bevy/examples/animation/morph_targets.rs
Patrick Walton dfdf2b9ea4
Implement the AnimationGraph, allowing for multiple animations to be blended together. (#11989)
This is an implementation of RFC #51:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md

Note that the implementation strategy is different from the one outlined
in that RFC, because two-phase animation has now landed.

# Objective

Bevy needs animation blending. The RFC for this is [RFC 51].

## Solution

This is an implementation of the RFC. Note that the implementation
strategy is different from the one outlined there, because two-phase
animation has now landed.

This is just a draft to get the conversation started. Currently we're
missing a few things:

- [x] A fully-fleshed-out mechanism for transitions
- [x] A serialization format for `AnimationGraph`s
- [x] Examples are broken, other than `animated_fox`
- [x] Documentation

---

## Changelog

### Added

* The `AnimationPlayer` has been reworked to support blending multiple
animations together through an `AnimationGraph`, and as such will no
longer function unless a `Handle<AnimationGraph>` has been added to the
entity containing the player. See [RFC 51] for more details.

* Transition functionality has moved from the `AnimationPlayer` to a new
component, `AnimationTransitions`, which works in tandem with the
`AnimationGraph`.

## Migration Guide

* `AnimationPlayer`s can no longer play animations by themselves and
need to be paired with a `Handle<AnimationGraph>`. Code that was using
`AnimationPlayer` to play animations will need to create an
`AnimationGraph` asset first, add a node for the clip (or clips) you
want to play, and then supply the index of that node to the
`AnimationPlayer`'s `play` method.

* The `AnimationPlayer::play_with_transition()` method has been removed
and replaced with the `AnimationTransitions` component. If you were
previously using `AnimationPlayer::play_with_transition()`, add all
animations that you were playing to the `AnimationGraph`, and create an
`AnimationTransitions` component to manage the blending between them.

[RFC 51]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md

---------

Co-authored-by: Rob Parrett <robparrett@gmail.com>
2024-03-07 20:22:42 +00:00

102 lines
3 KiB
Rust

//! Controls morph targets in a loaded scene.
//!
//! Illustrates:
//!
//! - How to access and modify individual morph target weights.
//! See the `update_weights` system for details.
//! - How to read morph target names in `name_morphs`.
//! - How to play morph target animations in `setup_animations`.
use bevy::prelude::*;
use std::f32::consts::PI;
fn main() {
App::new()
.add_plugins(DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
title: "morph targets".to_string(),
..default()
}),
..default()
}))
.insert_resource(AmbientLight {
brightness: 150.0,
..default()
})
.add_systems(Startup, setup)
.add_systems(Update, (name_morphs, setup_animations))
.run();
}
#[derive(Resource)]
struct MorphData {
the_wave: Handle<AnimationClip>,
mesh: Handle<Mesh>,
}
fn setup(asset_server: Res<AssetServer>, mut commands: Commands) {
commands.insert_resource(MorphData {
the_wave: asset_server.load("models/animated/MorphStressTest.gltf#Animation2"),
mesh: asset_server.load("models/animated/MorphStressTest.gltf#Mesh0/Primitive0"),
});
commands.spawn(SceneBundle {
scene: asset_server.load("models/animated/MorphStressTest.gltf#Scene0"),
..default()
});
commands.spawn(DirectionalLightBundle {
transform: Transform::from_rotation(Quat::from_rotation_z(PI / 2.0)),
..default()
});
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(3.0, 2.1, 10.2).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
}
/// Plays an [`AnimationClip`] from the loaded [`Gltf`] on the [`AnimationPlayer`] created by the spawned scene.
fn setup_animations(
mut has_setup: Local<bool>,
mut commands: Commands,
mut players: Query<(Entity, &Name, &mut AnimationPlayer)>,
morph_data: Res<MorphData>,
mut graphs: ResMut<Assets<AnimationGraph>>,
) {
if *has_setup {
return;
}
for (entity, name, mut player) in &mut players {
// The name of the entity in the GLTF scene containing the AnimationPlayer for our morph targets is "Main"
if name.as_str() != "Main" {
continue;
}
let (graph, animation) = AnimationGraph::from_clip(morph_data.the_wave.clone());
commands.entity(entity).insert(graphs.add(graph));
player.play(animation).repeat();
*has_setup = true;
}
}
/// You can get the target names in their corresponding [`Mesh`].
/// They are in the order of the weights.
fn name_morphs(
mut has_printed: Local<bool>,
morph_data: Res<MorphData>,
meshes: Res<Assets<Mesh>>,
) {
if *has_printed {
return;
}
let Some(mesh) = meshes.get(&morph_data.mesh) else {
return;
};
let Some(names) = mesh.morph_target_names() else {
return;
};
for name in names {
println!(" {name}");
}
*has_printed = true;
}