mirror of
https://github.com/bevyengine/bevy
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bdd0af6bfb
# Objective - Required components replace bundles, but `SpatialBundle` is yet to be deprecated ## Solution - Deprecate `SpatialBundle` - Insert `Transform` and `Visibility` instead in examples using it - In `spawn` or `insert` inserting a default `Transform` or `Visibility` with component already requiring either, remove those components from the tuple ## Testing - Did you test these changes? If so, how? Yes, I ran the examples I changed and tests - Are there any parts that need more testing? The `gamepad_viewer` and and `custom_shader_instancing` examples don't work as intended due to entirely unrelated code, didn't check main. - How can other people (reviewers) test your changes? Is there anything specific they need to know? Run examples, or just check that all spawned values are identical - If relevant, what platforms did you test these changes on, and are there any important ones you can't test? Linux, wayland trough x11 (cause that's the default feature) --- ## Migration Guide `SpatialBundle` is now deprecated, insert `Transform` and `Visibility` instead which will automatically insert all other components that were in the bundle. If you do not specify these values and any other components in your `spawn`/`insert` call already requires either of these components you can leave that one out. before: ```rust commands.spawn(SpatialBundle::default()); ``` after: ```rust commands.spawn((Transform::default(), Visibility::default()); ```
176 lines
6.4 KiB
Rust
176 lines
6.4 KiB
Rust
//! Create and play an animation defined by code that operates on the [`Transform`] component.
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use std::f32::consts::PI;
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use bevy::{
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animation::{AnimationTarget, AnimationTargetId},
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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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.insert_resource(AmbientLight {
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color: Color::WHITE,
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brightness: 150.0,
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})
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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 animations: ResMut<Assets<AnimationClip>>,
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mut graphs: ResMut<Assets<AnimationGraph>>,
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) {
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// Camera
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commands.spawn((
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Camera3d::default(),
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Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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));
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// Light
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commands.spawn((
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PointLight {
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intensity: 500_000.0,
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..default()
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},
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Transform::from_xyz(0.0, 2.5, 0.0),
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));
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// Let's use the `Name` component to target entities. We can use anything we
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// like, but names are convenient.
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let planet = Name::new("planet");
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let orbit_controller = Name::new("orbit_controller");
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let satellite = Name::new("satellite");
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// Creating the animation
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let mut animation = AnimationClip::default();
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// A curve can modify a single part of a transform: here, the translation.
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let planet_animation_target_id = AnimationTargetId::from_name(&planet);
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animation.add_curve_to_target(
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planet_animation_target_id,
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UnevenSampleAutoCurve::new([0.0, 1.0, 2.0, 3.0, 4.0].into_iter().zip([
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Vec3::new(1.0, 0.0, 1.0),
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Vec3::new(-1.0, 0.0, 1.0),
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Vec3::new(-1.0, 0.0, -1.0),
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Vec3::new(1.0, 0.0, -1.0),
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// in case seamless looping is wanted, the last keyframe should
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// be the same as the first one
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Vec3::new(1.0, 0.0, 1.0),
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]))
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.map(TranslationCurve)
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.expect("should be able to build translation curve because we pass in valid samples"),
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);
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// Or it can modify the rotation of the transform.
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// To find the entity to modify, the hierarchy will be traversed looking for
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// an entity with the right name at each level.
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let orbit_controller_animation_target_id =
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AnimationTargetId::from_names([planet.clone(), orbit_controller.clone()].iter());
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animation.add_curve_to_target(
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orbit_controller_animation_target_id,
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UnevenSampleAutoCurve::new([0.0, 1.0, 2.0, 3.0, 4.0].into_iter().zip([
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Quat::IDENTITY,
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Quat::from_axis_angle(Vec3::Y, PI / 2.),
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Quat::from_axis_angle(Vec3::Y, PI / 2. * 2.),
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Quat::from_axis_angle(Vec3::Y, PI / 2. * 3.),
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Quat::IDENTITY,
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]))
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.map(RotationCurve)
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.expect("Failed to build rotation curve"),
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);
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// If a curve in an animation is shorter than the other, it will not repeat
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// until all other curves are finished. In that case, another animation should
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// be created for each part that would have a different duration / period.
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let satellite_animation_target_id = AnimationTargetId::from_names(
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[planet.clone(), orbit_controller.clone(), satellite.clone()].iter(),
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);
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animation.add_curve_to_target(
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satellite_animation_target_id,
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UnevenSampleAutoCurve::new(
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[0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0, 3.5, 4.0]
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.into_iter()
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.zip([
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Vec3::splat(0.8),
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Vec3::splat(1.2),
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Vec3::splat(0.8),
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Vec3::splat(1.2),
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Vec3::splat(0.8),
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Vec3::splat(1.2),
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Vec3::splat(0.8),
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Vec3::splat(1.2),
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Vec3::splat(0.8),
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]),
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)
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.map(ScaleCurve)
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.expect("Failed to build scale curve"),
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);
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// There can be more than one curve targeting the same entity path.
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animation.add_curve_to_target(
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AnimationTargetId::from_names(
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[planet.clone(), orbit_controller.clone(), satellite.clone()].iter(),
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),
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UnevenSampleAutoCurve::new([0.0, 1.0, 2.0, 3.0, 4.0].into_iter().zip([
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Quat::IDENTITY,
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Quat::from_axis_angle(Vec3::Y, PI / 2.),
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Quat::from_axis_angle(Vec3::Y, PI / 2. * 2.),
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Quat::from_axis_angle(Vec3::Y, PI / 2. * 3.),
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Quat::IDENTITY,
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]))
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.map(RotationCurve)
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.expect("should be able to build translation curve because we pass in valid samples"),
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);
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// Create the animation graph
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let (graph, animation_index) = AnimationGraph::from_clip(animations.add(animation));
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// Create the animation player, and set it to repeat
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let mut player = AnimationPlayer::default();
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player.play(animation_index).repeat();
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// Create the scene that will be animated
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// First entity is the planet
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let planet_entity = commands
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.spawn((
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Mesh3d(meshes.add(Sphere::default())),
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MeshMaterial3d(materials.add(Color::srgb(0.8, 0.7, 0.6))),
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// Add the animation graph and player
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planet,
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AnimationGraphHandle(graphs.add(graph)),
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player,
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))
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.id();
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commands
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.entity(planet_entity)
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.insert(AnimationTarget {
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id: planet_animation_target_id,
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player: planet_entity,
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})
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.with_children(|p| {
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// This entity is just used for animation, but doesn't display anything
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p.spawn((
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Transform::default(),
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Visibility::default(),
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orbit_controller,
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AnimationTarget {
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id: orbit_controller_animation_target_id,
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player: planet_entity,
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},
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))
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.with_children(|p| {
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// The satellite, placed at a distance of the planet
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p.spawn((
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Mesh3d(meshes.add(Cuboid::new(0.5, 0.5, 0.5))),
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MeshMaterial3d(materials.add(Color::srgb(0.3, 0.9, 0.3))),
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Transform::from_xyz(1.5, 0.0, 0.0),
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AnimationTarget {
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id: satellite_animation_target_id,
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player: planet_entity,
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},
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satellite,
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));
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});
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});
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}
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