 dfdf2b9ea4
			
		
	
	
		dfdf2b9ea4
		
			
		
	
	
	
	
		
			
			This is an implementation of RFC #51: https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md Note that the implementation strategy is different from the one outlined in that RFC, because two-phase animation has now landed. # Objective Bevy needs animation blending. The RFC for this is [RFC 51]. ## Solution This is an implementation of the RFC. Note that the implementation strategy is different from the one outlined there, because two-phase animation has now landed. This is just a draft to get the conversation started. Currently we're missing a few things: - [x] A fully-fleshed-out mechanism for transitions - [x] A serialization format for `AnimationGraph`s - [x] Examples are broken, other than `animated_fox` - [x] Documentation --- ## Changelog ### Added * The `AnimationPlayer` has been reworked to support blending multiple animations together through an `AnimationGraph`, and as such will no longer function unless a `Handle<AnimationGraph>` has been added to the entity containing the player. See [RFC 51] for more details. * Transition functionality has moved from the `AnimationPlayer` to a new component, `AnimationTransitions`, which works in tandem with the `AnimationGraph`. ## Migration Guide * `AnimationPlayer`s can no longer play animations by themselves and need to be paired with a `Handle<AnimationGraph>`. Code that was using `AnimationPlayer` to play animations will need to create an `AnimationGraph` asset first, add a node for the clip (or clips) you want to play, and then supply the index of that node to the `AnimationPlayer`'s `play` method. * The `AnimationPlayer::play_with_transition()` method has been removed and replaced with the `AnimationTransitions` component. If you were previously using `AnimationPlayer::play_with_transition()`, add all animations that you were playing to the `AnimationGraph`, and create an `AnimationTransitions` component to manage the blending between them. [RFC 51]: https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md --------- Co-authored-by: Rob Parrett <robparrett@gmail.com>
		
			
				
	
	
		
			577 lines
		
	
	
		
			18 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			577 lines
		
	
	
