mirror of
https://github.com/storytold/storyteller-bevy.git
synced 2026-10-17 00:13:17 +00:00
343 lines
11 KiB
Rust
343 lines
11 KiB
Rust
use std::ops::{Deref, DerefMut};
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use bevy::{
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app::{App, Plugin, PostUpdate, Update},
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asset::{Asset, AssetApp, AssetEvent, Assets, Handle},
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core::Name,
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ecs::{
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component::Component,
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entity::Entity,
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event::{Event, EventReader, EventWriter},
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query::{QueryData, QueryFilter, With, Without, WorldQuery},
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schedule::{apply_deferred, IntoSystemConfigs},
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system::{Command, Commands, Query, Res, Resource},
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world::World,
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},
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hierarchy::{BuildWorldChildren, Children},
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math::{EulerRot, Quat, Vec3},
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reflect::{Reflect, TypePath},
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render::color::Color,
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time::{Time, Timer, TimerMode},
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transform::{
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components::{GlobalTransform, Transform},
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TransformSystem,
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},
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};
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use space_editor::space_prefab::ext::{in_state, resource_exists, Deref, DerefMut, SpatialBundle};
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use studio_bvh::{frames::Frame, ChannelType};
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mod error;
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mod loader;
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use crate::{
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anim::{BindPoseGlobal, BindPoseLocal, InvBindPose, RetargetSource, SkeletalJoint},
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math::Lerp,
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scene::SceneState,
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};
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use self::loader::BvhLoader;
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pub struct BvhPlugin;
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impl Plugin for BvhPlugin {
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fn build(&self, app: &mut App) {
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app.init_asset::<Bvh>()
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.add_event::<BvhAnimCompleteEvent>()
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.register_asset_loader(BvhLoader)
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// FIXME: Need to add a state for this module (similar to scene
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// module's `SceneState`) to manage the order/frequency at
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// which these systems run instead of just running them all
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// every frame
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.add_systems(Update, spawn_test_bvh.run_if(resource_exists::<TestBvh>))
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.add_systems(
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PostUpdate,
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(compute_inverse_bindposes, apply_deferred, animate_bvh)
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.chain()
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.run_if(in_state(SceneState::Active))
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.after(TransformSystem::TransformPropagate),
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)
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.register_type::<BvhJoint>()
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.register_type::<BvhAnim>();
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}
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}
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// TODO: Rename & reorganize
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#[derive(Resource, Deref, DerefMut)]
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pub struct TestBvh(pub Handle<Bvh>);
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// TODO: Rename & reorganize
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fn spawn_test_bvh(
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mut cmd: Commands,
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mut er_bvh_events: EventReader<AssetEvent<Bvh>>,
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r_bvh: Res<TestBvh>,
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) {
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for event in er_bvh_events.read() {
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if matches!(event, AssetEvent::LoadedWithDependencies { .. }) {
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let ent = cmd.spawn_bvh_with_transform(
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&r_bvh.0,
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Transform::from_scale(Vec3::splat(0.06))
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.with_translation(Vec3::new(0., 1.0, 0.524)),
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);
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cmd.entity(ent).insert(RetargetSource);
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}
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}
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}
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//==============================================================================
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// Bvh Asset
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//==============================================================================
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#[derive(Clone, Debug, Default, Asset, TypePath)]
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pub struct Bvh(studio_bvh::Bvh);
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//==============================================================================
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// Bvh Anim Component
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//==============================================================================
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#[derive(Component, Debug, Reflect)]
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pub struct BvhAnim {
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#[reflect(ignore)]
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bvh: Handle<Bvh>,
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should_play: bool,
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frame: usize,
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#[reflect(ignore)]
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timer: Timer,
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}
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// TODO: Rename
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fn compute_inverse_bindposes(
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mut cmd: Commands,
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q_bvh_joints: Query<
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(Entity, &Transform, &GlobalTransform),
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(With<BvhJoint>, Without<InvBindPose>),
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>,
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) {
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for (joint, xform, world_xform) in q_bvh_joints.iter() {
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cmd.entity(joint).insert((
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BindPoseLocal(*xform),
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BindPoseGlobal(world_xform.affine()),
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InvBindPose(world_xform.affine().inverse()),
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));
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}
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}
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pub fn animate_bvh(
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mut q_bvh_anims: Query<(&mut BvhAnim, &Children)>,
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mut q_bvh_joints: Query<JointQuery, Without<BvhAnim>>,
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mut bvh_event_writer: EventWriter<BvhAnimCompleteEvent>,
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r_bvh_assets: Res<Assets<Bvh>>,
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r_time: Res<Time>,
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) {
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for (mut anim, children) in q_bvh_anims.iter_mut() {
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let bvh = &r_bvh_assets
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.get(anim.bvh.clone())
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.expect("Could not animate the BVH because the bvh file has not been loaded yet")
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.0;
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let bvh_len = bvh.frames().len();
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let t = if anim.should_play {
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anim.timer.tick(r_time.delta());
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if anim.timer.just_finished() {
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anim.frame = (anim.frame + 1) % bvh_len;
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if anim.frame == 0 {
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bvh_event_writer.send(BvhAnimCompleteEvent);
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}
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}
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anim.timer.fraction()
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} else {
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0.
