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lib.rs
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#![cfg_attr(docsrs, feature(doc_auto_cfg))]
#![forbid(unsafe_code)]
#![doc(
html_logo_url = "https://bevyengine.org/assets/icon.png",
html_favicon_url = "https://bevyengine.org/assets/icon.png"
)]
//! Animation for the game engine Bevy
extern crate alloc;
pub mod animatable;
pub mod animation_curves;
pub mod gltf_curves;
pub mod graph;
pub mod transition;
mod util;
use core::{
any::TypeId,
cell::RefCell,
fmt::Debug,
hash::{Hash, Hasher},
iter, slice,
};
use graph::AnimationNodeType;
use prelude::AnimationCurveEvaluator;
use crate::{
graph::{AnimationGraphHandle, ThreadedAnimationGraphs},
prelude::EvaluatorId,
};
use bevy_app::{Animation, App, Plugin, PostUpdate};
use bevy_asset::{Asset, AssetApp, AssetEvents, Assets};
use bevy_ecs::{prelude::*, world::EntityMutExcept};
use bevy_math::FloatOrd;
use bevy_platform::{collections::HashMap, hash::NoOpHash};
use bevy_reflect::{prelude::ReflectDefault, Reflect, TypePath};
use bevy_time::Time;
use bevy_transform::TransformSystem;
use bevy_utils::{PreHashMap, PreHashMapExt, TypeIdMap};
use petgraph::graph::NodeIndex;
use serde::{Deserialize, Serialize};
use thread_local::ThreadLocal;
use tracing::{trace, warn};
use uuid::Uuid;
/// The animation prelude.
///
/// This includes the most common types in this crate, re-exported for your convenience.
pub mod prelude {
#[doc(hidden)]
pub use crate::{
animatable::*, animation_curves::*, graph::*, transition::*, AnimationClip,
AnimationPlayer, AnimationPlugin, VariableCurve,
};
}
use crate::{
animation_curves::AnimationCurve,
graph::{AnimationGraph, AnimationGraphAssetLoader, AnimationNodeIndex},
transition::{advance_transitions, expire_completed_transitions, AnimationTransitions},
};
use alloc::sync::Arc;
/// The [UUID namespace] of animation targets (e.g. bones).
///
/// [UUID namespace]: https://en.wikipedia.org/wiki/Universally_unique_identifier#Versions_3_and_5_(namespace_name-based)
pub static ANIMATION_TARGET_NAMESPACE: Uuid = Uuid::from_u128(0x3179f519d9274ff2b5966fd077023911);
/// Contains an [animation curve] which is used to animate a property of an entity.
///
/// [animation curve]: AnimationCurve
#[derive(Debug, TypePath)]
pub struct VariableCurve(pub Box<dyn AnimationCurve>);
impl Clone for VariableCurve {
fn clone(&self) -> Self {
Self(AnimationCurve::clone_value(&*self.0))
}
}
impl VariableCurve {
/// Create a new [`VariableCurve`] from an [animation curve].
///
/// [animation curve]: AnimationCurve
pub fn new(animation_curve: impl AnimationCurve) -> Self {
Self(Box::new(animation_curve))
}
}
/// A list of [`VariableCurve`]s and the [`AnimationTargetId`]s to which they
/// apply.
///
/// Because animation clips refer to targets by UUID, they can target any
/// [`AnimationTarget`] with that ID.