		
			18 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Demonstrates animation blending with animation graphs.
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| //!
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| //! The animation graph is shown on screen. You can change the weights of the
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| //! playing animations by clicking and dragging left or right within the nodes.
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| 
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| #[cfg(not(target_arch = "wasm32"))]
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| use std::{fs::File, path::Path};
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| 
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| use bevy::{
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|     animation::animate_targets,
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|     color::palettes::{
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|         basic::WHITE,
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|         css::{ANTIQUE_WHITE, DARK_GREEN},
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|     },
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|     prelude::*,
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|     ui::RelativeCursorPosition,
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| };
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| 
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| use argh::FromArgs;
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| #[cfg(not(target_arch = "wasm32"))]
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| use bevy::asset::io::file::FileAssetReader;
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| #[cfg(not(target_arch = "wasm32"))]
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| use bevy::tasks::IoTaskPool;
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| #[cfg(not(target_arch = "wasm32"))]
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| use ron::ser::PrettyConfig;
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| 
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| /// Where to find the serialized animation graph.
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| static ANIMATION_GRAPH_PATH: &str = "animation_graphs/Fox.animgraph.ron";
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| 
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| /// The indices of the nodes containing animation clips in the graph.
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| static CLIP_NODE_INDICES: [u32; 3] = [2, 3, 4];
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| 
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| /// The help text in the upper left corner.
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| static HELP_TEXT: &str = "Click and drag an animation clip node to change its weight";
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| 
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| /// The node widgets in the UI.
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| static NODE_TYPES: [NodeType; 5] = [
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|     NodeType::Clip(ClipNode::new("Idle", 0)),
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|     NodeType::Clip(ClipNode::new("Walk", 1)),
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|     NodeType::Blend("Root"),
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|     NodeType::Blend("Blend\n0.5"),
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|     NodeType::Clip(ClipNode::new("Run", 2)),
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| ];
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| 
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| /// The positions of the node widgets in the UI.
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| ///
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| /// These are in the same order as [`NODE_TYPES`] above.
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| static NODE_RECTS: [NodeRect; 5] = [
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|     NodeRect::new(10.00, 10.00, 97.64, 48.41),
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|     NodeRect::new(10.00, 78.41, 97.64, 48.41),
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|     NodeRect::new(286.08, 78.41, 97.64, 48.41),
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|     NodeRect::new(148.04, 44.20, 97.64, 48.41),
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|     NodeRect::new(10.00, 146.82, 97.64, 48.41),
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| ];
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| 
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| /// The positions of the horizontal lines in the UI.
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| static HORIZONTAL_LINES: [Line; 6] = [
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|     Line::new(107.64, 34.21, 20.20),
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|     Line::new(107.64, 102.61, 20.20),
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|     Line::new(107.64, 171.02, 158.24),
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|     Line::new(127.84, 68.41, 20.20),
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|     Line::new(245.68, 68.41, 20.20),
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|     Line::new(265.88, 102.61, 20.20),
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| ];
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| 
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| /// The positions of the vertical lines in the UI.
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| static VERTICAL_LINES: [Line; 2] = [
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|     Line::new(127.83, 34.21, 68.40),
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|     Line::new(265.88, 68.41, 102.61),
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| ];
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| 
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| /// Initializes the app.
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| fn main() {
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|     #[cfg(not(target_arch = "wasm32"))]
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|     let args: Args = argh::from_env();
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|     #[cfg(target_arch = "wasm32")]
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|     let args = Args::from_args(&[], &[]).unwrap();
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| 
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|     App::new()
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|         .add_plugins(DefaultPlugins.set(WindowPlugin {
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|             primary_window: Some(Window {
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|                 title: "Bevy Animation Graph Example".into(),
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|                 ..default()
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|             }),
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|             ..default()
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|         }))
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|         .add_systems(Startup, (setup_assets, setup_scene, setup_ui))
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|         .add_systems(Update, init_animations.before(animate_targets))
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|         .add_systems(
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|             Update,
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|             (handle_weight_drag, update_ui, sync_weights).chain(),
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|         )
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|         .insert_resource(args)
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|         .insert_resource(AmbientLight {
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|             color: WHITE.into(),
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|             brightness: 100.0,
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|         })
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|         .run();
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| }
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| 
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| /// Demonstrates animation blending with animation graphs
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| #[derive(FromArgs, Resource)]
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| struct Args {
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|     /// disables loading of the animation graph asset from disk
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|     #[argh(switch)]
