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https://github.com/bevyengine/bevy
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# Objective Added `AnimationPlayer` API UX improvements. - Succestor to https://github.com/bevyengine/bevy/pull/5912 - Fixes https://github.com/bevyengine/bevy/issues/5848 _(Credits to @asafigan for filing #5848, creating the initial pull request, and the discussion in #5912)_ ## Solution - Created `RepeatAnimation` enum to describe an animation repetition behavior. - Added `is_finished()`, `set_repeat()`, and `is_playback_reversed()` methods to the animation player. - ~~Made the animation clip optional as per the comment from #5912~~ > ~~My problem is that the default handle [used the initialize a `PlayingAnimation`] could actually refer to an actual animation if an AnimationClip is set for the default handle, which leads me to ask, "Should animation_clip should be an Option?"~~ - Added an accessor for the animation clip `animation_clip()` to the animation player. To determine if an animation is finished, we use the number of times the animation has completed and the repetition behavior. If the animation is playing in reverse then `elapsed < 0.0` counts as a completion. Otherwise, `elapsed > animation.duration` counts as a completion. This is what I would expect, personally. If there's any ambiguity, perhaps we could add some `AnimationCompletionBehavior`, to specify that kind of completion behavior to use. Update: Previously `PlayingAnimation::elapsed` was being used as the seek time into the animation clip. This was misleading because if you increased the speed of the animation it would also increase (or decrease) the elapsed time. In other words, the elapsed time was not actually the elapsed time. To solve this, we introduce `PlayingAnimation::seek_time` to serve as the value we manipulate the move between keyframes. Consequently, `elapsed()` now returns the actual elapsed time, and is not effected by the animation speed. Because `set_elapsed` was being used to manipulate the displayed keyframe, we introduce `AnimationPlayer::seek_to` and `AnimationPlayer::replay` to provide this functionality. ## Migration Guide - Removed `set_elapsed`. - Removed `stop_repeating` in favour of `AnimationPlayer::set_repeat(RepeatAnimation::Never)`. - Introduced `seek_to` to seek to a given timestamp inside of the animation. - Introduced `seek_time` accessor for the `PlayingAnimation::seek_to`. - Introduced `AnimationPlayer::replay` to reset the `PlayingAnimation` to a state where no time has elapsed. --------- Co-authored-by: Hennadii Chernyshchyk <genaloner@gmail.com> Co-authored-by: François <mockersf@gmail.com>
291 lines
8.3 KiB
Rust
291 lines
8.3 KiB
Rust
//! Loads animations from a skinned glTF, spawns many of them, and plays the
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//! animation to stress test skinned meshes.
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use std::f32::consts::PI;
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use std::time::Duration;
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use bevy::{
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diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
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pbr::CascadeShadowConfigBuilder,
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prelude::*,
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window::{PresentMode, WindowPlugin},
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};
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#[derive(Resource)]
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struct Foxes {
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count: usize,
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speed: f32,
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moving: bool,
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}
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fn main() {
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App::new()
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.add_plugins((
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DefaultPlugins.set(WindowPlugin {
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primary_window: Some(Window {
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title: "🦊🦊🦊 Many Foxes! 🦊🦊🦊".into(),
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present_mode: PresentMode::AutoNoVsync,
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..default()
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}),
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..default()
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}),
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FrameTimeDiagnosticsPlugin,
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LogDiagnosticsPlugin::default(),
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))
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.insert_resource(Foxes {
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count: std::env::args()
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.nth(1)
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.map_or(1000, |s| s.parse::<usize>().unwrap()),
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speed: 2.0,
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moving: true,
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})
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.insert_resource(AmbientLight {
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color: Color::WHITE,
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brightness: 1.0,
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})
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.add_systems(Startup, setup)
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.add_systems(
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Update,
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(
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setup_scene_once_loaded,
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keyboard_animation_control,
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update_fox_rings.after(keyboard_animation_control),
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),
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)
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.run();
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}
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#[derive(Resource)]
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struct Animations(Vec<Handle<AnimationClip>>);
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const RING_SPACING: f32 = 2.0;
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const FOX_SPACING: f32 = 2.0;
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#[derive(Component, Clone, Copy)]
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enum RotationDirection {
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CounterClockwise,
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Clockwise,
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}
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impl RotationDirection {
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fn sign(&self) -> f32 {
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match self {
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RotationDirection::CounterClockwise => 1.0,
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RotationDirection::Clockwise => -1.0,
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}
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}
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}
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#[derive(Component)]
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struct Ring {
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radius: f32,
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}
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fn setup(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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foxes: Res<Foxes>,
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) {
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warn!(include_str!("warning_string.txt"));
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// Insert a resource with the current scene information
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commands.insert_resource(Animations(vec![
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asset_server.load("models/animated/Fox.glb#Animation2"),
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asset_server.load("models/animated/Fox.glb#Animation1"),
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asset_server.load("models/animated/Fox.glb#Animation0"),
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]));
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// Foxes
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// Concentric rings of foxes, running in opposite directions. The rings are spaced at 2m radius intervals.
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// The foxes in each ring are spaced at least 2m apart around its circumference.'
