feat(animation): split animation logic/components into Blueprint vs Instance animations

* renamed existing animation components with Blueprint prefix
 * added almost identical but seperate InstanceAnimations & InstanceAnimationPlayerLink
This commit is contained in:
kaosat.dev 2024-03-22 13:59:01 +01:00
parent 27201e5cd6
commit ce473a357e
7 changed files with 115 additions and 28 deletions

View File

@ -4,7 +4,7 @@ use bevy::utils::HashMap;
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
/// storage for animations for a given entity (hierarchy), essentially a clone of gltf's `named_animations`
pub struct Animations {
pub struct BlueprintAnimations {
pub named_animations: HashMap<String, Handle<AnimationClip>>,
}
@ -13,10 +13,25 @@ pub struct Animations {
/// 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 AnimationPlayerLink(pub Entity);
pub struct BlueprintAnimationPlayerLink(pub Entity);
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
pub struct Animated{
pub animations: Vec<String>
}
}
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
/// storage for animations for a given entity (hierarchy), essentially a clone of gltf's `named_animations`
pub struct InstanceAnimations {
pub named_animations: HashMap<String, Handle<AnimationClip>>,
}
#[derive(Component, Debug)]
/// Stop gap helper component : this is inserted into a "root" entity (an entity representing a whole gltf file)
/// 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);

View File

@ -119,8 +119,11 @@ impl Plugin for BlueprintsPlugin {
.register_type::<BlueprintName>()
.register_type::<MaterialInfo>()
.register_type::<SpawnHere>()
.register_type::<Animations>()
.register_type::<BlueprintAnimations>()
.register_type::<InstanceAnimations>()
.register_type::<Animated>()
.register_type::<BlueprintsList>()
.register_type::<Vec<String>>()
.register_type::<HashMap<String, Vec<String>>>()

View File

@ -2,7 +2,7 @@ use std::path::{Path, PathBuf};
use bevy::{gltf::Gltf, prelude::*, utils::HashMap};
use crate::{Animations, BluePrintsConfig};
use crate::{BlueprintAnimations, BluePrintsConfig};
/// this is a flag component for our levels/game world
#[derive(Component)]
@ -202,7 +202,6 @@ pub(crate) fn spawn_from_blueprints(
Option<&Library>,
Option<&AddToGameWorld>,
Option<&Name>,
Option<&Animations>
),
(
With<BlueprintAssetsLoaded>,
@ -228,7 +227,6 @@ pub(crate) fn spawn_from_blueprints(
library_override,
add_to_world,
name,
animations,
) in spawn_placeholders.iter()
{
debug!(
@ -283,15 +281,11 @@ pub(crate) fn spawn_from_blueprints(
},
Spawned,
OriginalChildren(original_children),
));
// only insert the animations if they are not present already: TODO ideally we want to be merging animations, though it could lead to clashes
if animations.is_none() {
commands.entity(entity).insert(Animations {
BlueprintAnimations { // these are animations specific to the inside of the blueprint
named_animations: gltf.named_animations.clone(),
});
}
}
));
if add_to_world.is_some() {
let world = game_world
.get_single_mut()

View File

@ -5,7 +5,7 @@ use bevy::prelude::*;
use bevy::scene::SceneInstance;
// use bevy::utils::hashbrown::HashSet;
use super::{AnimationPlayerLink, Animations};
use super::{BlueprintAnimationPlayerLink, BlueprintAnimations};
use super::{SpawnHere, Spawned};
use crate::{
AssetsToLoad, BlueprintAssetsLoaded, CopyComponents, InBlueprint, NoInBlueprint,
@ -24,7 +24,7 @@ pub(crate) fn spawned_blueprint_post_process(
Entity,
&Children,
&OriginalChildren,
&Animations,
&BlueprintAnimations,
Option<&NoInBlueprint>,
Option<&Name>,
),
@ -85,7 +85,7 @@ 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(AnimationPlayerLink(added));
commands.entity(original).insert(BlueprintAnimationPlayerLink(added));
}
}
}

