feat(animation):

* renamed Animated component to AnimationInfos, fleshed it out with additional
frame informations etc
 * restructured & cleaned up Bevy & Blender code in those areas a bit
 * various related minor tweaks
This commit is contained in:
kaosat.dev 2024-03-30 18:29:43 +01:00
parent c44d82e7dc
commit df3e335114
5 changed files with 119 additions and 77 deletions

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@ -3,7 +3,7 @@ use bevy::utils::HashMap;
#[derive(Component, Reflect, Default, Debug)] #[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)] #[reflect(Component)]
/// storage for animations for a given entity (hierarchy), essentially a clone of gltf's `named_animations` /// storage for animations for a given entity's BLUEPRINT (ie for example a characters animations), essentially a clone of gltf's `named_animations`
pub struct BlueprintAnimations { pub struct BlueprintAnimations {
pub named_animations: HashMap<String, Handle<AnimationClip>>, pub named_animations: HashMap<String, Handle<AnimationClip>>,
} }
@ -15,13 +15,6 @@ pub struct BlueprintAnimations {
/// ie armature/root for animated models, which means more complex queries to trigger animations that we want to avoid /// ie armature/root for animated models, which means more complex queries to trigger animations that we want to avoid
pub struct BlueprintAnimationPlayerLink(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)] #[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)] #[reflect(Component)]
/// storage for animations for a given entity (hierarchy), essentially a clone of gltf's `named_animations` /// storage for animations for a given entity (hierarchy), essentially a clone of gltf's `named_animations`
@ -37,11 +30,56 @@ pub struct InstanceAnimations {
pub struct InstanceAnimationPlayerLink(pub Entity); pub struct InstanceAnimationPlayerLink(pub Entity);
/// Stores Animation information: name, frame informations etc
#[derive(Reflect, Default, Debug)]
pub struct AnimationInfo {
pub name: String,
pub frame_start:f32,
pub frame_end:f32,
pub frames_length:f32,
pub frame_start_override:f32,
pub frame_end_override:f32
}
/// Stores information about animations, to make things a bit easier api wise:
/// these components are automatically inserted by gltf_auto_export on entities that have animations
#[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)]
pub struct AnimationInfos{
pub animations: Vec<AnimationInfo>
}
pub struct AnimationMarker{ pub struct AnimationMarker{
pub frame:u32, pub frame:u32,
pub name: String, pub name: String,
} }
/// Stores information about animation markers: practical for adding things like triggering events at specific keyframes etc
/// it is essentiall a hashmap of AnimationName => HashMap<FrameNumber, Vec of marker names>
#[derive(Component, Reflect, Default, Debug)] #[derive(Component, Reflect, Default, Debug)]
#[reflect(Component)] #[reflect(Component)]
pub struct AnimationMarkers(pub HashMap<String, HashMap<u32, Vec<String> >>); pub struct AnimationMarkers(pub HashMap<String, HashMap<u32, Vec<String> >>);
// FIXME: ugh, ugly, there has to be a better way to do this ?
#[derive(Component, Default, Debug)]
pub struct AnimationMarkerTrackers(pub HashMap<String, HashMap<u32, Vec<AnimationMarkerTracker> >>);
#[derive(Default, Debug)]
pub struct AnimationMarkerTracker{
// pub frame:u32,
// pub name: String,
// pub processed_for_cycle: bool,
pub prev_frame: u32
}
/// Event that gets triggered once a specific marker inside an animation has been reached (frame based)
/// Provides some usefull information about which entity , wich animation, wich frame & which marker got triggered
#[derive(Event, Debug)]
pub struct AnimationMarkerReached{
pub entity: Entity,
pub animation_name: String,
pub frame: u32,
pub marker_name: String,
}

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@ -122,14 +122,16 @@ impl Plugin for BlueprintsPlugin {
.register_type::<BlueprintAnimations>() .register_type::<BlueprintAnimations>()
.register_type::<InstanceAnimations>() .register_type::<InstanceAnimations>()
.register_type::<Animated>() .register_type::<AnimationInfo>()
.register_type::<AnimationInfos>()
.register_type::<Vec<AnimationInfo>>()
.register_type::<AnimationMarkers>() .register_type::<AnimationMarkers>()
.register_type::<HashMap<u32, Vec<String>>>() .register_type::<HashMap<u32, Vec<String>>>()
.register_type::<HashMap<String, HashMap<u32, Vec<String> >>>() .register_type::<HashMap<String, HashMap<u32, Vec<String> >>>()
