼
┌─────┐ ┌─────┐
│ │ │ │
│ 2 │ │ 3 │
│ │ │ │
└──┬──┘ └──┬──┘
│ │
┌───┴───┐ ┌───┴───┐
│ │ │ │
▼ ▼ ▼ ▼
┌─────┐ ┌─────┐ ┌─────┐ ┌─────┐
│ │ │ │ │ │ │ │
│ 4 │ │ 6 │ │ 5 │ │ 7 │
│ │ │ │ │ │ │ │
└─────┘ └─────┘ └─────┘ └─────┘
```
Would be evaluated as (((4 ⊕ 5) ⊕ 6) ⊕ 7), with the blend (lerp/slerp)
operation notated as ⊕. As quaternion multiplication isn't commutative,
this is very counterintuitive and will especially lead to trouble with
the forthcoming additive blending feature (#15198).
This patch fixes the issue by changing the evaluation order to
postorder, with children of a node evaluated in ascending order by node
index.
To do so, this patch revamps `AnimationCurve` to be based on an
*evaluation stack* and a *blend register*. During target evaluation, the
graph evaluator traverses the graph in postorder. When encountering a
clip node, the evaluator pushes the possibly-interpolated value onto the
evaluation stack. When encountering a blend node, the evaluator pops
values off the stack into the blend register, accumulating weights as
appropriate. When the graph is completely evaluated, the top element on
the stack is *committed* to the property of the component.
A new system, the *graph threading* system, is added in order to cache
the sorted postorder traversal to avoid the overhead of sorting children
at animation evaluation time. Mask evaluation has been moved to this
system so that the graph only has to be traversed at most once per
frame. Unlike the `ActiveAnimation` list, the *threaded graph* is cached
from frame to frame and only has to be regenerated when the animation
graph asset changes.
This patch currently regresses the `animate_target` performance in
`many_foxes` by around 50%, resulting in an FPS loss of about 2-3 FPS.
I'd argue that this is an acceptable price to pay for a much more
intuitive system. In the future, we can mitigate the regression with a
fast path that avoids consulting the graph if only one animation is
playing. However, in the interest of keeping this patch simple, I didn't
do so here.
[the animation composition RFC]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
# Objective
- Describe the objective or issue this PR addresses.
- If you're fixing a specific issue, say "Fixes #X".
## Solution
- Describe the solution used to achieve the objective above.
## Testing
- Did you test these changes? If so, how?
- Are there any parts that need more testing?
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
---
## Showcase
> This section is optional. If this PR does not include a visual change
or does not add a new feature, you can delete this section.
- Help others understand the result of this PR by showcasing your
awesome work!
- If this PR adds a new feature or public API, consider adding a brief
pseudo-code snippet of it in action
- If this PR includes a visual change, consider adding a screenshot,
GIF, or video
- If you want, you could even include a before/after comparison!
- If the Migration Guide adequately covers the changes, you can delete
this section
While a showcase should aim to be brief and digestible, you can use a
toggleable section to save space on longer showcases:
<details>
<summary>Click to view showcase</summary>
```rust
println!("My super cool code.");
```
</details>
## Migration Guide
> This section is optional. If there are no breaking changes, you can
delete this section.
- If this PR is a breaking change (relative to the last release of
Bevy), describe how a user might need to migrate their code to support
these changes
- Simply adding new functionality is not a breaking change.
- Fixing behavior that was definitely a bug, rather than a questionable
design choice is not a breaking change.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-10-03 00:36:42 +00:00
|
|
|
/// Temporary data that the [`animate_targets`] system maintains.
|
Implement the `AnimationGraph`, allowing for multiple animations to be blended together. (#11989)
This is an implementation of RFC #51:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
Note that the implementation strategy is different from the one outlined
in that RFC, because two-phase animation has now landed.
# Objective
Bevy needs animation blending. The RFC for this is [RFC 51].
## Solution
This is an implementation of the RFC. Note that the implementation
strategy is different from the one outlined there, because two-phase
animation has now landed.
This is just a draft to get the conversation started. Currently we're
missing a few things:
- [x] A fully-fleshed-out mechanism for transitions
- [x] A serialization format for `AnimationGraph`s
- [x] Examples are broken, other than `animated_fox`
- [x] Documentation
---
## Changelog
### Added
* The `AnimationPlayer` has been reworked to support blending multiple
animations together through an `AnimationGraph`, and as such will no
longer function unless a `Handle<AnimationGraph>` has been added to the
entity containing the player. See [RFC 51] for more details.
* Transition functionality has moved from the `AnimationPlayer` to a new
component, `AnimationTransitions`, which works in tandem with the
`AnimationGraph`.
## Migration Guide
* `AnimationPlayer`s can no longer play animations by themselves and
need to be paired with a `Handle<AnimationGraph>`. Code that was using
`AnimationPlayer` to play animations will need to create an
`AnimationGraph` asset first, add a node for the clip (or clips) you
want to play, and then supply the index of that node to the
`AnimationPlayer`'s `play` method.
* The `AnimationPlayer::play_with_transition()` method has been removed
and replaced with the `AnimationTransitions` component. If you were
previously using `AnimationPlayer::play_with_transition()`, add all
animations that you were playing to the `AnimationGraph`, and create an
`AnimationTransitions` component to manage the blending between them.
[RFC 51]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
---------
Co-authored-by: Rob Parrett <robparrett@gmail.com>
2024-03-07 20:22:42 +00:00
|
|
|
#[derive(Default)]
|
Impose a more sensible ordering for animation graph evaluation. (#15589)
This is an updated version of #15530. Review comments were addressed.
This commit changes the animation graph evaluation to be operate in a
more sensible order and updates the semantics of blend nodes to conform
to [the animation composition RFC]. Prior to this patch, a node graph
like this:
```
┌─────┐
│ │
│ 1 │
│ │
└──┬──┘
│
┌───────┴───────┐
│ │
▼ ▼
┌─────┐ ┌─────┐
│ │ │ │
│ 2 │ │ 3 │
│ │ │ │
└──┬──┘ └──┬──┘
│ │
┌───┴───┐ ┌───┴───┐
│ │ │ │
▼ ▼ ▼ ▼
┌─────┐ ┌─────┐ ┌─────┐ ┌─────┐
│ │ │ │ │ │ │ │
│ 4 │ │ 6 │ │ 5 │ │ 7 │
│ │ │ │ │ │ │ │
└─────┘ └─────┘ └─────┘ └─────┘
```
Would be evaluated as (((4 ⊕ 5) ⊕ 6) ⊕ 7), with the blend (lerp/slerp)
operation notated as ⊕. As quaternion multiplication isn't commutative,
this is very counterintuitive and will especially lead to trouble with
the forthcoming additive blending feature (#15198).
This patch fixes the issue by changing the evaluation order to
postorder, with children of a node evaluated in ascending order by node
index.
To do so, this patch revamps `AnimationCurve` to be based on an
*evaluation stack* and a *blend register*. During target evaluation, the
graph evaluator traverses the graph in postorder. When encountering a
clip node, the evaluator pushes the possibly-interpolated value onto the
evaluation stack. When encountering a blend node, the evaluator pops
values off the stack into the blend register, accumulating weights as
appropriate. When the graph is completely evaluated, the top element on
the stack is *committed* to the property of the component.
A new system, the *graph threading* system, is added in order to cache
the sorted postorder traversal to avoid the overhead of sorting children
at animation evaluation time. Mask evaluation has been moved to this
system so that the graph only has to be traversed at most once per
frame. Unlike the `ActiveAnimation` list, the *threaded graph* is cached
from frame to frame and only has to be regenerated when the animation
graph asset changes.
This patch currently regresses the `animate_target` performance in
`many_foxes` by around 50%, resulting in an FPS loss of about 2-3 FPS.
I'd argue that this is an acceptable price to pay for a much more
intuitive system. In the future, we can mitigate the regression with a
fast path that avoids consulting the graph if only one animation is
playing. However, in the interest of keeping this patch simple, I didn't
do so here.
[the animation composition RFC]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
# Objective
- Describe the objective or issue this PR addresses.
- If you're fixing a specific issue, say "Fixes #X".
## Solution
- Describe the solution used to achieve the objective above.
## Testing
- Did you test these changes? If so, how?
- Are there any parts that need more testing?
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
---
## Showcase
> This section is optional. If this PR does not include a visual change
or does not add a new feature, you can delete this section.
- Help others understand the result of this PR by showcasing your
awesome work!
- If this PR adds a new feature or public API, consider adding a brief
pseudo-code snippet of it in action
- If this PR includes a visual change, consider adding a screenshot,
GIF, or video
- If you want, you could even include a before/after comparison!
- If the Migration Guide adequately covers the changes, you can delete
this section
While a showcase should aim to be brief and digestible, you can use a
toggleable section to save space on longer showcases:
<details>
<summary>Click to view showcase</summary>
```rust
println!("My super cool code.");
```
</details>
## Migration Guide
> This section is optional. If there are no breaking changes, you can
delete this section.
- If this PR is a breaking change (relative to the last release of
Bevy), describe how a user might need to migrate their code to support
these changes
- Simply adding new functionality is not a breaking change.
- Fixing behavior that was definitely a bug, rather than a questionable
design choice is not a breaking change.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-10-03 00:36:42 +00:00
|
|
|
pub struct AnimationEvaluationState {
|
|
|
|
/// Stores all [`AnimationCurveEvaluator`]s corresponding to properties that
|
|
|
|
/// we've seen so far.
|
|
|
|
///
|
AnimatedField and Rework Evaluators (#16484)
# Objective
Animating component fields requires too much boilerplate at the moment:
```rust
#[derive(Reflect)]
struct FontSizeProperty;
impl AnimatableProperty for FontSizeProperty {
type Component = TextFont;
type Property = f32;
fn get_mut(component: &mut Self::Component) -> Option<&mut Self::Property> {
Some(&mut component.font_size)
}
}
animation_clip.add_curve_to_target(
animation_target_id,
AnimatableKeyframeCurve::new(
[0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0]
.into_iter()
.zip([24.0, 80.0, 24.0, 80.0, 24.0, 80.0, 24.0]),
)
.map(AnimatableCurve::<FontSizeProperty, _>::from_curve)
.expect("should be able to build translation curve because we pass in valid samples"),
);
```
## Solution
This adds `AnimatedField` and an `animated_field!` macro, enabling the
following:
```rust
animation_clip.add_curve_to_target(
animation_target_id,
AnimatableCurve::new(
animated_field!(TextFont::font_size),
AnimatableKeyframeCurve::new(
[0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0]
.into_iter()
.zip([24.0, 80.0, 24.0, 80.0, 24.0, 80.0, 24.0]),
)
.expect(
"should be able to build translation curve because we pass in valid samples",
),
),
);
```
This required reworking the internals a bit, namely stripping out a lot
of the `Reflect` usage, as that implementation was fundamentally
incompatible with the `AnimatedField` pattern. `Reflect` was being used
in this context just to downcast traits. But we can get downcasting
behavior without the `Reflect` requirement by implementing `Downcast`
for `AnimationCurveEvaluator`.
This also reworks "evaluator identity" to support either a (Component /
Field) pair, or a TypeId. This allows properties to reuse evaluators,
even if they have different accessor methods. The "contract" here is
that for a given (Component / Field) pair, the accessor will return the
same value. Fields are identified by their Reflect-ed field index. The
(TypeId, usize) is prehashed and cached to optimize for lookup speed.
This removes the built-in hard-coded TranslationCurve / RotationCurve /
ScaleCurve in favor of AnimatableField.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-11-27 22:19:55 +00:00
|
|
|
/// This is a mapping from the id of an animation curve evaluator to
|
Impose a more sensible ordering for animation graph evaluation. (#15589)
This is an updated version of #15530. Review comments were addressed.
This commit changes the animation graph evaluation to be operate in a
more sensible order and updates the semantics of blend nodes to conform
to [the animation composition RFC]. Prior to this patch, a node graph
like this:
```
┌─────┐
│ │
│ 1 │
│ │
└──┬──┘
│
┌───────┴───────┐
│ │
▼ ▼
┌─────┐ ┌─────┐
│ │ │ │
│ 2 │ │ 3 │
│ │ │ │
└──┬──┘ └──┬──┘
│ │
┌───┴───┐ ┌───┴───┐
│ │ │ │
▼ ▼ ▼ ▼
┌─────┐ ┌─────┐ ┌─────┐ ┌─────┐
│ │ │ │ │ │ │ │
│ 4 │ │ 6 │ │ 5 │ │ 7 │
│ │ │ │ │ │ │ │
└─────┘ └─────┘ └─────┘ └─────┘
```
Would be evaluated as (((4 ⊕ 5) ⊕ 6) ⊕ 7), with the blend (lerp/slerp)
operation notated as ⊕. As quaternion multiplication isn't commutative,
this is very counterintuitive and will especially lead to trouble with
the forthcoming additive blending feature (#15198).
This patch fixes the issue by changing the evaluation order to
postorder, with children of a node evaluated in ascending order by node
index.
To do so, this patch revamps `AnimationCurve` to be based on an
*evaluation stack* and a *blend register*. During target evaluation, the
graph evaluator traverses the graph in postorder. When encountering a
clip node, the evaluator pushes the possibly-interpolated value onto the
evaluation stack. When encountering a blend node, the evaluator pops
values off the stack into the blend register, accumulating weights as
appropriate. When the graph is completely evaluated, the top element on
the stack is *committed* to the property of the component.
A new system, the *graph threading* system, is added in order to cache
the sorted postorder traversal to avoid the overhead of sorting children
at animation evaluation time. Mask evaluation has been moved to this
system so that the graph only has to be traversed at most once per
frame. Unlike the `ActiveAnimation` list, the *threaded graph* is cached
from frame to frame and only has to be regenerated when the animation
graph asset changes.
This patch currently regresses the `animate_target` performance in
`many_foxes` by around 50%, resulting in an FPS loss of about 2-3 FPS.
I'd argue that this is an acceptable price to pay for a much more
intuitive system. In the future, we can mitigate the regression with a
fast path that avoids consulting the graph if only one animation is
playing. However, in the interest of keeping this patch simple, I didn't
do so here.
[the animation composition RFC]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
# Objective
- Describe the objective or issue this PR addresses.
- If you're fixing a specific issue, say "Fixes #X".
## Solution
- Describe the solution used to achieve the objective above.
## Testing
- Did you test these changes? If so, how?
- Are there any parts that need more testing?
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
---
## Showcase
> This section is optional. If this PR does not include a visual change
or does not add a new feature, you can delete this section.
- Help others understand the result of this PR by showcasing your
awesome work!
- If this PR adds a new feature or public API, consider adding a brief
pseudo-code snippet of it in action
- If this PR includes a visual change, consider adding a screenshot,
GIF, or video
- If you want, you could even include a before/after comparison!
- If the Migration Guide adequately covers the changes, you can delete
this section
While a showcase should aim to be brief and digestible, you can use a
toggleable section to save space on longer showcases:
<details>
<summary>Click to view showcase</summary>
```rust
println!("My super cool code.");
```
</details>
## Migration Guide
> This section is optional. If there are no breaking changes, you can
delete this section.
- If this PR is a breaking change (relative to the last release of
Bevy), describe how a user might need to migrate their code to support
these changes
- Simply adding new functionality is not a breaking change.
- Fixing behavior that was definitely a bug, rather than a questionable
design choice is not a breaking change.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-10-03 00:36:42 +00:00
|
|
|
/// the animation curve evaluator itself.
|
2024-11-28 17:13:21 +00:00
|
|
|
///
|
Impose a more sensible ordering for animation graph evaluation. (#15589)
This is an updated version of #15530. Review comments were addressed.
This commit changes the animation graph evaluation to be operate in a
more sensible order and updates the semantics of blend nodes to conform
to [the animation composition RFC]. Prior to this patch, a node graph
like this:
```
┌─────┐
│ │
│ 1 │
│ │
└──┬──┘
│
┌───────┴───────┐
│ │
▼ ▼
┌─────┐ ┌─────┐
│ │ │ │
│ 2 │ │ 3 │
│ │ │ │
└──┬──┘ └──┬──┘
│ │
┌───┴───┐ ┌───┴───┐
│ │ │ │
▼ ▼ ▼ ▼
┌─────┐ ┌─────┐ ┌─────┐ ┌─────┐
│ │ │ │ │ │ │ │
│ 4 │ │ 6 │ │ 5 │ │ 7 │
│ │ │ │ │ │ │ │
└─────┘ └─────┘ └─────┘ └─────┘
```
Would be evaluated as (((4 ⊕ 5) ⊕ 6) ⊕ 7), with the blend (lerp/slerp)
operation notated as ⊕. As quaternion multiplication isn't commutative,
this is very counterintuitive and will especially lead to trouble with
the forthcoming additive blending feature (#15198).
This patch fixes the issue by changing the evaluation order to
postorder, with children of a node evaluated in ascending order by node
index.
To do so, this patch revamps `AnimationCurve` to be based on an
*evaluation stack* and a *blend register*. During target evaluation, the
graph evaluator traverses the graph in postorder. When encountering a
clip node, the evaluator pushes the possibly-interpolated value onto the
evaluation stack. When encountering a blend node, the evaluator pops
values off the stack into the blend register, accumulating weights as
appropriate. When the graph is completely evaluated, the top element on
the stack is *committed* to the property of the component.
A new system, the *graph threading* system, is added in order to cache
the sorted postorder traversal to avoid the overhead of sorting children
at animation evaluation time. Mask evaluation has been moved to this
system so that the graph only has to be traversed at most once per
frame. Unlike the `ActiveAnimation` list, the *threaded graph* is cached
from frame to frame and only has to be regenerated when the animation
graph asset changes.
This patch currently regresses the `animate_target` performance in
`many_foxes` by around 50%, resulting in an FPS loss of about 2-3 FPS.
I'd argue that this is an acceptable price to pay for a much more
intuitive system. In the future, we can mitigate the regression with a
fast path that avoids consulting the graph if only one animation is
playing. However, in the interest of keeping this patch simple, I didn't
do so here.
[the animation composition RFC]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
# Objective
- Describe the objective or issue this PR addresses.
- If you're fixing a specific issue, say "Fixes #X".
## Solution
- Describe the solution used to achieve the objective above.
## Testing
- Did you test these changes? If so, how?
- Are there any parts that need more testing?
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
---
## Showcase
> This section is optional. If this PR does not include a visual change
or does not add a new feature, you can delete this section.
- Help others understand the result of this PR by showcasing your
awesome work!
- If this PR adds a new feature or public API, consider adding a brief
pseudo-code snippet of it in action
- If this PR includes a visual change, consider adding a screenshot,
GIF, or video
- If you want, you could even include a before/after comparison!
- If the Migration Guide adequately covers the changes, you can delete
this section
While a showcase should aim to be brief and digestible, you can use a
toggleable section to save space on longer showcases:
<details>
<summary>Click to view showcase</summary>
```rust
println!("My super cool code.");
```
</details>
## Migration Guide
> This section is optional. If there are no breaking changes, you can
delete this section.
- If this PR is a breaking change (relative to the last release of
Bevy), describe how a user might need to migrate their code to support
these changes
- Simply adding new functionality is not a breaking change.
- Fixing behavior that was definitely a bug, rather than a questionable
design choice is not a breaking change.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-10-03 00:36:42 +00:00
|
|
|
/// For efficiency's sake, the [`AnimationCurveEvaluator`]s are cached from
|
|
|
|
/// frame to frame and animation target to animation target. Therefore,
|
|
|
|
/// there may be entries in this list corresponding to properties that the
|
|
|
|
/// current [`AnimationPlayer`] doesn't animate. To iterate only over the
|
|
|
|
/// properties that are currently being animated, consult the
|
AnimatedField and Rework Evaluators (#16484)
# Objective
Animating component fields requires too much boilerplate at the moment:
```rust
#[derive(Reflect)]
struct FontSizeProperty;
impl AnimatableProperty for FontSizeProperty {
type Component = TextFont;
type Property = f32;
fn get_mut(component: &mut Self::Component) -> Option<&mut Self::Property> {
Some(&mut component.font_size)
}
}
animation_clip.add_curve_to_target(
animation_target_id,
AnimatableKeyframeCurve::new(
[0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0]
.into_iter()
.zip([24.0, 80.0, 24.0, 80.0, 24.0, 80.0, 24.0]),
)
.map(AnimatableCurve::<FontSizeProperty, _>::from_curve)
.expect("should be able to build translation curve because we pass in valid samples"),
);
```
## Solution
This adds `AnimatedField` and an `animated_field!` macro, enabling the
following:
```rust
animation_clip.add_curve_to_target(
animation_target_id,
AnimatableCurve::new(
animated_field!(TextFont::font_size),
AnimatableKeyframeCurve::new(
[0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0]
.into_iter()
.zip([24.0, 80.0, 24.0, 80.0, 24.0, 80.0, 24.0]),
)
.expect(
"should be able to build translation curve because we pass in valid samples",
),
),
);
```
This required reworking the internals a bit, namely stripping out a lot
of the `Reflect` usage, as that implementation was fundamentally
incompatible with the `AnimatedField` pattern. `Reflect` was being used
in this context just to downcast traits. But we can get downcasting
behavior without the `Reflect` requirement by implementing `Downcast`
for `AnimationCurveEvaluator`.
This also reworks "evaluator identity" to support either a (Component /
Field) pair, or a TypeId. This allows properties to reuse evaluators,
even if they have different accessor methods. The "contract" here is
that for a given (Component / Field) pair, the accessor will return the
same value. Fields are identified by their Reflect-ed field index. The
(TypeId, usize) is prehashed and cached to optimize for lookup speed.
This removes the built-in hard-coded TranslationCurve / RotationCurve /
ScaleCurve in favor of AnimatableField.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-11-27 22:19:55 +00:00
|
|
|
/// [`Self::current_evaluators`] set.
|
|
|
|
evaluators: AnimationCurveEvaluators,
|
Impose a more sensible ordering for animation graph evaluation. (#15589)
This is an updated version of #15530. Review comments were addressed.
This commit changes the animation graph evaluation to be operate in a
more sensible order and updates the semantics of blend nodes to conform
to [the animation composition RFC]. Prior to this patch, a node graph
like this:
```
┌─────┐
│ │
│ 1 │
│ │
└──┬──┘
│
┌───────┴───────┐
│ │
▼ ▼
┌─────┐ ┌─────┐
│ │ │ │
│ 2 │ │ 3 │
│ │ │ │
└──┬──┘ └──┬──┘
│ │
┌───┴───┐ ┌───┴───┐
│ │ │ │
▼ ▼ ▼ ▼
┌─────┐ ┌─────┐ ┌─────┐ ┌─────┐
│ │ │ │ │ │ │ │
│ 4 │ │ 6 │ │ 5 │ │ 7 │
│ │ │ │ │ │ │ │
└─────┘ └─────┘ └─────┘ └─────┘
```
Would be evaluated as (((4 ⊕ 5) ⊕ 6) ⊕ 7), with the blend (lerp/slerp)
operation notated as ⊕. As quaternion multiplication isn't commutative,
this is very counterintuitive and will especially lead to trouble with
the forthcoming additive blending feature (#15198).
This patch fixes the issue by changing the evaluation order to
postorder, with children of a node evaluated in ascending order by node
index.
To do so, this patch revamps `AnimationCurve` to be based on an
*evaluation stack* and a *blend register*. During target evaluation, the
graph evaluator traverses the graph in postorder. When encountering a
clip node, the evaluator pushes the possibly-interpolated value onto the
evaluation stack. When encountering a blend node, the evaluator pops
values off the stack into the blend register, accumulating weights as
appropriate. When the graph is completely evaluated, the top element on
the stack is *committed* to the property of the component.
A new system, the *graph threading* system, is added in order to cache
the sorted postorder traversal to avoid the overhead of sorting children
at animation evaluation time. Mask evaluation has been moved to this
system so that the graph only has to be traversed at most once per
frame. Unlike the `ActiveAnimation` list, the *threaded graph* is cached
from frame to frame and only has to be regenerated when the animation
graph asset changes.
This patch currently regresses the `animate_target` performance in
`many_foxes` by around 50%, resulting in an FPS loss of about 2-3 FPS.
I'd argue that this is an acceptable price to pay for a much more
intuitive system. In the future, we can mitigate the regression with a
fast path that avoids consulting the graph if only one animation is
playing. However, in the interest of keeping this patch simple, I didn't
do so here.
[the animation composition RFC]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
# Objective
- Describe the objective or issue this PR addresses.
- If you're fixing a specific issue, say "Fixes #X".
## Solution
- Describe the solution used to achieve the objective above.
## Testing
- Did you test these changes? If so, how?
- Are there any parts that need more testing?
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
---
## Showcase
> This section is optional. If this PR does not include a visual change
or does not add a new feature, you can delete this section.
- Help others understand the result of this PR by showcasing your
awesome work!
- If this PR adds a new feature or public API, consider adding a brief
pseudo-code snippet of it in action
- If this PR includes a visual change, consider adding a screenshot,
GIF, or video
- If you want, you could even include a before/after comparison!
- If the Migration Guide adequately covers the changes, you can delete
this section
While a showcase should aim to be brief and digestible, you can use a
toggleable section to save space on longer showcases:
<details>
<summary>Click to view showcase</summary>
```rust
println!("My super cool code.");
```
</details>
## Migration Guide
> This section is optional. If there are no breaking changes, you can
delete this section.
- If this PR is a breaking change (relative to the last release of
Bevy), describe how a user might need to migrate their code to support
these changes
- Simply adding new functionality is not a breaking change.
- Fixing behavior that was definitely a bug, rather than a questionable
design choice is not a breaking change.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-10-03 00:36:42 +00:00
|
|
|
|
|
|
|
/// The set of [`AnimationCurveEvaluator`] types that the current
|
|
|
|
/// [`AnimationPlayer`] is animating.
|
|
|
|
///
|
|
|
|
/// This is built up as new curve evaluators are encountered during graph
|
|
|
|
/// traversal.
|
AnimatedField and Rework Evaluators (#16484)
# Objective
Animating component fields requires too much boilerplate at the moment:
```rust
#[derive(Reflect)]
struct FontSizeProperty;
impl AnimatableProperty for FontSizeProperty {
type Component = TextFont;
type Property = f32;
fn get_mut(component: &mut Self::Component) -> Option<&mut Self::Property> {
Some(&mut component.font_size)
}
}
animation_clip.add_curve_to_target(
animation_target_id,
AnimatableKeyframeCurve::new(
[0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0]
.into_iter()
.zip([24.0, 80.0, 24.0, 80.0, 24.0, 80.0, 24.0]),
)
.map(AnimatableCurve::<FontSizeProperty, _>::from_curve)
.expect("should be able to build translation curve because we pass in valid samples"),
);
```
## Solution
This adds `AnimatedField` and an `animated_field!` macro, enabling the
following:
```rust
animation_clip.add_curve_to_target(
animation_target_id,
AnimatableCurve::new(
animated_field!(TextFont::font_size),
AnimatableKeyframeCurve::new(
[0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0]
.into_iter()
.zip([24.0, 80.0, 24.0, 80.0, 24.0, 80.0, 24.0]),
)
.expect(
"should be able to build translation curve because we pass in valid samples",
),
),
);
```
This required reworking the internals a bit, namely stripping out a lot
of the `Reflect` usage, as that implementation was fundamentally
incompatible with the `AnimatedField` pattern. `Reflect` was being used
in this context just to downcast traits. But we can get downcasting
behavior without the `Reflect` requirement by implementing `Downcast`
for `AnimationCurveEvaluator`.
This also reworks "evaluator identity" to support either a (Component /
Field) pair, or a TypeId. This allows properties to reuse evaluators,
even if they have different accessor methods. The "contract" here is
that for a given (Component / Field) pair, the accessor will return the
same value. Fields are identified by their Reflect-ed field index. The
(TypeId, usize) is prehashed and cached to optimize for lookup speed.
This removes the built-in hard-coded TranslationCurve / RotationCurve /
ScaleCurve in favor of AnimatableField.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-11-27 22:19:55 +00:00
|
|
|
current_evaluators: CurrentEvaluators,
|
|
|
|
}
|
|
|
|
|
|
|
|
#[derive(Default)]
|
|
|
|
struct AnimationCurveEvaluators {
|
|
|
|
component_property_curve_evaluators:
|
|
|
|
PreHashMap<(TypeId, usize), Box<dyn AnimationCurveEvaluator>>,
|
|
|
|
type_id_curve_evaluators: TypeIdMap<Box<dyn AnimationCurveEvaluator>>,
|
|
|
|
}
|
|
|
|
|
|
|
|
impl AnimationCurveEvaluators {
|
|
|
|
#[inline]
|
|
|
|
pub(crate) fn get_mut(&mut self, id: EvaluatorId) -> Option<&mut dyn AnimationCurveEvaluator> {
|
|
|
|
match id {
|
|
|
|
EvaluatorId::ComponentField(component_property) => self
|
|
|
|
.component_property_curve_evaluators
|
|
|
|
.get_mut(component_property),
|
|
|
|
EvaluatorId::Type(type_id) => self.type_id_curve_evaluators.get_mut(&type_id),
|
|
|
|
}
|
|
|
|
.map(|e| &mut **e)
|
|
|
|
}
|
|
|
|
|
|
|
|
#[inline]
|
|
|
|
pub(crate) fn get_or_insert_with(
|
|
|
|
&mut self,
|
|
|
|
id: EvaluatorId,
|
|
|
|
func: impl FnOnce() -> Box<dyn AnimationCurveEvaluator>,
|
|
|
|
) -> &mut dyn AnimationCurveEvaluator {
|
|
|
|
match id {
|
|
|
|
EvaluatorId::ComponentField(component_property) => &mut **self
|
|
|
|
.component_property_curve_evaluators
|
|
|
|
.get_or_insert_with(component_property, func),
|
|
|
|
EvaluatorId::Type(type_id) => match self.type_id_curve_evaluators.entry(type_id) {
|
|
|
|
bevy_utils::hashbrown::hash_map::Entry::Occupied(occupied_entry) => {
|
|
|
|
&mut **occupied_entry.into_mut()
|
|
|
|
}
|
|
|
|
bevy_utils::hashbrown::hash_map::Entry::Vacant(vacant_entry) => {
|
|
|
|
&mut **vacant_entry.insert(func())
|
|
|
|
}
|
|
|
|
},
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
#[derive(Default)]
|
|
|
|
struct CurrentEvaluators {
|
|
|
|
component_properties: PreHashMap<(TypeId, usize), ()>,
|
|
|
|
type_ids: TypeIdMap<()>,
|
|
|
|
}
|
|
|
|
|
|
|
|
impl CurrentEvaluators {
|
|
|
|
pub(crate) fn keys(&self) -> impl Iterator<Item = EvaluatorId> {
|
|
|
|
self.component_properties
|
|
|
|
.keys()
|
|
|
|
.map(EvaluatorId::ComponentField)
|
|
|
|
.chain(self.type_ids.keys().copied().map(EvaluatorId::Type))
|
|
|
|
}
|
|
|
|
|
|
|
|
pub(crate) fn clear(
|
|
|
|
&mut self,
|
|
|
|
mut visit: impl FnMut(EvaluatorId) -> Result<(), AnimationEvaluationError>,
|
|
|
|
) -> Result<(), AnimationEvaluationError> {
|
|
|
|
for (key, _) in self.component_properties.drain() {
|
|
|
|
(visit)(EvaluatorId::ComponentField(&key))?;
|
|
|
|
}
|
|
|
|
|
|
|
|
for (key, _) in self.type_ids.drain() {
|
|
|
|
(visit)(EvaluatorId::Type(key))?;
|
|
|
|
}
|
|
|
|
|
|
|
|
Ok(())
|
|
|
|
}
|
|
|
|
|
|
|
|
#[inline]
|
|
|
|
pub(crate) fn insert(&mut self, id: EvaluatorId) {
|
|
|
|
match id {
|
|
|
|
EvaluatorId::ComponentField(component_property) => {
|
|
|
|
self.component_properties.insert(*component_property, ());
|
|
|
|
}
|
|
|
|
EvaluatorId::Type(type_id) => {
|
|
|
|
self.type_ids.insert(type_id, ());
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
Implement the `AnimationGraph`, allowing for multiple animations to be blended together. (#11989)
This is an implementation of RFC #51:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
Note that the implementation strategy is different from the one outlined
in that RFC, because two-phase animation has now landed.
# Objective
Bevy needs animation blending. The RFC for this is [RFC 51].
## Solution
This is an implementation of the RFC. Note that the implementation
strategy is different from the one outlined there, because two-phase
animation has now landed.
This is just a draft to get the conversation started. Currently we're
missing a few things:
- [x] A fully-fleshed-out mechanism for transitions
- [x] A serialization format for `AnimationGraph`s
- [x] Examples are broken, other than `animated_fox`
- [x] Documentation
---
## Changelog
### Added
* The `AnimationPlayer` has been reworked to support blending multiple
animations together through an `AnimationGraph`, and as such will no
longer function unless a `Handle<AnimationGraph>` has been added to the
entity containing the player. See [RFC 51] for more details.
* Transition functionality has moved from the `AnimationPlayer` to a new
component, `AnimationTransitions`, which works in tandem with the
`AnimationGraph`.
## Migration Guide
* `AnimationPlayer`s can no longer play animations by themselves and
need to be paired with a `Handle<AnimationGraph>`. Code that was using
`AnimationPlayer` to play animations will need to create an
`AnimationGraph` asset first, add a node for the clip (or clips) you
want to play, and then supply the index of that node to the
`AnimationPlayer`'s `play` method.
* The `AnimationPlayer::play_with_transition()` method has been removed
and replaced with the `AnimationTransitions` component. If you were
previously using `AnimationPlayer::play_with_transition()`, add all
animations that you were playing to the `AnimationGraph`, and create an
`AnimationTransitions` component to manage the blending between them.
[RFC 51]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
---------
Co-authored-by: Rob Parrett <robparrett@gmail.com>
2024-03-07 20:22:42 +00:00
|
|
|
}
|
2023-01-09 19:24:51 +00:00
|
|
|
|
Implement the `AnimationGraph`, allowing for multiple animations to be blended together. (#11989)
This is an implementation of RFC #51:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
Note that the implementation strategy is different from the one outlined
in that RFC, because two-phase animation has now landed.
# Objective
Bevy needs animation blending. The RFC for this is [RFC 51].
## Solution
This is an implementation of the RFC. Note that the implementation
strategy is different from the one outlined there, because two-phase
animation has now landed.
This is just a draft to get the conversation started. Currently we're
missing a few things:
- [x] A fully-fleshed-out mechanism for transitions
- [x] A serialization format for `AnimationGraph`s
- [x] Examples are broken, other than `animated_fox`
- [x] Documentation
---
## Changelog
### Added
* The `AnimationPlayer` has been reworked to support blending multiple
animations together through an `AnimationGraph`, and as such will no
longer function unless a `Handle<AnimationGraph>` has been added to the
entity containing the player. See [RFC 51] for more details.
* Transition functionality has moved from the `AnimationPlayer` to a new
component, `AnimationTransitions`, which works in tandem with the
`AnimationGraph`.
## Migration Guide
* `AnimationPlayer`s can no longer play animations by themselves and
need to be paired with a `Handle<AnimationGraph>`. Code that was using
`AnimationPlayer` to play animations will need to create an
`AnimationGraph` asset first, add a node for the clip (or clips) you
want to play, and then supply the index of that node to the
`AnimationPlayer`'s `play` method.
* The `AnimationPlayer::play_with_transition()` method has been removed
and replaced with the `AnimationTransitions` component. If you were
previously using `AnimationPlayer::play_with_transition()`, add all
animations that you were playing to the `AnimationGraph`, and create an
`AnimationTransitions` component to manage the blending between them.
[RFC 51]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
---------
Co-authored-by: Rob Parrett <robparrett@gmail.com>
2024-03-07 20:22:42 +00:00
|
|
|
impl AnimationPlayer {
|
|
|
|
/// Start playing an animation, restarting it if necessary.
|
|
|
|
pub fn start(&mut self, animation: AnimationNodeIndex) -> &mut ActiveAnimation {
|
2024-07-31 14:07:53 +00:00
|
|
|
let playing_animation = self.active_animations.entry(animation).or_default();
|
|
|
|
playing_animation.replay();
|
|
|
|
playing_animation
|
2022-04-02 22:36:02 +00:00
|
|
|
}
|
|
|
|
|
Implement the `AnimationGraph`, allowing for multiple animations to be blended together. (#11989)
This is an implementation of RFC #51:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
Note that the implementation strategy is different from the one outlined
in that RFC, because two-phase animation has now landed.
# Objective
Bevy needs animation blending. The RFC for this is [RFC 51].
## Solution
This is an implementation of the RFC. Note that the implementation
strategy is different from the one outlined there, because two-phase
animation has now landed.
This is just a draft to get the conversation started. Currently we're
missing a few things:
- [x] A fully-fleshed-out mechanism for transitions
- [x] A serialization format for `AnimationGraph`s
- [x] Examples are broken, other than `animated_fox`
- [x] Documentation
---
## Changelog
### Added
* The `AnimationPlayer` has been reworked to support blending multiple
animations together through an `AnimationGraph`, and as such will no
longer function unless a `Handle<AnimationGraph>` has been added to the
entity containing the player. See [RFC 51] for more details.
* Transition functionality has moved from the `AnimationPlayer` to a new
component, `AnimationTransitions`, which works in tandem with the
`AnimationGraph`.
## Migration Guide
* `AnimationPlayer`s can no longer play animations by themselves and
need to be paired with a `Handle<AnimationGraph>`. Code that was using
`AnimationPlayer` to play animations will need to create an
`AnimationGraph` asset first, add a node for the clip (or clips) you
want to play, and then supply the index of that node to the
`AnimationPlayer`'s `play` method.
* The `AnimationPlayer::play_with_transition()` method has been removed
and replaced with the `AnimationTransitions` component. If you were
previously using `AnimationPlayer::play_with_transition()`, add all
animations that you were playing to the `AnimationGraph`, and create an
`AnimationTransitions` component to manage the blending between them.
[RFC 51]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
---------
Co-authored-by: Rob Parrett <robparrett@gmail.com>
2024-03-07 20:22:42 +00:00
|
|
|
/// Start playing an animation, unless the requested animation is already playing.
|
|
|
|
pub fn play(&mut self, animation: AnimationNodeIndex) -> &mut ActiveAnimation {
|
2024-07-31 14:07:53 +00:00
|
|
|
self.active_animations.entry(animation).or_default()
|
2022-10-24 21:01:09 +00:00
|
|
|
}
|
|
|
|
|
Implement the `AnimationGraph`, allowing for multiple animations to be blended together. (#11989)
This is an implementation of RFC #51:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
Note that the implementation strategy is different from the one outlined
in that RFC, because two-phase animation has now landed.
# Objective
Bevy needs animation blending. The RFC for this is [RFC 51].
## Solution
This is an implementation of the RFC. Note that the implementation
strategy is different from the one outlined there, because two-phase
animation has now landed.
This is just a draft to get the conversation started. Currently we're
missing a few things:
- [x] A fully-fleshed-out mechanism for transitions
- [x] A serialization format for `AnimationGraph`s
- [x] Examples are broken, other than `animated_fox`
- [x] Documentation
---
## Changelog
### Added
* The `AnimationPlayer` has been reworked to support blending multiple
animations together through an `AnimationGraph`, and as such will no
longer function unless a `Handle<AnimationGraph>` has been added to the
entity containing the player. See [RFC 51] for more details.
* Transition functionality has moved from the `AnimationPlayer` to a new
component, `AnimationTransitions`, which works in tandem with the
`AnimationGraph`.
## Migration Guide
* `AnimationPlayer`s can no longer play animations by themselves and
need to be paired with a `Handle<AnimationGraph>`. Code that was using
`AnimationPlayer` to play animations will need to create an
`AnimationGraph` asset first, add a node for the clip (or clips) you
want to play, and then supply the index of that node to the
`AnimationPlayer`'s `play` method.
* The `AnimationPlayer::play_with_transition()` method has been removed
and replaced with the `AnimationTransitions` component. If you were
previously using `AnimationPlayer::play_with_transition()`, add all
animations that you were playing to the `AnimationGraph`, and create an
`AnimationTransitions` component to manage the blending between them.
[RFC 51]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
---------
Co-authored-by: Rob Parrett <robparrett@gmail.com>
2024-03-07 20:22:42 +00:00
|
|
|
/// Stops playing the given animation, removing it from the list of playing
|
|
|
|
/// animations.
|
|
|
|
pub fn stop(&mut self, animation: AnimationNodeIndex) -> &mut Self {
|
|
|
|
self.active_animations.remove(&animation);
|
2023-01-09 19:24:51 +00:00
|
|
|
self
|
|
|
|
}
|
|
|
|
|
Implement the `AnimationGraph`, allowing for multiple animations to be blended together. (#11989)
This is an implementation of RFC #51:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
Note that the implementation strategy is different from the one outlined
in that RFC, because two-phase animation has now landed.
# Objective
Bevy needs animation blending. The RFC for this is [RFC 51].
## Solution
This is an implementation of the RFC. Note that the implementation
strategy is different from the one outlined there, because two-phase
animation has now landed.
This is just a draft to get the conversation started. Currently we're
missing a few things:
- [x] A fully-fleshed-out mechanism for transitions
- [x] A serialization format for `AnimationGraph`s
- [x] Examples are broken, other than `animated_fox`
- [x] Documentation
---
## Changelog
### Added
* The `AnimationPlayer` has been reworked to support blending multiple
animations together through an `AnimationGraph`, and as such will no
longer function unless a `Handle<AnimationGraph>` has been added to the
entity containing the player. See [RFC 51] for more details.
* Transition functionality has moved from the `AnimationPlayer` to a new
component, `AnimationTransitions`, which works in tandem with the
`AnimationGraph`.
## Migration Guide
* `AnimationPlayer`s can no longer play animations by themselves and
need to be paired with a `Handle<AnimationGraph>`. Code that was using
`AnimationPlayer` to play animations will need to create an
`AnimationGraph` asset first, add a node for the clip (or clips) you
want to play, and then supply the index of that node to the
`AnimationPlayer`'s `play` method.
* The `AnimationPlayer::play_with_transition()` method has been removed
and replaced with the `AnimationTransitions` component. If you were
previously using `AnimationPlayer::play_with_transition()`, add all
animations that you were playing to the `AnimationGraph`, and create an
`AnimationTransitions` component to manage the blending between them.
[RFC 51]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
---------
Co-authored-by: Rob Parrett <robparrett@gmail.com>
2024-03-07 20:22:42 +00:00
|
|
|
/// Stops all currently-playing animations.
|
|
|
|
pub fn stop_all(&mut self) -> &mut Self {
|
|
|
|
self.active_animations.clear();
|
2022-04-02 22:36:02 +00:00
|
|
|
self
|
|
|
|
}
|
|
|
|
|
Implement the `AnimationGraph`, allowing for multiple animations to be blended together. (#11989)
This is an implementation of RFC #51:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
Note that the implementation strategy is different from the one outlined
in that RFC, because two-phase animation has now landed.
# Objective
Bevy needs animation blending. The RFC for this is [RFC 51].
## Solution
This is an implementation of the RFC. Note that the implementation
strategy is different from the one outlined there, because two-phase
animation has now landed.
This is just a draft to get the conversation started. Currently we're
missing a few things:
- [x] A fully-fleshed-out mechanism for transitions
- [x] A serialization format for `AnimationGraph`s
- [x] Examples are broken, other than `animated_fox`
- [x] Documentation
---
## Changelog
### Added
* The `AnimationPlayer` has been reworked to support blending multiple
animations together through an `AnimationGraph`, and as such will no
longer function unless a `Handle<AnimationGraph>` has been added to the
entity containing the player. See [RFC 51] for more details.
* Transition functionality has moved from the `AnimationPlayer` to a new
component, `AnimationTransitions`, which works in tandem with the
`AnimationGraph`.
## Migration Guide
* `AnimationPlayer`s can no longer play animations by themselves and
need to be paired with a `Handle<AnimationGraph>`. Code that was using
`AnimationPlayer` to play animations will need to create an
`AnimationGraph` asset first, add a node for the clip (or clips) you
want to play, and then supply the index of that node to the
`AnimationPlayer`'s `play` method.
* The `AnimationPlayer::play_with_transition()` method has been removed
and replaced with the `AnimationTransitions` component. If you were
previously using `AnimationPlayer::play_with_transition()`, add all
animations that you were playing to the `AnimationGraph`, and create an
`AnimationTransitions` component to manage the blending between them.
[RFC 51]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
---------
Co-authored-by: Rob Parrett <robparrett@gmail.com>
2024-03-07 20:22:42 +00:00
|
|
|
/// Iterates through all animations that this [`AnimationPlayer`] is
|
|
|
|
/// currently playing.
|
|
|
|
pub fn playing_animations(
|
|
|
|
&self,
|
|
|
|
) -> impl Iterator<Item = (&AnimationNodeIndex, &ActiveAnimation)> {
|
|
|
|
self.active_animations.iter()
|
2022-04-02 22:36:02 +00:00
|
|
|
}
|
|
|
|
|
Implement the `AnimationGraph`, allowing for multiple animations to be blended together. (#11989)
This is an implementation of RFC #51:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
Note that the implementation strategy is different from the one outlined
in that RFC, because two-phase animation has now landed.
# Objective
Bevy needs animation blending. The RFC for this is [RFC 51].
## Solution
This is an implementation of the RFC. Note that the implementation
strategy is different from the one outlined there, because two-phase
animation has now landed.
This is just a draft to get the conversation started. Currently we're
missing a few things:
- [x] A fully-fleshed-out mechanism for transitions
- [x] A serialization format for `AnimationGraph`s
- [x] Examples are broken, other than `animated_fox`
- [x] Documentation
---
## Changelog
### Added
* The `AnimationPlayer` has been reworked to support blending multiple
animations together through an `AnimationGraph`, and as such will no
longer function unless a `Handle<AnimationGraph>` has been added to the
entity containing the player. See [RFC 51] for more details.
* Transition functionality has moved from the `AnimationPlayer` to a new
component, `AnimationTransitions`, which works in tandem with the
`AnimationGraph`.
## Migration Guide
* `AnimationPlayer`s can no longer play animations by themselves and
need to be paired with a `Handle<AnimationGraph>`. Code that was using
`AnimationPlayer` to play animations will need to create an
`AnimationGraph` asset first, add a node for the clip (or clips) you
want to play, and then supply the index of that node to the
`AnimationPlayer`'s `play` method.
* The `AnimationPlayer::play_with_transition()` method has been removed
and replaced with the `AnimationTransitions` component. If you were
previously using `AnimationPlayer::play_with_transition()`, add all
animations that you were playing to the `AnimationGraph`, and create an
`AnimationTransitions` component to manage the blending between them.
[RFC 51]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
---------
Co-authored-by: Rob Parrett <robparrett@gmail.com>
2024-03-07 20:22:42 +00:00
|
|
|
/// Iterates through all animations that this [`AnimationPlayer`] is
|
|
|
|
/// currently playing, mutably.
|
|
|
|
pub fn playing_animations_mut(
|
|
|
|
&mut self,
|
|
|
|
) -> impl Iterator<Item = (&AnimationNodeIndex, &mut ActiveAnimation)> {
|
|
|
|
self.active_animations.iter_mut()
|
API updates to the AnimationPlayer (#9002)
# Objective
Added `AnimationPlayer` API UX improvements.
