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synced 2024-11-26 13:32:32 +00:00
refactor(animation): cleanups , reorg & tweaks
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@ -29,8 +29,6 @@ pub struct InstanceAnimations {
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/// ie armature/root for animated models, which means more complex queries to trigger animations that we want to avoid
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pub struct InstanceAnimationPlayerLink(pub Entity);
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/// Stores Animation information: name, frame informations etc
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#[derive(Reflect, Default, Debug)]
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pub struct AnimationInfo {
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@ -110,6 +110,19 @@
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"type": "array",
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"typeInfo": "List"
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},
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"alloc::vec::Vec<bevy_gltf_blueprints::animation::AnimationInfo>": {
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"isComponent": false,
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"isResource": false,
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"items": {
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"type": {
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"$ref": "#/$defs/bevy_gltf_blueprints::animation::AnimationInfo"
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}
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},
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"short_name": "Vec<AnimationInfo>",
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"title": "alloc::vec::Vec<bevy_gltf_blueprints::animation::AnimationInfo>",
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"type": "array",
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"typeInfo": "List"
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},
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"alloc::vec::Vec<bevy_render::color::Color>": {
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"isComponent": false,
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"isResource": false,
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@ -2947,36 +2960,36 @@
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"type": "object",
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"typeInfo": "Struct"
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},
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"bevy_example::game::Marker1": {
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"bevy_example::game::animation::Marker1": {
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"additionalProperties": false,
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"isComponent": true,
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"isResource": false,
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"properties": {},
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"required": [],
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"short_name": "Marker1",
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"title": "bevy_example::game::Marker1",
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"title": "bevy_example::game::animation::Marker1",
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"type": "object",
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"typeInfo": "Struct"
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},
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"bevy_example::game::Marker2": {
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"bevy_example::game::animation::Marker2": {
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"additionalProperties": false,
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"isComponent": true,
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"isResource": false,
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"properties": {},
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"required": [],
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"short_name": "Marker2",
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"title": "bevy_example::game::Marker2",
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"title": "bevy_example::game::animation::Marker2",
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"type": "object",
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"typeInfo": "Struct"
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},
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"bevy_example::game::Marker3": {
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"bevy_example::game::animation::Marker3": {
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"additionalProperties": false,
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"isComponent": true,
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"isResource": false,
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"properties": {},
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"required": [],
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"short_name": "Marker3",
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"title": "bevy_example::game::Marker3",
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"title": "bevy_example::game::animation::Marker3",
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"type": "object",
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"typeInfo": "Struct"
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},
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@ -3549,25 +3562,90 @@
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"type": "object",
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"typeInfo": "Struct"
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},
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"bevy_gltf_blueprints::animation::Animated": {
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"bevy_gltf_blueprints::animation::AnimationInfo": {
