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 12:22:42 -08:00
|
|
|
//! Demonstrates animation blending with animation graphs.
|
|
|
|
//!
|
|
|
|
//! The animation graph is shown on screen. You can change the weights of the
|
|
|
|
//! playing animations by clicking and dragging left or right within the nodes.
|
|
|
|
|
|
|
|
use bevy::{
|
|
|
|
animation::animate_targets,
|
|
|
|
color::palettes::{
|
|
|
|
basic::WHITE,
|
|
|
|
css::{ANTIQUE_WHITE, DARK_GREEN},
|
|
|
|
},
|
|
|
|
prelude::*,
|
|
|
|
ui::RelativeCursorPosition,
|
|
|
|
};
|
|
|
|
|
|
|
|
use argh::FromArgs;
|
2024-09-27 10:59:59 +10:00
|
|
|
|
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 12:22:42 -08:00
|
|
|
#[cfg(not(target_arch = "wasm32"))]
|
2024-09-27 10:59:59 +10:00
|
|
|
use {
|
|
|
|
bevy::{asset::io::file::FileAssetReader, tasks::IoTaskPool},
|
|
|
|
ron::ser::PrettyConfig,
|
|
|
|
std::{fs::File, path::Path},
|
|
|
|
};
|
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 12:22:42 -08:00
|
|
|
|
|
|
|
/// Where to find the serialized animation graph.
|
|
|
|
static ANIMATION_GRAPH_PATH: &str = "animation_graphs/Fox.animgraph.ron";
|
|
|
|
|
|
|
|
/// The indices of the nodes containing animation clips in the graph.
|
|
|
|
static CLIP_NODE_INDICES: [u32; 3] = [2, 3, 4];
|
|
|
|
|
|
|
|
/// The help text in the upper left corner.
|
|
|
|
static HELP_TEXT: &str = "Click and drag an animation clip node to change its weight";
|
|
|
|
|
|
|
|
/// The node widgets in the UI.
|
|
|
|
static NODE_TYPES: [NodeType; 5] = [
|
|
|
|
NodeType::Clip(ClipNode::new("Idle", 0)),
|
|
|
|
NodeType::Clip(ClipNode::new("Walk", 1)),
|
|
|
|
NodeType::Blend("Root"),
|
|
|
|
NodeType::Blend("Blend\n0.5"),
|
|
|
|
NodeType::Clip(ClipNode::new("Run", 2)),
|
|
|
|
];
|
|
|
|
|
|
|
|
/// The positions of the node widgets in the UI.
|
|
|
|
///
|
|
|
|
/// These are in the same order as [`NODE_TYPES`] above.
|
|
|
|
static NODE_RECTS: [NodeRect; 5] = [
|
|
|
|
NodeRect::new(10.00, 10.00, 97.64, 48.41),
|
|
|
|
NodeRect::new(10.00, 78.41, 97.64, 48.41),
|
|
|
|
NodeRect::new(286.08, 78.41, 97.64, 48.41),
|
|
|
|
NodeRect::new(148.04, 44.20, 97.64, 48.41),
|
|
|
|
NodeRect::new(10.00, 146.82, 97.64, 48.41),
|
|
|
|
];
|
|
|
|
|
|
|
|
/// The positions of the horizontal lines in the UI.
|
|
|
|
static HORIZONTAL_LINES: [Line; 6] = [
|
|
|
|
Line::new(107.64, 34.21, 20.20),
|
|
|
|
Line::new(107.64, 102.61, 20.20),
|
|
|
|
Line::new(107.64, 171.02, 158.24),
|
|
|
|
Line::new(127.84, 68.41, 20.20),
|
|
|
|
Line::new(245.68, 68.41, 20.20),
|
|
|
|
Line::new(265.88, 102.61, 20.20),
|
|
|
|
];
|
|
|
|
|
|
|
|
/// The positions of the vertical lines in the UI.
