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https://github.com/bevyengine/bevy
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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>
213 lines
7 KiB
Rust
213 lines
7 KiB
Rust
//! Plays animations from a skinned glTF.
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use std::f32::consts::PI;
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use std::time::Duration;
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use bevy::{
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animation::{animate_targets, RepeatAnimation},
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pbr::CascadeShadowConfigBuilder,
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prelude::*,
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};
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fn main() {
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App::new()
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.insert_resource(AmbientLight {
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color: Color::WHITE,
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brightness: 2000.,
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})
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup)
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.add_systems(Update, setup_scene_once_loaded.before(animate_targets))
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.add_systems(Update, keyboard_animation_control)
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.run();
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}
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#[derive(Resource)]
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struct Animations {
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animations: Vec<AnimationNodeIndex>,
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#[allow(dead_code)]
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graph: Handle<AnimationGraph>,
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}
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fn setup(
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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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mut graphs: ResMut<Assets<AnimationGraph>>,
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) {
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// Build the animation graph
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let mut graph = AnimationGraph::new();
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let animations = graph
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.add_clips(
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[
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"models/animated/Fox.glb#Animation2",
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"models/animated/Fox.glb#Animation1",
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"models/animated/Fox.glb#Animation0",
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]
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.into_iter()
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.map(|path| asset_server.load(path)),
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1.0,
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graph.root,
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)
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.collect();
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// Insert a resource with the current scene information
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let graph = graphs.add(graph);
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commands.insert_resource(Animations {
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animations,
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graph: graph.clone(),
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});
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// Camera
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commands.spawn(Camera3dBundle {
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transform: Transform::from_xyz(100.0, 100.0, 150.0)
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.looking_at(Vec3::new(0.0, 20.0, 0.0), Vec3::Y),
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..default()
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});
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// Plane
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commands.spawn(PbrBundle {
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mesh: meshes.add(Plane3d::default().mesh().size(500000.0, 500000.0)),
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material: materials.add(Color::srgb(0.3, 0.5, 0.3)),
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..default()
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});
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// Light
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commands.spawn(DirectionalLightBundle {
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transform: Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)),
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directional_light: DirectionalLight {
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shadows_enabled: true,
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..default()
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},
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cascade_shadow_config: CascadeShadowConfigBuilder {
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first_cascade_far_bound: 200.0,
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maximum_distance: 400.0,
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..default()
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}
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.into(),
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..default()
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});
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// Fox
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commands.spawn(SceneBundle {
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scene: asset_server.load("models/animated/Fox.glb#Scene0"),
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..default()
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});
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println!("Animation controls:");
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println!(" - spacebar: play / pause");
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println!(" - arrow up / down: speed up / slow down animation playback");
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println!(" - arrow left / right: seek backward / forward");
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println!(" - digit 1 / 3 / 5: play the animation <digit> times");
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println!(" - L: loop the animation forever");
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println!(" - return: change animation");
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}
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// Once the scene is loaded, start the animation
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fn setup_scene_once_loaded(
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mut commands: Commands,
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animations: Res<Animations>,
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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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let mut transitions = AnimationTransitions::new();
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// Make sure to start the animation via the `AnimationTransitions`
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// component. The `AnimationTransitions` component wants to manage all
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// the animations and will get confused if the animations are started
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// directly via the `AnimationPlayer`.
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transitions
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.play(&mut player, animations.animations[0], Duration::ZERO)
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.repeat();
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commands
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.entity(entity)
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.insert(animations.graph.clone())
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.insert(transitions);
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}
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}
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fn keyboard_animation_control(
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keyboard_input: Res<ButtonInput<KeyCode>>,
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mut animation_players: Query<(&mut AnimationPlayer, &mut AnimationTransitions)>,
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animations: Res<Animations>,
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mut current_animation: Local<usize>,
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) {
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for (mut player, mut transitions) in &mut animation_players {
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let Some((&playing_animation_index, _)) = player.playing_animations().next() else {
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continue;
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};
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if keyboard_input.just_pressed(KeyCode::Space) {
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let playing_animation = player.animation_mut(playing_animation_index).unwrap();
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if playing_animation.is_paused() {
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playing_animation.resume();
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} else {
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playing_animation.pause();
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}
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}
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if keyboard_input.just_pressed(KeyCode::ArrowUp) {
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let playing_animation = player.animation_mut(playing_animation_index).unwrap();
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let speed = playing_animation.speed();
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playing_animation.set_speed(speed * 1.2);
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}
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if keyboard_input.just_pressed(KeyCode::ArrowDown) {
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let playing_animation = player.animation_mut(playing_animation_index).unwrap();
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let speed = playing_animation.speed();
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playing_animation.set_speed(speed * 0.8);
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}
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if keyboard_input.just_pressed(KeyCode::ArrowLeft) {
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let playing_animation = player.animation_mut(playing_animation_index).unwrap();
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let elapsed = playing_animation.seek_time();
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playing_animation.seek_to(elapsed - 0.1);
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}
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if keyboard_input.just_pressed(KeyCode::ArrowRight) {
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let playing_animation = player.animation_mut(playing_animation_index).unwrap();
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let elapsed = playing_animation.seek_time();
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playing_animation.seek_to(elapsed + 0.1);
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}
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if keyboard_input.just_pressed(KeyCode::Enter) {
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*current_animation = (*current_animation + 1) % animations.animations.len();
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transitions
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.play(
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&mut player,
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animations.animations[*current_animation],
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Duration::from_millis(250),
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)
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.repeat();
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}
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if keyboard_input.just_pressed(KeyCode::Digit1) {
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let playing_animation = player.animation_mut(playing_animation_index).unwrap();
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playing_animation
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.set_repeat(RepeatAnimation::Count(1))
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.replay();
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}
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if keyboard_input.just_pressed(KeyCode::Digit3) {
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let playing_animation = player.animation_mut(playing_animation_index).unwrap();
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playing_animation
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.set_repeat(RepeatAnimation::Count(3))
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.replay();
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}
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if keyboard_input.just_pressed(KeyCode::Digit5) {
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let playing_animation = player.animation_mut(playing_animation_index).unwrap();
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playing_animation
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.set_repeat(RepeatAnimation::Count(5))
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.replay();
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}
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if keyboard_input.just_pressed(KeyCode::KeyL) {
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let playing_animation = player.animation_mut(playing_animation_index).unwrap();
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playing_animation.set_repeat(RepeatAnimation::Forever);
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}
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}
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}
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