bevy/crates/bevy_animation/src/lib.rs

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//! Animation for the game engine Bevy
#![warn(missing_docs)]
use std::ops::Deref;
use bevy_app::{App, CoreStage, Plugin};
use bevy_asset::{AddAsset, Assets, Handle};
use bevy_core::Name;
use bevy_ecs::{
change_detection::DetectChanges,
entity::Entity,
prelude::Component,
query::With,
reflect::ReflectComponent,
Exclusive Systems Now Implement `System`. Flexible Exclusive System Params (#6083) # Objective The [Stageless RFC](https://github.com/bevyengine/rfcs/pull/45) involves allowing exclusive systems to be referenced and ordered relative to parallel systems. We've agreed that unifying systems under `System` is the right move. This is an alternative to #4166 (see rationale in the comments I left there). Note that this builds on the learnings established there (and borrows some patterns). ## Solution This unifies parallel and exclusive systems under the shared `System` trait, removing the old `ExclusiveSystem` trait / impls. This is accomplished by adding a new `ExclusiveFunctionSystem` impl similar to `FunctionSystem`. It is backed by `ExclusiveSystemParam`, which is similar to `SystemParam`. There is a new flattened out SystemContainer api (which cuts out a lot of trait and type complexity). This means you can remove all cases of `exclusive_system()`: ```rust // before commands.add_system(some_system.exclusive_system()); // after commands.add_system(some_system); ``` I've also implemented `ExclusiveSystemParam` for `&mut QueryState` and `&mut SystemState`, which makes this possible in exclusive systems: ```rust fn some_exclusive_system( world: &mut World, transforms: &mut QueryState<&Transform>, state: &mut SystemState<(Res<Time>, Query<&Player>)>, ) { for transform in transforms.iter(world) { println!("{transform:?}"); } let (time, players) = state.get(world); for player in players.iter() { println!("{player:?}"); } } ``` Note that "exclusive function systems" assume `&mut World` is present (and the first param). I think this is a fair assumption, given that the presence of `&mut World` is what defines the need for an exclusive system. I added some targeted SystemParam `static` constraints, which removed the need for this: ``` rust fn some_exclusive_system(state: &mut SystemState<(Res<'static, Time>, Query<&'static Player>)>) {} ``` ## Related - #2923 - #3001 - #3946 ## Changelog - `ExclusiveSystem` trait (and implementations) has been removed in favor of sharing the `System` trait. - `ExclusiveFunctionSystem` and `ExclusiveSystemParam` were added, enabling flexible exclusive function systems - `&mut SystemState` and `&mut QueryState` now implement `ExclusiveSystemParam` - Exclusive and parallel System configuration is now done via a unified `SystemDescriptor`, `IntoSystemDescriptor`, and `SystemContainer` api. ## Migration Guide Calling `.exclusive_system()` is no longer required (or supported) for converting exclusive system functions to exclusive systems: ```rust // Old (0.8) app.add_system(some_exclusive_system.exclusive_system()); // New (0.9) app.add_system(some_exclusive_system); ``` Converting "normal" parallel systems to exclusive systems is done by calling the exclusive ordering apis: ```rust // Old (0.8) app.add_system(some_system.exclusive_system().at_end()); // New (0.9) app.add_system(some_system.at_end()); ``` Query state in exclusive systems can now be cached via ExclusiveSystemParams, which should be preferred for clarity and performance reasons: ```rust // Old (0.8) fn some_system(world: &mut World) { let mut transforms = world.query::<&Transform>(); for transform in transforms.iter(world) { } } // New (0.9) fn some_system(world: &mut World, transforms: &mut QueryState<&Transform>) { for transform in transforms.iter(world) { } } ```
2022-09-26 23:57:07 +00:00
schedule::IntoSystemDescriptor,
system::{Query, Res},
};
use bevy_hierarchy::{Children, Parent};
use bevy_math::{Quat, Vec3};