|
|
|
|
static VERTICAL_LINES: [Line; 2] = [
|
|
|
|
Line::new(127.83, 34.21, 68.40),
|
|
|
|
Line::new(265.88, 68.41, 102.61),
|
|
|
|
];
|
|
|
|
|
|
|
|
/// Initializes the app.
|
|
|
|
fn main() {
|
|
|
|
#[cfg(not(target_arch = "wasm32"))]
|
|
|
|
let args: Args = argh::from_env();
|
|
|
|
#[cfg(target_arch = "wasm32")]
|
|
|
|
let args = Args::from_args(&[], &[]).unwrap();
|
|
|
|
|
|
|
|
App::new()
|
|
|
|
.add_plugins(DefaultPlugins.set(WindowPlugin {
|
|
|
|
primary_window: Some(Window {
|
|
|
|
title: "Bevy Animation Graph Example".into(),
|
|
|
|
..default()
|
|
|
|
}),
|
|
|
|
..default()
|
|
|
|
}))
|
|
|
|
.add_systems(Startup, (setup_assets, setup_scene, setup_ui))
|
|
|
|
.add_systems(Update, init_animations.before(animate_targets))
|
|
|
|
.add_systems(
|
|
|
|
Update,
|
|
|
|
(handle_weight_drag, update_ui, sync_weights).chain(),
|
|
|
|
)
|
|
|
|
.insert_resource(args)
|
|
|
|
.insert_resource(AmbientLight {
|
|
|
|
color: WHITE.into(),
|
|
|
|
brightness: 100.0,
|
|
|
|
})
|
|
|
|
.run();
|
|
|
|
}
|
|
|
|
|
|
|
|
/// Demonstrates animation blending with animation graphs
|
|
|
|
#[derive(FromArgs, Resource)]
|
|
|
|
struct Args {
|
|
|
|
/// disables loading of the animation graph asset from disk
|
|
|
|
#[argh(switch)]
|
|
|
|
no_load: bool,
|
|
|
|
/// regenerates the asset file; implies `--no-load`
|
|
|
|
#[argh(switch)]
|
|
|
|
save: bool,
|
|
|
|
}
|
|
|
|
|
|
|
|
/// The [`AnimationGraph`] asset, which specifies how the animations are to
|
|
|
|
/// be blended together.
|
|
|
|
#[derive(Clone, Resource)]
|
|
|
|
struct ExampleAnimationGraph(Handle<AnimationGraph>);
|
|
|
|
|
|
|
|
/// The current weights of the three playing animations.
|
|
|
|
#[derive(Component)]
|
|
|
|
struct ExampleAnimationWeights {
|
|
|
|
/// The weights of the three playing animations.
|
|
|
|
weights: [f32; 3],
|
|
|
|
}
|
|
|
|
|
|
|
|
/// Initializes the scene.
|
|
|
|
fn setup_assets(
|
|
|
|
mut commands: Commands,
|
|
|
|
mut asset_server: ResMut<AssetServer>,
|
|
|
|
mut animation_graphs: ResMut<Assets<AnimationGraph>>,
|
|
|
|
args: Res<Args>,
|
|
|
|
) {
|
|
|
|
// Create or load the assets.
|
|
|
|
if args.no_load || args.save {
|
|
|
|
setup_assets_programmatically(
|
|
|
|
&mut commands,
|
|
|
|
&mut asset_server,
|
|
|
|
&mut animation_graphs,
|
|
|
|
args.save,
|
|
|
|
);
|
|
|
|
} else {
|
|
|
|
setup_assets_via_serialized_animation_graph(&mut commands, &mut asset_server);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
fn setup_ui(mut commands: Commands) {
|
|
|
|
setup_help_text(&mut commands);
|
|
|
|
setup_node_rects(&mut commands);
|
|
|
|
setup_node_lines(&mut commands);
|
|
|
|
}
|
|
|
|
|
|
|
|
/// Creates the assets programmatically, including the animation graph.
|
|
|
|
/// Optionally saves them to disk if `save` is present (corresponding to the
|
|
|
|
/// `--save` option).
