mirror of
https://github.com/bevyengine/bevy
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aeeb20ec4c
# Objective **This implementation is based on https://github.com/bevyengine/rfcs/pull/59.** --- Resolves #4597 Full details and motivation can be found in the RFC, but here's a brief summary. `FromReflect` is a very powerful and important trait within the reflection API. It allows Dynamic types (e.g., `DynamicList`, etc.) to be formed into Real ones (e.g., `Vec<i32>`, etc.). This mainly comes into play concerning deserialization, where the reflection deserializers both return a `Box<dyn Reflect>` that almost always contain one of these Dynamic representations of a Real type. To convert this to our Real type, we need to use `FromReflect`. It also sneaks up in other ways. For example, it's a required bound for `T` in `Vec<T>` so that `Vec<T>` as a whole can be made `FromReflect`. It's also required by all fields of an enum as it's used as part of the `Reflect::apply` implementation. So in other words, much like `GetTypeRegistration` and `Typed`, it is very much a core reflection trait. The problem is that it is not currently treated like a core trait and is not automatically derived alongside `Reflect`. This makes using it a bit cumbersome and easy to forget. ## Solution Automatically derive `FromReflect` when deriving `Reflect`. Users can then choose to opt-out if needed using the `#[reflect(from_reflect = false)]` attribute. ```rust #[derive(Reflect)] struct Foo; #[derive(Reflect)] #[reflect(from_reflect = false)] struct Bar; fn test<T: FromReflect>(value: T) {} test(Foo); // <-- OK test(Bar); // <-- Panic! Bar does not implement trait `FromReflect` ``` #### `ReflectFromReflect` This PR also automatically adds the `ReflectFromReflect` (introduced in #6245) registration to the derived `GetTypeRegistration` impl— if the type hasn't opted out of `FromReflect` of course. <details> <summary><h4>Improved Deserialization</h4></summary> > **Warning** > This section includes changes that have since been descoped from this PR. They will likely be implemented again in a followup PR. I am mainly leaving these details in for archival purposes, as well as for reference when implementing this logic again. And since we can do all the above, we might as well improve deserialization. We can now choose to deserialize into a Dynamic type or automatically convert it using `FromReflect` under the hood. `[Un]TypedReflectDeserializer::new` will now perform the conversion and return the `Box`'d Real type. `[Un]TypedReflectDeserializer::new_dynamic` will work like what we have now and simply return the `Box`'d Dynamic type. ```rust // Returns the Real type let reflect_deserializer = UntypedReflectDeserializer::new(®istry); let mut deserializer = ron:🇩🇪:Deserializer::from_str(input)?; let output: SomeStruct = reflect_deserializer.deserialize(&mut deserializer)?.take()?; // Returns the Dynamic type let reflect_deserializer = UntypedReflectDeserializer::new_dynamic(®istry); let mut deserializer = ron:🇩🇪:Deserializer::from_str(input)?; let output: DynamicStruct = reflect_deserializer.deserialize(&mut deserializer)?.take()?; ``` </details> --- ## Changelog * `FromReflect` is now automatically derived within the `Reflect` derive macro * This includes auto-registering `ReflectFromReflect` in the derived `GetTypeRegistration` impl * ~~Renamed `TypedReflectDeserializer::new` and `UntypedReflectDeserializer::new` to `TypedReflectDeserializer::new_dynamic` and `UntypedReflectDeserializer::new_dynamic`, respectively~~ **Descoped** * ~~Changed `TypedReflectDeserializer::new` and `UntypedReflectDeserializer::new` to automatically convert the deserialized output using `FromReflect`~~ **Descoped** ## Migration Guide * `FromReflect` is now automatically derived within the `Reflect` derive macro. Items with both derives will need to remove the `FromReflect` one. ```rust // OLD #[derive(Reflect, FromReflect)] struct Foo; // NEW #[derive(Reflect)] struct Foo; ``` If using a manual implementation of `FromReflect` and the `Reflect` derive, users will need to opt-out of the automatic implementation. ```rust // OLD #[derive(Reflect)] struct Foo; impl FromReflect for Foo {/* ... */} // NEW #[derive(Reflect)] #[reflect(from_reflect = false)] struct Foo; impl FromReflect for Foo {/* ... */} ``` <details> <summary><h4>Removed Migrations</h4></summary> > **Warning** > This section includes changes that have since been descoped from this PR. They will likely be implemented again in a followup PR. I am mainly leaving these details in for archival purposes, as well as for reference when implementing this logic again. * The reflect deserializers now perform a `FromReflect` conversion internally. The expected output of `TypedReflectDeserializer::new` and `UntypedReflectDeserializer::new` is no longer a Dynamic (e.g., `DynamicList`), but its Real counterpart (e.g., `Vec<i32>`). ```rust let reflect_deserializer = UntypedReflectDeserializer::new_dynamic(®istry); let mut deserializer = ron:🇩🇪:Deserializer::from_str(input)?; // OLD let output: DynamicStruct = reflect_deserializer.deserialize(&mut deserializer)?.take()?; // NEW let output: SomeStruct = reflect_deserializer.deserialize(&mut deserializer)?.take()?; ``` Alternatively, if this behavior isn't desired, use the `TypedReflectDeserializer::new_dynamic` and `UntypedReflectDeserializer::new_dynamic` methods instead: ```rust // OLD let reflect_deserializer = UntypedReflectDeserializer::new(®istry); // NEW let reflect_deserializer = UntypedReflectDeserializer::new_dynamic(®istry); ``` </details> --------- Co-authored-by: Carter Anderson <mcanders1@gmail.com>
614 lines
