mirror of
https://github.com/bevyengine/bevy
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d2624765d0
This commit adds support for *masks* to the animation graph. A mask is a set of animation targets (bones) that neither a node nor its descendants are allowed to animate. Animation targets can be assigned one or more *mask group*s, which are specific to a single graph. If a node masks out any mask group that an animation target belongs to, animation curves for that target will be ignored during evaluation. The canonical use case for masks is to support characters holding objects. Typically, character animations will contain hand animations in the case that the character's hand is empty. (For example, running animations may close a character's fingers into a fist.) However, when the character is holding an object, the animation must be altered so that the hand grips the object. Bevy currently has no convenient way to handle this. The only workaround that I can see is to have entirely separate animation clips for characters' hands and bodies and keep them in sync, which is burdensome and doesn't match artists' expectations from other engines, which all effectively have support for masks. However, with mask group support, this task is simple. We assign each hand to a mask group and parent all character animations to a node. When a character grasps an object in hand, we position the fingers as appropriate and then enable the mask group for that hand in that node. This allows the character's animations to run normally, while the object remains correctly attached to the hand. Note that even with this PR, we won't have support for running separate animations for a character's hand and the rest of the character. This is because we're missing additive blending: there's no way to combine the two masked animations together properly. I intend that to be a follow-up PR. The major engines all have support for masks, though the workflow varies from engine to engine: * Unity has support for masks [essentially as implemented here], though with layers instead of a tree. However, when using the Mecanim ("Humanoid") feature, precise control over bones is lost in favor of predefined muscle groups. * Unreal has a feature named [*layered blend per bone*]. This allows for separate blend weights for different bones, effectively achieving masks. I believe that the combination of blend nodes and masks make Bevy's animation graph as expressible as that of Unreal, once we have support for additive blending, though you may have to use more nodes than you would in Unreal. Moreover, separating out the concepts of "blend weight" and "which bones this node applies to" seems like a cleaner design than what Unreal has. * Godot's `AnimationTree` has the notion of [*blend filters*], which are essentially the same as masks as implemented in this PR. Additionally, this patch fixes a bug with weight evaluation whereby weights weren't properly propagated down to grandchildren, because the weight evaluation for a node only checked its parent's weight, not its evaluated weight. I considered submitting this as a separate PR, but given that this PR refactors that code entirely to support masks and weights under a unified "evaluated node" concept, I simply included the fix here. A new example, `animation_masks`, has been added. It demonstrates how to toggle masks on and off for specific portions of a skin. This is part of #14395, but I'm going to defer closing that issue until we have additive blending. [essentially as implemented here]: https://docs.unity3d.com/560/Documentation/Manual/class-AvatarMask.html [*layered blend per bone*]: https://dev.epicgames.com/documentation/en-us/unreal-engine/using-layered-animations-in-unreal-engine [*blend filters*]: https://docs.godotengine.org/en/stable/tutorials/animation/animation_tree.html ## Migration Guide * The serialized format of animation graphs has changed with the addition of animation masks. To upgrade animation graph RON files, add `mask` and `mask_groups` fields as appropriate. (They can be safely set to zero.)
1441 lines
53 KiB
Rust
Executable file
1441 lines
53 KiB
Rust
Executable file
#![cfg_attr(docsrs, feature(doc_auto_cfg))]
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#![forbid(unsafe_code)]
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#![doc(
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html_logo_url = "https://bevyengine.org/assets/icon.png",
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html_favicon_url = "https://bevyengine.org/assets/icon.png"
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)]
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//! Animation for the game engine Bevy
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pub mod animatable;
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pub mod graph;
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pub mod transition;
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mod util;
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use std::cell::RefCell;
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use std::collections::BTreeMap;
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use std::hash::{Hash, Hasher};
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use std::iter;
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use std::ops::{Add, Mul};
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use bevy_app::{App, Plugin, PostUpdate};
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use bevy_asset::{Asset, AssetApp, Assets, Handle};
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use bevy_core::Name;
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use bevy_ecs::{entity::MapEntities, prelude::*, reflect::ReflectMapEntities};
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use bevy_math::{FloatExt, Quat, Vec3};
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use bevy_reflect::Reflect;
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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::{
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hashbrown::HashMap,
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tracing::{error, trace},
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NoOpHash,
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};
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use fixedbitset::FixedBitSet;
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use graph::AnimationMask;
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use petgraph::{graph::NodeIndex, Direction};
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use serde::{Deserialize, Serialize};
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use thread_local::ThreadLocal;
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use uuid::Uuid;
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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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animatable::*, graph::*, transition::*, AnimationClip, AnimationPlayer, AnimationPlugin,
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Interpolation, Keyframes, VariableCurve,
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};
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}
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use crate::{
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graph::{AnimationGraph, AnimationGraphAssetLoader, AnimationNodeIndex},
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transition::{advance_transitions, expire_completed_transitions, AnimationTransitions},
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};
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/// The [UUID namespace] of animation targets (e.g. bones).
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///
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/// [UUID namespace]: https://en.wikipedia.org/wiki/Universally_unique_identifier#Versions_3_and_5_(namespace_name-based)
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pub static ANIMATION_TARGET_NAMESPACE: Uuid = Uuid::from_u128(0x3179f519d9274ff2b5966fd077023911);
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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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impl Keyframes {
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/// Returns the number of keyframes.
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pub fn len(&self) -> usize {
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match self {
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Keyframes::Weights(vec) => vec.len(),
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Keyframes::Translation(vec) | Keyframes::Scale(vec) => vec.len(),
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Keyframes::Rotation(vec) => vec.len(),
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}
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}
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/// Returns true if the number of keyframes is zero.
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pub fn is_empty(&self) -> bool {
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self.len() == 0
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}
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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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///
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/// The representation will depend on the interpolation type of this curve:
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///
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/// - for `Interpolation::Step` and `Interpolation::Linear`, each keyframe is a single value
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/// - for `Interpolation::CubicSpline`, each keyframe is made of three values for `tangent_in`,
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/// `keyframe_value` and `tangent_out`
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pub keyframes: Keyframes,
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/// Interpolation method to use between keyframes.
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pub interpolation: Interpolation,
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}
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impl VariableCurve {
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/// Find the index of the keyframe at or before the current time.
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///
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/// Returns [`None`] if the curve is finished or not yet started.
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/// To be more precise, this returns [`None`] if the frame is at or past the last keyframe:
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/// we cannot get the *next* keyframe to interpolate to in that case.
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pub fn find_current_keyframe(&self, seek_time: f32) -> Option<usize> {
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// An Ok(keyframe_index) result means an exact result was found by binary search
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// An Err result means the keyframe was not found, and the index is the keyframe
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// PERF: finding the current keyframe can be optimised
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let search_result = self
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.keyframe_timestamps
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.binary_search_by(|probe| probe.partial_cmp(&seek_time).unwrap());
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// Subtract one for zero indexing!
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let last_keyframe = self.keyframe_timestamps.len() - 1;
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// We want to find the index of the keyframe before the current time
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// If the keyframe is past the second-to-last keyframe, the animation cannot be interpolated.
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let step_start = match search_result {
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// An exact match was found, and it is the last keyframe (or something has gone terribly wrong).
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// This means that the curve is finished.
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Ok(n) if n >= last_keyframe => return None,
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// An exact match was found, and it is not the last keyframe.
