chore(): cargo fmt

This commit is contained in:
kaosat.dev 2024-03-30 23:43:58 +01:00
parent 2523691513
commit 49dd0bc536
6 changed files with 120 additions and 89 deletions

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@ -37,7 +37,7 @@ pub struct AnimationInfo {
pub frame_end: f32,
pub frames_length: f32,
pub frame_start_override: f32,
pub frame_end_override:f32
pub frame_end_override: f32,
}
/// Stores information about animations, to make things a bit easier api wise:
@ -45,7 +45,7 @@ pub struct AnimationInfo {
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
pub struct AnimationInfos {
pub animations: Vec<AnimationInfo>
pub animations: Vec<AnimationInfo>,
}
pub struct AnimationMarker {
@ -59,7 +59,6 @@ pub struct AnimationMarker{
#[reflect(Component)]
pub struct AnimationMarkers(pub HashMap<String, HashMap<u32, Vec<String>>>);
// FIXME: ugh, ugly, there has to be a better way to do this ?
#[derive(Component, Default, Debug)]
pub struct AnimationMarkerTrackers(pub HashMap<String, HashMap<u32, Vec<AnimationMarkerTracker>>>);
@ -69,7 +68,7 @@ pub struct AnimationMarkerTracker{
// pub frame:u32,
// pub name: String,
// pub processed_for_cycle: bool,
pub prev_frame: u32
pub prev_frame: u32,
}
/// Event that gets triggered once a specific marker inside an animation has been reached (frame based)

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@ -119,18 +119,15 @@ impl Plugin for BlueprintsPlugin {
.register_type::<BlueprintName>()
.register_type::<MaterialInfo>()
.register_type::<SpawnHere>()
.register_type::<BlueprintAnimations>()
.register_type::<InstanceAnimations>()
.register_type::<AnimationInfo>()
.register_type::<AnimationInfos>()
.register_type::<Vec<AnimationInfo>>()
.register_type::<AnimationMarkers>()
.register_type::<HashMap<u32, Vec<String>>>()
.register_type::<HashMap<String, HashMap<u32, Vec<String>>>>()
.add_event::<AnimationMarkerReached>()
.register_type::<BlueprintsList>()
.register_type::<HashMap<String, Vec<String>>>()
.insert_resource(BluePrintsConfig {

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@ -2,7 +2,7 @@ use std::path::{Path, PathBuf};
use bevy::{gltf::Gltf, prelude::*, utils::HashMap};
use crate::{BlueprintAnimations, BluePrintsConfig};
use crate::{BluePrintsConfig, BlueprintAnimations};
/// this is a flag component for our levels/game world
#[derive(Component)]
@ -281,9 +281,10 @@ pub(crate) fn spawn_from_blueprints(
},
Spawned,
OriginalChildren(original_children),
BlueprintAnimations { // these are animations specific to the inside of the blueprint
BlueprintAnimations {
// these are animations specific to the inside of the blueprint
named_animations: gltf.named_animations.clone(),
}
},
));
if add_to_world.is_some() {

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@ -85,7 +85,9 @@ pub(crate) fn spawned_blueprint_post_process(
// FIXME: stopgap solution: since we cannot use an AnimationPlayer at the root entity level
// and we cannot update animation clips so that the EntityPaths point to one level deeper,
// BUT we still want to have some marker/control at the root entity level, we add this
commands.entity(original).insert(BlueprintAnimationPlayerLink(added));
commands
.entity(original)
.insert(BlueprintAnimationPlayerLink(added));
}
}
}