21 KiB
Rust
614 lines
21 KiB
Rust
//! Animation for the game engine Bevy
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#![warn(missing_docs)]
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#![allow(clippy::type_complexity)]
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use std::ops::Deref;
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use std::time::Duration;
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use bevy_app::{App, Plugin, PostUpdate};
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use bevy_asset::{AddAsset, Assets, Handle};
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use bevy_core::Name;
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use bevy_ecs::prelude::*;
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use bevy_hierarchy::{Children, Parent};
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use bevy_math::{Quat, Vec3};
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use bevy_reflect::{Reflect, TypeUuid};
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use bevy_render::mesh::morph::MorphWeights;
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use bevy_time::Time;
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use bevy_transform::{prelude::Transform, TransformSystem};
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use bevy_utils::{tracing::warn, HashMap};
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#[allow(missing_docs)]
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pub mod prelude {
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#[doc(hidden)]
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pub use crate::{
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AnimationClip, AnimationPlayer, AnimationPlugin, EntityPath, Keyframes, VariableCurve,
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};
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}
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/// List of keyframes for one of the attribute of a [`Transform`].
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#[derive(Reflect, Clone, Debug)]
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pub enum Keyframes {
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/// Keyframes for rotation.
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Rotation(Vec<Quat>),
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/// Keyframes for translation.
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Translation(Vec<Vec3>),
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/// Keyframes for scale.
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Scale(Vec<Vec3>),
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/// Keyframes for morph target weights.
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///
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/// Note that in `.0`, each contiguous `target_count` values is a single
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/// keyframe representing the weight values at given keyframe.
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///
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/// This follows the [glTF design].
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///
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/// [glTF design]: https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#animations
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Weights(Vec<f32>),
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}
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/// Describes how an attribute of a [`Transform`] or [`MorphWeights`] should be animated.
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///
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/// `keyframe_timestamps` and `keyframes` should have the same length.
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#[derive(Reflect, Clone, Debug)]
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pub struct VariableCurve {
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/// Timestamp for each of the keyframes.
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pub keyframe_timestamps: Vec<f32>,
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/// List of the keyframes.
