 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>
		
			
				
	
	
		
			214 lines
		
	
	
		
			7.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			214 lines
		
	
	
		
			7.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Plays animations from a skinned glTF.
 | |
| 
 | |
| use std::f32::consts::PI;
 | |
| use std::time::Duration;
 | |
| 
 | |
| use bevy::{
 | |
|     animation::{animate_targets, RepeatAnimation},
 | |
|     pbr::CascadeShadowConfigBuilder,
 | |
|     prelude::*,
 | |
| };
 | |
| 
 | |
| fn main() {
 | |
|     App::new()
 | |
|         .insert_resource(AmbientLight {
 | |
|             color: Color::WHITE,
 | |
|             brightness: 2000.,
 | |
|         })
 | |
|         .add_plugins(DefaultPlugins)
 | |
|         .add_systems(Startup, setup)
 | |
|         .add_systems(Update, setup_scene_once_loaded.before(animate_targets))
 | |
|         .add_systems(Update, keyboard_animation_control)
 | |
|         .run();
 | |
| }
 | |
| 
 | |
| #[derive(Resource)]
 | |
| struct Animations {
 | |
|     animations: Vec<AnimationNodeIndex>,
 | |
|     #[allow(dead_code)]
 | |
|     graph: Handle<AnimationGraph>,
 | |
| }
 | |
| 
 | |
| fn setup(
 | |
|     mut commands: Commands,
 | |
|     asset_server: Res<AssetServer>,
 | |
|     mut meshes: ResMut<Assets<Mesh>>,
 | |
|     mut materials: ResMut<Assets<StandardMaterial>>,
 | |
|     mut graphs: ResMut<Assets<AnimationGraph>>,
 | |
| ) {
 | |
|     // Build the animation graph
 | |
|     let mut graph = AnimationGraph::new();
 | |
|     let animations = graph
 | |
|         .add_clips(
 | |
|             [
 | |
|                 "models/animated/Fox.glb#Animation2",
 | |
|                 "models/animated/Fox.glb#Animation1",
 | |
|                 "models/animated/Fox.glb#Animation0",
 | |
|             ]
 | |
|             .into_iter()
 | |
|             .map(|path| asset_server.load(path)),
 | |
|             1.0,
 | |
|             graph.root,
 | |
|         )
 | |
|         .collect();
 | |
| 
 | |
|     // Insert a resource with the current scene information
 | |
|     let graph = graphs.add(graph);
 | |
|     commands.insert_resource(Animations {
 | |
|         animations,
 | |
|         graph: graph.clone(),
 | |
|     });
 | |
| 
 | |
|     // Camera
 | |
|     commands.spawn(Camera3dBundle {
 | |
|         transform: Transform::from_xyz(100.0, 100.0, 150.0)
 | |
|             .looking_at(Vec3::new(0.0, 20.0, 0.0), Vec3::Y),
 | |
|         ..default()
 | |
|     });
 | |
| 
 | |
|     // Plane
 | |
|     commands.spawn(PbrBundle {
 | |
|         mesh: meshes.add(Plane3d::default().mesh().size(500000.0, 500000.0)),
 | |
|         material: materials.add(Color::srgb(0.3, 0.5, 0.3)),
 | |
|         ..default()
 | |
|     });
 | |
| 
 | |
|     // Light
 | |
|     commands.spawn(DirectionalLightBundle {
 | |
|         transform: Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)),
 | |
|         directional_light: DirectionalLight {
 | |
|             shadows_enabled: true,
 | |
|             ..default()
 | |
|         },
 | |
|         cascade_shadow_config: CascadeShadowConfigBuilder {
 | |
|             first_cascade_far_bound: 200.0,
 | |
|             maximum_distance: 400.0,
 | |
|             ..default()
 | |
|         }
 | |
|         .into(),
 | |
|         ..default()
 | |
|     });
 | |
| 
 | |
|     // Fox
 | |
|     commands.spawn(SceneBundle {
 | |
|         scene: asset_server.load("models/animated/Fox.glb#Scene0"),
 | |
|         ..default()
 | |
|     });
 | |
| 
 | |
|     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 <digit> times");
 | |
|     println!("  - L: loop the animation forever");
 | |
|     println!("  - return: change animation");
 | |
| }
 | |
| 
 | |
| // Once the scene is loaded, start the animation
 | |
| fn setup_scene_once_loaded(
 | |
|     mut commands: Commands,
 | |
|     animations: Res<Animations>,
 | |
|     mut players: Query<(Entity, &mut AnimationPlayer), Added<AnimationPlayer>>,
 | |
| ) {
 | |
|     for (entity, mut player) in &mut players {
 | |
|         let mut transitions = AnimationTransitions::new();
 | |
| 
 | |
|         // Make sure to start the animation via the `AnimationTransitions`
 | |
|         // component. The `AnimationTransitions` component wants to manage all
 | |
|         // the animations and will get confused if the animations are started
 | |
|         // directly via the `AnimationPlayer`.
 | |
|         transitions
 | |
|             .play(&mut player, animations.animations[0], Duration::ZERO)
 | |
|             .repeat();
 | |
| 
 | |
|         commands
 | |
|             .entity(entity)
 | |
|             .insert(animations.graph.clone())
 | |
|             .insert(transitions);
 | |
|     }
 | |
| }
 | |
| 
 | |
| fn keyboard_animation_control(
 | |
|     keyboard_input: Res<ButtonInput<KeyCode>>,
 | |
|     mut animation_players: Query<(&mut AnimationPlayer, &mut AnimationTransitions)>,
 | |
|     animations: Res<Animations>,
 | |
|     mut current_animation: Local<usize>,
 | |
| ) {
 | |
|     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);
 | |
|         }
 | |
|     }
 | |
| }
 |