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
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27201e5cd6
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@ -4,7 +4,7 @@ use bevy::utils::HashMap;
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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/// storage for animations for a given entity (hierarchy), essentially a clone of gltf's `named_animations`
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pub struct Animations {
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pub struct BlueprintAnimations {
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pub named_animations: HashMap<String, Handle<AnimationClip>>,
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}
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@ -13,10 +13,25 @@ pub struct Animations {
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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 AnimationPlayerLink(pub Entity);
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pub struct BlueprintAnimationPlayerLink(pub Entity);
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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pub struct Animated{
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pub animations: Vec<String>
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}
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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/// storage for animations for a given entity (hierarchy), essentially a clone of gltf's `named_animations`
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pub struct InstanceAnimations {
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pub named_animations: HashMap<String, Handle<AnimationClip>>,
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}
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#[derive(Component, Debug)]
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/// Stop gap helper component : this is inserted into a "root" entity (an entity representing a whole gltf file)
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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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@ -119,8 +119,11 @@ impl Plugin for BlueprintsPlugin {
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.register_type::<BlueprintName>()
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.register_type::<MaterialInfo>()
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.register_type::<SpawnHere>()
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.register_type::<Animations>()
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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::<BlueprintsList>()
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.register_type::<Vec<String>>()
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.register_type::<HashMap<String, Vec<String>>>()
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@ -2,7 +2,7 @@ use std::path::{Path, PathBuf};
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use bevy::{gltf::Gltf, prelude::*, utils::HashMap};
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use crate::{Animations, BluePrintsConfig};
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use crate::{BlueprintAnimations, BluePrintsConfig};
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/// this is a flag component for our levels/game world
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#[derive(Component)]
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@ -202,7 +202,6 @@ pub(crate) fn spawn_from_blueprints(
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Option<&Library>,
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Option<&AddToGameWorld>,
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Option<&Name>,
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Option<&Animations>
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),
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(
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With<BlueprintAssetsLoaded>,
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@ -228,7 +227,6 @@ pub(crate) fn spawn_from_blueprints(
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library_override,
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add_to_world,
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name,
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animations,
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) in spawn_placeholders.iter()
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{
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debug!(
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@ -283,14 +281,10 @@ pub(crate) fn spawn_from_blueprints(
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},
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Spawned,
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OriginalChildren(original_children),
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));
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// only insert the animations if they are not present already: TODO ideally we want to be merging animations, though it could lead to clashes
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if animations.is_none() {
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commands.entity(entity).insert(Animations {
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BlueprintAnimations { // these are animations specific to the inside of the blueprint
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named_animations: gltf.named_animations.clone(),
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});
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}
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));
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if add_to_world.is_some() {
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let world = game_world
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@ -5,7 +5,7 @@ use bevy::prelude::*;
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use bevy::scene::SceneInstance;
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// use bevy::utils::hashbrown::HashSet;
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use super::{AnimationPlayerLink, Animations};
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use super::{BlueprintAnimationPlayerLink, BlueprintAnimations};
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use super::{SpawnHere, Spawned};
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use crate::{
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AssetsToLoad, BlueprintAssetsLoaded, CopyComponents, InBlueprint, NoInBlueprint,
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@ -24,7 +24,7 @@ pub(crate) fn spawned_blueprint_post_process(
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Entity,
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&Children,
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&OriginalChildren,
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&Animations,
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&BlueprintAnimations,
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Option<&NoInBlueprint>,
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Option<&Name>,
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),
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@ -85,7 +85,7 @@ pub(crate) fn spawned_blueprint_post_process(
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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.entity(original).insert(AnimationPlayerLink(added));
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commands.entity(original).insert(BlueprintAnimationPlayerLink(added));
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}
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}
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}
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@ -2969,6 +2969,17 @@
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"type": "object",
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"typeInfo": "Struct"
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},
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"bevy_example::game::Marker3": {
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"additionalProperties": false,
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"isComponent": true,
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"isResource": false,
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"properties": {},
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"required": [],
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"short_name": "Marker3",
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"title": "bevy_example::game::Marker3",
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"type": "object",
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"typeInfo": "Struct"
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},
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"bevy_example::test_components::AComponentWithAnExtremlyExageratedOrMaybeNotButCouldBeNameOrWut": {
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"additionalProperties": false,
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"isComponent": true,
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@ -3557,7 +3568,7 @@
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"type": "object",
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"typeInfo": "Struct"
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},
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"bevy_gltf_blueprints::animation::Animations": {
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"bevy_gltf_blueprints::animation::BlueprintAnimations": {
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"additionalProperties": false,
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"isComponent": true,
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"isResource": false,
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@ -3571,8 +3582,27 @@
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"required": [
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"named_animations"
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],
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"short_name": "Animations",
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"title": "bevy_gltf_blueprints::animation::Animations",
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"short_name": "BlueprintAnimations",
