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@ -1,6 +1,6 @@
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[package]
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name = "bevy_gltf_blueprints"
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version = "0.10.0"
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version = "0.10.2"
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authors = ["Mark 'kaosat-dev' Moissette"]
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description = "Adds the ability to define Blueprints/Prefabs for Bevy inside gltf files and spawn them in Bevy."
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homepage = "https://github.com/kaosat-dev/Blender_bevy_components_workflow"
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@ -224,7 +224,7 @@ Typically , the order of systems should be
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***bevy_gltf_components (GltfComponentsSet::Injection)*** => ***bevy_gltf_blueprints (GltfBlueprintsSet::Spawn, GltfBlueprintsSet::AfterSpawn)*** => ***replace_proxies***
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see https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/basic for how to set it up correctly
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see an example [here](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/basic) for how to set it up correctly
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@ -278,9 +278,9 @@ pub fn animation_change_on_proximity_foxes(
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}
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```
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see https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/animation for how to set it up correctly
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see [here](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/animation) for how to set it up correctly
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particularly from https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/animation/game/in_game.rs
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particularly from [here](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/animation/src/game/in_game.rs)
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## Materials
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@ -301,7 +301,7 @@ material_library_folder: "materials".into() //defaults to "materials" the folder
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```bevy_gltf_blueprints``` currently does NOT take care of loading those at runtime
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see https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/materials for how to set it up correctly
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see an example [here](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/materials) for how to set it up correctly
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Generating optimised blueprints and material libraries can be automated using the latests version of the [Blender plugin](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/tools/gltf_auto_export)
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@ -326,15 +326,15 @@ As it create custom properties that are writen in real **ron** file format inste
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## Examples
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https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/basic
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* [basic](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/basic)
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https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/basic_xpbd_physics
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* [xbpd](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/basic_xpbd_physics)
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https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/animation
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* [animation](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/animation)
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https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/materials
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* [materials](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/materials)
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https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/multiple_levels_multiple_blendfiles
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* [multiple_levels_multiple_blendfiles](https://github.com/kaosat-dev/Blender_bevy_components_workflow/tree/main/examples/bevy_gltf_blueprints/multiple_levels_multiple_blendfiles)
