//! Create and play an animation defined by code that operates on the `Transform` component. use std::f32::consts::PI; use bevy::prelude::*; fn main() { App::new() .add_plugins(DefaultPlugins) .insert_resource(AmbientLight { color: Color::WHITE, brightness: 1.0, }) .add_systems(Startup, setup) .run(); } fn setup( mut commands: Commands, mut meshes: ResMut>, mut materials: ResMut>, mut animations: ResMut>, ) { // Camera commands.spawn(Camera3dBundle { transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y), ..default() }); // The animation API uses the `Name` component to target entities let planet = Name::new("planet"); let orbit_controller = Name::new("orbit_controller"); let satellite = Name::new("satellite"); // Creating the animation let mut animation = AnimationClip::default(); // A curve can modify a single part of a transform, here the translation animation.add_curve_to_path( EntityPath { parts: vec![planet.clone()], }, VariableCurve { keyframe_timestamps: vec![0.0, 1.0, 2.0, 3.0, 4.0], keyframes: Keyframes::Translation(vec![ Vec3::new(1.0, 0.0, 1.0), Vec3::new(-1.0, 0.0, 1.0), Vec3::new(-1.0, 0.0, -1.0), Vec3::new(1.0, 0.0, -1.0), // in case seamless looping is wanted, the last keyframe should // be the same as the first one Vec3::new(1.0, 0.0, 1.0), ]), }, ); // Or it can modify the rotation of the transform. // To find the entity to modify, the hierarchy will be traversed looking for // an entity with the right name at each level animation.add_curve_to_path( EntityPath { parts: vec![planet.clone(), orbit_controller.clone()], }, VariableCurve { keyframe_timestamps: vec![0.0, 1.0, 2.0, 3.0, 4.0], keyframes: Keyframes::Rotation(vec![ Quat::IDENTITY, Quat::from_axis_angle(Vec3::Y, PI / 2.), Quat::from_axis_angle(Vec3::Y, PI / 2. * 2.), Quat::from_axis_angle(Vec3::Y, PI / 2. * 3.), Quat::IDENTITY, ]), }, ); // If a curve in an animation is shorter than the other, it will not repeat // until all other curves are finished. In that case, another animation should // be created for each part that would have a different duration / period animation.add_curve_to_path( EntityPath { parts: vec![planet.clone(), orbit_controller.clone(), satellite.clone()], }, VariableCurve { keyframe_timestamps: vec![0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0, 3.5, 4.0], keyframes: Keyframes::Scale(vec![ Vec3::splat(0.8), Vec3::splat(1.2), Vec3::splat(0.8), Vec3::splat(1.2), Vec3::splat(0.8), Vec3::splat(1.2), Vec3::splat(0.8), Vec3::splat(1.2), Vec3::splat(0.8), ]), }, ); // There can be more than one curve targeting the same entity path animation.add_curve_to_path( EntityPath { parts: vec![planet.clone(), orbit_controller.clone(), satellite.clone()], }, VariableCurve { keyframe_timestamps: vec![0.0, 1.0, 2.0, 3.0, 4.0], keyframes: Keyframes::Rotation(vec![ Quat::IDENTITY, Quat::from_axis_angle(Vec3::Y, PI / 2.), Quat::from_axis_angle(Vec3::Y, PI / 2. * 2.), Quat::from_axis_angle(Vec3::Y, PI / 2. * 3.), Quat::IDENTITY, ]), }, ); // Create the animation player, and set it to repeat let mut player = AnimationPlayer::default(); player.play(animations.add(animation)).repeat(); // Create the scene that will be animated // First entity is the planet commands .spawn(( PbrBundle { mesh: meshes.add(Mesh::try_from(shape::Icosphere::default()).unwrap()), material: materials.add(Color::rgb(0.8, 0.7, 0.6).into()), ..default() }, // Add the Name component, and the animation player planet, player, )) .with_children(|p| { // This entity is just used for animation, but doesn't display anything p.spawn(( SpatialBundle::INHERITED_IDENTITY, // Add the Name component orbit_controller, )) .with_children(|p| { // The satellite, placed at a distance of the planet p.spawn(( PbrBundle { transform: Transform::from_xyz(1.5, 0.0, 0.0), mesh: meshes.add(Mesh::from(shape::Cube { size: 0.5 })), material: materials.add(Color::rgb(0.3, 0.9, 0.3).into()), ..default() }, // Add the Name component satellite, )); }); }); }