0094bcbc07
6 Commits
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0094bcbc07
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Implement additive blending for animation graphs. (#15631)
*Additive blending* is an ubiquitous feature in game engines that allows animations to be concatenated instead of blended. The canonical use case is to allow a character to hold a weapon while performing arbitrary poses. For example, if you had a character that needed to be able to walk or run while attacking with a weapon, the typical workflow is to have an additive blend node that combines walking and running animation clips with an animation clip of one of the limbs performing a weapon attack animation. This commit adds support for additive blending to Bevy. It builds on top of the flexible infrastructure in #15589 and introduces a new type of node, the *add node*. Like blend nodes, add nodes combine the animations of their children according to their weights. Unlike blend nodes, however, add nodes don't normalize the weights to 1.0. The `animation_masks` example has been overhauled to demonstrate the use of additive blending in combination with masks. There are now controls to choose an animation clip for every limb of the fox individually. This patch also fixes a bug whereby masks were incorrectly accumulated with `insert()` during the graph threading phase, which could cause corruption of computed masks in some cases. Note that the `clip` field has been replaced with an `AnimationNodeType` enum, which breaks `animgraph.ron` files. The `Fox.animgraph.ron` asset has been updated to the new format. Closes #14395. ## Showcase https://github.com/user-attachments/assets/52dfe05f-fdb3-477a-9462-ec150f93df33 ## Migration Guide * The `animgraph.ron` format has changed to accommodate the new *additive blending* feature. You'll need to change `clip` fields to instances of the new `AnimationNodeType` enum. |
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eb51b4c28e
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Migrate scenes to required components (#15579)
# Objective A step in the migration to required components: scenes! ## Solution As per the [selected proposal](https://hackmd.io/@bevy/required_components/%2FPJtNGVMMQhyM0zIvCJSkbA): - Deprecate `SceneBundle` and `DynamicSceneBundle`. - Add `SceneRoot` and `DynamicSceneRoot` components, which wrap a `Handle<Scene>` and `Handle<DynamicScene>` respectively. ## Migration Guide Asset handles for scenes and dynamic scenes must now be wrapped in the `SceneRoot` and `DynamicSceneRoot` components. Raw handles as components no longer spawn scenes. Additionally, `SceneBundle` and `DynamicSceneBundle` have been deprecated. Instead, use the scene components directly. Previously: ```rust let model_scene = asset_server.load(GltfAssetLabel::Scene(0).from_asset("model.gltf")); commands.spawn(SceneBundle { scene: model_scene, transform: Transform::from_xyz(-4.0, 0.0, -3.0), ..default() }); ``` Now: ```rust let model_scene = asset_server.load(GltfAssetLabel::Scene(0).from_asset("model.gltf")); commands.spawn(( SceneRoot(model_scene), Transform::from_xyz(-4.0, 0.0, -3.0), )); ``` |
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54006b107b
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Migrate meshes and materials to required components (#15524)
# Objective A big step in the migration to required components: meshes and materials! ## Solution As per the [selected proposal](https://hackmd.io/@bevy/required_components/%2Fj9-PnF-2QKK0on1KQ29UWQ): - Deprecate `MaterialMesh2dBundle`, `MaterialMeshBundle`, and `PbrBundle`. - Add `Mesh2d` and `Mesh3d` components, which wrap a `Handle<Mesh>`. - Add `MeshMaterial2d<M: Material2d>` and `MeshMaterial3d<M: Material>`, which wrap a `Handle<M>`. - Meshes *without* a mesh material should be rendered with a default material. The existence of a material is determined by `HasMaterial2d`/`HasMaterial3d`, which is required by `MeshMaterial2d`/`MeshMaterial3d`. This gets around problems with the generics. Previously: ```rust commands.spawn(MaterialMesh2dBundle { mesh: meshes.add(Circle::new(100.0)).into(), material: materials.add(Color::srgb(7.5, 0.0, 7.5)), transform: Transform::from_translation(Vec3::new(-200., 0., 0.)), ..default() }); ``` Now: ```rust commands.spawn(( Mesh2d(meshes.add(Circle::new(100.0))), MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))), Transform::from_translation(Vec3::new(-200., 0., 0.)), )); ``` If the mesh material is missing, previously nothing was rendered. Now, it renders a white default `ColorMaterial` in 2D and a `StandardMaterial` in 3D (this can be overridden). Below, only every other entity has a material:   Why white? This is still open for discussion, but I think white makes sense for a *default* material, while *invalid* asset handles pointing to nothing should have something like a pink material to indicate that something is broken (I don't handle that in this PR yet). This is kind of a mix of Godot and Unity: Godot just renders a white material for non-existent materials, while Unity renders nothing when no materials exist, but renders pink for invalid materials. I can also change the default material to pink if that is preferable though. ## Testing I ran some 2D and 3D examples to test if anything changed visually. I have not tested all examples or features yet however. If anyone wants to test more extensively, it would be appreciated! ## Implementation Notes - The relationship between `bevy_render` and `bevy_pbr` is weird here. `bevy_render` needs `Mesh3d` for its own systems, but `bevy_pbr` has all of the material logic, and `bevy_render` doesn't depend on it. I feel like the two crates should be refactored in some way, but I think that's out of scope for this PR. - I didn't migrate meshlets to required components yet. That can probably be done in a follow-up, as this is already a huge PR. - It is becoming increasingly clear to me that we really, *really* want to disallow raw asset handles as components. They caused me a *ton* of headache here already, and it took me a long time to find every place that queried for them or inserted them directly on entities, since there were no compiler errors for it. If we don't remove the `Component` derive, I expect raw asset handles to be a *huge* footgun for users as we transition to wrapper components, especially as handles as components have been the norm so far. I personally consider this to be a blocker for 0.15: we need to migrate to wrapper components for asset handles everywhere, and remove the `Component` derive. Also see https://github.com/bevyengine/bevy/issues/14124. --- ## Migration Guide Asset handles for meshes and mesh materials must now be wrapped in the `Mesh2d` and `MeshMaterial2d` or `Mesh3d` and `MeshMaterial3d` components for 2D and 3D respectively. Raw handles as components no longer render meshes. Additionally, `MaterialMesh2dBundle`, `MaterialMeshBundle`, and `PbrBundle` have been deprecated. Instead, use the mesh and material components directly. Previously: ```rust commands.spawn(MaterialMesh2dBundle { mesh: meshes.add(Circle::new(100.0)).into(), material: materials.add(Color::srgb(7.5, 0.0, 7.5)), transform: Transform::from_translation(Vec3::new(-200., 0., 0.)), ..default() }); ``` Now: ```rust commands.spawn(( Mesh2d(meshes.add(Circle::new(100.0))), MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))), Transform::from_translation(Vec3::new(-200., 0., 0.)), )); ``` If the mesh material is missing, a white default material is now used. Previously, nothing was rendered if the material was missing. The `WithMesh2d` and `WithMesh3d` query filter type aliases have also been removed. Simply use `With<Mesh2d>` or `With<Mesh3d>`. --------- Co-authored-by: Tim Blackbird <justthecooldude@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com> |
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de888a373d
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Migrate lights to required components (#15554)
# Objective Another step in the migration to required components: lights! Note that this does not include `EnvironmentMapLight` or reflection probes yet, because their API hasn't been fully chosen yet. ## Solution As per the [selected proposals](https://hackmd.io/@bevy/required_components/%2FLLnzwz9XTxiD7i2jiUXkJg): - Deprecate `PointLightBundle` in favor of the `PointLight` component - Deprecate `SpotLightBundle` in favor of the `PointLight` component - Deprecate `DirectionalLightBundle` in favor of the `DirectionalLight` component ## Testing I ran some examples with lights. --- ## Migration Guide `PointLightBundle`, `SpotLightBundle`, and `DirectionalLightBundle` have been deprecated. Use the `PointLight`, `SpotLight`, and `DirectionalLight` components instead. Adding them will now insert the other components required by them automatically. |
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86d5944b2e
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Fix some examples having different instruction text positions (#15017)
# Objective Thought I had found all of these... noticed some `10px` in #15013 and did another sweep. Continuation of #8478, #13583. ## Solution - Position example text (and other elements) 12px from the edge of the screen |
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d2624765d0
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Implement animation masks, allowing fine control of the targets that animations affect. (#15013)
This commit adds support for *masks* to the animation graph. A mask is a set of animation targets (bones) that neither a node nor its descendants are allowed to animate. Animation targets can be assigned one or more *mask group*s, which are specific to a single graph. If a node masks out any mask group that an animation target belongs to, animation curves for that target will be ignored during evaluation. The canonical use case for masks is to support characters holding objects. Typically, character animations will contain hand animations in the case that the character's hand is empty. (For example, running animations may close a character's fingers into a fist.) However, when the character is holding an object, the animation must be altered so that the hand grips the object. Bevy currently has no convenient way to handle this. The only workaround that I can see is to have entirely separate animation clips for characters' hands and bodies and keep them in sync, which is burdensome and doesn't match artists' expectations from other engines, which all effectively have support for masks. However, with mask group support, this task is simple. We assign each hand to a mask group and parent all character animations to a node. When a character grasps an object in hand, we position the fingers as appropriate and then enable the mask group for that hand in that node. This allows the character's animations to run normally, while the object remains correctly attached to the hand. Note that even with this PR, we won't have support for running separate animations for a character's hand and the rest of the character. This is because we're missing additive blending: there's no way to combine the two masked animations together properly. I intend that to be a follow-up PR. The major engines all have support for masks, though the workflow varies from engine to engine: * Unity has support for masks [essentially as implemented here], though with layers instead of a tree. However, when using the Mecanim ("Humanoid") feature, precise control over bones is lost in favor of predefined muscle groups. * Unreal has a feature named [*layered blend per bone*]. This allows for separate blend weights for different bones, effectively achieving masks. I believe that the combination of blend nodes and masks make Bevy's animation graph as expressible as that of Unreal, once we have support for additive blending, though you may have to use more nodes than you would in Unreal. Moreover, separating out the concepts of "blend weight" and "which bones this node applies to" seems like a cleaner design than what Unreal has. * Godot's `AnimationTree` has the notion of [*blend filters*], which are essentially the same as masks as implemented in this PR. Additionally, this patch fixes a bug with weight evaluation whereby weights weren't properly propagated down to grandchildren, because the weight evaluation for a node only checked its parent's weight, not its evaluated weight. I considered submitting this as a separate PR, but given that this PR refactors that code entirely to support masks and weights under a unified "evaluated node" concept, I simply included the fix here. A new example, `animation_masks`, has been added. It demonstrates how to toggle masks on and off for specific portions of a skin. This is part of #14395, but I'm going to defer closing that issue until we have additive blending. [essentially as implemented here]: https://docs.unity3d.com/560/Documentation/Manual/class-AvatarMask.html [*layered blend per bone*]: https://dev.epicgames.com/documentation/en-us/unreal-engine/using-layered-animations-in-unreal-engine [*blend filters*]: https://docs.godotengine.org/en/stable/tutorials/animation/animation_tree.html ## Migration Guide * The serialized format of animation graphs has changed with the addition of animation masks. To upgrade animation graph RON files, add `mask` and `mask_groups` fields as appropriate. (They can be safely set to zero.) |