- Succestor to https://github.com/bevyengine/bevy/pull/5912
- Fixes https://github.com/bevyengine/bevy/issues/5848
_(Credits to @asafigan for filing #5848, creating the initial pull
request, and the discussion in #5912)_
## Solution
- Created `RepeatAnimation` enum to describe an animation repetition
behavior.
- Added `is_finished()`, `set_repeat()`, and `is_playback_reversed()`
methods to the animation player.
- ~~Made the animation clip optional as per the comment from #5912~~
> ~~My problem is that the default handle [used the initialize a
`PlayingAnimation`] could actually refer to an actual animation if an
AnimationClip is set for the default handle, which leads me to ask,
"Should animation_clip should be an Option?"~~
- Added an accessor for the animation clip `animation_clip()` to the
animation player.
To determine if an animation is finished, we use the number of times the
animation has completed and the repetition behavior. If the animation is
playing in reverse then `elapsed < 0.0` counts as a completion.
Otherwise, `elapsed > animation.duration` counts as a completion. This
is what I would expect, personally. If there's any ambiguity, perhaps we
could add some `AnimationCompletionBehavior`, to specify that kind of
completion behavior to use.
Update: Previously `PlayingAnimation::elapsed` was being used as the
seek time into the animation clip. This was misleading because if you
increased the speed of the animation it would also increase (or
decrease) the elapsed time. In other words, the elapsed time was not
actually the elapsed time. To solve this, we introduce
`PlayingAnimation::seek_time` to serve as the value we manipulate the
move between keyframes. Consequently, `elapsed()` now returns the actual
elapsed time, and is not effected by the animation speed. Because
`set_elapsed` was being used to manipulate the displayed keyframe, we
introduce `AnimationPlayer::seek_to` and `AnimationPlayer::replay` to
provide this functionality.
## Migration Guide
- Removed `set_elapsed`.
- Removed `stop_repeating` in favour of
`AnimationPlayer::set_repeat(RepeatAnimation::Never)`.
- Introduced `seek_to` to seek to a given timestamp inside of the
animation.
- Introduced `seek_time` accessor for the `PlayingAnimation::seek_to`.
- Introduced `AnimationPlayer::replay` to reset the `PlayingAnimation`
to a state where no time has elapsed.
---------
Co-authored-by: Hennadii Chernyshchyk <genaloner@gmail.com>
Co-authored-by: François <mockersf@gmail.com>
2023-08-28 16:43:04 +00:00
|
|
|
}
|
|
|
|
|
2024-10-27 22:38:07 +00:00
|
|
|
/// Returns true if the animation is currently playing or paused, or false
|
|
|
|
/// if the animation is stopped.
|
Implement the `AnimationGraph`, allowing for multiple animations to be blended together. (#11989)
This is an implementation of RFC #51:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
Note that the implementation strategy is different from the one outlined
in that RFC, because two-phase animation has now landed.
# Objective
Bevy needs animation blending. The RFC for this is [RFC 51].
## Solution
This is an implementation of the RFC. Note that the implementation
strategy is different from the one outlined there, because two-phase
animation has now landed.
This is just a draft to get the conversation started. Currently we're
missing a few things:
- [x] A fully-fleshed-out mechanism for transitions
- [x] A serialization format for `AnimationGraph`s
- [x] Examples are broken, other than `animated_fox`
- [x] Documentation
---
## Changelog
### Added
* The `AnimationPlayer` has been reworked to support blending multiple
animations together through an `AnimationGraph`, and as such will no
longer function unless a `Handle<AnimationGraph>` has been added to the
entity containing the player. See [RFC 51] for more details.
* Transition functionality has moved from the `AnimationPlayer` to a new
component, `AnimationTransitions`, which works in tandem with the
`AnimationGraph`.
## Migration Guide
* `AnimationPlayer`s can no longer play animations by themselves and
need to be paired with a `Handle<AnimationGraph>`. Code that was using
`AnimationPlayer` to play animations will need to create an
`AnimationGraph` asset first, add a node for the clip (or clips) you
want to play, and then supply the index of that node to the
`AnimationPlayer`'s `play` method.
* The `AnimationPlayer::play_with_transition()` method has been removed
and replaced with the `AnimationTransitions` component. If you were
previously using `AnimationPlayer::play_with_transition()`, add all
animations that you were playing to the `AnimationGraph`, and create an
`AnimationTransitions` component to manage the blending between them.
[RFC 51]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
---------
Co-authored-by: Rob Parrett <robparrett@gmail.com>
2024-03-07 20:22:42 +00:00
|
|
|
pub fn is_playing_animation(&self, animation: AnimationNodeIndex) -> bool {
|
|
|
|
self.active_animations.contains_key(&animation)
|
API updates to the AnimationPlayer (#9002)
# Objective
Added `AnimationPlayer` API UX improvements.
- Succestor to https://github.com/bevyengine/bevy/pull/5912
- Fixes https://github.com/bevyengine/bevy/issues/5848
_(Credits to @asafigan for filing #5848, creating the initial pull
request, and the discussion in #5912)_
## Solution
- Created `RepeatAnimation` enum to describe an animation repetition
behavior.
- Added `is_finished()`, `set_repeat()`, and `is_playback_reversed()`
methods to the animation player.
- ~~Made the animation clip optional as per the comment from #5912~~
> ~~My problem is that the default handle [used the initialize a
`PlayingAnimation`] could actually refer to an actual animation if an
AnimationClip is set for the default handle, which leads me to ask,
"Should animation_clip should be an Option?"~~
- Added an accessor for the animation clip `animation_clip()` to the
animation player.
To determine if an animation is finished, we use the number of times the
animation has completed and the repetition behavior. If the animation is
playing in reverse then `elapsed < 0.0` counts as a completion.
Otherwise, `elapsed > animation.duration` counts as a completion. This
is what I would expect, personally. If there's any ambiguity, perhaps we
could add some `AnimationCompletionBehavior`, to specify that kind of
completion behavior to use.
Update: Previously `PlayingAnimation::elapsed` was being used as the
seek time into the animation clip. This was misleading because if you
increased the speed of the animation it would also increase (or
decrease) the elapsed time. In other words, the elapsed time was not
actually the elapsed time. To solve this, we introduce
`PlayingAnimation::seek_time` to serve as the value we manipulate the
move between keyframes. Consequently, `elapsed()` now returns the actual
elapsed time, and is not effected by the animation speed. Because
`set_elapsed` was being used to manipulate the displayed keyframe, we
introduce `AnimationPlayer::seek_to` and `AnimationPlayer::replay` to
provide this functionality.
## Migration Guide
- Removed `set_elapsed`.
- Removed `stop_repeating` in favour of
`AnimationPlayer::set_repeat(RepeatAnimation::Never)`.
- Introduced `seek_to` to seek to a given timestamp inside of the
animation.
- Introduced `seek_time` accessor for the `PlayingAnimation::seek_to`.
- Introduced `AnimationPlayer::replay` to reset the `PlayingAnimation`
to a state where no time has elapsed.
---------
Co-authored-by: Hennadii Chernyshchyk <genaloner@gmail.com>
Co-authored-by: François <mockersf@gmail.com>
2023-08-28 16:43:04 +00:00
|
|
|
}
|
|
|
|
|
Implement the `AnimationGraph`, allowing for multiple animations to be blended together. (#11989)
This is an implementation of RFC #51:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
Note that the implementation strategy is different from the one outlined
in that RFC, because two-phase animation has now landed.
# Objective
Bevy needs animation blending. The RFC for this is [RFC 51].
## Solution
This is an implementation of the RFC. Note that the implementation
strategy is different from the one outlined there, because two-phase
animation has now landed.
This is just a draft to get the conversation started. Currently we're
missing a few things:
- [x] A fully-fleshed-out mechanism for transitions
- [x] A serialization format for `AnimationGraph`s
- [x] Examples are broken, other than `animated_fox`
- [x] Documentation
---
## Changelog
### Added
* The `AnimationPlayer` has been reworked to support blending multiple
animations together through an `AnimationGraph`, and as such will no
longer function unless a `Handle<AnimationGraph>` has been added to the
entity containing the player. See [RFC 51] for more details.
* Transition functionality has moved from the `AnimationPlayer` to a new
component, `AnimationTransitions`, which works in tandem with the
`AnimationGraph`.
## Migration Guide
* `AnimationPlayer`s can no longer play animations by themselves and
need to be paired with a `Handle<AnimationGraph>`. Code that was using
`AnimationPlayer` to play animations will need to create an
`AnimationGraph` asset first, add a node for the clip (or clips) you
want to play, and then supply the index of that node to the
`AnimationPlayer`'s `play` method.
* The `AnimationPlayer::play_with_transition()` method has been removed
and replaced with the `AnimationTransitions` component. If you were
previously using `AnimationPlayer::play_with_transition()`, add all
animations that you were playing to the `AnimationGraph`, and create an
`AnimationTransitions` component to manage the blending between them.
[RFC 51]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
---------
Co-authored-by: Rob Parrett <robparrett@gmail.com>
2024-03-07 20:22:42 +00:00
|
|
|
/// Check if all playing animations have finished, according to the repetition behavior.
|
|
|
|
pub fn all_finished(&self) -> bool {
|
|
|
|
self.active_animations
|
|
|
|
.values()
|
2024-07-01 15:54:40 +00:00
|
|
|
.all(ActiveAnimation::is_finished)
|
API updates to the AnimationPlayer (#9002)
# Objective
Added `AnimationPlayer` API UX improvements.
- Succestor to https://github.com/bevyengine/bevy/pull/5912
- Fixes https://github.com/bevyengine/bevy/issues/5848
_(Credits to @asafigan for filing #5848, creating the initial pull
request, and the discussion in #5912)_
## Solution
- Created `RepeatAnimation` enum to describe an animation repetition
behavior.
- Added `is_finished()`, `set_repeat()`, and `is_playback_reversed()`
methods to the animation player.
- ~~Made the animation clip optional as per the comment from #5912~~
> ~~My problem is that the default handle [used the initialize a
`PlayingAnimation`] could actually refer to an actual animation if an
AnimationClip is set for the default handle, which leads me to ask,
"Should animation_clip should be an Option?"~~
- Added an accessor for the animation clip `animation_clip()` to the
animation player.
To determine if an animation is finished, we use the number of times the
animation has completed and the repetition behavior. If the animation is
playing in reverse then `elapsed < 0.0` counts as a completion.
Otherwise, `elapsed > animation.duration` counts as a completion. This
is what I would expect, personally. If there's any ambiguity, perhaps we
could add some `AnimationCompletionBehavior`, to specify that kind of
completion behavior to use.
Update: Previously `PlayingAnimation::elapsed` was being used as the
seek time into the animation clip. This was misleading because if you
increased the speed of the animation it would also increase (or
decrease) the elapsed time. In other words, the elapsed time was not
actually the elapsed time. To solve this, we introduce
`PlayingAnimation::seek_time` to serve as the value we manipulate the
move between keyframes. Consequently, `elapsed()` now returns the actual
elapsed time, and is not effected by the animation speed. Because
`set_elapsed` was being used to manipulate the displayed keyframe, we
introduce `AnimationPlayer::seek_to` and `AnimationPlayer::replay` to
provide this functionality.
## Migration Guide
- Removed `set_elapsed`.
- Removed `stop_repeating` in favour of
`AnimationPlayer::set_repeat(RepeatAnimation::Never)`.
- Introduced `seek_to` to seek to a given timestamp inside of the
animation.
- Introduced `seek_time` accessor for the `PlayingAnimation::seek_to`.
- Introduced `AnimationPlayer::replay` to reset the `PlayingAnimation`
to a state where no time has elapsed.
---------
Co-authored-by: Hennadii Chernyshchyk <genaloner@gmail.com>
Co-authored-by: François <mockersf@gmail.com>
2023-08-28 16:43:04 +00:00
|
|
|
}
|
|
|
|
|
Implement the `AnimationGraph`, allowing for multiple animations to be blended together. (#11989)
This is an implementation of RFC #51:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
Note that the implementation strategy is different from the one outlined
in that RFC, because two-phase animation has now landed.
# Objective
Bevy needs animation blending. The RFC for this is [RFC 51].
## Solution
This is an implementation of the RFC. Note that the implementation
strategy is different from the one outlined there, because two-phase
animation has now landed.
This is just a draft to get the conversation started. Currently we're
missing a few things:
- [x] A fully-fleshed-out mechanism for transitions
- [x] A serialization format for `AnimationGraph`s
- [x] Examples are broken, other than `animated_fox`
- [x] Documentation
---
## Changelog
### Added
* The `AnimationPlayer` has been reworked to support blending multiple
animations together through an `AnimationGraph`, and as such will no
longer function unless a `Handle<AnimationGraph>` has been added to the
entity containing the player. See [RFC 51] for more details.
* Transition functionality has moved from the `AnimationPlayer` to a new
component, `AnimationTransitions`, which works in tandem with the
`AnimationGraph`.
## Migration Guide
* `AnimationPlayer`s can no longer play animations by themselves and
need to be paired with a `Handle<AnimationGraph>`. Code that was using
`AnimationPlayer` to play animations will need to create an
`AnimationGraph` asset first, add a node for the clip (or clips) you
want to play, and then supply the index of that node to the
`AnimationPlayer`'s `play` method.
* The `AnimationPlayer::play_with_transition()` method has been removed
and replaced with the `AnimationTransitions` component. If you were
previously using `AnimationPlayer::play_with_transition()`, add all
animations that you were playing to the `AnimationGraph`, and create an
`AnimationTransitions` component to manage the blending between them.
[RFC 51]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
---------
Co-authored-by: Rob Parrett <robparrett@gmail.com>
2024-03-07 20:22:42 +00:00
|
|
|
/// Check if all playing animations are paused.
|
|
|
|
#[doc(alias = "is_paused")]
|
|
|
|
pub fn all_paused(&self) -> bool {
|
|
|
|
self.active_animations
|
|
|
|
.values()
|
2024-07-01 15:54:40 +00:00
|
|
|
.all(ActiveAnimation::is_paused)
|
2022-04-02 22:36:02 +00:00
|
|
|
}
|
|
|
|
|
Implement the `AnimationGraph`, allowing for multiple animations to be blended together. (#11989)
This is an implementation of RFC #51:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
Note that the implementation strategy is different from the one outlined
in that RFC, because two-phase animation has now landed.
# Objective
Bevy needs animation blending. The RFC for this is [RFC 51].
## Solution
This is an implementation of the RFC. Note that the implementation
strategy is different from the one outlined there, because two-phase
animation has now landed.
This is just a draft to get the conversation started. Currently we're
missing a few things:
- [x] A fully-fleshed-out mechanism for transitions
- [x] A serialization format for `AnimationGraph`s
- [x] Examples are broken, other than `animated_fox`
- [x] Documentation
---
## Changelog
### Added
* The `AnimationPlayer` has been reworked to support blending multiple
animations together through an `AnimationGraph`, and as such will no
longer function unless a `Handle<AnimationGraph>` has been added to the
entity containing the player. See [RFC 51] for more details.
* Transition functionality has moved from the `AnimationPlayer` to a new
component, `AnimationTransitions`, which works in tandem with the
`AnimationGraph`.
## Migration Guide
* `AnimationPlayer`s can no longer play animations by themselves and
need to be paired with a `Handle<AnimationGraph>`. Code that was using
`AnimationPlayer` to play animations will need to create an
`AnimationGraph` asset first, add a node for the clip (or clips) you
want to play, and then supply the index of that node to the
`AnimationPlayer`'s `play` method.
* The `AnimationPlayer::play_with_transition()` method has been removed
and replaced with the `AnimationTransitions` component. If you were
previously using `AnimationPlayer::play_with_transition()`, add all
animations that you were playing to the `AnimationGraph`, and create an
`AnimationTransitions` component to manage the blending between them.
[RFC 51]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
---------
Co-authored-by: Rob Parrett <robparrett@gmail.com>
2024-03-07 20:22:42 +00:00
|
|
|
/// Resume all playing animations.
|
|
|
|
#[doc(alias = "pause")]
|
|
|
|
pub fn pause_all(&mut self) -> &mut Self {
|
|
|
|
for (_, playing_animation) in self.playing_animations_mut() {
|
|
|
|
playing_animation.pause();
|
|
|
|
}
|
|
|
|
self
|
2022-04-02 22:36:02 +00:00
|
|
|
}
|
|
|
|
|
Implement the `AnimationGraph`, allowing for multiple animations to be blended together. (#11989)
This is an implementation of RFC #51:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
Note that the implementation strategy is different from the one outlined
in that RFC, because two-phase animation has now landed.
# Objective
Bevy needs animation blending. The RFC for this is [RFC 51].
## Solution
This is an implementation of the RFC. Note that the implementation
strategy is different from the one outlined there, because two-phase
animation has now landed.
This is just a draft to get the conversation started. Currently we're
missing a few things:
- [x] A fully-fleshed-out mechanism for transitions
- [x] A serialization format for `AnimationGraph`s
- [x] Examples are broken, other than `animated_fox`
- [x] Documentation
---
## Changelog
### Added
* The `AnimationPlayer` has been reworked to support blending multiple
animations together through an `AnimationGraph`, and as such will no
longer function unless a `Handle<AnimationGraph>` has been added to the
entity containing the player. See [RFC 51] for more details.
* Transition functionality has moved from the `AnimationPlayer` to a new
component, `AnimationTransitions`, which works in tandem with the
`AnimationGraph`.
## Migration Guide
* `AnimationPlayer`s can no longer play animations by themselves and
need to be paired with a `Handle<AnimationGraph>`. Code that was using
`AnimationPlayer` to play animations will need to create an
`AnimationGraph` asset first, add a node for the clip (or clips) you
want to play, and then supply the index of that node to the
`AnimationPlayer`'s `play` method.
* The `AnimationPlayer::play_with_transition()` method has been removed
and replaced with the `AnimationTransitions` component. If you were
previously using `AnimationPlayer::play_with_transition()`, add all
animations that you were playing to the `AnimationGraph`, and create an
`AnimationTransitions` component to manage the blending between them.
[RFC 51]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
---------
Co-authored-by: Rob Parrett <robparrett@gmail.com>
2024-03-07 20:22:42 +00:00
|
|
|
/// Resume all active animations.
|
|
|
|
#[doc(alias = "resume")]
|
|
|
|
pub fn resume_all(&mut self) -> &mut Self {
|
|
|
|
for (_, playing_animation) in self.playing_animations_mut() {
|
|
|
|
playing_animation.resume();
|
|
|
|
}
|
|
|
|
self
|
2022-04-02 22:36:02 +00:00
|
|
|
}
|
|
|
|
|
Implement the `AnimationGraph`, allowing for multiple animations to be blended together. (#11989)
This is an implementation of RFC #51:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
Note that the implementation strategy is different from the one outlined
in that RFC, because two-phase animation has now landed.
# Objective
Bevy needs animation blending. The RFC for this is [RFC 51].
## Solution
This is an implementation of the RFC. Note that the implementation
strategy is different from the one outlined there, because two-phase
animation has now landed.
This is just a draft to get the conversation started. Currently we're
missing a few things:
- [x] A fully-fleshed-out mechanism for transitions
- [x] A serialization format for `AnimationGraph`s
- [x] Examples are broken, other than `animated_fox`
- [x] Documentation
---
## Changelog
### Added
* The `AnimationPlayer` has been reworked to support blending multiple
animations together through an `AnimationGraph`, and as such will no
longer function unless a `Handle<AnimationGraph>` has been added to the
entity containing the player. See [RFC 51] for more details.
* Transition functionality has moved from the `AnimationPlayer` to a new
component, `AnimationTransitions`, which works in tandem with the
`AnimationGraph`.
## Migration Guide
* `AnimationPlayer`s can no longer play animations by themselves and
need to be paired with a `Handle<AnimationGraph>`. Code that was using
`AnimationPlayer` to play animations will need to create an
`AnimationGraph` asset first, add a node for the clip (or clips) you
want to play, and then supply the index of that node to the
`AnimationPlayer`'s `play` method.
* The `AnimationPlayer::play_with_transition()` method has been removed
and replaced with the `AnimationTransitions` component. If you were
previously using `AnimationPlayer::play_with_transition()`, add all
animations that you were playing to the `AnimationGraph`, and create an
`AnimationTransitions` component to manage the blending between them.
[RFC 51]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
---------
Co-authored-by: Rob Parrett <robparrett@gmail.com>
2024-03-07 20:22:42 +00:00
|
|
|
/// Rewinds all active animations.
|
|
|
|
#[doc(alias = "rewind")]
|
|
|
|
pub fn rewind_all(&mut self) -> &mut Self {
|
|
|
|
for (_, playing_animation) in self.playing_animations_mut() {
|
|
|
|
playing_animation.rewind();
|
|
|
|
}
|
|
|
|
self
|
2022-04-02 22:36:02 +00:00
|
|
|
}
|
|
|
|
|
Implement the `AnimationGraph`, allowing for multiple animations to be blended together. (#11989)
This is an implementation of RFC #51:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
Note that the implementation strategy is different from the one outlined
in that RFC, because two-phase animation has now landed.
# Objective
Bevy needs animation blending. The RFC for this is [RFC 51].
## Solution
This is an implementation of the RFC. Note that the implementation
strategy is different from the one outlined there, because two-phase
animation has now landed.
This is just a draft to get the conversation started. Currently we're
missing a few things:
- [x] A fully-fleshed-out mechanism for transitions
- [x] A serialization format for `AnimationGraph`s
- [x] Examples are broken, other than `animated_fox`
- [x] Documentation
---
## Changelog
### Added
* The `AnimationPlayer` has been reworked to support blending multiple
animations together through an `AnimationGraph`, and as such will no
longer function unless a `Handle<AnimationGraph>` has been added to the
entity containing the player. See [RFC 51] for more details.
* Transition functionality has moved from the `AnimationPlayer` to a new
component, `AnimationTransitions`, which works in tandem with the
`AnimationGraph`.
## Migration Guide
* `AnimationPlayer`s can no longer play animations by themselves and
need to be paired with a `Handle<AnimationGraph>`. Code that was using
`AnimationPlayer` to play animations will need to create an
`AnimationGraph` asset first, add a node for the clip (or clips) you
want to play, and then supply the index of that node to the
`AnimationPlayer`'s `play` method.
* The `AnimationPlayer::play_with_transition()` method has been removed
and replaced with the `AnimationTransitions` component. If you were
previously using `AnimationPlayer::play_with_transition()`, add all
animations that you were playing to the `AnimationGraph`, and create an
`AnimationTransitions` component to manage the blending between them.
[RFC 51]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
---------
Co-authored-by: Rob Parrett <robparrett@gmail.com>
2024-03-07 20:22:42 +00:00
|
|
|
/// Multiplies the speed of all active animations by the given factor.
|
|
|
|
#[doc(alias = "set_speed")]
|
|
|
|
pub fn adjust_speeds(&mut self, factor: f32) -> &mut Self {
|
|
|
|
for (_, playing_animation) in self.playing_animations_mut() {
|
|
|
|
let new_speed = playing_animation.speed() * factor;
|
|
|
|
playing_animation.set_speed(new_speed);
|
|
|
|
}
|
2022-04-02 22:36:02 +00:00
|
|
|
self
|
|
|
|
}
|
|
|
|
|
Implement the `AnimationGraph`, allowing for multiple animations to be blended together. (#11989)
This is an implementation of RFC #51:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
Note that the implementation strategy is different from the one outlined
in that RFC, because two-phase animation has now landed.
# Objective
Bevy needs animation blending. The RFC for this is [RFC 51].
## Solution
This is an implementation of the RFC. Note that the implementation
strategy is different from the one outlined there, because two-phase
animation has now landed.
This is just a draft to get the conversation started. Currently we're
missing a few things:
- [x] A fully-fleshed-out mechanism for transitions
- [x] A serialization format for `AnimationGraph`s
- [x] Examples are broken, other than `animated_fox`
- [x] Documentation
---
## Changelog
### Added
* The `AnimationPlayer` has been reworked to support blending multiple
animations together through an `AnimationGraph`, and as such will no
longer function unless a `Handle<AnimationGraph>` has been added to the
entity containing the player. See [RFC 51] for more details.
* Transition functionality has moved from the `AnimationPlayer` to a new
component, `AnimationTransitions`, which works in tandem with the
`AnimationGraph`.
## Migration Guide
* `AnimationPlayer`s can no longer play animations by themselves and
need to be paired with a `Handle<AnimationGraph>`. Code that was using
`AnimationPlayer` to play animations will need to create an
`AnimationGraph` asset first, add a node for the clip (or clips) you
want to play, and then supply the index of that node to the
`AnimationPlayer`'s `play` method.
* The `AnimationPlayer::play_with_transition()` method has been removed
and replaced with the `AnimationTransitions` component. If you were
previously using `AnimationPlayer::play_with_transition()`, add all
animations that you were playing to the `AnimationGraph`, and create an
`AnimationTransitions` component to manage the blending between them.
[RFC 51]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
---------
Co-authored-by: Rob Parrett <robparrett@gmail.com>
2024-03-07 20:22:42 +00:00
|
|
|
/// Seeks all active animations forward or backward by the same amount.
|
|
|
|
///
|
|
|
|
/// To seek forward, pass a positive value; to seek negative, pass a
|
|
|
|
/// negative value. Values below 0.0 or beyond the end of the animation clip
|
|
|
|
/// are clamped appropriately.
|
|
|
|
#[doc(alias = "seek_to")]
|
|
|
|
pub fn seek_all_by(&mut self, amount: f32) -> &mut Self {
|
|
|
|
for (_, playing_animation) in self.playing_animations_mut() {
|
|
|
|
let new_time = playing_animation.seek_time();
|
|
|
|
playing_animation.seek_to(new_time + amount);
|
|
|
|
}
|
|
|
|
self
|
2022-04-02 22:36:02 +00:00
|
|
|
}
|
|
|
|
|
Implement the `AnimationGraph`, allowing for multiple animations to be blended together. (#11989)
This is an implementation of RFC #51:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
Note that the implementation strategy is different from the one outlined
in that RFC, because two-phase animation has now landed.
# Objective
Bevy needs animation blending. The RFC for this is [RFC 51].
## Solution
This is an implementation of the RFC. Note that the implementation
strategy is different from the one outlined there, because two-phase
animation has now landed.
This is just a draft to get the conversation started. Currently we're
missing a few things:
- [x] A fully-fleshed-out mechanism for transitions
- [x] A serialization format for `AnimationGraph`s
- [x] Examples are broken, other than `animated_fox`
- [x] Documentation
---
## Changelog
### Added
* The `AnimationPlayer` has been reworked to support blending multiple
animations together through an `AnimationGraph`, and as such will no
longer function unless a `Handle<AnimationGraph>` has been added to the
entity containing the player. See [RFC 51] for more details.
* Transition functionality has moved from the `AnimationPlayer` to a new
component, `AnimationTransitions`, which works in tandem with the
`AnimationGraph`.
## Migration Guide
* `AnimationPlayer`s can no longer play animations by themselves and
need to be paired with a `Handle<AnimationGraph>`. Code that was using
`AnimationPlayer` to play animations will need to create an
`AnimationGraph` asset first, add a node for the clip (or clips) you
want to play, and then supply the index of that node to the
`AnimationPlayer`'s `play` method.
* The `AnimationPlayer::play_with_transition()` method has been removed
and replaced with the `AnimationTransitions` component. If you were
previously using `AnimationPlayer::play_with_transition()`, add all
animations that you were playing to the `AnimationGraph`, and create an
`AnimationTransitions` component to manage the blending between them.
[RFC 51]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
---------
Co-authored-by: Rob Parrett <robparrett@gmail.com>
2024-03-07 20:22:42 +00:00
|
|
|
/// Returns the [`ActiveAnimation`] associated with the given animation
|
|
|
|
/// node if it's currently playing.
|
|
|
|
///
|
|
|
|
/// If the animation isn't currently active, returns `None`.
|
|
|
|
pub fn animation(&self, animation: AnimationNodeIndex) -> Option<&ActiveAnimation> {
|
|
|
|
self.active_animations.get(&animation)
|
API updates to the AnimationPlayer (#9002)
# Objective
Added `AnimationPlayer` API UX improvements.
- Succestor to https://github.com/bevyengine/bevy/pull/5912
- Fixes https://github.com/bevyengine/bevy/issues/5848
_(Credits to @asafigan for filing #5848, creating the initial pull
request, and the discussion in #5912)_
## Solution
- Created `RepeatAnimation` enum to describe an animation repetition
behavior.
- Added `is_finished()`, `set_repeat()`, and `is_playback_reversed()`
methods to the animation player.
- ~~Made the animation clip optional as per the comment from #5912~~
> ~~My problem is that the default handle [used the initialize a
`PlayingAnimation`] could actually refer to an actual animation if an
AnimationClip is set for the default handle, which leads me to ask,
"Should animation_clip should be an Option?"~~
- Added an accessor for the animation clip `animation_clip()` to the
animation player.
To determine if an animation is finished, we use the number of times the
animation has completed and the repetition behavior. If the animation is
playing in reverse then `elapsed < 0.0` counts as a completion.
Otherwise, `elapsed > animation.duration` counts as a completion. This
is what I would expect, personally. If there's any ambiguity, perhaps we
could add some `AnimationCompletionBehavior`, to specify that kind of
completion behavior to use.
Update: Previously `PlayingAnimation::elapsed` was being used as the
seek time into the animation clip. This was misleading because if you
increased the speed of the animation it would also increase (or
decrease) the elapsed time. In other words, the elapsed time was not
actually the elapsed time. To solve this, we introduce
`PlayingAnimation::seek_time` to serve as the value we manipulate the
move between keyframes. Consequently, `elapsed()` now returns the actual
elapsed time, and is not effected by the animation speed. Because
`set_elapsed` was being used to manipulate the displayed keyframe, we
introduce `AnimationPlayer::seek_to` and `AnimationPlayer::replay` to
provide this functionality.
## Migration Guide
- Removed `set_elapsed`.
- Removed `stop_repeating` in favour of
`AnimationPlayer::set_repeat(RepeatAnimation::Never)`.
- Introduced `seek_to` to seek to a given timestamp inside of the
animation.
- Introduced `seek_time` accessor for the `PlayingAnimation::seek_to`.
- Introduced `AnimationPlayer::replay` to reset the `PlayingAnimation`
to a state where no time has elapsed.
---------
Co-authored-by: Hennadii Chernyshchyk <genaloner@gmail.com>
Co-authored-by: François <mockersf@gmail.com>
2023-08-28 16:43:04 +00:00
|
|
|
}
|
|
|
|
|
Implement the `AnimationGraph`, allowing for multiple animations to be blended together. (#11989)
This is an implementation of RFC #51:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
Note that the implementation strategy is different from the one outlined
in that RFC, because two-phase animation has now landed.
# Objective
Bevy needs animation blending. The RFC for this is [RFC 51].
## Solution
This is an implementation of the RFC. Note that the implementation
strategy is different from the one outlined there, because two-phase
animation has now landed.
This is just a draft to get the conversation started. Currently we're
missing a few things:
- [x] A fully-fleshed-out mechanism for transitions
- [x] A serialization format for `AnimationGraph`s
- [x] Examples are broken, other than `animated_fox`
- [x] Documentation
---
## Changelog
### Added
* The `AnimationPlayer` has been reworked to support blending multiple
animations together through an `AnimationGraph`, and as such will no
longer function unless a `Handle<AnimationGraph>` has been added to the
entity containing the player. See [RFC 51] for more details.
* Transition functionality has moved from the `AnimationPlayer` to a new
component, `AnimationTransitions`, which works in tandem with the
`AnimationGraph`.
## Migration Guide
* `AnimationPlayer`s can no longer play animations by themselves and
need to be paired with a `Handle<AnimationGraph>`. Code that was using
`AnimationPlayer` to play animations will need to create an
`AnimationGraph` asset first, add a node for the clip (or clips) you
want to play, and then supply the index of that node to the
`AnimationPlayer`'s `play` method.
* The `AnimationPlayer::play_with_transition()` method has been removed
and replaced with the `AnimationTransitions` component. If you were
previously using `AnimationPlayer::play_with_transition()`, add all
animations that you were playing to the `AnimationGraph`, and create an
`AnimationTransitions` component to manage the blending between them.
[RFC 51]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
---------
Co-authored-by: Rob Parrett <robparrett@gmail.com>
2024-03-07 20:22:42 +00:00
|
|
|
/// Returns a mutable reference to the [`ActiveAnimation`] associated with
|
|
|
|
/// the given animation node if it's currently active.
|
|
|
|
///
|
|
|
|
/// If the animation isn't currently active, returns `None`.
|
|
|
|
pub fn animation_mut(&mut self, animation: AnimationNodeIndex) -> Option<&mut ActiveAnimation> {
|
|
|
|
self.active_animations.get_mut(&animation)
|
2022-04-02 22:36:02 +00:00
|
|
|
}
|
API updates to the AnimationPlayer (#9002)
# Objective
Added `AnimationPlayer` API UX improvements.
- Succestor to https://github.com/bevyengine/bevy/pull/5912
- Fixes https://github.com/bevyengine/bevy/issues/5848
_(Credits to @asafigan for filing #5848, creating the initial pull
request, and the discussion in #5912)_
## Solution
- Created `RepeatAnimation` enum to describe an animation repetition
behavior.
- Added `is_finished()`, `set_repeat()`, and `is_playback_reversed()`
methods to the animation player.
- ~~Made the animation clip optional as per the comment from #5912~~
> ~~My problem is that the default handle [used the initialize a
`PlayingAnimation`] could actually refer to an actual animation if an
AnimationClip is set for the default handle, which leads me to ask,
"Should animation_clip should be an Option?"~~
- Added an accessor for the animation clip `animation_clip()` to the
animation player.
To determine if an animation is finished, we use the number of times the
animation has completed and the repetition behavior. If the animation is
playing in reverse then `elapsed < 0.0` counts as a completion.
Otherwise, `elapsed > animation.duration` counts as a completion. This
is what I would expect, personally. If there's any ambiguity, perhaps we
could add some `AnimationCompletionBehavior`, to specify that kind of
completion behavior to use.
Update: Previously `PlayingAnimation::elapsed` was being used as the
seek time into the animation clip. This was misleading because if you
increased the speed of the animation it would also increase (or
decrease) the elapsed time. In other words, the elapsed time was not
actually the elapsed time. To solve this, we introduce
`PlayingAnimation::seek_time` to serve as the value we manipulate the
move between keyframes. Consequently, `elapsed()` now returns the actual
elapsed time, and is not effected by the animation speed. Because
`set_elapsed` was being used to manipulate the displayed keyframe, we
introduce `AnimationPlayer::seek_to` and `AnimationPlayer::replay` to
provide this functionality.
## Migration Guide
- Removed `set_elapsed`.
- Removed `stop_repeating` in favour of
`AnimationPlayer::set_repeat(RepeatAnimation::Never)`.
- Introduced `seek_to` to seek to a given timestamp inside of the
animation.
- Introduced `seek_time` accessor for the `PlayingAnimation::seek_to`.
- Introduced `AnimationPlayer::replay` to reset the `PlayingAnimation`
to a state where no time has elapsed.
---------
Co-authored-by: Hennadii Chernyshchyk <genaloner@gmail.com>
Co-authored-by: François <mockersf@gmail.com>
2023-08-28 16:43:04 +00:00
|
|
|
|
2024-10-27 22:38:07 +00:00
|
|
|
#[deprecated = "Use `is_playing_animation` instead"]
|
Implement the `AnimationGraph`, allowing for multiple animations to be blended together. (#11989)
This is an implementation of RFC #51:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
Note that the implementation strategy is different from the one outlined
in that RFC, because two-phase animation has now landed.
# Objective
Bevy needs animation blending. The RFC for this is [RFC 51].
## Solution
This is an implementation of the RFC. Note that the implementation
strategy is different from the one outlined there, because two-phase
animation has now landed.
This is just a draft to get the conversation started. Currently we're
missing a few things:
- [x] A fully-fleshed-out mechanism for transitions
- [x] A serialization format for `AnimationGraph`s
- [x] Examples are broken, other than `animated_fox`
- [x] Documentation
---
## Changelog
### Added
* The `AnimationPlayer` has been reworked to support blending multiple
animations together through an `AnimationGraph`, and as such will no
longer function unless a `Handle<AnimationGraph>` has been added to the
entity containing the player. See [RFC 51] for more details.
* Transition functionality has moved from the `AnimationPlayer` to a new
component, `AnimationTransitions`, which works in tandem with the
`AnimationGraph`.
## Migration Guide
* `AnimationPlayer`s can no longer play animations by themselves and
need to be paired with a `Handle<AnimationGraph>`. Code that was using
`AnimationPlayer` to play animations will need to create an
`AnimationGraph` asset first, add a node for the clip (or clips) you
want to play, and then supply the index of that node to the
`AnimationPlayer`'s `play` method.
* The `AnimationPlayer::play_with_transition()` method has been removed
and replaced with the `AnimationTransitions` component. If you were
previously using `AnimationPlayer::play_with_transition()`, add all
animations that you were playing to the `AnimationGraph`, and create an
`AnimationTransitions` component to manage the blending between them.
[RFC 51]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
---------
Co-authored-by: Rob Parrett <robparrett@gmail.com>
2024-03-07 20:22:42 +00:00
|
|
|
/// Returns true if the animation is currently playing or paused, or false
|
|
|
|
/// if the animation is stopped.
|
|
|
|
pub fn animation_is_playing(&self, animation: AnimationNodeIndex) -> bool {
|
|
|
|
self.active_animations.contains_key(&animation)
|
API updates to the AnimationPlayer (#9002)
# Objective
Added `AnimationPlayer` API UX improvements.
- Succestor to https://github.com/bevyengine/bevy/pull/5912
- Fixes https://github.com/bevyengine/bevy/issues/5848
_(Credits to @asafigan for filing #5848, creating the initial pull
request, and the discussion in #5912)_
## Solution
- Created `RepeatAnimation` enum to describe an animation repetition
behavior.
- Added `is_finished()`, `set_repeat()`, and `is_playback_reversed()`
methods to the animation player.
- ~~Made the animation clip optional as per the comment from #5912~~
> ~~My problem is that the default handle [used the initialize a
`PlayingAnimation`] could actually refer to an actual animation if an
AnimationClip is set for the default handle, which leads me to ask,
"Should animation_clip should be an Option?"~~
- Added an accessor for the animation clip `animation_clip()` to the
animation player.
To determine if an animation is finished, we use the number of times the
animation has completed and the repetition behavior. If the animation is
playing in reverse then `elapsed < 0.0` counts as a completion.
Otherwise, `elapsed > animation.duration` counts as a completion. This
is what I would expect, personally. If there's any ambiguity, perhaps we
could add some `AnimationCompletionBehavior`, to specify that kind of
completion behavior to use.
Update: Previously `PlayingAnimation::elapsed` was being used as the
seek time into the animation clip. This was misleading because if you
increased the speed of the animation it would also increase (or
decrease) the elapsed time. In other words, the elapsed time was not
actually the elapsed time. To solve this, we introduce
`PlayingAnimation::seek_time` to serve as the value we manipulate the
move between keyframes. Consequently, `elapsed()` now returns the actual
elapsed time, and is not effected by the animation speed. Because
`set_elapsed` was being used to manipulate the displayed keyframe, we
introduce `AnimationPlayer::seek_to` and `AnimationPlayer::replay` to
provide this functionality.
## Migration Guide
- Removed `set_elapsed`.
- Removed `stop_repeating` in favour of
`AnimationPlayer::set_repeat(RepeatAnimation::Never)`.
- Introduced `seek_to` to seek to a given timestamp inside of the
animation.
- Introduced `seek_time` accessor for the `PlayingAnimation::seek_to`.
- Introduced `AnimationPlayer::replay` to reset the `PlayingAnimation`
to a state where no time has elapsed.
---------
Co-authored-by: Hennadii Chernyshchyk <genaloner@gmail.com>
Co-authored-by: François <mockersf@gmail.com>
2023-08-28 16:43:04 +00:00
|
|
|
}
|
2022-04-02 22:36:02 +00:00
|
|
|
}
|
|
|
|
|
Add Support for Triggering Events via `AnimationEvent`s (#15538)
# Objective
Add support for events that can be triggered from animation clips. This
is useful when you need something to happen at a specific time in an
animation. For example, playing a sound every time a characters feet
hits the ground when walking.
Closes #15494
## Solution
Added a new field to `AnimationClip`: `events`, which contains a list of
`AnimationEvent`s. These are automatically triggered in
`animate_targets` and `trigger_untargeted_animation_events`.
## Testing
Added a couple of tests and example (`animation_events.rs`) to make sure
events are triggered when expected.
---
## Showcase
`Events` need to also implement `AnimationEvent` and `Reflect` to be
used with animations.
```rust
#[derive(Event, AnimationEvent, Reflect)]
struct SomeEvent;
```
Events can be added to an `AnimationClip` by specifying a time and
event.
```rust
// trigger an event after 1.0 second
animation_clip.add_event(1.0, SomeEvent);
```
And optionally, providing a target id.
```rust
let id = AnimationTargetId::from_iter(["shoulder", "arm", "hand"]);
animation_clip.add_event_to_target(id, 1.0, HandEvent);
```
I modified the `animated_fox` example to show off the feature.
![CleanShot 2024-10-05 at 02 41
57](https://github.com/user-attachments/assets/0bb47db7-24f9-4504-88f1-40e375b89b1b)
---------
Co-authored-by: Matty <weatherleymatthew@gmail.com>
Co-authored-by: Chris Biscardi <chris@christopherbiscardi.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
2024-10-06 10:03:05 +00:00
|
|
|
/// A system that triggers untargeted animation events for the currently-playing animations.
|
|
|
|
fn trigger_untargeted_animation_events(
|
|
|
|
mut commands: Commands,
|
|
|
|
clips: Res<Assets<AnimationClip>>,
|
|
|
|
graphs: Res<Assets<AnimationGraph>>,
|
2024-10-08 22:41:24 +00:00
|
|
|
players: Query<(Entity, &AnimationPlayer, &AnimationGraphHandle)>,
|
Add Support for Triggering Events via `AnimationEvent`s (#15538)
# Objective
Add support for events that can be triggered from animation clips. This
is useful when you need something to happen at a specific time in an
animation. For example, playing a sound every time a characters feet
hits the ground when walking.
Closes #15494
## Solution
Added a new field to `AnimationClip`: `events`, which contains a list of
`AnimationEvent`s. These are automatically triggered in
`animate_targets` and `trigger_untargeted_animation_events`.
## Testing
Added a couple of tests and example (`animation_events.rs`) to make sure
events are triggered when expected.
---
## Showcase
`Events` need to also implement `AnimationEvent` and `Reflect` to be
used with animations.
```rust
#[derive(Event, AnimationEvent, Reflect)]
struct SomeEvent;
```
Events can be added to an `AnimationClip` by specifying a time and
event.
```rust
// trigger an event after 1.0 second
animation_clip.add_event(1.0, SomeEvent);
```
And optionally, providing a target id.
```rust
let id = AnimationTargetId::from_iter(["shoulder", "arm", "hand"]);
animation_clip.add_event_to_target(id, 1.0, HandEvent);
```
I modified the `animated_fox` example to show off the feature.
![CleanShot 2024-10-05 at 02 41
57](https://github.com/user-attachments/assets/0bb47db7-24f9-4504-88f1-40e375b89b1b)
---------
Co-authored-by: Matty <weatherleymatthew@gmail.com>
Co-authored-by: Chris Biscardi <chris@christopherbiscardi.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
2024-10-06 10:03:05 +00:00
|
|
|
) {
|
|
|
|
for (entity, player, graph_id) in &players {
|
|
|
|
// The graph might not have loaded yet. Safely bail.
|
|
|
|
let Some(graph) = graphs.get(graph_id) else {
|
|
|
|
return;
|
|
|
|
};
|
|
|
|
|
|
|
|
for (index, active_animation) in player.active_animations.iter() {
|
2024-10-06 20:16:39 +00:00
|
|
|
if active_animation.paused {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
Add Support for Triggering Events via `AnimationEvent`s (#15538)
# Objective
Add support for events that can be triggered from animation clips. This
is useful when you need something to happen at a specific time in an
animation. For example, playing a sound every time a characters feet
hits the ground when walking.
Closes #15494
## Solution
Added a new field to `AnimationClip`: `events`, which contains a list of
`AnimationEvent`s. These are automatically triggered in
`animate_targets` and `trigger_untargeted_animation_events`.
## Testing
Added a couple of tests and example (`animation_events.rs`) to make sure
events are triggered when expected.
---
## Showcase
`Events` need to also implement `AnimationEvent` and `Reflect` to be
used with animations.
```rust
#[derive(Event, AnimationEvent, Reflect)]
struct SomeEvent;
```
Events can be added to an `AnimationClip` by specifying a time and
event.
```rust
// trigger an event after 1.0 second
animation_clip.add_event(1.0, SomeEvent);
```
And optionally, providing a target id.
```rust
let id = AnimationTargetId::from_iter(["shoulder", "arm", "hand"]);
animation_clip.add_event_to_target(id, 1.0, HandEvent);
```
I modified the `animated_fox` example to show off the feature.
![CleanShot 2024-10-05 at 02 41
57](https://github.com/user-attachments/assets/0bb47db7-24f9-4504-88f1-40e375b89b1b)
---------
Co-authored-by: Matty <weatherleymatthew@gmail.com>
Co-authored-by: Chris Biscardi <chris@christopherbiscardi.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
2024-10-06 10:03:05 +00:00
|
|
|
let Some(clip) = graph
|
|
|
|
.get(*index)
|
|
|
|
.and_then(|node| match &node.node_type {
|
|
|
|
AnimationNodeType::Clip(handle) => Some(handle),
|
|
|
|
AnimationNodeType::Blend | AnimationNodeType::Add => None,
|
|
|
|
})
|
|
|
|
.and_then(|id| clips.get(id))
|
|
|
|
else {
|
|
|
|
continue;
|
|
|
|
};
|
|
|
|
|
|
|
|
let Some(triggered_events) =
|
|
|
|
TriggeredEvents::from_animation(AnimationEventTarget::Root, clip, active_animation)
|
|
|
|
else {
|
|
|
|
continue;
|
|
|
|
};
|
|
|
|
|
|
|
|
for TimedAnimationEvent { time, event } in triggered_events.iter() {
|
AnimationEvent -> Event and other improvements (#16440)
# Objective
Needing to derive `AnimationEvent` for `Event` is unnecessary, and the
trigger logic coupled to it feels like we're coupling "event producer"
logic with the event itself, which feels wrong. It also comes with a
bunch of complexity, which is again unnecessary. We can have the
flexibility of "custom animation event trigger logic" without this
coupling and complexity.
The current `animation_events` example is also needlessly complicated,
due to it needing to work around system ordering issues. The docs
describing it are also slightly wrong. We can make this all a non-issue
by solving the underlying ordering problem.
Related to this, we use the `bevy_animation::Animation` system set to
solve PostUpdate animation order-of-operations issues. If we move this
to bevy_app as part of our "core schedule", we can cut out needless
`bevy_animation` crate dependencies in these instances.
