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[Merged by Bors] - Smooth Transition between Animations #6922

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244 changes: 204 additions & 40 deletions crates/bevy_animation/src/lib.rs
Original file line number Diff line number Diff line change
Expand Up @@ -3,12 +3,13 @@
#![warn(missing_docs)]

use std::ops::Deref;
use std::time::Duration;

use bevy_app::{App, CoreStage, Plugin};
use bevy_asset::{AddAsset, Assets, Handle};
use bevy_core::Name;
use bevy_ecs::{
change_detection::DetectChanges,
change_detection::{DetectChanges, Mut},
entity::Entity,
prelude::Component,
query::With,
Expand Down Expand Up @@ -114,22 +115,18 @@ impl AnimationClip {
}
}

/// Animation controls
#[derive(Component, Reflect)]
#[reflect(Component)]
pub struct AnimationPlayer {
paused: bool,
#[derive(Reflect)]
struct PlayingAnimation {
repeat: bool,
speed: f32,
elapsed: f32,
animation_clip: Handle<AnimationClip>,
path_cache: Vec<Vec<Option<Entity>>>,
}

impl Default for AnimationPlayer {
impl Default for PlayingAnimation {
fn default() -> Self {
Self {
paused: false,
repeat: false,
speed: 1.0,
elapsed: 0.0,
Expand All @@ -139,33 +136,106 @@ impl Default for AnimationPlayer {
}
}

/// An animation that is being faded out as part of a transition
struct AnimationTransition {
/// The current weight. Starts at 1.0 and goes to 0.0 during the fade-out.
current_weight: f32,
/// How much to decrease `current_weight` per second
weight_decline_per_sec: f32,
/// The animation that is being faded out
animation: PlayingAnimation,
}

/// Animation controls
#[derive(Component, Default, Reflect)]
#[reflect(Component)]
pub struct AnimationPlayer {
paused: bool,

animation: PlayingAnimation,

// List of previous animations we're currently transitioning away from.
// Usually this is empty, when transitioning between animations, there is
// one entry. When another animation transition happens while a transition
// is still ongoing, then there can be more than one entry.
// Once a transition is finished, it will be automatically removed from the list
#[reflect(ignore)]
transitions: Vec<AnimationTransition>,
}

impl AnimationPlayer {
/// Start playing an animation, resetting state of the player
/// This will use a linear blending between the previous and the new animation to make a smooth transition
pub fn start(&mut self, handle: Handle<AnimationClip>) -> &mut Self {
*self = Self {
self.animation = PlayingAnimation {
animation_clip: handle,
..Default::default()
};

// We want a hard transition.
// In case any previous transitions are still playing, stop them
self.transitions.clear();

self
}

/// Start playing an animation, resetting state of the player
/// This will use a linear blending between the previous and the new animation to make a smooth transition
pub fn start_with_transition(
&mut self,
handle: Handle<AnimationClip>,
transition_duration: Duration,
) -> &mut Self {
let mut animation = PlayingAnimation {
animation_clip: handle,
..Default::default()
};
std::mem::swap(&mut animation, &mut self.animation);

// Add the current transition. If other transitions are still ongoing,
// this will keep those transitions running and cause a transition between
// the output of that previous transition to the new animation.
self.transitions.push(AnimationTransition {
current_weight: 1.0,
weight_decline_per_sec: 1.0 / transition_duration.as_secs_f32(),
animation,
});

self
}

/// Start playing an animation, resetting state of the player, unless the requested animation is already playing.
/// If `transition_duration` is set, this will use a linear blending
/// between the previous and the new animation to make a smooth transition
pub fn play(&mut self, handle: Handle<AnimationClip>) -> &mut Self {
if self.animation_clip != handle || self.is_paused() {
if self.animation.animation_clip != handle || self.is_paused() {
self.start(handle);
}
self
}

/// Start playing an animation, resetting state of the player, unless the requested animation is already playing.
/// This will use a linear blending between the previous and the new animation to make a smooth transition
pub fn play_with_transition(
&mut self,
handle: Handle<AnimationClip>,
transition_duration: Duration,
) -> &mut Self {
if self.animation.animation_clip != handle || self.is_paused() {
self.start_with_transition(handle, transition_duration);
}
self
}

