add example for ease functions (#15703)

# Objective

- Followup to #15675 
- Add an example showcasing the functions

## Solution

- Add an example showcasing the functions
- Some of the functions from the interpolation crate are messed up,
fixed in #15706


![ease](https://github.com/user-attachments/assets/1f3b2b80-23d2-45c7-8b08-95b2e870aa02)

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
This commit is contained in:
François Mockers 2024-10-07 20:31:43 +02:00 committed by GitHub
parent d454db8e58
commit 01387101df
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3 changed files with 190 additions and 0 deletions

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@ -1299,6 +1299,17 @@ description = "Bezier curve example showing a cube following a cubic curve"
category = "Animation"
wasm = true
[[example]]
name = "easing_functions"
path = "examples/animation/easing_functions.rs"
doc-scrape-examples = true
[package.metadata.example.easing_functions]
name = "Easing Functions"
description = "Showcases the built-in easing functions"
category = "Animation"
wasm = true
[[example]]
name = "custom_skinned_mesh"
path = "examples/animation/custom_skinned_mesh.rs"

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@ -200,6 +200,7 @@ Example | Description
[Color animation](../examples/animation/color_animation.rs) | Demonstrates how to animate colors using mixing and splines in different color spaces
[Cubic Curve](../examples/animation/cubic_curve.rs) | Bezier curve example showing a cube following a cubic curve
[Custom Skinned Mesh](../examples/animation/custom_skinned_mesh.rs) | Skinned mesh example with mesh and joints data defined in code
[Easing Functions](../examples/animation/easing_functions.rs) | Showcases the built-in easing functions
[Morph Targets](../examples/animation/morph_targets.rs) | Plays an animation from a glTF file with meshes with morph targets
[glTF Skinned Mesh](../examples/animation/gltf_skinned_mesh.rs) | Skinned mesh example with mesh and joints data loaded from a glTF file

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@ -0,0 +1,178 @@
//! Demonstrates the behavior of the built-in easing functions.
use bevy::{prelude::*, sprite::Anchor};
#[derive(Component)]
struct SelectedEaseFunction(easing::EaseFunction, Color);
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, display_curves)
.run();
}
fn setup(mut commands: Commands) {
commands.spawn(Camera2d);
let text_style = TextStyle {
font_size: 10.0,
..default()
};
for (i, functions) in [
easing::EaseFunction::QuadraticIn,
easing::EaseFunction::QuadraticOut,
easing::EaseFunction::QuadraticInOut,
easing::EaseFunction::CubicIn,
easing::EaseFunction::CubicOut,
easing::EaseFunction::CubicInOut,
easing::EaseFunction::QuarticIn,
easing::EaseFunction::QuarticOut,
easing::EaseFunction::QuarticInOut,
easing::EaseFunction::QuinticIn,
easing::EaseFunction::QuinticOut,
easing::EaseFunction::QuinticInOut,
easing::EaseFunction::CircularIn,
easing::EaseFunction::CircularOut,
easing::EaseFunction::CircularInOut,
easing::EaseFunction::ExponentialIn,
easing::EaseFunction::ExponentialOut,
easing::EaseFunction::ExponentialInOut,
easing::EaseFunction::SineIn,
easing::EaseFunction::SineOut,
easing::EaseFunction::SineInOut,
easing::EaseFunction::ElasticIn,
easing::EaseFunction::ElasticOut,
easing::EaseFunction::ElasticInOut,
easing::EaseFunction::BackIn,
easing::EaseFunction::BackOut,
easing::EaseFunction::BackInOut,
easing::EaseFunction::BounceIn,
easing::EaseFunction::BounceOut,
easing::EaseFunction::BounceInOut,
]
.chunks(3)
.enumerate()
{
for (j, function) in functions.iter().enumerate() {
let color = Hsla::hsl(i as f32 / 10.0 * 360.0, 0.8, 0.75).into();
commands
.spawn((
Text2dBundle {
text: Text::from_section(
format!("{:?}", function),
TextStyle {
color,
..text_style.clone()
},
),
transform: Transform::from_xyz(
i as f32 * 125.0 - 1280.0 / 2.0 + 25.0,
-100.0 - ((j as f32 * 250.0) - 300.0),
0.0,
),
text_anchor: Anchor::TopLeft,
..default()
},
SelectedEaseFunction(*function, color),
))
.with_children(|p| {
p.spawn(SpriteBundle {
sprite: Sprite {
custom_size: Some(Vec2::new(5.0, 5.0)),
color,
..default()
},
transform: Transform::from_xyz(110.0, 15.0, 0.0),
..default()
});
p.spawn(SpriteBundle {
sprite: Sprite {
custom_size: Some(Vec2::new(4.0, 4.0)),
color,
..default()
},
transform: Transform::from_xyz(0.0, 0.0, 0.0),
..default()
});
});
}
}
commands.spawn(
TextBundle::from_section("", TextStyle::default()).with_style(Style {
position_type: PositionType::Absolute,
bottom: Val::Px(12.0),
left: Val::Px(12.0),
..default()
}),
);
}
fn display_curves(
mut gizmos: Gizmos,
ease_functions: Query<(&SelectedEaseFunction, &Transform, &Children)>,
mut transforms: Query<&mut Transform, Without<SelectedEaseFunction>>,
mut ui: Query<&mut Text, With<Node>>,
time: Res<Time>,
) {
let samples = 100;
let size = 100.0;
let duration = 2.5;
let time_margin = 0.5;
let now = ((time.elapsed_seconds() % (duration + time_margin * 2.0) - time_margin) / duration)
.clamp(0.0, 1.0);
ui.single_mut().sections[0].value = format!("Progress: {:.2}", now);
for (SelectedEaseFunction(function, color), transform, children) in &ease_functions {
// Draw a box around the curve
gizmos.linestrip_2d(
[
Vec2::new(transform.translation.x, transform.translation.y + 15.0),
Vec2::new(
transform.translation.x + size,
transform.translation.y + 15.0,
),
Vec2::new(
transform.translation.x + size,
transform.translation.y + 15.0 + size,
),
Vec2::new(
transform.translation.x,
transform.translation.y + 15.0 + size,
),
Vec2::new(transform.translation.x, transform.translation.y + 15.0),
],
color.darker(0.4),
);
// Draw the curve
let f = easing::EasingCurve::ease(*function);
gizmos.linestrip_2d(
(0..(samples + 1)).map(|i| {
let t = i as f32 / samples as f32;
let sampled = f.sample(t).unwrap();
Vec2::new(
t * size + transform.translation.x,
sampled * size + transform.translation.y + 15.0,
)
}),
*color,
);
// Show progress along the curve for the current time
let y = f.sample(now).unwrap() * size + 15.0;
transforms.get_mut(children[0]).unwrap().translation.y = y;
transforms.get_mut(children[1]).unwrap().translation = Vec3::new(now * size, y, 0.0);
gizmos.linestrip_2d(
[
Vec2::new(transform.translation.x, transform.translation.y + y),
Vec2::new(transform.translation.x + size, transform.translation.y + y),
],
color.darker(0.2),
);
}
}