#[derive(Asset, Reflect, Clone, Debug, Default)]
#[reflect(Clone, Default)]
pub struct AnimationClip {
// This field is ignored by reflection because AnimationCurves can contain things that are not reflect-able
#[reflect(ignore, clone)]
curves: AnimationCurves,
events: AnimationEvents,
duration: f32,
}
#[derive(Reflect, Debug, Clone)]
#[reflect(Clone)]
struct TimedAnimationEvent {
time: f32,
event: AnimationEvent,
}
#[derive(Reflect, Debug, Clone)]
#[reflect(Clone)]
struct AnimationEvent {
#[reflect(ignore, clone)]
trigger: AnimationEventFn,
}
impl AnimationEvent {
fn trigger(&self, commands: &mut Commands, entity: Entity, time: f32, weight: f32) {
(self.trigger.0)(commands, entity, time, weight);
}
}
#[derive(Reflect, Clone)]
#[reflect(opaque)]
#[reflect(Clone, Default, Debug)]
struct AnimationEventFn(Arc<dyn Fn(&mut Commands, Entity, f32, f32) + Send + Sync>);
impl Default for AnimationEventFn {
fn default() -> Self {
Self(Arc::new(|_commands, _entity, _time, _weight| {}))
}
}
impl Debug for AnimationEventFn {
fn fmt(&self, f: &mut core::fmt::Formatter<'_>) -> core::fmt::Result {
f.debug_tuple("AnimationEventFn").finish()
}
}
#[derive(Reflect, Debug, PartialEq, Eq, PartialOrd, Ord, Hash, Clone)]
#[reflect(Clone)]
enum AnimationEventTarget {
Root,
Node(AnimationTargetId),
}
type AnimationEvents = HashMap<AnimationEventTarget, Vec<TimedAnimationEvent>>;
/// A mapping from [`AnimationTargetId`] (e.g. bone in a skinned mesh) to the
/// animation curves.
pub type AnimationCurves = HashMap<AnimationTargetId, Vec<VariableCurve>, NoOpHash>;
/// A unique [UUID] for an animation target (e.g. bone in a skinned mesh).
///
/// The [`AnimationClip`] asset and the [`AnimationTarget`] component both use
/// this to refer to targets (e.g. bones in a skinned mesh) to be animated.
///
/// When importing an armature or an animation clip, asset loaders typically use
/// the full path name from the armature to the bone to generate these UUIDs.
/// The ID is unique to the full path name and based only on the names. So, for
/// example, any imported armature with a bone at the root named `Hips` will
/// assign the same [`AnimationTargetId`] to its root bone. Likewise, any
/// imported animation clip that animates a root bone named `Hips` will
/// reference the same [`AnimationTargetId`]. Any animation is playable on any
/// armature as long as the bone names match, which allows for easy animation
/// retargeting.
///
/// Note that asset loaders generally use the *full* path name to generate the
/// [`AnimationTargetId`]. Thus a bone named `Chest` directly connected to a
/// bone named `Hips` will have a different ID from a bone named `Chest` that's
/// connected to a bone named `Stomach`.
///
/// [UUID]: https://en.wikipedia.org/wiki/Universally_unique_identifier
#[derive(Clone, Copy, PartialEq, Eq, PartialOrd, Ord, Reflect, Debug, Serialize, Deserialize)]
#[reflect(Clone)]
pub struct AnimationTargetId(pub Uuid);
impl Hash for AnimationTargetId {
fn hash<H: Hasher>(&self, state: &mut H) {
let (hi, lo) = self.0.as_u64_pair();
state.write_u64(hi ^ lo);
}
}
/// An entity that can be animated by an [`AnimationPlayer`].
///
/// These are frequently referred to as *bones* or *joints*, because they often
/// refer to individually-animatable parts of an armature.
///
/// Asset loaders for armatures are responsible for adding these as necessary.
/// Typically, they're generated from hashed versions of the entire name path
/// from the root of the armature to the bone. See the [`AnimationTargetId`]
/// documentation for more details.
///
/// By convention, asset loaders add [`AnimationTarget`] components to the
/// descendants of an [`AnimationPlayer`], as well as to the [`AnimationPlayer`]
/// entity itself, but Bevy doesn't require this in any way. So, for example,
/// it's entirely possible for an [`AnimationPlayer`] to animate a target that
/// it isn't an ancestor of. If you add a new bone to or delete a bone from an
/// armature at runtime, you may want to update the [`AnimationTarget`]
/// component as appropriate, as Bevy won't do this automatically.
///
/// Note that each entity can only be animated by one animation player at a
/// time. However, you can change [`AnimationTarget`]'s `player` property at
/// runtime to change which player is responsible for animating the entity.