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// NOTE: This fox model faces +z
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let fox_handle = asset_server.load("models/animated/Fox.glb#Scene0");
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let ring_directions = [
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(
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Quat::from_rotation_y(PI),
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RotationDirection::CounterClockwise,
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),
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(Quat::IDENTITY, RotationDirection::Clockwise),
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];
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let mut ring_index = 0;
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let mut radius = RING_SPACING;
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let mut foxes_remaining = foxes.count;
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info!("Spawning {} foxes...", foxes.count);
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while foxes_remaining > 0 {
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let (base_rotation, ring_direction) = ring_directions[ring_index % 2];
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let ring_parent = commands
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.spawn((
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SpatialBundle::INHERITED_IDENTITY,
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ring_direction,
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Ring { radius },
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))
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.id();
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let circumference = PI * 2. * radius;
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let foxes_in_ring = ((circumference / FOX_SPACING) as usize).min(foxes_remaining);
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let fox_spacing_angle = circumference / (foxes_in_ring as f32 * radius);
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for fox_i in 0..foxes_in_ring {
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let fox_angle = fox_i as f32 * fox_spacing_angle;
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let (s, c) = fox_angle.sin_cos();
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let (x, z) = (radius * c, radius * s);
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commands.entity(ring_parent).with_children(|builder| {
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builder.spawn(SceneBundle {
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scene: fox_handle.clone(),
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transform: Transform::from_xyz(x, 0.0, z)
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.with_scale(Vec3::splat(0.01))
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.with_rotation(base_rotation * Quat::from_rotation_y(-fox_angle)),
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..default()
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});
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});
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}
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foxes_remaining -= foxes_in_ring;
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radius += RING_SPACING;
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ring_index += 1;
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}
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// Camera
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let zoom = 0.8;
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let translation = Vec3::new(
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radius * 1.25 * zoom,
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radius * 0.5 * zoom,
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radius * 1.5 * zoom,
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);
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commands.spawn(Camera3dBundle {
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transform: Transform::from_translation(translation)
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.looking_at(0.2 * Vec3::new(translation.x, 0.0, translation.z), Vec3::Y),
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..default()
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});
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// Plane
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commands.spawn(PbrBundle {
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mesh: meshes.add(shape::Plane::from_size(5000.0).into()),
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material: materials.add(Color::rgb(0.3, 0.5, 0.3).into()),
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..default()
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});
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// Light
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commands.spawn(DirectionalLightBundle {
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transform: Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)),
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directional_light: DirectionalLight {
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shadows_enabled: true,
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..default()
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},
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cascade_shadow_config: CascadeShadowConfigBuilder {
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first_cascade_far_bound: 0.9 * radius,
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maximum_distance: 2.8 * radius,
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..default()
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}
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.into(),
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..default()
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});
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println!("Animation controls:");
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println!(" - spacebar: play / pause");
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println!(" - arrow up / down: speed up / slow down animation playback");
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println!(" - arrow left / right: seek backward / forward");
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println!(" - return: change animation");
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}
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// Once the scene is loaded, start the animation
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fn setup_scene_once_loaded(
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animations: Res<Animations>,
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foxes: Res<Foxes>,
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mut player: Query<&mut AnimationPlayer>,
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mut done: Local<bool>,
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) {
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if !*done && player.iter().len() == foxes.count {
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for mut player in &mut player {
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player.play(animations.0[0].clone_weak()).repeat();
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}
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*done = true;
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}
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}
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fn update_fox_rings(
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time: Res<Time>,
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foxes: Res<Foxes>,
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mut rings: Query<(&Ring, &RotationDirection, &mut Transform)>,
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) {
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if !foxes.moving {
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return;
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}
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let dt = time.delta_seconds();
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for (ring, rotation_direction, mut transform) in &mut rings {
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let angular_velocity = foxes.speed / ring.radius;
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transform.rotate_y(rotation_direction.sign() * angular_velocity * dt);
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}
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}
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fn keyboard_animation_control(
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keyboard_input: Res<Input<KeyCode>>,
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mut animation_player: Query<&mut AnimationPlayer>,
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animations: Res<Animations>,
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mut current_animation: Local<usize>,
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mut foxes: ResMut<Foxes>,
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) {
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if keyboard_input.just_pressed(KeyCode::Space) {
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foxes.moving = !foxes.moving;
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}
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if keyboard_input.just_pressed(KeyCode::Up) {
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foxes.speed *= 1.25;
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}
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if keyboard_input.just_pressed(KeyCode::Down) {
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foxes.speed *= 0.8;
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}
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if keyboard_input.just_pressed(KeyCode::Return) {
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*current_animation = (*current_animation + 1) % animations.0.len();
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}
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for mut player in &mut animation_player {
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if keyboard_input.just_pressed(KeyCode::Space) {
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if player.is_paused() {
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player.resume();
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} else {
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player.pause();
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}
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}
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if keyboard_input.just_pressed(KeyCode::Up) {
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let speed = player.speed();
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player.set_speed(speed * 1.25);
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}
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if keyboard_input.just_pressed(KeyCode::Down) {
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let speed = player.speed();
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player.set_speed(speed * 0.8);
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}
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if keyboard_input.just_pressed(KeyCode::Left) {
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let elapsed = player.seek_time();
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player.seek_to(elapsed - 0.1);
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}
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if keyboard_input.just_pressed(KeyCode::Right) {
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let elapsed = player.seek_time();
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player.seek_to(elapsed + 0.1);
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}
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if keyboard_input.just_pressed(KeyCode::Return) {
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player
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.play_with_transition(
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animations.0[*current_animation].clone_weak(),
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Duration::from_millis(250),
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)
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.repeat();
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}
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}
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}
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