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# Objective In the existing implementation, additive blending effectively treats the node with least index specially by basically forcing its weight to be `1.0` regardless of what its computed weight would be (based on the weights in the `AnimationGraph` and `AnimationPlayer`). Arguably this makes some amount of sense, because the "base" animation is often one which was not authored to be used additively, meaning that its sampled values are interpreted absolutely rather than as deltas. However, this also leads to strange behavior with respect to animation masks: if the "base" animation is masked out on some target, then the next node is treated as the "base" animation, despite the fact that it would normally be interpreted additively, and the weight of that animation is thrown away as a result. This is all kind of weird and revolves around special treatment (if the behavior is even really intentional in the first place). From a mathematical standpoint, there is nothing special about how the "base" animation must be treated other than having a weight of 1.0 under an `Add` node, which is something that the user can do without relying on some bizarre corner-case behavior of the animation system — this is the only present situation under which weights are discarded. This PR changes this behavior so that the weight of every node is incorporated. In other words, for an animation graph that looks like this: ```text ┌───────────────┐ │Base clip ┼──┐ │ 0.5 │ │ └───────────────┘ │ ┌───────────────┐ │ ┌───────────────┐ ┌────┐ │Additive clip 1┼──┼─►┤Additive blend ┼────►│Root│ │ 0.1 │ │ │ 1.0 │ └────┘ └───────────────┘ │ └───────────────┘ ┌───────────────┐ │ │Additive clip 2┼──┘ │ 0.2 │ └───────────────┘ ``` Previously, the result would have been ```text base_clip + 0.1 * additive_clip_1 + 0.2 * additive_clip_2 ``` whereas now it would be ```text 0.5 * base_clip + 0.1 * additive_clip_1 + 0.2 * additive_clip_2 ``` and in the scenario where `base_clip` is masked out: ```text additive_clip_1 + 0.2 * additive_clip_2 ``` vs. ```text 0.1 * additive_clip_1 + 0.2 * additive_clip_2 ``` ## Solution For background, the way that the additive blending procedure works is something like this: - During graph traversal, the node values and weights of the children are pushed onto the evaluator `stack`. The traversal order guarantees that the item with least node index will be on top. - Once we reach the `Add` node itself, we start popping off the `stack` and into the evaluator's `blend_register`, which is an accumulator holding up to one weight-value pair: - If the `blend_register` is empty, it is filled using data from the top of the `stack`. - Otherwise, the `blend_register` is combined with data popped from the `stack` and updated. In the example above, the additive blending steps would look like this (with the pre-existing implementation): 1. The `blend_register` is empty, so we pop `(base_clip, 0.5)` from the top of the `stack` and put it in. Now the value of the `blend_register` is `(base_clip, 0.5)`. 2. The `blend_register` is non-empty: we pop `(additive_clip_1, 0.1)` from the top of the `stack` and combine it additively with the value in the `blend_register`, forming `(base_clip + 0.1 * additive_clip_1, 0.6)` in the `blend_register` (the carried weight value goes unused). 3. The `blend_register` is non-empty: we pop `(additive_clip_2, 0.2)` from the top of the `stack` and combine it additively with the value in the `blend_register`, forming `(base_clip + 0.1 * additive_clip_1 + 0.2 * additive_clip_2, 0.8)` in the `blend_register`. The solution in this PR changes step 1: the `base_clip` is multiplied by its weight as it is added to the `blend_register` in the first place, yielding `0.5 * base_clip + 0.1 * additive_clip_1 + 0.2 * additive_clip_2` as the final result. ### Note for reviewers It might be tempting to look at the code, which contains a segment that looks like this: ```rust if additive { current_value = A::blend( [ BlendInput { weight: 1.0, // <-- value: current_value, additive: true, }, BlendInput { weight: weight_to_blend, value: value_to_blend, additive: true, }, ] .into_iter(), ); } ``` and conclude that the explicit value of `1.0` is responsible for overwriting the weight of the base animation. This is incorrect. Rather, this additive blend has to be written this way because it is multiplying the *existing value in the blend register* by 1 (i.e. not doing anything) before adding the next value to it. Changing this to another quantity (e.g. the existing weight) would cause the value in the blend register to be spuriously multiplied down. ## Testing Tested on `animation_masks` example. Checked `morph_weights` example as well. ## Migration Guide I will write a migration guide later if this change is not included in 0.15.
490 lines
17 KiB
Rust
490 lines
17 KiB
Rust
//! Demonstrates how to use masks to limit the scope of animations.