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"additionalProperties": false,
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"isComponent": false,
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"isResource": false,
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"properties": {
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"frame_end": {
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"type": {
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"$ref": "#/$defs/f32"
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}
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},
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"frame_end_override": {
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"type": {
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"$ref": "#/$defs/f32"
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}
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},
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"frame_start": {
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"type": {
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"$ref": "#/$defs/f32"
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}
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},
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"frame_start_override": {
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"type": {
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"$ref": "#/$defs/f32"
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}
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},
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"frames_length": {
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"type": {
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"$ref": "#/$defs/f32"
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}
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},
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"name": {
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"type": {
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"$ref": "#/$defs/alloc::string::String"
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}
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}
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},
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"required": [
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"name",
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"frame_start",
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"frame_end",
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"frames_length",
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"frame_start_override",
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"frame_end_override"
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],
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"short_name": "AnimationInfo",
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"title": "bevy_gltf_blueprints::animation::AnimationInfo",
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"type": "object",
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"typeInfo": "Struct"
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},
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"bevy_gltf_blueprints::animation::AnimationInfos": {
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"additionalProperties": false,
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"isComponent": true,
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"isResource": false,
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"properties": {
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"animations": {
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"type": {
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"$ref": "#/$defs/alloc::vec::Vec<alloc::string::String>"
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"$ref": "#/$defs/alloc::vec::Vec<bevy_gltf_blueprints::animation::AnimationInfo>"
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}
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}
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},
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"required": [
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"animations"
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],
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"short_name": "Animated",
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"title": "bevy_gltf_blueprints::animation::Animated",
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"short_name": "AnimationInfos",
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"title": "bevy_gltf_blueprints::animation::AnimationInfos",
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"type": "object",
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"typeInfo": "Struct"
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},
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"bevy_gltf_blueprints::animation::AnimationMarkers": {
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"isComponent": true,
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"isResource": false,
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"items": false,
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"prefixItems": [
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{
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"type": {
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"$ref": "#/$defs/bevy_utils::hashbrown::HashMap<alloc::string::String, bevy_utils::hashbrown::HashMap<u32, alloc::vec::Vec<alloc::string::String>, bevy_utils::hashbrown::hash_map::DefaultHashBuilder>, bevy_utils::hashbrown::hash_map::DefaultHashBuilder>"
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}
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}
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],
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"short_name": "AnimationMarkers",
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"title": "bevy_gltf_blueprints::animation::AnimationMarkers",