## Solution
- Remove `AnimationEvent`, the derive, and all other infrastructure
associated with it (such as the `bevy_animation/derive` crate)
- Replace all instances of `AnimationEvent` traits with `Event + Clone`
- Store and use functions for custom animation trigger logic (ex:
`clip.add_event_fn()`). For "normal" cases users dont need to think
about this and should use the simpler `clip.add_event()`
- Run the `Animation` system set _before_ updating text
- Move `bevy_animation::Animation` to `bevy_app::Animation`. Remove
unnecessary `bevy_animation` dependency from `bevy_ui`
- Adjust `animation_events` example to use the simpler `clip.add_event`
API, as the workarounds are no longer necessary
This is polishing work that will land in 0.15, and I think it is simple
enough and valuable enough to land in 0.15 with it, in the interest of
making the feature as compelling as possible.
2024-11-22 00:16:04 +00:00
|
|
|
event.trigger(&mut commands, entity, *time, active_animation.weight);
|
Add Support for Triggering Events via `AnimationEvent`s (#15538)
# Objective
Add support for events that can be triggered from animation clips. This
is useful when you need something to happen at a specific time in an
animation. For example, playing a sound every time a characters feet
hits the ground when walking.
Closes #15494
## Solution
Added a new field to `AnimationClip`: `events`, which contains a list of
`AnimationEvent`s. These are automatically triggered in
`animate_targets` and `trigger_untargeted_animation_events`.
## Testing
Added a couple of tests and example (`animation_events.rs`) to make sure
events are triggered when expected.
---
## Showcase
`Events` need to also implement `AnimationEvent` and `Reflect` to be
used with animations.
```rust
#[derive(Event, AnimationEvent, Reflect)]
struct SomeEvent;
```
Events can be added to an `AnimationClip` by specifying a time and
event.
```rust
// trigger an event after 1.0 second
animation_clip.add_event(1.0, SomeEvent);
```
And optionally, providing a target id.
```rust
let id = AnimationTargetId::from_iter(["shoulder", "arm", "hand"]);
animation_clip.add_event_to_target(id, 1.0, HandEvent);
```
I modified the `animated_fox` example to show off the feature.
![CleanShot 2024-10-05 at 02 41
57](https://github.com/user-attachments/assets/0bb47db7-24f9-4504-88f1-40e375b89b1b)
---------
Co-authored-by: Matty <weatherleymatthew@gmail.com>
Co-authored-by: Chris Biscardi <chris@christopherbiscardi.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
2024-10-06 10:03:05 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
Rework animation to be done in two phases. (#11707)
# Objective
Bevy's animation system currently does tree traversals based on `Name`
that aren't necessary. Not only do they require in unsafe code because
tree traversals are awkward with parallelism, but they are also somewhat
slow, brittle, and complex, which manifested itself as way too many
queries in #11670.
# Solution
Divide animation into two phases: animation *advancement* and animation
*evaluation*, which run after one another. *Advancement* operates on the
`AnimationPlayer` and sets the current animation time to match the game
time. *Evaluation* operates on all animation bones in the scene in
parallel and sets the transforms and/or morph weights based on the time
and the clip.
To do this, we introduce a new component, `AnimationTarget`, which the
asset loader places on every bone. It contains the ID of the entity
containing the `AnimationPlayer`, as well as a UUID that identifies
which bone in the animation the target corresponds to. In the case of
glTF, the UUID is derived from the full path name to the bone. The rule
that `AnimationTarget`s are descendants of the entity containing
`AnimationPlayer` is now just a convention, not a requirement; this
allows us to eliminate the unsafe code.
# Migration guide
* `AnimationClip` now uses UUIDs instead of hierarchical paths based on
the `Name` component to refer to bones. This has several consequences:
- A new component, `AnimationTarget`, should be placed on each bone that
you wish to animate, in order to specify its UUID and the associated
`AnimationPlayer`. The glTF loader automatically creates these
components as necessary, so most uses of glTF rigs shouldn't need to
change.
- Moving a bone around the tree, or renaming it, no longer prevents an
`AnimationPlayer` from affecting it.
- Dynamically changing the `AnimationPlayer` component will likely
require manual updating of the `AnimationTarget` components.
* Entities with `AnimationPlayer` components may now possess descendants
that also have `AnimationPlayer` components. They may not, however,
animate the same bones.
* As they aren't specific to `TypeId`s,
`bevy_reflect::utility::NoOpTypeIdHash` and
`bevy_reflect::utility::NoOpTypeIdHasher` have been renamed to
`bevy_reflect::utility::NoOpHash` and
`bevy_reflect::utility::NoOpHasher` respectively.
2024-02-19 14:59:54 +00:00
|
|
|
/// A system that advances the time for all playing animations.
|
|
|
|
pub fn advance_animations(
|
|
|
|
time: Res<Time>,
|
|
|
|
animation_clips: Res<Assets<AnimationClip>>,
|
Implement the `AnimationGraph`, allowing for multiple animations to be blended together. (#11989)
This is an implementation of RFC #51:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
Note that the implementation strategy is different from the one outlined
in that RFC, because two-phase animation has now landed.
# Objective
Bevy needs animation blending. The RFC for this is [RFC 51].
## Solution
This is an implementation of the RFC. Note that the implementation
strategy is different from the one outlined there, because two-phase
animation has now landed.
This is just a draft to get the conversation started. Currently we're
missing a few things:
- [x] A fully-fleshed-out mechanism for transitions
- [x] A serialization format for `AnimationGraph`s
- [x] Examples are broken, other than `animated_fox`
- [x] Documentation
---
## Changelog
### Added
* The `AnimationPlayer` has been reworked to support blending multiple
animations together through an `AnimationGraph`, and as such will no
longer function unless a `Handle<AnimationGraph>` has been added to the
entity containing the player. See [RFC 51] for more details.
* Transition functionality has moved from the `AnimationPlayer` to a new
component, `AnimationTransitions`, which works in tandem with the
`AnimationGraph`.
## Migration Guide
* `AnimationPlayer`s can no longer play animations by themselves and
need to be paired with a `Handle<AnimationGraph>`. Code that was using
`AnimationPlayer` to play animations will need to create an
`AnimationGraph` asset first, add a node for the clip (or clips) you
want to play, and then supply the index of that node to the
`AnimationPlayer`'s `play` method.
* The `AnimationPlayer::play_with_transition()` method has been removed
and replaced with the `AnimationTransitions` component. If you were
previously using `AnimationPlayer::play_with_transition()`, add all
animations that you were playing to the `AnimationGraph`, and create an
`AnimationTransitions` component to manage the blending between them.
[RFC 51]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
---------
Co-authored-by: Rob Parrett <robparrett@gmail.com>
2024-03-07 20:22:42 +00:00
|
|
|
animation_graphs: Res<Assets<AnimationGraph>>,
|
2024-10-08 22:41:24 +00:00
|
|
|
mut players: Query<(&mut AnimationPlayer, &AnimationGraphHandle)>,
|
Rework animation to be done in two phases. (#11707)
# Objective
Bevy's animation system currently does tree traversals based on `Name`
that aren't necessary. Not only do they require in unsafe code because
tree traversals are awkward with parallelism, but they are also somewhat
slow, brittle, and complex, which manifested itself as way too many
queries in #11670.
# Solution
Divide animation into two phases: animation *advancement* and animation
*evaluation*, which run after one another. *Advancement* operates on the
`AnimationPlayer` and sets the current animation time to match the game
time. *Evaluation* operates on all animation bones in the scene in
parallel and sets the transforms and/or morph weights based on the time
and the clip.
To do this, we introduce a new component, `AnimationTarget`, which the
asset loader places on every bone. It contains the ID of the entity
containing the `AnimationPlayer`, as well as a UUID that identifies
which bone in the animation the target corresponds to. In the case of
glTF, the UUID is derived from the full path name to the bone. The rule
that `AnimationTarget`s are descendants of the entity containing
`AnimationPlayer` is now just a convention, not a requirement; this
allows us to eliminate the unsafe code.
# Migration guide
* `AnimationClip` now uses UUIDs instead of hierarchical paths based on
the `Name` component to refer to bones. This has several consequences:
- A new component, `AnimationTarget`, should be placed on each bone that
you wish to animate, in order to specify its UUID and the associated
`AnimationPlayer`. The glTF loader automatically creates these
components as necessary, so most uses of glTF rigs shouldn't need to
change.
- Moving a bone around the tree, or renaming it, no longer prevents an
`AnimationPlayer` from affecting it.
- Dynamically changing the `AnimationPlayer` component will likely
require manual updating of the `AnimationTarget` components.
* Entities with `AnimationPlayer` components may now possess descendants
that also have `AnimationPlayer` components. They may not, however,
animate the same bones.
* As they aren't specific to `TypeId`s,
`bevy_reflect::utility::NoOpTypeIdHash` and
`bevy_reflect::utility::NoOpTypeIdHasher` have been renamed to
`bevy_reflect::utility::NoOpHash` and
`bevy_reflect::utility::NoOpHasher` respectively.
2024-02-19 14:59:54 +00:00
|
|
|
) {
|
2024-10-16 21:09:32 +00:00
|
|
|
let delta_seconds = time.delta_secs();
|
Implement the `AnimationGraph`, allowing for multiple animations to be blended together. (#11989)
This is an implementation of RFC #51:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
Note that the implementation strategy is different from the one outlined
in that RFC, because two-phase animation has now landed.
# Objective
Bevy needs animation blending. The RFC for this is [RFC 51].
## Solution
This is an implementation of the RFC. Note that the implementation
strategy is different from the one outlined there, because two-phase
animation has now landed.
This is just a draft to get the conversation started. Currently we're
missing a few things:
- [x] A fully-fleshed-out mechanism for transitions
- [x] A serialization format for `AnimationGraph`s
- [x] Examples are broken, other than `animated_fox`
- [x] Documentation
---
## Changelog
### Added
* The `AnimationPlayer` has been reworked to support blending multiple
animations together through an `AnimationGraph`, and as such will no
longer function unless a `Handle<AnimationGraph>` has been added to the
entity containing the player. See [RFC 51] for more details.
* Transition functionality has moved from the `AnimationPlayer` to a new
component, `AnimationTransitions`, which works in tandem with the
`AnimationGraph`.
## Migration Guide
* `AnimationPlayer`s can no longer play animations by themselves and
need to be paired with a `Handle<AnimationGraph>`. Code that was using
`AnimationPlayer` to play animations will need to create an
`AnimationGraph` asset first, add a node for the clip (or clips) you
want to play, and then supply the index of that node to the
`AnimationPlayer`'s `play` method.
* The `AnimationPlayer::play_with_transition()` method has been removed
and replaced with the `AnimationTransitions` component. If you were
previously using `AnimationPlayer::play_with_transition()`, add all
animations that you were playing to the `AnimationGraph`, and create an
`AnimationTransitions` component to manage the blending between them.
[RFC 51]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
---------
Co-authored-by: Rob Parrett <robparrett@gmail.com>
2024-03-07 20:22:42 +00:00
|
|
|
players
|
|
|
|
.par_iter_mut()
|
|
|
|
.for_each(|(mut player, graph_handle)| {
|
|
|
|
let Some(animation_graph) = animation_graphs.get(graph_handle) else {
|
|
|
|
return;
|
|
|
|
};
|
2023-01-04 20:43:39 +00:00
|
|
|
|
Implement the `AnimationGraph`, allowing for multiple animations to be blended together. (#11989)
This is an implementation of RFC #51:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
Note that the implementation strategy is different from the one outlined
in that RFC, because two-phase animation has now landed.
# Objective
Bevy needs animation blending. The RFC for this is [RFC 51].
## Solution
This is an implementation of the RFC. Note that the implementation
strategy is different from the one outlined there, because two-phase
animation has now landed.
This is just a draft to get the conversation started. Currently we're
missing a few things:
- [x] A fully-fleshed-out mechanism for transitions
- [x] A serialization format for `AnimationGraph`s
- [x] Examples are broken, other than `animated_fox`
- [x] Documentation
---
## Changelog
### Added
* The `AnimationPlayer` has been reworked to support blending multiple
animations together through an `AnimationGraph`, and as such will no
longer function unless a `Handle<AnimationGraph>` has been added to the
entity containing the player. See [RFC 51] for more details.
* Transition functionality has moved from the `AnimationPlayer` to a new
component, `AnimationTransitions`, which works in tandem with the
`AnimationGraph`.
## Migration Guide
* `AnimationPlayer`s can no longer play animations by themselves and
need to be paired with a `Handle<AnimationGraph>`. Code that was using
`AnimationPlayer` to play animations will need to create an
`AnimationGraph` asset first, add a node for the clip (or clips) you
want to play, and then supply the index of that node to the
`AnimationPlayer`'s `play` method.
* The `AnimationPlayer::play_with_transition()` method has been removed
and replaced with the `AnimationTransitions` component. If you were
previously using `AnimationPlayer::play_with_transition()`, add all
animations that you were playing to the `AnimationGraph`, and create an
`AnimationTransitions` component to manage the blending between them.
[RFC 51]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
---------
Co-authored-by: Rob Parrett <robparrett@gmail.com>
2024-03-07 20:22:42 +00:00
|
|
|
// Tick animations, and schedule them.
|
|
|
|
|
|
|
|
let AnimationPlayer {
|
|
|
|
ref mut active_animations,
|
|
|
|
..
|
|
|
|
} = *player;
|
|
|
|
|
Impose a more sensible ordering for animation graph evaluation. (#15589)
This is an updated version of #15530. Review comments were addressed.
This commit changes the animation graph evaluation to be operate in a
more sensible order and updates the semantics of blend nodes to conform
to [the animation composition RFC]. Prior to this patch, a node graph
like this:
```
┌─────┐
│ │
│ 1 │
│ │
└──┬──┘
│
┌───────┴───────┐
│ │
▼ ▼
┌─────┐ ┌─────┐
│ │ │ │
│ 2 │ │ 3 │
│ │ │ │
└──┬──┘ └──┬──┘
│ │
┌───┴───┐ ┌───┴───┐
│ │ │ │
▼ ▼ ▼ ▼
┌─────┐ ┌─────┐ ┌─────┐ ┌─────┐
│ │ │ │ │ │ │ │
│ 4 │ │ 6 │ │ 5 │ │ 7 │
│ │ │ │ │ │ │ │
└─────┘ └─────┘ └─────┘ └─────┘
```
Would be evaluated as (((4 ⊕ 5) ⊕ 6) ⊕ 7), with the blend (lerp/slerp)
operation notated as ⊕. As quaternion multiplication isn't commutative,
this is very counterintuitive and will especially lead to trouble with
the forthcoming additive blending feature (#15198).
This patch fixes the issue by changing the evaluation order to
postorder, with children of a node evaluated in ascending order by node
index.
To do so, this patch revamps `AnimationCurve` to be based on an
*evaluation stack* and a *blend register*. During target evaluation, the
graph evaluator traverses the graph in postorder. When encountering a
clip node, the evaluator pushes the possibly-interpolated value onto the
evaluation stack. When encountering a blend node, the evaluator pops
values off the stack into the blend register, accumulating weights as
appropriate. When the graph is completely evaluated, the top element on
the stack is *committed* to the property of the component.
A new system, the *graph threading* system, is added in order to cache
the sorted postorder traversal to avoid the overhead of sorting children
at animation evaluation time. Mask evaluation has been moved to this
system so that the graph only has to be traversed at most once per
frame. Unlike the `ActiveAnimation` list, the *threaded graph* is cached
from frame to frame and only has to be regenerated when the animation
graph asset changes.
This patch currently regresses the `animate_target` performance in
`many_foxes` by around 50%, resulting in an FPS loss of about 2-3 FPS.
I'd argue that this is an acceptable price to pay for a much more
intuitive system. In the future, we can mitigate the regression with a
fast path that avoids consulting the graph if only one animation is
playing. However, in the interest of keeping this patch simple, I didn't
do so here.
[the animation composition RFC]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
# Objective
- Describe the objective or issue this PR addresses.
- If you're fixing a specific issue, say "Fixes #X".
## Solution
- Describe the solution used to achieve the objective above.
## Testing
- Did you test these changes? If so, how?
- Are there any parts that need more testing?
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
---
## Showcase
> This section is optional. If this PR does not include a visual change
or does not add a new feature, you can delete this section.
- Help others understand the result of this PR by showcasing your
awesome work!
- If this PR adds a new feature or public API, consider adding a brief
pseudo-code snippet of it in action
- If this PR includes a visual change, consider adding a screenshot,
GIF, or video
- If you want, you could even include a before/after comparison!
- If the Migration Guide adequately covers the changes, you can delete
this section
While a showcase should aim to be brief and digestible, you can use a
toggleable section to save space on longer showcases:
<details>
<summary>Click to view showcase</summary>
```rust
println!("My super cool code.");
```
</details>
## Migration Guide
> This section is optional. If there are no breaking changes, you can
delete this section.
- If this PR is a breaking change (relative to the last release of
Bevy), describe how a user might need to migrate their code to support
these changes
- Simply adding new functionality is not a breaking change.
- Fixing behavior that was definitely a bug, rather than a questionable
design choice is not a breaking change.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-10-03 00:36:42 +00:00
|
|
|
for node_index in animation_graph.graph.node_indices() {
|
Implement the `AnimationGraph`, allowing for multiple animations to be blended together. (#11989)
This is an implementation of RFC #51:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
Note that the implementation strategy is different from the one outlined
in that RFC, because two-phase animation has now landed.
# Objective
Bevy needs animation blending. The RFC for this is [RFC 51].
## Solution
This is an implementation of the RFC. Note that the implementation
strategy is different from the one outlined there, because two-phase
animation has now landed.
This is just a draft to get the conversation started. Currently we're
missing a few things:
- [x] A fully-fleshed-out mechanism for transitions
- [x] A serialization format for `AnimationGraph`s
- [x] Examples are broken, other than `animated_fox`
- [x] Documentation
---
## Changelog
### Added
* The `AnimationPlayer` has been reworked to support blending multiple
animations together through an `AnimationGraph`, and as such will no
longer function unless a `Handle<AnimationGraph>` has been added to the
entity containing the player. See [RFC 51] for more details.
* Transition functionality has moved from the `AnimationPlayer` to a new
component, `AnimationTransitions`, which works in tandem with the
`AnimationGraph`.
## Migration Guide
* `AnimationPlayer`s can no longer play animations by themselves and
need to be paired with a `Handle<AnimationGraph>`. Code that was using
`AnimationPlayer` to play animations will need to create an
`AnimationGraph` asset first, add a node for the clip (or clips) you
want to play, and then supply the index of that node to the
`AnimationPlayer`'s `play` method.
* The `AnimationPlayer::play_with_transition()` method has been removed
and replaced with the `AnimationTransitions` component. If you were
previously using `AnimationPlayer::play_with_transition()`, add all
animations that you were playing to the `AnimationGraph`, and create an
`AnimationTransitions` component to manage the blending between them.
[RFC 51]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
---------
Co-authored-by: Rob Parrett <robparrett@gmail.com>
2024-03-07 20:22:42 +00:00
|
|
|
let node = &animation_graph[node_index];
|
Rework animation to be done in two phases. (#11707)
# Objective
Bevy's animation system currently does tree traversals based on `Name`
that aren't necessary. Not only do they require in unsafe code because
tree traversals are awkward with parallelism, but they are also somewhat
slow, brittle, and complex, which manifested itself as way too many
queries in #11670.
# Solution
Divide animation into two phases: animation *advancement* and animation
*evaluation*, which run after one another. *Advancement* operates on the
`AnimationPlayer` and sets the current animation time to match the game
time. *Evaluation* operates on all animation bones in the scene in
parallel and sets the transforms and/or morph weights based on the time
and the clip.
To do this, we introduce a new component, `AnimationTarget`, which the
asset loader places on every bone. It contains the ID of the entity
containing the `AnimationPlayer`, as well as a UUID that identifies
which bone in the animation the target corresponds to. In the case of
glTF, the UUID is derived from the full path name to the bone. The rule
that `AnimationTarget`s are descendants of the entity containing
`AnimationPlayer` is now just a convention, not a requirement; this
allows us to eliminate the unsafe code.
# Migration guide
* `AnimationClip` now uses UUIDs instead of hierarchical paths based on
the `Name` component to refer to bones. This has several consequences:
- A new component, `AnimationTarget`, should be placed on each bone that
you wish to animate, in order to specify its UUID and the associated
`AnimationPlayer`. The glTF loader automatically creates these
components as necessary, so most uses of glTF rigs shouldn't need to
change.
- Moving a bone around the tree, or renaming it, no longer prevents an
`AnimationPlayer` from affecting it.
- Dynamically changing the `AnimationPlayer` component will likely
require manual updating of the `AnimationTarget` components.
* Entities with `AnimationPlayer` components may now possess descendants
that also have `AnimationPlayer` components. They may not, however,
animate the same bones.
* As they aren't specific to `TypeId`s,
`bevy_reflect::utility::NoOpTypeIdHash` and
`bevy_reflect::utility::NoOpTypeIdHasher` have been renamed to
`bevy_reflect::utility::NoOpHash` and
`bevy_reflect::utility::NoOpHasher` respectively.
2024-02-19 14:59:54 +00:00
|
|
|
|
Implement the `AnimationGraph`, allowing for multiple animations to be blended together. (#11989)
This is an implementation of RFC #51:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
Note that the implementation strategy is different from the one outlined
in that RFC, because two-phase animation has now landed.
# Objective
Bevy needs animation blending. The RFC for this is [RFC 51].
## Solution
This is an implementation of the RFC. Note that the implementation
strategy is different from the one outlined there, because two-phase
animation has now landed.
This is just a draft to get the conversation started. Currently we're
missing a few things:
- [x] A fully-fleshed-out mechanism for transitions
- [x] A serialization format for `AnimationGraph`s
- [x] Examples are broken, other than `animated_fox`
- [x] Documentation
---
## Changelog
### Added
* The `AnimationPlayer` has been reworked to support blending multiple
animations together through an `AnimationGraph`, and as such will no
longer function unless a `Handle<AnimationGraph>` has been added to the
entity containing the player. See [RFC 51] for more details.
* Transition functionality has moved from the `AnimationPlayer` to a new
component, `AnimationTransitions`, which works in tandem with the
`AnimationGraph`.
## Migration Guide
* `AnimationPlayer`s can no longer play animations by themselves and
need to be paired with a `Handle<AnimationGraph>`. Code that was using
`AnimationPlayer` to play animations will need to create an
`AnimationGraph` asset first, add a node for the clip (or clips) you
want to play, and then supply the index of that node to the
`AnimationPlayer`'s `play` method.
* The `AnimationPlayer::play_with_transition()` method has been removed
and replaced with the `AnimationTransitions` component. If you were
previously using `AnimationPlayer::play_with_transition()`, add all
animations that you were playing to the `AnimationGraph`, and create an
`AnimationTransitions` component to manage the blending between them.
[RFC 51]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
---------
Co-authored-by: Rob Parrett <robparrett@gmail.com>
2024-03-07 20:22:42 +00:00
|
|
|
if let Some(active_animation) = active_animations.get_mut(&node_index) {
|
|
|
|
// Tick the animation if necessary.
|
|
|
|
if !active_animation.paused {
|
2024-10-04 22:13:22 +00:00
|
|
|
if let AnimationNodeType::Clip(ref clip_handle) = node.node_type {
|
Implement the `AnimationGraph`, allowing for multiple animations to be blended together. (#11989)
This is an implementation of RFC #51:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
Note that the implementation strategy is different from the one outlined
in that RFC, because two-phase animation has now landed.
# Objective
Bevy needs animation blending. The RFC for this is [RFC 51].
## Solution
This is an implementation of the RFC. Note that the implementation
strategy is different from the one outlined there, because two-phase
animation has now landed.
This is just a draft to get the conversation started. Currently we're
missing a few things:
- [x] A fully-fleshed-out mechanism for transitions
- [x] A serialization format for `AnimationGraph`s
- [x] Examples are broken, other than `animated_fox`
- [x] Documentation
---
## Changelog
### Added
* The `AnimationPlayer` has been reworked to support blending multiple
animations together through an `AnimationGraph`, and as such will no
longer function unless a `Handle<AnimationGraph>` has been added to the
entity containing the player. See [RFC 51] for more details.
* Transition functionality has moved from the `AnimationPlayer` to a new
component, `AnimationTransitions`, which works in tandem with the
`AnimationGraph`.
## Migration Guide
* `AnimationPlayer`s can no longer play animations by themselves and
need to be paired with a `Handle<AnimationGraph>`. Code that was using
`AnimationPlayer` to play animations will need to create an
`AnimationGraph` asset first, add a node for the clip (or clips) you
want to play, and then supply the index of that node to the
`AnimationPlayer`'s `play` method.
* The `AnimationPlayer::play_with_transition()` method has been removed
and replaced with the `AnimationTransitions` component. If you were
previously using `AnimationPlayer::play_with_transition()`, add all
animations that you were playing to the `AnimationGraph`, and create an
`AnimationTransitions` component to manage the blending between them.
[RFC 51]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
---------
Co-authored-by: Rob Parrett <robparrett@gmail.com>
2024-03-07 20:22:42 +00:00
|
|
|
if let Some(clip) = animation_clips.get(clip_handle) {
|
|
|
|
active_animation.update(delta_seconds, clip.duration);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
Rework animation to be done in two phases. (#11707)
# Objective
Bevy's animation system currently does tree traversals based on `Name`
that aren't necessary. Not only do they require in unsafe code because
tree traversals are awkward with parallelism, but they are also somewhat
slow, brittle, and complex, which manifested itself as way too many
queries in #11670.
# Solution
Divide animation into two phases: animation *advancement* and animation
*evaluation*, which run after one another. *Advancement* operates on the
`AnimationPlayer` and sets the current animation time to match the game
time. *Evaluation* operates on all animation bones in the scene in
parallel and sets the transforms and/or morph weights based on the time
and the clip.
To do this, we introduce a new component, `AnimationTarget`, which the
asset loader places on every bone. It contains the ID of the entity
containing the `AnimationPlayer`, as well as a UUID that identifies
which bone in the animation the target corresponds to. In the case of
glTF, the UUID is derived from the full path name to the bone. The rule
that `AnimationTarget`s are descendants of the entity containing
`AnimationPlayer` is now just a convention, not a requirement; this
allows us to eliminate the unsafe code.
# Migration guide
* `AnimationClip` now uses UUIDs instead of hierarchical paths based on
the `Name` component to refer to bones. This has several consequences:
- A new component, `AnimationTarget`, should be placed on each bone that
you wish to animate, in order to specify its UUID and the associated
`AnimationPlayer`. The glTF loader automatically creates these
components as necessary, so most uses of glTF rigs shouldn't need to
change.
- Moving a bone around the tree, or renaming it, no longer prevents an
`AnimationPlayer` from affecting it.
- Dynamically changing the `AnimationPlayer` component will likely
require manual updating of the `AnimationTarget` components.
* Entities with `AnimationPlayer` components may now possess descendants
that also have `AnimationPlayer` components. They may not, however,
animate the same bones.
* As they aren't specific to `TypeId`s,
`bevy_reflect::utility::NoOpTypeIdHash` and
`bevy_reflect::utility::NoOpTypeIdHasher` have been renamed to
`bevy_reflect::utility::NoOpHash` and
`bevy_reflect::utility::NoOpHasher` respectively.
2024-02-19 14:59:54 +00:00
|
|
|
});
|
2023-01-04 20:43:39 +00:00
|
|
|
}
|
|
|
|
|
2024-09-27 18:18:03 +00:00
|
|
|
/// A type alias for [`EntityMutExcept`] as used in animation.
|
AnimatedField and Rework Evaluators (#16484)
# Objective
Animating component fields requires too much boilerplate at the moment:
```rust
#[derive(Reflect)]
struct FontSizeProperty;
impl AnimatableProperty for FontSizeProperty {
type Component = TextFont;
type Property = f32;
fn get_mut(component: &mut Self::Component) -> Option<&mut Self::Property> {
Some(&mut component.font_size)
}
}
animation_clip.add_curve_to_target(
animation_target_id,
AnimatableKeyframeCurve::new(
[0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0]
.into_iter()
.zip([24.0, 80.0, 24.0, 80.0, 24.0, 80.0, 24.0]),
)
.map(AnimatableCurve::<FontSizeProperty, _>::from_curve)
.expect("should be able to build translation curve because we pass in valid samples"),
);
```
## Solution
This adds `AnimatedField` and an `animated_field!` macro, enabling the
following:
```rust
animation_clip.add_curve_to_target(
animation_target_id,
AnimatableCurve::new(
animated_field!(TextFont::font_size),
AnimatableKeyframeCurve::new(
[0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0]
.into_iter()
.zip([24.0, 80.0, 24.0, 80.0, 24.0, 80.0, 24.0]),
)
.expect(
"should be able to build translation curve because we pass in valid samples",
),
),
);
```
This required reworking the internals a bit, namely stripping out a lot
of the `Reflect` usage, as that implementation was fundamentally
incompatible with the `AnimatedField` pattern. `Reflect` was being used
in this context just to downcast traits. But we can get downcasting
behavior without the `Reflect` requirement by implementing `Downcast`
for `AnimationCurveEvaluator`.
This also reworks "evaluator identity" to support either a (Component /
Field) pair, or a TypeId. This allows properties to reuse evaluators,
even if they have different accessor methods. The "contract" here is
that for a given (Component / Field) pair, the accessor will return the
same value. Fields are identified by their Reflect-ed field index. The
(TypeId, usize) is prehashed and cached to optimize for lookup speed.
This removes the built-in hard-coded TranslationCurve / RotationCurve /
ScaleCurve in favor of AnimatableField.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-11-27 22:19:55 +00:00
|
|
|
pub type AnimationEntityMut<'w> =
|
|
|
|
EntityMutExcept<'w, (AnimationTarget, AnimationPlayer, AnimationGraphHandle)>;
|
2024-09-27 18:18:03 +00:00
|
|
|
|
Rework animation to be done in two phases. (#11707)
# Objective
Bevy's animation system currently does tree traversals based on `Name`
that aren't necessary. Not only do they require in unsafe code because
tree traversals are awkward with parallelism, but they are also somewhat
slow, brittle, and complex, which manifested itself as way too many
queries in #11670.
# Solution
Divide animation into two phases: animation *advancement* and animation
*evaluation*, which run after one another. *Advancement* operates on the
`AnimationPlayer` and sets the current animation time to match the game
time. *Evaluation* operates on all animation bones in the scene in
parallel and sets the transforms and/or morph weights based on the time
and the clip.
To do this, we introduce a new component, `AnimationTarget`, which the
asset loader places on every bone. It contains the ID of the entity
containing the `AnimationPlayer`, as well as a UUID that identifies
which bone in the animation the target corresponds to. In the case of
glTF, the UUID is derived from the full path name to the bone. The rule
that `AnimationTarget`s are descendants of the entity containing
`AnimationPlayer` is now just a convention, not a requirement; this
allows us to eliminate the unsafe code.
# Migration guide
* `AnimationClip` now uses UUIDs instead of hierarchical paths based on
the `Name` component to refer to bones. This has several consequences:
- A new component, `AnimationTarget`, should be placed on each bone that
you wish to animate, in order to specify its UUID and the associated
`AnimationPlayer`. The glTF loader automatically creates these
components as necessary, so most uses of glTF rigs shouldn't need to
change.
- Moving a bone around the tree, or renaming it, no longer prevents an
`AnimationPlayer` from affecting it.
- Dynamically changing the `AnimationPlayer` component will likely
require manual updating of the `AnimationTarget` components.
* Entities with `AnimationPlayer` components may now possess descendants
that also have `AnimationPlayer` components. They may not, however,
animate the same bones.
* As they aren't specific to `TypeId`s,
`bevy_reflect::utility::NoOpTypeIdHash` and
`bevy_reflect::utility::NoOpTypeIdHasher` have been renamed to
`bevy_reflect::utility::NoOpHash` and
`bevy_reflect::utility::NoOpHasher` respectively.
2024-02-19 14:59:54 +00:00
|
|
|
/// A system that modifies animation targets (e.g. bones in a skinned mesh)
|
Allow animation clips to animate arbitrary properties. (#15282)
Currently, Bevy restricts animation clips to animating
`Transform::translation`, `Transform::rotation`, `Transform::scale`, or
`MorphWeights`, which correspond to the properties that glTF can
animate. This is insufficient for many use cases such as animating UI,
as the UI layout systems expect to have exclusive control over UI
elements' `Transform`s and therefore the `Style` properties must be
animated instead.
This commit fixes this, allowing for `AnimationClip`s to animate
arbitrary properties. The `Keyframes` structure has been turned into a
low-level trait that can be implemented to achieve arbitrary animation
behavior. Along with `Keyframes`, this patch adds a higher-level trait,
`AnimatableProperty`, that simplifies the task of animating single
interpolable properties. Built-in `Keyframes` implementations exist for
translation, rotation, scale, and morph weights. For the most part, you
can migrate by simply changing your code from
`Keyframes::Translation(...)` to `TranslationKeyframes(...)`, and
likewise for rotation, scale, and morph weights.
An example `AnimatableProperty` implementation for the font size of a
text section follows:
#[derive(Reflect)]
struct FontSizeProperty;
impl AnimatableProperty for FontSizeProperty {
type Component = Text;
type Property = f32;
fn get_mut(component: &mut Self::Component) -> Option<&mut
Self::Property> {
Some(&mut component.sections.get_mut(0)?.style.font_size)
}
}
In order to keep this patch relatively small, this patch doesn't include
an implementation of `AnimatableProperty` on top of the reflection
system. That can be a follow-up.
This patch builds on top of the new `EntityMutExcept<>` type in order to
widen the `AnimationTarget` query to include write access to all
components. Because `EntityMutExcept<>` has some performance overhead
over an explicit query, we continue to explicitly query `Transform` in
order to avoid regressing the performance of skeletal animation, such as
the `many_foxes` benchmark. I've measured the performance of that
benchmark and have found no significant regressions.
A new example, `animated_ui`, has been added. This example shows how to
use Bevy's built-in animation infrastructure to animate font size and
color, which wasn't possible before this patch.
## Showcase
https://github.com/user-attachments/assets/1fa73492-a9ce-405a-a8f2-4aacd7f6dc97
## Migration Guide
* Animation keyframes are now an extensible trait, not an enum. Replace
`Keyframes::Translation(...)`, `Keyframes::Scale(...)`,
`Keyframes::Rotation(...)`, and `Keyframes::Weights(...)` with
`Box::new(TranslationKeyframes(...))`, `Box::new(ScaleKeyframes(...))`,
`Box::new(RotationKeyframes(...))`, and
`Box::new(MorphWeightsKeyframes(...))` respectively.
2024-09-23 17:14:12 +00:00
|
|
|
/// according to the currently-playing animations.
|
Rework animation to be done in two phases. (#11707)
# Objective
Bevy's animation system currently does tree traversals based on `Name`
that aren't necessary. Not only do they require in unsafe code because
tree traversals are awkward with parallelism, but they are also somewhat
slow, brittle, and complex, which manifested itself as way too many
queries in #11670.
# Solution
Divide animation into two phases: animation *advancement* and animation
*evaluation*, which run after one another. *Advancement* operates on the
`AnimationPlayer` and sets the current animation time to match the game
time. *Evaluation* operates on all animation bones in the scene in
parallel and sets the transforms and/or morph weights based on the time
and the clip.
To do this, we introduce a new component, `AnimationTarget`, which the
asset loader places on every bone. It contains the ID of the entity
containing the `AnimationPlayer`, as well as a UUID that identifies
which bone in the animation the target corresponds to. In the case of
glTF, the UUID is derived from the full path name to the bone. The rule
that `AnimationTarget`s are descendants of the entity containing
`AnimationPlayer` is now just a convention, not a requirement; this
allows us to eliminate the unsafe code.
# Migration guide
* `AnimationClip` now uses UUIDs instead of hierarchical paths based on
the `Name` component to refer to bones. This has several consequences:
- A new component, `AnimationTarget`, should be placed on each bone that
you wish to animate, in order to specify its UUID and the associated
`AnimationPlayer`. The glTF loader automatically creates these
components as necessary, so most uses of glTF rigs shouldn't need to
change.
- Moving a bone around the tree, or renaming it, no longer prevents an
`AnimationPlayer` from affecting it.
- Dynamically changing the `AnimationPlayer` component will likely
require manual updating of the `AnimationTarget` components.
* Entities with `AnimationPlayer` components may now possess descendants
that also have `AnimationPlayer` components. They may not, however,
animate the same bones.
* As they aren't specific to `TypeId`s,
`bevy_reflect::utility::NoOpTypeIdHash` and
`bevy_reflect::utility::NoOpTypeIdHasher` have been renamed to
`bevy_reflect::utility::NoOpHash` and
`bevy_reflect::utility::NoOpHasher` respectively.
2024-02-19 14:59:54 +00:00
|
|
|
pub fn animate_targets(
|
Add Support for Triggering Events via `AnimationEvent`s (#15538)
# Objective
Add support for events that can be triggered from animation clips. This
is useful when you need something to happen at a specific time in an
animation. For example, playing a sound every time a characters feet
hits the ground when walking.
Closes #15494
## Solution
Added a new field to `AnimationClip`: `events`, which contains a list of
`AnimationEvent`s. These are automatically triggered in
`animate_targets` and `trigger_untargeted_animation_events`.
## Testing
Added a couple of tests and example (`animation_events.rs`) to make sure
events are triggered when expected.
---
## Showcase
`Events` need to also implement `AnimationEvent` and `Reflect` to be
used with animations.
```rust
#[derive(Event, AnimationEvent, Reflect)]
struct SomeEvent;
```
Events can be added to an `AnimationClip` by specifying a time and
event.
```rust
// trigger an event after 1.0 second
animation_clip.add_event(1.0, SomeEvent);
```
And optionally, providing a target id.
```rust
let id = AnimationTargetId::from_iter(["shoulder", "arm", "hand"]);
animation_clip.add_event_to_target(id, 1.0, HandEvent);
```
I modified the `animated_fox` example to show off the feature.
![CleanShot 2024-10-05 at 02 41
57](https://github.com/user-attachments/assets/0bb47db7-24f9-4504-88f1-40e375b89b1b)
---------
Co-authored-by: Matty <weatherleymatthew@gmail.com>
Co-authored-by: Chris Biscardi <chris@christopherbiscardi.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
2024-10-06 10:03:05 +00:00
|
|
|
par_commands: ParallelCommands,
|
Rework animation to be done in two phases. (#11707)
# Objective
Bevy's animation system currently does tree traversals based on `Name`
that aren't necessary. Not only do they require in unsafe code because
tree traversals are awkward with parallelism, but they are also somewhat
slow, brittle, and complex, which manifested itself as way too many
queries in #11670.
# Solution
Divide animation into two phases: animation *advancement* and animation
*evaluation*, which run after one another. *Advancement* operates on the
`AnimationPlayer` and sets the current animation time to match the game
time. *Evaluation* operates on all animation bones in the scene in
parallel and sets the transforms and/or morph weights based on the time
and the clip.
To do this, we introduce a new component, `AnimationTarget`, which the
asset loader places on every bone. It contains the ID of the entity
containing the `AnimationPlayer`, as well as a UUID that identifies
which bone in the animation the target corresponds to. In the case of
glTF, the UUID is derived from the full path name to the bone. The rule
that `AnimationTarget`s are descendants of the entity containing
`AnimationPlayer` is now just a convention, not a requirement; this
allows us to eliminate the unsafe code.
# Migration guide
* `AnimationClip` now uses UUIDs instead of hierarchical paths based on
the `Name` component to refer to bones. This has several consequences:
- A new component, `AnimationTarget`, should be placed on each bone that
you wish to animate, in order to specify its UUID and the associated
`AnimationPlayer`. The glTF loader automatically creates these
components as necessary, so most uses of glTF rigs shouldn't need to
change.
- Moving a bone around the tree, or renaming it, no longer prevents an
`AnimationPlayer` from affecting it.
- Dynamically changing the `AnimationPlayer` component will likely
require manual updating of the `AnimationTarget` components.
* Entities with `AnimationPlayer` components may now possess descendants
that also have `AnimationPlayer` components. They may not, however,
animate the same bones.
* As they aren't specific to `TypeId`s,
`bevy_reflect::utility::NoOpTypeIdHash` and
`bevy_reflect::utility::NoOpTypeIdHasher` have been renamed to
`bevy_reflect::utility::NoOpHash` and
`bevy_reflect::utility::NoOpHasher` respectively.
2024-02-19 14:59:54 +00:00
|
|
|
clips: Res<Assets<AnimationClip>>,
|
Implement the `AnimationGraph`, allowing for multiple animations to be blended together. (#11989)
This is an implementation of RFC #51:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
Note that the implementation strategy is different from the one outlined
in that RFC, because two-phase animation has now landed.
# Objective
Bevy needs animation blending. The RFC for this is [RFC 51].
## Solution
This is an implementation of the RFC. Note that the implementation
strategy is different from the one outlined there, because two-phase
animation has now landed.
This is just a draft to get the conversation started. Currently we're
missing a few things:
- [x] A fully-fleshed-out mechanism for transitions
- [x] A serialization format for `AnimationGraph`s
- [x] Examples are broken, other than `animated_fox`
- [x] Documentation
---
## Changelog
### Added
* The `AnimationPlayer` has been reworked to support blending multiple
animations together through an `AnimationGraph`, and as such will no
longer function unless a `Handle<AnimationGraph>` has been added to the
entity containing the player. See [RFC 51] for more details.
* Transition functionality has moved from the `AnimationPlayer` to a new
component, `AnimationTransitions`, which works in tandem with the
`AnimationGraph`.
## Migration Guide
* `AnimationPlayer`s can no longer play animations by themselves and
need to be paired with a `Handle<AnimationGraph>`. Code that was using
`AnimationPlayer` to play animations will need to create an
`AnimationGraph` asset first, add a node for the clip (or clips) you
want to play, and then supply the index of that node to the
`AnimationPlayer`'s `play` method.
* The `AnimationPlayer::play_with_transition()` method has been removed
and replaced with the `AnimationTransitions` component. If you were
previously using `AnimationPlayer::play_with_transition()`, add all
animations that you were playing to the `AnimationGraph`, and create an
`AnimationTransitions` component to manage the blending between them.
[RFC 51]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
---------
Co-authored-by: Rob Parrett <robparrett@gmail.com>
2024-03-07 20:22:42 +00:00
|
|
|
graphs: Res<Assets<AnimationGraph>>,
|
Impose a more sensible ordering for animation graph evaluation. (#15589)
This is an updated version of #15530. Review comments were addressed.
This commit changes the animation graph evaluation to be operate in a
more sensible order and updates the semantics of blend nodes to conform
to [the animation composition RFC]. Prior to this patch, a node graph
like this:
```
┌─────┐
│ │
│ 1 │
│ │
└──┬──┘
│
┌───────┴───────┐
│ │
▼ ▼
┌─────┐ ┌─────┐
│ │ │ │
│ 2 │ │ 3 │
│ │ │ │
└──┬──┘ └──┬──┘
│ │
┌───┴───┐ ┌───┴───┐
│ │ │ │
▼ ▼ ▼ ▼
┌─────┐ ┌─────┐ ┌─────┐ ┌─────┐
│ │ │ │ │ │ │ │
│ 4 │ │ 6 │ │ 5 │ │ 7 │
│ │ │ │ │ │ │ │
└─────┘ └─────┘ └─────┘ └─────┘
```
Would be evaluated as (((4 ⊕ 5) ⊕ 6) ⊕ 7), with the blend (lerp/slerp)
operation notated as ⊕. As quaternion multiplication isn't commutative,
this is very counterintuitive and will especially lead to trouble with
the forthcoming additive blending feature (#15198).
This patch fixes the issue by changing the evaluation order to
postorder, with children of a node evaluated in ascending order by node
index.
To do so, this patch revamps `AnimationCurve` to be based on an
*evaluation stack* and a *blend register*. During target evaluation, the
graph evaluator traverses the graph in postorder. When encountering a
clip node, the evaluator pushes the possibly-interpolated value onto the
evaluation stack. When encountering a blend node, the evaluator pops
values off the stack into the blend register, accumulating weights as
appropriate. When the graph is completely evaluated, the top element on
the stack is *committed* to the property of the component.
A new system, the *graph threading* system, is added in order to cache
the sorted postorder traversal to avoid the overhead of sorting children
at animation evaluation time. Mask evaluation has been moved to this
system so that the graph only has to be traversed at most once per
frame. Unlike the `ActiveAnimation` list, the *threaded graph* is cached
from frame to frame and only has to be regenerated when the animation
graph asset changes.
This patch currently regresses the `animate_target` performance in
`many_foxes` by around 50%, resulting in an FPS loss of about 2-3 FPS.
I'd argue that this is an acceptable price to pay for a much more
intuitive system. In the future, we can mitigate the regression with a
fast path that avoids consulting the graph if only one animation is
playing. However, in the interest of keeping this patch simple, I didn't
do so here.
[the animation composition RFC]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
# Objective
- Describe the objective or issue this PR addresses.
- If you're fixing a specific issue, say "Fixes #X".
## Solution
- Describe the solution used to achieve the objective above.
## Testing
- Did you test these changes? If so, how?
- Are there any parts that need more testing?
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
---
## Showcase
> This section is optional. If this PR does not include a visual change
or does not add a new feature, you can delete this section.
- Help others understand the result of this PR by showcasing your
awesome work!
- If this PR adds a new feature or public API, consider adding a brief
pseudo-code snippet of it in action
- If this PR includes a visual change, consider adding a screenshot,
GIF, or video
- If you want, you could even include a before/after comparison!
- If the Migration Guide adequately covers the changes, you can delete
this section
While a showcase should aim to be brief and digestible, you can use a
toggleable section to save space on longer showcases:
<details>
<summary>Click to view showcase</summary>
```rust
println!("My super cool code.");
```
</details>
## Migration Guide
> This section is optional. If there are no breaking changes, you can
delete this section.
- If this PR is a breaking change (relative to the last release of
Bevy), describe how a user might need to migrate their code to support
these changes
- Simply adding new functionality is not a breaking change.
- Fixing behavior that was definitely a bug, rather than a questionable
design choice is not a breaking change.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-10-03 00:36:42 +00:00
|
|
|
threaded_animation_graphs: Res<ThreadedAnimationGraphs>,
|
2024-10-08 22:41:24 +00:00
|
|
|
players: Query<(&AnimationPlayer, &AnimationGraphHandle)>,
|
AnimatedField and Rework Evaluators (#16484)
# Objective
Animating component fields requires too much boilerplate at the moment:
```rust
#[derive(Reflect)]
struct FontSizeProperty;
impl AnimatableProperty for FontSizeProperty {
type Component = TextFont;
type Property = f32;
fn get_mut(component: &mut Self::Component) -> Option<&mut Self::Property> {
Some(&mut component.font_size)
}
}
animation_clip.add_curve_to_target(
animation_target_id,
AnimatableKeyframeCurve::new(
[0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0]
.into_iter()
.zip([24.0, 80.0, 24.0, 80.0, 24.0, 80.0, 24.0]),
)
.map(AnimatableCurve::<FontSizeProperty, _>::from_curve)
.expect("should be able to build translation curve because we pass in valid samples"),
);
```
## Solution
This adds `AnimatedField` and an `animated_field!` macro, enabling the
following:
```rust
animation_clip.add_curve_to_target(
animation_target_id,
AnimatableCurve::new(
animated_field!(TextFont::font_size),
AnimatableKeyframeCurve::new(
[0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0]
.into_iter()
.zip([24.0, 80.0, 24.0, 80.0, 24.0, 80.0, 24.0]),
)
.expect(
"should be able to build translation curve because we pass in valid samples",
),
),
);
```
This required reworking the internals a bit, namely stripping out a lot
of the `Reflect` usage, as that implementation was fundamentally
incompatible with the `AnimatedField` pattern. `Reflect` was being used
in this context just to downcast traits. But we can get downcasting
behavior without the `Reflect` requirement by implementing `Downcast`
for `AnimationCurveEvaluator`.
