
# Objective Fixes #15541 A bunch of lifetimes were added during the Assets V2 rework, but after moving to async traits in #12550 they can be elided. That PR mentions that this might be the case, but apparently it wasn't followed up on at the time. ~~I ended up grepping for `<'a` and finding a similar case in `bevy_reflect` which I also fixed.~~ (edit: that one was needed apparently) Note that elided lifetimes are unstable in `impl Trait`. If that gets stabilized then we can elide even more. ## Solution Remove the extra lifetimes. ## Testing Everything still compiles. If I have messed something up there is a small risk that some user code stops compiling, but all the examples still work at least. --- ## Migration Guide The traits `AssetLoader`, `AssetSaver` and `Process` traits from `bevy_asset` now use elided lifetimes. If you implement these then remove the named lifetime.
574 lines
22 KiB
Rust
574 lines
22 KiB
Rust
//! The animation graph, which allows animations to be blended together.
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use core::ops::{Index, IndexMut};
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use std::io::{self, Write};
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use bevy_asset::{io::Reader, Asset, AssetId, AssetLoader, AssetPath, Handle, LoadContext};
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use bevy_reflect::{Reflect, ReflectSerialize};
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use bevy_utils::HashMap;
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use petgraph::graph::{DiGraph, NodeIndex};
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use ron::de::SpannedError;
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use serde::{Deserialize, Serialize};
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use thiserror::Error;
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use crate::{AnimationClip, AnimationTargetId};
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/// A graph structure that describes how animation clips are to be blended
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/// together.
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///
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/// Applications frequently want to be able to play multiple animations at once
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/// and to fine-tune the influence that animations have on a skinned mesh. Bevy
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/// uses an *animation graph* to store this information. Animation graphs are a
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/// directed acyclic graph (DAG) that describes how animations are to be
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/// weighted and combined together. Every frame, Bevy evaluates the graph from
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/// the root and blends the animations together in a bottom-up fashion to
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/// produce the final pose.
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///
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/// There are two types of nodes: *blend nodes* and *clip nodes*, both of which
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/// can have an associated weight. Blend nodes have no associated animation clip
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/// and simply affect the weights of all their descendant nodes. Clip nodes
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/// specify an animation clip to play. When a graph is created, it starts with
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/// only a single blend node, the root node.
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///
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/// For example, consider the following graph:
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///
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/// ```text
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/// ┌────────────┐
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/// │ │
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/// │ Idle ├─────────────────────┐
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/// │ │ │
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/// └────────────┘ │
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/// │
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/// ┌────────────┐ │ ┌────────────┐
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/// │ │ │ │ │
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/// │ Run ├──┐ ├──┤ Root │
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/// │ │ │ ┌────────────┐ │ │ │
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/// └────────────┘ │ │ Blend │ │ └────────────┘
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/// ├──┤ ├──┘
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/// ┌────────────┐ │ │ 0.5 │
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/// │ │ │ └────────────┘
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/// │ Walk ├──┘
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/// │ │
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/// └────────────┘
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/// ```
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///
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/// In this case, assuming that Idle, Run, and Walk are all playing with weight
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/// 1.0, the Run and Walk animations will be equally blended together, then
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/// their weights will be halved and finally blended with the Idle animation.
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/// Thus the weight of Run and Walk are effectively half of the weight of Idle.
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///
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/// Nodes can optionally have a *mask*, a bitfield that restricts the set of
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/// animation targets that the node and its descendants affect. Each bit in the
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/// mask corresponds to a *mask group*, which is a set of animation targets
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/// (bones). An animation target can belong to any number of mask groups within
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/// the context of an animation graph.
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///
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/// When the appropriate bit is set in a node's mask, neither the node nor its
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/// descendants will animate any animation targets belonging to that mask group.
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/// That is, setting a mask bit to 1 *disables* the animation targets in that
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/// group. If an animation target belongs to multiple mask groups, masking any
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/// one of the mask groups that it belongs to will mask that animation target.
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/// (Thus an animation target will only be animated if *all* of its mask groups
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/// are unmasked.)
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///
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/// A common use of masks is to allow characters to hold objects. For this, the
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/// typical workflow is to assign each character's hand to a mask group. Then,
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/// when the character picks up an object, the application masks out the hand
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/// that the object is held in for the character's animation set, then positions
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/// the hand's digits as necessary to grasp the object. The character's
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/// animations will continue to play but will not affect the hand, which will
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/// continue to be depicted as holding the object.
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///
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/// Animation graphs are assets and can be serialized to and loaded from [RON]
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/// files. Canonically, such files have an `.animgraph.ron` extension.
