Commit graph

90 commits

Author SHA1 Message Date
poopy
d9190e4ff6
Add Support for Triggering Events via AnimationEvents (#15538)
# Objective

Add support for events that can be triggered from animation clips. This
is useful when you need something to happen at a specific time in an
animation. For example, playing a sound every time a characters feet
hits the ground when walking.

Closes #15494 

## Solution

Added a new field to `AnimationClip`: `events`, which contains a list of
`AnimationEvent`s. These are automatically triggered in
`animate_targets` and `trigger_untargeted_animation_events`.

## Testing

Added a couple of tests and example (`animation_events.rs`) to make sure
events are triggered when expected.

---

## Showcase

`Events` need to also implement `AnimationEvent` and `Reflect` to be
used with animations.

```rust
#[derive(Event, AnimationEvent, Reflect)]
struct SomeEvent;
```

Events can be added to an `AnimationClip` by specifying a time and
event.

```rust
// trigger an event after 1.0 second
animation_clip.add_event(1.0, SomeEvent);
```

And optionally, providing a target id.

```rust
let id = AnimationTargetId::from_iter(["shoulder", "arm", "hand"]);
animation_clip.add_event_to_target(id, 1.0, HandEvent);
```

I modified the `animated_fox` example to show off the feature.

![CleanShot 2024-10-05 at 02 41
57](https://github.com/user-attachments/assets/0bb47db7-24f9-4504-88f1-40e375b89b1b)

---------

Co-authored-by: Matty <weatherleymatthew@gmail.com>
Co-authored-by: Chris Biscardi <chris@christopherbiscardi.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
2024-10-06 10:03:05 +00:00
Patrick Walton
0094bcbc07
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
vero
0b9a461d5d
Invert the dependency between bevy_animation and bevy_ui (#15634)
# Objective

- Improve crate dependency graph

## Solution

- Invert a dependency

## Testing

- Tested ui and animation examples
2024-10-04 01:27:20 +00:00
Patrick Walton
ca8dd06146
Impose a more sensible ordering for animation graph evaluation. (#15589)
This is an updated version of #15530. Review comments were addressed.

This commit changes the animation graph evaluation to be operate in a
more sensible order and updates the semantics of blend nodes to conform
to [the animation composition RFC]. Prior to this patch, a node graph
like this:

```
	    ┌─────┐
	    │     │
	    │  1  │
	    │     │
	    └──┬──┘
	       │
       ┌───────┴───────┐
       │               │
       ▼               ▼
    ┌─────┐         ┌─────┐
    │     │         │     │
    │  2  │         │  3  │
    │     │         │     │
    └──┬──┘         └──┬──┘
       │               │
   ┌───┴───┐       ┌───┴───┐
   │       │       │       │
   ▼       ▼       ▼       ▼
┌─────┐ ┌─────┐ ┌─────┐ ┌─────┐
│     │ │     │ │     │ │     │
│  4  │ │  6  │ │  5  │ │  7  │
│     │ │     │ │     │ │     │
└─────┘ └─────┘ └─────┘ └─────┘
```

Would be evaluated as (((4 ⊕ 5) ⊕ 6) ⊕ 7), with the blend (lerp/slerp)
operation notated as ⊕. As quaternion multiplication isn't commutative,
this is very counterintuitive and will especially lead to trouble with
the forthcoming additive blending feature (#15198).

This patch fixes the issue by changing the evaluation order to
postorder, with children of a node evaluated in ascending order by node
index.

To do so, this patch revamps `AnimationCurve` to be based on an
*evaluation stack* and a *blend register*. During target evaluation, the
graph evaluator traverses the graph in postorder. When encountering a
clip node, the evaluator pushes the possibly-interpolated value onto the
evaluation stack. When encountering a blend node, the evaluator pops
values off the stack into the blend register, accumulating weights as
appropriate. When the graph is completely evaluated, the top element on
the stack is *committed* to the property of the component.

A new system, the *graph threading* system, is added in order to cache
the sorted postorder traversal to avoid the overhead of sorting children
at animation evaluation time. Mask evaluation has been moved to this
system so that the graph only has to be traversed at most once per
frame. Unlike the `ActiveAnimation` list, the *threaded graph* is cached
from frame to frame and only has to be regenerated when the animation
graph asset changes.

This patch currently regresses the `animate_target` performance in
`many_foxes` by around 50%, resulting in an FPS loss of about 2-3 FPS.
I'd argue that this is an acceptable price to pay for a much more
intuitive system. In the future, we can mitigate the regression with a
fast path that avoids consulting the graph if only one animation is
playing. However, in the interest of keeping this patch simple, I didn't
do so here.

[the animation composition RFC]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md

# Objective

- Describe the objective or issue this PR addresses.
- If you're fixing a specific issue, say "Fixes #X".

## Solution

- Describe the solution used to achieve the objective above.

## Testing

- Did you test these changes? If so, how?
- Are there any parts that need more testing?
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?

---

## Showcase

> This section is optional. If this PR does not include a visual change
or does not add a new feature, you can delete this section.

- Help others understand the result of this PR by showcasing your
awesome work!
- If this PR adds a new feature or public API, consider adding a brief
pseudo-code snippet of it in action
- If this PR includes a visual change, consider adding a screenshot,
GIF, or video
  - If you want, you could even include a before/after comparison!
- If the Migration Guide adequately covers the changes, you can delete
this section

While a showcase should aim to be brief and digestible, you can use a
toggleable section to save space on longer showcases:

<details>
  <summary>Click to view showcase</summary>

```rust
println!("My super cool code.");
```

</details>

## Migration Guide

> This section is optional. If there are no breaking changes, you can
delete this section.

- If this PR is a breaking change (relative to the last release of
Bevy), describe how a user might need to migrate their code to support
these changes
- Simply adding new functionality is not a breaking change.
- Fixing behavior that was definitely a bug, rather than a questionable
design choice is not a breaking change.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-10-03 00:36:42 +00:00
Tim
eb51b4c28e
Migrate scenes to required components (#15579)
# Objective

A step in the migration to required components: scenes!

## Solution

As per the [selected
proposal](https://hackmd.io/@bevy/required_components/%2FPJtNGVMMQhyM0zIvCJSkbA):
- Deprecate `SceneBundle` and `DynamicSceneBundle`.
- Add `SceneRoot` and `DynamicSceneRoot` components, which wrap a
`Handle<Scene>` and `Handle<DynamicScene>` respectively.

## Migration Guide
Asset handles for scenes and dynamic scenes must now be wrapped in the
`SceneRoot` and `DynamicSceneRoot` components. Raw handles as components
no longer spawn scenes.

Additionally, `SceneBundle` and `DynamicSceneBundle` have been
deprecated. Instead, use the scene components directly.