This also reworks "evaluator identity" to support either a (Component /
Field) pair, or a TypeId. This allows properties to reuse evaluators,
even if they have different accessor methods. The "contract" here is
that for a given (Component / Field) pair, the accessor will return the
same value. Fields are identified by their Reflect-ed field index. The
(TypeId, usize) is prehashed and cached to optimize for lookup speed.
This removes the built-in hard-coded TranslationCurve / RotationCurve /
ScaleCurve in favor of AnimatableField.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-11-27 22:19:55 +00:00
|
|
|
mut targets: Query<(Entity, &AnimationTarget, AnimationEntityMut)>,
|
Impose a more sensible ordering for animation graph evaluation. (#15589)
This is an updated version of #15530. Review comments were addressed.
This commit changes the animation graph evaluation to be operate in a
more sensible order and updates the semantics of blend nodes to conform
to [the animation composition RFC]. Prior to this patch, a node graph
like this:
```
┌─────┐
│ │
│ 1 │
│ │
└──┬──┘
│
┌───────┴───────┐
│ │
▼ ▼
┌─────┐ ┌─────┐
│ │ │ │
│ 2 │ │ 3 │
│ │ │ │
└──┬──┘ └──┬──┘
│ │
┌───┴───┐ ┌───┴───┐
│ │ │ │
▼ ▼ ▼ ▼
┌─────┐ ┌─────┐ ┌─────┐ ┌─────┐
│ │ │ │ │ │ │ │
│ 4 │ │ 6 │ │ 5 │ │ 7 │
│ │ │ │ │ │ │ │
└─────┘ └─────┘ └─────┘ └─────┘
```
Would be evaluated as (((4 ⊕ 5) ⊕ 6) ⊕ 7), with the blend (lerp/slerp)
operation notated as ⊕. As quaternion multiplication isn't commutative,
this is very counterintuitive and will especially lead to trouble with
the forthcoming additive blending feature (#15198).
This patch fixes the issue by changing the evaluation order to
postorder, with children of a node evaluated in ascending order by node
index.
To do so, this patch revamps `AnimationCurve` to be based on an
*evaluation stack* and a *blend register*. During target evaluation, the
graph evaluator traverses the graph in postorder. When encountering a
clip node, the evaluator pushes the possibly-interpolated value onto the
evaluation stack. When encountering a blend node, the evaluator pops
values off the stack into the blend register, accumulating weights as
appropriate. When the graph is completely evaluated, the top element on
the stack is *committed* to the property of the component.
A new system, the *graph threading* system, is added in order to cache
the sorted postorder traversal to avoid the overhead of sorting children
at animation evaluation time. Mask evaluation has been moved to this
system so that the graph only has to be traversed at most once per
frame. Unlike the `ActiveAnimation` list, the *threaded graph* is cached
from frame to frame and only has to be regenerated when the animation
graph asset changes.
This patch currently regresses the `animate_target` performance in
`many_foxes` by around 50%, resulting in an FPS loss of about 2-3 FPS.
I'd argue that this is an acceptable price to pay for a much more
intuitive system. In the future, we can mitigate the regression with a
fast path that avoids consulting the graph if only one animation is
playing. However, in the interest of keeping this patch simple, I didn't
do so here.
[the animation composition RFC]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
# Objective
- Describe the objective or issue this PR addresses.
- If you're fixing a specific issue, say "Fixes #X".
## Solution
- Describe the solution used to achieve the objective above.
## Testing
- Did you test these changes? If so, how?
- Are there any parts that need more testing?
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
---
## Showcase
> This section is optional. If this PR does not include a visual change
or does not add a new feature, you can delete this section.
- Help others understand the result of this PR by showcasing your
awesome work!
- If this PR adds a new feature or public API, consider adding a brief
pseudo-code snippet of it in action
- If this PR includes a visual change, consider adding a screenshot,
GIF, or video
- If you want, you could even include a before/after comparison!
- If the Migration Guide adequately covers the changes, you can delete
this section
While a showcase should aim to be brief and digestible, you can use a
toggleable section to save space on longer showcases:
<details>
<summary>Click to view showcase</summary>
```rust
println!("My super cool code.");
```
</details>
## Migration Guide
> This section is optional. If there are no breaking changes, you can
delete this section.
- If this PR is a breaking change (relative to the last release of
Bevy), describe how a user might need to migrate their code to support
these changes
- Simply adding new functionality is not a breaking change.
- Fixing behavior that was definitely a bug, rather than a questionable
design choice is not a breaking change.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-10-03 00:36:42 +00:00
|
|
|
animation_evaluation_state: Local<ThreadLocal<RefCell<AnimationEvaluationState>>>,
|
2022-04-02 22:36:02 +00:00
|
|
|
) {
|
Allow animation clips to animate arbitrary properties. (#15282)
Currently, Bevy restricts animation clips to animating
`Transform::translation`, `Transform::rotation`, `Transform::scale`, or
`MorphWeights`, which correspond to the properties that glTF can
animate. This is insufficient for many use cases such as animating UI,
as the UI layout systems expect to have exclusive control over UI
elements' `Transform`s and therefore the `Style` properties must be
animated instead.
This commit fixes this, allowing for `AnimationClip`s to animate
arbitrary properties. The `Keyframes` structure has been turned into a
low-level trait that can be implemented to achieve arbitrary animation
behavior. Along with `Keyframes`, this patch adds a higher-level trait,
`AnimatableProperty`, that simplifies the task of animating single
interpolable properties. Built-in `Keyframes` implementations exist for
translation, rotation, scale, and morph weights. For the most part, you
can migrate by simply changing your code from
`Keyframes::Translation(...)` to `TranslationKeyframes(...)`, and
likewise for rotation, scale, and morph weights.
An example `AnimatableProperty` implementation for the font size of a
text section follows:
#[derive(Reflect)]
struct FontSizeProperty;
impl AnimatableProperty for FontSizeProperty {
type Component = Text;
type Property = f32;
fn get_mut(component: &mut Self::Component) -> Option<&mut
Self::Property> {
Some(&mut component.sections.get_mut(0)?.style.font_size)
}
}
In order to keep this patch relatively small, this patch doesn't include
an implementation of `AnimatableProperty` on top of the reflection
system. That can be a follow-up.
This patch builds on top of the new `EntityMutExcept<>` type in order to
widen the `AnimationTarget` query to include write access to all
components. Because `EntityMutExcept<>` has some performance overhead
over an explicit query, we continue to explicitly query `Transform` in
order to avoid regressing the performance of skeletal animation, such as
the `many_foxes` benchmark. I've measured the performance of that
benchmark and have found no significant regressions.
A new example, `animated_ui`, has been added. This example shows how to
use Bevy's built-in animation infrastructure to animate font size and
color, which wasn't possible before this patch.
## Showcase
https://github.com/user-attachments/assets/1fa73492-a9ce-405a-a8f2-4aacd7f6dc97
## Migration Guide
* Animation keyframes are now an extensible trait, not an enum. Replace
`Keyframes::Translation(...)`, `Keyframes::Scale(...)`,
`Keyframes::Rotation(...)`, and `Keyframes::Weights(...)` with
`Box::new(TranslationKeyframes(...))`, `Box::new(ScaleKeyframes(...))`,
`Box::new(RotationKeyframes(...))`, and
`Box::new(MorphWeightsKeyframes(...))` respectively.
2024-09-23 17:14:12 +00:00
|
|
|
// Evaluate all animation targets in parallel.
|
Rework animation to be done in two phases. (#11707)
# Objective
Bevy's animation system currently does tree traversals based on `Name`
that aren't necessary. Not only do they require in unsafe code because
tree traversals are awkward with parallelism, but they are also somewhat
slow, brittle, and complex, which manifested itself as way too many
queries in #11670.
# Solution
Divide animation into two phases: animation *advancement* and animation
*evaluation*, which run after one another. *Advancement* operates on the
`AnimationPlayer` and sets the current animation time to match the game
time. *Evaluation* operates on all animation bones in the scene in
parallel and sets the transforms and/or morph weights based on the time
and the clip.
To do this, we introduce a new component, `AnimationTarget`, which the
asset loader places on every bone. It contains the ID of the entity
containing the `AnimationPlayer`, as well as a UUID that identifies
which bone in the animation the target corresponds to. In the case of
glTF, the UUID is derived from the full path name to the bone. The rule
that `AnimationTarget`s are descendants of the entity containing
`AnimationPlayer` is now just a convention, not a requirement; this
allows us to eliminate the unsafe code.
# Migration guide
* `AnimationClip` now uses UUIDs instead of hierarchical paths based on
the `Name` component to refer to bones. This has several consequences:
- A new component, `AnimationTarget`, should be placed on each bone that
you wish to animate, in order to specify its UUID and the associated
`AnimationPlayer`. The glTF loader automatically creates these
components as necessary, so most uses of glTF rigs shouldn't need to
change.
- Moving a bone around the tree, or renaming it, no longer prevents an
`AnimationPlayer` from affecting it.
- Dynamically changing the `AnimationPlayer` component will likely
require manual updating of the `AnimationTarget` components.
* Entities with `AnimationPlayer` components may now possess descendants
that also have `AnimationPlayer` components. They may not, however,
animate the same bones.
* As they aren't specific to `TypeId`s,
`bevy_reflect::utility::NoOpTypeIdHash` and
`bevy_reflect::utility::NoOpTypeIdHasher` have been renamed to
`bevy_reflect::utility::NoOpHash` and
`bevy_reflect::utility::NoOpHasher` respectively.
2024-02-19 14:59:54 +00:00
|
|
|
targets
|
2023-01-20 08:47:20 +00:00
|
|
|
.par_iter_mut()
|
AnimatedField and Rework Evaluators (#16484)
# Objective
Animating component fields requires too much boilerplate at the moment:
```rust
#[derive(Reflect)]
struct FontSizeProperty;
impl AnimatableProperty for FontSizeProperty {
type Component = TextFont;
type Property = f32;
fn get_mut(component: &mut Self::Component) -> Option<&mut Self::Property> {
Some(&mut component.font_size)
}
}
animation_clip.add_curve_to_target(
animation_target_id,
AnimatableKeyframeCurve::new(
[0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0]
.into_iter()
.zip([24.0, 80.0, 24.0, 80.0, 24.0, 80.0, 24.0]),
)
.map(AnimatableCurve::<FontSizeProperty, _>::from_curve)
.expect("should be able to build translation curve because we pass in valid samples"),
);
```
## Solution
This adds `AnimatedField` and an `animated_field!` macro, enabling the
following:
```rust
animation_clip.add_curve_to_target(
animation_target_id,
AnimatableCurve::new(
animated_field!(TextFont::font_size),
AnimatableKeyframeCurve::new(
[0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0]
.into_iter()
.zip([24.0, 80.0, 24.0, 80.0, 24.0, 80.0, 24.0]),
)
.expect(
"should be able to build translation curve because we pass in valid samples",
),
),
);
```
This required reworking the internals a bit, namely stripping out a lot
of the `Reflect` usage, as that implementation was fundamentally
incompatible with the `AnimatedField` pattern. `Reflect` was being used
in this context just to downcast traits. But we can get downcasting
behavior without the `Reflect` requirement by implementing `Downcast`
for `AnimationCurveEvaluator`.
This also reworks "evaluator identity" to support either a (Component /
Field) pair, or a TypeId. This allows properties to reuse evaluators,
even if they have different accessor methods. The "contract" here is
that for a given (Component / Field) pair, the accessor will return the
same value. Fields are identified by their Reflect-ed field index. The
(TypeId, usize) is prehashed and cached to optimize for lookup speed.
This removes the built-in hard-coded TranslationCurve / RotationCurve /
ScaleCurve in favor of AnimatableField.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-11-27 22:19:55 +00:00
|
|
|
.for_each(|(entity, target, entity_mut)| {
|
2024-09-27 18:18:03 +00:00
|
|
|
let &AnimationTarget {
|
Allow animation clips to animate arbitrary properties. (#15282)
Currently, Bevy restricts animation clips to animating
`Transform::translation`, `Transform::rotation`, `Transform::scale`, or
`MorphWeights`, which correspond to the properties that glTF can
animate. This is insufficient for many use cases such as animating UI,
as the UI layout systems expect to have exclusive control over UI
elements' `Transform`s and therefore the `Style` properties must be
animated instead.
This commit fixes this, allowing for `AnimationClip`s to animate
arbitrary properties. The `Keyframes` structure has been turned into a
low-level trait that can be implemented to achieve arbitrary animation
behavior. Along with `Keyframes`, this patch adds a higher-level trait,
`AnimatableProperty`, that simplifies the task of animating single
interpolable properties. Built-in `Keyframes` implementations exist for
translation, rotation, scale, and morph weights. For the most part, you
can migrate by simply changing your code from
`Keyframes::Translation(...)` to `TranslationKeyframes(...)`, and
likewise for rotation, scale, and morph weights.
An example `AnimatableProperty` implementation for the font size of a
text section follows:
#[derive(Reflect)]
struct FontSizeProperty;
impl AnimatableProperty for FontSizeProperty {
type Component = Text;
type Property = f32;
fn get_mut(component: &mut Self::Component) -> Option<&mut
Self::Property> {
Some(&mut component.sections.get_mut(0)?.style.font_size)
}
}
In order to keep this patch relatively small, this patch doesn't include
an implementation of `AnimatableProperty` on top of the reflection
system. That can be a follow-up.
This patch builds on top of the new `EntityMutExcept<>` type in order to
widen the `AnimationTarget` query to include write access to all
components. Because `EntityMutExcept<>` has some performance overhead
over an explicit query, we continue to explicitly query `Transform` in
order to avoid regressing the performance of skeletal animation, such as
the `many_foxes` benchmark. I've measured the performance of that
benchmark and have found no significant regressions.
A new example, `animated_ui`, has been added. This example shows how to
use Bevy's built-in animation infrastructure to animate font size and
color, which wasn't possible before this patch.
## Showcase
https://github.com/user-attachments/assets/1fa73492-a9ce-405a-a8f2-4aacd7f6dc97
## Migration Guide
* Animation keyframes are now an extensible trait, not an enum. Replace
`Keyframes::Translation(...)`, `Keyframes::Scale(...)`,
`Keyframes::Rotation(...)`, and `Keyframes::Weights(...)` with
`Box::new(TranslationKeyframes(...))`, `Box::new(ScaleKeyframes(...))`,
`Box::new(RotationKeyframes(...))`, and
`Box::new(MorphWeightsKeyframes(...))` respectively.
2024-09-23 17:14:12 +00:00
|
|
|
id: target_id,
|
|
|
|
player: player_id,
|
2024-09-27 18:18:03 +00:00
|
|
|
} = target;
|
Implement the `AnimationGraph`, allowing for multiple animations to be blended together. (#11989)
This is an implementation of RFC #51:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
Note that the implementation strategy is different from the one outlined
in that RFC, because two-phase animation has now landed.
# Objective
Bevy needs animation blending. The RFC for this is [RFC 51].
## Solution
This is an implementation of the RFC. Note that the implementation
strategy is different from the one outlined there, because two-phase
animation has now landed.
This is just a draft to get the conversation started. Currently we're
missing a few things:
- [x] A fully-fleshed-out mechanism for transitions
- [x] A serialization format for `AnimationGraph`s
- [x] Examples are broken, other than `animated_fox`
- [x] Documentation
---
## Changelog
### Added
* The `AnimationPlayer` has been reworked to support blending multiple
animations together through an `AnimationGraph`, and as such will no
longer function unless a `Handle<AnimationGraph>` has been added to the
entity containing the player. See [RFC 51] for more details.
* Transition functionality has moved from the `AnimationPlayer` to a new
component, `AnimationTransitions`, which works in tandem with the
`AnimationGraph`.
## Migration Guide
* `AnimationPlayer`s can no longer play animations by themselves and
need to be paired with a `Handle<AnimationGraph>`. Code that was using
`AnimationPlayer` to play animations will need to create an
`AnimationGraph` asset first, add a node for the clip (or clips) you
want to play, and then supply the index of that node to the
`AnimationPlayer`'s `play` method.
* The `AnimationPlayer::play_with_transition()` method has been removed
and replaced with the `AnimationTransitions` component. If you were
previously using `AnimationPlayer::play_with_transition()`, add all
animations that you were playing to the `AnimationGraph`, and create an
`AnimationTransitions` component to manage the blending between them.
[RFC 51]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
---------
Co-authored-by: Rob Parrett <robparrett@gmail.com>
2024-03-07 20:22:42 +00:00
|
|
|
|
Allow animation clips to animate arbitrary properties. (#15282)
Currently, Bevy restricts animation clips to animating
`Transform::translation`, `Transform::rotation`, `Transform::scale`, or
`MorphWeights`, which correspond to the properties that glTF can
animate. This is insufficient for many use cases such as animating UI,
as the UI layout systems expect to have exclusive control over UI
elements' `Transform`s and therefore the `Style` properties must be
animated instead.
This commit fixes this, allowing for `AnimationClip`s to animate
arbitrary properties. The `Keyframes` structure has been turned into a
low-level trait that can be implemented to achieve arbitrary animation
behavior. Along with `Keyframes`, this patch adds a higher-level trait,
`AnimatableProperty`, that simplifies the task of animating single
interpolable properties. Built-in `Keyframes` implementations exist for
translation, rotation, scale, and morph weights. For the most part, you
can migrate by simply changing your code from
`Keyframes::Translation(...)` to `TranslationKeyframes(...)`, and
likewise for rotation, scale, and morph weights.
An example `AnimatableProperty` implementation for the font size of a
text section follows:
#[derive(Reflect)]
struct FontSizeProperty;
impl AnimatableProperty for FontSizeProperty {
type Component = Text;
type Property = f32;
fn get_mut(component: &mut Self::Component) -> Option<&mut
Self::Property> {
Some(&mut component.sections.get_mut(0)?.style.font_size)
}
}
In order to keep this patch relatively small, this patch doesn't include
an implementation of `AnimatableProperty` on top of the reflection
system. That can be a follow-up.
This patch builds on top of the new `EntityMutExcept<>` type in order to
widen the `AnimationTarget` query to include write access to all
components. Because `EntityMutExcept<>` has some performance overhead
over an explicit query, we continue to explicitly query `Transform` in
order to avoid regressing the performance of skeletal animation, such as
the `many_foxes` benchmark. I've measured the performance of that
benchmark and have found no significant regressions.
A new example, `animated_ui`, has been added. This example shows how to
use Bevy's built-in animation infrastructure to animate font size and
color, which wasn't possible before this patch.
## Showcase
https://github.com/user-attachments/assets/1fa73492-a9ce-405a-a8f2-4aacd7f6dc97
## Migration Guide
* Animation keyframes are now an extensible trait, not an enum. Replace
`Keyframes::Translation(...)`, `Keyframes::Scale(...)`,
`Keyframes::Rotation(...)`, and `Keyframes::Weights(...)` with
`Box::new(TranslationKeyframes(...))`, `Box::new(ScaleKeyframes(...))`,
`Box::new(RotationKeyframes(...))`, and
`Box::new(MorphWeightsKeyframes(...))` respectively.
2024-09-23 17:14:12 +00:00
|
|
|
let (animation_player, animation_graph_id) =
|
|
|
|
if let Ok((player, graph_handle)) = players.get(player_id) {
|
|
|
|
(player, graph_handle.id())
|
|
|
|
} else {
|
|
|
|
trace!(
|
|
|
|
"Either an animation player {:?} or a graph was missing for the target \
|
Impose a more sensible ordering for animation graph evaluation. (#15589)
This is an updated version of #15530. Review comments were addressed.
This commit changes the animation graph evaluation to be operate in a
more sensible order and updates the semantics of blend nodes to conform
to [the animation composition RFC]. Prior to this patch, a node graph
like this:
```
┌─────┐
│ │
│ 1 │
│ │
└──┬──┘
│
┌───────┴───────┐
│ │
▼ ▼
┌─────┐ ┌─────┐
│ │ │ │
│ 2 │ │ 3 │
│ │ │ │
└──┬──┘ └──┬──┘
│ │
┌───┴───┐ ┌───┴───┐
│ │ │ │
▼ ▼ ▼ ▼
┌─────┐ ┌─────┐ ┌─────┐ ┌─────┐
│ │ │ │ │ │ │ │
│ 4 │ │ 6 │ │ 5 │ │ 7 │
│ │ │ │ │ │ │ │
└─────┘ └─────┘ └─────┘ └─────┘
```
Would be evaluated as (((4 ⊕ 5) ⊕ 6) ⊕ 7), with the blend (lerp/slerp)
operation notated as ⊕. As quaternion multiplication isn't commutative,
this is very counterintuitive and will especially lead to trouble with
the forthcoming additive blending feature (#15198).
This patch fixes the issue by changing the evaluation order to
postorder, with children of a node evaluated in ascending order by node
index.
To do so, this patch revamps `AnimationCurve` to be based on an
*evaluation stack* and a *blend register*. During target evaluation, the
graph evaluator traverses the graph in postorder. When encountering a
clip node, the evaluator pushes the possibly-interpolated value onto the
evaluation stack. When encountering a blend node, the evaluator pops
values off the stack into the blend register, accumulating weights as
appropriate. When the graph is completely evaluated, the top element on
the stack is *committed* to the property of the component.
A new system, the *graph threading* system, is added in order to cache
the sorted postorder traversal to avoid the overhead of sorting children
at animation evaluation time. Mask evaluation has been moved to this
system so that the graph only has to be traversed at most once per
frame. Unlike the `ActiveAnimation` list, the *threaded graph* is cached
from frame to frame and only has to be regenerated when the animation
graph asset changes.
This patch currently regresses the `animate_target` performance in
`many_foxes` by around 50%, resulting in an FPS loss of about 2-3 FPS.
I'd argue that this is an acceptable price to pay for a much more
intuitive system. In the future, we can mitigate the regression with a
fast path that avoids consulting the graph if only one animation is
playing. However, in the interest of keeping this patch simple, I didn't
do so here.
[the animation composition RFC]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
# Objective
- Describe the objective or issue this PR addresses.
- If you're fixing a specific issue, say "Fixes #X".
## Solution
- Describe the solution used to achieve the objective above.
## Testing
- Did you test these changes? If so, how?
- Are there any parts that need more testing?
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
---
## Showcase
> This section is optional. If this PR does not include a visual change
or does not add a new feature, you can delete this section.
- Help others understand the result of this PR by showcasing your
awesome work!
- If this PR adds a new feature or public API, consider adding a brief
pseudo-code snippet of it in action
- If this PR includes a visual change, consider adding a screenshot,
GIF, or video
- If you want, you could even include a before/after comparison!
- If the Migration Guide adequately covers the changes, you can delete
this section
While a showcase should aim to be brief and digestible, you can use a
toggleable section to save space on longer showcases:
<details>
<summary>Click to view showcase</summary>
```rust
println!("My super cool code.");
```
</details>
## Migration Guide
> This section is optional. If there are no breaking changes, you can
delete this section.
- If this PR is a breaking change (relative to the last release of
Bevy), describe how a user might need to migrate their code to support
these changes
- Simply adding new functionality is not a breaking change.
- Fixing behavior that was definitely a bug, rather than a questionable
design choice is not a breaking change.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-10-03 00:36:42 +00:00
|
|
|
entity {:?} ({:?}); no animations will play this frame",
|
Allow animation clips to animate arbitrary properties. (#15282)
Currently, Bevy restricts animation clips to animating
`Transform::translation`, `Transform::rotation`, `Transform::scale`, or
`MorphWeights`, which correspond to the properties that glTF can
animate. This is insufficient for many use cases such as animating UI,
as the UI layout systems expect to have exclusive control over UI
elements' `Transform`s and therefore the `Style` properties must be
animated instead.
This commit fixes this, allowing for `AnimationClip`s to animate
arbitrary properties. The `Keyframes` structure has been turned into a
low-level trait that can be implemented to achieve arbitrary animation
behavior. Along with `Keyframes`, this patch adds a higher-level trait,
`AnimatableProperty`, that simplifies the task of animating single
interpolable properties. Built-in `Keyframes` implementations exist for
translation, rotation, scale, and morph weights. For the most part, you
can migrate by simply changing your code from
`Keyframes::Translation(...)` to `TranslationKeyframes(...)`, and
likewise for rotation, scale, and morph weights.
An example `AnimatableProperty` implementation for the font size of a
text section follows:
#[derive(Reflect)]
struct FontSizeProperty;
impl AnimatableProperty for FontSizeProperty {
type Component = Text;
type Property = f32;
fn get_mut(component: &mut Self::Component) -> Option<&mut
Self::Property> {
Some(&mut component.sections.get_mut(0)?.style.font_size)
}
}
In order to keep this patch relatively small, this patch doesn't include
an implementation of `AnimatableProperty` on top of the reflection
system. That can be a follow-up.
This patch builds on top of the new `EntityMutExcept<>` type in order to
widen the `AnimationTarget` query to include write access to all
components. Because `EntityMutExcept<>` has some performance overhead
over an explicit query, we continue to explicitly query `Transform` in
order to avoid regressing the performance of skeletal animation, such as
the `many_foxes` benchmark. I've measured the performance of that
benchmark and have found no significant regressions.
A new example, `animated_ui`, has been added. This example shows how to
use Bevy's built-in animation infrastructure to animate font size and
color, which wasn't possible before this patch.
## Showcase
https://github.com/user-attachments/assets/1fa73492-a9ce-405a-a8f2-4aacd7f6dc97
## Migration Guide
* Animation keyframes are now an extensible trait, not an enum. Replace
`Keyframes::Translation(...)`, `Keyframes::Scale(...)`,
`Keyframes::Rotation(...)`, and `Keyframes::Weights(...)` with
`Box::new(TranslationKeyframes(...))`, `Box::new(ScaleKeyframes(...))`,
`Box::new(RotationKeyframes(...))`, and
`Box::new(MorphWeightsKeyframes(...))` respectively.
2024-09-23 17:14:12 +00:00
|
|
|
player_id,
|
|
|
|
entity_mut.id(),
|
|
|
|
entity_mut.get::<Name>(),
|
|
|
|
);
|
|
|
|
return;
|
|
|
|
};
|
|
|
|
|
Implement the `AnimationGraph`, allowing for multiple animations to be blended together. (#11989)
This is an implementation of RFC #51:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
Note that the implementation strategy is different from the one outlined
in that RFC, because two-phase animation has now landed.
# Objective
Bevy needs animation blending. The RFC for this is [RFC 51].
## Solution
This is an implementation of the RFC. Note that the implementation
strategy is different from the one outlined there, because two-phase
animation has now landed.
This is just a draft to get the conversation started. Currently we're
missing a few things:
- [x] A fully-fleshed-out mechanism for transitions
- [x] A serialization format for `AnimationGraph`s
- [x] Examples are broken, other than `animated_fox`
- [x] Documentation
---
## Changelog
### Added
* The `AnimationPlayer` has been reworked to support blending multiple
animations together through an `AnimationGraph`, and as such will no
longer function unless a `Handle<AnimationGraph>` has been added to the
entity containing the player. See [RFC 51] for more details.
* Transition functionality has moved from the `AnimationPlayer` to a new
component, `AnimationTransitions`, which works in tandem with the
`AnimationGraph`.
## Migration Guide
* `AnimationPlayer`s can no longer play animations by themselves and
need to be paired with a `Handle<AnimationGraph>`. Code that was using
`AnimationPlayer` to play animations will need to create an
`AnimationGraph` asset first, add a node for the clip (or clips) you
want to play, and then supply the index of that node to the
`AnimationPlayer`'s `play` method.
* The `AnimationPlayer::play_with_transition()` method has been removed
and replaced with the `AnimationTransitions` component. If you were
previously using `AnimationPlayer::play_with_transition()`, add all
animations that you were playing to the `AnimationGraph`, and create an
`AnimationTransitions` component to manage the blending between them.
[RFC 51]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
---------
Co-authored-by: Rob Parrett <robparrett@gmail.com>
2024-03-07 20:22:42 +00:00
|
|
|
// The graph might not have loaded yet. Safely bail.
|
Allow animation clips to animate arbitrary properties. (#15282)
Currently, Bevy restricts animation clips to animating
`Transform::translation`, `Transform::rotation`, `Transform::scale`, or
`MorphWeights`, which correspond to the properties that glTF can
animate. This is insufficient for many use cases such as animating UI,
as the UI layout systems expect to have exclusive control over UI
elements' `Transform`s and therefore the `Style` properties must be
animated instead.
This commit fixes this, allowing for `AnimationClip`s to animate
arbitrary properties. The `Keyframes` structure has been turned into a
low-level trait that can be implemented to achieve arbitrary animation
behavior. Along with `Keyframes`, this patch adds a higher-level trait,
`AnimatableProperty`, that simplifies the task of animating single
interpolable properties. Built-in `Keyframes` implementations exist for
translation, rotation, scale, and morph weights. For the most part, you
can migrate by simply changing your code from
`Keyframes::Translation(...)` to `TranslationKeyframes(...)`, and
likewise for rotation, scale, and morph weights.
An example `AnimatableProperty` implementation for the font size of a
text section follows:
#[derive(Reflect)]
struct FontSizeProperty;
impl AnimatableProperty for FontSizeProperty {
type Component = Text;
type Property = f32;
fn get_mut(component: &mut Self::Component) -> Option<&mut
Self::Property> {
Some(&mut component.sections.get_mut(0)?.style.font_size)
}
}
In order to keep this patch relatively small, this patch doesn't include
an implementation of `AnimatableProperty` on top of the reflection
system. That can be a follow-up.
This patch builds on top of the new `EntityMutExcept<>` type in order to
widen the `AnimationTarget` query to include write access to all
components. Because `EntityMutExcept<>` has some performance overhead
over an explicit query, we continue to explicitly query `Transform` in
order to avoid regressing the performance of skeletal animation, such as
the `many_foxes` benchmark. I've measured the performance of that
benchmark and have found no significant regressions.
A new example, `animated_ui`, has been added. This example shows how to
use Bevy's built-in animation infrastructure to animate font size and
color, which wasn't possible before this patch.
## Showcase
https://github.com/user-attachments/assets/1fa73492-a9ce-405a-a8f2-4aacd7f6dc97
## Migration Guide
* Animation keyframes are now an extensible trait, not an enum. Replace
`Keyframes::Translation(...)`, `Keyframes::Scale(...)`,
`Keyframes::Rotation(...)`, and `Keyframes::Weights(...)` with
`Box::new(TranslationKeyframes(...))`, `Box::new(ScaleKeyframes(...))`,
`Box::new(RotationKeyframes(...))`, and
`Box::new(MorphWeightsKeyframes(...))` respectively.
2024-09-23 17:14:12 +00:00
|
|
|
let Some(animation_graph) = graphs.get(animation_graph_id) else {
|
Implement the `AnimationGraph`, allowing for multiple animations to be blended together. (#11989)
This is an implementation of RFC #51:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
Note that the implementation strategy is different from the one outlined
in that RFC, because two-phase animation has now landed.
# Objective
Bevy needs animation blending. The RFC for this is [RFC 51].
## Solution
This is an implementation of the RFC. Note that the implementation
strategy is different from the one outlined there, because two-phase
animation has now landed.
This is just a draft to get the conversation started. Currently we're
missing a few things:
- [x] A fully-fleshed-out mechanism for transitions
- [x] A serialization format for `AnimationGraph`s
- [x] Examples are broken, other than `animated_fox`
- [x] Documentation
---
## Changelog
### Added
* The `AnimationPlayer` has been reworked to support blending multiple
animations together through an `AnimationGraph`, and as such will no
longer function unless a `Handle<AnimationGraph>` has been added to the
entity containing the player. See [RFC 51] for more details.
* Transition functionality has moved from the `AnimationPlayer` to a new
component, `AnimationTransitions`, which works in tandem with the
`AnimationGraph`.
## Migration Guide
* `AnimationPlayer`s can no longer play animations by themselves and
need to be paired with a `Handle<AnimationGraph>`. Code that was using
`AnimationPlayer` to play animations will need to create an
`AnimationGraph` asset first, add a node for the clip (or clips) you
want to play, and then supply the index of that node to the
`AnimationPlayer`'s `play` method.
* The `AnimationPlayer::play_with_transition()` method has been removed
and replaced with the `AnimationTransitions` component. If you were
previously using `AnimationPlayer::play_with_transition()`, add all
animations that you were playing to the `AnimationGraph`, and create an
`AnimationTransitions` component to manage the blending between them.
[RFC 51]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
---------
Co-authored-by: Rob Parrett <robparrett@gmail.com>
2024-03-07 20:22:42 +00:00
|
|
|
return;
|
|
|
|
};
|
|
|
|
|
Impose a more sensible ordering for animation graph evaluation. (#15589)
This is an updated version of #15530. Review comments were addressed.
This commit changes the animation graph evaluation to be operate in a
more sensible order and updates the semantics of blend nodes to conform
to [the animation composition RFC]. Prior to this patch, a node graph
like this:
```
┌─────┐
│ │
│ 1 │
│ │
└──┬──┘
│
┌───────┴───────┐
│ │
▼ ▼
┌─────┐ ┌─────┐
│ │ │ │
│ 2 │ │ 3 │
│ │ │ │
└──┬──┘ └──┬──┘
│ │
┌───┴───┐ ┌───┴───┐
│ │ │ │
▼ ▼ ▼ ▼
┌─────┐ ┌─────┐ ┌─────┐ ┌─────┐
│ │ │ │ │ │ │ │
│ 4 │ │ 6 │ │ 5 │ │ 7 │
│ │ │ │ │ │ │ │
└─────┘ └─────┘ └─────┘ └─────┘
```
Would be evaluated as (((4 ⊕ 5) ⊕ 6) ⊕ 7), with the blend (lerp/slerp)
operation notated as ⊕. As quaternion multiplication isn't commutative,
this is very counterintuitive and will especially lead to trouble with
the forthcoming additive blending feature (#15198).
This patch fixes the issue by changing the evaluation order to
postorder, with children of a node evaluated in ascending order by node
index.
To do so, this patch revamps `AnimationCurve` to be based on an
*evaluation stack* and a *blend register*. During target evaluation, the
graph evaluator traverses the graph in postorder. When encountering a
clip node, the evaluator pushes the possibly-interpolated value onto the
evaluation stack. When encountering a blend node, the evaluator pops
values off the stack into the blend register, accumulating weights as
appropriate. When the graph is completely evaluated, the top element on
the stack is *committed* to the property of the component.
A new system, the *graph threading* system, is added in order to cache
the sorted postorder traversal to avoid the overhead of sorting children
at animation evaluation time. Mask evaluation has been moved to this
system so that the graph only has to be traversed at most once per
frame. Unlike the `ActiveAnimation` list, the *threaded graph* is cached
from frame to frame and only has to be regenerated when the animation
graph asset changes.
This patch currently regresses the `animate_target` performance in
`many_foxes` by around 50%, resulting in an FPS loss of about 2-3 FPS.
I'd argue that this is an acceptable price to pay for a much more
intuitive system. In the future, we can mitigate the regression with a
fast path that avoids consulting the graph if only one animation is
playing. However, in the interest of keeping this patch simple, I didn't
do so here.
[the animation composition RFC]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
# Objective
- Describe the objective or issue this PR addresses.
- If you're fixing a specific issue, say "Fixes #X".
## Solution
- Describe the solution used to achieve the objective above.
## Testing
- Did you test these changes? If so, how?
- Are there any parts that need more testing?
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
---
## Showcase
> This section is optional. If this PR does not include a visual change
or does not add a new feature, you can delete this section.
- Help others understand the result of this PR by showcasing your
awesome work!
- If this PR adds a new feature or public API, consider adding a brief
pseudo-code snippet of it in action
- If this PR includes a visual change, consider adding a screenshot,
GIF, or video
- If you want, you could even include a before/after comparison!
- If the Migration Guide adequately covers the changes, you can delete
this section
While a showcase should aim to be brief and digestible, you can use a
toggleable section to save space on longer showcases:
<details>
<summary>Click to view showcase</summary>
```rust
println!("My super cool code.");
```
</details>
## Migration Guide
> This section is optional. If there are no breaking changes, you can
delete this section.
- If this PR is a breaking change (relative to the last release of
Bevy), describe how a user might need to migrate their code to support
these changes
- Simply adding new functionality is not a breaking change.
- Fixing behavior that was definitely a bug, rather than a questionable
design choice is not a breaking change.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-10-03 00:36:42 +00:00
|
|
|
let Some(threaded_animation_graph) =
|
|
|
|
threaded_animation_graphs.0.get(&animation_graph_id)
|
|
|
|
else {
|
|
|
|
return;
|
|
|
|
};
|
|
|
|
|
Implement animation masks, allowing fine control of the targets that animations affect. (#15013)
This commit adds support for *masks* to the animation graph. A mask is a
set of animation targets (bones) that neither a node nor its descendants
are allowed to animate. Animation targets can be assigned one or more
*mask group*s, which are specific to a single graph. If a node masks out
any mask group that an animation target belongs to, animation curves for
that target will be ignored during evaluation.
The canonical use case for masks is to support characters holding
objects. Typically, character animations will contain hand animations in
the case that the character's hand is empty. (For example, running
animations may close a character's fingers into a fist.) However, when
the character is holding an object, the animation must be altered so
that the hand grips the object.
Bevy currently has no convenient way to handle this. The only workaround
that I can see is to have entirely separate animation clips for
characters' hands and bodies and keep them in sync, which is burdensome
and doesn't match artists' expectations from other engines, which all
effectively have support for masks. However, with mask group support,
this task is simple. We assign each hand to a mask group and parent all
character animations to a node. When a character grasps an object in
hand, we position the fingers as appropriate and then enable the mask
group for that hand in that node. This allows the character's animations
to run normally, while the object remains correctly attached to the
hand.
Note that even with this PR, we won't have support for running separate
animations for a character's hand and the rest of the character. This is
because we're missing additive blending: there's no way to combine the
two masked animations together properly. I intend that to be a follow-up
PR.
The major engines all have support for masks, though the workflow varies
from engine to engine:
* Unity has support for masks [essentially as implemented here], though
with layers instead of a tree. However, when using the Mecanim
("Humanoid") feature, precise control over bones is lost in favor of
predefined muscle groups.
* Unreal has a feature named [*layered blend per bone*]. This allows for
separate blend weights for different bones, effectively achieving masks.
I believe that the combination of blend nodes and masks make Bevy's
animation graph as expressible as that of Unreal, once we have support
for additive blending, though you may have to use more nodes than you
would in Unreal. Moreover, separating out the concepts of "blend weight"
and "which bones this node applies to" seems like a cleaner design than
what Unreal has.
* Godot's `AnimationTree` has the notion of [*blend filters*], which are
essentially the same as masks as implemented in this PR.
Additionally, this patch fixes a bug with weight evaluation whereby
weights weren't properly propagated down to grandchildren, because the
weight evaluation for a node only checked its parent's weight, not its
evaluated weight. I considered submitting this as a separate PR, but
given that this PR refactors that code entirely to support masks and
weights under a unified "evaluated node" concept, I simply included the
fix here.
A new example, `animation_masks`, has been added. It demonstrates how to
toggle masks on and off for specific portions of a skin.
This is part of #14395, but I'm going to defer closing that issue until
we have additive blending.
[essentially as implemented here]:
https://docs.unity3d.com/560/Documentation/Manual/class-AvatarMask.html
[*layered blend per bone*]:
https://dev.epicgames.com/documentation/en-us/unreal-engine/using-layered-animations-in-unreal-engine
[*blend filters*]:
https://docs.godotengine.org/en/stable/tutorials/animation/animation_tree.html
## Migration Guide
* The serialized format of animation graphs has changed with the
addition of animation masks. To upgrade animation graph RON files, add
`mask` and `mask_groups` fields as appropriate. (They can be safely set
to zero.)
2024-09-02 17:10:34 +00:00
|
|
|
// Determine which mask groups this animation target belongs to.
|
|
|
|
let target_mask = animation_graph
|
|
|
|
.mask_groups
|
Allow animation clips to animate arbitrary properties. (#15282)
Currently, Bevy restricts animation clips to animating
`Transform::translation`, `Transform::rotation`, `Transform::scale`, or
`MorphWeights`, which correspond to the properties that glTF can
animate. This is insufficient for many use cases such as animating UI,
as the UI layout systems expect to have exclusive control over UI
elements' `Transform`s and therefore the `Style` properties must be
animated instead.
This commit fixes this, allowing for `AnimationClip`s to animate
arbitrary properties. The `Keyframes` structure has been turned into a
low-level trait that can be implemented to achieve arbitrary animation
behavior. Along with `Keyframes`, this patch adds a higher-level trait,
`AnimatableProperty`, that simplifies the task of animating single
interpolable properties. Built-in `Keyframes` implementations exist for
translation, rotation, scale, and morph weights. For the most part, you
can migrate by simply changing your code from
`Keyframes::Translation(...)` to `TranslationKeyframes(...)`, and
likewise for rotation, scale, and morph weights.
An example `AnimatableProperty` implementation for the font size of a
text section follows:
#[derive(Reflect)]
struct FontSizeProperty;
impl AnimatableProperty for FontSizeProperty {
type Component = Text;
type Property = f32;
fn get_mut(component: &mut Self::Component) -> Option<&mut
Self::Property> {
Some(&mut component.sections.get_mut(0)?.style.font_size)
}
}
In order to keep this patch relatively small, this patch doesn't include
an implementation of `AnimatableProperty` on top of the reflection
system. That can be a follow-up.
This patch builds on top of the new `EntityMutExcept<>` type in order to
widen the `AnimationTarget` query to include write access to all
components. Because `EntityMutExcept<>` has some performance overhead
over an explicit query, we continue to explicitly query `Transform` in
order to avoid regressing the performance of skeletal animation, such as
the `many_foxes` benchmark. I've measured the performance of that
benchmark and have found no significant regressions.
A new example, `animated_ui`, has been added. This example shows how to
use Bevy's built-in animation infrastructure to animate font size and
color, which wasn't possible before this patch.
## Showcase
https://github.com/user-attachments/assets/1fa73492-a9ce-405a-a8f2-4aacd7f6dc97
## Migration Guide
* Animation keyframes are now an extensible trait, not an enum. Replace
`Keyframes::Translation(...)`, `Keyframes::Scale(...)`,
`Keyframes::Rotation(...)`, and `Keyframes::Weights(...)` with
`Box::new(TranslationKeyframes(...))`, `Box::new(ScaleKeyframes(...))`,
`Box::new(RotationKeyframes(...))`, and
`Box::new(MorphWeightsKeyframes(...))` respectively.
2024-09-23 17:14:12 +00:00
|
|
|
.get(&target_id)
|
Implement animation masks, allowing fine control of the targets that animations affect. (#15013)
This commit adds support for *masks* to the animation graph. A mask is a
set of animation targets (bones) that neither a node nor its descendants
are allowed to animate. Animation targets can be assigned one or more
*mask group*s, which are specific to a single graph. If a node masks out
any mask group that an animation target belongs to, animation curves for
that target will be ignored during evaluation.
The canonical use case for masks is to support characters holding
objects. Typically, character animations will contain hand animations in
the case that the character's hand is empty. (For example, running
animations may close a character's fingers into a fist.) However, when
the character is holding an object, the animation must be altered so
that the hand grips the object.
Bevy currently has no convenient way to handle this. The only workaround
that I can see is to have entirely separate animation clips for
characters' hands and bodies and keep them in sync, which is burdensome
and doesn't match artists' expectations from other engines, which all
effectively have support for masks. However, with mask group support,
this task is simple. We assign each hand to a mask group and parent all
character animations to a node. When a character grasps an object in
hand, we position the fingers as appropriate and then enable the mask
group for that hand in that node. This allows the character's animations
to run normally, while the object remains correctly attached to the
hand.
Note that even with this PR, we won't have support for running separate
animations for a character's hand and the rest of the character. This is
because we're missing additive blending: there's no way to combine the
two masked animations together properly. I intend that to be a follow-up
PR.
The major engines all have support for masks, though the workflow varies
from engine to engine:
* Unity has support for masks [essentially as implemented here], though
with layers instead of a tree. However, when using the Mecanim
("Humanoid") feature, precise control over bones is lost in favor of
predefined muscle groups.
* Unreal has a feature named [*layered blend per bone*]. This allows for
separate blend weights for different bones, effectively achieving masks.
I believe that the combination of blend nodes and masks make Bevy's
animation graph as expressible as that of Unreal, once we have support
for additive blending, though you may have to use more nodes than you
would in Unreal. Moreover, separating out the concepts of "blend weight"
and "which bones this node applies to" seems like a cleaner design than
what Unreal has.
* Godot's `AnimationTree` has the notion of [*blend filters*], which are
essentially the same as masks as implemented in this PR.
Additionally, this patch fixes a bug with weight evaluation whereby
weights weren't properly propagated down to grandchildren, because the
weight evaluation for a node only checked its parent's weight, not its
evaluated weight. I considered submitting this as a separate PR, but
given that this PR refactors that code entirely to support masks and
weights under a unified "evaluated node" concept, I simply included the
fix here.
A new example, `animation_masks`, has been added. It demonstrates how to
toggle masks on and off for specific portions of a skin.
This is part of #14395, but I'm going to defer closing that issue until
we have additive blending.
[essentially as implemented here]:
https://docs.unity3d.com/560/Documentation/Manual/class-AvatarMask.html
[*layered blend per bone*]:
https://dev.epicgames.com/documentation/en-us/unreal-engine/using-layered-animations-in-unreal-engine
[*blend filters*]:
https://docs.godotengine.org/en/stable/tutorials/animation/animation_tree.html
## Migration Guide
* The serialized format of animation graphs has changed with the
addition of animation masks. To upgrade animation graph RON files, add
`mask` and `mask_groups` fields as appropriate. (They can be safely set
to zero.)
2024-09-02 17:10:34 +00:00
|
|
|
.cloned()
|
|
|
|
.unwrap_or_default();
|
|
|
|
|
Impose a more sensible ordering for animation graph evaluation. (#15589)
This is an updated version of #15530. Review comments were addressed.
