bevy/examples/animation/animation_masks.rs

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Implement animation masks, allowing fine control of the targets that animations affect. (#15013) This commit adds support for *masks* to the animation graph. A mask is a set of animation targets (bones) that neither a node nor its descendants are allowed to animate. Animation targets can be assigned one or more *mask group*s, which are specific to a single graph. If a node masks out any mask group that an animation target belongs to, animation curves for that target will be ignored during evaluation. The canonical use case for masks is to support characters holding objects. Typically, character animations will contain hand animations in the case that the character's hand is empty. (For example, running animations may close a character's fingers into a fist.) However, when the character is holding an object, the animation must be altered so that the hand grips the object. Bevy currently has no convenient way to handle this. The only workaround that I can see is to have entirely separate animation clips for characters' hands and bodies and keep them in sync, which is burdensome and doesn't match artists' expectations from other engines, which all effectively have support for masks. However, with mask group support, this task is simple. We assign each hand to a mask group and parent all character animations to a node. When a character grasps an object in hand, we position the fingers as appropriate and then enable the mask group for that hand in that node. This allows the character's animations to run normally, while the object remains correctly attached to the hand. Note that even with this PR, we won't have support for running separate animations for a character's hand and the rest of the character. This is because we're missing additive blending: there's no way to combine the two masked animations together properly. I intend that to be a follow-up PR. The major engines all have support for masks, though the workflow varies from engine to engine: * Unity has support for masks [essentially as implemented here], though with layers instead of a tree. However, when using the Mecanim ("Humanoid") feature, precise control over bones is lost in favor of predefined muscle groups. * Unreal has a feature named [*layered blend per bone*]. This allows for separate blend weights for different bones, effectively achieving masks. I believe that the combination of blend nodes and masks make Bevy's animation graph as expressible as that of Unreal, once we have support for additive blending, though you may have to use more nodes than you would in Unreal. Moreover, separating out the concepts of "blend weight" and "which bones this node applies to" seems like a cleaner design than what Unreal has. * Godot's `AnimationTree` has the notion of [*blend filters*], which are essentially the same as masks as implemented in this PR. Additionally, this patch fixes a bug with weight evaluation whereby weights weren't properly propagated down to grandchildren, because the weight evaluation for a node only checked its parent's weight, not its evaluated weight. I considered submitting this as a separate PR, but given that this PR refactors that code entirely to support masks and weights under a unified "evaluated node" concept, I simply included the fix here. A new example, `animation_masks`, has been added. It demonstrates how to toggle masks on and off for specific portions of a skin. This is part of #14395, but I'm going to defer closing that issue until we have additive blending. [essentially as implemented here]: https://docs.unity3d.com/560/Documentation/Manual/class-AvatarMask.html [*layered blend per bone*]: https://dev.epicgames.com/documentation/en-us/unreal-engine/using-layered-animations-in-unreal-engine [*blend filters*]: https://docs.godotengine.org/en/stable/tutorials/animation/animation_tree.html ## Migration Guide * The serialized format of animation graphs has changed with the addition of animation masks. To upgrade animation graph RON files, add `mask` and `mask_groups` fields as appropriate. (They can be safely set to zero.)
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//! Demonstrates how to use masks to limit the scope of animations.
Implement additive blending for animation graphs. (#15631) *Additive blending* is an ubiquitous feature in game engines that allows animations to be concatenated instead of blended. The canonical use case is to allow a character to hold a weapon while performing arbitrary poses. For example, if you had a character that needed to be able to walk or run while attacking with a weapon, the typical workflow is to have an additive blend node that combines walking and running animation clips with an animation clip of one of the limbs performing a weapon attack animation. This commit adds support for additive blending to Bevy. It builds on top of the flexible infrastructure in #15589 and introduces a new type of node, the *add node*. Like blend nodes, add nodes combine the animations of their children according to their weights. Unlike blend nodes, however, add nodes don't normalize the weights to 1.0. The `animation_masks` example has been overhauled to demonstrate the use of additive blending in combination with masks. There are now controls to choose an animation clip for every limb of the fox individually. This patch also fixes a bug whereby masks were incorrectly accumulated with `insert()` during the graph threading phase, which could cause corruption of computed masks in some cases. Note that the `clip` field has been replaced with an `AnimationNodeType` enum, which breaks `animgraph.ron` files. The `Fox.animgraph.ron` asset has been updated to the new format. Closes #14395. ## Showcase https://github.com/user-attachments/assets/52dfe05f-fdb3-477a-9462-ec150f93df33 ## Migration Guide * The `animgraph.ron` format has changed to accommodate the new *additive blending* feature. You'll need to change `clip` fields to instances of the new `AnimationNodeType` enum.
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use bevy::{
animation::{AnimationTarget, AnimationTargetId},
color::palettes::css::{LIGHT_GRAY, WHITE},
prelude::*,
utils::hashbrown::HashSet,
};
Implement animation masks, allowing fine control of the targets that animations affect. (#15013) This commit adds support for *masks* to the animation graph. A mask is a set of animation targets (bones) that neither a node nor its descendants are allowed to animate. Animation targets can be assigned one or more *mask group*s, which are specific to a single graph. If a node masks out any mask group that an animation target belongs to, animation curves for that target will be ignored during evaluation. The canonical use case for masks is to support characters holding objects. Typically, character animations will contain hand animations in the case that the character's hand is empty. (For example, running animations may close a character's fingers into a fist.) However, when the character is holding an object, the animation must be altered so that the hand grips the object. Bevy currently has no convenient way to handle this. The only workaround that I can see is to have entirely separate animation clips for characters' hands and bodies and keep them in sync, which is burdensome and doesn't match artists' expectations from other engines, which all effectively have support for masks. However, with mask group support, this task is simple. We assign each hand to a mask group and parent all character animations to a node. When a character grasps an object in hand, we position the fingers as appropriate and then enable the mask group for that hand in that node. This allows the character's animations to run normally, while the object remains correctly attached to the hand. Note that even with this PR, we won't have support for running separate animations for a character's hand and the rest of the character. This is because we're missing additive blending: there's no way to combine the two masked animations together properly. I intend that to be a follow-up PR. The major engines all have support for masks, though the workflow varies from engine to engine: * Unity has support for masks [essentially as implemented here], though with layers instead of a tree. However, when using the Mecanim ("Humanoid") feature, precise control over bones is lost in favor of predefined muscle groups. * Unreal has a feature named [*layered blend per bone*]. This allows for separate blend weights for different bones, effectively achieving masks. I believe that the combination of blend nodes and masks make Bevy's animation graph as expressible as that of Unreal, once we have support for additive blending, though you may have to use more nodes than you would in Unreal. Moreover, separating out the concepts of "blend weight" and "which bones this node applies to" seems like a cleaner design than what Unreal has. * Godot's `AnimationTree` has the notion of [*blend filters*], which are essentially the same as masks as implemented in this PR. Additionally, this patch fixes a bug with weight evaluation whereby weights weren't properly propagated down to grandchildren, because the weight evaluation for a node only checked its parent's weight, not its evaluated weight. I considered submitting this as a separate PR, but given that this PR refactors that code entirely to support masks and weights under a unified "evaluated node" concept, I simply included the fix here. A new example, `animation_masks`, has been added. It demonstrates how to toggle masks on and off for specific portions of a skin. This is part of #14395, but I'm going to defer closing that issue until we have additive blending. [essentially as implemented here]: https://docs.unity3d.com/560/Documentation/Manual/class-AvatarMask.html [*layered blend per bone*]: https://dev.epicgames.com/documentation/en-us/unreal-engine/using-layered-animations-in-unreal-engine [*blend filters*]: https://docs.godotengine.org/en/stable/tutorials/animation/animation_tree.html ## Migration Guide * The serialized format of animation graphs has changed with the addition of animation masks. To upgrade animation graph RON files, add `mask` and `mask_groups` fields as appropriate. (They can be safely set to zero.)
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// IDs of the mask groups we define for the running fox model.
//
// Each mask group defines a set of bones for which animations can be toggled on
// and off.
Implement additive blending for animation graphs. (#15631) *Additive blending* is an ubiquitous feature in game engines that allows animations to be concatenated instead of blended. The canonical use case is to allow a character to hold a weapon while performing arbitrary poses. For example, if you had a character that needed to be able to walk or run while attacking with a weapon, the typical workflow is to have an additive blend node that combines walking and running animation clips with an animation clip of one of the limbs performing a weapon attack animation. This commit adds support for additive blending to Bevy. It builds on top of the flexible infrastructure in #15589 and introduces a new type of node, the *add node*. Like blend nodes, add nodes combine the animations of their children according to their weights. Unlike blend nodes, however, add nodes don't normalize the weights to 1.0. The `animation_masks` example has been overhauled to demonstrate the use of additive blending in combination with masks. There are now controls to choose an animation clip for every limb of the fox individually. This patch also fixes a bug whereby masks were incorrectly accumulated with `insert()` during the graph threading phase, which could cause corruption of computed masks in some cases. Note that the `clip` field has been replaced with an `AnimationNodeType` enum, which breaks `animgraph.ron` files. The `Fox.animgraph.ron` asset has been updated to the new format. Closes #14395. ## Showcase https://github.com/user-attachments/assets/52dfe05f-fdb3-477a-9462-ec150f93df33 ## Migration Guide * The `animgraph.ron` format has changed to accommodate the new *additive blending* feature. You'll need to change `clip` fields to instances of the new `AnimationNodeType` enum.
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const MASK_GROUP_HEAD: u32 = 0;
const MASK_GROUP_LEFT_FRONT_LEG: u32 = 1;
const MASK_GROUP_RIGHT_FRONT_LEG: u32 = 2;
const MASK_GROUP_LEFT_HIND_LEG: u32 = 3;
const MASK_GROUP_RIGHT_HIND_LEG: u32 = 4;
const MASK_GROUP_TAIL: u32 = 5;
Implement animation masks, allowing fine control of the targets that animations affect. (#15013) This commit adds support for *masks* to the animation graph. A mask is a set of animation targets (bones) that neither a node nor its descendants are allowed to animate. Animation targets can be assigned one or more *mask group*s, which are specific to a single graph. If a node masks out any mask group that an animation target belongs to, animation curves for that target will be ignored during evaluation. The canonical use case for masks is to support characters holding objects. Typically, character animations will contain hand animations in the case that the character's hand is empty. (For example, running animations may close a character's fingers into a fist.) However, when the character is holding an object, the animation must be altered so that the hand grips the object. Bevy currently has no convenient way to handle this. The only workaround that I can see is to have entirely separate animation clips for characters' hands and bodies and keep them in sync, which is burdensome and doesn't match artists' expectations from other engines, which all effectively have support for masks. However, with mask group support, this task is simple. We assign each hand to a mask group and parent all character animations to a node. When a character grasps an object in hand, we position the fingers as appropriate and then enable the mask group for that hand in that node. This allows the character's animations to run normally, while the object remains correctly attached to the hand. Note that even with this PR, we won't have support for running separate animations for a character's hand and the rest of the character. This is because we're missing additive blending: there's no way to combine the two masked animations together properly. I intend that to be a follow-up PR. The major engines all have support for masks, though the workflow varies from engine to engine: * Unity has support for masks [essentially as implemented here], though with layers instead of a tree. However, when using the Mecanim ("Humanoid") feature, precise control over bones is lost in favor of predefined muscle groups. * Unreal has a feature named [*layered blend per bone*]. This allows for separate blend weights for different bones, effectively achieving masks. I believe that the combination of blend nodes and masks make Bevy's animation graph as expressible as that of Unreal, once we have support for additive blending, though you may have to use more nodes than you would in Unreal. Moreover, separating out the concepts of "blend weight" and "which bones this node applies to" seems like a cleaner design than what Unreal has. * Godot's `AnimationTree` has the notion of [*blend filters*], which are essentially the same as masks as implemented in this PR. Additionally, this patch fixes a bug with weight evaluation whereby weights weren't properly propagated down to grandchildren, because the weight evaluation for a node only checked its parent's weight, not its evaluated weight. I considered submitting this as a separate PR, but given that this PR refactors that code entirely to support masks and weights under a unified "evaluated node" concept, I simply included the fix here. A new example, `animation_masks`, has been added. It demonstrates how to toggle masks on and off for specific portions of a skin. This is part of #14395, but I'm going to defer closing that issue until we have additive blending. [essentially as implemented here]: https://docs.unity3d.com/560/Documentation/Manual/class-AvatarMask.html [*layered blend per bone*]: https://dev.epicgames.com/documentation/en-us/unreal-engine/using-layered-animations-in-unreal-engine [*blend filters*]: https://docs.godotengine.org/en/stable/tutorials/animation/animation_tree.html ## Migration Guide * The serialized format of animation graphs has changed with the addition of animation masks. To upgrade animation graph RON files, add `mask` and `mask_groups` fields as appropriate. (They can be safely set to zero.)
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// The width in pixels of the small buttons that allow the user to toggle a mask
// group on or off.
Implement additive blending for animation graphs. (#15631) *Additive blending* is an ubiquitous feature in game engines that allows animations to be concatenated instead of blended. The canonical use case is to allow a character to hold a weapon while performing arbitrary poses. For example, if you had a character that needed to be able to walk or run while attacking with a weapon, the typical workflow is to have an additive blend node that combines walking and running animation clips with an animation clip of one of the limbs performing a weapon attack animation. This commit adds support for additive blending to Bevy. It builds on top of the flexible infrastructure in #15589 and introduces a new type of node, the *add node*. Like blend nodes, add nodes combine the animations of their children according to their weights. Unlike blend nodes, however, add nodes don't normalize the weights to 1.0. The `animation_masks` example has been overhauled to demonstrate the use of additive blending in combination with masks. There are now controls to choose an animation clip for every limb of the fox individually. This patch also fixes a bug whereby masks were incorrectly accumulated with `insert()` during the graph threading phase, which could cause corruption of computed masks in some cases. Note that the `clip` field has been replaced with an `AnimationNodeType` enum, which breaks `animgraph.ron` files. The `Fox.animgraph.ron` asset has been updated to the new format. Closes #14395. ## Showcase https://github.com/user-attachments/assets/52dfe05f-fdb3-477a-9462-ec150f93df33 ## Migration Guide * The `animgraph.ron` format has changed to accommodate the new *additive blending* feature. You'll need to change `clip` fields to instances of the new `AnimationNodeType` enum.
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const MASK_GROUP_BUTTON_WIDTH: f32 = 250.0;
Implement animation masks, allowing fine control of the targets that animations affect. (#15013) This commit adds support for *masks* to the animation graph. A mask is a set of animation targets (bones) that neither a node nor its descendants are allowed to animate. Animation targets can be assigned one or more *mask group*s, which are specific to a single graph. If a node masks out any mask group that an animation target belongs to, animation curves for that target will be ignored during evaluation. The canonical use case for masks is to support characters holding objects. Typically, character animations will contain hand animations in the case that the character's hand is empty. (For example, running animations may close a character's fingers into a fist.) However, when the character is holding an object, the animation must be altered so that the hand grips the object. Bevy currently has no convenient way to handle this. The only workaround that I can see is to have entirely separate animation clips for characters' hands and bodies and keep them in sync, which is burdensome and doesn't match artists' expectations from other engines, which all effectively have support for masks. However, with mask group support, this task is simple. We assign each hand to a mask group and parent all character animations to a node. When a character grasps an object in hand, we position the fingers as appropriate and then enable the mask group for that hand in that node. This allows the character's animations to run normally, while the object remains correctly attached to the hand. Note that even with this PR, we won't have support for running separate animations for a character's hand and the rest of the character. This is because we're missing additive blending: there's no way to combine the two masked animations together properly. I intend that to be a follow-up PR. The major engines all have support for masks, though the workflow varies from engine to engine: * Unity has support for masks [essentially as implemented here], though with layers instead of a tree. However, when using the Mecanim ("Humanoid") feature, precise control over bones is lost in favor of predefined muscle groups. * Unreal has a feature named [*layered blend per bone*]. This allows for separate blend weights for different bones, effectively achieving masks. I believe that the combination of blend nodes and masks make Bevy's animation graph as expressible as that of Unreal, once we have support for additive blending, though you may have to use more nodes than you would in Unreal. Moreover, separating out the concepts of "blend weight" and "which bones this node applies to" seems like a cleaner design than what Unreal has. * Godot's `AnimationTree` has the notion of [*blend filters*], which are essentially the same as masks as implemented in this PR. Additionally, this patch fixes a bug with weight evaluation whereby weights weren't properly propagated down to grandchildren, because the weight evaluation for a node only checked its parent's weight, not its evaluated weight. I considered submitting this as a separate PR, but given that this PR refactors that code entirely to support masks and weights under a unified "evaluated node" concept, I simply included the fix here. A new example, `animation_masks`, has been added. It demonstrates how to toggle masks on and off for specific portions of a skin. This is part of #14395, but I'm going to defer closing that issue until we have additive blending. [essentially as implemented here]: https://docs.unity3d.com/560/Documentation/Manual/class-AvatarMask.html [*layered blend per bone*]: https://dev.epicgames.com/documentation/en-us/unreal-engine/using-layered-animations-in-unreal-engine [*blend filters*]: https://docs.godotengine.org/en/stable/tutorials/animation/animation_tree.html ## Migration Guide * The serialized format of animation graphs has changed with the addition of animation masks. To upgrade animation graph RON files, add `mask` and `mask_groups` fields as appropriate. (They can be safely set to zero.)
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// The names of the bones that each mask group consists of. Each mask group is
// defined as a (prefix, suffix) tuple. The mask group consists of a single
// bone chain rooted at the prefix. For example, if the chain's prefix is
// "A/B/C" and the suffix is "D/E", then the bones that will be included in the
// mask group are "A/B/C", "A/B/C/D", and "A/B/C/D/E".
//
Implement additive blending for animation graphs. (#15631) *Additive blending* is an ubiquitous feature in game engines that allows animations to be concatenated instead of blended. The canonical use case is to allow a character to hold a weapon while performing arbitrary poses. For example, if you had a character that needed to be able to walk or run while attacking with a weapon, the typical workflow is to have an additive blend node that combines walking and running animation clips with an animation clip of one of the limbs performing a weapon attack animation. This commit adds support for additive blending to Bevy. It builds on top of the flexible infrastructure in #15589 and introduces a new type of node, the *add node*. Like blend nodes, add nodes combine the animations of their children according to their weights. Unlike blend nodes, however, add nodes don't normalize the weights to 1.0. The `animation_masks` example has been overhauled to demonstrate the use of additive blending in combination with masks. There are now controls to choose an animation clip for every limb of the fox individually. This patch also fixes a bug whereby masks were incorrectly accumulated with `insert()` during the graph threading phase, which could cause corruption of computed masks in some cases. Note that the `clip` field has been replaced with an `AnimationNodeType` enum, which breaks `animgraph.ron` files. The `Fox.animgraph.ron` asset has been updated to the new format. Closes #14395. ## Showcase https://github.com/user-attachments/assets/52dfe05f-fdb3-477a-9462-ec150f93df33 ## Migration Guide * The `animgraph.ron` format has changed to accommodate the new *additive blending* feature. You'll need to change `clip` fields to instances of the new `AnimationNodeType` enum.
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// The fact that our mask groups are single chains of bones isn't an engine
// requirement; it just so happens to be the case for the model we're using. A
// mask group can consist of any set of animation targets, regardless of whether
// they form a single chain.
const MASK_GROUP_PATHS: [(&str, &str); 6] = [
// Head
(
"root/_rootJoint/b_Root_00/b_Hip_01/b_Spine01_02/b_Spine02_03",
"b_Neck_04/b_Head_05",
),
Implement animation masks, allowing fine control of the targets that animations affect. (#15013) This commit adds support for *masks* to the animation graph. A mask is a set of animation targets (bones) that neither a node nor its descendants are allowed to animate. Animation targets can be assigned one or more *mask group*s, which are specific to a single graph. If a node masks out any mask group that an animation target belongs to, animation curves for that target will be ignored during evaluation. The canonical use case for masks is to support characters holding objects. Typically, character animations will contain hand animations in the case that the character's hand is empty. (For example, running animations may close a character's fingers into a fist.) However, when the character is holding an object, the animation must be altered so that the hand grips the object. Bevy currently has no convenient way to handle this. The only workaround that I can see is to have entirely separate animation clips for characters' hands and bodies and keep them in sync, which is burdensome and doesn't match artists' expectations from other engines, which all effectively have support for masks. However, with mask group support, this task is simple. We assign each hand to a mask group and parent all character animations to a node. When a character grasps an object in hand, we position the fingers as appropriate and then enable the mask group for that hand in that node. This allows the character's animations to run normally, while the object remains correctly attached to the hand. Note that even with this PR, we won't have support for running separate animations for a character's hand and the rest of the character. This is because we're missing additive blending: there's no way to combine the two masked animations together properly. I intend that to be a follow-up PR. The major engines all have support for masks, though the workflow varies from engine to engine: * Unity has support for masks [essentially as implemented here], though with layers instead of a tree. However, when using the Mecanim ("Humanoid") feature, precise control over bones is lost in favor of predefined muscle groups. * Unreal has a feature named [*layered blend per bone*]. This allows for separate blend weights for different bones, effectively achieving masks. I believe that the combination of blend nodes and masks make Bevy's animation graph as expressible as that of Unreal, once we have support for additive blending, though you may have to use more nodes than you would in Unreal. Moreover, separating out the concepts of "blend weight" and "which bones this node applies to" seems like a cleaner design than what Unreal has. * Godot's `AnimationTree` has the notion of [*blend filters*], which are essentially the same as masks as implemented in this PR. Additionally, this patch fixes a bug with weight evaluation whereby weights weren't properly propagated down to grandchildren, because the weight evaluation for a node only checked its parent's weight, not its evaluated weight. I considered submitting this as a separate PR, but given that this PR refactors that code entirely to support masks and weights under a unified "evaluated node" concept, I simply included the fix here. A new example, `animation_masks`, has been added. It demonstrates how to toggle masks on and off for specific portions of a skin. This is part of #14395, but I'm going to defer closing that issue until we have additive blending. [essentially as implemented here]: https://docs.unity3d.com/560/Documentation/Manual/class-AvatarMask.html [*layered blend per bone*]: https://dev.epicgames.com/documentation/en-us/unreal-engine/using-layered-animations-in-unreal-engine [*blend filters*]: https://docs.godotengine.org/en/stable/tutorials/animation/animation_tree.html ## Migration Guide * The serialized format of animation graphs has changed with the addition of animation masks. To upgrade animation graph RON files, add `mask` and `mask_groups` fields as appropriate. (They can be safely set to zero.)
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// Left front leg
(
"root/_rootJoint/b_Root_00/b_Hip_01/b_Spine01_02/b_Spine02_03/b_LeftUpperArm_09",
"b_LeftForeArm_010/b_LeftHand_011",
),
// Right front leg
(
"root/_rootJoint/b_Root_00/b_Hip_01/b_Spine01_02/b_Spine02_03/b_RightUpperArm_06",
"b_RightForeArm_07/b_RightHand_08",
),
// Left hind leg
(
"root/_rootJoint/b_Root_00/b_Hip_01/b_LeftLeg01_015",
"b_LeftLeg02_016/b_LeftFoot01_017/b_LeftFoot02_018",
),
// Right hind leg
(
"root/_rootJoint/b_Root_00/b_Hip_01/b_RightLeg01_019",
"b_RightLeg02_020/b_RightFoot01_021/b_RightFoot02_022",
),
// Tail
(
"root/_rootJoint/b_Root_00/b_Hip_01/b_Tail01_012",
"b_Tail02_013/b_Tail03_014",
),
];
Implement additive blending for animation graphs. (#15631) *Additive blending* is an ubiquitous feature in game engines that allows animations to be concatenated instead of blended. The canonical use case is to allow a character to hold a weapon while performing arbitrary poses. For example, if you had a character that needed to be able to walk or run while attacking with a weapon, the typical workflow is to have an additive blend node that combines walking and running animation clips with an animation clip of one of the limbs performing a weapon attack animation. This commit adds support for additive blending to Bevy. It builds on top of the flexible infrastructure in #15589 and introduces a new type of node, the *add node*. Like blend nodes, add nodes combine the animations of their children according to their weights. Unlike blend nodes, however, add nodes don't normalize the weights to 1.0. The `animation_masks` example has been overhauled to demonstrate the use of additive blending in combination with masks. There are now controls to choose an animation clip for every limb of the fox individually. This patch also fixes a bug whereby masks were incorrectly accumulated with `insert()` during the graph threading phase, which could cause corruption of computed masks in some cases. Note that the `clip` field has been replaced with an `AnimationNodeType` enum, which breaks `animgraph.ron` files. The `Fox.animgraph.ron` asset has been updated to the new format. Closes #14395. ## Showcase https://github.com/user-attachments/assets/52dfe05f-fdb3-477a-9462-ec150f93df33 ## Migration Guide * The `animgraph.ron` format has changed to accommodate the new *additive blending* feature. You'll need to change `clip` fields to instances of the new `AnimationNodeType` enum.
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#[derive(Clone, Copy, Component)]
struct AnimationControl {
Implement animation masks, allowing fine control of the targets that animations affect. (#15013) This commit adds support for *masks* to the animation graph. A mask is a set of animation targets (bones) that neither a node nor its descendants are allowed to animate. Animation targets can be assigned one or more *mask group*s, which are specific to a single graph. If a node masks out any mask group that an animation target belongs to, animation curves for that target will be ignored during evaluation. The canonical use case for masks is to support characters holding objects. Typically, character animations will contain hand animations in the case that the character's hand is empty. (For example, running animations may close a character's fingers into a fist.) However, when the character is holding an object, the animation must be altered so that the hand grips the object. Bevy currently has no convenient way to handle this. The only workaround that I can see is to have entirely separate animation clips for characters' hands and bodies and keep them in sync, which is burdensome and doesn't match artists' expectations from other engines, which all effectively have support for masks. However, with mask group support, this task is simple. We assign each hand to a mask group and parent all character animations to a node. When a character grasps an object in hand, we position the fingers as appropriate and then enable the mask group for that hand in that node. This allows the character's animations to run normally, while the object remains correctly attached to the hand. Note that even with this PR, we won't have support for running separate animations for a character's hand and the rest of the character. This is because we're missing additive blending: there's no way to combine the two masked animations together properly. I intend that to be a follow-up PR. The major engines all have support for masks, though the workflow varies from engine to engine: * Unity has support for masks [essentially as implemented here], though with layers instead of a tree. However, when using the Mecanim ("Humanoid") feature, precise control over bones is lost in favor of predefined muscle groups. * Unreal has a feature named [*layered blend per bone*]. This allows for separate blend weights for different bones, effectively achieving masks. I believe that the combination of blend nodes and masks make Bevy's animation graph as expressible as that of Unreal, once we have support for additive blending, though you may have to use more nodes than you would in Unreal. Moreover, separating out the concepts of "blend weight" and "which bones this node applies to" seems like a cleaner design than what Unreal has. * Godot's `AnimationTree` has the notion of [*blend filters*], which are essentially the same as masks as implemented in this PR. Additionally, this patch fixes a bug with weight evaluation whereby weights weren't properly propagated down to grandchildren, because the weight evaluation for a node only checked its parent's weight, not its evaluated weight. I considered submitting this as a separate PR, but given that this PR refactors that code entirely to support masks and weights under a unified "evaluated node" concept, I simply included the fix here. A new example, `animation_masks`, has been added. It demonstrates how to toggle masks on and off for specific portions of a skin. This is part of #14395, but I'm going to defer closing that issue until we have additive blending. [essentially as implemented here]: https://docs.unity3d.com/560/Documentation/Manual/class-AvatarMask.html [*layered blend per bone*]: https://dev.epicgames.com/documentation/en-us/unreal-engine/using-layered-animations-in-unreal-engine [*blend filters*]: https://docs.godotengine.org/en/stable/tutorials/animation/animation_tree.html ## Migration Guide * The serialized format of animation graphs has changed with the addition of animation masks. To upgrade animation graph RON files, add `mask` and `mask_groups` fields as appropriate. (They can be safely set to zero.)
2024-09-02 17:10:34 +00:00
// The ID of the mask group that this button controls.
group_id: u32,
Implement additive blending for animation graphs. (#15631) *Additive blending* is an ubiquitous feature in game engines that allows animations to be concatenated instead of blended. The canonical use case is to allow a character to hold a weapon while performing arbitrary poses. For example, if you had a character that needed to be able to walk or run while attacking with a weapon, the typical workflow is to have an additive blend node that combines walking and running animation clips with an animation clip of one of the limbs performing a weapon attack animation. This commit adds support for additive blending to Bevy. It builds on top of the flexible infrastructure in #15589 and introduces a new type of node, the *add node*. Like blend nodes, add nodes combine the animations of their children according to their weights. Unlike blend nodes, however, add nodes don't normalize the weights to 1.0. The `animation_masks` example has been overhauled to demonstrate the use of additive blending in combination with masks. There are now controls to choose an animation clip for every limb of the fox individually. This patch also fixes a bug whereby masks were incorrectly accumulated with `insert()` during the graph threading phase, which could cause corruption of computed masks in some cases. Note that the `clip` field has been replaced with an `AnimationNodeType` enum, which breaks `animgraph.ron` files. The `Fox.animgraph.ron` asset has been updated to the new format. Closes #14395. ## Showcase https://github.com/user-attachments/assets/52dfe05f-fdb3-477a-9462-ec150f93df33 ## Migration Guide * The `animgraph.ron` format has changed to accommodate the new *additive blending* feature. You'll need to change `clip` fields to instances of the new `AnimationNodeType` enum.