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pub keyframes: Keyframes,
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}
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/// Path to an entity, with [`Name`]s. Each entity in a path must have a name.
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#[derive(Reflect, Clone, Debug, Hash, PartialEq, Eq, Default)]
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pub struct EntityPath {
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/// Parts of the path
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pub parts: Vec<Name>,
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}
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/// A list of [`VariableCurve`], and the [`EntityPath`] to which they apply.
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#[derive(Reflect, Clone, TypeUuid, Debug, Default)]
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#[uuid = "d81b7179-0448-4eb0-89fe-c067222725bf"]
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pub struct AnimationClip {
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curves: Vec<Vec<VariableCurve>>,
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paths: HashMap<EntityPath, usize>,
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duration: f32,
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}
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impl AnimationClip {
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#[inline]
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/// [`VariableCurve`]s for each bone. Indexed by the bone ID.
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pub fn curves(&self) -> &Vec<Vec<VariableCurve>> {
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&self.curves
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}
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/// Gets the curves for a bone.
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///
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/// Returns `None` if the bone is invalid.
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#[inline]
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pub fn get_curves(&self, bone_id: usize) -> Option<&'_ Vec<VariableCurve>> {
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self.curves.get(bone_id)
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}
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/// Gets the curves by it's [`EntityPath`].
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///
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/// Returns `None` if the bone is invalid.
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#[inline]
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pub fn get_curves_by_path(&self, path: &EntityPath) -> Option<&'_ Vec<VariableCurve>> {
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self.paths.get(path).and_then(|id| self.curves.get(*id))
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}
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/// Duration of the clip, represented in seconds
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#[inline]
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pub fn duration(&self) -> f32 {
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self.duration
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}
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/// Add a [`VariableCurve`] to an [`EntityPath`].
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pub fn add_curve_to_path(&mut self, path: EntityPath, curve: VariableCurve) {
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// Update the duration of the animation by this curve duration if it's longer
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self.duration = self
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.duration
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.max(*curve.keyframe_timestamps.last().unwrap_or(&0.0));
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if let Some(bone_id) = self.paths.get(&path) {
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self.curves[*bone_id].push(curve);
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} else {
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let idx = self.curves.len();
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self.curves.push(vec![curve]);
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self.paths.insert(path, idx);
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}
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}
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/// Whether this animation clip can run on entity with given [`Name`].
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pub fn compatible_with(&self, name: &Name) -> bool {
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self.paths.keys().all(|path| &path.parts[0] == name)
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}
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}
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#[derive(Reflect)]
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struct PlayingAnimation {
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repeat: bool,
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speed: f32,
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elapsed: f32,
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animation_clip: Handle<AnimationClip>,
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path_cache: Vec<Vec<Option<Entity>>>,
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}
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impl Default for PlayingAnimation {
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fn default() -> Self {
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Self {
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repeat: false,
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speed: 1.0,
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elapsed: 0.0,
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animation_clip: Default::default(),
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path_cache: Vec::new(),
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}
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}
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}
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/// An animation that is being faded out as part of a transition
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struct AnimationTransition {
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/// The current weight. Starts at 1.0 and goes to 0.0 during the fade-out.
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current_weight: f32,
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/// How much to decrease `current_weight` per second
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weight_decline_per_sec: f32,
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/// The animation that is being faded out
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animation: PlayingAnimation,
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}
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/// Animation controls
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#[derive(Component, Default, Reflect)]
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#[reflect(Component)]
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pub struct AnimationPlayer {
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paused: bool,
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animation: PlayingAnimation,
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// List of previous animations we're currently transitioning away from.
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// Usually this is empty, when transitioning between animations, there is
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// one entry. When another animation transition happens while a transition
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// is still ongoing, then there can be more than one entry.
