bevy/crates/bevy_animation/Cargo.toml

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[package]
name = "bevy_animation"
version = "0.14.0-dev"
edition = "2021"
description = "Provides animation functionality for Bevy Engine"
homepage = "https://bevyengine.org"
repository = "https://github.com/bevyengine/bevy"
license = "MIT OR Apache-2.0"
keywords = ["bevy"]
[dependencies]
# bevy
bevy_app = { path = "../bevy_app", version = "0.14.0-dev" }
bevy_asset = { path = "../bevy_asset", version = "0.14.0-dev" }
bevy_color = { path = "../bevy_color", version = "0.14.0-dev" }
bevy_core = { path = "../bevy_core", version = "0.14.0-dev" }
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
bevy_derive = { path = "../bevy_derive", version = "0.14.0-dev" }
bevy_log = { path = "../bevy_log", version = "0.14.0-dev" }
bevy_math = { path = "../bevy_math", version = "0.14.0-dev" }
bevy_reflect = { path = "../bevy_reflect", version = "0.14.0-dev", features = [
"bevy",
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
"petgraph",
] }
bevy_render = { path = "../bevy_render", version = "0.14.0-dev" }
bevy_time = { path = "../bevy_time", version = "0.14.0-dev" }
bevy_utils = { path = "../bevy_utils", version = "0.14.0-dev" }
bevy_ecs = { path = "../bevy_ecs", version = "0.14.0-dev" }
bevy_transform = { path = "../bevy_transform", version = "0.14.0-dev" }
bevy_hierarchy = { path = "../bevy_hierarchy", version = "0.14.0-dev" }
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
# other
fixedbitset = "0.5"
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
petgraph = { version = "0.6", features = ["serde-1"] }
ron = "0.8"
serde = "1"
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
sha1_smol = { version = "1.0" }
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 20:22:42 +00:00
thiserror = "1"
thread_local = "1"
uuid = { version = "1.7", features = ["v4"] }
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
[lints]
workspace = true
[package.metadata.docs.rs]
rustdoc-args = ["-Zunstable-options", "--cfg", "docsrs"]
all-features = true