.add_event::<AnimationMarkerReached>()
.register_type::<BlueprintsList>() .register_type::<BlueprintsList>()
.register_type::<Vec<String>>()
.register_type::<HashMap<String, Vec<String>>>() .register_type::<HashMap<String, Vec<String>>>()
.insert_resource(BluePrintsConfig { .insert_resource(BluePrintsConfig {
format: self.format, format: self.format,

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@ -3,7 +3,7 @@ use std::{
collections::HashMap, fs, time::Duration collections::HashMap, fs, time::Duration
}; };
use bevy_gltf_blueprints::{Animated, AnimationMarkers, BlueprintAnimationPlayerLink, BlueprintAnimations, BlueprintName, BlueprintsList, GltfBlueprintsSet, InstanceAnimationPlayerLink, InstanceAnimations}; use bevy_gltf_blueprints::{AnimationInfos, AnimationMarkerReached, AnimationMarkerTrackers, AnimationMarkers, BlueprintAnimationPlayerLink, BlueprintAnimations, BlueprintName, BlueprintsList, GltfBlueprintsSet, InstanceAnimationPlayerLink, InstanceAnimations};
pub use in_game::*; pub use in_game::*;
use bevy::{ use bevy::{
@ -141,7 +141,7 @@ fn setup_main_scene_animations(
fn animations( fn animations(
added_animation_players:Query<(Entity, &Name, &AnimationPlayer)>, added_animation_players:Query<(Entity, &Name, &AnimationPlayer)>,
addded_animateds:Query<(Entity, &Name, &Animated),(Added<Animated>)>, added_animation_infos:Query<(Entity, &Name, &AnimationInfos),(Added<AnimationInfos>)>,
animtest: Res<AnimTest>, animtest: Res<AnimTest>,
@ -150,16 +150,13 @@ fn animations(
parents: Query<&Parent>, parents: Query<&Parent>,
names: Query<&Name>, names: Query<&Name>,
) { ) {
for (entity, name, animated) in addded_animateds.iter() { for (entity, name, animation_infos) in added_animation_infos.iter() {
// println!("animated stuf {:?} on entity {}", animated, name); //println!("animated stuf {:?} on entity {}", animation_infos, name);
let gltf = assets_gltf.get(&animtest.0).unwrap(); let gltf = assets_gltf.get(&animtest.0).unwrap();
let animations_list = animated;
let mut matching_data = true; let mut matching_data = true;
for animation_name in &animations_list.animations { for animation_info in &animation_infos.animations {
if !gltf.named_animations.contains_key(animation_name){ if !gltf.named_animations.contains_key(&animation_info.name){
matching_data = false; matching_data = false;
break; break;
} }
@ -167,34 +164,27 @@ fn animations(
if matching_data { if matching_data {
println!("inserting Animations components into {} ({:?})", name, entity); println!("inserting Animations components into {} ({:?})", name, entity);
println!("Found match {:?}", gltf.named_animations); println!("Found match {:?}", gltf.named_animations);
// commands.entity(entity).remove::<Animations>();
// FIXME: for some reason this does NOT overwrite the component ??
commands.entity(entity).insert( commands.entity(entity).insert(
InstanceAnimations { InstanceAnimations {
named_animations: gltf.named_animations.clone(), named_animations: gltf.named_animations.clone(),
}, },
); );
//animations.named_animations = gltf.named_animations.clone();
for ancestor in parents.iter_ancestors(entity) { for ancestor in parents.iter_ancestors(entity) {
if added_animation_players.contains(ancestor) { if added_animation_players.contains(ancestor) {
println!("found match with animationPlayer !! {:?}",names.get(ancestor)); // println!("found match with animationPlayer !! {:?}",names.get(ancestor));
commands.entity(entity).insert(InstanceAnimationPlayerLink(ancestor)); commands.entity(entity).insert(InstanceAnimationPlayerLink(ancestor));
} }
// info!("{:?} is an ancestor of {:?}", ancestor, player); // info!("{:?} is an ancestor of {:?}", ancestor, player);
} }
} }
println!("");
} }
} }
fn play_animations( fn play_animations(
animated_marker1: Query<(&InstanceAnimationPlayerLink, &InstanceAnimations), (With<Animated>, With<Marker1>)>, animated_marker1: Query<(&InstanceAnimationPlayerLink, &InstanceAnimations), (With<AnimationInfos>, With<Marker1>)>,
animated_marker2: Query<(&InstanceAnimationPlayerLink, &InstanceAnimations), (With<Animated>, With<Marker2>)>, animated_marker2: Query<(&InstanceAnimationPlayerLink, &InstanceAnimations), (With<AnimationInfos>, With<Marker2>)>,
animated_marker3: Query<(&InstanceAnimationPlayerLink, &InstanceAnimations, &BlueprintAnimationPlayerLink, &BlueprintAnimations), (With<Animated>, With<Marker3>)>, animated_marker3: Query<(&InstanceAnimationPlayerLink, &InstanceAnimations, &BlueprintAnimationPlayerLink, &BlueprintAnimations), (With<AnimationInfos>, With<Marker3>)>,
