5 releases (3 breaking)
0.4.0 | Jul 5, 2024 |
---|---|
0.3.1 | Feb 21, 2024 |
0.3.0 | Feb 17, 2024 |
0.2.0 | Jan 11, 2024 |
0.1.0 | Jan 3, 2024 |
#880 in Game dev
37KB
291 lines
bevy_webp_anim
Plugin for loading and playing animated .webp
images in bevy.
We make the assumption that any webp file loaded with the provided WebpLoader
is an animation.
The actual decoding of the frames is done by the image
crate.
The decoding is ran in a tokio::runtime::Runtime
threadpool.
The resource WebpAnimator
holds a mapping from video uuids to channel receivers.
The runtime sends bevy::Image
frames to the channel receivers.
Register the system load_next_frame
to automatically continue the animation.
This system works with a core component RemoteControl
.
This component contains the uuid of the video and FPS settings.
By running the load_next_frame
system e.g. on Update
or on a fixed schedule with period matching that of the FPS of the video, each RemoteControl
component will load the next frame of the video into the entity's Handle<Image>
.
If the entity does not have a Handle<Image>
component, the frame is dropped.
Example
$ cargo run --example basic
for a bunny.
Issue: Support large videos
The current implementation of bevy_webp_anim
loads each frame into memory.
Then, it keeps sending the frames from the that frames vector to the channel receiver in a loop.
This works for my use case as I have small videos which I want to play in a loop.
However, an alternative approach would facilitate larger videos.
We could store the decoder (from the image
crate) and decode frames only as needed.
The trouble right now with implementing this is that spawning an async task requires Send
futures.
However, the Frames<'a>
iterator of the image
crate has an inner Box<dyn Iterator<Item = Frame<'a>> + 'a>
type.
We cannot keep the iterator across .await
points of our channel sender async fn send
calls.
Feature: Reuse decoded frames
We can have several entities listening to the same video frames.
This would be useful if you play the same video in several places on your screen.
Right now, you'd need separate decoders and separate Handle<Image>
.
I don't need this feature in my project at the moment, but happy to add it if there's a demand.
Issue: Explore bevy's work load system instead of a custom tokio runtime
Bevy comes with its own thread pool that can run tasks. It might be preferable to use this instead of spawning another tokio runtime.
Dependencies
~39–78MB
~1.5M SLoC