 c65f2920bb
			
		
	
	
		c65f2920bb
		
			
		
	
	
	
	
		
			
			# Objective Fixes #15995 ## Solution Corrects a mistake made during the example migration in #15591. `AnimationControl` was meant to be on the parent, not the child. So the query in `update_ui` was no longer matching. ## Testing `cargo run --example animation_masks`
		
			
				
	
	
		
			491 lines
		
	
	
		
			17 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			491 lines
		
	
	
		
			17 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Demonstrates how to use masks to limit the scope of animations.
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| 
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| use bevy::{
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|     animation::{AnimationTarget, AnimationTargetId},
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|     color::palettes::css::{LIGHT_GRAY, WHITE},
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|     prelude::*,
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|     utils::hashbrown::HashSet,
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| };
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| 
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| // IDs of the mask groups we define for the running fox model.
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| //
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| // Each mask group defines a set of bones for which animations can be toggled on
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| // and off.
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| const MASK_GROUP_HEAD: u32 = 0;
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| const MASK_GROUP_LEFT_FRONT_LEG: u32 = 1;
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| const MASK_GROUP_RIGHT_FRONT_LEG: u32 = 2;
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| const MASK_GROUP_LEFT_HIND_LEG: u32 = 3;
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| const MASK_GROUP_RIGHT_HIND_LEG: u32 = 4;
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| const MASK_GROUP_TAIL: u32 = 5;
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| 
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| // The width in pixels of the small buttons that allow the user to toggle a mask
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| // group on or off.
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| const MASK_GROUP_BUTTON_WIDTH: f32 = 250.0;
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| 
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| // The names of the bones that each mask group consists of. Each mask group is
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| // defined as a (prefix, suffix) tuple. The mask group consists of a single
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| // bone chain rooted at the prefix. For example, if the chain's prefix is
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| // "A/B/C" and the suffix is "D/E", then the bones that will be included in the
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| // mask group are "A/B/C", "A/B/C/D", and "A/B/C/D/E".
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| //
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| // The fact that our mask groups are single chains of bones isn't an engine
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| // requirement; it just so happens to be the case for the model we're using. A
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| // mask group can consist of any set of animation targets, regardless of whether
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| // they form a single chain.
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| const MASK_GROUP_PATHS: [(&str, &str); 6] = [
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|     // Head
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|     (
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|         "root/_rootJoint/b_Root_00/b_Hip_01/b_Spine01_02/b_Spine02_03",
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|         "b_Neck_04/b_Head_05",
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|     ),
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|     // Left front leg
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|     (
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|         "root/_rootJoint/b_Root_00/b_Hip_01/b_Spine01_02/b_Spine02_03/b_LeftUpperArm_09",
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|         "b_LeftForeArm_010/b_LeftHand_011",
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|     ),
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|     // Right front leg
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|     (
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|         "root/_rootJoint/b_Root_00/b_Hip_01/b_Spine01_02/b_Spine02_03/b_RightUpperArm_06",
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|         "b_RightForeArm_07/b_RightHand_08",
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|     ),
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|     // Left hind leg
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|     (
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|         "root/_rootJoint/b_Root_00/b_Hip_01/b_LeftLeg01_015",
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|         "b_LeftLeg02_016/b_LeftFoot01_017/b_LeftFoot02_018",
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|     ),
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|     // Right hind leg
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|     (
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|         "root/_rootJoint/b_Root_00/b_Hip_01/b_RightLeg01_019",
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|         "b_RightLeg02_020/b_RightFoot01_021/b_RightFoot02_022",
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|     ),
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|     // Tail
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|     (
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|         "root/_rootJoint/b_Root_00/b_Hip_01/b_Tail01_012",
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|         "b_Tail02_013/b_Tail03_014",
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|     ),
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| ];
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| 
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| #[derive(Clone, Copy, Component)]
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| struct AnimationControl {
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|     // The ID of the mask group that this button controls.
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|     group_id: u32,
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|     label: AnimationLabel,
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| }
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| 
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| #[derive(Clone, Copy, Component, PartialEq, Debug)]
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| enum AnimationLabel {
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|     Idle = 0,
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|     Walk = 1,
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|     Run = 2,
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|     Off = 3,
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| }
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| 
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| #[derive(Clone, Debug, Resource)]
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| struct AnimationNodes([AnimationNodeIndex; 3]);
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| 
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| #[derive(Clone, Copy, Debug, Resource)]
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| struct AppState([MaskGroupState; 6]);
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| 
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| #[derive(Clone, Copy, Debug)]
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| struct MaskGroupState {
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|     clip: u8,
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| }
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| 
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| // The application entry point.
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| fn main() {
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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 Masks 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_scene, setup_ui))
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|         .add_systems(Update, setup_animation_graph_once_loaded)
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|         .add_systems(Update, handle_button_toggles)
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|         .add_systems(Update, update_ui)
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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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|         })
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|         .init_resource::<AppState>()
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|         .run();
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| }
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| 
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| // Spawns the 3D objects in the scene, and loads the fox animation from the glTF
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| // file.
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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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|     // Spawn the camera.
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|     commands.spawn((
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|         Camera3d::default(),
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|         Transform::from_xyz(-15.0, 10.0, 20.0).looking_at(Vec3::new(0., 1., 0.), Vec3::Y),
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|     ));
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| 
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|     // Spawn the light.