#[derive(Clone, Copy, Component, Reflect)]
#[reflect(Component, Clone)]
pub struct AnimationTarget {
/// The ID of this animation target.
///
/// Typically, this is derived from the path.
pub id: AnimationTargetId,
/// The entity containing the [`AnimationPlayer`].
#[entities]
pub player: Entity,
}
impl AnimationClip {
#[inline]
/// [`VariableCurve`]s for each animation target. Indexed by the [`AnimationTargetId`].
pub fn curves(&self) -> &AnimationCurves {
&self.curves
}
#[inline]
/// Get mutable references of [`VariableCurve`]s for each animation target. Indexed by the [`AnimationTargetId`].
pub fn curves_mut(&mut self) -> &mut AnimationCurves {
&mut self.curves
}
/// Gets the curves for a single animation target.
///
/// Returns `None` if this clip doesn't animate the target.
#[inline]
pub fn curves_for_target(
&self,
target_id: AnimationTargetId,
) -> Option<&'_ Vec<VariableCurve>> {
self.curves.get(&target_id)
}
/// Gets mutable references of the curves for a single animation target.
///
/// Returns `None` if this clip doesn't animate the target.
#[inline]
pub fn curves_for_target_mut(
&mut self,
target_id: AnimationTargetId,
) -> Option<&'_ mut Vec<VariableCurve>> {
self.curves.get_mut(&target_id)
}
/// Duration of the clip, represented in seconds.
#[inline]
pub fn duration(&self) -> f32 {
self.duration
}
/// Set the duration of the clip in seconds.
#[inline]
pub fn set_duration(&mut self, duration_sec: f32) {
self.duration = duration_sec;
}
/// Adds an [`AnimationCurve`] to an [`AnimationTarget`] named by an
/// [`AnimationTargetId`].
///
/// If the curve extends beyond the current duration of this clip, this
/// method lengthens this clip to include the entire time span that the
/// curve covers.
///
/// More specifically:
/// - This clip will be sampled on the interval `[0, duration]`.
/// - Each curve in the clip is sampled by first clamping the sample time to its [domain].
/// - Curves that extend forever never contribute to the duration.
///
/// For example, a curve with domain `[2, 5]` will extend the clip to cover `[0, 5]`
/// when added and will produce the same output on the entire interval `[0, 2]` because
/// these time values all get clamped to `2`.
///
/// By contrast, a curve with domain `[-10, ∞]` will never extend the clip duration when
/// added and will be sampled only on `[0, duration]`, ignoring all negative time values.
///
/// [domain]: AnimationCurve::domain
pub fn add_curve_to_target(
&mut self,
target_id: AnimationTargetId,
curve: impl AnimationCurve,
) {
// Update the duration of the animation by this curve duration if it's longer
let end = curve.domain().end();
if end.is_finite() {
self.duration = self.duration.max(end);
}
self.curves
.entry(target_id)
.or_default()
.push(VariableCurve::new(curve));
}
/// Like [`add_curve_to_target`], but adding a [`VariableCurve`] directly.
///
/// Under normal circumstances, that method is generally more convenient.
///
/// [`add_curve_to_target`]: AnimationClip::add_curve_to_target
pub fn add_variable_curve_to_target(
&mut self,
target_id: AnimationTargetId,
variable_curve: VariableCurve,
) {
let end = variable_curve.0.domain().end();
if end.is_finite() {
self.duration = self.duration.max(end);
}
self.curves
.entry(target_id)
.or_default()
.push(variable_curve);
}
/// Add a untargeted [`Event`] to this [`AnimationClip`].
///
/// The `event` will be cloned and triggered on the [`AnimationPlayer`] entity once the `time` (in seconds)
/// is reached in the animation.
///
/// See also [`add_event_to_target`](Self::add_event_to_target).
pub fn add_event(&mut self, time: f32, event: impl Event + Clone) {
self.add_event_fn(
time,
move |commands: &mut Commands, entity: Entity, _time: f32, _weight: f32| {
commands.entity(entity).trigger(event.clone());
},
);
}
/// Add an [`Event`] to an [`AnimationTarget`] named by an [`AnimationTargetId`].