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Ok(i) => i,
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// No exact match was found, and the seek_time is before the start of the animation.
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// This occurs because the binary search returns the index of where we could insert a value
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// without disrupting the order of the vector.
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// If the value is less than the first element, the index will be 0.
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Err(0) => return None,
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// No exact match was found, and it was after the last keyframe.
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// The curve is finished.
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Err(n) if n > last_keyframe => return None,
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// No exact match was found, so return the previous keyframe to interpolate from.
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Err(i) => i - 1,
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};
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// Consumers need to be able to interpolate between the return keyframe and the next
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assert!(step_start < self.keyframe_timestamps.len());
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Some(step_start)
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}
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/// Find the index of the keyframe at or before the current time.
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///
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/// Returns the first keyframe if the `seek_time` is before the first keyframe, and
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/// the second-to-last keyframe if the `seek_time` is after the last keyframe.
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/// Panics if there are less than 2 keyframes.
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pub fn find_interpolation_start_keyframe(&self, seek_time: f32) -> usize {
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// An Ok(keyframe_index) result means an exact result was found by binary search
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// An Err result means the keyframe was not found, and the index is the keyframe
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// PERF: finding the current keyframe can be optimised
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let search_result = self
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.keyframe_timestamps
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.binary_search_by(|probe| probe.partial_cmp(&seek_time).unwrap());
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// We want to find the index of the keyframe before the current time
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// If the keyframe is past the second-to-last keyframe, the animation cannot be interpolated.
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match search_result {
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// An exact match was found
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Ok(i) => i.clamp(0, self.keyframe_timestamps.len() - 2),
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// No exact match was found, so return the previous keyframe to interpolate from.
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Err(i) => (i.saturating_sub(1)).clamp(0, self.keyframe_timestamps.len() - 2),
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}
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}
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}
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/// Interpolation method to use between keyframes.
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#[derive(Reflect, Clone, Debug)]
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pub enum Interpolation {
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/// Linear interpolation between the two closest keyframes.
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Linear,
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/// Step interpolation, the value of the start keyframe is used.
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Step,
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/// Cubic spline interpolation. The value of the two closest keyframes is used, with the out
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/// tangent of the start keyframe and the in tangent of the end keyframe.
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CubicSpline,
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}
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/// A list of [`VariableCurve`]s and the [`AnimationTargetId`]s to which they
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/// apply.
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///
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/// Because animation clips refer to targets by UUID, they can target any
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/// [`AnimationTarget`] with that ID.
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#[derive(Asset, Reflect, Clone, Debug, Default)]
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pub struct AnimationClip {
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curves: AnimationCurves,
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duration: f32,
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}
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/// A mapping from [`AnimationTargetId`] (e.g. bone in a skinned mesh) to the
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/// animation curves.
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pub type AnimationCurves = HashMap<AnimationTargetId, Vec<VariableCurve>, NoOpHash>;
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/// A unique [UUID] for an animation target (e.g. bone in a skinned mesh).
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///
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/// The [`AnimationClip`] asset and the [`AnimationTarget`] component both use
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/// this to refer to targets (e.g. bones in a skinned mesh) to be animated.
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///
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/// When importing an armature or an animation clip, asset loaders typically use
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/// the full path name from the armature to the bone to generate these UUIDs.
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/// The ID is unique to the full path name and based only on the names. So, for
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/// example, any imported armature with a bone at the root named `Hips` will
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/// assign the same [`AnimationTargetId`] to its root bone. Likewise, any
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/// imported animation clip that animates a root bone named `Hips` will
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/// reference the same [`AnimationTargetId`]. Any animation is playable on any
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/// armature as long as the bone names match, which allows for easy animation
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/// retargeting.
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///
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/// Note that asset loaders generally use the *full* path name to generate the
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/// [`AnimationTargetId`]. Thus a bone named `Chest` directly connected to a
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/// bone named `Hips` will have a different ID from a bone named `Chest` that's
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/// connected to a bone named `Stomach`.
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///
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/// [UUID]: https://en.wikipedia.org/wiki/Universally_unique_identifier
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#[derive(Clone, Copy, PartialEq, Eq, PartialOrd, Ord, Reflect, Debug, Serialize, Deserialize)]
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pub struct AnimationTargetId(pub Uuid);
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impl Hash for AnimationTargetId {
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fn hash<H: Hasher>(&self, state: &mut H) {
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let (hi, lo) = self.0.as_u64_pair();
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state.write_u64(hi ^ lo);
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}
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}
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/// An entity that can be animated by an [`AnimationPlayer`].
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///
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/// These are frequently referred to as *bones* or *joints*, because they often
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/// refer to individually-animatable parts of an armature.
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///
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/// Asset loaders for armatures are responsible for adding these as necessary.
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/// Typically, they're generated from hashed versions of the entire name path
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/// from the root of the armature to the bone. See the [`AnimationTargetId`]
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/// documentation for more details.
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///
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/// By convention, asset loaders add [`AnimationTarget`] components to the
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/// descendants of an [`AnimationPlayer`], as well as to the [`AnimationPlayer`]
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/// entity itself, but Bevy doesn't require this in any way. So, for example,
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/// it's entirely possible for an [`AnimationPlayer`] to animate a target that
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/// it isn't an ancestor of. If you add a new bone to or delete a bone from an
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/// armature at runtime, you may want to update the [`AnimationTarget`]
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/// component as appropriate, as Bevy won't do this automatically.
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///
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/// Note that each entity can only be animated by one animation player at a
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/// time. However, you can change [`AnimationTarget`]'s `player` property at
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/// runtime to change which player is responsible for animating the entity.
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#[derive(Clone, Copy, Component, Reflect)]
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#[reflect(Component, MapEntities)]
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pub struct AnimationTarget {
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/// The ID of this animation target.
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///
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/// Typically, this is derived from the path.
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pub id: AnimationTargetId,
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/// The entity containing the [`AnimationPlayer`].
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pub player: Entity,
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}
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impl AnimationClip {
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#[inline]
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/// [`VariableCurve`]s for each animation target. Indexed by the [`AnimationTargetId`].
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pub fn curves(&self) -> &AnimationCurves {
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&self.curves
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}
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#[inline]
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/// Get mutable references of [`VariableCurve`]s for each animation target. Indexed by the [`AnimationTargetId`].
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pub fn curves_mut(&mut self) -> &mut AnimationCurves {
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&mut self.curves
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}
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/// Gets the curves for a single animation target.
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///
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/// Returns `None` if this clip doesn't animate the target.
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#[inline]
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pub fn curves_for_target(
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&self,
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target_id: AnimationTargetId,
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) -> Option<&'_ Vec<VariableCurve>> {
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self.curves.get(&target_id)
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}
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/// Gets mutable references of the curves for a single animation target.
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///
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/// Returns `None` if this clip doesn't animate the target.
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#[inline]
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pub fn curves_for_target_mut(
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&mut self,
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target_id: AnimationTargetId,
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) -> Option<&'_ mut Vec<VariableCurve>> {
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self.curves.get_mut(&target_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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/// Set the duration of the clip in seconds.
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#[inline]
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pub fn set_duration(&mut self, duration_sec: f32) {
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self.duration = duration_sec;
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}
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/// Adds a [`VariableCurve`] to an [`AnimationTarget`] named by an
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/// [`AnimationTargetId`].
