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https://github.com/bevyengine/bevy
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86d5944b2e
# Objective Thought I had found all of these... noticed some `10px` in #15013 and did another sweep. Continuation of #8478, #13583. ## Solution - Position example text (and other elements) 12px from the edge of the screen
365 lines
13 KiB
Rust
365 lines
13 KiB
Rust
//! Demonstrates how to use masks to limit the scope of animations.
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use bevy::{animation::AnimationTargetId, color::palettes::css::WHITE, prelude::*};
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// IDs of the mask groups we define for the running fox model.
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//
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// Each mask group defines a set of bones for which animations can be toggled on
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// and off.
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const MASK_GROUP_LEFT_FRONT_LEG: u32 = 0;
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const MASK_GROUP_RIGHT_FRONT_LEG: u32 = 1;
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const MASK_GROUP_LEFT_HIND_LEG: u32 = 2;
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const MASK_GROUP_RIGHT_HIND_LEG: u32 = 3;
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const MASK_GROUP_TAIL: u32 = 4;
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// The width in pixels of the small buttons that allow the user to toggle a mask
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// group on or off.
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const MASK_GROUP_SMALL_BUTTON_WIDTH: f32 = 150.0;
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// The ID of the animation in the glTF file that we're going to play.
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const FOX_RUN_ANIMATION: usize = 2;
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// The names of the bones that each mask group consists of. Each mask group is
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// defined as a (prefix, suffix) tuple. The mask group consists of a single
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// bone chain rooted at the prefix. For example, if the chain's prefix is
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// "A/B/C" and the suffix is "D/E", then the bones that will be included in the
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// mask group are "A/B/C", "A/B/C/D", and "A/B/C/D/E".
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//
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// The fact that our mask groups are single chains of bones isn't anything
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// specific to Bevy; it just so happens to be the case for the model we're
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// using. A mask group can consist of any set of animation targets, regardless
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// of whether they form a single chain.
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const MASK_GROUP_PATHS: [(&str, &str); 5] = [
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// Left front leg
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(
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"root/_rootJoint/b_Root_00/b_Hip_01/b_Spine01_02/b_Spine02_03/b_LeftUpperArm_09",
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"b_LeftForeArm_010/b_LeftHand_011",
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),
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// Right front leg
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(
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"root/_rootJoint/b_Root_00/b_Hip_01/b_Spine01_02/b_Spine02_03/b_RightUpperArm_06",
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"b_RightForeArm_07/b_RightHand_08",
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),
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// Left hind leg
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(
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"root/_rootJoint/b_Root_00/b_Hip_01/b_LeftLeg01_015",
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"b_LeftLeg02_016/b_LeftFoot01_017/b_LeftFoot02_018",
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),
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// Right hind leg
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(
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"root/_rootJoint/b_Root_00/b_Hip_01/b_RightLeg01_019",
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"b_RightLeg02_020/b_RightFoot01_021/b_RightFoot02_022",
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),
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// Tail
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(
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"root/_rootJoint/b_Root_00/b_Hip_01/b_Tail01_012",
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"b_Tail02_013/b_Tail03_014",
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),
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];
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// A component that identifies a clickable button that allows the user to toggle
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// a mask group on or off.
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#[derive(Component)]
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struct MaskGroupControl {
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// The ID of the mask group that this button controls.
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group_id: u32,
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// Whether animations are playing for this mask group.
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//
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// Note that this is the opposite of the `mask` field in `AnimationGraph`:
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// i.e. it's true if the group is *not* presently masked, and false if the
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// group *is* masked.
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enabled: bool,
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}
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// The application entry point.
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins.set(WindowPlugin {
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primary_window: Some(Window {
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title: "Bevy Animation Masks Example".into(),
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..default()
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}),
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..default()
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}))
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.add_systems(Startup, (setup_scene, setup_ui))
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.add_systems(Update, setup_animation_graph_once_loaded)
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.add_systems(Update, handle_button_toggles)
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.insert_resource(AmbientLight {
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color: WHITE.into(),
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brightness: 100.0,
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})
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.run();
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}
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// Spawns the 3D objects in the scene, and loads the fox animation from the glTF
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// file.