///
/// The `event` will be cloned and triggered on the entity matching the target once the `time` (in seconds)
/// is reached in the animation.
///
/// Use [`add_event`](Self::add_event) instead if you don't have a specific target.
pub fn add_event_to_target(
&mut self,
target_id: AnimationTargetId,
time: f32,
event: impl Event + Clone,
) {
self.add_event_fn_to_target(
target_id,
time,
move |commands: &mut Commands, entity: Entity, _time: f32, _weight: f32| {
commands.entity(entity).trigger(event.clone());
},
);
}
/// Add a untargeted event function to this [`AnimationClip`].
///
/// The `func` will trigger on the [`AnimationPlayer`] entity once the `time` (in seconds)
/// is reached in the animation.
///
/// For a simpler [`Event`]-based alternative, see [`AnimationClip::add_event`].
/// See also [`add_event_to_target`](Self::add_event_to_target).
///
/// ```
/// # use bevy_animation::AnimationClip;
/// # let mut clip = AnimationClip::default();
/// clip.add_event_fn(1.0, |commands, entity, time, weight| {
/// println!("Animation Event Triggered {entity:#?} at time {time} with weight {weight}");
/// })
/// ```
pub fn add_event_fn(
&mut self,
time: f32,
func: impl Fn(&mut Commands, Entity, f32, f32) + Send + Sync + 'static,
) {
self.add_event_internal(AnimationEventTarget::Root, time, func);
}
/// Add an event function to an [`AnimationTarget`] named by an [`AnimationTargetId`].
///
/// The `func` will trigger on the entity matching the target once the `time` (in seconds)
/// is reached in the animation.
///
/// For a simpler [`Event`]-based alternative, see [`AnimationClip::add_event_to_target`].
/// Use [`add_event`](Self::add_event) instead if you don't have a specific target.
///
/// ```
/// # use bevy_animation::{AnimationClip, AnimationTargetId};
/// # let mut clip = AnimationClip::default();
/// clip.add_event_fn_to_target(AnimationTargetId::from_iter(["Arm", "Hand"]), 1.0, |commands, entity, time, weight| {
/// println!("Animation Event Triggered {entity:#?} at time {time} with weight {weight}");
/// })
/// ```
pub fn add_event_fn_to_target(
&mut self,
target_id: AnimationTargetId,
time: f32,
func: impl Fn(&mut Commands, Entity, f32, f32) + Send + Sync + 'static,
) {
self.add_event_internal(AnimationEventTarget::Node(target_id), time, func);
}
fn add_event_internal(
&mut self,
target: AnimationEventTarget,
time: f32,
trigger_fn: impl Fn(&mut Commands, Entity, f32, f32) + Send + Sync + 'static,
) {
self.duration = self.duration.max(time);
let triggers = self.events.entry(target).or_default();
match triggers.binary_search_by_key(&FloatOrd(time), |e| FloatOrd(e.time)) {
Ok(index) | Err(index) => triggers.insert(
index,
TimedAnimationEvent {
time,
event: AnimationEvent {
trigger: AnimationEventFn(Arc::new(trigger_fn)),
},
},
),
}
}
}
/// Repetition behavior of an animation.
#[derive(Reflect, Debug, PartialEq, Eq, Copy, Clone, Default)]
#[reflect(Clone, Default)]
pub enum RepeatAnimation {
/// The animation will finish after running once.
#[default]
Never,
/// The animation will finish after running "n" times.
Count(u32),
/// The animation will never finish.
Forever,
}
/// Why Bevy failed to evaluate an animation.
#[derive(Clone, Debug)]
pub enum AnimationEvaluationError {
/// The component to be animated isn't present on the animation target.
///
/// To fix this error, make sure the entity to be animated contains all
/// components that have animation curves.
ComponentNotPresent(TypeId),
/// The component to be animated was present, but the property on the
/// component wasn't present.
PropertyNotPresent(TypeId),
/// An internal error occurred in the implementation of
/// [`AnimationCurveEvaluator`].
