mirror of
https://github.com/bevyengine/bevy
synced 2024-12-21 02:23:08 +00:00
61b98ec80f
# Objective - A `Trigger` has multiple associated `Entity`s - the entity observing the event, and the entity that was targeted by the event. - The field `entity: Entity` encodes no semantic information about what the entity is used for, you can already tell that it's an `Entity` by the type signature! ## Solution - Rename `trigger.entity()` to `trigger.target()` --- ## Changelog - `Trigger`s are associated with multiple entities. `Trigger::entity()` has been renamed to `Trigger::target()` to reflect the semantics of the entity being returned. ## Migration Guide - Rename `Trigger::entity()` to `Trigger::target()`. - Rename `ObserverTrigger::entity` to `ObserverTrigger::target`
401 lines
13 KiB
Rust
401 lines
13 KiB
Rust
//! Plays animations from a skinned glTF.
|
|
|
|
use std::{f32::consts::PI, time::Duration};
|
|
|
|
use bevy::{
|
|
animation::{AnimationTargetId, RepeatAnimation},
|
|
color::palettes::css::WHITE,
|
|
pbr::CascadeShadowConfigBuilder,
|
|
prelude::*,
|
|
};
|
|
use rand::{Rng, SeedableRng};
|
|
use rand_chacha::ChaCha8Rng;
|
|
|
|
const FOX_PATH: &str = "models/animated/Fox.glb";
|
|
|
|
fn main() {
|
|
App::new()
|
|
.insert_resource(AmbientLight {
|
|
color: Color::WHITE,
|
|
brightness: 2000.,
|
|
})
|
|
.add_plugins(DefaultPlugins)
|
|
.init_resource::<ParticleAssets>()
|
|
.init_resource::<FoxFeetTargets>()
|
|
.add_systems(Startup, setup)
|
|
.add_systems(Update, setup_scene_once_loaded)
|
|
.add_systems(Update, (keyboard_animation_control, simulate_particles))
|
|
.add_observer(observe_on_step)
|
|
.run();
|
|
}
|
|
|
|
#[derive(Resource)]
|
|
struct SeededRng(ChaCha8Rng);
|
|
|
|
#[derive(Resource)]
|
|
struct Animations {
|
|
animations: Vec<AnimationNodeIndex>,
|
|
graph: Handle<AnimationGraph>,
|
|
}
|
|
|
|
#[derive(Event, Reflect, Clone)]
|
|
struct OnStep;
|
|
|
|
fn observe_on_step(
|
|
trigger: Trigger<OnStep>,
|
|
particle: Res<ParticleAssets>,
|
|
mut commands: Commands,
|
|
transforms: Query<&GlobalTransform>,
|
|
mut seeded_rng: ResMut<SeededRng>,
|
|
) {
|
|
let translation = transforms.get(trigger.target()).unwrap().translation();
|
|
// Spawn a bunch of particles.
|
|
for _ in 0..14 {
|
|
let horizontal = seeded_rng.0.gen::<Dir2>() * seeded_rng.0.gen_range(8.0..12.0);
|
|
let vertical = seeded_rng.0.gen_range(0.0..4.0);
|
|
let size = seeded_rng.0.gen_range(0.2..1.0);
|
|
commands.queue(spawn_particle(
|
|
particle.mesh.clone(),
|
|
particle.material.clone(),
|
|
translation.reject_from_normalized(Vec3::Y),
|
|
seeded_rng.0.gen_range(0.2..0.6),
|
|
size,
|
|
Vec3::new(horizontal.x, vertical, horizontal.y) * 10.0,
|
|
));
|
|
}
|
|
}
|
|
|
|
fn setup(
|
|
mut commands: Commands,
|
|
asset_server: Res<AssetServer>,
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
mut materials: ResMut<Assets<StandardMaterial>>,
|
|
mut graphs: ResMut<Assets<AnimationGraph>>,
|
|
) {
|
|
// Build the animation graph
|
|
let (graph, node_indices) = AnimationGraph::from_clips([
|
|
asset_server.load(GltfAssetLabel::Animation(2).from_asset(FOX_PATH)),
|
|
asset_server.load(GltfAssetLabel::Animation(1).from_asset(FOX_PATH)),
|
|
asset_server.load(GltfAssetLabel::Animation(0).from_asset(FOX_PATH)),
|
|
]);
|
|
|
|
// Insert a resource with the current scene information
|
|
let graph_handle = graphs.add(graph);
|
|
commands.insert_resource(Animations {
|
|
animations: node_indices,
|
|
graph: graph_handle,