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use bevy::{
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animation::{AnimationTarget, AnimationTargetId},
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color::palettes::css::{LIGHT_GRAY, WHITE},
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prelude::*,
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utils::hashbrown::HashSet,
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};
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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_HEAD: u32 = 0;
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const MASK_GROUP_LEFT_FRONT_LEG: u32 = 1;
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const MASK_GROUP_RIGHT_FRONT_LEG: u32 = 2;
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const MASK_GROUP_LEFT_HIND_LEG: u32 = 3;
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const MASK_GROUP_RIGHT_HIND_LEG: u32 = 4;
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const MASK_GROUP_TAIL: u32 = 5;
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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_BUTTON_WIDTH: f32 = 250.0;
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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 an engine
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// requirement; it just so happens to be the case for the model we're using. A
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// mask group can consist of any set of animation targets, regardless of whether
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// they form a single chain.
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const MASK_GROUP_PATHS: [(&str, &str); 6] = [
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// Head
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(
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"root/_rootJoint/b_Root_00/b_Hip_01/b_Spine01_02/b_Spine02_03",
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"b_Neck_04/b_Head_05",
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),
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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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#[derive(Clone, Copy, Component)]
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struct AnimationControl {
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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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label: AnimationLabel,
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}
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#[derive(Clone, Copy, Component, PartialEq, Debug)]
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enum AnimationLabel {
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Idle = 0,
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Walk = 1,
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Run = 2,
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Off = 3,
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}
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#[derive(Clone, Debug, Resource)]
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struct AnimationNodes([AnimationNodeIndex; 3]);
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#[derive(Clone, Copy, Debug, Resource)]
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struct AppState([MaskGroupState; 6]);
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#[derive(Clone, Copy, Debug)]
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struct MaskGroupState {
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clip: u8,
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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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.add_systems(Update, update_ui)
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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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.init_resource::<AppState>()
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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((
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Camera3d::default(),
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Transform::from_xyz(-15.0, 10.0, 20.0).looking_at(Vec3::new(0., 1., 0.), Vec3::Y),
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));
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// Spawn the light.
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commands.spawn((
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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::from_xyz(-4.0, 8.0, 13.0),
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));
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// Spawn the fox.
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commands.spawn((
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SceneRoot(
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asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/animated/Fox.glb")),
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),
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Transform::from_scale(Vec3::splat(0.07)),
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));
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// Spawn the ground.
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commands.spawn((
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Mesh3d(meshes.add(Circle::new(7.0))),
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MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))),
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Transform::from_rotation(Quat::from_rotation_x(-std::f32::consts::FRAC_PI_2)),
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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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Text::new("Click on a button to toggle animations for its associated bones"),
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Node {
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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(Node {
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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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.with_children(|parent| {
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let row_node = Node {
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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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add_mask_group_control(parent, "Head", Val::Auto, MASK_GROUP_HEAD);
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parent.spawn(row_node.clone()).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_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_BUTTON_WIDTH),
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MASK_GROUP_RIGHT_FRONT_LEG,
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);
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});
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parent.spawn(row_node).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_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_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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let button_text_style = (
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TextFont {
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font_size: 14.0,
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..default()
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},
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TextColor::WHITE,
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);
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let selected_button_text_style = (button_text_style.0.clone(), TextColor::BLACK);
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let label_text_style = (
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button_text_style.0.clone(),
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TextColor(Color::Srgba(LIGHT_GRAY)),
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);
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parent
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.spawn((
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Node {
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border: UiRect::all(Val::Px(1.0)),
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width,
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flex_direction: FlexDirection::Column,
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justify_content: JustifyContent::Center,
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align_items: AlignItems::Center,
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padding: UiRect::ZERO,
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margin: UiRect::ZERO,
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..default()
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},
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BorderColor(Color::WHITE),
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BorderRadius::all(Val::Px(3.0)),
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BackgroundColor(Color::BLACK),
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))
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.with_children(|builder| {
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builder
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.spawn((
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Node {
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border: UiRect::ZERO,
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width: Val::Percent(100.0),
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justify_content: JustifyContent::Center,
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align_items: AlignItems::Center,
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padding: UiRect::ZERO,
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margin: UiRect::ZERO,
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..default()
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},
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BackgroundColor(Color::BLACK),
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))
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.with_child((
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Text::new(label),
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label_text_style.clone(),
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Node {
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margin: UiRect::vertical(Val::Px(3.0)),
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..default()
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},
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));
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builder
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.spawn((
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Node {
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width: Val::Percent(100.0),
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flex_direction: FlexDirection::Row,
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justify_content: JustifyContent::Center,
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align_items: AlignItems::Center,
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border: UiRect::top(Val::Px(1.0)),
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..default()
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},
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BorderColor(Color::WHITE),
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))
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.with_children(|builder| {
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for (index, label) in [
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AnimationLabel::Run,
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AnimationLabel::Walk,
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AnimationLabel::Idle,
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AnimationLabel::Off,
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]
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.iter()
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.enumerate()
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{
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builder
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.spawn((
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Button,
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BackgroundColor(if index > 0 {
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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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Node {
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flex_grow: 1.0,
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border: if index > 0 {
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UiRect::left(Val::Px(1.0))
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} else {
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UiRect::ZERO
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},
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..default()
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},
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BorderColor(Color::WHITE),
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AnimationControl {
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group_id: mask_group_id,
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label: *label,
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},
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))
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.with_child((
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Text(format!("{:?}", label)),
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if index > 0 {
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button_text_style.clone()
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} else {
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selected_button_text_style.clone()
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},
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TextLayout::new_with_justify(JustifyText::Center),
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Node {
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flex_grow: 1.0,
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margin: UiRect::vertical(Val::Px(3.0)),
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..default()
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},
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));
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}
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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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targets: Query<(Entity, &AnimationTarget)>,
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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 = AnimationGraph::new();
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let blend_node = animation_graph.add_additive_blend(1.0, animation_graph.root);
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let animation_graph_nodes: [AnimationNodeIndex; 3] =
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std::array::from_fn(|animation_index| {
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let handle = asset_server.load(
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GltfAssetLabel::Animation(animation_index)
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.from_asset("models/animated/Fox.glb"),
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);
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let mask = if animation_index == 0 { 0 } else { 0x3f };
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animation_graph.add_clip_with_mask(handle, mask, 1.0, blend_node)
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});
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// Create each mask group.