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## Compatible Bevy versions
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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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@ -36,12 +29,54 @@ pub struct InstanceAnimations {
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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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/// 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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pub struct AnimationMarker{
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pub frame:u32,
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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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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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|
@ -19,7 +19,11 @@ pub use copy_components::*;
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use core::fmt;
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use std::path::PathBuf;
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|
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use bevy::{prelude::*, render::primitives::Aabb, utils::HashMap};
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use bevy::{
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prelude::*,
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render::{primitives::Aabb, view::VisibilitySystems},
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utils::HashMap,
|
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};
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use bevy_gltf_components::{ComponentsFromGltfPlugin, GltfComponentsSet};
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#[derive(SystemSet, Debug, Hash, PartialEq, Eq, Clone)]
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@ -119,17 +123,16 @@ 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::<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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.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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@ -174,10 +177,11 @@ impl Plugin for BlueprintsPlugin {
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.in_set(GltfBlueprintsSet::Spawn),
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)
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.add_systems(
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Update,
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PostUpdate,
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(spawned_blueprint_post_process, apply_deferred)
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.chain()
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.in_set(GltfBlueprintsSet::AfterSpawn),
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.in_set(GltfBlueprintsSet::AfterSpawn)
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.before(VisibilitySystems::CheckVisibility),
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);
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||||
}
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||||
}
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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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|
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use crate::{BlueprintAnimations, BluePrintsConfig};
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use crate::{BluePrintsConfig, BlueprintAnimations};
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/// this is a flag component for our levels/game world
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#[derive(Component)]
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@ -281,9 +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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BlueprintAnimations { // these are animations specific to the inside of the blueprint
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BlueprintAnimations {
|
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// 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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|
@ -85,7 +85,9 @@ 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(BlueprintAnimationPlayerLink(added));
|
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commands
|
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.entity(original)
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.insert(BlueprintAnimationPlayerLink(added));
|
||||
}
|
||||
}
|
||||
}
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||||
|
@ -1,5 +1,10 @@
|
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use bevy::pbr::DirectionalLightShadowMap;