add `ReflectAsset` and `ReflectHandle` (#5923) # Objective ![image](https://user-images.githubusercontent.com/22177966/189350194-639a0211-e984-4f73-ae62-0ede44891eb9.png) ^ enable this Concretely, I need to - list all handle ids for an asset type - fetch the asset as `dyn Reflect`, given a `HandleUntyped` - when encountering a `Handle<T>`, find out what asset type that handle refers to (`T`'s type id) and turn the handle into a `HandleUntyped` ## Solution - add `ReflectAsset` type containing function pointers for working with assets ```rust pub struct ReflectAsset { type_uuid: Uuid, assets_resource_type_id: TypeId, // TypeId of the `Assets<T>` resource get: fn(&World, HandleUntyped) -> Option<&dyn Reflect>, get_mut: fn(&mut World, HandleUntyped) -> Option<&mut dyn Reflect>, get_unchecked_mut: unsafe fn(&World, HandleUntyped) -> Option<&mut dyn Reflect>, add: fn(&mut World, &dyn Reflect) -> HandleUntyped, set: fn(&mut World, HandleUntyped, &dyn Reflect) -> HandleUntyped, len: fn(&World) -> usize, ids: for<'w> fn(&'w World) -> Box<dyn Iterator<Item = HandleId> + 'w>, remove: fn(&mut World, HandleUntyped) -> Option<Box<dyn Reflect>>, } ``` - add `ReflectHandle` type relating the handle back to the asset type and providing a way to create a `HandleUntyped` ```rust pub struct ReflectHandle { type_uuid: Uuid, asset_type_id: TypeId, downcast_handle_untyped: fn(&dyn Any) -> Option<HandleUntyped>, } ``` - add the corresponding `FromType` impls - add a function `app.register_asset_reflect` which is supposed to be called after `.add_asset` and registers `ReflectAsset` and `ReflectHandle` in the type registry --- ## Changelog - add `ReflectAsset` and `ReflectHandle` types, which allow code to use reflection to manipulate arbitrary assets without knowing their types at compile time
2022-10-28 20:42:33 +00:00
use bevy_reflect::{FromReflect, Reflect, TypeUuid};
use bevy_time::Time;
use bevy_transform::{prelude::Transform, TransformSystem};
use bevy_utils::{tracing::warn, HashMap};
#[allow(missing_docs)]
pub mod prelude {
#[doc(hidden)]
pub use crate::{
AnimationClip, AnimationPlayer, AnimationPlugin, EntityPath, Keyframes, VariableCurve,
};
}
/// List of keyframes for one of the attribute of a [`Transform`].
add `ReflectAsset` and `ReflectHandle` (#5923) # Objective ![image](https://user-images.githubusercontent.com/22177966/189350194-639a0211-e984-4f73-ae62-0ede44891eb9.png) ^ enable this Concretely, I need to - list all handle ids for an asset type - fetch the asset as `dyn Reflect`, given a `HandleUntyped` - when encountering a `Handle<T>`, find out what asset type that handle refers to (`T`'s type id) and turn the handle into a `HandleUntyped` ## Solution - add `ReflectAsset` type containing function pointers for working with assets ```rust pub struct ReflectAsset { type_uuid: Uuid, assets_resource_type_id: TypeId, // TypeId of the `Assets<T>` resource get: fn(&World, HandleUntyped) -> Option<&dyn Reflect>, get_mut: fn(&mut World, HandleUntyped) -> Option<&mut dyn Reflect>, get_unchecked_mut: unsafe fn(&World, HandleUntyped) -> Option<&mut dyn Reflect>, add: fn(&mut World, &dyn Reflect) -> HandleUntyped, set: fn(&mut World, HandleUntyped, &dyn Reflect) -> HandleUntyped, len: fn(&World) -> usize, ids: for<'w> fn(&'w World) -> Box<dyn Iterator<Item = HandleId> + 'w>, remove: fn(&mut World, HandleUntyped) -> Option<Box<dyn Reflect>>, } ``` - add `ReflectHandle` type relating the handle back to the asset type and providing a way to create a `HandleUntyped` ```rust pub struct ReflectHandle { type_uuid: Uuid, asset_type_id: TypeId, downcast_handle_untyped: fn(&dyn Any) -> Option<HandleUntyped>, } ``` - add the corresponding `FromType` impls - add a function `app.register_asset_reflect` which is supposed to be called after `.add_asset` and registers `ReflectAsset` and `ReflectHandle` in the type registry --- ## Changelog - add `ReflectAsset` and `ReflectHandle` types, which allow code to use reflection to manipulate arbitrary assets without knowing their types at compile time
2022-10-28 20:42:33 +00:00
#[derive(Reflect, FromReflect, Clone, Debug)]
pub enum Keyframes {
/// Keyframes for rotation.