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|     no_load: bool,
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|     /// regenerates the asset file; implies `--no-load`
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|     #[argh(switch)]
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|     save: bool,
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| }
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| 
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| /// The [`AnimationGraph`] asset, which specifies how the animations are to
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| /// be blended together.
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| #[derive(Clone, Resource)]
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| struct ExampleAnimationGraph(Handle<AnimationGraph>);
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| 
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| /// The current weights of the three playing animations.
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| #[derive(Component)]
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| struct ExampleAnimationWeights {
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|     /// The weights of the three playing animations.
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|     weights: [f32; 3],
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| }
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| 
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| /// Initializes the scene.
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| fn setup_assets(
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|     mut commands: Commands,
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|     mut asset_server: ResMut<AssetServer>,
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|     mut animation_graphs: ResMut<Assets<AnimationGraph>>,
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|     args: Res<Args>,
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| ) {
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|     // Create or load the assets.
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|     if args.no_load || args.save {
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|         setup_assets_programmatically(
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|             &mut commands,
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|             &mut asset_server,
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|             &mut animation_graphs,
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|             args.save,
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|         );
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|     } else {
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|         setup_assets_via_serialized_animation_graph(&mut commands, &mut asset_server);
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|     }
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| }
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| 
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| fn setup_ui(mut commands: Commands) {
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|     setup_help_text(&mut commands);
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|     setup_node_rects(&mut commands);
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|     setup_node_lines(&mut commands);
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| }
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| 
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| /// Creates the assets programmatically, including the animation graph.
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| /// Optionally saves them to disk if `save` is present (corresponding to the
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| /// `--save` option).
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| fn setup_assets_programmatically(
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|     commands: &mut Commands,
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|     asset_server: &mut AssetServer,
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|     animation_graphs: &mut Assets<AnimationGraph>,
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|     _save: bool,
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| ) {
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|     // Create the nodes.
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|     let mut animation_graph = AnimationGraph::new();
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|     let blend_node = animation_graph.add_blend(0.5, animation_graph.root);
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|     animation_graph.add_clip(
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|         asset_server.load("models/animated/Fox.glb#Animation0"),
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|         1.0,
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|         animation_graph.root,
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|     );
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|     animation_graph.add_clip(
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|         asset_server.load("models/animated/Fox.glb#Animation1"),
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|         1.0,
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|         blend_node,
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|     );
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|     animation_graph.add_clip(
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|         asset_server.load("models/animated/Fox.glb#Animation2"),
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|         1.0,
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|         blend_node,
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|     );
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| 
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|     // If asked to save, do so.
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|     #[cfg(not(target_arch = "wasm32"))]
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|     if _save {
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|         let animation_graph = animation_graph.clone();
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| 
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|         IoTaskPool::get()
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|             .spawn(async move {
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|                 let mut animation_graph_writer = File::create(Path::join(
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|                     &FileAssetReader::get_base_path(),
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|                     Path::join(Path::new("assets"), Path::new(ANIMATION_GRAPH_PATH)),
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|                 ))
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|                 .expect("Failed to open the animation graph asset");
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|                 ron::ser::to_writer_pretty(
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|                     &mut animation_graph_writer,
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|                     &animation_graph,
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|                     PrettyConfig::default(),
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|                 )
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|                 .expect("Failed to serialize the animation graph");
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|             })
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|             .detach();
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|     }
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| 
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|     // Add the graph.
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|     let handle = animation_graphs.add(animation_graph);
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| 
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|     // Save the assets in a resource.
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|     commands.insert_resource(ExampleAnimationGraph(handle));
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| }
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| 
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| fn setup_assets_via_serialized_animation_graph(
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|     commands: &mut Commands,
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|     asset_server: &mut AssetServer,
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| ) {