|
|
|
|
fn setup_assets_programmatically(
|
|
|
|
commands: &mut Commands,
|
|
|
|
asset_server: &mut AssetServer,
|
|
|
|
animation_graphs: &mut Assets<AnimationGraph>,
|
|
|
|
_save: bool,
|
|
|
|
) {
|
|
|
|
// Create the nodes.
|
|
|
|
let mut animation_graph = AnimationGraph::new();
|
|
|
|
let blend_node = animation_graph.add_blend(0.5, animation_graph.root);
|
|
|
|
animation_graph.add_clip(
|
2024-06-01 01:25:57 +02:00
|
|
|
asset_server.load(GltfAssetLabel::Animation(0).from_asset("models/animated/Fox.glb")),
|
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 12:22:42 -08:00
|
|
|
1.0,
|
|
|
|
animation_graph.root,
|
|
|
|
);
|
|
|
|
animation_graph.add_clip(
|
2024-06-01 01:25:57 +02:00
|
|
|
asset_server.load(GltfAssetLabel::Animation(1).from_asset("models/animated/Fox.glb")),
|
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 12:22:42 -08:00
|
|
|
1.0,
|
|
|
|
blend_node,
|
|
|
|
);
|
|
|
|
animation_graph.add_clip(
|
2024-06-01 01:25:57 +02:00
|
|
|
asset_server.load(GltfAssetLabel::Animation(2).from_asset("models/animated/Fox.glb")),
|
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 12:22:42 -08:00
|
|
|
1.0,
|
|
|
|
blend_node,
|
|
|
|
);
|
|
|
|
|
|
|
|
// If asked to save, do so.
|
|
|
|
#[cfg(not(target_arch = "wasm32"))]
|
|
|
|
if _save {
|
|
|
|
let animation_graph = animation_graph.clone();
|
|
|
|
|
|
|
|
IoTaskPool::get()
|
|
|
|
.spawn(async move {
|
|
|
|
let mut animation_graph_writer = File::create(Path::join(
|
|
|
|
&FileAssetReader::get_base_path(),
|
|
|
|
Path::join(Path::new("assets"), Path::new(ANIMATION_GRAPH_PATH)),
|
|
|
|
))
|
|
|
|
.expect("Failed to open the animation graph asset");
|
|
|
|
ron::ser::to_writer_pretty(
|
|
|
|
&mut animation_graph_writer,
|
|
|
|
&animation_graph,
|
|
|
|
PrettyConfig::default(),
|
|
|
|
)
|
|
|
|
.expect("Failed to serialize the animation graph");
|
|
|
|
})
|
|
|
|
.detach();
|
|
|
|
}
|
|
|
|
|
|
|
|
// Add the graph.
|
|
|
|
let handle = animation_graphs.add(animation_graph);
|
|
|
|
|
|
|
|
// Save the assets in a resource.
|
|
|
|
commands.insert_resource(ExampleAnimationGraph(handle));
|
|
|
|
}
|
|
|
|
|
|
|
|
fn setup_assets_via_serialized_animation_graph(
|
|
|
|
commands: &mut Commands,
|
|
|
|
asset_server: &mut AssetServer,
|
|
|
|
) {
|
|
|
|
commands.insert_resource(ExampleAnimationGraph(
|
|
|
|
asset_server.load(ANIMATION_GRAPH_PATH),
|
|
|
|
));
|
|
|
|
}
|
|
|
|
|
|
|
|
/// Spawns the animated fox.