This commit changes the animation graph evaluation to be operate in a
more sensible order and updates the semantics of blend nodes to conform
to [the animation composition RFC]. Prior to this patch, a node graph
like this:
```
┌─────┐
│ │
│ 1 │
│ │
└──┬──┘
│
┌───────┴───────┐
│ │
▼ ▼
┌─────┐ ┌─────┐
│ │ │ │
│ 2 │ │ 3 │
│ │ │ │
└──┬──┘ └──┬──┘
│ │
┌───┴───┐ ┌───┴───┐
│ │ │ │
▼ ▼ ▼ ▼
┌─────┐ ┌─────┐ ┌─────┐ ┌─────┐
│ │ │ │ │ │ │ │
│ 4 │ │ 6 │ │ 5 │ │ 7 │
│ │ │ │ │ │ │ │
└─────┘ └─────┘ └─────┘ └─────┘
```
Would be evaluated as (((4 ⊕ 5) ⊕ 6) ⊕ 7), with the blend (lerp/slerp)
operation notated as ⊕. As quaternion multiplication isn't commutative,
this is very counterintuitive and will especially lead to trouble with
the forthcoming additive blending feature (#15198).
This patch fixes the issue by changing the evaluation order to
postorder, with children of a node evaluated in ascending order by node
index.
To do so, this patch revamps `AnimationCurve` to be based on an
*evaluation stack* and a *blend register*. During target evaluation, the
graph evaluator traverses the graph in postorder. When encountering a
clip node, the evaluator pushes the possibly-interpolated value onto the
evaluation stack. When encountering a blend node, the evaluator pops
values off the stack into the blend register, accumulating weights as
appropriate. When the graph is completely evaluated, the top element on
the stack is *committed* to the property of the component.
A new system, the *graph threading* system, is added in order to cache
the sorted postorder traversal to avoid the overhead of sorting children
at animation evaluation time. Mask evaluation has been moved to this
system so that the graph only has to be traversed at most once per
frame. Unlike the `ActiveAnimation` list, the *threaded graph* is cached
from frame to frame and only has to be regenerated when the animation
graph asset changes.
This patch currently regresses the `animate_target` performance in
`many_foxes` by around 50%, resulting in an FPS loss of about 2-3 FPS.
I'd argue that this is an acceptable price to pay for a much more
intuitive system. In the future, we can mitigate the regression with a
fast path that avoids consulting the graph if only one animation is
playing. However, in the interest of keeping this patch simple, I didn't
do so here.
[the animation composition RFC]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
# Objective
- Describe the objective or issue this PR addresses.
- If you're fixing a specific issue, say "Fixes #X".
## Solution
- Describe the solution used to achieve the objective above.
## Testing
- Did you test these changes? If so, how?
- Are there any parts that need more testing?
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
---
## Showcase
> This section is optional. If this PR does not include a visual change
or does not add a new feature, you can delete this section.
- Help others understand the result of this PR by showcasing your
awesome work!
- If this PR adds a new feature or public API, consider adding a brief
pseudo-code snippet of it in action
- If this PR includes a visual change, consider adding a screenshot,
GIF, or video
- If you want, you could even include a before/after comparison!
- If the Migration Guide adequately covers the changes, you can delete
this section
While a showcase should aim to be brief and digestible, you can use a
toggleable section to save space on longer showcases:
<details>
<summary>Click to view showcase</summary>
```rust
println!("My super cool code.");
```
</details>
## Migration Guide
> This section is optional. If there are no breaking changes, you can
delete this section.
- If this PR is a breaking change (relative to the last release of
Bevy), describe how a user might need to migrate their code to support
these changes
- Simply adding new functionality is not a breaking change.
- Fixing behavior that was definitely a bug, rather than a questionable
design choice is not a breaking change.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-10-03 00:36:42 +00:00
|
|
|
let mut evaluation_state = animation_evaluation_state.get_or_default().borrow_mut();
|
|
|
|
let evaluation_state = &mut *evaluation_state;
|
2023-09-27 01:46:27 +00:00
|
|
|
|
Impose a more sensible ordering for animation graph evaluation. (#15589)
This is an updated version of #15530. Review comments were addressed.
This commit changes the animation graph evaluation to be operate in a
more sensible order and updates the semantics of blend nodes to conform
to [the animation composition RFC]. Prior to this patch, a node graph
like this:
```
┌─────┐
│ │
│ 1 │
│ │
└──┬──┘
│
┌───────┴───────┐
│ │
▼ ▼
┌─────┐ ┌─────┐
│ │ │ │
│ 2 │ │ 3 │
│ │ │ │
└──┬──┘ └──┬──┘
│ │
┌───┴───┐ ┌───┴───┐
│ │ │ │
▼ ▼ ▼ ▼
┌─────┐ ┌─────┐ ┌─────┐ ┌─────┐
│ │ │ │ │ │ │ │
│ 4 │ │ 6 │ │ 5 │ │ 7 │
│ │ │ │ │ │ │ │
└─────┘ └─────┘ └─────┘ └─────┘
```
Would be evaluated as (((4 ⊕ 5) ⊕ 6) ⊕ 7), with the blend (lerp/slerp)
operation notated as ⊕. As quaternion multiplication isn't commutative,
this is very counterintuitive and will especially lead to trouble with
the forthcoming additive blending feature (#15198).
This patch fixes the issue by changing the evaluation order to
postorder, with children of a node evaluated in ascending order by node
index.
To do so, this patch revamps `AnimationCurve` to be based on an
*evaluation stack* and a *blend register*. During target evaluation, the
graph evaluator traverses the graph in postorder. When encountering a
clip node, the evaluator pushes the possibly-interpolated value onto the
evaluation stack. When encountering a blend node, the evaluator pops
values off the stack into the blend register, accumulating weights as
appropriate. When the graph is completely evaluated, the top element on
the stack is *committed* to the property of the component.
A new system, the *graph threading* system, is added in order to cache
the sorted postorder traversal to avoid the overhead of sorting children
at animation evaluation time. Mask evaluation has been moved to this
system so that the graph only has to be traversed at most once per
frame. Unlike the `ActiveAnimation` list, the *threaded graph* is cached
from frame to frame and only has to be regenerated when the animation
graph asset changes.
This patch currently regresses the `animate_target` performance in
`many_foxes` by around 50%, resulting in an FPS loss of about 2-3 FPS.
I'd argue that this is an acceptable price to pay for a much more
intuitive system. In the future, we can mitigate the regression with a
fast path that avoids consulting the graph if only one animation is
playing. However, in the interest of keeping this patch simple, I didn't
do so here.
[the animation composition RFC]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
# Objective
- Describe the objective or issue this PR addresses.
- If you're fixing a specific issue, say "Fixes #X".
## Solution
- Describe the solution used to achieve the objective above.
## Testing
- Did you test these changes? If so, how?
- Are there any parts that need more testing?
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
---
## Showcase
> This section is optional. If this PR does not include a visual change
or does not add a new feature, you can delete this section.
- Help others understand the result of this PR by showcasing your
awesome work!
- If this PR adds a new feature or public API, consider adding a brief
pseudo-code snippet of it in action
- If this PR includes a visual change, consider adding a screenshot,
GIF, or video
- If you want, you could even include a before/after comparison!
- If the Migration Guide adequately covers the changes, you can delete
this section
While a showcase should aim to be brief and digestible, you can use a
toggleable section to save space on longer showcases:
<details>
<summary>Click to view showcase</summary>
```rust
println!("My super cool code.");
```
</details>
## Migration Guide
> This section is optional. If there are no breaking changes, you can
delete this section.
- If this PR is a breaking change (relative to the last release of
Bevy), describe how a user might need to migrate their code to support
these changes
- Simply adding new functionality is not a breaking change.
- Fixing behavior that was definitely a bug, rather than a questionable
design choice is not a breaking change.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-10-03 00:36:42 +00:00
|
|
|
// Evaluate the graph.
|
|
|
|
for &animation_graph_node_index in threaded_animation_graph.threaded_graph.iter() {
|
|
|
|
let Some(animation_graph_node) = animation_graph.get(animation_graph_node_index)
|
Implement the `AnimationGraph`, allowing for multiple animations to be blended together. (#11989)
This is an implementation of RFC #51:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
Note that the implementation strategy is different from the one outlined
in that RFC, because two-phase animation has now landed.
# Objective
Bevy needs animation blending. The RFC for this is [RFC 51].
## Solution
This is an implementation of the RFC. Note that the implementation
strategy is different from the one outlined there, because two-phase
animation has now landed.
This is just a draft to get the conversation started. Currently we're
missing a few things:
- [x] A fully-fleshed-out mechanism for transitions
- [x] A serialization format for `AnimationGraph`s
- [x] Examples are broken, other than `animated_fox`
- [x] Documentation
---
## Changelog
### Added
* The `AnimationPlayer` has been reworked to support blending multiple
animations together through an `AnimationGraph`, and as such will no
longer function unless a `Handle<AnimationGraph>` has been added to the
entity containing the player. See [RFC 51] for more details.
* Transition functionality has moved from the `AnimationPlayer` to a new
component, `AnimationTransitions`, which works in tandem with the
`AnimationGraph`.
## Migration Guide
* `AnimationPlayer`s can no longer play animations by themselves and
need to be paired with a `Handle<AnimationGraph>`. Code that was using
`AnimationPlayer` to play animations will need to create an
`AnimationGraph` asset first, add a node for the clip (or clips) you
want to play, and then supply the index of that node to the
`AnimationPlayer`'s `play` method.
* The `AnimationPlayer::play_with_transition()` method has been removed
and replaced with the `AnimationTransitions` component. If you were
previously using `AnimationPlayer::play_with_transition()`, add all
animations that you were playing to the `AnimationGraph`, and create an
`AnimationTransitions` component to manage the blending between them.
[RFC 51]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
---------
Co-authored-by: Rob Parrett <robparrett@gmail.com>
2024-03-07 20:22:42 +00:00
|
|
|
else {
|
|
|
|
continue;
|
|
|
|
};
|
Add morph targets (#8158)
# Objective
- Add morph targets to `bevy_pbr` (closes #5756) & load them from glTF
- Supersedes #3722
- Fixes #6814
[Morph targets][1] (also known as shape interpolation, shape keys, or
blend shapes) allow animating individual vertices with fine grained
controls. This is typically used for facial expressions. By specifying
multiple poses as vertex offset, and providing a set of weight of each
pose, it is possible to define surprisingly realistic transitions
between poses. Blending between multiple poses also allow composition.
Morph targets are part of the [gltf standard][2] and are a feature of
Unity and Unreal, and babylone.js, it is only natural to implement them
in bevy.
## Solution
This implementation of morph targets uses a 3d texture where each pixel
is a component of an animated attribute. Each layer is a different
target. We use a 2d texture for each target, because the number of
attribute×components×animated vertices is expected to always exceed the
maximum pixel row size limit of webGL2. It copies fairly closely the way
skinning is implemented on the CPU side, while on the GPU side, the
shader morph target implementation is a relatively trivial detail.
We add an optional `morph_texture` to the `Mesh` struct. The
`morph_texture` is built through a method that accepts an iterator over
attribute buffers.
The `MorphWeights` component, user-accessible, controls the blend of
poses used by mesh instances (so that multiple copy of the same mesh may
have different weights), all the weights are uploaded to a uniform
buffer of 256 `f32`. We limit to 16 poses per mesh, and a total of 256
poses.
More literature:
* Old babylone.js implementation (vertex attribute-based):
https://www.eternalcoding.com/dev-log-1-morph-targets/
* Babylone.js implementation (similar to ours):
https://www.youtube.com/watch?v=LBPRmGgU0PE
* GPU gems 3:
https://developer.nvidia.com/gpugems/gpugems3/part-i-geometry/chapter-3-directx-10-blend-shapes-breaking-limits
* Development discord thread
https://discord.com/channels/691052431525675048/1083325980615114772
https://user-images.githubusercontent.com/26321040/231181046-3bca2ab2-d4d9-472e-8098-639f1871ce2e.mp4
https://github.com/bevyengine/bevy/assets/26321040/d2a0c544-0ef8-45cf-9f99-8c3792f5a258
## Acknowledgements
* Thanks to `storytold` for sponsoring the feature
* Thanks to `superdump` and `james7132` for guidance and help figuring
out stuff
## Future work
- Handling of less and more attributes (eg: animated uv, animated
arbitrary attributes)
- Dynamic pose allocation (so that zero-weighted poses aren't uploaded
to GPU for example, enables much more total poses)
- Better animation API, see #8357
----
## Changelog
- Add morph targets to bevy meshes
- Support up to 64 poses per mesh of individually up to 116508 vertices,
animation currently strictly limited to the position, normal and tangent
attributes.
- Load a morph target using `Mesh::set_morph_targets`
- Add `VisitMorphTargets` and `VisitMorphAttributes` traits to
`bevy_render`, this allows defining morph targets (a fairly complex and
nested data structure) through iterators (ie: single copy instead of
passing around buffers), see documentation of those traits for details
- Add `MorphWeights` component exported by `bevy_render`
- `MorphWeights` control mesh's morph target weights, blending between
various poses defined as morph targets.
- `MorphWeights` are directly inherited by direct children (single level
of hierarchy) of an entity. This allows controlling several mesh
primitives through a unique entity _as per GLTF spec_.
- Add `MorphTargetNames` component, naming each indices of loaded morph
targets.
- Load morph targets weights and buffers in `bevy_gltf`
- handle morph targets animations in `bevy_animation` (previously, it
was a `warn!` log)
- Add the `MorphStressTest.gltf` asset for morph targets testing, taken
from the glTF samples repo, CC0.
- Add morph target manipulation to `scene_viewer`
- Separate the animation code in `scene_viewer` from the rest of the
code, reducing `#[cfg(feature)]` noise
- Add the `morph_targets.rs` example to show off how to manipulate morph
targets, loading `MorpStressTest.gltf`
## Migration Guide
- (very specialized, unlikely to be touched by 3rd parties)
- `MeshPipeline` now has a single `mesh_layouts` field rather than
separate `mesh_layout` and `skinned_mesh_layout` fields. You should
handle all possible mesh bind group layouts in your implementation
- You should also handle properly the new `MORPH_TARGETS` shader def and
mesh pipeline key. A new function is exposed to make this easier:
`setup_moprh_and_skinning_defs`
- The `MeshBindGroup` is now `MeshBindGroups`, cached bind groups are
now accessed through the `get` method.
[1]: https://en.wikipedia.org/wiki/Morph_target_animation
[2]:
https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#morph-targets
---------
Co-authored-by: François <mockersf@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-06-22 20:00:01 +00:00
|
|
|
|
2024-10-04 22:13:22 +00:00
|
|
|
match animation_graph_node.node_type {
|
2024-10-07 07:30:00 +00:00
|
|
|
AnimationNodeType::Blend => {
|
Impose a more sensible ordering for animation graph evaluation. (#15589)
This is an updated version of #15530. Review comments were addressed.
This commit changes the animation graph evaluation to be operate in a
more sensible order and updates the semantics of blend nodes to conform
to [the animation composition RFC]. Prior to this patch, a node graph
like this:
```
┌─────┐
│ │
│ 1 │
│ │
└──┬──┘
│
┌───────┴───────┐
│ │
▼ ▼
┌─────┐ ┌─────┐
│ │ │ │
│ 2 │ │ 3 │
│ │ │ │
└──┬──┘ └──┬──┘
│ │
┌───┴───┐ ┌───┴───┐
│ │ │ │
▼ ▼ ▼ ▼
┌─────┐ ┌─────┐ ┌─────┐ ┌─────┐
│ │ │ │ │ │ │ │
│ 4 │ │ 6 │ │ 5 │ │ 7 │
│ │ │ │ │ │ │ │
└─────┘ └─────┘ └─────┘ └─────┘
```
Would be evaluated as (((4 ⊕ 5) ⊕ 6) ⊕ 7), with the blend (lerp/slerp)
operation notated as ⊕. As quaternion multiplication isn't commutative,
this is very counterintuitive and will especially lead to trouble with
the forthcoming additive blending feature (#15198).
This patch fixes the issue by changing the evaluation order to
postorder, with children of a node evaluated in ascending order by node
index.
To do so, this patch revamps `AnimationCurve` to be based on an
*evaluation stack* and a *blend register*. During target evaluation, the
graph evaluator traverses the graph in postorder. When encountering a
clip node, the evaluator pushes the possibly-interpolated value onto the
evaluation stack. When encountering a blend node, the evaluator pops
values off the stack into the blend register, accumulating weights as
appropriate. When the graph is completely evaluated, the top element on
the stack is *committed* to the property of the component.
A new system, the *graph threading* system, is added in order to cache
the sorted postorder traversal to avoid the overhead of sorting children
at animation evaluation time. Mask evaluation has been moved to this
system so that the graph only has to be traversed at most once per
frame. Unlike the `ActiveAnimation` list, the *threaded graph* is cached
from frame to frame and only has to be regenerated when the animation
graph asset changes.
This patch currently regresses the `animate_target` performance in
`many_foxes` by around 50%, resulting in an FPS loss of about 2-3 FPS.
I'd argue that this is an acceptable price to pay for a much more
intuitive system. In the future, we can mitigate the regression with a
fast path that avoids consulting the graph if only one animation is
playing. However, in the interest of keeping this patch simple, I didn't
do so here.
[the animation composition RFC]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
# Objective
- Describe the objective or issue this PR addresses.
- If you're fixing a specific issue, say "Fixes #X".
## Solution
- Describe the solution used to achieve the objective above.
## Testing
- Did you test these changes? If so, how?
- Are there any parts that need more testing?
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
---
## Showcase
> This section is optional. If this PR does not include a visual change
or does not add a new feature, you can delete this section.
- Help others understand the result of this PR by showcasing your
awesome work!
- If this PR adds a new feature or public API, consider adding a brief
pseudo-code snippet of it in action
- If this PR includes a visual change, consider adding a screenshot,
GIF, or video
- If you want, you could even include a before/after comparison!
- If the Migration Guide adequately covers the changes, you can delete
this section
While a showcase should aim to be brief and digestible, you can use a
toggleable section to save space on longer showcases:
<details>
<summary>Click to view showcase</summary>
```rust
println!("My super cool code.");
```
</details>
## Migration Guide
> This section is optional. If there are no breaking changes, you can
delete this section.
- If this PR is a breaking change (relative to the last release of
Bevy), describe how a user might need to migrate their code to support
these changes
- Simply adding new functionality is not a breaking change.
- Fixing behavior that was definitely a bug, rather than a questionable
design choice is not a breaking change.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-10-03 00:36:42 +00:00
|
|
|
// This is a blend node.
|
|
|
|
for edge_index in threaded_animation_graph.sorted_edge_ranges
|
|
|
|
[animation_graph_node_index.index()]
|
|
|
|
.clone()
|
|
|
|
{
|
|
|
|
if let Err(err) = evaluation_state.blend_all(
|
|
|
|
threaded_animation_graph.sorted_edges[edge_index as usize],
|
|
|
|
) {
|
|
|
|
warn!("Failed to blend animation: {:?}", err);
|
|
|
|
}
|
|
|
|
}
|
support all types of animation interpolation from gltf (#10755)
# Objective
- Support step and cubic spline interpolation from gltf
## Solution
- Support step and cubic spline interpolation from gltf
Tested with
https://github.com/KhronosGroup/glTF-Sample-Models/tree/master/2.0/InterpolationTest
expected:
![](https://raw.githubusercontent.com/KhronosGroup/glTF-Sample-Models/master/2.0/InterpolationTest/screenshot/screenshot.gif)
result:
![output](https://github.com/bevyengine/bevy/assets/8672791/e7f1afd5-20c9-4921-97d4-8d0c82203068)
---
## Migration Guide
When manually specifying an animation `VariableCurve`, the interpolation
type must be specified:
- Bevy 0.12
```rust
VariableCurve {
keyframe_timestamps: vec![0.0, 1.0, 2.0, 3.0, 4.0],
keyframes: Keyframes::Rotation(vec![
Quat::IDENTITY,
Quat::from_axis_angle(Vec3::Y, PI / 2.),
Quat::from_axis_angle(Vec3::Y, PI / 2. * 2.),
Quat::from_axis_angle(Vec3::Y, PI / 2. * 3.),
Quat::IDENTITY,
]),
},
```
- Bevy 0.13
```rust
VariableCurve {
keyframe_timestamps: vec![0.0, 1.0, 2.0, 3.0, 4.0],
keyframes: Keyframes::Rotation(vec![
Quat::IDENTITY,
Quat::from_axis_angle(Vec3::Y, PI / 2.),
Quat::from_axis_angle(Vec3::Y, PI / 2. * 2.),
Quat::from_axis_angle(Vec3::Y, PI / 2. * 3.),
Quat::IDENTITY,
]),
interpolation: Interpolation::Linear,
},
```
2023-12-31 18:01:50 +00:00
|
|
|
|
Impose a more sensible ordering for animation graph evaluation. (#15589)
This is an updated version of #15530. Review comments were addressed.
This commit changes the animation graph evaluation to be operate in a
more sensible order and updates the semantics of blend nodes to conform
to [the animation composition RFC]. Prior to this patch, a node graph
like this:
```
┌─────┐
│ │
│ 1 │
│ │
└──┬──┘
│
┌───────┴───────┐
│ │
▼ ▼
┌─────┐ ┌─────┐
│ │ │ │
│ 2 │ │ 3 │
│ │ │ │
└──┬──┘ └──┬──┘
│ │
┌───┴───┐ ┌───┴───┐
│ │ │ │
▼ ▼ ▼ ▼
┌─────┐ ┌─────┐ ┌─────┐ ┌─────┐
│ │ │ │ │ │ │ │
│ 4 │ │ 6 │ │ 5 │ │ 7 │
│ │ │ │ │ │ │ │
└─────┘ └─────┘ └─────┘ └─────┘
```
Would be evaluated as (((4 ⊕ 5) ⊕ 6) ⊕ 7), with the blend (lerp/slerp)
operation notated as ⊕. As quaternion multiplication isn't commutative,
this is very counterintuitive and will especially lead to trouble with
the forthcoming additive blending feature (#15198).
This patch fixes the issue by changing the evaluation order to
postorder, with children of a node evaluated in ascending order by node
index.
To do so, this patch revamps `AnimationCurve` to be based on an
*evaluation stack* and a *blend register*. During target evaluation, the
graph evaluator traverses the graph in postorder. When encountering a
clip node, the evaluator pushes the possibly-interpolated value onto the
evaluation stack. When encountering a blend node, the evaluator pops
values off the stack into the blend register, accumulating weights as
appropriate. When the graph is completely evaluated, the top element on
the stack is *committed* to the property of the component.
A new system, the *graph threading* system, is added in order to cache
the sorted postorder traversal to avoid the overhead of sorting children
at animation evaluation time. Mask evaluation has been moved to this
system so that the graph only has to be traversed at most once per
frame. Unlike the `ActiveAnimation` list, the *threaded graph* is cached
from frame to frame and only has to be regenerated when the animation
graph asset changes.
This patch currently regresses the `animate_target` performance in
`many_foxes` by around 50%, resulting in an FPS loss of about 2-3 FPS.
I'd argue that this is an acceptable price to pay for a much more
intuitive system. In the future, we can mitigate the regression with a
fast path that avoids consulting the graph if only one animation is
playing. However, in the interest of keeping this patch simple, I didn't
do so here.
[the animation composition RFC]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
# Objective
- Describe the objective or issue this PR addresses.
- If you're fixing a specific issue, say "Fixes #X".
## Solution
- Describe the solution used to achieve the objective above.
## Testing
- Did you test these changes? If so, how?
- Are there any parts that need more testing?
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
---
## Showcase
> This section is optional. If this PR does not include a visual change
or does not add a new feature, you can delete this section.
- Help others understand the result of this PR by showcasing your
awesome work!
- If this PR adds a new feature or public API, consider adding a brief
pseudo-code snippet of it in action
- If this PR includes a visual change, consider adding a screenshot,
GIF, or video
- If you want, you could even include a before/after comparison!
- If the Migration Guide adequately covers the changes, you can delete
this section
While a showcase should aim to be brief and digestible, you can use a
toggleable section to save space on longer showcases:
<details>
<summary>Click to view showcase</summary>
```rust
println!("My super cool code.");
```
</details>
## Migration Guide
> This section is optional. If there are no breaking changes, you can
delete this section.
- If this PR is a breaking change (relative to the last release of
Bevy), describe how a user might need to migrate their code to support
these changes
- Simply adding new functionality is not a breaking change.
- Fixing behavior that was definitely a bug, rather than a questionable
design choice is not a breaking change.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-10-03 00:36:42 +00:00
|
|
|
if let Err(err) = evaluation_state.push_blend_register_all(
|
|
|
|
animation_graph_node.weight,
|
|
|
|
animation_graph_node_index,
|
|
|
|
) {
|
|
|
|
warn!("Animation blending failed: {:?}", err);
|
|
|
|
}
|
|
|
|
}
|
2023-01-09 19:24:51 +00:00
|
|
|
|
2024-10-07 07:30:00 +00:00
|
|
|
AnimationNodeType::Add => {
|
|
|
|
// This is an additive blend node.
|
|
|
|
for edge_index in threaded_animation_graph.sorted_edge_ranges
|
|
|
|
[animation_graph_node_index.index()]
|
|
|
|
.clone()
|
|
|
|
{
|
|
|
|
if let Err(err) = evaluation_state
|
|
|
|
.add_all(threaded_animation_graph.sorted_edges[edge_index as usize])
|
|
|
|
{
|
|
|
|
warn!("Failed to blend animation: {:?}", err);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if let Err(err) = evaluation_state.push_blend_register_all(
|
|
|
|
animation_graph_node.weight,
|
|
|
|
animation_graph_node_index,
|
|
|
|
) {
|
|
|
|
warn!("Animation blending failed: {:?}", err);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2024-10-04 22:13:22 +00:00
|
|
|
AnimationNodeType::Clip(ref animation_clip_handle) => {
|
Impose a more sensible ordering for animation graph evaluation. (#15589)
This is an updated version of #15530. Review comments were addressed.
This commit changes the animation graph evaluation to be operate in a
more sensible order and updates the semantics of blend nodes to conform
to [the animation composition RFC]. Prior to this patch, a node graph
like this:
```
┌─────┐
│ │
│ 1 │
│ │
└──┬──┘
│
┌───────┴───────┐
│ │
▼ ▼
┌─────┐ ┌─────┐
│ │ │ │
│ 2 │ │ 3 │
│ │ │ │
└──┬──┘ └──┬──┘
│ │
┌───┴───┐ ┌───┴───┐
│ │ │ │
▼ ▼ ▼ ▼
┌─────┐ ┌─────┐ ┌─────┐ ┌─────┐
│ │ │ │ │ │ │ │
│ 4 │ │ 6 │ │ 5 │ │ 7 │
│ │ │ │ │ │ │ │
└─────┘ └─────┘ └─────┘ └─────┘
```
Would be evaluated as (((4 ⊕ 5) ⊕ 6) ⊕ 7), with the blend (lerp/slerp)
operation notated as ⊕. As quaternion multiplication isn't commutative,
this is very counterintuitive and will especially lead to trouble with
the forthcoming additive blending feature (#15198).
This patch fixes the issue by changing the evaluation order to
postorder, with children of a node evaluated in ascending order by node
index.
To do so, this patch revamps `AnimationCurve` to be based on an
*evaluation stack* and a *blend register*. During target evaluation, the
graph evaluator traverses the graph in postorder. When encountering a
clip node, the evaluator pushes the possibly-interpolated value onto the
evaluation stack. When encountering a blend node, the evaluator pops
values off the stack into the blend register, accumulating weights as
appropriate. When the graph is completely evaluated, the top element on
the stack is *committed* to the property of the component.
A new system, the *graph threading* system, is added in order to cache
the sorted postorder traversal to avoid the overhead of sorting children
at animation evaluation time. Mask evaluation has been moved to this
system so that the graph only has to be traversed at most once per
frame. Unlike the `ActiveAnimation` list, the *threaded graph* is cached
from frame to frame and only has to be regenerated when the animation
graph asset changes.
This patch currently regresses the `animate_target` performance in
`many_foxes` by around 50%, resulting in an FPS loss of about 2-3 FPS.
I'd argue that this is an acceptable price to pay for a much more
intuitive system. In the future, we can mitigate the regression with a
fast path that avoids consulting the graph if only one animation is
playing. However, in the interest of keeping this patch simple, I didn't
do so here.
[the animation composition RFC]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
# Objective
- Describe the objective or issue this PR addresses.
- If you're fixing a specific issue, say "Fixes #X".
## Solution
- Describe the solution used to achieve the objective above.
## Testing
- Did you test these changes? If so, how?
- Are there any parts that need more testing?
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
---
## Showcase
> This section is optional. If this PR does not include a visual change
or does not add a new feature, you can delete this section.
- Help others understand the result of this PR by showcasing your
awesome work!
- If this PR adds a new feature or public API, consider adding a brief
pseudo-code snippet of it in action
- If this PR includes a visual change, consider adding a screenshot,
GIF, or video
- If you want, you could even include a before/after comparison!
- If the Migration Guide adequately covers the changes, you can delete
this section
While a showcase should aim to be brief and digestible, you can use a
toggleable section to save space on longer showcases:
<details>
<summary>Click to view showcase</summary>
```rust
println!("My super cool code.");
```
</details>
## Migration Guide
> This section is optional. If there are no breaking changes, you can
delete this section.
- If this PR is a breaking change (relative to the last release of
Bevy), describe how a user might need to migrate their code to support
these changes
- Simply adding new functionality is not a breaking change.
- Fixing behavior that was definitely a bug, rather than a questionable
design choice is not a breaking change.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-10-03 00:36:42 +00:00
|
|
|
// This is a clip node.
|
|
|
|
let Some(active_animation) = animation_player
|
|
|
|
.active_animations
|
|
|
|
.get(&animation_graph_node_index)
|
|
|
|
else {
|
|
|
|
continue;
|
|
|
|
};
|
|
|
|
|
|
|
|
// If the weight is zero or the current animation target is
|
|
|
|
// masked out, stop here.
|
|
|
|
if active_animation.weight == 0.0
|
|
|
|
|| (target_mask
|
|
|
|
& threaded_animation_graph.computed_masks
|
|
|
|
[animation_graph_node_index.index()])
|
|
|
|
!= 0
|
|
|
|
{
|
|
|
|
continue;
|
|
|
|
}
|
Allow animation clips to animate arbitrary properties. (#15282)
Currently, Bevy restricts animation clips to animating
`Transform::translation`, `Transform::rotation`, `Transform::scale`, or
`MorphWeights`, which correspond to the properties that glTF can
animate. This is insufficient for many use cases such as animating UI,
as the UI layout systems expect to have exclusive control over UI
elements' `Transform`s and therefore the `Style` properties must be
animated instead.
This commit fixes this, allowing for `AnimationClip`s to animate
arbitrary properties. The `Keyframes` structure has been turned into a
low-level trait that can be implemented to achieve arbitrary animation
behavior. Along with `Keyframes`, this patch adds a higher-level trait,
`AnimatableProperty`, that simplifies the task of animating single
interpolable properties. Built-in `Keyframes` implementations exist for
translation, rotation, scale, and morph weights. For the most part, you
can migrate by simply changing your code from
`Keyframes::Translation(...)` to `TranslationKeyframes(...)`, and
likewise for rotation, scale, and morph weights.
An example `AnimatableProperty` implementation for the font size of a
text section follows:
#[derive(Reflect)]
struct FontSizeProperty;
impl AnimatableProperty for FontSizeProperty {
type Component = Text;
type Property = f32;
fn get_mut(component: &mut Self::Component) -> Option<&mut
Self::Property> {
Some(&mut component.sections.get_mut(0)?.style.font_size)
}
}
In order to keep this patch relatively small, this patch doesn't include
an implementation of `AnimatableProperty` on top of the reflection
system. That can be a follow-up.
This patch builds on top of the new `EntityMutExcept<>` type in order to
widen the `AnimationTarget` query to include write access to all
components. Because `EntityMutExcept<>` has some performance overhead
over an explicit query, we continue to explicitly query `Transform` in
order to avoid regressing the performance of skeletal animation, such as
the `many_foxes` benchmark. I've measured the performance of that
benchmark and have found no significant regressions.
A new example, `animated_ui`, has been added. This example shows how to
use Bevy's built-in animation infrastructure to animate font size and
color, which wasn't possible before this patch.
## Showcase
https://github.com/user-attachments/assets/1fa73492-a9ce-405a-a8f2-4aacd7f6dc97
## Migration Guide
* Animation keyframes are now an extensible trait, not an enum. Replace
`Keyframes::Translation(...)`, `Keyframes::Scale(...)`,
`Keyframes::Rotation(...)`, and `Keyframes::Weights(...)` with
`Box::new(TranslationKeyframes(...))`, `Box::new(ScaleKeyframes(...))`,
`Box::new(RotationKeyframes(...))`, and
`Box::new(MorphWeightsKeyframes(...))` respectively.
2024-09-23 17:14:12 +00:00
|
|
|
|
Impose a more sensible ordering for animation graph evaluation. (#15589)
This is an updated version of #15530. Review comments were addressed.
This commit changes the animation graph evaluation to be operate in a
more sensible order and updates the semantics of blend nodes to conform
to [the animation composition RFC]. Prior to this patch, a node graph
like this:
```
┌─────┐
│ │
│ 1 │
│ │
└──┬──┘
│
┌───────┴───────┐
│ │
▼ ▼
┌─────┐ ┌─────┐
│ │ │ │
│ 2 │ │ 3 │
│ │ │ │
└──┬──┘ └──┬──┘
│ │
┌───┴───┐ ┌───┴───┐
│ │ │ │
▼ ▼ ▼ ▼
┌─────┐ ┌─────┐ ┌─────┐ ┌─────┐
│ │ │ │ │ │ │ │
│ 4 │ │ 6 │ │ 5 │ │ 7 │
│ │ │ │ │ │ │ │
└─────┘ └─────┘ └─────┘ └─────┘
```
Would be evaluated as (((4 ⊕ 5) ⊕ 6) ⊕ 7), with the blend (lerp/slerp)
operation notated as ⊕. As quaternion multiplication isn't commutative,
this is very counterintuitive and will especially lead to trouble with
the forthcoming additive blending feature (#15198).
This patch fixes the issue by changing the evaluation order to
postorder, with children of a node evaluated in ascending order by node
index.
To do so, this patch revamps `AnimationCurve` to be based on an
*evaluation stack* and a *blend register*. During target evaluation, the
graph evaluator traverses the graph in postorder. When encountering a
clip node, the evaluator pushes the possibly-interpolated value onto the
evaluation stack. When encountering a blend node, the evaluator pops
values off the stack into the blend register, accumulating weights as
appropriate. When the graph is completely evaluated, the top element on
the stack is *committed* to the property of the component.
A new system, the *graph threading* system, is added in order to cache
the sorted postorder traversal to avoid the overhead of sorting children
at animation evaluation time. Mask evaluation has been moved to this
system so that the graph only has to be traversed at most once per
frame. Unlike the `ActiveAnimation` list, the *threaded graph* is cached
from frame to frame and only has to be regenerated when the animation
graph asset changes.
This patch currently regresses the `animate_target` performance in
`many_foxes` by around 50%, resulting in an FPS loss of about 2-3 FPS.
I'd argue that this is an acceptable price to pay for a much more
intuitive system. In the future, we can mitigate the regression with a
fast path that avoids consulting the graph if only one animation is
playing. However, in the interest of keeping this patch simple, I didn't
do so here.
[the animation composition RFC]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
# Objective
- Describe the objective or issue this PR addresses.
- If you're fixing a specific issue, say "Fixes #X".
## Solution
- Describe the solution used to achieve the objective above.
## Testing
- Did you test these changes? If so, how?
- Are there any parts that need more testing?
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
---
## Showcase
> This section is optional. If this PR does not include a visual change
or does not add a new feature, you can delete this section.
- Help others understand the result of this PR by showcasing your
awesome work!
- If this PR adds a new feature or public API, consider adding a brief
pseudo-code snippet of it in action
- If this PR includes a visual change, consider adding a screenshot,
GIF, or video
- If you want, you could even include a before/after comparison!
- If the Migration Guide adequately covers the changes, you can delete
this section
While a showcase should aim to be brief and digestible, you can use a
toggleable section to save space on longer showcases:
<details>
<summary>Click to view showcase</summary>
```rust
println!("My super cool code.");
```
</details>
## Migration Guide
> This section is optional. If there are no breaking changes, you can
delete this section.
- If this PR is a breaking change (relative to the last release of
Bevy), describe how a user might need to migrate their code to support
these changes
- Simply adding new functionality is not a breaking change.
- Fixing behavior that was definitely a bug, rather than a questionable
design choice is not a breaking change.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-10-03 00:36:42 +00:00
|
|
|
let Some(clip) = clips.get(animation_clip_handle) else {
|
|
|
|
continue;
|
|
|
|
};
|
|
|
|
|
2024-10-06 18:57:07 +00:00
|
|
|
if !active_animation.paused {
|
|
|
|
// Trigger all animation events that occurred this tick, if any.
|
|
|
|
if let Some(triggered_events) = TriggeredEvents::from_animation(
|
|
|
|
AnimationEventTarget::Node(target_id),
|
|
|
|
clip,
|
|
|
|
active_animation,
|
|
|
|
) {
|
|
|
|
if !triggered_events.is_empty() {
|
|
|
|
par_commands.command_scope(move |mut commands| {
|
|
|
|
for TimedAnimationEvent { time, event } in
|
|
|
|
triggered_events.iter()
|
|
|
|
{
|
AnimationEvent -> Event and other improvements (#16440)
# Objective
Needing to derive `AnimationEvent` for `Event` is unnecessary, and the
trigger logic coupled to it feels like we're coupling "event producer"
logic with the event itself, which feels wrong. It also comes with a
bunch of complexity, which is again unnecessary. We can have the
flexibility of "custom animation event trigger logic" without this
coupling and complexity.
The current `animation_events` example is also needlessly complicated,
due to it needing to work around system ordering issues. The docs
describing it are also slightly wrong. We can make this all a non-issue
by solving the underlying ordering problem.
Related to this, we use the `bevy_animation::Animation` system set to
solve PostUpdate animation order-of-operations issues. If we move this
to bevy_app as part of our "core schedule", we can cut out needless
`bevy_animation` crate dependencies in these instances.
## Solution
- Remove `AnimationEvent`, the derive, and all other infrastructure
associated with it (such as the `bevy_animation/derive` crate)
- Replace all instances of `AnimationEvent` traits with `Event + Clone`
- Store and use functions for custom animation trigger logic (ex:
`clip.add_event_fn()`). For "normal" cases users dont need to think
about this and should use the simpler `clip.add_event()`
- Run the `Animation` system set _before_ updating text
- Move `bevy_animation::Animation` to `bevy_app::Animation`. Remove
unnecessary `bevy_animation` dependency from `bevy_ui`
- Adjust `animation_events` example to use the simpler `clip.add_event`
API, as the workarounds are no longer necessary
This is polishing work that will land in 0.15, and I think it is simple
enough and valuable enough to land in 0.15 with it, in the interest of
making the feature as compelling as possible.
2024-11-22 00:16:04 +00:00
|
|
|
event.trigger(
|
|
|
|
&mut commands,
|
2024-10-06 18:57:07 +00:00
|
|
|
entity,
|
|
|
|
*time,
|
|
|
|
active_animation.weight,
|
AnimationEvent -> Event and other improvements (#16440)
# Objective
Needing to derive `AnimationEvent` for `Event` is unnecessary, and the
trigger logic coupled to it feels like we're coupling "event producer"
logic with the event itself, which feels wrong. It also comes with a
bunch of complexity, which is again unnecessary. We can have the
flexibility of "custom animation event trigger logic" without this
coupling and complexity.
The current `animation_events` example is also needlessly complicated,
due to it needing to work around system ordering issues. The docs
describing it are also slightly wrong. We can make this all a non-issue
by solving the underlying ordering problem.
Related to this, we use the `bevy_animation::Animation` system set to
solve PostUpdate animation order-of-operations issues. If we move this
to bevy_app as part of our "core schedule", we can cut out needless
`bevy_animation` crate dependencies in these instances.
## Solution
- Remove `AnimationEvent`, the derive, and all other infrastructure
associated with it (such as the `bevy_animation/derive` crate)
- Replace all instances of `AnimationEvent` traits with `Event + Clone`
- Store and use functions for custom animation trigger logic (ex:
`clip.add_event_fn()`). For "normal" cases users dont need to think
about this and should use the simpler `clip.add_event()`
- Run the `Animation` system set _before_ updating text
- Move `bevy_animation::Animation` to `bevy_app::Animation`. Remove
unnecessary `bevy_animation` dependency from `bevy_ui`
- Adjust `animation_events` example to use the simpler `clip.add_event`
API, as the workarounds are no longer necessary
This is polishing work that will land in 0.15, and I think it is simple
enough and valuable enough to land in 0.15 with it, in the interest of
making the feature as compelling as possible.
2024-11-22 00:16:04 +00:00
|
|
|
);
|
2024-10-06 18:57:07 +00:00
|
|
|
}
|
|
|
|
});
|
|
|
|
}
|
Add Support for Triggering Events via `AnimationEvent`s (#15538)
# Objective
Add support for events that can be triggered from animation clips. This
is useful when you need something to happen at a specific time in an
animation. For example, playing a sound every time a characters feet
hits the ground when walking.
Closes #15494
## Solution
Added a new field to `AnimationClip`: `events`, which contains a list of
`AnimationEvent`s. These are automatically triggered in
`animate_targets` and `trigger_untargeted_animation_events`.
## Testing
Added a couple of tests and example (`animation_events.rs`) to make sure
events are triggered when expected.
---
## Showcase
`Events` need to also implement `AnimationEvent` and `Reflect` to be
used with animations.
```rust
#[derive(Event, AnimationEvent, Reflect)]
struct SomeEvent;
```
Events can be added to an `AnimationClip` by specifying a time and
event.
```rust
// trigger an event after 1.0 second
animation_clip.add_event(1.0, SomeEvent);
```
And optionally, providing a target id.
```rust
let id = AnimationTargetId::from_iter(["shoulder", "arm", "hand"]);
animation_clip.add_event_to_target(id, 1.0, HandEvent);
```
I modified the `animated_fox` example to show off the feature.
![CleanShot 2024-10-05 at 02 41
57](https://github.com/user-attachments/assets/0bb47db7-24f9-4504-88f1-40e375b89b1b)
---------
Co-authored-by: Matty <weatherleymatthew@gmail.com>
Co-authored-by: Chris Biscardi <chris@christopherbiscardi.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
2024-10-06 10:03:05 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
Impose a more sensible ordering for animation graph evaluation. (#15589)
This is an updated version of #15530. Review comments were addressed.
This commit changes the animation graph evaluation to be operate in a
more sensible order and updates the semantics of blend nodes to conform
to [the animation composition RFC]. Prior to this patch, a node graph
like this:
```
┌─────┐
│ │
│ 1 │
│ │
└──┬──┘
│
┌───────┴───────┐
│ │
▼ ▼
┌─────┐ ┌─────┐
│ │ │ │
│ 2 │ │ 3 │
│ │ │ │
└──┬──┘ └──┬──┘
│ │
┌───┴───┐ ┌───┴───┐
│ │ │ │
▼ ▼ ▼ ▼
┌─────┐ ┌─────┐ ┌─────┐ ┌─────┐
│ │ │ │ │ │ │ │
│ 4 │ │ 6 │ │ 5 │ │ 7 │
│ │ │ │ │ │ │ │
└─────┘ └─────┘ └─────┘ └─────┘
```
Would be evaluated as (((4 ⊕ 5) ⊕ 6) ⊕ 7), with the blend (lerp/slerp)
operation notated as ⊕. As quaternion multiplication isn't commutative,
this is very counterintuitive and will especially lead to trouble with
the forthcoming additive blending feature (#15198).
This patch fixes the issue by changing the evaluation order to
postorder, with children of a node evaluated in ascending order by node
index.
To do so, this patch revamps `AnimationCurve` to be based on an
*evaluation stack* and a *blend register*. During target evaluation, the
graph evaluator traverses the graph in postorder. When encountering a
clip node, the evaluator pushes the possibly-interpolated value onto the
evaluation stack. When encountering a blend node, the evaluator pops
values off the stack into the blend register, accumulating weights as
appropriate. When the graph is completely evaluated, the top element on
the stack is *committed* to the property of the component.
A new system, the *graph threading* system, is added in order to cache
the sorted postorder traversal to avoid the overhead of sorting children
at animation evaluation time. Mask evaluation has been moved to this
system so that the graph only has to be traversed at most once per
frame. Unlike the `ActiveAnimation` list, the *threaded graph* is cached
from frame to frame and only has to be regenerated when the animation
graph asset changes.
This patch currently regresses the `animate_target` performance in
`many_foxes` by around 50%, resulting in an FPS loss of about 2-3 FPS.
I'd argue that this is an acceptable price to pay for a much more
intuitive system. In the future, we can mitigate the regression with a
fast path that avoids consulting the graph if only one animation is
playing. However, in the interest of keeping this patch simple, I didn't
do so here.
[the animation composition RFC]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
# Objective
- Describe the objective or issue this PR addresses.
- If you're fixing a specific issue, say "Fixes #X".
## Solution
- Describe the solution used to achieve the objective above.
## Testing
- Did you test these changes? If so, how?
- Are there any parts that need more testing?
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
---
## Showcase
> This section is optional. If this PR does not include a visual change
or does not add a new feature, you can delete this section.
- Help others understand the result of this PR by showcasing your
awesome work!
- If this PR adds a new feature or public API, consider adding a brief
pseudo-code snippet of it in action
- If this PR includes a visual change, consider adding a screenshot,
GIF, or video
- If you want, you could even include a before/after comparison!
- If the Migration Guide adequately covers the changes, you can delete
this section
While a showcase should aim to be brief and digestible, you can use a
toggleable section to save space on longer showcases:
<details>
<summary>Click to view showcase</summary>
```rust
println!("My super cool code.");
```
</details>
## Migration Guide
> This section is optional. If there are no breaking changes, you can
delete this section.
- If this PR is a breaking change (relative to the last release of
Bevy), describe how a user might need to migrate their code to support
these changes
- Simply adding new functionality is not a breaking change.
- Fixing behavior that was definitely a bug, rather than a questionable
design choice is not a breaking change.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-10-03 00:36:42 +00:00
|
|
|
let Some(curves) = clip.curves_for_target(target_id) else {
|
|
|
|
continue;
|
|
|
|
};
|
|
|
|
|
2024-10-07 07:30:00 +00:00
|
|
|
let weight = active_animation.weight * animation_graph_node.weight;
|
Impose a more sensible ordering for animation graph evaluation. (#15589)
This is an updated version of #15530. Review comments were addressed.
This commit changes the animation graph evaluation to be operate in a
more sensible order and updates the semantics of blend nodes to conform
to [the animation composition RFC]. Prior to this patch, a node graph
like this:
```
┌─────┐
│ │
│ 1 │
│ │
└──┬──┘
│
┌───────┴───────┐
│ │
▼ ▼
┌─────┐ ┌─────┐
│ │ │ │
│ 2 │ │ 3 │
│ │ │ │
└──┬──┘ └──┬──┘
│ │
┌───┴───┐ ┌───┴───┐
│ │ │ │
▼ ▼ ▼ ▼
┌─────┐ ┌─────┐ ┌─────┐ ┌─────┐
│ │ │ │ │ │ │ │
│ 4 │ │ 6 │ │ 5 │ │ 7 │
│ │ │ │ │ │ │ │
└─────┘ └─────┘ └─────┘ └─────┘
```
Would be evaluated as (((4 ⊕ 5) ⊕ 6) ⊕ 7), with the blend (lerp/slerp)
operation notated as ⊕. As quaternion multiplication isn't commutative,
this is very counterintuitive and will especially lead to trouble with
the forthcoming additive blending feature (#15198).
