feat(animation): added basic handling of animation markers

* added additional component on the Bevy side + experimented with handling the data in the testing setup
 * added parsing of animation markers on the Blender side + injection of custom property/ component
 * rough around the edges, but the basics work !
This commit is contained in:
kaosat.dev 2024-03-30 02:40:52 +01:00
parent 1f959c51bd
commit c44d82e7dc
5 changed files with 87 additions and 9 deletions

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@ -34,4 +34,14 @@ pub struct InstanceAnimations {
/// so that the root entity knows which of its children contains an actualy `AnimationPlayer` component
/// this is for convenience, because currently , Bevy's gltf parsing inserts `AnimationPlayers` "one level down"
/// ie armature/root for animated models, which means more complex queries to trigger animations that we want to avoid
pub struct InstanceAnimationPlayerLink(pub Entity);
pub struct InstanceAnimationPlayerLink(pub Entity);
pub struct AnimationMarker{
pub frame:u32,
pub name: String,
}
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
pub struct AnimationMarkers(pub HashMap<String, HashMap<u32, Vec<String> >>);

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@ -123,6 +123,10 @@ impl Plugin for BlueprintsPlugin {
.register_type::<BlueprintAnimations>()
.register_type::<InstanceAnimations>()
.register_type::<Animated>()
.register_type::<AnimationMarkers>()
.register_type::<HashMap<u32, Vec<String>>>()
.register_type::<HashMap<String, HashMap<u32, Vec<String> >>>()
.register_type::<BlueprintsList>()
.register_type::<Vec<String>>()

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@ -3,7 +3,7 @@ use std::{
collections::HashMap, fs, time::Duration
};
use bevy_gltf_blueprints::{Animated, BlueprintAnimationPlayerLink, BlueprintAnimations, InstanceAnimationPlayerLink, InstanceAnimations, BlueprintName, BlueprintsList, GltfBlueprintsSet};
use bevy_gltf_blueprints::{Animated, AnimationMarkers, BlueprintAnimationPlayerLink, BlueprintAnimations, BlueprintName, BlueprintsList, GltfBlueprintsSet, InstanceAnimationPlayerLink, InstanceAnimations};
pub use in_game::*;
use bevy::{
@ -308,6 +308,39 @@ fn play_animations(
}
}
fn trigger_event_based_on_animation_marker(
bla: Query<(Entity, &AnimationMarkers, &InstanceAnimationPlayerLink, &InstanceAnimations)>,
animation_players: Query<&AnimationPlayer>,
animation_clips: Res<Assets<AnimationClip>>
) {
for (entity, markers, link, animations) in bla.iter() {
let animation_player = animation_players.get(link.0).unwrap();
let animation_clip = animation_clips.get(animation_player.animation_clip());
if animation_clip.is_some(){
// println!("Entity {:?} markers {:?}", entity, markers);
// println!("Player {:?} {}", animation_player.elapsed(), animation_player.completions());
let animation_total_length = animation_clip.unwrap().duration();
let animation_total_frames = 80; // FIXME just for testing
// TODO: we also need to take playback speed into account
let time_in_animation = animation_player.elapsed() - (animation_player.completions() as f32) * animation_total_length;//(animation_player.elapsed() / (animation_player.completions() as f32 + 1.0)) ;// / animation_total_length;
let time_bla = (animation_total_frames as f32 / animation_total_length) * time_in_animation ;
let frame = time_bla as u32;
// println!("time_in_animation {} out of {}, completions {}, // frame {}",time_in_animation, animation_total_length, animation_player.completions(), frame);
//animation_player.animation_clip()
let matching_animation_marker = &markers.0[&"Blueprint1_jump".to_string()];
if matching_animation_marker.contains_key(&frame) {
let matching_markers_per_frame = matching_animation_marker.get(&frame).unwrap();
println!("FOUND A MARKER {:?} at frame {}", matching_markers_per_frame, frame);
}
}
}
}
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
/// flag component for testing
@ -336,7 +369,7 @@ impl Plugin for GamePlugin {
.add_systems(OnEnter(AppState::AppRunning), setup_game)
.add_systems(OnEnter(AppState::MenuRunning), setup_main_scene_animations)
.add_systems(Update, animations
.add_systems(Update, (animations, trigger_event_based_on_animation_marker)
.run_if(in_state(AppState::AppRunning))
.after(GltfBlueprintsSet::AfterSpawn)
)

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@ -56,8 +56,22 @@ def copy_animation_data(source, target):
# sort animations alphabetically (case insensitive) so they have a defined order and match Blender's Action list
blender_actions.sort(key = lambda a: a.name.lower())
markers_per_animation = {}
for action in blender_actions:
animations.append(blender_tracks[action.name])
animation_name = blender_tracks[action.name]
animations.append(animation_name)
markers_per_animation[animation_name] = {}
print("markers", action.pose_markers, "for", action.name)
for marker in action.pose_markers:
if marker.frame not in markers_per_animation[animation_name]:
markers_per_animation[animation_name][marker.frame] = []
print(" marker", marker.name, marker.frame)
markers_per_animation[animation_name][marker.frame].append(marker.name)
print("animations", animations)
"""if target.animation_data == None:
@ -67,13 +81,29 @@ def copy_animation_data(source, target):
with bpy.context.temp_override(active_object=source, selected_editable_objects=[target]):
bpy.ops.object.make_links_data(type='ANIMATION')
# we add an "animated" flag component
target['Animated'] = f'(animations: {animations})'.replace("'", '"') #'(animations: [])' #
target['Animated'] = f'(animations: {animations})'.replace("'", '"')
markers_formated = '{'
for animation in markers_per_animation.keys():
markers_formated += f'"{animation}":'
markers_formated += "{"
for frame in markers_per_animation[animation].keys():
markers = markers_per_animation[animation][frame]
markers_formated += f"{frame}:{markers}, ".replace("'", '"')
markers_formated += '}, '
markers_formated += '}'
print("markers_formated", markers_formated)
target["AnimationMarkers"] = f'( {markers_formated} )'
#'({"animation_name": {5: ["Marker_1"]} })'
#f'({json.dumps(markers_per_animation)})'
"""print("copying animation data for", source.name, target.animation_data)
properties = [p.identifier for p in source.animation_data.bl_rna.properties if not p.is_readonly]
for prop in properties:
print("copying stuff", prop)
setattr(target.animation_data, prop, getattr(source.animation_data, prop))"""
def duplicate_object(object, parent, combine_mode, destination_collection, library_collections, legacy_mode, nester=""):
copy = None
@ -95,6 +125,10 @@ def duplicate_object(object, parent, combine_mode, destination_collection, libra
children_per_collection = {}
get_sub_collections([object.instance_collection], root_node, children_per_collection)
empty_obj["BlueprintsList"] = f"({json.dumps(dict(children_per_collection))})"
# empty_obj["AnimationMarkers"] = '({"animation_name": {5: "Marker_1"} })'
#'({5: "sdf"})'#.replace('"',"'") #f"({json.dumps(dict(animation_foo))})"
#empty_obj["Assets"] = {"Animations": [], "Materials": [], "Models":[], "Textures":[], "Audio":[], "Other":[]}
# we copy custom properties over from our original object to our empty
@ -109,10 +143,7 @@ def duplicate_object(object, parent, combine_mode, destination_collection, libra
object.name = original_name + "____bak"
copy = object.copy()
copy.name = original_name
# FIXME: orphan data comes from this one, not even sure if this copying is needed at all
"""if object.data:
data = object.data.copy()
obj_copy.data = data"""
destination_collection.objects.link(copy)