mirror of
https://github.com/bevyengine/bevy
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112 lines
3.7 KiB
Rust
112 lines
3.7 KiB
Rust
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//! Control animations of entities in the loaded scene.
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use bevy::{gltf::Gltf, prelude::*};
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use crate::scene_viewer_plugin::SceneHandle;
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/// Controls animation clips for a unique entity.
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#[derive(Component)]
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struct Clips {
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clips: Vec<Handle<AnimationClip>>,
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current: usize,
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}
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impl Clips {
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fn new(clips: Vec<Handle<AnimationClip>>) -> Self {
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Clips { clips, current: 0 }
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}
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/// # Panics
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///
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/// When no clips are present.
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fn current(&self) -> Handle<AnimationClip> {
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self.clips[self.current].clone_weak()
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}
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fn advance_to_next(&mut self) {
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self.current = (self.current + 1) % self.clips.len();
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}
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}
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/// Read [`AnimationClip`]s from the loaded [`Gltf`] and assign them to the
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/// entities they control. [`AnimationClip`]s control specific entities, and
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/// trying to play them on an [`AnimationPlayer`] controlling a different
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/// entities will result in odd animations, we take extra care to store
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/// animation clips for given entities in the [`Clips`] component we defined
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/// earlier in this file.
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fn assign_clips(
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mut players: Query<(Entity, &mut AnimationPlayer, &Name)>,
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scene_handle: Res<SceneHandle>,
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clips: Res<Assets<AnimationClip>>,
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gltf_assets: Res<Assets<Gltf>>,
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mut commands: Commands,
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mut setup: Local<bool>,
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) {
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if scene_handle.is_loaded && !*setup {
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*setup = true;
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} else {
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return;
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}
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let gltf = gltf_assets.get(&scene_handle.gltf_handle).unwrap();
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let animations = &gltf.animations;
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if !animations.is_empty() {
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let count = animations.len();
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let plural = if count == 1 { "" } else { "s" };
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info!("Found {} animation{plural}", animations.len());
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let names: Vec<_> = gltf.named_animations.keys().collect();
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info!("Animation names: {names:?}");
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}
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for (entity, mut player, name) in &mut players {
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let clips = clips
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.iter()
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.filter_map(|(k, v)| v.compatible_with(name).then_some(k))
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.map(|id| clips.get_handle(id))
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.collect();
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let animations = Clips::new(clips);
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player.play(animations.current()).repeat();
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commands.entity(entity).insert(animations);
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}
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}
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fn handle_inputs(
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keyboard_input: Res<Input<KeyCode>>,
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mut animation_player: Query<(&mut AnimationPlayer, &mut Clips, Entity, Option<&Name>)>,
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) {
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for (mut player, mut clips, entity, name) in &mut animation_player {
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let display_entity_name = match name {
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Some(name) => name.to_string(),
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None => format!("entity {entity:?}"),
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};
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if keyboard_input.just_pressed(KeyCode::Space) {
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if player.is_paused() {
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info!("resuming animation for {display_entity_name}");
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player.resume();
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} else {
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info!("pausing animation for {display_entity_name}");
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player.pause();
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}
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}
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if clips.clips.len() <= 1 {
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continue;
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}
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if keyboard_input.just_pressed(KeyCode::Return) {
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info!("switching to new animation for {display_entity_name}");
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let resume = !player.is_paused();
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// set the current animation to its start and pause it to reset to its starting state
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player.set_elapsed(0.0).pause();
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clips.advance_to_next();
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let current_clip = clips.current();
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player.play(current_clip).repeat();
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if resume {
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player.resume();
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}
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}
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}
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}
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pub struct AnimationManipulationPlugin;
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impl Plugin for AnimationManipulationPlugin {
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fn build(&self, app: &mut App) {
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app.add_systems(Update, (handle_inputs, assign_clips));
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}
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}
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