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