Previously:
```rust
let model_scene = asset_server.load(GltfAssetLabel::Scene(0).from_asset("model.gltf"));

commands.spawn(SceneBundle {
    scene: model_scene,
    transform: Transform::from_xyz(-4.0, 0.0, -3.0),
    ..default()
});
```
Now:
```rust
let model_scene = asset_server.load(GltfAssetLabel::Scene(0).from_asset("model.gltf"));

commands.spawn((
    SceneRoot(model_scene),
    Transform::from_xyz(-4.0, 0.0, -3.0),
));
```
2024-10-01 22:42:11 +00:00
Matty
429987ebf8
Curve-based animation (#15434)
# Objective

This PR extends and reworks the material from #15282 by allowing
arbitrary curves to be used by the animation system to animate arbitrary
properties. The goals of this work are to:
- Allow far greater flexibility in how animations are allowed to be
defined in order to be used with `bevy_animation`.
- Delegate responsibility over keyframe interpolation to `bevy_math` and
the `Curve` libraries and reduce reliance on keyframes in animation
definitions generally.
- Move away from allowing the glTF spec to completely define animations
on a mechanical level.

## Solution

### Overview

At a high level, curves have been incorporated into the animation system
using the `AnimationCurve` trait (closely related to what was
`Keyframes`). From the top down:

1. In `animate_targets`, animations are driven by `VariableCurve`, which
is now a thin wrapper around a `Box<dyn AnimationCurve>`.
2. `AnimationCurve` is something built out of a `Curve`, and it tells
the animation system how to use the curve's output to actually mutate
component properties. The trait looks like this:
```rust
/// A low-level trait that provides control over how curves are actually applied to entities
/// by the animation system.
///
/// Typically, this will not need to be implemented manually, since it is automatically
/// implemented by [`AnimatableCurve`] and other curves used by the animation system
/// (e.g. those that animate parts of transforms or morph weights). However, this can be
/// implemented manually when `AnimatableCurve` is not sufficiently expressive.
///
/// In many respects, this behaves like a type-erased form of [`Curve`], where the output
/// type of the curve is remembered only in the components that are mutated in the
/// implementation of [`apply`].
///
/// [`apply`]: AnimationCurve::apply
pub trait AnimationCurve: Reflect + Debug + Send + Sync {
    /// Returns a boxed clone of this value.
    fn clone_value(&self) -> Box<dyn AnimationCurve>;

    /// The range of times for which this animation is defined.
    fn domain(&self) -> Interval;

    /// Write the value of sampling this curve at time `t` into `transform` or `entity`,
    /// as appropriate, interpolating between the existing value and the sampled value
    /// using the given `weight`.
    fn apply<'a>(
        &self,
        t: f32,
        transform: Option<Mut<'a, Transform>>,
        entity: EntityMutExcept<'a, (Transform, AnimationPlayer, Handle<AnimationGraph>)>,
        weight: f32,
    ) -> Result<(), AnimationEvaluationError>;
}
```
3. The conversion process from a `Curve` to an `AnimationCurve` involves
using wrappers which communicate the intent to animate a particular
property. For example, here is `TranslationCurve`, which wraps a
`Curve<Vec3>` and uses it to animate `Transform::translation`:
```rust
/// This type allows a curve valued in `Vec3` to become an [`AnimationCurve`] that animates
/// the translation component of a transform.
pub struct TranslationCurve<C>(pub C);
```

### Animatable Properties

The `AnimatableProperty` trait survives in the transition, and it can be
used to allow curves to animate arbitrary component properties. The
updated documentation for `AnimatableProperty` explains this process:
<details>
  <summary>Expand AnimatableProperty example</summary

An `AnimatableProperty` is a value on a component that Bevy can animate.

You can implement this trait on a unit struct in order to support
animating
custom components other than transforms and morph weights. Use that type
in
conjunction with `AnimatableCurve` (and perhaps
`AnimatableKeyframeCurve`
to define the animation itself). For example, in order to animate font
size of a
text section from 24 pt. to 80 pt., you might use:

```rust
#[derive(Reflect)]
struct FontSizeProperty;

impl AnimatableProperty for FontSizeProperty {
    type Component = Text;
    type Property = f32;
    fn get_mut(component: &mut Self::Component) -> Option<&mut Self::Property> {
        Some(&mut component.sections.get_mut(0)?.style.font_size)
    }
}
```

You can then create an `AnimationClip` to animate this property like so:

```rust
let mut animation_clip = AnimationClip::default();
animation_clip.add_curve_to_target(
    animation_target_id,
    AnimatableKeyframeCurve::new(
        [
            (0.0, 24.0),
            (1.0, 80.0),
        ]
    )
    .map(AnimatableCurve::<FontSizeProperty, _>::from_curve)
    .expect("Failed to create font size curve")
);
```

Here, the use of `AnimatableKeyframeCurve` creates a curve out of the
given keyframe time-value
pairs, using the `Animatable` implementation of `f32` to interpolate
between them. The
invocation of `AnimatableCurve::from_curve` with `FontSizeProperty`
indicates that the `f32`
output from that curve is to be used to animate the font size of a
`Text` component (as
configured above).


</details>

### glTF Loading

glTF animations are now loaded into `Curve` types of various kinds,
depending on what is being animated and what interpolation mode is being
used. Those types get wrapped into and converted into `Box<dyn
AnimationCurve>` and shoved inside of a `VariableCurve` just like
everybody else.

### Morph Weights

There is an `IterableCurve` abstraction which allows sampling these from
a contiguous buffer without allocating. Its only reason for existing is
that Rust disallows you from naming function types, otherwise we would
just use `Curve` with an iterator output type. (The iterator involves
`Map`, and the name of the function type would have to be able to be
named, but it is not.)

A `WeightsCurve` adaptor turns an `IterableCurve` into an
`AnimationCurve`, so it behaves like everything else in that regard.

## Testing

Tested by running existing animation examples. Interpolation logic has
had additional tests added within the `Curve` API to replace the tests
in `bevy_animation`. Some kinds of out-of-bounds errors have become
impossible.