/// Set the animation to repeat
pub fn repeat(&mut self) -> &mut Self {
self.repeat = true;
self.animation.repeat = true;
self
}

/// Stop the animation from repeating
pub fn stop_repeating(&mut self) -> &mut Self {
self.repeat = false;
self.animation.repeat = false;
self
}

Expand All @@ -186,23 +256,23 @@ impl AnimationPlayer {

/// Speed of the animation playback
pub fn speed(&self) -> f32 {
self.speed
self.animation.speed
}

/// Set the speed of the animation playback
pub fn set_speed(&mut self, speed: f32) -> &mut Self {
self.speed = speed;
self.animation.speed = speed;
self
}

/// Time elapsed playing the animation
pub fn elapsed(&self) -> f32 {
self.elapsed
self.animation.elapsed
}

/// Seek to a specific time in the animation
pub fn set_elapsed(&mut self, elapsed: f32) -> &mut Self {
self.elapsed = elapsed;
self.animation.elapsed = elapsed;
self
}
}
Expand Down Expand Up @@ -283,37 +353,119 @@ pub fn animation_player(
mut animation_players: Query<(Entity, Option<&Parent>, &mut AnimationPlayer)>,
) {
animation_players.par_for_each_mut(10, |(root, maybe_parent, mut player)| {
let Some(animation_clip) = animations.get(&player.animation_clip) else { return };
// Continue if paused unless the `AnimationPlayer` was changed
// This allow the animation to still be updated if the player.elapsed field was manually updated in pause
if player.paused && !player.is_changed() {
return;
}
if !player.paused {
player.elapsed += time.delta_seconds() * player.speed;
update_transitions(&mut player, &time);
run_animation_player(
root,
player,
&time,
&animations,
&names,
&transforms,
maybe_parent,
&parents,
&children,
);
});
}

#[allow(clippy::too_many_arguments)]
fn run_animation_player(
root: Entity,
mut player: Mut<AnimationPlayer>,
time: &Time,
animations: &Assets<AnimationClip>,
names: &Query<&Name>,
transforms: &Query<&mut Transform>,
maybe_parent: Option<&Parent>,
parents: &Query<(Option<With<AnimationPlayer>>, Option<&Parent>)>,
children: &Query<&Children>,
) {
let paused = player.paused;
// Continue if paused unless the `AnimationPlayer` was changed
// This allow the animation to still be updated if the player.elapsed field was manually updated in pause
if paused && !player.is_changed() {
return;
}

// Apply the main animation
apply_animation(
1.0,
&mut player.animation,
paused,
root,
time,
animations,
names,
transforms,
maybe_parent,
parents,
children,
);

// Apply any potential fade-out transitions from previous animations
for AnimationTransition {
current_weight,
animation,
..
} in &mut player.transitions
{
apply_animation(
*current_weight,
animation,
paused,
root,
time,
animations,
names,
transforms,
maybe_parent,
parents,
children,
);
}
}

#[allow(clippy::too_many_arguments)]
fn apply_animation(
weight: f32,
animation: &mut PlayingAnimation,
paused: bool,
root: Entity,
time: &Time,
animations: &Assets<AnimationClip>,
names: &Query<&Name>,
transforms: &Query<&mut Transform>,
maybe_parent: Option<&Parent>,
parents: &Query<(Option<With<AnimationPlayer>>, Option<&Parent>)>,
children: &Query<&Children>,
) {
if let Some(animation_clip) = animations.get(&animation.animation_clip) {
if !paused {
animation.elapsed += time.delta_seconds() * animation.speed;
}
let mut elapsed = player.elapsed;
if player.repeat {
let mut elapsed = animation.elapsed;
if animation.repeat {
elapsed %= animation_clip.duration;
}
if elapsed < 0.0 {
elapsed += animation_clip.duration;
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}
if player.path_cache.len() != animation_clip.paths.len() {
player.path_cache = vec![Vec::new(); animation_clip.paths.len()];
if animation.path_cache.len() != animation_clip.paths.len() {
animation.path_cache = vec![Vec::new(); animation_clip.paths.len()];
}
if !verify_no_ancestor_player(maybe_parent, &parents) {
if !verify_no_ancestor_player(maybe_parent, parents) {
warn!("Animation player on {:?} has a conflicting animation player on an ancestor. Cannot safely animate.", root);
return;
}