|
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use bevy::prelude::*;
|
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use bevy::render::render_asset::RenderAssetUsages;
|
||||
use bevy::render::render_resource::{
|
||||
Extent3d, TextureDimension, TextureFormat, TextureViewDescriptor, TextureViewDimension,
|
||||
};
|
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use std::iter;
|
||||
|
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use crate::GltfComponentsSet;
|
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|
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@ -84,14 +89,66 @@ fn process_shadowmap(
|
||||
}
|
||||
|
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fn process_background_shader(
|
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background_shaders: Query<&BlenderBackgroundShader, Added<BlenderBackgroundShader>>,
|
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background_shaders: Query<Ref<BlenderBackgroundShader>>,
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cameras: Query<(Entity, Ref<Camera3d>)>,
|
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mut images: ResMut<Assets<Image>>,
|
||||
mut commands: Commands,
|
||||
mut env_map_handle: Local<Option<Handle<Image>>>,
|
||||
) {
|
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for background_shader in background_shaders.iter() {
|
||||
commands.insert_resource(AmbientLight {
|
||||
color: background_shader.color,
|
||||
// Just a guess, see <https://github.com/bevyengine/bevy/issues/12280>
|
||||
brightness: background_shader.strength * 400.0,
|
||||
let Ok(background_shader) = background_shaders.get_single() else {
|
||||
return;
|
||||
};
|
||||
|
||||
let env_map_handle = env_map_handle.get_or_insert_with(|| {
|
||||
let size = Extent3d {
|
||||
width: 1,
|
||||
height: 6,
|
||||
depth_or_array_layers: 1,
|
||||
};
|
||||
let dimension = TextureDimension::D2;
|
||||
const SIDES_PER_CUBE: usize = 6;
|
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let data: Vec<_> = iter::repeat(background_shader.color.as_rgba_u8())
|
||||
.take(SIDES_PER_CUBE)
|
||||
.flatten()
|
||||
.collect();
|
||||
let format = TextureFormat::Rgba8UnormSrgb;
|
||||
let asset_usage = RenderAssetUsages::RENDER_WORLD;
|
||||
|
||||
let mut image = Image::new(size, dimension, data, format, asset_usage);
|
||||
|
||||
// Source: https://github.com/bevyengine/bevy/blob/85b488b73d6f6e75690962fba67a144d9beb6b88/examples/3d/skybox.rs#L152-L160
|
||||
image.reinterpret_stacked_2d_as_array(image.height() / image.width());
|
||||
image.texture_view_descriptor = Some(TextureViewDescriptor {
|
||||
dimension: Some(TextureViewDimension::Cube),
|
||||
..default()
|
||||
});
|
||||
|
||||
images.add(image)
|
||||
});
|
||||
// Don't need the handle to be &mut
|
||||
let env_map_handle = &*env_map_handle;
|
||||
|
||||
if background_shader.is_added() {
|
||||
// We're using an environment map, so we don't need the ambient light
|
||||
commands.remove_resource::<AmbientLight>();
|
||||
}
|
||||
|
||||
let is_bg_outdated = background_shader.is_changed();
|
||||
if is_bg_outdated {
|
||||
let color = background_shader.color * background_shader.strength;
|
||||
commands.insert_resource(ClearColor(color));
|
||||
}
|
||||
let camera_entities = cameras
|
||||
.iter()
|
||||
.filter_map(|(entity, cam)| (is_bg_outdated || cam.is_changed()).then_some(entity));
|
||||
|
||||
for camera_entity in camera_entities {
|
||||
// See https://github.com/KhronosGroup/glTF-Blender-IO/blob/8573cc0dfb612091bfc1bcf6df55c18a44b9668a/addons/io_scene_gltf2/blender/com/gltf2_blender_conversion.py#L19
|
||||
const PBR_WATTS_TO_LUMENS: f32 = 683.0;
|
||||
commands.entity(camera_entity).insert(EnvironmentMapLight {
|
||||
diffuse_map: env_map_handle.clone(),
|
||||
specular_map: env_map_handle.clone(),
|
||||
intensity: background_shader.strength * PBR_WATTS_TO_LUMENS,
|
||||
});
|
||||
}
|
||||
}
|
||||
|
@ -110,6 +110,19 @@
|
||||
"type": "array",
|
||||
"typeInfo": "List"
|
||||
},
|
||||
"alloc::vec::Vec<bevy_gltf_blueprints::animation::AnimationInfo>": {
|
||||
"isComponent": false,
|
||||
"isResource": false,
|
||||
"items": {
|
||||
"type": {
|
||||
"$ref": "#/$defs/bevy_gltf_blueprints::animation::AnimationInfo"
|
||||
}
|
||||
},
|
||||
"short_name": "Vec<AnimationInfo>",
|
||||
"title": "alloc::vec::Vec<bevy_gltf_blueprints::animation::AnimationInfo>",
|
||||
"type": "array",
|
||||
"typeInfo": "List"
|
||||
},
|
||||
"alloc::vec::Vec<bevy_render::color::Color>": {
|
||||
"isComponent": false,
|
||||
"isResource": false,
|
||||
@ -2947,36 +2960,36 @@
|
||||
"type": "object",
|
||||
"typeInfo": "Struct"
|
||||
},
|
||||
"bevy_example::game::Marker1": {
|
||||
"bevy_example::game::animation::Marker1": {
|
||||
"additionalProperties": false,
|
||||