This patch fixes the issue by changing the evaluation order to
postorder, with children of a node evaluated in ascending order by node
index.
To do so, this patch revamps `AnimationCurve` to be based on an
*evaluation stack* and a *blend register*. During target evaluation, the
graph evaluator traverses the graph in postorder. When encountering a
clip node, the evaluator pushes the possibly-interpolated value onto the
evaluation stack. When encountering a blend node, the evaluator pops
values off the stack into the blend register, accumulating weights as
appropriate. When the graph is completely evaluated, the top element on
the stack is *committed* to the property of the component.
A new system, the *graph threading* system, is added in order to cache
the sorted postorder traversal to avoid the overhead of sorting children
at animation evaluation time. Mask evaluation has been moved to this
system so that the graph only has to be traversed at most once per
frame. Unlike the `ActiveAnimation` list, the *threaded graph* is cached
from frame to frame and only has to be regenerated when the animation
graph asset changes.
This patch currently regresses the `animate_target` performance in
`many_foxes` by around 50%, resulting in an FPS loss of about 2-3 FPS.
I'd argue that this is an acceptable price to pay for a much more
intuitive system. In the future, we can mitigate the regression with a
fast path that avoids consulting the graph if only one animation is
playing. However, in the interest of keeping this patch simple, I didn't
do so here.
[the animation composition RFC]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
# Objective
- Describe the objective or issue this PR addresses.
- If you're fixing a specific issue, say "Fixes #X".
## Solution
- Describe the solution used to achieve the objective above.
## Testing
- Did you test these changes? If so, how?
- Are there any parts that need more testing?
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
---
## Showcase
> This section is optional. If this PR does not include a visual change
or does not add a new feature, you can delete this section.
- Help others understand the result of this PR by showcasing your
awesome work!
- If this PR adds a new feature or public API, consider adding a brief
pseudo-code snippet of it in action
- If this PR includes a visual change, consider adding a screenshot,
GIF, or video
- If you want, you could even include a before/after comparison!
- If the Migration Guide adequately covers the changes, you can delete
this section
While a showcase should aim to be brief and digestible, you can use a
toggleable section to save space on longer showcases:
<details>
<summary>Click to view showcase</summary>
```rust
println!("My super cool code.");
```
</details>
## Migration Guide
> This section is optional. If there are no breaking changes, you can
delete this section.
- If this PR is a breaking change (relative to the last release of
Bevy), describe how a user might need to migrate their code to support
these changes
- Simply adding new functionality is not a breaking change.
- Fixing behavior that was definitely a bug, rather than a questionable
design choice is not a breaking change.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-10-03 00:36:42 +00:00
|
|
|
let seek_time = active_animation.seek_time;
|
|
|
|
|
|
|
|
for curve in curves {
|
|
|
|
// Fetch the curve evaluator. Curve evaluator types
|
|
|
|
// are unique to each property, but shared among all
|
|
|
|
// curve types. For example, given two curve types A
|
|
|
|
// and B, `RotationCurve<A>` and `RotationCurve<B>`
|
|
|
|
// will both yield a `RotationCurveEvaluator` and
|
|
|
|
// therefore will share the same evaluator in this
|
|
|
|
// table.
|
AnimatedField and Rework Evaluators (#16484)
# Objective
Animating component fields requires too much boilerplate at the moment:
```rust
#[derive(Reflect)]
struct FontSizeProperty;
impl AnimatableProperty for FontSizeProperty {
type Component = TextFont;
type Property = f32;
fn get_mut(component: &mut Self::Component) -> Option<&mut Self::Property> {
Some(&mut component.font_size)
}
}
animation_clip.add_curve_to_target(
animation_target_id,
AnimatableKeyframeCurve::new(
[0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0]
.into_iter()
.zip([24.0, 80.0, 24.0, 80.0, 24.0, 80.0, 24.0]),
)
.map(AnimatableCurve::<FontSizeProperty, _>::from_curve)
.expect("should be able to build translation curve because we pass in valid samples"),
);
```
## Solution
This adds `AnimatedField` and an `animated_field!` macro, enabling the
following:
```rust
animation_clip.add_curve_to_target(
animation_target_id,
AnimatableCurve::new(
animated_field!(TextFont::font_size),
AnimatableKeyframeCurve::new(
[0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0]
.into_iter()
.zip([24.0, 80.0, 24.0, 80.0, 24.0, 80.0, 24.0]),
)
.expect(
"should be able to build translation curve because we pass in valid samples",
),
),
);
```
This required reworking the internals a bit, namely stripping out a lot
of the `Reflect` usage, as that implementation was fundamentally
incompatible with the `AnimatedField` pattern. `Reflect` was being used
in this context just to downcast traits. But we can get downcasting
behavior without the `Reflect` requirement by implementing `Downcast`
for `AnimationCurveEvaluator`.
This also reworks "evaluator identity" to support either a (Component /
Field) pair, or a TypeId. This allows properties to reuse evaluators,
even if they have different accessor methods. The "contract" here is
that for a given (Component / Field) pair, the accessor will return the
same value. Fields are identified by their Reflect-ed field index. The
(TypeId, usize) is prehashed and cached to optimize for lookup speed.
This removes the built-in hard-coded TranslationCurve / RotationCurve /
ScaleCurve in favor of AnimatableField.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-11-27 22:19:55 +00:00
|
|
|
let curve_evaluator_id = (*curve.0).evaluator_id();
|
Impose a more sensible ordering for animation graph evaluation. (#15589)
This is an updated version of #15530. Review comments were addressed.
This commit changes the animation graph evaluation to be operate in a
more sensible order and updates the semantics of blend nodes to conform
to [the animation composition RFC]. Prior to this patch, a node graph
like this:
```
┌─────┐
│ │
│ 1 │
│ │
└──┬──┘
│
┌───────┴───────┐
│ │
▼ ▼
┌─────┐ ┌─────┐
│ │ │ │
│ 2 │ │ 3 │
│ │ │ │
└──┬──┘ └──┬──┘
│ │
┌───┴───┐ ┌───┴───┐
│ │ │ │
▼ ▼ ▼ ▼
┌─────┐ ┌─────┐ ┌─────┐ ┌─────┐
│ │ │ │ │ │ │ │
│ 4 │ │ 6 │ │ 5 │ │ 7 │
│ │ │ │ │ │ │ │
└─────┘ └─────┘ └─────┘ └─────┘
```
Would be evaluated as (((4 ⊕ 5) ⊕ 6) ⊕ 7), with the blend (lerp/slerp)
operation notated as ⊕. As quaternion multiplication isn't commutative,
this is very counterintuitive and will especially lead to trouble with
the forthcoming additive blending feature (#15198).
This patch fixes the issue by changing the evaluation order to
postorder, with children of a node evaluated in ascending order by node
index.
To do so, this patch revamps `AnimationCurve` to be based on an
*evaluation stack* and a *blend register*. During target evaluation, the
graph evaluator traverses the graph in postorder. When encountering a
clip node, the evaluator pushes the possibly-interpolated value onto the
evaluation stack. When encountering a blend node, the evaluator pops
values off the stack into the blend register, accumulating weights as
appropriate. When the graph is completely evaluated, the top element on
the stack is *committed* to the property of the component.
A new system, the *graph threading* system, is added in order to cache
the sorted postorder traversal to avoid the overhead of sorting children
at animation evaluation time. Mask evaluation has been moved to this
system so that the graph only has to be traversed at most once per
frame. Unlike the `ActiveAnimation` list, the *threaded graph* is cached
from frame to frame and only has to be regenerated when the animation
graph asset changes.
This patch currently regresses the `animate_target` performance in
`many_foxes` by around 50%, resulting in an FPS loss of about 2-3 FPS.
I'd argue that this is an acceptable price to pay for a much more
intuitive system. In the future, we can mitigate the regression with a
fast path that avoids consulting the graph if only one animation is
playing. However, in the interest of keeping this patch simple, I didn't
do so here.
[the animation composition RFC]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
# Objective
- Describe the objective or issue this PR addresses.
- If you're fixing a specific issue, say "Fixes #X".
## Solution
- Describe the solution used to achieve the objective above.
## Testing
- Did you test these changes? If so, how?
- Are there any parts that need more testing?
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
---
## Showcase
> This section is optional. If this PR does not include a visual change
or does not add a new feature, you can delete this section.
- Help others understand the result of this PR by showcasing your
awesome work!
- If this PR adds a new feature or public API, consider adding a brief
pseudo-code snippet of it in action
- If this PR includes a visual change, consider adding a screenshot,
GIF, or video
- If you want, you could even include a before/after comparison!
- If the Migration Guide adequately covers the changes, you can delete
this section
While a showcase should aim to be brief and digestible, you can use a
toggleable section to save space on longer showcases:
<details>
<summary>Click to view showcase</summary>
```rust
println!("My super cool code.");
```
</details>
## Migration Guide
> This section is optional. If there are no breaking changes, you can
delete this section.
- If this PR is a breaking change (relative to the last release of
Bevy), describe how a user might need to migrate their code to support
these changes
- Simply adding new functionality is not a breaking change.
- Fixing behavior that was definitely a bug, rather than a questionable
design choice is not a breaking change.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-10-03 00:36:42 +00:00
|
|
|
let curve_evaluator = evaluation_state
|
AnimatedField and Rework Evaluators (#16484)
# Objective
Animating component fields requires too much boilerplate at the moment:
```rust
#[derive(Reflect)]
struct FontSizeProperty;
impl AnimatableProperty for FontSizeProperty {
type Component = TextFont;
type Property = f32;
fn get_mut(component: &mut Self::Component) -> Option<&mut Self::Property> {
Some(&mut component.font_size)
}
}
animation_clip.add_curve_to_target(
animation_target_id,
AnimatableKeyframeCurve::new(
[0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0]
.into_iter()
.zip([24.0, 80.0, 24.0, 80.0, 24.0, 80.0, 24.0]),
)
.map(AnimatableCurve::<FontSizeProperty, _>::from_curve)
.expect("should be able to build translation curve because we pass in valid samples"),
);
```
## Solution
This adds `AnimatedField` and an `animated_field!` macro, enabling the
following:
```rust
animation_clip.add_curve_to_target(
animation_target_id,
AnimatableCurve::new(
animated_field!(TextFont::font_size),
AnimatableKeyframeCurve::new(
[0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0]
.into_iter()
.zip([24.0, 80.0, 24.0, 80.0, 24.0, 80.0, 24.0]),
)
.expect(
"should be able to build translation curve because we pass in valid samples",
),
),
);
```
This required reworking the internals a bit, namely stripping out a lot
of the `Reflect` usage, as that implementation was fundamentally
incompatible with the `AnimatedField` pattern. `Reflect` was being used
in this context just to downcast traits. But we can get downcasting
behavior without the `Reflect` requirement by implementing `Downcast`
for `AnimationCurveEvaluator`.
This also reworks "evaluator identity" to support either a (Component /
Field) pair, or a TypeId. This allows properties to reuse evaluators,
even if they have different accessor methods. The "contract" here is
that for a given (Component / Field) pair, the accessor will return the
same value. Fields are identified by their Reflect-ed field index. The
(TypeId, usize) is prehashed and cached to optimize for lookup speed.
This removes the built-in hard-coded TranslationCurve / RotationCurve /
ScaleCurve in favor of AnimatableField.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-11-27 22:19:55 +00:00
|
|
|
.evaluators
|
|
|
|
.get_or_insert_with(curve_evaluator_id.clone(), || {
|
|
|
|
curve.0.create_evaluator()
|
|
|
|
});
|
Impose a more sensible ordering for animation graph evaluation. (#15589)
This is an updated version of #15530. Review comments were addressed.
This commit changes the animation graph evaluation to be operate in a
more sensible order and updates the semantics of blend nodes to conform
to [the animation composition RFC]. Prior to this patch, a node graph
like this:
```
┌─────┐
│ │
│ 1 │
│ │
└──┬──┘
│
┌───────┴───────┐
│ │
▼ ▼
┌─────┐ ┌─────┐
│ │ │ │
│ 2 │ │ 3 │
│ │ │ │
└──┬──┘ └──┬──┘
│ │
┌───┴───┐ ┌───┴───┐
│ │ │ │
▼ ▼ ▼ ▼
┌─────┐ ┌─────┐ ┌─────┐ ┌─────┐
│ │ │ │ │ │ │ │
│ 4 │ │ 6 │ │ 5 │ │ 7 │
│ │ │ │ │ │ │ │
└─────┘ └─────┘ └─────┘ └─────┘
```
Would be evaluated as (((4 ⊕ 5) ⊕ 6) ⊕ 7), with the blend (lerp/slerp)
operation notated as ⊕. As quaternion multiplication isn't commutative,
this is very counterintuitive and will especially lead to trouble with
the forthcoming additive blending feature (#15198).
This patch fixes the issue by changing the evaluation order to
postorder, with children of a node evaluated in ascending order by node
index.
To do so, this patch revamps `AnimationCurve` to be based on an
*evaluation stack* and a *blend register*. During target evaluation, the
graph evaluator traverses the graph in postorder. When encountering a
clip node, the evaluator pushes the possibly-interpolated value onto the
evaluation stack. When encountering a blend node, the evaluator pops
values off the stack into the blend register, accumulating weights as
appropriate. When the graph is completely evaluated, the top element on
the stack is *committed* to the property of the component.
A new system, the *graph threading* system, is added in order to cache
the sorted postorder traversal to avoid the overhead of sorting children
at animation evaluation time. Mask evaluation has been moved to this
system so that the graph only has to be traversed at most once per
frame. Unlike the `ActiveAnimation` list, the *threaded graph* is cached
from frame to frame and only has to be regenerated when the animation
graph asset changes.
This patch currently regresses the `animate_target` performance in
`many_foxes` by around 50%, resulting in an FPS loss of about 2-3 FPS.
I'd argue that this is an acceptable price to pay for a much more
intuitive system. In the future, we can mitigate the regression with a
fast path that avoids consulting the graph if only one animation is
playing. However, in the interest of keeping this patch simple, I didn't
do so here.
[the animation composition RFC]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
# Objective
- Describe the objective or issue this PR addresses.
- If you're fixing a specific issue, say "Fixes #X".
## Solution
- Describe the solution used to achieve the objective above.
## Testing
- Did you test these changes? If so, how?
- Are there any parts that need more testing?
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
---
## Showcase
> This section is optional. If this PR does not include a visual change
or does not add a new feature, you can delete this section.
- Help others understand the result of this PR by showcasing your
awesome work!
- If this PR adds a new feature or public API, consider adding a brief
pseudo-code snippet of it in action
- If this PR includes a visual change, consider adding a screenshot,
GIF, or video
- If you want, you could even include a before/after comparison!
- If the Migration Guide adequately covers the changes, you can delete
this section
While a showcase should aim to be brief and digestible, you can use a
toggleable section to save space on longer showcases:
<details>
<summary>Click to view showcase</summary>
```rust
println!("My super cool code.");
```
</details>
## Migration Guide
> This section is optional. If there are no breaking changes, you can
delete this section.
- If this PR is a breaking change (relative to the last release of
Bevy), describe how a user might need to migrate their code to support
these changes
- Simply adding new functionality is not a breaking change.
- Fixing behavior that was definitely a bug, rather than a questionable
design choice is not a breaking change.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-10-03 00:36:42 +00:00
|
|
|
|
|
|
|
evaluation_state
|
AnimatedField and Rework Evaluators (#16484)
# Objective
Animating component fields requires too much boilerplate at the moment:
```rust
#[derive(Reflect)]
struct FontSizeProperty;
impl AnimatableProperty for FontSizeProperty {
type Component = TextFont;
type Property = f32;
fn get_mut(component: &mut Self::Component) -> Option<&mut Self::Property> {
Some(&mut component.font_size)
}
}
animation_clip.add_curve_to_target(
animation_target_id,
AnimatableKeyframeCurve::new(
[0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0]
.into_iter()
.zip([24.0, 80.0, 24.0, 80.0, 24.0, 80.0, 24.0]),
)
.map(AnimatableCurve::<FontSizeProperty, _>::from_curve)
.expect("should be able to build translation curve because we pass in valid samples"),
);
```
## Solution
This adds `AnimatedField` and an `animated_field!` macro, enabling the
following:
```rust
animation_clip.add_curve_to_target(
animation_target_id,
AnimatableCurve::new(
animated_field!(TextFont::font_size),
AnimatableKeyframeCurve::new(
[0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0]
.into_iter()
.zip([24.0, 80.0, 24.0, 80.0, 24.0, 80.0, 24.0]),
)
.expect(
"should be able to build translation curve because we pass in valid samples",
),
),
);
```
This required reworking the internals a bit, namely stripping out a lot
of the `Reflect` usage, as that implementation was fundamentally
incompatible with the `AnimatedField` pattern. `Reflect` was being used
in this context just to downcast traits. But we can get downcasting
behavior without the `Reflect` requirement by implementing `Downcast`
for `AnimationCurveEvaluator`.
This also reworks "evaluator identity" to support either a (Component /
Field) pair, or a TypeId. This allows properties to reuse evaluators,
even if they have different accessor methods. The "contract" here is
that for a given (Component / Field) pair, the accessor will return the
same value. Fields are identified by their Reflect-ed field index. The
(TypeId, usize) is prehashed and cached to optimize for lookup speed.
This removes the built-in hard-coded TranslationCurve / RotationCurve /
ScaleCurve in favor of AnimatableField.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-11-27 22:19:55 +00:00
|
|
|
.current_evaluators
|
|
|
|
.insert(curve_evaluator_id);
|
Impose a more sensible ordering for animation graph evaluation. (#15589)
This is an updated version of #15530. Review comments were addressed.
This commit changes the animation graph evaluation to be operate in a
more sensible order and updates the semantics of blend nodes to conform
to [the animation composition RFC]. Prior to this patch, a node graph
like this:
```
┌─────┐
│ │
│ 1 │
│ │
└──┬──┘
│
┌───────┴───────┐
│ │
▼ ▼
┌─────┐ ┌─────┐
│ │ │ │
│ 2 │ │ 3 │
│ │ │ │
└──┬──┘ └──┬──┘
│ │
┌───┴───┐ ┌───┴───┐
│ │ │ │
▼ ▼ ▼ ▼
┌─────┐ ┌─────┐ ┌─────┐ ┌─────┐
│ │ │ │ │ │ │ │
│ 4 │ │ 6 │ │ 5 │ │ 7 │
│ │ │ │ │ │ │ │
└─────┘ └─────┘ └─────┘ └─────┘
```
Would be evaluated as (((4 ⊕ 5) ⊕ 6) ⊕ 7), with the blend (lerp/slerp)
operation notated as ⊕. As quaternion multiplication isn't commutative,
this is very counterintuitive and will especially lead to trouble with
the forthcoming additive blending feature (#15198).
This patch fixes the issue by changing the evaluation order to
postorder, with children of a node evaluated in ascending order by node
index.
To do so, this patch revamps `AnimationCurve` to be based on an
*evaluation stack* and a *blend register*. During target evaluation, the
graph evaluator traverses the graph in postorder. When encountering a
clip node, the evaluator pushes the possibly-interpolated value onto the
evaluation stack. When encountering a blend node, the evaluator pops
values off the stack into the blend register, accumulating weights as
appropriate. When the graph is completely evaluated, the top element on
the stack is *committed* to the property of the component.
A new system, the *graph threading* system, is added in order to cache
the sorted postorder traversal to avoid the overhead of sorting children
at animation evaluation time. Mask evaluation has been moved to this
system so that the graph only has to be traversed at most once per
frame. Unlike the `ActiveAnimation` list, the *threaded graph* is cached
from frame to frame and only has to be regenerated when the animation
graph asset changes.
This patch currently regresses the `animate_target` performance in
`many_foxes` by around 50%, resulting in an FPS loss of about 2-3 FPS.
I'd argue that this is an acceptable price to pay for a much more
intuitive system. In the future, we can mitigate the regression with a
fast path that avoids consulting the graph if only one animation is
playing. However, in the interest of keeping this patch simple, I didn't
do so here.
[the animation composition RFC]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
# Objective
- Describe the objective or issue this PR addresses.
- If you're fixing a specific issue, say "Fixes #X".
## Solution
- Describe the solution used to achieve the objective above.
## Testing
- Did you test these changes? If so, how?
- Are there any parts that need more testing?
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
---
## Showcase
> This section is optional. If this PR does not include a visual change
or does not add a new feature, you can delete this section.
- Help others understand the result of this PR by showcasing your
awesome work!
- If this PR adds a new feature or public API, consider adding a brief
pseudo-code snippet of it in action
- If this PR includes a visual change, consider adding a screenshot,
GIF, or video
- If you want, you could even include a before/after comparison!
- If the Migration Guide adequately covers the changes, you can delete
this section
While a showcase should aim to be brief and digestible, you can use a
toggleable section to save space on longer showcases:
<details>
<summary>Click to view showcase</summary>
```rust
println!("My super cool code.");
```
</details>
## Migration Guide
> This section is optional. If there are no breaking changes, you can
delete this section.
- If this PR is a breaking change (relative to the last release of
Bevy), describe how a user might need to migrate their code to support
these changes
- Simply adding new functionality is not a breaking change.
- Fixing behavior that was definitely a bug, rather than a questionable
design choice is not a breaking change.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-10-03 00:36:42 +00:00
|
|
|
|
|
|
|
if let Err(err) = AnimationCurve::apply(
|
|
|
|
&*curve.0,
|
AnimatedField and Rework Evaluators (#16484)
# Objective
Animating component fields requires too much boilerplate at the moment:
```rust
#[derive(Reflect)]
struct FontSizeProperty;
impl AnimatableProperty for FontSizeProperty {
type Component = TextFont;
type Property = f32;
fn get_mut(component: &mut Self::Component) -> Option<&mut Self::Property> {
Some(&mut component.font_size)
}
}
animation_clip.add_curve_to_target(
animation_target_id,
AnimatableKeyframeCurve::new(
[0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0]
.into_iter()
.zip([24.0, 80.0, 24.0, 80.0, 24.0, 80.0, 24.0]),
)
.map(AnimatableCurve::<FontSizeProperty, _>::from_curve)
.expect("should be able to build translation curve because we pass in valid samples"),
);
```
## Solution
This adds `AnimatedField` and an `animated_field!` macro, enabling the
following:
```rust
animation_clip.add_curve_to_target(
animation_target_id,
AnimatableCurve::new(
animated_field!(TextFont::font_size),
AnimatableKeyframeCurve::new(
[0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0]
.into_iter()
.zip([24.0, 80.0, 24.0, 80.0, 24.0, 80.0, 24.0]),
)
.expect(
"should be able to build translation curve because we pass in valid samples",
),
),
);
```
This required reworking the internals a bit, namely stripping out a lot
of the `Reflect` usage, as that implementation was fundamentally
incompatible with the `AnimatedField` pattern. `Reflect` was being used
in this context just to downcast traits. But we can get downcasting
behavior without the `Reflect` requirement by implementing `Downcast`
for `AnimationCurveEvaluator`.
This also reworks "evaluator identity" to support either a (Component /
Field) pair, or a TypeId. This allows properties to reuse evaluators,
even if they have different accessor methods. The "contract" here is
that for a given (Component / Field) pair, the accessor will return the
same value. Fields are identified by their Reflect-ed field index. The
(TypeId, usize) is prehashed and cached to optimize for lookup speed.
This removes the built-in hard-coded TranslationCurve / RotationCurve /
ScaleCurve in favor of AnimatableField.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-11-27 22:19:55 +00:00
|
|
|
curve_evaluator,
|
Impose a more sensible ordering for animation graph evaluation. (#15589)
This is an updated version of #15530. Review comments were addressed.
This commit changes the animation graph evaluation to be operate in a
more sensible order and updates the semantics of blend nodes to conform
to [the animation composition RFC]. Prior to this patch, a node graph
like this:
```
┌─────┐
│ │
│ 1 │
│ │
└──┬──┘
│
┌───────┴───────┐
│ │
▼ ▼
┌─────┐ ┌─────┐
│ │ │ │
│ 2 │ │ 3 │
│ │ │ │
└──┬──┘ └──┬──┘
│ │
┌───┴───┐ ┌───┴───┐
│ │ │ │
▼ ▼ ▼ ▼
┌─────┐ ┌─────┐ ┌─────┐ ┌─────┐
│ │ │ │ │ │ │ │
│ 4 │ │ 6 │ │ 5 │ │ 7 │
│ │ │ │ │ │ │ │
└─────┘ └─────┘ └─────┘ └─────┘
```
Would be evaluated as (((4 ⊕ 5) ⊕ 6) ⊕ 7), with the blend (lerp/slerp)
operation notated as ⊕. As quaternion multiplication isn't commutative,
this is very counterintuitive and will especially lead to trouble with
the forthcoming additive blending feature (#15198).
This patch fixes the issue by changing the evaluation order to
postorder, with children of a node evaluated in ascending order by node
index.
To do so, this patch revamps `AnimationCurve` to be based on an
*evaluation stack* and a *blend register*. During target evaluation, the
graph evaluator traverses the graph in postorder. When encountering a
clip node, the evaluator pushes the possibly-interpolated value onto the
evaluation stack. When encountering a blend node, the evaluator pops
values off the stack into the blend register, accumulating weights as
appropriate. When the graph is completely evaluated, the top element on
the stack is *committed* to the property of the component.
A new system, the *graph threading* system, is added in order to cache
the sorted postorder traversal to avoid the overhead of sorting children
at animation evaluation time. Mask evaluation has been moved to this
system so that the graph only has to be traversed at most once per
frame. Unlike the `ActiveAnimation` list, the *threaded graph* is cached
from frame to frame and only has to be regenerated when the animation
graph asset changes.
This patch currently regresses the `animate_target` performance in
`many_foxes` by around 50%, resulting in an FPS loss of about 2-3 FPS.
I'd argue that this is an acceptable price to pay for a much more
intuitive system. In the future, we can mitigate the regression with a
fast path that avoids consulting the graph if only one animation is
playing. However, in the interest of keeping this patch simple, I didn't
do so here.
[the animation composition RFC]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
# Objective
- Describe the objective or issue this PR addresses.
- If you're fixing a specific issue, say "Fixes #X".
## Solution
- Describe the solution used to achieve the objective above.
## Testing
- Did you test these changes? If so, how?
- Are there any parts that need more testing?
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
---
## Showcase
> This section is optional. If this PR does not include a visual change
or does not add a new feature, you can delete this section.
- Help others understand the result of this PR by showcasing your
awesome work!
- If this PR adds a new feature or public API, consider adding a brief
pseudo-code snippet of it in action
- If this PR includes a visual change, consider adding a screenshot,
GIF, or video
- If you want, you could even include a before/after comparison!
- If the Migration Guide adequately covers the changes, you can delete
this section
While a showcase should aim to be brief and digestible, you can use a
toggleable section to save space on longer showcases:
<details>
<summary>Click to view showcase</summary>
```rust
println!("My super cool code.");
```
</details>
## Migration Guide
> This section is optional. If there are no breaking changes, you can
delete this section.
- If this PR is a breaking change (relative to the last release of
Bevy), describe how a user might need to migrate their code to support
these changes
- Simply adding new functionality is not a breaking change.
- Fixing behavior that was definitely a bug, rather than a questionable
design choice is not a breaking change.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-10-03 00:36:42 +00:00
|
|
|
seek_time,
|
|
|
|
weight,
|
|
|
|
animation_graph_node_index,
|
|
|
|
) {
|
|
|
|
warn!("Animation application failed: {:?}", err);
|
|
|
|
}
|
|
|
|
}
|
Allow animation clips to animate arbitrary properties. (#15282)
Currently, Bevy restricts animation clips to animating
`Transform::translation`, `Transform::rotation`, `Transform::scale`, or
`MorphWeights`, which correspond to the properties that glTF can
animate. This is insufficient for many use cases such as animating UI,
as the UI layout systems expect to have exclusive control over UI
elements' `Transform`s and therefore the `Style` properties must be
animated instead.
This commit fixes this, allowing for `AnimationClip`s to animate
arbitrary properties. The `Keyframes` structure has been turned into a
low-level trait that can be implemented to achieve arbitrary animation
behavior. Along with `Keyframes`, this patch adds a higher-level trait,
`AnimatableProperty`, that simplifies the task of animating single
interpolable properties. Built-in `Keyframes` implementations exist for
translation, rotation, scale, and morph weights. For the most part, you
can migrate by simply changing your code from
`Keyframes::Translation(...)` to `TranslationKeyframes(...)`, and
likewise for rotation, scale, and morph weights.
An example `AnimatableProperty` implementation for the font size of a
text section follows:
#[derive(Reflect)]
struct FontSizeProperty;
impl AnimatableProperty for FontSizeProperty {
type Component = Text;
type Property = f32;
fn get_mut(component: &mut Self::Component) -> Option<&mut
Self::Property> {
Some(&mut component.sections.get_mut(0)?.style.font_size)
}
}
In order to keep this patch relatively small, this patch doesn't include
an implementation of `AnimatableProperty` on top of the reflection
system. That can be a follow-up.
This patch builds on top of the new `EntityMutExcept<>` type in order to
widen the `AnimationTarget` query to include write access to all
components. Because `EntityMutExcept<>` has some performance overhead
over an explicit query, we continue to explicitly query `Transform` in
order to avoid regressing the performance of skeletal animation, such as
the `many_foxes` benchmark. I've measured the performance of that
benchmark and have found no significant regressions.
A new example, `animated_ui`, has been added. This example shows how to
use Bevy's built-in animation infrastructure to animate font size and
color, which wasn't possible before this patch.
## Showcase
https://github.com/user-attachments/assets/1fa73492-a9ce-405a-a8f2-4aacd7f6dc97
## Migration Guide
* Animation keyframes are now an extensible trait, not an enum. Replace
`Keyframes::Translation(...)`, `Keyframes::Scale(...)`,
`Keyframes::Rotation(...)`, and `Keyframes::Weights(...)` with
`Box::new(TranslationKeyframes(...))`, `Box::new(ScaleKeyframes(...))`,
`Box::new(RotationKeyframes(...))`, and
`Box::new(MorphWeightsKeyframes(...))` respectively.
2024-09-23 17:14:12 +00:00
|
|
|
}
|
Rework animation to be done in two phases. (#11707)
# Objective
Bevy's animation system currently does tree traversals based on `Name`
that aren't necessary. Not only do they require in unsafe code because
tree traversals are awkward with parallelism, but they are also somewhat
slow, brittle, and complex, which manifested itself as way too many
queries in #11670.
# Solution
Divide animation into two phases: animation *advancement* and animation
*evaluation*, which run after one another. *Advancement* operates on the
`AnimationPlayer` and sets the current animation time to match the game
time. *Evaluation* operates on all animation bones in the scene in
parallel and sets the transforms and/or morph weights based on the time
and the clip.
To do this, we introduce a new component, `AnimationTarget`, which the
asset loader places on every bone. It contains the ID of the entity
containing the `AnimationPlayer`, as well as a UUID that identifies
which bone in the animation the target corresponds to. In the case of
glTF, the UUID is derived from the full path name to the bone. The rule
that `AnimationTarget`s are descendants of the entity containing
`AnimationPlayer` is now just a convention, not a requirement; this
allows us to eliminate the unsafe code.
# Migration guide
* `AnimationClip` now uses UUIDs instead of hierarchical paths based on
the `Name` component to refer to bones. This has several consequences:
- A new component, `AnimationTarget`, should be placed on each bone that
you wish to animate, in order to specify its UUID and the associated
`AnimationPlayer`. The glTF loader automatically creates these
components as necessary, so most uses of glTF rigs shouldn't need to
change.
- Moving a bone around the tree, or renaming it, no longer prevents an
`AnimationPlayer` from affecting it.
- Dynamically changing the `AnimationPlayer` component will likely
require manual updating of the `AnimationTarget` components.
* Entities with `AnimationPlayer` components may now possess descendants
that also have `AnimationPlayer` components. They may not, however,
animate the same bones.
* As they aren't specific to `TypeId`s,
`bevy_reflect::utility::NoOpTypeIdHash` and
`bevy_reflect::utility::NoOpTypeIdHasher` have been renamed to
`bevy_reflect::utility::NoOpHash` and
`bevy_reflect::utility::NoOpHasher` respectively.
2024-02-19 14:59:54 +00:00
|
|
|
}
|
|
|
|
}
|
Impose a more sensible ordering for animation graph evaluation. (#15589)
This is an updated version of #15530. Review comments were addressed.
This commit changes the animation graph evaluation to be operate in a
more sensible order and updates the semantics of blend nodes to conform
to [the animation composition RFC]. Prior to this patch, a node graph
like this:
```
┌─────┐
│ │
│ 1 │
│ │
└──┬──┘
│
┌───────┴───────┐
│ │
▼ ▼
┌─────┐ ┌─────┐
│ │ │ │
│ 2 │ │ 3 │
│ │ │ │
└──┬──┘ └──┬──┘
│ │
┌───┴───┐ ┌───┴───┐
│ │ │ │
▼ ▼ ▼ ▼
┌─────┐ ┌─────┐ ┌─────┐ ┌─────┐
│ │ │ │ │ │ │ │
│ 4 │ │ 6 │ │ 5 │ │ 7 │
│ │ │ │ │ │ │ │
└─────┘ └─────┘ └─────┘ └─────┘
```
Would be evaluated as (((4 ⊕ 5) ⊕ 6) ⊕ 7), with the blend (lerp/slerp)
operation notated as ⊕. As quaternion multiplication isn't commutative,
this is very counterintuitive and will especially lead to trouble with
the forthcoming additive blending feature (#15198).
This patch fixes the issue by changing the evaluation order to
postorder, with children of a node evaluated in ascending order by node
index.
To do so, this patch revamps `AnimationCurve` to be based on an
*evaluation stack* and a *blend register*. During target evaluation, the
graph evaluator traverses the graph in postorder. When encountering a
clip node, the evaluator pushes the possibly-interpolated value onto the
evaluation stack. When encountering a blend node, the evaluator pops
values off the stack into the blend register, accumulating weights as
appropriate. When the graph is completely evaluated, the top element on
the stack is *committed* to the property of the component.
A new system, the *graph threading* system, is added in order to cache
the sorted postorder traversal to avoid the overhead of sorting children
at animation evaluation time. Mask evaluation has been moved to this
system so that the graph only has to be traversed at most once per
frame. Unlike the `ActiveAnimation` list, the *threaded graph* is cached
from frame to frame and only has to be regenerated when the animation
graph asset changes.
This patch currently regresses the `animate_target` performance in
`many_foxes` by around 50%, resulting in an FPS loss of about 2-3 FPS.
I'd argue that this is an acceptable price to pay for a much more
intuitive system. In the future, we can mitigate the regression with a
fast path that avoids consulting the graph if only one animation is
playing. However, in the interest of keeping this patch simple, I didn't
do so here.
[the animation composition RFC]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
# Objective
- Describe the objective or issue this PR addresses.
- If you're fixing a specific issue, say "Fixes #X".
## Solution
- Describe the solution used to achieve the objective above.
## Testing
- Did you test these changes? If so, how?
- Are there any parts that need more testing?
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
---
## Showcase
> This section is optional. If this PR does not include a visual change
or does not add a new feature, you can delete this section.
- Help others understand the result of this PR by showcasing your
awesome work!
- If this PR adds a new feature or public API, consider adding a brief
pseudo-code snippet of it in action
- If this PR includes a visual change, consider adding a screenshot,
GIF, or video
- If you want, you could even include a before/after comparison!
- If the Migration Guide adequately covers the changes, you can delete
this section
While a showcase should aim to be brief and digestible, you can use a
toggleable section to save space on longer showcases:
<details>
<summary>Click to view showcase</summary>
```rust
println!("My super cool code.");
```
</details>
## Migration Guide
> This section is optional. If there are no breaking changes, you can
delete this section.
- If this PR is a breaking change (relative to the last release of
Bevy), describe how a user might need to migrate their code to support
these changes
- Simply adding new functionality is not a breaking change.
- Fixing behavior that was definitely a bug, rather than a questionable
design choice is not a breaking change.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-10-03 00:36:42 +00:00
|
|
|
|
AnimatedField and Rework Evaluators (#16484)
# Objective
Animating component fields requires too much boilerplate at the moment:
```rust
#[derive(Reflect)]
struct FontSizeProperty;
impl AnimatableProperty for FontSizeProperty {
type Component = TextFont;
type Property = f32;
fn get_mut(component: &mut Self::Component) -> Option<&mut Self::Property> {
Some(&mut component.font_size)
}
}
animation_clip.add_curve_to_target(
animation_target_id,
AnimatableKeyframeCurve::new(
[0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0]
.into_iter()
.zip([24.0, 80.0, 24.0, 80.0, 24.0, 80.0, 24.0]),
)
.map(AnimatableCurve::<FontSizeProperty, _>::from_curve)
.expect("should be able to build translation curve because we pass in valid samples"),
);
```
## Solution
This adds `AnimatedField` and an `animated_field!` macro, enabling the
following:
```rust
animation_clip.add_curve_to_target(
animation_target_id,
AnimatableCurve::new(
animated_field!(TextFont::font_size),
AnimatableKeyframeCurve::new(
[0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0]
.into_iter()
.zip([24.0, 80.0, 24.0, 80.0, 24.0, 80.0, 24.0]),
)
.expect(
"should be able to build translation curve because we pass in valid samples",
),
),
);
```
This required reworking the internals a bit, namely stripping out a lot
of the `Reflect` usage, as that implementation was fundamentally
incompatible with the `AnimatedField` pattern. `Reflect` was being used
in this context just to downcast traits. But we can get downcasting
behavior without the `Reflect` requirement by implementing `Downcast`
for `AnimationCurveEvaluator`.
This also reworks "evaluator identity" to support either a (Component /
Field) pair, or a TypeId. This allows properties to reuse evaluators,
even if they have different accessor methods. The "contract" here is
that for a given (Component / Field) pair, the accessor will return the
same value. Fields are identified by their Reflect-ed field index. The
(TypeId, usize) is prehashed and cached to optimize for lookup speed.
This removes the built-in hard-coded TranslationCurve / RotationCurve /
ScaleCurve in favor of AnimatableField.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-11-27 22:19:55 +00:00
|
|
|
if let Err(err) = evaluation_state.commit_all(entity_mut) {
|
Impose a more sensible ordering for animation graph evaluation. (#15589)
This is an updated version of #15530. Review comments were addressed.
This commit changes the animation graph evaluation to be operate in a
more sensible order and updates the semantics of blend nodes to conform
to [the animation composition RFC]. Prior to this patch, a node graph
like this:
```
┌─────┐
│ │
│ 1 │
│ │
└──┬──┘
│
┌───────┴───────┐
│ │
▼ ▼
┌─────┐ ┌─────┐
│ │ │ │
│ 2 │ │ 3 │
│ │ │ │
└──┬──┘ └──┬──┘
│ │
┌───┴───┐ ┌───┴───┐
│ │ │ │
▼ ▼ ▼ ▼
┌─────┐ ┌─────┐ ┌─────┐ ┌─────┐
│ │ │ │ │ │ │ │
│ 4 │ │ 6 │ │ 5 │ │ 7 │
│ │ │ │ │ │ │ │
└─────┘ └─────┘ └─────┘ └─────┘
```
Would be evaluated as (((4 ⊕ 5) ⊕ 6) ⊕ 7), with the blend (lerp/slerp)
operation notated as ⊕. As quaternion multiplication isn't commutative,
this is very counterintuitive and will especially lead to trouble with
the forthcoming additive blending feature (#15198).
This patch fixes the issue by changing the evaluation order to
postorder, with children of a node evaluated in ascending order by node
index.
To do so, this patch revamps `AnimationCurve` to be based on an
*evaluation stack* and a *blend register*. During target evaluation, the
graph evaluator traverses the graph in postorder. When encountering a
clip node, the evaluator pushes the possibly-interpolated value onto the
evaluation stack. When encountering a blend node, the evaluator pops
values off the stack into the blend register, accumulating weights as
appropriate. When the graph is completely evaluated, the top element on
the stack is *committed* to the property of the component.
A new system, the *graph threading* system, is added in order to cache
the sorted postorder traversal to avoid the overhead of sorting children
at animation evaluation time. Mask evaluation has been moved to this
system so that the graph only has to be traversed at most once per
frame. Unlike the `ActiveAnimation` list, the *threaded graph* is cached
from frame to frame and only has to be regenerated when the animation
graph asset changes.
This patch currently regresses the `animate_target` performance in
`many_foxes` by around 50%, resulting in an FPS loss of about 2-3 FPS.
I'd argue that this is an acceptable price to pay for a much more
intuitive system. In the future, we can mitigate the regression with a
fast path that avoids consulting the graph if only one animation is
playing. However, in the interest of keeping this patch simple, I didn't
do so here.
[the animation composition RFC]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
# Objective
- Describe the objective or issue this PR addresses.
- If you're fixing a specific issue, say "Fixes #X".
## Solution
- Describe the solution used to achieve the objective above.
## Testing
- Did you test these changes? If so, how?
- Are there any parts that need more testing?
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
---
## Showcase
> This section is optional. If this PR does not include a visual change
or does not add a new feature, you can delete this section.
- Help others understand the result of this PR by showcasing your
awesome work!
- If this PR adds a new feature or public API, consider adding a brief
pseudo-code snippet of it in action
- If this PR includes a visual change, consider adding a screenshot,
GIF, or video
- If you want, you could even include a before/after comparison!
- If the Migration Guide adequately covers the changes, you can delete
this section
While a showcase should aim to be brief and digestible, you can use a
toggleable section to save space on longer showcases:
<details>
<summary>Click to view showcase</summary>
```rust
println!("My super cool code.");
```
</details>
## Migration Guide
> This section is optional. If there are no breaking changes, you can
delete this section.
- If this PR is a breaking change (relative to the last release of
Bevy), describe how a user might need to migrate their code to support
these changes
- Simply adding new functionality is not a breaking change.
- Fixing behavior that was definitely a bug, rather than a questionable
design choice is not a breaking change.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-10-03 00:36:42 +00:00
|
|
|
warn!("Animation application failed: {:?}", err);
|
|
|
|
}
|
Allow animation clips to animate arbitrary properties. (#15282)
Currently, Bevy restricts animation clips to animating
`Transform::translation`, `Transform::rotation`, `Transform::scale`, or
`MorphWeights`, which correspond to the properties that glTF can
animate. This is insufficient for many use cases such as animating UI,
as the UI layout systems expect to have exclusive control over UI
elements' `Transform`s and therefore the `Style` properties must be
animated instead.
This commit fixes this, allowing for `AnimationClip`s to animate
arbitrary properties. The `Keyframes` structure has been turned into a
low-level trait that can be implemented to achieve arbitrary animation
behavior. Along with `Keyframes`, this patch adds a higher-level trait,
`AnimatableProperty`, that simplifies the task of animating single
interpolable properties. Built-in `Keyframes` implementations exist for
translation, rotation, scale, and morph weights. For the most part, you
can migrate by simply changing your code from
`Keyframes::Translation(...)` to `TranslationKeyframes(...)`, and
likewise for rotation, scale, and morph weights.
An example `AnimatableProperty` implementation for the font size of a
text section follows:
#[derive(Reflect)]
struct FontSizeProperty;
impl AnimatableProperty for FontSizeProperty {
type Component = Text;
type Property = f32;
fn get_mut(component: &mut Self::Component) -> Option<&mut
Self::Property> {
Some(&mut component.sections.get_mut(0)?.style.font_size)
}
}
In order to keep this patch relatively small, this patch doesn't include
an implementation of `AnimatableProperty` on top of the reflection
system. That can be a follow-up.
This patch builds on top of the new `EntityMutExcept<>` type in order to
widen the `AnimationTarget` query to include write access to all
components. Because `EntityMutExcept<>` has some performance overhead
over an explicit query, we continue to explicitly query `Transform` in
order to avoid regressing the performance of skeletal animation, such as
the `many_foxes` benchmark. I've measured the performance of that
benchmark and have found no significant regressions.
A new example, `animated_ui`, has been added. This example shows how to
use Bevy's built-in animation infrastructure to animate font size and
color, which wasn't possible before this patch.
## Showcase
https://github.com/user-attachments/assets/1fa73492-a9ce-405a-a8f2-4aacd7f6dc97
## Migration Guide
* Animation keyframes are now an extensible trait, not an enum. Replace
`Keyframes::Translation(...)`, `Keyframes::Scale(...)`,
`Keyframes::Rotation(...)`, and `Keyframes::Weights(...)` with
`Box::new(TranslationKeyframes(...))`, `Box::new(ScaleKeyframes(...))`,
`Box::new(RotationKeyframes(...))`, and
`Box::new(MorphWeightsKeyframes(...))` respectively.
2024-09-23 17:14:12 +00:00
|
|
|
});
|
Implement the `AnimationGraph`, allowing for multiple animations to be blended together. (#11989)
This is an implementation of RFC #51:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
Note that the implementation strategy is different from the one outlined
in that RFC, because two-phase animation has now landed.
# Objective
Bevy needs animation blending. The RFC for this is [RFC 51].
## Solution
This is an implementation of the RFC. Note that the implementation
strategy is different from the one outlined there, because two-phase
animation has now landed.
This is just a draft to get the conversation started. Currently we're
missing a few things:
- [x] A fully-fleshed-out mechanism for transitions
- [x] A serialization format for `AnimationGraph`s
- [x] Examples are broken, other than `animated_fox`
- [x] Documentation
---
## Changelog
### Added
* The `AnimationPlayer` has been reworked to support blending multiple
animations together through an `AnimationGraph`, and as such will no
longer function unless a `Handle<AnimationGraph>` has been added to the
entity containing the player. See [RFC 51] for more details.
* Transition functionality has moved from the `AnimationPlayer` to a new
component, `AnimationTransitions`, which works in tandem with the
`AnimationGraph`.
## Migration Guide
* `AnimationPlayer`s can no longer play animations by themselves and
need to be paired with a `Handle<AnimationGraph>`. Code that was using
`AnimationPlayer` to play animations will need to create an
`AnimationGraph` asset first, add a node for the clip (or clips) you
want to play, and then supply the index of that node to the
`AnimationPlayer`'s `play` method.
* The `AnimationPlayer::play_with_transition()` method has been removed
and replaced with the `AnimationTransitions` component. If you were
previously using `AnimationPlayer::play_with_transition()`, add all
animations that you were playing to the `AnimationGraph`, and create an
`AnimationTransitions` component to manage the blending between them.