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label: AnimationLabel,
}
#[derive(Clone, Copy, Component, PartialEq, Debug)]
enum AnimationLabel {
Idle = 0,
Walk = 1,
Run = 2,
Off = 3,
}
#[derive(Clone, Debug, Resource)]
struct AnimationNodes([AnimationNodeIndex; 3]);
#[derive(Clone, Copy, Debug, Resource)]
struct AppState([MaskGroupState; 6]);
Implement animation masks, allowing fine control of the targets that animations affect. (#15013) This commit adds support for *masks* to the animation graph. A mask is a set of animation targets (bones) that neither a node nor its descendants are allowed to animate. Animation targets can be assigned one or more *mask group*s, which are specific to a single graph. If a node masks out any mask group that an animation target belongs to, animation curves for that target will be ignored during evaluation. The canonical use case for masks is to support characters holding objects. Typically, character animations will contain hand animations in the case that the character's hand is empty. (For example, running animations may close a character's fingers into a fist.) However, when the character is holding an object, the animation must be altered so that the hand grips the object. Bevy currently has no convenient way to handle this. The only workaround that I can see is to have entirely separate animation clips for characters' hands and bodies and keep them in sync, which is burdensome and doesn't match artists' expectations from other engines, which all effectively have support for masks. However, with mask group support, this task is simple. We assign each hand to a mask group and parent all character animations to a node. When a character grasps an object in hand, we position the fingers as appropriate and then enable the mask group for that hand in that node. This allows the character's animations to run normally, while the object remains correctly attached to the hand. Note that even with this PR, we won't have support for running separate animations for a character's hand and the rest of the character. This is because we're missing additive blending: there's no way to combine the two masked animations together properly. I intend that to be a follow-up PR. The major engines all have support for masks, though the workflow varies from engine to engine: * Unity has support for masks [essentially as implemented here], though with layers instead of a tree. However, when using the Mecanim ("Humanoid") feature, precise control over bones is lost in favor of predefined muscle groups. * Unreal has a feature named [*layered blend per bone*]. This allows for separate blend weights for different bones, effectively achieving masks. I believe that the combination of blend nodes and masks make Bevy's animation graph as expressible as that of Unreal, once we have support for additive blending, though you may have to use more nodes than you would in Unreal. Moreover, separating out the concepts of "blend weight" and "which bones this node applies to" seems like a cleaner design than what Unreal has. * Godot's `AnimationTree` has the notion of [*blend filters*], which are essentially the same as masks as implemented in this PR. Additionally, this patch fixes a bug with weight evaluation whereby weights weren't properly propagated down to grandchildren, because the weight evaluation for a node only checked its parent's weight, not its evaluated weight. I considered submitting this as a separate PR, but given that this PR refactors that code entirely to support masks and weights under a unified "evaluated node" concept, I simply included the fix here. A new example, `animation_masks`, has been added. It demonstrates how to toggle masks on and off for specific portions of a skin. This is part of #14395, but I'm going to defer closing that issue until we have additive blending. [essentially as implemented here]: https://docs.unity3d.com/560/Documentation/Manual/class-AvatarMask.html [*layered blend per bone*]: https://dev.epicgames.com/documentation/en-us/unreal-engine/using-layered-animations-in-unreal-engine [*blend filters*]: https://docs.godotengine.org/en/stable/tutorials/animation/animation_tree.html ## Migration Guide * The serialized format of animation graphs has changed with the addition of animation masks. To upgrade animation graph RON files, add `mask` and `mask_groups` fields as appropriate. (They can be safely set to zero.)
2024-09-02 17:10:34 +00:00
Implement additive blending for animation graphs. (#15631) *Additive blending* is an ubiquitous feature in game engines that allows animations to be concatenated instead of blended. The canonical use case is to allow a character to hold a weapon while performing arbitrary poses. For example, if you had a character that needed to be able to walk or run while attacking with a weapon, the typical workflow is to have an additive blend node that combines walking and running animation clips with an animation clip of one of the limbs performing a weapon attack animation. This commit adds support for additive blending to Bevy. It builds on top of the flexible infrastructure in #15589 and introduces a new type of node, the *add node*. Like blend nodes, add nodes combine the animations of their children according to their weights. Unlike blend nodes, however, add nodes don't normalize the weights to 1.0. The `animation_masks` example has been overhauled to demonstrate the use of additive blending in combination with masks. There are now controls to choose an animation clip for every limb of the fox individually. This patch also fixes a bug whereby masks were incorrectly accumulated with `insert()` during the graph threading phase, which could cause corruption of computed masks in some cases. Note that the `clip` field has been replaced with an `AnimationNodeType` enum, which breaks `animgraph.ron` files. The `Fox.animgraph.ron` asset has been updated to the new format. Closes #14395. ## Showcase https://github.com/user-attachments/assets/52dfe05f-fdb3-477a-9462-ec150f93df33 ## Migration Guide * The `animgraph.ron` format has changed to accommodate the new *additive blending* feature. You'll need to change `clip` fields to instances of the new `AnimationNodeType` enum.
2024-10-04 22:13:22 +00:00
#[derive(Clone, Copy, Debug)]
struct MaskGroupState {
clip: u8,
Implement animation masks, allowing fine control of the targets that animations affect. (#15013) This commit adds support for *masks* to the animation graph. A mask is a set of animation targets (bones) that neither a node nor its descendants are allowed to animate. Animation targets can be assigned one or more *mask group*s, which are specific to a single graph. If a node masks out any mask group that an animation target belongs to, animation curves for that target will be ignored during evaluation. The canonical use case for masks is to support characters holding objects. Typically, character animations will contain hand animations in the case that the character's hand is empty. (For example, running animations may close a character's fingers into a fist.) However, when the character is holding an object, the animation must be altered so that the hand grips the object. Bevy currently has no convenient way to handle this. The only workaround that I can see is to have entirely separate animation clips for characters' hands and bodies and keep them in sync, which is burdensome and doesn't match artists' expectations from other engines, which all effectively have support for masks. However, with mask group support, this task is simple. We assign each hand to a mask group and parent all character animations to a node. When a character grasps an object in hand, we position the fingers as appropriate and then enable the mask group for that hand in that node. This allows the character's animations to run normally, while the object remains correctly attached to the hand. Note that even with this PR, we won't have support for running separate animations for a character's hand and the rest of the character. This is because we're missing additive blending: there's no way to combine the two masked animations together properly. I intend that to be a follow-up PR. The major engines all have support for masks, though the workflow varies from engine to engine: * Unity has support for masks [essentially as implemented here], though with layers instead of a tree. However, when using the Mecanim ("Humanoid") feature, precise control over bones is lost in favor of predefined muscle groups. * Unreal has a feature named [*layered blend per bone*]. This allows for separate blend weights for different bones, effectively achieving masks. I believe that the combination of blend nodes and masks make Bevy's animation graph as expressible as that of Unreal, once we have support for additive blending, though you may have to use more nodes than you would in Unreal. Moreover, separating out the concepts of "blend weight" and "which bones this node applies to" seems like a cleaner design than what Unreal has. * Godot's `AnimationTree` has the notion of [*blend filters*], which are essentially the same as masks as implemented in this PR. Additionally, this patch fixes a bug with weight evaluation whereby weights weren't properly propagated down to grandchildren, because the weight evaluation for a node only checked its parent's weight, not its evaluated weight. I considered submitting this as a separate PR, but given that this PR refactors that code entirely to support masks and weights under a unified "evaluated node" concept, I simply included the fix here. A new example, `animation_masks`, has been added. It demonstrates how to toggle masks on and off for specific portions of a skin. This is part of #14395, but I'm going to defer closing that issue until we have additive blending. [essentially as implemented here]: https://docs.unity3d.com/560/Documentation/Manual/class-AvatarMask.html [*layered blend per bone*]: https://dev.epicgames.com/documentation/en-us/unreal-engine/using-layered-animations-in-unreal-engine [*blend filters*]: https://docs.godotengine.org/en/stable/tutorials/animation/animation_tree.html ## Migration Guide * The serialized format of animation graphs has changed with the addition of animation masks. To upgrade animation graph RON files, add `mask` and `mask_groups` fields as appropriate. (They can be safely set to zero.)
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}
// The application entry point.
fn main() {
App::new()
.add_plugins(DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
title: "Bevy Animation Masks Example".into(),
..default()
}),
..default()
}))
.add_systems(Startup, (setup_scene, setup_ui))
.add_systems(Update, setup_animation_graph_once_loaded)
.add_systems(Update, handle_button_toggles)
Implement additive blending for animation graphs. (#15631) *Additive blending* is an ubiquitous feature in game engines that allows animations to be concatenated instead of blended. The canonical use case is to allow a character to hold a weapon while performing arbitrary poses. For example, if you had a character that needed to be able to walk or run while attacking with a weapon, the typical workflow is to have an additive blend node that combines walking and running animation clips with an animation clip of one of the limbs performing a weapon attack animation. This commit adds support for additive blending to Bevy. It builds on top of the flexible infrastructure in #15589 and introduces a new type of node, the *add node*. Like blend nodes, add nodes combine the animations of their children according to their weights. Unlike blend nodes, however, add nodes don't normalize the weights to 1.0. The `animation_masks` example has been overhauled to demonstrate the use of additive blending in combination with masks. There are now controls to choose an animation clip for every limb of the fox individually. This patch also fixes a bug whereby masks were incorrectly accumulated with `insert()` during the graph threading phase, which could cause corruption of computed masks in some cases. Note that the `clip` field has been replaced with an `AnimationNodeType` enum, which breaks `animgraph.ron` files. The `Fox.animgraph.ron` asset has been updated to the new format. Closes #14395. ## Showcase https://github.com/user-attachments/assets/52dfe05f-fdb3-477a-9462-ec150f93df33 ## Migration Guide * The `animgraph.ron` format has changed to accommodate the new *additive blending* feature. You'll need to change `clip` fields to instances of the new `AnimationNodeType` enum.
2024-10-04 22:13:22 +00:00
.add_systems(Update, update_ui)
Implement animation masks, allowing fine control of the targets that animations affect. (#15013) This commit adds support for *masks* to the animation graph. A mask is a set of animation targets (bones) that neither a node nor its descendants are allowed to animate. Animation targets can be assigned one or more *mask group*s, which are specific to a single graph. If a node masks out any mask group that an animation target belongs to, animation curves for that target will be ignored during evaluation. The canonical use case for masks is to support characters holding objects. Typically, character animations will contain hand animations in the case that the character's hand is empty. (For example, running animations may close a character's fingers into a fist.) However, when the character is holding an object, the animation must be altered so that the hand grips the object. Bevy currently has no convenient way to handle this. The only workaround that I can see is to have entirely separate animation clips for characters' hands and bodies and keep them in sync, which is burdensome and doesn't match artists' expectations from other engines, which all effectively have support for masks. However, with mask group support, this task is simple. We assign each hand to a mask group and parent all character animations to a node. When a character grasps an object in hand, we position the fingers as appropriate and then enable the mask group for that hand in that node. This allows the character's animations to run normally, while the object remains correctly attached to the hand. Note that even with this PR, we won't have support for running separate animations for a character's hand and the rest of the character. This is because we're missing additive blending: there's no way to combine the two masked animations together properly. I intend that to be a follow-up PR. The major engines all have support for masks, though the workflow varies from engine to engine: * Unity has support for masks [essentially as implemented here], though with layers instead of a tree. However, when using the Mecanim ("Humanoid") feature, precise control over bones is lost in favor of predefined muscle groups. * Unreal has a feature named [*layered blend per bone*]. This allows for separate blend weights for different bones, effectively achieving masks. I believe that the combination of blend nodes and masks make Bevy's animation graph as expressible as that of Unreal, once we have support for additive blending, though you may have to use more nodes than you would in Unreal. Moreover, separating out the concepts of "blend weight" and "which bones this node applies to" seems like a cleaner design than what Unreal has. * Godot's `AnimationTree` has the notion of [*blend filters*], which are essentially the same as masks as implemented in this PR. Additionally, this patch fixes a bug with weight evaluation whereby weights weren't properly propagated down to grandchildren, because the weight evaluation for a node only checked its parent's weight, not its evaluated weight. I considered submitting this as a separate PR, but given that this PR refactors that code entirely to support masks and weights under a unified "evaluated node" concept, I simply included the fix here. A new example, `animation_masks`, has been added. It demonstrates how to toggle masks on and off for specific portions of a skin. This is part of #14395, but I'm going to defer closing that issue until we have additive blending. [essentially as implemented here]: https://docs.unity3d.com/560/Documentation/Manual/class-AvatarMask.html [*layered blend per bone*]: https://dev.epicgames.com/documentation/en-us/unreal-engine/using-layered-animations-in-unreal-engine [*blend filters*]: https://docs.godotengine.org/en/stable/tutorials/animation/animation_tree.html ## Migration Guide * The serialized format of animation graphs has changed with the addition of animation masks. To upgrade animation graph RON files, add `mask` and `mask_groups` fields as appropriate. (They can be safely set to zero.)
2024-09-02 17:10:34 +00:00
.insert_resource(AmbientLight {
color: WHITE.into(),
brightness: 100.0,
})
Implement additive blending for animation graphs. (#15631) *Additive blending* is an ubiquitous feature in game engines that allows animations to be concatenated instead of blended. The canonical use case is to allow a character to hold a weapon while performing arbitrary poses. For example, if you had a character that needed to be able to walk or run while attacking with a weapon, the typical workflow is to have an additive blend node that combines walking and running animation clips with an animation clip of one of the limbs performing a weapon attack animation. This commit adds support for additive blending to Bevy. It builds on top of the flexible infrastructure in #15589 and introduces a new type of node, the *add node*. Like blend nodes, add nodes combine the animations of their children according to their weights. Unlike blend nodes, however, add nodes don't normalize the weights to 1.0. The `animation_masks` example has been overhauled to demonstrate the use of additive blending in combination with masks. There are now controls to choose an animation clip for every limb of the fox individually. This patch also fixes a bug whereby masks were incorrectly accumulated with `insert()` during the graph threading phase, which could cause corruption of computed masks in some cases. Note that the `clip` field has been replaced with an `AnimationNodeType` enum, which breaks `animgraph.ron` files. The `Fox.animgraph.ron` asset has been updated to the new format. Closes #14395. ## Showcase https://github.com/user-attachments/assets/52dfe05f-fdb3-477a-9462-ec150f93df33 ## Migration Guide * The `animgraph.ron` format has changed to accommodate the new *additive blending* feature. You'll need to change `clip` fields to instances of the new `AnimationNodeType` enum.
2024-10-04 22:13:22 +00:00
.init_resource::<AppState>()
Implement animation masks, allowing fine control of the targets that animations affect. (#15013) This commit adds support for *masks* to the animation graph. A mask is a set of animation targets (bones) that neither a node nor its descendants are allowed to animate. Animation targets can be assigned one or more *mask group*s, which are specific to a single graph. If a node masks out any mask group that an animation target belongs to, animation curves for that target will be ignored during evaluation. The canonical use case for masks is to support characters holding objects. Typically, character animations will contain hand animations in the case that the character's hand is empty. (For example, running animations may close a character's fingers into a fist.) However, when the character is holding an object, the animation must be altered so that the hand grips the object. Bevy currently has no convenient way to handle this. The only workaround that I can see is to have entirely separate animation clips for characters' hands and bodies and keep them in sync, which is burdensome and doesn't match artists' expectations from other engines, which all effectively have support for masks. However, with mask group support, this task is simple. We assign each hand to a mask group and parent all character animations to a node. When a character grasps an object in hand, we position the fingers as appropriate and then enable the mask group for that hand in that node. This allows the character's animations to run normally, while the object remains correctly attached to the hand. Note that even with this PR, we won't have support for running separate animations for a character's hand and the rest of the character. This is because we're missing additive blending: there's no way to combine the two masked animations together properly. I intend that to be a follow-up PR. The major engines all have support for masks, though the workflow varies from engine to engine: * Unity has support for masks [essentially as implemented here], though with layers instead of a tree. However, when using the Mecanim ("Humanoid") feature, precise control over bones is lost in favor of predefined muscle groups. * Unreal has a feature named [*layered blend per bone*]. This allows for separate blend weights for different bones, effectively achieving masks. I believe that the combination of blend nodes and masks make Bevy's animation graph as expressible as that of Unreal, once we have support for additive blending, though you may have to use more nodes than you would in Unreal. Moreover, separating out the concepts of "blend weight" and "which bones this node applies to" seems like a cleaner design than what Unreal has. * Godot's `AnimationTree` has the notion of [*blend filters*], which are essentially the same as masks as implemented in this PR. Additionally, this patch fixes a bug with weight evaluation whereby weights weren't properly propagated down to grandchildren, because the weight evaluation for a node only checked its parent's weight, not its evaluated weight. I considered submitting this as a separate PR, but given that this PR refactors that code entirely to support masks and weights under a unified "evaluated node" concept, I simply included the fix here. A new example, `animation_masks`, has been added. It demonstrates how to toggle masks on and off for specific portions of a skin. This is part of #14395, but I'm going to defer closing that issue until we have additive blending. [essentially as implemented here]: https://docs.unity3d.com/560/Documentation/Manual/class-AvatarMask.html [*layered blend per bone*]: https://dev.epicgames.com/documentation/en-us/unreal-engine/using-layered-animations-in-unreal-engine [*blend filters*]: https://docs.godotengine.org/en/stable/tutorials/animation/animation_tree.html ## Migration Guide * The serialized format of animation graphs has changed with the addition of animation masks. To upgrade animation graph RON files, add `mask` and `mask_groups` fields as appropriate. (They can be safely set to zero.)
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.run();
}
// Spawns the 3D objects in the scene, and loads the fox animation from the glTF
// file.
fn setup_scene(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// Spawn the camera.
commands.spawn((
Camera3d::default(),
Transform::from_xyz(-15.0, 10.0, 20.0).looking_at(Vec3::new(0., 1., 0.), Vec3::Y),
));
Implement animation masks, allowing fine control of the targets that animations affect. (#15013) This commit adds support for *masks* to the animation graph. A mask is a set of animation targets (bones) that neither a node nor its descendants are allowed to animate. Animation targets can be assigned one or more *mask group*s, which are specific to a single graph. If a node masks out any mask group that an animation target belongs to, animation curves for that target will be ignored during evaluation. The canonical use case for masks is to support characters holding objects. Typically, character animations will contain hand animations in the case that the character's hand is empty. (For example, running animations may close a character's fingers into a fist.) However, when the character is holding an object, the animation must be altered so that the hand grips the object. Bevy currently has no convenient way to handle this. The only workaround that I can see is to have entirely separate animation clips for characters' hands and bodies and keep them in sync, which is burdensome and doesn't match artists' expectations from other engines, which all effectively have support for masks. However, with mask group support, this task is simple. We assign each hand to a mask group and parent all character animations to a node. When a character grasps an object in hand, we position the fingers as appropriate and then enable the mask group for that hand in that node. This allows the character's animations to run normally, while the object remains correctly attached to the hand. Note that even with this PR, we won't have support for running separate animations for a character's hand and the rest of the character. This is because we're missing additive blending: there's no way to combine the two masked animations together properly. I intend that to be a follow-up PR. The major engines all have support for masks, though the workflow varies from engine to engine: * Unity has support for masks [essentially as implemented here], though with layers instead of a tree. However, when using the Mecanim ("Humanoid") feature, precise control over bones is lost in favor of predefined muscle groups. * Unreal has a feature named [*layered blend per bone*]. This allows for separate blend weights for different bones, effectively achieving masks. I believe that the combination of blend nodes and masks make Bevy's animation graph as expressible as that of Unreal, once we have support for additive blending, though you may have to use more nodes than you would in Unreal. Moreover, separating out the concepts of "blend weight" and "which bones this node applies to" seems like a cleaner design than what Unreal has. * Godot's `AnimationTree` has the notion of [*blend filters*], which are essentially the same as masks as implemented in this PR. Additionally, this patch fixes a bug with weight evaluation whereby weights weren't properly propagated down to grandchildren, because the weight evaluation for a node only checked its parent's weight, not its evaluated weight. I considered submitting this as a separate PR, but given that this PR refactors that code entirely to support masks and weights under a unified "evaluated node" concept, I simply included the fix here. A new example, `animation_masks`, has been added. It demonstrates how to toggle masks on and off for specific portions of a skin. This is part of #14395, but I'm going to defer closing that issue until we have additive blending. [essentially as implemented here]: https://docs.unity3d.com/560/Documentation/Manual/class-AvatarMask.html [*layered blend per bone*]: https://dev.epicgames.com/documentation/en-us/unreal-engine/using-layered-animations-in-unreal-engine [*blend filters*]: https://docs.godotengine.org/en/stable/tutorials/animation/animation_tree.html ## Migration Guide * The serialized format of animation graphs has changed with the addition of animation masks. To upgrade animation graph RON files, add `mask` and `mask_groups` fields as appropriate. (They can be safely set to zero.)
2024-09-02 17:10:34 +00:00
// Spawn the light.
commands.spawn((
PointLight {
Implement animation masks, allowing fine control of the targets that animations affect. (#15013) This commit adds support for *masks* to the animation graph. A mask is a set of animation targets (bones) that neither a node nor its descendants are allowed to animate. Animation targets can be assigned one or more *mask group*s, which are specific to a single graph. If a node masks out any mask group that an animation target belongs to, animation curves for that target will be ignored during evaluation. The canonical use case for masks is to support characters holding objects. Typically, character animations will contain hand animations in the case that the character's hand is empty. (For example, running animations may close a character's fingers into a fist.) However, when the character is holding an object, the animation must be altered so that the hand grips the object. Bevy currently has no convenient way to handle this. The only workaround that I can see is to have entirely separate animation clips for characters' hands and bodies and keep them in sync, which is burdensome and doesn't match artists' expectations from other engines, which all effectively have support for masks. However, with mask group support, this task is simple. We assign each hand to a mask group and parent all character animations to a node. When a character grasps an object in hand, we position the fingers as appropriate and then enable the mask group for that hand in that node. This allows the character's animations to run normally, while the object remains correctly attached to the hand. Note that even with this PR, we won't have support for running separate animations for a character's hand and the rest of the character. This is because we're missing additive blending: there's no way to combine the two masked animations together properly. I intend that to be a follow-up PR. The major engines all have support for masks, though the workflow varies from engine to engine: * Unity has support for masks [essentially as implemented here], though with layers instead of a tree. However, when using the Mecanim ("Humanoid") feature, precise control over bones is lost in favor of predefined muscle groups. * Unreal has a feature named [*layered blend per bone*]. This allows for separate blend weights for different bones, effectively achieving masks. I believe that the combination of blend nodes and masks make Bevy's animation graph as expressible as that of Unreal, once we have support for additive blending, though you may have to use more nodes than you would in Unreal. Moreover, separating out the concepts of "blend weight" and "which bones this node applies to" seems like a cleaner design than what Unreal has. * Godot's `AnimationTree` has the notion of [*blend filters*], which are essentially the same as masks as implemented in this PR. Additionally, this patch fixes a bug with weight evaluation whereby weights weren't properly propagated down to grandchildren, because the weight evaluation for a node only checked its parent's weight, not its evaluated weight. I considered submitting this as a separate PR, but given that this PR refactors that code entirely to support masks and weights under a unified "evaluated node" concept, I simply included the fix here. A new example, `animation_masks`, has been added. It demonstrates how to toggle masks on and off for specific portions of a skin. This is part of #14395, but I'm going to defer closing that issue until we have additive blending. [essentially as implemented here]: https://docs.unity3d.com/560/Documentation/Manual/class-AvatarMask.html [*layered blend per bone*]: https://dev.epicgames.com/documentation/en-us/unreal-engine/using-layered-animations-in-unreal-engine [*blend filters*]: https://docs.godotengine.org/en/stable/tutorials/animation/animation_tree.html ## Migration Guide * The serialized format of animation graphs has changed with the addition of animation masks. To upgrade animation graph RON files, add `mask` and `mask_groups` fields as appropriate. (They can be safely set to zero.)
2024-09-02 17:10:34 +00:00
intensity: 10_000_000.0,
shadows_enabled: true,
..default()
},
Transform::from_xyz(-4.0, 8.0, 13.0),
));
Implement animation masks, allowing fine control of the targets that animations affect. (#15013) This commit adds support for *masks* to the animation graph. A mask is a set of animation targets (bones) that neither a node nor its descendants are allowed to animate. Animation targets can be assigned one or more *mask group*s, which are specific to a single graph. If a node masks out any mask group that an animation target belongs to, animation curves for that target will be ignored during evaluation. The canonical use case for masks is to support characters holding objects. Typically, character animations will contain hand animations in the case that the character's hand is empty. (For example, running animations may close a character's fingers into a fist.) However, when the character is holding an object, the animation must be altered so that the hand grips the object. Bevy currently has no convenient way to handle this. The only workaround that I can see is to have entirely separate animation clips for characters' hands and bodies and keep them in sync, which is burdensome and doesn't match artists' expectations from other engines, which all effectively have support for masks. However, with mask group support, this task is simple. We assign each hand to a mask group and parent all character animations to a node. When a character grasps an object in hand, we position the fingers as appropriate and then enable the mask group for that hand in that node. This allows the character's animations to run normally, while the object remains correctly attached to the hand. Note that even with this PR, we won't have support for running separate animations for a character's hand and the rest of the character. This is because we're missing additive blending: there's no way to combine the two masked animations together properly. I intend that to be a follow-up PR. The major engines all have support for masks, though the workflow varies from engine to engine: * Unity has support for masks [essentially as implemented here], though with layers instead of a tree. However, when using the Mecanim ("Humanoid") feature, precise control over bones is lost in favor of predefined muscle groups. * Unreal has a feature named [*layered blend per bone*]. This allows for separate blend weights for different bones, effectively achieving masks. I believe that the combination of blend nodes and masks make Bevy's animation graph as expressible as that of Unreal, once we have support for additive blending, though you may have to use more nodes than you would in Unreal. Moreover, separating out the concepts of "blend weight" and "which bones this node applies to" seems like a cleaner design than what Unreal has. * Godot's `AnimationTree` has the notion of [*blend filters*], which are essentially the same as masks as implemented in this PR. Additionally, this patch fixes a bug with weight evaluation whereby weights weren't properly propagated down to grandchildren, because the weight evaluation for a node only checked its parent's weight, not its evaluated weight. I considered submitting this as a separate PR, but given that this PR refactors that code entirely to support masks and weights under a unified "evaluated node" concept, I simply included the fix here. A new example, `animation_masks`, has been added. It demonstrates how to toggle masks on and off for specific portions of a skin. This is part of #14395, but I'm going to defer closing that issue until we have additive blending. [essentially as implemented here]: https://docs.unity3d.com/560/Documentation/Manual/class-AvatarMask.html [*layered blend per bone*]: https://dev.epicgames.com/documentation/en-us/unreal-engine/using-layered-animations-in-unreal-engine [*blend filters*]: https://docs.godotengine.org/en/stable/tutorials/animation/animation_tree.html ## Migration Guide * The serialized format of animation graphs has changed with the addition of animation masks. To upgrade animation graph RON files, add `mask` and `mask_groups` fields as appropriate. (They can be safely set to zero.)
2024-09-02 17:10:34 +00:00
// Spawn the fox.
commands.spawn((
SceneRoot(
asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/animated/Fox.glb")),
),
Transform::from_scale(Vec3::splat(0.07)),
));
Implement animation masks, allowing fine control of the targets that animations affect. (#15013) This commit adds support for *masks* to the animation graph. A mask is a set of animation targets (bones) that neither a node nor its descendants are allowed to animate. Animation targets can be assigned one or more *mask group*s, which are specific to a single graph. If a node masks out any mask group that an animation target belongs to, animation curves for that target will be ignored during evaluation. The canonical use case for masks is to support characters holding objects. Typically, character animations will contain hand animations in the case that the character's hand is empty. (For example, running animations may close a character's fingers into a fist.) However, when the character is holding an object, the animation must be altered so that the hand grips the object. Bevy currently has no convenient way to handle this. The only workaround that I can see is to have entirely separate animation clips for characters' hands and bodies and keep them in sync, which is burdensome and doesn't match artists' expectations from other engines, which all effectively have support for masks. However, with mask group support, this task is simple. We assign each hand to a mask group and parent all character animations to a node. When a character grasps an object in hand, we position the fingers as appropriate and then enable the mask group for that hand in that node. This allows the character's animations to run normally, while the object remains correctly attached to the hand. Note that even with this PR, we won't have support for running separate animations for a character's hand and the rest of the character. This is because we're missing additive blending: there's no way to combine the two masked animations together properly. I intend that to be a follow-up PR. The major engines all have support for masks, though the workflow varies from engine to engine: * Unity has support for masks [essentially as implemented here], though with layers instead of a tree. However, when using the Mecanim ("Humanoid") feature, precise control over bones is lost in favor of predefined muscle groups. * Unreal has a feature named [*layered blend per bone*]. This allows for separate blend weights for different bones, effectively achieving masks. I believe that the combination of blend nodes and masks make Bevy's animation graph as expressible as that of Unreal, once we have support for additive blending, though you may have to use more nodes than you would in Unreal. Moreover, separating out the concepts of "blend weight" and "which bones this node applies to" seems like a cleaner design than what Unreal has. * Godot's `AnimationTree` has the notion of [*blend filters*], which are essentially the same as masks as implemented in this PR. Additionally, this patch fixes a bug with weight evaluation whereby weights weren't properly propagated down to grandchildren, because the weight evaluation for a node only checked its parent's weight, not its evaluated weight. I considered submitting this as a separate PR, but given that this PR refactors that code entirely to support masks and weights under a unified "evaluated node" concept, I simply included the fix here. A new example, `animation_masks`, has been added. It demonstrates how to toggle masks on and off for specific portions of a skin. This is part of #14395, but I'm going to defer closing that issue until we have additive blending. [essentially as implemented here]: https://docs.unity3d.com/560/Documentation/Manual/class-AvatarMask.html [*layered blend per bone*]: https://dev.epicgames.com/documentation/en-us/unreal-engine/using-layered-animations-in-unreal-engine [*blend filters*]: https://docs.godotengine.org/en/stable/tutorials/animation/animation_tree.html ## Migration Guide * The serialized format of animation graphs has changed with the addition of animation masks. To upgrade animation graph RON files, add `mask` and `mask_groups` fields as appropriate. (They can be safely set to zero.)