mut animation_players: Query<&mut AnimationPlayer>, mut animation_players: Query<&mut AnimationPlayer>,
keycode: Res<ButtonInput<KeyCode>>, keycode: Res<ButtonInput<KeyCode>>,
@ -309,35 +299,61 @@ fn play_animations(
} }
fn trigger_event_based_on_animation_marker( fn trigger_event_based_on_animation_marker(
bla: Query<(Entity, &AnimationMarkers, &InstanceAnimationPlayerLink, &InstanceAnimations)>, animation_infos: Query<(Entity, &AnimationMarkers, &InstanceAnimationPlayerLink, &InstanceAnimations, &AnimationInfos)>,
animation_players: Query<&AnimationPlayer>, animation_players: Query<&AnimationPlayer>,
animation_clips: Res<Assets<AnimationClip>> animation_clips: Res<Assets<AnimationClip>>,
mut animation_marker_events: EventWriter<AnimationMarkerReached>
) { ) {
for (entity, markers, link, animations) in bla.iter() { for (entity, markers, link, animations, animation_infos) in animation_infos.iter() {
let animation_player = animation_players.get(link.0).unwrap(); let animation_player = animation_players.get(link.0).unwrap();
let animation_clip = animation_clips.get(animation_player.animation_clip()); let animation_clip = animation_clips.get(animation_player.animation_clip());
if animation_clip.is_some(){ if animation_clip.is_some(){
// if marker_trackers.0.contains_key(k)
// marker_trackers.0
// println!("Entity {:?} markers {:?}", entity, markers); // println!("Entity {:?} markers {:?}", entity, markers);
// println!("Player {:?} {}", animation_player.elapsed(), animation_player.completions()); // println!("Player {:?} {}", animation_player.elapsed(), animation_player.completions());
// FIMXE: yikes ! very inneficient ! perhaps add boilerplate to the "start playing animation" code so we know what is playing
let animation_name = animations.named_animations.iter().find_map(|(key, value)| if value == animation_player.animation_clip(){ Some(key) }else { None});
if animation_name.is_some() {
let animation_name = animation_name.unwrap();
let animation_total_length = animation_clip.unwrap().duration(); let animation_length_seconds = animation_clip.unwrap().duration();
let animation_total_frames = 80; // FIXME just for testing let animation_length_frames = animation_infos.animations.iter().find(|anim| &anim.name == animation_name).unwrap().frames_length;
// TODO: we also need to take playback speed into account // 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_in_animation = animation_player.elapsed() - (animation_player.completions() as f32) * animation_length_seconds;
let time_bla = (animation_total_frames as f32 / animation_total_length) * time_in_animation ; let frame_seconds = (animation_length_frames as f32 / animation_length_seconds) * time_in_animation ;
let frame = time_bla as u32; let frame = frame_seconds 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_animation_marker = &markers.0[animation_name];
let matching_markers_per_frame = matching_animation_marker.get(&frame).unwrap(); if matching_animation_marker.contains_key(&frame) {
println!("FOUND A MARKER {:?} at frame {}", matching_markers_per_frame, frame); let matching_markers_per_frame = matching_animation_marker.get(&frame).unwrap();
// println!("FOUND A MARKER {:?} at frame {}", matching_markers_per_frame, frame);
//emit an event , something like AnimationMarkerReached(entity, animation_name, frame, marker_name)
// FIXME: problem, this can fire multiple times in a row, depending on animation length , speed , etc
for marker_name in matching_markers_per_frame {
animation_marker_events.send(AnimationMarkerReached {
entity: entity,
animation_name: animation_name.clone(),
frame: frame,
marker_name: marker_name.clone()
});
}
}
} }
} }
}
}
fn react_to_animation_markers(
mut animation_marker_events: EventReader<AnimationMarkerReached>
)
{
for event in animation_marker_events.read() {
println!("animation marker event {:?}", event)
} }
} }
@ -374,6 +390,8 @@ impl Plugin for GamePlugin {
.after(GltfBlueprintsSet::AfterSpawn) .after(GltfBlueprintsSet::AfterSpawn)
) )
.add_systems(Update, play_animations) .add_systems(Update, play_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 /* .add_systems(Update, generate_screenshot.run_if(on_timer(Duration::from_secs_f32(0.2)))) // TODO: run once
.add_systems( .add_systems(
Update, Update,

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@ -27,27 +27,17 @@ def remove_unwanted_custom_properties(object):