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///
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/// The animation graph implements [RFC 51]. See that document for more
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/// information.
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///
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/// [RON]: https://github.com/ron-rs/ron
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///
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/// [RFC 51]: https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
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#[derive(Asset, Reflect, Clone, Debug, Serialize)]
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#[reflect(Serialize, Debug)]
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#[serde(into = "SerializedAnimationGraph")]
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pub struct AnimationGraph {
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/// The `petgraph` data structure that defines the animation graph.
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pub graph: AnimationDiGraph,
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/// The index of the root node in the animation graph.
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pub root: NodeIndex,
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/// The mask groups that each animation target (bone) belongs to.
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///
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/// Each value in this map is a bitfield, in which 0 in bit position N
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/// indicates that the animation target doesn't belong to mask group N, and
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/// a 1 in position N indicates that the animation target does belong to
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/// mask group N.
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///
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/// Animation targets not in this collection are treated as though they
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/// don't belong to any mask groups.
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pub mask_groups: HashMap<AnimationTargetId, AnimationMask>,
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}
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/// A type alias for the `petgraph` data structure that defines the animation
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/// graph.
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pub type AnimationDiGraph = DiGraph<AnimationGraphNode, (), u32>;
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/// The index of either an animation or blend node in the animation graph.
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///
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/// These indices are the way that [`crate::AnimationPlayer`]s identify
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/// particular animations.
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pub type AnimationNodeIndex = NodeIndex<u32>;
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/// An individual node within an animation graph.
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///
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/// If `clip` is present, this is a *clip node*. Otherwise, it's a *blend node*.
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/// Both clip and blend nodes can have weights, and those weights are propagated
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/// down to descendants.
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#[derive(Clone, Reflect, Debug)]
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pub struct AnimationGraphNode {
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/// The animation clip associated with this node, if any.
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///
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/// If the clip is present, this node is an *animation clip node*.
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/// Otherwise, this node is a *blend node*.
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pub clip: Option<Handle<AnimationClip>>,
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/// A bitfield specifying the mask groups that this node and its descendants
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/// will not affect.
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///
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/// A 0 in bit N indicates that this node and its descendants *can* animate
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/// animation targets in mask group N, while a 1 in bit N indicates that
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/// this node and its descendants *cannot* animate mask group N.
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pub mask: AnimationMask,
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/// The weight of this node.
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///
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/// Weights are propagated down to descendants. Thus if an animation clip
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/// has weight 0.3 and its parent blend node has weight 0.6, the computed
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/// weight of the animation clip is 0.18.
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pub weight: f32,
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}
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/// An [`AssetLoader`] that can load [`AnimationGraph`]s as assets.
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///
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/// The canonical extension for [`AnimationGraph`]s is `.animgraph.ron`. Plain
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/// `.animgraph` is supported as well.
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#[derive(Default)]
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pub struct AnimationGraphAssetLoader;
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/// Various errors that can occur when serializing or deserializing animation
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/// graphs to and from RON, respectively.
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#[derive(Error, Debug)]
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pub enum AnimationGraphLoadError {
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/// An I/O error occurred.
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#[error("I/O")]
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Io(#[from] io::Error),
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/// An error occurred in RON serialization or deserialization.
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#[error("RON serialization")]
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Ron(#[from] ron::Error),
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/// An error occurred in RON deserialization, and the location of the error
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/// is supplied.
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#[error("RON serialization")]
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SpannedRon(#[from] SpannedError),
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}
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/// A version of [`AnimationGraph`] suitable for serializing as an asset.
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///
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/// Animation nodes can refer to external animation clips, and the [`AssetId`]
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/// is typically not sufficient to identify the clips, since the
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/// [`bevy_asset::AssetServer`] assigns IDs in unpredictable ways. That fact
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/// motivates this type, which replaces the `Handle<AnimationClip>` with an
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/// asset path. Loading an animation graph via the [`bevy_asset::AssetServer`]
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/// actually loads a serialized instance of this type, as does serializing an
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/// [`AnimationGraph`] through `serde`.
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#[derive(Serialize, Deserialize)]
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pub struct SerializedAnimationGraph {
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/// Corresponds to the `graph` field on [`AnimationGraph`].
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pub graph: DiGraph<SerializedAnimationGraphNode, (), u32>,
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/// Corresponds to the `root` field on [`AnimationGraph`].
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pub root: NodeIndex,
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/// Corresponds to the `mask_groups` field on [`AnimationGraph`].
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pub mask_groups: HashMap<AnimationTargetId, AnimationMask>,
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}
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/// A version of [`AnimationGraphNode`] suitable for serializing as an asset.
