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https://github.com/bevyengine/bevy
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3da0ef048e
# 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.
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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AnimationGraphHandle(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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