diff --git a/Cargo.toml b/Cargo.toml index 6613ec3c4e..6be54d00eb 100644 --- a/Cargo.toml +++ b/Cargo.toml @@ -1291,6 +1291,28 @@ description = "Plays an animation from a skinned glTF" category = "Animation" wasm = true +[[example]] +name = "animated_fox_control" +path = "examples/animation/animated_fox_control.rs" +doc-scrape-examples = true + +[package.metadata.example.animated_fox_control] +name = "Animated Fox Control" +description = "Plays an animation from a skinned glTF with keyboard controls" +category = "Animation" +wasm = true + +[[example]] +name = "animated_fox_events" +path = "examples/animation/animated_fox_events.rs" +doc-scrape-examples = true + +[package.metadata.example.animated_fox_events] +name = "Animated Fox Events" +description = "Plays an animation from a skinned glTF with events" +category = "Animation" +wasm = true + [[example]] name = "animation_graph" path = "examples/animation/animation_graph.rs" diff --git a/examples/README.md b/examples/README.md index 2ff4e504e1..5b1594b8e0 100644 --- a/examples/README.md +++ b/examples/README.md @@ -195,6 +195,8 @@ Example | Description Example | Description --- | --- [Animated Fox](../examples/animation/animated_fox.rs) | Plays an animation from a skinned glTF +[Animated Fox Control](../examples/animation/animated_fox_control.rs) | Plays an animation from a skinned glTF with keyboard controls +[Animated Fox Events](../examples/animation/animated_fox_events.rs) | Plays an animation from a skinned glTF with events [Animated Transform](../examples/animation/animated_transform.rs) | Create and play an animation defined by code that operates on the `Transform` component [Animated UI](../examples/animation/animated_ui.rs) | Shows how to use animation clips to animate UI properties [Animation Events](../examples/animation/animation_events.rs) | Demonstrate how to use animation events diff --git a/examples/animation/animated_fox.rs b/examples/animation/animated_fox.rs index 912b2d082b..12e8ecc75c 100644 --- a/examples/animation/animated_fox.rs +++ b/examples/animation/animated_fox.rs @@ -2,14 +2,7 @@ use std::{f32::consts::PI, time::Duration}; -use bevy::{ - animation::{AnimationTargetId, RepeatAnimation}, - color::palettes::css::WHITE, - pbr::CascadeShadowConfigBuilder, - prelude::*, -}; -use rand::{Rng, SeedableRng}; -use rand_chacha::ChaCha8Rng; +use bevy::{pbr::CascadeShadowConfigBuilder, prelude::*}; const FOX_PATH: &str = "models/animated/Fox.glb"; @@ -21,49 +14,15 @@ fn main() { ..default() }) .add_plugins(DefaultPlugins) - .init_resource::() - .init_resource::() .add_systems(Startup, setup) .add_systems(Update, setup_scene_once_loaded) - .add_systems(Update, (keyboard_animation_control, simulate_particles)) - .add_observer(observe_on_step) .run(); } -#[derive(Resource)] -struct SeededRng(ChaCha8Rng); - #[derive(Resource)] struct Animations { - animations: Vec, - graph: Handle, -} - -#[derive(Event, Reflect, Clone)] -struct OnStep; - -fn observe_on_step( - trigger: Trigger, - particle: Res, - mut commands: Commands, - transforms: Query<&GlobalTransform>, - mut seeded_rng: ResMut, -) { - let translation = transforms.get(trigger.target()).unwrap().translation(); - // Spawn a bunch of particles. - for _ in 0..14 { - let horizontal = seeded_rng.0.gen::() * seeded_rng.0.gen_range(8.0..12.0); - let vertical = seeded_rng.0.gen_range(0.0..4.0); - let size = seeded_rng.0.gen_range(0.2..1.0); - commands.queue(spawn_particle( - particle.mesh.clone(), - particle.material.clone(), - translation.reject_from_normalized(Vec3::Y), - seeded_rng.0.gen_range(0.2..0.6), - size, - Vec3::new(horizontal.x, vertical, horizontal.y) * 10.0, - )); - } + graph_handle: Handle, + index: AnimationNodeIndex, } fn setup( @@ -74,17 +33,17 @@ fn setup( mut graphs: ResMut>, ) { // Build the animation graph - let (graph, node_indices) = AnimationGraph::from_clips([ - asset_server.load(GltfAssetLabel::Animation(2).from_asset(FOX_PATH)), - asset_server.load(GltfAssetLabel::Animation(1).from_asset(FOX_PATH)), + let (graph, index) = AnimationGraph::from_clip( + // We specifically want the "walk" animation, which is the first one. asset_server.load(GltfAssetLabel::Animation(0).from_asset(FOX_PATH)), - ]); + ); - // Insert a resource with the current scene information + // Keep our animation graph in a Resource so that it can be inserted onto + // the correct entity once the scene actually loads. let graph_handle = graphs.add(graph); commands.insert_resource(Animations { - animations: node_indices, - graph: graph_handle, + graph_handle: graph_handle.clone(), + index, }); // Camera @@ -115,60 +74,19 @@ fn setup( )); // Fox - commands.spawn(SceneRoot( - asset_server.load(GltfAssetLabel::Scene(0).from_asset(FOX_PATH)), + commands.spawn(( + SceneRoot(asset_server.load(GltfAssetLabel::Scene(0).from_asset(FOX_PATH))), + AnimationGraphHandle(graph_handle), )); - - println!("Animation controls:"); - println!(" - spacebar: play / pause"); - println!(" - arrow up / down: speed up / slow down animation playback"); - println!(" - arrow left / right: seek backward / forward"); - println!(" - digit 1 / 3 / 5: play the animation times"); - println!