2024-09-02 17:10:34 +00:00
// Spawn the 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>
2024-10-01 21:33:17 +00:00
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 animation masks, allowing fine control of the targets that animations affect. (#15013) This commit adds support for *masks* to the animation graph. A mask is a set of animation targets (bones) that neither a node nor its descendants are allowed to animate. Animation targets can be assigned one or more *mask group*s, which are specific to a single graph. If a node masks out any mask group that an animation target belongs to, animation curves for that target will be ignored during evaluation. The canonical use case for masks is to support characters holding objects. Typically, character animations will contain hand animations in the case that the character's hand is empty. (For example, running animations may close a character's fingers into a fist.) However, when the character is holding an object, the animation must be altered so that the hand grips the object. Bevy currently has no convenient way to handle this. The only workaround that I can see is to have entirely separate animation clips for characters' hands and bodies and keep them in sync, which is burdensome and doesn't match artists' expectations from other engines, which all effectively have support for masks. However, with mask group support, this task is simple. We assign each hand to a mask group and parent all character animations to a node. When a character grasps an object in hand, we position the fingers as appropriate and then enable the mask group for that hand in that node. This allows the character's animations to run normally, while the object remains correctly attached to the hand. Note that even with this PR, we won't have support for running separate animations for a character's hand and the rest of the character. This is because we're missing additive blending: there's no way to combine the two masked animations together properly. I intend that to be a follow-up PR. The major engines all have support for masks, though the workflow varies from engine to engine: * Unity has support for masks [essentially as implemented here], though with layers instead of a tree. However, when using the Mecanim ("Humanoid") feature, precise control over bones is lost in favor of predefined muscle groups. * Unreal has a feature named [*layered blend per bone*]. This allows for separate blend weights for different bones, effectively achieving masks. I believe that the combination of blend nodes and masks make Bevy's animation graph as expressible as that of Unreal, once we have support for additive blending, though you may have to use more nodes than you would in Unreal. Moreover, separating out the concepts of "blend weight" and "which bones this node applies to" seems like a cleaner design than what Unreal has. * Godot's `AnimationTree` has the notion of [*blend filters*], which are essentially the same as masks as implemented in this PR. Additionally, this patch fixes a bug with weight evaluation whereby weights weren't properly propagated down to grandchildren, because the weight evaluation for a node only checked its parent's weight, not its evaluated weight. I considered submitting this as a separate PR, but given that this PR refactors that code entirely to support masks and weights under a unified "evaluated node" concept, I simply included the fix here. A new example, `animation_masks`, has been added. It demonstrates how to toggle masks on and off for specific portions of a skin. This is part of #14395, but I'm going to defer closing that issue until we have additive blending. [essentially as implemented here]: https://docs.unity3d.com/560/Documentation/Manual/class-AvatarMask.html [*layered blend per bone*]: https://dev.epicgames.com/documentation/en-us/unreal-engine/using-layered-animations-in-unreal-engine [*blend filters*]: https://docs.godotengine.org/en/stable/tutorials/animation/animation_tree.html ## Migration Guide * The serialized format of animation graphs has changed with the addition of animation masks. To upgrade animation graph RON files, add `mask` and `mask_groups` fields as appropriate. (They can be safely set to zero.)
2024-09-02 17:10:34 +00:00
}
// Creates the UI.
fn setup_ui(mut commands: Commands) {
// Add help text.
Text rework (#15591) **Ready for review. Examples migration progress: 100%.** # Objective - Implement https://github.com/bevyengine/bevy/discussions/15014 ## Solution This implements [cart's proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459) faithfully except for one change. I separated `TextSpan` from `TextSpan2d` because `TextSpan` needs to require the `GhostNode` component, which is a `bevy_ui` component only usable by UI. Extra changes: - Added `EntityCommands::commands_mut` that returns a mutable reference. This is a blocker for extension methods that return something other than `self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable reference for this reason. ## Testing - [x] Text examples all work. --- ## Showcase TODO: showcase-worthy ## Migration Guide TODO: very breaking ### Accessing text spans by index Text sections are now text sections on different entities in a hierarchy, Use the new `TextReader` and `TextWriter` system parameters to access spans by index. Before: ```rust fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) { let text = query.single_mut(); text.sections[1].value = format_time(time.elapsed()); } ``` After: ```rust fn refresh_text( query: Query<Entity, With<TimeText>>, mut writer: UiTextWriter, time: Res<Time> ) { let entity = query.single(); *writer.text(entity, 1) = format_time(time.elapsed()); } ``` ### Iterating text spans Text spans are now entities in a hierarchy, so the new `UiTextReader` and `UiTextWriter` system parameters provide ways to iterate that hierarchy. The `UiTextReader::iter` method will give you a normal iterator over spans, and `UiTextWriter::for_each` lets you visit each of the spans. --------- Co-authored-by: ickshonpe <david.curthoys@googlemail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-09 18:35:36 +00:00
commands.spawn((
Text::new("Click on a button to toggle animations for its associated bones"),
Merge Style properties into Node. Use ComputedNode for computed properties. (#15975) # Objective Continue improving the user experience of our UI Node API in the direction specified by [Bevy's Next Generation Scene / UI System](https://github.com/bevyengine/bevy/discussions/14437) ## Solution As specified in the document above, merge `Style` fields into `Node`, and move "computed Node fields" into `ComputedNode` (I chose this name over something like `ComputedNodeLayout` because it currently contains more than just layout info. If we want to break this up / rename these concepts, lets do that in a separate PR). `Style` has been removed. This accomplishes a number of goals: ## Ergonomics wins Specifying both `Node` and `Style` is now no longer required for non-default styles Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` ## Conceptual clarity `Style` was never a comprehensive "style sheet". It only defined "core" style properties that all `Nodes` shared. Any "styled property" that couldn't fit that mold had to be in a separate component. A "real" style system would style properties _across_ components (`Node`, `Button`, etc). We have plans to build a true style system (see the doc linked above). By moving the `Style` fields to `Node`, we fully embrace `Node` as the driving concept and remove the "style system" confusion. ## Next Steps * Consider identifying and splitting out "style properties that aren't core to Node". This should not happen for Bevy 0.15. --- ## Migration Guide Move any fields set on `Style` into `Node` and replace all `Style` component usage with `Node`. Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` For any usage of the "computed node properties" that used to live on `Node`, use `ComputedNode` instead: Before: ```rust fn system(nodes: Query<&Node>) { for node in &nodes { let computed_size = node.size(); } } ``` After: ```rust fn system(computed_nodes: Query<&ComputedNode>) { for computed_node in &computed_nodes { let computed_size = computed_node.size(); } } ```
2024-10-18 22:25:33 +00:00
Node {
Implement animation masks, allowing fine control of the targets that animations affect. (#15013) This commit adds support for *masks* to the animation graph. A mask is a set of animation targets (bones) that neither a node nor its descendants are allowed to animate. Animation targets can be assigned one or more *mask group*s, which are specific to a single graph. If a node masks out any mask group that an animation target belongs to, animation curves for that target will be ignored during evaluation. The canonical use case for masks is to support characters holding objects. Typically, character animations will contain hand animations in the case that the character's hand is empty. (For example, running animations may close a character's fingers into a fist.) However, when the character is holding an object, the animation must be altered so that the hand grips the object. Bevy currently has no convenient way to handle this. The only workaround that I can see is to have entirely separate animation clips for characters' hands and bodies and keep them in sync, which is burdensome and doesn't match artists' expectations from other engines, which all effectively have support for masks. However, with mask group support, this task is simple. We assign each hand to a mask group and parent all character animations to a node. When a character grasps an object in hand, we position the fingers as appropriate and then enable the mask group for that hand in that node. This allows the character's animations to run normally, while the object remains correctly attached to the hand. Note that even with this PR, we won't have support for running separate animations for a character's hand and the rest of the character. This is because we're missing additive blending: there's no way to combine the two masked animations together properly. I intend that to be a follow-up PR. The major engines all have support for masks, though the workflow varies from engine to engine: * Unity has support for masks [essentially as implemented here], though with layers instead of a tree. However, when using the Mecanim ("Humanoid") feature, precise control over bones is lost in favor of predefined muscle groups. * Unreal has a feature named [*layered blend per bone*]. This allows for separate blend weights for different bones, effectively achieving masks. I believe that the combination of blend nodes and masks make Bevy's animation graph as expressible as that of Unreal, once we have support for additive blending, though you may have to use more nodes than you would in Unreal. Moreover, separating out the concepts of "blend weight" and "which bones this node applies to" seems like a cleaner design than what Unreal has. * Godot's `AnimationTree` has the notion of [*blend filters*], which are essentially the same as masks as implemented in this PR. Additionally, this patch fixes a bug with weight evaluation whereby weights weren't properly propagated down to grandchildren, because the weight evaluation for a node only checked its parent's weight, not its evaluated weight. I considered submitting this as a separate PR, but given that this PR refactors that code entirely to support masks and weights under a unified "evaluated node" concept, I simply included the fix here. A new example, `animation_masks`, has been added. It demonstrates how to toggle masks on and off for specific portions of a skin. This is part of #14395, but I'm going to defer closing that issue until we have additive blending. [essentially as implemented here]: https://docs.unity3d.com/560/Documentation/Manual/class-AvatarMask.html [*layered blend per bone*]: https://dev.epicgames.com/documentation/en-us/unreal-engine/using-layered-animations-in-unreal-engine [*blend filters*]: https://docs.godotengine.org/en/stable/tutorials/animation/animation_tree.html ## Migration Guide * The serialized format of animation graphs has changed with the addition of animation masks. To upgrade animation graph RON files, add `mask` and `mask_groups` fields as appropriate. (They can be safely set to zero.)
2024-09-02 17:10:34 +00:00
position_type: PositionType::Absolute,
left: Val::Px(12.0),
top: Val::Px(12.0),
Implement animation masks, allowing fine control of the targets that animations affect. (#15013) This commit adds support for *masks* to the animation graph. A mask is a set of animation targets (bones) that neither a node nor its descendants are allowed to animate. Animation targets can be assigned one or more *mask group*s, which are specific to a single graph. If a node masks out any mask group that an animation target belongs to, animation curves for that target will be ignored during evaluation. The canonical use case for masks is to support characters holding objects. Typically, character animations will contain hand animations in the case that the character's hand is empty. (For example, running animations may close a character's fingers into a fist.) However, when the character is holding an object, the animation must be altered so that the hand grips the object. Bevy currently has no convenient way to handle this. The only workaround that I can see is to have entirely separate animation clips for characters' hands and bodies and keep them in sync, which is burdensome and doesn't match artists' expectations from other engines, which all effectively have support for masks. However, with mask group support, this task is simple. We assign each hand to a mask group and parent all character animations to a node. When a character grasps an object in hand, we position the fingers as appropriate and then enable the mask group for that hand in that node. This allows the character's animations to run normally, while the object remains correctly attached to the hand. Note that even with this PR, we won't have support for running separate animations for a character's hand and the rest of the character. This is because we're missing additive blending: there's no way to combine the two masked animations together properly. I intend that to be a follow-up PR. The major engines all have support for masks, though the workflow varies from engine to engine: * Unity has support for masks [essentially as implemented here], though with layers instead of a tree. However, when using the Mecanim ("Humanoid") feature, precise control over bones is lost in favor of predefined muscle groups. * Unreal has a feature named [*layered blend per bone*]. This allows for separate blend weights for different bones, effectively achieving masks. I believe that the combination of blend nodes and masks make Bevy's animation graph as expressible as that of Unreal, once we have support for additive blending, though you may have to use more nodes than you would in Unreal. Moreover, separating out the concepts of "blend weight" and "which bones this node applies to" seems like a cleaner design than what Unreal has. * Godot's `AnimationTree` has the notion of [*blend filters*], which are essentially the same as masks as implemented in this PR. Additionally, this patch fixes a bug with weight evaluation whereby weights weren't properly propagated down to grandchildren, because the weight evaluation for a node only checked its parent's weight, not its evaluated weight. I considered submitting this as a separate PR, but given that this PR refactors that code entirely to support masks and weights under a unified "evaluated node" concept, I simply included the fix here. A new example, `animation_masks`, has been added. It demonstrates how to toggle masks on and off for specific portions of a skin. This is part of #14395, but I'm going to defer closing that issue until we have additive blending. [essentially as implemented here]: https://docs.unity3d.com/560/Documentation/Manual/class-AvatarMask.html [*layered blend per bone*]: https://dev.epicgames.com/documentation/en-us/unreal-engine/using-layered-animations-in-unreal-engine [*blend filters*]: https://docs.godotengine.org/en/stable/tutorials/animation/animation_tree.html ## Migration Guide * The serialized format of animation graphs has changed with the addition of animation masks. To upgrade animation graph RON files, add `mask` and `mask_groups` fields as appropriate. (They can be safely set to zero.)
2024-09-02 17:10:34 +00:00
..default()
Text rework (#15591) **Ready for review. Examples migration progress: 100%.** # Objective - Implement https://github.com/bevyengine/bevy/discussions/15014 ## Solution This implements [cart's proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459) faithfully except for one change. I separated `TextSpan` from `TextSpan2d` because `TextSpan` needs to require the `GhostNode` component, which is a `bevy_ui` component only usable by UI. Extra changes: - Added `EntityCommands::commands_mut` that returns a mutable reference. This is a blocker for extension methods that return something other than `self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable reference for this reason. ## Testing - [x] Text examples all work. --- ## Showcase TODO: showcase-worthy ## Migration Guide TODO: very breaking ### Accessing text spans by index Text sections are now text sections on different entities in a hierarchy, Use the new `TextReader` and `TextWriter` system parameters to access spans by index. Before: ```rust fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) { let text = query.single_mut(); text.sections[1].value = format_time(time.elapsed()); } ``` After: ```rust fn refresh_text( query: Query<Entity, With<TimeText>>, mut writer: UiTextWriter, time: Res<Time> ) { let entity = query.single(); *writer.text(entity, 1) = format_time(time.elapsed()); } ``` ### Iterating text spans Text spans are now entities in a hierarchy, so the new `UiTextReader` and `UiTextWriter` system parameters provide ways to iterate that hierarchy. The `UiTextReader::iter` method will give you a normal iterator over spans, and `UiTextWriter::for_each` lets you visit each of the spans. --------- Co-authored-by: ickshonpe <david.curthoys@googlemail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-09 18:35:36 +00:00
},
));
Implement animation masks, allowing fine control of the targets that animations affect. (#15013) This commit adds support for *masks* to the animation graph. A mask is a set of animation targets (bones) that neither a node nor its descendants are allowed to animate. Animation targets can be assigned one or more *mask group*s, which are specific to a single graph. If a node masks out any mask group that an animation target belongs to, animation curves for that target will be ignored during evaluation. The canonical use case for masks is to support characters holding objects. Typically, character animations will contain hand animations in the case that the character's hand is empty. (For example, running animations may close a character's fingers into a fist.) However, when the character is holding an object, the animation must be altered so that the hand grips the object. Bevy currently has no convenient way to handle this. The only workaround that I can see is to have entirely separate animation clips for characters' hands and bodies and keep them in sync, which is burdensome and doesn't match artists' expectations from other engines, which all effectively have support for masks. However, with mask group support, this task is simple. We assign each hand to a mask group and parent all character animations to a node. When a character grasps an object in hand, we position the fingers as appropriate and then enable the mask group for that hand in that node. This allows the character's animations to run normally, while the object remains correctly attached to the hand. Note that even with this PR, we won't have support for running separate animations for a character's hand and the rest of the character. This is because we're missing additive blending: there's no way to combine the two masked animations together properly. I intend that to be a follow-up PR. The major engines all have support for masks, though the workflow varies from engine to engine: * Unity has support for masks [essentially as implemented here], though with layers instead of a tree. However, when using the Mecanim ("Humanoid") feature, precise control over bones is lost in favor of predefined muscle groups. * Unreal has a feature named [*layered blend per bone*]. This allows for separate blend weights for different bones, effectively achieving masks. I believe that the combination of blend nodes and masks make Bevy's animation graph as expressible as that of Unreal, once we have support for additive blending, though you may have to use more nodes than you would in Unreal. Moreover, separating out the concepts of "blend weight" and "which bones this node applies to" seems like a cleaner design than what Unreal has. * Godot's `AnimationTree` has the notion of [*blend filters*], which are essentially the same as masks as implemented in this PR. Additionally, this patch fixes a bug with weight evaluation whereby weights weren't properly propagated down to grandchildren, because the weight evaluation for a node only checked its parent's weight, not its evaluated weight. I considered submitting this as a separate PR, but given that this PR refactors that code entirely to support masks and weights under a unified "evaluated node" concept, I simply included the fix here. A new example, `animation_masks`, has been added. It demonstrates how to toggle masks on and off for specific portions of a skin. This is part of #14395, but I'm going to defer closing that issue until we have additive blending. [essentially as implemented here]: https://docs.unity3d.com/560/Documentation/Manual/class-AvatarMask.html [*layered blend per bone*]: https://dev.epicgames.com/documentation/en-us/unreal-engine/using-layered-animations-in-unreal-engine [*blend filters*]: https://docs.godotengine.org/en/stable/tutorials/animation/animation_tree.html ## Migration Guide * The serialized format of animation graphs has changed with the addition of animation masks. To upgrade animation graph RON files, add `mask` and `mask_groups` fields as appropriate. (They can be safely set to zero.)
2024-09-02 17:10:34 +00:00
// Add the buttons that allow the user to toggle mask groups on and off.
commands
Merge Style properties into Node. Use ComputedNode for computed properties. (#15975) # Objective Continue improving the user experience of our UI Node API in the direction specified by [Bevy's Next Generation Scene / UI System](https://github.com/bevyengine/bevy/discussions/14437) ## Solution As specified in the document above, merge `Style` fields into `Node`, and move "computed Node fields" into `ComputedNode` (I chose this name over something like `ComputedNodeLayout` because it currently contains more than just layout info. If we want to break this up / rename these concepts, lets do that in a separate PR). `Style` has been removed. This accomplishes a number of goals: ## Ergonomics wins Specifying both `Node` and `Style` is now no longer required for non-default styles Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` ## Conceptual clarity `Style` was never a comprehensive "style sheet". It only defined "core" style properties that all `Nodes` shared. Any "styled property" that couldn't fit that mold had to be in a separate component. A "real" style system would style properties _across_ components (`Node`, `Button`, etc). We have plans to build a true style system (see the doc linked above). By moving the `Style` fields to `Node`, we fully embrace `Node` as the driving concept and remove the "style system" confusion. ## Next Steps * Consider identifying and splitting out "style properties that aren't core to Node". This should not happen for Bevy 0.15. --- ## Migration Guide Move any fields set on `Style` into `Node` and replace all `Style` component usage with `Node`. Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` For any usage of the "computed node properties" that used to live on `Node`, use `ComputedNode` instead: Before: ```rust fn system(nodes: Query<&Node>) { for node in &nodes { let computed_size = node.size(); } } ``` After: ```rust fn system(computed_nodes: Query<&ComputedNode>) { for computed_node in &computed_nodes { let computed_size = computed_node.size(); } } ```
2024-10-18 22:25:33 +00:00
.spawn(Node {
flex_direction: FlexDirection::Column,
position_type: PositionType::Absolute,
row_gap: Val::Px(6.0),
left: Val::Px(12.0),
bottom: Val::Px(12.0),
..default()
})
Implement animation masks, allowing fine control of the targets that animations affect. (#15013) This commit adds support for *masks* to the animation graph. A mask is a set of animation targets (bones) that neither a node nor its descendants are allowed to animate. Animation targets can be assigned one or more *mask group*s, which are specific to a single graph. If a node masks out any mask group that an animation target belongs to, animation curves for that target will be ignored during evaluation. The canonical use case for masks is to support characters holding objects. Typically, character animations will contain hand animations in the case that the character's hand is empty. (For example, running animations may close a character's fingers into a fist.) However, when the character is holding an object, the animation must be altered so that the hand grips the object. Bevy currently has no convenient way to handle this. The only workaround that I can see is to have entirely separate animation clips for characters' hands and bodies and keep them in sync, which is burdensome and doesn't match artists' expectations from other engines, which all effectively have support for masks. However, with mask group support, this task is simple. We assign each hand to a mask group and parent all character animations to a node. When a character grasps an object in hand, we position the fingers as appropriate and then enable the mask group for that hand in that node. This allows the character's animations to run normally, while the object remains correctly attached to the hand. Note that even with this PR, we won't have support for running separate animations for a character's hand and the rest of the character. This is because we're missing additive blending: there's no way to combine the two masked animations together properly. I intend that to be a follow-up PR. The major engines all have support for masks, though the workflow varies from engine to engine: * Unity has support for masks [essentially as implemented here], though with layers instead of a tree. However, when using the Mecanim ("Humanoid") feature, precise control over bones is lost in favor of predefined muscle groups. * Unreal has a feature named [*layered blend per bone*]. This allows for separate blend weights for different bones, effectively achieving masks. I believe that the combination of blend nodes and masks make Bevy's animation graph as expressible as that of Unreal, once we have support for additive blending, though you may have to use more nodes than you would in Unreal. Moreover, separating out the concepts of "blend weight" and "which bones this node applies to" seems like a cleaner design than what Unreal has. * Godot's `AnimationTree` has the notion of [*blend filters*], which are essentially the same as masks as implemented in this PR. Additionally, this patch fixes a bug with weight evaluation whereby weights weren't properly propagated down to grandchildren, because the weight evaluation for a node only checked its parent's weight, not its evaluated weight. I considered submitting this as a separate PR, but given that this PR refactors that code entirely to support masks and weights under a unified "evaluated node" concept, I simply included the fix here. A new example, `animation_masks`, has been added. It demonstrates how to toggle masks on and off for specific portions of a skin. This is part of #14395, but I'm going to defer closing that issue until we have additive blending. [essentially as implemented here]: https://docs.unity3d.com/560/Documentation/Manual/class-AvatarMask.html [*layered blend per bone*]: https://dev.epicgames.com/documentation/en-us/unreal-engine/using-layered-animations-in-unreal-engine [*blend filters*]: https://docs.godotengine.org/en/stable/tutorials/animation/animation_tree.html ## Migration Guide * The serialized format of animation graphs has changed with the addition of animation masks. To upgrade animation graph RON files, add `mask` and `mask_groups` fields as appropriate. (They can be safely set to zero.)
2024-09-02 17:10:34 +00:00
.with_children(|parent| {
Merge Style properties into Node. Use ComputedNode for computed properties. (#15975) # Objective Continue improving the user experience of our UI Node API in the direction specified by [Bevy's Next Generation Scene / UI System](https://github.com/bevyengine/bevy/discussions/14437) ## Solution As specified in the document above, merge `Style` fields into `Node`, and move "computed Node fields" into `ComputedNode` (I chose this name over something like `ComputedNodeLayout` because it currently contains more than just layout info. If we want to break this up / rename these concepts, lets do that in a separate PR). `Style` has been removed. This accomplishes a number of goals: ## Ergonomics wins Specifying both `Node` and `Style` is now no longer required for non-default styles Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` ## Conceptual clarity `Style` was never a comprehensive "style sheet". It only defined "core" style properties that all `Nodes` shared. Any "styled property" that couldn't fit that mold had to be in a separate component. A "real" style system would style properties _across_ components (`Node`, `Button`, etc). We have plans to build a true style system (see the doc linked above). By moving the `Style` fields to `Node`, we fully embrace `Node` as the driving concept and remove the "style system" confusion. ## Next Steps * Consider identifying and splitting out "style properties that aren't core to Node". This should not happen for Bevy 0.15. --- ## Migration Guide Move any fields set on `Style` into `Node` and replace all `Style` component usage with `Node`. Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` For any usage of the "computed node properties" that used to live on `Node`, use `ComputedNode` instead: Before: ```rust fn system(nodes: Query<&Node>) { for node in &nodes { let computed_size = node.size(); } } ``` After: ```rust fn system(computed_nodes: Query<&ComputedNode>) { for computed_node in &computed_nodes { let computed_size = computed_node.size(); } } ```
2024-10-18 22:25:33 +00:00
let row_node = Node {
Implement animation masks, allowing fine control of the targets that animations affect. (#15013) This commit adds support for *masks* to the animation graph. A mask is a set of animation targets (bones) that neither a node nor its descendants are allowed to animate. Animation targets can be assigned one or more *mask group*s, which are specific to a single graph. If a node masks out any mask group that an animation target belongs to, animation curves for that target will be ignored during evaluation. The canonical use case for masks is to support characters holding objects. Typically, character animations will contain hand animations in the case that the character's hand is empty. (For example, running animations may close a character's fingers into a fist.) However, when the character is holding an object, the animation must be altered so that the hand grips the object. Bevy currently has no convenient way to handle this. The only workaround that I can see is to have entirely separate animation clips for characters' hands and bodies and keep them in sync, which is burdensome and doesn't match artists' expectations from other engines, which all effectively have support for masks. However, with mask group support, this task is simple. We assign each hand to a mask group and parent all character animations to a node. When a character grasps an object in hand, we position the fingers as appropriate and then enable the mask group for that hand in that node. This allows the character's animations to run normally, while the object remains correctly attached to the hand. Note that even with this PR, we won't have support for running separate animations for a character's hand and the rest of the character. This is because we're missing additive blending: there's no way to combine the two masked animations together properly. I intend that to be a follow-up PR. The major engines all have support for masks, though the workflow varies from engine to engine: * Unity has support for masks [essentially as implemented here], though with layers instead of a tree. However, when using the Mecanim ("Humanoid") feature, precise control over bones is lost in favor of predefined muscle groups. * Unreal has a feature named [*layered blend per bone*]. This allows for separate blend weights for different bones, effectively achieving masks. I believe that the combination of blend nodes and masks make Bevy's animation graph as expressible as that of Unreal, once we have support for additive blending, though you may have to use more nodes than you would in Unreal. Moreover, separating out the concepts of "blend weight" and "which bones this node applies to" seems like a cleaner design than what Unreal has. * Godot's `AnimationTree` has the notion of [*blend filters*], which are essentially the same as masks as implemented in this PR. Additionally, this patch fixes a bug with weight evaluation whereby weights weren't properly propagated down to grandchildren, because the weight evaluation for a node only checked its parent's weight, not its evaluated weight. I considered submitting this as a separate PR, but given that this PR refactors that code entirely to support masks and weights under a unified "evaluated node" concept, I simply included the fix here. A new example, `animation_masks`, has been added. It demonstrates how to toggle masks on and off for specific portions of a skin. This is part of #14395, but I'm going to defer closing that issue until we have additive blending. [essentially as implemented here]: https://docs.unity3d.com/560/Documentation/Manual/class-AvatarMask.html [*layered blend per bone*]: https://dev.epicgames.com/documentation/en-us/unreal-engine/using-layered-animations-in-unreal-engine [*blend filters*]: https://docs.godotengine.org/en/stable/tutorials/animation/animation_tree.html ## Migration Guide * The serialized format of animation graphs has changed with the addition of animation masks. To upgrade animation graph RON files, add `mask` and `mask_groups` fields as appropriate. (They can be safely set to zero.)
2024-09-02 17:10:34 +00:00
flex_direction: FlexDirection::Row,
column_gap: Val::Px(6.0),
..default()
};
Implement additive blending for animation graphs. (#15631) *Additive blending* is an ubiquitous feature in game engines that allows animations to be concatenated instead of blended. The canonical use case is to allow a character to hold a weapon while performing arbitrary poses. For example, if you had a character that needed to be able to walk or run while attacking with a weapon, the typical workflow is to have an additive blend node that combines walking and running animation clips with an animation clip of one of the limbs performing a weapon attack animation. This commit adds support for additive blending to Bevy. It builds on top of the flexible infrastructure in #15589 and introduces a new type of node, the *add node*. Like blend nodes, add nodes combine the animations of their children according to their weights. Unlike blend nodes, however, add nodes don't normalize the weights to 1.0. The `animation_masks` example has been overhauled to demonstrate the use of additive blending in combination with masks. There are now controls to choose an animation clip for every limb of the fox individually. This patch also fixes a bug whereby masks were incorrectly accumulated with `insert()` during the graph threading phase, which could cause corruption of computed masks in some cases. Note that the `clip` field has been replaced with an `AnimationNodeType` enum, which breaks `animgraph.ron` files. The `Fox.animgraph.ron` asset has been updated to the new format. Closes #14395. ## Showcase https://github.com/user-attachments/assets/52dfe05f-fdb3-477a-9462-ec150f93df33 ## Migration Guide * The `animgraph.ron` format has changed to accommodate the new *additive blending* feature. You'll need to change `clip` fields to instances of the new `AnimationNodeType` enum.