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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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| 
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|     // Spawn the fox.
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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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| 
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|     // Spawn the 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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| 
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| // Creates the UI.
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| fn setup_ui(mut commands: Commands) {
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|     // Add help text.
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|     commands.spawn((
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|         Text::new("Click on a button to toggle animations for its associated bones"),
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|         Node {
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|             position_type: PositionType::Absolute,
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|             left: Val::Px(12.0),
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|             top: 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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|     // Add the buttons that allow the user to toggle mask groups on and off.
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|     commands
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|         .spawn(Node {
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|             flex_direction: FlexDirection::Column,
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|             position_type: PositionType::Absolute,
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|             row_gap: Val::Px(6.0),
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|             left: Val::Px(12.0),
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|             bottom: Val::Px(12.0),
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|             ..default()
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|         })
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|         .with_children(|parent| {
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|             let row_node = Node {
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|                 flex_direction: FlexDirection::Row,
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|                 column_gap: Val::Px(6.0),
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|                 ..default()
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|             };
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| 
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|             add_mask_group_control(parent, "Head", Val::Auto, MASK_GROUP_HEAD);
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| 
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|             parent.spawn(row_node.clone()).with_children(|parent| {
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|                 add_mask_group_control(
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|                     parent,
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|                     "Left Front Leg",
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|                     Val::Px(MASK_GROUP_BUTTON_WIDTH),
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|                     MASK_GROUP_LEFT_FRONT_LEG,
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|                 );
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|                 add_mask_group_control(
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|                     parent,
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|                     "Right Front Leg",
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|                     Val::Px(MASK_GROUP_BUTTON_WIDTH),
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|                     MASK_GROUP_RIGHT_FRONT_LEG,
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|                 );
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|             });
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| 
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|             parent.spawn(row_node).with_children(|parent| {
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|                 add_mask_group_control(
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|                     parent,
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|                     "Left Hind Leg",
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|                     Val::Px(MASK_GROUP_BUTTON_WIDTH),
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|                     MASK_GROUP_LEFT_HIND_LEG,
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|                 );
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|                 add_mask_group_control(
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|                     parent,
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|                     "Right Hind Leg",
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|                     Val::Px(MASK_GROUP_BUTTON_WIDTH),
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|                     MASK_GROUP_RIGHT_HIND_LEG,
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|                 );
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|             });
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| 
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|             add_mask_group_control(parent, "Tail", Val::Auto, MASK_GROUP_TAIL);
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|         });
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| }
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| 
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| // Adds a button that allows the user to toggle a mask group on and off.
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| //
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| // The button will automatically become a child of the parent that owns the
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| // given `ChildBuilder`.
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| fn add_mask_group_control(parent: &mut ChildBuilder, label: &str, width: Val, mask_group_id: u32) {
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|     let button_text_style = (
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|         TextFont {
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|             font_size: 14.0,
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|             ..default()
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|         },
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|         TextColor::WHITE,
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|     );
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|     let selected_button_text_style = (button_text_style.0.clone(), TextColor::BLACK);
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|     let label_text_style = (
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|         button_text_style.0.clone(),
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|         TextColor(Color::Srgba(LIGHT_GRAY)),
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|     );
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| 
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|     parent
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|         .spawn((
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|             Node {
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|                 border: UiRect::all(Val::Px(1.0)),
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|                 width,
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|                 flex_direction: FlexDirection::Column,
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|                 justify_content: JustifyContent::Center,
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|                 align_items: AlignItems::Center,
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|                 padding: UiRect::ZERO,
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|                 margin: UiRect::ZERO,
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|                 ..default()
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|             },
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|             BorderColor(Color::WHITE),
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|             BorderRadius::all(Val::Px(3.0)),
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|             BackgroundColor(Color::BLACK),
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|         ))
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|         .with_children(|builder| {
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|             builder
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|                 .spawn((
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|                     Node {
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|                         border: UiRect::ZERO,
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|                         width: Val::Percent(100.0),
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|                         justify_content: JustifyContent::Center,
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|                         align_items: AlignItems::Center,
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|                         padding: UiRect::ZERO,
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|                         margin: UiRect::ZERO,
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|                         ..default()
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|                     },
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|                     BackgroundColor(Color::BLACK),
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|                 ))
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|                 .with_child((
