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bevy_animation/
graph.rs

1//! The animation graph, which allows animations to be blended together.
2
3use core::{
4    fmt::Write,
5    iter,
6    ops::{Index, IndexMut, Range},
7};
8use std::io;
9
10use bevy_asset::{
11    io::Reader, Asset, AssetEvent, AssetId, AssetLoader, AssetPath, Assets, Handle, LoadContext,
12};
13use bevy_derive::{Deref, DerefMut};
14use bevy_ecs::{
15    component::Component,
16    message::MessageReader,
17    reflect::ReflectComponent,
18    resource::Resource,
19    system::{Res, ResMut},
20};
21use bevy_platform::collections::HashMap;
22use bevy_reflect::{prelude::ReflectDefault, Reflect, TypePath};
23use derive_more::derive::From;
24use petgraph::{
25    graph::{DiGraph, NodeIndex},
26    Direction,
27};
28use ron::de::SpannedError;
29use serde::{Deserialize, Serialize};
30use smallvec::SmallVec;
31use thiserror::Error;
32
33use crate::{AnimationClip, AnimationTargetId};
34
35/// A graph structure that describes how animation clips are to be blended
36/// together.
37///
38/// Applications frequently want to be able to play multiple animations at once
39/// and to fine-tune the influence that animations have on a skinned mesh. Bevy
40/// uses an *animation graph* to store this information. Animation graphs are a
41/// directed acyclic graph (DAG) that describes how animations are to be
42/// weighted and combined together. Every frame, Bevy evaluates the graph from
43/// the root and blends the animations together in a bottom-up fashion to
44/// produce the final pose.
45///
46/// There are three types of nodes: *blend nodes*, *add nodes*, and *clip
47/// nodes*, all of which can have an associated weight. Blend nodes and add
48/// nodes have no associated animation clip and combine the animations of their
49/// children according to those children's weights. Clip nodes specify an
50/// animation clip to play. When a graph is created, it starts with only a
51/// single blend node, the root node.
52///
53/// For example, consider the following graph:
54///
55/// ```text
56/// ┌────────────┐                                      
57/// │            │                                      
58/// │    Idle    ├─────────────────────┐                
59/// │            │                     │                
60/// └────────────┘                     │                
61///                                    │                
62/// ┌────────────┐                     │  ┌────────────┐
63/// │            │                     │  │            │
64/// │    Run     ├──┐                  ├──┤    Root    │
65/// │            │  │  ┌────────────┐  │  │            │
66/// └────────────┘  │  │   Blend    │  │  └────────────┘
67///                 ├──┤            ├──┘                
68/// ┌────────────┐  │  │    0.5     │                   
69/// │            │  │  └────────────┘                   
70/// │    Walk    ├──┘                                   
71/// │            │                                      
72/// └────────────┘                                      
73/// ```
74///
75/// In this case, assuming that Idle, Run, and Walk are all playing with weight
76/// 1.0, the Run and Walk animations will be equally blended together, then
77/// their weights will be halved and finally blended with the Idle animation.
78/// Thus the weight of Run and Walk are effectively half of the weight of Idle.
79///
80/// Nodes can optionally have a *mask*, a bitfield that restricts the set of
81/// animation targets that the node and its descendants affect. Each bit in the
82/// mask corresponds to a *mask group*, which is a set of animation targets
83/// (bones). An animation target can belong to any number of mask groups within
84/// the context of an animation graph.
85///
86/// When the appropriate bit is set in a node's mask, neither the node nor its
87/// descendants will animate any animation targets belonging to that mask group.
88/// That is, setting a mask bit to 1 *disables* the animation targets in that
89/// group. If an animation target belongs to multiple mask groups, masking any
90/// one of the mask groups that it belongs to will mask that animation target.
91/// (Thus an animation target will only be animated if *all* of its mask groups
92/// are unmasked.)
93///
94/// A common use of masks is to allow characters to hold objects. For this, the
95/// typical workflow is to assign each character's hand to a mask group. Then,
96/// when the character picks up an object, the application masks out the hand
97/// that the object is held in for the character's animation set, then positions
98/// the hand's digits as necessary to grasp the object. The character's
99/// animations will continue to play but will not affect the hand, which will
100/// continue to be depicted as holding the object.
101///
102/// Animation graphs are assets and can be serialized to and loaded from [RON]
103/// files. Canonically, such files have an `.animgraph.ron` extension.
104///
105/// The animation graph implements [RFC 51]. See that document for more
106/// information.
107///
108/// [RON]: https://github.com/ron-rs/ron
109///
110/// [RFC 51]: https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
111#[derive(Asset, Reflect, Clone, Debug)]
112#[reflect(Debug, Clone)]
113pub struct AnimationGraph {
114    /// The `petgraph` data structure that defines the animation graph.