|
|
|
|
fn setup_scene(
|
|
|
|
mut commands: Commands,
|
|
|
|
asset_server: Res<AssetServer>,
|
|
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
|
|
mut materials: ResMut<Assets<StandardMaterial>>,
|
|
|
|
) {
|
|
|
|
commands.spawn(Camera3dBundle {
|
|
|
|
transform: Transform::from_xyz(-10.0, 5.0, 13.0).looking_at(Vec3::new(0., 1., 0.), Vec3::Y),
|
|
|
|
..default()
|
|
|
|
});
|
|
|
|
|
2024-10-01 06:20:43 +03:00
|
|
|
commands.spawn((
|
|
|
|
PointLight {
|
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 12:22:42 -08:00
|
|
|
intensity: 10_000_000.0,
|
|
|
|
shadows_enabled: true,
|
|
|
|
..default()
|
|
|
|
},
|
2024-10-01 06:20:43 +03:00
|
|
|
Transform::from_xyz(-4.0, 8.0, 13.0),
|
|
|
|
));
|
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 12:22:42 -08:00
|
|
|
|
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
|
|
|
commands.spawn((
|
|
|
|
SceneRoot(
|
|
|
|
asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/animated/Fox.glb")),
|
|
|
|
),
|
|
|
|
Transform::from_scale(Vec3::splat(0.07)),
|
|
|
|
));
|
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 12:22:42 -08:00
|
|
|
|
|
|
|
// Ground
|
|
|
|
|
Migrate meshes and materials to required components (#15524)
# Objective
A big step in the migration to required components: meshes and
materials!
## Solution
As per the [selected
proposal](https://hackmd.io/@bevy/required_components/%2Fj9-PnF-2QKK0on1KQ29UWQ):
- Deprecate `MaterialMesh2dBundle`, `MaterialMeshBundle`, and
`PbrBundle`.
- Add `Mesh2d` and `Mesh3d` components, which wrap a `Handle<Mesh>`.
- Add `MeshMaterial2d<M: Material2d>` and `MeshMaterial3d<M: Material>`,
which wrap a `Handle<M>`.
- Meshes *without* a mesh material should be rendered with a default
material. The existence of a material is determined by
`HasMaterial2d`/`HasMaterial3d`, which is required by
`MeshMaterial2d`/`MeshMaterial3d`. This gets around problems with the
generics.
Previously:
```rust
commands.spawn(MaterialMesh2dBundle {
mesh: meshes.add(Circle::new(100.0)).into(),
material: materials.add(Color::srgb(7.5, 0.0, 7.5)),
transform: Transform::from_translation(Vec3::new(-200., 0., 0.)),
..default()
});
```
Now:
```rust
commands.spawn((
Mesh2d(meshes.add(Circle::new(100.0))),
MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))),
Transform::from_translation(Vec3::new(-200., 0., 0.)),
));
```
If the mesh material is missing, previously nothing was rendered. Now,
it renders a white default `ColorMaterial` in 2D and a
`StandardMaterial` in 3D (this can be overridden). Below, only every
other entity has a material:
![Näyttökuva 2024-09-29
181746](https://github.com/user-attachments/assets/5c8be029-d2fe-4b8c-ae89-17a72ff82c9a)
![Näyttökuva 2024-09-29
181918](https://github.com/user-attachments/assets/58adbc55-5a1e-4c7d-a2c7-ed456227b909)
Why white? This is still open for discussion, but I think white makes
sense for a *default* material, while *invalid* asset handles pointing
to nothing should have something like a pink material to indicate that
something is broken (I don't handle that in this PR yet). This is kind
of a mix of Godot and Unity: Godot just renders a white material for
non-existent materials, while Unity renders nothing when no materials
exist, but renders pink for invalid materials. I can also change the
default material to pink if that is preferable though.
## Testing
I ran some 2D and 3D examples to test if anything changed visually. I
have not tested all examples or features yet however. If anyone wants to
test more extensively, it would be appreciated!
## Implementation Notes
- The relationship between `bevy_render` and `bevy_pbr` is weird here.
`bevy_render` needs `Mesh3d` for its own systems, but `bevy_pbr` has all
of the material logic, and `bevy_render` doesn't depend on it. I feel
like the two crates should be refactored in some way, but I think that's
out of scope for this PR.
- I didn't migrate meshlets to required components yet. That can
probably be done in a follow-up, as this is already a huge PR.
