feat(Blenvy:Bevy): added built in support for Scene/Level Animations
* VERY clunky code so far, needs a massive cleanup, but works ! * modified relevant code * modified testing/example * related minor tweaks & changes * small changes to blend project to test instance vs blueprint level animation controls
This commit is contained in:
parent
f8a1482aaa
commit
a947d3b7d1
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@ -23,6 +23,7 @@ pub struct BlueprintAnimationPlayerLink(pub Entity);
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pub struct SceneAnimations {
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pub named_animations: HashMap<String, Handle<AnimationClip>>,
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pub named_indices: HashMap<String, AnimationNodeIndex>,
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pub graph: Handle<AnimationGraph>,
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}
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#[derive(Component, Debug)]
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@ -56,9 +56,7 @@ pub struct BlueprintsPlugin {
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impl Default for BlueprintsPlugin {
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fn default() -> Self {
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Self {
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aabbs: false,
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}
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Self { aabbs: false }
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}
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}
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@ -123,7 +121,7 @@ impl Plugin for BlueprintsPlugin {
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(
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blueprints_prepare_spawn,
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blueprints_check_assets_loading,
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blueprints_assets_ready,
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blueprints_assets_loaded,
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blueprints_scenes_spawned,
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blueprints_cleanup_spawned_scene,
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// post process
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@ -4,8 +4,9 @@ use bevy::{gltf::Gltf, prelude::*, scene::SceneInstance, utils::hashbrown::HashM
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use serde_json::Value;
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use crate::{
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AssetLoadTracker, BlenvyConfig, BlueprintAnimationPlayerLink, BlueprintAnimations,
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BlueprintAssets, BlueprintAssetsLoadState, BlueprintAssetsLoaded, BlueprintAssetsNotLoaded,
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AnimationInfos, AssetLoadTracker, BlenvyConfig, BlueprintAnimationPlayerLink,
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BlueprintAnimations, BlueprintAssets, BlueprintAssetsLoadState, BlueprintAssetsLoaded,
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BlueprintAssetsNotLoaded, SceneAnimationPlayerLink, SceneAnimations,
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};
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/// this is a flag component for our levels/game world
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@ -64,6 +65,10 @@ pub(crate) struct OriginalChildren(pub Vec<Entity>);
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/// as it would first become invisible before re-appearing again
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pub struct HideUntilReady;
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#[derive(Component)]
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/// marker component, gets added to all children of a currently spawning blueprint instance, can be usefull to avoid manipulating still in progress entities
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pub struct BlueprintDisabled;
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#[derive(Event, Debug)]
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pub enum BlueprintEvent {
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/// event fired when a blueprint has finished loading all of its assets & before it attempts spawning
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@ -245,7 +250,7 @@ pub(crate) fn blueprints_check_assets_loading(
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}
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}
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pub(crate) fn blueprints_assets_ready(
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pub(crate) fn blueprints_assets_loaded(
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spawn_placeholders: Query<
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(
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Entity,
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@ -255,6 +260,7 @@ pub(crate) fn blueprints_assets_ready(
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Option<&AddToGameWorld>,
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Option<&Name>,
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Option<&HideUntilReady>,
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Option<&AnimationInfos>,
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),
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(
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With<BlueprintAssetsLoaded>,
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@ -279,6 +285,7 @@ pub(crate) fn blueprints_assets_ready(
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add_to_world,
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name,
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hide_until_ready,
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animation_infos,
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) in spawn_placeholders.iter()
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{
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/*info!(
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@ -294,7 +301,7 @@ pub(crate) fn blueprints_assets_ready(
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// info!("attempting to spawn {:?}", model_path);
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let model_handle: Handle<Gltf> = asset_server.load(blueprint_info.path.clone()); // FIXME: kinda weird now
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let gltf = assets_gltf.get(&model_handle).unwrap_or_else(|| {
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let blueprint_gltf = assets_gltf.get(&model_handle).unwrap_or_else(|| {
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panic!(
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"gltf file {:?} should have been loaded",
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&blueprint_info.path
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@ -302,13 +309,13 @@ pub(crate) fn blueprints_assets_ready(
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});
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// WARNING we work under the assumtion that there is ONLY ONE named scene, and that the first one is the right one
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let main_scene_name = gltf
