bevy/examples/animation/animated_transform.rs
Carter Anderson af10aa38aa
AnimatedField and Rework Evaluators (#16484)
# Objective

Animating component fields requires too much boilerplate at the moment:

```rust
#[derive(Reflect)]
struct FontSizeProperty;

impl AnimatableProperty for FontSizeProperty {
    type Component = TextFont;

    type Property = f32;

    fn get_mut(component: &mut Self::Component) -> Option<&mut Self::Property> {
        Some(&mut component.font_size)
    }
}

animation_clip.add_curve_to_target(
    animation_target_id,
    AnimatableKeyframeCurve::new(
        [0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0]
            .into_iter()
            .zip([24.0, 80.0, 24.0, 80.0, 24.0, 80.0, 24.0]),
    )
    .map(AnimatableCurve::<FontSizeProperty, _>::from_curve)
    .expect("should be able to build translation curve because we pass in valid samples"),
);
```

## Solution

This adds `AnimatedField` and an `animated_field!` macro, enabling the
following:

```rust
animation_clip.add_curve_to_target(
    animation_target_id,
    AnimatableCurve::new(
        animated_field!(TextFont::font_size),
        AnimatableKeyframeCurve::new(
            [0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0]
                .into_iter()
                .zip([24.0, 80.0, 24.0, 80.0, 24.0, 80.0, 24.0]),
        )
        .expect(
            "should be able to build translation curve because we pass in valid samples",
        ),
    ),
);
```

This required reworking the internals a bit, namely stripping out a lot
of the `Reflect` usage, as that implementation was fundamentally
incompatible with the `AnimatedField` pattern. `Reflect` was being used
in this context just to downcast traits. But we can get downcasting
behavior without the `Reflect` requirement by implementing `Downcast`
for `AnimationCurveEvaluator`.

This also reworks "evaluator identity" to support either a (Component /
Field) pair, or a TypeId. This allows properties to reuse evaluators,
even if they have different accessor methods. The "contract" here is
that for a given (Component / Field) pair, the accessor will return the
same value. Fields are identified by their Reflect-ed field index. The
(TypeId, usize) is prehashed and cached to optimize for lookup speed.

This removes the built-in hard-coded TranslationCurve / RotationCurve /
ScaleCurve in favor of AnimatableField.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-11-27 22:19:55 +00:00

184 lines
6.8 KiB
Rust

//! Create and play an animation defined by code that operates on the [`Transform`] component.
use std::f32::consts::PI;
use bevy::{
animation::{animated_field, 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,
AnimatableCurve::new(
animated_field!(Transform::translation),
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),
]))
.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,
AnimatableCurve::new(
animated_field!(Transform::rotation),
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,
]))
.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,
AnimatableCurve::new(
animated_field!(Transform::scale),
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),
]),
)
.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(),
),
AnimatableCurve::new(
animated_field!(Transform::rotation),
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,
]))
.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,
));
});
});
}