Performance testing on `many_foxes` (`animate_targets`) suggests that
performance is very similar to the existing implementation. Here are a
couple trace histograms across different runs (yellow is this branch,
red is main).
<img width="669" alt="Screenshot 2024-09-27 at 9 41 50 AM"
src="https://github.com/user-attachments/assets/5ba4e9ac-3aea-452e-aaf8-1492acc2d7fc">
<img width="673" alt="Screenshot 2024-09-27 at 9 45 18 AM"
src="https://github.com/user-attachments/assets/8982538b-04cf-46b5-97b2-164c6bc8162e">

---

## Migration Guide

Most user code that does not directly deal with `AnimationClip` and
`VariableCurve` will not need to be changed. On the other hand,
`VariableCurve` has been completely overhauled. If you were previously
defining animation curves in code using keyframes, you will need to
migrate that code to use curve constructors instead. For example, a
rotation animation defined using keyframes and added to an animation
clip like this:
```rust
animation_clip.add_curve_to_target(
    animation_target_id,
    VariableCurve {
        keyframe_timestamps: vec![0.0, 1.0, 2.0, 3.0, 4.0],
        keyframes: Keyframes::Rotation(vec![
            Quat::IDENTITY,
            Quat::from_axis_angle(Vec3::Y, PI / 2.),
            Quat::from_axis_angle(Vec3::Y, PI / 2. * 2.),
            Quat::from_axis_angle(Vec3::Y, PI / 2. * 3.),
            Quat::IDENTITY,
        ]),
        interpolation: Interpolation::Linear,
    },
);
```

would now be added like this:
```rust
animation_clip.add_curve_to_target(
    animation_target_id,
    AnimatableKeyframeCurve::new([0.0, 1.0, 2.0, 3.0, 4.0].into_iter().zip([
        Quat::IDENTITY,
        Quat::from_axis_angle(Vec3::Y, PI / 2.),
        Quat::from_axis_angle(Vec3::Y, PI / 2. * 2.),
        Quat::from_axis_angle(Vec3::Y, PI / 2. * 3.),
        Quat::IDENTITY,
    ]))
    .map(RotationCurve)
    .expect("Failed to build rotation curve"),
);
```

Note that the interface of `AnimationClip::add_curve_to_target` has also
changed (as this example shows, if subtly), and now takes its curve
input as an `impl AnimationCurve`. If you need to add a `VariableCurve`
directly, a new method `add_variable_curve_to_target` accommodates that
(and serves as a one-to-one migration in this regard).

### For reviewers

The diff is pretty big, and the structure of some of the changes might
not be super-obvious:
- `keyframes.rs` became `animation_curves.rs`, and `AnimationCurve` is
based heavily on `Keyframes`, with the adaptors also largely following
suite.
- The Curve API adaptor structs were moved from `bevy_math::curve::mod`
into their own module `adaptors`. There are no functional changes to how
these adaptors work; this is just to make room for the specialized
reflection implementations since `mod.rs` was getting kind of cramped.
- The new module `gltf_curves` holds the additional curve constructions
that are needed by the glTF loader. Note that the loader uses a mix of
these and off-the-shelf `bevy_math` curve stuff.
- `animatable.rs` no longer holds logic related to keyframe
interpolation, which is now delegated to the existing abstractions in
`bevy_math::curve::cores`.

---------

Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
Co-authored-by: aecsocket <43144841+aecsocket@users.noreply.github.com>
2024-09-30 19:56:55 +00:00
Josh Robson Chase
f97eba2082
Add VisitEntities for generic and reflectable Entity iteration (#15425)
# Objective

- Provide a generic and _reflectable_ way to iterate over contained
entities

## Solution

Adds two new traits:

* `VisitEntities`: Reflectable iteration, accepts a closure rather than
producing an iterator. Implemented by default for `IntoIterator`
implementing types. A proc macro is also provided.
* A `Mut` variant of the above. Its derive macro uses the same field
attribute to avoid repetition.

## Testing

Added a test for `VisitEntities` that also transitively tests its derive
macro as well as the default `MapEntities` impl.
2024-09-30 17:32:03 +00:00
Chris Russell
2486343e87
Include AnimationTarget directly in the animation query rather than reading it through the EntityMut (#15413)
# Objective

Improve the performance of animation.  

`animate_targets` only does work for entities with a `AnimationTarget`
component, but the query it uses has no filters and matches all
archetypes, resulting in extra work checking and ignoring every other
entity in the world.

In addition, it uses `EntityMutExcept::get`, which has to look up the
`ComponentId` for `AnimationTarget` each time it's used.

Fixes #15412

## Solution

Instead of `entity_mut.get::<AnimationTarget>()`, add `&AnimationTarget`
to the query and read it directly. This requires adding
`AnimationTarget` to the list of exceptions in the `EntityMutExcept`.
Since the resulting type is getting long, add an alias for it.

This does mean that `AnimationTarget` is no longer available through
`entity`, which means it's not possible to animate the `AnimationTarget`
component itself.

## Testing

I ran performance traces of many_foxes comparing this branch to main.
Red is main, yellow is these changes:


![image](https://github.com/user-attachments/assets/93ef7d70-5103-4952-86b9-312aafc53e5f)
2024-09-27 18:18:03 +00:00
Zachary Harrold
d70595b667
Add core and alloc over std Lints (#15281)
# Objective

- Fixes #6370
- Closes #6581

## Solution

- Added the following lints to the workspace:
  - `std_instead_of_core`
  - `std_instead_of_alloc`
  - `alloc_instead_of_core`
- Used `cargo +nightly fmt` with [item level use
formatting](https://rust-lang.github.io/rustfmt/?version=v1.6.0&search=#Item%5C%3A)
to split all `use` statements into single items.
- Used `cargo clippy --workspace --all-targets --all-features --fix
--allow-dirty` to _attempt_ to resolve the new linting issues, and
intervened where the lint was unable to resolve the issue automatically
(usually due to needing an `extern crate alloc;` statement in a crate
root).
- Manually removed certain uses of `std` where negative feature gating
prevented `--all-features` from finding the offending uses.
- Used `cargo +nightly fmt` with [crate level use
formatting](https://rust-lang.github.io/rustfmt/?version=v1.6.0&search=#Crate%5C%3A)
to re-merge all `use` statements matching Bevy's previous styling.
- Manually fixed cases where the `fmt` tool could not re-merge `use`
statements due to conditional compilation attributes.

## Testing

- Ran CI locally

## Migration Guide

The MSRV is now 1.81. Please update to this version or higher.

## Notes

- This is a _massive_ change to try and push through, which is why I've
outlined the semi-automatic steps I used to create this PR, in case this
fails and someone else tries again in the future.
- Making this change has no impact on user code, but does mean Bevy
contributors will be warned to use `core` and `alloc` instead of `std`
where possible.
- This lint is a critical first step towards investigating `no_std`
options for Bevy.

---------

Co-authored-by: François Mockers <francois.mockers@vleue.com>
2024-09-27 00:59:59 +00:00
Clar Fon
efda7f3f9c
Simpler lint fixes: makes ci lints work but disables a lint for now (#15376)
Takes the first two commits from #15375 and adds suggestions from this
comment:
https://github.com/bevyengine/bevy/pull/15375#issuecomment-2366968300

See #15375 for more reasoning/motivation.