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///
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/// See the comments in [`SerializedAnimationGraph`] for more information.
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#[derive(Serialize, Deserialize)]
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pub struct SerializedAnimationGraphNode {
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/// Corresponds to the `clip` field on [`AnimationGraphNode`].
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pub clip: Option<SerializedAnimationClip>,
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/// Corresponds to the `mask` field on [`AnimationGraphNode`].
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pub mask: AnimationMask,
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/// Corresponds to the `weight` field on [`AnimationGraphNode`].
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pub weight: f32,
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}
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/// A version of `Handle<AnimationClip>` suitable for serializing as an asset.
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///
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/// This replaces any handle that has a path with an [`AssetPath`]. Failing
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/// that, the asset ID is serialized directly.
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#[derive(Serialize, Deserialize)]
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pub enum SerializedAnimationClip {
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/// Records an asset path.
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AssetPath(AssetPath<'static>),
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/// The fallback that records an asset ID.
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///
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/// Because asset IDs can change, this should not be relied upon. Prefer to
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/// use asset paths where possible.
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AssetId(AssetId<AnimationClip>),
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}
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/// The type of an animation mask bitfield.
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///
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/// Bit N corresponds to mask group N.
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///
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/// Because this is a 64-bit value, there is currently a limitation of 64 mask
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/// groups per animation graph.
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pub type AnimationMask = u64;
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impl AnimationGraph {
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/// Creates a new animation graph with a root node and no other nodes.
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pub fn new() -> Self {
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let mut graph = DiGraph::default();
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let root = graph.add_node(AnimationGraphNode::default());
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Self {
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graph,
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root,
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mask_groups: HashMap::new(),
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}
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}
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/// A convenience function for creating an [`AnimationGraph`] from a single
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/// [`AnimationClip`].
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///
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/// The clip will be a direct child of the root with weight 1.0. Both the
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/// graph and the index of the added node are returned as a tuple.
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pub fn from_clip(clip: Handle<AnimationClip>) -> (Self, AnimationNodeIndex) {
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let mut graph = Self::new();
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let node_index = graph.add_clip(clip, 1.0, graph.root);
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(graph, node_index)
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}
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/// A convenience method to create an [`AnimationGraph`]s with an iterator
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/// of clips.
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///
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/// All of the animation clips will be direct children of the root with
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/// weight 1.0.
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///
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/// Returns the the graph and indices of the new nodes.
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pub fn from_clips<'a, I>(clips: I) -> (Self, Vec<AnimationNodeIndex>)
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where
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I: IntoIterator<Item = Handle<AnimationClip>>,
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<I as IntoIterator>::IntoIter: 'a,
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{
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let mut graph = Self::new();
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let indices = graph.add_clips(clips, 1.0, graph.root).collect();
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(graph, indices)
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}
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/// Adds an [`AnimationClip`] to the animation graph with the given weight
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/// and returns its index.
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///
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/// The animation clip will be the child of the given parent. The resulting
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/// node will have no mask.
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pub fn add_clip(
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&mut self,
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clip: Handle<AnimationClip>,
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weight: f32,
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parent: AnimationNodeIndex,
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) -> AnimationNodeIndex {
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let node_index = self.graph.add_node(AnimationGraphNode {
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clip: Some(clip),
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mask: 0,
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weight,
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});
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self.graph.add_edge(parent, node_index, ());
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node_index
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}
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/// Adds an [`AnimationClip`] to the animation graph with the given weight
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/// and mask, and returns its index.
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///
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/// The animation clip will be the child of the given parent.
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pub fn add_clip_with_mask(
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&mut self,
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clip: Handle<AnimationClip>,
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mask: AnimationMask,
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weight: f32,
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parent: AnimationNodeIndex,
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) -> AnimationNodeIndex {
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let node_index = self.graph.add_node(AnimationGraphNode {
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clip: Some(clip),
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mask,
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weight,
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});
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self.graph.add_edge(parent, node_index, ());
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node_index
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}
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/// A convenience method to add multiple [`AnimationClip`]s to the animation
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/// graph.
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///
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/// All of the animation clips will have the same weight and will be
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/// parented to the same node.
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///
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/// Returns the indices of the new nodes.
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pub fn add_clips<'a, I>(
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&'a mut self,
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clips: I,
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weight: f32,
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parent: AnimationNodeIndex,
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) -> impl Iterator<Item = AnimationNodeIndex> + 'a
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where
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I: IntoIterator<Item = Handle<AnimationClip>>,
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<I as IntoIterator>::IntoIter: 'a,
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{
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clips
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.into_iter()
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.map(move |clip| self.add_clip(clip, weight, parent))
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}
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/// Adds a blend node to the animation graph with the given weight and
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/// returns its index.