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|     commands.insert_resource(ExampleAnimationGraph(
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|         asset_server.load(ANIMATION_GRAPH_PATH),
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|     ));
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| }
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| 
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| /// Spawns the animated fox.
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| fn setup_scene(
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|     mut commands: Commands,
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|     asset_server: Res<AssetServer>,
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|     mut meshes: ResMut<Assets<Mesh>>,
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|     mut materials: ResMut<Assets<StandardMaterial>>,
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| ) {
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|     commands.spawn(Camera3dBundle {
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|         transform: Transform::from_xyz(-10.0, 5.0, 13.0).looking_at(Vec3::new(0., 1., 0.), Vec3::Y),
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|         ..default()
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|     });
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| 
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|     commands.spawn(PointLightBundle {
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|         point_light: PointLight {
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|             intensity: 10_000_000.0,
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|             shadows_enabled: true,
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|             ..default()
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|         },
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|         transform: Transform::from_xyz(-4.0, 8.0, 13.0),
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|         ..default()
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|     });
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| 
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|     commands.spawn(SceneBundle {
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|         scene: asset_server.load("models/animated/Fox.glb#Scene0"),
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|         transform: Transform::from_scale(Vec3::splat(0.07)),
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|         ..default()
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|     });
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| 
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|     // Ground
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| 
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|     commands.spawn(PbrBundle {
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|         mesh: meshes.add(Circle::new(7.0)),
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|         material: materials.add(Color::srgb(0.3, 0.5, 0.3)),
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|         transform: Transform::from_rotation(Quat::from_rotation_x(-std::f32::consts::FRAC_PI_2)),
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|         ..default()
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|     });
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| }
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| 
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| /// Places the help text at the top left of the window.
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| fn setup_help_text(commands: &mut Commands) {
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|     commands.spawn(TextBundle {
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|         text: Text::from_section(
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|             HELP_TEXT,
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|             TextStyle {
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|                 font_size: 20.0,
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|                 ..default()
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|             },
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|         ),
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|         style: Style {
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|             position_type: PositionType::Absolute,
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|             top: Val::Px(12.0),
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|             left: Val::Px(12.0),
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|             ..default()
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|         },
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|         ..default()
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|     });
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| }
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| 
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| /// Initializes the node UI widgets.
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| fn setup_node_rects(commands: &mut Commands) {
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|     for (node_rect, node_type) in NODE_RECTS.iter().zip(NODE_TYPES.iter()) {
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|         let node_string = match *node_type {
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|             NodeType::Clip(ref clip) => clip.text,
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|             NodeType::Blend(text) => text,
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|         };
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| 
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|         let text = commands
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|             .spawn(TextBundle {
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|                 text: Text::from_section(
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|                     node_string,
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|                     TextStyle {
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|                         font_size: 16.0,
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|                         color: ANTIQUE_WHITE.into(),
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|                         ..default()
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|                     },
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|                 )
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|                 .with_justify(JustifyText::Center),
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|                 ..default()
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|             })
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|             .id();
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| 
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|         let container = {
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|             let mut container = commands.spawn((
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|                 NodeBundle {
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|                     style: Style {
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|                         position_type: PositionType::Absolute,
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|                         bottom: Val::Px(node_rect.bottom),
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|                         left: Val::Px(node_rect.left),
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|                         height: Val::Px(node_rect.height),
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|                         width: Val::Px(node_rect.width),
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|                         align_items: AlignItems::Center,
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|                         justify_items: JustifyItems::Center,
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|                         align_content: AlignContent::Center,
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|                         justify_content: JustifyContent::Center,
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|                         ..default()
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|                     },
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|                     border_color: WHITE.into(),
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|                     ..default()
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|                 },