Rotation(Vec<Quat>),
/// Keyframes for translation.
Translation(Vec<Vec3>),
/// Keyframes for scale.
Scale(Vec<Vec3>),
}
/// Describes how an attribute of a [`Transform`] should be animated.
///
/// `keyframe_timestamps` and `keyframes` should have the same length.
add `ReflectAsset` and `ReflectHandle` (#5923) # Objective ![image](https://user-images.githubusercontent.com/22177966/189350194-639a0211-e984-4f73-ae62-0ede44891eb9.png) ^ enable this Concretely, I need to - list all handle ids for an asset type - fetch the asset as `dyn Reflect`, given a `HandleUntyped` - when encountering a `Handle<T>`, find out what asset type that handle refers to (`T`'s type id) and turn the handle into a `HandleUntyped` ## Solution - add `ReflectAsset` type containing function pointers for working with assets ```rust pub struct ReflectAsset { type_uuid: Uuid, assets_resource_type_id: TypeId, // TypeId of the `Assets<T>` resource get: fn(&World, HandleUntyped) -> Option<&dyn Reflect>, get_mut: fn(&mut World, HandleUntyped) -> Option<&mut dyn Reflect>, get_unchecked_mut: unsafe fn(&World, HandleUntyped) -> Option<&mut dyn Reflect>, add: fn(&mut World, &dyn Reflect) -> HandleUntyped, set: fn(&mut World, HandleUntyped, &dyn Reflect) -> HandleUntyped, len: fn(&World) -> usize, ids: for<'w> fn(&'w World) -> Box<dyn Iterator<Item = HandleId> + 'w>, remove: fn(&mut World, HandleUntyped) -> Option<Box<dyn Reflect>>, } ``` - add `ReflectHandle` type relating the handle back to the asset type and providing a way to create a `HandleUntyped` ```rust pub struct ReflectHandle { type_uuid: Uuid, asset_type_id: TypeId, downcast_handle_untyped: fn(&dyn Any) -> Option<HandleUntyped>, } ``` - add the corresponding `FromType` impls - add a function `app.register_asset_reflect` which is supposed to be called after `.add_asset` and registers `ReflectAsset` and `ReflectHandle` in the type registry --- ## Changelog - add `ReflectAsset` and `ReflectHandle` types, which allow code to use reflection to manipulate arbitrary assets without knowing their types at compile time
2022-10-28 20:42:33 +00:00
#[derive(Reflect, FromReflect, Clone, Debug)]
pub struct VariableCurve {
/// Timestamp for each of the keyframes.
pub keyframe_timestamps: Vec<f32>,
/// List of the keyframes.
pub keyframes: Keyframes,
}
/// Path to an entity, with [`Name`]s. Each entity in a path must have a name.