|
|
});
|
|
|
|
// Camera
|
|
commands.spawn((
|
|
Camera3d::default(),
|
|
Transform::from_xyz(100.0, 100.0, 150.0).looking_at(Vec3::new(0.0, 20.0, 0.0), Vec3::Y),
|
|
));
|
|
|
|
// Plane
|
|
commands.spawn((
|
|
Mesh3d(meshes.add(Plane3d::default().mesh().size(500000.0, 500000.0))),
|
|
MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))),
|
|
));
|
|
|
|
// Light
|
|
commands.spawn((
|
|
Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)),
|
|
DirectionalLight {
|
|
shadows_enabled: true,
|
|
..default()
|
|
},
|
|
CascadeShadowConfigBuilder {
|
|
first_cascade_far_bound: 200.0,
|
|
maximum_distance: 400.0,
|
|
..default()
|
|
}
|
|
.build(),
|
|
));
|
|
|
|
// Fox
|
|
commands.spawn(SceneRoot(
|
|
asset_server.load(GltfAssetLabel::Scene(0).from_asset(FOX_PATH)),
|
|
));
|
|
|
|
println!("Animation controls:");
|
|
println!(" - spacebar: play / pause");
|
|
println!(" - arrow up / down: speed up / slow down animation playback");
|
|
println!(" - arrow left / right: seek backward / forward");
|
|
println!(" - digit 1 / 3 / 5: play the animation <digit> times");
|
|
println!(" - L: loop the animation forever");
|
|
println!(" - return: change animation");
|
|
|
|
// We're seeding the PRNG here to make this example deterministic for testing purposes.
|
|
// This isn't strictly required in practical use unless you need your app to be deterministic.
|
|
let seeded_rng = ChaCha8Rng::seed_from_u64(19878367467712);
|
|
commands.insert_resource(SeededRng(seeded_rng));
|
|
}
|
|
|
|
// An `AnimationPlayer` is automatically added to the scene when it's ready.
|
|
// When the player is added, start the animation.
|
|
fn setup_scene_once_loaded(
|
|
mut commands: Commands,
|
|
animations: Res<Animations>,
|
|
feet: Res<FoxFeetTargets>,
|
|
graphs: Res<Assets<AnimationGraph>>,
|
|
mut clips: ResMut<Assets<AnimationClip>>,
|
|
mut players: Query<(Entity, &mut AnimationPlayer), Added<AnimationPlayer>>,
|
|
) {
|
|
fn get_clip<'a>(
|
|
node: AnimationNodeIndex,
|
|
graph: &AnimationGraph,
|
|
clips: &'a mut Assets<AnimationClip>,
|
|
) -> &'a mut AnimationClip {
|
|
let node = graph.get(node).unwrap();
|
|
let clip = match &node.node_type {
|
|
AnimationNodeType::Clip(handle) => clips.get_mut(handle),
|
|
_ => unreachable!(),
|
|
};
|
|
clip.unwrap()
|
|
}
|
|
|
|
for (entity, mut player) in &mut players {
|
|
let graph = graphs.get(&animations.graph).unwrap();
|
|
|
|
// Send `OnStep` events once the fox feet hits the ground in the running animation.
|
|
let running_animation = get_clip(animations.animations[0], graph, &mut clips);
|
|
// You can determine the time an event should trigger if you know witch frame it occurs and
|
|
// the frame rate of the animation. Let's say we want to trigger an event at frame 15,
|
|
// and the animation has a frame rate of 24 fps, then time = 15 / 24 = 0.625.
|
|
running_animation.add_event_to_target(feet.front_left, 0.625, OnStep);
|
|
running_animation.add_event_to_target(feet.front_right, 0.5, OnStep);
|
|
running_animation.add_event_to_target(feet.back_left, 0.0, OnStep);
|
|
running_animation.add_event_to_target(feet.back_right, 0.125, OnStep);
|
|
|
|
let mut transitions = AnimationTransitions::new();
|
|
|
|
// Make sure to start the animation via the `AnimationTransitions`
|
|
// component. The `AnimationTransitions` component wants to manage all
|
|
// the animations and will get confused if the animations are started
|
|
// directly via the `AnimationPlayer`.