- It is becoming increasingly clear to me that we really, *really* want
to disallow raw asset handles as components. They caused me a *ton* of
headache here already, and it took me a long time to find every place
that queried for them or inserted them directly on entities, since there
were no compiler errors for it. If we don't remove the `Component`
derive, I expect raw asset handles to be a *huge* footgun for users as
we transition to wrapper components, especially as handles as components
have been the norm so far. I personally consider this to be a blocker
for 0.15: we need to migrate to wrapper components for asset handles
everywhere, and remove the `Component` derive. Also see
https://github.com/bevyengine/bevy/issues/14124.
---
## Migration Guide
Asset handles for meshes and mesh materials must now be wrapped in the
`Mesh2d` and `MeshMaterial2d` or `Mesh3d` and `MeshMaterial3d`
components for 2D and 3D respectively. Raw handles as components no
longer render meshes.
Additionally, `MaterialMesh2dBundle`, `MaterialMeshBundle`, and
`PbrBundle` have been deprecated. Instead, use the mesh and material
components directly.
Previously:
```rust
commands.spawn(MaterialMesh2dBundle {
mesh: meshes.add(Circle::new(100.0)).into(),
material: materials.add(Color::srgb(7.5, 0.0, 7.5)),
transform: Transform::from_translation(Vec3::new(-200., 0., 0.)),
..default()
});
```
Now:
```rust
commands.spawn((
Mesh2d(meshes.add(Circle::new(100.0))),
MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))),
Transform::from_translation(Vec3::new(-200., 0., 0.)),
));
```
If the mesh material is missing, a white default material is now used.
Previously, nothing was rendered if the material was missing.
The `WithMesh2d` and `WithMesh3d` query filter type aliases have also
been removed. Simply use `With<Mesh2d>` or `With<Mesh3d>`.
---------
Co-authored-by: Tim Blackbird <justthecooldude@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-02 00:33:17 +03:00
|
|
|
commands.spawn((
|
|
|
|
Mesh3d(meshes.add(Circle::new(7.0))),
|
|
|
|
MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))),
|
|
|
|
Transform::from_rotation(Quat::from_rotation_x(-std::f32::consts::FRAC_PI_2)),
|
|
|
|
));
|
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 12:22:42 -08:00
|
|
|
}
|
|
|
|
|
|
|
|
/// Places the help text at the top left of the window.
|
|
|
|
fn setup_help_text(commands: &mut Commands) {
|
|
|
|
commands.spawn(TextBundle {
|
2024-05-31 13:41:27 -03:00
|
|
|
text: Text::from_section(HELP_TEXT, TextStyle::default()),
|
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 12:22:42 -08:00
|
|
|
style: Style {
|
|
|
|
position_type: PositionType::Absolute,
|
|
|
|
top: Val::Px(12.0),
|
|
|
|
left: Val::Px(12.0),
|
|
|
|
..default()
|
|
|
|
},
|
|
|
|
..default()
|
|
|
|
});
|
|
|
|
}
|
|
|
|
|
|
|
|
/// Initializes the node UI widgets.
