mirror of
https://github.com/bevyengine/bevy
synced 2024-11-26 06:30:19 +00:00
0166db33f7
# Objective #11431 and #11688 implemented meshing support for Bevy's new geometric primitives. The next step is to deprecate the shapes in `bevy_render::mesh::shape` and to later remove them completely for 0.14. ## Solution Deprecate the shapes and reduce code duplication by utilizing the primitive meshing API for the old shapes where possible. Note that some shapes have behavior that can't be exactly reproduced with the new primitives yet: - `Box` is more of an AABB with min/max extents - `Plane` supports a subdivision count - `Quad` has a `flipped` property These types have not been changed to utilize the new primitives yet. --- ## Changelog - Deprecated all shapes in `bevy_render::mesh::shape` - Changed all examples to use new primitives for meshing ## Migration Guide Bevy has previously used rendering-specific types like `UVSphere` and `Quad` for primitive mesh shapes. These have now been deprecated to use the geometric primitives newly introduced in version 0.13. Some examples: ```rust let before = meshes.add(shape::Box::new(5.0, 0.15, 5.0)); let after = meshes.add(Cuboid::new(5.0, 0.15, 5.0)); let before = meshes.add(shape::Quad::default()); let after = meshes.add(Rectangle::default()); let before = meshes.add(shape::Plane::from_size(5.0)); // The surface normal can now also be specified when using `new` let after = meshes.add(Plane3d::default().mesh().size(5.0, 5.0)); let before = meshes.add( Mesh::try_from(shape::Icosphere { radius: 0.5, subdivisions: 5, }) .unwrap(), ); let after = meshes.add(Sphere::new(0.5).mesh().ico(5).unwrap()); ```
154 lines
5.5 KiB
Rust
154 lines
5.5 KiB
Rust
//! Create and play an animation defined by code that operates on the [`Transform`] component.
|
|
|
|
use std::f32::consts::PI;
|
|
|
|
use bevy::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>>,
|
|
) {
|
|
// Camera
|
|
commands.spawn(Camera3dBundle {
|
|
transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
|
|
..default()
|
|
});
|
|
|
|
// The animation API uses the `Name` component to target entities
|
|
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
|
|
animation.add_curve_to_path(
|
|
EntityPath {
|
|
parts: vec![planet.clone()],
|
|
},
|
|
VariableCurve {
|
|
keyframe_timestamps: vec![0.0, 1.0, 2.0, 3.0, 4.0],
|
|
keyframes: Keyframes::Translation(vec![
|
|
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),
|
|
]),
|
|
interpolation: Interpolation::Linear,
|
|
},
|
|
);
|
|
// 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
|
|
animation.add_curve_to_path(
|
|
EntityPath {
|
|
parts: vec![planet.clone(), orbit_controller.clone()],
|
|
},
|
|
VariableCurve {
|
|
keyframe_timestamps: vec![0.0, 1.0, 2.0, 3.0, 4.0],
|
|
keyframes: Keyframes::Rotation(vec![
|
|
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,
|
|
]),
|
|
interpolation: Interpolation::Linear,
|
|
},
|
|
);
|
|
// 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
|
|
animation.add_curve_to_path(
|
|
EntityPath {
|
|
parts: vec![planet.clone(), orbit_controller.clone(), satellite.clone()],
|
|
},
|
|
VariableCurve {
|
|
keyframe_timestamps: vec![0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0, 3.5, 4.0],
|
|
keyframes: Keyframes::Scale(vec![
|
|
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),
|
|
]),
|
|
interpolation: Interpolation::Linear,
|
|
},
|
|
);
|
|
// There can be more than one curve targeting the same entity path
|
|
animation.add_curve_to_path(
|
|
EntityPath {
|
|
parts: vec![planet.clone(), orbit_controller.clone(), satellite.clone()],
|
|
},
|
|
VariableCurve {
|
|
keyframe_timestamps: vec![0.0, 1.0, 2.0, 3.0, 4.0],
|
|
keyframes: Keyframes::Rotation(vec![
|
|
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,
|
|
]),
|
|
interpolation: Interpolation::Linear,
|
|
},
|
|
);
|
|
|
|
// Create the animation player, and set it to repeat
|
|
let mut player = AnimationPlayer::default();
|
|
player.play(animations.add(animation)).repeat();
|
|
|
|
// Create the scene that will be animated
|
|
// First entity is the planet
|
|
commands
|
|
.spawn((
|
|
PbrBundle {
|
|
mesh: meshes.add(Sphere::default()),
|
|
material: materials.add(Color::rgb(0.8, 0.7, 0.6)),
|
|
..default()
|
|
},
|
|
// Add the Name component, and the animation player
|
|
planet,
|
|
player,
|
|
))
|
|
.with_children(|p| {
|
|
// This entity is just used for animation, but doesn't display anything
|
|
p.spawn((
|
|
SpatialBundle::INHERITED_IDENTITY,
|
|
// Add the Name component
|
|
orbit_controller,
|
|
))
|
|
.with_children(|p| {
|
|
// The satellite, placed at a distance of the planet
|
|
p.spawn((
|
|
PbrBundle {
|
|
transform: Transform::from_xyz(1.5, 0.0, 0.0),
|
|
mesh: meshes.add(Cuboid::new(0.5, 0.5, 0.5)),
|
|
material: materials.add(Color::rgb(0.3, 0.9, 0.3)),
|
|
..default()
|
|
},
|
|
// Add the Name component
|
|
satellite,
|
|
));
|
|
});
|
|
});
|
|
}
|