View File

@ -2969,6 +2969,17 @@
"type": "object",
"typeInfo": "Struct"
},
"bevy_example::game::Marker3": {
"additionalProperties": false,
"isComponent": true,
"isResource": false,
"properties": {},
"required": [],
"short_name": "Marker3",
"title": "bevy_example::game::Marker3",
"type": "object",
"typeInfo": "Struct"
},
"bevy_example::test_components::AComponentWithAnExtremlyExageratedOrMaybeNotButCouldBeNameOrWut": {
"additionalProperties": false,
"isComponent": true,
@ -3557,7 +3568,7 @@
"type": "object",
"typeInfo": "Struct"
},
"bevy_gltf_blueprints::animation::Animations": {
"bevy_gltf_blueprints::animation::BlueprintAnimations": {
"additionalProperties": false,
"isComponent": true,
"isResource": false,
@ -3571,8 +3582,27 @@
"required": [
"named_animations"
],
"short_name": "Animations",
"title": "bevy_gltf_blueprints::animation::Animations",
"short_name": "BlueprintAnimations",
"title": "bevy_gltf_blueprints::animation::BlueprintAnimations",
"type": "object",
"typeInfo": "Struct"
},
"bevy_gltf_blueprints::animation::InstanceAnimations": {
"additionalProperties": false,
"isComponent": true,
"isResource": false,
"properties": {
"named_animations": {
"type": {
"$ref": "#/$defs/bevy_utils::hashbrown::HashMap<alloc::string::String, bevy_asset::handle::Handle<bevy_animation::AnimationClip>, bevy_utils::hashbrown::hash_map::DefaultHashBuilder>"
}
}
},
"required": [
"named_animations"
],
"short_name": "InstanceAnimations",
"title": "bevy_gltf_blueprints::animation::InstanceAnimations",
"type": "object",
"typeInfo": "Struct"
},

View File

@ -3,7 +3,7 @@ use std::{
collections::HashMap, fs, time::Duration
};
use bevy_gltf_blueprints::{Animated, AnimationPlayerLink, Animations, BlueprintName, BlueprintsList, GltfBlueprintsSet};
use bevy_gltf_blueprints::{Animated, BlueprintAnimationPlayerLink, BlueprintAnimations, InstanceAnimationPlayerLink, InstanceAnimations, BlueprintName, BlueprintsList, GltfBlueprintsSet};
pub use in_game::*;
use bevy::{
@ -29,7 +29,7 @@ fn validate_export(
children: Query<&Children>,
names: Query<&Name>,
blueprints: Query<(Entity, &Name, &BlueprintName)>,
animation_player_links: Query<(Entity, &AnimationPlayerLink)>,
animation_player_links: Query<(Entity, &BlueprintAnimationPlayerLink)>,
empties_candidates: Query<(Entity, &Name, &GlobalTransform)>,
blueprints_list: Query<(Entity, &BlueprintsList)>,
@ -141,7 +141,7 @@ fn setup_main_scene_animations(
fn animations(
added_animation_players:Query<(Entity, &Name, &AnimationPlayer)>,
mut addded_animateds:Query<(Entity, &Name, &Animated),(Added<Animated>, Without<AnimationPlayerLink>)>,
addded_animateds:Query<(Entity, &Name, &Animated),(Added<Animated>)>,
animtest: Res<AnimTest>,
@ -171,7 +171,7 @@ fn animations(
// FIXME: for some reason this does NOT overwrite the component ??
commands.entity(entity).insert(
Animations {
InstanceAnimations {
named_animations: gltf.named_animations.clone(),
},
);
@ -183,7 +183,7 @@ fn animations(
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(AnimationPlayerLink(ancestor));
commands.entity(entity).insert(InstanceAnimationPlayerLink(ancestor));
}
// info!("{:?} is an ancestor of {:?}", ancestor, player);
}
@ -192,8 +192,9 @@ fn animations(
}
fn play_animations(
animated_marker1: Query<(&AnimationPlayerLink, &Animations), (With<Animated>, With<Marker1>)>,
animated_marker2: Query<(&AnimationPlayerLink, &Animations), (With<Animated>, With<Marker2>)>,
animated_marker1: Query<(&InstanceAnimationPlayerLink, &InstanceAnimations), (With<Animated>, With<Marker1>)>,
animated_marker2: Query<(&InstanceAnimationPlayerLink, &InstanceAnimations), (With<Animated>, With<Marker2>)>,
animated_marker3: Query<(&InstanceAnimationPlayerLink, &InstanceAnimations, &BlueprintAnimationPlayerLink, &BlueprintAnimations), (With<Animated>, With<Marker3>)>,
mut animation_players: Query<&mut AnimationPlayer>,
keycode: Res<ButtonInput<KeyCode>>,
@ -268,6 +269,43 @@ fn play_animations(
.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();
let anim_name = "Walk";
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();
}
}
}
#[derive(Component, Reflect, Default, Debug)]
@ -280,11 +318,18 @@ pub struct Marker1;
/// flag component for testing
pub struct Marker2;
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
/// flag component for testing
pub struct Marker3;
pub struct GamePlugin;
impl Plugin for GamePlugin {
fn build(&self, app: &mut App) {
app.register_type::<Marker1>()
.register_type::<Marker2>()
.register_type::<Marker3>()
.add_systems(Update, (spawn_test).run_if(in_state(GameState::InGame)))
.add_systems(Update, validate_export)
.add_systems(OnEnter(AppState::MenuRunning), start_game)