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///
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/// If the curve extends beyond the current duration of this clip, this
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/// method lengthens this clip to include the entire time span that the
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/// curve covers.
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pub fn add_curve_to_target(&mut self, target_id: AnimationTargetId, 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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self.curves.entry(target_id).or_default().push(curve);
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}
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}
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/// Repetition behavior of an animation.
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#[derive(Reflect, Debug, PartialEq, Eq, Copy, Clone, Default)]
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pub enum RepeatAnimation {
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/// The animation will finish after running once.
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#[default]
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Never,
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/// The animation will finish after running "n" times.
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Count(u32),
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/// The animation will never finish.
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Forever,
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}
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/// An animation that an [`AnimationPlayer`] is currently either playing or was
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/// playing, but is presently paused.
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///
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/// An stopped animation is considered no longer active.
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#[derive(Debug, Clone, Copy, Reflect)]
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pub struct ActiveAnimation {
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/// The factor by which the weight from the [`AnimationGraph`] is multiplied.
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weight: f32,
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/// The actual weight of this animation this frame, taking the
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/// [`AnimationGraph`] into account.
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computed_weight: f32,
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/// The mask groups that are masked out (i.e. won't be animated) this frame,
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/// taking the `AnimationGraph` into account.
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computed_mask: AnimationMask,
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repeat: RepeatAnimation,
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speed: f32,
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/// Total time the animation has been played.
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///
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/// Note: Time does not increase when the animation is paused or after it has completed.
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elapsed: f32,
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/// The timestamp inside of the animation clip.
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///
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/// Note: This will always be in the range [0.0, animation clip duration]
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seek_time: f32,
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/// Number of times the animation has completed.
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/// If the animation is playing in reverse, this increments when the animation passes the start.
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completions: u32,
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paused: bool,
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}
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impl Default for ActiveAnimation {
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fn default() -> Self {
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Self {
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weight: 1.0,
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computed_weight: 1.0,
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computed_mask: 0,
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repeat: RepeatAnimation::default(),
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speed: 1.0,
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elapsed: 0.0,
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seek_time: 0.0,
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completions: 0,
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paused: false,
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}
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}
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}
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impl ActiveAnimation {
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/// Check if the animation has finished, based on its repetition behavior and the number of times it has repeated.
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///
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/// Note: An animation with `RepeatAnimation::Forever` will never finish.
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#[inline]
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pub fn is_finished(&self) -> bool {
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match self.repeat {
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RepeatAnimation::Forever => false,
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RepeatAnimation::Never => self.completions >= 1,
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RepeatAnimation::Count(n) => self.completions >= n,
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}
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}
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|
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/// Update the animation given the delta time and the duration of the clip being played.
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|
#[inline]
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|
fn update(&mut self, delta: f32, clip_duration: f32) {
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if self.is_finished() {
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return;
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}
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self.elapsed += delta;
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self.seek_time += delta * self.speed;
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let over_time = self.speed > 0.0 && self.seek_time >= clip_duration;
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let under_time = self.speed < 0.0 && self.seek_time < 0.0;
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|
|
|
if over_time || under_time {
|
|
self.completions += 1;
|
|
|
|
if self.is_finished() {
|
|
return;
|
|
}
|
|
}
|
|
if self.seek_time >= clip_duration {
|
|
self.seek_time %= clip_duration;
|
|
}
|
|
// Note: assumes delta is never lower than -clip_duration
|
|
if self.seek_time < 0.0 {
|
|
self.seek_time += clip_duration;
|
|
}
|
|
}
|
|
|
|
/// Reset back to the initial state as if no time has elapsed.
|
|
pub fn replay(&mut self) {
|
|
self.completions = 0;
|
|
self.elapsed = 0.0;
|
|
self.seek_time = 0.0;
|
|
}
|
|
|
|
/// Returns the current weight of this animation.
|
|
pub fn weight(&self) -> f32 {
|
|
self.weight
|
|
}
|
|
|
|
/// Sets the weight of this animation.
|
|
pub fn set_weight(&mut self, weight: f32) -> &mut Self {
|
|
self.weight = weight;
|
|
self
|
|
}
|
|
|
|
/// Pause the animation.
|
|
pub fn pause(&mut self) -> &mut Self {
|
|
self.paused = true;
|
|
self
|
|
}
|
|
|
|
/// Unpause the animation.
|
|
pub fn resume(&mut self) -> &mut Self {
|
|
self.paused = false;
|
|
self
|
|
}
|
|
|
|
/// Returns true if this animation is currently paused.
|
|
///
|
|
/// Note that paused animations are still [`ActiveAnimation`]s.
|
|
#[inline]
|
|
pub fn is_paused(&self) -> bool {
|
|
self.paused
|
|
}
|
|
|
|
/// Sets the repeat mode for this playing animation.
|
|
pub fn set_repeat(&mut self, repeat: RepeatAnimation) -> &mut Self {
|
|
self.repeat = repeat;
|
|
self
|
|
}
|
|
|
|
/// Marks this animation as repeating forever.
|
|
pub fn repeat(&mut self) -> &mut Self {
|
|
self.set_repeat(RepeatAnimation::Forever)
|
|
}
|
|
|
|
/// Returns the repeat mode assigned to this active animation.
|
|
pub fn repeat_mode(&self) -> RepeatAnimation {
|
|
self.repeat
|
|
}
|
|
|
|
/// Returns the number of times this animation has completed.
|
|
pub fn completions(&self) -> u32 {
|
|
self.completions
|
|
}
|
|
|
|
/// Returns true if the animation is playing in reverse.
|
|
pub fn is_playback_reversed(&self) -> bool {
|
|
self.speed < 0.0
|
|
}
|
|
|
|
/// Returns the speed of the animation playback.
|
|
pub fn speed(&self) -> f32 {
|
|
self.speed
|
|
}
|
|
|
|
/// Sets the speed of the animation playback.
|
|
pub fn set_speed(&mut self, speed: f32) -> &mut Self {
|
|
self.speed = speed;
|
|
self
|
|
}
|
|
|
|
/// Returns the amount of time the animation has been playing.
|
|
pub fn elapsed(&self) -> f32 {
|
|
self.elapsed
|
|
}
|
|
|
|
/// Returns the seek time of the animation.
|
|
///
|
|
/// This is nonnegative and no more than the clip duration.
|
|
pub fn seek_time(&self) -> f32 {
|
|
self.seek_time
|
|
}
|
|
|
|
/// Seeks to a specific time in the animation.
|
|
pub fn seek_to(&mut self, seek_time: f32) -> &mut Self {
|
|
self.seek_time = seek_time;
|
|
self
|
|
}
|
|
|
|
/// Seeks to the beginning of the animation.
|
|
pub fn rewind(&mut self) -> &mut Self {
|
|
self.seek_time = 0.0;
|
|
self
|
|
}
|
|
}
|
|
|
|
/// Animation controls.
|
|
///
|
|
/// Automatically added to any root animations of a `SceneBundle` when it is
|
|
/// spawned.
|
|
#[derive(Component, Default, Reflect)]
|
|
#[reflect(Component)]
|
|
pub struct AnimationPlayer {
|
|
/// We use a `BTreeMap` instead of a `HashMap` here to ensure a consistent
|
|
/// ordering when applying the animations.
