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
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c44d82e7dc
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df3e335114
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@ -3,7 +3,7 @@ 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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/// storage for animations for a given entity's BLUEPRINT (ie for example a characters animations), essentially a clone of gltf's `named_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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@ -15,13 +15,6 @@ pub struct BlueprintAnimations {
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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 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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@ -37,11 +30,56 @@ pub struct InstanceAnimations {
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pub struct InstanceAnimationPlayerLink(pub Entity);
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/// Stores Animation information: name, frame informations etc
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#[derive(Reflect, Default, Debug)]
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pub struct AnimationInfo {
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pub name: String,
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pub frame_start:f32,
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pub frame_end:f32,
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pub frames_length:f32,
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pub frame_start_override:f32,
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pub frame_end_override:f32
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}
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/// Stores information about animations, to make things a bit easier api wise:
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/// these components are automatically inserted by gltf_auto_export on entities that have animations
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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pub struct AnimationInfos{
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pub animations: Vec<AnimationInfo>
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}
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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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/// Stores information about animation markers: practical for adding things like triggering events at specific keyframes etc
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/// it is essentiall a hashmap of AnimationName => HashMap<FrameNumber, Vec of marker names>
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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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// FIXME: ugh, ugly, there has to be a better way to do this ?
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#[derive(Component, Default, Debug)]
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pub struct AnimationMarkerTrackers(pub HashMap<String, HashMap<u32, Vec<AnimationMarkerTracker> >>);
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#[derive(Default, Debug)]
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pub struct AnimationMarkerTracker{
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// pub frame:u32,
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// pub name: String,
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// pub processed_for_cycle: bool,
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pub prev_frame: u32
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}
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/// Event that gets triggered once a specific marker inside an animation has been reached (frame based)
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/// Provides some usefull information about which entity , wich animation, wich frame & which marker got triggered
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#[derive(Event, Debug)]
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pub struct AnimationMarkerReached{
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pub entity: Entity,
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pub animation_name: String,
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pub frame: u32,
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pub marker_name: String,
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}
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@ -122,14 +122,16 @@ 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::<AnimationInfo>()
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.register_type::<AnimationInfos>()
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.register_type::<Vec<AnimationInfo>>()
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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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.add_event::<AnimationMarkerReached>()
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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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.insert_resource(BluePrintsConfig {
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format: self.format,
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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, AnimationMarkers, BlueprintAnimationPlayerLink, BlueprintAnimations, BlueprintName, BlueprintsList, GltfBlueprintsSet, InstanceAnimationPlayerLink, InstanceAnimations};
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use bevy_gltf_blueprints::{AnimationInfos, AnimationMarkerReached, AnimationMarkerTrackers, 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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@ -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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addded_animateds:Query<(Entity, &Name, &Animated),(Added<Animated>)>,
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added_animation_infos:Query<(Entity, &Name, &AnimationInfos),(Added<AnimationInfos>)>,
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animtest: Res<AnimTest>,
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@ -150,16 +150,13 @@ fn animations(
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parents: Query<&Parent>,
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names: Query<&Name>,
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) {
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for (entity, name, animated) in addded_animateds.iter() {
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// println!("animated stuf {:?} on entity {}", animated, name);
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for (entity, name, animation_infos) in added_animation_infos.iter() {
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//println!("animated stuf {:?} on entity {}", animation_infos, name);
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let gltf = assets_gltf.get(&animtest.0).unwrap();
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let animations_list = animated;
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let mut matching_data = true;
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for animation_name in &animations_list.animations {
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if !gltf.named_animations.contains_key(animation_name){
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for animation_info in &animation_infos.animations {
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if !gltf.named_animations.contains_key(&animation_info.name){
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matching_data = false;
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break;
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}
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@ -167,34 +164,27 @@ fn animations(
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if matching_data {
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println!("inserting Animations components into {} ({:?})", name, entity);
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println!("Found match {:?}", gltf.named_animations);
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// commands.entity(entity).remove::<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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InstanceAnimations {
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named_animations: gltf.named_animations.clone(),
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},
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);
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//animations.named_animations = gltf.named_animations.clone();
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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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// println!("found match with animationPlayer !! {:?}",names.get(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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}
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println!("");
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}
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}
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fn play_animations(
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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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animated_marker1: Query<(&InstanceAnimationPlayerLink, &InstanceAnimations), (With<AnimationInfos>, With<Marker1>)>,
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animated_marker2: Query<(&InstanceAnimationPlayerLink, &InstanceAnimations), (With<AnimationInfos>, With<Marker2>)>,
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animated_marker3: Query<(&InstanceAnimationPlayerLink, &InstanceAnimations, &BlueprintAnimationPlayerLink, &BlueprintAnimations), (With<AnimationInfos>, With<Marker3>)>,
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mut animation_players: Query<&mut AnimationPlayer>,
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keycode: Res<ButtonInput<KeyCode>>,
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@ -309,35 +299,61 @@ fn play_animations(