add `ReflectAsset` and `ReflectHandle` (#5923) # Objective ![image](https://user-images.githubusercontent.com/22177966/189350194-639a0211-e984-4f73-ae62-0ede44891eb9.png) ^ enable this Concretely, I need to - list all handle ids for an asset type - fetch the asset as `dyn Reflect`, given a `HandleUntyped` - when encountering a `Handle<T>`, find out what asset type that handle refers to (`T`'s type id) and turn the handle into a `HandleUntyped` ## Solution - add `ReflectAsset` type containing function pointers for working with assets ```rust pub struct ReflectAsset { type_uuid: Uuid, assets_resource_type_id: TypeId, // TypeId of the `Assets<T>` resource get: fn(&World, HandleUntyped) -> Option<&dyn Reflect>, get_mut: fn(&mut World, HandleUntyped) -> Option<&mut dyn Reflect>, get_unchecked_mut: unsafe fn(&World, HandleUntyped) -> Option<&mut dyn Reflect>, add: fn(&mut World, &dyn Reflect) -> HandleUntyped, set: fn(&mut World, HandleUntyped, &dyn Reflect) -> HandleUntyped, len: fn(&World) -> usize, ids: for<'w> fn(&'w World) -> Box<dyn Iterator<Item = HandleId> + 'w>, remove: fn(&mut World, HandleUntyped) -> Option<Box<dyn Reflect>>, } ``` - add `ReflectHandle` type relating the handle back to the asset type and providing a way to create a `HandleUntyped` ```rust pub struct ReflectHandle { type_uuid: Uuid, asset_type_id: TypeId, downcast_handle_untyped: fn(&dyn Any) -> Option<HandleUntyped>, } ``` - add the corresponding `FromType` impls - add a function `app.register_asset_reflect` which is supposed to be called after `.add_asset` and registers `ReflectAsset` and `ReflectHandle` in the type registry --- ## Changelog - add `ReflectAsset` and `ReflectHandle` types, which allow code to use reflection to manipulate arbitrary assets without knowing their types at compile time
2022-10-28 20:42:33 +00:00
#[derive(Reflect, FromReflect, Clone, Debug, Hash, PartialEq, Eq, Default)]
pub struct EntityPath {
/// Parts of the path
pub parts: Vec<Name>,
}
/// A list of [`VariableCurve`], and the [`EntityPath`] to which they apply.
add `ReflectAsset` and `ReflectHandle` (#5923) # Objective ![image](https://user-images.githubusercontent.com/22177966/189350194-639a0211-e984-4f73-ae62-0ede44891eb9.png) ^ enable this Concretely, I need to - list all handle ids for an asset type - fetch the asset as `dyn Reflect`, given a `HandleUntyped` - when encountering a `Handle<T>`, find out what asset type that handle refers to (`T`'s type id) and turn the handle into a `HandleUntyped` ## Solution - add `ReflectAsset` type containing function pointers for working with assets ```rust pub struct ReflectAsset { type_uuid: Uuid, assets_resource_type_id: TypeId, // TypeId of the `Assets<T>` resource get: fn(&World, HandleUntyped) -> Option<&dyn Reflect>, get_mut: fn(&mut World, HandleUntyped) -> Option<&mut dyn Reflect>, get_unchecked_mut: unsafe fn(&World, HandleUntyped) -> Option<&mut dyn Reflect>, add: fn(&mut World, &dyn Reflect) -> HandleUntyped, set: fn(&mut World, HandleUntyped, &dyn Reflect) -> HandleUntyped, len: fn(&World) -> usize, ids: for<'w> fn(&'w World) -> Box<dyn Iterator<Item = HandleId> + 'w>, remove: fn(&mut World, HandleUntyped) -> Option<Box<dyn Reflect>>, } ``` - add `ReflectHandle` type relating the handle back to the asset type and providing a way to create a `HandleUntyped` ```rust pub struct ReflectHandle { type_uuid: Uuid, asset_type_id: TypeId, downcast_handle_untyped: fn(&dyn Any) -> Option<HandleUntyped>, } ``` - add the corresponding `FromType` impls - add a function `app.register_asset_reflect` which is supposed to be called after `.add_asset` and registers `ReflectAsset` and `ReflectHandle` in the type registry --- ## Changelog - add `ReflectAsset` and `ReflectHandle` types, which allow code to use reflection to manipulate arbitrary assets without knowing their types at compile time
2022-10-28 20:42:33 +00:00
#[derive(Reflect, FromReflect, Clone, TypeUuid, Debug, Default)]
#[uuid = "d81b7179-0448-4eb0-89fe-c067222725bf"]
pub struct AnimationClip {
curves: Vec<Vec<VariableCurve>>,
paths: HashMap<EntityPath, usize>,
duration: f32,
}
impl AnimationClip {
#[inline]
/// [`VariableCurve`]s for each bone. Indexed by the bone ID.
pub fn curves(&self) -> &Vec<Vec<VariableCurve>> {
&self.curves
}
/// Gets the curves for a bone.