115    pub graph: AnimationDiGraph,
116
117    /// The index of the root node in the animation graph.
118    pub root: NodeIndex,
119
120    /// The mask groups that each animation target (bone) belongs to.
121    ///
122    /// Each value in this map is a bitfield, in which 0 in bit position N
123    /// indicates that the animation target doesn't belong to mask group N, and
124    /// a 1 in position N indicates that the animation target does belong to
125    /// mask group N.
126    ///
127    /// Animation targets not in this collection are treated as though they
128    /// don't belong to any mask groups.
129    pub mask_groups: HashMap<AnimationTargetId, AnimationMask>,
130}
131
132/// A [`Handle`] to the [`AnimationGraph`] to be used by the [`AnimationPlayer`](crate::AnimationPlayer) on the same entity.
133#[derive(Component, Clone, Debug, Default, Deref, DerefMut, Reflect, PartialEq, Eq, From)]
134#[reflect(Component, Default, Clone)]
135pub struct AnimationGraphHandle(pub Handle<AnimationGraph>);
136
137impl From<AnimationGraphHandle> for AssetId<AnimationGraph> {
138    fn from(handle: AnimationGraphHandle) -> Self {
139        handle.id()
140    }
141}
142
143impl From<&AnimationGraphHandle> for AssetId<AnimationGraph> {
144    fn from(handle: &AnimationGraphHandle) -> Self {
145        handle.id()
146    }
147}
148
149/// A type alias for the `petgraph` data structure that defines the animation
150/// graph.
151pub type AnimationDiGraph = DiGraph<AnimationGraphNode, (), u32>;
152
153/// The index of either an animation or blend node in the animation graph.
154///
155/// These indices are the way that [animation players] identify each animation.
156///
157/// [animation players]: crate::AnimationPlayer
158pub type AnimationNodeIndex = NodeIndex<u32>;
159
160/// An individual node within an animation graph.
161///
162/// The [`AnimationGraphNode::node_type`] field specifies the type of node: one
163/// of a *clip node*, a *blend node*, or an *add node*. Clip nodes, the leaves
164/// of the graph, contain animation clips to play. Blend and add nodes describe
165/// how to combine their children to produce a final animation.
166#[derive(Clone, Reflect, Debug)]
167#[reflect(Clone)]
168pub struct AnimationGraphNode {
169    /// Animation node data specific to the type of node (clip, blend, or add).
170    ///
171    /// In the case of clip nodes, this contains the actual animation clip
172    /// associated with the node.
173    pub node_type: AnimationNodeType,
174
175    /// A bitfield specifying the mask groups that this node and its descendants
176    /// will not affect.
177    ///
178    /// A 0 in bit N indicates that this node and its descendants *can* animate
179    /// animation targets in mask group N, while a 1 in bit N indicates that
180    /// this node and its descendants *cannot* animate mask group N.
181    pub mask: AnimationMask,
182
183    /// The weight of this node, which signifies its contribution in blending.
184    ///
185    /// Note that this does not propagate down the graph hierarchy; rather,
186    /// each [Blend] and [Add] node uses the weights of its children to determine
187    /// the total animation that is accumulated at that node. The parent node's
188    /// weight is used only to determine the contribution of that total animation
189    /// in *further* blending.
190    ///
191    /// In other words, it is as if the blend node is replaced by a single clip
192    /// node consisting of the blended animation with the weight specified at the
193    /// blend node.
194    ///
195    /// For animation clips, this weight is also multiplied by the [active animation weight]
196    /// before being applied.
197    ///
198    /// [Blend]: AnimationNodeType::Blend
199    /// [Add]: AnimationNodeType::Add
200    /// [active animation weight]: crate::ActiveAnimation::weight
201    pub weight: f32,
202}
203
204/// Animation node data specific to the type of node (clip, blend, or add).
205///
206/// In the case of clip nodes, this contains the actual animation clip
207/// associated with the node.
208#[derive(Clone, Default, Reflect, Debug)]
209#[reflect(Clone)]
210pub enum AnimationNodeType {
211    /// A *clip node*, which plays an animation clip.
212    ///
213    /// These are always the leaves of the graph.
214    Clip(Handle<AnimationClip>),
215
216    /// A *blend node*, which blends its children according to their weights.
217    ///
218    /// The weights of all the children of this node are normalized to 1.0.
219    #[default]
220    Blend,
221
222    /// An *additive blend node*, which combines the animations of its children
223    /// additively.
224    ///
225    /// The weights of all the children of this node are *not* normalized to
226    /// 1.0. Rather, each child is multiplied by its respective weight and
227    /// added in sequence.
228    ///
229    /// Add nodes are primarily useful for superimposing an animation for a
230    /// portion of a rig on top of the main animation. For example, an add node
231    /// could superimpose a weapon attack animation for a character's limb on
232    /// top of a running animation to produce an animation of a character
233    /// attacking while running.