## Rebasing (rerunning)

```rust
git switch simpler-lint-fixes
git reset --hard main
cargo fmt --all -- --unstable-features --config normalize_comments=true,imports_granularity=Crate
cargo fmt --all
git add --update
git commit --message "rustfmt"
cargo clippy --workspace --all-targets --all-features --fix
cargo fmt --all -- --unstable-features --config normalize_comments=true,imports_granularity=Crate
cargo fmt --all
git add --update
git commit --message "clippy"
git cherry-pick e6c0b94f6795222310fb812fa5c4512661fc7887
```
2024-09-24 11:42:59 +00:00
Patrick Walton
8154164f1b
Allow animation clips to animate arbitrary properties. (#15282)
Currently, Bevy restricts animation clips to animating
`Transform::translation`, `Transform::rotation`, `Transform::scale`, or
`MorphWeights`, which correspond to the properties that glTF can
animate. This is insufficient for many use cases such as animating UI,
as the UI layout systems expect to have exclusive control over UI
elements' `Transform`s and therefore the `Style` properties must be
animated instead.

This commit fixes this, allowing for `AnimationClip`s to animate
arbitrary properties. The `Keyframes` structure has been turned into a
low-level trait that can be implemented to achieve arbitrary animation
behavior. Along with `Keyframes`, this patch adds a higher-level trait,
`AnimatableProperty`, that simplifies the task of animating single
interpolable properties. Built-in `Keyframes` implementations exist for
translation, rotation, scale, and morph weights. For the most part, you
can migrate by simply changing your code from
`Keyframes::Translation(...)` to `TranslationKeyframes(...)`, and
likewise for rotation, scale, and morph weights.

An example `AnimatableProperty` implementation for the font size of a
text section follows:

     #[derive(Reflect)]
     struct FontSizeProperty;

     impl AnimatableProperty for FontSizeProperty {
         type Component = Text;
         type Property = f32;
fn get_mut(component: &mut Self::Component) -> Option<&mut
Self::Property> {
             Some(&mut component.sections.get_mut(0)?.style.font_size)
         }
     }

In order to keep this patch relatively small, this patch doesn't include
an implementation of `AnimatableProperty` on top of the reflection
system. That can be a follow-up.

This patch builds on top of the new `EntityMutExcept<>` type in order to
widen the `AnimationTarget` query to include write access to all
components. Because `EntityMutExcept<>` has some performance overhead
over an explicit query, we continue to explicitly query `Transform` in
order to avoid regressing the performance of skeletal animation, such as
the `many_foxes` benchmark. I've measured the performance of that
benchmark and have found no significant regressions.

A new example, `animated_ui`, has been added. This example shows how to
use Bevy's built-in animation infrastructure to animate font size and
color, which wasn't possible before this patch.

## Showcase


https://github.com/user-attachments/assets/1fa73492-a9ce-405a-a8f2-4aacd7f6dc97

## Migration Guide

* Animation keyframes are now an extensible trait, not an enum. Replace
`Keyframes::Translation(...)`, `Keyframes::Scale(...)`,
`Keyframes::Rotation(...)`, and `Keyframes::Weights(...)` with
`Box::new(TranslationKeyframes(...))`, `Box::new(ScaleKeyframes(...))`,
`Box::new(RotationKeyframes(...))`, and
`Box::new(MorphWeightsKeyframes(...))` respectively.
2024-09-23 17:14:12 +00:00
Benjamin Brienen
29508f065f
Fix floating point math (#15239)
# Objective

- Fixes #15236

## Solution

- Use bevy_math::ops instead of std floating point operations.

## Testing

- Did you test these changes? If so, how?
Unit tests and `cargo run -p ci -- test`

- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
Execute `cargo run -p ci -- test` on Windows.

- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
Windows

## Migration Guide

- Not a breaking change
- Projects should use bevy math where applicable

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: IQuick 143 <IQuick143cz@gmail.com>
Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
2024-09-16 23:28:12 +00:00
Blazepaws
c909a0572d
Reflect derived traits on all components and resources: bevy_animation (#15209)
Solves https://github.com/bevyengine/bevy/issues/15187 for the
bevy_animation subcrate
2024-09-15 11:58:51 +00:00
BD103
6ec6a55645
Unify crate-level preludes (#15080)
# Objective

- Crate-level prelude modules, such as `bevy_ecs::prelude`, are plagued
with inconsistency! Let's fix it!

## Solution

Format all preludes based on the following rules:

1. All preludes should have brief documentation in the format of:
   > The _name_ prelude.
   >
> This includes the most common types in this crate, re-exported for
your convenience.
2. All documentation should be outer, not inner. (`///` instead of
`//!`.)
3. No prelude modules should be annotated with `#[doc(hidden)]`. (Items
within them may, though I'm not sure why this was done.)

## Testing

- I manually searched for the term `mod prelude` and updated all
occurrences by hand. 🫠

---------

Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
2024-09-08 17:10:57 +00:00
Alice Cecile
4ac2a63556
Remove all existing system order ambiguities in DefaultPlugins (#15031)
# Objective

As discussed in https://github.com/bevyengine/bevy/issues/7386, system
order ambiguities within `DefaultPlugins` are a source of bugs in the
engine and badly pollute diagnostic output for users.

We should eliminate them!

This PR is an alternative to #15027: with all external ambiguities
silenced, this should be much less prone to merge conflicts and the test
output should be much easier for authors to understand.

Note that system order ambiguities are still permitted in the
`RenderApp`: these need a bit of thought in terms of how to test them,
and will be fairly involved to fix. While these aren't *good*, they'll
generally only cause graphical bugs, not logic ones.

## Solution

All remaining system order ambiguities have been resolved.
Review this PR commit-by-commit to see how each of these problems were
fixed.

## Testing

`cargo run --example ambiguity_detection` passes with no panics or
logging!
2024-09-03 20:24:34 +00:00
Patrick Walton
d2624765d0
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
MichiRecRoom
4bea611a43
Don't require going through bevy_animation::prelude to get to certain items in bevy_animation (#14979)
# Objective
* Fixes https://github.com/bevyengine/bevy/issues/14889

## Solution
Exposes `bevy_animation::{animatable, graph, transition}` to the world.

## Testing
- Did you test these changes? If so, how?
- These changes do not need testing, as they do not modify/add/remove
any functionality.
- ~~Are there any parts that need more testing?~~
- ~~How can other people (reviewers) test your changes? Is there
anything specific they need to know?~~
- ~~If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?~~

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-08-31 18:38:34 +00:00
MichiRecRoom
c816cf9072
Reorganize some of bevy_animation's imports into a more consistent style (#14983)
# Objective
`bevy_animation` imports a lot of items - and it uses a very
inconsistent code style to do so.

