bevy/examples/animation/animated_transform.rs
NiseVoid bdd0af6bfb
Deprecate SpatialBundle (#15830)
# Objective

- Required components replace bundles, but `SpatialBundle` is yet to be
deprecated

## Solution

- Deprecate `SpatialBundle`
- Insert `Transform` and `Visibility` instead in examples using it
- In `spawn` or `insert` inserting a default `Transform` or `Visibility`
with component already requiring either, remove those components from
the tuple

## Testing

- Did you test these changes? If so, how?
Yes, I ran the examples I changed and tests
- Are there any parts that need more testing?
The `gamepad_viewer` and and `custom_shader_instancing` examples don't
work as intended due to entirely unrelated code, didn't check main.
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
Run examples, or just check that all spawned values are identical
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
Linux, wayland trough x11 (cause that's the default feature)

---

## Migration Guide

`SpatialBundle` is now deprecated, insert `Transform` and `Visibility`
instead which will automatically insert all other components that were
in the bundle. If you do not specify these values and any other
components in your `spawn`/`insert` call already requires either of
these components you can leave that one out.

before:
```rust
commands.spawn(SpatialBundle::default());
```

after:
```rust
commands.spawn((Transform::default(), Visibility::default());
```
2024-10-13 17:28:22 +00:00

176 lines
6.4 KiB
Rust

//! Create and play an animation defined by code that operates on the [`Transform`] component.
use std::f32::consts::PI;
use bevy::{
animation::{AnimationTarget, AnimationTargetId},
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<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
mut animations: ResMut<Assets<AnimationClip>>,
mut graphs: ResMut<Assets<AnimationGraph>>,
) {
// Camera
commands.spawn((
Camera3d::default(),
Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
));
// Light
commands.spawn((
PointLight {
intensity: 500_000.0,
..default()
},
Transform::from_xyz(0.0, 2.5, 0.0),
));
// 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,
UnevenSampleAutoCurve::new([0.0, 1.0, 2.0, 3.0, 4.0].into_iter().zip([
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),
]))
.map(TranslationCurve)
.expect("should be able to build translation curve because we pass in valid samples"),
);
// 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,
UnevenSampleAutoCurve::new([0.0, 1.0, 2.0, 3.0, 4.0].into_iter().zip([
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,
]))
.map(RotationCurve)
.expect("Failed to build rotation curve"),
);
// 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,
UnevenSampleAutoCurve::new(
[0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0, 3.5, 4.0]
.into_iter()
.zip([
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),
]),
)
.map(ScaleCurve)
.expect("Failed to build scale curve"),
);
// 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(),
),
UnevenSampleAutoCurve::new([0.0, 1.0, 2.0, 3.0, 4.0].into_iter().zip([
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,
]))
.map(RotationCurve)
.expect("should be able to build translation curve because we pass in valid samples"),
);
// 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((
Mesh3d(meshes.add(Sphere::default())),
MeshMaterial3d(materials.add(Color::srgb(0.8, 0.7, 0.6))),
// Add the animation graph and player
planet,
AnimationGraphHandle(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((
Transform::default(),
Visibility::default(),
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((
Mesh3d(meshes.add(Cuboid::new(0.5, 0.5, 0.5))),
MeshMaterial3d(materials.add(Color::srgb(0.3, 0.9, 0.3))),
Transform::from_xyz(1.5, 0.0, 0.0),
AnimationTarget {
id: satellite_animation_target_id,
player: planet_entity,
},
satellite,
));
});
});
}