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"type": "array",
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"typeInfo": "TupleStruct"
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},
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"bevy_gltf_blueprints::animation::BlueprintAnimations": {
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"additionalProperties": false,
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"isComponent": true,
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@ -10934,6 +11012,32 @@
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"type": "object",
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"typeInfo": "Map"
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},
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"bevy_utils::hashbrown::HashMap<alloc::string::String, bevy_utils::hashbrown::HashMap<u32, alloc::vec::Vec<alloc::string::String>, bevy_utils::hashbrown::hash_map::DefaultHashBuilder>, bevy_utils::hashbrown::hash_map::DefaultHashBuilder>": {
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"additionalProperties": {
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"type": {
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"$ref": "#/$defs/bevy_utils::hashbrown::HashMap<u32, alloc::vec::Vec<alloc::string::String>, bevy_utils::hashbrown::hash_map::DefaultHashBuilder>"
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}
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},
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"isComponent": false,
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"isResource": false,
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"short_name": "HashMap<String, HashMap<u32, Vec<String>, DefaultHashBuilder>, DefaultHashBuilder>",
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"title": "bevy_utils::hashbrown::HashMap<alloc::string::String, bevy_utils::hashbrown::HashMap<u32, alloc::vec::Vec<alloc::string::String>, bevy_utils::hashbrown::hash_map::DefaultHashBuilder>, bevy_utils::hashbrown::hash_map::DefaultHashBuilder>",
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"type": "object",
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"typeInfo": "Map"
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},
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"bevy_utils::hashbrown::HashMap<u32, alloc::vec::Vec<alloc::string::String>, bevy_utils::hashbrown::hash_map::DefaultHashBuilder>": {
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"additionalProperties": {
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"type": {
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"$ref": "#/$defs/alloc::vec::Vec<alloc::string::String>"
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}
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},
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"isComponent": false,
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"isResource": false,
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"short_name": "HashMap<u32, Vec<String>, DefaultHashBuilder>",
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"title": "bevy_utils::hashbrown::HashMap<u32, alloc::vec::Vec<alloc::string::String>, bevy_utils::hashbrown::hash_map::DefaultHashBuilder>",
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"type": "object",
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"typeInfo": "Map"
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},
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"bevy_utils::smallvec::SmallVec<[bevy_ecs::entity::Entity; 8]>": {
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"isComponent": false,
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"isResource": false,
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249
testing/bevy_example/src/game/animation.rs
Normal file
249
testing/bevy_example/src/game/animation.rs
Normal file
@ -0,0 +1,249 @@
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use std::time::Duration;
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use bevy_gltf_blueprints::{AnimationInfos, AnimationMarkerReached, AnimationMarkerTrackers, AnimationMarkers, BlueprintAnimationPlayerLink, BlueprintAnimations, BlueprintName, BlueprintsList, GltfBlueprintsSet, InstanceAnimationPlayerLink, InstanceAnimations};
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use bevy::{
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gltf::Gltf, prelude::*
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};
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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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/// flag component for testing
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pub struct Marker1;
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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/// flag component for testing
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pub struct Marker2;
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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/// flag component for testing
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pub struct Marker3;
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#[derive(Resource)]
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pub struct AnimTest(Handle<Gltf>);
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pub fn setup_main_scene_animations(
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asset_server: Res<AssetServer>,
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mut commands: Commands,
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) {
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commands.insert_resource(AnimTest(asset_server.load("models/World.glb")));
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}
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pub fn animations(
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added_animation_players:Query<(Entity, &Name, &AnimationPlayer)>,
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added_animation_infos:Query<(Entity, &Name, &AnimationInfos),(Added<AnimationInfos>)>,
