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https://github.com/bevyengine/bevy
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# Objective - Closes #15717 ## Solution - Wrap the handle in a new wrapper component: `AnimationGraphHandle`. ## Testing Searched for all instances of `AnimationGraph` in the examples and updated and tested those ## Migration Guide `Handle<AnimationGraph>` is no longer a component. Instead, use the `AnimationGraphHandle` component which contains a `Handle<AnimationGraph>`.
196 lines
6.7 KiB
Rust
196 lines
6.7 KiB
Rust
//! Control animations of entities in the loaded scene.
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use std::collections::HashMap;
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use bevy::{animation::AnimationTarget, ecs::entity::EntityHashMap, gltf::Gltf, prelude::*};
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use crate::scene_viewer_plugin::SceneHandle;
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/// Controls animation clips for a unique entity.
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#[derive(Component)]
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struct Clips {
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nodes: Vec<AnimationNodeIndex>,
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current: usize,
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}
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impl Clips {
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fn new(clips: Vec<AnimationNodeIndex>) -> Self {
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Clips {
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nodes: clips,
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current: 0,
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}
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}
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/// # Panics
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///
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/// When no clips are present.
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fn current(&self) -> AnimationNodeIndex {
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self.nodes[self.current]
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}
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fn advance_to_next(&mut self) {
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self.current = (self.current + 1) % self.nodes.len();
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}
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}
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/// Automatically assign [`AnimationClip`]s to [`AnimationPlayer`] and play
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/// them, if the clips refer to descendants of the animation player (which is
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/// the common case).
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#[allow(clippy::too_many_arguments)]
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fn assign_clips(
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mut players: Query<&mut AnimationPlayer>,
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targets: Query<(Entity, &AnimationTarget)>,
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parents: Query<&Parent>,
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scene_handle: Res<SceneHandle>,
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clips: Res<Assets<AnimationClip>>,
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gltf_assets: Res<Assets<Gltf>>,
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assets: Res<AssetServer>,
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mut graphs: ResMut<Assets<AnimationGraph>>,
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mut commands: Commands,
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mut setup: Local<bool>,
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) {
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if scene_handle.is_loaded && !*setup {
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*setup = true;
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} else {
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return;
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}
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let gltf = gltf_assets.get(&scene_handle.gltf_handle).unwrap();
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let animations = &gltf.animations;
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if animations.is_empty() {
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return;
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}
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let count = animations.len();
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let plural = if count == 1 { "" } else { "s" };
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info!("Found {} animation{plural}", animations.len());
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let names: Vec<_> = gltf.named_animations.keys().collect();
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info!("Animation names: {names:?}");
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// Map animation target IDs to entities.
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let animation_target_id_to_entity: HashMap<_, _> = targets
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.iter()
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.map(|(entity, target)| (target.id, entity))
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.collect();
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// Build up a list of all animation clips that belong to each player. A clip
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// is considered to belong to an animation player if all targets of the clip
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// refer to entities whose nearest ancestor player is that animation player.
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let mut player_to_graph: EntityHashMap<(AnimationGraph, Vec<AnimationNodeIndex>)> =
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EntityHashMap::default();
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for (clip_id, clip) in clips.iter() {
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let mut ancestor_player = None;
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for target_id in clip.curves().keys() {
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// If the animation clip refers to entities that aren't present in
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// the scene, bail.
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let Some(&target) = animation_target_id_to_entity.get(target_id) else {
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continue;
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};
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// Find the nearest ancestor animation player.
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let mut current = Some(target);
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while let Some(entity) = current {
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if players.contains(entity) {
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match ancestor_player {
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None => {
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// If we haven't found a player yet, record the one
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// we found.
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ancestor_player = Some(entity);
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}
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Some(ancestor) => {
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// If we have found a player, then make sure it's
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// the same player we located before.
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if ancestor != entity {
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// It's a different player. Bail.
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ancestor_player = None;
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break;
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}
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}
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}
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}
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// Go to the next parent.
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current = parents.get(entity).ok().map(Parent::get);
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}
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}
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let Some(ancestor_player) = ancestor_player else {
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warn!(
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"Unexpected animation hierarchy for animation clip {:?}; ignoring.",
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clip_id
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);
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continue;
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};
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let Some(clip_handle) = assets.get_id_handle(clip_id) else {
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warn!("Clip {:?} wasn't loaded.", clip_id);
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continue;
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};
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let &mut (ref mut graph, ref mut clip_indices) =
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player_to_graph.entry(ancestor_player).or_default();
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let node_index = graph.add_clip(clip_handle, 1.0, graph.root);
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clip_indices.push(node_index);
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}
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// Now that we've built up a list of all clips that belong to each player,
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// package them up into a `Clips` component, play the first such animation,
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// and add that component to the player.
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for (player_entity, (graph, clips)) in player_to_graph {
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let Ok(mut player) = players.get_mut(player_entity) else {
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warn!("Animation targets referenced a nonexistent player. This shouldn't happen.");
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continue;
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};
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let graph = graphs.add(graph);
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let animations = Clips::new(clips);
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player.play(animations.current()).repeat();
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commands
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.entity(player_entity)
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.insert(animations)
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.insert(AnimationGraphHandle(graph));
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}
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}
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fn handle_inputs(
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keyboard_input: Res<ButtonInput<KeyCode>>,
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mut animation_player: Query<(&mut AnimationPlayer, &mut Clips, Entity, Option<&Name>)>,
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) {
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for (mut player, mut clips, entity, name) in &mut animation_player {
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let display_entity_name = match name {
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Some(name) => name.to_string(),
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None => format!("entity {entity:?}"),
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};
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if keyboard_input.just_pressed(KeyCode::Space) {
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if player.all_paused() {
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info!("resuming animations for {display_entity_name}");
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player.resume_all();
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} else {
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info!("pausing animation for {display_entity_name}");
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player.pause_all();
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}
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}
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if clips.nodes.len() <= 1 {
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continue;
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}
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if keyboard_input.just_pressed(KeyCode::Enter) {
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info!("switching to new animation for {display_entity_name}");
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let resume = !player.all_paused();
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// set the current animation to its start and pause it to reset to its starting state
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player.rewind_all().pause_all();
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clips.advance_to_next();
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let current_clip = clips.current();
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player.play(current_clip).repeat();
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if resume {
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player.resume_all();
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}
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}
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}
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}
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pub struct AnimationManipulationPlugin;
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impl Plugin for AnimationManipulationPlugin {
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fn build(&self, app: &mut App) {
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app.add_systems(Update, (handle_inputs, assign_clips));
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}
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}
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