bevy/crates
Patrick Walton 5f1dd3918b
Rework animation to be done in two phases. (#11707)
# Objective

Bevy's animation system currently does tree traversals based on `Name`
that aren't necessary. Not only do they require in unsafe code because
tree traversals are awkward with parallelism, but they are also somewhat
slow, brittle, and complex, which manifested itself as way too many
queries in #11670.

# Solution

Divide animation into two phases: animation *advancement* and animation
*evaluation*, which run after one another. *Advancement* operates on the
`AnimationPlayer` and sets the current animation time to match the game
time. *Evaluation* operates on all animation bones in the scene in
parallel and sets the transforms and/or morph weights based on the time
and the clip.

To do this, we introduce a new component, `AnimationTarget`, which the
asset loader places on every bone. It contains the ID of the entity
containing the `AnimationPlayer`, as well as a UUID that identifies
which bone in the animation the target corresponds to. In the case of
glTF, the UUID is derived from the full path name to the bone. The rule
that `AnimationTarget`s are descendants of the entity containing
`AnimationPlayer` is now just a convention, not a requirement; this
allows us to eliminate the unsafe code.

# Migration guide

* `AnimationClip` now uses UUIDs instead of hierarchical paths based on
the `Name` component to refer to bones. This has several consequences:
- A new component, `AnimationTarget`, should be placed on each bone that
you wish to animate, in order to specify its UUID and the associated
`AnimationPlayer`. The glTF loader automatically creates these
components as necessary, so most uses of glTF rigs shouldn't need to
change.
- Moving a bone around the tree, or renaming it, no longer prevents an
`AnimationPlayer` from affecting it.
- Dynamically changing the `AnimationPlayer` component will likely
require manual updating of the `AnimationTarget` components.
* Entities with `AnimationPlayer` components may now possess descendants
that also have `AnimationPlayer` components. They may not, however,
animate the same bones.
* As they aren't specific to `TypeId`s,
`bevy_reflect::utility::NoOpTypeIdHash` and
`bevy_reflect::utility::NoOpTypeIdHasher` have been renamed to
`bevy_reflect::utility::NoOpHash` and
`bevy_reflect::utility::NoOpHasher` respectively.
2024-02-19 14:59:54 +00:00
..
bevy_a11y Release 0.13.0 (#11920) 2024-02-17 09:24:25 +00:00
bevy_animation Rework animation to be done in two phases. (#11707) 2024-02-19 14:59:54 +00:00
bevy_app Use is method instead of downcast_ref::<T>().is_some() in App::is_plugin_added (#11949) 2024-02-18 22:17:17 +00:00
bevy_asset Qualify embedded_asset expansion with $crate:: (#11961) 2024-02-18 21:52:32 +00:00
bevy_audio Release 0.13.0 (#11920) 2024-02-17 09:24:25 +00:00
bevy_core Release 0.13.0 (#11920) 2024-02-17 09:24:25 +00:00
bevy_core_pipeline rename Camera3dBundle's 'dither' field to 'deband_dither' to align with Camera2dBundle (#11939) 2024-02-19 14:01:35 +00:00
bevy_derive Release 0.13.0 (#11920) 2024-02-17 09:24:25 +00:00
bevy_diagnostic Release 0.13.0 (#11920) 2024-02-17 09:24:25 +00:00
bevy_dylib Release 0.13.0 (#11920) 2024-02-17 09:24:25 +00:00
bevy_dynamic_plugin Release 0.13.0 (#11920) 2024-02-17 09:24:25 +00:00
bevy_ecs Update documentation for WorldQuery and filters (#11952) 2024-02-18 21:58:26 +00:00
bevy_ecs_compile_fail_tests Deprecated Various Component Methods from Query and QueryState (#9920) 2024-02-04 01:01:59 +00:00
bevy_encase_derive Release 0.13.0 (#11920) 2024-02-17 09:24:25 +00:00
bevy_gilrs Release 0.13.0 (#11920) 2024-02-17 09:24:25 +00:00
bevy_gizmos Release 0.13.0 (#11920) 2024-02-17 09:24:25 +00:00
bevy_gltf Rework animation to be done in two phases. (#11707) 2024-02-19 14:59:54 +00:00
bevy_hierarchy Release 0.13.0 (#11920) 2024-02-17 09:24:25 +00:00
bevy_input Release 0.13.0 (#11920) 2024-02-17 09:24:25 +00:00
bevy_internal Rework animation to be done in two phases. (#11707) 2024-02-19 14:59:54 +00:00
bevy_log Release 0.13.0 (#11920) 2024-02-17 09:24:25 +00:00
bevy_macro_utils Update to toml_edit 0.22 (#11973) 2024-02-19 08:11:29 +00:00
bevy_macros_compile_fail_tests Standardize toml format with taplo (#10594) 2023-11-21 01:04:14 +00:00
bevy_math Add single-f32 constructors for a few (very few) primitives (#11934) 2024-02-18 07:43:45 +00:00
bevy_mikktspace Release 0.13.0 (#11920) 2024-02-17 09:24:25 +00:00
bevy_pbr Release 0.13.0 (#11920) 2024-02-17 09:24:25 +00:00
bevy_ptr Release 0.13.0 (#11920) 2024-02-17 09:24:25 +00:00
bevy_reflect Rework animation to be done in two phases. (#11707) 2024-02-19 14:59:54 +00:00
bevy_reflect_compile_fail_tests bevy_reflect_derive: Clean up attribute logic (#11777) 2024-02-12 15:16:27 +00:00
bevy_render Add the serde feature to bitflags for bevy_render. (#11966) 2024-02-19 00:37:34 +00:00
bevy_scene Release 0.13.0 (#11920) 2024-02-17 09:24:25 +00:00
bevy_sprite Release 0.13.0 (#11920) 2024-02-17 09:24:25 +00:00
bevy_tasks Release 0.13.0 (#11920) 2024-02-17 09:24:25 +00:00
bevy_text Release 0.13.0 (#11920) 2024-02-17 09:24:25 +00:00
bevy_time Release 0.13.0 (#11920) 2024-02-17 09:24:25 +00:00
bevy_transform Release 0.13.0 (#11920) 2024-02-17 09:24:25 +00:00
bevy_ui Release 0.13.0 (#11920) 2024-02-17 09:24:25 +00:00
bevy_utils Rework animation to be done in two phases. (#11707) 2024-02-19 14:59:54 +00:00
bevy_window typo (#11955) 2024-02-18 20:16:15 +00:00
bevy_winit Release 0.13.0 (#11920) 2024-02-17 09:24:25 +00:00