|
|
|
|
fn setup_node_rects(commands: &mut Commands) {
|
|
|
|
for (node_rect, node_type) in NODE_RECTS.iter().zip(NODE_TYPES.iter()) {
|
|
|
|
let node_string = match *node_type {
|
|
|
|
NodeType::Clip(ref clip) => clip.text,
|
|
|
|
NodeType::Blend(text) => text,
|
|
|
|
};
|
|
|
|
|
|
|
|
let text = commands
|
|
|
|
.spawn(TextBundle {
|
|
|
|
text: Text::from_section(
|
|
|
|
node_string,
|
|
|
|
TextStyle {
|
|
|
|
font_size: 16.0,
|
|
|
|
color: ANTIQUE_WHITE.into(),
|
|
|
|
..default()
|
|
|
|
},
|
|
|
|
)
|
|
|
|
.with_justify(JustifyText::Center),
|
|
|
|
..default()
|
|
|
|
})
|
|
|
|
.id();
|
|
|
|
|
|
|
|
let container = {
|
|
|
|
let mut container = commands.spawn((
|
|
|
|
NodeBundle {
|
|
|
|
style: Style {
|
|
|
|
position_type: PositionType::Absolute,
|
|
|
|
bottom: Val::Px(node_rect.bottom),
|
|
|
|
left: Val::Px(node_rect.left),
|
|
|
|
height: Val::Px(node_rect.height),
|
|
|
|
width: Val::Px(node_rect.width),
|
|
|
|
align_items: AlignItems::Center,
|
|
|
|
justify_items: JustifyItems::Center,
|
|
|
|
align_content: AlignContent::Center,
|
|
|
|
justify_content: JustifyContent::Center,
|
|
|
|
..default()
|
|
|
|
},
|
|
|
|
border_color: WHITE.into(),
|
|
|
|
..default()
|
|
|
|
},
|
|
|
|
Outline::new(Val::Px(1.), Val::ZERO, Color::WHITE),
|
|
|
|
));
|
|
|
|
|
|
|
|
if let NodeType::Clip(ref clip) = node_type {
|
2024-10-02 12:47:26 +00:00
|
|
|
container.insert((
|
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 12:22:42 -08:00
|
|
|
Interaction::None,
|
|
|
|
RelativeCursorPosition::default(),
|
|
|
|
(*clip).clone(),
|
|
|
|
));
|
|
|
|
}
|
|
|
|
|
|
|
|
container.id()
|
|
|
|
};
|
|
|
|
|
|
|
|
// Create the background color.
|
|
|
|
if let NodeType::Clip(_) = node_type {
|
|
|
|
let background = commands
|
|
|
|
.spawn(NodeBundle {
|
|
|
|
style: Style {
|
|
|
|
position_type: PositionType::Absolute,
|
|
|
|
top: Val::Px(0.),
|
|
|
|
left: Val::Px(0.),
|
|
|
|
height: Val::Px(node_rect.height),
|
|
|
|
width: Val::Px(node_rect.width),
|
|
|
|
..default()
|
|
|
|
},
|
|
|
|
background_color: DARK_GREEN.into(),
|
|
|
|
..default()
|
|
|
|
})
|
|
|
|
.id();
|
|
|
|
|
|
|
|
commands.entity(container).add_child(background);
|
|
|
|
}
|
|
|
|
|
|
|
|
commands.entity(container).add_child(text);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/// Creates boxes for the horizontal and vertical lines.
|
|
|
|
///
|
|
|
|
/// This is a bit hacky: it uses 1-pixel-wide and 1-pixel-high boxes to draw
|
|
|
|
/// vertical and horizontal lines, respectively.
|
|
|
|
fn setup_node_lines(commands: &mut Commands) {
|
|
|
|
for line in &HORIZONTAL_LINES {
|
|
|
|
commands.spawn(NodeBundle {
|
|
|
|
style: Style {
|
|
|
|
position_type: PositionType::Absolute,
|
|
|
|
bottom: Val::Px(line.bottom),
|
|
|
|
left: Val::Px(line.left),
|
|
|
|
height: Val::Px(0.0),
|
|
|
|
width: Val::Px(line.length),
|
|
|
|
border: UiRect::bottom(Val::Px(1.0)),
|
|
|
|
..default()
|
|
|
|
},
|
|
|
|
border_color: WHITE.into(),
|
|
|
|
..default()
|
|
|
|
});
|
|
|
|
}
|
|
|
|
|
|
|
|
for line in &VERTICAL_LINES {
|
|
|
|
commands.spawn(NodeBundle {
|
|
|
|
style: Style {
|
|
|
|
position_type: PositionType::Absolute,
|
|
|
|
bottom: Val::Px(line.bottom),
|
|
|
|
left: Val::Px(line.left),
|
|
|
|
height: Val::Px(line.length),
|
|
|
|
width: Val::Px(0.0),
|
|
|
|
border: UiRect::left(Val::Px(1.0)),
|
|
|
|
..default()
|
|
|
|
},
|
|
|
|
border_color: WHITE.into(),
|
|
|
|
..default()
|
|
|
|
});
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/// Attaches the animation graph to the scene, and plays all three animations.