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// Once a transition is finished, it will be automatically removed from the list
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#[reflect(ignore)]
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transitions: Vec<AnimationTransition>,
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}
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impl AnimationPlayer {
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/// Start playing an animation, resetting state of the player
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/// This will use a linear blending between the previous and the new animation to make a smooth transition
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pub fn start(&mut self, handle: Handle<AnimationClip>) -> &mut Self {
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self.animation = PlayingAnimation {
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animation_clip: handle,
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..Default::default()
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};
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// We want a hard transition.
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// In case any previous transitions are still playing, stop them
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self.transitions.clear();
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self
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}
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/// Start playing an animation, resetting state of the player
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/// This will use a linear blending between the previous and the new animation to make a smooth transition
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pub fn start_with_transition(
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&mut self,
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handle: Handle<AnimationClip>,
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transition_duration: Duration,
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) -> &mut Self {
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let mut animation = PlayingAnimation {
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animation_clip: handle,
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..Default::default()
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};
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std::mem::swap(&mut animation, &mut self.animation);
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// Add the current transition. If other transitions are still ongoing,
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// this will keep those transitions running and cause a transition between
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// the output of that previous transition to the new animation.
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self.transitions.push(AnimationTransition {
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current_weight: 1.0,
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weight_decline_per_sec: 1.0 / transition_duration.as_secs_f32(),
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animation,
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});
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self
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}
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/// Start playing an animation, resetting state of the player, unless the requested animation is already playing.
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/// If `transition_duration` is set, this will use a linear blending
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/// between the previous and the new animation to make a smooth transition
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pub fn play(&mut self, handle: Handle<AnimationClip>) -> &mut Self {
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if self.animation.animation_clip != handle || self.is_paused() {
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self.start(handle);
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}
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self
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}
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/// Start playing an animation, resetting state of the player, unless the requested animation is already playing.
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/// This will use a linear blending between the previous and the new animation to make a smooth transition
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pub fn play_with_transition(
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&mut self,
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handle: Handle<AnimationClip>,
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transition_duration: Duration,
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) -> &mut Self {
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if self.animation.animation_clip != handle || self.is_paused() {
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self.start_with_transition(handle, transition_duration);
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}
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self
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}
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/// Set the animation to repeat
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pub fn repeat(&mut self) -> &mut Self {
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self.animation.repeat = true;
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self
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}
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/// Stop the animation from repeating
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pub fn stop_repeating(&mut self) -> &mut Self {
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self.animation.repeat = false;
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self
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}
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/// Pause the animation
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pub fn pause(&mut self) {
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self.paused = true;
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}
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/// Unpause the animation
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pub fn resume(&mut self) {
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self.paused = false;
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}
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/// Is the animation paused
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pub fn is_paused(&self) -> bool {
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self.paused
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}
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/// Speed of the animation playback
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pub fn speed(&self) -> f32 {
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self.animation.speed
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}
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/// Set the speed of the animation playback
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pub fn set_speed(&mut self, speed: f32) -> &mut Self {
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self.animation.speed = speed;
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self
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}
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/// Time elapsed playing the animation
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pub fn elapsed(&self) -> f32 {
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self.animation.elapsed
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}
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/// Seek to a specific time in the animation
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pub fn set_elapsed(&mut self, elapsed: f32) -> &mut Self {
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self.animation.elapsed = elapsed;
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self
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}
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}
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fn entity_from_path(
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root: Entity,
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path: &EntityPath,
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children: &Query<&Children>,
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names: &Query<&Name>,
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path_cache: &mut Vec<Option<Entity>>,
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) -> Option<Entity> {
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// PERF: finding the target entity can be optimised
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let mut current_entity = root;
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path_cache.resize(path.parts.len(), None);
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// Ignore the first name, it is the root node which we already have
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for (idx, part) in path.parts.iter().enumerate().skip(1) {
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let mut found = false;
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let children = children.get(current_entity).ok()?;
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if let Some(cached) = path_cache[idx] {
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if children.contains(&cached) {
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if let Ok(name) = names.get(cached) {
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if name == part {
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current_entity = cached;
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found = true;
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}
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}
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}
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}
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if !found {
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for child in children.deref() {
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if let Ok(name) = names.get(*child) {
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if name == part {
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// Found a children with the right name, continue to the next part
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current_entity = *child;
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path_cache[idx] = Some(*child);
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found = true;
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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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if !found {
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warn!("Entity not found for path {:?} on part {:?}", path, part);
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return None;
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}
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}
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Some(current_entity)
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}
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/// Verify that there are no ancestors of a given entity that have an [`AnimationPlayer`].