///
/// Returns `None` if the bone is invalid.
#[inline]
pub fn get_curves(&self, bone_id: usize) -> Option<&'_ Vec<VariableCurve>> {
self.curves.get(bone_id)
}
/// Gets the curves by it's [`EntityPath`].
///
/// Returns `None` if the bone is invalid.
#[inline]
pub fn get_curves_by_path(&self, path: &EntityPath) -> Option<&'_ Vec<VariableCurve>> {
self.paths.get(path).and_then(|id| self.curves.get(*id))
}
/// Duration of the clip, represented in seconds
#[inline]
pub fn duration(&self) -> f32 {
self.duration
}
/// Add a [`VariableCurve`] to an [`EntityPath`].
pub fn add_curve_to_path(&mut self, path: EntityPath, curve: VariableCurve) {
// Update the duration of the animation by this curve duration if it's longer
self.duration = self
.duration
.max(*curve.keyframe_timestamps.last().unwrap_or(&0.0));
if let Some(bone_id) = self.paths.get(&path) {
self.curves[*bone_id].push(curve);
} else {
let idx = self.curves.len();
self.curves.push(vec![curve]);
self.paths.insert(path, idx);
}
}
}
/// Animation controls
#[derive(Component, Reflect)]
#[reflect(Component)]
pub struct AnimationPlayer {
paused: bool,
repeat: bool,
speed: f32,
elapsed: f32,
animation_clip: Handle<AnimationClip>,
path_cache: Vec<Vec<Option<Entity>>>,
}
impl Default for AnimationPlayer {
fn default() -> Self {
Self {
paused: false,
repeat: false,
speed: 1.0,
elapsed: 0.0,
animation_clip: Default::default(),
path_cache: Vec::new(),
}
}
}
impl AnimationPlayer {
/// Start playing an animation, resetting state of the player
pub fn start(&mut self, handle: Handle<AnimationClip>) -> &mut Self {
*self = Self {
animation_clip: handle,
..Default::default()
};
self
}
/// Start playing an animation, resetting state of the player, unless the requested animation is already playing.
pub fn play(&mut self, handle: Handle<AnimationClip>) -> &mut Self {
if self.animation_clip != handle || self.is_paused() {
self.start(handle);
}
self
}
/// Set the animation to repeat
pub fn repeat(&mut self) -> &mut Self {
self.repeat = true;
self
}
/// Stop the animation from repeating
pub fn stop_repeating(&mut self) -> &mut Self {
self.repeat = false;
self
}
/// Pause the animation
pub fn pause(&mut self) {
self.paused = true;
}
/// Unpause the animation
pub fn resume(&mut self) {
self.paused = false;
}
/// Is the animation paused
pub fn is_paused(&self) -> bool {
self.paused
}
/// Speed of the animation playback
pub fn speed(&self) -> f32 {
self.speed
}
/// Set the speed of the animation playback
pub fn set_speed(&mut self, speed: f32) -> &mut Self {
self.speed = speed;
self
}
/// Time elapsed playing the animation
pub fn elapsed(&self) -> f32 {
self.elapsed
}
/// Seek to a specific time in the animation
pub fn set_elapsed(&mut self, elapsed: f32) -> &mut Self {
self.elapsed = elapsed;
self
}
}
fn find_bone(
root: Entity,
path: &EntityPath,
children: &Query<&Children>,
names: &Query<&Name>,
path_cache: &mut Vec<Option<Entity>>,
) -> Option<Entity> {
// PERF: finding the target entity can be optimised
let mut current_entity = root;
path_cache.resize(path.parts.len(), None);
// Ignore the first name, it is the root node which we already have
for (idx, part) in path.parts.iter().enumerate().skip(1) {
let mut found = false;
let children = children.get(current_entity).ok()?;
if let Some(cached) = path_cache[idx] {
if children.contains(&cached) {
if let Ok(name) = names.get(cached) {
if name == part {
current_entity = cached;
found = true;
}
}
}
}
if !found {
for child in children.deref() {
if let Ok(name) = names.get(*child) {
if name == part {
// Found a children with the right name, continue to the next part
current_entity = *child;
path_cache[idx] = Some(*child);
found = true;
break;
}
}
}
}
if !found {
warn!("Entity not found for path {:?} on part {:?}", path, part);
return None;
}
}
Some(current_entity)
}
/// Verify that there are no ancestors of a given entity that have an `AnimationPlayer`.