for (path, bone_id) in &animation_clip.paths {
let cached_path = &mut player.path_cache[*bone_id];
let cached_path = &mut animation.path_cache[*bone_id];
let curves = animation_clip.get_curves(*bone_id).unwrap();
let Some(target) = find_bone(root, path, &children, &names, cached_path) else { continue };
let Some(target) = find_bone(root, path, children, names, cached_path) else { continue };
// SAFETY: The verify_no_ancestor_player check above ensures that two animation players cannot alias
// any of their descendant Transforms.
//
// The system scheduler prevents any other system from mutating Transforms at the same time,
//
// The system scheduler prevents any other system from mutating Transforms at the same time,
// so the only way this fetch can alias is if two AnimationPlayers are targetting the same bone.
// This can only happen if there are two or more AnimationPlayers are ancestors to the same
// entities. By verifying that there is no other AnimationPlayer in the ancestors of a
Expand All @@ -327,11 +479,16 @@ pub fn animation_player(
// Some curves have only one keyframe used to set a transform
if curve.keyframe_timestamps.len() == 1 {
match &curve.keyframes {
Keyframes::Rotation(keyframes) => transform.rotation = keyframes[0],
Keyframes::Rotation(keyframes) => {
transform.rotation = transform.rotation.slerp(keyframes[0], weight);
}
Keyframes::Translation(keyframes) => {
transform.translation = keyframes[0];
transform.translation =
transform.translation.lerp(keyframes[0], weight);
}
Keyframes::Scale(keyframes) => {
transform.scale = transform.scale.lerp(keyframes[0], weight);
}
Keyframes::Scale(keyframes) => transform.scale = keyframes[0],
}
continue;
}
Expand Down Expand Up @@ -362,24 +519,31 @@ pub fn animation_player(
rot_end = -rot_end;
}
// Rotations are using a spherical linear interpolation
transform.rotation =
rot_start.normalize().slerp(rot_end.normalize(), lerp);
let rot = rot_start.normalize().slerp(rot_end.normalize(), lerp);
transform.rotation = transform.rotation.slerp(rot, weight);
}
Keyframes::Translation(keyframes) => {
let translation_start = keyframes[step_start];
let translation_end = keyframes[step_start + 1];
let result = translation_start.lerp(translation_end, lerp);
transform.translation = result;
transform.translation = transform.translation.lerp(result, weight);
}
Keyframes::Scale(keyframes) => {
let scale_start = keyframes[step_start];
let scale_end = keyframes[step_start + 1];
let result = scale_start.lerp(scale_end, lerp);
transform.scale = result;
transform.scale = transform.scale.lerp(result, weight);
}
}
}
}
}
}

fn update_transitions(player: &mut AnimationPlayer, time: &Time) {
player.transitions.retain_mut(|animation| {
animation.current_weight -= animation.weight_decline_per_sec * time.delta_seconds();
animation.current_weight > 0.0
});
}

Expand Down
6 changes: 5 additions & 1 deletion examples/animation/animated_fox.rs
Original file line number Diff line number Diff line change
@@ -1,6 +1,7 @@
//! Plays animations from a skinned glTF.

use std::f32::consts::PI;
use std::time::Duration;

use bevy::prelude::*;

Expand Down Expand Up @@ -122,7 +123,10 @@ fn keyboard_animation_control(
if keyboard_input.just_pressed(KeyCode::Return) {
*current_animation = (*current_animation + 1) % animations.0.len();
player
.play(animations.0[*current_animation].clone_weak())
.play_with_transition(
animations.0[*current_animation].clone_weak(),
Duration::from_millis(250),
)
.repeat();
}
}
Expand Down
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