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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_infos: Query<(Entity, &AnimationMarkers, &InstanceAnimationPlayerLink, &InstanceAnimations, &AnimationInfos)>,
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animation_players: Query<&AnimationPlayer>,
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animation_clips: Res<Assets<AnimationClip>>
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animation_clips: Res<Assets<AnimationClip>>,
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mut animation_marker_events: EventWriter<AnimationMarkerReached>
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) {
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for (entity, markers, link, animations) in bla.iter() {
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for (entity, markers, link, animations, animation_infos) in animation_infos.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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// if marker_trackers.0.contains_key(k)
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// marker_trackers.0
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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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// FIMXE: yikes ! very inneficient ! perhaps add boilerplate to the "start playing animation" code so we know what is playing
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let animation_name = animations.named_animations.iter().find_map(|(key, value)| if value == animation_player.animation_clip(){ Some(key) }else { None});
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if animation_name.is_some() {
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let animation_name = animation_name.unwrap();
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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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let animation_length_seconds = animation_clip.unwrap().duration();
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let animation_length_frames = animation_infos.animations.iter().find(|anim| &anim.name == animation_name).unwrap().frames_length;
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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_length_seconds;
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let frame_seconds = (animation_length_frames as f32 / animation_length_seconds) * time_in_animation ;
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let frame = frame_seconds as u32;
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let matching_animation_marker = &markers.0[animation_name];
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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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//emit an event , something like AnimationMarkerReached(entity, animation_name, frame, marker_name)
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// FIXME: problem, this can fire multiple times in a row, depending on animation length , speed , etc
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for marker_name in matching_markers_per_frame {
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animation_marker_events.send(AnimationMarkerReached {
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entity: entity,
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animation_name: animation_name.clone(),
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frame: frame,
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marker_name: marker_name.clone()
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});
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}
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}
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}
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}
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}
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}
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}
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fn react_to_animation_markers(
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mut animation_marker_events: EventReader<AnimationMarkerReached>
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)
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{
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for event in animation_marker_events.read() {
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println!("animation marker event {:?}", event)
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}
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}
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@ -374,6 +390,8 @@ impl Plugin for GamePlugin {
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.after(GltfBlueprintsSet::AfterSpawn)
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)
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.add_systems(Update, play_animations)
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.add_systems(Update, react_to_animation_markers)
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/* .add_systems(Update, generate_screenshot.run_if(on_timer(Duration::from_secs_f32(0.2)))) // TODO: run once
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.add_systems(
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Update,
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@ -27,27 +27,17 @@ def remove_unwanted_custom_properties(object):
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# TODO: rename actions ?
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# reference https://github.com/KhronosGroup/glTF-Blender-IO/blob/main/addons/io_scene_gltf2/blender/exp/animation/gltf2_blender_gather_action.py#L481
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def copy_animation_data(source, target):
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"""if source.data:
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data = source.data.copy()
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target.data = data"""
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if source.animation_data and source.animation_data:
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#print("copying animation data from", source.name, "to", target.name)
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print("I have animation data")
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ad = source.animation_data
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"""if ad.action:
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print(source.name,'uses',ad.action.name)"""
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animations = []
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blender_actions = []
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blender_tracks = {}
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# TODO: this might need to be modified/ adapted to match the standard gltf exporter settings
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for track in ad.nla_tracks:
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#print("track", track.name, track.active)
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non_muted_strips = [strip for strip in track.strips if strip.action is not None and strip.mute is False]
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for strip in non_muted_strips: #t.strips:
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print(" ", source.name,'uses',strip.action.name, "active", strip.active, "action", strip.action)
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# print(" ", source.name,'uses',strip.action.name, "active", strip.active, "action", strip.action)
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blender_actions.append(strip.action)
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blender_tracks[strip.action.name] = track.name
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blender_actions.sort(key = lambda a: a.name.lower())
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markers_per_animation = {}
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animations_infos = []
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for action in blender_actions:
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animation_name = blender_tracks[action.name]
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animations.append(animation_name)
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animations_infos.append(
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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})'
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)
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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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target.animation_data_create()
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target.animation_data.action = source.animation_data.action.copy()"""
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# alternative method, using the build in link animation operator
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# alternative method, using the built-in link animation operator
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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("'", '"')
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# we add an "AnimationInfos" component
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target['AnimationInfos'] = f'(animations: {animations_infos})'.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"{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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@ -152,7 +136,7 @@ def duplicate_object(object, parent, combine_mode, destination_collection, libra
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copy.parent = parent_empty
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"""
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print(nester, "copy", copy)
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# print(nester, "copy", copy)
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# do this both for empty replacements & normal copies
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if parent is not None:
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copy.parent = parent
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