bevy/examples/animation/animation_graph.rs
Carter Anderson 015f2c69ca
Merge Style properties into Node. Use ComputedNode for computed properties. (#15975)
# Objective

Continue improving the user experience of our UI Node API in the
direction specified by [Bevy's Next Generation Scene / UI
System](https://github.com/bevyengine/bevy/discussions/14437)

## Solution

As specified in the document above, merge `Style` fields into `Node`,
and move "computed Node fields" into `ComputedNode` (I chose this name
over something like `ComputedNodeLayout` because it currently contains
more than just layout info. If we want to break this up / rename these
concepts, lets do that in a separate PR). `Style` has been removed.

This accomplishes a number of goals:

## Ergonomics wins

Specifying both `Node` and `Style` is now no longer required for
non-default styles

Before:
```rust
commands.spawn((
    Node::default(),
    Style {
        width:  Val::Px(100.),
        ..default()
    },
));
```

After:

```rust
commands.spawn(Node {
    width:  Val::Px(100.),
    ..default()
});
```

## Conceptual clarity

`Style` was never a comprehensive "style sheet". It only defined "core"
style properties that all `Nodes` shared. Any "styled property" that
couldn't fit that mold had to be in a separate component. A "real" style
system would style properties _across_ components (`Node`, `Button`,
etc). We have plans to build a true style system (see the doc linked
above).

By moving the `Style` fields to `Node`, we fully embrace `Node` as the
driving concept and remove the "style system" confusion.

## Next Steps

* Consider identifying and splitting out "style properties that aren't
core to Node". This should not happen for Bevy 0.15.

---

## Migration Guide

Move any fields set on `Style` into `Node` and replace all `Style`
component usage with `Node`.

Before:
```rust
commands.spawn((
    Node::default(),
    Style {
        width:  Val::Px(100.),
        ..default()
    },
));
```

After:

```rust
commands.spawn(Node {
    width:  Val::Px(100.),
    ..default()
});
```

For any usage of the "computed node properties" that used to live on
`Node`, use `ComputedNode` instead:

Before:
```rust
fn system(nodes: Query<&Node>) {
    for node in &nodes {
        let computed_size = node.size();
    }
}
```

After:
```rust
fn system(computed_nodes: Query<&ComputedNode>) {
    for computed_node in &computed_nodes {
        let computed_size = computed_node.size();
    }
}
```
2024-10-18 22:25:33 +00:00

557 lines
17 KiB
Rust

//! 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.
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, tasks::IoTaskPool},
ron::ser::PrettyConfig,
std::{fs::File, path::Path},
};
/// 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, 112.61, 97.64, 48.41), // was 44.20
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, 158.24),
Line::new(107.64, 102.61, 20.20),
Line::new(107.64, 171.02, 20.20),
Line::new(127.84, 136.82, 20.20),
Line::new(245.68, 136.82, 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, 102.61, 68.40),
Line::new(265.88, 34.21, 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<AnimationGraph>);
/// 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<AssetServer>,
mut animation_graphs: ResMut<Assets<AnimationGraph>>,
args: Res<Args>,
) {
// 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<AnimationGraph>,
_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<AssetServer>,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
commands.spawn((
Camera3d::default(),
Transform::from_xyz(-10.0, 5.0, 13.0).looking_at(Vec3::new(0., 1., 0.), Vec3::Y),
));
commands.spawn((
PointLight {
intensity: 10_000_000.0,
shadows_enabled: true,
..default()
},
Transform::from_xyz(-4.0, 8.0, 13.0),
));
commands.spawn((
SceneRoot(
asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/animated/Fox.glb")),
),
Transform::from_scale(Vec3::splat(0.07)),
));
// Ground
commands.spawn((
Mesh3d(meshes.add(Circle::new(7.0))),
MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))),
Transform::from_rotation(Quat::from_rotation_x(-std::f32::consts::FRAC_PI_2)),
));
}
/// Places the help text at the top left of the window.
fn setup_help_text(commands: &mut Commands) {
commands.spawn((
Text::new(HELP_TEXT),
Node {
position_type: PositionType::Absolute,
top: Val::Px(12.0),
left: Val::Px(12.0),
..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((
Text::new(node_string),
TextFont {
font_size: 16.0,
..default()
},
TextColor(ANTIQUE_WHITE.into()),
TextLayout::new_with_justify(JustifyText::Center),
))
.id();
let container = {
let mut container = commands.spawn((
Node {
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()
},
BorderColor(WHITE.into()),
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((
Node {
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()
},
BackgroundColor(DARK_GREEN.into()),
))
.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((
Node {
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()
},
BorderColor(WHITE.into()),
));
}
for line in &VERTICAL_LINES {
commands.spawn((
Node {
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()
},
BorderColor(WHITE.into()),
));
}
}
/// 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<ExampleAnimationGraph>,
mut done: Local<bool>,
) {
if *done {
return;
}
for (entity, mut player) in query.iter_mut() {
commands.entity(entity).insert((
AnimationGraphHandle(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 Node, Without<Text>>,
container_query: Query<(&Children, &ClipNode)>,
animation_weights_query: Query<&ExampleAnimationWeights, Changed<ExampleAnimationWeights>>,
) {
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 node) = bg_iter.fetch_next() {
// All nodes are the same width, so `NODE_RECTS[0]` is as good as any other.
node.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 = 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,
}
}
}