234    Add,
235}
236
237/// An [`AssetLoader`] that can load [`AnimationGraph`]s as assets.
238///
239/// The canonical extension for [`AnimationGraph`]s is `.animgraph.ron`. Plain
240/// `.animgraph` is supported as well.
241#[derive(Default, TypePath)]
242pub struct AnimationGraphAssetLoader;
243
244/// Errors that can occur when serializing animation graphs to RON.
245#[derive(Error, Debug)]
246pub enum AnimationGraphSaveError {
247    /// An I/O error occurred.
248    #[error(transparent)]
249    Io(#[from] io::Error),
250    /// An error occurred in RON serialization.
251    #[error(transparent)]
252    Ron(#[from] ron::Error),
253    /// An error occurred converting the graph to its serialization form.
254    #[error(transparent)]
255    ConvertToSerialized(#[from] NonPathHandleError),
256}
257
258/// Errors that can occur when deserializing animation graphs from RON.
259#[derive(Error, Debug)]
260pub enum AnimationGraphLoadError {
261    /// An I/O error occurred.
262    #[error(transparent)]
263    Io(#[from] io::Error),
264    /// An error occurred in RON deserialization.
265    #[error(transparent)]
266    Ron(#[from] ron::Error),
267    /// An error occurred in RON deserialization, and the location of the error
268    /// is supplied.
269    #[error(transparent)]
270    SpannedRon(#[from] SpannedError),
271    /// The deserialized graph contained legacy data that we no longer support.
272    #[error(
273        "The deserialized AnimationGraph contained an AnimationClip referenced by an AssetId, \
274    which is no longer supported. Consider manually deserializing the SerializedAnimationGraph \
275    type and determine how to migrate any SerializedAnimationClip::AssetId animation clips"
276    )]
277    GraphContainsLegacyAssetId,
278}
279
280/// Acceleration structures for animation graphs that allows Bevy to evaluate
281/// them quickly.
282///
283/// These are kept up to date as [`AnimationGraph`] instances are added,
284/// modified, and removed.
285#[derive(Default, Reflect, Resource)]
286pub struct ThreadedAnimationGraphs(
287    pub(crate) HashMap<AssetId<AnimationGraph>, ThreadedAnimationGraph>,
288);
289
290/// An acceleration structure for an animation graph that allows Bevy to
291/// evaluate it quickly.
292///
293/// This is kept up to date as the associated [`AnimationGraph`] instance is
294/// added, modified, or removed.
295#[derive(Default, Reflect)]
296pub struct ThreadedAnimationGraph {
297    /// A cached postorder traversal of the graph.
298    ///
299    /// The node indices here are stored in postorder. Siblings are stored in
300    /// descending order. This is because the
301    /// [`AnimationCurveEvaluator`](`crate::animation_curves::AnimationCurveEvaluator`) uses a stack for
302    /// evaluation. Consider this graph:
303    ///
304    /// ```text
305    ///             ┌─────┐
306    ///             │     │
307    ///             │  1  │
308    ///             │     │
309    ///             └──┬──┘
310    ///                │
311    ///        ┌───────┼───────┐
312    ///        │       │       │
313    ///        ▼       ▼       ▼
314    ///     ┌─────┐ ┌─────┐ ┌─────┐
315    ///     │     │ │     │ │     │
316    ///     │  2  │ │  3  │ │  4  │
317    ///     │     │ │     │ │     │
318    ///     └──┬──┘ └─────┘ └─────┘
319    ///        │
320    ///    ┌───┴───┐
321    ///    │       │
322    ///    ▼       ▼
323    /// ┌─────┐ ┌─────┐
324    /// │     │ │     │
325    /// │  5  │ │  6  │
326    /// │     │ │     │
327    /// └─────┘ └─────┘
328    /// ```
329    ///
330    /// The postorder traversal in this case will be (4, 3, 6, 5, 2, 1).
331    ///
332    /// The fact that the children of each node are sorted in reverse ensures
333    /// that, at each level, the order of blending proceeds in ascending order
334    /// by node index, as we guarantee. To illustrate this, consider the way
335    /// the graph above is evaluated. (Interpolation is represented with the ⊕
336    /// symbol.)