|
|
transitions
|
|
.play(&mut player, animations.animations[0], Duration::ZERO)
|
|
.repeat();
|
|
|
|
commands
|
|
.entity(entity)
|
|
.insert(AnimationGraphHandle(animations.graph.clone()))
|
|
.insert(transitions);
|
|
}
|
|
}
|
|
|
|
fn keyboard_animation_control(
|
|
keyboard_input: Res<ButtonInput<KeyCode>>,
|
|
mut animation_players: Query<(&mut AnimationPlayer, &mut AnimationTransitions)>,
|
|
animations: Res<Animations>,
|
|
mut current_animation: Local<usize>,
|
|
) {
|
|
for (mut player, mut transitions) in &mut animation_players {
|
|
let Some((&playing_animation_index, _)) = player.playing_animations().next() else {
|
|
continue;
|
|
};
|
|
|
|
if keyboard_input.just_pressed(KeyCode::Space) {
|
|
let playing_animation = player.animation_mut(playing_animation_index).unwrap();
|
|
if playing_animation.is_paused() {
|
|
playing_animation.resume();
|
|
} else {
|
|
playing_animation.pause();
|
|
}
|
|
}
|
|
|
|
if keyboard_input.just_pressed(KeyCode::ArrowUp) {
|
|
let playing_animation = player.animation_mut(playing_animation_index).unwrap();
|
|
let speed = playing_animation.speed();
|
|
playing_animation.set_speed(speed * 1.2);
|
|
}
|
|
|
|
if keyboard_input.just_pressed(KeyCode::ArrowDown) {
|
|
let playing_animation = player.animation_mut(playing_animation_index).unwrap();
|
|
let speed = playing_animation.speed();
|
|
playing_animation.set_speed(speed * 0.8);
|
|
}
|
|
|
|
if keyboard_input.just_pressed(KeyCode::ArrowLeft) {
|
|
let playing_animation = player.animation_mut(playing_animation_index).unwrap();
|
|
let elapsed = playing_animation.seek_time();
|
|
playing_animation.seek_to(elapsed - 0.1);
|
|
}
|
|
|
|
if keyboard_input.just_pressed(KeyCode::ArrowRight) {
|
|
let playing_animation = player.animation_mut(playing_animation_index).unwrap();
|
|
let elapsed = playing_animation.seek_time();
|
|
playing_animation.seek_to(elapsed + 0.1);
|
|
}
|
|
|
|
if keyboard_input.just_pressed(KeyCode::Enter) {
|
|
*current_animation = (*current_animation + 1) % animations.animations.len();
|
|
|
|
transitions
|
|
.play(
|
|
&mut player,
|
|
animations.animations[*current_animation],
|
|
Duration::from_millis(250),
|
|
)
|
|
.repeat();
|
|
}
|
|
|
|
if keyboard_input.just_pressed(KeyCode::Digit1) {
|
|
let playing_animation = player.animation_mut(playing_animation_index).unwrap();
|
|
playing_animation
|
|
.set_repeat(RepeatAnimation::Count(1))
|
|
.replay();
|
|
}
|
|
|
|
if keyboard_input.just_pressed(KeyCode::Digit3) {
|
|
let playing_animation = player.animation_mut(playing_animation_index).unwrap();
|
|
playing_animation
|
|
.set_repeat(RepeatAnimation::Count(3))
|
|
.replay();
|
|
}
|
|
|
|
if keyboard_input.just_pressed(KeyCode::Digit5) {
|
|
let playing_animation = player.animation_mut(playing_animation_index).unwrap();
|
|
playing_animation
|
|
.set_repeat(RepeatAnimation::Count(5))
|
|
.replay();
|
|
}
|
|
|
|
if keyboard_input.just_pressed(KeyCode::KeyL) {
|
|
let playing_animation = player.animation_mut(playing_animation_index).unwrap();
|
|
playing_animation.set_repeat(RepeatAnimation::Forever);
|
|
}
|
|
}
|
|
}
|
|
|
|
fn simulate_particles(
