bevy/examples/animation/animated_mesh_events.rs
Zachary Harrold 5241e09671
Upgrade to Rust Edition 2024 (#17967)
# 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>
2025-02-24 03:54:47 +00:00

293 lines
9.1 KiB
Rust

//! Plays animations from a skinned glTF.
use std::{f32::consts::PI, time::Duration};
use bevy::{
animation::AnimationTargetId, color::palettes::css::WHITE, pbr::CascadeShadowConfigBuilder,
prelude::*,
};
use rand::{Rng, SeedableRng};
use rand_chacha::ChaCha8Rng;
const FOX_PATH: &str = "models/animated/Fox.glb";
fn main() {
App::new()
.insert_resource(AmbientLight {
color: Color::WHITE,
brightness: 2000.,
..default()
})
.add_plugins(DefaultPlugins)
.init_resource::<ParticleAssets>()
.init_resource::<FoxFeetTargets>()
.add_systems(Startup, setup)
.add_systems(Update, setup_scene_once_loaded)
.add_systems(Update, simulate_particles)
.add_observer(observe_on_step)
.run();
}
#[derive(Resource)]
struct SeededRng(ChaCha8Rng);
#[derive(Resource)]
struct Animations {
index: AnimationNodeIndex,
graph_handle: Handle<AnimationGraph>,
}
#[derive(Event, Reflect, Clone)]
struct OnStep;
fn observe_on_step(
trigger: Trigger<OnStep>,
particle: Res<ParticleAssets>,
mut commands: Commands,
transforms: Query<&GlobalTransform>,
mut seeded_rng: ResMut<SeededRng>,
) {
let translation = transforms.get(trigger.target()).unwrap().translation();
// Spawn a bunch of particles.
for _ in 0..14 {
let horizontal = seeded_rng.0.r#gen::<Dir2>() * seeded_rng.0.gen_range(8.0..12.0);
let vertical = seeded_rng.0.gen_range(0.0..4.0);
let size = seeded_rng.0.gen_range(0.2..1.0);
commands.spawn((
Particle {
lifetime_timer: Timer::from_seconds(
seeded_rng.0.gen_range(0.2..0.6),
TimerMode::Once,
),
size,
velocity: Vec3::new(horizontal.x, vertical, horizontal.y) * 10.0,
},
Mesh3d(particle.mesh.clone()),
MeshMaterial3d(particle.material.clone()),
Transform {
translation,
scale: Vec3::splat(size),
..Default::default()
},
));
}
}
fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
mut graphs: ResMut<Assets<AnimationGraph>>,
) {
// Build the animation graph
let (graph, index) = AnimationGraph::from_clip(
// We specifically want the "run" animation, which is the third one.
asset_server.load(GltfAssetLabel::Animation(2).from_asset(FOX_PATH)),
);
// Insert a resource with the current scene information
let graph_handle = graphs.add(graph);
commands.insert_resource(Animations {
index,
graph_handle,
});
// Camera
commands.spawn((
Camera3d::default(),
Transform::from_xyz(100.0, 100.0, 150.0).looking_at(Vec3::new(0.0, 20.0, 0.0), Vec3::Y),
));
// Plane
commands.spawn((
Mesh3d(meshes.add(Plane3d::default().mesh().size(500000.0, 500000.0))),
MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))),
));
// Light
commands.spawn((
Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)),
DirectionalLight {
shadows_enabled: true,
..default()
},
CascadeShadowConfigBuilder {
first_cascade_far_bound: 200.0,
maximum_distance: 400.0,
..default()
}
.build(),
));
// Fox
commands.spawn(SceneRoot(
asset_server.load(GltfAssetLabel::Scene(0).from_asset(FOX_PATH)),
));
// We're seeding the PRNG here to make this example deterministic for testing purposes.
// This isn't strictly required in practical use unless you need your app to be deterministic.
let seeded_rng = ChaCha8Rng::seed_from_u64(19878367467712);
commands.insert_resource(SeededRng(seeded_rng));
}
// An `AnimationPlayer` is automatically added to the scene when it's ready.