## Solution
Changes the offending `use` statements to be more consistent across the
crate.

## Testing
- Did you test these changes? If so, how?
- No testing is needed beyond lint checks, and those finished
successfully.
- ~~Are there any parts that need more testing?~~
- ~~How can other people (reviewers) test your changes? Is there
anything specific they need to know?~~
- ~~If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?~~
2024-08-30 01:24:31 +00:00
Rob Parrett
2c3f5a00ac
Add AnimationGraph::from_clips and simplify animated_fox example (#14853)
# Objective

Add a convenience constructor to make simple animation graphs easier to
build.

I've had some notes about attempting this since #11989 that I just
remembered after seeing #14852.

This partially addresses #14852, but I don't really know animation well
enough to write all of the documentation it's asking for.

## Solution

Add `AnimationGraph::from_clips` and use it to simplify `animated_fox`.

Do some other little bits of incidental cleanup and documentation .

## Testing

I ran `cargo run --example animated_fox`.
2024-08-25 14:16:04 +00:00
aecsocket
eb6e97c18e
Make ActiveAnimation::set_weight return &mut Self (#14914)
# Objective

Fixes #14907.

## Solution

Changes `ActiveAnimation::set_weight` to return `&mut Self`.

## Testing

Simple API change, I don't think this needs explicit testing.
2024-08-25 13:44:52 +00:00
robtfm
9ca5540b75
apply finished animations (#14743)
# Objective

fix #14742

## Solution

the issue arises because "finished" animations (where current time >=
last keyframe time) are not applied at all.
when transitioning from a finished animation to another later-indexed
anim, the transition kind-of works because the finished anim is skipped,
then the new anim is applied with a lower weight (weight / total_weight)
when transitioning from a finished animation to another earlier-indexed
anim, the transition is instant as the new anim is applied with 1.0 (as
weight == total_weight for the first applied), then the finished
animation is skipped.

to fix this we can always apply every animation based on the nearest 2
keyframes, and clamp the interpolation between them to [0,1].

pros:
- finished animations can be transitioned out of correctly
- blended animations where some curves have a last-keyframe before the
end of the animation will blend properly
- animations will actually finish on their last keyframe, rather than a
fraction of a render-frame before the end

cons:
- we have to re-apply finished animations every frame whether it's
necessary or not. i can't see a way to avoid this.
2024-08-15 15:10:23 +00:00
Lixou
20264d0810
Make AnimationPlayer::start and ::play work accordingly to documentation (#14546)
# Objective

While scrolling through the animation crate, I was confused by the docs
and code for the two methods. One does nothing for resetting an
animation, the other just resets the weights for whatever reason.

## Solution

Made the functions work accordingly to their documentation.
`start` now replays the animation.
And `play` doesn't reset the weight anymore. I have no clue why it
should. `play` is there to don't do anything to an already existing
animation.

## Testing

I tested the current 0.14 code with bevy playground in the Animated Fox
exampled and changed it such that on pressing space, either `play` or
`start` would be called. Neither changed anything.
I then inlined the function for start there and it restarted the
animation, so it should work.

---

## Migration Guide

`AnimationPlayer::start` now correspondingly to its docs restarts a
running animation.
`AnimationPlayer::play` doesn't reset the weight anymore.
2024-07-31 14:07:53 +00:00
Al M.
e06f4d4083
Fix single keyframe animations. (#14344)
# Objective

For clips with more than one curve, only the first was being applied if
there is only one keyframe in it.

## Solution

Continue!
2024-07-22 18:44:27 +00:00
Abe
d8d49fdd13
Deprecate is_playing_animation (#14387)
# Objective

Fixes #14386

## Solution

- Added the `#[deprecate]` attribute to the `is_playing_animation`
function.

## Testing

The project successfully builds.

---

## Migration Guide

The user will just need to replace functions named
`is_playing_animation` with `animation_is_playing`.
2024-07-19 11:27:43 +00:00
Lura
856b39d821
Apply Clippy lints regarding lazy evaluation and closures (#14015)
# Objective

- Lazily evaluate
[default](https://rust-lang.github.io/rust-clippy/master/index.html#/unwrap_or_default)~~/[or](https://rust-lang.github.io/rust-clippy/master/index.html#/or_fun_call)~~
values where it makes sense
  - ~~`unwrap_or(foo())` -> `unwrap_or_else(|| foo())`~~
  - `unwrap_or(Default::default())` -> `unwrap_or_default()`
  - etc.
- Avoid creating [redundant
closures](https://rust-lang.github.io/rust-clippy/master/index.html#/redundant_closure),
even for [method
calls](https://rust-lang.github.io/rust-clippy/master/index.html#/redundant_closure_for_method_calls)
  - `map(|something| something.into())` -> `map(Into:into)`

## Solution

- Apply Clippy lints:
-
~~[or_fun_call](https://rust-lang.github.io/rust-clippy/master/index.html#/or_fun_call)~~
-
[unwrap_or_default](https://rust-lang.github.io/rust-clippy/master/index.html#/unwrap_or_default)
-
[redundant_closure_for_method_calls](https://rust-lang.github.io/rust-clippy/master/index.html#/redundant_closure_for_method_calls)
([redundant
closures](https://rust-lang.github.io/rust-clippy/master/index.html#/redundant_closure)
is already enabled)

## Testing

- Tested on Windows 11 (`stable-x86_64-pc-windows-gnu`, 1.79.0)
- Bevy compiles without errors or warnings and examples seem to work as
intended
  - `cargo clippy` 
  - `cargo run -p ci -- compile` 

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-07-01 15:54:40 +00:00
re0312
dbffb41e50
Remove unnecessary compute for rotation interpolation (#14019)
# Objective

- `slerp` has a built-in short path check. And quaternions are ensured
to be normalized during loading .

## Solution
- remove it 

## Testing
`many_foxes ` in single thread

![image](https://github.com/bevyengine/bevy/assets/45868716/a7e74050-e202-4adb-9179-82a87263c300)
2024-06-25 21:14:37 +00:00
Jan Hohenheim
6273227e09
Fix lints introduced in Rust beta 1.80 (#13899)
Resolves #13895

Mostly just involves being more explicit about which parts of the docs
belong to a list and which begin a new paragraph.
- found a few docs that were malformed because of exactly this, so I
fixed that by introducing a paragraph
- added indentation to nearly all multiline lists
- fixed a few minor typos
- added `#[allow(dead_code)]` to types that are needed to test
annotations but are never constructed
([here](https://github.com/bevyengine/bevy/pull/13899/files#diff-b02b63604e569c8577c491e7a2030d456886d8f6716eeccd46b11df8aac75dafR1514)
and
[here](https://github.com/bevyengine/bevy/pull/13899/files#diff-b02b63604e569c8577c491e7a2030d456886d8f6716eeccd46b11df8aac75dafR1523))
- verified that  `cargo +beta run -p ci -- lints` passes
- verified that `cargo +beta run -p ci -- test` passes
2024-06-17 17:22:01 +00:00
Mincong Lu
651f3d08d7
Make the component types of the new animation players clonable. (#13736)
# Objective

Some use cases might require holding onto the previous state of the
animation player for change detection.