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let main_scene_name = blueprint_gltf
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.named_scenes
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.keys()
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.next()
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.expect("there should be at least one named scene in the gltf file to spawn");
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let scene = &gltf.named_scenes[main_scene_name];
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let scene = &blueprint_gltf.named_scenes[main_scene_name];
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// transforms are optional, but still deal with them correctly
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let mut transforms: Transform = Transform::default();
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@ -329,13 +336,16 @@ pub(crate) fn blueprints_assets_ready(
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let mut named_animations: HashMap<String, Handle<AnimationClip>> = HashMap::new();
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let mut animation_indices: HashMap<String, AnimationNodeIndex> = HashMap::new();
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for (key, clip) in gltf.named_animations.iter() {
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for (key, clip) in blueprint_gltf.named_animations.iter() {
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named_animations.insert(key.to_string(), clip.clone());
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let animation_index = graph.add_clip(clip.clone(), 1.0, graph.root);
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animation_indices.insert(key.to_string(), animation_index);
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}
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let graph = graphs.add(graph);
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println!("Named animations : {:?}", named_animations.keys());
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println!("ANIMATION INFOS: {:?}", animation_infos);
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commands.entity(entity).insert((
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SceneBundle {
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scene: scene.clone(),
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@ -344,6 +354,7 @@ pub(crate) fn blueprints_assets_ready(
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},
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OriginalChildren(original_children),
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BlueprintAnimations {
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// TODO: perhaps swap this out with SceneAnimations depending on whether we are spawning a level or a simple blueprint
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// these are animations specific to the blueprint
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named_animations,
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named_indices: animation_indices,
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@ -466,6 +477,8 @@ pub(crate) fn blueprints_scenes_spawned(
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}
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}
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}
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// Mark all components as "Disabled" (until Bevy gets this as first class feature)
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commands.entity(child).insert(BlueprintDisabled);
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}
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}
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@ -496,29 +509,30 @@ pub struct BlueprintReadyForPostProcess;
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/// - it copies the children of the blueprint scene into the original entity
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/// - it adds an `AnimationLink` component containing the entity that has the AnimationPlayer so that animations can be controlled from the original entity
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pub(crate) fn blueprints_cleanup_spawned_scene(
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foo: Query<
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blueprint_scenes: Query<
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(
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Entity,
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&Children,
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&OriginalChildren,
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Option<&Name>,
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Option<&SubBlueprintSpawnRoot>,
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&BlueprintAnimations,
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Option<&NoInBlueprint>,
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),
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Added<BlueprintChildrenReady>,
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>,
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added_animation_players: Query<(Entity, &Parent), Added<AnimationPlayer>>,
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mut sub_blueprint_trackers: Query<&mut SubBlueprintsSpawnTracker, With<BlueprintInfo>>,
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animation_players: Query<(Entity, &Parent), With<AnimationPlayer>>,
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all_children: Query<&Children>,
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all_parents: Query<&Parent>,
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with_animation_infos: Query<&AnimationInfos>,
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// FIXME: meh
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anims: Query<&BlueprintAnimations>,
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mut commands: Commands,
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all_names: Query<&Name>,
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) {
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for (original, children, original_children, name, track_root, animations, no_inblueprint) in
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foo.iter()
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for (original, children, original_children, name, animations, no_inblueprint) in
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blueprint_scenes.iter()
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{
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info!("YOOO ready !! removing empty nodes {:?}", name);
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@ -562,22 +576,67 @@ pub(crate) fn blueprints_cleanup_spawned_scene(
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}
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if animations.named_animations.keys().len() > 0 {
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for (added, parent) in added_animation_players.iter() {
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for (entity_with_player, parent) in animation_players.iter() {
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if parent.get() == blueprint_root_entity {
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println!(
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"FOUND ANIMATION PLAYER FOR {:?} {:?} ",
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all_names.get(original),