|
|
|
|
fn init_animations(
|
|
|
|
mut commands: Commands,
|
|
|
|
mut query: Query<(Entity, &mut AnimationPlayer)>,
|
|
|
|
animation_graph: Res<ExampleAnimationGraph>,
|
|
|
|
mut done: Local<bool>,
|
|
|
|
) {
|
|
|
|
if *done {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
for (entity, mut player) in query.iter_mut() {
|
|
|
|
commands.entity(entity).insert((
|
|
|
|
animation_graph.0.clone(),
|
|
|
|
ExampleAnimationWeights::default(),
|
|
|
|
));
|
|
|
|
for &node_index in &CLIP_NODE_INDICES {
|
|
|
|
player.play(node_index.into()).repeat();
|
|
|
|
}
|
|
|
|
|
|
|
|
*done = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/// Read cursor position relative to clip nodes, allowing the user to change weights
|
|
|
|
/// when dragging the node UI widgets.
|
|
|
|
fn handle_weight_drag(
|
|
|
|
mut interaction_query: Query<(&Interaction, &RelativeCursorPosition, &ClipNode)>,
|
|
|
|
mut animation_weights_query: Query<&mut ExampleAnimationWeights>,
|
|
|
|
) {
|
|
|
|
for (interaction, relative_cursor, clip_node) in &mut interaction_query {
|
|
|
|
if !matches!(*interaction, Interaction::Pressed) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
let Some(pos) = relative_cursor.normalized else {
|
|
|
|
continue;
|
|
|
|
};
|
|
|
|
|
|
|
|
for mut animation_weights in animation_weights_query.iter_mut() {
|
|
|
|
animation_weights.weights[clip_node.index] = pos.x.clamp(0., 1.);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Updates the UI based on the weights that the user has chosen.
|
|
|
|
fn update_ui(
|
|
|
|
mut text_query: Query<&mut Text>,
|
|
|
|
mut background_query: Query<&mut Style, Without<Text>>,
|
|
|
|
container_query: Query<(&Children, &ClipNode)>,
|
|
|
|
animation_weights_query: Query<&ExampleAnimationWeights, Changed<ExampleAnimationWeights>>,
|
|
|
|
) {
|
|
|
|
for animation_weights in animation_weights_query.iter() {
|
|
|
|
for (children, clip_node) in &container_query {
|
|
|
|
// Draw the green background color to visually indicate the weight.
|
|
|
|
let mut bg_iter = background_query.iter_many_mut(children);
|
|
|
|
if let Some(mut style) = bg_iter.fetch_next() {
|
|
|
|
// All nodes are the same width, so `NODE_RECTS[0]` is as good as any other.
|
|
|
|
style.width =
|
|
|
|
Val::Px(NODE_RECTS[0].width * animation_weights.weights[clip_node.index]);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Update the node labels with the current weights.
|
|
|
|
let mut text_iter = text_query.iter_many_mut(children);
|
|
|
|
if let Some(mut text) = text_iter.fetch_next() {
|
|
|
|
text.sections[0].value = format!(
|
|
|
|
"{}\n{:.2}",
|
|
|
|
clip_node.text, animation_weights.weights[clip_node.index]
|
|
|
|
);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/// Takes the weights that were set in the UI and assigns them to the actual
|
|
|
|
/// playing animation.
|
|
|
|
fn sync_weights(mut query: Query<(&mut AnimationPlayer, &ExampleAnimationWeights)>) {
|
|
|
|
for (mut animation_player, animation_weights) in query.iter_mut() {
|
|
|
|
for (&animation_node_index, &animation_weight) in CLIP_NODE_INDICES
|
|
|
|
.iter()
|
|
|
|
.zip(animation_weights.weights.iter())
|
|
|
|
{
|
|
|
|
// If the animation happens to be no longer active, restart it.
|
|
|
|
if !animation_player.animation_is_playing(animation_node_index.into()) {
|
|
|
|
animation_player.play(animation_node_index.into());
|
|
|
|
}
|
|
|
|
|
|
|
|
// Set the weight.