## Solution

Added `clone` and `copy` implementation to most animation types. 
Added optimized `clone_from` implementations for the specific use case
of holding a `PreviousAnimationPlayer` component.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-06-07 21:51:24 +00:00
Nicolas Zhao
83f1184ea3
Expose mutable Animation Clips (#13067)
# Objective

- Be able to edit animation inside the editor and save them once
modified. This will allow bevy to modify animation assets with code.
- Fixes #13052

## Solution

- Expose the previously const getters of the Animation curves

---
2024-04-23 14:58:08 +00:00
blukai
9622557093
fix find_current_keyframe panic (#12931)
# Objective

i downloaded a random model from sketchfab
(https://sketchfab.com/3d-models/dragon-glass-fe00cb0ecaca4e4595874b70de7e116b)
to fiddle with bevy and encountered a panic when attempted to play
animations:
```
thread 'Compute Task Pool (3)' panicked at /home/username/code/bevy/crates/bevy_animation/src/lib.rs:848:58:
index out of bounds: the len is 40 but the index is 40
```

"Animation / Animated Fox"
(5caf085dac/examples/animation/animated_fox.rs)
example can be used for reproduction. to reproduce download a model from
sketchfab (link above) and load it instead of loading fox.glb, keep only
`dragon_glass.glb#Animation0` and remove `1` and `2` -> run and wait 1-2
seconds for crash to happen.

## Solution

correct keyframe indexing, i guess
2024-04-13 22:32:21 +00:00
James Liu
934f2cfadf
Clean up some low level dependencies (#12858)
# Objective
Minimize the number of dependencies low in the tree.

## Solution

* Remove the dependency on rustc-hash in bevy_ecs (not used) and
bevy_macro_utils (only used in one spot).
* Deduplicate the dependency on `sha1_smol` with the existing blake3
dependency already being used for bevy_asset.
 * Remove the unused `ron` dependency on `bevy_app`
* Make the `serde` dependency for `bevy_ecs` optional. It's only used
for serializing Entity.
* Change the `wgpu` dependency to `wgpu-types`, and make it optional for
`bevy_color`.
 * Remove the unused `thread-local` dependency on `bevy_render`.
* Make multiple dependencies for `bevy_tasks` optional and enabled only
when running with the `multi-threaded` feature. Preferably they'd be
disabled all the time on wasm, but I couldn't find a clean way to do
this.

---

## Changelog
TODO 

## Migration Guide
TODO
2024-04-08 19:45:42 +00:00
James Liu
56bcbb0975
Forbid unsafe in most crates in the engine (#12684)
# Objective
Resolves #3824. `unsafe` code should be the exception, not the norm in
Rust. It's obviously needed for various use cases as it's interfacing
with platforms and essentially running the borrow checker at runtime in
the ECS, but the touted benefits of Bevy is that we are able to heavily
leverage Rust's safety, and we should be holding ourselves accountable
to that by minimizing our unsafe footprint.

## Solution
Deny `unsafe_code` workspace wide. Add explicit exceptions for the
following crates, and forbid it in almost all of the others.

* bevy_ecs - Obvious given how much unsafe is needed to achieve
performant results
* bevy_ptr - Works with raw pointers, even more low level than bevy_ecs.
 * bevy_render - due to needing to integrate with wgpu
 * bevy_window - due to needing to integrate with raw_window_handle
* bevy_utils - Several unsafe utilities used by bevy_ecs. Ideally moved
into bevy_ecs instead of made publicly usable.
 * bevy_reflect - Required for the unsafe type casting it's doing.
 * bevy_transform - for the parallel transform propagation
 * bevy_gizmos  - For the SystemParam impls it has.
* bevy_assets - To support reflection. Might not be required, not 100%
sure yet.
* bevy_mikktspace - due to being a conversion from a C library. Pending
safe rewrite.
* bevy_dynamic_plugin - Inherently unsafe due to the dynamic loading
nature.

Several uses of unsafe were rewritten, as they did not need to be using
them:

* bevy_text - a case of `Option::unchecked` could be rewritten as a
normal for loop and match instead of an iterator.
* bevy_color - the Pod/Zeroable implementations were replaceable with
bytemuck's derive macros.
2024-03-27 03:30:08 +00:00
James Liu
f096ad4155
Set the logo and favicon for all of Bevy's published crates (#12696)
# Objective
Currently the built docs only shows the logo and favicon for the top
level `bevy` crate. This makes views like
https://docs.rs/bevy_ecs/latest/bevy_ecs/ look potentially unrelated to
the project at first glance.

## Solution
Reproduce the docs attributes for every crate that Bevy publishes.

Ideally this would be done with some workspace level Cargo.toml control,
but AFAICT, such support does not exist.
2024-03-25 18:52:50 +00:00
Ame
72c51cdab9
Make feature(doc_auto_cfg) work (#12642)
# Objective

- In #12366 `![cfg_attr(docsrs, feature(doc_auto_cfg))] `was added. But
to apply it it needs `--cfg=docsrs` in rustdoc-args.


## Solution

- Apply `--cfg=docsrs` to all crates and CI.

I also added `[package.metadata.docs.rs]` to all crates to avoid adding
code behind a feature and forget adding the metadata.

Before:

![Screenshot 2024-03-22 at 00 51
57](https://github.com/bevyengine/bevy/assets/104745335/6a9dfdaa-8710-4784-852b-5f9b74e3522c)

After:
![Screenshot 2024-03-22 at 00 51
32](https://github.com/bevyengine/bevy/assets/104745335/c5bd6d8e-8ddb-45b3-b844-5ecf9f88961c)
2024-03-23 02:22:52 +00:00
Patrick Walton
dfdf2b9ea4
Implement the AnimationGraph, allowing for multiple animations to be blended together. (#11989)
This is an implementation of RFC #51:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md

Note that the implementation strategy is different from the one outlined
in that RFC, because two-phase animation has now landed.

# Objective

Bevy needs animation blending. The RFC for this is [RFC 51].

## Solution

This is an implementation of the RFC. Note that the implementation
strategy is different from the one outlined there, because two-phase
animation has now landed.

This is just a draft to get the conversation started. Currently we're
missing a few things:

- [x] A fully-fleshed-out mechanism for transitions
- [x] A serialization format for `AnimationGraph`s
- [x] Examples are broken, other than `animated_fox`
- [x] Documentation

---

## Changelog

### Added

* The `AnimationPlayer` has been reworked to support blending multiple
animations together through an `AnimationGraph`, and as such will no
longer function unless a `Handle<AnimationGraph>` has been added to the
entity containing the player. See [RFC 51] for more details.