|
|
active_animations: BTreeMap<AnimationNodeIndex, ActiveAnimation>,
|
|
blend_weights: HashMap<AnimationNodeIndex, f32>,
|
|
}
|
|
|
|
// This is needed since `#[derive(Clone)]` does not generate optimized `clone_from`.
|
|
impl Clone for AnimationPlayer {
|
|
fn clone(&self) -> Self {
|
|
Self {
|
|
active_animations: self.active_animations.clone(),
|
|
blend_weights: self.blend_weights.clone(),
|
|
}
|
|
}
|
|
|
|
fn clone_from(&mut self, source: &Self) {
|
|
self.active_animations.clone_from(&source.active_animations);
|
|
self.blend_weights.clone_from(&source.blend_weights);
|
|
}
|
|
}
|
|
|
|
/// The components that we might need to read or write during animation of each
|
|
/// animation target.
|
|
struct AnimationTargetContext<'a> {
|
|
entity: Entity,
|
|
target: &'a AnimationTarget,
|
|
name: Option<&'a Name>,
|
|
transform: Option<Mut<'a, Transform>>,
|
|
morph_weights: Option<Mut<'a, MorphWeights>>,
|
|
}
|
|
|
|
/// Information needed during the traversal of the animation graph in
|
|
/// [`advance_animations`].
|
|
#[derive(Default)]
|
|
pub struct AnimationGraphEvaluator {
|
|
/// The stack used for the depth-first search of the graph.
|
|
dfs_stack: Vec<NodeIndex>,
|
|
/// The list of visited nodes during the depth-first traversal.
|
|
dfs_visited: FixedBitSet,
|
|
/// Accumulated weights and masks for each node.
|
|
nodes: Vec<EvaluatedAnimationGraphNode>,
|
|
}
|
|
|
|
/// The accumulated weight and computed mask for a single node.
|
|
#[derive(Clone, Copy, Default, Debug)]
|
|
struct EvaluatedAnimationGraphNode {
|
|
/// The weight that has been accumulated for this node, taking its
|
|
/// ancestors' weights into account.
|
|
weight: f32,
|
|
/// The mask that has been computed for this node, taking its ancestors'
|
|
/// masks into account.
|
|
mask: AnimationMask,
|
|
}
|
|
|
|
thread_local! {
|
|
/// A cached per-thread copy of the graph evaluator.
|
|
///
|
|
/// Caching the evaluator lets us save allocation traffic from frame to
|
|
/// frame.
|
|
static ANIMATION_GRAPH_EVALUATOR: RefCell<AnimationGraphEvaluator> =
|
|
RefCell::new(AnimationGraphEvaluator::default());
|
|
}
|
|
|
|
impl AnimationPlayer {
|
|
/// Start playing an animation, restarting it if necessary.
|
|
pub fn start(&mut self, animation: AnimationNodeIndex) -> &mut ActiveAnimation {
|
|
let playing_animation = self.active_animations.entry(animation).or_default();
|
|
playing_animation.replay();
|
|
playing_animation
|
|
}
|
|
|
|
/// Start playing an animation, unless the requested animation is already playing.
|
|
pub fn play(&mut self, animation: AnimationNodeIndex) -> &mut ActiveAnimation {
|
|
self.active_animations.entry(animation).or_default()
|
|
}
|
|
|
|
/// Stops playing the given animation, removing it from the list of playing
|
|
/// animations.
|
|
pub fn stop(&mut self, animation: AnimationNodeIndex) -> &mut Self {
|
|
self.active_animations.remove(&animation);
|
|
self
|
|
}
|
|
|
|
/// Stops all currently-playing animations.
|
|
pub fn stop_all(&mut self) -> &mut Self {
|
|
self.active_animations.clear();
|
|
self
|
|
}
|
|
|
|
/// Iterates through all animations that this [`AnimationPlayer`] is
|
|
/// currently playing.
|
|
pub fn playing_animations(
|
|
&self,
|
|
) -> impl Iterator<Item = (&AnimationNodeIndex, &ActiveAnimation)> {
|
|
self.active_animations.iter()
|
|
}
|
|
|
|
/// Iterates through all animations that this [`AnimationPlayer`] is
|
|
/// currently playing, mutably.
|
|
pub fn playing_animations_mut(
|
|
&mut self,
|
|
) -> impl Iterator<Item = (&AnimationNodeIndex, &mut ActiveAnimation)> {
|
|
self.active_animations.iter_mut()
|
|
}
|
|
|
|
#[deprecated = "Use `animation_is_playing` instead"]
|
|
/// Check if the given animation node is being played.
|
|
pub fn is_playing_animation(&self, animation: AnimationNodeIndex) -> bool {
|
|
self.active_animations.contains_key(&animation)
|
|
}
|
|
|
|
/// Check if all playing animations have finished, according to the repetition behavior.
|
|
pub fn all_finished(&self) -> bool {
|
|
self.active_animations
|
|
.values()
|
|
.all(ActiveAnimation::is_finished)
|
|
}
|
|
|
|
/// Check if all playing animations are paused.
|
|
#[doc(alias = "is_paused")]
|
|
pub fn all_paused(&self) -> bool {
|
|
self.active_animations
|
|
.values()
|
|
.all(ActiveAnimation::is_paused)
|
|
}
|
|
|
|
/// Resume all playing animations.
|
|
#[doc(alias = "pause")]
|
|
pub fn pause_all(&mut self) -> &mut Self {
|
|
for (_, playing_animation) in self.playing_animations_mut() {
|
|
playing_animation.pause();
|
|
}
|
|
self
|
|
}
|
|
|
|
/// Resume all active animations.
|
|
#[doc(alias = "resume")]
|
|
pub fn resume_all(&mut self) -> &mut Self {
|
|
for (_, playing_animation) in self.playing_animations_mut() {
|
|
playing_animation.resume();
|
|
}
|
|
self
|
|
}
|
|
|
|
/// Rewinds all active animations.
|
|
#[doc(alias = "rewind")]
|
|
pub fn rewind_all(&mut self) -> &mut Self {
|
|
for (_, playing_animation) in self.playing_animations_mut() {
|
|
playing_animation.rewind();
|
|
}
|
|
self
|
|
}
|
|
|
|
/// Multiplies the speed of all active animations by the given factor.
|
|
#[doc(alias = "set_speed")]
|
|
pub fn adjust_speeds(&mut self, factor: f32) -> &mut Self {
|
|
for (_, playing_animation) in self.playing_animations_mut() {
|
|
let new_speed = playing_animation.speed() * factor;
|
|
playing_animation.set_speed(new_speed);
|
|
}
|
|
self
|
|
}
|
|
|
|
/// Seeks all active animations forward or backward by the same amount.
|
|
///
|
|
/// To seek forward, pass a positive value; to seek negative, pass a
|
|
/// negative value. Values below 0.0 or beyond the end of the animation clip
|
|
/// are clamped appropriately.
|
|
#[doc(alias = "seek_to")]
|
|
pub fn seek_all_by(&mut self, amount: f32) -> &mut Self {
|
|
for (_, playing_animation) in self.playing_animations_mut() {
|
|
let new_time = playing_animation.seek_time();
|
|
playing_animation.seek_to(new_time + amount);
|
|
}
|
|
self
|
|
}
|
|
|
|
/// Returns the [`ActiveAnimation`] associated with the given animation
|
|
/// node if it's currently playing.