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|                     Text::new(label),
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|                     label_text_style.clone(),
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|                     Node {
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|                         margin: UiRect::vertical(Val::Px(3.0)),
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|                         ..default()
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|                     },
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|                 ));
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| 
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|             builder
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|                 .spawn((
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|                     Node {
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|                         width: Val::Percent(100.0),
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|                         flex_direction: FlexDirection::Row,
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|                         justify_content: JustifyContent::Center,
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|                         align_items: AlignItems::Center,
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|                         border: UiRect::top(Val::Px(1.0)),
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|                         ..default()
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|                     },
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|                     BorderColor(Color::WHITE),
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|                 ))
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|                 .with_children(|builder| {
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|                     for (index, label) in [
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|                         AnimationLabel::Run,
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|                         AnimationLabel::Walk,
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|                         AnimationLabel::Idle,
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|                         AnimationLabel::Off,
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|                     ]
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|                     .iter()
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|                     .enumerate()
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|                     {
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|                         builder
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|                             .spawn((
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|                                 Button,
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|                                 BackgroundColor(if index > 0 {
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|                                     Color::BLACK
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|                                 } else {
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|                                     Color::WHITE
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|                                 }),
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|                                 Node {
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|                                     flex_grow: 1.0,
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|                                     border: if index > 0 {
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|                                         UiRect::left(Val::Px(1.0))
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|                                     } else {
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|                                         UiRect::ZERO
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|                                     },
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|                                     ..default()
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|                                 },
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|                                 BorderColor(Color::WHITE),
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|                                 AnimationControl {
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|                                     group_id: mask_group_id,
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|                                     label: *label,
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|                                 },
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|                             ))
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|                             .with_child((
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|                                 Text(format!("{:?}", label)),
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|                                 if index > 0 {
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|                                     button_text_style.clone()
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|                                 } else {
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|                                     selected_button_text_style.clone()
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|                                 },
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|                                 TextLayout::new_with_justify(JustifyText::Center),
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|                                 Node {
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|                                     flex_grow: 1.0,
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|                                     margin: UiRect::vertical(Val::Px(3.0)),
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|                                     ..default()
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|                                 },
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|                             ));
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|                     }
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|                 });
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|         });
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| }
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| 
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| // Builds up the animation graph, including the mask groups, and adds it to the
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| // entity with the `AnimationPlayer` that the glTF loader created.
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| fn setup_animation_graph_once_loaded(
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|     mut commands: Commands,
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|     asset_server: Res<AssetServer>,
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|     mut animation_graphs: ResMut<Assets<AnimationGraph>>,
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|     mut players: Query<(Entity, &mut AnimationPlayer), Added<AnimationPlayer>>,
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|     targets: Query<(Entity, &AnimationTarget)>,
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| ) {
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|     for (entity, mut player) in &mut players {
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|         // Load the animation clip from the glTF file.
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|         let mut animation_graph = AnimationGraph::new();
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|         let blend_node = animation_graph.add_additive_blend(1.0, animation_graph.root);
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| 
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|         let animation_graph_nodes: [AnimationNodeIndex; 3] =
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|             std::array::from_fn(|animation_index| {
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|                 let handle = asset_server.load(
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|                     GltfAssetLabel::Animation(animation_index)
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|                         .from_asset("models/animated/Fox.glb"),
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|                 );
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|                 let mask = if animation_index == 0 { 0 } else { 0x3f };
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|                 animation_graph.add_clip_with_mask(handle, mask, 0.0, blend_node)
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|             });
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| 
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|         // Create each mask group.
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|         let mut all_animation_target_ids = HashSet::new();
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|         for (mask_group_index, (mask_group_prefix, mask_group_suffix)) in
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|             MASK_GROUP_PATHS.iter().enumerate()
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|         {
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|             // Split up the prefix and suffix, and convert them into `Name`s.
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|             let prefix: Vec<_> = mask_group_prefix.split('/').map(Name::new).collect();
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|             let suffix: Vec<_> = mask_group_suffix.split('/').map(Name::new).collect();
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| 
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|             // Add each bone in the chain to the appropriate mask group.
