mirror of
https://github.com/bevyengine/bevy
synced 2024-12-29 22:43:14 +00:00
700123ec64
# Objective - Closes #15717 ## Solution - Wrap the handle in a new wrapper component: `AnimationGraphHandle`. ## Testing Searched for all instances of `AnimationGraph` in the examples and updated and tested those ## Migration Guide `Handle<AnimationGraph>` is no longer a component. Instead, use the `AnimationGraphHandle` component which contains a `Handle<AnimationGraph>`.
196 lines
6.7 KiB
Rust
196 lines
6.7 KiB
Rust
//! Control animations of entities in the loaded scene.
|
|
use std::collections::HashMap;
|
|
|
|
use bevy::{animation::AnimationTarget, ecs::entity::EntityHashMap, gltf::Gltf, prelude::*};
|
|
|
|
use crate::scene_viewer_plugin::SceneHandle;
|
|
|
|
/// Controls animation clips for a unique entity.
|
|
#[derive(Component)]
|
|
struct Clips {
|
|
nodes: Vec<AnimationNodeIndex>,
|
|
current: usize,
|
|
}
|
|
impl Clips {
|
|
fn new(clips: Vec<AnimationNodeIndex>) -> Self {
|
|
Clips {
|
|
nodes: clips,
|
|
current: 0,
|
|
}
|
|
}
|
|
/// # Panics
|
|
///
|
|
/// When no clips are present.
|
|
fn current(&self) -> AnimationNodeIndex {
|
|
self.nodes[self.current]
|
|
}
|
|
fn advance_to_next(&mut self) {
|
|
self.current = (self.current + 1) % self.nodes.len();
|
|
}
|
|
}
|
|
|
|
/// Automatically assign [`AnimationClip`]s to [`AnimationPlayer`] and play
|
|
/// them, if the clips refer to descendants of the animation player (which is
|
|
/// the common case).
|
|
#[allow(clippy::too_many_arguments)]
|
|
fn assign_clips(
|
|
mut players: Query<&mut AnimationPlayer>,
|
|
targets: Query<(Entity, &AnimationTarget)>,
|
|
parents: Query<&Parent>,
|
|
scene_handle: Res<SceneHandle>,
|
|
clips: Res<Assets<AnimationClip>>,
|
|
gltf_assets: Res<Assets<Gltf>>,
|
|
assets: Res<AssetServer>,
|
|
mut graphs: ResMut<Assets<AnimationGraph>>,
|
|
mut commands: Commands,
|
|
mut setup: Local<bool>,
|
|
) {
|
|
if scene_handle.is_loaded && !*setup {
|
|
*setup = true;
|
|
} else {
|
|
return;
|
|
}
|
|
|
|
let gltf = gltf_assets.get(&scene_handle.gltf_handle).unwrap();
|
|
let animations = &gltf.animations;
|
|
if animations.is_empty() {
|
|
return;
|
|
}
|
|
|
|
let count = animations.len();
|
|
let plural = if count == 1 { "" } else { "s" };
|
|
info!("Found {} animation{plural}", animations.len());
|
|
let names: Vec<_> = gltf.named_animations.keys().collect();
|
|
info!("Animation names: {names:?}");
|
|
|
|
// Map animation target IDs to entities.
|
|
let animation_target_id_to_entity: HashMap<_, _> = targets
|
|
.iter()
|
|
.map(|(entity, target)| (target.id, entity))
|
|
.collect();
|
|
|
|
// Build up a list of all animation clips that belong to each player. A clip
|
|
// is considered to belong to an animation player if all targets of the clip
|
|
// refer to entities whose nearest ancestor player is that animation player.
|
|
|
|
let mut player_to_graph: EntityHashMap<(AnimationGraph, Vec<AnimationNodeIndex>)> =
|
|
EntityHashMap::default();
|
|
|
|
for (clip_id, clip) in clips.iter() {
|
|
let mut ancestor_player = None;
|
|
for target_id in clip.curves().keys() {
|
|
// If the animation clip refers to entities that aren't present in
|
|
// the scene, bail.