"isComponent": true,
|
||||
"isResource": false,
|
||||
"properties": {},
|
||||
"required": [],
|
||||
"short_name": "Marker1",
|
||||
"title": "bevy_example::game::Marker1",
|
||||
"title": "bevy_example::game::animation::Marker1",
|
||||
"type": "object",
|
||||
"typeInfo": "Struct"
|
||||
},
|
||||
"bevy_example::game::Marker2": {
|
||||
"bevy_example::game::animation::Marker2": {
|
||||
"additionalProperties": false,
|
||||
"isComponent": true,
|
||||
"isResource": false,
|
||||
"properties": {},
|
||||
"required": [],
|
||||
"short_name": "Marker2",
|
||||
"title": "bevy_example::game::Marker2",
|
||||
"title": "bevy_example::game::animation::Marker2",
|
||||
"type": "object",
|
||||
"typeInfo": "Struct"
|
||||
},
|
||||
"bevy_example::game::Marker3": {
|
||||
"bevy_example::game::animation::Marker3": {
|
||||
"additionalProperties": false,
|
||||
"isComponent": true,
|
||||
"isResource": false,
|
||||
"properties": {},
|
||||
"required": [],
|
||||
"short_name": "Marker3",
|
||||
"title": "bevy_example::game::Marker3",
|
||||
"title": "bevy_example::game::animation::Marker3",
|
||||
"type": "object",
|
||||
"typeInfo": "Struct"
|
||||
},
|
||||
@ -3549,25 +3562,90 @@
|
||||
"type": "object",
|
||||
"typeInfo": "Struct"
|
||||
},
|
||||
"bevy_gltf_blueprints::animation::Animated": {
|
||||
"bevy_gltf_blueprints::animation::AnimationInfo": {
|
||||
"additionalProperties": false,
|
||||
"isComponent": false,
|
||||
"isResource": false,
|
||||
"properties": {
|
||||
"frame_end": {
|
||||
"type": {
|
||||
"$ref": "#/$defs/f32"
|
||||
}
|
||||
},
|
||||
"frame_end_override": {
|
||||
"type": {
|
||||
"$ref": "#/$defs/f32"
|
||||
}
|
||||
},
|
||||
"frame_start": {
|
||||
"type": {
|
||||
"$ref": "#/$defs/f32"
|
||||
}
|
||||
},
|
||||
"frame_start_override": {
|
||||
"type": {
|
||||
"$ref": "#/$defs/f32"
|
||||
}
|
||||
},
|
||||
"frames_length": {
|
||||
"type": {
|
||||
"$ref": "#/$defs/f32"
|
||||
}
|
||||
},
|
||||
"name": {
|
||||
"type": {
|
||||
"$ref": "#/$defs/alloc::string::String"
|
||||
}
|
||||
}
|
||||
},
|
||||
"required": [
|
||||
"name",
|
||||
"frame_start",
|
||||
"frame_end",
|
||||
"frames_length",
|
||||
"frame_start_override",
|
||||
"frame_end_override"
|
||||
],
|
||||
"short_name": "AnimationInfo",
|
||||
"title": "bevy_gltf_blueprints::animation::AnimationInfo",
|
||||
"type": "object",
|
||||
"typeInfo": "Struct"
|
||||
},
|
||||
"bevy_gltf_blueprints::animation::AnimationInfos": {
|
||||
"additionalProperties": false,
|
||||
"isComponent": true,
|
||||
"isResource": false,
|
||||
"properties": {
|
||||
"animations": {
|
||||
"type": {
|
||||
"$ref": "#/$defs/alloc::vec::Vec<alloc::string::String>"
|
||||
"$ref": "#/$defs/alloc::vec::Vec<bevy_gltf_blueprints::animation::AnimationInfo>"
|
||||
}
|
||||
}
|
||||
},
|
||||
"required": [
|
||||
"animations"
|
||||
],
|
||||
"short_name": "Animated",
|
||||
"title": "bevy_gltf_blueprints::animation::Animated",
|
||||
"short_name": "AnimationInfos",
|
||||
"title": "bevy_gltf_blueprints::animation::AnimationInfos",
|
||||
"type": "object",
|
||||
"typeInfo": "Struct"
|
||||
},
|
||||
"bevy_gltf_blueprints::animation::AnimationMarkers": {
|
||||
"isComponent": true,
|
||||
"isResource": false,
|
||||
"items": false,
|
||||
"prefixItems": [
|
||||
{
|
||||
"type": {
|
||||
"$ref": "#/$defs/bevy_utils::hashbrown::HashMap<alloc::string::String, bevy_utils::hashbrown::HashMap<u32, alloc::vec::Vec<alloc::string::String>, bevy_utils::hashbrown::hash_map::DefaultHashBuilder>, bevy_utils::hashbrown::hash_map::DefaultHashBuilder>"
|
||||
}
|
||||
}
|
||||
],
|
||||
"short_name": "AnimationMarkers",
|
||||
"title": "bevy_gltf_blueprints::animation::AnimationMarkers",
|
||||
"type": "array",
|
||||
"typeInfo": "TupleStruct"
|
||||
},
|
||||
"bevy_gltf_blueprints::animation::BlueprintAnimations": {
|
||||
"additionalProperties": false,
|
||||
"isComponent": true,
|
||||
@ -10934,6 +11012,32 @@
|
||||
"type": "object",
|
||||
"typeInfo": "Map"
|
||||
},
|
||||
"bevy_utils::hashbrown::HashMap<alloc::string::String, bevy_utils::hashbrown::HashMap<u32, alloc::vec::Vec<alloc::string::String>, bevy_utils::hashbrown::hash_map::DefaultHashBuilder>, bevy_utils::hashbrown::hash_map::DefaultHashBuilder>": {
|
||||
"additionalProperties": {
|
||||
"type": {
|
||||
"$ref": "#/$defs/bevy_utils::hashbrown::HashMap<u32, alloc::vec::Vec<alloc::string::String>, bevy_utils::hashbrown::hash_map::DefaultHashBuilder>"
|
||||
}
|
||||
},
|
||||
"isComponent": false,
|
||||
"isResource": false,
|
||||
"short_name": "HashMap<String, HashMap<u32, Vec<String>, DefaultHashBuilder>, DefaultHashBuilder>",
|
||||
"title": "bevy_utils::hashbrown::HashMap<alloc::string::String, bevy_utils::hashbrown::HashMap<u32, alloc::vec::Vec<alloc::string::String>, bevy_utils::hashbrown::hash_map::DefaultHashBuilder>, bevy_utils::hashbrown::hash_map::DefaultHashBuilder>",
