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https://github.com/kaosat-dev/Blender_bevy_components_workflow.git
synced 2024-11-22 11:50:53 +00:00
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 !
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@ -34,4 +34,14 @@ pub struct InstanceAnimations {
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/// so that the root entity knows which of its children contains an actualy `AnimationPlayer` component
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/// this is for convenience, because currently , Bevy's gltf parsing inserts `AnimationPlayers` "one level down"
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/// ie armature/root for animated models, which means more complex queries to trigger animations that we want to avoid
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pub struct InstanceAnimationPlayerLink(pub Entity);
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pub struct InstanceAnimationPlayerLink(pub Entity);
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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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#[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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@ -123,6 +123,10 @@ impl Plugin for BlueprintsPlugin {
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.register_type::<BlueprintAnimations>()
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.register_type::<InstanceAnimations>()
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.register_type::<Animated>()
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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::<BlueprintsList>()
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.register_type::<Vec<String>>()
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@ -3,7 +3,7 @@ use std::{
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collections::HashMap, fs, time::Duration
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};
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use bevy_gltf_blueprints::{Animated, BlueprintAnimationPlayerLink, BlueprintAnimations, InstanceAnimationPlayerLink, InstanceAnimations, BlueprintName, BlueprintsList, GltfBlueprintsSet};
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use bevy_gltf_blueprints::{Animated, AnimationMarkers, BlueprintAnimationPlayerLink, BlueprintAnimations, BlueprintName, BlueprintsList, GltfBlueprintsSet, InstanceAnimationPlayerLink, InstanceAnimations};
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pub use in_game::*;
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use bevy::{
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@ -308,6 +308,39 @@ fn play_animations(
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}
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}
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fn trigger_event_based_on_animation_marker(
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bla: Query<(Entity, &AnimationMarkers, &InstanceAnimationPlayerLink, &InstanceAnimations)>,
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animation_players: Query<&AnimationPlayer>,
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animation_clips: Res<Assets<AnimationClip>>
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) {
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for (entity, markers, link, animations) in bla.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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// println!("Entity {:?} markers {:?}", entity, markers);
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// println!("Player {:?} {}", animation_player.elapsed(), animation_player.completions());
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let animation_total_length = animation_clip.unwrap().duration();
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let animation_total_frames = 80; // FIXME just for testing
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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_total_length;//(animation_player.elapsed() / (animation_player.completions() as f32 + 1.0)) ;// / animation_total_length;
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let time_bla = (animation_total_frames as f32 / animation_total_length) * time_in_animation ;
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let frame = time_bla as u32;
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// println!("time_in_animation {} out of {}, completions {}, // frame {}",time_in_animation, animation_total_length, animation_player.completions(), frame);
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//animation_player.animation_clip()
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let matching_animation_marker = &markers.0[&"Blueprint1_jump".to_string()];
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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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}
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}
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}
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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
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@ -336,7 +369,7 @@ impl Plugin for GamePlugin {
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.add_systems(OnEnter(AppState::AppRunning), setup_game)
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.add_systems(OnEnter(AppState::MenuRunning), setup_main_scene_animations)
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.add_systems(Update, animations
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.add_systems(Update, (animations, trigger_event_based_on_animation_marker)
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.run_if(in_state(AppState::AppRunning))
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.after(GltfBlueprintsSet::AfterSpawn)
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)
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@ -56,8 +56,22 @@ def copy_animation_data(source, target):
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# sort animations alphabetically (case insensitive) so they have a defined order and match Blender's Action list
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blender_actions.sort(key = lambda a: a.name.lower())
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markers_per_animation = {}
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for action in blender_actions:
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animations.append(blender_tracks[action.name])
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animation_name = blender_tracks[action.name]
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animations.append(animation_name)
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markers_per_animation[animation_name] = {}
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print("markers", action.pose_markers, "for", action.name)
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for marker in action.pose_markers:
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if marker.frame not in markers_per_animation[animation_name]:
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markers_per_animation[animation_name][marker.frame] = []
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print(" marker", marker.name, marker.frame)
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markers_per_animation[animation_name][marker.frame].append(marker.name)
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print("animations", animations)
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"""if target.animation_data == None:
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@ -67,13 +81,29 @@ def copy_animation_data(source, target):
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with bpy.context.temp_override(active_object=source, selected_editable_objects=[target]):
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bpy.ops.object.make_links_data(type='ANIMATION')
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# we add an "animated" flag component
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target['Animated'] = f'(animations: {animations})'.replace("'", '"') #'(animations: [])' #
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target['Animated'] = f'(animations: {animations})'.replace("'", '"')
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markers_formated = '{'
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for animation in markers_per_animation.keys():
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markers_formated += f'"{animation}":'
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markers_formated += "{"
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for frame in markers_per_animation[animation].keys():
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markers = markers_per_animation[animation][frame]
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markers_formated += f"{frame}:{markers}, ".replace("'", '"')
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markers_formated += '}, '
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markers_formated += '}'
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print("markers_formated", markers_formated)
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target["AnimationMarkers"] = f'( {markers_formated} )'
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#'({"animation_name": {5: ["Marker_1"]} })'
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#f'({json.dumps(markers_per_animation)})'
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"""print("copying animation data for", source.name, target.animation_data)
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properties = [p.identifier for p in source.animation_data.bl_rna.properties if not p.is_readonly]
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for prop in properties:
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print("copying stuff", prop)
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setattr(target.animation_data, prop, getattr(source.animation_data, prop))"""
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def duplicate_object(object, parent, combine_mode, destination_collection, library_collections, legacy_mode, nester=""):
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copy = None
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@ -95,6 +125,10 @@ def duplicate_object(object, parent, combine_mode, destination_collection, libra
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children_per_collection = {}
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get_sub_collections([object.instance_collection], root_node, children_per_collection)
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empty_obj["BlueprintsList"] = f"({json.dumps(dict(children_per_collection))})"
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# empty_obj["AnimationMarkers"] = '({"animation_name": {5: "Marker_1"} })'
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#'({5: "sdf"})'#.replace('"',"'") #f"({json.dumps(dict(animation_foo))})"
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#empty_obj["Assets"] = {"Animations": [], "Materials": [], "Models":[], "Textures":[], "Audio":[], "Other":[]}
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# we copy custom properties over from our original object to our empty
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@ -109,10 +143,7 @@ def duplicate_object(object, parent, combine_mode, destination_collection, libra
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object.name = original_name + "____bak"
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copy = object.copy()
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copy.name = original_name
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# FIXME: orphan data comes from this one, not even sure if this copying is needed at all
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"""if object.data:
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data = object.data.copy()
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obj_copy.data = data"""
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destination_collection.objects.link(copy)
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