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let mut all_animation_target_ids = HashSet::new();
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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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all_animation_target_ids.insert(animation_target_id);
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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
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.entity(entity)
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.insert(AnimationGraphHandle(animation_graph));
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// Remove animation targets that aren't in any of the mask groups. If we
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// don't do that, those bones will play all animations at once, which is
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// ugly.
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for (target_entity, target) in &targets {
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if !all_animation_target_ids.contains(&target.id) {
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commands.entity(target_entity).remove::<AnimationTarget>();
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}
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}
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// Play the animation.
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for animation_graph_node in animation_graph_nodes {
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player.play(animation_graph_node).repeat();
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}
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// Record the graph nodes.
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commands.insert_resource(AnimationNodes(animation_graph_nodes));
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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<(&Interaction, &mut AnimationControl), Changed<Interaction>>,
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mut animation_players: Query<&AnimationGraphHandle, With<AnimationPlayer>>,
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mut animation_graphs: ResMut<Assets<AnimationGraph>>,
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mut animation_nodes: Option<ResMut<AnimationNodes>>,
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mut app_state: ResMut<AppState>,
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) {
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let Some(ref mut animation_nodes) = animation_nodes else {
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return;
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};
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for (interaction, animation_control) in interactions.iter_mut() {
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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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}
|
|
|
|
// Toggle the state of the clip.
|
|
app_state.0[animation_control.group_id as usize].clip = animation_control.label as u8;
|
|
|
|
// Now grab the animation player. (There's only one in our case, but we
|
|
// iterate just for clarity's sake.)
|
|
for animation_graph_handle in animation_players.iter_mut() {
|
|
// The animation graph needs to have loaded.
|
|
let Some(animation_graph) = animation_graphs.get_mut(animation_graph_handle) else {
|
|
continue;
|
|
};
|
|
|
|
for (clip_index, &animation_node_index) in animation_nodes.0.iter().enumerate() {
|
|
let Some(animation_node) = animation_graph.get_mut(animation_node_index) else {
|
|
continue;
|
|
};
|
|
|
|
if animation_control.label as usize == clip_index {
|
|
animation_node.mask &= !(1 << animation_control.group_id);
|
|
} else {
|
|
animation_node.mask |= 1 << animation_control.group_id;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// A system that updates the UI based on the current app state.
|
|
fn update_ui(
|
|
mut animation_controls: Query<(&AnimationControl, &mut BackgroundColor, &Children)>,
|
|
texts: Query<Entity, With<Text>>,
|
|
mut writer: TextUiWriter,
|
|
app_state: Res<AppState>,
|
|
) {
|
|
for (animation_control, mut background_color, kids) in animation_controls.iter_mut() {
|
|
let enabled =
|
|
app_state.0[animation_control.group_id as usize].clip == animation_control.label as u8;
|
|
|
|
*background_color = if enabled {
|
|
BackgroundColor(Color::WHITE)
|
|
} else {
|
|
BackgroundColor(Color::BLACK)
|
|
};
|
|
|
|
for &kid in kids {
|
|
let Ok(text) = texts.get(kid) else {
|
|
continue;
|
|
};
|
|
|
|
writer.for_each_color(text, |mut color| {
|
|
color.0 = if enabled { Color::BLACK } else { Color::WHITE };
|
|
});
|
|
}
|
|
}
|
|
}
|
|
|
|
impl Default for AppState {
|
|
fn default() -> Self {
|
|
AppState([MaskGroupState { clip: 0 }; 6])
|
|
}
|
|
}
|