///
/// You shouldn't ordinarily see this error unless you implemented
/// [`AnimationCurveEvaluator`] yourself. The contained [`TypeId`] is the ID
/// of the curve evaluator.
InconsistentEvaluatorImplementation(TypeId),
}
/// An animation that an [`AnimationPlayer`] is currently either playing or was
/// playing, but is presently paused.
///
/// A stopped animation is considered no longer active.
#[derive(Debug, Clone, Copy, Reflect)]
#[reflect(Clone, Default)]
pub struct ActiveAnimation {
/// The factor by which the weight from the [`AnimationGraph`] is multiplied.
weight: f32,
repeat: RepeatAnimation,
speed: f32,
/// Total time the animation has been played.
///
/// Note: Time does not increase when the animation is paused or after it has completed.
elapsed: f32,
/// The timestamp inside of the animation clip.
///
/// Note: This will always be in the range [0.0, animation clip duration]
seek_time: f32,
/// The `seek_time` of the previous tick, if any.
last_seek_time: Option<f32>,
/// Number of times the animation has completed.
/// If the animation is playing in reverse, this increments when the animation passes the start.
completions: u32,
/// `true` if the animation was completed at least once this tick.
just_completed: bool,
paused: bool,
}
impl Default for ActiveAnimation {
fn default() -> Self {
Self {
weight: 1.0,
repeat: RepeatAnimation::default(),
speed: 1.0,
elapsed: 0.0,
seek_time: 0.0,
last_seek_time: None,
completions: 0,
just_completed: false,
paused: false,
}
}
}
impl ActiveAnimation {
/// Check if the animation has finished, based on its repetition behavior and the number of times it has repeated.
///
/// Note: An animation with `RepeatAnimation::Forever` will never finish.
#[inline]
pub fn is_finished(&self) -> bool {
match self.repeat {
RepeatAnimation::Forever => false,
RepeatAnimation::Never => self.completions >= 1,
RepeatAnimation::Count(n) => self.completions >= n,
}
}
/// Update the animation given the delta time and the duration of the clip being played.
#[inline]
fn update(&mut self, delta: f32, clip_duration: f32) {
self.just_completed = false;
self.last_seek_time = Some(self.seek_time);
if self.is_finished() {
return;
}
self.elapsed += delta;
self.seek_time += delta * self.speed;
let over_time = self.speed > 0.0 && self.seek_time >= clip_duration;
let under_time = self.speed < 0.0 && self.seek_time < 0.0;
if over_time || under_time {
self.just_completed = true;
self.completions += 1;
if self.is_finished() {
return;
}
}
if self.seek_time >= clip_duration {
self.seek_time %= clip_duration;
}
// Note: assumes delta is never lower than -clip_duration
if self.seek_time < 0.0 {
self.seek_time += clip_duration;
}
}
/// Reset back to the initial state as if no time has elapsed.
pub fn replay(&mut self) {
self.just_completed = false;
self.completions = 0;
self.elapsed = 0.0;
self.last_seek_time = None;
self.seek_time = 0.0;
}
/// Returns the current weight of this animation.
pub fn weight(&self) -> f32 {
self.weight
}
/// Sets the weight of this animation.
pub fn set_weight(&mut self, weight: f32) -> &mut Self {
self.weight = weight;
self
}
/// Pause the animation.
pub fn pause(&mut self) -> &mut Self {
self.paused = true;
self
}
/// Unpause the animation.
pub fn resume(&mut self) -> &mut Self {
self.paused = false;
self
}
/// Returns true if this animation is currently paused.
///
/// Note that paused animations are still [`ActiveAnimation`]s.
