bevy/examples/animation/eased_motion.rs
Tim 3da0ef048e
Remove the Component trait implementation from Handle (#15796)
# Objective

- Closes #15716
- Closes #15718

## Solution

- Replace `Handle<MeshletMesh>` with a new `MeshletMesh3d` component
- As expected there were some random things that needed fixing:
- A couple tests were storing handles just to prevent them from being
dropped I believe, which seems to have been unnecessary in some.
- The `SpriteBundle` still had a `Handle<Image>` field. I've removed
this.
- Tests in `bevy_sprite` incorrectly added a `Handle<Image>` field
outside of the `Sprite` component.
- A few examples were still inserting `Handle`s, switched those to their
corresponding wrappers.
- 2 examples that were still querying for `Handle<Image>` were changed
to query `Sprite`

## Testing

- I've verified that the changed example work now

## Migration Guide

`Handle` can no longer be used as a `Component`. All existing Bevy types
using this pattern have been wrapped in their own semantically
meaningful type. You should do the same for any custom `Handle`
components your project needs.

The `Handle<MeshletMesh>` component is now `MeshletMesh3d`.

The `WithMeshletMesh` type alias has been removed. Use
`With<MeshletMesh3d>` instead.
2024-10-09 21:10:01 +00:00

149 lines
5.1 KiB
Rust

//! 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<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
mut animation_graphs: ResMut<Assets<AnimationGraph>>,
mut animation_clips: ResMut<Assets<AnimationClip>>,
) {
// 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<AnimationGraph>,
// The index of the node within that graph.
node_index: AnimationNodeIndex,
}
impl AnimationInfo {
// Programmatically creates the UI animation.
fn create(
animation_graphs: &mut Assets<AnimationGraph>,
animation_clips: &mut Assets<AnimationClip>,
) -> 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 = easing_curve(
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 = easing_curve(
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,
}
}
}