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|                 Outline::new(Val::Px(1.), Val::ZERO, Color::WHITE),
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|             ));
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| 
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|             if let NodeType::Clip(ref clip) = node_type {
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|                 container.insert((
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|                     Interaction::None,
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|                     RelativeCursorPosition::default(),
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|                     (*clip).clone(),
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|                 ));
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|             }
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| 
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|             container.id()
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|         };
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| 
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|         // Create the background color.
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|         if let NodeType::Clip(_) = node_type {
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|             let background = commands
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|                 .spawn(NodeBundle {
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|                     style: Style {
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|                         position_type: PositionType::Absolute,
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|                         top: Val::Px(0.),
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|                         left: Val::Px(0.),
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|                         height: Val::Px(node_rect.height),
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|                         width: Val::Px(node_rect.width),
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|                         ..default()
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|                     },
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|                     background_color: DARK_GREEN.into(),
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|                     ..default()
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|                 })
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|                 .id();
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| 
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|             commands.entity(container).add_child(background);
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|         }
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| 
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|         commands.entity(container).add_child(text);
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|     }
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| }
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| 
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| /// Creates boxes for the horizontal and vertical lines.
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| ///
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| /// This is a bit hacky: it uses 1-pixel-wide and 1-pixel-high boxes to draw
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| /// vertical and horizontal lines, respectively.
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| fn setup_node_lines(commands: &mut Commands) {
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|     for line in &HORIZONTAL_LINES {
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|         commands.spawn(NodeBundle {
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|             style: Style {
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|                 position_type: PositionType::Absolute,
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|                 bottom: Val::Px(line.bottom),
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|                 left: Val::Px(line.left),
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|                 height: Val::Px(0.0),
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|                 width: Val::Px(line.length),
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|                 border: UiRect::bottom(Val::Px(1.0)),
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|                 ..default()
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|             },
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|             border_color: WHITE.into(),
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|             ..default()
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|         });
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|     }
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| 
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|     for line in &VERTICAL_LINES {
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|         commands.spawn(NodeBundle {
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|             style: Style {
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|                 position_type: PositionType::Absolute,
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|                 bottom: Val::Px(line.bottom),
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|                 left: Val::Px(line.left),
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|                 height: Val::Px(line.length),
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|                 width: Val::Px(0.0),
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|                 border: UiRect::left(Val::Px(1.0)),
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|                 ..default()
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|             },
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|             border_color: WHITE.into(),
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|             ..default()
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|         });
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|     }
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| }
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| 
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| /// Attaches the animation graph to the scene, and plays all three animations.
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| fn init_animations(
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|     mut commands: Commands,
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|     mut query: Query<(Entity, &mut AnimationPlayer)>,
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|     animation_graph: Res<ExampleAnimationGraph>,
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|     mut done: Local<bool>,
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| ) {
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|     if *done {
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|         return;
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|     }
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| 
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|     for (entity, mut player) in query.iter_mut() {
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|         commands.entity(entity).insert((
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|             animation_graph.0.clone(),
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|             ExampleAnimationWeights::default(),
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|         ));
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|         for &node_index in &CLIP_NODE_INDICES {
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|             player.play(node_index.into()).repeat();
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|         }
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| 
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|         *done = true;
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|     }
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| }
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| 
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| /// Read cursor position relative to clip nodes, allowing the user to change weights
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| /// when dragging the node UI widgets.
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| fn handle_weight_drag(
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|     mut interaction_query: Query<(&Interaction, &RelativeCursorPosition, &ClipNode)>,
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|     mut animation_weights_query: Query<&mut ExampleAnimationWeights>,