337    ///
338    /// | Step | Node | Operation  | Stack (after operation) | Blend Register |
339    /// | ---- | ---- | ---------- | ----------------------- | -------------- |
340    /// | 1    | 4    | Push       | 4                       |                |
341    /// | 2    | 3    | Push       | 4 3                     |                |
342    /// | 3    | 6    | Push       | 4 3 6                   |                |
343    /// | 4    | 5    | Push       | 4 3 6 5                 |                |
344    /// | 5    | 2    | Blend 5    | 4 3 6                   | 5              |
345    /// | 6    | 2    | Blend 6    | 4 3                     | 5 ⊕ 6          |
346    /// | 7    | 2    | Push Blend | 4 3 2                   |                |
347    /// | 8    | 1    | Blend 2    | 4 3                     | 2              |
348    /// | 9    | 1    | Blend 3    | 4                       | 2 ⊕ 3          |
349    /// | 10   | 1    | Blend 4    |                         | 2 ⊕ 3 ⊕ 4      |
350    /// | 11   | 1    | Push Blend | 1                       |                |
351    /// | 12   |      | Commit     |                         |                |
352    pub threaded_graph: Vec<AnimationNodeIndex>,
353
354    /// A mapping from each parent node index to the range within
355    /// [`Self::sorted_edges`].
356    ///
357    /// This allows for quick lookup of the children of each node, sorted in
358    /// ascending order of node index, without having to sort the result of the
359    /// `petgraph` traversal functions every frame.
360    pub sorted_edge_ranges: Vec<Range<u32>>,
361
362    /// A list of the children of each node, sorted in ascending order.
363    pub sorted_edges: Vec<AnimationNodeIndex>,
364
365    /// A mapping from node index to a bitfield specifying the mask groups that
366    /// this node masks *out* (i.e. doesn't animate).
367    ///
368    /// A 1 in bit position N indicates that this node doesn't animate any
369    /// targets of mask group N.
370    pub computed_masks: Vec<u64>,
371}
372
373/// A version of [`AnimationGraph`] suitable for serializing as an asset.
374///
375/// Animation nodes can refer to external animation clips, and the [`AssetId`]
376/// is typically not sufficient to identify the clips, since the
377/// [`bevy_asset::AssetServer`] assigns IDs in unpredictable ways. That fact
378/// motivates this type, which replaces the `Handle<AnimationClip>` with an
379/// asset path.  Loading an animation graph via the [`bevy_asset::AssetServer`]
380/// actually loads a serialized instance of this type, as does serializing an
381/// [`AnimationGraph`] through `serde`.
382#[derive(Serialize, Deserialize)]
383pub struct SerializedAnimationGraph {
384    /// Corresponds to the `graph` field on [`AnimationGraph`].
385    pub graph: DiGraph<SerializedAnimationGraphNode, (), u32>,
386    /// Corresponds to the `root` field on [`AnimationGraph`].
387    pub root: NodeIndex,
388    /// Corresponds to the `mask_groups` field on [`AnimationGraph`].
389    pub mask_groups: HashMap<AnimationTargetId, AnimationMask>,
390}
391
392/// A version of [`AnimationGraphNode`] suitable for serializing as an asset.
393///
394/// See the comments in [`SerializedAnimationGraph`] for more information.
395#[derive(Serialize, Deserialize)]
396pub struct SerializedAnimationGraphNode {
397    /// Corresponds to the `node_type` field on [`AnimationGraphNode`].
398    pub node_type: SerializedAnimationNodeType,
399    /// Corresponds to the `mask` field on [`AnimationGraphNode`].
400    pub mask: AnimationMask,
401    /// Corresponds to the `weight` field on [`AnimationGraphNode`].
402    pub weight: f32,
403}
404
405/// A version of [`AnimationNodeType`] suitable for serializing as part of a
406/// [`SerializedAnimationGraphNode`] asset.
407#[derive(Serialize, Deserialize)]
408pub enum SerializedAnimationNodeType {
409    /// Corresponds to [`AnimationNodeType::Clip`].
410    Clip(AssetPath<'static>),
411    /// Corresponds to [`AnimationNodeType::Blend`].
412    Blend,
413    /// Corresponds to [`AnimationNodeType::Add`].
414    Add,
415}
416
417/// The type of an animation mask bitfield.
418///
419/// Bit N corresponds to mask group N.
420///
421/// Because this is a 64-bit value, there is currently a limitation of 64 mask
422/// groups per animation graph.
423pub type AnimationMask = u64;
424
425impl AnimationGraph {
426    /// Creates a new animation graph with a root node and no other nodes.
427    pub fn new() -> Self {
428        let mut graph = DiGraph::default();
429        let root = graph.add_node(AnimationGraphNode::default());
430        Self {
431            graph,
432            root,
433            mask_groups: HashMap::default(),
434        }
435    }
436
437    /// A convenience function for creating an [`AnimationGraph`] from a single
438    /// [`AnimationClip`].
439    ///
440    /// The clip will be a direct child of the root with weight 1.0. Both the
441    /// graph and the index of the added node are returned as a tuple.
442    pub fn from_clip(clip: Handle<AnimationClip>) -> (Self, AnimationNodeIndex) {
443        let mut graph = Self::new();
444        let node_index = graph.add_clip(clip, 1.0, graph.root);
445        (graph, node_index)
446    }
447
448    /// A convenience method to create an [`AnimationGraph`]s with an iterator
449    /// of clips.