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animtest: Res<AnimTest>,
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mut commands: Commands,
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assets_gltf: Res<Assets<Gltf>>,
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parents: Query<&Parent>,
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) {
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for (entity, name, animation_infos) in added_animation_infos.iter() {
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//println!("animated stuf {:?} on entity {}", animation_infos, name);
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let gltf = assets_gltf.get(&animtest.0).unwrap();
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let mut matching_data = true;
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for animation_info in &animation_infos.animations {
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if !gltf.named_animations.contains_key(&animation_info.name){
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matching_data = false;
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break;
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}
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}
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if matching_data {
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println!("inserting Animations components into {} ({:?})", name, entity);
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println!("Found match {:?}", gltf.named_animations);
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commands.entity(entity).insert(
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InstanceAnimations {
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named_animations: gltf.named_animations.clone(),
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},
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);
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for ancestor in parents.iter_ancestors(entity) {
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if added_animation_players.contains(ancestor) {
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// println!("found match with animationPlayer !! {:?}",names.get(ancestor));
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commands.entity(entity).insert(InstanceAnimationPlayerLink(ancestor));
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}
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// info!("{:?} is an ancestor of {:?}", ancestor, player);
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}
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}
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println!("");
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}
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}
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pub fn play_animations(
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animated_marker1: Query<(&InstanceAnimationPlayerLink, &InstanceAnimations), (With<AnimationInfos>, With<Marker1>)>,
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animated_marker2: Query<(&InstanceAnimationPlayerLink, &InstanceAnimations), (With<AnimationInfos>, With<Marker2>)>,
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animated_marker3: Query<(&InstanceAnimationPlayerLink, &InstanceAnimations, &BlueprintAnimationPlayerLink, &BlueprintAnimations), (With<AnimationInfos>, With<Marker3>)>,
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mut animation_players: Query<&mut AnimationPlayer>,
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keycode: Res<ButtonInput<KeyCode>>,
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) {
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if keycode.just_pressed(KeyCode::KeyM) {
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for (link, animations) in animated_marker1.iter() {
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println!("animations {:?}", animations.named_animations);
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let mut animation_player = animation_players.get_mut(link.0).unwrap();
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let anim_name = "Blueprint1_move";
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animation_player
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.play_with_transition(
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animations
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.named_animations
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.get(anim_name)
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.expect("animation name should be in the list")
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.clone(),
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Duration::from_secs(5),
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)
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.repeat();
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}
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}
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if keycode.just_pressed(KeyCode::KeyJ) {
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for (link, animations) in animated_marker1.iter() {
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println!("animations {:?}", animations.named_animations);
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let mut animation_player = animation_players.get_mut(link.0).unwrap();
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let anim_name = "Blueprint1_jump";
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animation_player
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.play_with_transition(
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animations
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.named_animations
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.get(anim_name)
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.expect("animation name should be in the list")
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.clone(),
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Duration::from_secs(5),
