feat(Blenvy:Bevy): added back & updated animation docs

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kaosat.dev 2024-07-21 02:08:04 +02:00
parent 09d1218942
commit e54d41ca5c
2 changed files with 52 additions and 52 deletions

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@ -15,55 +15,4 @@ see https://github.com/kaosat-dev/Blenvy/tree/main/examples/blenvy/basic for how
## Animation
```blenvy``` provides some lightweight helpers to deal with animations stored in gltf files
* an ```Animations``` component that gets inserted into spawned (root) entities that contains a hashmap of all animations contained inside that entity/gltf file .
(this is a copy of the ```named_animations``` inside Bevy's gltf structures )
* an ```AnimationPlayerLink``` component that gets inserted into spawned (root) entities, to make it easier to trigger/ control animations than it usually is inside Bevy + Gltf files
The workflow for animations is as follows:
* create a gltf file with animations (using Blender & co) as you would normally do
* inside Bevy, use the ```blenvy``` boilerplate (see sections above), no specific setup beyond that is required
* to control the animation of an entity, you need to query for entities that have both ```AnimationPlayerLink``` and ```Animations``` components (added by ```blenvy```) AND entities with the ```AnimationPlayer``` component
For example:
```rust no_run
// example of changing animation of entities based on proximity to the player, for "fox" entities (Tag component)
pub fn animation_change_on_proximity_foxes(
players: Query<&GlobalTransform, With<Player>>,
animated_foxes: Query<(&GlobalTransform, &AnimationPlayerLink, &Animations ), With<Fox>>,
mut animation_players: Query<&mut AnimationPlayer>,
){
for player_transforms in players.iter() {
for (fox_tranforms, link, animations) in animated_foxes.iter() {
let distance = player_transforms
.translation()
.distance(fox_tranforms.translation());
let mut anim_name = "Walk";
if distance < 8.5 {
anim_name = "Run";
}
else if distance >= 8.5 && distance < 10.0{
anim_name = "Walk";
}
else if distance >= 10.0 && distance < 15.0{
anim_name = "Survey";
}
// now play the animation based on the chosen animation name
let mut animation_player = animation_players.get_mut(link.0).unwrap();
animation_player.play_with_transition(
animations.named_animations.get(anim_name).expect("animation name should be in the list").clone(),
Duration::from_secs(3)
).repeat();
}
}
}
```
see https://github.com/kaosat-dev/Blenvy/tree/main/examples/blenvy/animation for how to set it up correctly

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@ -229,9 +229,60 @@ Ff you enable it on the blender side, Blenvy will be using "material libraries"
Ie for example without this option, 56 different blueprints using the same material with a large texture would lead to the material/texture being embeded Ie for example without this option, 56 different blueprints using the same material with a large texture would lead to the material/texture being embeded
56 times !! 56 times !!
Generating optimised blueprints and material libraries can be automated using the [Blender plugin](https://github.com/kaosat-dev/Blenvy/tree/main/tools/blenvy) Generating optimised blueprints and material libraries can be automated using the [Blender plugin](https://github.com/kaosat-dev/Blenvy/tree/main/tools/blenvy)
## Animation
```blenvy``` provides some lightweight helpers to deal with animations stored in gltf files
It has both support for blueprint level animations (shared by all blueprint instance of the same blueprint)
* an ```BlueprintAnimations``` component that gets inserted into spawned (root) entities that contains a hashmap of all animations contained inside that entity/gltf file .
* an ```BlueprintAnimationPlayerLink``` component that gets inserted into spawned (root) entities, to make it easier to find Bevy's ```AnimationPlayer``` and ```AnimationTransitions``` components
And instance level animations (specific to one instance)
* an ```InstanceAnimations``` component that gets inserted into spawned (root) entities that contains a hashmap of all animations **specific to that instance** .
* an ```InstanceAnimationPlayerLink``` component that gets inserted into spawned (root) entities, to make it easier to find Bevy's ```AnimationPlayer``` and ```AnimationTransitions``` components for the animations above
The workflow for animations is as follows:
* create a gltf file with animations (using Blender & co) as you would normally do
* inside Bevy, use the ```blenvy``` boilerplate (see sections above), no specific setup beyond that is required
* to control the animation of an entity, you need to query for entities that have both ```BlueprintAnimationPlayerLink``` and ```BlueprintAnimations``` components (added by ```blenvy```) AND entities with the ```AnimationPlayer``` component
For example (blueprint animations):
```rust no_run
pub fn trigger_blueprint_animations(
animated_foxes: Query<(&BlueprintAnimationPlayerLink, &BlueprintAnimations), With<Fox>>,
mut animation_players: Query<(&mut AnimationPlayer, &mut AnimationTransitions)>,
keycode: Res<ButtonInput<KeyCode>>,
){
if keycode.just_pressed(KeyCode::KeyW) {
for (link, animations) in animated_foxes.iter() {
let (mut animation_player, mut animation_transitions) =
animation_players.get_mut(link.0).unwrap();
let anim_name = "Walk";
animation_transitions
.play(
&mut animation_player,
animations
.named_indices
.get(anim_name)
.expect("animation name should be in the list")
.clone(),
Duration::from_secs(5),
)
.repeat();
}
}
}
```
see https://github.com/kaosat-dev/Blenvy/tree/main/examples/blenvy/animation for how to set it up correctly
## Additional features ## Additional features