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fn setup_scene(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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// Spawn the camera.
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commands.spawn(Camera3dBundle {
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transform: Transform::from_xyz(-15.0, 10.0, 20.0)
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.looking_at(Vec3::new(0., 1., 0.), Vec3::Y),
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..default()
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});
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// Spawn the light.
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commands.spawn(PointLightBundle {
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point_light: PointLight {
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intensity: 10_000_000.0,
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shadows_enabled: true,
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..default()
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},
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transform: Transform::from_xyz(-4.0, 8.0, 13.0),
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..default()
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});
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// Spawn the fox.
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commands.spawn(SceneBundle {
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scene: asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/animated/Fox.glb")),
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transform: Transform::from_scale(Vec3::splat(0.07)),
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..default()
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});
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// Spawn the ground.
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commands.spawn(PbrBundle {
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mesh: meshes.add(Circle::new(7.0)),
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material: materials.add(Color::srgb(0.3, 0.5, 0.3)),
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transform: Transform::from_rotation(Quat::from_rotation_x(-std::f32::consts::FRAC_PI_2)),
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..default()
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});
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}
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// Creates the UI.
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fn setup_ui(mut commands: Commands) {
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// Add help text.
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commands.spawn(
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TextBundle::from_section(
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"Click on a button to toggle animations for its associated bones",
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TextStyle::default(),
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)
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.with_style(Style {
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position_type: PositionType::Absolute,
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left: Val::Px(12.0),
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top: Val::Px(12.0),
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..default()
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}),
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);
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// Add the buttons that allow the user to toggle mask groups on and off.
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commands
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.spawn(NodeBundle {
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style: Style {
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flex_direction: FlexDirection::Column,
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position_type: PositionType::Absolute,
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row_gap: Val::Px(6.0),
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left: Val::Px(12.0),
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bottom: Val::Px(12.0),
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..default()
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},
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..default()
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})
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.with_children(|parent| {
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let row_style = Style {
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flex_direction: FlexDirection::Row,
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column_gap: Val::Px(6.0),
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..default()
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};
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parent
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.spawn(NodeBundle {
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style: row_style.clone(),
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..default()
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})
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.with_children(|parent| {
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add_mask_group_control(
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parent,
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"Left Front Leg",
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Val::Px(MASK_GROUP_SMALL_BUTTON_WIDTH),
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MASK_GROUP_LEFT_FRONT_LEG,
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);
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add_mask_group_control(
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parent,
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"Right Front Leg",
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Val::Px(MASK_GROUP_SMALL_BUTTON_WIDTH),
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MASK_GROUP_RIGHT_FRONT_LEG,
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);
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});
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parent
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.spawn(NodeBundle {
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style: row_style,
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..default()
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})
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.with_children(|parent| {
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add_mask_group_control(
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parent,
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"Left Hind Leg",
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Val::Px(MASK_GROUP_SMALL_BUTTON_WIDTH),
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MASK_GROUP_LEFT_HIND_LEG,
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);
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add_mask_group_control(
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parent,
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"Right Hind Leg",
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Val::Px(MASK_GROUP_SMALL_BUTTON_WIDTH),
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MASK_GROUP_RIGHT_HIND_LEG,
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);
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});
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add_mask_group_control(parent, "Tail", Val::Auto, MASK_GROUP_TAIL);
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});
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}
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// Adds a button that allows the user to toggle a mask group on and off.
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//
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// The button will automatically become a child of the parent that owns the
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// given `ChildBuilder`.
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fn add_mask_group_control(parent: &mut ChildBuilder, label: &str, width: Val, mask_group_id: u32) {
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parent
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.spawn(ButtonBundle {
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style: Style {
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border: UiRect::all(Val::Px(1.0)),
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width,
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justify_content: JustifyContent::Center,
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align_items: AlignItems::Center,
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padding: UiRect::all(Val::Px(6.0)),
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margin: UiRect::ZERO,
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..default()
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},
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border_color: BorderColor(Color::WHITE),
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border_radius: BorderRadius::all(Val::Px(3.0)),
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background_color: Color::WHITE.into(),
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..default()
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})
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.insert(MaskGroupControl {
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group_id: mask_group_id,
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enabled: true,
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})
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.with_child(TextBundle::from_section(
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label,
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TextStyle {
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font_size: 14.0,
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color: Color::BLACK,
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..default()
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},
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));
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}
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// Builds up the animation graph, including the mask groups, and adds it to the
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// entity with the `AnimationPlayer` that the glTF loader created.