|
||||
"type": "object",
|
||||
"typeInfo": "Map"
|
||||
},
|
||||
"bevy_utils::hashbrown::HashMap<u32, alloc::vec::Vec<alloc::string::String>, bevy_utils::hashbrown::hash_map::DefaultHashBuilder>": {
|
||||
"additionalProperties": {
|
||||
"type": {
|
||||
"$ref": "#/$defs/alloc::vec::Vec<alloc::string::String>"
|
||||
}
|
||||
},
|
||||
"isComponent": false,
|
||||
"isResource": false,
|
||||
"short_name": "HashMap<u32, Vec<String>, DefaultHashBuilder>",
|
||||
"title": "bevy_utils::hashbrown::HashMap<u32, alloc::vec::Vec<alloc::string::String>, bevy_utils::hashbrown::hash_map::DefaultHashBuilder>",
|
||||
"type": "object",
|
||||
"typeInfo": "Map"
|
||||
},
|
||||
"bevy_utils::smallvec::SmallVec<[bevy_ecs::entity::Entity; 8]>": {
|
||||
"isComponent": false,
|
||||
"isResource": false,
|
||||
|
Binary file not shown.
278
testing/bevy_example/src/game/animation.rs
Normal file
278
testing/bevy_example/src/game/animation.rs
Normal file
@ -0,0 +1,278 @@
|
||||
use std::time::Duration;
|
||||
|
||||
use bevy_gltf_blueprints::{
|
||||
AnimationInfos, AnimationMarkerReached, AnimationMarkerTrackers, AnimationMarkers,
|
||||
BlueprintAnimationPlayerLink, BlueprintAnimations, BlueprintName, BlueprintsList,
|
||||
GltfBlueprintsSet, InstanceAnimationPlayerLink, InstanceAnimations,
|
||||
};
|
||||
|
||||
use bevy::{gltf::Gltf, prelude::*};
|
||||
use bevy_gltf_worlflow_examples_common_rapier::{AppState, GameState};
|
||||
|
||||
#[derive(Component, Reflect, Default, Debug)]
|
||||
#[reflect(Component)]
|
||||
/// flag component for testing
|
||||
pub struct Marker1;
|
||||
|
||||
#[derive(Component, Reflect, Default, Debug)]
|
||||
#[reflect(Component)]
|
||||
/// flag component for testing
|
||||
pub struct Marker2;
|
||||
|
||||
#[derive(Component, Reflect, Default, Debug)]
|
||||
#[reflect(Component)]
|
||||
/// flag component for testing
|
||||
pub struct Marker3;
|
||||
|
||||
#[derive(Resource)]
|
||||
pub struct AnimTest(Handle<Gltf>);
|
||||
|
||||
pub fn setup_main_scene_animations(asset_server: Res<AssetServer>, mut commands: Commands) {
|
||||
commands.insert_resource(AnimTest(asset_server.load("models/World.glb")));
|
||||
}
|
||||
|
||||
pub fn animations(
|
||||
added_animation_players: Query<(Entity, &Name, &AnimationPlayer)>,
|
||||
added_animation_infos: Query<(Entity, &Name, &AnimationInfos), (Added<AnimationInfos>)>,
|
||||
animtest: Res<AnimTest>,
|
||||
mut commands: Commands,
|
||||
assets_gltf: Res<Assets<Gltf>>,
|
||||
parents: Query<&Parent>,
|
||||
) {
|
||||
for (entity, name, animation_infos) in added_animation_infos.iter() {
|
||||
//println!("animated stuf {:?} on entity {}", animation_infos, name);
|
||||
let gltf = assets_gltf.get(&animtest.0).unwrap();
|
||||
let mut matching_data = true;
|
||||
for animation_info in &animation_infos.animations {
|
||||
if !gltf.named_animations.contains_key(&animation_info.name) {
|
||||
matching_data = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if matching_data {
|
||||
println!(
|
||||
"inserting Animations components into {} ({:?})",
|
||||
name, entity
|
||||
);
|
||||
println!("Found match {:?}", gltf.named_animations);
|
||||
commands.entity(entity).insert(InstanceAnimations {
|
||||
named_animations: gltf.named_animations.clone(),
|
||||
});
|
||||
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(InstanceAnimationPlayerLink(ancestor));
|
||||
}
|
||||
// info!("{:?} is an ancestor of {:?}", ancestor, player);
|
||||
}
|
||||
}
|
||||
println!("");
|
||||
}
|
||||
}
|
||||
|
||||
pub fn play_animations(
|
||||
animated_marker1: Query<
|
||||
(&InstanceAnimationPlayerLink, &InstanceAnimations),
|
||||
(With<AnimationInfos>, With<Marker1>),
|
||||
>,
|
||||
animated_marker2: Query<
|
||||
(&InstanceAnimationPlayerLink, &InstanceAnimations),
|
||||
(With<AnimationInfos>, With<Marker2>),
|
||||
>,
|
||||
animated_marker3: Query<
|
||||
(
|
||||
&InstanceAnimationPlayerLink,
|
||||
&InstanceAnimations,
|
||||
&BlueprintAnimationPlayerLink,
|
||||
&BlueprintAnimations,
|
||||
),
|
||||
(With<AnimationInfos>, With<Marker3>),
|
||||
>,
|
||||
|
||||
mut animation_players: Query<&mut AnimationPlayer>,
|
||||
keycode: Res<ButtonInput<KeyCode>>,
|
||||
) {
|
||||
if keycode.just_pressed(KeyCode::KeyM) {
|
||||
for (link, animations) in animated_marker1.iter() {
|
||||
println!("animations {:?}", animations.named_animations);
|
||||
let mut animation_player = animation_players.get_mut(link.0).unwrap();
|
||||
let anim_name = "Blueprint1_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();
|
||||
}
|
||||
}
|
||||
if keycode.just_pressed(KeyCode::KeyJ) {
|
||||
for (link, animations) in animated_marker1.iter() {
|
||||
println!("animations {:?}", animations.named_animations);
|
||||
let mut animation_player = animation_players.get_mut(link.0).unwrap();
