mirror of
https://github.com/bevyengine/bevy
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513be52505
# Objective Needing to derive `AnimationEvent` for `Event` is unnecessary, and the trigger logic coupled to it feels like we're coupling "event producer" logic with the event itself, which feels wrong. It also comes with a bunch of complexity, which is again unnecessary. We can have the flexibility of "custom animation event trigger logic" without this coupling and complexity. The current `animation_events` example is also needlessly complicated, due to it needing to work around system ordering issues. The docs describing it are also slightly wrong. We can make this all a non-issue by solving the underlying ordering problem. Related to this, we use the `bevy_animation::Animation` system set to solve PostUpdate animation order-of-operations issues. If we move this to bevy_app as part of our "core schedule", we can cut out needless `bevy_animation` crate dependencies in these instances. ## Solution - Remove `AnimationEvent`, the derive, and all other infrastructure associated with it (such as the `bevy_animation/derive` crate) - Replace all instances of `AnimationEvent` traits with `Event + Clone` - Store and use functions for custom animation trigger logic (ex: `clip.add_event_fn()`). For "normal" cases users dont need to think about this and should use the simpler `clip.add_event()` - Run the `Animation` system set _before_ updating text - Move `bevy_animation::Animation` to `bevy_app::Animation`. Remove unnecessary `bevy_animation` dependency from `bevy_ui` - Adjust `animation_events` example to use the simpler `clip.add_event` API, as the workarounds are no longer necessary This is polishing work that will land in 0.15, and I think it is simple enough and valuable enough to land in 0.15 with it, in the interest of making the feature as compelling as possible.
392 lines
13 KiB
Rust
392 lines
13 KiB
Rust
//! Plays animations from a skinned glTF.
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use std::{f32::consts::PI, time::Duration};
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use bevy::{
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animation::{AnimationTargetId, RepeatAnimation},
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color::palettes::css::WHITE,
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pbr::CascadeShadowConfigBuilder,
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prelude::*,
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};
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use rand::{thread_rng, Rng};
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const FOX_PATH: &str = "models/animated/Fox.glb";
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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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.init_resource::<ParticleAssets>()
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.init_resource::<FoxFeetTargets>()
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.add_systems(Startup, setup)
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.add_systems(Update, setup_scene_once_loaded)
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.add_systems(Update, (keyboard_animation_control, simulate_particles))
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.add_observer(observe_on_step)
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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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graph: Handle<AnimationGraph>,
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}
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#[derive(Event, Reflect, Clone)]
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struct OnStep;
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fn observe_on_step(
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trigger: Trigger<OnStep>,
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particle: Res<ParticleAssets>,
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mut commands: Commands,
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transforms: Query<&GlobalTransform>,
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) {
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let translation = transforms.get(trigger.entity()).unwrap().translation();
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let mut rng = thread_rng();
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// Spawn a bunch of particles.
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for _ in 0..14 {
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let horizontal = rng.gen::<Dir2>() * rng.gen_range(8.0..12.0);
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let vertical = rng.gen_range(0.0..4.0);
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let size = rng.gen_range(0.2..1.0);
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commands.queue(spawn_particle(
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particle.mesh.clone(),
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particle.material.clone(),
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translation.reject_from_normalized(Vec3::Y),
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rng.gen_range(0.2..0.6),
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size,
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Vec3::new(horizontal.x, vertical, horizontal.y) * 10.0,
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));
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}
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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 (graph, node_indices) = AnimationGraph::from_clips([
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asset_server.load(GltfAssetLabel::Animation(2).from_asset(FOX_PATH)),
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asset_server.load(GltfAssetLabel::Animation(1).from_asset(FOX_PATH)),
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asset_server.load(GltfAssetLabel::Animation(0).from_asset(FOX_PATH)),
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]);
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// Insert a resource with the current scene information
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let graph_handle = graphs.add(graph);
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commands.insert_resource(Animations {
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animations: node_indices,
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graph: graph_handle,
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});
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// Camera
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commands.spawn((
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Camera3d::default(),
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Transform::from_xyz(100.0, 100.0, 150.0).looking_at(Vec3::new(0.0, 20.0, 0.0), Vec3::Y),
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));
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// Plane
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commands.spawn((
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Mesh3d(meshes.add(Plane3d::default().mesh().size(500000.0, 500000.0))),
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MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))),
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));
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// Light
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commands.spawn((
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Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)),
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DirectionalLight {
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shadows_enabled: true,
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..default()
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},
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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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.build(),
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));
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// Fox
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commands.spawn(SceneRoot(
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asset_server.load(GltfAssetLabel::Scene(0).from_asset(FOX_PATH)),
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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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// An `AnimationPlayer` is automatically added to the scene when it's ready.