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| ) {
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|     for (interaction, relative_cursor, clip_node) in &mut interaction_query {
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|         if !matches!(*interaction, Interaction::Pressed) {
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|             continue;
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|         }
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| 
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|         let Some(pos) = relative_cursor.normalized else {
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|             continue;
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|         };
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| 
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|         for mut animation_weights in animation_weights_query.iter_mut() {
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|             animation_weights.weights[clip_node.index] = pos.x.clamp(0., 1.);
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|         }
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|     }
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| }
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| 
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| // Updates the UI based on the weights that the user has chosen.
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| fn update_ui(
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|     mut text_query: Query<&mut Text>,
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|     mut background_query: Query<&mut Style, Without<Text>>,
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|     container_query: Query<(&Children, &ClipNode)>,
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|     animation_weights_query: Query<&ExampleAnimationWeights, Changed<ExampleAnimationWeights>>,
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| ) {
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|     for animation_weights in animation_weights_query.iter() {
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|         for (children, clip_node) in &container_query {
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|             // Draw the green background color to visually indicate the weight.
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|             let mut bg_iter = background_query.iter_many_mut(children);
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|             if let Some(mut style) = bg_iter.fetch_next() {
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|                 // All nodes are the same width, so `NODE_RECTS[0]` is as good as any other.
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|                 style.width =
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|                     Val::Px(NODE_RECTS[0].width * animation_weights.weights[clip_node.index]);
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|             }
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| 
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|             // Update the node labels with the current weights.
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|             let mut text_iter = text_query.iter_many_mut(children);
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|             if let Some(mut text) = text_iter.fetch_next() {
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|                 text.sections[0].value = format!(
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|                     "{}\n{:.2}",
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|                     clip_node.text, animation_weights.weights[clip_node.index]
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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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| /// Takes the weights that were set in the UI and assigns them to the actual
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| /// playing animation.
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| fn sync_weights(mut query: Query<(&mut AnimationPlayer, &ExampleAnimationWeights)>) {
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|     for (mut animation_player, animation_weights) in query.iter_mut() {
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|         for (&animation_node_index, &animation_weight) in CLIP_NODE_INDICES
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|             .iter()
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|             .zip(animation_weights.weights.iter())
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|         {
 | |
|             // If the animation happens to be no longer active, restart it.
 | |
|             if !animation_player.animation_is_playing(animation_node_index.into()) {
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|                 animation_player.play(animation_node_index.into());
 | |
|             }
 | |
| 
 | |
|             // Set the weight.
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|             if let Some(active_animation) =
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|                 animation_player.animation_mut(animation_node_index.into())
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|             {
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|                 active_animation.set_weight(animation_weight);
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|             }
 | |
|         }
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|     }
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| }
 | |
| 
 | |
| /// An on-screen representation of a node.
 | |
| #[derive(Debug)]
 | |
| struct NodeRect {
 | |
|     /// The number of pixels that this rectangle is from the left edge of the
 | |
|     /// window.
 | |
|     left: f32,
 | |
|     /// The number of pixels that this rectangle is from the bottom edge of the
 | |
|     /// window.
 | |
|     bottom: f32,
 | |
|     /// The width of this rectangle in pixels.
 | |
|     width: f32,
 | |
|     /// The height of this rectangle in pixels.
 | |
|     height: f32,
 | |
| }
 | |
| 
 | |
| /// Either a straight horizontal or a straight vertical line on screen.
 | |
| ///
 | |
| /// The line starts at (`left`, `bottom`) and goes either right (if the line is
 | |
| /// horizontal) or down (if the line is vertical).
 | |
| struct Line {
 | |
|     /// The number of pixels that the start of this line is from the left edge
 | |
|     /// of the screen.
 | |
|     left: f32,
 | |
|     /// The number of pixels that the start of this line is from the bottom edge
 | |
|     /// of the screen.
 | |
|     bottom: f32,
 | |
|     /// The length of the line.
 | |
|     length: f32,
 | |
| }
 | |
| 
 | |
| /// The type of each node in the UI: either a clip node or a blend node.
 | |
| enum NodeType {
 | |
|     /// A clip node, which specifies an animation.
 | |
|     Clip(ClipNode),
 | |
|     /// A blend node with no animation and a string label.
 | |
|     Blend(&'static str),
 | |
| }
 | |
| 
 | |
| /// The label for the UI representation of a clip node.
 | |
| #[derive(Clone, Component)]
 | |
| struct ClipNode {
 | |
|     /// The string label of the node.
 | |
|     text: &'static str,
 | |
|     /// Which of the three animations this UI widget represents.
 | |
|     index: usize,
 | |
| }
 | |
| 
 | |
| impl Default for ExampleAnimationWeights {
 | |
|     fn default() -> Self {
 | |
|         Self { weights: [1.0; 3] }
 | |
|     }
 | |
| }
 | |
| 
 | |
| impl ClipNode {
 | |
|     /// Creates a new [`ClipNodeText`] from a label and the animation index.
 | |
|     const fn new(text: &'static str, index: usize) -> Self {
 | |
|         Self { text, index }
 | |
|     }
 | |
| }
 | |
| 
 | |
| impl NodeRect {
 | |
|     /// Creates a new [`NodeRect`] from the lower-left corner and size.
 | |
|     ///
 | |
|     /// Note that node rectangles are anchored in the *lower*-left corner. The
 | |
|     /// `bottom` parameter specifies vertical distance from the *bottom* of the
 | |
|     /// window.
 | |
|     const fn new(left: f32, bottom: f32, width: f32, height: f32) -> NodeRect {
 | |
|         NodeRect {
 | |
|             left,
 | |
|             bottom,
 | |
|             width,
 | |
|             height,
 | |
|         }
 | |
|     }
 | |
| }
 | |
| 
 | |
| impl Line {
 | |
|     /// Creates a new [`Line`], either horizontal or vertical.
 | |
|     ///
 | |
|     /// Note that the line's start point is anchored in the lower-*left* corner,
 | |
|     /// and that the `length` extends either to the right or downward.
 | |
|     const fn new(left: f32, bottom: f32, length: f32) -> Self {
 | |
|         Self {
 | |
|             left,
 | |
|             bottom,
 | |
|             length,
 | |
|         }
 | |
|     }
 | |
| }
 |