450    ///
451    /// All of the animation clips will be direct children of the root with
452    /// weight 1.0.
453    ///
454    /// Returns the graph and indices of the new nodes.
455    pub fn from_clips<'a, I>(clips: I) -> (Self, Vec<AnimationNodeIndex>)
456    where
457        I: IntoIterator<Item = Handle<AnimationClip>>,
458        <I as IntoIterator>::IntoIter: 'a,
459    {
460        let mut graph = Self::new();
461        let indices = graph.add_clips(clips, 1.0, graph.root).collect();
462        (graph, indices)
463    }
464
465    /// Adds an [`AnimationClip`] to the animation graph with the given weight
466    /// and returns its index.
467    ///
468    /// The animation clip will be the child of the given parent. The resulting
469    /// node will have no mask.
470    pub fn add_clip(
471        &mut self,
472        clip: Handle<AnimationClip>,
473        weight: f32,
474        parent: AnimationNodeIndex,
475    ) -> AnimationNodeIndex {
476        let node_index = self.graph.add_node(AnimationGraphNode {
477            node_type: AnimationNodeType::Clip(clip),
478            mask: 0,
479            weight,
480        });
481        self.graph.add_edge(parent, node_index, ());
482        node_index
483    }
484
485    /// Adds an [`AnimationClip`] to the animation graph with the given weight
486    /// and mask, and returns its index.
487    ///
488    /// The animation clip will be the child of the given parent.
489    pub fn add_clip_with_mask(
490        &mut self,
491        clip: Handle<AnimationClip>,
492        mask: AnimationMask,
493        weight: f32,
494        parent: AnimationNodeIndex,
495    ) -> AnimationNodeIndex {
496        let node_index = self.graph.add_node(AnimationGraphNode {
497            node_type: AnimationNodeType::Clip(clip),
498            mask,
499            weight,
500        });
501        self.graph.add_edge(parent, node_index, ());
502        node_index
503    }
504
505    /// A convenience method to add multiple [`AnimationClip`]s to the animation
506    /// graph.
507    ///
508    /// All of the animation clips will have the same weight and will be
509    /// parented to the same node.
510    ///
511    /// Returns the indices of the new nodes.
512    pub fn add_clips<'a, I>(
513        &'a mut self,
514        clips: I,
515        weight: f32,
516        parent: AnimationNodeIndex,
517    ) -> impl Iterator<Item = AnimationNodeIndex> + 'a
518    where
519        I: IntoIterator<Item = Handle<AnimationClip>>,
520        <I as IntoIterator>::IntoIter: 'a,
521    {
522        clips
523            .into_iter()
524            .map(move |clip| self.add_clip(clip, weight, parent))
525    }
526
527    /// Adds a blend node to the animation graph with the given weight and
528    /// returns its index.
529    ///
530    /// The blend node will be placed under the supplied `parent` node. During
531    /// animation evaluation, the descendants of this blend node will have their
532    /// weights multiplied by the weight of the blend. The blend node will have
533    /// no mask.
534    pub fn add_blend(&mut self, weight: f32, parent: AnimationNodeIndex) -> AnimationNodeIndex {
535        let node_index = self.graph.add_node(AnimationGraphNode {
536            node_type: AnimationNodeType::Blend,
537            mask: 0,
538            weight,
539        });
540        self.graph.add_edge(parent, node_index, ());
541        node_index
542    }
543
544    /// Adds a blend node to the animation graph with the given weight and
545    /// returns its index.
546    ///
547    /// The blend node will be placed under the supplied `parent` node. During
548    /// animation evaluation, the descendants of this blend node will have their
549    /// weights multiplied by the weight of the blend. Neither this node nor its
550    /// descendants will affect animation targets that belong to mask groups not
551    /// in the given `mask`.
552    pub fn add_blend_with_mask(
553        &mut self,
554        mask: AnimationMask,
555        weight: f32,
556        parent: AnimationNodeIndex,
557    ) -> AnimationNodeIndex {
558        let node_index = self.graph.add_node(AnimationGraphNode {
559            node_type: AnimationNodeType::Blend,
560            mask,
561            weight,
562        });
563        self.graph.add_edge(parent, node_index, ());
564        node_index
565    }
566
567    /// Adds a blend node to the animation graph with the given weight and
568    /// returns its index.
569    ///
570    /// The blend node will be placed under the supplied `parent` node. During
571    /// animation evaluation, the descendants of this blend node will have their
572    /// weights multiplied by the weight of the blend. The blend node will have
573    /// no mask.