fn verify_no_ancestor_player(
player_parent: Option<&Parent>,
parents: &Query<(Option<With<AnimationPlayer>>, Option<&Parent>)>,
) -> bool {
let Some(mut current) = player_parent.map(Parent::get) else { return true };
loop {
let Ok((maybe_player, parent)) = parents.get(current) else { return true };
if maybe_player.is_some() {
return false;
}
if let Some(parent) = parent {
current = parent.get();
} else {
return true;
}
}
}
/// System that will play all animations, using any entity with a [`AnimationPlayer`]
/// and a [`Handle<AnimationClip>`] as an animation root
pub fn animation_player(
time: Res<Time>,
animations: Res<Assets<AnimationClip>>,
children: Query<&Children>,
names: Query<&Name>,
transforms: Query<&mut Transform>,
parents: Query<(Option<With<AnimationPlayer>>, Option<&Parent>)>,
mut animation_players: Query<(Entity, Option<&Parent>, &mut AnimationPlayer)>,
) {
animation_players.par_for_each_mut(10, |(root, maybe_parent, mut player)| {
let Some(animation_clip) = animations.get(&player.animation_clip) else { return };
// Continue if paused unless the `AnimationPlayer` was changed
// This allow the animation to still be updated if the player.elapsed field was manually updated in pause
if player.paused && !player.is_changed() {
return;
}
if !player.paused {
player.elapsed += time.delta_seconds() * player.speed;
}
let mut elapsed = player.elapsed;
if player.repeat {
elapsed %= animation_clip.duration;
}
if elapsed < 0.0 {
elapsed += animation_clip.duration;
}
if player.path_cache.len() != animation_clip.paths.len() {
player.path_cache = vec![Vec::new(); animation_clip.paths.len()];
}
if !verify_no_ancestor_player(maybe_parent, &parents) {
warn!("Animation player on {:?} has a conflicting animation player on an ancestor. Cannot safely animate.", root);
return;
}
for (path, bone_id) in &animation_clip.paths {
let cached_path = &mut player.path_cache[*bone_id];
let curves = animation_clip.get_curves(*bone_id).unwrap();
let Some(target) = find_bone(root, path, &children, &names, cached_path) else { continue };
// SAFETY: The verify_no_ancestor_player check above ensures that two animation players cannot alias
// any of their descendant Transforms.
//
// The system scheduler prevents any other system from mutating Transforms at the same time,
// so the only way this fetch can alias is if two AnimationPlayers are targetting the same bone.
// This can only happen if there are two or more AnimationPlayers are ancestors to the same
// entities. By verifying that there is no other AnimationPlayer in the ancestors of a
// running AnimationPlayer before animating any entity, this fetch cannot alias.
//
// This means only the AnimationPlayers closest to the root of the hierarchy will be able
// to run their animation. Any players in the children or descendants will log a warning
// and do nothing.