// When the player is added, start the animation.
fn setup_scene_once_loaded(
mut commands: Commands,
animations: Res<Animations>,
feet: Res<FoxFeetTargets>,
graphs: Res<Assets<AnimationGraph>>,
mut clips: ResMut<Assets<AnimationClip>>,
mut players: Query<(Entity, &mut AnimationPlayer), Added<AnimationPlayer>>,
) {
fn get_clip<'a>(
node: AnimationNodeIndex,
graph: &AnimationGraph,
clips: &'a mut Assets<AnimationClip>,
) -> &'a mut AnimationClip {
let node = graph.get(node).unwrap();
let clip = match &node.node_type {
AnimationNodeType::Clip(handle) => clips.get_mut(handle),
_ => unreachable!(),
};
clip.unwrap()
}
for (entity, mut player) in &mut players {
// Send `OnStep` events once the fox feet hits the ground in the running animation.
let graph = graphs.get(&animations.graph_handle).unwrap();
let running_animation = get_clip(animations.index, graph, &mut clips);
// You can determine the time an event should trigger if you know witch frame it occurs and
// the frame rate of the animation. Let's say we want to trigger an event at frame 15,
// and the animation has a frame rate of 24 fps, then time = 15 / 24 = 0.625.
running_animation.add_event_to_target(feet.front_left, 0.625, OnStep);
running_animation.add_event_to_target(feet.front_right, 0.5, OnStep);
running_animation.add_event_to_target(feet.back_left, 0.0, OnStep);
running_animation.add_event_to_target(feet.back_right, 0.125, OnStep);
// Start the animation
let mut transitions = AnimationTransitions::new();
// Make sure to start the animation via the `AnimationTransitions`
// component. The `AnimationTransitions` component wants to manage all
// the animations and will get confused if the animations are started
// directly via the `AnimationPlayer`.
transitions
.play(&mut player, animations.index, Duration::ZERO)
.repeat();
commands
.entity(entity)
.insert(AnimationGraphHandle(animations.graph_handle.clone()))
.insert(transitions);
}
}
fn simulate_particles(
mut commands: Commands,
mut query: Query<(Entity, &mut Transform, &mut Particle)>,
time: Res<Time>,
) {
for (entity, mut transform, mut particle) in &mut query {
if particle.lifetime_timer.tick(time.delta()).just_finished() {
commands.entity(entity).despawn();
return;
}
transform.translation += particle.velocity * time.delta_secs();
transform.scale = Vec3::splat(particle.size.lerp(0.0, particle.lifetime_timer.fraction()));
particle
.velocity
.smooth_nudge(&Vec3::ZERO, 4.0, time.delta_secs());
}
}
#[derive(Component)]
struct Particle {
lifetime_timer: Timer,
size: f32,
velocity: Vec3,
}
#[derive(Resource)]
struct ParticleAssets {
mesh: Handle<Mesh>,
material: Handle<StandardMaterial>,
}
impl FromWorld for ParticleAssets {
fn from_world(world: &mut World) -> Self {
Self {
mesh: world.add_asset::<Mesh>(Sphere::new(10.0)),
material: world.add_asset::<StandardMaterial>(StandardMaterial {
base_color: WHITE.into(),
..Default::default()
}),
}
}
}
/// Stores the `AnimationTargetId`s of the fox's feet
#[derive(Resource)]
struct FoxFeetTargets {
front_right: AnimationTargetId,
front_left: AnimationTargetId,
back_left: AnimationTargetId,
back_right: AnimationTargetId,
}
impl Default for FoxFeetTargets {
fn default() -> Self {
let hip_node = ["root", "_rootJoint", "b_Root_00", "b_Hip_01"];
let front_left_foot = hip_node.iter().chain(
[
"b_Spine01_02",
"b_Spine02_03",
"b_LeftUpperArm_09",
"b_LeftForeArm_010",
"b_LeftHand_011",
]
.iter(),
);
let front_right_foot = hip_node.iter().chain(
[
"b_Spine01_02",
"b_Spine02_03",
"b_RightUpperArm_06",
"b_RightForeArm_07",
"b_RightHand_08",
]
.iter(),
);
let back_left_foot = hip_node.iter().chain(
[
"b_LeftLeg01_015",
"b_LeftLeg02_016",
"b_LeftFoot01_017",
"b_LeftFoot02_018",
]
.iter(),
);
let back_right_foot = hip_node.iter().chain(
[
"b_RightLeg01_019",
"b_RightLeg02_020",
"b_RightFoot01_021",
"b_RightFoot02_022",
]
.iter(),
);
Self {
front_left: AnimationTargetId::from_iter(front_left_foot),
front_right: AnimationTargetId::from_iter(front_right_foot),
back_left: AnimationTargetId::from_iter(back_left_foot),
back_right: AnimationTargetId::from_iter(back_right_foot),
}
}
}