//! Demonstrates animation blending with animation graphs. //! //! The animation graph is shown on screen. You can change the weights of the //! playing animations by clicking and dragging left or right within the nodes. #[cfg(not(target_arch = "wasm32"))] use std::{fs::File, path::Path}; use bevy::{ animation::animate_targets, color::palettes::{ basic::WHITE, css::{ANTIQUE_WHITE, DARK_GREEN}, }, prelude::*, ui::RelativeCursorPosition, }; use argh::FromArgs; #[cfg(not(target_arch = "wasm32"))] use bevy::asset::io::file::FileAssetReader; #[cfg(not(target_arch = "wasm32"))] use bevy::tasks::IoTaskPool; #[cfg(not(target_arch = "wasm32"))] use ron::ser::PrettyConfig; /// Where to find the serialized animation graph. static ANIMATION_GRAPH_PATH: &str = "animation_graphs/Fox.animgraph.ron"; /// The indices of the nodes containing animation clips in the graph. static CLIP_NODE_INDICES: [u32; 3] = [2, 3, 4]; /// The help text in the upper left corner. static HELP_TEXT: &str = "Click and drag an animation clip node to change its weight"; /// The node widgets in the UI. static NODE_TYPES: [NodeType; 5] = [ NodeType::Clip(ClipNode::new("Idle", 0)), NodeType::Clip(ClipNode::new("Walk", 1)), NodeType::Blend("Root"), NodeType::Blend("Blend\n0.5"), NodeType::Clip(ClipNode::new("Run", 2)), ]; /// The positions of the node widgets in the UI. /// /// These are in the same order as [`NODE_TYPES`] above. static NODE_RECTS: [NodeRect; 5] = [ NodeRect::new(10.00, 10.00, 97.64, 48.41), NodeRect::new(10.00, 78.41, 97.64, 48.41), NodeRect::new(286.08, 78.41, 97.64, 48.41), NodeRect::new(148.04, 44.20, 97.64, 48.41), NodeRect::new(10.00, 146.82, 97.64, 48.41), ]; /// The positions of the horizontal lines in the UI. static HORIZONTAL_LINES: [Line; 6] = [ Line::new(107.64, 34.21, 20.20), Line::new(107.64, 102.61, 20.20), Line::new(107.64, 171.02, 158.24), Line::new(127.84, 68.41, 20.20), Line::new(245.68, 68.41, 20.20), Line::new(265.88, 102.61, 20.20), ]; /// The positions of the vertical lines in the UI. static VERTICAL_LINES: [Line; 2] = [ Line::new(127.83, 34.21, 68.40), Line::new(265.88, 68.41, 102.61), ]; /// Initializes the app. fn main() { #[cfg(not(target_arch = "wasm32"))] let args: Args = argh::from_env(); #[cfg(target_arch = "wasm32")] let args = Args::from_args(&[], &[]).unwrap(); App::new() .add_plugins(DefaultPlugins.set(WindowPlugin { primary_window: Some(Window { title: "Bevy Animation Graph Example".into(), ..default() }), ..default() })) .add_systems(Startup, (setup_assets, setup_scene, setup_ui)) .add_systems(Update, init_animations.before(animate_targets)) .add_systems( Update, (handle_weight_drag, update_ui, sync_weights).chain(), ) .insert_resource(args) .insert_resource(AmbientLight { color: WHITE.into(), brightness: 100.0, }) .run(); } /// Demonstrates animation blending with animation graphs #[derive(FromArgs, Resource)] struct Args { /// disables loading of the animation graph asset from disk #[argh(switch)] no_load: bool, /// regenerates the asset file; implies `--no-load` #[argh(switch)] save: bool, } /// The [`AnimationGraph`] asset, which specifies how the animations are to /// be blended together. #[derive(Clone, Resource)] struct ExampleAnimationGraph(Handle); /// The current weights of the three playing animations. #[derive(Component)] struct ExampleAnimationWeights { /// The weights of the three playing animations. weights: [f32; 3], } /// Initializes the scene. fn setup_assets( mut commands: Commands, mut asset_server: ResMut, mut animation_graphs: ResMut>, args: Res, ) { // Create or load the assets. if args.no_load || args.save { setup_assets_programmatically( &mut commands, &mut asset_server, &mut animation_graphs, args.save, ); } else { setup_assets_via_serialized_animation_graph(&mut commands, &mut asset_server); } } fn setup_ui(mut commands: Commands) { setup_help_text(&mut commands); setup_node_rects(&mut commands); setup_node_lines(&mut commands); } /// Creates the assets programmatically, including the animation graph. /// Optionally saves them to disk if `save` is present (corresponding to the /// `--save` option). fn setup_assets_programmatically( commands: &mut Commands, asset_server: &mut AssetServer, animation_graphs: &mut Assets, _save: bool, ) { // Create the nodes. let mut animation_graph = AnimationGraph::new(); let blend_node = animation_graph.add_blend(0.5, animation_graph.root); animation_graph.add_clip( asset_server.load(GltfAssetLabel::Animation(0).from_asset("models/animated/Fox.glb")), 1.0, animation_graph.root, ); animation_graph.add_clip( asset_server.load(GltfAssetLabel::Animation(1).from_asset("models/animated/Fox.glb")), 1.0, blend_node, ); animation_graph.add_clip( asset_server.load(GltfAssetLabel::Animation(2).from_asset("models/animated/Fox.glb")), 1.0, blend_node, ); // If asked to save, do so. #[cfg(not(target_arch = "wasm32"))] if _save { let animation_graph = animation_graph.clone(); IoTaskPool::get() .spawn(async move { let mut animation_graph_writer = File::create(Path::join( &FileAssetReader::get_base_path(), Path::join(Path::new("assets"), Path::new(ANIMATION_GRAPH_PATH)), )) .expect("Failed to open the animation graph asset"); ron::ser::to_writer_pretty( &mut animation_graph_writer, &animation_graph, PrettyConfig::default(), ) .expect("Failed to serialize the animation graph"); }) .detach(); } // Add the graph. let handle = animation_graphs.add(animation_graph); // Save the assets in a resource. commands.insert_resource(ExampleAnimationGraph(handle)); } fn setup_assets_via_serialized_animation_graph( commands: &mut Commands, asset_server: &mut AssetServer, ) { commands.insert_resource(ExampleAnimationGraph( asset_server.load(ANIMATION_GRAPH_PATH), )); } /// Spawns the animated fox. fn setup_scene( mut commands: Commands, asset_server: Res, mut meshes: ResMut>, mut materials: ResMut>, ) { commands.spawn(Camera3dBundle { transform: Transform::from_xyz(-10.0, 5.0, 13.0).looking_at(Vec3::new(0., 1., 0.), Vec3::Y), ..default() }); commands.spawn(PointLightBundle { point_light: PointLight { intensity: 10_000_000.0, shadows_enabled: true, ..default() }, transform: Transform::from_xyz(-4.0, 8.0, 13.0), ..default() }); commands.spawn(SceneBundle { scene: asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/animated/Fox.glb")), transform: Transform::from_scale(Vec3::splat(0.07)), ..default() }); // Ground commands.spawn(PbrBundle { mesh: meshes.add(Circle::new(7.0)), material: materials.add(Color::srgb(0.3, 0.5, 0.3)), transform: Transform::from_rotation(Quat::from_rotation_x(-std::f32::consts::FRAC_PI_2)), ..default() }); } /// Places the help text at the top left of the window. fn setup_help_text(commands: &mut Commands) { commands.spawn(TextBundle { text: Text::from_section(HELP_TEXT, TextStyle::default()), style: Style { position_type: PositionType::Absolute, top: Val::Px(12.0), left: Val::Px(12.0), ..default() }, ..default() }); } /// Initializes the node UI widgets. fn setup_node_rects(commands: &mut Commands) { for (node_rect, node_type) in NODE_RECTS.iter().zip(NODE_TYPES.iter()) { let node_string = match *node_type { NodeType::Clip(ref clip) => clip.text, NodeType::Blend(text) => text, }; let text = commands .spawn(TextBundle { text: Text::from_section( node_string, TextStyle { font_size: 16.0, color: ANTIQUE_WHITE.into(), ..default() }, ) .with_justify(JustifyText::Center), ..default() }) .id(); let container = { let mut container = commands.spawn(( NodeBundle { style: Style { position_type: PositionType::Absolute, bottom: Val::Px(node_rect.bottom), left: Val::Px(node_rect.left), height: Val::Px(node_rect.height), width: Val::Px(node_rect.width), align_items: AlignItems::Center, justify_items: JustifyItems::Center, align_content: AlignContent::Center, justify_content: JustifyContent::Center, ..default() }, border_color: WHITE.into(), ..default() }, Outline::new(Val::Px(1.), Val::ZERO, Color::WHITE), )); if let NodeType::Clip(ref clip) = node_type { container.insert(( Interaction::None, RelativeCursorPosition::default(), (*clip).clone(), )); } container.id() }; // Create the background color. if let NodeType::Clip(_) = node_type { let background = commands .spawn(NodeBundle { style: Style { position_type: PositionType::Absolute, top: Val::Px(0.), left: Val::Px(0.), height: Val::Px(node_rect.height), width: Val::Px(node_rect.width), ..default() }, background_color: DARK_GREEN.into(), ..default() }) .id(); commands.entity(container).add_child(background); } commands.entity(container).add_child(text); } } /// Creates boxes for the horizontal and vertical lines. /// /// This is a bit hacky: it uses 1-pixel-wide and 1-pixel-high boxes to draw /// vertical and horizontal lines, respectively. fn setup_node_lines(commands: &mut Commands) { for line in &HORIZONTAL_LINES { commands.spawn(NodeBundle { style: Style { position_type: PositionType::Absolute, bottom: Val::Px(line.bottom), left: Val::Px(line.left), height: Val::Px(0.0), width: Val::Px(line.length), border: UiRect::bottom(Val::Px(1.0)), ..default() }, border_color: WHITE.into(), ..default() }); } for line in &VERTICAL_LINES { commands.spawn(NodeBundle { style: Style { position_type: PositionType::Absolute, bottom: Val::Px(line.bottom), left: Val::Px(line.left), height: Val::Px(line.length), width: Val::Px(0.0), border: UiRect::left(Val::Px(1.0)), ..default() }, border_color: WHITE.into(), ..default() }); } } /// Attaches the animation graph to the scene, and plays all three animations. fn init_animations( mut commands: Commands, mut query: Query<(Entity, &mut AnimationPlayer)>, animation_graph: Res, mut done: Local, ) { if *done { return; } for (entity, mut player) in query.iter_mut() { commands.entity(entity).insert(( animation_graph.0.clone(), ExampleAnimationWeights::default(), )); for &node_index in &CLIP_NODE_INDICES { player.play(node_index.into()).repeat(); } *done = true; } } /// Read cursor position relative to clip nodes, allowing the user to change weights /// when dragging the node UI widgets. fn handle_weight_drag( mut interaction_query: Query<(&Interaction, &RelativeCursorPosition, &ClipNode)>, mut animation_weights_query: Query<&mut ExampleAnimationWeights>, ) { for (interaction, relative_cursor, clip_node) in &mut interaction_query { if !matches!