refactor(animation): cleanups , reorg & tweaks

This commit is contained in:
kaosat.dev 2024-03-30 23:43:09 +01:00
parent df3e335114
commit 2523691513
4 changed files with 367 additions and 267 deletions

View File

@ -29,8 +29,6 @@ pub struct InstanceAnimations {
/// ie armature/root for animated models, which means more complex queries to trigger animations that we want to avoid
pub struct InstanceAnimationPlayerLink(pub Entity);
/// Stores Animation information: name, frame informations etc
#[derive(Reflect, Default, Debug)]
pub struct AnimationInfo {

View File

@ -110,6 +110,19 @@
"type": "array",
"typeInfo": "List"
},
"alloc::vec::Vec<bevy_gltf_blueprints::animation::AnimationInfo>": {
"isComponent": false,
"isResource": false,
"items": {
"type": {
"$ref": "#/$defs/bevy_gltf_blueprints::animation::AnimationInfo"
}
},
"short_name": "Vec<AnimationInfo>",
"title": "alloc::vec::Vec<bevy_gltf_blueprints::animation::AnimationInfo>",
"type": "array",
"typeInfo": "List"
},
"alloc::vec::Vec<bevy_render::color::Color>": {
"isComponent": false,
"isResource": false,
@ -2947,36 +2960,36 @@
"type": "object",
"typeInfo": "Struct"
},
"bevy_example::game::Marker1": {
"bevy_example::game::animation::Marker1": {
"additionalProperties": false,
"isComponent": true,
"isResource": false,
"properties": {},
"required": [],
"short_name": "Marker1",
"title": "bevy_example::game::Marker1",
"title": "bevy_example::game::animation::Marker1",
"type": "object",
"typeInfo": "Struct"
},
"bevy_example::game::Marker2": {
"bevy_example::game::animation::Marker2": {
"additionalProperties": false,
"isComponent": true,
"isResource": false,
"properties": {},
"required": [],
"short_name": "Marker2",
"title": "bevy_example::game::Marker2",
"title": "bevy_example::game::animation::Marker2",
"type": "object",
"typeInfo": "Struct"
},
"bevy_example::game::Marker3": {
"bevy_example::game::animation::Marker3": {
"additionalProperties": false,
"isComponent": true,
"isResource": false,
"properties": {},
"required": [],
"short_name": "Marker3",
"title": "bevy_example::game::Marker3",
"title": "bevy_example::game::animation::Marker3",
"type": "object",
"typeInfo": "Struct"
},
@ -3549,25 +3562,90 @@
"type": "object",
"typeInfo": "Struct"
},
"bevy_gltf_blueprints::animation::Animated": {
"bevy_gltf_blueprints::animation::AnimationInfo": {
"additionalProperties": false,
"isComponent": false,
"isResource": false,
"properties": {
"frame_end": {
"type": {
"$ref": "#/$defs/f32"
}
},
"frame_end_override": {
"type": {
"$ref": "#/$defs/f32"
}
},
"frame_start": {
"type": {
"$ref": "#/$defs/f32"
}
},
"frame_start_override": {
"type": {
"$ref": "#/$defs/f32"
}
},
"frames_length": {
"type": {
"$ref": "#/$defs/f32"
}
},
"name": {
"type": {
"$ref": "#/$defs/alloc::string::String"
}
}
},
"required": [
"name",
"frame_start",
"frame_end",
"frames_length",
"frame_start_override",
"frame_end_override"
],
"short_name": "AnimationInfo",
"title": "bevy_gltf_blueprints::animation::AnimationInfo",
"type": "object",
"typeInfo": "Struct"
},
"bevy_gltf_blueprints::animation::AnimationInfos": {
"additionalProperties": false,
"isComponent": true,
"isResource": false,
"properties": {
"animations": {
"type": {
"$ref": "#/$defs/alloc::vec::Vec<alloc::string::String>"
"$ref": "#/$defs/alloc::vec::Vec<bevy_gltf_blueprints::animation::AnimationInfo>"
}
}
},
"required": [
"animations"
],
"short_name": "Animated",
"title": "bevy_gltf_blueprints::animation::Animated",
"short_name": "AnimationInfos",
"title": "bevy_gltf_blueprints::animation::AnimationInfos",
"type": "object",
"typeInfo": "Struct"
},
"bevy_gltf_blueprints::animation::AnimationMarkers": {
"isComponent": true,
"isResource": false,
"items": false,
"prefixItems": [
{
"type": {
"$ref": "#/$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>"
}
}
],
"short_name": "AnimationMarkers",
"title": "bevy_gltf_blueprints::animation::AnimationMarkers",
"type": "array",
"typeInfo": "TupleStruct"
},
"bevy_gltf_blueprints::animation::BlueprintAnimations": {
"additionalProperties": false,
"isComponent": true,
@ -10934,6 +11012,32 @@
"type": "object",
"typeInfo": "Map"
},
"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>": {
"additionalProperties": {
"type": {
"$ref": "#/$defs/bevy_utils::hashbrown::HashMap<u32, alloc::vec::Vec<alloc::string::String>, bevy_utils::hashbrown::hash_map::DefaultHashBuilder>"
}
},
"isComponent": false,
"isResource": false,
"short_name": "HashMap<String, HashMap<u32, Vec<String>, DefaultHashBuilder>, DefaultHashBuilder>",
"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>",
"type": "object",
"typeInfo": "Map"
},
"bevy_utils::hashbrown::HashMap<u32, alloc::vec::Vec<alloc::string::String>, bevy_utils::hashbrown::hash_map::DefaultHashBuilder>": {
"additionalProperties": {
"type": {
"$ref": "#/$defs/alloc::vec::Vec<alloc::string::String>"
}
},
"isComponent": false,
"isResource": false,
"short_name": "HashMap<u32, Vec<String>, DefaultHashBuilder>",
"title": "bevy_utils::hashbrown::HashMap<u32, alloc::vec::Vec<alloc::string::String>, bevy_utils::hashbrown::hash_map::DefaultHashBuilder>",
"type": "object",
"typeInfo": "Map"
},
"bevy_utils::smallvec::SmallVec<[bevy_ecs::entity::Entity; 8]>": {
"isComponent": false,
"isResource": false,

View File

@ -0,0 +1,249 @@
use std::time::Duration;
use bevy_gltf_blueprints::{AnimationInfos, AnimationMarkerReached, AnimationMarkerTrackers, AnimationMarkers, BlueprintAnimationPlayerLink, BlueprintAnimations, BlueprintName, BlueprintsList, GltfBlueprintsSet, InstanceAnimationPlayerLink, InstanceAnimations};
use bevy::{
gltf::Gltf, prelude::*
};
use bevy_gltf_worlflow_examples_common_rapier::{AppState, GameState};
#[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;
#[derive(Resource)]
pub struct AnimTest(Handle<Gltf>);
pub fn setup_main_scene_animations(
asset_server: Res<AssetServer>,
mut commands: Commands,
) {
commands.insert_resource(AnimTest(asset_server.load("models/World.glb")));
}
pub 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>,
) {
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!("");
}
}
pub 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();
}
}
}
pub 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()
});
}
}
}
}
}
}
pub fn react_to_animation_markers(
mut animation_marker_events: EventReader<AnimationMarkerReached>
)
{
for event in animation_marker_events.read() {
println!("animation marker event {:?}", event)
}
}

View File

@ -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) {