|
|
|
|
if let Some(active_animation) =
|
|
|
|
animation_player.animation_mut(animation_node_index.into())
|
|
|
|
{
|
|
|
|
active_animation.set_weight(animation_weight);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/// An on-screen representation of a node.
|
|
|
|
#[derive(Debug)]
|
|
|
|
struct NodeRect {
|
|
|
|
/// The number of pixels that this rectangle is from the left edge of the
|
|
|
|
/// window.
|
|
|
|
left: f32,
|
|
|
|
/// The number of pixels that this rectangle is from the bottom edge of the
|
|
|
|
/// window.
|
|
|
|
bottom: f32,
|
|
|
|
/// The width of this rectangle in pixels.
|
|
|
|
width: f32,
|
|
|
|
/// The height of this rectangle in pixels.
|
|
|
|
height: f32,
|
|
|
|
}
|
|
|
|
|
|
|
|
/// Either a straight horizontal or a straight vertical line on screen.
|
|
|
|
///
|
|
|
|
/// The line starts at (`left`, `bottom`) and goes either right (if the line is
|
|
|
|
/// horizontal) or down (if the line is vertical).
|
|
|
|
struct Line {
|
|
|
|
/// The number of pixels that the start of this line is from the left edge
|
|
|
|
/// of the screen.
|
|
|
|
left: f32,
|
|
|
|
/// The number of pixels that the start of this line is from the bottom edge
|
|
|
|
/// of the screen.
|
|
|
|
bottom: f32,
|
|
|
|
/// The length of the line.
|
|
|
|
length: f32,
|
|
|
|
}
|
|
|
|
|
|
|
|
/// The type of each node in the UI: either a clip node or a blend node.
|
|
|
|
enum NodeType {
|
|
|
|
/// A clip node, which specifies an animation.
|
|
|
|
Clip(ClipNode),
|
|
|
|
/// A blend node with no animation and a string label.
|
|
|
|
Blend(&'static str),
|
|
|
|
}
|
|
|
|
|
|
|
|
/// The label for the UI representation of a clip node.
|
|
|
|
#[derive(Clone, Component)]
|
|
|
|
struct ClipNode {
|
|
|
|
/// The string label of the node.
|
|
|
|
text: &'static str,
|
|
|
|
/// Which of the three animations this UI widget represents.
|
|
|
|
index: usize,
|
|
|
|
}
|
|
|
|
|
|
|
|
impl Default for ExampleAnimationWeights {
|
|
|
|
fn default() -> Self {
|
|
|
|
Self { weights: [1.0; 3] }
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
impl ClipNode {
|
|
|
|
/// Creates a new [`ClipNodeText`] from a label and the animation index.
|
|
|
|
const fn new(text: &'static str, index: usize) -> Self {
|
|
|
|
Self { text, index }
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
impl NodeRect {
|
|
|
|
/// Creates a new [`NodeRect`] from the lower-left corner and size.
|
|
|
|
///
|
|
|
|
/// Note that node rectangles are anchored in the *lower*-left corner. The
|
|
|
|
/// `bottom` parameter specifies vertical distance from the *bottom* of the
|
|
|
|
/// window.
|
|
|
|
const fn new(left: f32, bottom: f32, width: f32, height: f32) -> NodeRect {
|
|
|
|
NodeRect {
|
|
|
|
left,
|
|
|
|
bottom,
|
|
|
|
width,
|
|
|
|
height,
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
impl Line {
|
|
|
|
/// Creates a new [`Line`], either horizontal or vertical.
|
|
|
|
///
|
|
|
|
/// Note that the line's start point is anchored in the lower-*left* corner,
|
|
|
|
/// and that the `length` extends either to the right or downward.
|
|
|
|
const fn new(left: f32, bottom: f32, length: f32) -> Self {
|
|
|
|
Self {
|
|
|
|
left,
|
|
|
|
bottom,
|
|
|
|
length,
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|