(*interaction, Interaction::Pressed) { continue; } let Some(pos) = relative_cursor.normalized else { continue; }; for mut animation_weights in animation_weights_query.iter_mut() { animation_weights.weights[clip_node.index] = pos.x.clamp(0., 1.); } } } // Updates the UI based on the weights that the user has chosen. fn update_ui( mut text_query: Query<&mut Text>, mut background_query: Query<&mut Style, Without>, container_query: Query<(&Children, &ClipNode)>, animation_weights_query: Query<&ExampleAnimationWeights, Changed>, ) { for animation_weights in animation_weights_query.iter() { for (children, clip_node) in &container_query { // Draw the green background color to visually indicate the weight. let mut bg_iter = background_query.iter_many_mut(children); if let Some(mut style) = bg_iter.fetch_next() { // All nodes are the same width, so `NODE_RECTS[0]` is as good as any other. style.width = Val::Px(NODE_RECTS[0].width * animation_weights.weights[clip_node.index]); } // Update the node labels with the current weights. let mut text_iter = text_query.iter_many_mut(children); if let Some(mut text) = text_iter.fetch_next() { text.sections[0].value = format!( "{}\n{:.2}", clip_node.text, animation_weights.weights[clip_node.index] ); } } } } /// Takes the weights that were set in the UI and assigns them to the actual /// playing animation. fn sync_weights(mut query: Query<(&mut AnimationPlayer, &ExampleAnimationWeights)>) { for (mut animation_player, animation_weights) in query.iter_mut() { for (&animation_node_index, &animation_weight) in CLIP_NODE_INDICES .iter() .zip(animation_weights.weights.iter()) { // If the animation happens to be no longer active, restart it. if !animation_player.animation_is_playing(animation_node_index.into()) { animation_player.play(animation_node_index.into()); } // Set the weight. if let Some(active_animation) = animation_player.animation_mut(animation_node_index.into()) { active_animation.set_weight(animation_weight); } } } } /// An on-screen representation of a node. #[derive(Debug)] struct NodeRect { /// The number of pixels that this rectangle is from the left edge of the /// window. left: f32, /// The number of pixels that this rectangle is from the bottom edge of the /// window. bottom: f32, /// The width of this rectangle in pixels. width: f32, /// The height of this rectangle in pixels. height: f32, } /// Either a straight horizontal or a straight vertical line on screen. /// /// The line starts at (`left`, `bottom`) and goes either right (if the line is /// horizontal) or down (if the line is vertical). struct Line { /// The number of pixels that the start of this line is from the left edge /// of the screen. left: f32, /// The number of pixels that the start of this line is from the bottom edge /// of the screen. bottom: f32, /// The length of the line. length: f32, } /// The type of each node in the UI: either a clip node or a blend node. enum NodeType { /// A clip node, which specifies an animation. Clip(ClipNode), /// A blend node with no animation and a string label. Blend(&'static str), } /// The label for the UI representation of a clip node. #[derive(Clone, Component)] struct ClipNode { /// The string label of the node. text: &'static str, /// Which of the three animations this UI widget represents. index: usize, } impl Default for ExampleAnimationWeights { fn default() -> Self { Self { weights: [1.0; 3] } } } impl ClipNode { /// Creates a new [`ClipNodeText`] from a label and the animation index. const fn new(text: &'static str, index: usize) -> Self { Self { text, index } } } impl NodeRect { /// Creates a new [`NodeRect`] from the lower-left corner and size. /// /// Note that node rectangles are anchored in the *lower*-left corner. The /// `bottom` parameter specifies vertical distance from the *bottom* of the /// window. const fn new(left: f32, bottom: f32, width: f32, height: f32) -> NodeRect { NodeRect { left, bottom, width, height, } } } impl Line { /// Creates a new [`Line`], either horizontal or vertical. /// /// Note that the line's start point is anchored in the lower-*left* corner, /// and that the `length` extends either to the right or downward. const fn new(left: f32, bottom: f32, length: f32) -> Self { Self { left, bottom, length, } } }