2024-10-04 22:13:22 +00:00
add_mask_group_control(parent, "Head", Val::Auto, MASK_GROUP_HEAD);
Merge Style properties into Node. Use ComputedNode for computed properties. (#15975) # Objective Continue improving the user experience of our UI Node API in the direction specified by [Bevy's Next Generation Scene / UI System](https://github.com/bevyengine/bevy/discussions/14437) ## Solution As specified in the document above, merge `Style` fields into `Node`, and move "computed Node fields" into `ComputedNode` (I chose this name over something like `ComputedNodeLayout` because it currently contains more than just layout info. If we want to break this up / rename these concepts, lets do that in a separate PR). `Style` has been removed. This accomplishes a number of goals: ## Ergonomics wins Specifying both `Node` and `Style` is now no longer required for non-default styles Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` ## Conceptual clarity `Style` was never a comprehensive "style sheet". It only defined "core" style properties that all `Nodes` shared. Any "styled property" that couldn't fit that mold had to be in a separate component. A "real" style system would style properties _across_ components (`Node`, `Button`, etc). We have plans to build a true style system (see the doc linked above). By moving the `Style` fields to `Node`, we fully embrace `Node` as the driving concept and remove the "style system" confusion. ## Next Steps * Consider identifying and splitting out "style properties that aren't core to Node". This should not happen for Bevy 0.15. --- ## Migration Guide Move any fields set on `Style` into `Node` and replace all `Style` component usage with `Node`. Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` For any usage of the "computed node properties" that used to live on `Node`, use `ComputedNode` instead: Before: ```rust fn system(nodes: Query<&Node>) { for node in &nodes { let computed_size = node.size(); } } ``` After: ```rust fn system(computed_nodes: Query<&ComputedNode>) { for computed_node in &computed_nodes { let computed_size = computed_node.size(); } } ```
2024-10-18 22:25:33 +00:00
parent.spawn(row_node.clone()).with_children(|parent| {
add_mask_group_control(
parent,
"Left Front Leg",
Val::Px(MASK_GROUP_BUTTON_WIDTH),
MASK_GROUP_LEFT_FRONT_LEG,
);
add_mask_group_control(
parent,
"Right Front Leg",
Val::Px(MASK_GROUP_BUTTON_WIDTH),
MASK_GROUP_RIGHT_FRONT_LEG,
);
});
Implement animation masks, allowing fine control of the targets that animations affect. (#15013) This commit adds support for *masks* to the animation graph. A mask is a set of animation targets (bones) that neither a node nor its descendants are allowed to animate. Animation targets can be assigned one or more *mask group*s, which are specific to a single graph. If a node masks out any mask group that an animation target belongs to, animation curves for that target will be ignored during evaluation. The canonical use case for masks is to support characters holding objects. Typically, character animations will contain hand animations in the case that the character's hand is empty. (For example, running animations may close a character's fingers into a fist.) However, when the character is holding an object, the animation must be altered so that the hand grips the object. Bevy currently has no convenient way to handle this. The only workaround that I can see is to have entirely separate animation clips for characters' hands and bodies and keep them in sync, which is burdensome and doesn't match artists' expectations from other engines, which all effectively have support for masks. However, with mask group support, this task is simple. We assign each hand to a mask group and parent all character animations to a node. When a character grasps an object in hand, we position the fingers as appropriate and then enable the mask group for that hand in that node. This allows the character's animations to run normally, while the object remains correctly attached to the hand. Note that even with this PR, we won't have support for running separate animations for a character's hand and the rest of the character. This is because we're missing additive blending: there's no way to combine the two masked animations together properly. I intend that to be a follow-up PR. The major engines all have support for masks, though the workflow varies from engine to engine: * Unity has support for masks [essentially as implemented here], though with layers instead of a tree. However, when using the Mecanim ("Humanoid") feature, precise control over bones is lost in favor of predefined muscle groups. * Unreal has a feature named [*layered blend per bone*]. This allows for separate blend weights for different bones, effectively achieving masks. I believe that the combination of blend nodes and masks make Bevy's animation graph as expressible as that of Unreal, once we have support for additive blending, though you may have to use more nodes than you would in Unreal. Moreover, separating out the concepts of "blend weight" and "which bones this node applies to" seems like a cleaner design than what Unreal has. * Godot's `AnimationTree` has the notion of [*blend filters*], which are essentially the same as masks as implemented in this PR. Additionally, this patch fixes a bug with weight evaluation whereby weights weren't properly propagated down to grandchildren, because the weight evaluation for a node only checked its parent's weight, not its evaluated weight. I considered submitting this as a separate PR, but given that this PR refactors that code entirely to support masks and weights under a unified "evaluated node" concept, I simply included the fix here. A new example, `animation_masks`, has been added. It demonstrates how to toggle masks on and off for specific portions of a skin. This is part of #14395, but I'm going to defer closing that issue until we have additive blending. [essentially as implemented here]: https://docs.unity3d.com/560/Documentation/Manual/class-AvatarMask.html [*layered blend per bone*]: https://dev.epicgames.com/documentation/en-us/unreal-engine/using-layered-animations-in-unreal-engine [*blend filters*]: https://docs.godotengine.org/en/stable/tutorials/animation/animation_tree.html ## Migration Guide * The serialized format of animation graphs has changed with the addition of animation masks. To upgrade animation graph RON files, add `mask` and `mask_groups` fields as appropriate. (They can be safely set to zero.)
2024-09-02 17:10:34 +00:00
Merge Style properties into Node. Use ComputedNode for computed properties. (#15975) # Objective Continue improving the user experience of our UI Node API in the direction specified by [Bevy's Next Generation Scene / UI System](https://github.com/bevyengine/bevy/discussions/14437) ## Solution As specified in the document above, merge `Style` fields into `Node`, and move "computed Node fields" into `ComputedNode` (I chose this name over something like `ComputedNodeLayout` because it currently contains more than just layout info. If we want to break this up / rename these concepts, lets do that in a separate PR). `Style` has been removed. This accomplishes a number of goals: ## Ergonomics wins Specifying both `Node` and `Style` is now no longer required for non-default styles Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` ## Conceptual clarity `Style` was never a comprehensive "style sheet". It only defined "core" style properties that all `Nodes` shared. Any "styled property" that couldn't fit that mold had to be in a separate component. A "real" style system would style properties _across_ components (`Node`, `Button`, etc). We have plans to build a true style system (see the doc linked above). By moving the `Style` fields to `Node`, we fully embrace `Node` as the driving concept and remove the "style system" confusion. ## Next Steps * Consider identifying and splitting out "style properties that aren't core to Node". This should not happen for Bevy 0.15. --- ## Migration Guide Move any fields set on `Style` into `Node` and replace all `Style` component usage with `Node`. Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` For any usage of the "computed node properties" that used to live on `Node`, use `ComputedNode` instead: Before: ```rust fn system(nodes: Query<&Node>) { for node in &nodes { let computed_size = node.size(); } } ``` After: ```rust fn system(computed_nodes: Query<&ComputedNode>) { for computed_node in &computed_nodes { let computed_size = computed_node.size(); } } ```
2024-10-18 22:25:33 +00:00
parent.spawn(row_node).with_children(|parent| {
add_mask_group_control(
parent,
"Left Hind Leg",
Val::Px(MASK_GROUP_BUTTON_WIDTH),
MASK_GROUP_LEFT_HIND_LEG,
);
add_mask_group_control(
parent,
"Right Hind Leg",
Val::Px(MASK_GROUP_BUTTON_WIDTH),
MASK_GROUP_RIGHT_HIND_LEG,
);
});
Implement animation masks, allowing fine control of the targets that animations affect. (#15013) This commit adds support for *masks* to the animation graph. A mask is a set of animation targets (bones) that neither a node nor its descendants are allowed to animate. Animation targets can be assigned one or more *mask group*s, which are specific to a single graph. If a node masks out any mask group that an animation target belongs to, animation curves for that target will be ignored during evaluation. The canonical use case for masks is to support characters holding objects. Typically, character animations will contain hand animations in the case that the character's hand is empty. (For example, running animations may close a character's fingers into a fist.) However, when the character is holding an object, the animation must be altered so that the hand grips the object. Bevy currently has no convenient way to handle this. The only workaround that I can see is to have entirely separate animation clips for characters' hands and bodies and keep them in sync, which is burdensome and doesn't match artists' expectations from other engines, which all effectively have support for masks. However, with mask group support, this task is simple. We assign each hand to a mask group and parent all character animations to a node. When a character grasps an object in hand, we position the fingers as appropriate and then enable the mask group for that hand in that node. This allows the character's animations to run normally, while the object remains correctly attached to the hand. Note that even with this PR, we won't have support for running separate animations for a character's hand and the rest of the character. This is because we're missing additive blending: there's no way to combine the two masked animations together properly. I intend that to be a follow-up PR. The major engines all have support for masks, though the workflow varies from engine to engine: * Unity has support for masks [essentially as implemented here], though with layers instead of a tree. However, when using the Mecanim ("Humanoid") feature, precise control over bones is lost in favor of predefined muscle groups. * Unreal has a feature named [*layered blend per bone*]. This allows for separate blend weights for different bones, effectively achieving masks. I believe that the combination of blend nodes and masks make Bevy's animation graph as expressible as that of Unreal, once we have support for additive blending, though you may have to use more nodes than you would in Unreal. Moreover, separating out the concepts of "blend weight" and "which bones this node applies to" seems like a cleaner design than what Unreal has. * Godot's `AnimationTree` has the notion of [*blend filters*], which are essentially the same as masks as implemented in this PR. Additionally, this patch fixes a bug with weight evaluation whereby weights weren't properly propagated down to grandchildren, because the weight evaluation for a node only checked its parent's weight, not its evaluated weight. I considered submitting this as a separate PR, but given that this PR refactors that code entirely to support masks and weights under a unified "evaluated node" concept, I simply included the fix here. A new example, `animation_masks`, has been added. It demonstrates how to toggle masks on and off for specific portions of a skin. This is part of #14395, but I'm going to defer closing that issue until we have additive blending. [essentially as implemented here]: https://docs.unity3d.com/560/Documentation/Manual/class-AvatarMask.html [*layered blend per bone*]: https://dev.epicgames.com/documentation/en-us/unreal-engine/using-layered-animations-in-unreal-engine [*blend filters*]: https://docs.godotengine.org/en/stable/tutorials/animation/animation_tree.html ## Migration Guide * The serialized format of animation graphs has changed with the addition of animation masks. To upgrade animation graph RON files, add `mask` and `mask_groups` fields as appropriate. (They can be safely set to zero.)
2024-09-02 17:10:34 +00:00
add_mask_group_control(parent, "Tail", Val::Auto, MASK_GROUP_TAIL);
});
}
// Adds a button that allows the user to toggle a mask group on and off.
//
// The button will automatically become a child of the parent that owns the
// given `ChildBuilder`.
fn add_mask_group_control(parent: &mut ChildBuilder, label: &str, width: Val, mask_group_id: u32) {
let button_text_style = (
TextFont {
font_size: 14.0,
..default()
},
TextColor::WHITE,
);
let selected_button_text_style = (button_text_style.0.clone(), TextColor::BLACK);
let label_text_style = (
button_text_style.0.clone(),
TextColor(Color::Srgba(LIGHT_GRAY)),
);
Implement additive blending for animation graphs. (#15631) *Additive blending* is an ubiquitous feature in game engines that allows animations to be concatenated instead of blended. The canonical use case is to allow a character to hold a weapon while performing arbitrary poses. For example, if you had a character that needed to be able to walk or run while attacking with a weapon, the typical workflow is to have an additive blend node that combines walking and running animation clips with an animation clip of one of the limbs performing a weapon attack animation. This commit adds support for additive blending to Bevy. It builds on top of the flexible infrastructure in #15589 and introduces a new type of node, the *add node*. Like blend nodes, add nodes combine the animations of their children according to their weights. Unlike blend nodes, however, add nodes don't normalize the weights to 1.0. The `animation_masks` example has been overhauled to demonstrate the use of additive blending in combination with masks. There are now controls to choose an animation clip for every limb of the fox individually. This patch also fixes a bug whereby masks were incorrectly accumulated with `insert()` during the graph threading phase, which could cause corruption of computed masks in some cases. Note that the `clip` field has been replaced with an `AnimationNodeType` enum, which breaks `animgraph.ron` files. The `Fox.animgraph.ron` asset has been updated to the new format. Closes #14395. ## Showcase https://github.com/user-attachments/assets/52dfe05f-fdb3-477a-9462-ec150f93df33 ## Migration Guide * The `animgraph.ron` format has changed to accommodate the new *additive blending* feature. You'll need to change `clip` fields to instances of the new `AnimationNodeType` enum.
2024-10-04 22:13:22 +00:00
Implement animation masks, allowing fine control of the targets that animations affect. (#15013) This commit adds support for *masks* to the animation graph. A mask is a set of animation targets (bones) that neither a node nor its descendants are allowed to animate. Animation targets can be assigned one or more *mask group*s, which are specific to a single graph. If a node masks out any mask group that an animation target belongs to, animation curves for that target will be ignored during evaluation. The canonical use case for masks is to support characters holding objects. Typically, character animations will contain hand animations in the case that the character's hand is empty. (For example, running animations may close a character's fingers into a fist.) However, when the character is holding an object, the animation must be altered so that the hand grips the object. Bevy currently has no convenient way to handle this. The only workaround that I can see is to have entirely separate animation clips for characters' hands and bodies and keep them in sync, which is burdensome and doesn't match artists' expectations from other engines, which all effectively have support for masks. However, with mask group support, this task is simple. We assign each hand to a mask group and parent all character animations to a node. When a character grasps an object in hand, we position the fingers as appropriate and then enable the mask group for that hand in that node. This allows the character's animations to run normally, while the object remains correctly attached to the hand. Note that even with this PR, we won't have support for running separate animations for a character's hand and the rest of the character. This is because we're missing additive blending: there's no way to combine the two masked animations together properly. I intend that to be a follow-up PR. The major engines all have support for masks, though the workflow varies from engine to engine: * Unity has support for masks [essentially as implemented here], though with layers instead of a tree. However, when using the Mecanim ("Humanoid") feature, precise control over bones is lost in favor of predefined muscle groups. * Unreal has a feature named [*layered blend per bone*]. This allows for separate blend weights for different bones, effectively achieving masks. I believe that the combination of blend nodes and masks make Bevy's animation graph as expressible as that of Unreal, once we have support for additive blending, though you may have to use more nodes than you would in Unreal. Moreover, separating out the concepts of "blend weight" and "which bones this node applies to" seems like a cleaner design than what Unreal has. * Godot's `AnimationTree` has the notion of [*blend filters*], which are essentially the same as masks as implemented in this PR. Additionally, this patch fixes a bug with weight evaluation whereby weights weren't properly propagated down to grandchildren, because the weight evaluation for a node only checked its parent's weight, not its evaluated weight. I considered submitting this as a separate PR, but given that this PR refactors that code entirely to support masks and weights under a unified "evaluated node" concept, I simply included the fix here. A new example, `animation_masks`, has been added. It demonstrates how to toggle masks on and off for specific portions of a skin. This is part of #14395, but I'm going to defer closing that issue until we have additive blending. [essentially as implemented here]: https://docs.unity3d.com/560/Documentation/Manual/class-AvatarMask.html [*layered blend per bone*]: https://dev.epicgames.com/documentation/en-us/unreal-engine/using-layered-animations-in-unreal-engine [*blend filters*]: https://docs.godotengine.org/en/stable/tutorials/animation/animation_tree.html ## Migration Guide * The serialized format of animation graphs has changed with the addition of animation masks. To upgrade animation graph RON files, add `mask` and `mask_groups` fields as appropriate. (They can be safely set to zero.)
2024-09-02 17:10:34 +00:00
parent
Migrate UI bundles to required components (#15898) # Objective - Migrate UI bundles to required components, fixes #15889 ## Solution - deprecate `NodeBundle` in favor of `Node` - deprecate `ImageBundle` in favor of `UiImage` - deprecate `ButtonBundle` in favor of `Button` ## Testing CI. ## Migration Guide - Replace all uses of `NodeBundle` with `Node`. e.g. ```diff commands - .spawn(NodeBundle { - style: Style { + .spawn(( + Node::default(), + Style { width: Val::Percent(100.), align_items: AlignItems::Center, justify_content: JustifyContent::Center, ..default() }, - ..default() - }) + )) ``` - Replace all uses of `ButtonBundle` with `Button`. e.g. ```diff .spawn(( - ButtonBundle { - style: Style { - width: Val::Px(w), - height: Val::Px(h), - // horizontally center child text - justify_content: JustifyContent::Center, - // vertically center child text - align_items: AlignItems::Center, - margin: UiRect::all(Val::Px(20.0)), - ..default() - }, - image: image.clone().into(), + Button, + Style { + width: Val::Px(w), + height: Val::Px(h), + // horizontally center child text + justify_content: JustifyContent::Center, + // vertically center child text + align_items: AlignItems::Center, + margin: UiRect::all(Val::Px(20.0)), ..default() }, + UiImage::from(image.clone()), ImageScaleMode::Sliced(slicer.clone()), )) ``` - Replace all uses of `ImageBundle` with `UiImage`. e.g. ```diff - commands.spawn(ImageBundle { - image: UiImage { + commands.spawn(( + UiImage { texture: metering_mask, ..default() }, - style: Style { + Style { width: Val::Percent(100.0), height: Val::Percent(100.0), ..default() }, - ..default() - }); + )); ``` --------- Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-17 21:11:02 +00:00
.spawn((
Merge Style properties into Node. Use ComputedNode for computed properties. (#15975) # Objective Continue improving the user experience of our UI Node API in the direction specified by [Bevy's Next Generation Scene / UI System](https://github.com/bevyengine/bevy/discussions/14437) ## Solution As specified in the document above, merge `Style` fields into `Node`, and move "computed Node fields" into `ComputedNode` (I chose this name over something like `ComputedNodeLayout` because it currently contains more than just layout info. If we want to break this up / rename these concepts, lets do that in a separate PR). `Style` has been removed. This accomplishes a number of goals: ## Ergonomics wins Specifying both `Node` and `Style` is now no longer required for non-default styles Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` ## Conceptual clarity `Style` was never a comprehensive "style sheet". It only defined "core" style properties that all `Nodes` shared. Any "styled property" that couldn't fit that mold had to be in a separate component. A "real" style system would style properties _across_ components (`Node`, `Button`, etc). We have plans to build a true style system (see the doc linked above). By moving the `Style` fields to `Node`, we fully embrace `Node` as the driving concept and remove the "style system" confusion. ## Next Steps * Consider identifying and splitting out "style properties that aren't core to Node". This should not happen for Bevy 0.15. --- ## Migration Guide Move any fields set on `Style` into `Node` and replace all `Style` component usage with `Node`. Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` For any usage of the "computed node properties" that used to live on `Node`, use `ComputedNode` instead: Before: ```rust fn system(nodes: Query<&Node>) { for node in &nodes { let computed_size = node.size(); } } ``` After: ```rust fn system(computed_nodes: Query<&ComputedNode>) { for computed_node in &computed_nodes { let computed_size = computed_node.size(); } } ```
2024-10-18 22:25:33 +00:00
Node {
Implement animation masks, allowing fine control of the targets that animations affect. (#15013) This commit adds support for *masks* to the animation graph. A mask is a set of animation targets (bones) that neither a node nor its descendants are allowed to animate. Animation targets can be assigned one or more *mask group*s, which are specific to a single graph. If a node masks out any mask group that an animation target belongs to, animation curves for that target will be ignored during evaluation. The canonical use case for masks is to support characters holding objects. Typically, character animations will contain hand animations in the case that the character's hand is empty. (For example, running animations may close a character's fingers into a fist.) However, when the character is holding an object, the animation must be altered so that the hand grips the object. Bevy currently has no convenient way to handle this. The only workaround that I can see is to have entirely separate animation clips for characters' hands and bodies and keep them in sync, which is burdensome and doesn't match artists' expectations from other engines, which all effectively have support for masks. However, with mask group support, this task is simple. We assign each hand to a mask group and parent all character animations to a node. When a character grasps an object in hand, we position the fingers as appropriate and then enable the mask group for that hand in that node. This allows the character's animations to run normally, while the object remains correctly attached to the hand. Note that even with this PR, we won't have support for running separate animations for a character's hand and the rest of the character. This is because we're missing additive blending: there's no way to combine the two masked animations together properly. I intend that to be a follow-up PR. The major engines all have support for masks, though the workflow varies from engine to engine: * Unity has support for masks [essentially as implemented here], though with layers instead of a tree. However, when using the Mecanim ("Humanoid") feature, precise control over bones is lost in favor of predefined muscle groups. * Unreal has a feature named [*layered blend per bone*]. This allows for separate blend weights for different bones, effectively achieving masks. I believe that the combination of blend nodes and masks make Bevy's animation graph as expressible as that of Unreal, once we have support for additive blending, though you may have to use more nodes than you would in Unreal. Moreover, separating out the concepts of "blend weight" and "which bones this node applies to" seems like a cleaner design than what Unreal has. * Godot's `AnimationTree` has the notion of [*blend filters*], which are essentially the same as masks as implemented in this PR. Additionally, this patch fixes a bug with weight evaluation whereby weights weren't properly propagated down to grandchildren, because the weight evaluation for a node only checked its parent's weight, not its evaluated weight. I considered submitting this as a separate PR, but given that this PR refactors that code entirely to support masks and weights under a unified "evaluated node" concept, I simply included the fix here. A new example, `animation_masks`, has been added. It demonstrates how to toggle masks on and off for specific portions of a skin. This is part of #14395, but I'm going to defer closing that issue until we have additive blending. [essentially as implemented here]: https://docs.unity3d.com/560/Documentation/Manual/class-AvatarMask.html [*layered blend per bone*]: https://dev.epicgames.com/documentation/en-us/unreal-engine/using-layered-animations-in-unreal-engine [*blend filters*]: https://docs.godotengine.org/en/stable/tutorials/animation/animation_tree.html ## Migration Guide * The serialized format of animation graphs has changed with the addition of animation masks. To upgrade animation graph RON files, add `mask` and `mask_groups` fields as appropriate. (They can be safely set to zero.)
2024-09-02 17:10:34 +00:00
border: UiRect::all(Val::Px(1.0)),
width,
Implement additive blending for animation graphs. (#15631) *Additive blending* is an ubiquitous feature in game engines that allows animations to be concatenated instead of blended. The canonical use case is to allow a character to hold a weapon while performing arbitrary poses. For example, if you had a character that needed to be able to walk or run while attacking with a weapon, the typical workflow is to have an additive blend node that combines walking and running animation clips with an animation clip of one of the limbs performing a weapon attack animation. This commit adds support for additive blending to Bevy. It builds on top of the flexible infrastructure in #15589 and introduces a new type of node, the *add node*. Like blend nodes, add nodes combine the animations of their children according to their weights. Unlike blend nodes, however, add nodes don't normalize the weights to 1.0. The `animation_masks` example has been overhauled to demonstrate the use of additive blending in combination with masks. There are now controls to choose an animation clip for every limb of the fox individually. This patch also fixes a bug whereby masks were incorrectly accumulated with `insert()` during the graph threading phase, which could cause corruption of computed masks in some cases. Note that the `clip` field has been replaced with an `AnimationNodeType` enum, which breaks `animgraph.ron` files. The `Fox.animgraph.ron` asset has been updated to the new format. Closes #14395. ## Showcase https://github.com/user-attachments/assets/52dfe05f-fdb3-477a-9462-ec150f93df33 ## Migration Guide * The `animgraph.ron` format has changed to accommodate the new *additive blending* feature. You'll need to change `clip` fields to instances of the new `AnimationNodeType` enum.
2024-10-04 22:13:22 +00:00
flex_direction: FlexDirection::Column,
Implement animation masks, allowing fine control of the targets that animations affect. (#15013) This commit adds support for *masks* to the animation graph. A mask is a set of animation targets (bones) that neither a node nor its descendants are allowed to animate. Animation targets can be assigned one or more *mask group*s, which are specific to a single graph. If a node masks out any mask group that an animation target belongs to, animation curves for that target will be ignored during evaluation. The canonical use case for masks is to support characters holding objects. Typically, character animations will contain hand animations in the case that the character's hand is empty. (For example, running animations may close a character's fingers into a fist.) However, when the character is holding an object, the animation must be altered so that the hand grips the object. Bevy currently has no convenient way to handle this. The only workaround that I can see is to have entirely separate animation clips for characters' hands and bodies and keep them in sync, which is burdensome and doesn't match artists' expectations from other engines, which all effectively have support for masks. However, with mask group support, this task is simple. We assign each hand to a mask group and parent all character animations to a node. When a character grasps an object in hand, we position the fingers as appropriate and then enable the mask group for that hand in that node. This allows the character's animations to run normally, while the object remains correctly attached to the hand. Note that even with this PR, we won't have support for running separate animations for a character's hand and the rest of the character. This is because we're missing additive blending: there's no way to combine the two masked animations together properly. I intend that to be a follow-up PR. The major engines all have support for masks, though the workflow varies from engine to engine: * Unity has support for masks [essentially as implemented here], though with layers instead of a tree. However, when using the Mecanim ("Humanoid") feature, precise control over bones is lost in favor of predefined muscle groups. * Unreal has a feature named [*layered blend per bone*]. This allows for separate blend weights for different bones, effectively achieving masks. I believe that the combination of blend nodes and masks make Bevy's animation graph as expressible as that of Unreal, once we have support for additive blending, though you may have to use more nodes than you would in Unreal. Moreover, separating out the concepts of "blend weight" and "which bones this node applies to" seems like a cleaner design than what Unreal has. * Godot's `AnimationTree` has the notion of [*blend filters*], which are essentially the same as masks as implemented in this PR. Additionally, this patch fixes a bug with weight evaluation whereby weights weren't properly propagated down to grandchildren, because the weight evaluation for a node only checked its parent's weight, not its evaluated weight. I considered submitting this as a separate PR, but given that this PR refactors that code entirely to support masks and weights under a unified "evaluated node" concept, I simply included the fix here. A new example, `animation_masks`, has been added. It demonstrates how to toggle masks on and off for specific portions of a skin. This is part of #14395, but I'm going to defer closing that issue until we have additive blending. [essentially as implemented here]: https://docs.unity3d.com/560/Documentation/Manual/class-AvatarMask.html [*layered blend per bone*]: https://dev.epicgames.com/documentation/en-us/unreal-engine/using-layered-animations-in-unreal-engine [*blend filters*]: https://docs.godotengine.org/en/stable/tutorials/animation/animation_tree.html ## Migration Guide * The serialized format of animation graphs has changed with the addition of animation masks. To upgrade animation graph RON files, add `mask` and `mask_groups` fields as appropriate. (They can be safely set to zero.)
2024-09-02 17:10:34 +00:00
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
Implement additive blending for animation graphs. (#15631) *Additive blending* is an ubiquitous feature in game engines that allows animations to be concatenated instead of blended. The canonical use case is to allow a character to hold a weapon while performing arbitrary poses. For example, if you had a character that needed to be able to walk or run while attacking with a weapon, the typical workflow is to have an additive blend node that combines walking and running animation clips with an animation clip of one of the limbs performing a weapon attack animation. This commit adds support for additive blending to Bevy. It builds on top of the flexible infrastructure in #15589 and introduces a new type of node, the *add node*. Like blend nodes, add nodes combine the animations of their children according to their weights. Unlike blend nodes, however, add nodes don't normalize the weights to 1.0. The `animation_masks` example has been overhauled to demonstrate the use of additive blending in combination with masks. There are now controls to choose an animation clip for every limb of the fox individually. This patch also fixes a bug whereby masks were incorrectly accumulated with `insert()` during the graph threading phase, which could cause corruption of computed masks in some cases. Note that the `clip` field has been replaced with an `AnimationNodeType` enum, which breaks `animgraph.ron` files. The `Fox.animgraph.ron` asset has been updated to the new format. Closes #14395. ## Showcase https://github.com/user-attachments/assets/52dfe05f-fdb3-477a-9462-ec150f93df33 ## Migration Guide * The `animgraph.ron` format has changed to accommodate the new *additive blending* feature. You'll need to change `clip` fields to instances of the new `AnimationNodeType` enum.
2024-10-04 22:13:22 +00:00
padding: UiRect::ZERO,
Implement animation masks, allowing fine control of the targets that animations affect. (#15013) This commit adds support for *masks* to the animation graph. A mask is a set of animation targets (bones) that neither a node nor its descendants are allowed to animate. Animation targets can be assigned one or more *mask group*s, which are specific to a single graph. If a node masks out any mask group that an animation target belongs to, animation curves for that target will be ignored during evaluation. The canonical use case for masks is to support characters holding objects. Typically, character animations will contain hand animations in the case that the character's hand is empty. (For example, running animations may close a character's fingers into a fist.) However, when the character is holding an object, the animation must be altered so that the hand grips the object. Bevy currently has no convenient way to handle this. The only workaround that I can see is to have entirely separate animation clips for characters' hands and bodies and keep them in sync, which is burdensome and doesn't match artists' expectations from other engines, which all effectively have support for masks. However, with mask group support, this task is simple. We assign each hand to a mask group and parent all character animations to a node. When a character grasps an object in hand, we position the fingers as appropriate and then enable the mask group for that hand in that node. This allows the character's animations to run normally, while the object remains correctly attached to the hand. Note that even with this PR, we won't have support for running separate animations for a character's hand and the rest of the character. This is because we're missing additive blending: there's no way to combine the two masked animations together properly. I intend that to be a follow-up PR. The major engines all have support for masks, though the workflow varies from engine to engine: * Unity has support for masks [essentially as implemented here], though with layers instead of a tree. However, when using the Mecanim ("Humanoid") feature, precise control over bones is lost in favor of predefined muscle groups. * Unreal has a feature named [*layered blend per bone*]. This allows for separate blend weights for different bones, effectively achieving masks. I believe that the combination of blend nodes and masks make Bevy's animation graph as expressible as that of Unreal, once we have support for additive blending, though you may have to use more nodes than you would in Unreal. Moreover, separating out the concepts of "blend weight" and "which bones this node applies to" seems like a cleaner design than what Unreal has. * Godot's `AnimationTree` has the notion of [*blend filters*], which are essentially the same as masks as implemented in this PR. Additionally, this patch fixes a bug with weight evaluation whereby weights weren't properly propagated down to grandchildren, because the weight evaluation for a node only checked its parent's weight, not its evaluated weight. I considered submitting this as a separate PR, but given that this PR refactors that code entirely to support masks and weights under a unified "evaluated node" concept, I simply included the fix here. A new example, `animation_masks`, has been added. It demonstrates how to toggle masks on and off for specific portions of a skin. This is part of #14395, but I'm going to defer closing that issue until we have additive blending. [essentially as implemented here]: https://docs.unity3d.com/560/Documentation/Manual/class-AvatarMask.html [*layered blend per bone*]: https://dev.epicgames.com/documentation/en-us/unreal-engine/using-layered-animations-in-unreal-engine [*blend filters*]: https://docs.godotengine.org/en/stable/tutorials/animation/animation_tree.html ## Migration Guide * The serialized format of animation graphs has changed with the addition of animation masks. To upgrade animation graph RON files, add `mask` and `mask_groups` fields as appropriate. (They can be safely set to zero.)