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all_names.get(entity_with_player)
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);
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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
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.entity(original)
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.insert((BlueprintAnimationPlayerLink(added),));
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.insert((BlueprintAnimationPlayerLink(entity_with_player),)); // FIXME : this is only valid for per-blueprint logic, no per scene animations
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// since v0.14 you need both AnimationTransitions and AnimationGraph components/handle on the same entity as the animationPlayer
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let transitions = AnimationTransitions::new();
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commands
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.entity(added)
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.entity(entity_with_player)
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.insert((transitions, animations.graph.clone()));
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}
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}
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// VERY convoluted, but it works
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for child in all_children.iter_descendants(blueprint_root_entity) {
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if with_animation_infos.get(child).is_ok() {
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// player is already on the same entity as the animation_infos
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if animation_players.get(child).is_ok() {
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println!(
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"found BLUEPRINT animation player for {:?} at {:?} Root: {:?}",
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all_names.get(child),
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all_names.get(child),
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all_names.get(original)
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);
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/*commands
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.entity(original)
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.insert((BlueprintAnimationPlayerLink(bla),)); */
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} else {
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for parent in all_parents.iter_ancestors(child) {
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if animation_players.get(parent).is_ok() {
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println!(
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"found SCENE animation player for {:?} at {:?} Root: {:?}",
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all_names.get(child),
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all_names.get(parent),
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all_names.get(original)
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);
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println!("INSERTING SCENE ANIMATIONS INTO");
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let original_animations = anims.get(original).unwrap();
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commands.entity(child).insert((
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SceneAnimationPlayerLink(parent),
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SceneAnimations {
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named_animations: original_animations
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.named_animations
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.clone(),
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named_indices: original_animations.named_indices.clone(),
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graph: original_animations.graph.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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}
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commands
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@ -585,19 +644,54 @@ pub(crate) fn blueprints_cleanup_spawned_scene(
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.insert(BlueprintReadyForPostProcess); // Tag the entity so any systems dealing with post processing can know it is now their "turn"
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commands.entity(blueprint_root_entity).despawn_recursive(); // Remove the root entity that comes from the spawned-in scene
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}
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}
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#[derive(Component, Reflect, Debug)]
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#[reflect(Component)]
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pub struct BlueprintReadyForFinalizing;
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pub(crate) fn blueprints_finalize_instances(
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blueprint_instances: Query<
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(
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Entity,
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Option<&Name>,
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&BlueprintInfo,
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Option<&SubBlueprintSpawnRoot>,
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Option<&HideUntilReady>,
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),
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(With<BlueprintSpawning>, With<BlueprintReadyForFinalizing>),
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>,
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mut sub_blueprint_trackers: Query<&mut SubBlueprintsSpawnTracker, With<BlueprintInfo>>,
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all_children: Query<&Children>,
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mut blueprint_events: EventWriter<BlueprintEvent>,
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mut commands: Commands,
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) {
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for (entity, name, blueprint_info, parent_blueprint, hide_until_ready) in
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blueprint_instances.iter()
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{
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info!("Finalizing blueprint instance {:?}", name);
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commands
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.entity(entity)
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.remove::<BlueprintReadyForPostProcess>()
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.remove::<BlueprintSpawning>()
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.remove::<SpawnBlueprint>()
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//.remove::<Handle<Scene>>(); // FIXME: if we delete the handle to the scene, things get despawned ! not what we want
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//.remove::<BlueprintAssetsLoadState>(); // also clear the sub assets tracker to free up handles, perhaps just freeing up the handles and leave the rest would be better ?
