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https://github.com/kaosat-dev/Blender_bevy_components_workflow.git
synced 2024-12-23 08:04:10 +00:00
chore(): cargo fmt
This commit is contained in:
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2523691513
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@ -33,23 +33,23 @@ pub struct InstanceAnimationPlayerLink(pub Entity);
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#[derive(Reflect, Default, Debug)]
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pub struct AnimationInfo {
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pub name: String,
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pub frame_start:f32,
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pub frame_end:f32,
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pub frames_length:f32,
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pub frame_start_override:f32,
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pub frame_end_override:f32
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pub frame_start: f32,
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pub frame_end: f32,
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pub frames_length: f32,
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pub frame_start_override: f32,
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pub frame_end_override: f32,
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}
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/// Stores information about animations, to make things a bit easier api wise:
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/// these components are automatically inserted by gltf_auto_export on entities that have animations
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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pub struct AnimationInfos{
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pub animations: Vec<AnimationInfo>
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pub struct AnimationInfos {
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pub animations: Vec<AnimationInfo>,
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}
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pub struct AnimationMarker{
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pub frame:u32,
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pub struct AnimationMarker {
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pub frame: u32,
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pub name: String,
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}
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@ -57,25 +57,24 @@ pub struct AnimationMarker{
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/// it is essentiall a hashmap of AnimationName => HashMap<FrameNumber, Vec of marker names>
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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pub struct AnimationMarkers(pub HashMap<String, HashMap<u32, Vec<String> >>);
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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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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 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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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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pub struct AnimationMarkerReached{
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pub struct AnimationMarkerReached {
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pub entity: Entity,
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pub animation_name: String,
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pub frame: u32,
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@ -119,18 +119,15 @@ 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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.register_type::<AnimationInfos>()
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.register_type::<Vec<AnimationInfo>>()
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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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.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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@ -2,7 +2,7 @@ use std::path::{Path, PathBuf};
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use bevy::{gltf::Gltf, prelude::*, utils::HashMap};
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use crate::{BlueprintAnimations, BluePrintsConfig};
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use crate::{BluePrintsConfig, BlueprintAnimations};
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/// this is a flag component for our levels/game world
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#[derive(Component)]
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@ -281,11 +281,12 @@ pub(crate) fn spawn_from_blueprints(
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},
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Spawned,
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OriginalChildren(original_children),
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BlueprintAnimations { // these are animations specific to the inside of the blueprint
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BlueprintAnimations {
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// these are animations specific to the inside of the blueprint
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named_animations: gltf.named_animations.clone(),
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}
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},
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));
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if add_to_world.is_some() {
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let world = game_world
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.get_single_mut()
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@ -85,7 +85,9 @@ pub(crate) fn spawned_blueprint_post_process(
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// FIXME: stopgap solution: since we cannot use an AnimationPlayer at the root entity level
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// and we cannot update animation clips so that the EntityPaths point to one level deeper,
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// BUT we still want to have some marker/control at the root entity level, we add this
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commands.entity(original).insert(BlueprintAnimationPlayerLink(added));
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commands
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.entity(original)
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.insert(BlueprintAnimationPlayerLink(added));
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}
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}
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}
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@ -1,12 +1,13 @@
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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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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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use bevy_gltf_worlflow_examples_common_rapier::{AppState, GameState};
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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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@ -26,17 +27,13 @@ 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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pub fn setup_main_scene_animations(asset_server: Res<AssetServer>, mut commands: Commands) {
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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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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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@ -47,23 +44,26 @@ pub fn animations(
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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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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!(
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"inserting Animations components into {} ({:?})",
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name, entity
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);
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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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commands.entity(entity).insert(InstanceAnimations {
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named_animations: gltf.named_animations.clone(),
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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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commands
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.entity(entity)
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.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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@ -73,13 +73,26 @@ pub fn animations(
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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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animated_marker1: Query<
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(&InstanceAnimationPlayerLink, &InstanceAnimations),
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(With<AnimationInfos>, With<Marker1>),
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>,
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animated_marker2: Query<
