//! Demonstrates the application of easing curves to animate a transition. use std::f32::consts::FRAC_PI_2; use bevy::{ animation::{AnimationTarget, AnimationTargetId}, color::palettes::css::{ORANGE, SILVER}, math::vec3, prelude::*, }; fn main() { App::new() .add_plugins(DefaultPlugins) .add_systems(Startup, setup) .run(); } fn setup( mut commands: Commands, mut meshes: ResMut>, mut materials: ResMut>, mut animation_graphs: ResMut>, mut animation_clips: ResMut>, ) { // Create the animation: let AnimationInfo { target_name: animation_target_name, target_id: animation_target_id, graph: animation_graph, node_index: animation_node_index, } = AnimationInfo::create(&mut animation_graphs, &mut animation_clips); // Build an animation player that automatically plays the animation. let mut animation_player = AnimationPlayer::default(); animation_player.play(animation_node_index).repeat(); // A cube together with the components needed to animate it let cube_entity = commands .spawn(( Mesh3d(meshes.add(Cuboid::from_length(2.0))), MeshMaterial3d(materials.add(Color::from(ORANGE))), Transform::from_translation(vec3(-6., 2., 0.)), animation_target_name, animation_player, AnimationGraphHandle(animation_graph), )) .id(); commands.entity(cube_entity).insert(AnimationTarget { id: animation_target_id, player: cube_entity, }); // Some light to see something commands.spawn(( PointLight { shadows_enabled: true, intensity: 10_000_000., range: 100.0, ..default() }, Transform::from_xyz(8., 16., 8.), )); // Ground plane commands.spawn(( Mesh3d(meshes.add(Plane3d::default().mesh().size(50., 50.))), MeshMaterial3d(materials.add(Color::from(SILVER))), )); // The camera commands.spawn(( Camera3d::default(), Transform::from_xyz(0., 6., 12.).looking_at(Vec3::new(0., 1.5, 0.), Vec3::Y), )); } // Holds information about the animation we programmatically create. struct AnimationInfo { // The name of the animation target (in this case, the text). target_name: Name, // The ID of the animation target, derived from the name. target_id: AnimationTargetId, // The animation graph asset. graph: Handle, // The index of the node within that graph. node_index: AnimationNodeIndex, } impl AnimationInfo { // Programmatically creates the UI animation. fn create( animation_graphs: &mut Assets, animation_clips: &mut Assets, ) -> AnimationInfo { // Create an ID that identifies the text node we're going to animate. let animation_target_name = Name::new("Cube"); let animation_target_id = AnimationTargetId::from_name(&animation_target_name); // Allocate an animation clip. let mut animation_clip = AnimationClip::default(); // Each leg of the translation motion should take 3 seconds. let animation_domain = interval(0.0, 3.0).unwrap(); // The easing curve is parametrized over [0, 1], so we reparametrize it and // then ping-pong, which makes it spend another 3 seconds on the return journey. let translation_curve = EasingCurve::new( vec3(-6., 2., 0.), vec3(6., 2., 0.), EaseFunction::CubicInOut, ) .reparametrize_linear(animation_domain) .expect("this curve has bounded domain, so this should never fail") .ping_pong() .expect("this curve has bounded domain, so this should never fail"); // Something similar for rotation. The repetition here is an illusion caused // by the symmetry of the cube; it rotates on the forward journey and never // rotates back. let rotation_curve = EasingCurve::new( Quat::IDENTITY, Quat::from_rotation_y(FRAC_PI_2), EaseFunction::ElasticInOut, ) .reparametrize_linear(interval(0.0, 4.0).unwrap()) .expect("this curve has bounded domain, so this should never fail"); animation_clip .add_curve_to_target(animation_target_id, TranslationCurve(translation_curve)); animation_clip.add_curve_to_target(animation_target_id, RotationCurve(rotation_curve)); // Save our animation clip as an asset. let animation_clip_handle = animation_clips.add(animation_clip); // Create an animation graph with that clip. let (animation_graph, animation_node_index) = AnimationGraph::from_clip(animation_clip_handle); let animation_graph_handle = animation_graphs.add(animation_graph); AnimationInfo { target_name: animation_target_name, target_id: animation_target_id, graph: animation_graph_handle, node_index: animation_node_index, } } }