574    pub fn add_additive_blend(
575        &mut self,
576        weight: f32,
577        parent: AnimationNodeIndex,
578    ) -> AnimationNodeIndex {
579        let node_index = self.graph.add_node(AnimationGraphNode {
580            node_type: AnimationNodeType::Add,
581            mask: 0,
582            weight,
583        });
584        self.graph.add_edge(parent, node_index, ());
585        node_index
586    }
587
588    /// Adds a blend node to the animation graph with the given weight and
589    /// returns its index.
590    ///
591    /// The blend node will be placed under the supplied `parent` node. During
592    /// animation evaluation, the descendants of this blend node will have their
593    /// weights multiplied by the weight of the blend. Neither this node nor its
594    /// descendants will affect animation targets that belong to mask groups not
595    /// in the given `mask`.
596    pub fn add_additive_blend_with_mask(
597        &mut self,
598        mask: AnimationMask,
599        weight: f32,
600        parent: AnimationNodeIndex,
601    ) -> AnimationNodeIndex {
602        let node_index = self.graph.add_node(AnimationGraphNode {
603            node_type: AnimationNodeType::Add,
604            mask,
605            weight,
606        });
607        self.graph.add_edge(parent, node_index, ());
608        node_index
609    }
610
611    /// Adds an edge from the edge `from` to `to`, making `to` a child of
612    /// `from`.
613    ///
614    /// The behavior is unspecified if adding this produces a cycle in the
615    /// graph.
616    pub fn add_edge(&mut self, from: NodeIndex, to: NodeIndex) {
617        self.graph.add_edge(from, to, ());
618    }
619
620    /// Removes an edge between `from` and `to` if it exists.
621    ///
622    /// Returns true if the edge was successfully removed or false if no such
623    /// edge existed.
624    pub fn remove_edge(&mut self, from: NodeIndex, to: NodeIndex) -> bool {
625        self.graph
626            .find_edge(from, to)
627            .map(|edge| self.graph.remove_edge(edge))
628            .is_some()
629    }
630
631    /// Returns the [`AnimationGraphNode`] associated with the given index.
632    ///
633    /// If no node with the given index exists, returns `None`.
634    pub fn get(&self, animation: AnimationNodeIndex) -> Option<&AnimationGraphNode> {
635        self.graph.node_weight(animation)
636    }
637
638    /// Returns a mutable reference to the [`AnimationGraphNode`] associated
639    /// with the given index.
640    ///
641    /// If no node with the given index exists, returns `None`.
642    pub fn get_mut(&mut self, animation: AnimationNodeIndex) -> Option<&mut AnimationGraphNode> {
643        self.graph.node_weight_mut(animation)
644    }
645
646    /// Returns an iterator over the [`AnimationGraphNode`]s in this graph.
647    pub fn nodes(&self) -> impl Iterator<Item = AnimationNodeIndex> {
648        self.graph.node_indices()
649    }
650
651    /// Serializes the animation graph to the given [`Write`]r in RON format.
652    ///
653    /// If writing to a file, it can later be loaded with the
654    /// [`AnimationGraphAssetLoader`] to reconstruct the graph.
655    pub fn save<W>(&self, writer: &mut W) -> Result<(), AnimationGraphSaveError>
656    where
657        W: Write,
658    {
659        let mut ron_serializer = ron::ser::Serializer::new(writer, None)?;
660        let serialized_graph: SerializedAnimationGraph = self.clone().try_into()?;
661        Ok(serialized_graph.serialize(&mut ron_serializer)?)
662    }
663
664    /// Adds an animation target (bone) to the mask group with the given ID.
665    ///
666    /// Calling this method multiple times with the same animation target but
667    /// different mask groups will result in that target being added to all of
668    /// the specified groups.
669    pub fn add_target_to_mask_group(&mut self, target: AnimationTargetId, mask_group: u32) {
670        *self.mask_groups.entry(target).or_default() |= 1 << mask_group;
671    }
672}
673
674impl AnimationGraphNode {
675    /// Masks out the mask groups specified by the given `mask` bitfield.
676    ///
677    /// A 1 in bit position N causes this function to mask out mask group N, and
678    /// thus neither this node nor its descendants will animate any animation
679    /// targets that belong to group N.
680    pub fn add_mask(&mut self, mask: AnimationMask) -> &mut Self {
681        self.mask |= mask;
682        self
683    }
684
685    /// Unmasks the mask groups specified by the given `mask` bitfield.
686    ///
687    /// A 1 in bit position N causes this function to unmask mask group N, and
688    /// thus this node and its descendants will be allowed to animate animation
689    /// targets that belong to group N, unless another mask masks those targets
690    /// out.
691    pub fn remove_mask(&mut self, mask: AnimationMask) -> &mut Self {
692        self.mask &= !mask;
693        self
694    }
695
696    /// Masks out the single mask group specified by `group`.
697    ///
698    /// After calling this function, neither this node nor its descendants will
699    /// animate any animation targets that belong to the given `group`.