|
|
mut commands: Commands,
|
|
mut query: Query<(Entity, &mut Transform, &mut Particle)>,
|
|
time: Res<Time>,
|
|
) {
|
|
for (entity, mut transform, mut particle) in &mut query {
|
|
if particle.lifetime_timer.tick(time.delta()).just_finished() {
|
|
commands.entity(entity).despawn();
|
|
} else {
|
|
transform.translation += particle.velocity * time.delta_secs();
|
|
transform.scale =
|
|
Vec3::splat(particle.size.lerp(0.0, particle.lifetime_timer.fraction()));
|
|
particle
|
|
.velocity
|
|
.smooth_nudge(&Vec3::ZERO, 4.0, time.delta_secs());
|
|
}
|
|
}
|
|
}
|
|
|
|
fn spawn_particle<M: Material>(
|
|
mesh: Handle<Mesh>,
|
|
material: Handle<M>,
|
|
translation: Vec3,
|
|
lifetime: f32,
|
|
size: f32,
|
|
velocity: Vec3,
|
|
) -> impl Command {
|
|
move |world: &mut World| {
|
|
world.spawn((
|
|
Particle {
|
|
lifetime_timer: Timer::from_seconds(lifetime, TimerMode::Once),
|
|
size,
|
|
velocity,
|
|
},
|
|
Mesh3d(mesh),
|
|
MeshMaterial3d(material),
|
|
Transform {
|
|
translation,
|
|
scale: Vec3::splat(size),
|
|
..Default::default()
|
|
},
|
|
));
|
|
}
|
|
}
|
|
|
|
#[derive(Component)]
|
|
struct Particle {
|
|
lifetime_timer: Timer,
|
|
size: f32,
|
|
velocity: Vec3,
|
|
}
|
|
|
|
#[derive(Resource)]
|
|
struct ParticleAssets {
|
|
mesh: Handle<Mesh>,
|
|
material: Handle<StandardMaterial>,
|
|
}
|
|
|
|
impl FromWorld for ParticleAssets {
|
|
fn from_world(world: &mut World) -> Self {
|
|
Self {
|
|
mesh: world.resource_mut::<Assets<Mesh>>().add(Sphere::new(10.0)),
|
|
material: world
|
|
.resource_mut::<Assets<StandardMaterial>>()
|
|
.add(StandardMaterial {
|
|
base_color: WHITE.into(),
|
|
..Default::default()
|
|
}),
|
|
}
|
|
}
|
|
}
|
|
|
|
#[derive(Resource)]
|
|
struct FoxFeetTargets {
|
|
front_right: AnimationTargetId,
|
|
front_left: AnimationTargetId,
|
|
back_left: AnimationTargetId,
|
|
back_right: AnimationTargetId,
|
|
}
|
|
|
|
impl Default for FoxFeetTargets {
|
|
fn default() -> Self {
|
|
// Get the id's of the feet and store them in a resource.
|
|
let hip_node = ["root", "_rootJoint", "b_Root_00", "b_Hip_01"];
|
|
let front_left_foot = hip_node.iter().chain(
|
|
[
|
|
"b_Spine01_02",
|
|
"b_Spine02_03",
|
|
"b_LeftUpperArm_09",
|
|
"b_LeftForeArm_010",
|
|
"b_LeftHand_011",
|
|
]
|
|
.iter(),
|
|
);
|
|
let front_right_foot = hip_node.iter().chain(
|
|
[
|
|
"b_Spine01_02",
|
|
"b_Spine02_03",
|
|
"b_RightUpperArm_06",
|
|
"b_RightForeArm_07",
|
|
"b_RightHand_08",
|
|
]
|
|
.iter(),
|
|
);
|
|
let back_left_foot = hip_node.iter().chain(
|
|
[
|
|
"b_LeftLeg01_015",
|
|
"b_LeftLeg02_016",
|
|
"b_LeftFoot01_017",
|
|
"b_LeftFoot02_018",
|
|
]
|
|
.iter(),
|
|
);
|
|
let back_right_foot = hip_node.iter().chain(
|
|
[
|
|
"b_RightLeg01_019",
|
|
"b_RightLeg02_020",
|
|
"b_RightFoot01_021",
|
|
"b_RightFoot02_022",
|
|
]
|
|
.iter(),
|
|
);
|
|
Self {
|
|
front_left: AnimationTargetId::from_iter(front_left_foot),
|
|
front_right: AnimationTargetId::from_iter(front_right_foot),
|
|
back_left: AnimationTargetId::from_iter(back_left_foot),
|
|
back_right: AnimationTargetId::from_iter(back_right_foot),
|
|
}
|
|
}
|
|
}
|