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///
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/// The blend node will be placed under the supplied `parent` node. During
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/// animation evaluation, the descendants of this blend node will have their
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/// weights multiplied by the weight of the blend. The blend node will have
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/// no mask.
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pub fn add_blend(&mut self, weight: f32, parent: AnimationNodeIndex) -> AnimationNodeIndex {
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let node_index = self.graph.add_node(AnimationGraphNode {
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clip: None,
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mask: 0,
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weight,
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});
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self.graph.add_edge(parent, node_index, ());
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node_index
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}
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/// Adds a blend node to the animation graph with the given weight and
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/// returns its index.
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///
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/// The blend node will be placed under the supplied `parent` node. During
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/// animation evaluation, the descendants of this blend node will have their
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/// weights multiplied by the weight of the blend. Neither this node nor its
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/// descendants will affect animation targets that belong to mask groups not
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/// in the given `mask`.
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pub fn add_blend_with_mask(
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&mut self,
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mask: AnimationMask,
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weight: f32,
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parent: AnimationNodeIndex,
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) -> AnimationNodeIndex {
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let node_index = self.graph.add_node(AnimationGraphNode {
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clip: None,
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mask,
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weight,
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});
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self.graph.add_edge(parent, node_index, ());
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node_index
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}
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/// Adds an edge from the edge `from` to `to`, making `to` a child of
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/// `from`.
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///
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/// The behavior is unspecified if adding this produces a cycle in the
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/// graph.
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pub fn add_edge(&mut self, from: NodeIndex, to: NodeIndex) {
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self.graph.add_edge(from, to, ());
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}
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/// Removes an edge between `from` and `to` if it exists.
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///
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/// Returns true if the edge was successfully removed or false if no such
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/// edge existed.
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pub fn remove_edge(&mut self, from: NodeIndex, to: NodeIndex) -> bool {
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self.graph
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.find_edge(from, to)
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.map(|edge| self.graph.remove_edge(edge))
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.is_some()
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}
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/// Returns the [`AnimationGraphNode`] associated with the given index.
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///
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/// If no node with the given index exists, returns `None`.
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pub fn get(&self, animation: AnimationNodeIndex) -> Option<&AnimationGraphNode> {
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self.graph.node_weight(animation)
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}
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/// Returns a mutable reference to the [`AnimationGraphNode`] associated
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/// with the given index.
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///
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/// If no node with the given index exists, returns `None`.
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pub fn get_mut(&mut self, animation: AnimationNodeIndex) -> Option<&mut AnimationGraphNode> {
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self.graph.node_weight_mut(animation)
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}
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/// Returns an iterator over the [`AnimationGraphNode`]s in this graph.
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pub fn nodes(&self) -> impl Iterator<Item = AnimationNodeIndex> {
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self.graph.node_indices()
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}
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/// Serializes the animation graph to the given [`Write`]r in RON format.
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///
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/// If writing to a file, it can later be loaded with the
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/// [`AnimationGraphAssetLoader`] to reconstruct the graph.
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pub fn save<W>(&self, writer: &mut W) -> Result<(), AnimationGraphLoadError>
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where
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W: Write,
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{
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let mut ron_serializer = ron::ser::Serializer::new(writer, None)?;
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Ok(self.serialize(&mut ron_serializer)?)
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}
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/// Adds an animation target (bone) to the mask group with the given ID.
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///
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/// Calling this method multiple times with the same animation target but
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/// different mask groups will result in that target being added to all of
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/// the specified groups.
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pub fn add_target_to_mask_group(&mut self, target: AnimationTargetId, mask_group: u32) {
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*self.mask_groups.entry(target).or_default() |= 1 << mask_group;
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}
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}
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impl AnimationGraphNode {
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/// Masks out the mask groups specified by the given `mask` bitfield.
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///
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/// A 1 in bit position N causes this function to mask out mask group N, and
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/// thus neither this node nor its descendants will animate any animation
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/// targets that belong to group N.
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pub fn add_mask(&mut self, mask: AnimationMask) -> &mut Self {
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self.mask |= mask;
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self
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}
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/// Unmasks the mask groups specified by the given `mask` bitfield.
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///
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/// A 1 in bit position N causes this function to unmask mask group N, and
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/// thus this node and its descendants will be allowed to animate animation
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/// targets that belong to group N, unless another mask masks those targets
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/// out.
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pub fn remove_mask(&mut self, mask: AnimationMask) -> &mut Self {
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self.mask &= !mask;
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self
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}
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/// Masks out the single mask group specified by `group`.