700    pub fn add_mask_group(&mut self, group: u32) -> &mut Self {
701        self.add_mask(1 << group)
702    }
703
704    /// Unmasks the single mask group specified by `group`.
705    ///
706    /// After calling this function, this node and its descendants will be
707    /// allowed to animate animation targets that belong to the given `group`,
708    /// unless another mask masks those targets out.
709    pub fn remove_mask_group(&mut self, group: u32) -> &mut Self {
710        self.remove_mask(1 << group)
711    }
712}
713
714impl Index<AnimationNodeIndex> for AnimationGraph {
715    type Output = AnimationGraphNode;
716
717    fn index(&self, index: AnimationNodeIndex) -> &Self::Output {
718        &self.graph[index]
719    }
720}
721
722impl IndexMut<AnimationNodeIndex> for AnimationGraph {
723    fn index_mut(&mut self, index: AnimationNodeIndex) -> &mut Self::Output {
724        &mut self.graph[index]
725    }
726}
727
728impl Default for AnimationGraphNode {
729    fn default() -> Self {
730        Self {
731            node_type: Default::default(),
732            mask: 0,
733            weight: 1.0,
734        }
735    }
736}
737
738impl Default for AnimationGraph {
739    fn default() -> Self {
740        Self::new()
741    }
742}
743
744impl AssetLoader for AnimationGraphAssetLoader {
745    type Asset = AnimationGraph;
746
747    type Settings = ();
748
749    type Error = AnimationGraphLoadError;
750
751    async fn load(
752        &self,
753        reader: &mut dyn Reader,
754        _: &Self::Settings,
755        load_context: &mut LoadContext<'_>,
756    ) -> Result<Self::Asset, Self::Error> {
757        let mut bytes = Vec::new();
758        reader.read_to_end(&mut bytes).await?;
759
760        // Deserialize a `SerializedAnimationGraph` directly, so that we can
761        // get the list of the animation clips it refers to and load them.
762        let mut deserializer = ron::de::Deserializer::from_bytes(&bytes)?;
763        let serialized_animation_graph = SerializedAnimationGraph::deserialize(&mut deserializer)
764            .map_err(|err| deserializer.span_error(err))?;
765
766        // Load all `AssetPath`s to convert from a `SerializedAnimationGraph` to a real
767        // `AnimationGraph`. This is effectively a `DiGraph::map`, but this allows us to return
768        // errors.
769        let mut animation_graph = DiGraph::with_capacity(
770            serialized_animation_graph.graph.node_count(),
771            serialized_animation_graph.graph.edge_count(),
772        );
773
774        for serialized_node in serialized_animation_graph.graph.node_weights() {
775            animation_graph.add_node(AnimationGraphNode {
776                node_type: match serialized_node.node_type {
777                    SerializedAnimationNodeType::Clip(ref path) => {
778                        AnimationNodeType::Clip(load_context.load(path.clone()))
779                    }
780                    SerializedAnimationNodeType::Blend => AnimationNodeType::Blend,
781                    SerializedAnimationNodeType::Add => AnimationNodeType::Add,
782                },
783                mask: serialized_node.mask,
784                weight: serialized_node.weight,
785            });
786        }
787        for edge in serialized_animation_graph.graph.raw_edges() {
788            animation_graph.add_edge(edge.source(), edge.target(), ());
789        }
790        Ok(AnimationGraph {
791            graph: animation_graph,
792            root: serialized_animation_graph.root,
793            mask_groups: serialized_animation_graph.mask_groups,
794        })
795    }
796
797    fn extensions(&self) -> &[&str] {
798        &["animgraph", "animgraph.ron"]
799    }
800}
801
802impl TryFrom<AnimationGraph> for SerializedAnimationGraph {
803    type Error = NonPathHandleError;
804
805    fn try_from(animation_graph: AnimationGraph) -> Result<Self, NonPathHandleError> {
806        // Convert all the `Handle<AnimationClip>` to AssetPath, so that
807        // `AnimationGraphAssetLoader` can load them. This is effectively just doing a
808        // `DiGraph::map`, except we need to return an error if any handles aren't associated to a
809        // path.
810        let mut serialized_graph = DiGraph::with_capacity(
811            animation_graph.graph.node_count(),
812            animation_graph.graph.edge_count(),
813        );
814        for node in animation_graph.graph.node_weights() {
815            serialized_graph.add_node(SerializedAnimationGraphNode {
816                weight: node.weight,
817                mask: node.mask,
818                node_type: match node.node_type {
819                    AnimationNodeType::Clip(ref clip) => match clip.path() {
820                        Some(path) => SerializedAnimationNodeType::Clip(path.clone()),
821                        None => return Err(NonPathHandleError),
822                    },
823                    AnimationNodeType::Blend => SerializedAnimationNodeType::Blend,
824                    AnimationNodeType::Add => SerializedAnimationNodeType::Add,
825                },
826            });
827        }
828        for edge in animation_graph.graph.raw_edges() {
829            serialized_graph.add_edge(edge.source(), edge.target(), ());
830        }
831        Ok(Self {
832            graph: serialized_graph,
833            root: animation_graph.root,
834            mask_groups: animation_graph.mask_groups,
835        })
836    }
837}
838
839/// Error for when only path [`Handle`]s are supported.
