feat(animation): changes & some reverts of the latests experiments
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@ -48,9 +48,11 @@ pub struct AnimationInfos {
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pub animations: Vec<AnimationInfo>,
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}
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#[derive( Reflect, Default, Debug)]
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pub struct AnimationMarker {
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pub frame: u32,
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// pub frame: u32,
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pub name: String,
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pub handled_for_cycle: bool,
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}
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/// Stores information about animation markers: practical for adding things like triggering events at specific keyframes etc
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@ -59,18 +61,6 @@ pub struct AnimationMarker {
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#[reflect(Component)]
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pub struct AnimationMarkers(pub HashMap<String, HashMap<u32, Vec<String>>>);
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// FIXME: ugh, ugly, there has to be a better way to do this ?
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#[derive(Component, Default, Debug)]
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pub struct AnimationMarkerTrackers(pub HashMap<String, HashMap<u32, Vec<AnimationMarkerTracker>>>);
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#[derive(Default, Debug)]
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pub struct AnimationMarkerTracker {
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// pub frame:u32,
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// pub name: String,
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// pub processed_for_cycle: bool,
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pub prev_frame: u32,
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}
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/// Event that gets triggered once a specific marker inside an animation has been reached (frame based)
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/// Provides some usefull information about which entity , wich animation, wich frame & which marker got triggered
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#[derive(Event, Debug)]
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@ -132,15 +122,19 @@ pub fn trigger_instance_animation_markers_events(
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let matching_animation_marker = &markers.0[animation_name];
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if matching_animation_marker.contains_key(&frame) {
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let matching_markers_per_frame = matching_animation_marker.get(&frame).unwrap();
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let foo = animation_length_seconds - time_in_animation;
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println!("foo {}", foo);
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// println!("FOUND A MARKER {:?} at frame {}", matching_markers_per_frame, frame);
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// emit an event AnimationMarkerReached(entity, animation_name, frame, marker_name)
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// FIXME: problem, this can fire multiple times in a row, depending on animation length , speed , etc
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for marker_name in matching_markers_per_frame {
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for marker in matching_markers_per_frame {
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animation_marker_events.send(AnimationMarkerReached {
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entity: entity,
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animation_name: animation_name.clone(),
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frame: frame,
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marker_name: marker_name.clone(),
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marker_name: marker.clone(),
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});
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}
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}
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@ -167,61 +161,67 @@ pub fn trigger_blueprint_animation_markers_events(
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let animation_clip = animation_clips.get(animation_player.animation_clip());
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// FIXME: horrible code
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let mut markers:Option<&AnimationMarkers>= None;
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let mut animation_infos:Option<&AnimationInfos>=None;
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for (_, _markers, _animation_infos, parent) in all_animation_infos.iter(){
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for (_, markers, animation_infos, parent) in all_animation_infos.iter(){
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if parent.get() == entity {
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markers = Some(_markers);
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animation_infos = Some(_animation_infos);
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if animation_clip.is_some() {
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// println!("Entity {:?} markers {:?}", entity, markers);
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// println!("Player {:?} {}", animation_player.elapsed(), animation_player.completions());
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// FIMXE: yikes ! very inneficient ! perhaps add boilerplate to the "start playing animation" code so we know what is playing
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let animation_name = animations.named_animations.iter().find_map(|(key, value)| {
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if value == animation_player.animation_clip() {
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Some(key)
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} else {
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None
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}
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});
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if animation_name.is_some() {
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let animation_name = animation_name.unwrap();
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let animation_length_seconds = animation_clip.unwrap().duration();
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let animation_length_frames = animation_infos
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.animations
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.iter()
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.find(|anim| &anim.name == animation_name)
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.unwrap()
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.frames_length;
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// TODO: we also need to take playback speed into account
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let time_in_animation = animation_player.elapsed()
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- (animation_player.completions() as f32) * animation_length_seconds;
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let frame_seconds =
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(animation_length_frames / animation_length_seconds) * time_in_animation;
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// println!("frame seconds {}", frame_seconds);
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let frame = frame_seconds.ceil() as u32; // FIXME , bad hack
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let matching_animation_marker = &markers.0[animation_name];
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if matching_animation_marker.contains_key(&frame) {
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let matching_markers_per_frame = matching_animation_marker.get(&frame).unwrap();
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// println!("FOUND A MARKER {:?} at frame {}", matching_markers_per_frame, frame);
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// emit an event AnimationMarkerReached(entity, animation_name, frame, marker_name)
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// FIXME: complete hack-ish solution , otherwise this can fire multiple times in a row, depending on animation length , speed , etc
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let diff = frame as f32 - frame_seconds;
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if diff < 0.03 {
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for marker in matching_markers_per_frame {
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animation_marker_events.send(AnimationMarkerReached {
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entity: entity,
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animation_name: animation_name.clone(),
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frame: frame,
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marker_name: marker.clone(),
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});
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}
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}
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}
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}
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}