|
|
///
|
|
/// If the animation isn't currently active, returns `None`.
|
|
pub fn animation(&self, animation: AnimationNodeIndex) -> Option<&ActiveAnimation> {
|
|
self.active_animations.get(&animation)
|
|
}
|
|
|
|
/// Returns a mutable reference to the [`ActiveAnimation`] associated with
|
|
/// the given animation node if it's currently active.
|
|
///
|
|
/// If the animation isn't currently active, returns `None`.
|
|
pub fn animation_mut(&mut self, animation: AnimationNodeIndex) -> Option<&mut ActiveAnimation> {
|
|
self.active_animations.get_mut(&animation)
|
|
}
|
|
|
|
/// Returns true if the animation is currently playing or paused, or false
|
|
/// if the animation is stopped.
|
|
pub fn animation_is_playing(&self, animation: AnimationNodeIndex) -> bool {
|
|
self.active_animations.contains_key(&animation)
|
|
}
|
|
}
|
|
|
|
/// A system that advances the time for all playing animations.
|
|
pub fn advance_animations(
|
|
time: Res<Time>,
|
|
animation_clips: Res<Assets<AnimationClip>>,
|
|
animation_graphs: Res<Assets<AnimationGraph>>,
|
|
mut players: Query<(&mut AnimationPlayer, &Handle<AnimationGraph>)>,
|
|
animation_graph_evaluator: Local<ThreadLocal<RefCell<AnimationGraphEvaluator>>>,
|
|
) {
|
|
let delta_seconds = time.delta_seconds();
|
|
players
|
|
.par_iter_mut()
|
|
.for_each(|(mut player, graph_handle)| {
|
|
let Some(animation_graph) = animation_graphs.get(graph_handle) else {
|
|
return;
|
|
};
|
|
|
|
// Tick animations, and schedule them.
|
|
//
|
|
// We use a thread-local here so we can reuse allocations across
|
|
// frames.
|
|
let mut evaluator = animation_graph_evaluator.get_or_default().borrow_mut();
|
|
|
|
let AnimationPlayer {
|
|
ref mut active_animations,
|
|
ref blend_weights,
|
|
..
|
|
} = *player;
|
|
|
|
// Reset our state.
|
|
evaluator.reset(animation_graph.root, animation_graph.graph.node_count());
|
|
|
|
while let Some(node_index) = evaluator.dfs_stack.pop() {
|
|
// Skip if we've already visited this node.
|
|
if evaluator.dfs_visited.put(node_index.index()) {
|
|
continue;
|
|
}
|
|
|
|
let node = &animation_graph[node_index];
|
|
|
|
// Calculate weight and mask from the graph.
|
|
let (mut weight, mut mask) = (node.weight, node.mask);
|
|
for parent_index in animation_graph
|
|
.graph
|
|
.neighbors_directed(node_index, Direction::Incoming)
|
|
{
|
|
let evaluated_parent = &evaluator.nodes[parent_index.index()];
|
|
weight *= evaluated_parent.weight;
|
|
mask |= evaluated_parent.mask;
|
|
}
|
|
evaluator.nodes[node_index.index()] = EvaluatedAnimationGraphNode { weight, mask };
|
|
|
|
if let Some(active_animation) = active_animations.get_mut(&node_index) {
|
|
// Tick the animation if necessary.
|
|
if !active_animation.paused {
|
|
if let Some(ref clip_handle) = node.clip {
|
|
if let Some(clip) = animation_clips.get(clip_handle) {
|
|
active_animation.update(delta_seconds, clip.duration);
|
|
}
|
|
}
|
|
}
|
|
|
|
weight *= active_animation.weight;
|
|
} else if let Some(&blend_weight) = blend_weights.get(&node_index) {
|
|
weight *= blend_weight;
|
|
}
|
|
|
|
// Write in the computed weight and mask for this node.
|
|
if let Some(active_animation) = active_animations.get_mut(&node_index) {
|
|
active_animation.computed_weight = weight;
|
|
active_animation.computed_mask = mask;
|
|
}
|
|
|
|
// Push children.
|
|
evaluator.dfs_stack.extend(
|
|
animation_graph
|
|
.graph
|
|
.neighbors_directed(node_index, Direction::Outgoing),
|
|
);
|
|
}
|
|
});
|
|
}
|
|
|
|
/// A system that modifies animation targets (e.g. bones in a skinned mesh)
|
|
/// according to the currently-playing animation.
|
|
pub fn animate_targets(
|
|
clips: Res<Assets<AnimationClip>>,
|
|
graphs: Res<Assets<AnimationGraph>>,
|
|
players: Query<(&AnimationPlayer, &Handle<AnimationGraph>)>,
|
|
mut targets: Query<(
|
|
Entity,
|
|
&AnimationTarget,
|
|
Option<&Name>,
|
|
AnyOf<(&mut Transform, &mut MorphWeights)>,
|
|
)>,
|
|
) {
|
|
// We use two queries here: one read-only query for animation players and
|
|
// one read-write query for animation targets (e.g. bones). The
|
|
// `AnimationPlayer` query is read-only shared memory accessible from all
|
|
// animation targets, which are evaluated in parallel.
|
|
|
|
// Iterate over all animation targets in parallel.
|
|
targets
|
|
.par_iter_mut()
|
|
.for_each(|(id, target, name, (transform, morph_weights))| {
|
|
let Ok((animation_player, animation_graph_handle)) = players.get(target.player) else {
|
|
trace!(
|
|
"Either an animation player {:?} or a graph was missing for the target \
|
|
entity {:?} ({:?}); no animations will play this frame",
|
|
target.player,
|
|
id,
|
|
name,
|
|
);
|
|
return;
|
|
};
|
|
|
|
// The graph might not have loaded yet. Safely bail.
|
|
let Some(animation_graph) = graphs.get(animation_graph_handle) else {
|
|
return;
|
|
};
|
|
|
|
let mut target_context = AnimationTargetContext {
|
|
entity: id,
|
|
target,
|
|
name,
|
|
transform,
|
|
morph_weights,
|
|
};
|
|
|
|
// Determine which mask groups this animation target belongs to.
|
|
let target_mask = animation_graph
|
|
.mask_groups
|
|
.get(&target.id)
|
|
.cloned()
|
|
.unwrap_or_default();
|
|
|
|
// Apply the animations one after another. The way we accumulate
|
|
// weights ensures that the order we apply them in doesn't matter.
|
|
//
|
|
// Proof: Consider three animations A₀, A₁, A₂, … with weights w₀,
|
|
// w₁, w₂, … respectively. We seek the value:
|
|
//
|
|
// A₀w₀ + A₁w₁ + A₂w₂ + ⋯
|
|
//
|
|
// Defining lerp(a, b, t) = a + t(b - a), we have:
|
|
//
|
|
// ⎛ ⎛ w₁ ⎞ w₂ ⎞
|
|
// A₀w₀ + A₁w₁ + A₂w₂ + ⋯ = ⋯ lerp⎜lerp⎜A₀, A₁, ⎯⎯⎯⎯⎯⎯⎯⎯⎟, A₂, ⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎟ ⋯
|
|
// ⎝ ⎝ w₀ + w₁⎠ w₀ + w₁ + w₂⎠
|
|
//
|
|
// Each step of the following loop corresponds to one of the lerp
|
|
// operations above.