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};
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let a = bvh.frames().nth(anim.frame).unwrap();
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let b = bvh.frames().nth((anim.frame + 1) % bvh_len).unwrap();
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for &child_ent in children.iter() {
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lerp_frames(&mut q_bvh_joints, child_ent, bvh, &a, &b, t);
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}
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}
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}
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fn lerp_frames<T: QueryFilter>(
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joint_query: &mut Query<JointQuery, T>,
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current_joint: Entity,
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bvh: &studio_bvh::Bvh,
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a: &Frame,
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b: &Frame,
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t: f32,
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) {
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let Ok(mut joint_entry) = joint_query.get_mut(current_joint) else {
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return;
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};
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let joint_data = bvh
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.get_joint(joint_entry.joint.0)
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.expect("Invalid BVH format: the joint index is out of bounds");
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//new Positions and rotations
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let mut new_pos = joint_entry.transform.translation;
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let mut new_rot: Vec3 = joint_entry
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.transform
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.rotation
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.to_euler(EulerRot::ZXY)
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.into();
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// info!("Joint: {} {} {}", joint_entity.joint.0, String::from_utf8_lossy(joint_data.data().name()), joint_entity.name);
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for channel in joint_data.channels() {
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// info!("Channel {}: {:?} : {}", channel.motion_index(), channel.channel_type(), frame.as_slice()[channel.motion_index()]);
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let target = match channel.channel_type() {
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ChannelType::PositionX => &mut new_pos.x,
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ChannelType::PositionY => &mut new_pos.y,
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ChannelType::PositionZ => &mut new_pos.z,
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ChannelType::RotationX => &mut new_rot.x,
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ChannelType::RotationY => &mut new_rot.y,
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ChannelType::RotationZ => &mut new_rot.z,
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};
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*target = t.lerp(
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a.as_slice()[channel.motion_index()],
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b.as_slice()[channel.motion_index()],
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);
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}
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joint_entry.transform.translation = new_pos;
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joint_entry.transform.rotation = Quat::from_euler(
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// TODO: Read the Euler order from the BVH instead of hard-coding
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EulerRot::ZXY,
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new_rot.z.to_radians(),
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new_rot.x.to_radians(),
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new_rot.y.to_radians(),
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);
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if joint_entry.children.is_some() {
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let children = joint_entry
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.children
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.unwrap()
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.iter()
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.copied()
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.collect::<Vec<_>>();
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for child in children {
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lerp_frames(joint_query, child, bvh, a, b, t);
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}
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}
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}
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//==============================================================================
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// Bvh Anim Events
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//==============================================================================
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// This may seem weird, but this is for the Headless mode to
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// know when to stop recording.
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#[derive(Event)]
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pub struct BvhAnimCompleteEvent;
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//==============================================================================
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// Bvh Anim Component
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//==============================================================================
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#[derive(Debug, Component, Reflect)]
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pub struct BvhJoint(usize);
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#[derive(Debug, QueryData)]
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#[query_data(mutable)]
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pub struct JointQuery {
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pub name: &'static Name,
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pub joint: &'static BvhJoint,
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pub transform: &'static mut Transform,
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pub children: Option<&'static mut Children>,
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}
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//==============================================================================
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// Commands Plugin
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//==============================================================================
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pub trait CommandsSpawnBvhExt {
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fn spawn_bvh(&mut self, asset: &Handle<Bvh>) -> Entity;
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fn spawn_bvh_with_transform(&mut self, asset: &Handle<Bvh>, transform: Transform) -> Entity;
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}
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impl<'w, 's> CommandsSpawnBvhExt for Commands<'w, 's> {
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fn spawn_bvh(&mut self, asset: &Handle<Bvh>) -> Entity {
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let entity = self.spawn_empty().id();
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self.add(SpawnBvhCommand(entity, asset.clone(), Transform::default()));
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entity
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}
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fn spawn_bvh_with_transform(&mut self, asset: &Handle<Bvh>, transform: Transform) -> Entity {
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let entity = self.spawn_empty().id();
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self.add(SpawnBvhCommand(entity, asset.clone(), transform));
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entity
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}
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}
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pub struct SpawnBvhCommand(Entity, Handle<Bvh>, Transform);
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impl Command for SpawnBvhCommand {
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fn apply(self, world: &mut World) {
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let bvh = {
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let Some(bvh) = world.get_resource::<Assets<Bvh>>().unwrap().get(&self.1) else {
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panic!(
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"Could not create the BVH entity because the bvh file has not been loaded yet"
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)
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};
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bvh.clone()
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};
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let Some(root) = bvh.0.root_joint() else {
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panic!("Could not create the BVH entity because the bvh file has no root joint")
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};
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let entity = world.spawn_empty().id();
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spawn_bvh_recursive(world, &entity, root);
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world
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.entity_mut(self.0)
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.insert((
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BvhAnim {
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bvh: self.1,
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frame: 0,
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should_play: true,
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timer: Timer::from_seconds(
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bvh.0.frame_time().as_secs_f32(),
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TimerMode::Repeating,
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),
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},
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SpatialBundle::from_transform(self.2),
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Name::new("BVH Skeliton"),
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))
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.add_child(entity);
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}
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}
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//==============================================================================
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// Utility Functions
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//==============================================================================
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fn spawn_bvh_recursive(world: &mut World, entity: &Entity, joint: studio_bvh::Joint) {
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let offset = joint.data().offset();
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let transform = Transform::from_xyz(offset[0], offset[1], offset[2]);
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// Save the name of the joint
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let name = String::from_utf8_lossy(joint.data().name()).to_string();
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world.entity_mut(*entity).insert((
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SpatialBundle::from_transform(transform),
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BvhJoint(joint.data().index()),
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SkeletalJoint(Color::WHITE),
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Name::new(name),
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));
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for child in joint.children() {
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let child_entity = world.spawn_empty().id();
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spawn_bvh_recursive(world, &child_entity, child);
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world.entity_mut(*entity).push_children(&[child_entity]);
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}
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}
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