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fn verify_no_ancestor_player(
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player_parent: Option<&Parent>,
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parents: &Query<(Option<With<AnimationPlayer>>, Option<&Parent>)>,
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) -> bool {
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let Some(mut current) = player_parent.map(Parent::get) else { return true };
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loop {
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let Ok((maybe_player, parent)) = parents.get(current) else { return true };
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if maybe_player.is_some() {
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return false;
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}
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if let Some(parent) = parent {
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current = parent.get();
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} else {
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return true;
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}
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}
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}
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/// System that will play all animations, using any entity with a [`AnimationPlayer`]
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/// and a [`Handle<AnimationClip>`] as an animation root
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#[allow(clippy::too_many_arguments)]
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pub fn animation_player(
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time: Res<Time>,
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animations: Res<Assets<AnimationClip>>,
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children: Query<&Children>,
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names: Query<&Name>,
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transforms: Query<&mut Transform>,
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morphs: Query<&mut MorphWeights>,
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parents: Query<(Option<With<AnimationPlayer>>, Option<&Parent>)>,
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mut animation_players: Query<(Entity, Option<&Parent>, &mut AnimationPlayer)>,
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) {
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animation_players
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.par_iter_mut()
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.for_each_mut(|(root, maybe_parent, mut player)| {
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update_transitions(&mut player, &time);
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run_animation_player(
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root,
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player,
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&time,
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&animations,
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&names,
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&transforms,
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&morphs,
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maybe_parent,
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&parents,
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&children,
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);
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});
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}
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#[allow(clippy::too_many_arguments)]
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fn run_animation_player(
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root: Entity,
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mut player: Mut<AnimationPlayer>,
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time: &Time,
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animations: &Assets<AnimationClip>,
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names: &Query<&Name>,
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transforms: &Query<&mut Transform>,
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morphs: &Query<&mut MorphWeights>,
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maybe_parent: Option<&Parent>,
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parents: &Query<(Option<With<AnimationPlayer>>, Option<&Parent>)>,
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children: &Query<&Children>,
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) {
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let paused = player.paused;
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// Continue if paused unless the `AnimationPlayer` was changed
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// This allow the animation to still be updated if the player.elapsed field was manually updated in pause
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if paused && !player.is_changed() {
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return;
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}
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// Apply the main animation
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apply_animation(
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1.0,
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&mut player.animation,
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paused,
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root,
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time,
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animations,
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names,
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transforms,
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morphs,
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maybe_parent,
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parents,
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children,
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);
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// Apply any potential fade-out transitions from previous animations
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for AnimationTransition {
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current_weight,
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animation,
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..
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} in &mut player.transitions
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{
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apply_animation(
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*current_weight,
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animation,
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paused,
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root,
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time,
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animations,
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names,
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transforms,
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morphs,
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maybe_parent,
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parents,
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children,
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);
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}
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}
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/// Update `weights` based on weights in `keyframes` at index `key_index`
|
|
/// with a linear interpolation on `key_lerp`.
|
|
///
|
|
/// # Panics
|
|
///
|
|
/// When `key_index * target_count` is larger than `keyframes`
|
|
///
|
|
/// This happens when `keyframes` is not formatted as described in
|
|
/// [`Keyframes::Weights`]. A possible cause is [`AnimationClip`] not being
|
|
/// meant to be used for the [`MorphWeights`] of the entity it's being applied to.
