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# Objective Fixes #13910 When a transition is over, the animation is stopped. There was a race condition; if an animation was started while it also had an active transition, the transition ending would then incorrectly stop the newly added animation. ## Solution When starting an animation, cancel any previous transition for the same animation. ## Testing The changes were tested manually, mainly by using the `animated_fox` example. I also tested with changes from https://github.com/bevyengine/bevy/pull/13909. I'd like to have an unit test for this as well, but it seems quite complex to do, as I'm not sure how I would detect an incorrectly paused animation. Reviewers can follow the instructions in #13910 to reproduce. Tested on macos 14.4 (M3 processor) Should be platform-independent, though.
158 lines
6 KiB
Rust
158 lines
6 KiB
Rust
//! Animation transitions.
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//!
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//! Please note that this is an unstable temporary API. It may be replaced by a
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//! state machine in the future.
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use bevy_ecs::{
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component::Component,
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reflect::ReflectComponent,
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system::{Query, Res},
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};
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use bevy_reflect::{std_traits::ReflectDefault, Reflect};
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use bevy_time::Time;
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use bevy_utils::Duration;
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use crate::{graph::AnimationNodeIndex, ActiveAnimation, AnimationPlayer};
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/// Manages fade-out of animation blend factors, allowing for smooth transitions
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/// between animations.
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///
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/// To use this component, place it on the same entity as the
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/// [`AnimationPlayer`] and [`bevy_asset::Handle<AnimationGraph>`]. It'll take
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/// responsibility for adjusting the weight on the [`ActiveAnimation`] in order
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/// to fade out animations smoothly.
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///
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/// When using an [`AnimationTransitions`] component, you should play all
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/// animations through the [`AnimationTransitions::play`] method, rather than by
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/// directly manipulating the [`AnimationPlayer`]. Playing animations through
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/// the [`AnimationPlayer`] directly will cause the [`AnimationTransitions`]
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/// component to get confused about which animation is the "main" animation, and
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/// transitions will usually be incorrect as a result.
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#[derive(Component, Default, Reflect)]
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#[reflect(Component, Default)]
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pub struct AnimationTransitions {
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main_animation: Option<AnimationNodeIndex>,
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transitions: Vec<AnimationTransition>,
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}
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// This is needed since `#[derive(Clone)]` does not generate optimized `clone_from`.
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impl Clone for AnimationTransitions {
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fn clone(&self) -> Self {
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Self {
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main_animation: self.main_animation,
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transitions: self.transitions.clone(),
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}
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}
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fn clone_from(&mut self, source: &Self) {
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self.main_animation = source.main_animation;
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self.transitions.clone_from(&source.transitions);
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}
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}
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/// An animation that is being faded out as part of a transition
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#[derive(Debug, Clone, Copy, Reflect)]
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pub struct AnimationTransition {
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/// The current weight. Starts at 1.0 and goes to 0.0 during the fade-out.
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current_weight: f32,
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/// How much to decrease `current_weight` per second
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weight_decline_per_sec: f32,
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/// The animation that is being faded out
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animation: AnimationNodeIndex,
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}
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impl AnimationTransitions {
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/// Creates a new [`AnimationTransitions`] component, ready to be added to
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/// an entity with an [`AnimationPlayer`].
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pub fn new() -> AnimationTransitions {
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AnimationTransitions::default()
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}
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/// Plays a new animation on the given [`AnimationPlayer`], fading out any
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/// existing animations that were already playing over the
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/// `transition_duration`.
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///
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/// Pass [`Duration::ZERO`] to instantly switch to a new animation, avoiding
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/// any transition.
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pub fn play<'p>(
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&mut self,
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player: &'p mut AnimationPlayer,
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new_animation: AnimationNodeIndex,
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transition_duration: Duration,
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) -> &'p mut ActiveAnimation {
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if let Some(old_animation_index) = self.main_animation.replace(new_animation) {
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if let Some(old_animation) = player.animation_mut(old_animation_index) {
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if !old_animation.is_paused() {
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self.transitions.push(AnimationTransition {
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current_weight: old_animation.weight,
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weight_decline_per_sec: 1.0 / transition_duration.as_secs_f32(),
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animation: old_animation_index,
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});
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}
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}
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}
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// If already transitioning away from this animation, cancel the transition.
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// Otherwise the transition ending would incorrectly stop the new animation.
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self.transitions
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.retain(|transition| transition.animation != new_animation);
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player.start(new_animation)
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}
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/// Obtain the currently playing main animation.
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pub fn get_main_animation(&self) -> Option<AnimationNodeIndex> {
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self.main_animation
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}
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}
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/// A system that alters the weight of currently-playing transitions based on
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/// the current time and decline amount.
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pub fn advance_transitions(
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mut query: Query<(&mut AnimationTransitions, &mut AnimationPlayer)>,
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time: Res<Time>,
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) {
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// We use a "greedy layer" system here. The top layer (most recent
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// transition) gets as much as weight as it wants, and the remaining amount
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// is divided between all the other layers, eventually culminating in the
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// currently-playing animation receiving whatever's left. This results in a
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// nicely normalized weight.
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let mut remaining_weight = 1.0;
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for (mut animation_transitions, mut player) in query.iter_mut() {
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for transition in &mut animation_transitions.transitions.iter_mut().rev() {
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// Decrease weight.
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transition.current_weight = (transition.current_weight
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- transition.weight_decline_per_sec * time.delta_seconds())
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.max(0.0);
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// Update weight.
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let Some(ref mut animation) = player.animation_mut(transition.animation) else {
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continue;
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};
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animation.weight = transition.current_weight * remaining_weight;
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remaining_weight -= animation.weight;
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}
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if let Some(main_animation_index) = animation_transitions.main_animation {
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if let Some(ref mut animation) = player.animation_mut(main_animation_index) {
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animation.weight = remaining_weight;
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}
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}
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}
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}
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/// A system that removed transitions that have completed from the
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/// [`AnimationTransitions`] object.
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pub fn expire_completed_transitions(
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mut query: Query<(&mut AnimationTransitions, &mut AnimationPlayer)>,
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) {
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for (mut animation_transitions, mut player) in query.iter_mut() {
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animation_transitions.transitions.retain(|transition| {
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let expire = transition.current_weight <= 0.0;
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if expire {
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player.stop(transition.animation);
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}
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!expire
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});
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}
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}
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