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)
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.repeat();
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}
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}
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if keycode.just_pressed(KeyCode::KeyA) {
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for (link, animations) in animated_marker2.iter() {
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println!("animations {:?}", animations.named_animations);
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let mut animation_player = animation_players.get_mut(link.0).unwrap();
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let anim_name = "Blueprint1_move";
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animation_player
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.play_with_transition(
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animations
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.named_animations
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.get(anim_name)
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.expect("animation name should be in the list")
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.clone(),
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Duration::from_secs(5),
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)
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.repeat();
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}
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}
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if keycode.just_pressed(KeyCode::KeyB) {
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for (link, animations) in animated_marker2.iter() {
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println!("animations {:?}", animations.named_animations);
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let mut animation_player = animation_players.get_mut(link.0).unwrap();
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let anim_name = "Blueprint1_jump";
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animation_player
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.play_with_transition(
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animations
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.named_animations
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.get(anim_name)
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.expect("animation name should be in the list")
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.clone(),
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Duration::from_secs(5),
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)
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.repeat();
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}
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}
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// play instance animation
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if keycode.just_pressed(KeyCode::KeyW) {
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for (link, animations, _, _) in animated_marker3.iter() {
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println!("animations {:?}", animations.named_animations);
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let mut animation_player = animation_players.get_mut(link.0).unwrap();
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let anim_name = "Blueprint8_move";
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animation_player
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.play_with_transition(
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animations
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.named_animations
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.get(anim_name)
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.expect("animation name should be in the list")
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.clone(),
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Duration::from_secs(5),
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)
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.repeat();
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}
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}
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// play blueprint animation
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if keycode.just_pressed(KeyCode::KeyX) {
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for (_, _, link, animations) in animated_marker3.iter() {
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println!("animations {:?}", animations.named_animations);
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let mut animation_player = animation_players.get_mut(link.0).unwrap();
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let anim_name = "Walk";
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animation_player
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.play_with_transition(
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animations
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.named_animations
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.get(anim_name)
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.expect("animation name should be in the list")
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.clone(),
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Duration::from_secs(5),
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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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pub fn trigger_event_based_on_animation_marker(
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animation_infos: Query<(Entity, &AnimationMarkers, &InstanceAnimationPlayerLink, &InstanceAnimations, &AnimationInfos)>,
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animation_players: Query<&AnimationPlayer>,
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animation_clips: Res<Assets<AnimationClip>>,
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mut animation_marker_events: EventWriter<AnimationMarkerReached>