* Transition functionality has moved from the `AnimationPlayer` to a new
component, `AnimationTransitions`, which works in tandem with the
`AnimationGraph`.

## Migration Guide

* `AnimationPlayer`s can no longer play animations by themselves and
need to be paired with a `Handle<AnimationGraph>`. Code that was using
`AnimationPlayer` to play animations will need to create an
`AnimationGraph` asset first, add a node for the clip (or clips) you
want to play, and then supply the index of that node to the
`AnimationPlayer`'s `play` method.

* The `AnimationPlayer::play_with_transition()` method has been removed
and replaced with the `AnimationTransitions` component. If you were
previously using `AnimationPlayer::play_with_transition()`, add all
animations that you were playing to the `AnimationGraph`, and create an
`AnimationTransitions` component to manage the blending between them.

[RFC 51]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md

---------

Co-authored-by: Rob Parrett <robparrett@gmail.com>
2024-03-07 20:22:42 +00:00
James Liu
512b7463a3
Disentangle bevy_utils/bevy_core's reexported dependencies (#12313)
# Objective
Make bevy_utils less of a compilation bottleneck. Tackle #11478.

## Solution
* Move all of the directly reexported dependencies and move them to
where they're actually used.
* Remove the UUID utilities that have gone unused since `TypePath` took
over for `TypeUuid`.
* There was also a extraneous bytemuck dependency on `bevy_core` that
has not been used for a long time (since `encase` became the primary way
to prepare GPU buffers).
* Remove the `all_tuples` macro reexport from bevy_ecs since it's
accessible from `bevy_utils`.

---

## Changelog
Removed: Many of the reexports from bevy_utils (petgraph, uuid, nonmax,
smallvec, and thiserror).
Removed: bevy_core's reexports of bytemuck.

## Migration Guide
bevy_utils' reexports of petgraph, uuid, nonmax, smallvec, and thiserror
have been removed.

bevy_core' reexports of bytemuck's types has been removed. 

Add them as dependencies in your own crate instead.
2024-03-07 02:30:15 +00:00
James Liu
9e5db9abc7
Clean up type registrations (#12314)
# Objective
Fix #12304. Remove unnecessary type registrations thanks to #4154.

## Solution
Conservatively remove type registrations. Keeping the top level
components, resources, and events, but dropping everything else that is
a type of a member of those types.
2024-03-06 16:05:53 +00:00
James Liu
5619bd09d1
Replace bevy_log's tracing reexport with bevy_utils' (#12254)
# Objective
Fixes #11298. Make the use of bevy_log vs bevy_utils::tracing more
consistent.

## Solution
Replace all uses of bevy_log's logging macros with the reexport from
bevy_utils. Remove bevy_log as a dependency where it's no longer needed
anymore.

Ideally we should just be using tracing directly, but given that all of
these crates are already using bevy_utils, this likely isn't that great
of a loss right now.
2024-03-02 18:38:04 +00:00
Patrick Walton
5f1dd3918b
Rework animation to be done in two phases. (#11707)
# Objective

Bevy's animation system currently does tree traversals based on `Name`
that aren't necessary. Not only do they require in unsafe code because
tree traversals are awkward with parallelism, but they are also somewhat
slow, brittle, and complex, which manifested itself as way too many
queries in #11670.

# Solution

Divide animation into two phases: animation *advancement* and animation
*evaluation*, which run after one another. *Advancement* operates on the
`AnimationPlayer` and sets the current animation time to match the game
time. *Evaluation* operates on all animation bones in the scene in
parallel and sets the transforms and/or morph weights based on the time
and the clip.

To do this, we introduce a new component, `AnimationTarget`, which the
asset loader places on every bone. It contains the ID of the entity
containing the `AnimationPlayer`, as well as a UUID that identifies
which bone in the animation the target corresponds to. In the case of
glTF, the UUID is derived from the full path name to the bone. The rule
that `AnimationTarget`s are descendants of the entity containing
`AnimationPlayer` is now just a convention, not a requirement; this
allows us to eliminate the unsafe code.

# Migration guide

* `AnimationClip` now uses UUIDs instead of hierarchical paths based on
the `Name` component to refer to bones. This has several consequences:
- A new component, `AnimationTarget`, should be placed on each bone that
you wish to animate, in order to specify its UUID and the associated
`AnimationPlayer`. The glTF loader automatically creates these
components as necessary, so most uses of glTF rigs shouldn't need to
change.
- Moving a bone around the tree, or renaming it, no longer prevents an
`AnimationPlayer` from affecting it.
- Dynamically changing the `AnimationPlayer` component will likely
require manual updating of the `AnimationTarget` components.
* Entities with `AnimationPlayer` components may now possess descendants
that also have `AnimationPlayer` components. They may not, however,
animate the same bones.
* As they aren't specific to `TypeId`s,
`bevy_reflect::utility::NoOpTypeIdHash` and
`bevy_reflect::utility::NoOpTypeIdHasher` have been renamed to
`bevy_reflect::utility::NoOpHash` and
`bevy_reflect::utility::NoOpHasher` respectively.
2024-02-19 14:59:54 +00:00
Evgeny Kropotin
149d48f586
Add type registrations for animation types (#11889)
# Objective
Adds type registrations for some animation and math types

Fixes #11848
2024-02-16 13:17:42 +00:00
BD103
8018d62e41
Use question mark operator when possible (#11865)
# Objective

- There are multiple instances of `let Some(x) = ... else { None };`
throughout the project.
- Because `Option<T>` implements
[`Try`](https://doc.rust-lang.org/stable/std/ops/trait.Try.html), it can
use the question mark `?` operator.

## Solution

- Use question mark operator instead of `let Some(x) = ... else { None
}`.

---

There was another PR that did a similar thing a few weeks ago, but I
couldn't find it.
2024-02-14 18:44:33 +00:00
Tristan Guichaoua
694c06f3d0
Inverse missing_docs logic (#11676)
# Objective

Currently the `missing_docs` lint is allowed-by-default and enabled at
crate level when their documentations is complete (see #3492).
This PR proposes to inverse this logic by making `missing_docs`
warn-by-default and mark crates with imcomplete docs allowed.

## Solution

Makes `missing_docs` warn at workspace level and allowed at crate level
when the docs is imcomplete.
2024-02-03 21:40:55 +00:00
James Liu
602515d8aa
Animatable trait for interpolation and blending (#4482)
# Objective
Allow animation of types other than translation, scale, and rotation on
`Transforms`.

## Solution
Add a base trait for all values that can be animated by the animation
system. This provides the basic operations for sampling and blending
animation values for more than just translation, rotation, and scale.

This implements part of bevyengine/rfcs#51, but is missing the
implementations for `Range<T>` and `Color`. This also does not fully
integrate with the existing `AnimationPlayer` yet, just setting up the
trait.