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//.remove::<BlueprintAssetsLoaded>();
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.insert(BlueprintInstanceReady);
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// Deal with sub blueprints
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// now check if the current entity is a child blueprint instance of another entity
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// this should always be done last, as children should be finished before the parent can be processed correctly
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// TODO: perhaps use observers for these
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if let Some(track_root) = track_root {
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let root_name = all_names.get(track_root.0);
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println!("got some root {:?}", root_name);
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if let Some(track_root) = parent_blueprint {
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if let Ok(mut tracker) = sub_blueprint_trackers.get_mut(track_root.0) {
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tracker
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.sub_blueprint_instances
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.entry(original)
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.entry(entity)
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.or_insert(true);
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tracker.sub_blueprint_instances.insert(original, true);
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tracker.sub_blueprint_instances.insert(entity, true);
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// TODO: ugh, my limited rust knowledge, this is bad code
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let mut all_spawned = true;
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@ -613,37 +707,10 @@ pub(crate) fn blueprints_cleanup_spawned_scene(
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}
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}
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}
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}
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}
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#[derive(Component, Reflect, Debug)]
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#[reflect(Component)]
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pub struct BlueprintReadyForFinalizing;
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pub(crate) fn blueprints_finalize_instances(
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blueprint_instances: Query<
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(
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Entity,
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Option<&Name>,
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&BlueprintInfo,
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Option<&HideUntilReady>,
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),
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(With<BlueprintSpawning>, With<BlueprintReadyForFinalizing>),
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>,
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mut blueprint_events: EventWriter<BlueprintEvent>,
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mut commands: Commands,
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) {
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for (entity, name, blueprint_info, hide_until_ready) in blueprint_instances.iter() {
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info!("Finalizing blueprint instance {:?}", name);
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commands
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.entity(entity)
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.remove::<SpawnBlueprint>()
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.remove::<BlueprintSpawning>()
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.remove::<BlueprintReadyForPostProcess>()
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//.remove::<Handle<Scene>>(); // FIXME: if we delete the handle to the scene, things get despawned ! not what we want
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//.remove::<BlueprintAssetsLoadState>(); // also clear the sub assets tracker to free up handles, perhaps just freeing up the handles and leave the rest would be better ?
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//.remove::<BlueprintAssetsLoaded>();
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.insert(BlueprintInstanceReady);
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for child in all_children.iter_descendants(entity) {