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|             for chain_length in 0..=suffix.len() {
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|                 let animation_target_id = AnimationTargetId::from_names(
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|                     prefix.iter().chain(suffix[0..chain_length].iter()),
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|                 );
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|                 animation_graph
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|                     .add_target_to_mask_group(animation_target_id, mask_group_index as u32);
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|                 all_animation_target_ids.insert(animation_target_id);
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|             }
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|         }
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| 
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|         // We're doing constructing the animation graph. Add it as an asset.
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|         let animation_graph = animation_graphs.add(animation_graph);
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|         commands
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|             .entity(entity)
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|             .insert(AnimationGraphHandle(animation_graph));
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| 
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|         // Remove animation targets that aren't in any of the mask groups. If we
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|         // don't do that, those bones will play all animations at once, which is
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|         // ugly.
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|         for (target_entity, target) in &targets {
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|             if !all_animation_target_ids.contains(&target.id) {
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|                 commands.entity(target_entity).remove::<AnimationTarget>();
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|             }
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|         }
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| 
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|         // Play the animation.
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|         for animation_graph_node in animation_graph_nodes {
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|             player.play(animation_graph_node).repeat();
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|         }
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| 
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|         // Record the graph nodes.
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|         commands.insert_resource(AnimationNodes(animation_graph_nodes));
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|     }
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| }
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| 
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| // A system that handles requests from the user to toggle mask groups on and
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| // off.
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| fn handle_button_toggles(
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|     mut interactions: Query<(&Interaction, &mut AnimationControl), Changed<Interaction>>,
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|     mut animation_players: Query<&AnimationGraphHandle, With<AnimationPlayer>>,
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|     mut animation_graphs: ResMut<Assets<AnimationGraph>>,
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|     mut animation_nodes: Option<ResMut<AnimationNodes>>,
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|     mut app_state: ResMut<AppState>,
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| ) {
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|     let Some(ref mut animation_nodes) = animation_nodes else {
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|         return;
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|     };
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| 
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|     for (interaction, animation_control) in interactions.iter_mut() {
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|         // We only care about press events.
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|         if *interaction != Interaction::Pressed {
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|             continue;
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|         }
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| 
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|         // Toggle the state of the clip.
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|         app_state.0[animation_control.group_id as usize].clip = animation_control.label as u8;
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| 
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|         // Now grab the animation player. (There's only one in our case, but we
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|         // iterate just for clarity's sake.)
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|         for animation_graph_handle in animation_players.iter_mut() {
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|             // The animation graph needs to have loaded.
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|             let Some(animation_graph) = animation_graphs.get_mut(animation_graph_handle) else {
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|                 continue;
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|             };
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| 
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|             for (clip_index, &animation_node_index) in animation_nodes.0.iter().enumerate() {
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|                 let Some(animation_node) = animation_graph.get_mut(animation_node_index) else {
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|                     continue;
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|                 };
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| 
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|                 if animation_control.label as usize == clip_index {
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|                     animation_node.mask &= !(1 << animation_control.group_id);
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|                 } else {
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|                     animation_node.mask |= 1 << animation_control.group_id;
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|                 }
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|             }
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|         }
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|     }
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| }
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| 
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| // A system that updates the UI based on the current app state.
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| fn update_ui(
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|     mut animation_controls: Query<(&AnimationControl, &mut BackgroundColor, &Children)>,
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|     texts: Query<Entity, With<Text>>,
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|     mut writer: TextUiWriter,
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|     app_state: Res<AppState>,
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| ) {
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|     for (animation_control, mut background_color, kids) in animation_controls.iter_mut() {
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|         let enabled =
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|             app_state.0[animation_control.group_id as usize].clip == animation_control.label as u8;
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| 
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|         *background_color = if enabled {
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|             BackgroundColor(Color::WHITE)
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|         } else {
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|             BackgroundColor(Color::BLACK)
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|         };
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| 
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|         for &kid in kids {
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|             let Ok(text) = texts.get(kid) else {
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|                 continue;
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|             };
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| 
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|             writer.for_each_color(text, |mut color| {
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|                 color.0 = if enabled { Color::BLACK } else { Color::WHITE };
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|             });
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|         }
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|     }
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| }
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| 
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| impl Default for AppState {
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|     fn default() -> Self {
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|         AppState([MaskGroupState { clip: 0 }; 6])
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|     }
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| }
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