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"title": "bevy_gltf_blueprints::animation::BlueprintAnimations",
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"type": "object",
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"typeInfo": "Struct"
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},
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"bevy_gltf_blueprints::animation::InstanceAnimations": {
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"additionalProperties": false,
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"isComponent": true,
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"isResource": false,
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"properties": {
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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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}
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}
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},
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"required": [
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"named_animations"
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],
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"short_name": "InstanceAnimations",
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"title": "bevy_gltf_blueprints::animation::InstanceAnimations",
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"type": "object",
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"typeInfo": "Struct"
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},
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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, AnimationPlayerLink, Animations, BlueprintName, BlueprintsList, GltfBlueprintsSet};
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use bevy_gltf_blueprints::{Animated, BlueprintAnimationPlayerLink, BlueprintAnimations, InstanceAnimationPlayerLink, InstanceAnimations, BlueprintName, BlueprintsList, GltfBlueprintsSet};
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pub use in_game::*;
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use bevy::{
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@ -29,7 +29,7 @@ fn validate_export(
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children: Query<&Children>,
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names: Query<&Name>,
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blueprints: Query<(Entity, &Name, &BlueprintName)>,
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animation_player_links: Query<(Entity, &AnimationPlayerLink)>,
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animation_player_links: Query<(Entity, &BlueprintAnimationPlayerLink)>,
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empties_candidates: Query<(Entity, &Name, &GlobalTransform)>,
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blueprints_list: Query<(Entity, &BlueprintsList)>,
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@ -141,7 +141,7 @@ fn setup_main_scene_animations(
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fn animations(
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added_animation_players:Query<(Entity, &Name, &AnimationPlayer)>,
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mut addded_animateds:Query<(Entity, &Name, &Animated),(Added<Animated>, Without<AnimationPlayerLink>)>,
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addded_animateds:Query<(Entity, &Name, &Animated),(Added<Animated>)>,
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animtest: Res<AnimTest>,
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@ -171,7 +171,7 @@ fn animations(
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// FIXME: for some reason this does NOT overwrite the component ??
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commands.entity(entity).insert(
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Animations {
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InstanceAnimations {
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named_animations: gltf.named_animations.clone(),
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},
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);
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@ -183,7 +183,7 @@ fn animations(
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for ancestor in parents.iter_ancestors(entity) {
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if added_animation_players.contains(ancestor) {
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println!("found match with animationPlayer !! {:?}",names.get(ancestor));
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commands.entity(entity).insert(AnimationPlayerLink(ancestor));
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commands.entity(entity).insert(InstanceAnimationPlayerLink(ancestor));
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}
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// info!("{:?} is an ancestor of {:?}", ancestor, player);
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}
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@ -192,8 +192,9 @@ fn animations(
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}
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fn play_animations(
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animated_marker1: Query<(&AnimationPlayerLink, &Animations), (With<Animated>, With<Marker1>)>,
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animated_marker2: Query<(&AnimationPlayerLink, &Animations), (With<Animated>, With<Marker2>)>,
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animated_marker1: Query<(&InstanceAnimationPlayerLink, &InstanceAnimations), (With<Animated>, With<Marker1>)>,
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animated_marker2: Query<(&InstanceAnimationPlayerLink, &InstanceAnimations), (With<Animated>, With<Marker2>)>,
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animated_marker3: Query<(&InstanceAnimationPlayerLink, &InstanceAnimations, &BlueprintAnimationPlayerLink, &BlueprintAnimations), (With<Animated>, With<Marker3>)>,
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mut animation_players: Query<&mut AnimationPlayer>,
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keycode: Res<ButtonInput<KeyCode>>,
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@ -268,6 +269,43 @@ fn play_animations(
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.repeat();
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}
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}
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// play instance animation
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if keycode.just_pressed(KeyCode::KeyW) {
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for (link, animations, _, _) in animated_marker3.iter() {
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println!("animations {:?}", animations.named_animations);
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let mut animation_player = animation_players.get_mut(link.0).unwrap();
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let anim_name = "Blueprint8_move";
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animation_player
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.play_with_transition(
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animations
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.named_animations
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.get(anim_name)
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.expect("animation name should be in the list")
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.clone(),
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Duration::from_secs(5),
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)
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.repeat();
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}
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}
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// play blueprint animation
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if keycode.just_pressed(KeyCode::KeyX) {
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for (_, _, link, animations) in animated_marker3.iter() {
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println!("animations {:?}", animations.named_animations);
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let mut animation_player = animation_players.get_mut(link.0).unwrap();
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let anim_name = "Walk";
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animation_player
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.play_with_transition(
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animations
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.named_animations
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.get(anim_name)
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.expect("animation name should be in the list")
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.clone(),
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Duration::from_secs(5),
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)
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.repeat();
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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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@ -280,11 +318,18 @@ pub struct Marker1;
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/// flag component for testing
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pub struct Marker2;
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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 Marker3;
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pub struct GamePlugin;
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impl Plugin for GamePlugin {
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fn build(&self, app: &mut App) {
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app.register_type::<Marker1>()
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.register_type::<Marker2>()
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.register_type::<Marker3>()
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.add_systems(Update, (spawn_test).run_if(in_state(GameState::InGame)))
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.add_systems(Update, validate_export)
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.add_systems(OnEnter(AppState::MenuRunning), start_game)
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