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# Objective Simplify the API surrounding easing curves. Broaden the base of types that support easing. ## Solution There is now a single library function, `easing_curve`, which constructs a unit-parametrized easing curve between two values based on an `EaseFunction`: ```rust /// Given a `start` and `end` value, create a curve parametrized over [the unit interval] /// that connects them, using the given [ease function] to determine the form of the /// curve in between. /// /// [the unit interval]: Interval::UNIT /// [ease function]: EaseFunction pub fn easing_curve<T: Ease>(start: T, end: T, ease_fn: EaseFunction) -> EasingCurve<T> { //... } ``` As this shows, the type of the output curve is generic only in `T`. In particular, as long as `T` is `Reflect` (and `FromReflect` etc. — i.e., a standard "well-behaved" reflectable type), `EasingCurve<T>` is also `Reflect`, and there is no special field handling nonsense. Therefore, `EasingCurve` is the kind of thing that would be able to be easily changed in an editor. This is made possible by storing the actual `EaseFunction` on `EasingCurve<T>` instead of indirecting through some kind of function type (which generally leads to issues with reflection). The types that can be eased are those that implement a trait `Ease`: ```rust /// A type whose values can be eased between. /// /// This requires the construction of an interpolation curve that actually extends /// beyond the curve segment that connects two values, because an easing curve may /// extrapolate before the starting value and after the ending value. This is /// especially common in easing functions that mimic elastic or springlike behavior. pub trait Ease: Sized { /// Given `start` and `end` values, produce a curve with [unlimited domain] /// that: /// - takes a value equivalent to `start` at `t = 0` /// - takes a value equivalent to `end` at `t = 1` /// - has constant speed everywhere, including outside of `[0, 1]` /// /// [unlimited domain]: Interval::EVERYWHERE fn interpolating_curve_unbounded(start: &Self, end: &Self) -> impl Curve<Self>; } ``` (I know, I know, yet *another* interpolation trait. See 'Future direction'.) The other existing easing functions from the previous version of this module have also become new members of `EaseFunction`: `Linear`, `Steps`, and `Elastic` (which maybe needs a different name). The latter two are parametrized. ## Testing Tested using the `easing_functions` example. I also axed the `cubic_curve` example which was of questionable value and replaced it with `eased_motion`, which uses this API in the context of animation: https://github.com/user-attachments/assets/3c802992-6b9b-4b56-aeb1-a47501c29ce2 --- ## Future direction Morally speaking, `Ease` is incredibly similar to `StableInterpolate`. Probably, we should just merge `StableInterpolate` into `Ease`, and then make `SmoothNudge` an automatic extension trait of `Ease`. The reason I didn't do that is that `StableInterpolate` is not implemented for `VectorSpace` because of concerns about the `Color` types, and I wanted to avoid controversy. I think that may be a good idea though. As Alice mentioned before, we should also probably get rid of the `interpolation` dependency. The parametrized `Elastic` variant probably also needs some additional work (e.g. renaming, in/out/in-out variants, etc.) if we want to keep it.
149 lines
5.1 KiB
Rust
149 lines
5.1 KiB
Rust
//! Demonstrates the application of easing curves to animate a transition.
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use std::f32::consts::FRAC_PI_2;
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use bevy::{
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animation::{AnimationTarget, AnimationTargetId},
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color::palettes::css::{ORANGE, SILVER},
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math::vec3,
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prelude::*,
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};
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup)
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.run();
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}
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fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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mut animation_graphs: ResMut<Assets<AnimationGraph>>,
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mut animation_clips: ResMut<Assets<AnimationClip>>,
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) {
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// Create the animation:
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let AnimationInfo {
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target_name: animation_target_name,
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target_id: animation_target_id,
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graph: animation_graph,
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node_index: animation_node_index,
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} = AnimationInfo::create(&mut animation_graphs, &mut animation_clips);
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// Build an animation player that automatically plays the animation.
