mirror of
https://github.com/bevyengine/bevy
synced 2024-11-24 21:53:07 +00:00
7477928f13
# Objective We currently use special "floating" constructors for `EasingCurve`, `FunctionCurve`, and `ConstantCurve` (ex: `easing_curve`). This erases the type being created (and in general "what is happening" structurally), for very minimal ergonomics improvements. With rare exceptions, we prefer normal `X::new()` constructors over floating `x()` constructors in Bevy. I don't think this use case merits special casing here. ## Solution Add `EasingCurve::new()`, use normal constructors everywhere, and remove the floating constructors. I think this should land in 0.15 in the interest of not breaking people later.
149 lines
5.1 KiB
Rust
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 = EasingCurve::new(
|
|
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 = EasingCurve::new(
|
|
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,
|
|
}
|
|
}
|
|
}
|