
# 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.
170 lines
6.2 KiB
Rust
170 lines
6.2 KiB
Rust
//! Create and play an animation defined by code that operates on the [`Transform`] component.
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use std::f32::consts::PI;
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use bevy::animation::{AnimationTarget, AnimationTargetId};
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use bevy::prelude::*;
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.insert_resource(AmbientLight {
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color: Color::WHITE,
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brightness: 150.0,
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})
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.add_systems(Startup, setup)
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.run();
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}
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fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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mut animations: ResMut<Assets<AnimationClip>>,
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) {
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// Camera
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commands.spawn(Camera3dBundle {
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transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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});
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// Let's use the `Name` component to target entities. We can use anything we
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// like, but names are convenient.
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let planet = Name::new("planet");
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let orbit_controller = Name::new("orbit_controller");
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let satellite = Name::new("satellite");
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// Creating the animation
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let mut animation = AnimationClip::default();
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// A curve can modify a single part of a transform, here the translation
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let planet_animation_target_id = AnimationTargetId::from_name(&planet);
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animation.add_curve_to_target(
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planet_animation_target_id,
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VariableCurve {
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keyframe_timestamps: vec![0.0, 1.0, 2.0, 3.0, 4.0],
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keyframes: Keyframes::Translation(vec![
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Vec3::new(1.0, 0.0, 1.0),
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Vec3::new(-1.0, 0.0, 1.0),
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Vec3::new(-1.0, 0.0, -1.0),
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Vec3::new(1.0, 0.0, -1.0),
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// in case seamless looping is wanted, the last keyframe should
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// be the same as the first one
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Vec3::new(1.0, 0.0, 1.0),
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]),
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interpolation: Interpolation::Linear,
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},
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);
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// Or it can modify the rotation of the transform.
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// To find the entity to modify, the hierarchy will be traversed looking for
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// an entity with the right name at each level
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let orbit_controller_animation_target_id =
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AnimationTargetId::from_names([planet.clone(), orbit_controller.clone()].iter());
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animation.add_curve_to_target(
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orbit_controller_animation_target_id,
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VariableCurve {
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keyframe_timestamps: vec![0.0, 1.0, 2.0, 3.0, 4.0],
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keyframes: Keyframes::Rotation(vec![
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Quat::IDENTITY,
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Quat::from_axis_angle(Vec3::Y, PI / 2.),
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Quat::from_axis_angle(Vec3::Y, PI / 2. * 2.),
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Quat::from_axis_angle(Vec3::Y, PI / 2. * 3.),
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Quat::IDENTITY,
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]),
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interpolation: Interpolation::Linear,
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},
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);
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// If a curve in an animation is shorter than the other, it will not repeat
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// until all other curves are finished. In that case, another animation should
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// be created for each part that would have a different duration / period
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let satellite_animation_target_id = AnimationTargetId::from_names(
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[planet.clone(), orbit_controller.clone(), satellite.clone()].iter(),
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);
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animation.add_curve_to_target(
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satellite_animation_target_id,
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VariableCurve {
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keyframe_timestamps: vec![0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0, 3.5, 4.0],
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keyframes: Keyframes::Scale(vec![
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Vec3::splat(0.8),
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Vec3::splat(1.2),
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Vec3::splat(0.8),
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Vec3::splat(1.2),
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Vec3::splat(0.8),
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Vec3::splat(1.2),
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Vec3::splat(0.8),
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Vec3::splat(1.2),
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Vec3::splat(0.8),
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]),
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interpolation: Interpolation::Linear,
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},
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);
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// There can be more than one curve targeting the same entity path
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animation.add_curve_to_target(
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AnimationTargetId::from_names(
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[planet.clone(), orbit_controller.clone(), satellite.clone()].iter(),
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),
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VariableCurve {
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keyframe_timestamps: vec![0.0, 1.0, 2.0, 3.0, 4.0],
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keyframes: Keyframes::Rotation(vec![
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Quat::IDENTITY,
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Quat::from_axis_angle(Vec3::Y, PI / 2.),
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Quat::from_axis_angle(Vec3::Y, PI / 2. * 2.),
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Quat::from_axis_angle(Vec3::Y, PI / 2. * 3.),
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Quat::IDENTITY,
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]),
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interpolation: Interpolation::Linear,
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},
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);
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// Create the animation player, and set it to repeat
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let mut player = AnimationPlayer::default();
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player.play(animations.add(animation)).repeat();
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// Create the scene that will be animated
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// First entity is the planet
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let planet_entity = commands
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.spawn((
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PbrBundle {
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mesh: meshes.add(Sphere::default()),
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material: materials.add(Color::rgb(0.8, 0.7, 0.6)),
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..default()
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},
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// Add the animation player
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planet,
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player,
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))
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.id();
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commands
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.entity(planet_entity)
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.insert(AnimationTarget {
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id: planet_animation_target_id,
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player: planet_entity,
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})
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.with_children(|p| {
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// This entity is just used for animation, but doesn't display anything
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p.spawn((
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SpatialBundle::INHERITED_IDENTITY,
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orbit_controller,
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AnimationTarget {
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id: orbit_controller_animation_target_id,
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player: planet_entity,
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},
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))
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.with_children(|p| {
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// The satellite, placed at a distance of the planet
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p.spawn((
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PbrBundle {
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transform: Transform::from_xyz(1.5, 0.0, 0.0),
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mesh: meshes.add(Cuboid::new(0.5, 0.5, 0.5)),
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material: materials.add(Color::rgb(0.3, 0.9, 0.3)),
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..default()
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},
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AnimationTarget {
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id: satellite_animation_target_id,
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player: planet_entity,
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},
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satellite,
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));
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});
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});
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}
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