chore(): some clippy changes

This commit is contained in:
kaosat.dev 2024-04-15 22:54:25 +02:00
parent 7a8b91f4ec
commit 742c5b19f0
4 changed files with 21 additions and 18 deletions

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@ -41,7 +41,7 @@ pub struct AnimationInfo {
}
/// Stores information about animations, to make things a bit easier api wise:
/// these components are automatically inserted by gltf_auto_export on entities that have animations
/// these components are automatically inserted by `gltf_auto_export` on entities that have animations
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
pub struct AnimationInfos {
@ -56,7 +56,7 @@ pub struct AnimationMarker {
}
/// Stores information about animation markers: practical for adding things like triggering events at specific keyframes etc
/// it is essentiall a hashmap of AnimationName => HashMap<FrameNumber, Vec of marker names>
/// it is essentiall a hashmap of `AnimationName` => `HashMap`<`FrameNumber`, Vec of marker names>
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
pub struct AnimationMarkers(pub HashMap<String, HashMap<u32, Vec<String>>>);
@ -115,23 +115,23 @@ pub fn trigger_instance_animation_markers_events(
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;
(animation_length_frames / 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();
let foo = animation_length_seconds - time_in_animation;
println!("foo {}", foo);
// let timediff = animation_length_seconds - time_in_animation;
// println!("timediff {}", timediff);
// println!("FOUND A MARKER {:?} at frame {}", matching_markers_per_frame, frame);
// emit an event 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 in matching_markers_per_frame {
animation_marker_events.send(AnimationMarkerReached {
entity: entity,
entity,
animation_name: animation_name.clone(),
frame: frame,
frame,
marker_name: marker.clone(),
});
}
@ -199,9 +199,9 @@ pub fn trigger_blueprint_animation_markers_events(
if diff < 0.1 {
for marker in matching_markers_per_frame {
animation_marker_events.send(AnimationMarkerReached {
entity: entity,
entity,
animation_name: animation_name.clone(),
frame: frame,
frame,
marker_name: marker.clone(),
});
}

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@ -8,7 +8,7 @@ use std::time::Duration;
use bevy::prelude::*;
use bevy_gltf_blueprints::{
AnimationPlayerLink, Animations, BluePrintBundle, BlueprintName, GameWorldTag,
BlueprintAnimationPlayerLink, BlueprintAnimations, BluePrintBundle, BlueprintName, GameWorldTag,
};
use super::{Fox, Robot};
@ -90,7 +90,7 @@ pub fn spawn_test(
// example of changing animation of entities based on proximity to the player, for "fox" entities (Tag component)
pub fn animation_change_on_proximity_foxes(
players: Query<&GlobalTransform, With<Player>>,
animated_foxes: Query<(&GlobalTransform, &AnimationPlayerLink, &Animations), With<Fox>>,
animated_foxes: Query<(&GlobalTransform, &BlueprintAnimationPlayerLink, &BlueprintAnimations), With<Fox>>,
mut animation_players: Query<&mut AnimationPlayer>,
) {
@ -126,7 +126,7 @@ pub fn animation_change_on_proximity_foxes(
// example of changing animation of entities based on proximity to the player, this time for the "robot" entities (Tag component)
pub fn animation_change_on_proximity_robots(
players: Query<&GlobalTransform, With<Player>>,
animated_robots: Query<(&GlobalTransform, &AnimationPlayerLink, &Animations), With<Robot>>,
animated_robots: Query<(&GlobalTransform, &BlueprintAnimationPlayerLink, &BlueprintAnimations), With<Robot>>,
mut animation_players: Query<&mut AnimationPlayer>,
) {
@ -162,13 +162,13 @@ pub fn animation_change_on_proximity_robots(
}
pub fn animation_control(
animated_enemies: Query<(&AnimationPlayerLink, &Animations), With<Robot>>,
animated_foxes: Query<(&AnimationPlayerLink, &Animations), With<Fox>>,
animated_enemies: Query<(&BlueprintAnimationPlayerLink, &BlueprintAnimations), With<Robot>>,
animated_foxes: Query<(&BlueprintAnimationPlayerLink, &BlueprintAnimations), With<Fox>>,
mut animation_players: Query<&mut AnimationPlayer>,
keycode: Res<ButtonInput<KeyCode>>,
// mut entities_with_animations : Query<(&mut AnimationPlayer, &mut Animations)>,
// mut entities_with_animations : Query<(&mut AnimationPlayer, &mut BlueprintAnimations)>,
) {
// robots
if keycode.just_pressed(KeyCode::KeyB) {

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@ -34,6 +34,7 @@ pub fn setup_main_scene_animations(asset_server: Res<AssetServer>, mut commands:
commands.insert_resource(AnimTest(asset_server.load("models/World.glb")));
}
#[allow(clippy::type_complexity)]
pub fn animations(
added_animation_players: Query<(Entity, &Name, &AnimationPlayer)>,
added_animation_infos: Query<(Entity, &Name, &AnimationInfos), Added<AnimationInfos>>,
@ -71,10 +72,10 @@ pub fn animations(
// info!("{:?} is an ancestor of {:?}", ancestor, player);
}
}
println!("");
}
}
#[allow(clippy::type_complexity)]
pub fn play_animations(
animated_marker1: Query<
(&SceneAnimationPlayerLink, &SceneAnimations),

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@ -7,7 +7,7 @@ use std::{collections::HashMap, fs, time::Duration};
use bevy_gltf_blueprints::{
BlueprintAnimationPlayerLink, BlueprintName, BlueprintsList,
GltfBlueprintsSet,
GltfBlueprintsSet, SceneAnimations,
};
use bevy::{
@ -26,18 +26,20 @@ fn start_game(mut next_app_state: ResMut<NextState<AppState>>) {
// if the export from Blender worked correctly, we should have a blueprints_list
// if the export from Blender worked correctly, we should have the correct tree of entities
#[allow(clippy::too_many_arguments)]
#[allow(clippy::type_complexity)]
fn validate_export(
parents: Query<&Parent>,
children: Query<&Children>,
names: Query<&Name>,
blueprints: Query<(Entity, &Name, &BlueprintName)>,
animation_player_links: Query<(Entity, &BlueprintAnimationPlayerLink)>,
scene_animations: Query<(Entity, &SceneAnimations)>,
empties_candidates: Query<(Entity, &Name, &GlobalTransform)>,
blueprints_list: Query<(Entity, &BlueprintsList)>,
root: Query<(Entity, &Name, &Children), (Without<Parent>, With<Children>)>,
) {
let animations_found = !animation_player_links.is_empty();
let animations_found = !animation_player_links.is_empty() && scene_animations.into_iter().len() == 4;
let mut nested_blueprint_found = false;
for (entity, name, blueprint_name) in blueprints.iter() {