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///
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/// After calling this function, neither this node nor its descendants will
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/// animate any animation targets that belong to the given `group`.
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pub fn add_mask_group(&mut self, group: u32) -> &mut Self {
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self.add_mask(1 << group)
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}
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/// Unmasks the single mask group specified by `group`.
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///
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/// After calling this function, this node and its descendants will be
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/// allowed to animate animation targets that belong to the given `group`,
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/// unless another mask masks those targets out.
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pub fn remove_mask_group(&mut self, group: u32) -> &mut Self {
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self.remove_mask(1 << group)
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}
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}
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impl Index<AnimationNodeIndex> for AnimationGraph {
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type Output = AnimationGraphNode;
|
|
|
|
fn index(&self, index: AnimationNodeIndex) -> &Self::Output {
|
|
&self.graph[index]
|
|
}
|
|
}
|
|
|
|
impl IndexMut<AnimationNodeIndex> for AnimationGraph {
|
|
fn index_mut(&mut self, index: AnimationNodeIndex) -> &mut Self::Output {
|
|
&mut self.graph[index]
|
|
}
|
|
}
|
|
|
|
impl Default for AnimationGraphNode {
|
|
fn default() -> Self {
|
|
Self {
|
|
clip: None,
|
|
mask: 0,
|
|
weight: 1.0,
|
|
}
|
|
}
|
|
}
|
|
|
|
impl Default for AnimationGraph {
|
|
fn default() -> Self {
|
|
Self::new()
|
|
}
|
|
}
|
|
|
|
impl AssetLoader for AnimationGraphAssetLoader {
|
|
type Asset = AnimationGraph;
|
|
|
|
type Settings = ();
|
|
|
|
type Error = AnimationGraphLoadError;
|
|
|
|
async fn load(
|
|
&self,
|
|
reader: &mut dyn Reader,
|
|
_: &Self::Settings,
|
|
load_context: &mut LoadContext<'_>,
|
|
) -> Result<Self::Asset, Self::Error> {
|
|
let mut bytes = Vec::new();
|
|
reader.read_to_end(&mut bytes).await?;
|
|
|
|
// Deserialize a `SerializedAnimationGraph` directly, so that we can
|
|
// get the list of the animation clips it refers to and load them.
|
|
let mut deserializer = ron::de::Deserializer::from_bytes(&bytes)?;
|
|
let serialized_animation_graph = SerializedAnimationGraph::deserialize(&mut deserializer)
|
|
.map_err(|err| deserializer.span_error(err))?;
|
|
|
|
// Load all `AssetPath`s to convert from a
|
|
// `SerializedAnimationGraph` to a real `AnimationGraph`.
|
|
Ok(AnimationGraph {
|
|
graph: serialized_animation_graph.graph.map(
|
|
|_, serialized_node| AnimationGraphNode {
|
|
clip: serialized_node.clip.as_ref().map(|clip| match clip {
|
|
SerializedAnimationClip::AssetId(asset_id) => Handle::Weak(*asset_id),
|
|
SerializedAnimationClip::AssetPath(asset_path) => {
|
|
load_context.load(asset_path)
|
|
}
|
|
}),
|
|
mask: serialized_node.mask,
|
|
weight: serialized_node.weight,
|
|
},
|
|
|_, _| (),
|
|
),
|
|
root: serialized_animation_graph.root,
|
|
mask_groups: serialized_animation_graph.mask_groups,
|
|
})
|
|
}
|
|
|
|
fn extensions(&self) -> &[&str] {
|
|
&["animgraph", "animgraph.ron"]
|
|
}
|
|
}
|
|
|
|
impl From<AnimationGraph> for SerializedAnimationGraph {
|
|
fn from(animation_graph: AnimationGraph) -> Self {
|
|
// If any of the animation clips have paths, then serialize them as
|
|
// `SerializedAnimationClip::AssetPath` so that the
|
|
// `AnimationGraphAssetLoader` can load them.
|
|
Self {
|
|
graph: animation_graph.graph.map(
|
|
|_, node| SerializedAnimationGraphNode {
|
|
weight: node.weight,
|
|
mask: node.mask,
|
|
clip: node.clip.as_ref().map(|clip| match clip.path() {
|
|
Some(path) => SerializedAnimationClip::AssetPath(path.clone()),
|
|
None => SerializedAnimationClip::AssetId(clip.id()),
|
|
}),
|
|
},
|
|
|_, _| (),
|
|
),
|
|
root: animation_graph.root,
|
|
mask_groups: animation_graph.mask_groups,
|
|
}
|
|
}
|
|
}
|