2024-09-02 17:10:34 +00:00
margin: UiRect::ZERO,
..default()
},
Migrate UI bundles to required components (#15898) # Objective - Migrate UI bundles to required components, fixes #15889 ## Solution - deprecate `NodeBundle` in favor of `Node` - deprecate `ImageBundle` in favor of `UiImage` - deprecate `ButtonBundle` in favor of `Button` ## Testing CI. ## Migration Guide - Replace all uses of `NodeBundle` with `Node`. e.g. ```diff commands - .spawn(NodeBundle { - style: Style { + .spawn(( + Node::default(), + Style { width: Val::Percent(100.), align_items: AlignItems::Center, justify_content: JustifyContent::Center, ..default() }, - ..default() - }) + )) ``` - Replace all uses of `ButtonBundle` with `Button`. e.g. ```diff .spawn(( - ButtonBundle { - style: Style { - width: Val::Px(w), - height: Val::Px(h), - // horizontally center child text - justify_content: JustifyContent::Center, - // vertically center child text - align_items: AlignItems::Center, - margin: UiRect::all(Val::Px(20.0)), - ..default() - }, - image: image.clone().into(), + Button, + Style { + width: Val::Px(w), + height: Val::Px(h), + // horizontally center child text + justify_content: JustifyContent::Center, + // vertically center child text + align_items: AlignItems::Center, + margin: UiRect::all(Val::Px(20.0)), ..default() }, + UiImage::from(image.clone()), ImageScaleMode::Sliced(slicer.clone()), )) ``` - Replace all uses of `ImageBundle` with `UiImage`. e.g. ```diff - commands.spawn(ImageBundle { - image: UiImage { + commands.spawn(( + UiImage { texture: metering_mask, ..default() }, - style: Style { + Style { width: Val::Percent(100.0), height: Val::Percent(100.0), ..default() }, - ..default() - }); + )); ``` --------- Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-17 21:11:02 +00:00
BorderColor(Color::WHITE),
BorderRadius::all(Val::Px(3.0)),
BackgroundColor(Color::BLACK),
))
Implement additive blending for animation graphs. (#15631) *Additive blending* is an ubiquitous feature in game engines that allows animations to be concatenated instead of blended. The canonical use case is to allow a character to hold a weapon while performing arbitrary poses. For example, if you had a character that needed to be able to walk or run while attacking with a weapon, the typical workflow is to have an additive blend node that combines walking and running animation clips with an animation clip of one of the limbs performing a weapon attack animation. This commit adds support for additive blending to Bevy. It builds on top of the flexible infrastructure in #15589 and introduces a new type of node, the *add node*. Like blend nodes, add nodes combine the animations of their children according to their weights. Unlike blend nodes, however, add nodes don't normalize the weights to 1.0. The `animation_masks` example has been overhauled to demonstrate the use of additive blending in combination with masks. There are now controls to choose an animation clip for every limb of the fox individually. This patch also fixes a bug whereby masks were incorrectly accumulated with `insert()` during the graph threading phase, which could cause corruption of computed masks in some cases. Note that the `clip` field has been replaced with an `AnimationNodeType` enum, which breaks `animgraph.ron` files. The `Fox.animgraph.ron` asset has been updated to the new format. Closes #14395. ## Showcase https://github.com/user-attachments/assets/52dfe05f-fdb3-477a-9462-ec150f93df33 ## Migration Guide * The `animgraph.ron` format has changed to accommodate the new *additive blending* feature. You'll need to change `clip` fields to instances of the new `AnimationNodeType` enum.
2024-10-04 22:13:22 +00:00
.with_children(|builder| {
builder
Migrate UI bundles to required components (#15898) # Objective - Migrate UI bundles to required components, fixes #15889 ## Solution - deprecate `NodeBundle` in favor of `Node` - deprecate `ImageBundle` in favor of `UiImage` - deprecate `ButtonBundle` in favor of `Button` ## Testing CI. ## Migration Guide - Replace all uses of `NodeBundle` with `Node`. e.g. ```diff commands - .spawn(NodeBundle { - style: Style { + .spawn(( + Node::default(), + Style { width: Val::Percent(100.), align_items: AlignItems::Center, justify_content: JustifyContent::Center, ..default() }, - ..default() - }) + )) ``` - Replace all uses of `ButtonBundle` with `Button`. e.g. ```diff .spawn(( - ButtonBundle { - style: Style { - width: Val::Px(w), - height: Val::Px(h), - // horizontally center child text - justify_content: JustifyContent::Center, - // vertically center child text - align_items: AlignItems::Center, - margin: UiRect::all(Val::Px(20.0)), - ..default() - }, - image: image.clone().into(), + Button, + Style { + width: Val::Px(w), + height: Val::Px(h), + // horizontally center child text + justify_content: JustifyContent::Center, + // vertically center child text + align_items: AlignItems::Center, + margin: UiRect::all(Val::Px(20.0)), ..default() }, + UiImage::from(image.clone()), ImageScaleMode::Sliced(slicer.clone()), )) ``` - Replace all uses of `ImageBundle` with `UiImage`. e.g. ```diff - commands.spawn(ImageBundle { - image: UiImage { + commands.spawn(( + UiImage { texture: metering_mask, ..default() }, - style: Style { + Style { width: Val::Percent(100.0), height: Val::Percent(100.0), ..default() }, - ..default() - }); + )); ``` --------- Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-17 21:11:02 +00:00
.spawn((
Merge Style properties into Node. Use ComputedNode for computed properties. (#15975) # Objective Continue improving the user experience of our UI Node API in the direction specified by [Bevy's Next Generation Scene / UI System](https://github.com/bevyengine/bevy/discussions/14437) ## Solution As specified in the document above, merge `Style` fields into `Node`, and move "computed Node fields" into `ComputedNode` (I chose this name over something like `ComputedNodeLayout` because it currently contains more than just layout info. If we want to break this up / rename these concepts, lets do that in a separate PR). `Style` has been removed. This accomplishes a number of goals: ## Ergonomics wins Specifying both `Node` and `Style` is now no longer required for non-default styles Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` ## Conceptual clarity `Style` was never a comprehensive "style sheet". It only defined "core" style properties that all `Nodes` shared. Any "styled property" that couldn't fit that mold had to be in a separate component. A "real" style system would style properties _across_ components (`Node`, `Button`, etc). We have plans to build a true style system (see the doc linked above). By moving the `Style` fields to `Node`, we fully embrace `Node` as the driving concept and remove the "style system" confusion. ## Next Steps * Consider identifying and splitting out "style properties that aren't core to Node". This should not happen for Bevy 0.15. --- ## Migration Guide Move any fields set on `Style` into `Node` and replace all `Style` component usage with `Node`. Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` For any usage of the "computed node properties" that used to live on `Node`, use `ComputedNode` instead: Before: ```rust fn system(nodes: Query<&Node>) { for node in &nodes { let computed_size = node.size(); } } ``` After: ```rust fn system(computed_nodes: Query<&ComputedNode>) { for computed_node in &computed_nodes { let computed_size = computed_node.size(); } } ```
2024-10-18 22:25:33 +00:00
Node {
Implement additive blending for animation graphs. (#15631) *Additive blending* is an ubiquitous feature in game engines that allows animations to be concatenated instead of blended. The canonical use case is to allow a character to hold a weapon while performing arbitrary poses. For example, if you had a character that needed to be able to walk or run while attacking with a weapon, the typical workflow is to have an additive blend node that combines walking and running animation clips with an animation clip of one of the limbs performing a weapon attack animation. This commit adds support for additive blending to Bevy. It builds on top of the flexible infrastructure in #15589 and introduces a new type of node, the *add node*. Like blend nodes, add nodes combine the animations of their children according to their weights. Unlike blend nodes, however, add nodes don't normalize the weights to 1.0. The `animation_masks` example has been overhauled to demonstrate the use of additive blending in combination with masks. There are now controls to choose an animation clip for every limb of the fox individually. This patch also fixes a bug whereby masks were incorrectly accumulated with `insert()` during the graph threading phase, which could cause corruption of computed masks in some cases. Note that the `clip` field has been replaced with an `AnimationNodeType` enum, which breaks `animgraph.ron` files. The `Fox.animgraph.ron` asset has been updated to the new format. Closes #14395. ## Showcase https://github.com/user-attachments/assets/52dfe05f-fdb3-477a-9462-ec150f93df33 ## Migration Guide * The `animgraph.ron` format has changed to accommodate the new *additive blending* feature. You'll need to change `clip` fields to instances of the new `AnimationNodeType` enum.
2024-10-04 22:13:22 +00:00
border: UiRect::ZERO,
width: Val::Percent(100.0),
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
padding: UiRect::ZERO,
margin: UiRect::ZERO,
..default()
},
Migrate UI bundles to required components (#15898) # Objective - Migrate UI bundles to required components, fixes #15889 ## Solution - deprecate `NodeBundle` in favor of `Node` - deprecate `ImageBundle` in favor of `UiImage` - deprecate `ButtonBundle` in favor of `Button` ## Testing CI. ## Migration Guide - Replace all uses of `NodeBundle` with `Node`. e.g. ```diff commands - .spawn(NodeBundle { - style: Style { + .spawn(( + Node::default(), + Style { width: Val::Percent(100.), align_items: AlignItems::Center, justify_content: JustifyContent::Center, ..default() }, - ..default() - }) + )) ``` - Replace all uses of `ButtonBundle` with `Button`. e.g. ```diff .spawn(( - ButtonBundle { - style: Style { - width: Val::Px(w), - height: Val::Px(h), - // horizontally center child text - justify_content: JustifyContent::Center, - // vertically center child text - align_items: AlignItems::Center, - margin: UiRect::all(Val::Px(20.0)), - ..default() - }, - image: image.clone().into(), + Button, + Style { + width: Val::Px(w), + height: Val::Px(h), + // horizontally center child text + justify_content: JustifyContent::Center, + // vertically center child text + align_items: AlignItems::Center, + margin: UiRect::all(Val::Px(20.0)), ..default() }, + UiImage::from(image.clone()), ImageScaleMode::Sliced(slicer.clone()), )) ``` - Replace all uses of `ImageBundle` with `UiImage`. e.g. ```diff - commands.spawn(ImageBundle { - image: UiImage { + commands.spawn(( + UiImage { texture: metering_mask, ..default() }, - style: Style { + Style { width: Val::Percent(100.0), height: Val::Percent(100.0), ..default() }, - ..default() - }); + )); ``` --------- Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-17 21:11:02 +00:00
BackgroundColor(Color::BLACK),
))
Text rework (#15591) **Ready for review. Examples migration progress: 100%.** # Objective - Implement https://github.com/bevyengine/bevy/discussions/15014 ## Solution This implements [cart's proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459) faithfully except for one change. I separated `TextSpan` from `TextSpan2d` because `TextSpan` needs to require the `GhostNode` component, which is a `bevy_ui` component only usable by UI. Extra changes: - Added `EntityCommands::commands_mut` that returns a mutable reference. This is a blocker for extension methods that return something other than `self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable reference for this reason. ## Testing - [x] Text examples all work. --- ## Showcase TODO: showcase-worthy ## Migration Guide TODO: very breaking ### Accessing text spans by index Text sections are now text sections on different entities in a hierarchy, Use the new `TextReader` and `TextWriter` system parameters to access spans by index. Before: ```rust fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) { let text = query.single_mut(); text.sections[1].value = format_time(time.elapsed()); } ``` After: ```rust fn refresh_text( query: Query<Entity, With<TimeText>>, mut writer: UiTextWriter, time: Res<Time> ) { let entity = query.single(); *writer.text(entity, 1) = format_time(time.elapsed()); } ``` ### Iterating text spans Text spans are now entities in a hierarchy, so the new `UiTextReader` and `UiTextWriter` system parameters provide ways to iterate that hierarchy. The `UiTextReader::iter` method will give you a normal iterator over spans, and `UiTextWriter::for_each` lets you visit each of the spans. --------- Co-authored-by: ickshonpe <david.curthoys@googlemail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-09 18:35:36 +00:00
.with_child((
Text::new(label),
label_text_style.clone(),
Merge Style properties into Node. Use ComputedNode for computed properties. (#15975) # Objective Continue improving the user experience of our UI Node API in the direction specified by [Bevy's Next Generation Scene / UI System](https://github.com/bevyengine/bevy/discussions/14437) ## Solution As specified in the document above, merge `Style` fields into `Node`, and move "computed Node fields" into `ComputedNode` (I chose this name over something like `ComputedNodeLayout` because it currently contains more than just layout info. If we want to break this up / rename these concepts, lets do that in a separate PR). `Style` has been removed. This accomplishes a number of goals: ## Ergonomics wins Specifying both `Node` and `Style` is now no longer required for non-default styles Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` ## Conceptual clarity `Style` was never a comprehensive "style sheet". It only defined "core" style properties that all `Nodes` shared. Any "styled property" that couldn't fit that mold had to be in a separate component. A "real" style system would style properties _across_ components (`Node`, `Button`, etc). We have plans to build a true style system (see the doc linked above). By moving the `Style` fields to `Node`, we fully embrace `Node` as the driving concept and remove the "style system" confusion. ## Next Steps * Consider identifying and splitting out "style properties that aren't core to Node". This should not happen for Bevy 0.15. --- ## Migration Guide Move any fields set on `Style` into `Node` and replace all `Style` component usage with `Node`. Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` For any usage of the "computed node properties" that used to live on `Node`, use `ComputedNode` instead: Before: ```rust fn system(nodes: Query<&Node>) { for node in &nodes { let computed_size = node.size(); } } ``` After: ```rust fn system(computed_nodes: Query<&ComputedNode>) { for computed_node in &computed_nodes { let computed_size = computed_node.size(); } } ```
2024-10-18 22:25:33 +00:00
Node {
Implement additive blending for animation graphs. (#15631) *Additive blending* is an ubiquitous feature in game engines that allows animations to be concatenated instead of blended. The canonical use case is to allow a character to hold a weapon while performing arbitrary poses. For example, if you had a character that needed to be able to walk or run while attacking with a weapon, the typical workflow is to have an additive blend node that combines walking and running animation clips with an animation clip of one of the limbs performing a weapon attack animation. This commit adds support for additive blending to Bevy. It builds on top of the flexible infrastructure in #15589 and introduces a new type of node, the *add node*. Like blend nodes, add nodes combine the animations of their children according to their weights. Unlike blend nodes, however, add nodes don't normalize the weights to 1.0. The `animation_masks` example has been overhauled to demonstrate the use of additive blending in combination with masks. There are now controls to choose an animation clip for every limb of the fox individually. This patch also fixes a bug whereby masks were incorrectly accumulated with `insert()` during the graph threading phase, which could cause corruption of computed masks in some cases. Note that the `clip` field has been replaced with an `AnimationNodeType` enum, which breaks `animgraph.ron` files. The `Fox.animgraph.ron` asset has been updated to the new format. Closes #14395. ## Showcase https://github.com/user-attachments/assets/52dfe05f-fdb3-477a-9462-ec150f93df33 ## Migration Guide * The `animgraph.ron` format has changed to accommodate the new *additive blending* feature. You'll need to change `clip` fields to instances of the new `AnimationNodeType` enum.
2024-10-04 22:13:22 +00:00
margin: UiRect::vertical(Val::Px(3.0)),
..default()
},
Text rework (#15591) **Ready for review. Examples migration progress: 100%.** # Objective - Implement https://github.com/bevyengine/bevy/discussions/15014 ## Solution This implements [cart's proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459) faithfully except for one change. I separated `TextSpan` from `TextSpan2d` because `TextSpan` needs to require the `GhostNode` component, which is a `bevy_ui` component only usable by UI. Extra changes: - Added `EntityCommands::commands_mut` that returns a mutable reference. This is a blocker for extension methods that return something other than `self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable reference for this reason. ## Testing - [x] Text examples all work. --- ## Showcase TODO: showcase-worthy ## Migration Guide TODO: very breaking ### Accessing text spans by index Text sections are now text sections on different entities in a hierarchy, Use the new `TextReader` and `TextWriter` system parameters to access spans by index. Before: ```rust fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) { let text = query.single_mut(); text.sections[1].value = format_time(time.elapsed()); } ``` After: ```rust fn refresh_text( query: Query<Entity, With<TimeText>>, mut writer: UiTextWriter, time: Res<Time> ) { let entity = query.single(); *writer.text(entity, 1) = format_time(time.elapsed()); } ``` ### Iterating text spans Text spans are now entities in a hierarchy, so the new `UiTextReader` and `UiTextWriter` system parameters provide ways to iterate that hierarchy. The `UiTextReader::iter` method will give you a normal iterator over spans, and `UiTextWriter::for_each` lets you visit each of the spans. --------- Co-authored-by: ickshonpe <david.curthoys@googlemail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-09 18:35:36 +00:00
));
Implement additive blending for animation graphs. (#15631) *Additive blending* is an ubiquitous feature in game engines that allows animations to be concatenated instead of blended. The canonical use case is to allow a character to hold a weapon while performing arbitrary poses. For example, if you had a character that needed to be able to walk or run while attacking with a weapon, the typical workflow is to have an additive blend node that combines walking and running animation clips with an animation clip of one of the limbs performing a weapon attack animation. This commit adds support for additive blending to Bevy. It builds on top of the flexible infrastructure in #15589 and introduces a new type of node, the *add node*. Like blend nodes, add nodes combine the animations of their children according to their weights. Unlike blend nodes, however, add nodes don't normalize the weights to 1.0. The `animation_masks` example has been overhauled to demonstrate the use of additive blending in combination with masks. There are now controls to choose an animation clip for every limb of the fox individually. This patch also fixes a bug whereby masks were incorrectly accumulated with `insert()` during the graph threading phase, which could cause corruption of computed masks in some cases. Note that the `clip` field has been replaced with an `AnimationNodeType` enum, which breaks `animgraph.ron` files. The `Fox.animgraph.ron` asset has been updated to the new format. Closes #14395. ## Showcase https://github.com/user-attachments/assets/52dfe05f-fdb3-477a-9462-ec150f93df33 ## Migration Guide * The `animgraph.ron` format has changed to accommodate the new *additive blending* feature. You'll need to change `clip` fields to instances of the new `AnimationNodeType` enum.
2024-10-04 22:13:22 +00:00
builder
Migrate UI bundles to required components (#15898) # Objective - Migrate UI bundles to required components, fixes #15889 ## Solution - deprecate `NodeBundle` in favor of `Node` - deprecate `ImageBundle` in favor of `UiImage` - deprecate `ButtonBundle` in favor of `Button` ## Testing CI. ## Migration Guide - Replace all uses of `NodeBundle` with `Node`. e.g. ```diff commands - .spawn(NodeBundle { - style: Style { + .spawn(( + Node::default(), + Style { width: Val::Percent(100.), align_items: AlignItems::Center, justify_content: JustifyContent::Center, ..default() }, - ..default() - }) + )) ``` - Replace all uses of `ButtonBundle` with `Button`. e.g. ```diff .spawn(( - ButtonBundle { - style: Style { - width: Val::Px(w), - height: Val::Px(h), - // horizontally center child text - justify_content: JustifyContent::Center, - // vertically center child text - align_items: AlignItems::Center, - margin: UiRect::all(Val::Px(20.0)), - ..default() - }, - image: image.clone().into(), + Button, + Style { + width: Val::Px(w), + height: Val::Px(h), + // horizontally center child text + justify_content: JustifyContent::Center, + // vertically center child text + align_items: AlignItems::Center, + margin: UiRect::all(Val::Px(20.0)), ..default() }, + UiImage::from(image.clone()), ImageScaleMode::Sliced(slicer.clone()), )) ``` - Replace all uses of `ImageBundle` with `UiImage`. e.g. ```diff - commands.spawn(ImageBundle { - image: UiImage { + commands.spawn(( + UiImage { texture: metering_mask, ..default() }, - style: Style { + Style { width: Val::Percent(100.0), height: Val::Percent(100.0), ..default() }, - ..default() - }); + )); ``` --------- Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-17 21:11:02 +00:00
.spawn((
Merge Style properties into Node. Use ComputedNode for computed properties. (#15975) # Objective Continue improving the user experience of our UI Node API in the direction specified by [Bevy's Next Generation Scene / UI System](https://github.com/bevyengine/bevy/discussions/14437) ## Solution As specified in the document above, merge `Style` fields into `Node`, and move "computed Node fields" into `ComputedNode` (I chose this name over something like `ComputedNodeLayout` because it currently contains more than just layout info. If we want to break this up / rename these concepts, lets do that in a separate PR). `Style` has been removed. This accomplishes a number of goals: ## Ergonomics wins Specifying both `Node` and `Style` is now no longer required for non-default styles Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` ## Conceptual clarity `Style` was never a comprehensive "style sheet". It only defined "core" style properties that all `Nodes` shared. Any "styled property" that couldn't fit that mold had to be in a separate component. A "real" style system would style properties _across_ components (`Node`, `Button`, etc). We have plans to build a true style system (see the doc linked above). By moving the `Style` fields to `Node`, we fully embrace `Node` as the driving concept and remove the "style system" confusion. ## Next Steps * Consider identifying and splitting out "style properties that aren't core to Node". This should not happen for Bevy 0.15. --- ## Migration Guide Move any fields set on `Style` into `Node` and replace all `Style` component usage with `Node`. Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` For any usage of the "computed node properties" that used to live on `Node`, use `ComputedNode` instead: Before: ```rust fn system(nodes: Query<&Node>) { for node in &nodes { let computed_size = node.size(); } } ``` After: ```rust fn system(computed_nodes: Query<&ComputedNode>) { for computed_node in &computed_nodes { let computed_size = computed_node.size(); } } ```
2024-10-18 22:25:33 +00:00
Node {
Implement additive blending for animation graphs. (#15631) *Additive blending* is an ubiquitous feature in game engines that allows animations to be concatenated instead of blended. The canonical use case is to allow a character to hold a weapon while performing arbitrary poses. For example, if you had a character that needed to be able to walk or run while attacking with a weapon, the typical workflow is to have an additive blend node that combines walking and running animation clips with an animation clip of one of the limbs performing a weapon attack animation. This commit adds support for additive blending to Bevy. It builds on top of the flexible infrastructure in #15589 and introduces a new type of node, the *add node*. Like blend nodes, add nodes combine the animations of their children according to their weights. Unlike blend nodes, however, add nodes don't normalize the weights to 1.0. The `animation_masks` example has been overhauled to demonstrate the use of additive blending in combination with masks. There are now controls to choose an animation clip for every limb of the fox individually. This patch also fixes a bug whereby masks were incorrectly accumulated with `insert()` during the graph threading phase, which could cause corruption of computed masks in some cases. Note that the `clip` field has been replaced with an `AnimationNodeType` enum, which breaks `animgraph.ron` files. The `Fox.animgraph.ron` asset has been updated to the new format. Closes #14395. ## Showcase https://github.com/user-attachments/assets/52dfe05f-fdb3-477a-9462-ec150f93df33 ## Migration Guide * The `animgraph.ron` format has changed to accommodate the new *additive blending* feature. You'll need to change `clip` fields to instances of the new `AnimationNodeType` enum.
2024-10-04 22:13:22 +00:00
width: Val::Percent(100.0),
flex_direction: FlexDirection::Row,
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
border: UiRect::top(Val::Px(1.0)),
..default()
},
Migrate UI bundles to required components (#15898) # Objective - Migrate UI bundles to required components, fixes #15889 ## Solution - deprecate `NodeBundle` in favor of `Node` - deprecate `ImageBundle` in favor of `UiImage` - deprecate `ButtonBundle` in favor of `Button` ## Testing CI. ## Migration Guide - Replace all uses of `NodeBundle` with `Node`. e.g. ```diff commands - .spawn(NodeBundle { - style: Style { + .spawn(( + Node::default(), + Style { width: Val::Percent(100.), align_items: AlignItems::Center, justify_content: JustifyContent::Center, ..default() }, - ..default() - }) + )) ``` - Replace all uses of `ButtonBundle` with `Button`. e.g. ```diff .spawn(( - ButtonBundle { - style: Style { - width: Val::Px(w), - height: Val::Px(h), - // horizontally center child text - justify_content: JustifyContent::Center, - // vertically center child text - align_items: AlignItems::Center, - margin: UiRect::all(Val::Px(20.0)), - ..default() - }, - image: image.clone().into(), + Button, + Style { + width: Val::Px(w), + height: Val::Px(h), + // horizontally center child text + justify_content: JustifyContent::Center, + // vertically center child text + align_items: AlignItems::Center, + margin: UiRect::all(Val::Px(20.0)), ..default() }, + UiImage::from(image.clone()), ImageScaleMode::Sliced(slicer.clone()), )) ``` - Replace all uses of `ImageBundle` with `UiImage`. e.g. ```diff - commands.spawn(ImageBundle { - image: UiImage { + commands.spawn(( + UiImage { texture: metering_mask, ..default() }, - style: Style { + Style { width: Val::Percent(100.0), height: Val::Percent(100.0), ..default() }, - ..default() - }); + )); ``` --------- Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-17 21:11:02 +00:00
BorderColor(Color::WHITE),
))
Implement additive blending for animation graphs. (#15631) *Additive blending* is an ubiquitous feature in game engines that allows animations to be concatenated instead of blended. The canonical use case is to allow a character to hold a weapon while performing arbitrary poses. For example, if you had a character that needed to be able to walk or run while attacking with a weapon, the typical workflow is to have an additive blend node that combines walking and running animation clips with an animation clip of one of the limbs performing a weapon attack animation. This commit adds support for additive blending to Bevy. It builds on top of the flexible infrastructure in #15589 and introduces a new type of node, the *add node*. Like blend nodes, add nodes combine the animations of their children according to their weights. Unlike blend nodes, however, add nodes don't normalize the weights to 1.0. The `animation_masks` example has been overhauled to demonstrate the use of additive blending in combination with masks. There are now controls to choose an animation clip for every limb of the fox individually. This patch also fixes a bug whereby masks were incorrectly accumulated with `insert()` during the graph threading phase, which could cause corruption of computed masks in some cases. Note that the `clip` field has been replaced with an `AnimationNodeType` enum, which breaks `animgraph.ron` files. The `Fox.animgraph.ron` asset has been updated to the new format. Closes #14395. ## Showcase https://github.com/user-attachments/assets/52dfe05f-fdb3-477a-9462-ec150f93df33 ## Migration Guide * The `animgraph.ron` format has changed to accommodate the new *additive blending* feature. You'll need to change `clip` fields to instances of the new `AnimationNodeType` enum.
2024-10-04 22:13:22 +00:00
.with_children(|builder| {
for (index, label) in [
AnimationLabel::Run,
AnimationLabel::Walk,
AnimationLabel::Idle,
AnimationLabel::Off,
]
.iter()
.enumerate()
{
builder
Migrate UI bundles to required components (#15898) # Objective - Migrate UI bundles to required components, fixes #15889 ## Solution - deprecate `NodeBundle` in favor of `Node` - deprecate `ImageBundle` in favor of `UiImage` - deprecate `ButtonBundle` in favor of `Button` ## Testing CI. ## Migration Guide - Replace all uses of `NodeBundle` with `Node`. e.g. ```diff commands - .spawn(NodeBundle { - style: Style { + .spawn(( + Node::default(), + Style { width: Val::Percent(100.), align_items: AlignItems::Center, justify_content: JustifyContent::Center, ..default() }, - ..default() - }) + )) ``` - Replace all uses of `ButtonBundle` with `Button`. e.g. ```diff .spawn(( - ButtonBundle { - style: Style { - width: Val::Px(w), - height: Val::Px(h), - // horizontally center child text - justify_content: JustifyContent::Center, - // vertically center child text - align_items: AlignItems::Center, - margin: UiRect::all(Val::Px(20.0)), - ..default() - }, - image: image.clone().into(), + Button, + Style { + width: Val::Px(w), + height: Val::Px(h), + // horizontally center child text + justify_content: JustifyContent::Center, + // vertically center child text + align_items: AlignItems::Center, + margin: UiRect::all(Val::Px(20.0)), ..default() }, + UiImage::from(image.clone()), ImageScaleMode::Sliced(slicer.clone()), )) ``` - Replace all uses of `ImageBundle` with `UiImage`. e.g. ```diff - commands.spawn(ImageBundle { - image: UiImage { + commands.spawn(( + UiImage { texture: metering_mask, ..default() }, - style: Style { + Style { width: Val::Percent(100.0), height: Val::Percent(100.0), ..default() }, - ..default() - }); + )); ``` --------- Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-17 21:11:02 +00:00
.spawn((
Button,
BackgroundColor(if index > 0 {
Color::BLACK
Implement additive blending for animation graphs. (#15631) *Additive blending* is an ubiquitous feature in game engines that allows animations to be concatenated instead of blended. The canonical use case is to allow a character to hold a weapon while performing arbitrary poses. For example, if you had a character that needed to be able to walk or run while attacking with a weapon, the typical workflow is to have an additive blend node that combines walking and running animation clips with an animation clip of one of the limbs performing a weapon attack animation. This commit adds support for additive blending to Bevy. It builds on top of the flexible infrastructure in #15589 and introduces a new type of node, the *add node*. Like blend nodes, add nodes combine the animations of their children according to their weights. Unlike blend nodes, however, add nodes don't normalize the weights to 1.0. The `animation_masks` example has been overhauled to demonstrate the use of additive blending in combination with masks. There are now controls to choose an animation clip for every limb of the fox individually. This patch also fixes a bug whereby masks were incorrectly accumulated with `insert()` during the graph threading phase, which could cause corruption of computed masks in some cases. Note that the `clip` field has been replaced with an `AnimationNodeType` enum, which breaks `animgraph.ron` files. The `Fox.animgraph.ron` asset has been updated to the new format. Closes #14395. ## Showcase https://github.com/user-attachments/assets/52dfe05f-fdb3-477a-9462-ec150f93df33 ## Migration Guide * The `animgraph.ron` format has changed to accommodate the new *additive blending* feature. You'll need to change `clip` fields to instances of the new `AnimationNodeType` enum.
