Commit Graph

3 Commits

Author SHA1 Message Date
rewin eb1198d440 Update to bevy 0.13 (#87)
Co-authored-by: Lee-Orr <lee-orr@users.noreply.github.com>
Co-authored-by: Danny McGee <dannymcgee@gmail.com>
2024-04-09 21:47:40 -04:00
Danny McGee 21a6cb42fe Fix some issues causing input jank (#106)
This PR fixes two issues that can cause a degraded user experience under
certain conditions:

### Focus-stealing

When focus lands on the `document.body`, it's typically bad for
accessibility and a sign of improper input handling. This generally
occurs when the currently-focused element is removed from the DOM. In
our particular case, it also prevents the Bevy application from
correctly handling keyboard events.

Previously, the problem of `document.body` focus had been fixed by
checking the `document.activeElement` every frame, and redirecting focus
to the Bevy canvas whenever it landed on the `document.body`. However,
when running in an iframe embedded on https://fakeyou.com, our
application will report `document.body` as the `document.activeElement`
whenever the parent application has focus, effectively stealing focus
from the parent application and making it impossible for the user to,
e.g., interact with text fields in the parent app.

This PR removes that focus-stealing behavior. Instead, we should
properly implement the ARIA specifications for any elements that may
disappear from the DOM so that user focus is managed in a precise and
predictable way. That will be addressed in follow-up PRs.

### "Stuck" input states

In certain circumstances, the browser window hosting our application may
lose focus while certain keys/buttons are held down which are bound to
long-running actions in the Bevy application, like camera manipulation.
When that occurs, Bevy is unable to detect when the bound keys/buttons
are released, causing the input state to become "stuck" reading those
keys/buttons as being pressed.

As a workaround, this PR introduces a listener for "blur" events on the
`window`, which dispatches synthetic "keyup"/"pointerup" events to the
Bevy canvas for all affected keyboard keys and mouse buttons.
2024-03-26 19:36:47 -04:00
Danny McGee a5aeff7a3a Mixamo animation support (#37)
This PR adds support for Mixamo FBX imports (via backend conversion to
glTF/glB) and some miscellaneous improvements to the animation systems.

### User-facing improvements
* Retargeting math has been fixed to eliminate jittering issues
* Retargeter can now handle animated bone translations when present
  (generally this is only used for root motion)

### Housekeeping / Code improvements

* Animation-related components and system logic have been moved to a
  dedicated `anim` module and `AnimPlugin`
* Retargeting stuff has been moved from the `bvh` module to
  `anim::retargeting`
* Component-based solution for marking an entity as an animation
  retargeting source makes it easy to extend the retargeting functionality
  to new types of source animations

### Limitations

Currently the code assumes that there will be at most one animation
source at a time. That single animation (if present) will be retargeted
to all other skeletons in the scene. A component-based solution for
directing a specific target skeleton to use a specific source animation
is possible, but will require some additional consideration around the
implementation design for the read-only "viewer" modes.

### Test animations:

* Hip-Hop Dancing (Mixamo): ?mode=viewer&mixamo=mocap/hip-hop-dancing.gltf
* Shuffle (MocapNET): ?mode=viewer&bvh=mocap/shuffle.bvh
* Scott (MocapNET): ?mode=viewer&bvh=mocap/scott.bvh
* Scott 1 (MocapNET): ?mode=viewer&bvh=mocap/scott1.bvh
2024-02-09 13:21:16 -05:00