|
|
fn lerp_morph_weights(weights: &mut [f32], key_lerp: f32, keyframes: &[f32], key_index: usize) {
|
|
let target_count = weights.len();
|
|
let start = target_count * key_index;
|
|
let end = target_count * (key_index + 1);
|
|
|
|
let zipped = weights.iter_mut().zip(&keyframes[start..end]);
|
|
for (morph_weight, keyframe) in zipped {
|
|
let minus_lerp = 1.0 - key_lerp;
|
|
*morph_weight = (*morph_weight * minus_lerp) + (keyframe * key_lerp);
|
|
}
|
|
}
|
|
|
|
#[allow(clippy::too_many_arguments)]
|
|
fn apply_animation(
|
|
weight: f32,
|
|
animation: &mut PlayingAnimation,
|
|
paused: bool,
|
|
root: Entity,
|
|
time: &Time,
|
|
animations: &Assets<AnimationClip>,
|
|
names: &Query<&Name>,
|
|
transforms: &Query<&mut Transform>,
|
|
morphs: &Query<&mut MorphWeights>,
|
|
maybe_parent: Option<&Parent>,
|
|
parents: &Query<(Option<With<AnimationPlayer>>, Option<&Parent>)>,
|
|
children: &Query<&Children>,
|
|
) {
|
|
if let Some(animation_clip) = animations.get(&animation.animation_clip) {
|
|
if !paused {
|
|
animation.elapsed += time.delta_seconds() * animation.speed;
|
|
}
|
|
let mut elapsed = animation.elapsed;
|
|
if animation.repeat {
|
|
elapsed %= animation_clip.duration;
|
|
}
|
|
if elapsed < 0.0 {
|
|
elapsed += animation_clip.duration;
|
|
}
|
|
if animation.path_cache.len() != animation_clip.paths.len() {
|
|
animation.path_cache = vec![Vec::new(); animation_clip.paths.len()];
|
|
}
|
|
if !verify_no_ancestor_player(maybe_parent, parents) {
|
|
warn!("Animation player on {:?} has a conflicting animation player on an ancestor. Cannot safely animate.", root);
|
|
return;
|
|
}
|
|
|
|
for (path, bone_id) in &animation_clip.paths {
|
|
let cached_path = &mut animation.path_cache[*bone_id];
|
|
let curves = animation_clip.get_curves(*bone_id).unwrap();
|
|
let Some(target) = entity_from_path(root, path, children, names, cached_path) else { continue };
|
|
// SAFETY: The verify_no_ancestor_player check above ensures that two animation players cannot alias
|
|
// any of their descendant Transforms.
|
|
//
|
|
// The system scheduler prevents any other system from mutating Transforms at the same time,
|
|
// so the only way this fetch can alias is if two AnimationPlayers are targeting the same bone.
|
|
// This can only happen if there are two or more AnimationPlayers are ancestors to the same
|
|
// entities. By verifying that there is no other AnimationPlayer in the ancestors of a
|
|
// running AnimationPlayer before animating any entity, this fetch cannot alias.
|
|
//
|
|
// This means only the AnimationPlayers closest to the root of the hierarchy will be able
|
|
// to run their animation. Any players in the children or descendants will log a warning
|
|
// and do nothing.