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commands.entity(child).remove::<BlueprintDisabled>();
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}
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if hide_until_ready.is_some() {
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commands.entity(entity).insert(Visibility::Visible);
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Binary file not shown.
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@ -3705,14 +3705,25 @@
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"type": "object",
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"typeInfo": "Struct"
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},
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"bevy_example::game::animation::MarkerFox": {
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"bevy_example::game::animation::MarkerAllFoxes": {
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"additionalProperties": false,
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"isComponent": true,
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"isResource": false,
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"long_name": "bevy_example::game::animation::MarkerFox",
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"long_name": "bevy_example::game::animation::MarkerAllFoxes",
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"properties": {},
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"required": [],
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"short_name": "MarkerFox",
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"short_name": "MarkerAllFoxes",
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"type": "object",
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"typeInfo": "Struct"
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},
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"bevy_example::game::animation::MarkerSpecificFox": {
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"additionalProperties": false,
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"isComponent": true,
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"isResource": false,
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"long_name": "bevy_example::game::animation::MarkerSpecificFox",
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"properties": {},
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"required": [],
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"short_name": "MarkerSpecificFox",
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"type": "object",
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"typeInfo": "Struct"
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},
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@ -13335,6 +13346,11 @@
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"isResource": false,
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"long_name": "blenvy::blueprints::animation::SceneAnimations",
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"properties": {
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"graph": {
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"type": {
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"$ref": "#/$defs/bevy_asset::handle::Handle<bevy_animation::graph::AnimationGraph>"
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}
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},
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"named_animations": {
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"type": {
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"$ref": "#/$defs/bevy_utils::hashbrown::HashMap<alloc::string::String, bevy_asset::handle::Handle<bevy_animation::AnimationClip>, bevy_utils::hashbrown::hash_map::DefaultHashBuilder>"
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@ -13348,7 +13364,8 @@
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},
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"required": [
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"named_animations",
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"named_indices"
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"named_indices",
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"graph"
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],
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"short_name": "SceneAnimations",
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"type": "object",
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|
|
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@ -9,7 +9,7 @@ use bevy::{animation::RepeatAnimation, gltf::Gltf, prelude::*};
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use blenvy::{
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AnimationInfos, AnimationMarkerReached, BlueprintAnimationPlayerLink, BlueprintAnimations,