[RFC 51]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
---------
Co-authored-by: Rob Parrett <robparrett@gmail.com>
2024-03-07 20:22:42 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/// Adds animation support to an app
|
|
|
|
#[derive(Default)]
|
|
|
|
pub struct AnimationPlugin;
|
|
|
|
|
|
|
|
impl Plugin for AnimationPlugin {
|
|
|
|
fn build(&self, app: &mut App) {
|
|
|
|
app.init_asset::<AnimationClip>()
|
|
|
|
.init_asset::<AnimationGraph>()
|
|
|
|
.init_asset_loader::<AnimationGraphAssetLoader>()
|
|
|
|
.register_asset_reflect::<AnimationClip>()
|
|
|
|
.register_asset_reflect::<AnimationGraph>()
|
|
|
|
.register_type::<AnimationPlayer>()
|
|
|
|
.register_type::<AnimationTarget>()
|
|
|
|
.register_type::<AnimationTransitions>()
|
2024-10-09 14:04:06 +00:00
|
|
|
.register_type::<AnimationGraphHandle>()
|
Implement the `AnimationGraph`, allowing for multiple animations to be blended together. (#11989)
This is an implementation of RFC #51:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
Note that the implementation strategy is different from the one outlined
in that RFC, because two-phase animation has now landed.
# Objective
Bevy needs animation blending. The RFC for this is [RFC 51].
## Solution
This is an implementation of the RFC. Note that the implementation
strategy is different from the one outlined there, because two-phase
animation has now landed.
This is just a draft to get the conversation started. Currently we're
missing a few things:
- [x] A fully-fleshed-out mechanism for transitions
- [x] A serialization format for `AnimationGraph`s
- [x] Examples are broken, other than `animated_fox`
- [x] Documentation
---
## Changelog
### Added
* The `AnimationPlayer` has been reworked to support blending multiple
animations together through an `AnimationGraph`, and as such will no
longer function unless a `Handle<AnimationGraph>` has been added to the
entity containing the player. See [RFC 51] for more details.
* Transition functionality has moved from the `AnimationPlayer` to a new
component, `AnimationTransitions`, which works in tandem with the
`AnimationGraph`.
## Migration Guide
* `AnimationPlayer`s can no longer play animations by themselves and
need to be paired with a `Handle<AnimationGraph>`. Code that was using
`AnimationPlayer` to play animations will need to create an
`AnimationGraph` asset first, add a node for the clip (or clips) you
want to play, and then supply the index of that node to the
`AnimationPlayer`'s `play` method.
* The `AnimationPlayer::play_with_transition()` method has been removed
and replaced with the `AnimationTransitions` component. If you were
previously using `AnimationPlayer::play_with_transition()`, add all
animations that you were playing to the `AnimationGraph`, and create an
`AnimationTransitions` component to manage the blending between them.
[RFC 51]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
---------
Co-authored-by: Rob Parrett <robparrett@gmail.com>
2024-03-07 20:22:42 +00:00
|
|
|
.register_type::<NodeIndex>()
|
Impose a more sensible ordering for animation graph evaluation. (#15589)
This is an updated version of #15530. Review comments were addressed.
This commit changes the animation graph evaluation to be operate in a
more sensible order and updates the semantics of blend nodes to conform
to [the animation composition RFC]. Prior to this patch, a node graph
like this:
```
┌─────┐
│ │
│ 1 │
│ │
└──┬──┘
│
┌───────┴───────┐
│ │
▼ ▼
┌─────┐ ┌─────┐
│ │ │ │
│ 2 │ │ 3 │
│ │ │ │
└──┬──┘ └──┬──┘
│ │
┌───┴───┐ ┌───┴───┐
│ │ │ │
▼ ▼ ▼ ▼
┌─────┐ ┌─────┐ ┌─────┐ ┌─────┐
│ │ │ │ │ │ │ │
│ 4 │ │ 6 │ │ 5 │ │ 7 │
│ │ │ │ │ │ │ │
└─────┘ └─────┘ └─────┘ └─────┘
```
Would be evaluated as (((4 ⊕ 5) ⊕ 6) ⊕ 7), with the blend (lerp/slerp)
operation notated as ⊕. As quaternion multiplication isn't commutative,
this is very counterintuitive and will especially lead to trouble with
the forthcoming additive blending feature (#15198).
This patch fixes the issue by changing the evaluation order to
postorder, with children of a node evaluated in ascending order by node
index.
To do so, this patch revamps `AnimationCurve` to be based on an
*evaluation stack* and a *blend register*. During target evaluation, the
graph evaluator traverses the graph in postorder. When encountering a
clip node, the evaluator pushes the possibly-interpolated value onto the
evaluation stack. When encountering a blend node, the evaluator pops
values off the stack into the blend register, accumulating weights as
appropriate. When the graph is completely evaluated, the top element on
the stack is *committed* to the property of the component.
A new system, the *graph threading* system, is added in order to cache
the sorted postorder traversal to avoid the overhead of sorting children
at animation evaluation time. Mask evaluation has been moved to this
system so that the graph only has to be traversed at most once per
frame. Unlike the `ActiveAnimation` list, the *threaded graph* is cached
from frame to frame and only has to be regenerated when the animation
graph asset changes.
This patch currently regresses the `animate_target` performance in
`many_foxes` by around 50%, resulting in an FPS loss of about 2-3 FPS.
I'd argue that this is an acceptable price to pay for a much more
intuitive system. In the future, we can mitigate the regression with a
fast path that avoids consulting the graph if only one animation is
playing. However, in the interest of keeping this patch simple, I didn't
do so here.
[the animation composition RFC]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
# Objective
- Describe the objective or issue this PR addresses.
- If you're fixing a specific issue, say "Fixes #X".
## Solution
- Describe the solution used to achieve the objective above.
## Testing
- Did you test these changes? If so, how?
- Are there any parts that need more testing?
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
---
## Showcase
> This section is optional. If this PR does not include a visual change
or does not add a new feature, you can delete this section.
- Help others understand the result of this PR by showcasing your
awesome work!
- If this PR adds a new feature or public API, consider adding a brief
pseudo-code snippet of it in action
- If this PR includes a visual change, consider adding a screenshot,
GIF, or video
- If you want, you could even include a before/after comparison!
- If the Migration Guide adequately covers the changes, you can delete
this section
While a showcase should aim to be brief and digestible, you can use a
toggleable section to save space on longer showcases:
<details>
<summary>Click to view showcase</summary>
```rust
println!("My super cool code.");
```
</details>
## Migration Guide
> This section is optional. If there are no breaking changes, you can
delete this section.
- If this PR is a breaking change (relative to the last release of
Bevy), describe how a user might need to migrate their code to support
these changes
- Simply adding new functionality is not a breaking change.
- Fixing behavior that was definitely a bug, rather than a questionable
design choice is not a breaking change.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-10-03 00:36:42 +00:00
|
|
|
.register_type::<ThreadedAnimationGraphs>()
|
|
|
|
.init_resource::<ThreadedAnimationGraphs>()
|
Implement the `AnimationGraph`, allowing for multiple animations to be blended together. (#11989)
This is an implementation of RFC #51:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
Note that the implementation strategy is different from the one outlined
in that RFC, because two-phase animation has now landed.
# Objective
Bevy needs animation blending. The RFC for this is [RFC 51].
## Solution
This is an implementation of the RFC. Note that the implementation
strategy is different from the one outlined there, because two-phase
animation has now landed.
This is just a draft to get the conversation started. Currently we're
missing a few things:
- [x] A fully-fleshed-out mechanism for transitions
- [x] A serialization format for `AnimationGraph`s
- [x] Examples are broken, other than `animated_fox`
- [x] Documentation
---
## Changelog
### Added
* The `AnimationPlayer` has been reworked to support blending multiple
animations together through an `AnimationGraph`, and as such will no
longer function unless a `Handle<AnimationGraph>` has been added to the
entity containing the player. See [RFC 51] for more details.
* Transition functionality has moved from the `AnimationPlayer` to a new
component, `AnimationTransitions`, which works in tandem with the
`AnimationGraph`.
## Migration Guide
* `AnimationPlayer`s can no longer play animations by themselves and
need to be paired with a `Handle<AnimationGraph>`. Code that was using
`AnimationPlayer` to play animations will need to create an
`AnimationGraph` asset first, add a node for the clip (or clips) you
want to play, and then supply the index of that node to the
`AnimationPlayer`'s `play` method.
* The `AnimationPlayer::play_with_transition()` method has been removed
and replaced with the `AnimationTransitions` component. If you were
previously using `AnimationPlayer::play_with_transition()`, add all
animations that you were playing to the `AnimationGraph`, and create an
`AnimationTransitions` component to manage the blending between them.
[RFC 51]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
---------
Co-authored-by: Rob Parrett <robparrett@gmail.com>
2024-03-07 20:22:42 +00:00
|
|
|
.add_systems(
|
|
|
|
PostUpdate,
|
|
|
|
(
|
Impose a more sensible ordering for animation graph evaluation. (#15589)
This is an updated version of #15530. Review comments were addressed.
This commit changes the animation graph evaluation to be operate in a
more sensible order and updates the semantics of blend nodes to conform
to [the animation composition RFC]. Prior to this patch, a node graph
like this:
```
┌─────┐
│ │
│ 1 │
│ │
└──┬──┘
│
┌───────┴───────┐
│ │
▼ ▼
┌─────┐ ┌─────┐
│ │ │ │
│ 2 │ │ 3 │
│ │ │ │
└──┬──┘ └──┬──┘
│ │
┌───┴───┐ ┌───┴───┐
│ │ │ │
▼ ▼ ▼ ▼
┌─────┐ ┌─────┐ ┌─────┐ ┌─────┐
│ │ │ │ │ │ │ │
│ 4 │ │ 6 │ │ 5 │ │ 7 │
│ │ │ │ │ │ │ │
└─────┘ └─────┘ └─────┘ └─────┘
```
Would be evaluated as (((4 ⊕ 5) ⊕ 6) ⊕ 7), with the blend (lerp/slerp)
operation notated as ⊕. As quaternion multiplication isn't commutative,
this is very counterintuitive and will especially lead to trouble with
the forthcoming additive blending feature (#15198).
This patch fixes the issue by changing the evaluation order to
postorder, with children of a node evaluated in ascending order by node
index.
To do so, this patch revamps `AnimationCurve` to be based on an
*evaluation stack* and a *blend register*. During target evaluation, the
graph evaluator traverses the graph in postorder. When encountering a
clip node, the evaluator pushes the possibly-interpolated value onto the
evaluation stack. When encountering a blend node, the evaluator pops
values off the stack into the blend register, accumulating weights as
appropriate. When the graph is completely evaluated, the top element on
the stack is *committed* to the property of the component.
A new system, the *graph threading* system, is added in order to cache
the sorted postorder traversal to avoid the overhead of sorting children
at animation evaluation time. Mask evaluation has been moved to this
system so that the graph only has to be traversed at most once per
frame. Unlike the `ActiveAnimation` list, the *threaded graph* is cached
from frame to frame and only has to be regenerated when the animation
graph asset changes.
This patch currently regresses the `animate_target` performance in
`many_foxes` by around 50%, resulting in an FPS loss of about 2-3 FPS.
I'd argue that this is an acceptable price to pay for a much more
intuitive system. In the future, we can mitigate the regression with a
fast path that avoids consulting the graph if only one animation is
playing. However, in the interest of keeping this patch simple, I didn't
do so here.
[the animation composition RFC]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
# Objective
- Describe the objective or issue this PR addresses.
- If you're fixing a specific issue, say "Fixes #X".
## Solution
- Describe the solution used to achieve the objective above.
## Testing
- Did you test these changes? If so, how?
- Are there any parts that need more testing?
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
---
## Showcase
> This section is optional. If this PR does not include a visual change
or does not add a new feature, you can delete this section.
- Help others understand the result of this PR by showcasing your
awesome work!
- If this PR adds a new feature or public API, consider adding a brief
pseudo-code snippet of it in action
- If this PR includes a visual change, consider adding a screenshot,
GIF, or video
- If you want, you could even include a before/after comparison!
- If the Migration Guide adequately covers the changes, you can delete
this section
While a showcase should aim to be brief and digestible, you can use a
toggleable section to save space on longer showcases:
<details>
<summary>Click to view showcase</summary>
```rust
println!("My super cool code.");
```
</details>
## Migration Guide
> This section is optional. If there are no breaking changes, you can
delete this section.
- If this PR is a breaking change (relative to the last release of
Bevy), describe how a user might need to migrate their code to support
these changes
- Simply adding new functionality is not a breaking change.
- Fixing behavior that was definitely a bug, rather than a questionable
design choice is not a breaking change.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-10-03 00:36:42 +00:00
|
|
|
graph::thread_animation_graphs,
|
Implement the `AnimationGraph`, allowing for multiple animations to be blended together. (#11989)
This is an implementation of RFC #51:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
Note that the implementation strategy is different from the one outlined
in that RFC, because two-phase animation has now landed.
# Objective
Bevy needs animation blending. The RFC for this is [RFC 51].
## Solution
This is an implementation of the RFC. Note that the implementation
strategy is different from the one outlined there, because two-phase
animation has now landed.
This is just a draft to get the conversation started. Currently we're
missing a few things:
- [x] A fully-fleshed-out mechanism for transitions
- [x] A serialization format for `AnimationGraph`s
- [x] Examples are broken, other than `animated_fox`
- [x] Documentation
---
## Changelog
### Added
* The `AnimationPlayer` has been reworked to support blending multiple
animations together through an `AnimationGraph`, and as such will no
longer function unless a `Handle<AnimationGraph>` has been added to the
entity containing the player. See [RFC 51] for more details.
* Transition functionality has moved from the `AnimationPlayer` to a new
component, `AnimationTransitions`, which works in tandem with the
`AnimationGraph`.
## Migration Guide
* `AnimationPlayer`s can no longer play animations by themselves and
need to be paired with a `Handle<AnimationGraph>`. Code that was using
`AnimationPlayer` to play animations will need to create an
`AnimationGraph` asset first, add a node for the clip (or clips) you
want to play, and then supply the index of that node to the
`AnimationPlayer`'s `play` method.
* The `AnimationPlayer::play_with_transition()` method has been removed
and replaced with the `AnimationTransitions` component. If you were
previously using `AnimationPlayer::play_with_transition()`, add all
animations that you were playing to the `AnimationGraph`, and create an
`AnimationTransitions` component to manage the blending between them.
[RFC 51]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
---------
Co-authored-by: Rob Parrett <robparrett@gmail.com>
2024-03-07 20:22:42 +00:00
|
|
|
advance_transitions,
|
|
|
|
advance_animations,
|
Allow animation clips to animate arbitrary properties. (#15282)
Currently, Bevy restricts animation clips to animating
`Transform::translation`, `Transform::rotation`, `Transform::scale`, or
`MorphWeights`, which correspond to the properties that glTF can
animate. This is insufficient for many use cases such as animating UI,
as the UI layout systems expect to have exclusive control over UI
elements' `Transform`s and therefore the `Style` properties must be
animated instead.
This commit fixes this, allowing for `AnimationClip`s to animate
arbitrary properties. The `Keyframes` structure has been turned into a
low-level trait that can be implemented to achieve arbitrary animation
behavior. Along with `Keyframes`, this patch adds a higher-level trait,
`AnimatableProperty`, that simplifies the task of animating single
interpolable properties. Built-in `Keyframes` implementations exist for
translation, rotation, scale, and morph weights. For the most part, you
can migrate by simply changing your code from
`Keyframes::Translation(...)` to `TranslationKeyframes(...)`, and
likewise for rotation, scale, and morph weights.
An example `AnimatableProperty` implementation for the font size of a
text section follows:
#[derive(Reflect)]
struct FontSizeProperty;
impl AnimatableProperty for FontSizeProperty {
type Component = Text;
type Property = f32;
fn get_mut(component: &mut Self::Component) -> Option<&mut
Self::Property> {
Some(&mut component.sections.get_mut(0)?.style.font_size)
}
}
In order to keep this patch relatively small, this patch doesn't include
an implementation of `AnimatableProperty` on top of the reflection
system. That can be a follow-up.
This patch builds on top of the new `EntityMutExcept<>` type in order to
widen the `AnimationTarget` query to include write access to all
components. Because `EntityMutExcept<>` has some performance overhead
over an explicit query, we continue to explicitly query `Transform` in
order to avoid regressing the performance of skeletal animation, such as
the `many_foxes` benchmark. I've measured the performance of that
benchmark and have found no significant regressions.
A new example, `animated_ui`, has been added. This example shows how to
use Bevy's built-in animation infrastructure to animate font size and
color, which wasn't possible before this patch.
## Showcase
https://github.com/user-attachments/assets/1fa73492-a9ce-405a-a8f2-4aacd7f6dc97
## Migration Guide
* Animation keyframes are now an extensible trait, not an enum. Replace
`Keyframes::Translation(...)`, `Keyframes::Scale(...)`,
`Keyframes::Rotation(...)`, and `Keyframes::Weights(...)` with
`Box::new(TranslationKeyframes(...))`, `Box::new(ScaleKeyframes(...))`,
`Box::new(RotationKeyframes(...))`, and
`Box::new(MorphWeightsKeyframes(...))` respectively.
2024-09-23 17:14:12 +00:00
|
|
|
// TODO: `animate_targets` can animate anything, so
|
|
|
|
// ambiguity testing currently considers it ambiguous with
|
|
|
|
// every other system in `PostUpdate`. We may want to move
|
|
|
|
// it to its own system set after `Update` but before
|
|
|
|
// `PostUpdate`. For now, we just disable ambiguity testing
|
|
|
|
// for this system.
|
|
|
|
animate_targets
|
2024-10-06 14:18:11 +00:00
|
|
|
.after(bevy_render::mesh::inherit_weights)
|
Allow animation clips to animate arbitrary properties. (#15282)
Currently, Bevy restricts animation clips to animating
`Transform::translation`, `Transform::rotation`, `Transform::scale`, or
`MorphWeights`, which correspond to the properties that glTF can
animate. This is insufficient for many use cases such as animating UI,
as the UI layout systems expect to have exclusive control over UI
elements' `Transform`s and therefore the `Style` properties must be
animated instead.
This commit fixes this, allowing for `AnimationClip`s to animate
arbitrary properties. The `Keyframes` structure has been turned into a
low-level trait that can be implemented to achieve arbitrary animation
behavior. Along with `Keyframes`, this patch adds a higher-level trait,
`AnimatableProperty`, that simplifies the task of animating single
interpolable properties. Built-in `Keyframes` implementations exist for
translation, rotation, scale, and morph weights. For the most part, you
can migrate by simply changing your code from
`Keyframes::Translation(...)` to `TranslationKeyframes(...)`, and
likewise for rotation, scale, and morph weights.
An example `AnimatableProperty` implementation for the font size of a
text section follows:
#[derive(Reflect)]
struct FontSizeProperty;
impl AnimatableProperty for FontSizeProperty {
type Component = Text;
type Property = f32;
fn get_mut(component: &mut Self::Component) -> Option<&mut
Self::Property> {
Some(&mut component.sections.get_mut(0)?.style.font_size)
}
}
In order to keep this patch relatively small, this patch doesn't include
an implementation of `AnimatableProperty` on top of the reflection
system. That can be a follow-up.
This patch builds on top of the new `EntityMutExcept<>` type in order to
widen the `AnimationTarget` query to include write access to all
components. Because `EntityMutExcept<>` has some performance overhead
over an explicit query, we continue to explicitly query `Transform` in
order to avoid regressing the performance of skeletal animation, such as
the `many_foxes` benchmark. I've measured the performance of that
benchmark and have found no significant regressions.
A new example, `animated_ui`, has been added. This example shows how to
use Bevy's built-in animation infrastructure to animate font size and
color, which wasn't possible before this patch.
## Showcase
https://github.com/user-attachments/assets/1fa73492-a9ce-405a-a8f2-4aacd7f6dc97
## Migration Guide
* Animation keyframes are now an extensible trait, not an enum. Replace
`Keyframes::Translation(...)`, `Keyframes::Scale(...)`,
`Keyframes::Rotation(...)`, and `Keyframes::Weights(...)` with
`Box::new(TranslationKeyframes(...))`, `Box::new(ScaleKeyframes(...))`,
`Box::new(RotationKeyframes(...))`, and
`Box::new(MorphWeightsKeyframes(...))` respectively.
2024-09-23 17:14:12 +00:00
|
|
|
.ambiguous_with_all(),
|
Add Support for Triggering Events via `AnimationEvent`s (#15538)
# Objective
Add support for events that can be triggered from animation clips. This
is useful when you need something to happen at a specific time in an
animation. For example, playing a sound every time a characters feet
hits the ground when walking.
Closes #15494
## Solution
Added a new field to `AnimationClip`: `events`, which contains a list of
`AnimationEvent`s. These are automatically triggered in
`animate_targets` and `trigger_untargeted_animation_events`.
## Testing
Added a couple of tests and example (`animation_events.rs`) to make sure
events are triggered when expected.
---
## Showcase
`Events` need to also implement `AnimationEvent` and `Reflect` to be
used with animations.
```rust
#[derive(Event, AnimationEvent, Reflect)]
struct SomeEvent;
```
Events can be added to an `AnimationClip` by specifying a time and
event.
```rust
// trigger an event after 1.0 second
animation_clip.add_event(1.0, SomeEvent);
```
And optionally, providing a target id.
```rust
let id = AnimationTargetId::from_iter(["shoulder", "arm", "hand"]);
animation_clip.add_event_to_target(id, 1.0, HandEvent);
```
I modified the `animated_fox` example to show off the feature.
![CleanShot 2024-10-05 at 02 41
57](https://github.com/user-attachments/assets/0bb47db7-24f9-4504-88f1-40e375b89b1b)
---------
Co-authored-by: Matty <weatherleymatthew@gmail.com>
Co-authored-by: Chris Biscardi <chris@christopherbiscardi.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
2024-10-06 10:03:05 +00:00
|
|
|
trigger_untargeted_animation_events,
|
Implement the `AnimationGraph`, allowing for multiple animations to be blended together. (#11989)
This is an implementation of RFC #51:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
Note that the implementation strategy is different from the one outlined
in that RFC, because two-phase animation has now landed.
# Objective
Bevy needs animation blending. The RFC for this is [RFC 51].
## Solution
This is an implementation of the RFC. Note that the implementation
strategy is different from the one outlined there, because two-phase
animation has now landed.
This is just a draft to get the conversation started. Currently we're
missing a few things:
- [x] A fully-fleshed-out mechanism for transitions
- [x] A serialization format for `AnimationGraph`s
- [x] Examples are broken, other than `animated_fox`
- [x] Documentation
---
## Changelog
### Added
* The `AnimationPlayer` has been reworked to support blending multiple
animations together through an `AnimationGraph`, and as such will no
longer function unless a `Handle<AnimationGraph>` has been added to the
entity containing the player. See [RFC 51] for more details.
* Transition functionality has moved from the `AnimationPlayer` to a new
component, `AnimationTransitions`, which works in tandem with the
`AnimationGraph`.
## Migration Guide
* `AnimationPlayer`s can no longer play animations by themselves and
need to be paired with a `Handle<AnimationGraph>`. Code that was using
`AnimationPlayer` to play animations will need to create an
`AnimationGraph` asset first, add a node for the clip (or clips) you
want to play, and then supply the index of that node to the
`AnimationPlayer`'s `play` method.
* The `AnimationPlayer::play_with_transition()` method has been removed
and replaced with the `AnimationTransitions` component. If you were
previously using `AnimationPlayer::play_with_transition()`, add all
animations that you were playing to the `AnimationGraph`, and create an
`AnimationTransitions` component to manage the blending between them.
[RFC 51]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
---------
Co-authored-by: Rob Parrett <robparrett@gmail.com>
2024-03-07 20:22:42 +00:00
|
|
|
expire_completed_transitions,
|
|
|
|
)
|
|
|
|
.chain()
|
2024-10-04 01:27:20 +00:00
|
|
|
.in_set(Animation)
|
|
|
|
.before(TransformSystem::TransformPropagate),
|
Implement the `AnimationGraph`, allowing for multiple animations to be blended together. (#11989)
This is an implementation of RFC #51:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
Note that the implementation strategy is different from the one outlined
in that RFC, because two-phase animation has now landed.
# Objective
Bevy needs animation blending. The RFC for this is [RFC 51].
## Solution
This is an implementation of the RFC. Note that the implementation
strategy is different from the one outlined there, because two-phase
animation has now landed.
This is just a draft to get the conversation started. Currently we're
missing a few things:
- [x] A fully-fleshed-out mechanism for transitions
- [x] A serialization format for `AnimationGraph`s
- [x] Examples are broken, other than `animated_fox`
- [x] Documentation
---
## Changelog
### Added
* The `AnimationPlayer` has been reworked to support blending multiple
animations together through an `AnimationGraph`, and as such will no
longer function unless a `Handle<AnimationGraph>` has been added to the
entity containing the player. See [RFC 51] for more details.
* Transition functionality has moved from the `AnimationPlayer` to a new
component, `AnimationTransitions`, which works in tandem with the
`AnimationGraph`.
## Migration Guide
* `AnimationPlayer`s can no longer play animations by themselves and
need to be paired with a `Handle<AnimationGraph>`. Code that was using
`AnimationPlayer` to play animations will need to create an
`AnimationGraph` asset first, add a node for the clip (or clips) you
want to play, and then supply the index of that node to the
`AnimationPlayer`'s `play` method.
* The `AnimationPlayer::play_with_transition()` method has been removed
and replaced with the `AnimationTransitions` component. If you were
previously using `AnimationPlayer::play_with_transition()`, add all
animations that you were playing to the `AnimationGraph`, and create an
`AnimationTransitions` component to manage the blending between them.
[RFC 51]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
---------
Co-authored-by: Rob Parrett <robparrett@gmail.com>
2024-03-07 20:22:42 +00:00
|
|
|
);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
Rework animation to be done in two phases. (#11707)
# Objective
Bevy's animation system currently does tree traversals based on `Name`
that aren't necessary. Not only do they require in unsafe code because
tree traversals are awkward with parallelism, but they are also somewhat
slow, brittle, and complex, which manifested itself as way too many
queries in #11670.
# Solution
Divide animation into two phases: animation *advancement* and animation
*evaluation*, which run after one another. *Advancement* operates on the
`AnimationPlayer` and sets the current animation time to match the game
time. *Evaluation* operates on all animation bones in the scene in
parallel and sets the transforms and/or morph weights based on the time
and the clip.
To do this, we introduce a new component, `AnimationTarget`, which the
asset loader places on every bone. It contains the ID of the entity
containing the `AnimationPlayer`, as well as a UUID that identifies
which bone in the animation the target corresponds to. In the case of
glTF, the UUID is derived from the full path name to the bone. The rule
that `AnimationTarget`s are descendants of the entity containing
`AnimationPlayer` is now just a convention, not a requirement; this
allows us to eliminate the unsafe code.
# Migration guide
* `AnimationClip` now uses UUIDs instead of hierarchical paths based on
the `Name` component to refer to bones. This has several consequences:
- A new component, `AnimationTarget`, should be placed on each bone that
you wish to animate, in order to specify its UUID and the associated
`AnimationPlayer`. The glTF loader automatically creates these
components as necessary, so most uses of glTF rigs shouldn't need to
change.
- Moving a bone around the tree, or renaming it, no longer prevents an
`AnimationPlayer` from affecting it.
- Dynamically changing the `AnimationPlayer` component will likely
require manual updating of the `AnimationTarget` components.
* Entities with `AnimationPlayer` components may now possess descendants
that also have `AnimationPlayer` components. They may not, however,
animate the same bones.
* As they aren't specific to `TypeId`s,
`bevy_reflect::utility::NoOpTypeIdHash` and
`bevy_reflect::utility::NoOpTypeIdHasher` have been renamed to
`bevy_reflect::utility::NoOpHash` and
`bevy_reflect::utility::NoOpHasher` respectively.
2024-02-19 14:59:54 +00:00
|
|
|
impl AnimationTargetId {
|
|
|
|
/// Creates a new [`AnimationTargetId`] by hashing a list of names.
|
|
|
|
///
|
|
|
|
/// Typically, this will be the path from the animation root to the
|
|
|
|
/// animation target (e.g. bone) that is to be animated.
|
|
|
|
pub fn from_names<'a>(names: impl Iterator<Item = &'a Name>) -> Self {
|
2024-04-08 19:45:42 +00:00
|
|
|
let mut blake3 = blake3::Hasher::new();
|
|
|
|
blake3.update(ANIMATION_TARGET_NAMESPACE.as_bytes());
|
|
|
|
for name in names {
|
|
|
|
blake3.update(name.as_bytes());
|
|
|
|
}
|
|
|
|
let hash = blake3.finalize().as_bytes()[0..16].try_into().unwrap();
|
Rework animation to be done in two phases. (#11707)
# Objective
Bevy's animation system currently does tree traversals based on `Name`
that aren't necessary. Not only do they require in unsafe code because
tree traversals are awkward with parallelism, but they are also somewhat
slow, brittle, and complex, which manifested itself as way too many
queries in #11670.
# Solution
Divide animation into two phases: animation *advancement* and animation
*evaluation*, which run after one another. *Advancement* operates on the
`AnimationPlayer` and sets the current animation time to match the game
time. *Evaluation* operates on all animation bones in the scene in
parallel and sets the transforms and/or morph weights based on the time
and the clip.
To do this, we introduce a new component, `AnimationTarget`, which the
asset loader places on every bone. It contains the ID of the entity
containing the `AnimationPlayer`, as well as a UUID that identifies
which bone in the animation the target corresponds to. In the case of
glTF, the UUID is derived from the full path name to the bone. The rule
that `AnimationTarget`s are descendants of the entity containing
`AnimationPlayer` is now just a convention, not a requirement; this
allows us to eliminate the unsafe code.
# Migration guide
* `AnimationClip` now uses UUIDs instead of hierarchical paths based on
the `Name` component to refer to bones. This has several consequences:
- A new component, `AnimationTarget`, should be placed on each bone that
you wish to animate, in order to specify its UUID and the associated
`AnimationPlayer`. The glTF loader automatically creates these
components as necessary, so most uses of glTF rigs shouldn't need to
change.
- Moving a bone around the tree, or renaming it, no longer prevents an
`AnimationPlayer` from affecting it.
- Dynamically changing the `AnimationPlayer` component will likely
require manual updating of the `AnimationTarget` components.
* Entities with `AnimationPlayer` components may now possess descendants
that also have `AnimationPlayer` components. They may not, however,
animate the same bones.
* As they aren't specific to `TypeId`s,
`bevy_reflect::utility::NoOpTypeIdHash` and
`bevy_reflect::utility::NoOpTypeIdHasher` have been renamed to
`bevy_reflect::utility::NoOpHash` and
`bevy_reflect::utility::NoOpHasher` respectively.
2024-02-19 14:59:54 +00:00
|
|
|
Self(*uuid::Builder::from_sha1_bytes(hash).as_uuid())
|
|
|
|
}
|
|
|
|
|
|
|
|
/// Creates a new [`AnimationTargetId`] by hashing a single name.
|
|
|
|
pub fn from_name(name: &Name) -> Self {
|
|
|
|
Self::from_names(iter::once(name))
|
|
|
|
}
|
2022-04-02 22:36:02 +00:00
|
|
|
}
|
|
|
|
|
Add Support for Triggering Events via `AnimationEvent`s (#15538)
# Objective
Add support for events that can be triggered from animation clips. This
is useful when you need something to happen at a specific time in an
animation. For example, playing a sound every time a characters feet
hits the ground when walking.
Closes #15494
## Solution
Added a new field to `AnimationClip`: `events`, which contains a list of
`AnimationEvent`s. These are automatically triggered in
`animate_targets` and `trigger_untargeted_animation_events`.
## Testing
Added a couple of tests and example (`animation_events.rs`) to make sure
events are triggered when expected.
---
## Showcase
`Events` need to also implement `AnimationEvent` and `Reflect` to be
used with animations.
```rust
#[derive(Event, AnimationEvent, Reflect)]
struct SomeEvent;
```
Events can be added to an `AnimationClip` by specifying a time and
event.
```rust
// trigger an event after 1.0 second
animation_clip.add_event(1.0, SomeEvent);
```
And optionally, providing a target id.
```rust
let id = AnimationTargetId::from_iter(["shoulder", "arm", "hand"]);
animation_clip.add_event_to_target(id, 1.0, HandEvent);
```
I modified the `animated_fox` example to show off the feature.
![CleanShot 2024-10-05 at 02 41
57](https://github.com/user-attachments/assets/0bb47db7-24f9-4504-88f1-40e375b89b1b)
---------
Co-authored-by: Matty <weatherleymatthew@gmail.com>
Co-authored-by: Chris Biscardi <chris@christopherbiscardi.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
2024-10-06 10:03:05 +00:00
|
|
|
impl<T: AsRef<str>> FromIterator<T> for AnimationTargetId {
|
|
|
|
/// Creates a new [`AnimationTargetId`] by hashing a list of strings.
|
|
|
|
///
|
|
|
|
/// Typically, this will be the path from the animation root to the
|
|
|
|
/// animation target (e.g. bone) that is to be animated.
|
|
|
|
fn from_iter<I: IntoIterator<Item = T>>(iter: I) -> Self {
|
|
|
|
let mut blake3 = blake3::Hasher::new();
|
|
|
|
blake3.update(ANIMATION_TARGET_NAMESPACE.as_bytes());
|
|
|
|
for str in iter {
|
|
|
|
blake3.update(str.as_ref().as_bytes());
|
|
|
|
}
|
|
|
|
let hash = blake3.finalize().as_bytes()[0..16].try_into().unwrap();
|
|
|
|
Self(*uuid::Builder::from_sha1_bytes(hash).as_uuid())
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
Rework animation to be done in two phases. (#11707)
# Objective
Bevy's animation system currently does tree traversals based on `Name`
that aren't necessary. Not only do they require in unsafe code because
tree traversals are awkward with parallelism, but they are also somewhat
slow, brittle, and complex, which manifested itself as way too many
queries in #11670.
# Solution
Divide animation into two phases: animation *advancement* and animation
*evaluation*, which run after one another. *Advancement* operates on the
`AnimationPlayer` and sets the current animation time to match the game
time. *Evaluation* operates on all animation bones in the scene in
parallel and sets the transforms and/or morph weights based on the time
and the clip.
To do this, we introduce a new component, `AnimationTarget`, which the
asset loader places on every bone. It contains the ID of the entity
containing the `AnimationPlayer`, as well as a UUID that identifies
which bone in the animation the target corresponds to. In the case of
glTF, the UUID is derived from the full path name to the bone. The rule
that `AnimationTarget`s are descendants of the entity containing
`AnimationPlayer` is now just a convention, not a requirement; this
allows us to eliminate the unsafe code.
# Migration guide
* `AnimationClip` now uses UUIDs instead of hierarchical paths based on
the `Name` component to refer to bones. This has several consequences:
- A new component, `AnimationTarget`, should be placed on each bone that
you wish to animate, in order to specify its UUID and the associated
`AnimationPlayer`. The glTF loader automatically creates these
components as necessary, so most uses of glTF rigs shouldn't need to
change.
- Moving a bone around the tree, or renaming it, no longer prevents an
`AnimationPlayer` from affecting it.
- Dynamically changing the `AnimationPlayer` component will likely
require manual updating of the `AnimationTarget` components.
* Entities with `AnimationPlayer` components may now possess descendants
that also have `AnimationPlayer` components. They may not, however,
animate the same bones.
* As they aren't specific to `TypeId`s,
`bevy_reflect::utility::NoOpTypeIdHash` and
`bevy_reflect::utility::NoOpTypeIdHasher` have been renamed to
`bevy_reflect::utility::NoOpHash` and
`bevy_reflect::utility::NoOpHasher` respectively.
2024-02-19 14:59:54 +00:00
|
|
|
impl From<&Name> for AnimationTargetId {
|
|
|
|
fn from(name: &Name) -> Self {
|
|
|
|
AnimationTargetId::from_name(name)
|
|
|
|
}
|
|
|
|
}
|
2022-04-02 22:36:02 +00:00
|
|
|
|
Impose a more sensible ordering for animation graph evaluation. (#15589)
This is an updated version of #15530. Review comments were addressed.
This commit changes the animation graph evaluation to be operate in a
more sensible order and updates the semantics of blend nodes to conform
to [the animation composition RFC]. Prior to this patch, a node graph
like this:
```
┌─────┐
│ │
│ 1 │
│ │
└──┬──┘
│
┌───────┴───────┐
│ │
▼ ▼
┌─────┐ ┌─────┐
│ │ │ │
│ 2 │ │ 3 │
│ │ │ │
└──┬──┘ └──┬──┘
│ │
┌───┴───┐ ┌───┴───┐
│ │ │ │
▼ ▼ ▼ ▼
┌─────┐ ┌─────┐ ┌─────┐ ┌─────┐
│ │ │ │ │ │ │ │
│ 4 │ │ 6 │ │ 5 │ │ 7 │
│ │ │ │ │ │ │ │
└─────┘ └─────┘ └─────┘ └─────┘
```
Would be evaluated as (((4 ⊕ 5) ⊕ 6) ⊕ 7), with the blend (lerp/slerp)
operation notated as ⊕. As quaternion multiplication isn't commutative,
this is very counterintuitive and will especially lead to trouble with
the forthcoming additive blending feature (#15198).
This patch fixes the issue by changing the evaluation order to
postorder, with children of a node evaluated in ascending order by node
index.
To do so, this patch revamps `AnimationCurve` to be based on an
*evaluation stack* and a *blend register*. During target evaluation, the
graph evaluator traverses the graph in postorder. When encountering a
clip node, the evaluator pushes the possibly-interpolated value onto the
evaluation stack. When encountering a blend node, the evaluator pops
values off the stack into the blend register, accumulating weights as
appropriate. When the graph is completely evaluated, the top element on
the stack is *committed* to the property of the component.
A new system, the *graph threading* system, is added in order to cache
the sorted postorder traversal to avoid the overhead of sorting children
at animation evaluation time. Mask evaluation has been moved to this
system so that the graph only has to be traversed at most once per
frame. Unlike the `ActiveAnimation` list, the *threaded graph* is cached
from frame to frame and only has to be regenerated when the animation
graph asset changes.
This patch currently regresses the `animate_target` performance in
`many_foxes` by around 50%, resulting in an FPS loss of about 2-3 FPS.
I'd argue that this is an acceptable price to pay for a much more
intuitive system. In the future, we can mitigate the regression with a
fast path that avoids consulting the graph if only one animation is
playing. However, in the interest of keeping this patch simple, I didn't
do so here.
[the animation composition RFC]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
# Objective
- Describe the objective or issue this PR addresses.
- If you're fixing a specific issue, say "Fixes #X".
## Solution
- Describe the solution used to achieve the objective above.
## Testing
- Did you test these changes? If so, how?
- Are there any parts that need more testing?
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
---
## Showcase
> This section is optional. If this PR does not include a visual change
or does not add a new feature, you can delete this section.
- Help others understand the result of this PR by showcasing your
awesome work!
- If this PR adds a new feature or public API, consider adding a brief
pseudo-code snippet of it in action
- If this PR includes a visual change, consider adding a screenshot,
GIF, or video
- If you want, you could even include a before/after comparison!
- If the Migration Guide adequately covers the changes, you can delete
this section
While a showcase should aim to be brief and digestible, you can use a
toggleable section to save space on longer showcases:
<details>
<summary>Click to view showcase</summary>
```rust
println!("My super cool code.");
```
</details>
## Migration Guide
> This section is optional. If there are no breaking changes, you can
delete this section.
- If this PR is a breaking change (relative to the last release of
Bevy), describe how a user might need to migrate their code to support
these changes
- Simply adding new functionality is not a breaking change.
- Fixing behavior that was definitely a bug, rather than a questionable
design choice is not a breaking change.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-10-03 00:36:42 +00:00
|
|
|
impl AnimationEvaluationState {
|
|
|
|
/// Calls [`AnimationCurveEvaluator::blend`] on all curve evaluator types
|
|
|
|
/// that we've been building up for a single target.
|
|
|
|
///
|
|
|
|
/// The given `node_index` is the node that we're evaluating.
|
|
|
|
fn blend_all(
|
|
|
|
&mut self,
|
|
|
|
node_index: AnimationNodeIndex,
|
|
|
|
) -> Result<(), AnimationEvaluationError> {
|
AnimatedField and Rework Evaluators (#16484)
# Objective
Animating component fields requires too much boilerplate at the moment:
```rust
#[derive(Reflect)]
struct FontSizeProperty;
impl AnimatableProperty for FontSizeProperty {
type Component = TextFont;
type Property = f32;
fn get_mut(component: &mut Self::Component) -> Option<&mut Self::Property> {
Some(&mut component.font_size)
}
}
animation_clip.add_curve_to_target(
animation_target_id,
AnimatableKeyframeCurve::new(
[0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0]
.into_iter()
.zip([24.0, 80.0, 24.0, 80.0, 24.0, 80.0, 24.0]),
)
.map(AnimatableCurve::<FontSizeProperty, _>::from_curve)
.expect("should be able to build translation curve because we pass in valid samples"),
);
```
## Solution
This adds `AnimatedField` and an `animated_field!` macro, enabling the
following:
```rust
animation_clip.add_curve_to_target(
animation_target_id,
AnimatableCurve::new(
animated_field!(TextFont::font_size),
AnimatableKeyframeCurve::new(
[0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0]
.into_iter()
.zip([24.0, 80.0, 24.0, 80.0, 24.0, 80.0, 24.0]),
)
.expect(
"should be able to build translation curve because we pass in valid samples",
),
),
);
```
This required reworking the internals a bit, namely stripping out a lot
of the `Reflect` usage, as that implementation was fundamentally
incompatible with the `AnimatedField` pattern. `Reflect` was being used
in this context just to downcast traits. But we can get downcasting
behavior without the `Reflect` requirement by implementing `Downcast`
for `AnimationCurveEvaluator`.
This also reworks "evaluator identity" to support either a (Component /
Field) pair, or a TypeId. This allows properties to reuse evaluators,
even if they have different accessor methods. The "contract" here is
that for a given (Component / Field) pair, the accessor will return the
same value. Fields are identified by their Reflect-ed field index. The
(TypeId, usize) is prehashed and cached to optimize for lookup speed.
This removes the built-in hard-coded TranslationCurve / RotationCurve /
ScaleCurve in favor of AnimatableField.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-11-27 22:19:55 +00:00
|
|
|
for curve_evaluator_type in self.current_evaluators.keys() {
|
|
|
|
self.evaluators
|
Impose a more sensible ordering for animation graph evaluation. (#15589)
This is an updated version of #15530. Review comments were addressed.
This commit changes the animation graph evaluation to be operate in a
more sensible order and updates the semantics of blend nodes to conform
to [the animation composition RFC]. Prior to this patch, a node graph
like this:
```
┌─────┐
│ │
│ 1 │
│ │
└──┬──┘
│
┌───────┴───────┐
│ │
▼ ▼
┌─────┐ ┌─────┐
│ │ │ │
│ 2 │ │ 3 │
│ │ │ │
└──┬──┘ └──┬──┘
│ │
┌───┴───┐ ┌───┴───┐
│ │ │ │
▼ ▼ ▼ ▼
┌─────┐ ┌─────┐ ┌─────┐ ┌─────┐
│ │ │ │ │ │ │ │
│ 4 │ │ 6 │ │ 5 │ │ 7 │
│ │ │ │ │ │ │ │
└─────┘ └─────┘ └─────┘ └─────┘
```
Would be evaluated as (((4 ⊕ 5) ⊕ 6) ⊕ 7), with the blend (lerp/slerp)
operation notated as ⊕. As quaternion multiplication isn't commutative,
this is very counterintuitive and will especially lead to trouble with
the forthcoming additive blending feature (#15198).
This patch fixes the issue by changing the evaluation order to
postorder, with children of a node evaluated in ascending order by node
index.
To do so, this patch revamps `AnimationCurve` to be based on an
*evaluation stack* and a *blend register*. During target evaluation, the
graph evaluator traverses the graph in postorder. When encountering a
clip node, the evaluator pushes the possibly-interpolated value onto the
evaluation stack. When encountering a blend node, the evaluator pops
values off the stack into the blend register, accumulating weights as
appropriate. When the graph is completely evaluated, the top element on
the stack is *committed* to the property of the component.
A new system, the *graph threading* system, is added in order to cache
the sorted postorder traversal to avoid the overhead of sorting children
at animation evaluation time. Mask evaluation has been moved to this
system so that the graph only has to be traversed at most once per
frame. Unlike the `ActiveAnimation` list, the *threaded graph* is cached
from frame to frame and only has to be regenerated when the animation
graph asset changes.
This patch currently regresses the `animate_target` performance in
`many_foxes` by around 50%, resulting in an FPS loss of about 2-3 FPS.
I'd argue that this is an acceptable price to pay for a much more
intuitive system. In the future, we can mitigate the regression with a
fast path that avoids consulting the graph if only one animation is
playing. However, in the interest of keeping this patch simple, I didn't
do so here.
[the animation composition RFC]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
# Objective
- Describe the objective or issue this PR addresses.
- If you're fixing a specific issue, say "Fixes #X".
## Solution
- Describe the solution used to achieve the objective above.
## Testing
- Did you test these changes? If so, how?
- Are there any parts that need more testing?
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
---
## Showcase
> This section is optional. If this PR does not include a visual change
or does not add a new feature, you can delete this section.
- Help others understand the result of this PR by showcasing your
awesome work!
- If this PR adds a new feature or public API, consider adding a brief
pseudo-code snippet of it in action
- If this PR includes a visual change, consider adding a screenshot,
GIF, or video
- If you want, you could even include a before/after comparison!
- If the Migration Guide adequately covers the changes, you can delete
this section
While a showcase should aim to be brief and digestible, you can use a
toggleable section to save space on longer showcases:
<details>
<summary>Click to view showcase</summary>
```rust
println!("My super cool code.");
```
</details>
## Migration Guide
> This section is optional. If there are no breaking changes, you can
delete this section.
- If this PR is a breaking change (relative to the last release of
Bevy), describe how a user might need to migrate their code to support
these changes
- Simply adding new functionality is not a breaking change.
- Fixing behavior that was definitely a bug, rather than a questionable
design choice is not a breaking change.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-10-03 00:36:42 +00:00
|
|
|
.get_mut(curve_evaluator_type)
|
|
|
|
.unwrap()
|
|
|
|
.blend(node_index)?;
|
|
|
|
}
|
|
|
|
Ok(())
|
|
|
|
}
|
Implement the `AnimationGraph`, allowing for multiple animations to be blended together. (#11989)
This is an implementation of RFC #51:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
Note that the implementation strategy is different from the one outlined
in that RFC, because two-phase animation has now landed.
# Objective
Bevy needs animation blending. The RFC for this is [RFC 51].
## Solution
This is an implementation of the RFC. Note that the implementation
strategy is different from the one outlined there, because two-phase
animation has now landed.
This is just a draft to get the conversation started. Currently we're
missing a few things:
- [x] A fully-fleshed-out mechanism for transitions
- [x] A serialization format for `AnimationGraph`s
- [x] Examples are broken, other than `animated_fox`
- [x] Documentation
---
## Changelog
### Added
* The `AnimationPlayer` has been reworked to support blending multiple
animations together through an `AnimationGraph`, and as such will no
longer function unless a `Handle<AnimationGraph>` has been added to the
entity containing the player. See [RFC 51] for more details.
* Transition functionality has moved from the `AnimationPlayer` to a new
component, `AnimationTransitions`, which works in tandem with the
`AnimationGraph`.