(" - L: loop the animation forever"); - println!(" - return: change animation"); - - // We're seeding the PRNG here to make this example deterministic for testing purposes. - // This isn't strictly required in practical use unless you need your app to be deterministic. - let seeded_rng = ChaCha8Rng::seed_from_u64(19878367467712); - commands.insert_resource(SeededRng(seeded_rng)); } -// An `AnimationPlayer` is automatically added to the scene when it's ready. -// When the player is added, start the animation. +// Once the scene is loaded, start the animation fn setup_scene_once_loaded( mut commands: Commands, animations: Res, - feet: Res, - graphs: Res>, - mut clips: ResMut>, mut players: Query<(Entity, &mut AnimationPlayer), Added>, ) { - fn get_clip<'a>( - node: AnimationNodeIndex, - graph: &AnimationGraph, - clips: &'a mut Assets, - ) -> &'a mut AnimationClip { - let node = graph.get(node).unwrap(); - let clip = match &node.node_type { - AnimationNodeType::Clip(handle) => clips.get_mut(handle), - _ => unreachable!(), - }; - clip.unwrap() - } - for (entity, mut player) in &mut players { - let graph = graphs.get(&animations.graph).unwrap(); - - // Send `OnStep` events once the fox feet hits the ground in the running animation. - let running_animation = get_clip(animations.animations[0], graph, &mut clips); - // You can determine the time an event should trigger if you know witch frame it occurs and - // the frame rate of the animation. Let's say we want to trigger an event at frame 15, - // and the animation has a frame rate of 24 fps, then time = 15 / 24 = 0.625. - running_animation.add_event_to_target(feet.front_left, 0.625, OnStep); - running_animation.add_event_to_target(feet.front_right, 0.5, OnStep); - running_animation.add_event_to_target(feet.back_left, 0.0, OnStep); - running_animation.add_event_to_target(feet.back_right, 0.125, OnStep); - let mut transitions = AnimationTransitions::new(); // Make sure to start the animation via the `AnimationTransitions` @@ -176,227 +94,12 @@ fn setup_scene_once_loaded( // the animations and will get confused if the animations are started // directly via the `AnimationPlayer`. transitions - .play(&mut player, animations.animations[0], Duration::ZERO) + .play(&mut player, animations.index, Duration::ZERO) .repeat(); commands .entity(entity) - .insert(AnimationGraphHandle(animations.graph.clone())) - .insert(transitions); - } -} - -fn keyboard_animation_control( - keyboard_input: Res>, - mut animation_players: Query<(&mut AnimationPlayer, &mut AnimationTransitions)>, - animations: Res, - mut current_animation: Local, -) { - for (mut player, mut transitions) in &mut animation_players { - let Some((&playing_animation_index, _)) = player.playing_animations().next() else { - continue; - }; - - if keyboard_input.just_pressed(KeyCode::Space) { - let playing_animation = player.animation_mut(playing_animation_index).unwrap(); - if playing_animation.is_paused() { - playing_animation.resume(); - } else { - playing_animation.pause(); - } - } - - if keyboard_input.just_pressed(KeyCode::ArrowUp) { - let playing_animation = player.animation_mut(playing_animation_index).unwrap(); - let speed = playing_animation.speed(); - playing_animation.set_speed(speed * 1.2); - } - - if keyboard_input.just_pressed(KeyCode::ArrowDown) { - let playing_animation = player.animation_mut(playing_animation_index).unwrap(); - let speed = playing_animation.speed(); - playing_animation.set_speed(speed * 0.8); - } - - if keyboard_input.just_pressed(KeyCode::ArrowLeft) { - let playing_animation = player.animation_mut(playing_animation_index).unwrap(); - let elapsed = playing_animation.seek_time(); - playing_animation.seek_to(elapsed - 0.1); - } - - if keyboard_input.just_pressed(KeyCode::ArrowRight) { - let playing_animation = player.animation_mut(playing_animation_index).unwrap(); - let elapsed = playing_animation.seek_time(); - playing_animation.seek_to(elapsed + 0.1); - } - - if keyboard_input.just_pressed(KeyCode::Enter) { - *current_animation = (*current_animation + 1) % animations.animations.len(); - - transitions - .play( - &mut player, - animations.animations[*current_animation], - Duration::from_millis(250), - ) - .repeat(); - } - - if keyboard_input.just_pressed(KeyCode::Digit1) { - let playing_animation = player.animation_mut(playing_animation_index).unwrap(); - playing_animation - .set_repeat(RepeatAnimation::Count(1)) - .replay(); - } - - if keyboard_input.just_pressed(KeyCode::Digit3) { - let playing_animation = player.animation_mut(playing_animation_index).unwrap(); - playing_animation - .set_repeat(RepeatAnimation::Count(3)) - .replay(); - } - - if keyboard_input.just_pressed(KeyCode::Digit5) { - let playing_animation = player.animation_mut(playing_animation_index).unwrap(); - playing_animation - .set_repeat(RepeatAnimation::Count(5)) - .replay(); - } - - if keyboard_input.just_pressed(KeyCode::KeyL) { - let playing_animation = player.animation_mut(playing_animation_index).unwrap(); - playing_animation.set_repeat(RepeatAnimation::Forever); - } - } -} - -fn simulate_particles( - mut commands: Commands, - mut query: Query<(Entity, &mut Transform, &mut Particle)>, - time: Res