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SceneAnimationPlayerLink, SceneAnimations,
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BlueprintDisabled, SceneAnimationPlayerLink, SceneAnimations,
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};
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#[derive(Component, Reflect, Default, Debug)]
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@ -29,15 +29,13 @@ pub struct Marker3;
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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 MarkerFox;
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/// flag component for testing; this is at the BLUEPRINT level
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pub struct MarkerAllFoxes;
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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(asset_server: Res<AssetServer>, mut commands: Commands) {
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commands.insert_resource(AnimTest(asset_server.load("levels/World.glb")));
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}
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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/// flag component for testing; this is at the INSTANCE level
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pub struct MarkerSpecificFox;
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/*
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#[allow(clippy::type_complexity)]
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|
@ -81,19 +79,90 @@ pub fn animations(
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}
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}*/
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pub fn check_animations(
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// (&BlueprintAnimationPlayerLink, &BlueprintAnimations)
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foxes: Query<
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(
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Entity,
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Option<&BlueprintAnimationPlayerLink>,
|
||||
Option<&SceneAnimationPlayerLink>,
|
||||
),
|
||||
(With<MarkerAllFoxes>, Without<BlueprintDisabled>),
|
||||
>,
|
||||
|
||||
foo: Query<
|
||||
(
|
||||
Entity,
|
||||
Option<&BlueprintAnimationPlayerLink>,
|
||||
Option<&SceneAnimationPlayerLink>,
|
||||
),
|
||||
(With<Marker1>, Without<BlueprintDisabled>),
|
||||
>,
|
||||
bar: Query<
|
||||
(
|
||||
Entity,
|
||||
Option<&BlueprintAnimationPlayerLink>,
|
||||
Option<&SceneAnimationPlayerLink>,
|
||||
),
|
||||
(With<Marker2>, Without<BlueprintDisabled>),
|
||||
>,
|
||||
baz: Query<
|
||||
(
|
||||
Entity,
|
||||
Option<&BlueprintAnimationPlayerLink>,
|
||||
Option<&SceneAnimationPlayerLink>,
|
||||
),
|
||||
(With<Marker3>, Without<BlueprintDisabled>),
|
||||
>,
|
||||
|
||||
bli: Query<(Entity, &AnimationInfos)>,
|
||||
anim_players: Query<(Entity, &AnimationPlayer)>,
|
||||
all_names: Query<&Name>,
|
||||
) {
|
||||
/*for bla in foxes.iter() {
|
||||
println!("MarkerAllFoxes {:?} {:?} {:?}", all_names.get(bla.0), bla.1, bla.2)
|
||||
}
|
||||
for bla in foo.iter() {
|
||||
println!("Marker1 {:?} {:?} {:?}", all_names.get(bla.0), bla.1, bla.2)
|
||||
}
|
||||
|
||||
for bla in bar.iter() {
|
||||
println!("Marker2 {:?} {:?} {:?}", all_names.get(bla.0), bla.1, bla.2)
|
||||
}
|
||||
for bla in baz.iter() {
|
||||
println!("Marker3 {:?} {:?} {:?}", all_names.get(bla.0), bla.1, bla.2)
|
||||
}
|
||||
println!(""); */
|
||||
/*for blo in bli.iter() {
|
||||
println!("YOOOOO {:?}", all_names.get(blo.0))
|
||||
}
|
||||
for anim in anim_players.iter() {
|
||||
println!("Players {:?}", all_names.get(anim.0))
|
||||
}*/
|
||||
}
|
||||
|
||||
#[allow(clippy::type_complexity)]
|
||||
pub fn play_animations(
|
||||
animated_fox: Query<(&BlueprintAnimationPlayerLink, &BlueprintAnimations), With<MarkerFox>>,
|
||||
animated_foxes: Query<
|
||||
(&BlueprintAnimationPlayerLink, &BlueprintAnimations),
|
||||
With<MarkerAllFoxes>,
|
||||
>,
|
||||
animated_fox: Query<
|
||||
(&BlueprintAnimationPlayerLink, &BlueprintAnimations),
|
||||
With<MarkerSpecificFox>,
|
||||
>,
|
||||
|
||||
/*animated_marker1: Query<
|
||||
animated_marker1: Query<
|
||||
(&SceneAnimationPlayerLink, &SceneAnimations),
|
||||
(With<AnimationInfos>, With<Marker1>),
|
||||
>,
|
||||
|
||||
animated_marker2: Query<
|
||||
(&SceneAnimationPlayerLink, &SceneAnimations),
|
||||
(With<AnimationInfos>, With<Marker2>),
|
||||
>,
|
||||
animated_marker3: Query<
|
||||
|
||||
with_blueprint_and_scene_animations: Query<
|
||||
(
|
||||
&SceneAnimationPlayerLink,
|
||||
&SceneAnimations,
|
||||
|
@ -101,15 +170,16 @@ pub fn play_animations(
|
|||
&BlueprintAnimations,
|
||||
),
|
||||
(With<AnimationInfos>, With<Marker3>),
|
||||
>, */
|
||||
>,
|
||||