## Migration Guide
* `AnimationPlayer`s can no longer play animations by themselves and
need to be paired with a `Handle<AnimationGraph>`. Code that was using
`AnimationPlayer` to play animations will need to create an
`AnimationGraph` asset first, add a node for the clip (or clips) you
want to play, and then supply the index of that node to the
`AnimationPlayer`'s `play` method.
* The `AnimationPlayer::play_with_transition()` method has been removed
and replaced with the `AnimationTransitions` component. If you were
previously using `AnimationPlayer::play_with_transition()`, add all
animations that you were playing to the `AnimationGraph`, and create an
`AnimationTransitions` component to manage the blending between them.
[RFC 51]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
---------
Co-authored-by: Rob Parrett <robparrett@gmail.com>
2024-03-07 20:22:42 +00:00
|
|
|
|
2024-10-07 07:30:00 +00:00
|
|
|
/// Calls [`AnimationCurveEvaluator::add`] on all curve evaluator types
|
|
|
|
/// that we've been building up for a single target.
|
|
|
|
///
|
|
|
|
/// The given `node_index` is the node that we're evaluating.
|
|
|
|
fn add_all(&mut self, node_index: AnimationNodeIndex) -> Result<(), AnimationEvaluationError> {
|
AnimatedField and Rework Evaluators (#16484)
# Objective
Animating component fields requires too much boilerplate at the moment:
```rust
#[derive(Reflect)]
struct FontSizeProperty;
impl AnimatableProperty for FontSizeProperty {
type Component = TextFont;
type Property = f32;
fn get_mut(component: &mut Self::Component) -> Option<&mut Self::Property> {
Some(&mut component.font_size)
}
}
animation_clip.add_curve_to_target(
animation_target_id,
AnimatableKeyframeCurve::new(
[0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0]
.into_iter()
.zip([24.0, 80.0, 24.0, 80.0, 24.0, 80.0, 24.0]),
)
.map(AnimatableCurve::<FontSizeProperty, _>::from_curve)
.expect("should be able to build translation curve because we pass in valid samples"),
);
```
## Solution
This adds `AnimatedField` and an `animated_field!` macro, enabling the
following:
```rust
animation_clip.add_curve_to_target(
animation_target_id,
AnimatableCurve::new(
animated_field!(TextFont::font_size),
AnimatableKeyframeCurve::new(
[0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0]
.into_iter()
.zip([24.0, 80.0, 24.0, 80.0, 24.0, 80.0, 24.0]),
)
.expect(
"should be able to build translation curve because we pass in valid samples",
),
),
);
```
This required reworking the internals a bit, namely stripping out a lot
of the `Reflect` usage, as that implementation was fundamentally
incompatible with the `AnimatedField` pattern. `Reflect` was being used
in this context just to downcast traits. But we can get downcasting
behavior without the `Reflect` requirement by implementing `Downcast`
for `AnimationCurveEvaluator`.
This also reworks "evaluator identity" to support either a (Component /
Field) pair, or a TypeId. This allows properties to reuse evaluators,
even if they have different accessor methods. The "contract" here is
that for a given (Component / Field) pair, the accessor will return the
same value. Fields are identified by their Reflect-ed field index. The
(TypeId, usize) is prehashed and cached to optimize for lookup speed.
This removes the built-in hard-coded TranslationCurve / RotationCurve /
ScaleCurve in favor of AnimatableField.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-11-27 22:19:55 +00:00
|
|
|
for curve_evaluator_type in self.current_evaluators.keys() {
|
|
|
|
self.evaluators
|
2024-10-07 07:30:00 +00:00
|
|
|
.get_mut(curve_evaluator_type)
|
|
|
|
.unwrap()
|
|
|
|
.add(node_index)?;
|
|
|
|
}
|
|
|
|
Ok(())
|
|
|
|
}
|
|
|
|
|
Impose a more sensible ordering for animation graph evaluation. (#15589)
This is an updated version of #15530. Review comments were addressed.
This commit changes the animation graph evaluation to be operate in a
more sensible order and updates the semantics of blend nodes to conform
to [the animation composition RFC]. Prior to this patch, a node graph
like this:
```
┌─────┐
│ │
│ 1 │
│ │
└──┬──┘
│
┌───────┴───────┐
│ │
▼ ▼
┌─────┐ ┌─────┐
│ │ │ │
│ 2 │ │ 3 │
│ │ │ │
└──┬──┘ └──┬──┘
│ │
┌───┴───┐ ┌───┴───┐
│ │ │ │
▼ ▼ ▼ ▼
┌─────┐ ┌─────┐ ┌─────┐ ┌─────┐
│ │ │ │ │ │ │ │
│ 4 │ │ 6 │ │ 5 │ │ 7 │
│ │ │ │ │ │ │ │
└─────┘ └─────┘ └─────┘ └─────┘
```
Would be evaluated as (((4 ⊕ 5) ⊕ 6) ⊕ 7), with the blend (lerp/slerp)
operation notated as ⊕. As quaternion multiplication isn't commutative,
this is very counterintuitive and will especially lead to trouble with
the forthcoming additive blending feature (#15198).
This patch fixes the issue by changing the evaluation order to
postorder, with children of a node evaluated in ascending order by node
index.
To do so, this patch revamps `AnimationCurve` to be based on an
*evaluation stack* and a *blend register*. During target evaluation, the
graph evaluator traverses the graph in postorder. When encountering a
clip node, the evaluator pushes the possibly-interpolated value onto the
evaluation stack. When encountering a blend node, the evaluator pops
values off the stack into the blend register, accumulating weights as
appropriate. When the graph is completely evaluated, the top element on
the stack is *committed* to the property of the component.
A new system, the *graph threading* system, is added in order to cache
the sorted postorder traversal to avoid the overhead of sorting children
at animation evaluation time. Mask evaluation has been moved to this
system so that the graph only has to be traversed at most once per
frame. Unlike the `ActiveAnimation` list, the *threaded graph* is cached
from frame to frame and only has to be regenerated when the animation
graph asset changes.
This patch currently regresses the `animate_target` performance in
`many_foxes` by around 50%, resulting in an FPS loss of about 2-3 FPS.
I'd argue that this is an acceptable price to pay for a much more
intuitive system. In the future, we can mitigate the regression with a
fast path that avoids consulting the graph if only one animation is
playing. However, in the interest of keeping this patch simple, I didn't
do so here.
[the animation composition RFC]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
# Objective
- Describe the objective or issue this PR addresses.
- If you're fixing a specific issue, say "Fixes #X".
## Solution
- Describe the solution used to achieve the objective above.
## Testing
- Did you test these changes? If so, how?
- Are there any parts that need more testing?
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
---
## Showcase
> This section is optional. If this PR does not include a visual change
or does not add a new feature, you can delete this section.
- Help others understand the result of this PR by showcasing your
awesome work!
- If this PR adds a new feature or public API, consider adding a brief
pseudo-code snippet of it in action
- If this PR includes a visual change, consider adding a screenshot,
GIF, or video
- If you want, you could even include a before/after comparison!
- If the Migration Guide adequately covers the changes, you can delete
this section
While a showcase should aim to be brief and digestible, you can use a
toggleable section to save space on longer showcases:
<details>
<summary>Click to view showcase</summary>
```rust
println!("My super cool code.");
```
</details>
## Migration Guide
> This section is optional. If there are no breaking changes, you can
delete this section.
- If this PR is a breaking change (relative to the last release of
Bevy), describe how a user might need to migrate their code to support
these changes
- Simply adding new functionality is not a breaking change.
- Fixing behavior that was definitely a bug, rather than a questionable
design choice is not a breaking change.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-10-03 00:36:42 +00:00
|
|
|
/// Calls [`AnimationCurveEvaluator::push_blend_register`] on all curve
|
|
|
|
/// evaluator types that we've been building up for a single target.
|
|
|
|
///
|
|
|
|
/// The `weight` parameter is the weight that should be pushed onto the
|
|
|
|
/// stack, while the `node_index` parameter is the node that we're
|
|
|
|
/// evaluating.
|
|
|
|
fn push_blend_register_all(
|
|
|
|
&mut self,
|
|
|
|
weight: f32,
|
|
|
|
node_index: AnimationNodeIndex,
|
|
|
|
) -> Result<(), AnimationEvaluationError> {
|
AnimatedField and Rework Evaluators (#16484)
# Objective
Animating component fields requires too much boilerplate at the moment:
```rust
#[derive(Reflect)]
struct FontSizeProperty;
impl AnimatableProperty for FontSizeProperty {
type Component = TextFont;
type Property = f32;
fn get_mut(component: &mut Self::Component) -> Option<&mut Self::Property> {
Some(&mut component.font_size)
}
}
animation_clip.add_curve_to_target(
animation_target_id,
AnimatableKeyframeCurve::new(
[0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0]
.into_iter()
.zip([24.0, 80.0, 24.0, 80.0, 24.0, 80.0, 24.0]),
)
.map(AnimatableCurve::<FontSizeProperty, _>::from_curve)
.expect("should be able to build translation curve because we pass in valid samples"),
);
```
## Solution
This adds `AnimatedField` and an `animated_field!` macro, enabling the
following:
```rust
animation_clip.add_curve_to_target(
animation_target_id,
AnimatableCurve::new(
animated_field!(TextFont::font_size),
AnimatableKeyframeCurve::new(
[0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0]
.into_iter()
.zip([24.0, 80.0, 24.0, 80.0, 24.0, 80.0, 24.0]),
)
.expect(
"should be able to build translation curve because we pass in valid samples",
),
),
);
```
This required reworking the internals a bit, namely stripping out a lot
of the `Reflect` usage, as that implementation was fundamentally
incompatible with the `AnimatedField` pattern. `Reflect` was being used
in this context just to downcast traits. But we can get downcasting
behavior without the `Reflect` requirement by implementing `Downcast`
for `AnimationCurveEvaluator`.
This also reworks "evaluator identity" to support either a (Component /
Field) pair, or a TypeId. This allows properties to reuse evaluators,
even if they have different accessor methods. The "contract" here is
that for a given (Component / Field) pair, the accessor will return the
same value. Fields are identified by their Reflect-ed field index. The
(TypeId, usize) is prehashed and cached to optimize for lookup speed.
This removes the built-in hard-coded TranslationCurve / RotationCurve /
ScaleCurve in favor of AnimatableField.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-11-27 22:19:55 +00:00
|
|
|
for curve_evaluator_type in self.current_evaluators.keys() {
|
|
|
|
self.evaluators
|
Impose a more sensible ordering for animation graph evaluation. (#15589)
This is an updated version of #15530. Review comments were addressed.
This commit changes the animation graph evaluation to be operate in a
more sensible order and updates the semantics of blend nodes to conform
to [the animation composition RFC]. Prior to this patch, a node graph
like this:
```
┌─────┐
│ │
│ 1 │
│ │
└──┬──┘
│
┌───────┴───────┐
│ │
▼ ▼
┌─────┐ ┌─────┐
│ │ │ │
│ 2 │ │ 3 │
│ │ │ │
└──┬──┘ └──┬──┘
│ │
┌───┴───┐ ┌───┴───┐
│ │ │ │
▼ ▼ ▼ ▼
┌─────┐ ┌─────┐ ┌─────┐ ┌─────┐
│ │ │ │ │ │ │ │
│ 4 │ │ 6 │ │ 5 │ │ 7 │
│ │ │ │ │ │ │ │
└─────┘ └─────┘ └─────┘ └─────┘
```
Would be evaluated as (((4 ⊕ 5) ⊕ 6) ⊕ 7), with the blend (lerp/slerp)
operation notated as ⊕. As quaternion multiplication isn't commutative,
this is very counterintuitive and will especially lead to trouble with
the forthcoming additive blending feature (#15198).
This patch fixes the issue by changing the evaluation order to
postorder, with children of a node evaluated in ascending order by node
index.
To do so, this patch revamps `AnimationCurve` to be based on an
*evaluation stack* and a *blend register*. During target evaluation, the
graph evaluator traverses the graph in postorder. When encountering a
clip node, the evaluator pushes the possibly-interpolated value onto the
evaluation stack. When encountering a blend node, the evaluator pops
values off the stack into the blend register, accumulating weights as
appropriate. When the graph is completely evaluated, the top element on
the stack is *committed* to the property of the component.
A new system, the *graph threading* system, is added in order to cache
the sorted postorder traversal to avoid the overhead of sorting children
at animation evaluation time. Mask evaluation has been moved to this
system so that the graph only has to be traversed at most once per
frame. Unlike the `ActiveAnimation` list, the *threaded graph* is cached
from frame to frame and only has to be regenerated when the animation
graph asset changes.
This patch currently regresses the `animate_target` performance in
`many_foxes` by around 50%, resulting in an FPS loss of about 2-3 FPS.
I'd argue that this is an acceptable price to pay for a much more
intuitive system. In the future, we can mitigate the regression with a
fast path that avoids consulting the graph if only one animation is
playing. However, in the interest of keeping this patch simple, I didn't
do so here.
[the animation composition RFC]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
# Objective
- Describe the objective or issue this PR addresses.
- If you're fixing a specific issue, say "Fixes #X".
## Solution
- Describe the solution used to achieve the objective above.
## Testing
- Did you test these changes? If so, how?
- Are there any parts that need more testing?
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
---
## Showcase
> This section is optional. If this PR does not include a visual change
or does not add a new feature, you can delete this section.
- Help others understand the result of this PR by showcasing your
awesome work!
- If this PR adds a new feature or public API, consider adding a brief
pseudo-code snippet of it in action
- If this PR includes a visual change, consider adding a screenshot,
GIF, or video
- If you want, you could even include a before/after comparison!
- If the Migration Guide adequately covers the changes, you can delete
this section
While a showcase should aim to be brief and digestible, you can use a
toggleable section to save space on longer showcases:
<details>
<summary>Click to view showcase</summary>
```rust
println!("My super cool code.");
```
</details>
## Migration Guide
> This section is optional. If there are no breaking changes, you can
delete this section.
- If this PR is a breaking change (relative to the last release of
Bevy), describe how a user might need to migrate their code to support
these changes
- Simply adding new functionality is not a breaking change.
- Fixing behavior that was definitely a bug, rather than a questionable
design choice is not a breaking change.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-10-03 00:36:42 +00:00
|
|
|
.get_mut(curve_evaluator_type)
|
|
|
|
.unwrap()
|
|
|
|
.push_blend_register(weight, node_index)?;
|
|
|
|
}
|
|
|
|
Ok(())
|
|
|
|
}
|
Implement the `AnimationGraph`, allowing for multiple animations to be blended together. (#11989)
This is an implementation of RFC #51:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
Note that the implementation strategy is different from the one outlined
in that RFC, because two-phase animation has now landed.
# Objective
Bevy needs animation blending. The RFC for this is [RFC 51].
## Solution
This is an implementation of the RFC. Note that the implementation
strategy is different from the one outlined there, because two-phase
animation has now landed.
This is just a draft to get the conversation started. Currently we're
missing a few things:
- [x] A fully-fleshed-out mechanism for transitions
- [x] A serialization format for `AnimationGraph`s
- [x] Examples are broken, other than `animated_fox`
- [x] Documentation
---
## Changelog
### Added
* The `AnimationPlayer` has been reworked to support blending multiple
animations together through an `AnimationGraph`, and as such will no
longer function unless a `Handle<AnimationGraph>` has been added to the
entity containing the player. See [RFC 51] for more details.
* Transition functionality has moved from the `AnimationPlayer` to a new
component, `AnimationTransitions`, which works in tandem with the
`AnimationGraph`.
## Migration Guide
* `AnimationPlayer`s can no longer play animations by themselves and
need to be paired with a `Handle<AnimationGraph>`. Code that was using
`AnimationPlayer` to play animations will need to create an
`AnimationGraph` asset first, add a node for the clip (or clips) you
want to play, and then supply the index of that node to the
`AnimationPlayer`'s `play` method.
* The `AnimationPlayer::play_with_transition()` method has been removed
and replaced with the `AnimationTransitions` component. If you were
previously using `AnimationPlayer::play_with_transition()`, add all
animations that you were playing to the `AnimationGraph`, and create an
`AnimationTransitions` component to manage the blending between them.
[RFC 51]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
---------
Co-authored-by: Rob Parrett <robparrett@gmail.com>
2024-03-07 20:22:42 +00:00
|
|
|
|
Impose a more sensible ordering for animation graph evaluation. (#15589)
This is an updated version of #15530. Review comments were addressed.
This commit changes the animation graph evaluation to be operate in a
more sensible order and updates the semantics of blend nodes to conform
to [the animation composition RFC]. Prior to this patch, a node graph
like this:
```
┌─────┐
│ │
│ 1 │
│ │
└──┬──┘
│
┌───────┴───────┐
│ │
▼ ▼
┌─────┐ ┌─────┐
│ │ │ │
│ 2 │ │ 3 │
│ │ │ │
└──┬──┘ └──┬──┘
│ │
┌───┴───┐ ┌───┴───┐
│ │ │ │
▼ ▼ ▼ ▼
┌─────┐ ┌─────┐ ┌─────┐ ┌─────┐
│ │ │ │ │ │ │ │
│ 4 │ │ 6 │ │ 5 │ │ 7 │
│ │ │ │ │ │ │ │
└─────┘ └─────┘ └─────┘ └─────┘
```
Would be evaluated as (((4 ⊕ 5) ⊕ 6) ⊕ 7), with the blend (lerp/slerp)
operation notated as ⊕. As quaternion multiplication isn't commutative,
this is very counterintuitive and will especially lead to trouble with
the forthcoming additive blending feature (#15198).
This patch fixes the issue by changing the evaluation order to
postorder, with children of a node evaluated in ascending order by node
index.
To do so, this patch revamps `AnimationCurve` to be based on an
*evaluation stack* and a *blend register*. During target evaluation, the
graph evaluator traverses the graph in postorder. When encountering a
clip node, the evaluator pushes the possibly-interpolated value onto the
evaluation stack. When encountering a blend node, the evaluator pops
values off the stack into the blend register, accumulating weights as
appropriate. When the graph is completely evaluated, the top element on
the stack is *committed* to the property of the component.
A new system, the *graph threading* system, is added in order to cache
the sorted postorder traversal to avoid the overhead of sorting children
at animation evaluation time. Mask evaluation has been moved to this
system so that the graph only has to be traversed at most once per
frame. Unlike the `ActiveAnimation` list, the *threaded graph* is cached
from frame to frame and only has to be regenerated when the animation
graph asset changes.
This patch currently regresses the `animate_target` performance in
`many_foxes` by around 50%, resulting in an FPS loss of about 2-3 FPS.
I'd argue that this is an acceptable price to pay for a much more
intuitive system. In the future, we can mitigate the regression with a
fast path that avoids consulting the graph if only one animation is
playing. However, in the interest of keeping this patch simple, I didn't
do so here.
[the animation composition RFC]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
# Objective
- Describe the objective or issue this PR addresses.
- If you're fixing a specific issue, say "Fixes #X".
## Solution
- Describe the solution used to achieve the objective above.
## Testing
- Did you test these changes? If so, how?
- Are there any parts that need more testing?
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
---
## Showcase
> This section is optional. If this PR does not include a visual change
or does not add a new feature, you can delete this section.
- Help others understand the result of this PR by showcasing your
awesome work!
- If this PR adds a new feature or public API, consider adding a brief
pseudo-code snippet of it in action
- If this PR includes a visual change, consider adding a screenshot,
GIF, or video
- If you want, you could even include a before/after comparison!
- If the Migration Guide adequately covers the changes, you can delete
this section
While a showcase should aim to be brief and digestible, you can use a
toggleable section to save space on longer showcases:
<details>
<summary>Click to view showcase</summary>
```rust
println!("My super cool code.");
```
</details>
## Migration Guide
> This section is optional. If there are no breaking changes, you can
delete this section.
- If this PR is a breaking change (relative to the last release of
Bevy), describe how a user might need to migrate their code to support
these changes
- Simply adding new functionality is not a breaking change.
- Fixing behavior that was definitely a bug, rather than a questionable
design choice is not a breaking change.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-10-03 00:36:42 +00:00
|
|
|
/// Calls [`AnimationCurveEvaluator::commit`] on all curve evaluator types
|
|
|
|
/// that we've been building up for a single target.
|
|
|
|
///
|
|
|
|
/// This is the call that actually writes the computed values into the
|
|
|
|
/// components being animated.
|
|
|
|
fn commit_all(
|
|
|
|
&mut self,
|
|
|
|
mut entity_mut: AnimationEntityMut,
|
|
|
|
) -> Result<(), AnimationEvaluationError> {
|
AnimatedField and Rework Evaluators (#16484)
# Objective
Animating component fields requires too much boilerplate at the moment:
```rust
#[derive(Reflect)]
struct FontSizeProperty;
impl AnimatableProperty for FontSizeProperty {
type Component = TextFont;
type Property = f32;
fn get_mut(component: &mut Self::Component) -> Option<&mut Self::Property> {
Some(&mut component.font_size)
}
}
animation_clip.add_curve_to_target(
animation_target_id,
AnimatableKeyframeCurve::new(
[0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0]
.into_iter()
.zip([24.0, 80.0, 24.0, 80.0, 24.0, 80.0, 24.0]),
)
.map(AnimatableCurve::<FontSizeProperty, _>::from_curve)
.expect("should be able to build translation curve because we pass in valid samples"),
);
```
## Solution
This adds `AnimatedField` and an `animated_field!` macro, enabling the
following:
```rust
animation_clip.add_curve_to_target(
animation_target_id,
AnimatableCurve::new(
animated_field!(TextFont::font_size),
AnimatableKeyframeCurve::new(
[0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0]
.into_iter()
.zip([24.0, 80.0, 24.0, 80.0, 24.0, 80.0, 24.0]),
)
.expect(
"should be able to build translation curve because we pass in valid samples",
),
),
);
```
This required reworking the internals a bit, namely stripping out a lot
of the `Reflect` usage, as that implementation was fundamentally
incompatible with the `AnimatedField` pattern. `Reflect` was being used
in this context just to downcast traits. But we can get downcasting
behavior without the `Reflect` requirement by implementing `Downcast`
for `AnimationCurveEvaluator`.
This also reworks "evaluator identity" to support either a (Component /
Field) pair, or a TypeId. This allows properties to reuse evaluators,
even if they have different accessor methods. The "contract" here is
that for a given (Component / Field) pair, the accessor will return the
same value. Fields are identified by their Reflect-ed field index. The
(TypeId, usize) is prehashed and cached to optimize for lookup speed.
This removes the built-in hard-coded TranslationCurve / RotationCurve /
ScaleCurve in favor of AnimatableField.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-11-27 22:19:55 +00:00
|
|
|
self.current_evaluators.clear(|id| {
|
|
|
|
self.evaluators
|
|
|
|
.get_mut(id)
|
Impose a more sensible ordering for animation graph evaluation. (#15589)
This is an updated version of #15530. Review comments were addressed.
This commit changes the animation graph evaluation to be operate in a
more sensible order and updates the semantics of blend nodes to conform
to [the animation composition RFC]. Prior to this patch, a node graph
like this:
```
┌─────┐
│ │
│ 1 │
│ │
└──┬──┘
│
┌───────┴───────┐
│ │
▼ ▼
┌─────┐ ┌─────┐
│ │ │ │
│ 2 │ │ 3 │
│ │ │ │
└──┬──┘ └──┬──┘
│ │
┌───┴───┐ ┌───┴───┐
│ │ │ │
▼ ▼ ▼ ▼
┌─────┐ ┌─────┐ ┌─────┐ ┌─────┐
│ │ │ │ │ │ │ │
│ 4 │ │ 6 │ │ 5 │ │ 7 │
│ │ │ │ │ │ │ │
└─────┘ └─────┘ └─────┘ └─────┘
```
Would be evaluated as (((4 ⊕ 5) ⊕ 6) ⊕ 7), with the blend (lerp/slerp)
operation notated as ⊕. As quaternion multiplication isn't commutative,
this is very counterintuitive and will especially lead to trouble with
the forthcoming additive blending feature (#15198).
This patch fixes the issue by changing the evaluation order to
postorder, with children of a node evaluated in ascending order by node
index.
To do so, this patch revamps `AnimationCurve` to be based on an
*evaluation stack* and a *blend register*. During target evaluation, the
graph evaluator traverses the graph in postorder. When encountering a
clip node, the evaluator pushes the possibly-interpolated value onto the
evaluation stack. When encountering a blend node, the evaluator pops
values off the stack into the blend register, accumulating weights as
appropriate. When the graph is completely evaluated, the top element on
the stack is *committed* to the property of the component.
A new system, the *graph threading* system, is added in order to cache
the sorted postorder traversal to avoid the overhead of sorting children
at animation evaluation time. Mask evaluation has been moved to this
system so that the graph only has to be traversed at most once per
frame. Unlike the `ActiveAnimation` list, the *threaded graph* is cached
from frame to frame and only has to be regenerated when the animation
graph asset changes.
This patch currently regresses the `animate_target` performance in
`many_foxes` by around 50%, resulting in an FPS loss of about 2-3 FPS.
I'd argue that this is an acceptable price to pay for a much more
intuitive system. In the future, we can mitigate the regression with a
fast path that avoids consulting the graph if only one animation is
playing. However, in the interest of keeping this patch simple, I didn't
do so here.
[the animation composition RFC]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
# Objective
- Describe the objective or issue this PR addresses.
- If you're fixing a specific issue, say "Fixes #X".
## Solution
- Describe the solution used to achieve the objective above.
## Testing
- Did you test these changes? If so, how?
- Are there any parts that need more testing?
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
---
## Showcase
> This section is optional. If this PR does not include a visual change
or does not add a new feature, you can delete this section.
- Help others understand the result of this PR by showcasing your
awesome work!
- If this PR adds a new feature or public API, consider adding a brief
pseudo-code snippet of it in action
- If this PR includes a visual change, consider adding a screenshot,
GIF, or video
- If you want, you could even include a before/after comparison!
- If the Migration Guide adequately covers the changes, you can delete
this section
While a showcase should aim to be brief and digestible, you can use a
toggleable section to save space on longer showcases:
<details>
<summary>Click to view showcase</summary>
```rust
println!("My super cool code.");
```
</details>
## Migration Guide
> This section is optional. If there are no breaking changes, you can
delete this section.
- If this PR is a breaking change (relative to the last release of
Bevy), describe how a user might need to migrate their code to support
these changes
- Simply adding new functionality is not a breaking change.
- Fixing behavior that was definitely a bug, rather than a questionable
design choice is not a breaking change.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-10-03 00:36:42 +00:00
|
|
|
.unwrap()
|
AnimatedField and Rework Evaluators (#16484)
# Objective
Animating component fields requires too much boilerplate at the moment:
```rust
#[derive(Reflect)]
struct FontSizeProperty;
impl AnimatableProperty for FontSizeProperty {
type Component = TextFont;
type Property = f32;
fn get_mut(component: &mut Self::Component) -> Option<&mut Self::Property> {
Some(&mut component.font_size)
}
}
animation_clip.add_curve_to_target(
animation_target_id,
AnimatableKeyframeCurve::new(
[0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0]
.into_iter()
.zip([24.0, 80.0, 24.0, 80.0, 24.0, 80.0, 24.0]),
)
.map(AnimatableCurve::<FontSizeProperty, _>::from_curve)
.expect("should be able to build translation curve because we pass in valid samples"),
);
```
## Solution
This adds `AnimatedField` and an `animated_field!` macro, enabling the
following:
```rust
animation_clip.add_curve_to_target(
animation_target_id,
AnimatableCurve::new(
animated_field!(TextFont::font_size),
AnimatableKeyframeCurve::new(
[0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0]
.into_iter()
.zip([24.0, 80.0, 24.0, 80.0, 24.0, 80.0, 24.0]),
)
.expect(
"should be able to build translation curve because we pass in valid samples",
),
),
);
```
This required reworking the internals a bit, namely stripping out a lot
of the `Reflect` usage, as that implementation was fundamentally
incompatible with the `AnimatedField` pattern. `Reflect` was being used
in this context just to downcast traits. But we can get downcasting
behavior without the `Reflect` requirement by implementing `Downcast`
for `AnimationCurveEvaluator`.
This also reworks "evaluator identity" to support either a (Component /
Field) pair, or a TypeId. This allows properties to reuse evaluators,
even if they have different accessor methods. The "contract" here is
that for a given (Component / Field) pair, the accessor will return the
same value. Fields are identified by their Reflect-ed field index. The
(TypeId, usize) is prehashed and cached to optimize for lookup speed.
This removes the built-in hard-coded TranslationCurve / RotationCurve /
ScaleCurve in favor of AnimatableField.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-11-27 22:19:55 +00:00
|
|
|
.commit(entity_mut.reborrow())
|
|
|
|
})
|
Implement the `AnimationGraph`, allowing for multiple animations to be blended together. (#11989)
This is an implementation of RFC #51:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
Note that the implementation strategy is different from the one outlined
in that RFC, because two-phase animation has now landed.
# Objective
Bevy needs animation blending. The RFC for this is [RFC 51].
## Solution
This is an implementation of the RFC. Note that the implementation
strategy is different from the one outlined there, because two-phase
animation has now landed.
This is just a draft to get the conversation started. Currently we're
missing a few things:
- [x] A fully-fleshed-out mechanism for transitions
- [x] A serialization format for `AnimationGraph`s
- [x] Examples are broken, other than `animated_fox`
- [x] Documentation
---
## Changelog
### Added
* The `AnimationPlayer` has been reworked to support blending multiple
animations together through an `AnimationGraph`, and as such will no
longer function unless a `Handle<AnimationGraph>` has been added to the
entity containing the player. See [RFC 51] for more details.
* Transition functionality has moved from the `AnimationPlayer` to a new
component, `AnimationTransitions`, which works in tandem with the
`AnimationGraph`.
## Migration Guide
* `AnimationPlayer`s can no longer play animations by themselves and
need to be paired with a `Handle<AnimationGraph>`. Code that was using
`AnimationPlayer` to play animations will need to create an
`AnimationGraph` asset first, add a node for the clip (or clips) you
want to play, and then supply the index of that node to the
`AnimationPlayer`'s `play` method.
* The `AnimationPlayer::play_with_transition()` method has been removed
and replaced with the `AnimationTransitions` component. If you were
previously using `AnimationPlayer::play_with_transition()`, add all
animations that you were playing to the `AnimationGraph`, and create an
`AnimationTransitions` component to manage the blending between them.
[RFC 51]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
---------
Co-authored-by: Rob Parrett <robparrett@gmail.com>
2024-03-07 20:22:42 +00:00
|
|
|
}
|
|
|
|
}
|
Add Support for Triggering Events via `AnimationEvent`s (#15538)
# Objective
Add support for events that can be triggered from animation clips. This
is useful when you need something to happen at a specific time in an
animation. For example, playing a sound every time a characters feet
hits the ground when walking.
Closes #15494
## Solution
Added a new field to `AnimationClip`: `events`, which contains a list of
`AnimationEvent`s. These are automatically triggered in
`animate_targets` and `trigger_untargeted_animation_events`.
## Testing
Added a couple of tests and example (`animation_events.rs`) to make sure
events are triggered when expected.
---
## Showcase
`Events` need to also implement `AnimationEvent` and `Reflect` to be
used with animations.
```rust
#[derive(Event, AnimationEvent, Reflect)]
struct SomeEvent;
```
Events can be added to an `AnimationClip` by specifying a time and
event.
```rust
// trigger an event after 1.0 second
animation_clip.add_event(1.0, SomeEvent);
```
And optionally, providing a target id.
```rust
let id = AnimationTargetId::from_iter(["shoulder", "arm", "hand"]);
animation_clip.add_event_to_target(id, 1.0, HandEvent);
```
I modified the `animated_fox` example to show off the feature.
![CleanShot 2024-10-05 at 02 41
57](https://github.com/user-attachments/assets/0bb47db7-24f9-4504-88f1-40e375b89b1b)
---------
Co-authored-by: Matty <weatherleymatthew@gmail.com>
Co-authored-by: Chris Biscardi <chris@christopherbiscardi.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
2024-10-06 10:03:05 +00:00
|
|
|
|
|
|
|
/// All the events from an [`AnimationClip`] that occurred this tick.
|
|
|
|
#[derive(Debug, Clone)]
|
|
|
|
struct TriggeredEvents<'a> {
|
|
|
|
direction: TriggeredEventsDir,
|
|
|
|
lower: &'a [TimedAnimationEvent],
|
|
|
|
upper: &'a [TimedAnimationEvent],
|
|
|
|
}
|
|
|
|
|
|
|
|
impl<'a> TriggeredEvents<'a> {
|
|
|
|
fn from_animation(
|
|
|
|
target: AnimationEventTarget,
|
|
|
|
clip: &'a AnimationClip,
|
|
|
|
active_animation: &ActiveAnimation,
|
|
|
|
) -> Option<Self> {
|
|
|
|
let events = clip.events.get(&target)?;
|
|
|
|
let reverse = active_animation.is_playback_reversed();
|
|
|
|
let is_finished = active_animation.is_finished();
|
|
|
|
|
|
|
|
// Return early if the animation have finished on a previous tick.
|
|
|
|
if is_finished && !active_animation.just_completed {
|
|
|
|
return None;
|
|
|
|
}
|
|
|
|
|
|
|
|
// The animation completed this tick, while still playing.
|
|
|
|
let looping = active_animation.just_completed && !is_finished;
|
|
|
|
let direction = match (reverse, looping) {
|
|
|
|
(false, false) => TriggeredEventsDir::Forward,
|
|
|
|
(false, true) => TriggeredEventsDir::ForwardLooping,
|
|
|
|
(true, false) => TriggeredEventsDir::Reverse,
|
|
|
|
(true, true) => TriggeredEventsDir::ReverseLooping,
|
|
|
|
};
|
|
|
|
|
|
|
|
let last_time = active_animation.last_seek_time?;
|
|
|
|
let this_time = active_animation.seek_time;
|
|
|
|
|
|
|
|
let (lower, upper) = match direction {
|
|
|
|
// Return all events where last_time <= event.time < this_time.
|
|
|
|
TriggeredEventsDir::Forward => {
|
|
|
|
let start = events.partition_point(|event| event.time < last_time);
|
|
|
|
// The animation finished this tick, return any remaining events.
|
|
|
|
if is_finished {
|
|
|
|
(&events[start..], &events[0..0])
|
|
|
|
} else {
|
|
|
|
let end = events.partition_point(|event| event.time < this_time);
|
|
|
|
(&events[start..end], &events[0..0])
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// Return all events where this_time < event.time <= last_time.
|
|
|
|
TriggeredEventsDir::Reverse => {
|
|
|
|
let end = events.partition_point(|event| event.time <= last_time);
|
|
|
|
// The animation finished, return any remaining events.
|
|
|
|
if is_finished {
|
|
|
|
(&events[..end], &events[0..0])
|
|
|
|
} else {
|
|
|
|
let start = events.partition_point(|event| event.time <= this_time);
|
|
|
|
(&events[start..end], &events[0..0])
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// The animation is looping this tick and we have to return events where
|
|
|
|
// either last_tick <= event.time or event.time < this_tick.
|
|
|
|
TriggeredEventsDir::ForwardLooping => {
|
|
|
|
let upper_start = events.partition_point(|event| event.time < last_time);
|
|
|
|
let lower_end = events.partition_point(|event| event.time < this_time);
|
|
|
|
|
|
|
|
let upper = &events[upper_start..];
|
|
|
|
let lower = &events[..lower_end];
|
|
|
|
(lower, upper)
|
|
|
|
}
|
|
|
|
// The animation is looping this tick and we have to return events where
|
|
|
|
// either last_tick >= event.time or event.time > this_tick.
|
|
|
|
TriggeredEventsDir::ReverseLooping => {
|
|
|
|
let lower_end = events.partition_point(|event| event.time <= last_time);
|
|
|
|
let upper_start = events.partition_point(|event| event.time <= this_time);
|
|
|
|
|
|
|
|
let upper = &events[upper_start..];
|
|
|
|
let lower = &events[..lower_end];
|
|
|
|
(lower, upper)
|
|
|
|
}
|
|
|
|
};
|
|
|
|
Some(Self {
|
|
|
|
direction,
|
|
|
|
lower,
|
|
|
|
upper,
|
|
|
|
})
|
|
|
|
}
|
|
|
|
|
|
|
|
fn is_empty(&self) -> bool {
|
|
|
|
self.lower.is_empty() && self.upper.is_empty()
|
|
|
|
}
|
|
|
|
|
|
|
|
fn iter(&self) -> TriggeredEventsIter {
|
|
|
|
match self.direction {
|
|
|
|
TriggeredEventsDir::Forward => TriggeredEventsIter::Forward(self.lower.iter()),
|
|
|
|
TriggeredEventsDir::Reverse => TriggeredEventsIter::Reverse(self.lower.iter().rev()),
|
|
|
|
TriggeredEventsDir::ForwardLooping => TriggeredEventsIter::ForwardLooping {
|
|
|
|
upper: self.upper.iter(),
|
|
|
|
lower: self.lower.iter(),
|
|
|
|
},
|
|
|
|
TriggeredEventsDir::ReverseLooping => TriggeredEventsIter::ReverseLooping {
|
|
|
|
lower: self.lower.iter().rev(),
|
|
|
|
upper: self.upper.iter().rev(),
|
|
|
|
},
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
#[derive(Debug, Clone, Copy)]
|
|
|
|
enum TriggeredEventsDir {
|
|
|
|
/// The animation is playing normally
|
|
|
|
Forward,
|
|
|
|
/// The animation is playing in reverse
|
|
|
|
Reverse,
|
|
|
|
/// The animation is looping this tick
|
|
|
|
ForwardLooping,
|
|
|
|
/// The animation playing in reverse and looping this tick
|
|
|
|
ReverseLooping,
|
|
|
|
}
|
|
|
|
|
|
|
|
#[derive(Debug, Clone)]
|
|
|
|
enum TriggeredEventsIter<'a> {
|
|
|
|
Forward(slice::Iter<'a, TimedAnimationEvent>),
|
|
|
|
Reverse(iter::Rev<slice::Iter<'a, TimedAnimationEvent>>),
|
|
|
|
ForwardLooping {
|
|
|
|
upper: slice::Iter<'a, TimedAnimationEvent>,
|
|
|
|
lower: slice::Iter<'a, TimedAnimationEvent>,
|
|
|
|
},
|
|
|
|
ReverseLooping {
|
|
|
|
lower: iter::Rev<slice::Iter<'a, TimedAnimationEvent>>,
|
|
|
|
upper: iter::Rev<slice::Iter<'a, TimedAnimationEvent>>,
|
|
|
|
},
|
|
|
|
}
|
|
|
|
|
|
|
|
impl<'a> Iterator for TriggeredEventsIter<'a> {
|
|
|
|
type Item = &'a TimedAnimationEvent;
|
|
|
|
|
|
|
|
fn next(&mut self) -> Option<Self::Item> {
|
|
|
|
match self {
|
|
|
|
TriggeredEventsIter::Forward(iter) => iter.next(),
|
|
|
|
TriggeredEventsIter::Reverse(rev) => rev.next(),
|
|
|
|
TriggeredEventsIter::ForwardLooping { upper, lower } => {
|
|
|
|
upper.next().or_else(|| lower.next())
|
|
|
|
}
|
|
|
|
TriggeredEventsIter::ReverseLooping { lower, upper } => {
|
|
|
|
lower.next().or_else(|| upper.next())
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
#[cfg(test)]
|
|
|
|
mod tests {
|
|
|
|
use super::*;
|
|
|
|
|
|
|
|
#[derive(Event, Reflect, Clone)]
|
|
|
|
struct A;
|
|
|
|
|
|
|
|
#[track_caller]
|
|
|
|
fn assert_triggered_events_with(
|
|
|
|
active_animation: &ActiveAnimation,
|
|
|
|
clip: &AnimationClip,
|
|
|
|
expected: impl Into<Vec<f32>>,
|
|
|
|
) {
|
|
|
|
let Some(events) =
|
|
|
|
TriggeredEvents::from_animation(AnimationEventTarget::Root, clip, active_animation)
|
|
|
|
else {
|
|
|
|
assert_eq!(expected.into(), Vec::<f32>::new());
|
|
|
|
return;
|
|
|
|
};
|
|
|
|
let got: Vec<_> = events.iter().map(|t| t.time).collect();
|
|
|
|
assert_eq!(
|
|
|
|
expected.into(),
|
|
|
|
got,
|
|
|
|
"\n{events:#?}\nlast_time: {:?}\nthis_time:{}",
|
|
|
|
active_animation.last_seek_time,
|
|
|
|
active_animation.seek_time
|
|
|
|
);
|
|
|
|
}
|
|
|
|
|
|
|
|
#[test]
|
|
|
|
fn test_multiple_events_triggers() {
|
|
|
|
let mut active_animation = ActiveAnimation {
|
|
|
|
repeat: RepeatAnimation::Forever,
|
|
|
|
..Default::default()
|
|
|
|
};
|
|
|
|
let mut clip = AnimationClip {
|
|
|
|
duration: 1.0,
|
|
|
|
..Default::default()
|
|
|
|
};
|
|
|
|
clip.add_event(0.5, A);
|
|
|
|
clip.add_event(0.5, A);
|
|
|
|
clip.add_event(0.5, A);
|
|
|
|
|
|
|
|
assert_triggered_events_with(&active_animation, &clip, []);
|
|
|
|
active_animation.update(0.8, clip.duration); // 0.0 : 0.8
|
|
|
|
assert_triggered_events_with(&active_animation, &clip, [0.5, 0.5, 0.5]);
|
|
|
|
|
|
|
|
clip.add_event(1.0, A);
|
|
|
|
clip.add_event(0.0, A);
|
|
|
|
clip.add_event(1.0, A);
|
|
|
|
clip.add_event(0.0, A);
|
|
|
|
|
|
|
|
active_animation.update(0.4, clip.duration); // 0.8 : 0.2
|
|
|
|
assert_triggered_events_with(&active_animation, &clip, [1.0, 1.0, 0.0, 0.0]);
|
|
|
|
}
|
|
|
|
|
|
|
|
#[test]
|
|
|
|
fn test_events_triggers() {
|
|
|
|
let mut active_animation = ActiveAnimation::default();
|
|
|
|
let mut clip = AnimationClip::default();
|
|
|
|
clip.add_event(0.2, A);
|
|
|
|
clip.add_event(0.0, A);
|
|
|
|
assert_eq!(0.2, clip.duration);
|
|
|
|
|
|
|
|
assert_triggered_events_with(&active_animation, &clip, []);
|
|
|
|
active_animation.update(0.1, clip.duration); // 0.0 : 0.1
|
|
|
|
assert_triggered_events_with(&active_animation, &clip, [0.0]);
|
|
|
|
active_animation.update(0.1, clip.duration); // 0.1 : 0.2
|
|
|
|
assert_triggered_events_with(&active_animation, &clip, [0.2]);
|
|
|
|
active_animation.update(0.1, clip.duration); // 0.2 : 0.2
|
|
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assert_triggered_events_with(&active_animation, &clip, []);
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active_animation.update(0.1, clip.duration); // 0.2 : 0.2
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assert_triggered_events_with(&active_animation, &clip, []);
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|
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active_animation.speed = -1.0;
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|
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active_animation.completions = 0;
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|
|
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assert_triggered_events_with(&active_animation, &clip, []);
|
|
|
|
active_animation.update(0.1, clip.duration); // 0.2 : 0.1
|
|
|
|
assert_triggered_events_with(&active_animation, &clip, [0.2]);
|
|
|
|
active_animation.update(0.1, clip.duration); // 0.1 : 0.0
|
|
|
|
assert_triggered_events_with(&active_animation, &clip, []);
|
|
|
|
active_animation.update(0.1, clip.duration); // 0.0 : 0.0
|
|
|
|
assert_triggered_events_with(&active_animation, &clip, [0.0]);
|
|
|
|
active_animation.update(0.1, clip.duration); // 0.0 : 0.0
|
|
|
|
assert_triggered_events_with(&active_animation, &clip, []);
|
|
|
|
}
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|
|
|
|
|
|
|
#[test]
|
|
|
|
fn test_events_triggers_looping() {
|
|
|
|
let mut active_animation = ActiveAnimation {
|
|
|
|
repeat: RepeatAnimation::Forever,
|
|
|
|
..Default::default()
|
|
|
|
};
|
|
|
|
let mut clip = AnimationClip::default();
|
|
|
|
clip.add_event(0.3, A);
|
|
|
|
clip.add_event(0.0, A);
|
|
|
|
clip.add_event(0.2, A);
|
|
|
|
assert_eq!(0.3, clip.duration);
|
|
|
|
|
|
|
|
assert_triggered_events_with(&active_animation, &clip, []);
|
|
|
|
active_animation.update(0.1, clip.duration); // 0.0 : 0.1
|
|
|
|
assert_triggered_events_with(&active_animation, &clip, [0.0]);
|
|
|
|
active_animation.update(0.1, clip.duration); // 0.1 : 0.2
|
|
|
|
assert_triggered_events_with(&active_animation, &clip, []);
|
|
|
|
active_animation.update(0.1, clip.duration); // 0.2 : 0.3
|
|
|
|
assert_triggered_events_with(&active_animation, &clip, [0.2, 0.3]);
|
|
|
|
active_animation.update(0.1, clip.duration); // 0.3 : 0.1
|
|
|
|
assert_triggered_events_with(&active_animation, &clip, [0.0]);
|
|
|
|
active_animation.update(0.1, clip.duration); // 0.1 : 0.2
|
|
|
|
assert_triggered_events_with(&active_animation, &clip, []);
|
|
|
|
|
|
|
|
active_animation.speed = -1.0;
|
|
|
|
active_animation.update(0.1, clip.duration); // 0.2 : 0.1
|
|
|
|
assert_triggered_events_with(&active_animation, &clip, [0.2]);
|
|
|
|
active_animation.update(0.1, clip.duration); // 0.1 : 0.0
|
|
|
|
assert_triggered_events_with(&active_animation, &clip, []);
|
|
|
|
active_animation.update(0.1, clip.duration); // 0.0 : 0.2
|
|
|
|
assert_triggered_events_with(&active_animation, &clip, [0.0, 0.3]);
|
|
|
|
active_animation.update(0.1, clip.duration); // 0.2 : 0.1
|
|
|
|
assert_triggered_events_with(&active_animation, &clip, [0.2]);
|
|
|
|
active_animation.update(0.1, clip.duration); // 0.1 : 0.0
|
|
|
|
assert_triggered_events_with(&active_animation, &clip, []);
|
|
|
|
|
|
|
|
active_animation.replay();
|
|
|
|
active_animation.update(clip.duration, clip.duration); // 0.0 : 0.0
|
|
|
|
assert_triggered_events_with(&active_animation, &clip, [0.0, 0.3, 0.2]);
|
|
|
|
|
|
|
|
active_animation.replay();
|
|
|
|
active_animation.seek_time = clip.duration;
|
|
|
|
active_animation.last_seek_time = Some(clip.duration);
|
|
|
|
active_animation.update(clip.duration, clip.duration); // 0.3 : 0.0
|
|
|
|
assert_triggered_events_with(&active_animation, &clip, [0.3, 0.2]);
|
|
|
|
}
|
|
|
|
}
|