840#[derive(Error, Debug)]
841#[error("AnimationGraph contains a handle to an AnimationClip that does not correspond to an asset path")]
842pub struct NonPathHandleError;
843
844/// A system that creates, updates, and removes [`ThreadedAnimationGraph`]
845/// structures for every changed [`AnimationGraph`].
846///
847/// The [`ThreadedAnimationGraph`] contains acceleration structures that allow
848/// for quick evaluation of that graph's animations.
849pub(crate) fn thread_animation_graphs(
850    mut threaded_animation_graphs: ResMut<ThreadedAnimationGraphs>,
851    animation_graphs: Res<Assets<AnimationGraph>>,
852    mut animation_graph_asset_events: MessageReader<AssetEvent<AnimationGraph>>,
853) {
854    for animation_graph_asset_event in animation_graph_asset_events.read() {
855        match *animation_graph_asset_event {
856            AssetEvent::Added { id }
857            | AssetEvent::Modified { id }
858            | AssetEvent::LoadedWithDependencies { id } => {
859                // Fetch the animation graph.
860                let Some(animation_graph) = animation_graphs.get(id) else {
861                    continue;
862                };
863
864                // Reuse the allocation if possible.
865                let mut threaded_animation_graph =
866                    threaded_animation_graphs.0.remove(&id).unwrap_or_default();
867                threaded_animation_graph.clear();
868
869                // Recursively thread the graph in postorder.
870                threaded_animation_graph.init(animation_graph);
871                threaded_animation_graph.build_from(
872                    &animation_graph.graph,
873                    animation_graph.root,
874                    0,
875                );
876
877                // Write in the threaded graph.
878                threaded_animation_graphs
879                    .0
880                    .insert(id, threaded_animation_graph);
881            }
882
883            AssetEvent::Removed { id } => {
884                threaded_animation_graphs.0.remove(&id);
885            }
886            AssetEvent::Unused { .. } => {}
887        }
888    }
889}
890
891impl ThreadedAnimationGraph {
892    /// Removes all the data in this [`ThreadedAnimationGraph`], keeping the
893    /// memory around for later reuse.
894    fn clear(&mut self) {
895        self.threaded_graph.clear();
896        self.sorted_edge_ranges.clear();
897        self.sorted_edges.clear();
898    }
899
900    /// Prepares the [`ThreadedAnimationGraph`] for recursion.
901    fn init(&mut self, animation_graph: &AnimationGraph) {
902        let node_count = animation_graph.graph.node_count();
903        let edge_count = animation_graph.graph.edge_count();
904
905        self.threaded_graph.reserve(node_count);
906        self.sorted_edges.reserve(edge_count);
907
908        self.sorted_edge_ranges.clear();
909        self.sorted_edge_ranges
910            .extend(iter::repeat_n(0..0, node_count));
911
912        self.computed_masks.clear();
913        self.computed_masks.extend(iter::repeat_n(0, node_count));
914    }
915
916    /// Recursively constructs the [`ThreadedAnimationGraph`] for the subtree
917    /// rooted at the given node.
918    ///
919    /// `mask` specifies the computed mask of the parent node. (It could be
920    /// fetched from the [`Self::computed_masks`] field, but we pass it
921    /// explicitly as a micro-optimization.)
922    fn build_from(
923        &mut self,
924        graph: &AnimationDiGraph,
925        node_index: AnimationNodeIndex,
926        mut mask: u64,
927    ) {
928        // Accumulate the mask.
929        mask |= graph.node_weight(node_index).unwrap().mask;
930        self.computed_masks[node_index.index()] = mask;
931
932        // Gather up the indices of our children, and sort them.
933        let mut kids: SmallVec<[AnimationNodeIndex; 8]> = graph
934            .neighbors_directed(node_index, Direction::Outgoing)
935            .collect();
936        kids.sort_unstable();
937
938        // Write in the list of kids.
939        self.sorted_edge_ranges[node_index.index()] =
940            (self.sorted_edges.len() as u32)..((self.sorted_edges.len() + kids.len()) as u32);
941        self.sorted_edges.extend_from_slice(&kids);
942
943        // Recurse. (This is a postorder traversal.)
944        for kid in kids.into_iter().rev() {
945            self.build_from(graph, kid, mask);
946        }
947
948        // Finally, push our index.
949        self.threaded_graph.push(node_index);
950    }
951}