Adding a bezier curve example (#8194)

# Objective

Examples on how to use the freshly merged `Bezier` struct ( #7653 ) are
missing.

## Solution

- Added a `bezier_curve.rs` example in the `animation/` folder.

---------

Co-authored-by: ira <JustTheCoolDude@gmail.com>
Co-authored-by: Aevyrie <aevyrie@gmail.com>
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Kjolnyr 2023-04-17 18:16:56 +02:00 committed by GitHub
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@ -722,6 +722,16 @@ description = "Create and play an animation defined by code that operates on the
category = "Animation"
wasm = true
[[example]]
name = "cubic_curve"
path = "examples/animation/cubic_curve.rs"
[package.metadata.example.cubic_curve]
name = "Cubic Curve"
description = "Bezier curve example showing a cube following a cubic curve"
category = "Animation"
wasm = true
[[example]]
name = "custom_skinned_mesh"
path = "examples/animation/custom_skinned_mesh.rs"

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@ -144,6 +144,7 @@ Example | Description
--- | ---
[Animated Fox](../examples/animation/animated_fox.rs) | Plays an animation from a skinned glTF
[Animated Transform](../examples/animation/animated_transform.rs) | Create and play an animation defined by code that operates on the `Transform` component
[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
[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 +1,89 @@
//! Demonstrates how to work with Cubic curves.
use bevy::{
math::{cubic_splines::CubicCurve, vec3},
prelude::*,
};
#[derive(Component)]
pub struct Curve(CubicCurve<Vec3>);
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, animate_cube)
.run();
}
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// Define your control points
// These points will define the curve
// You can learn more about bezier curves here
// https://en.wikipedia.org/wiki/B%C3%A9zier_curve
let points = [[
vec3(-6., 2., 0.),
vec3(12., 8., 0.),
vec3(-12., 8., 0.),
vec3(6., 2., 0.),
]];
// Make a CubicCurve
let bezier = Bezier::new(points).to_curve();
// Spawning a cube to experiment on
commands.spawn((
PbrBundle {
mesh: meshes.add(shape::Cube::default().into()),
material: materials.add(Color::ORANGE.into()),
transform: Transform::from_translation(points[0][0]),
..default()
},
Curve(bezier),
));
// Some light to see something
commands.spawn(PointLightBundle {
point_light: PointLight {
intensity: 9000.,
range: 100.,
shadows_enabled: true,
..default()
},
transform: Transform::from_xyz(8., 16., 8.),
..default()
});
// ground plane
commands.spawn(PbrBundle {
mesh: meshes.add(shape::Plane::from_size(50.).into()),
material: materials.add(Color::SILVER.into()),
..default()
});
// The camera
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(0., 6., 12.).looking_at(Vec3::new(0., 3., 0.), Vec3::Y),
..default()
});
}
pub fn animate_cube(
time: Res<Time>,
mut query: Query<(&mut Transform, &Curve)>,
mut gizmos: Gizmos,
) {
let t = (time.elapsed_seconds().sin() + 1.) / 2.;
for (mut transform, cubic_curve) in &mut query {
// Draw the curve
gizmos.linestrip(cubic_curve.0.iter_positions(50), Color::WHITE);
// position takes a point from the curve where 0 is the initial point
// and 1 is the last point
transform.translation = cubic_curve.0.position(t);
}
}