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) {
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for (entity, markers, link, animations, animation_infos) in animation_infos.iter() {
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let animation_player = animation_players.get(link.0).unwrap();
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let animation_clip = animation_clips.get(animation_player.animation_clip());
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if animation_clip.is_some(){
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// if marker_trackers.0.contains_key(k)
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// marker_trackers.0
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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)| if value == animation_player.animation_clip(){ Some(key) }else { None});
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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.animations.iter().find(|anim| &anim.name == animation_name).unwrap().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() - (animation_player.completions() as f32) * animation_length_seconds;
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let frame_seconds = (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 , something like 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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pub fn react_to_animation_markers(
|
||||
mut animation_marker_events: EventReader<AnimationMarkerReached>
|
||||
)
|
||||
{
|
||||
for event in animation_marker_events.read() {
|
||||
println!("animation marker event {:?}", event)
|
||||
}
|
||||
}
|
@ -1,10 +1,13 @@
|
||||
pub mod in_game;
|
||||
pub mod animation;
|
||||
pub use in_game::*;
|
||||
pub use animation::*;
|
||||
|
||||
use std::{
|
||||
collections::HashMap, fs, time::Duration
|
||||
};
|
||||
|
||||
use bevy_gltf_blueprints::{AnimationInfos, AnimationMarkerReached, AnimationMarkerTrackers, AnimationMarkers, BlueprintAnimationPlayerLink, BlueprintAnimations, BlueprintName, BlueprintsList, GltfBlueprintsSet, InstanceAnimationPlayerLink, InstanceAnimations};
|
||||
pub use in_game::*;
|
||||
|
||||
use bevy::{
|
||||
ecs::query, gltf::Gltf, prelude::*, render::view::screenshot::ScreenshotManager, time::common_conditions::on_timer, window::PrimaryWindow
|
||||
@ -118,260 +121,6 @@ fn exit_game(mut app_exit_events: ResMut<Events<bevy::app::AppExit>>) {
|
||||
app_exit_events.send(bevy::app::AppExit);
|
||||
}
|
||||
|
||||
|
||||
#[derive(Resource)]
|
||||
struct MainAnimations(Vec<Handle<AnimationClip>>);
|
||||
|
||||
#[derive(Resource)]
|
||||
struct AnimTest(Handle<Gltf>);
|
||||
fn setup_main_scene_animations(
|
||||
asset_server: Res<AssetServer>,
|
||||
mut commands: Commands,
|
||||
) {
|
||||
/*commands.insert_resource(MainAnimations(vec![
|
||||
asset_server.load("models/World.glb#Blueprint1_jump"),
|
||||
asset_server.load("models/World.glb#Blueprint1_move"),
|
||||
|
||||
// asset_server.load("models/library/Blueprint6_animated.glb#Run"),
|
||||
|
||||
]));*/
|
||||
|
||||
commands.insert_resource(AnimTest(asset_server.load("models/World.glb")));
|
||||
}
|
||||
|
||||
fn animations(
|
||||
added_animation_players:Query<(Entity, &Name, &AnimationPlayer)>,
|
||||
added_animation_infos:Query<(Entity, &Name, &AnimationInfos),(Added<AnimationInfos>)>,
|
||||
|
||||
animtest: Res<AnimTest>,
|
||||
|
||||
mut commands: Commands,
|
||||
assets_gltf: Res<Assets<Gltf>>,
|
||||
|
||||
parents: Query<&Parent>,
|
||||
names: Query<&Name>,
|
||||
) {
|
||||
for (entity, name, animation_infos) in added_animation_infos.iter() {
|
||||
//println!("animated stuf {:?} on entity {}", animation_infos, name);
|
||||
let gltf = assets_gltf.get(&animtest.0).unwrap();
|
||||
let mut matching_data = true;
|
||||
for animation_info in &animation_infos.animations {
|
||||
if !gltf.named_animations.contains_key(&animation_info.name){
|
||||
matching_data = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if matching_data {
|
||||
println!("inserting Animations components into {} ({:?})", name, entity);
|
||||
println!("Found match {:?}", gltf.named_animations);
|
||||
commands.entity(entity).insert(
|
||||
InstanceAnimations {
|
||||
named_animations: gltf.named_animations.clone(),
|
||||
},
|
||||
);
|
||||
for ancestor in parents.iter_ancestors(entity) {
|
||||
if added_animation_players.contains(ancestor) {
|
||||
// println!("found match with animationPlayer !! {:?}",names.get(ancestor));
|
||||
commands.entity(entity).insert(InstanceAnimationPlayerLink(ancestor));
|
||||
}
|
||||
// info!("{:?} is an ancestor of {:?}", ancestor, player);
|
||||
}
|
||||
}
|
||||
println!("");
|
||||
}
|
||||
}
|
||||
|
||||
fn play_animations(
|
||||
animated_marker1: Query<(&InstanceAnimationPlayerLink, &InstanceAnimations), (With<AnimationInfos>, With<Marker1>)>,
|
||||
animated_marker2: Query<(&InstanceAnimationPlayerLink, &InstanceAnimations), (With<AnimationInfos>, With<Marker2>)>,
|
||||
animated_marker3: Query<(&InstanceAnimationPlayerLink, &InstanceAnimations, &BlueprintAnimationPlayerLink, &BlueprintAnimations), (With<AnimationInfos>, With<Marker3>)>,
|
||||
|
||||
mut animation_players: Query<&mut AnimationPlayer>,
|
||||
keycode: Res<ButtonInput<KeyCode>>,
|
||||
|
||||
) {
|
||||
if keycode.just_pressed(KeyCode::KeyM) {
|
||||
for (link, animations) in animated_marker1.iter() {
|
||||
println!("animations {:?}", animations.named_animations);
|
||||
let mut animation_player = animation_players.get_mut(link.0).unwrap();
|
||||
let anim_name = "Blueprint1_move";
|
||||
animation_player
|
||||
.play_with_transition(
|
||||
animations
|
||||
.named_animations
|
||||
.get(anim_name)
|
||||
.expect("animation name should be in the list")
|
||||
.clone(),
|
||||
Duration::from_secs(5),
|
||||
)
|
||||
.repeat();
|
||||
}
|
||||
}
|
||||
if keycode.just_pressed(KeyCode::KeyJ) {
|
||||
for (link, animations) in animated_marker1.iter() {
|
||||
println!("animations {:?}", animations.named_animations);
|
||||
let mut animation_player = animation_players.get_mut(link.0).unwrap();
|
||||
let anim_name = "Blueprint1_jump";