#[inline]
pub fn is_paused(&self) -> bool {
self.paused
}
/// Sets the repeat mode for this playing animation.
pub fn set_repeat(&mut self, repeat: RepeatAnimation) -> &mut Self {
self.repeat = repeat;
self
}
/// Marks this animation as repeating forever.
pub fn repeat(&mut self) -> &mut Self {
self.set_repeat(RepeatAnimation::Forever)
}
/// Returns the repeat mode assigned to this active animation.
pub fn repeat_mode(&self) -> RepeatAnimation {
self.repeat
}
/// Returns the number of times this animation has completed.
pub fn completions(&self) -> u32 {
self.completions
}
/// Returns true if the animation is playing in reverse.
pub fn is_playback_reversed(&self) -> bool {
self.speed < 0.0
}
/// Returns the speed of the animation playback.
pub fn speed(&self) -> f32 {
self.speed
}
/// Sets the speed of the animation playback.
pub fn set_speed(&mut self, speed: f32) -> &mut Self {
self.speed = speed;
self
}
/// Returns the amount of time the animation has been playing.
pub fn elapsed(&self) -> f32 {
self.elapsed
}
/// Returns the seek time of the animation.
///
/// This is nonnegative and no more than the clip duration.
pub fn seek_time(&self) -> f32 {
self.seek_time
}
/// Seeks to a specific time in the animation.
///
/// This will not trigger events between the current time and `seek_time`.
/// Use [`seek_to`](Self::seek_to) if this is desired.
pub fn set_seek_time(&mut self, seek_time: f32) -> &mut Self {
self.last_seek_time = Some(seek_time);
self.seek_time = seek_time;
self
}
/// Seeks to a specific time in the animation.
///
/// Note that any events between the current time and `seek_time`
/// will be triggered on the next update.
/// Use [`set_seek_time`](Self::set_seek_time) if this is undesired.
pub fn seek_to(&mut self, seek_time: f32) -> &mut Self {
self.last_seek_time = Some(self.seek_time);
self.seek_time = seek_time;
self
}
/// Seeks to the beginning of the animation.
///
/// Note that any events between the current time and `0.0`
/// will be triggered on the next update.
/// Use [`set_seek_time`](Self::set_seek_time) if this is undesired.
pub fn rewind(&mut self) -> &mut Self {
self.last_seek_time = Some(self.seek_time);
self.seek_time = 0.0;
self
}
}
/// Animation controls.
///
/// Automatically added to any root animations of a scene when it is
/// spawned.
#[derive(Component, Default, Reflect)]
#[reflect(Component, Default, Clone)]
pub struct AnimationPlayer {
active_animations: HashMap<AnimationNodeIndex, ActiveAnimation>,
}
// This is needed since `#[derive(Clone)]` does not generate optimized `clone_from`.
impl Clone for AnimationPlayer {
fn clone(&self) -> Self {
Self {
active_animations: self.active_animations.clone(),
}
}
fn clone_from(&mut self, source: &Self) {
self.active_animations.clone_from(&source.active_animations);
}
}
/// Temporary data that the [`animate_targets`] system maintains.
#[derive(Default)]
pub struct AnimationEvaluationState {
/// Stores all [`AnimationCurveEvaluator`]s corresponding to properties that
/// we've seen so far.
///
/// This is a mapping from the id of an animation curve evaluator to
/// the animation curve evaluator itself.
///
/// For efficiency's sake, the [`AnimationCurveEvaluator`]s are cached from
/// frame to frame and animation target to animation target. Therefore,
/// there may be entries in this list corresponding to properties that the
/// current [`AnimationPlayer`] doesn't animate. To iterate only over the
/// properties that are currently being animated, consult the
/// [`Self::current_evaluators`] set.
evaluators: AnimationCurveEvaluators,
/// The set of [`AnimationCurveEvaluator`] types that the current
/// [`AnimationPlayer`] is animating.
///
/// This is built up as new curve evaluators are encountered during graph
/// traversal.