|
||||
let anim_name = "Blueprint1_jump";
|
||||
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();
|
||||
}
|
||||
}
|
||||
|
||||
if keycode.just_pressed(KeyCode::KeyA) {
|
||||
for (link, animations) in animated_marker2.iter() {
|
||||
println!("animations {:?}", animations.named_animations);
|
||||
let mut animation_player = animation_players.get_mut(link.0).unwrap();
|
||||
let anim_name = "Blueprint1_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();
|
||||
}
|
||||
}
|
||||
if keycode.just_pressed(KeyCode::KeyB) {
|
||||
for (link, animations) in animated_marker2.iter() {
|
||||
println!("animations {:?}", animations.named_animations);
|
||||
let mut animation_player = animation_players.get_mut(link.0).unwrap();
|
||||
let anim_name = "Blueprint1_jump";
|
||||
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 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();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub fn trigger_event_based_on_animation_marker(
|
||||
animation_infos: Query<(
|
||||
Entity,
|
||||
&AnimationMarkers,
|
||||
&InstanceAnimationPlayerLink,
|
||||
&InstanceAnimations,
|
||||
&AnimationInfos,
|
||||
)>,
|
||||
animation_players: Query<&AnimationPlayer>,
|
||||
animation_clips: Res<Assets<AnimationClip>>,
|
||||
mut animation_marker_events: EventWriter<AnimationMarkerReached>,
|
||||
) {
|
||||
for (entity, markers, link, animations, animation_infos) in animation_infos.iter() {
|
||||
let animation_player = animation_players.get(link.0).unwrap();
|
||||
let animation_clip = animation_clips.get(animation_player.animation_clip());
|
||||
|
||||
if animation_clip.is_some() {
|
||||
// if marker_trackers.0.contains_key(k)
|
||||
// marker_trackers.0
|
||||
// println!("Entity {:?} markers {:?}", entity, markers);
|
||||
// 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_length_seconds = animation_clip.unwrap().duration();
|
||||
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
|
||||
let time_in_animation = animation_player.elapsed()
|
||||
- (animation_player.completions() as f32) * animation_length_seconds;
|
||||
let frame_seconds =
|
||||
(animation_length_frames as f32 / animation_length_seconds) * time_in_animation;
|
||||
let frame = frame_seconds as u32;
|
||||
|
||||
let matching_animation_marker = &markers.0[animation_name];
|
||||
if matching_animation_marker.contains_key(&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(),
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub fn react_to_animation_markers(
|
||||
mut animation_marker_events: EventReader<AnimationMarkerReached>,
|
||||
) {
|
||||
for event in animation_marker_events.read() {
|
||||
println!("animation marker event {:?}", event)
|
||||
}
|
||||
}
|
@ -1,13 +1,19 @@
|
||||
pub mod animation;
|
||||
pub mod in_game;
|
||||
use std::{
|
||||
collections::HashMap, fs, time::Duration
|
||||
};
|
||||
|
||||
use bevy_gltf_blueprints::{Animated, AnimationMarkers, BlueprintAnimationPlayerLink, BlueprintAnimations, BlueprintName, BlueprintsList, GltfBlueprintsSet, InstanceAnimationPlayerLink, InstanceAnimations};
|
||||
pub use animation::*;
|
||||
pub use in_game::*;
|
||||
|
||||
use std::{collections::HashMap, fs, time::Duration};
|
||||
|
||||
use bevy_gltf_blueprints::{
|
||||
AnimationInfos, AnimationMarkerReached, AnimationMarkerTrackers, AnimationMarkers,
|
||||
BlueprintAnimationPlayerLink, BlueprintAnimations, BlueprintName, BlueprintsList,
|
||||
GltfBlueprintsSet, InstanceAnimationPlayerLink, InstanceAnimations,
|
||||
};
|
||||
|
||||
use bevy::{
|
||||
ecs::query, gltf::Gltf, prelude::*, render::view::screenshot::ScreenshotManager, time::common_conditions::on_timer, window::PrimaryWindow
|
||||
ecs::query, gltf::Gltf, prelude::*, render::view::screenshot::ScreenshotManager,
|
||||
time::common_conditions::on_timer, window::PrimaryWindow,
|
||||
};
|
||||
use bevy_gltf_worlflow_examples_common_rapier::{AppState, GameState};
|
||||
|
||||
@ -18,7 +24,6 @@ fn start_game(mut next_app_state: ResMut<NextState<AppState>>) {
|
||||
next_app_state.set(AppState::AppLoading);
|
||||
}
|
||||
|
||||
|
||||
// if the export from Blender worked correctly, we should have animations (simplified here by using AnimationPlayerLink)
|
||||
// if the export from Blender worked correctly, we should have an Entity called "Blueprint4_nested" that has a child called "Blueprint3" that has a "BlueprintName" component with value Blueprint3
|
||||
// if the export from Blender worked correctly, we should have a blueprints_list
|
||||
@ -33,7 +38,7 @@ fn validate_export(
|
||||
empties_candidates: Query<(Entity, &Name, &GlobalTransform)>,
|
||||
|
||||
blueprints_list: Query<(Entity, &BlueprintsList)>,
|
||||
root: Query<(Entity, &Name, &Children), (Without<Parent>, With<Children>)>
|
||||