mut animation_players: Query<(&mut AnimationPlayer, &mut AnimationTransitions)>,
|
||||
keycode: Res<ButtonInput<KeyCode>>,
|
||||
) {
|
||||
if keycode.just_pressed(KeyCode::KeyP) {
|
||||
println!("playing fox animation requested");
|
||||
if keycode.just_pressed(KeyCode::KeyQ) {
|
||||
println!("playing fox blueprint animation requested");
|
||||
for (link, animations) in animated_fox.iter() {
|
||||
println!("animations {:?}", animations.named_animations);
|
||||
println!("LINK target {}", link.0);
|
||||
println!("BAR");
|
||||
|
||||
// println!("animations {:?}", animations.named_animations);
|
||||
let (mut animation_player, mut animation_transitions) =
|
||||
animation_players.get_mut(link.0).unwrap();
|
||||
let anim_name = "Survey";
|
||||
|
@ -134,114 +204,155 @@ pub fn play_animations(
|
|||
println!("Playing animation {:?}", playing_animation);
|
||||
playing_animation.set_repeat(RepeatAnimation::Forever);*/
|
||||
}
|
||||
println!("");
|
||||
}
|
||||
|
||||
/*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
|
||||
if keycode.just_pressed(KeyCode::KeyP) {
|
||||
println!("playing fox blueprint animation requested");
|
||||
for (link, animations) in animated_foxes.iter() {
|
||||
println!("FOO");
|
||||
|
||||
// println!("animations {:?}", animations.named_animations);
|
||||
let (mut animation_player, mut animation_transitions) =
|
||||
animation_players.get_mut(link.0).unwrap();
|
||||
let anim_name = "Run";
|
||||
let animation_index = animations
|
||||
.named_indices
|
||||
.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(),
|
||||
.clone();
|
||||
|
||||
animation_transitions
|
||||
.play(
|
||||
&mut animation_player,
|
||||
animation_index,
|
||||
Duration::from_secs(5),
|
||||
)
|
||||
.repeat();
|
||||
|
||||
/*let Some((&playing_animation_index, _)) = animation_player.playing_animations().next() else {
|
||||
continue;
|
||||
};
|
||||
let playing_animation = animation_player.animation_mut(playing_animation_index).unwrap();
|
||||
println!("Playing animation {:?}", playing_animation);
|
||||
playing_animation.set_repeat(RepeatAnimation::Forever);*/
|
||||
}
|
||||
println!("");
|
||||
}
|
||||
|
||||
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();
|
||||
if keycode.just_pressed(KeyCode::KeyO) {
|
||||
println!("playing marker 3 blueprint animation requested");
|
||||
for (_, _, link, animations) in with_blueprint_and_scene_animations.iter() {
|
||||
// This only works for entities that are spawned as part of the level, as scene animations are only there in that case
|
||||
// println!("animations {:?}", animations.named_animations.keys());
|
||||
let (mut animation_player, mut animation_transitions) =
|
||||
animation_players.get_mut(link.0).unwrap();
|
||||
let anim_name = "Walk";
|
||||
animation_player
|
||||
.play_with_transition(
|
||||
animations
|
||||
.named_animations
|
||||
let animation_index = animations
|
||||
.named_indices
|
||||
.get(anim_name)
|
||||
.expect("animation name should be in the list")
|
||||
.clone(),
|
||||
.clone();
|
||||
|
||||
animation_transitions
|
||||
.play(
|
||||
&mut animation_player,
|
||||
animation_index,
|
||||
Duration::from_secs(5),
|
||||
)
|
||||
.repeat();
|
||||
}
|
||||
}*/
|
||||
}
|
||||
|
||||
if keycode.just_pressed(KeyCode::KeyI) {
|
||||
println!("playing marker 3 scene animation requested");
|
||||
for (link, animations, _, _) in with_blueprint_and_scene_animations.iter() {
|
||||
//println!("animations {:?}", animations.named_animations.keys());
|
||||
let (mut animation_player, mut animation_transitions) =
|
||||
animation_players.get_mut(link.0).unwrap();
|
||||
let anim_name = "Blueprint8_move";
|
||||
let animation_index = animations
|
||||
.named_indices
|
||||
.get(anim_name)
|
||||
.expect("animation name should be in the list")
|
||||
.clone();
|
||||
|
||||
animation_transitions
|
||||
.play(
|
||||
&mut animation_player,
|
||||
animation_index,
|
||||
Duration::from_secs(5),
|
||||
)
|
||||
.repeat();
|
||||
}
|
||||
}
|
||||
|
||||
if keycode.just_pressed(KeyCode::KeyU) {
|
||||
for (link, animations) in animated_marker1.iter() {
|
||||
println!("animations {:?}", animations.named_animations);
|
||||
let (mut animation_player, mut animation_transitions) =
|
||||
animation_players.get_mut(link.0).unwrap();
|
||||
|
||||
let anim_name = "Blueprint1_move";
|
||||
let animation_index = animations
|
||||
.named_indices
|
||||
.get(anim_name)
|
||||
.expect("animation name should be in the list")
|
||||
.clone();
|
||||
|
||||
animation_transitions
|
||||
.play(
|
||||
&mut animation_player,
|
||||
animation_index,
|
||||
Duration::from_secs(5),
|
||||
)
|
||||
.repeat();
|
||||
}
|
||||
}
|
||||
if keycode.just_pressed(KeyCode::KeyY) {
|
||||
for (link, animations) in animated_marker1.iter() {
|
||||
println!("animations {:?}", animations.named_animations);
|
||||
let (mut animation_player, mut animation_transitions) =
|
||||