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let mut animation_player = AnimationPlayer::default();
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animation_player.play(animation_node_index).repeat();
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// A cube together with the components needed to animate it
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let cube_entity = commands
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.spawn((
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Mesh3d(meshes.add(Cuboid::from_length(2.0))),
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MeshMaterial3d(materials.add(Color::from(ORANGE))),
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Transform::from_translation(vec3(-6., 2., 0.)),
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animation_target_name,
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animation_player,
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animation_graph,
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))
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.id();
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commands.entity(cube_entity).insert(AnimationTarget {
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id: animation_target_id,
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player: cube_entity,
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});
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// Some light to see something
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commands.spawn((
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PointLight {
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shadows_enabled: true,
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intensity: 10_000_000.,
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range: 100.0,
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..default()
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},
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Transform::from_xyz(8., 16., 8.),
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));
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// Ground plane
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commands.spawn((
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Mesh3d(meshes.add(Plane3d::default().mesh().size(50., 50.))),
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MeshMaterial3d(materials.add(Color::from(SILVER))),
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));
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// The camera
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commands.spawn((
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Camera3d::default(),
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Transform::from_xyz(0., 6., 12.).looking_at(Vec3::new(0., 1.5, 0.), Vec3::Y),
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));
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}
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// Holds information about the animation we programmatically create.
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struct AnimationInfo {
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// The name of the animation target (in this case, the text).
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target_name: Name,
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// The ID of the animation target, derived from the name.
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target_id: AnimationTargetId,
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// The animation graph asset.
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graph: Handle<AnimationGraph>,
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// The index of the node within that graph.
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node_index: AnimationNodeIndex,
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}
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impl AnimationInfo {
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// Programmatically creates the UI animation.
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fn create(
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animation_graphs: &mut Assets<AnimationGraph>,
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animation_clips: &mut Assets<AnimationClip>,
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) -> AnimationInfo {
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// Create an ID that identifies the text node we're going to animate.
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let animation_target_name = Name::new("Cube");
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let animation_target_id = AnimationTargetId::from_name(&animation_target_name);
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// Allocate an animation clip.
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let mut animation_clip = AnimationClip::default();
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// Each leg of the translation motion should take 3 seconds.
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let animation_domain = interval(0.0, 3.0).unwrap();
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// The easing curve is parametrized over [0, 1], so we reparametrize it and
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// then ping-pong, which makes it spend another 3 seconds on the return journey.
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let translation_curve = easing_curve(
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vec3(-6., 2., 0.),
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vec3(6., 2., 0.),
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EaseFunction::CubicInOut,
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)
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.reparametrize_linear(animation_domain)
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.expect("this curve has bounded domain, so this should never fail")
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.ping_pong()
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.expect("this curve has bounded domain, so this should never fail");
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// Something similar for rotation. The repetition here is an illusion caused
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// by the symmetry of the cube; it rotates on the forward journey and never
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// rotates back.
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let rotation_curve = easing_curve(
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Quat::IDENTITY,
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Quat::from_rotation_y(FRAC_PI_2),
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EaseFunction::ElasticInOut,
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)
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.reparametrize_linear(interval(0.0, 4.0).unwrap())
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.expect("this curve has bounded domain, so this should never fail");
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animation_clip
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.add_curve_to_target(animation_target_id, TranslationCurve(translation_curve));
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animation_clip.add_curve_to_target(animation_target_id, RotationCurve(rotation_curve));
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// Save our animation clip as an asset.
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let animation_clip_handle = animation_clips.add(animation_clip);
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// Create an animation graph with that clip.
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let (animation_graph, animation_node_index) =
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AnimationGraph::from_clip(animation_clip_handle);
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let animation_graph_handle = animation_graphs.add(animation_graph);
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AnimationInfo {
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target_name: animation_target_name,
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target_id: animation_target_id,
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graph: animation_graph_handle,
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node_index: animation_node_index,
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}
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}
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}
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