# TODO: rename actions ? # TODO: rename actions ?
# reference https://github.com/KhronosGroup/glTF-Blender-IO/blob/main/addons/io_scene_gltf2/blender/exp/animation/gltf2_blender_gather_action.py#L481 # reference https://github.com/KhronosGroup/glTF-Blender-IO/blob/main/addons/io_scene_gltf2/blender/exp/animation/gltf2_blender_gather_action.py#L481
def copy_animation_data(source, target): def copy_animation_data(source, target):
"""if source.data:
data = source.data.copy()
target.data = data"""
if source.animation_data and source.animation_data: if source.animation_data and source.animation_data:
#print("copying animation data from", source.name, "to", target.name)
print("I have animation data")
ad = source.animation_data ad = source.animation_data
"""if ad.action:
print(source.name,'uses',ad.action.name)"""
animations = []
blender_actions = [] blender_actions = []
blender_tracks = {} blender_tracks = {}
# TODO: this might need to be modified/ adapted to match the standard gltf exporter settings # TODO: this might need to be modified/ adapted to match the standard gltf exporter settings
for track in ad.nla_tracks: for track in ad.nla_tracks:
#print("track", track.name, track.active)
non_muted_strips = [strip for strip in track.strips if strip.action is not None and strip.mute is False] non_muted_strips = [strip for strip in track.strips if strip.action is not None and strip.mute is False]
for strip in non_muted_strips: #t.strips: for strip in non_muted_strips: #t.strips:
print(" ", source.name,'uses',strip.action.name, "active", strip.active, "action", strip.action) # print(" ", source.name,'uses',strip.action.name, "active", strip.active, "action", strip.action)
blender_actions.append(strip.action) blender_actions.append(strip.action)
blender_tracks[strip.action.name] = track.name blender_tracks[strip.action.name] = track.name
@ -57,31 +47,28 @@ def copy_animation_data(source, target):
blender_actions.sort(key = lambda a: a.name.lower()) blender_actions.sort(key = lambda a: a.name.lower())
markers_per_animation = {} markers_per_animation = {}
animations_infos = []
for action in blender_actions: for action in blender_actions:
animation_name = blender_tracks[action.name] animation_name = blender_tracks[action.name]
animations.append(animation_name) animations_infos.append(
f'(name: "{animation_name}", frame_start: {action.frame_range[0]}, frame_end: {action.frame_range[1]}, frames_length: {action.frame_range[1] - action.frame_range[0]}, frame_start_override: {action.frame_start}, frame_end_override: {action.frame_end})'
)
markers_per_animation[animation_name] = {} markers_per_animation[animation_name] = {}
print("markers", action.pose_markers, "for", action.name)
for marker in action.pose_markers: for marker in action.pose_markers:
if marker.frame not in markers_per_animation[animation_name]: if marker.frame not in markers_per_animation[animation_name]:
markers_per_animation[animation_name][marker.frame] = [] markers_per_animation[animation_name][marker.frame] = []
print(" marker", marker.name, marker.frame)
markers_per_animation[animation_name][marker.frame].append(marker.name) markers_per_animation[animation_name][marker.frame].append(marker.name)
print("animations", animations)
"""if target.animation_data == None: """if target.animation_data == None:
target.animation_data_create() target.animation_data_create()
target.animation_data.action = source.animation_data.action.copy()""" target.animation_data.action = source.animation_data.action.copy()"""
# alternative method, using the build in link animation operator # alternative method, using the built-in link animation operator
with bpy.context.temp_override(active_object=source, selected_editable_objects=[target]): with bpy.context.temp_override(active_object=source, selected_editable_objects=[target]):
bpy.ops.object.make_links_data(type='ANIMATION') bpy.ops.object.make_links_data(type='ANIMATION')
# we add an "animated" flag component # we add an "AnimationInfos" component
target['Animated'] = f'(animations: {animations})'.replace("'", '"') target['AnimationInfos'] = f'(animations: {animations_infos})'.replace("'","")
markers_formated = '{' markers_formated = '{'
for animation in markers_per_animation.keys(): for animation in markers_per_animation.keys():
@ -92,10 +79,7 @@ def copy_animation_data(source, target):
markers_formated += f"{frame}:{markers}, ".replace("'", '"') markers_formated += f"{frame}:{markers}, ".replace("'", '"')
markers_formated += '}, ' markers_formated += '}, '
markers_formated += '}' markers_formated += '}'
print("markers_formated", markers_formated)
target["AnimationMarkers"] = f'( {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) """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] properties = [p.identifier for p in source.animation_data.bl_rna.properties if not p.is_readonly]
@ -152,7 +136,7 @@ def duplicate_object(object, parent, combine_mode, destination_collection, libra
copy.parent = parent_empty copy.parent = parent_empty
""" """
print(nester, "copy", copy) # print(nester, "copy", copy)
# do this both for empty replacements & normal copies # do this both for empty replacements & normal copies
if parent is not None: if parent is not None:
copy.parent = parent copy.parent = parent