root: Query<(Entity, &Name, &Children), (Without<Parent>, With<Children>)>,
|
||||
) {
|
||||
let animations_found = !animation_player_links.is_empty();
|
||||
|
||||
@ -79,22 +84,23 @@ fn validate_export(
|
||||
let mut tree: HashMap<String, Vec<String>> = HashMap::new();
|
||||
|
||||
for child in children.iter_descendants(root.0) {
|
||||
let child_name:String = names.get(child).map_or(String::from("no_name"), |e| e.to_string() ); //|e| e.to_string(), || "no_name".to_string());
|
||||
let child_name: String = names
|
||||
.get(child)
|
||||
.map_or(String::from("no_name"), |e| e.to_string()); //|e| e.to_string(), || "no_name".to_string());
|
||||
//println!(" child {}", child_name);
|
||||
let parent = parents.get(child).unwrap();
|
||||
let parent_name:String = names.get(parent.get()).map_or(String::from("no_name"), |e| e.to_string() ); //|e| e.to_string(), || "no_name".to_string());
|
||||
tree.entry(parent_name).or_default().push(child_name.clone());
|
||||
let parent_name: String = names
|
||||
.get(parent.get())
|
||||
.map_or(String::from("no_name"), |e| e.to_string()); //|e| e.to_string(), || "no_name".to_string());
|
||||
tree.entry(parent_name)
|
||||
.or_default()
|
||||
.push(child_name.clone());
|
||||
}
|
||||
|
||||
let hierarchy = to_json_string(&tree);
|
||||
fs::write(
|
||||
"bevy_hierarchy.json",
|
||||
hierarchy
|
||||
)
|
||||
.expect("unable to write hierarchy file")
|
||||
fs::write("bevy_hierarchy.json", hierarchy).expect("unable to write hierarchy file")
|
||||
}
|
||||
|
||||
|
||||
fs::write(
|
||||
"bevy_diagnostics.json",
|
||||
format!(
|
||||
@ -118,244 +124,6 @@ fn exit_game(mut app_exit_events: ResMut<Events<bevy::app::AppExit>>) {
|
||||
app_exit_events.send(bevy::app::AppExit);
|
||||
}
|
||||
|
||||
|
||||
#[derive(Resource)]
|
||||
struct MainAnimations(Vec<Handle<AnimationClip>>);
|
||||
|
||||
#[derive(Resource)]
|
||||
struct AnimTest(Handle<Gltf>);
|
||||
fn setup_main_scene_animations(
|
||||
asset_server: Res<AssetServer>,
|
||||
mut commands: Commands,
|
||||
) {
|
||||
/*commands.insert_resource(MainAnimations(vec![
|
||||
asset_server.load("models/World.glb#Blueprint1_jump"),
|
||||
asset_server.load("models/World.glb#Blueprint1_move"),
|
||||
|
||||
// asset_server.load("models/library/Blueprint6_animated.glb#Run"),
|
||||
|
||||
]));*/
|
||||
|
||||
commands.insert_resource(AnimTest(asset_server.load("models/World.glb")));
|
||||
}
|
||||
|
||||
fn animations(
|
||||
added_animation_players:Query<(Entity, &Name, &AnimationPlayer)>,
|
||||
addded_animateds:Query<(Entity, &Name, &Animated),(Added<Animated>)>,
|
||||
|
||||
animtest: Res<AnimTest>,
|
||||
|
||||
mut commands: Commands,
|
||||
assets_gltf: Res<Assets<Gltf>>,
|
||||
|
||||
parents: Query<&Parent>,
|
||||
names: Query<&Name>,
|
||||
|
||||
) {
|
||||
for (entity, name, animated) in addded_animateds.iter() {
|
||||
// println!("animated stuf {:?} on entity {}", animated, name);
|
||||
let gltf = assets_gltf.get(&animtest.0).unwrap();
|
||||
|
||||
let animations_list = animated;
|
||||
let mut matching_data = true;
|
||||
for animation_name in &animations_list.animations {
|
||||
if !gltf.named_animations.contains_key(animation_name){
|
||||
matching_data = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if matching_data {
|
||||
println!("inserting Animations components into {} ({:?})", name, entity);
|
||||
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(
|
||||
InstanceAnimations {
|
||||
named_animations: gltf.named_animations.clone(),
|
||||
},
|
||||
);
|
||||
|
||||
|
||||
//animations.named_animations = gltf.named_animations.clone();
|
||||
|
||||
|
||||
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(InstanceAnimationPlayerLink(ancestor));
|
||||
}
|
||||
// info!("{:?} is an ancestor of {:?}", ancestor, player);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn play_animations(
|
||||
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>>,
|
||||
|
||||
) {
|
||||
if keycode.just_pressed(KeyCode::KeyM) {
|
||||
for (link, animations) in animated_marker1.iter() {
|
||||
println!("animations {:?}", animations.named_animations);
|
||||
let mut animation_player = animation_players.get_mut(link.0).unwrap();
|
||||
let anim_name = "Blueprint1_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();
|
||||
}
|
||||
}
|
||||
if keycode.just_pressed(KeyCode::KeyJ) {
|
||||
for (link, animations) in animated_marker1.iter() {
|
||||
println!("animations {:?}", animations.named_animations);
|
||||
let mut animation_player = animation_players.get_mut(link.0).unwrap();
|
||||
let anim_name = "Blueprint1_jump";
|
||||
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();
|
||||
}
|
||||
}
|
||||
|
||||
if keycode.just_pressed(KeyCode::KeyA) {
|
||||
for (link, animations) in animated_marker2.iter() {
|
||||