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break;
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}
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}
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if animation_clip.is_some() && markers.is_some() && animation_infos.is_some() {
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let markers = markers.unwrap();
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let animation_infos = animation_infos.unwrap();
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// println!("Entity {:?} markers {:?}", entity, markers);
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// println!("Player {:?} {}", animation_player.elapsed(), animation_player.completions());
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// FIMXE: yikes ! very inneficient ! perhaps add boilerplate to the "start playing animation" code so we know what is playing
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let animation_name = animations.named_animations.iter().find_map(|(key, value)| {
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if value == animation_player.animation_clip() {
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Some(key)
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} else {
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None
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}
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});
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if animation_name.is_some() {
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let animation_name = animation_name.unwrap();
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let animation_length_seconds = animation_clip.unwrap().duration();
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let animation_length_frames = animation_infos
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.animations
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.iter()
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.find(|anim| &anim.name == animation_name)
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.unwrap()
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.frames_length;
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// TODO: we also need to take playback speed into account
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let time_in_animation = animation_player.elapsed()
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- (animation_player.completions() as f32) * animation_length_seconds;
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let frame_seconds =
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(animation_length_frames as f32 / animation_length_seconds) * time_in_animation;
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let frame = frame_seconds as u32;
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let matching_animation_marker = &markers.0[animation_name];
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if matching_animation_marker.contains_key(&frame) {
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let matching_markers_per_frame = matching_animation_marker.get(&frame).unwrap();
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// println!("FOUND A MARKER {:?} at frame {}", matching_markers_per_frame, frame);
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// emit an event AnimationMarkerReached(entity, animation_name, frame, marker_name)
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// FIXME: problem, this can fire multiple times in a row, depending on animation length , speed , etc
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for marker_name in matching_markers_per_frame {
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animation_marker_events.send(AnimationMarkerReached {
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entity: entity,
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animation_name: animation_name.clone(),
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frame: frame,
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marker_name: marker_name.clone(),
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});
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}
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}
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}
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}
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}
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}
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@ -119,6 +119,7 @@ impl Plugin for BlueprintsPlugin {
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.register_type::<BlueprintName>()
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.register_type::<MaterialInfo>()
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.register_type::<SpawnHere>()
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.register_type::<BlueprintAnimations>()
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.register_type::<InstanceAnimations>()
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.register_type::<AnimationInfo>()
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@ -127,7 +128,9 @@ impl Plugin for BlueprintsPlugin {
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.register_type::<AnimationMarkers>()
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.register_type::<HashMap<u32, Vec<String>>>()
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.register_type::<HashMap<String, HashMap<u32, Vec<String>>>>()
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.add_event::<AnimationMarkerReached>()
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.register_type::<BlueprintsList>()
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.register_type::<HashMap<String, Vec<String>>>()
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.insert_resource(BluePrintsConfig {
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@ -1,13 +1,12 @@
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use std::time::Duration;
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use bevy_gltf_blueprints::{
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AnimationInfos, AnimationMarkerReached, AnimationMarkerTrackers, AnimationMarkers,
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BlueprintAnimationPlayerLink, BlueprintAnimations, BlueprintName, BlueprintsList,
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GltfBlueprintsSet, InstanceAnimationPlayerLink, InstanceAnimations,
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AnimationInfos, AnimationMarkerReached,
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BlueprintAnimationPlayerLink, BlueprintAnimations,
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InstanceAnimationPlayerLink, InstanceAnimations,
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};
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use bevy::{gltf::Gltf, prelude::*};
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use bevy_gltf_worlflow_examples_common_rapier::{AppState, GameState};
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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@ -6,7 +6,6 @@ pub use in_game::*;
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use std::{collections::HashMap, fs, time::Duration};
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use bevy_gltf_blueprints::{
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AnimationInfos, AnimationMarkerReached, AnimationMarkerTrackers, AnimationMarkers,
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BlueprintAnimationPlayerLink, BlueprintAnimations, BlueprintName, BlueprintsList,
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GltfBlueprintsSet, InstanceAnimationPlayerLink, InstanceAnimations,
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};
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@ -2,7 +2,6 @@ import json
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import os
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import bpy
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from .get_standard_exporter_settings import get_standard_exporter_settings
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from .preferences import (AutoExportGltfPreferenceNames)
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def generate_gltf_export_preferences(addon_prefs):
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@ -1,9 +0,0 @@
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import bpy
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def get_standard_exporter_settings():
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settings_key = 'glTF2ExportSettings'
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for scene in bpy.data.scenes:
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if settings_key in scene:
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settings = scene[settings_key]
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#print("standard exporter settings", settings, dict(settings))
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return dict(settings)
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@ -80,7 +80,7 @@ def copy_animation_data(source, target):
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markers_formated += '}, '
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markers_formated += '}'
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target["AnimationMarkers"] = f'( {markers_formated} )'
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"""print("copying animation data for", source.name, target.animation_data)
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properties = [p.identifier for p in source.animation_data.bl_rna.properties if not p.is_readonly]
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for prop in properties:
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