|
|
let Some(&target) = animation_target_id_to_entity.get(target_id) else {
|
|
continue;
|
|
};
|
|
|
|
// Find the nearest ancestor animation player.
|
|
let mut current = Some(target);
|
|
while let Some(entity) = current {
|
|
if players.contains(entity) {
|
|
match ancestor_player {
|
|
None => {
|
|
// If we haven't found a player yet, record the one
|
|
// we found.
|
|
ancestor_player = Some(entity);
|
|
}
|
|
Some(ancestor) => {
|
|
// If we have found a player, then make sure it's
|
|
// the same player we located before.
|
|
if ancestor != entity {
|
|
// It's a different player. Bail.
|
|
ancestor_player = None;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Go to the next parent.
|
|
current = parents.get(entity).ok().map(Parent::get);
|
|
}
|
|
}
|
|
|
|
let Some(ancestor_player) = ancestor_player else {
|
|
warn!(
|
|
"Unexpected animation hierarchy for animation clip {:?}; ignoring.",
|
|
clip_id
|
|
);
|
|
continue;
|
|
};
|
|
|
|
let Some(clip_handle) = assets.get_id_handle(clip_id) else {
|
|
warn!("Clip {:?} wasn't loaded.", clip_id);
|
|
continue;
|
|
};
|
|
|
|
let &mut (ref mut graph, ref mut clip_indices) =
|
|
player_to_graph.entry(ancestor_player).or_default();
|
|
let node_index = graph.add_clip(clip_handle, 1.0, graph.root);
|
|
clip_indices.push(node_index);
|
|
}
|
|
|
|
// Now that we've built up a list of all clips that belong to each player,
|
|
// package them up into a `Clips` component, play the first such animation,
|
|
// and add that component to the player.
|
|
for (player_entity, (graph, clips)) in player_to_graph {
|
|
let Ok(mut player) = players.get_mut(player_entity) else {
|
|
warn!("Animation targets referenced a nonexistent player. This shouldn't happen.");
|
|
continue;
|
|
};
|
|
let graph = graphs.add(graph);
|
|
let animations = Clips::new(clips);
|
|
player.play(animations.current()).repeat();
|
|
commands
|
|
.entity(player_entity)
|
|
.insert(animations)
|
|
.insert(AnimationGraphHandle(graph));
|
|
}
|
|
}
|
|
|
|
fn handle_inputs(
|
|
keyboard_input: Res<ButtonInput<KeyCode>>,
|
|
mut animation_player: Query<(&mut AnimationPlayer, &mut Clips, Entity, Option<&Name>)>,
|
|
) {
|
|
for (mut player, mut clips, entity, name) in &mut animation_player {
|
|
let display_entity_name = match name {
|
|
Some(name) => name.to_string(),
|
|
None => format!("entity {entity:?}"),
|
|
};
|
|
if keyboard_input.just_pressed(KeyCode::Space) {
|
|
if player.all_paused() {
|
|
info!("resuming animations for {display_entity_name}");
|
|
player.resume_all();
|
|
} else {
|
|
info!("pausing animation for {display_entity_name}");
|
|
player.pause_all();
|
|
}
|
|
}
|
|
if clips.nodes.len() <= 1 {
|
|
continue;
|
|
}
|
|
|
|
if keyboard_input.just_pressed(KeyCode::Enter) {
|
|
info!("switching to new animation for {display_entity_name}");
|
|
|
|
let resume = !player.all_paused();
|
|
// set the current animation to its start and pause it to reset to its starting state
|
|
player.rewind_all().pause_all();
|
|
|
|
clips.advance_to_next();
|
|
let current_clip = clips.current();
|
|
player.play(current_clip).repeat();
|
|
if resume {
|
|
player.resume_all();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
pub struct AnimationManipulationPlugin;
|
|
impl Plugin for AnimationManipulationPlugin {
|
|
fn build(&self, app: &mut App) {
|
|
app.add_systems(Update, (handle_inputs, assign_clips));
|
|
}
|
|
}
|