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(&InstanceAnimationPlayerLink, &InstanceAnimations),
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(With<AnimationInfos>, With<Marker2>),
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>,
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animated_marker3: Query<
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(
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&InstanceAnimationPlayerLink,
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&InstanceAnimations,
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&BlueprintAnimationPlayerLink,
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&BlueprintAnimations,
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),
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(With<AnimationInfos>, With<Marker3>),
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>,
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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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@ -190,60 +203,76 @@ pub fn play_animations(
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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_infos: Query<(
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Entity,
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&AnimationMarkers,
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&InstanceAnimationPlayerLink,
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&InstanceAnimations,
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&AnimationInfos,
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)>,
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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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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 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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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.animations.iter().find(|anim| &anim.name == animation_name).unwrap().frames_length;
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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() - (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 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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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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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(
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mut animation_marker_events: EventReader<AnimationMarkerReached>
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)
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{
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mut animation_marker_events: EventReader<AnimationMarkerReached>,
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) {
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for event in animation_marker_events.read() {
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println!("animation marker event {:?}", event)
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}
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}
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}
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@ -1,16 +1,19 @@
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pub mod in_game;
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pub mod animation;
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pub use in_game::*;
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pub mod in_game;
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pub use animation::*;
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pub use in_game::*;
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use std::{
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collections::HashMap, fs, time::Duration
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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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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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ecs::query, gltf::Gltf, prelude::*, render::view::screenshot::ScreenshotManager, time::common_conditions::on_timer, window::PrimaryWindow
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ecs::query, gltf::Gltf, prelude::*, render::view::screenshot::ScreenshotManager,
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time::common_conditions::on_timer, window::PrimaryWindow,
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};
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use bevy_gltf_worlflow_examples_common_rapier::{AppState, GameState};
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@ -21,11 +24,10 @@ fn start_game(mut next_app_state: ResMut<NextState<AppState>>) {
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next_app_state.set(AppState::AppLoading);
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}
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// if the export from Blender worked correctly, we should have animations (simplified here by using AnimationPlayerLink)
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// if the export from Blender worked correctly, we should have an Entity called "Blueprint4_nested" that has a child called "Blueprint3" that has a "BlueprintName" component with value Blueprint3
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// if the export from Blender worked correctly, we should have a blueprints_list
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// if the export from Blender worked correctly, we should have the correct tree of entities
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// if the export from Blender worked correctly, we should have the correct tree of entities
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#[allow(clippy::too_many_arguments)]
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fn validate_export(
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parents: Query<&Parent>,
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@ -36,7 +38,7 @@ fn validate_export(
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empties_candidates: Query<(Entity, &Name, &GlobalTransform)>,
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blueprints_list: Query<(Entity, &BlueprintsList)>,
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root: Query<(Entity, &Name, &Children), (Without<Parent>, With<Children>)>
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root: Query<(Entity, &Name, &Children), (Without<Parent>, With<Children>)>,
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) {
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let animations_found = !animation_player_links.is_empty();
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@ -82,22 +84,23 @@ fn validate_export(
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let mut tree: HashMap<String, Vec<String>> = HashMap::new();
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for child in children.iter_descendants(root.0) {
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let child_name:String = names.get(child).map_or(String::from("no_name"), |e| e.to_string() ); //|e| e.to_string(), || "no_name".to_string());
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//println!(" child {}", child_name);
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let child_name: String = names
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.get(child)
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.map_or(String::from("no_name"), |e| e.to_string()); //|e| e.to_string(), || "no_name".to_string());
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//println!(" child {}", child_name);
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let parent = parents.get(child).unwrap();
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let parent_name:String = names.get(parent.get()).map_or(String::from("no_name"), |e| e.to_string() ); //|e| e.to_string(), || "no_name".to_string());
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tree.entry(parent_name).or_default().push(child_name.clone());
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}
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let parent_name: String = names
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.get(parent.get())
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.map_or(String::from("no_name"), |e| e.to_string()); //|e| e.to_string(), || "no_name".to_string());
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tree.entry(parent_name)
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.or_default()
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.push(child_name.clone());
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}
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let hierarchy = to_json_string(&tree);
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fs::write(
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"bevy_hierarchy.json",
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hierarchy
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)
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.expect("unable to write hierarchy file")
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fs::write("bevy_hierarchy.json", hierarchy).expect("unable to write hierarchy file")
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}
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fs::write(
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"bevy_diagnostics.json",
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format!(
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|
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