animation_players.get_mut(link.0).unwrap();
|
||||
|
||||
let anim_name = "Blueprint1_jump";
|
||||
let animation_index = animations
|
||||
.named_indices
|
||||
.get(anim_name)
|
||||
.expect("animation name should be in the list")
|
||||
.clone();
|
||||
|
||||
animation_transitions
|
||||
.play(
|
||||
&mut animation_player,
|
||||
animation_index,
|
||||
Duration::from_secs(5),
|
||||
)
|
||||
.repeat();
|
||||
}
|
||||
}
|
||||
if keycode.just_pressed(KeyCode::KeyT) {
|
||||
for (link, animations) in animated_marker2.iter() {
|
||||
println!("animations {:?}", animations.named_animations);
|
||||
let (mut animation_player, mut animation_transitions) =
|
||||
animation_players.get_mut(link.0).unwrap();
|
||||
|
||||
let anim_name = "Blueprint1_move";
|
||||
let animation_index = animations
|
||||
.named_indices
|
||||
.get(anim_name)
|
||||
.expect("animation name should be in the list")
|
||||
.clone();
|
||||
|
||||
animation_transitions
|
||||
.play(
|
||||
&mut animation_player,
|
||||
animation_index,
|
||||
Duration::from_secs(5),
|
||||
)
|
||||
.repeat();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub fn react_to_animation_markers(
|
||||
|
|
|
@ -70,8 +70,8 @@ pub fn spawn_test(
|
|||
.spawn((
|
||||
BluePrintBundle {
|
||||
blueprint: BlueprintInfo {
|
||||
name: "Blueprint1".into(),
|
||||
path: "blueprints/Blueprint1.glb".into(),
|
||||
name: "Blueprint8_animated_no_bones".into(),
|
||||
path: "blueprints/Blueprint6_animated.glb".into(),
|
||||
}, // FIXME
|
||||
..Default::default()
|
||||
},
|
||||
|
|
|
@ -169,7 +169,8 @@ impl Plugin for GamePlugin {
|
|||
app.register_type::<Marker1>()
|
||||
.register_type::<Marker2>()
|
||||
.register_type::<Marker3>()
|
||||
.register_type::<MarkerFox>()
|
||||
.register_type::<MarkerAllFoxes>()
|
||||
.register_type::<MarkerSpecificFox>()
|
||||
|
||||
.add_systems(Update, (spawn_test).run_if(in_state(GameState::InGame)))
|
||||
.add_systems(Update, (validate_export, check_for_gltf_events))
|
||||
|
@ -178,12 +179,11 @@ impl Plugin for GamePlugin {
|
|||
.add_systems(OnEnter(AppState::MenuRunning), start_game)
|
||||
.add_systems(OnEnter(AppState::AppRunning), setup_game)
|
||||
|
||||
.add_systems(OnEnter(AppState::MenuRunning), setup_main_scene_animations)
|
||||
/* .add_systems(Update, (animations)
|
||||
.run_if(in_state(AppState::AppRunning))
|
||||
.after(GltfBlueprintsSet::AfterSpawn)
|
||||
)*/
|
||||
.add_systems(Update, play_animations)
|
||||
.add_systems(Update, (play_animations, check_animations))
|
||||
//.add_systems(Update, react_to_animation_markers)
|
||||
|
||||
/*.add_systems(Update, generate_screenshot.run_if(on_timer(Duration::from_secs_f32(0.2)))) // TODO: run once
|
||||
|
|
|
@ -228,7 +228,15 @@ Bevy Side:
|
|||
- [x] fix issues with deeply nested blueprints
|
||||
- perhaps reverse logic by using iter_ascendants
|
||||
- [x] fix materials handling
|
||||
- [x] fix animations handling
|
||||
- [ ] fix animations handling
|
||||
- [x] fix/upgrade blueprint level animations
|
||||
- [x] fix/upgrade scene level animations
|
||||
- [ ] rename SceneAnimations to LevelAnimations (more coherent with the rest)
|
||||
- [x] move sub blueprint handling to blueprints_finalize_instances
|
||||
- [ ] look into component overriding , it seems broken:
|
||||
- [ ] blueprint level/ collection level components are now visible in instances in Blender
|
||||
- [ ] they do not seem to be transfered to the (instance) entity above:
|
||||
could they be on the "empty node" ?
|
||||
|
||||
- [ ] simplify testing example:
|
||||
- [x] remove use of rapier physics (or even the whole common boilerplate ?)
|
||||
|
@ -238,16 +246,18 @@ Bevy Side:
|
|||
- [ ] add hot reloading
|
||||
- [x] basics
|
||||
- [x] make it enabled/disabled based on general flag
|
||||
- [ ] make
|
||||
- [ ] cleanup internals
|
||||
- [ ] review & change general component insertion & spawning ordering & logic
|
||||
|
||||
- [x] review & change general component insertion & spawning ordering & logic
|
||||
- GltfComponentsSet::Injection => GltfBlueprintsSet::Spawn => GltfBlueprintsSet::AfterSpawn
|
||||
Injection => inject lights & co => spawn => afterSpawn
|
||||
=> Injection => inject lights & co
|
||||
|
||||
- [ ] add a way of overriding assets for collection instances => doubt this is possible
|
||||
- [ ] cleanup all the spurious debug messages
|
||||
- [ ] fix animation handling
|
||||
- [ ] how to deal with animation graphs ?
|
||||
- [x] fix animation handling
|
||||
- [x] how to deal with animation graphs ?
|
||||
|
||||
- [ ] update main docs
|
||||
- [ ] rename project to Blenvy
|
||||
|
|
|
@ -9,4 +9,3 @@ custom_properties_to_filter_out = [
|
|||
'Blenvy_scene_type', 'blenvy_scene_type',
|
||||
'Materials_path', 'Export_path'
|
||||
]
|
||||
#['_combine', 'template', 'components_meta', 'Components_meta', 'Blenvy_scene_type']
|
||||
|
|
Loading…
Reference in New Issue