|
|
let mut total_weight = 0.0;
|
|
for (&animation_graph_node_index, active_animation) in
|
|
animation_player.active_animations.iter()
|
|
{
|
|
// If the weight is zero or the current animation target is
|
|
// masked out, stop here.
|
|
if active_animation.weight == 0.0
|
|
|| (target_mask & active_animation.computed_mask) != 0
|
|
{
|
|
continue;
|
|
}
|
|
|
|
let Some(clip) = animation_graph
|
|
.get(animation_graph_node_index)
|
|
.and_then(|animation_graph_node| animation_graph_node.clip.as_ref())
|
|
.and_then(|animation_clip_handle| clips.get(animation_clip_handle))
|
|
else {
|
|
continue;
|
|
};
|
|
|
|
let Some(curves) = clip.curves_for_target(target_context.target.id) else {
|
|
continue;
|
|
};
|
|
|
|
let weight = active_animation.computed_weight;
|
|
total_weight += weight;
|
|
|
|
target_context.apply(curves, weight / total_weight, active_animation.seek_time);
|
|
}
|
|
});
|
|
}
|
|
|
|
impl AnimationTargetContext<'_> {
|
|
/// Applies a clip to a single animation target according to the
|
|
/// [`AnimationTargetContext`].
|
|
fn apply(&mut self, curves: &[VariableCurve], weight: f32, seek_time: f32) {
|
|
for curve in curves {
|
|
// Some curves have only one keyframe used to set a transform
|
|
if curve.keyframe_timestamps.len() == 1 {
|
|
self.apply_single_keyframe(curve, weight);
|
|
continue;
|
|
}
|
|
|
|
// Find the best keyframe to interpolate from
|
|
let step_start = curve.find_interpolation_start_keyframe(seek_time);
|
|
|
|
let timestamp_start = curve.keyframe_timestamps[step_start];
|
|
let timestamp_end = curve.keyframe_timestamps[step_start + 1];
|
|
// Compute how far we are through the keyframe, normalized to [0, 1]
|
|
let lerp = f32::inverse_lerp(timestamp_start, timestamp_end, seek_time).clamp(0.0, 1.0);
|
|
|
|
self.apply_tweened_keyframe(
|
|
curve,
|
|
step_start,
|
|
lerp,
|
|
weight,
|
|
timestamp_end - timestamp_start,
|
|
);
|
|
}
|
|
}
|
|
|
|
fn apply_single_keyframe(&mut self, curve: &VariableCurve, weight: f32) {
|
|
match &curve.keyframes {
|
|
Keyframes::Rotation(keyframes) => {
|
|
if let Some(ref mut transform) = self.transform {
|
|
transform.rotation = transform.rotation.slerp(keyframes[0], weight);
|
|
}
|
|
}
|
|
|
|
Keyframes::Translation(keyframes) => {
|
|
if let Some(ref mut transform) = self.transform {
|
|
transform.translation = transform.translation.lerp(keyframes[0], weight);
|
|
}
|
|
}
|
|
|
|
Keyframes::Scale(keyframes) => {
|
|
if let Some(ref mut transform) = self.transform {
|
|
transform.scale = transform.scale.lerp(keyframes[0], weight);
|
|
}
|
|
}
|
|
|
|
Keyframes::Weights(keyframes) => {
|
|
let Some(ref mut morphs) = self.morph_weights else {
|
|
error!(
|
|
"Tried to animate morphs on {:?} ({:?}), but no `MorphWeights` was found",
|
|
self.entity, self.name,
|
|
);
|
|
return;
|
|
};
|
|
|
|
let target_count = morphs.weights().len();
|
|
lerp_morph_weights(
|
|
morphs.weights_mut(),
|
|
get_keyframe(target_count, keyframes, 0).iter().copied(),
|
|
weight,
|
|
);
|
|
}
|
|
}
|
|
}
|
|
|
|
fn apply_tweened_keyframe(
|
|
&mut self,
|
|
curve: &VariableCurve,
|
|
step_start: usize,
|
|
lerp: f32,
|
|
weight: f32,
|
|
duration: f32,
|
|
) {
|
|
match (&curve.interpolation, &curve.keyframes) {
|
|
(Interpolation::Step, Keyframes::Rotation(keyframes)) => {
|
|
if let Some(ref mut transform) = self.transform {
|
|
transform.rotation = transform.rotation.slerp(keyframes[step_start], weight);
|
|
}
|
|
}
|
|
|
|
(Interpolation::Linear, Keyframes::Rotation(keyframes)) => {
|
|
let Some(ref mut transform) = self.transform else {
|
|
return;
|
|
};
|
|
|
|
let rot_start = keyframes[step_start];
|
|
let rot_end = keyframes[step_start + 1];
|
|
|
|
// Rotations are using a spherical linear interpolation
|
|
let rot = rot_start.slerp(rot_end, lerp);
|
|
transform.rotation = transform.rotation.slerp(rot, weight);
|
|
}
|
|
|
|
(Interpolation::CubicSpline, Keyframes::Rotation(keyframes)) => {
|
|
let Some(ref mut transform) = self.transform else {
|
|
return;
|
|
};
|
|
|
|
let value_start = keyframes[step_start * 3 + 1];
|
|
let tangent_out_start = keyframes[step_start * 3 + 2];
|
|
let tangent_in_end = keyframes[(step_start + 1) * 3];
|
|
let value_end = keyframes[(step_start + 1) * 3 + 1];
|
|
let result = cubic_spline_interpolation(
|
|
value_start,
|
|
tangent_out_start,
|
|
tangent_in_end,
|
|
value_end,
|
|
lerp,
|
|
duration,
|
|
);
|
|
transform.rotation = transform.rotation.slerp(result.normalize(), weight);
|
|
}
|
|
|
|
(Interpolation::Step, Keyframes::Translation(keyframes)) => {
|
|
if let Some(ref mut transform) = self.transform {
|
|
transform.translation =
|
|
transform.translation.lerp(keyframes[step_start], weight);
|
|
}
|
|
}
|
|
|
|
(Interpolation::Linear, Keyframes::Translation(keyframes)) => {
|
|
let Some(ref mut transform) = self.transform else {
|
|
return;
|
|
};
|
|
|
|
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);
|
|
}
|
|
|
|
(Interpolation::CubicSpline, Keyframes::Translation(keyframes)) => {
|
|
let Some(ref mut transform) = self.transform else {
|
|
return;
|
|
};
|
|
|
|
let value_start = keyframes[step_start * 3 + 1];
|
|
let tangent_out_start = keyframes[step_start * 3 + 2];
|
|
let tangent_in_end = keyframes[(step_start + 1) * 3];
|
|
let value_end = keyframes[(step_start + 1) * 3 + 1];
|
|
let result = cubic_spline_interpolation(
|
|
value_start,
|
|
tangent_out_start,
|
|
tangent_in_end,
|
|
value_end,
|
|
lerp,
|
|
duration,
|
|
);
|
|
transform.translation = transform.translation.lerp(result, weight);
|
|
}
|
|
|
|
(Interpolation::Step, Keyframes::Scale(keyframes)) => {
|
|