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// When the player is added, 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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feet: Res<FoxFeetTargets>,
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graphs: Res<Assets<AnimationGraph>>,
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mut clips: ResMut<Assets<AnimationClip>>,
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mut players: Query<(Entity, &mut AnimationPlayer), Added<AnimationPlayer>>,
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) {
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fn get_clip<'a>(
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node: AnimationNodeIndex,
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graph: &AnimationGraph,
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clips: &'a mut Assets<AnimationClip>,
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) -> &'a mut AnimationClip {
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let node = graph.get(node).unwrap();
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let clip = match &node.node_type {
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AnimationNodeType::Clip(handle) => clips.get_mut(handle),
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_ => unreachable!(),
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};
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clip.unwrap()
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}
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for (entity, mut player) in &mut players {
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let graph = graphs.get(&animations.graph).unwrap();
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// Send `OnStep` events once the fox feet hits the ground in the running animation.
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let running_animation = get_clip(animations.animations[0], graph, &mut clips);
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// You can determine the time an event should trigger if you know witch frame it occurs and
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// the frame rate of the animation. Let's say we want to trigger an event at frame 15,
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// and the animation has a frame rate of 24 fps, then time = 15 / 24 = 0.625.
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running_animation.add_event_to_target(feet.front_left, 0.625, OnStep);
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running_animation.add_event_to_target(feet.front_right, 0.5, OnStep);
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running_animation.add_event_to_target(feet.back_left, 0.0, OnStep);
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running_animation.add_event_to_target(feet.back_right, 0.125, OnStep);
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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(AnimationGraphHandle(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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fn simulate_particles(
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mut commands: Commands,
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mut query: Query<(Entity, &mut Transform, &mut Particle)>,
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time: Res<Time>,
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) {
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for (entity, mut transform, mut particle) in &mut query {
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if particle.lifeteime_timer.tick(time.delta()).just_finished() {
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commands.entity(entity).despawn();
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} else {
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transform.translation += particle.velocity * time.delta_secs();
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transform.scale =
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Vec3::splat(particle.size.lerp(0.0, particle.lifeteime_timer.fraction()));
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particle
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.velocity
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.smooth_nudge(&Vec3::ZERO, 4.0, time.delta_secs());
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}
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}
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}
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fn spawn_particle<M: Material>(
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mesh: Handle<Mesh>,
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material: Handle<M>,
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translation: Vec3,
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lifetime: f32,
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size: f32,
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velocity: Vec3,
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) -> impl Command {
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move |world: &mut World| {
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world.spawn((
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Particle {
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lifeteime_timer: Timer::from_seconds(lifetime, TimerMode::Once),
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size,
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velocity,
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},
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Mesh3d(mesh),
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MeshMaterial3d(material),
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Transform {
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translation,
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scale: Vec3::splat(size),
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..Default::default()
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},
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));
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}
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}
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#[derive(Component)]
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struct Particle {
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lifeteime_timer: Timer,
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size: f32,
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velocity: Vec3,
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}
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#[derive(Resource)]
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struct ParticleAssets {
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mesh: Handle<Mesh>,
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material: Handle<StandardMaterial>,
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}
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impl FromWorld for ParticleAssets {
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fn from_world(world: &mut World) -> Self {
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Self {
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mesh: world.resource_mut::<Assets<Mesh>>().add(Sphere::new(10.0)),
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material: world
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.resource_mut::<Assets<StandardMaterial>>()
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.add(StandardMaterial {
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base_color: WHITE.into(),
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..Default::default()
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}),
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}
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}
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}
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#[derive(Resource)]
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struct FoxFeetTargets {
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front_right: AnimationTargetId,
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front_left: AnimationTargetId,
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back_left: AnimationTargetId,
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back_right: AnimationTargetId,
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}
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impl Default for FoxFeetTargets {
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fn default() -> Self {
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// Get the id's of the feet and store them in a resource.
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let hip_node = ["root", "_rootJoint", "b_Root_00", "b_Hip_01"];
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let front_left_foot = hip_node.iter().chain(
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[
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"b_Spine01_02",
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"b_Spine02_03",
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"b_LeftUpperArm_09",
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"b_LeftForeArm_010",
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"b_LeftHand_011",
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]
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.iter(),
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);
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let front_right_foot = hip_node.iter().chain(
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[
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"b_Spine01_02",
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"b_Spine02_03",
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"b_RightUpperArm_06",
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"b_RightForeArm_07",
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"b_RightHand_08",
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]
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.iter(),
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);
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let back_left_foot = hip_node.iter().chain(
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[
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"b_LeftLeg01_015",
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"b_LeftLeg02_016",
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"b_LeftFoot01_017",
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"b_LeftFoot02_018",
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]
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.iter(),
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);
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let back_right_foot = hip_node.iter().chain(
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[
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"b_RightLeg01_019",
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"b_RightLeg02_020",
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"b_RightFoot01_021",
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"b_RightFoot02_022",
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]
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.iter(),
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);
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Self {
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front_left: AnimationTargetId::from_iter(front_left_foot),
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front_right: AnimationTargetId::from_iter(front_right_foot),
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back_left: AnimationTargetId::from_iter(back_left_foot),
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back_right: AnimationTargetId::from_iter(back_right_foot),
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}
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}
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}
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