//! Create and play an animation defined by code that operates on the [`Transform`] component. use std::f32::consts::PI; use bevy::animation::{AnimationTarget, AnimationTargetId}; use bevy::prelude::*; fn main() { App::new() .add_plugins(DefaultPlugins) .insert_resource(AmbientLight { color: Color::WHITE, brightness: 150.0, }) .add_systems(Startup, setup) .run(); } fn setup( mut commands: Commands, mut meshes: ResMut>, mut materials: ResMut>, mut animations: ResMut>, mut graphs: ResMut>, ) { // Camera commands.spawn(Camera3dBundle { transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y), ..default() }); // Light commands.spawn(PointLightBundle { point_light: PointLight { intensity: 500_000.0, ..default() }, transform: Transform::from_xyz(0.0, 2.5, 0.0), ..default() }); // Let's use the `Name` component to target entities. We can use anything we // like, but names are convenient. 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 let planet_animation_target_id = AnimationTargetId::from_name(&planet); animation.add_curve_to_target( planet_animation_target_id, VariableCurve::linear::( [0.0, 1.0, 2.0, 3.0, 4.0], [ Vec3::new(1.0, 0.0, 1.0), Vec3::new(-1.0, 0.0, 1.0), Vec3::new(-1.0, 0.0, -1.0), 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 let orbit_controller_animation_target_id = AnimationTargetId::from_names([planet.clone(), orbit_controller.clone()].iter()); animation.add_curve_to_target( orbit_controller_animation_target_id, VariableCurve::linear::( [0.0, 1.0, 2.0, 3.0, 4.0], [ 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 let satellite_animation_target_id = AnimationTargetId::from_names( [planet.clone(), orbit_controller.clone(), satellite.clone()].iter(), ); animation.add_curve_to_target( satellite_animation_target_id, VariableCurve::linear::( [0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0, 3.5, 4.0], [ 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_target( AnimationTargetId::from_names( [planet.clone(), orbit_controller.clone(), satellite.clone()].iter(), ), VariableCurve::linear::( [0.0, 1.0, 2.0, 3.0, 4.0], [ 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 graph let (graph, animation_index) = AnimationGraph::from_clip(animations.add(animation)); // Create the animation player, and set it to repeat let mut player = AnimationPlayer::default(); player.play(animation_index).repeat(); // Create the scene that will be animated // First entity is the planet let planet_entity = commands .spawn(( PbrBundle { mesh: meshes.add(Sphere::default()), material: materials.add(Color::srgb(0.8, 0.7, 0.6)), ..default() }, // Add the animation graph and player planet, graphs.add(graph), player, )) .id(); commands .entity(planet_entity) .insert(AnimationTarget { id: planet_animation_target_id, player: planet_entity, }) .with_children(|p| { // This entity is just used for animation, but doesn't display anything p.spawn(( SpatialBundle::INHERITED_IDENTITY, orbit_controller, AnimationTarget { id: orbit_controller_animation_target_id, player: planet_entity, }, )) .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(Cuboid::new(0.5, 0.5, 0.5)), material: materials.add(Color::srgb(0.3, 0.9, 0.3)), ..default() }, AnimationTarget { id: satellite_animation_target_id, player: planet_entity, }, satellite, )); }); }); }