2024-10-04 22:13:22 +00:00
} else {
Migrate UI bundles to required components (#15898) # Objective - Migrate UI bundles to required components, fixes #15889 ## Solution - deprecate `NodeBundle` in favor of `Node` - deprecate `ImageBundle` in favor of `UiImage` - deprecate `ButtonBundle` in favor of `Button` ## Testing CI. ## Migration Guide - Replace all uses of `NodeBundle` with `Node`. e.g. ```diff commands - .spawn(NodeBundle { - style: Style { + .spawn(( + Node::default(), + Style { width: Val::Percent(100.), align_items: AlignItems::Center, justify_content: JustifyContent::Center, ..default() }, - ..default() - }) + )) ``` - Replace all uses of `ButtonBundle` with `Button`. e.g. ```diff .spawn(( - ButtonBundle { - style: Style { - width: Val::Px(w), - height: Val::Px(h), - // horizontally center child text - justify_content: JustifyContent::Center, - // vertically center child text - align_items: AlignItems::Center, - margin: UiRect::all(Val::Px(20.0)), - ..default() - }, - image: image.clone().into(), + Button, + Style { + width: Val::Px(w), + height: Val::Px(h), + // horizontally center child text + justify_content: JustifyContent::Center, + // vertically center child text + align_items: AlignItems::Center, + margin: UiRect::all(Val::Px(20.0)), ..default() }, + UiImage::from(image.clone()), ImageScaleMode::Sliced(slicer.clone()), )) ``` - Replace all uses of `ImageBundle` with `UiImage`. e.g. ```diff - commands.spawn(ImageBundle { - image: UiImage { + commands.spawn(( + UiImage { texture: metering_mask, ..default() }, - style: Style { + Style { width: Val::Percent(100.0), height: Val::Percent(100.0), ..default() }, - ..default() - }); + )); ``` --------- Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-17 21:11:02 +00:00
Color::WHITE
}),
Merge Style properties into Node. Use ComputedNode for computed properties. (#15975) # Objective Continue improving the user experience of our UI Node API in the direction specified by [Bevy's Next Generation Scene / UI System](https://github.com/bevyengine/bevy/discussions/14437) ## Solution As specified in the document above, merge `Style` fields into `Node`, and move "computed Node fields" into `ComputedNode` (I chose this name over something like `ComputedNodeLayout` because it currently contains more than just layout info. If we want to break this up / rename these concepts, lets do that in a separate PR). `Style` has been removed. This accomplishes a number of goals: ## Ergonomics wins Specifying both `Node` and `Style` is now no longer required for non-default styles Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` ## Conceptual clarity `Style` was never a comprehensive "style sheet". It only defined "core" style properties that all `Nodes` shared. Any "styled property" that couldn't fit that mold had to be in a separate component. A "real" style system would style properties _across_ components (`Node`, `Button`, etc). We have plans to build a true style system (see the doc linked above). By moving the `Style` fields to `Node`, we fully embrace `Node` as the driving concept and remove the "style system" confusion. ## Next Steps * Consider identifying and splitting out "style properties that aren't core to Node". This should not happen for Bevy 0.15. --- ## Migration Guide Move any fields set on `Style` into `Node` and replace all `Style` component usage with `Node`. Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` For any usage of the "computed node properties" that used to live on `Node`, use `ComputedNode` instead: Before: ```rust fn system(nodes: Query<&Node>) { for node in &nodes { let computed_size = node.size(); } } ``` After: ```rust fn system(computed_nodes: Query<&ComputedNode>) { for computed_node in &computed_nodes { let computed_size = computed_node.size(); } } ```
2024-10-18 22:25:33 +00:00
Node {
Implement additive blending for animation graphs. (#15631) *Additive blending* is an ubiquitous feature in game engines that allows animations to be concatenated instead of blended. The canonical use case is to allow a character to hold a weapon while performing arbitrary poses. For example, if you had a character that needed to be able to walk or run while attacking with a weapon, the typical workflow is to have an additive blend node that combines walking and running animation clips with an animation clip of one of the limbs performing a weapon attack animation. This commit adds support for additive blending to Bevy. It builds on top of the flexible infrastructure in #15589 and introduces a new type of node, the *add node*. Like blend nodes, add nodes combine the animations of their children according to their weights. Unlike blend nodes, however, add nodes don't normalize the weights to 1.0. The `animation_masks` example has been overhauled to demonstrate the use of additive blending in combination with masks. There are now controls to choose an animation clip for every limb of the fox individually. This patch also fixes a bug whereby masks were incorrectly accumulated with `insert()` during the graph threading phase, which could cause corruption of computed masks in some cases. Note that the `clip` field has been replaced with an `AnimationNodeType` enum, which breaks `animgraph.ron` files. The `Fox.animgraph.ron` asset has been updated to the new format. Closes #14395. ## Showcase https://github.com/user-attachments/assets/52dfe05f-fdb3-477a-9462-ec150f93df33 ## Migration Guide * The `animgraph.ron` format has changed to accommodate the new *additive blending* feature. You'll need to change `clip` fields to instances of the new `AnimationNodeType` enum.
2024-10-04 22:13:22 +00:00
flex_grow: 1.0,
border: if index > 0 {
UiRect::left(Val::Px(1.0))
} else {
UiRect::ZERO
},
..default()
},
Migrate UI bundles to required components (#15898) # Objective - Migrate UI bundles to required components, fixes #15889 ## Solution - deprecate `NodeBundle` in favor of `Node` - deprecate `ImageBundle` in favor of `UiImage` - deprecate `ButtonBundle` in favor of `Button` ## Testing CI. ## Migration Guide - Replace all uses of `NodeBundle` with `Node`. e.g. ```diff commands - .spawn(NodeBundle { - style: Style { + .spawn(( + Node::default(), + Style { width: Val::Percent(100.), align_items: AlignItems::Center, justify_content: JustifyContent::Center, ..default() }, - ..default() - }) + )) ``` - Replace all uses of `ButtonBundle` with `Button`. e.g. ```diff .spawn(( - ButtonBundle { - style: Style { - width: Val::Px(w), - height: Val::Px(h), - // horizontally center child text - justify_content: JustifyContent::Center, - // vertically center child text - align_items: AlignItems::Center, - margin: UiRect::all(Val::Px(20.0)), - ..default() - }, - image: image.clone().into(), + Button, + Style { + width: Val::Px(w), + height: Val::Px(h), + // horizontally center child text + justify_content: JustifyContent::Center, + // vertically center child text + align_items: AlignItems::Center, + margin: UiRect::all(Val::Px(20.0)), ..default() }, + UiImage::from(image.clone()), ImageScaleMode::Sliced(slicer.clone()), )) ``` - Replace all uses of `ImageBundle` with `UiImage`. e.g. ```diff - commands.spawn(ImageBundle { - image: UiImage { + commands.spawn(( + UiImage { texture: metering_mask, ..default() }, - style: Style { + Style { width: Val::Percent(100.0), height: Val::Percent(100.0), ..default() }, - ..default() - }); + )); ``` --------- Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-17 21:11:02 +00:00
BorderColor(Color::WHITE),
AnimationControl {
group_id: mask_group_id,
label: *label,
},
Migrate UI bundles to required components (#15898) # Objective - Migrate UI bundles to required components, fixes #15889 ## Solution - deprecate `NodeBundle` in favor of `Node` - deprecate `ImageBundle` in favor of `UiImage` - deprecate `ButtonBundle` in favor of `Button` ## Testing CI. ## Migration Guide - Replace all uses of `NodeBundle` with `Node`. e.g. ```diff commands - .spawn(NodeBundle { - style: Style { + .spawn(( + Node::default(), + Style { width: Val::Percent(100.), align_items: AlignItems::Center, justify_content: JustifyContent::Center, ..default() }, - ..default() - }) + )) ``` - Replace all uses of `ButtonBundle` with `Button`. e.g. ```diff .spawn(( - ButtonBundle { - style: Style { - width: Val::Px(w), - height: Val::Px(h), - // horizontally center child text - justify_content: JustifyContent::Center, - // vertically center child text - align_items: AlignItems::Center, - margin: UiRect::all(Val::Px(20.0)), - ..default() - }, - image: image.clone().into(), + Button, + Style { + width: Val::Px(w), + height: Val::Px(h), + // horizontally center child text + justify_content: JustifyContent::Center, + // vertically center child text + align_items: AlignItems::Center, + margin: UiRect::all(Val::Px(20.0)), ..default() }, + UiImage::from(image.clone()), ImageScaleMode::Sliced(slicer.clone()), )) ``` - Replace all uses of `ImageBundle` with `UiImage`. e.g. ```diff - commands.spawn(ImageBundle { - image: UiImage { + commands.spawn(( + UiImage { texture: metering_mask, ..default() }, - style: Style { + Style { width: Val::Percent(100.0), height: Val::Percent(100.0), ..default() }, - ..default() - }); + )); ``` --------- Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-17 21:11:02 +00:00
))
Text rework (#15591) **Ready for review. Examples migration progress: 100%.** # Objective - Implement https://github.com/bevyengine/bevy/discussions/15014 ## Solution This implements [cart's proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459) faithfully except for one change. I separated `TextSpan` from `TextSpan2d` because `TextSpan` needs to require the `GhostNode` component, which is a `bevy_ui` component only usable by UI. Extra changes: - Added `EntityCommands::commands_mut` that returns a mutable reference. This is a blocker for extension methods that return something other than `self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable reference for this reason. ## Testing - [x] Text examples all work. --- ## Showcase TODO: showcase-worthy ## Migration Guide TODO: very breaking ### Accessing text spans by index Text sections are now text sections on different entities in a hierarchy, Use the new `TextReader` and `TextWriter` system parameters to access spans by index. Before: ```rust fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) { let text = query.single_mut(); text.sections[1].value = format_time(time.elapsed()); } ``` After: ```rust fn refresh_text( query: Query<Entity, With<TimeText>>, mut writer: UiTextWriter, time: Res<Time> ) { let entity = query.single(); *writer.text(entity, 1) = format_time(time.elapsed()); } ``` ### Iterating text spans Text spans are now entities in a hierarchy, so the new `UiTextReader` and `UiTextWriter` system parameters provide ways to iterate that hierarchy. The `UiTextReader::iter` method will give you a normal iterator over spans, and `UiTextWriter::for_each` lets you visit each of the spans. --------- Co-authored-by: ickshonpe <david.curthoys@googlemail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-09 18:35:36 +00:00
.with_child((
Text(format!("{:?}", label)),
if index > 0 {
button_text_style.clone()
} else {
selected_button_text_style.clone()
},
TextLayout::new_with_justify(JustifyText::Center),
Merge Style properties into Node. Use ComputedNode for computed properties. (#15975) # Objective Continue improving the user experience of our UI Node API in the direction specified by [Bevy's Next Generation Scene / UI System](https://github.com/bevyengine/bevy/discussions/14437) ## Solution As specified in the document above, merge `Style` fields into `Node`, and move "computed Node fields" into `ComputedNode` (I chose this name over something like `ComputedNodeLayout` because it currently contains more than just layout info. If we want to break this up / rename these concepts, lets do that in a separate PR). `Style` has been removed. This accomplishes a number of goals: ## Ergonomics wins Specifying both `Node` and `Style` is now no longer required for non-default styles Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` ## Conceptual clarity `Style` was never a comprehensive "style sheet". It only defined "core" style properties that all `Nodes` shared. Any "styled property" that couldn't fit that mold had to be in a separate component. A "real" style system would style properties _across_ components (`Node`, `Button`, etc). We have plans to build a true style system (see the doc linked above). By moving the `Style` fields to `Node`, we fully embrace `Node` as the driving concept and remove the "style system" confusion. ## Next Steps * Consider identifying and splitting out "style properties that aren't core to Node". This should not happen for Bevy 0.15. --- ## Migration Guide Move any fields set on `Style` into `Node` and replace all `Style` component usage with `Node`. Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` For any usage of the "computed node properties" that used to live on `Node`, use `ComputedNode` instead: Before: ```rust fn system(nodes: Query<&Node>) { for node in &nodes { let computed_size = node.size(); } } ``` After: ```rust fn system(computed_nodes: Query<&ComputedNode>) { for computed_node in &computed_nodes { let computed_size = computed_node.size(); } } ```
2024-10-18 22:25:33 +00:00
Node {
Text rework (#15591) **Ready for review. Examples migration progress: 100%.** # Objective - Implement https://github.com/bevyengine/bevy/discussions/15014 ## Solution This implements [cart's proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459) faithfully except for one change. I separated `TextSpan` from `TextSpan2d` because `TextSpan` needs to require the `GhostNode` component, which is a `bevy_ui` component only usable by UI. Extra changes: - Added `EntityCommands::commands_mut` that returns a mutable reference. This is a blocker for extension methods that return something other than `self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable reference for this reason. ## Testing - [x] Text examples all work. --- ## Showcase TODO: showcase-worthy ## Migration Guide TODO: very breaking ### Accessing text spans by index Text sections are now text sections on different entities in a hierarchy, Use the new `TextReader` and `TextWriter` system parameters to access spans by index. Before: ```rust fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) { let text = query.single_mut(); text.sections[1].value = format_time(time.elapsed()); } ``` After: ```rust fn refresh_text( query: Query<Entity, With<TimeText>>, mut writer: UiTextWriter, time: Res<Time> ) { let entity = query.single(); *writer.text(entity, 1) = format_time(time.elapsed()); } ``` ### Iterating text spans Text spans are now entities in a hierarchy, so the new `UiTextReader` and `UiTextWriter` system parameters provide ways to iterate that hierarchy. The `UiTextReader::iter` method will give you a normal iterator over spans, and `UiTextWriter::for_each` lets you visit each of the spans. --------- Co-authored-by: ickshonpe <david.curthoys@googlemail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-09 18:35:36 +00:00
flex_grow: 1.0,
margin: UiRect::vertical(Val::Px(3.0)),
Implement additive blending for animation graphs. (#15631) *Additive blending* is an ubiquitous feature in game engines that allows animations to be concatenated instead of blended. The canonical use case is to allow a character to hold a weapon while performing arbitrary poses. For example, if you had a character that needed to be able to walk or run while attacking with a weapon, the typical workflow is to have an additive blend node that combines walking and running animation clips with an animation clip of one of the limbs performing a weapon attack animation. This commit adds support for additive blending to Bevy. It builds on top of the flexible infrastructure in #15589 and introduces a new type of node, the *add node*. Like blend nodes, add nodes combine the animations of their children according to their weights. Unlike blend nodes, however, add nodes don't normalize the weights to 1.0. The `animation_masks` example has been overhauled to demonstrate the use of additive blending in combination with masks. There are now controls to choose an animation clip for every limb of the fox individually. This patch also fixes a bug whereby masks were incorrectly accumulated with `insert()` during the graph threading phase, which could cause corruption of computed masks in some cases. Note that the `clip` field has been replaced with an `AnimationNodeType` enum, which breaks `animgraph.ron` files. The `Fox.animgraph.ron` asset has been updated to the new format. Closes #14395. ## Showcase https://github.com/user-attachments/assets/52dfe05f-fdb3-477a-9462-ec150f93df33 ## Migration Guide * The `animgraph.ron` format has changed to accommodate the new *additive blending* feature. You'll need to change `clip` fields to instances of the new `AnimationNodeType` enum.
2024-10-04 22:13:22 +00:00
..default()
Text rework (#15591) **Ready for review. Examples migration progress: 100%.** # Objective - Implement https://github.com/bevyengine/bevy/discussions/15014 ## Solution This implements [cart's proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459) faithfully except for one change. I separated `TextSpan` from `TextSpan2d` because `TextSpan` needs to require the `GhostNode` component, which is a `bevy_ui` component only usable by UI. Extra changes: - Added `EntityCommands::commands_mut` that returns a mutable reference. This is a blocker for extension methods that return something other than `self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable reference for this reason. ## Testing - [x] Text examples all work. --- ## Showcase TODO: showcase-worthy ## Migration Guide TODO: very breaking ### Accessing text spans by index Text sections are now text sections on different entities in a hierarchy, Use the new `TextReader` and `TextWriter` system parameters to access spans by index. Before: ```rust fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) { let text = query.single_mut(); text.sections[1].value = format_time(time.elapsed()); } ``` After: ```rust fn refresh_text( query: Query<Entity, With<TimeText>>, mut writer: UiTextWriter, time: Res<Time> ) { let entity = query.single(); *writer.text(entity, 1) = format_time(time.elapsed()); } ``` ### Iterating text spans Text spans are now entities in a hierarchy, so the new `UiTextReader` and `UiTextWriter` system parameters provide ways to iterate that hierarchy. The `UiTextReader::iter` method will give you a normal iterator over spans, and `UiTextWriter::for_each` lets you visit each of the spans. --------- Co-authored-by: ickshonpe <david.curthoys@googlemail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-09 18:35:36 +00:00
},
));
Implement additive blending for animation graphs. (#15631) *Additive blending* is an ubiquitous feature in game engines that allows animations to be concatenated instead of blended. The canonical use case is to allow a character to hold a weapon while performing arbitrary poses. For example, if you had a character that needed to be able to walk or run while attacking with a weapon, the typical workflow is to have an additive blend node that combines walking and running animation clips with an animation clip of one of the limbs performing a weapon attack animation. This commit adds support for additive blending to Bevy. It builds on top of the flexible infrastructure in #15589 and introduces a new type of node, the *add node*. Like blend nodes, add nodes combine the animations of their children according to their weights. Unlike blend nodes, however, add nodes don't normalize the weights to 1.0. The `animation_masks` example has been overhauled to demonstrate the use of additive blending in combination with masks. There are now controls to choose an animation clip for every limb of the fox individually. This patch also fixes a bug whereby masks were incorrectly accumulated with `insert()` during the graph threading phase, which could cause corruption of computed masks in some cases. Note that the `clip` field has been replaced with an `AnimationNodeType` enum, which breaks `animgraph.ron` files. The `Fox.animgraph.ron` asset has been updated to the new format. Closes #14395. ## Showcase https://github.com/user-attachments/assets/52dfe05f-fdb3-477a-9462-ec150f93df33 ## Migration Guide * The `animgraph.ron` format has changed to accommodate the new *additive blending* feature. You'll need to change `clip` fields to instances of the new `AnimationNodeType` enum.
2024-10-04 22:13:22 +00:00
}
});
});
Implement animation masks, allowing fine control of the targets that animations affect. (#15013) This commit adds support for *masks* to the animation graph. A mask is a set of animation targets (bones) that neither a node nor its descendants are allowed to animate. Animation targets can be assigned one or more *mask group*s, which are specific to a single graph. If a node masks out any mask group that an animation target belongs to, animation curves for that target will be ignored during evaluation. The canonical use case for masks is to support characters holding objects. Typically, character animations will contain hand animations in the case that the character's hand is empty. (For example, running animations may close a character's fingers into a fist.) However, when the character is holding an object, the animation must be altered so that the hand grips the object. Bevy currently has no convenient way to handle this. The only workaround that I can see is to have entirely separate animation clips for characters' hands and bodies and keep them in sync, which is burdensome and doesn't match artists' expectations from other engines, which all effectively have support for masks. However, with mask group support, this task is simple. We assign each hand to a mask group and parent all character animations to a node. When a character grasps an object in hand, we position the fingers as appropriate and then enable the mask group for that hand in that node. This allows the character's animations to run normally, while the object remains correctly attached to the hand. Note that even with this PR, we won't have support for running separate animations for a character's hand and the rest of the character. This is because we're missing additive blending: there's no way to combine the two masked animations together properly. I intend that to be a follow-up PR. The major engines all have support for masks, though the workflow varies from engine to engine: * Unity has support for masks [essentially as implemented here], though with layers instead of a tree. However, when using the Mecanim ("Humanoid") feature, precise control over bones is lost in favor of predefined muscle groups. * Unreal has a feature named [*layered blend per bone*]. This allows for separate blend weights for different bones, effectively achieving masks. I believe that the combination of blend nodes and masks make Bevy's animation graph as expressible as that of Unreal, once we have support for additive blending, though you may have to use more nodes than you would in Unreal. Moreover, separating out the concepts of "blend weight" and "which bones this node applies to" seems like a cleaner design than what Unreal has. * Godot's `AnimationTree` has the notion of [*blend filters*], which are essentially the same as masks as implemented in this PR. Additionally, this patch fixes a bug with weight evaluation whereby weights weren't properly propagated down to grandchildren, because the weight evaluation for a node only checked its parent's weight, not its evaluated weight. I considered submitting this as a separate PR, but given that this PR refactors that code entirely to support masks and weights under a unified "evaluated node" concept, I simply included the fix here. A new example, `animation_masks`, has been added. It demonstrates how to toggle masks on and off for specific portions of a skin. This is part of #14395, but I'm going to defer closing that issue until we have additive blending. [essentially as implemented here]: https://docs.unity3d.com/560/Documentation/Manual/class-AvatarMask.html [*layered blend per bone*]: https://dev.epicgames.com/documentation/en-us/unreal-engine/using-layered-animations-in-unreal-engine [*blend filters*]: https://docs.godotengine.org/en/stable/tutorials/animation/animation_tree.html ## Migration Guide * The serialized format of animation graphs has changed with the addition of animation masks. To upgrade animation graph RON files, add `mask` and `mask_groups` fields as appropriate. (They can be safely set to zero.)
2024-09-02 17:10:34 +00:00
}
// Builds up the animation graph, including the mask groups, and adds it to the
// entity with the `AnimationPlayer` that the glTF loader created.
fn setup_animation_graph_once_loaded(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut animation_graphs: ResMut<Assets<AnimationGraph>>,
mut players: Query<(Entity, &mut AnimationPlayer), Added<AnimationPlayer>>,
Implement additive blending for animation graphs. (#15631) *Additive blending* is an ubiquitous feature in game engines that allows animations to be concatenated instead of blended. The canonical use case is to allow a character to hold a weapon while performing arbitrary poses. For example, if you had a character that needed to be able to walk or run while attacking with a weapon, the typical workflow is to have an additive blend node that combines walking and running animation clips with an animation clip of one of the limbs performing a weapon attack animation. This commit adds support for additive blending to Bevy. It builds on top of the flexible infrastructure in #15589 and introduces a new type of node, the *add node*. Like blend nodes, add nodes combine the animations of their children according to their weights. Unlike blend nodes, however, add nodes don't normalize the weights to 1.0. The `animation_masks` example has been overhauled to demonstrate the use of additive blending in combination with masks. There are now controls to choose an animation clip for every limb of the fox individually. This patch also fixes a bug whereby masks were incorrectly accumulated with `insert()` during the graph threading phase, which could cause corruption of computed masks in some cases. Note that the `clip` field has been replaced with an `AnimationNodeType` enum, which breaks `animgraph.ron` files. The `Fox.animgraph.ron` asset has been updated to the new format. Closes #14395. ## Showcase https://github.com/user-attachments/assets/52dfe05f-fdb3-477a-9462-ec150f93df33 ## Migration Guide * The `animgraph.ron` format has changed to accommodate the new *additive blending* feature. You'll need to change `clip` fields to instances of the new `AnimationNodeType` enum.
2024-10-04 22:13:22 +00:00
targets: Query<(Entity, &AnimationTarget)>,
Implement animation masks, allowing fine control of the targets that animations affect. (#15013) This commit adds support for *masks* to the animation graph. A mask is a set of animation targets (bones) that neither a node nor its descendants are allowed to animate. Animation targets can be assigned one or more *mask group*s, which are specific to a single graph. If a node masks out any mask group that an animation target belongs to, animation curves for that target will be ignored during evaluation. The canonical use case for masks is to support characters holding objects. Typically, character animations will contain hand animations in the case that the character's hand is empty. (For example, running animations may close a character's fingers into a fist.) However, when the character is holding an object, the animation must be altered so that the hand grips the object. Bevy currently has no convenient way to handle this. The only workaround that I can see is to have entirely separate animation clips for characters' hands and bodies and keep them in sync, which is burdensome and doesn't match artists' expectations from other engines, which all effectively have support for masks. However, with mask group support, this task is simple. We assign each hand to a mask group and parent all character animations to a node. When a character grasps an object in hand, we position the fingers as appropriate and then enable the mask group for that hand in that node. This allows the character's animations to run normally, while the object remains correctly attached to the hand. Note that even with this PR, we won't have support for running separate animations for a character's hand and the rest of the character. This is because we're missing additive blending: there's no way to combine the two masked animations together properly. I intend that to be a follow-up PR. The major engines all have support for masks, though the workflow varies from engine to engine: * Unity has support for masks [essentially as implemented here], though with layers instead of a tree. However, when using the Mecanim ("Humanoid") feature, precise control over bones is lost in favor of predefined muscle groups. * Unreal has a feature named [*layered blend per bone*]. This allows for separate blend weights for different bones, effectively achieving masks. I believe that the combination of blend nodes and masks make Bevy's animation graph as expressible as that of Unreal, once we have support for additive blending, though you may have to use more nodes than you would in Unreal. Moreover, separating out the concepts of "blend weight" and "which bones this node applies to" seems like a cleaner design than what Unreal has. * Godot's `AnimationTree` has the notion of [*blend filters*], which are essentially the same as masks as implemented in this PR. Additionally, this patch fixes a bug with weight evaluation whereby weights weren't properly propagated down to grandchildren, because the weight evaluation for a node only checked its parent's weight, not its evaluated weight. I considered submitting this as a separate PR, but given that this PR refactors that code entirely to support masks and weights under a unified "evaluated node" concept, I simply included the fix here. A new example, `animation_masks`, has been added. It demonstrates how to toggle masks on and off for specific portions of a skin. This is part of #14395, but I'm going to defer closing that issue until we have additive blending. [essentially as implemented here]: https://docs.unity3d.com/560/Documentation/Manual/class-AvatarMask.html [*layered blend per bone*]: https://dev.epicgames.com/documentation/en-us/unreal-engine/using-layered-animations-in-unreal-engine [*blend filters*]: https://docs.godotengine.org/en/stable/tutorials/animation/animation_tree.html ## Migration Guide * The serialized format of animation graphs has changed with the addition of animation masks. To upgrade animation graph RON files, add `mask` and `mask_groups` fields as appropriate. (They can be safely set to zero.)
2024-09-02 17:10:34 +00:00
) {
for (entity, mut player) in &mut players {
// Load the animation clip from the glTF file.
Implement additive blending for animation graphs. (#15631) *Additive blending* is an ubiquitous feature in game engines that allows animations to be concatenated instead of blended. The canonical use case is to allow a character to hold a weapon while performing arbitrary poses. For example, if you had a character that needed to be able to walk or run while attacking with a weapon, the typical workflow is to have an additive blend node that combines walking and running animation clips with an animation clip of one of the limbs performing a weapon attack animation. This commit adds support for additive blending to Bevy. It builds on top of the flexible infrastructure in #15589 and introduces a new type of node, the *add node*. Like blend nodes, add nodes combine the animations of their children according to their weights. Unlike blend nodes, however, add nodes don't normalize the weights to 1.0. The `animation_masks` example has been overhauled to demonstrate the use of additive blending in combination with masks. There are now controls to choose an animation clip for every limb of the fox individually. This patch also fixes a bug whereby masks were incorrectly accumulated with `insert()` during the graph threading phase, which could cause corruption of computed masks in some cases. Note that the `clip` field has been replaced with an `AnimationNodeType` enum, which breaks `animgraph.ron` files. The `Fox.animgraph.ron` asset has been updated to the new format. Closes #14395. ## Showcase https://github.com/user-attachments/assets/52dfe05f-fdb3-477a-9462-ec150f93df33 ## Migration Guide * The `animgraph.ron` format has changed to accommodate the new *additive blending* feature. You'll need to change `clip` fields to instances of the new `AnimationNodeType` enum.
2024-10-04 22:13:22 +00:00
let mut animation_graph = AnimationGraph::new();
let blend_node = animation_graph.add_additive_blend(1.0, animation_graph.root);
let animation_graph_nodes: [AnimationNodeIndex; 3] =
std::array::from_fn(|animation_index| {
let handle = asset_server.load(
GltfAssetLabel::Animation(animation_index)
.from_asset("models/animated/Fox.glb"),
);
let mask = if animation_index == 0 { 0 } else { 0x3f };
animation_graph.add_clip_with_mask(handle, mask, 0.0, blend_node)
});
Implement animation masks, allowing fine control of the targets that animations affect. (#15013) This commit adds support for *masks* to the animation graph. A mask is a set of animation targets (bones) that neither a node nor its descendants are allowed to animate. Animation targets can be assigned one or more *mask group*s, which are specific to a single graph. If a node masks out any mask group that an animation target belongs to, animation curves for that target will be ignored during evaluation. The canonical use case for masks is to support characters holding objects. Typically, character animations will contain hand animations in the case that the character's hand is empty. (For example, running animations may close a character's fingers into a fist.) However, when the character is holding an object, the animation must be altered so that the hand grips the object. Bevy currently has no convenient way to handle this. The only workaround that I can see is to have entirely separate animation clips for characters' hands and bodies and keep them in sync, which is burdensome and doesn't match artists' expectations from other engines, which all effectively have support for masks. However, with mask group support, this task is simple. We assign each hand to a mask group and parent all character animations to a node. When a character grasps an object in hand, we position the fingers as appropriate and then enable the mask group for that hand in that node. This allows the character's animations to run normally, while the object remains correctly attached to the hand. Note that even with this PR, we won't have support for running separate animations for a character's hand and the rest of the character. This is because we're missing additive blending: there's no way to combine the two masked animations together properly. I intend that to be a follow-up PR. The major engines all have support for masks, though the workflow varies from engine to engine: * Unity has support for masks [essentially as implemented here], though with layers instead of a tree. However, when using the Mecanim ("Humanoid") feature, precise control over bones is lost in favor of predefined muscle groups. * Unreal has a feature named [*layered blend per bone*]. This allows for separate blend weights for different bones, effectively achieving masks. I believe that the combination of blend nodes and masks make Bevy's animation graph as expressible as that of Unreal, once we have support for additive blending, though you may have to use more nodes than you would in Unreal. Moreover, separating out the concepts of "blend weight" and "which bones this node applies to" seems like a cleaner design than what Unreal has. * Godot's `AnimationTree` has the notion of [*blend filters*], which are essentially the same as masks as implemented in this PR. Additionally, this patch fixes a bug with weight evaluation whereby weights weren't properly propagated down to grandchildren, because the weight evaluation for a node only checked its parent's weight, not its evaluated weight. I considered submitting this as a separate PR, but given that this PR refactors that code entirely to support masks and weights under a unified "evaluated node" concept, I simply included the fix here. A new example, `animation_masks`, has been added. It demonstrates how to toggle masks on and off for specific portions of a skin. This is part of #14395, but I'm going to defer closing that issue until we have additive blending. [essentially as implemented here]: https://docs.unity3d.com/560/Documentation/Manual/class-AvatarMask.html [*layered blend per bone*]: https://dev.epicgames.com/documentation/en-us/unreal-engine/using-layered-animations-in-unreal-engine [*blend filters*]: https://docs.godotengine.org/en/stable/tutorials/animation/animation_tree.html ## Migration Guide * The serialized format of animation graphs has changed with the addition of animation masks. To upgrade animation graph RON files, add `mask` and `mask_groups` fields as appropriate. (They can be safely set to zero.)