println!("animations {:?}", animations.named_animations);
|
||||
let mut animation_player = animation_players.get_mut(link.0).unwrap();
|
||||
let anim_name = "Blueprint1_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();
|
||||
}
|
||||
}
|
||||
if keycode.just_pressed(KeyCode::KeyB) {
|
||||
for (link, animations) in animated_marker2.iter() {
|
||||
println!("animations {:?}", animations.named_animations);
|
||||
let mut animation_player = animation_players.get_mut(link.0).unwrap();
|
||||
let anim_name = "Blueprint1_jump";
|
||||
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 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();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn trigger_event_based_on_animation_marker(
|
||||
bla: Query<(Entity, &AnimationMarkers, &InstanceAnimationPlayerLink, &InstanceAnimations)>,
|
||||
animation_players: Query<&AnimationPlayer>,
|
||||
animation_clips: Res<Assets<AnimationClip>>
|
||||
) {
|
||||
for (entity, markers, link, animations) in bla.iter() {
|
||||
let animation_player = animation_players.get(link.0).unwrap();
|
||||
|
||||
let animation_clip = animation_clips.get(animation_player.animation_clip());
|
||||
|
||||
if animation_clip.is_some(){
|
||||
// println!("Entity {:?} markers {:?}", entity, markers);
|
||||
// println!("Player {:?} {}", animation_player.elapsed(), animation_player.completions());
|
||||
|
||||
let animation_total_length = animation_clip.unwrap().duration();
|
||||
let animation_total_frames = 80; // FIXME just for testing
|
||||
// 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_bla = (animation_total_frames as f32 / animation_total_length) * time_in_animation ;
|
||||
let frame = time_bla 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_markers_per_frame = matching_animation_marker.get(&frame).unwrap();
|
||||
println!("FOUND A MARKER {:?} at frame {}", matching_markers_per_frame, frame);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Component, Reflect, Default, Debug)]
|
||||
#[reflect(Component)]
|
||||
/// flag component for testing
|
||||
pub struct Marker1;
|
||||
|
||||
#[derive(Component, Reflect, Default, Debug)]
|
||||
#[reflect(Component)]
|
||||
/// 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) {
|
||||
@ -374,6 +142,8 @@ impl Plugin for GamePlugin {
|
||||
.after(GltfBlueprintsSet::AfterSpawn)
|
||||
)
|
||||
.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,
|
||||
|
@ -27,27 +27,17 @@ def remove_unwanted_custom_properties(object):
|
||||
# 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
|
||||
def copy_animation_data(source, target):
|
||||
"""if source.data:
|
||||
data = source.data.copy()
|
||||
target.data = 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
|
||||
"""if ad.action:
|
||||
print(source.name,'uses',ad.action.name)"""
|
||||
|
||||
animations = []
|
||||
blender_actions = []
|
||||
blender_tracks = {}
|
||||
|
||||
# TODO: this might need to be modified/ adapted to match the standard gltf exporter settings
|
||||
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]
|
||||
|
||||
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_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())
|
||||
|
||||
markers_per_animation = {}
|
||||
animations_infos = []
|
||||
|
||||
for action in blender_actions:
|
||||
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] = {}
|
||||
|
||||
print("markers", action.pose_markers, "for", action.name)
|
||||
for marker in action.pose_markers:
|
||||
|
||||
if marker.frame not in markers_per_animation[animation_name]:
|
||||
markers_per_animation[animation_name][marker.frame] = []
|
||||
print(" marker", marker.name, marker.frame)
|
||||
|
||||
markers_per_animation[animation_name][marker.frame].append(marker.name)
|
||||
|
||||
print("animations", animations)
|
||||
|
||||
"""if target.animation_data == None:
|
||||
target.animation_data_create()
|
||||
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]):
|
||||
bpy.ops.object.make_links_data(type='ANIMATION')
|
||||
# we add an "animated" flag component
|
||||
target['Animated'] = f'(animations: {animations})'.replace("'", '"')
|
||||
# we add an "AnimationInfos" component
|
||||
target['AnimationInfos'] = f'(animations: {animations_infos})'.replace("'","")
|
||||
|
||||
markers_formated = '{'
|
||||
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 += '}, '
|
||||
markers_formated += '}'
|
||||
print("markers_formated", 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)
|
||||
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
|
||||
"""
|
||||
|
||||
print(nester, "copy", copy)
|
||||
# print(nester, "copy", copy)
|
||||
# do this both for empty replacements & normal copies
|
||||
if parent is not None:
|
||||
copy.parent = parent
|
||||
|
Loading…
Reference in New Issue
Block a user