let Ok(mut transform) = (unsafe { transforms.get_unchecked(target) }) else { continue };
for curve in curves {
// Some curves have only one keyframe used to set a transform
if curve.keyframe_timestamps.len() == 1 {
match &curve.keyframes {
Keyframes::Rotation(keyframes) => transform.rotation = keyframes[0],
Keyframes::Translation(keyframes) => {
transform.translation = keyframes[0];
}
Keyframes::Scale(keyframes) => transform.scale = keyframes[0],
}
continue;
}
// Find the current keyframe
// PERF: finding the current keyframe can be optimised
let step_start = match curve
.keyframe_timestamps
.binary_search_by(|probe| probe.partial_cmp(&elapsed).unwrap())
{
Ok(n) if n >= curve.keyframe_timestamps.len() - 1 => continue, // this curve is finished
Ok(i) => i,
Err(0) => continue, // this curve isn't started yet
Err(n) if n > curve.keyframe_timestamps.len() - 1 => continue, // this curve is finished
Err(i) => i - 1,
};
let ts_start = curve.keyframe_timestamps[step_start];
let ts_end = curve.keyframe_timestamps[step_start + 1];
let lerp = (elapsed - ts_start) / (ts_end - ts_start);
// Apply the keyframe
match &curve.keyframes {
Keyframes::Rotation(keyframes) => {
let rot_start = keyframes[step_start];
let mut rot_end = keyframes[step_start + 1];
// Choose the smallest angle for the rotation
if rot_end.dot(rot_start) < 0.0 {
rot_end = -rot_end;
}
// Rotations are using a spherical linear interpolation
transform.rotation =
rot_start.normalize().slerp(rot_end.normalize(), lerp);
}
Keyframes::Translation(keyframes) => {
let translation_start = keyframes[step_start];
let translation_end = keyframes[step_start + 1];
let result = translation_start.lerp(translation_end, lerp);
transform.translation = result;
}
Keyframes::Scale(keyframes) => {
let scale_start = keyframes[step_start];
let scale_end = keyframes[step_start + 1];
let result = scale_start.lerp(scale_end, lerp);
transform.scale = result;
}
}
}
}
});
}
/// Adds animation support to an app
#[derive(Default)]
pub struct AnimationPlugin {}
impl Plugin for AnimationPlugin {
fn build(&self, app: &mut App) {
app.add_asset::<AnimationClip>()
add `ReflectAsset` and `ReflectHandle` (#5923) # Objective ![image](https://user-images.githubusercontent.com/22177966/189350194-639a0211-e984-4f73-ae62-0ede44891eb9.png) ^ enable this Concretely, I need to - list all handle ids for an asset type - fetch the asset as `dyn Reflect`, given a `HandleUntyped` - when encountering a `Handle<T>`, find out what asset type that handle refers to (`T`'s type id) and turn the handle into a `HandleUntyped` ## Solution - add `ReflectAsset` type containing function pointers for working with assets ```rust pub struct ReflectAsset { type_uuid: Uuid, assets_resource_type_id: TypeId, // TypeId of the `Assets<T>` resource get: fn(&World, HandleUntyped) -> Option<&dyn Reflect>, get_mut: fn(&mut World, HandleUntyped) -> Option<&mut dyn Reflect>, get_unchecked_mut: unsafe fn(&World, HandleUntyped) -> Option<&mut dyn Reflect>, add: fn(&mut World, &dyn Reflect) -> HandleUntyped, set: fn(&mut World, HandleUntyped, &dyn Reflect) -> HandleUntyped, len: fn(&World) -> usize, ids: for<'w> fn(&'w World) -> Box<dyn Iterator<Item = HandleId> + 'w>, remove: fn(&mut World, HandleUntyped) -> Option<Box<dyn Reflect>>, } ``` - add `ReflectHandle` type relating the handle back to the asset type and providing a way to create a `HandleUntyped` ```rust pub struct ReflectHandle { type_uuid: Uuid, asset_type_id: TypeId, downcast_handle_untyped: fn(&dyn Any) -> Option<HandleUntyped>, } ``` - add the corresponding `FromType` impls - add a function `app.register_asset_reflect` which is supposed to be called after `.add_asset` and registers `ReflectAsset` and `ReflectHandle` in the type registry --- ## Changelog - add `ReflectAsset` and `ReflectHandle` types, which allow code to use reflection to manipulate arbitrary assets without knowing their types at compile time
2022-10-28 20:42:33 +00:00
.register_asset_reflect::<AnimationClip>()
.register_type::<AnimationPlayer>()
.add_system_to_stage(
CoreStage::PostUpdate,
animation_player.before(TransformSystem::TransformPropagate),
);
}
}