|
|
let Ok(mut transform) = (unsafe { transforms.get_unchecked(target) }) else { continue };
|
|
let mut morphs = unsafe { morphs.get_unchecked(target) };
|
|
for curve in curves {
|
|
// Some curves have only one keyframe used to set a transform
|
|
if curve.keyframe_timestamps.len() == 1 {
|
|
match &curve.keyframes {
|
|
Keyframes::Rotation(keyframes) => {
|
|
transform.rotation = transform.rotation.slerp(keyframes[0], weight);
|
|
}
|
|
Keyframes::Translation(keyframes) => {
|
|
transform.translation =
|
|
transform.translation.lerp(keyframes[0], weight);
|
|
}
|
|
Keyframes::Scale(keyframes) => {
|
|
transform.scale = transform.scale.lerp(keyframes[0], weight);
|
|
}
|
|
Keyframes::Weights(keyframes) => {
|
|
if let Ok(morphs) = &mut morphs {
|
|
lerp_morph_weights(morphs.weights_mut(), weight, keyframes, 0);
|
|
}
|
|
}
|
|
}
|
|
continue;
|
|
}
|
|
|
|
// Find the current keyframe
|
|
// PERF: finding the current keyframe can be optimised
|
|
let step_start = match curve
|
|
.keyframe_timestamps
|
|
.binary_search_by(|probe| probe.partial_cmp(&elapsed).unwrap())
|
|
{
|
|
Ok(n) if n >= curve.keyframe_timestamps.len() - 1 => continue, // this curve is finished
|
|
Ok(i) => i,
|
|
Err(0) => continue, // this curve isn't started yet
|
|
Err(n) if n > curve.keyframe_timestamps.len() - 1 => continue, // this curve is finished
|
|
Err(i) => i - 1,
|
|
};
|
|
let ts_start = curve.keyframe_timestamps[step_start];
|
|
let ts_end = curve.keyframe_timestamps[step_start + 1];
|
|
let lerp = (elapsed - ts_start) / (ts_end - ts_start);
|
|
|
|
// Apply the keyframe
|
|
match &curve.keyframes {
|
|
Keyframes::Rotation(keyframes) => {
|
|
let rot_start = keyframes[step_start];
|
|
let mut rot_end = keyframes[step_start + 1];
|
|
// Choose the smallest angle for the rotation
|
|
if rot_end.dot(rot_start) < 0.0 {
|
|
rot_end = -rot_end;
|
|
}
|
|
// Rotations are using a spherical linear interpolation
|
|
let rot = rot_start.normalize().slerp(rot_end.normalize(), lerp);
|
|
transform.rotation = transform.rotation.slerp(rot, weight);
|
|
}
|
|
Keyframes::Translation(keyframes) => {
|
|
let translation_start = keyframes[step_start];
|
|
let translation_end = keyframes[step_start + 1];
|
|
let result = translation_start.lerp(translation_end, lerp);
|
|
transform.translation = transform.translation.lerp(result, weight);
|
|
}
|
|
Keyframes::Scale(keyframes) => {
|
|
let scale_start = keyframes[step_start];
|
|
let scale_end = keyframes[step_start + 1];
|
|
let result = scale_start.lerp(scale_end, lerp);
|
|
transform.scale = transform.scale.lerp(result, weight);
|
|
}
|
|
Keyframes::Weights(keyframes) => {
|
|
if let Ok(morphs) = &mut morphs {
|
|
lerp_morph_weights(morphs.weights_mut(), weight, keyframes, step_start);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
fn update_transitions(player: &mut AnimationPlayer, time: &Time) {
|
|
player.transitions.retain_mut(|animation| {
|
|
animation.current_weight -= animation.weight_decline_per_sec * time.delta_seconds();
|
|
animation.current_weight > 0.0
|
|
});
|
|
}
|
|
|
|
/// Adds animation support to an app
|
|
#[derive(Default)]
|
|
pub struct AnimationPlugin;
|
|
|
|
impl Plugin for AnimationPlugin {
|
|
fn build(&self, app: &mut App) {
|
|
app.add_asset::<AnimationClip>()
|
|
.register_asset_reflect::<AnimationClip>()
|
|
.register_type::<AnimationPlayer>()
|
|
.add_systems(
|
|
PostUpdate,
|
|
animation_player.before(TransformSystem::TransformPropagate),
|
|
);
|
|
}
|
|
}
|