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fn setup_animation_graph_once_loaded(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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mut animation_graphs: ResMut<Assets<AnimationGraph>>,
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mut players: Query<(Entity, &mut AnimationPlayer), Added<AnimationPlayer>>,
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) {
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for (entity, mut player) in &mut players {
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// Load the animation clip from the glTF file.
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let (mut animation_graph, node_index) = AnimationGraph::from_clip(asset_server.load(
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GltfAssetLabel::Animation(FOX_RUN_ANIMATION).from_asset("models/animated/Fox.glb"),
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));
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// Create each mask group.
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for (mask_group_index, (mask_group_prefix, mask_group_suffix)) in
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MASK_GROUP_PATHS.iter().enumerate()
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{
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// Split up the prefix and suffix, and convert them into `Name`s.
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let prefix: Vec<_> = mask_group_prefix.split('/').map(Name::new).collect();
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let suffix: Vec<_> = mask_group_suffix.split('/').map(Name::new).collect();
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// Add each bone in the chain to the appropriate mask group.
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for chain_length in 0..=suffix.len() {
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let animation_target_id = AnimationTargetId::from_names(
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prefix.iter().chain(suffix[0..chain_length].iter()),
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);
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animation_graph
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.add_target_to_mask_group(animation_target_id, mask_group_index as u32);
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}
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}
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// We're doing constructing the animation graph. Add it as an asset.
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let animation_graph = animation_graphs.add(animation_graph);
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commands.entity(entity).insert(animation_graph);
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// Finally, play the animation.
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player.play(node_index).repeat();
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}
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}
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// A system that handles requests from the user to toggle mask groups on and
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// off.
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fn handle_button_toggles(
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mut interactions: Query<
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(
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&Interaction,
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&mut MaskGroupControl,
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&mut BackgroundColor,
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&Children,
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),
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Changed<Interaction>,
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>,
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mut texts: Query<&mut Text>,
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mut animation_players: Query<(&Handle<AnimationGraph>, &AnimationPlayer)>,
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mut animation_graphs: ResMut<Assets<AnimationGraph>>,
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) {
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for (interaction, mut mask_group_control, mut button_background_color, children) in
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interactions.iter_mut()
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{
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// We only care about press events.
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if *interaction != Interaction::Pressed {
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continue;
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}
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// Toggle the state of the mask.
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mask_group_control.enabled = !mask_group_control.enabled;
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// Update the background color of the button.
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button_background_color.0 = if mask_group_control.enabled {
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Color::WHITE
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} else {
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Color::BLACK
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};
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// Update the text color of the button.
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for &kid in children.iter() {
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if let Ok(mut text) = texts.get_mut(kid) {
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for section in &mut text.sections {
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section.style.color = if mask_group_control.enabled {
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Color::BLACK
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} else {
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Color::WHITE
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};
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}
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}
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}
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// Now grab the animation player. (There's only one in our case, but we
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// iterate just for clarity's sake.)
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for (animation_graph_handle, animation_player) in animation_players.iter_mut() {
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// The animation graph needs to have loaded.
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let Some(animation_graph) = animation_graphs.get_mut(animation_graph_handle) else {
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continue;
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};
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// Grab the animation graph node that's currently playing.
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let Some((&animation_node_index, _)) = animation_player.playing_animations().next()
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else {
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continue;
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};
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let Some(animation_node) = animation_graph.get_mut(animation_node_index) else {
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continue;
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};
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// Enable or disable the mask group as appropriate.
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if mask_group_control.enabled {
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animation_node.mask &= !(1 << mask_group_control.group_id);
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} else {
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animation_node.mask |= 1 << mask_group_control.group_id;
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}
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}
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}
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}
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