2024-09-02 17:10:34 +00:00
// Create each mask group.
Implement additive blending for animation graphs. (#15631) *Additive blending* is an ubiquitous feature in game engines that allows animations to be concatenated instead of blended. The canonical use case is to allow a character to hold a weapon while performing arbitrary poses. For example, if you had a character that needed to be able to walk or run while attacking with a weapon, the typical workflow is to have an additive blend node that combines walking and running animation clips with an animation clip of one of the limbs performing a weapon attack animation. This commit adds support for additive blending to Bevy. It builds on top of the flexible infrastructure in #15589 and introduces a new type of node, the *add node*. Like blend nodes, add nodes combine the animations of their children according to their weights. Unlike blend nodes, however, add nodes don't normalize the weights to 1.0. The `animation_masks` example has been overhauled to demonstrate the use of additive blending in combination with masks. There are now controls to choose an animation clip for every limb of the fox individually. This patch also fixes a bug whereby masks were incorrectly accumulated with `insert()` during the graph threading phase, which could cause corruption of computed masks in some cases. Note that the `clip` field has been replaced with an `AnimationNodeType` enum, which breaks `animgraph.ron` files. The `Fox.animgraph.ron` asset has been updated to the new format. Closes #14395. ## Showcase https://github.com/user-attachments/assets/52dfe05f-fdb3-477a-9462-ec150f93df33 ## Migration Guide * The `animgraph.ron` format has changed to accommodate the new *additive blending* feature. You'll need to change `clip` fields to instances of the new `AnimationNodeType` enum.
2024-10-04 22:13:22 +00:00
let mut all_animation_target_ids = HashSet::new();
Implement animation masks, allowing fine control of the targets that animations affect. (#15013) This commit adds support for *masks* to the animation graph. A mask is a set of animation targets (bones) that neither a node nor its descendants are allowed to animate. Animation targets can be assigned one or more *mask group*s, which are specific to a single graph. If a node masks out any mask group that an animation target belongs to, animation curves for that target will be ignored during evaluation. The canonical use case for masks is to support characters holding objects. Typically, character animations will contain hand animations in the case that the character's hand is empty. (For example, running animations may close a character's fingers into a fist.) However, when the character is holding an object, the animation must be altered so that the hand grips the object. Bevy currently has no convenient way to handle this. The only workaround that I can see is to have entirely separate animation clips for characters' hands and bodies and keep them in sync, which is burdensome and doesn't match artists' expectations from other engines, which all effectively have support for masks. However, with mask group support, this task is simple. We assign each hand to a mask group and parent all character animations to a node. When a character grasps an object in hand, we position the fingers as appropriate and then enable the mask group for that hand in that node. This allows the character's animations to run normally, while the object remains correctly attached to the hand. Note that even with this PR, we won't have support for running separate animations for a character's hand and the rest of the character. This is because we're missing additive blending: there's no way to combine the two masked animations together properly. I intend that to be a follow-up PR. The major engines all have support for masks, though the workflow varies from engine to engine: * Unity has support for masks [essentially as implemented here], though with layers instead of a tree. However, when using the Mecanim ("Humanoid") feature, precise control over bones is lost in favor of predefined muscle groups. * Unreal has a feature named [*layered blend per bone*]. This allows for separate blend weights for different bones, effectively achieving masks. I believe that the combination of blend nodes and masks make Bevy's animation graph as expressible as that of Unreal, once we have support for additive blending, though you may have to use more nodes than you would in Unreal. Moreover, separating out the concepts of "blend weight" and "which bones this node applies to" seems like a cleaner design than what Unreal has. * Godot's `AnimationTree` has the notion of [*blend filters*], which are essentially the same as masks as implemented in this PR. Additionally, this patch fixes a bug with weight evaluation whereby weights weren't properly propagated down to grandchildren, because the weight evaluation for a node only checked its parent's weight, not its evaluated weight. I considered submitting this as a separate PR, but given that this PR refactors that code entirely to support masks and weights under a unified "evaluated node" concept, I simply included the fix here. A new example, `animation_masks`, has been added. It demonstrates how to toggle masks on and off for specific portions of a skin. This is part of #14395, but I'm going to defer closing that issue until we have additive blending. [essentially as implemented here]: https://docs.unity3d.com/560/Documentation/Manual/class-AvatarMask.html [*layered blend per bone*]: https://dev.epicgames.com/documentation/en-us/unreal-engine/using-layered-animations-in-unreal-engine [*blend filters*]: https://docs.godotengine.org/en/stable/tutorials/animation/animation_tree.html ## Migration Guide * The serialized format of animation graphs has changed with the addition of animation masks. To upgrade animation graph RON files, add `mask` and `mask_groups` fields as appropriate. (They can be safely set to zero.)
2024-09-02 17:10:34 +00:00
for (mask_group_index, (mask_group_prefix, mask_group_suffix)) in
MASK_GROUP_PATHS.iter().enumerate()
{
// Split up the prefix and suffix, and convert them into `Name`s.
let prefix: Vec<_> = mask_group_prefix.split('/').map(Name::new).collect();
let suffix: Vec<_> = mask_group_suffix.split('/').map(Name::new).collect();
// Add each bone in the chain to the appropriate mask group.
for chain_length in 0..=suffix.len() {
let animation_target_id = AnimationTargetId::from_names(
prefix.iter().chain(suffix[0..chain_length].iter()),
);
animation_graph
.add_target_to_mask_group(animation_target_id, mask_group_index as u32);
Implement additive blending for animation graphs. (#15631) *Additive blending* is an ubiquitous feature in game engines that allows animations to be concatenated instead of blended. The canonical use case is to allow a character to hold a weapon while performing arbitrary poses. For example, if you had a character that needed to be able to walk or run while attacking with a weapon, the typical workflow is to have an additive blend node that combines walking and running animation clips with an animation clip of one of the limbs performing a weapon attack animation. This commit adds support for additive blending to Bevy. It builds on top of the flexible infrastructure in #15589 and introduces a new type of node, the *add node*. Like blend nodes, add nodes combine the animations of their children according to their weights. Unlike blend nodes, however, add nodes don't normalize the weights to 1.0. The `animation_masks` example has been overhauled to demonstrate the use of additive blending in combination with masks. There are now controls to choose an animation clip for every limb of the fox individually. This patch also fixes a bug whereby masks were incorrectly accumulated with `insert()` during the graph threading phase, which could cause corruption of computed masks in some cases. Note that the `clip` field has been replaced with an `AnimationNodeType` enum, which breaks `animgraph.ron` files. The `Fox.animgraph.ron` asset has been updated to the new format. Closes #14395. ## Showcase https://github.com/user-attachments/assets/52dfe05f-fdb3-477a-9462-ec150f93df33 ## Migration Guide * The `animgraph.ron` format has changed to accommodate the new *additive blending* feature. You'll need to change `clip` fields to instances of the new `AnimationNodeType` enum.
2024-10-04 22:13:22 +00:00
all_animation_target_ids.insert(animation_target_id);
Implement animation masks, allowing fine control of the targets that animations affect. (#15013) This commit adds support for *masks* to the animation graph. A mask is a set of animation targets (bones) that neither a node nor its descendants are allowed to animate. Animation targets can be assigned one or more *mask group*s, which are specific to a single graph. If a node masks out any mask group that an animation target belongs to, animation curves for that target will be ignored during evaluation. The canonical use case for masks is to support characters holding objects. Typically, character animations will contain hand animations in the case that the character's hand is empty. (For example, running animations may close a character's fingers into a fist.) However, when the character is holding an object, the animation must be altered so that the hand grips the object. Bevy currently has no convenient way to handle this. The only workaround that I can see is to have entirely separate animation clips for characters' hands and bodies and keep them in sync, which is burdensome and doesn't match artists' expectations from other engines, which all effectively have support for masks. However, with mask group support, this task is simple. We assign each hand to a mask group and parent all character animations to a node. When a character grasps an object in hand, we position the fingers as appropriate and then enable the mask group for that hand in that node. This allows the character's animations to run normally, while the object remains correctly attached to the hand. Note that even with this PR, we won't have support for running separate animations for a character's hand and the rest of the character. This is because we're missing additive blending: there's no way to combine the two masked animations together properly. I intend that to be a follow-up PR. The major engines all have support for masks, though the workflow varies from engine to engine: * Unity has support for masks [essentially as implemented here], though with layers instead of a tree. However, when using the Mecanim ("Humanoid") feature, precise control over bones is lost in favor of predefined muscle groups. * Unreal has a feature named [*layered blend per bone*]. This allows for separate blend weights for different bones, effectively achieving masks. I believe that the combination of blend nodes and masks make Bevy's animation graph as expressible as that of Unreal, once we have support for additive blending, though you may have to use more nodes than you would in Unreal. Moreover, separating out the concepts of "blend weight" and "which bones this node applies to" seems like a cleaner design than what Unreal has. * Godot's `AnimationTree` has the notion of [*blend filters*], which are essentially the same as masks as implemented in this PR. Additionally, this patch fixes a bug with weight evaluation whereby weights weren't properly propagated down to grandchildren, because the weight evaluation for a node only checked its parent's weight, not its evaluated weight. I considered submitting this as a separate PR, but given that this PR refactors that code entirely to support masks and weights under a unified "evaluated node" concept, I simply included the fix here. A new example, `animation_masks`, has been added. It demonstrates how to toggle masks on and off for specific portions of a skin. This is part of #14395, but I'm going to defer closing that issue until we have additive blending. [essentially as implemented here]: https://docs.unity3d.com/560/Documentation/Manual/class-AvatarMask.html [*layered blend per bone*]: https://dev.epicgames.com/documentation/en-us/unreal-engine/using-layered-animations-in-unreal-engine [*blend filters*]: https://docs.godotengine.org/en/stable/tutorials/animation/animation_tree.html ## Migration Guide * The serialized format of animation graphs has changed with the addition of animation masks. To upgrade animation graph RON files, add `mask` and `mask_groups` fields as appropriate. (They can be safely set to zero.)
2024-09-02 17:10:34 +00:00
}
}
// We're doing constructing the animation graph. Add it as an asset.
let animation_graph = animation_graphs.add(animation_graph);
commands
.entity(entity)
.insert(AnimationGraphHandle(animation_graph));
Implement animation masks, allowing fine control of the targets that animations affect. (#15013) This commit adds support for *masks* to the animation graph. A mask is a set of animation targets (bones) that neither a node nor its descendants are allowed to animate. Animation targets can be assigned one or more *mask group*s, which are specific to a single graph. If a node masks out any mask group that an animation target belongs to, animation curves for that target will be ignored during evaluation. The canonical use case for masks is to support characters holding objects. Typically, character animations will contain hand animations in the case that the character's hand is empty. (For example, running animations may close a character's fingers into a fist.) However, when the character is holding an object, the animation must be altered so that the hand grips the object. Bevy currently has no convenient way to handle this. The only workaround that I can see is to have entirely separate animation clips for characters' hands and bodies and keep them in sync, which is burdensome and doesn't match artists' expectations from other engines, which all effectively have support for masks. However, with mask group support, this task is simple. We assign each hand to a mask group and parent all character animations to a node. When a character grasps an object in hand, we position the fingers as appropriate and then enable the mask group for that hand in that node. This allows the character's animations to run normally, while the object remains correctly attached to the hand. Note that even with this PR, we won't have support for running separate animations for a character's hand and the rest of the character. This is because we're missing additive blending: there's no way to combine the two masked animations together properly. I intend that to be a follow-up PR. The major engines all have support for masks, though the workflow varies from engine to engine: * Unity has support for masks [essentially as implemented here], though with layers instead of a tree. However, when using the Mecanim ("Humanoid") feature, precise control over bones is lost in favor of predefined muscle groups. * Unreal has a feature named [*layered blend per bone*]. This allows for separate blend weights for different bones, effectively achieving masks. I believe that the combination of blend nodes and masks make Bevy's animation graph as expressible as that of Unreal, once we have support for additive blending, though you may have to use more nodes than you would in Unreal. Moreover, separating out the concepts of "blend weight" and "which bones this node applies to" seems like a cleaner design than what Unreal has. * Godot's `AnimationTree` has the notion of [*blend filters*], which are essentially the same as masks as implemented in this PR. Additionally, this patch fixes a bug with weight evaluation whereby weights weren't properly propagated down to grandchildren, because the weight evaluation for a node only checked its parent's weight, not its evaluated weight. I considered submitting this as a separate PR, but given that this PR refactors that code entirely to support masks and weights under a unified "evaluated node" concept, I simply included the fix here. A new example, `animation_masks`, has been added. It demonstrates how to toggle masks on and off for specific portions of a skin. This is part of #14395, but I'm going to defer closing that issue until we have additive blending. [essentially as implemented here]: https://docs.unity3d.com/560/Documentation/Manual/class-AvatarMask.html [*layered blend per bone*]: https://dev.epicgames.com/documentation/en-us/unreal-engine/using-layered-animations-in-unreal-engine [*blend filters*]: https://docs.godotengine.org/en/stable/tutorials/animation/animation_tree.html ## Migration Guide * The serialized format of animation graphs has changed with the addition of animation masks. To upgrade animation graph RON files, add `mask` and `mask_groups` fields as appropriate. (They can be safely set to zero.)
2024-09-02 17:10:34 +00:00
Implement additive blending for animation graphs. (#15631) *Additive blending* is an ubiquitous feature in game engines that allows animations to be concatenated instead of blended. The canonical use case is to allow a character to hold a weapon while performing arbitrary poses. For example, if you had a character that needed to be able to walk or run while attacking with a weapon, the typical workflow is to have an additive blend node that combines walking and running animation clips with an animation clip of one of the limbs performing a weapon attack animation. This commit adds support for additive blending to Bevy. It builds on top of the flexible infrastructure in #15589 and introduces a new type of node, the *add node*. Like blend nodes, add nodes combine the animations of their children according to their weights. Unlike blend nodes, however, add nodes don't normalize the weights to 1.0. The `animation_masks` example has been overhauled to demonstrate the use of additive blending in combination with masks. There are now controls to choose an animation clip for every limb of the fox individually. This patch also fixes a bug whereby masks were incorrectly accumulated with `insert()` during the graph threading phase, which could cause corruption of computed masks in some cases. Note that the `clip` field has been replaced with an `AnimationNodeType` enum, which breaks `animgraph.ron` files. The `Fox.animgraph.ron` asset has been updated to the new format. Closes #14395. ## Showcase https://github.com/user-attachments/assets/52dfe05f-fdb3-477a-9462-ec150f93df33 ## Migration Guide * The `animgraph.ron` format has changed to accommodate the new *additive blending* feature. You'll need to change `clip` fields to instances of the new `AnimationNodeType` enum.
2024-10-04 22:13:22 +00:00
// Remove animation targets that aren't in any of the mask groups. If we
// don't do that, those bones will play all animations at once, which is
// ugly.
for (target_entity, target) in &targets {
if !all_animation_target_ids.contains(&target.id) {
commands.entity(target_entity).remove::<AnimationTarget>();
}
}
// Play the animation.
for animation_graph_node in animation_graph_nodes {
player.play(animation_graph_node).repeat();
}
// Record the graph nodes.
commands.insert_resource(AnimationNodes(animation_graph_nodes));
Implement animation masks, allowing fine control of the targets that animations affect. (#15013) This commit adds support for *masks* to the animation graph. A mask is a set of animation targets (bones) that neither a node nor its descendants are allowed to animate. Animation targets can be assigned one or more *mask group*s, which are specific to a single graph. If a node masks out any mask group that an animation target belongs to, animation curves for that target will be ignored during evaluation. The canonical use case for masks is to support characters holding objects. Typically, character animations will contain hand animations in the case that the character's hand is empty. (For example, running animations may close a character's fingers into a fist.) However, when the character is holding an object, the animation must be altered so that the hand grips the object. Bevy currently has no convenient way to handle this. The only workaround that I can see is to have entirely separate animation clips for characters' hands and bodies and keep them in sync, which is burdensome and doesn't match artists' expectations from other engines, which all effectively have support for masks. However, with mask group support, this task is simple. We assign each hand to a mask group and parent all character animations to a node. When a character grasps an object in hand, we position the fingers as appropriate and then enable the mask group for that hand in that node. This allows the character's animations to run normally, while the object remains correctly attached to the hand. Note that even with this PR, we won't have support for running separate animations for a character's hand and the rest of the character. This is because we're missing additive blending: there's no way to combine the two masked animations together properly. I intend that to be a follow-up PR. The major engines all have support for masks, though the workflow varies from engine to engine: * Unity has support for masks [essentially as implemented here], though with layers instead of a tree. However, when using the Mecanim ("Humanoid") feature, precise control over bones is lost in favor of predefined muscle groups. * Unreal has a feature named [*layered blend per bone*]. This allows for separate blend weights for different bones, effectively achieving masks. I believe that the combination of blend nodes and masks make Bevy's animation graph as expressible as that of Unreal, once we have support for additive blending, though you may have to use more nodes than you would in Unreal. Moreover, separating out the concepts of "blend weight" and "which bones this node applies to" seems like a cleaner design than what Unreal has. * Godot's `AnimationTree` has the notion of [*blend filters*], which are essentially the same as masks as implemented in this PR. Additionally, this patch fixes a bug with weight evaluation whereby weights weren't properly propagated down to grandchildren, because the weight evaluation for a node only checked its parent's weight, not its evaluated weight. I considered submitting this as a separate PR, but given that this PR refactors that code entirely to support masks and weights under a unified "evaluated node" concept, I simply included the fix here. A new example, `animation_masks`, has been added. It demonstrates how to toggle masks on and off for specific portions of a skin. This is part of #14395, but I'm going to defer closing that issue until we have additive blending. [essentially as implemented here]: https://docs.unity3d.com/560/Documentation/Manual/class-AvatarMask.html [*layered blend per bone*]: https://dev.epicgames.com/documentation/en-us/unreal-engine/using-layered-animations-in-unreal-engine [*blend filters*]: https://docs.godotengine.org/en/stable/tutorials/animation/animation_tree.html ## Migration Guide * The serialized format of animation graphs has changed with the addition of animation masks. To upgrade animation graph RON files, add `mask` and `mask_groups` fields as appropriate. (They can be safely set to zero.)
2024-09-02 17:10:34 +00:00
}
}
// A system that handles requests from the user to toggle mask groups on and
// off.
fn handle_button_toggles(
Implement additive blending for animation graphs. (#15631) *Additive blending* is an ubiquitous feature in game engines that allows animations to be concatenated instead of blended. The canonical use case is to allow a character to hold a weapon while performing arbitrary poses. For example, if you had a character that needed to be able to walk or run while attacking with a weapon, the typical workflow is to have an additive blend node that combines walking and running animation clips with an animation clip of one of the limbs performing a weapon attack animation. This commit adds support for additive blending to Bevy. It builds on top of the flexible infrastructure in #15589 and introduces a new type of node, the *add node*. Like blend nodes, add nodes combine the animations of their children according to their weights. Unlike blend nodes, however, add nodes don't normalize the weights to 1.0. The `animation_masks` example has been overhauled to demonstrate the use of additive blending in combination with masks. There are now controls to choose an animation clip for every limb of the fox individually. This patch also fixes a bug whereby masks were incorrectly accumulated with `insert()` during the graph threading phase, which could cause corruption of computed masks in some cases. Note that the `clip` field has been replaced with an `AnimationNodeType` enum, which breaks `animgraph.ron` files. The `Fox.animgraph.ron` asset has been updated to the new format. Closes #14395. ## Showcase https://github.com/user-attachments/assets/52dfe05f-fdb3-477a-9462-ec150f93df33 ## Migration Guide * The `animgraph.ron` format has changed to accommodate the new *additive blending* feature. You'll need to change `clip` fields to instances of the new `AnimationNodeType` enum.
2024-10-04 22:13:22 +00:00
mut interactions: Query<(&Interaction, &mut AnimationControl), Changed<Interaction>>,
mut animation_players: Query<&AnimationGraphHandle, With<AnimationPlayer>>,
Implement animation masks, allowing fine control of the targets that animations affect. (#15013) This commit adds support for *masks* to the animation graph. A mask is a set of animation targets (bones) that neither a node nor its descendants are allowed to animate. Animation targets can be assigned one or more *mask group*s, which are specific to a single graph. If a node masks out any mask group that an animation target belongs to, animation curves for that target will be ignored during evaluation. The canonical use case for masks is to support characters holding objects. Typically, character animations will contain hand animations in the case that the character's hand is empty. (For example, running animations may close a character's fingers into a fist.) However, when the character is holding an object, the animation must be altered so that the hand grips the object. Bevy currently has no convenient way to handle this. The only workaround that I can see is to have entirely separate animation clips for characters' hands and bodies and keep them in sync, which is burdensome and doesn't match artists' expectations from other engines, which all effectively have support for masks. However, with mask group support, this task is simple. We assign each hand to a mask group and parent all character animations to a node. When a character grasps an object in hand, we position the fingers as appropriate and then enable the mask group for that hand in that node. This allows the character's animations to run normally, while the object remains correctly attached to the hand. Note that even with this PR, we won't have support for running separate animations for a character's hand and the rest of the character. This is because we're missing additive blending: there's no way to combine the two masked animations together properly. I intend that to be a follow-up PR. The major engines all have support for masks, though the workflow varies from engine to engine: * Unity has support for masks [essentially as implemented here], though with layers instead of a tree. However, when using the Mecanim ("Humanoid") feature, precise control over bones is lost in favor of predefined muscle groups. * Unreal has a feature named [*layered blend per bone*]. This allows for separate blend weights for different bones, effectively achieving masks. I believe that the combination of blend nodes and masks make Bevy's animation graph as expressible as that of Unreal, once we have support for additive blending, though you may have to use more nodes than you would in Unreal. Moreover, separating out the concepts of "blend weight" and "which bones this node applies to" seems like a cleaner design than what Unreal has. * Godot's `AnimationTree` has the notion of [*blend filters*], which are essentially the same as masks as implemented in this PR. Additionally, this patch fixes a bug with weight evaluation whereby weights weren't properly propagated down to grandchildren, because the weight evaluation for a node only checked its parent's weight, not its evaluated weight. I considered submitting this as a separate PR, but given that this PR refactors that code entirely to support masks and weights under a unified "evaluated node" concept, I simply included the fix here. A new example, `animation_masks`, has been added. It demonstrates how to toggle masks on and off for specific portions of a skin. This is part of #14395, but I'm going to defer closing that issue until we have additive blending. [essentially as implemented here]: https://docs.unity3d.com/560/Documentation/Manual/class-AvatarMask.html [*layered blend per bone*]: https://dev.epicgames.com/documentation/en-us/unreal-engine/using-layered-animations-in-unreal-engine [*blend filters*]: https://docs.godotengine.org/en/stable/tutorials/animation/animation_tree.html ## Migration Guide * The serialized format of animation graphs has changed with the addition of animation masks. To upgrade animation graph RON files, add `mask` and `mask_groups` fields as appropriate. (They can be safely set to zero.)
2024-09-02 17:10:34 +00:00
mut animation_graphs: ResMut<Assets<AnimationGraph>>,
Implement additive blending for animation graphs. (#15631) *Additive blending* is an ubiquitous feature in game engines that allows animations to be concatenated instead of blended. The canonical use case is to allow a character to hold a weapon while performing arbitrary poses. For example, if you had a character that needed to be able to walk or run while attacking with a weapon, the typical workflow is to have an additive blend node that combines walking and running animation clips with an animation clip of one of the limbs performing a weapon attack animation. This commit adds support for additive blending to Bevy. It builds on top of the flexible infrastructure in #15589 and introduces a new type of node, the *add node*. Like blend nodes, add nodes combine the animations of their children according to their weights. Unlike blend nodes, however, add nodes don't normalize the weights to 1.0. The `animation_masks` example has been overhauled to demonstrate the use of additive blending in combination with masks. There are now controls to choose an animation clip for every limb of the fox individually. This patch also fixes a bug whereby masks were incorrectly accumulated with `insert()` during the graph threading phase, which could cause corruption of computed masks in some cases. Note that the `clip` field has been replaced with an `AnimationNodeType` enum, which breaks `animgraph.ron` files. The `Fox.animgraph.ron` asset has been updated to the new format. Closes #14395. ## Showcase https://github.com/user-attachments/assets/52dfe05f-fdb3-477a-9462-ec150f93df33 ## Migration Guide * The `animgraph.ron` format has changed to accommodate the new *additive blending* feature. You'll need to change `clip` fields to instances of the new `AnimationNodeType` enum.
2024-10-04 22:13:22 +00:00
mut animation_nodes: Option<ResMut<AnimationNodes>>,
mut app_state: ResMut<AppState>,
Implement animation masks, allowing fine control of the targets that animations affect. (#15013) This commit adds support for *masks* to the animation graph. A mask is a set of animation targets (bones) that neither a node nor its descendants are allowed to animate. Animation targets can be assigned one or more *mask group*s, which are specific to a single graph. If a node masks out any mask group that an animation target belongs to, animation curves for that target will be ignored during evaluation. The canonical use case for masks is to support characters holding objects. Typically, character animations will contain hand animations in the case that the character's hand is empty. (For example, running animations may close a character's fingers into a fist.) However, when the character is holding an object, the animation must be altered so that the hand grips the object. Bevy currently has no convenient way to handle this. The only workaround that I can see is to have entirely separate animation clips for characters' hands and bodies and keep them in sync, which is burdensome and doesn't match artists' expectations from other engines, which all effectively have support for masks. However, with mask group support, this task is simple. We assign each hand to a mask group and parent all character animations to a node. When a character grasps an object in hand, we position the fingers as appropriate and then enable the mask group for that hand in that node. This allows the character's animations to run normally, while the object remains correctly attached to the hand. Note that even with this PR, we won't have support for running separate animations for a character's hand and the rest of the character. This is because we're missing additive blending: there's no way to combine the two masked animations together properly. I intend that to be a follow-up PR. The major engines all have support for masks, though the workflow varies from engine to engine: * Unity has support for masks [essentially as implemented here], though with layers instead of a tree. However, when using the Mecanim ("Humanoid") feature, precise control over bones is lost in favor of predefined muscle groups. * Unreal has a feature named [*layered blend per bone*]. This allows for separate blend weights for different bones, effectively achieving masks. I believe that the combination of blend nodes and masks make Bevy's animation graph as expressible as that of Unreal, once we have support for additive blending, though you may have to use more nodes than you would in Unreal. Moreover, separating out the concepts of "blend weight" and "which bones this node applies to" seems like a cleaner design than what Unreal has. * Godot's `AnimationTree` has the notion of [*blend filters*], which are essentially the same as masks as implemented in this PR. Additionally, this patch fixes a bug with weight evaluation whereby weights weren't properly propagated down to grandchildren, because the weight evaluation for a node only checked its parent's weight, not its evaluated weight. I considered submitting this as a separate PR, but given that this PR refactors that code entirely to support masks and weights under a unified "evaluated node" concept, I simply included the fix here. A new example, `animation_masks`, has been added. It demonstrates how to toggle masks on and off for specific portions of a skin. This is part of #14395, but I'm going to defer closing that issue until we have additive blending. [essentially as implemented here]: https://docs.unity3d.com/560/Documentation/Manual/class-AvatarMask.html [*layered blend per bone*]: https://dev.epicgames.com/documentation/en-us/unreal-engine/using-layered-animations-in-unreal-engine [*blend filters*]: https://docs.godotengine.org/en/stable/tutorials/animation/animation_tree.html ## Migration Guide * The serialized format of animation graphs has changed with the addition of animation masks. To upgrade animation graph RON files, add `mask` and `mask_groups` fields as appropriate. (They can be safely set to zero.)