---------

Co-authored-by: Kirillov Kirill <kirusfg@gmail.com>
Co-authored-by: François <mockersf@gmail.com>
Co-authored-by: irate <JustTheCoolDude@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
2024-02-02 21:19:37 +00:00
Kanabenki
e94297fdce
Replace the cubic_spline_interpolation macro with a generic function (#11605)
# Objective

- Address a `TODO` item in `bevy_animation`.

## Solution

- Replace the `cubic_spline_interpolation` macro with a function.

The function isn't marked as `#[inline(always)]` but from what I checked
with `cargo asm` it gets inlined (even in debug, unless I explicitly add
`#[inline(never)]`), so this should be identical to the macro. If needed
I can add the attribute.
2024-01-29 19:50:30 +00:00
Nicola Papale
78b5f323f8
Skip alloc when updating animation path cache (#11330)
Not always, but skip it if the new length is smaller.

For context, `path_cache` is a `Vec<Vec<Option<Entity>>>`.

# Objective

Previously, when setting a new length to the `path_cache`, we would:

1. Deallocate all existing `Vec<Option<Entity>>`
2. Deallocate the `path_cache`
3. Allocate a new `Vec<Vec<Option<Entity>>>`, where each item is an
empty `Vec`, and would have to be allocated when pushed to.

This is a lot of allocations!

## Solution

Use
[`Vec::resize_with`](https://doc.rust-lang.org/stable/std/vec/struct.Vec.html#method.resize_with).

With this change, what occurs is:

1. We `clear` each `Vec<Option<Entity>>`, keeping the allocation, but
making the memory of each `Vec` re-usable
2. We only append new `Vec` to `path_cache` when it is too small.

* Fixes #11328 

### Note on performance

I didn't benchmark it, I just ran a diff on the generated assembly (ran
with `--profile stress-test` and `--native`). I found this PR has 20
less instructions in `apply_animation` (out of 2504).

Though on a purely abstract level, I can deduce this leads to less
allocation.

More information on profiling allocations in rust:
https://nnethercote.github.io/perf-book/heap-allocations.html

## Future work

I think a [jagged vec](https://en.wikipedia.org/wiki/Jagged_array) would
be much more pertinent. Because it allocates everything in a single
contiguous buffer.

This would avoid dancing around allocations, and reduces the overhead of
one `*mut T` and two `usize` per row, also removes indirection,
improving cache efficiency. I think it would both improve code quality
and performance.
2024-01-13 19:33:11 +00:00
Alice Cecile
98b62e829d
Clean up code to find the current keyframe (#11306)
# Objective

While working on #10832, I found this code very dense and hard to
understand.

I was not confident in my fix (or the correctness of the existing code).

## Solution

Clean up, test and document the code used in the `apply_animation`
system.

I also added a pair of length-related utility methods to `Keyframes` for
easier testing. They seemed generically useful, so I made them pub.

## Changelog

- Added `VariableCurve::find_current_keyframe` method.
- Added `Keyframes::len` and `is_empty` methods.

---------

Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
2024-01-13 13:25:28 +00:00
irate
ec14e946b8
Update glam, encase and hexasphere (#11082)
Update to `glam` 0.25, `encase` 0.7 and `hexasphere` to 10.0

## Changelog
Added the `FloatExt` trait to the `bevy_math` prelude which adds `lerp`,
`inverse_lerp` and `remap` methods to the `f32` and `f64` types.
2024-01-08 22:58:45 +00:00
François
71adb77a2e
support all types of animation interpolation from gltf (#10755)
# Objective

- Support step and cubic spline interpolation from gltf

## Solution

- Support step and cubic spline interpolation from gltf

Tested with
https://github.com/KhronosGroup/glTF-Sample-Models/tree/master/2.0/InterpolationTest
expected: 

![](https://raw.githubusercontent.com/KhronosGroup/glTF-Sample-Models/master/2.0/InterpolationTest/screenshot/screenshot.gif)
result: 

![output](https://github.com/bevyengine/bevy/assets/8672791/e7f1afd5-20c9-4921-97d4-8d0c82203068)

---

## Migration Guide

When manually specifying an animation `VariableCurve`, the interpolation
type must be specified:

- Bevy 0.12
```rust
        VariableCurve {
            keyframe_timestamps: vec![0.0, 1.0, 2.0, 3.0, 4.0],
            keyframes: Keyframes::Rotation(vec![
                Quat::IDENTITY,
                Quat::from_axis_angle(Vec3::Y, PI / 2.),
                Quat::from_axis_angle(Vec3::Y, PI / 2. * 2.),
                Quat::from_axis_angle(Vec3::Y, PI / 2. * 3.),
                Quat::IDENTITY,
            ]),
        },
```

- Bevy 0.13
```rust
        VariableCurve {
            keyframe_timestamps: vec![0.0, 1.0, 2.0, 3.0, 4.0],
            keyframes: Keyframes::Rotation(vec![
                Quat::IDENTITY,
                Quat::from_axis_angle(Vec3::Y, PI / 2.),
                Quat::from_axis_angle(Vec3::Y, PI / 2. * 2.),
                Quat::from_axis_angle(Vec3::Y, PI / 2. * 3.),
                Quat::IDENTITY,
            ]),
            interpolation: Interpolation::Linear,
        },
```
2023-12-31 18:01:50 +00:00
Tim Siegel
1ab0f28acd
docs: AnimationPlayer::play doesn't have transition_duration arg (#10970)
# Objective

The documentation for `AnimationPlayer::play` mentions a non-existent
`transition_duration` argument from an old iteration of the API. It's
confusing.

## Solution

Remove the offending sentence.
2023-12-13 18:51:34 +00:00
TheBigCheese
e67cfdf82b
Enable clippy::undocumented_unsafe_blocks warning across the workspace (#10646)
# Objective

Enables warning on `clippy::undocumented_unsafe_blocks` across the
workspace rather than only in `bevy_ecs`, `bevy_transform` and
`bevy_utils`. This adds a little awkwardness in a few areas of code that
have trivial safety or explain safety for multiple unsafe blocks with
one comment however automatically prevents these comments from being
missed.

## Solution

This adds `undocumented_unsafe_blocks = "warn"` to the workspace
`Cargo.toml` and fixes / adds a few missed safety comments. I also added
`#[allow(clippy::undocumented_unsafe_blocks)]` where the safety is
explained somewhere above.

There are a couple of safety comments I added I'm not 100% sure about in
`bevy_animation` and `bevy_render/src/view` and I'm not sure about the
use of `#[allow(clippy::undocumented_unsafe_blocks)]` compared to adding
comments like `// SAFETY: See above`.
2023-11-21 02:06:24 +00:00