if let Some(ref mut transform) = self.transform {
|
|
transform.scale = transform.scale.lerp(keyframes[step_start], weight);
|
|
}
|
|
}
|
|
|
|
(Interpolation::Linear, Keyframes::Scale(keyframes)) => {
|
|
let Some(ref mut transform) = self.transform else {
|
|
return;
|
|
};
|
|
|
|
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);
|
|
}
|
|
|
|
(Interpolation::CubicSpline, Keyframes::Scale(keyframes)) => {
|
|
let Some(ref mut transform) = self.transform else {
|
|
return;
|
|
};
|
|
|
|
let value_start = keyframes[step_start * 3 + 1];
|
|
let tangent_out_start = keyframes[step_start * 3 + 2];
|
|
let tangent_in_end = keyframes[(step_start + 1) * 3];
|
|
let value_end = keyframes[(step_start + 1) * 3 + 1];
|
|
let result = cubic_spline_interpolation(
|
|
value_start,
|
|
tangent_out_start,
|
|
tangent_in_end,
|
|
value_end,
|
|
lerp,
|
|
duration,
|
|
);
|
|
transform.scale = transform.scale.lerp(result, weight);
|
|
}
|
|
|
|
(Interpolation::Step, Keyframes::Weights(keyframes)) => {
|
|
let Some(ref mut morphs) = self.morph_weights else {
|
|
return;
|
|
};
|
|
|
|
let target_count = morphs.weights().len();
|
|
let morph_start = get_keyframe(target_count, keyframes, step_start);
|
|
lerp_morph_weights(morphs.weights_mut(), morph_start.iter().copied(), weight);
|
|
}
|
|
|
|
(Interpolation::Linear, Keyframes::Weights(keyframes)) => {
|
|
let Some(ref mut morphs) = self.morph_weights else {
|
|
return;
|
|
};
|
|
|
|
let target_count = morphs.weights().len();
|
|
let morph_start = get_keyframe(target_count, keyframes, step_start);
|
|
let morph_end = get_keyframe(target_count, keyframes, step_start + 1);
|
|
let result = morph_start
|
|
.iter()
|
|
.zip(morph_end)
|
|
.map(|(a, b)| a.lerp(*b, lerp));
|
|
lerp_morph_weights(morphs.weights_mut(), result, weight);
|
|
}
|
|
|
|
(Interpolation::CubicSpline, Keyframes::Weights(keyframes)) => {
|
|
let Some(ref mut morphs) = self.morph_weights else {
|
|
return;
|
|
};
|
|
|
|
let target_count = morphs.weights().len();
|
|
let morph_start = get_keyframe(target_count, keyframes, step_start * 3 + 1);
|
|
let tangents_out_start = get_keyframe(target_count, keyframes, step_start * 3 + 2);
|
|
let tangents_in_end = get_keyframe(target_count, keyframes, (step_start + 1) * 3);
|
|
let morph_end = get_keyframe(target_count, keyframes, (step_start + 1) * 3 + 1);
|
|
let result = morph_start
|
|
.iter()
|
|
.zip(tangents_out_start)
|
|
.zip(tangents_in_end)
|
|
.zip(morph_end)
|
|
.map(
|
|
|(((&value_start, &tangent_out_start), &tangent_in_end), &value_end)| {
|
|
cubic_spline_interpolation(
|
|
value_start,
|
|
tangent_out_start,
|
|
tangent_in_end,
|
|
value_end,
|
|
lerp,
|
|
duration,
|
|
)
|
|
},
|
|
);
|
|
lerp_morph_weights(morphs.weights_mut(), result, weight);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/// Update `weights` based on weights in `keyframe` with a linear interpolation
|
|
/// on `key_lerp`.
|
|
fn lerp_morph_weights(weights: &mut [f32], keyframe: impl Iterator<Item = f32>, key_lerp: f32) {
|
|
let zipped = weights.iter_mut().zip(keyframe);
|
|
for (morph_weight, keyframe) in zipped {
|
|
*morph_weight = morph_weight.lerp(keyframe, key_lerp);
|
|
}
|
|
}
|
|
|
|
/// Extract a keyframe from a list of keyframes by index.
|
|
///
|
|
/// # 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 get_keyframe(target_count: usize, keyframes: &[f32], key_index: usize) -> &[f32] {
|
|
let start = target_count * key_index;
|
|
let end = target_count * (key_index + 1);
|
|
&keyframes[start..end]
|
|
}
|
|
|
|
/// Helper function for cubic spline interpolation.
|
|
fn cubic_spline_interpolation<T>(
|
|
value_start: T,
|
|
tangent_out_start: T,
|
|
tangent_in_end: T,
|
|
value_end: T,
|
|
lerp: f32,
|
|
step_duration: f32,
|
|
) -> T
|
|
where
|
|
T: Mul<f32, Output = T> + Add<Output = T>,
|
|
{
|
|
value_start * (2.0 * lerp.powi(3) - 3.0 * lerp.powi(2) + 1.0)
|
|
+ tangent_out_start * (step_duration) * (lerp.powi(3) - 2.0 * lerp.powi(2) + lerp)
|
|
+ value_end * (-2.0 * lerp.powi(3) + 3.0 * lerp.powi(2))
|
|
+ tangent_in_end * step_duration * (lerp.powi(3) - lerp.powi(2))
|
|
}
|
|
|
|
/// Adds animation support to an app
|
|
#[derive(Default)]
|
|
pub struct AnimationPlugin;
|
|
|
|
impl Plugin for AnimationPlugin {
|
|
fn build(&self, app: &mut App) {
|
|
app.init_asset::<AnimationClip>()
|
|
.init_asset::<AnimationGraph>()
|
|
.init_asset_loader::<AnimationGraphAssetLoader>()
|
|
.register_asset_reflect::<AnimationClip>()
|
|
.register_asset_reflect::<AnimationGraph>()
|
|
.register_type::<AnimationPlayer>()
|
|
.register_type::<AnimationTarget>()
|
|
.register_type::<AnimationTransitions>()
|
|
.register_type::<NodeIndex>()
|
|
.add_systems(
|
|
PostUpdate,
|
|
(
|
|
advance_transitions,
|
|
advance_animations,
|
|
animate_targets,
|
|
expire_completed_transitions,
|
|
)
|
|
.chain()
|
|
.before(TransformSystem::TransformPropagate),
|
|
);
|
|
}
|
|
}
|
|
|
|
impl AnimationTargetId {
|
|
/// Creates a new [`AnimationTargetId`] by hashing a list of names.
|
|
///
|
|
/// Typically, this will be the path from the animation root to the
|
|
/// animation target (e.g. bone) that is to be animated.
|
|
pub fn from_names<'a>(names: impl Iterator<Item = &'a Name>) -> Self {
|
|
let mut blake3 = blake3::Hasher::new();
|
|
blake3.update(ANIMATION_TARGET_NAMESPACE.as_bytes());
|
|
for name in names {
|
|
blake3.update(name.as_bytes());
|
|
}
|
|
let hash = blake3.finalize().as_bytes()[0..16].try_into().unwrap();
|
|
Self(*uuid::Builder::from_sha1_bytes(hash).as_uuid())
|
|
}
|
|
|
|
/// Creates a new [`AnimationTargetId`] by hashing a single name.