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@ -1,12 +1,13 @@
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_blueprints::{
AnimationInfos, AnimationMarkerReached, AnimationMarkerTrackers, AnimationMarkers,
BlueprintAnimationPlayerLink, BlueprintAnimations, BlueprintName, BlueprintsList,
GltfBlueprintsSet, InstanceAnimationPlayerLink, InstanceAnimations,
};
use bevy_gltf_worlflow_examples_common_rapier::{AppState, GameState};
use bevy::{gltf::Gltf, prelude::*};
use bevy_gltf_worlflow_examples_common_rapier::{AppState, GameState};
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
@ -26,11 +27,7 @@ pub struct Marker3;
#[derive(Resource)]
pub struct AnimTest(Handle<Gltf>);
pub fn setup_main_scene_animations(
asset_server: Res<AssetServer>,
mut commands: Commands,
) {
pub fn setup_main_scene_animations(asset_server: Res<AssetServer>, mut commands: Commands) {
commands.insert_resource(AnimTest(asset_server.load("models/World.glb")));
}
@ -53,17 +50,20 @@ pub fn animations(
}
}
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(),
},
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));
commands
.entity(entity)
.insert(InstanceAnimationPlayerLink(ancestor));
}
// info!("{:?} is an ancestor of {:?}", ancestor, player);
}
@ -73,13 +73,26 @@ pub fn animations(
}
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>)>,
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() {
@ -190,10 +203,16 @@ pub fn play_animations(
}
pub fn trigger_event_based_on_animation_marker(
animation_infos: Query<(Entity, &AnimationMarkers, &InstanceAnimationPlayerLink, &InstanceAnimations, &AnimationInfos)>,
animation_infos: Query<(
Entity,
&AnimationMarkers,
&InstanceAnimationPlayerLink,
&InstanceAnimations,
&AnimationInfos,
)>,
animation_players: Query<&AnimationPlayer>,
animation_clips: Res<Assets<AnimationClip>>,
mut animation_marker_events: EventWriter<AnimationMarkerReached>
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();
@ -206,18 +225,30 @@ pub fn trigger_event_based_on_animation_marker(
// 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});
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;
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 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();
@ -229,20 +260,18 @@ pub fn trigger_event_based_on_animation_marker(
entity: entity,
animation_name: animation_name.clone(),
frame: frame,
marker_name: marker_name.clone()
marker_name: marker_name.clone(),
});
}
}
}
}
}
}
pub fn react_to_animation_markers(
mut animation_marker_events: EventReader<AnimationMarkerReached>
)
{
mut animation_marker_events: EventReader<AnimationMarkerReached>,
) {
for event in animation_marker_events.read() {
println!("animation marker event {:?}", event)
}

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@ -1,16 +1,19 @@
pub mod in_game;
pub mod animation;
pub use in_game::*;
pub mod in_game;
pub use animation::*;
pub use in_game::*;
use std::{
collections::HashMap, fs, time::Duration
use std::{collections::HashMap, fs, time::Duration};
use bevy_gltf_blueprints::{
AnimationInfos, AnimationMarkerReached, AnimationMarkerTrackers, AnimationMarkers,
BlueprintAnimationPlayerLink, BlueprintAnimations, BlueprintName, BlueprintsList,
GltfBlueprintsSet, InstanceAnimationPlayerLink, InstanceAnimations,
};
use bevy_gltf_blueprints::{AnimationInfos, AnimationMarkerReached, AnimationMarkerTrackers, AnimationMarkers, BlueprintAnimationPlayerLink, BlueprintAnimations, BlueprintName, BlueprintsList, GltfBlueprintsSet, InstanceAnimationPlayerLink, InstanceAnimations};
use bevy::{
ecs::query, gltf::Gltf, prelude::*, render::view::screenshot::ScreenshotManager, time::common_conditions::on_timer, window::PrimaryWindow
ecs::query, gltf::Gltf, prelude::*, render::view::screenshot::ScreenshotManager,
time::common_conditions::on_timer, window::PrimaryWindow,
};
use bevy_gltf_worlflow_examples_common_rapier::{AppState, GameState};
@ -21,7 +24,6 @@ fn start_game(mut next_app_state: ResMut<NextState<AppState>>) {
next_app_state.set(AppState::AppLoading);
}
// if the export from Blender worked correctly, we should have animations (simplified here by using AnimationPlayerLink)
// 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
// if the export from Blender worked correctly, we should have a blueprints_list
@ -36,7 +38,7 @@ fn validate_export(
empties_candidates: Query<(Entity, &Name, &GlobalTransform)>,
blueprints_list: Query<(Entity, &BlueprintsList)>,
root: Query<(Entity, &Name, &Children), (Without<Parent>, With<Children>)>
root: Query<(Entity, &Name, &Children), (Without<Parent>, With<Children>)>,
) {
let animations_found = !animation_player_links.is_empty();
@ -82,22 +84,23 @@ fn validate_export(
let mut tree: HashMap<String, Vec<String>> = HashMap::new();
for child in children.iter_descendants(root.0) {
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());
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());
//println!(" child {}", child_name);
let parent = parents.get(child).unwrap();
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());
tree.entry(parent_name).or_default().push(child_name.clone());
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());
tree.entry(parent_name)
.or_default()
.push(child_name.clone());
}
let hierarchy = to_json_string(&tree);
fs::write(
"bevy_hierarchy.json",
hierarchy
)
.expect("unable to write hierarchy file")
fs::write("bevy_hierarchy.json", hierarchy).expect("unable to write hierarchy file")
}
fs::write(
"bevy_diagnostics.json",
format!(