current_evaluators: CurrentEvaluators,
}
#[derive(Default)]
struct AnimationCurveEvaluators {
component_property_curve_evaluators:
PreHashMap<(TypeId, usize), Box<dyn AnimationCurveEvaluator>>,
type_id_curve_evaluators: TypeIdMap<Box<dyn AnimationCurveEvaluator>>,
}
impl AnimationCurveEvaluators {
#[inline]
pub(crate) fn get_mut(&mut self, id: EvaluatorId) -> Option<&mut dyn AnimationCurveEvaluator> {
match id {
EvaluatorId::ComponentField(component_property) => self
.component_property_curve_evaluators
.get_mut(component_property),
EvaluatorId::Type(type_id) => self.type_id_curve_evaluators.get_mut(&type_id),
}
.map(|e| &mut **e)
}
#[inline]
pub(crate) fn get_or_insert_with(
&mut self,
id: EvaluatorId,
func: impl FnOnce() -> Box<dyn AnimationCurveEvaluator>,
) -> &mut dyn AnimationCurveEvaluator {
match id {
EvaluatorId::ComponentField(component_property) => &mut **self
.component_property_curve_evaluators
.get_or_insert_with(component_property, func),
EvaluatorId::Type(type_id) => match self.type_id_curve_evaluators.entry(type_id) {
bevy_platform::collections::hash_map::Entry::Occupied(occupied_entry) => {
&mut **occupied_entry.into_mut()
}
bevy_platform::collections::hash_map::Entry::Vacant(vacant_entry) => {
&mut **vacant_entry.insert(func())
}
},
}
}
}
#[derive(Default)]
struct CurrentEvaluators {
component_properties: PreHashMap<(TypeId, usize), ()>,
type_ids: TypeIdMap<()>,
}
impl CurrentEvaluators {
pub(crate) fn keys(&self) -> impl Iterator<Item = EvaluatorId> {
self.component_properties
.keys()
.map(EvaluatorId::ComponentField)
.chain(self.type_ids.keys().copied().map(EvaluatorId::Type))
}
pub(crate) fn clear(
&mut self,
mut visit: impl FnMut(EvaluatorId) -> Result<(), AnimationEvaluationError>,
) -> Result<(), AnimationEvaluationError> {
for (key, _) in self.component_properties.drain() {
(visit)(EvaluatorId::ComponentField(&key))?;
}
for (key, _) in self.type_ids.drain() {
(visit)(EvaluatorId::Type(key))?;
}
Ok(())
}
#[inline]
pub(crate) fn insert(&mut self, id: EvaluatorId) {
match id {
EvaluatorId::ComponentField(component_property) => {
self.component_properties.insert(*component_property, ());
}
EvaluatorId::Type(type_id) => {
self.type_ids.insert(type_id, ());
}
}
}
}
impl AnimationPlayer {
/// Start playing an animation, restarting it if necessary.
pub fn start(&mut self, animation: AnimationNodeIndex) -> &mut ActiveAnimation {
let playing_animation = self.active_animations.entry(animation).or_default();
playing_animation.replay();
playing_animation
}
/// Start playing an animation, unless the requested animation is already playing.
pub fn play(&mut self, animation: AnimationNodeIndex) -> &mut ActiveAnimation {
self.active_animations.entry(animation).or_default()
}
/// Stops playing the given animation, removing it from the list of playing
/// animations.
pub fn stop(&mut self, animation: AnimationNodeIndex) -> &mut Self {
self.active_animations.remove(&animation);
self
}
/// Stops all currently-playing animations.
pub fn stop_all(&mut self) -> &mut Self {
self.active_animations.clear();
self
}
/// Iterates through all animations that this [`AnimationPlayer`] is
/// currently playing.
pub fn playing_animations(
&self,
) -> impl Iterator<Item = (&AnimationNodeIndex, &ActiveAnimation)> {
self.active_animations.iter()
}
/// Iterates through all animations that this [`AnimationPlayer`] is
/// currently playing, mutably.
pub fn playing_animations_mut(
&mut self,
) -> impl Iterator<Item = (&AnimationNodeIndex, &mut ActiveAnimation)> {
self.active_animations.iter_mut()
}
/// Returns true if the animation is currently playing or paused, or false
/// if the animation is stopped.
pub fn is_playing_animation(&self, animation: AnimationNodeIndex) -> bool {
self.active_animations.contains_key(&animation)
}
/// Check if all playing animations have finished, according to the repetition behavior.
pub fn all_finished(&self) -> bool {
self.active_animations
.values()
.all(ActiveAnimation::is_finished)
}
/// Check if all playing animations are paused.