|
|
pub fn from_name(name: &Name) -> Self {
|
|
Self::from_names(iter::once(name))
|
|
}
|
|
}
|
|
|
|
impl From<&Name> for AnimationTargetId {
|
|
fn from(name: &Name) -> Self {
|
|
AnimationTargetId::from_name(name)
|
|
}
|
|
}
|
|
|
|
impl MapEntities for AnimationTarget {
|
|
fn map_entities<M: EntityMapper>(&mut self, entity_mapper: &mut M) {
|
|
self.player = entity_mapper.map_entity(self.player);
|
|
}
|
|
}
|
|
|
|
impl AnimationGraphEvaluator {
|
|
// Starts a new depth-first search.
|
|
fn reset(&mut self, root: AnimationNodeIndex, node_count: usize) {
|
|
self.dfs_stack.clear();
|
|
self.dfs_stack.push(root);
|
|
|
|
self.dfs_visited.grow(node_count);
|
|
self.dfs_visited.clear();
|
|
|
|
self.nodes.clear();
|
|
self.nodes
|
|
.extend(iter::repeat(EvaluatedAnimationGraphNode::default()).take(node_count));
|
|
}
|
|
}
|
|
|
|
#[cfg(test)]
|
|
mod tests {
|
|
use crate::VariableCurve;
|
|
use bevy_math::Vec3;
|
|
|
|
fn test_variable_curve() -> VariableCurve {
|
|
let keyframe_timestamps = vec![1.0, 2.0, 3.0, 4.0];
|
|
let keyframes = vec![
|
|
Vec3::ONE * 0.0,
|
|
Vec3::ONE * 3.0,
|
|
Vec3::ONE * 6.0,
|
|
Vec3::ONE * 9.0,
|
|
];
|
|
let interpolation = crate::Interpolation::Linear;
|
|
|
|
let variable_curve = VariableCurve {
|
|
keyframe_timestamps,
|
|
keyframes: crate::Keyframes::Translation(keyframes),
|
|
interpolation,
|
|
};
|
|
|
|
assert!(variable_curve.keyframe_timestamps.len() == variable_curve.keyframes.len());
|
|
|
|
// f32 doesn't impl Ord so we can't easily sort it
|
|
let mut maybe_last_timestamp = None;
|
|
for current_timestamp in &variable_curve.keyframe_timestamps {
|
|
assert!(current_timestamp.is_finite());
|
|
|
|
if let Some(last_timestamp) = maybe_last_timestamp {
|
|
assert!(current_timestamp > last_timestamp);
|
|
}
|
|
maybe_last_timestamp = Some(current_timestamp);
|
|
}
|
|
|
|
variable_curve
|
|
}
|
|
|
|
#[test]
|
|
fn find_current_keyframe_is_in_bounds() {
|
|
let curve = test_variable_curve();
|
|
let min_time = *curve.keyframe_timestamps.first().unwrap();
|
|
// We will always get none at times at or past the second last keyframe
|
|
let second_last_keyframe = curve.keyframe_timestamps.len() - 2;
|
|
let max_time = curve.keyframe_timestamps[second_last_keyframe];
|
|
let elapsed_time = max_time - min_time;
|
|
|
|
let n_keyframes = curve.keyframe_timestamps.len();
|
|
let n_test_points = 5;
|
|
|
|
for i in 0..=n_test_points {
|
|
// Get a value between 0 and 1
|
|
let normalized_time = i as f32 / n_test_points as f32;
|
|
let seek_time = min_time + normalized_time * elapsed_time;
|
|
assert!(seek_time >= min_time);
|
|
assert!(seek_time <= max_time);
|
|
|
|
let maybe_current_keyframe = curve.find_current_keyframe(seek_time);
|
|
assert!(
|
|
maybe_current_keyframe.is_some(),
|
|
"Seek time: {seek_time}, Min time: {min_time}, Max time: {max_time}"
|
|
);
|
|
|
|
// We cannot return the last keyframe,
|
|
// because we want to interpolate between the current and next keyframe
|
|
assert!(maybe_current_keyframe.unwrap() < n_keyframes);
|
|
}
|
|
}
|
|
|
|
#[test]
|
|
fn find_current_keyframe_returns_none_on_unstarted_animations() {
|
|
let curve = test_variable_curve();
|
|
let min_time = *curve.keyframe_timestamps.first().unwrap();
|
|
let seek_time = 0.0;
|
|
assert!(seek_time < min_time);
|
|
|
|
let maybe_keyframe = curve.find_current_keyframe(seek_time);
|
|
assert!(
|
|
maybe_keyframe.is_none(),
|
|
"Seek time: {seek_time}, Minimum time: {min_time}"
|
|
);
|
|
}
|
|
|
|
#[test]
|
|
fn find_current_keyframe_returns_none_on_finished_animation() {
|
|
let curve = test_variable_curve();
|
|
let max_time = *curve.keyframe_timestamps.last().unwrap();
|
|
|
|
assert!(max_time < f32::INFINITY);
|
|
let maybe_keyframe = curve.find_current_keyframe(f32::INFINITY);
|
|
assert!(maybe_keyframe.is_none());
|
|
|
|
let maybe_keyframe = curve.find_current_keyframe(max_time);
|
|
assert!(maybe_keyframe.is_none());
|
|
}
|
|
|
|
#[test]
|
|
fn second_last_keyframe_is_found_correctly() {
|
|
let curve = test_variable_curve();
|
|
|
|
// Exact time match
|
|
let second_last_keyframe = curve.keyframe_timestamps.len() - 2;
|
|
let second_last_time = curve.keyframe_timestamps[second_last_keyframe];
|
|
let maybe_keyframe = curve.find_current_keyframe(second_last_time);
|
|
assert!(maybe_keyframe.unwrap() == second_last_keyframe);
|
|
|
|
// Inexact match, between the last and second last frames
|
|
let seek_time = second_last_time + 0.001;
|
|
let last_time = curve.keyframe_timestamps[second_last_keyframe + 1];
|
|
assert!(seek_time < last_time);
|
|
|
|
let maybe_keyframe = curve.find_current_keyframe(seek_time);
|
|
assert!(maybe_keyframe.unwrap() == second_last_keyframe);
|
|
}
|
|
|
|
#[test]
|
|
fn exact_keyframe_matches_are_found_correctly() {
|
|
let curve = test_variable_curve();
|
|
let second_last_keyframe = curve.keyframes.len() - 2;
|
|
|
|
for i in 0..=second_last_keyframe {
|
|
let seek_time = curve.keyframe_timestamps[i];
|
|
|
|
let keyframe = curve.find_current_keyframe(seek_time).unwrap();
|
|
assert!(keyframe == i);
|
|
}
|
|
}
|
|
|
|
#[test]
|
|
fn exact_and_inexact_keyframes_correspond() {
|
|
let curve = test_variable_curve();
|
|
|
|
let second_last_keyframe = curve.keyframes.len() - 2;
|
|
|
|
for i in 0..=second_last_keyframe {
|
|
let seek_time = curve.keyframe_timestamps[i];
|
|
|
|
let exact_keyframe = curve.find_current_keyframe(seek_time).unwrap();
|
|
|
|
let inexact_seek_time = seek_time + 0.0001;
|
|
let final_time = *curve.keyframe_timestamps.last().unwrap();
|
|
assert!(inexact_seek_time < final_time);
|
|
|
|
let inexact_keyframe = curve.find_current_keyframe(inexact_seek_time).unwrap();
|
|
|
|
assert!(exact_keyframe == inexact_keyframe);
|
|
}
|
|
}
|
|
}
|