2024-09-02 17:10:34 +00:00
) {
Implement additive blending for animation graphs. (#15631) *Additive blending* is an ubiquitous feature in game engines that allows animations to be concatenated instead of blended. The canonical use case is to allow a character to hold a weapon while performing arbitrary poses. For example, if you had a character that needed to be able to walk or run while attacking with a weapon, the typical workflow is to have an additive blend node that combines walking and running animation clips with an animation clip of one of the limbs performing a weapon attack animation. This commit adds support for additive blending to Bevy. It builds on top of the flexible infrastructure in #15589 and introduces a new type of node, the *add node*. Like blend nodes, add nodes combine the animations of their children according to their weights. Unlike blend nodes, however, add nodes don't normalize the weights to 1.0. The `animation_masks` example has been overhauled to demonstrate the use of additive blending in combination with masks. There are now controls to choose an animation clip for every limb of the fox individually. This patch also fixes a bug whereby masks were incorrectly accumulated with `insert()` during the graph threading phase, which could cause corruption of computed masks in some cases. Note that the `clip` field has been replaced with an `AnimationNodeType` enum, which breaks `animgraph.ron` files. The `Fox.animgraph.ron` asset has been updated to the new format. Closes #14395. ## Showcase https://github.com/user-attachments/assets/52dfe05f-fdb3-477a-9462-ec150f93df33 ## Migration Guide * The `animgraph.ron` format has changed to accommodate the new *additive blending* feature. You'll need to change `clip` fields to instances of the new `AnimationNodeType` enum.
2024-10-04 22:13:22 +00:00
let Some(ref mut animation_nodes) = animation_nodes else {
return;
};
for (interaction, animation_control) in interactions.iter_mut() {
Implement animation masks, allowing fine control of the targets that animations affect. (#15013) This commit adds support for *masks* to the animation graph. A mask is a set of animation targets (bones) that neither a node nor its descendants are allowed to animate. Animation targets can be assigned one or more *mask group*s, which are specific to a single graph. If a node masks out any mask group that an animation target belongs to, animation curves for that target will be ignored during evaluation. The canonical use case for masks is to support characters holding objects. Typically, character animations will contain hand animations in the case that the character's hand is empty. (For example, running animations may close a character's fingers into a fist.) However, when the character is holding an object, the animation must be altered so that the hand grips the object. Bevy currently has no convenient way to handle this. The only workaround that I can see is to have entirely separate animation clips for characters' hands and bodies and keep them in sync, which is burdensome and doesn't match artists' expectations from other engines, which all effectively have support for masks. However, with mask group support, this task is simple. We assign each hand to a mask group and parent all character animations to a node. When a character grasps an object in hand, we position the fingers as appropriate and then enable the mask group for that hand in that node. This allows the character's animations to run normally, while the object remains correctly attached to the hand. Note that even with this PR, we won't have support for running separate animations for a character's hand and the rest of the character. This is because we're missing additive blending: there's no way to combine the two masked animations together properly. I intend that to be a follow-up PR. The major engines all have support for masks, though the workflow varies from engine to engine: * Unity has support for masks [essentially as implemented here], though with layers instead of a tree. However, when using the Mecanim ("Humanoid") feature, precise control over bones is lost in favor of predefined muscle groups. * Unreal has a feature named [*layered blend per bone*]. This allows for separate blend weights for different bones, effectively achieving masks. I believe that the combination of blend nodes and masks make Bevy's animation graph as expressible as that of Unreal, once we have support for additive blending, though you may have to use more nodes than you would in Unreal. Moreover, separating out the concepts of "blend weight" and "which bones this node applies to" seems like a cleaner design than what Unreal has. * Godot's `AnimationTree` has the notion of [*blend filters*], which are essentially the same as masks as implemented in this PR. Additionally, this patch fixes a bug with weight evaluation whereby weights weren't properly propagated down to grandchildren, because the weight evaluation for a node only checked its parent's weight, not its evaluated weight. I considered submitting this as a separate PR, but given that this PR refactors that code entirely to support masks and weights under a unified "evaluated node" concept, I simply included the fix here. A new example, `animation_masks`, has been added. It demonstrates how to toggle masks on and off for specific portions of a skin. This is part of #14395, but I'm going to defer closing that issue until we have additive blending. [essentially as implemented here]: https://docs.unity3d.com/560/Documentation/Manual/class-AvatarMask.html [*layered blend per bone*]: https://dev.epicgames.com/documentation/en-us/unreal-engine/using-layered-animations-in-unreal-engine [*blend filters*]: https://docs.godotengine.org/en/stable/tutorials/animation/animation_tree.html ## Migration Guide * The serialized format of animation graphs has changed with the addition of animation masks. To upgrade animation graph RON files, add `mask` and `mask_groups` fields as appropriate. (They can be safely set to zero.)
2024-09-02 17:10:34 +00:00
// We only care about press events.
if *interaction != Interaction::Pressed {
continue;
}
Implement additive blending for animation graphs. (#15631) *Additive blending* is an ubiquitous feature in game engines that allows animations to be concatenated instead of blended. The canonical use case is to allow a character to hold a weapon while performing arbitrary poses. For example, if you had a character that needed to be able to walk or run while attacking with a weapon, the typical workflow is to have an additive blend node that combines walking and running animation clips with an animation clip of one of the limbs performing a weapon attack animation. This commit adds support for additive blending to Bevy. It builds on top of the flexible infrastructure in #15589 and introduces a new type of node, the *add node*. Like blend nodes, add nodes combine the animations of their children according to their weights. Unlike blend nodes, however, add nodes don't normalize the weights to 1.0. The `animation_masks` example has been overhauled to demonstrate the use of additive blending in combination with masks. There are now controls to choose an animation clip for every limb of the fox individually. This patch also fixes a bug whereby masks were incorrectly accumulated with `insert()` during the graph threading phase, which could cause corruption of computed masks in some cases. Note that the `clip` field has been replaced with an `AnimationNodeType` enum, which breaks `animgraph.ron` files. The `Fox.animgraph.ron` asset has been updated to the new format. Closes #14395. ## Showcase https://github.com/user-attachments/assets/52dfe05f-fdb3-477a-9462-ec150f93df33 ## Migration Guide * The `animgraph.ron` format has changed to accommodate the new *additive blending* feature. You'll need to change `clip` fields to instances of the new `AnimationNodeType` enum.
2024-10-04 22:13:22 +00:00
// Toggle the state of the clip.
app_state.0[animation_control.group_id as usize].clip = animation_control.label as u8;
Implement animation masks, allowing fine control of the targets that animations affect. (#15013) This commit adds support for *masks* to the animation graph. A mask is a set of animation targets (bones) that neither a node nor its descendants are allowed to animate. Animation targets can be assigned one or more *mask group*s, which are specific to a single graph. If a node masks out any mask group that an animation target belongs to, animation curves for that target will be ignored during evaluation. The canonical use case for masks is to support characters holding objects. Typically, character animations will contain hand animations in the case that the character's hand is empty. (For example, running animations may close a character's fingers into a fist.) However, when the character is holding an object, the animation must be altered so that the hand grips the object. Bevy currently has no convenient way to handle this. The only workaround that I can see is to have entirely separate animation clips for characters' hands and bodies and keep them in sync, which is burdensome and doesn't match artists' expectations from other engines, which all effectively have support for masks. However, with mask group support, this task is simple. We assign each hand to a mask group and parent all character animations to a node. When a character grasps an object in hand, we position the fingers as appropriate and then enable the mask group for that hand in that node. This allows the character's animations to run normally, while the object remains correctly attached to the hand. Note that even with this PR, we won't have support for running separate animations for a character's hand and the rest of the character. This is because we're missing additive blending: there's no way to combine the two masked animations together properly. I intend that to be a follow-up PR. The major engines all have support for masks, though the workflow varies from engine to engine: * Unity has support for masks [essentially as implemented here], though with layers instead of a tree. However, when using the Mecanim ("Humanoid") feature, precise control over bones is lost in favor of predefined muscle groups. * Unreal has a feature named [*layered blend per bone*]. This allows for separate blend weights for different bones, effectively achieving masks. I believe that the combination of blend nodes and masks make Bevy's animation graph as expressible as that of Unreal, once we have support for additive blending, though you may have to use more nodes than you would in Unreal. Moreover, separating out the concepts of "blend weight" and "which bones this node applies to" seems like a cleaner design than what Unreal has. * Godot's `AnimationTree` has the notion of [*blend filters*], which are essentially the same as masks as implemented in this PR. Additionally, this patch fixes a bug with weight evaluation whereby weights weren't properly propagated down to grandchildren, because the weight evaluation for a node only checked its parent's weight, not its evaluated weight. I considered submitting this as a separate PR, but given that this PR refactors that code entirely to support masks and weights under a unified "evaluated node" concept, I simply included the fix here. A new example, `animation_masks`, has been added. It demonstrates how to toggle masks on and off for specific portions of a skin. This is part of #14395, but I'm going to defer closing that issue until we have additive blending. [essentially as implemented here]: https://docs.unity3d.com/560/Documentation/Manual/class-AvatarMask.html [*layered blend per bone*]: https://dev.epicgames.com/documentation/en-us/unreal-engine/using-layered-animations-in-unreal-engine [*blend filters*]: https://docs.godotengine.org/en/stable/tutorials/animation/animation_tree.html ## Migration Guide * The serialized format of animation graphs has changed with the addition of animation masks. To upgrade animation graph RON files, add `mask` and `mask_groups` fields as appropriate. (They can be safely set to zero.)
2024-09-02 17:10:34 +00:00
// Now grab the animation player. (There's only one in our case, but we
// iterate just for clarity's sake.)
Implement additive blending for animation graphs. (#15631) *Additive blending* is an ubiquitous feature in game engines that allows animations to be concatenated instead of blended. The canonical use case is to allow a character to hold a weapon while performing arbitrary poses. For example, if you had a character that needed to be able to walk or run while attacking with a weapon, the typical workflow is to have an additive blend node that combines walking and running animation clips with an animation clip of one of the limbs performing a weapon attack animation. This commit adds support for additive blending to Bevy. It builds on top of the flexible infrastructure in #15589 and introduces a new type of node, the *add node*. Like blend nodes, add nodes combine the animations of their children according to their weights. Unlike blend nodes, however, add nodes don't normalize the weights to 1.0. The `animation_masks` example has been overhauled to demonstrate the use of additive blending in combination with masks. There are now controls to choose an animation clip for every limb of the fox individually. This patch also fixes a bug whereby masks were incorrectly accumulated with `insert()` during the graph threading phase, which could cause corruption of computed masks in some cases. Note that the `clip` field has been replaced with an `AnimationNodeType` enum, which breaks `animgraph.ron` files. The `Fox.animgraph.ron` asset has been updated to the new format. Closes #14395. ## Showcase https://github.com/user-attachments/assets/52dfe05f-fdb3-477a-9462-ec150f93df33 ## Migration Guide * The `animgraph.ron` format has changed to accommodate the new *additive blending* feature. You'll need to change `clip` fields to instances of the new `AnimationNodeType` enum.
2024-10-04 22:13:22 +00:00
for animation_graph_handle in animation_players.iter_mut() {
Implement animation masks, allowing fine control of the targets that animations affect. (#15013) This commit adds support for *masks* to the animation graph. A mask is a set of animation targets (bones) that neither a node nor its descendants are allowed to animate. Animation targets can be assigned one or more *mask group*s, which are specific to a single graph. If a node masks out any mask group that an animation target belongs to, animation curves for that target will be ignored during evaluation. The canonical use case for masks is to support characters holding objects. Typically, character animations will contain hand animations in the case that the character's hand is empty. (For example, running animations may close a character's fingers into a fist.) However, when the character is holding an object, the animation must be altered so that the hand grips the object. Bevy currently has no convenient way to handle this. The only workaround that I can see is to have entirely separate animation clips for characters' hands and bodies and keep them in sync, which is burdensome and doesn't match artists' expectations from other engines, which all effectively have support for masks. However, with mask group support, this task is simple. We assign each hand to a mask group and parent all character animations to a node. When a character grasps an object in hand, we position the fingers as appropriate and then enable the mask group for that hand in that node. This allows the character's animations to run normally, while the object remains correctly attached to the hand. Note that even with this PR, we won't have support for running separate animations for a character's hand and the rest of the character. This is because we're missing additive blending: there's no way to combine the two masked animations together properly. I intend that to be a follow-up PR. The major engines all have support for masks, though the workflow varies from engine to engine: * Unity has support for masks [essentially as implemented here], though with layers instead of a tree. However, when using the Mecanim ("Humanoid") feature, precise control over bones is lost in favor of predefined muscle groups. * Unreal has a feature named [*layered blend per bone*]. This allows for separate blend weights for different bones, effectively achieving masks. I believe that the combination of blend nodes and masks make Bevy's animation graph as expressible as that of Unreal, once we have support for additive blending, though you may have to use more nodes than you would in Unreal. Moreover, separating out the concepts of "blend weight" and "which bones this node applies to" seems like a cleaner design than what Unreal has. * Godot's `AnimationTree` has the notion of [*blend filters*], which are essentially the same as masks as implemented in this PR. Additionally, this patch fixes a bug with weight evaluation whereby weights weren't properly propagated down to grandchildren, because the weight evaluation for a node only checked its parent's weight, not its evaluated weight. I considered submitting this as a separate PR, but given that this PR refactors that code entirely to support masks and weights under a unified "evaluated node" concept, I simply included the fix here. A new example, `animation_masks`, has been added. It demonstrates how to toggle masks on and off for specific portions of a skin. This is part of #14395, but I'm going to defer closing that issue until we have additive blending. [essentially as implemented here]: https://docs.unity3d.com/560/Documentation/Manual/class-AvatarMask.html [*layered blend per bone*]: https://dev.epicgames.com/documentation/en-us/unreal-engine/using-layered-animations-in-unreal-engine [*blend filters*]: https://docs.godotengine.org/en/stable/tutorials/animation/animation_tree.html ## Migration Guide * The serialized format of animation graphs has changed with the addition of animation masks. To upgrade animation graph RON files, add `mask` and `mask_groups` fields as appropriate. (They can be safely set to zero.)
2024-09-02 17:10:34 +00:00
// The animation graph needs to have loaded.
let Some(animation_graph) = animation_graphs.get_mut(animation_graph_handle) else {
continue;
};
Implement additive blending for animation graphs. (#15631) *Additive blending* is an ubiquitous feature in game engines that allows animations to be concatenated instead of blended. The canonical use case is to allow a character to hold a weapon while performing arbitrary poses. For example, if you had a character that needed to be able to walk or run while attacking with a weapon, the typical workflow is to have an additive blend node that combines walking and running animation clips with an animation clip of one of the limbs performing a weapon attack animation. This commit adds support for additive blending to Bevy. It builds on top of the flexible infrastructure in #15589 and introduces a new type of node, the *add node*. Like blend nodes, add nodes combine the animations of their children according to their weights. Unlike blend nodes, however, add nodes don't normalize the weights to 1.0. The `animation_masks` example has been overhauled to demonstrate the use of additive blending in combination with masks. There are now controls to choose an animation clip for every limb of the fox individually. This patch also fixes a bug whereby masks were incorrectly accumulated with `insert()` during the graph threading phase, which could cause corruption of computed masks in some cases. Note that the `clip` field has been replaced with an `AnimationNodeType` enum, which breaks `animgraph.ron` files. The `Fox.animgraph.ron` asset has been updated to the new format. Closes #14395. ## Showcase https://github.com/user-attachments/assets/52dfe05f-fdb3-477a-9462-ec150f93df33 ## Migration Guide * The `animgraph.ron` format has changed to accommodate the new *additive blending* feature. You'll need to change `clip` fields to instances of the new `AnimationNodeType` enum.
2024-10-04 22:13:22 +00:00
for (clip_index, &animation_node_index) in animation_nodes.0.iter().enumerate() {
let Some(animation_node) = animation_graph.get_mut(animation_node_index) else {
continue;
};
if animation_control.label as usize == clip_index {
animation_node.mask &= !(1 << animation_control.group_id);
} else {
animation_node.mask |= 1 << animation_control.group_id;
}
}
}
}
}
// A system that updates the UI based on the current app state.
fn update_ui(
mut animation_controls: Query<(&AnimationControl, &mut BackgroundColor, &Children)>,
Text rework (#15591) **Ready for review. Examples migration progress: 100%.** # Objective - Implement https://github.com/bevyengine/bevy/discussions/15014 ## Solution This implements [cart's proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459) faithfully except for one change. I separated `TextSpan` from `TextSpan2d` because `TextSpan` needs to require the `GhostNode` component, which is a `bevy_ui` component only usable by UI. Extra changes: - Added `EntityCommands::commands_mut` that returns a mutable reference. This is a blocker for extension methods that return something other than `self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable reference for this reason. ## Testing - [x] Text examples all work. --- ## Showcase TODO: showcase-worthy ## Migration Guide TODO: very breaking ### Accessing text spans by index Text sections are now text sections on different entities in a hierarchy, Use the new `TextReader` and `TextWriter` system parameters to access spans by index. Before: ```rust fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) { let text = query.single_mut(); text.sections[1].value = format_time(time.elapsed()); } ``` After: ```rust fn refresh_text( query: Query<Entity, With<TimeText>>, mut writer: UiTextWriter, time: Res<Time> ) { let entity = query.single(); *writer.text(entity, 1) = format_time(time.elapsed()); } ``` ### Iterating text spans Text spans are now entities in a hierarchy, so the new `UiTextReader` and `UiTextWriter` system parameters provide ways to iterate that hierarchy. The `UiTextReader::iter` method will give you a normal iterator over spans, and `UiTextWriter::for_each` lets you visit each of the spans. --------- Co-authored-by: ickshonpe <david.curthoys@googlemail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-09 18:35:36 +00:00
texts: Query<Entity, With<Text>>,
mut writer: TextUiWriter,
Implement additive blending for animation graphs. (#15631) *Additive blending* is an ubiquitous feature in game engines that allows animations to be concatenated instead of blended. The canonical use case is to allow a character to hold a weapon while performing arbitrary poses. For example, if you had a character that needed to be able to walk or run while attacking with a weapon, the typical workflow is to have an additive blend node that combines walking and running animation clips with an animation clip of one of the limbs performing a weapon attack animation. This commit adds support for additive blending to Bevy. It builds on top of the flexible infrastructure in #15589 and introduces a new type of node, the *add node*. Like blend nodes, add nodes combine the animations of their children according to their weights. Unlike blend nodes, however, add nodes don't normalize the weights to 1.0. The `animation_masks` example has been overhauled to demonstrate the use of additive blending in combination with masks. There are now controls to choose an animation clip for every limb of the fox individually. This patch also fixes a bug whereby masks were incorrectly accumulated with `insert()` during the graph threading phase, which could cause corruption of computed masks in some cases. Note that the `clip` field has been replaced with an `AnimationNodeType` enum, which breaks `animgraph.ron` files. The `Fox.animgraph.ron` asset has been updated to the new format. Closes #14395. ## Showcase https://github.com/user-attachments/assets/52dfe05f-fdb3-477a-9462-ec150f93df33 ## Migration Guide * The `animgraph.ron` format has changed to accommodate the new *additive blending* feature. You'll need to change `clip` fields to instances of the new `AnimationNodeType` enum.
2024-10-04 22:13:22 +00:00
app_state: Res<AppState>,
) {
for (animation_control, mut background_color, kids) in animation_controls.iter_mut() {
let enabled =
app_state.0[animation_control.group_id as usize].clip == animation_control.label as u8;
*background_color = if enabled {
BackgroundColor(Color::WHITE)
} else {
BackgroundColor(Color::BLACK)
};
for &kid in kids {
Text rework (#15591) **Ready for review. Examples migration progress: 100%.** # Objective - Implement https://github.com/bevyengine/bevy/discussions/15014 ## Solution This implements [cart's proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459) faithfully except for one change. I separated `TextSpan` from `TextSpan2d` because `TextSpan` needs to require the `GhostNode` component, which is a `bevy_ui` component only usable by UI. Extra changes: - Added `EntityCommands::commands_mut` that returns a mutable reference. This is a blocker for extension methods that return something other than `self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable reference for this reason. ## Testing - [x] Text examples all work. --- ## Showcase TODO: showcase-worthy ## Migration Guide TODO: very breaking ### Accessing text spans by index Text sections are now text sections on different entities in a hierarchy, Use the new `TextReader` and `TextWriter` system parameters to access spans by index. Before: ```rust fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) { let text = query.single_mut(); text.sections[1].value = format_time(time.elapsed()); } ``` After: ```rust fn refresh_text( query: Query<Entity, With<TimeText>>, mut writer: UiTextWriter, time: Res<Time> ) { let entity = query.single(); *writer.text(entity, 1) = format_time(time.elapsed()); } ``` ### Iterating text spans Text spans are now entities in a hierarchy, so the new `UiTextReader` and `UiTextWriter` system parameters provide ways to iterate that hierarchy. The `UiTextReader::iter` method will give you a normal iterator over spans, and `UiTextWriter::for_each` lets you visit each of the spans. --------- Co-authored-by: ickshonpe <david.curthoys@googlemail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-09 18:35:36 +00:00
let Ok(text) = texts.get(kid) else {
Implement animation masks, allowing fine control of the targets that animations affect. (#15013) This commit adds support for *masks* to the animation graph. A mask is a set of animation targets (bones) that neither a node nor its descendants are allowed to animate. Animation targets can be assigned one or more *mask group*s, which are specific to a single graph. If a node masks out any mask group that an animation target belongs to, animation curves for that target will be ignored during evaluation. The canonical use case for masks is to support characters holding objects. Typically, character animations will contain hand animations in the case that the character's hand is empty. (For example, running animations may close a character's fingers into a fist.) However, when the character is holding an object, the animation must be altered so that the hand grips the object. Bevy currently has no convenient way to handle this. The only workaround that I can see is to have entirely separate animation clips for characters' hands and bodies and keep them in sync, which is burdensome and doesn't match artists' expectations from other engines, which all effectively have support for masks. However, with mask group support, this task is simple. We assign each hand to a mask group and parent all character animations to a node. When a character grasps an object in hand, we position the fingers as appropriate and then enable the mask group for that hand in that node. This allows the character's animations to run normally, while the object remains correctly attached to the hand. Note that even with this PR, we won't have support for running separate animations for a character's hand and the rest of the character. This is because we're missing additive blending: there's no way to combine the two masked animations together properly. I intend that to be a follow-up PR. The major engines all have support for masks, though the workflow varies from engine to engine: * Unity has support for masks [essentially as implemented here], though with layers instead of a tree. However, when using the Mecanim ("Humanoid") feature, precise control over bones is lost in favor of predefined muscle groups. * Unreal has a feature named [*layered blend per bone*]. This allows for separate blend weights for different bones, effectively achieving masks. I believe that the combination of blend nodes and masks make Bevy's animation graph as expressible as that of Unreal, once we have support for additive blending, though you may have to use more nodes than you would in Unreal. Moreover, separating out the concepts of "blend weight" and "which bones this node applies to" seems like a cleaner design than what Unreal has. * Godot's `AnimationTree` has the notion of [*blend filters*], which are essentially the same as masks as implemented in this PR. Additionally, this patch fixes a bug with weight evaluation whereby weights weren't properly propagated down to grandchildren, because the weight evaluation for a node only checked its parent's weight, not its evaluated weight. I considered submitting this as a separate PR, but given that this PR refactors that code entirely to support masks and weights under a unified "evaluated node" concept, I simply included the fix here. A new example, `animation_masks`, has been added. It demonstrates how to toggle masks on and off for specific portions of a skin. This is part of #14395, but I'm going to defer closing that issue until we have additive blending. [essentially as implemented here]: https://docs.unity3d.com/560/Documentation/Manual/class-AvatarMask.html [*layered blend per bone*]: https://dev.epicgames.com/documentation/en-us/unreal-engine/using-layered-animations-in-unreal-engine [*blend filters*]: https://docs.godotengine.org/en/stable/tutorials/animation/animation_tree.html ## Migration Guide * The serialized format of animation graphs has changed with the addition of animation masks. To upgrade animation graph RON files, add `mask` and `mask_groups` fields as appropriate. (They can be safely set to zero.)
2024-09-02 17:10:34 +00:00
continue;
};
writer.for_each_color(text, |mut color| {
color.0 = if enabled { Color::BLACK } else { Color::WHITE };
Text rework (#15591) **Ready for review. Examples migration progress: 100%.** # Objective - Implement https://github.com/bevyengine/bevy/discussions/15014 ## Solution This implements [cart's proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459) faithfully except for one change. I separated `TextSpan` from `TextSpan2d` because `TextSpan` needs to require the `GhostNode` component, which is a `bevy_ui` component only usable by UI. Extra changes: - Added `EntityCommands::commands_mut` that returns a mutable reference. This is a blocker for extension methods that return something other than `self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable reference for this reason. ## Testing - [x] Text examples all work. --- ## Showcase TODO: showcase-worthy ## Migration Guide TODO: very breaking ### Accessing text spans by index Text sections are now text sections on different entities in a hierarchy, Use the new `TextReader` and `TextWriter` system parameters to access spans by index. Before: ```rust fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) { let text = query.single_mut(); text.sections[1].value = format_time(time.elapsed()); } ``` After: ```rust fn refresh_text( query: Query<Entity, With<TimeText>>, mut writer: UiTextWriter, time: Res<Time> ) { let entity = query.single(); *writer.text(entity, 1) = format_time(time.elapsed()); } ``` ### Iterating text spans Text spans are now entities in a hierarchy, so the new `UiTextReader` and `UiTextWriter` system parameters provide ways to iterate that hierarchy. The `UiTextReader::iter` method will give you a normal iterator over spans, and `UiTextWriter::for_each` lets you visit each of the spans. --------- Co-authored-by: ickshonpe <david.curthoys@googlemail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-09 18:35:36 +00:00
});
Implement animation masks, allowing fine control of the targets that animations affect. (#15013) This commit adds support for *masks* to the animation graph. A mask is a set of animation targets (bones) that neither a node nor its descendants are allowed to animate. Animation targets can be assigned one or more *mask group*s, which are specific to a single graph. If a node masks out any mask group that an animation target belongs to, animation curves for that target will be ignored during evaluation. The canonical use case for masks is to support characters holding objects. Typically, character animations will contain hand animations in the case that the character's hand is empty. (For example, running animations may close a character's fingers into a fist.) However, when the character is holding an object, the animation must be altered so that the hand grips the object. Bevy currently has no convenient way to handle this. The only workaround that I can see is to have entirely separate animation clips for characters' hands and bodies and keep them in sync, which is burdensome and doesn't match artists' expectations from other engines, which all effectively have support for masks. However, with mask group support, this task is simple. We assign each hand to a mask group and parent all character animations to a node. When a character grasps an object in hand, we position the fingers as appropriate and then enable the mask group for that hand in that node. This allows the character's animations to run normally, while the object remains correctly attached to the hand. Note that even with this PR, we won't have support for running separate animations for a character's hand and the rest of the character. This is because we're missing additive blending: there's no way to combine the two masked animations together properly. I intend that to be a follow-up PR. The major engines all have support for masks, though the workflow varies from engine to engine: * Unity has support for masks [essentially as implemented here], though with layers instead of a tree. However, when using the Mecanim ("Humanoid") feature, precise control over bones is lost in favor of predefined muscle groups. * Unreal has a feature named [*layered blend per bone*]. This allows for separate blend weights for different bones, effectively achieving masks. I believe that the combination of blend nodes and masks make Bevy's animation graph as expressible as that of Unreal, once we have support for additive blending, though you may have to use more nodes than you would in Unreal. Moreover, separating out the concepts of "blend weight" and "which bones this node applies to" seems like a cleaner design than what Unreal has. * Godot's `AnimationTree` has the notion of [*blend filters*], which are essentially the same as masks as implemented in this PR. Additionally, this patch fixes a bug with weight evaluation whereby weights weren't properly propagated down to grandchildren, because the weight evaluation for a node only checked its parent's weight, not its evaluated weight. I considered submitting this as a separate PR, but given that this PR refactors that code entirely to support masks and weights under a unified "evaluated node" concept, I simply included the fix here. A new example, `animation_masks`, has been added. It demonstrates how to toggle masks on and off for specific portions of a skin. This is part of #14395, but I'm going to defer closing that issue until we have additive blending. [essentially as implemented here]: https://docs.unity3d.com/560/Documentation/Manual/class-AvatarMask.html [*layered blend per bone*]: https://dev.epicgames.com/documentation/en-us/unreal-engine/using-layered-animations-in-unreal-engine [*blend filters*]: https://docs.godotengine.org/en/stable/tutorials/animation/animation_tree.html ## Migration Guide * The serialized format of animation graphs has changed with the addition of animation masks. To upgrade animation graph RON files, add `mask` and `mask_groups` fields as appropriate. (They can be safely set to zero.)
2024-09-02 17:10:34 +00:00
}
}
}
Implement additive blending for animation graphs. (#15631) *Additive blending* is an ubiquitous feature in game engines that allows animations to be concatenated instead of blended. The canonical use case is to allow a character to hold a weapon while performing arbitrary poses. For example, if you had a character that needed to be able to walk or run while attacking with a weapon, the typical workflow is to have an additive blend node that combines walking and running animation clips with an animation clip of one of the limbs performing a weapon attack animation. This commit adds support for additive blending to Bevy. It builds on top of the flexible infrastructure in #15589 and introduces a new type of node, the *add node*. Like blend nodes, add nodes combine the animations of their children according to their weights. Unlike blend nodes, however, add nodes don't normalize the weights to 1.0. The `animation_masks` example has been overhauled to demonstrate the use of additive blending in combination with masks. There are now controls to choose an animation clip for every limb of the fox individually. This patch also fixes a bug whereby masks were incorrectly accumulated with `insert()` during the graph threading phase, which could cause corruption of computed masks in some cases. Note that the `clip` field has been replaced with an `AnimationNodeType` enum, which breaks `animgraph.ron` files. The `Fox.animgraph.ron` asset has been updated to the new format. Closes #14395. ## Showcase https://github.com/user-attachments/assets/52dfe05f-fdb3-477a-9462-ec150f93df33 ## Migration Guide * The `animgraph.ron` format has changed to accommodate the new *additive blending* feature. You'll need to change `clip` fields to instances of the new `AnimationNodeType` enum.
2024-10-04 22:13:22 +00:00
impl Default for AppState {
fn default() -> Self {
AppState([MaskGroupState { clip: 0 }; 6])
}
}