#[doc(alias = "is_paused")]
pub fn all_paused(&self) -> bool {
self.active_animations
.values()
.all(ActiveAnimation::is_paused)
}
/// Resume all playing animations.
#[doc(alias = "pause")]
pub fn pause_all(&mut self) -> &mut Self {
for (_, playing_animation) in self.playing_animations_mut() {
playing_animation.pause();
}
self
}
/// Resume all active animations.
#[doc(alias = "resume")]
pub fn resume_all(&mut self) -> &mut Self {
for (_, playing_animation) in self.playing_animations_mut() {
playing_animation.resume();
}
self
}
/// Rewinds all active animations.
#[doc(alias = "rewind")]
pub fn rewind_all(&mut self) -> &mut Self {
for (_, playing_animation) in self.playing_animations_mut() {
playing_animation.rewind();
}
self
}
/// Multiplies the speed of all active animations by the given factor.
#[doc(alias = "set_speed")]
pub fn adjust_speeds(&mut self, factor: f32) -> &mut Self {
for (_, playing_animation) in self.playing_animations_mut() {
let new_speed = playing_animation.speed() * factor;
playing_animation.set_speed(new_speed);
}
self
}
/// Seeks all active animations forward or backward by the same amount.
///
/// To seek forward, pass a positive value; to seek negative, pass a
/// negative value. Values below 0.0 or beyond the end of the animation clip
/// are clamped appropriately.
#[doc(alias = "seek_to")]
pub fn seek_all_by(&mut self, amount: f32) -> &mut Self {
for (_, playing_animation) in self.playing_animations_mut() {
let new_time = playing_animation.seek_time();
playing_animation.seek_to(new_time + amount);
}
self
}
/// Returns the [`ActiveAnimation`] associated with the given animation
/// node if it's currently playing.
///
/// If the animation isn't currently active, returns `None`.
pub fn animation(&self, animation: AnimationNodeIndex) -> Option<&ActiveAnimation> {
self.active_animations.get(&animation)
}
/// Returns a mutable reference to the [`ActiveAnimation`] associated with
/// the given animation node if it's currently active.
///
/// If the animation isn't currently active, returns `None`.
pub fn animation_mut(&mut self, animation: AnimationNodeIndex) -> Option<&mut ActiveAnimation> {
self.active_animations.get_mut(&animation)
}
}
/// A system that triggers untargeted animation events for the currently-playing animations.
fn trigger_untargeted_animation_events(
mut commands: Commands,
clips: Res<Assets<AnimationClip>>,
graphs: Res<Assets<AnimationGraph>>,
players: Query<(Entity, &AnimationPlayer, &AnimationGraphHandle)>,
) {
for (entity, player, graph_id) in &players {
// The graph might not have loaded yet. Safely bail.
let Some(graph) = graphs.get(graph_id) else {
return;
};
for (index, active_animation) in player.active_animations.iter() {
if active_animation.paused {
continue;
}
let Some(clip) = graph
.get(*index)
.and_then(|node| match &node.node_type {
AnimationNodeType::Clip(handle) => Some(handle),
AnimationNodeType::Blend | AnimationNodeType::Add => None,
})
.and_then(|id| clips.get(id))
else {
continue;
};
let Some(triggered_events) =
TriggeredEvents::from_animation(AnimationEventTarget::Root, clip, active_animation)
else {
continue;
};
for TimedAnimationEvent { time, event } in triggered_events.iter() {
event.trigger(&mut commands, entity, *time, active_animation.weight);
}
}
}
}
/// A system that advances the time for all playing animations.
pub fn advance_animations(
time: Res<Time>,
animation_clips: Res<Assets<AnimationClip>>,
animation_graphs: Res<Assets<AnimationGraph>>,
mut players: Query<(&mut AnimationPlayer, &AnimationGraphHandle)>,
) {
let delta_seconds = time.delta_secs();
players
.par_iter_mut()
.for_each(|(mut player, graph_handle)| {
let Some(animation_graph) = animation_graphs.get(graph_handle) else {
return;
};
// Tick animations, and schedule them.