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https://github.com/bevyengine/bevy
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711246aa34
Updating dependencies; adopted version of #15696. (Supercedes #15696.) Long answer: hashbrown is no longer using ahash by default, meaning that we can't use the default-hasher methods with ahasher. So, we have to use the longer-winded versions instead. This takes the opportunity to also switch our default hasher as well, but without actually enabling the default-hasher feature for hashbrown, meaning that we'll be able to change our hasher more easily at the cost of all of these method calls being obnoxious forever. One large change from 0.15 is that `insert_unique_unchecked` is now `unsafe`, and for cases where unsafe code was denied at the crate level, I replaced it with `insert`. ## Migration Guide `bevy_utils` has updated its version of `hashbrown` to 0.15 and now defaults to `foldhash` instead of `ahash`. This means that if you've hard-coded your hasher to `bevy_utils::AHasher` or separately used the `ahash` crate in your code, you may need to switch to `foldhash` to ensure that everything works like it does in Bevy.
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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};
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use std::collections::HashSet;
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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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}
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// Toggle the state of the clip.
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app_state.0[animation_control.group_id as usize].clip = animation_control.label as u8;
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// Now grab the animation player. (There's only one in our case, but we
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// iterate just for clarity's sake.)
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for animation_graph_handle in animation_players.iter_mut() {
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// The animation graph needs to have loaded.
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let Some(animation_graph) = animation_graphs.get_mut(animation_graph_handle) else {
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continue;
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};
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for (clip_index, &animation_node_index) in animation_nodes.0.iter().enumerate() {
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let Some(animation_node) = animation_graph.get_mut(animation_node_index) else {
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continue;
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};
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if animation_control.label as usize == clip_index {
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animation_node.mask &= !(1 << animation_control.group_id);
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} else {
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animation_node.mask |= 1 << animation_control.group_id;
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}
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}
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}
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}
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}
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// A system that updates the UI based on the current app state.
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fn update_ui(
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mut animation_controls: Query<(&AnimationControl, &mut BackgroundColor, &Children)>,
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texts: Query<Entity, With<Text>>,
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mut writer: TextUiWriter,
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app_state: Res<AppState>,
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) {
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for (animation_control, mut background_color, kids) in animation_controls.iter_mut() {
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let enabled =
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app_state.0[animation_control.group_id as usize].clip == animation_control.label as u8;
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*background_color = if enabled {
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BackgroundColor(Color::WHITE)
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} else {
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BackgroundColor(Color::BLACK)
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};
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for &kid in kids {
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let Ok(text) = texts.get(kid) else {
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continue;
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};
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writer.for_each_color(text, |mut color| {
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color.0 = if enabled { Color::BLACK } else { Color::WHITE };
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});
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}
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}
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}
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impl Default for AppState {
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fn default() -> Self {
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AppState([MaskGroupState { clip: 0 }; 6])
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}
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}
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