|
||||
animation_player
|
||||
.play_with_transition(
|
||||
animations
|
||||
.named_animations
|
||||
.get(anim_name)
|
||||
.expect("animation name should be in the list")
|
||||
.clone(),
|
||||
Duration::from_secs(5),
|
||||
)
|
||||
.repeat();
|
||||
}
|
||||
}
|
||||
|
||||
if keycode.just_pressed(KeyCode::KeyA) {
|
||||
for (link, animations) in animated_marker2.iter() {
|
||||
println!("animations {:?}", animations.named_animations);
|
||||
let mut animation_player = animation_players.get_mut(link.0).unwrap();
|
||||
let anim_name = "Blueprint1_move";
|
||||
animation_player
|
||||
.play_with_transition(
|
||||
animations
|
||||
.named_animations
|
||||
.get(anim_name)
|
||||
.expect("animation name should be in the list")
|
||||
.clone(),
|
||||
Duration::from_secs(5),
|
||||
)
|
||||
.repeat();
|
||||
}
|
||||
}
|
||||
if keycode.just_pressed(KeyCode::KeyB) {
|
||||
for (link, animations) in animated_marker2.iter() {
|
||||
println!("animations {:?}", animations.named_animations);
|
||||
let mut animation_player = animation_players.get_mut(link.0).unwrap();
|
||||
let anim_name = "Blueprint1_jump";
|
||||
animation_player
|
||||
.play_with_transition(
|
||||
animations
|
||||
.named_animations
|
||||
.get(anim_name)
|
||||
.expect("animation name should be in the list")
|
||||
.clone(),
|
||||
Duration::from_secs(5),
|
||||
)
|
||||
.repeat();
|
||||
}
|
||||
}
|
||||
|
||||
// play instance animation
|
||||
if keycode.just_pressed(KeyCode::KeyW) {
|
||||
for (link, animations, _, _) in animated_marker3.iter() {
|
||||
println!("animations {:?}", animations.named_animations);
|
||||
let mut animation_player = animation_players.get_mut(link.0).unwrap();
|
||||
let anim_name = "Blueprint8_move";
|
||||
animation_player
|
||||
.play_with_transition(
|
||||
animations
|
||||
.named_animations
|
||||
.get(anim_name)
|
||||
.expect("animation name should be in the list")
|
||||
.clone(),
|
||||
Duration::from_secs(5),
|
||||
)
|
||||
.repeat();
|
||||
}
|
||||
}
|
||||
// play blueprint animation
|
||||
if keycode.just_pressed(KeyCode::KeyX) {
|
||||
for (_, _, link, animations) in animated_marker3.iter() {
|
||||
println!("animations {:?}", animations.named_animations);
|
||||
let mut animation_player = animation_players.get_mut(link.0).unwrap();
|
||||
let anim_name = "Walk";
|
||||
animation_player
|
||||
.play_with_transition(
|
||||
animations
|
||||
.named_animations
|
||||
.get(anim_name)
|
||||
.expect("animation name should be in the list")
|
||||
.clone(),
|
||||
Duration::from_secs(5),
|
||||
)
|
||||
.repeat();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn trigger_event_based_on_animation_marker(
|
||||
animation_infos: Query<(Entity, &AnimationMarkers, &InstanceAnimationPlayerLink, &InstanceAnimations, &AnimationInfos)>,
|
||||
animation_players: Query<&AnimationPlayer>,
|
||||
animation_clips: Res<Assets<AnimationClip>>,
|
||||
mut animation_marker_events: EventWriter<AnimationMarkerReached>
|
||||
) {
|
||||
for (entity, markers, link, animations, animation_infos) in animation_infos.iter() {
|
||||
let animation_player = animation_players.get(link.0).unwrap();
|
||||
let animation_clip = animation_clips.get(animation_player.animation_clip());
|
||||
|
||||
if animation_clip.is_some(){
|
||||
// if marker_trackers.0.contains_key(k)
|
||||
// marker_trackers.0
|
||||
// println!("Entity {:?} markers {:?}", entity, markers);
|
||||
// println!("Player {:?} {}", animation_player.elapsed(), animation_player.completions());
|
||||
|
||||
// FIMXE: yikes ! very inneficient ! perhaps add boilerplate to the "start playing animation" code so we know what is playing
|
||||
let animation_name = animations.named_animations.iter().find_map(|(key, value)| if value == animation_player.animation_clip(){ Some(key) }else { None});
|
||||
if animation_name.is_some() {
|
||||
let animation_name = animation_name.unwrap();
|
||||
|
||||
let animation_length_seconds = animation_clip.unwrap().duration();
|
||||
let animation_length_frames = animation_infos.animations.iter().find(|anim| &anim.name == animation_name).unwrap().frames_length;
|
||||
// TODO: we also need to take playback speed into account
|
||||
let time_in_animation = animation_player.elapsed() - (animation_player.completions() as f32) * animation_length_seconds;
|
||||
let frame_seconds = (animation_length_frames as f32 / animation_length_seconds) * time_in_animation ;
|
||||
let frame = frame_seconds as u32;
|
||||
|
||||
|
||||
let matching_animation_marker = &markers.0[animation_name];
|
||||
if matching_animation_marker.contains_key(&frame) {
|
||||
let matching_markers_per_frame = matching_animation_marker.get(&frame).unwrap();
|
||||
// println!("FOUND A MARKER {:?} at frame {}", matching_markers_per_frame, frame);
|
||||
//emit an event , something like AnimationMarkerReached(entity, animation_name, frame, marker_name)
|
||||
// FIXME: problem, this can fire multiple times in a row, depending on animation length , speed , etc
|
||||
for marker_name in matching_markers_per_frame {
|
||||
animation_marker_events.send(AnimationMarkerReached {
|
||||
entity: entity,
|
||||
animation_name: animation_name.clone(),
|
||||
frame: frame,
|
||||
marker_name: marker_name.clone()
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn react_to_animation_markers(
|
||||
mut animation_marker_events: EventReader<AnimationMarkerReached>
|
||||
)
|
||||
{
|
||||
for event in animation_marker_events.read() {
|
||||
println!("animation marker event {:?}", event)
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Component, Reflect, Default, Debug)]
|
||||
#[reflect(Component)]
|
||||
/// flag component for testing
|
||||
pub struct Marker1;
|
||||
|
||||
#[derive(Component, Reflect, Default, Debug)]
|
||||
#[reflect(Component)]
|
||||
/// flag component for testing
|
||||
pub struct Marker2;
|
||||
|
||||
#[derive(Component, Reflect, Default, Debug)]
|
||||
#[reflect(Component)]
|
||||
/// flag component for testing
|
||||
pub struct Marker3;
|
||||
|
||||
pub struct GamePlugin;
|
||||
impl Plugin for GamePlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
|
Loading…
Reference in New Issue
Block a user