
# Objective - Fixes #17960 ## Solution - Followed the [edition upgrade guide](https://doc.rust-lang.org/edition-guide/editions/transitioning-an-existing-project-to-a-new-edition.html) ## Testing - CI --- ## Summary of Changes ### Documentation Indentation When using lists in documentation, proper indentation is now linted for. This means subsequent lines within the same list item must start at the same indentation level as the item. ```rust /* Valid */ /// - Item 1 /// Run-on sentence. /// - Item 2 struct Foo; /* Invalid */ /// - Item 1 /// Run-on sentence. /// - Item 2 struct Foo; ``` ### Implicit `!` to `()` Conversion `!` (the never return type, returned by `panic!`, etc.) no longer implicitly converts to `()`. This is particularly painful for systems with `todo!` or `panic!` statements, as they will no longer be functions returning `()` (or `Result<()>`), making them invalid systems for functions like `add_systems`. The ideal fix would be to accept functions returning `!` (or rather, _not_ returning), but this is blocked on the [stabilisation of the `!` type itself](https://doc.rust-lang.org/std/primitive.never.html), which is not done. The "simple" fix would be to add an explicit `-> ()` to system signatures (e.g., `|| { todo!() }` becomes `|| -> () { todo!() }`). However, this is _also_ banned, as there is an existing lint which (IMO, incorrectly) marks this as an unnecessary annotation. So, the "fix" (read: workaround) is to put these kinds of `|| -> ! { ... }` closuers into variables and give the variable an explicit type (e.g., `fn()`). ```rust // Valid let system: fn() = || todo!("Not implemented yet!"); app.add_systems(..., system); // Invalid app.add_systems(..., || todo!("Not implemented yet!")); ``` ### Temporary Variable Lifetimes The order in which temporary variables are dropped has changed. The simple fix here is _usually_ to just assign temporaries to a named variable before use. ### `gen` is a keyword We can no longer use the name `gen` as it is reserved for a future generator syntax. This involved replacing uses of the name `gen` with `r#gen` (the raw-identifier syntax). ### Formatting has changed Use statements have had the order of imports changed, causing a substantial +/-3,000 diff when applied. For now, I have opted-out of this change by amending `rustfmt.toml` ```toml style_edition = "2021" ``` This preserves the original formatting for now, reducing the size of this PR. It would be a simple followup to update this to 2024 and run `cargo fmt`. ### New `use<>` Opt-Out Syntax Lifetimes are now implicitly included in RPIT types. There was a handful of instances where it needed to be added to satisfy the borrow checker, but there may be more cases where it _should_ be added to avoid breakages in user code. ### `MyUnitStruct { .. }` is an invalid pattern Previously, you could match against unit structs (and unit enum variants) with a `{ .. }` destructuring. This is no longer valid. ### Pretty much every use of `ref` and `mut` are gone Pattern binding has changed to the point where these terms are largely unused now. They still serve a purpose, but it is far more niche now. ### `iter::repeat(...).take(...)` is bad New lint recommends using the more explicit `iter::repeat_n(..., ...)` instead. ## Migration Guide The lifetimes of functions using return-position impl-trait (RPIT) are likely _more_ conservative than they had been previously. If you encounter lifetime issues with such a function, please create an issue to investigate the addition of `+ use<...>`. ## Notes - Check the individual commits for a clearer breakdown for what _actually_ changed. --------- Co-authored-by: François Mockers <francois.mockers@vleue.com>
558 lines
17 KiB
Rust
558 lines
17 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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use bevy::{
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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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use argh::FromArgs;
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#[cfg(not(target_arch = "wasm32"))]
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use {
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bevy::{asset::io::file::FileAssetReader, tasks::IoTaskPool},
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ron::ser::PrettyConfig,
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std::{fs::File, path::Path},
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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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/// 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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/// 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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/// 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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/// 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, 112.61, 97.64, 48.41), // was 44.20
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NodeRect::new(10.00, 146.82, 97.64, 48.41),
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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, 158.24),
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Line::new(107.64, 102.61, 20.20),
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Line::new(107.64, 171.02, 20.20),
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Line::new(127.84, 136.82, 20.20),
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Line::new(245.68, 136.82, 20.20),
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Line::new(265.88, 102.61, 20.20),
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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, 102.61, 68.40),
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Line::new(265.88, 34.21, 102.61),
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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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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)
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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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..default()
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})
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.run();
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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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/// 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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/// 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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/// 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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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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/// 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(GltfAssetLabel::Animation(0).from_asset("models/animated/Fox.glb")),
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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(GltfAssetLabel::Animation(1).from_asset("models/animated/Fox.glb")),
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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(GltfAssetLabel::Animation(2).from_asset("models/animated/Fox.glb")),
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1.0,
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blend_node,
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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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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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// Add the graph.
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let handle = animation_graphs.add(animation_graph);
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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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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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/// 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((
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Camera3d::default(),
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Transform::from_xyz(-10.0, 5.0, 13.0).looking_at(Vec3::new(0., 1., 0.), Vec3::Y),
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));
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commands.spawn((
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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::from_xyz(-4.0, 8.0, 13.0),
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));
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commands.spawn((
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SceneRoot(
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asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/animated/Fox.glb")),
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),
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Transform::from_scale(Vec3::splat(0.07)),
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));
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// Ground
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commands.spawn((
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Mesh3d(meshes.add(Circle::new(7.0))),
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MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))),
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Transform::from_rotation(Quat::from_rotation_x(-std::f32::consts::FRAC_PI_2)),
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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((
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Text::new(HELP_TEXT),
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Node {
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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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));
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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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let text = commands
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.spawn((
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Text::new(node_string),
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TextFont {
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font_size: 16.0,
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..default()
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},
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TextColor(ANTIQUE_WHITE.into()),
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TextLayout::new_with_justify(JustifyText::Center),
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))
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.id();
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let container = {
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let mut container = commands.spawn((
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Node {
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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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BorderColor(WHITE.into()),
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Outline::new(Val::Px(1.), Val::ZERO, Color::WHITE),
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));
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if let NodeType::Clip(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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container.id()
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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((
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Node {
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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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BackgroundColor(DARK_GREEN.into()),
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))
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.id();
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commands.entity(container).add_child(background);
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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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/// 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((
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Node {
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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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BorderColor(WHITE.into()),
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));
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}
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for line in &VERTICAL_LINES {
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commands.spawn((
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Node {
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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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BorderColor(WHITE.into()),
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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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for (entity, mut player) in query.iter_mut() {
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commands.entity(entity).insert((
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AnimationGraphHandle(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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*done = true;
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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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let Some(pos) = relative_cursor.normalized else {
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continue;
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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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// 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 Node, 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 node) = 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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node.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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// 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 = 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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/// 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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{
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// If the animation happens to be no longer active, restart it.
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if !animation_player.is_playing_animation(animation_node_index.into()) {
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animation_player.play(animation_node_index.into());
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}
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// Set the weight.
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if let Some(active_animation) =
|
|
animation_player.animation_mut(animation_node_index.into())
|
|
{
|
|
active_animation.set_weight(animation_weight);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/// 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,
|
|
}
|
|
}
|
|
}
|